Fix encaissement par joueur
This commit is contained in:
parent
38025666e9
commit
477c86db0e
@ -513,7 +513,7 @@ export class BoLActor extends Actor {
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async manageHealthState() {
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async manageHealthState() {
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let hpID = "lastHP" + this.id
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let hpID = "lastHP" + this.id
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let lastHP = await this.getFlag("world", hpID)
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let lastHP = await this.getFlag("world", hpID)
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if (lastHP != this.data.data.resources.hp.value) {
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if (lastHP != this.data.data.resources.hp.value && this.isOwner ) {
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await this.setFlag("world", hpID, this.data.data.resources.hp.value)
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await this.setFlag("world", hpID, this.data.data.resources.hp.value)
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if (this.data.data.resources.hp.value <= 0) {
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if (this.data.data.resources.hp.value <= 0) {
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ChatMessage.create({
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ChatMessage.create({
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@ -24,7 +24,7 @@ export class BoLRoll {
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let rollData = {
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let rollData = {
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mode: "attribute",
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mode: "attribute",
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actor: actor,
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actorId: actor.id,
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attribute: attribute,
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attribute: attribute,
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attrValue: attribute.value,
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attrValue: attribute.value,
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aptValue: 0,
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aptValue: 0,
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@ -35,6 +35,7 @@ export class BoLRoll {
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armorInitMalus: actor.getArmorInitMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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mod: 0
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mod: 0
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}
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}
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console.log(">>>>>>>>>>", rollData, actor)
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return this.displayRollDialog(rollData)
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return this.displayRollDialog(rollData)
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}
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}
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@ -50,7 +51,7 @@ export class BoLRoll {
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return this.displayRollDialog(
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return this.displayRollDialog(
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{
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{
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mode: "aptitude",
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mode: "aptitude",
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actor: actor,
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actorId: actor.id,
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attribute: attribute,
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attribute: attribute,
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aptitude: aptitude,
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aptitude: aptitude,
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attrValue: attribute.value,
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attrValue: attribute.value,
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@ -82,13 +83,13 @@ export class BoLRoll {
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// Build the roll structure
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// Build the roll structure
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let rolldata = {
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let rolldata = {
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mode: "weapon",
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mode: "weapon",
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actor: actor,
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actorId: actor.id,
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weapon: weapon,
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weapon: weapon,
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isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
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isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
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target: target,
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targetId: target?.id,
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fightOption: fightOption,
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fightOption: fightOption,
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careerBonus: 0,
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careerBonus: 0,
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defender: (target) ? game.actors.get(target.data.actorId) : undefined,
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defenderId: target?.data?.actorId,
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attribute: attribute,
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attribute: attribute,
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aptitude: aptitude,
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aptitude: aptitude,
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attrValue: attribute.value,
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attrValue: attribute.value,
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@ -129,7 +130,7 @@ export class BoLRoll {
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let alchemyDef = {
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let alchemyDef = {
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mode: "alchemy",
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mode: "alchemy",
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actor: actor,
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actorId: actor.id,
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alchemy: alchemy,
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alchemy: alchemy,
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attribute: actor.data.data.attributes.mind,
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attribute: actor.data.data.attributes.mind,
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attrValue: actor.data.data.attributes.mind.value,
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attrValue: actor.data.data.attributes.mind.value,
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@ -152,7 +153,7 @@ export class BoLRoll {
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let spellData = spell.data.data
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let spellData = spell.data.data
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let spellDef = {
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let spellDef = {
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mode: "spell",
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mode: "spell",
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actor: actor,
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actorId: actor.id,
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spell: spell,
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spell: spell,
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attribute: actor.data.data.attributes.mind,
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attribute: actor.data.data.attributes.mind,
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attrValue: actor.data.data.attributes.mind.value,
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attrValue: actor.data.data.attributes.mind.value,
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@ -277,14 +278,16 @@ export class BoLRoll {
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html.find('#attr').change((event) => {
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html.find('#attr').change((event) => {
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let attrKey = event.currentTarget.value
