Various fixes
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@ -212,6 +212,9 @@ export class BoLActor extends Actor {
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get fightoptions() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "fightoption")
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}
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get godsfaith() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "godsfaith")
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}
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get features() {
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return this.itemData.filter(i => i.type === "feature")
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}
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@ -440,6 +443,11 @@ export class BoLActor extends Actor {
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"label": "BOL.featureCategory.fightoptions",
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"ranked": false,
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"items": this.fightoptions
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},
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"godsfaith": {
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"label": "BOL.featureSubtypes.gods",
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"ranked": false,
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"items": this.godsfaith
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}
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}
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}
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@ -535,7 +543,7 @@ export class BoLActor extends Actor {
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/*-------------------------------------------- */
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buildListeActions() {
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return this.melee.concat(this.ranged)
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return this.melee.concat(this.ranged).concat(this.natural)
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}
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/*-------------------------------------------- */
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@ -573,8 +581,8 @@ export class BoLActor extends Actor {
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/*-------------------------------------------- */
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async sufferDamage(damage) {
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let newHP = this.data.data.resources.hp.value - damage;
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await this.update({ 'data.resources.hp.value': newHP });
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let newHP = this.data.data.resources.hp.value - damage
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await this.update({ 'data.resources.hp.value': newHP })
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}
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/* -------------------------------------------- */
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@ -314,12 +314,12 @@ export class BoLRoll {
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})
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html.find('#boon').change((event) => {
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let boons = $('#boon').val()
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this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : Math.max(...boons.map(i => parseInt(i)))
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this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : boons.length
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this.updateTotalDice()
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})
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html.find('#flaw').change((event) => {
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let flaws = $('#flaw').val()
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this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : Math.max(...flaws.map(i => parseInt(i)))
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this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : flaws.length
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this.updateTotalDice()
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})
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html.find('.bdice').click((event) => {
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@ -335,15 +335,15 @@ export class BoLRoll {
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}
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/* -------------------------------------------- */
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static preProcessWeapon(rollData) {
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static preProcessWeapon(rollData, defender) {
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
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if (rollData.defender) { // If target is selected
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rollData.defence = rollData.defender.defenseValue
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rollData.armorMalus = rollData.defender.armorMalusValue
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if (defender) { // If target is selected
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rollData.defence = defender.defenseValue
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rollData.armorMalus = defender.armorMalusValue
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rollData.shieldBlock = 'none'
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let shields = rollData.defender.shields
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let shields = defender.shields
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for (let shield of shields) {
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rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
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rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
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@ -361,6 +361,12 @@ export class BoLRoll {
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const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
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let actor = game.actors.get( rollData.actorId )
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let defender
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if ( rollData.targetId) {
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let token = game.scenes.current.tokens.get(rollData.targetId)
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defender = token.actor
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}
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rollData.careers = actor.careers
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rollData.boons = actor.bonusBoons
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rollData.flaws = actor.malusFlaws
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@ -386,7 +392,7 @@ export class BoLRoll {
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rollData.attackBonusDice = false
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rollData.armorMalus = 0
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// Specific stuff
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this.preProcessWeapon(rollData)
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this.preProcessWeapon(rollData, defender)
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this.preProcessFightOption(rollData)
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this.updateArmorMalus(rollData)
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this.updatePPCost(rollData)
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@ -256,8 +256,9 @@ export class BoLUtility {
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return
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} // ?? Why ???
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attackDef.defenseDone = true
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attackDef.defenseMode = defenseMode;
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let defender = game.actors.get(attackDef.defenderId)
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attackDef.defenseMode = defenseMode
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let token = game.scenes.current.tokens.get(attackDef.targetId)
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let defender = token.actor
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if (defenseMode == 'damage-with-armor') {
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let armorFormula = defender.getArmorFormula()
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@ -300,6 +301,7 @@ export class BoLUtility {
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rollHero: attackDef.rollHero,
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weaponHero: attackDef.weaponHero,
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armorProtect: attackDef.armorProtect,
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name: defender.name,
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defender: defender,
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defenseMode: attackDef.defenseMode,
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finalDamage: attackDef.finalDamage
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@ -14,7 +14,7 @@
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"url": "https://github.com/ZigmundKreud/bol",
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"license": "LICENSE.txt",
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"flags": {},
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"version": "1.3.19",
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"version": "1.3.20",
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"templateVersion": 10,
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"minimumCoreVersion": "0.8.6",
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"compatibleCoreVersion": "9",
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