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let attrKey = event.currentTarget.value
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this.rollData.attribute = duplicate(this.rollData.actor.data.data.attributes[attrKey])
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let actor = game.actors.get( this.rollData.actorId)
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this.rollData.attrValue = this.rollData.actor.data.data.attributes[attrKey].value
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this.rollData.attribute = duplicate(actor.data.data.attributes[attrKey])
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this.rollData.attrValue = actor.data.data.attributes[attrKey].value
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this.updateTotalDice()
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this.updateTotalDice()
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})
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})
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html.find('#apt').change((event) => {
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html.find('#apt').change((event) => {
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let aptKey = event.currentTarget.value
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let aptKey = event.currentTarget.value
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this.rollData.aptitude = duplicate(this.rollData.actor.data.data.aptitudes[aptKey])
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let actor = game.actors.get( this.rollData.actorId)
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this.rollData.aptValue = this.rollData.actor.data.data.aptitudes[aptKey].value
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this.rollData.aptitude = duplicate(actor.data.data.aptitudes[aptKey])
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this.rollData.aptValue = actor.data.data.aptitudes[aptKey].value
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this.updateTotalDice()
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this.updateTotalDice()
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})
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})
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@ -348,10 +351,12 @@ export class BoLRoll {
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// initialize default flags/values
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// initialize default flags/values
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const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
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const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
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rollData.careers = rollData.actor.careers
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rollData.boons = rollData.actor.bonusBoons
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let actor = game.actors.get( rollData.actorId )
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rollData.flaws = rollData.actor.malusFlaws
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rollData.careers = actor.careers
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rollData.rollOwnerID = rollData.actor.id
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rollData.boons = actor.bonusBoons
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rollData.flaws = actor.malusFlaws
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rollData.rollOwnerID = actor.id
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rollData.defence = 0
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rollData.defence = 0
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rollData.attackModifier = 0 // Used for fight options
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rollData.attackModifier = 0 // Used for fight options
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rollData.modArmorMalus = 0 // Used for fight options
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rollData.modArmorMalus = 0 // Used for fight options
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@ -464,18 +469,20 @@ export class BoLDefaultRoll {
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this.rollData.isLegendary = false
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this.rollData.isLegendary = false
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this.rollData.isFumble = (diceTotal === 2)
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this.rollData.isFumble = (diceTotal === 2)
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this.rollData.isFailure = !this.rollData.isSuccess
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this.rollData.isFailure = !this.rollData.isSuccess
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let actor = game.actors.get( this.rollData.actorId)
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if (this.rollData.reroll == undefined) {
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if (this.rollData.reroll == undefined) {
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this.rollData.reroll = this.rollData.actor.heroReroll()
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this.rollData.reroll = actor.heroReroll()
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}
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}
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if (this.rollData.registerInit) {
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if (this.rollData.registerInit) {
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this.rollData.actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
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actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
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}
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}
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if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
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if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
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this.rollData.actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
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actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
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}
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}
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if (this.rollData.mode == "alchemy") { // PP cost management
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if (this.rollData.mode == "alchemy") { // PP cost management
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this.rollData.actor.resetAlchemyStatus(this.rollData.alchemy.id)
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actor.resetAlchemyStatus(this.rollData.alchemy.id)
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}
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}
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await this.sendChatMessage()
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await this.sendChatMessage()
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@ -483,13 +490,14 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async sendChatMessage() {
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async sendChatMessage() {
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let actor = game.actors.get( this.rollData.actorId)
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.roll.toMessage({
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this.rollData.roll.toMessage({
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user: game.user.id,
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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rollMode: game.settings.get("core", "rollMode"),
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//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
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//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
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flavor: msgFlavor,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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})
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})
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})
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})
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}
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}
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@ -528,11 +536,12 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async sendDamageMessage() {
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async sendDamageMessage() {
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let actor = game.actors.get( this.rollData.actorId)
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.damageRoll.toMessage({
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this.rollData.damageRoll.toMessage({
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user: game.user.id,
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user: game.user.id,
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flavor: msgFlavor,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actors }),
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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flags: { msgType: "default" }
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flags: { msgType: "default" }
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})
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})
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});
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});
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@ -541,8 +550,9 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getDamageAttributeValue(attrDamage) {
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getDamageAttributeValue(attrDamage) {
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let attrDamageValue = 0
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let attrDamageValue = 0
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let actor = game.actors.get( this.rollData.actorId)
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if (attrDamage.includes("vigor")) {
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if (attrDamage.includes("vigor")) {
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attrDamageValue = this.rollData.actor.data.data.attributes.vigor.value
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attrDamageValue = actor.data.data.attributes.vigor.value
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if (attrDamage.includes("half")) {
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if (attrDamage.includes("half")) {
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attrDamageValue = Math.floor(attrDamageValue / 2)
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attrDamageValue = Math.floor(attrDamageValue / 2)
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}
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}
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@ -149,17 +149,17 @@ export class BoLUtility {
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chatGM.whisper = this.getUsers(user => user.isGM);
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chatGM.whisper = this.getUsers(user => user.isGM);
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chatGM.content = "Blind message of " + game.user.name + "<br>" + chatOptions.content;
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chatGM.content = "Blind message of " + game.user.name + "<br>" + chatOptions.content;
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console.log("blindMessageToGM", chatGM);
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console.log("blindMessageToGM", chatGM);
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game.socket.emit("system.bol", { msg: "msg_gm_chat_message", data: chatGM });
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game.socket.emit("system.bol", { name: "msg_gm_chat_message", data: chatGM });
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static sendAttackSuccess(attackDef) {
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static sendAttackSuccess(attackDef) {
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if (attackDef.target) {
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if (attackDef.targetId) {
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// Broadcast to GM or process it directly in case of GM defense
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// Broadcast to GM or process it directly in case of GM defense
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if (!game.user.isGM) {
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if (!game.user.isGM) {
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game.socket.emit("system.bol", { msg: "msg_attack_success", data: attackDef });
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game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(attackDef) })
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} else {
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} else {
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BoLUtility.processAttackSuccess(attackDef);
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BoLUtility.processAttackSuccess(attackDef)
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}
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}
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}
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}
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}
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}
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@ -170,7 +170,7 @@ export class BoLUtility {
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if (chatCard.length > 0) {
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if (chatCard.length > 0) {
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// If the user is the message author or the actor owner, proceed
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// If the user is the message author or the actor owner, proceed
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const actor = game.actors.get(data.message.speaker.actor)
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const actor = game.actors.get(data.message.speaker.actor)
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console.log("FOUND 1!!! ", actor)
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//console.log("FOUND 1!!! ", actor)
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if (actor && actor.isOwner) return
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if (actor && actor.isOwner) return
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else if (game.user.isGM || data.author.id === game.user.id) return
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else if (game.user.isGM || data.author.id === game.user.id) return
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@ -201,7 +201,8 @@ export class BoLUtility {
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html.on("click", '.transform-legendary-roll', event => {
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html.on("click", '.transform-legendary-roll', event => {
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event.preventDefault();
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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let actor = game.actors.get( rollData.actorId)
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actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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let r = new BoLDefaultRoll(rollData)
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r.upgradeToLegendary()
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r.upgradeToLegendary()
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})
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})
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@ -209,7 +210,8 @@ export class BoLUtility {
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html.on("click", '.transform-heroic-roll', event => {
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html.on("click", '.transform-heroic-roll', event => {
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event.preventDefault();
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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let actor = game.actors.get( rollData.actorId)
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actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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let r = new BoLDefaultRoll(rollData)
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r.upgradeToHeroic()
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r.upgradeToHeroic()
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})
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})
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@ -217,7 +219,8 @@ export class BoLUtility {
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html.on("click", '.hero-reroll', event => {
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html.on("click", '.hero-reroll', event => {
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event.preventDefault();
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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let actor = game.actors.get( rollData.actorId)
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actor.subHeroPoints(1)
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rollData.reroll = false // Disable reroll option for second roll
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rollData.reroll = false // Disable reroll option for second roll
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let r = new BoLDefaultRoll(rollData)
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let r = new BoLDefaultRoll(rollData)
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r.roll();
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r.roll();
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@ -228,11 +231,12 @@ export class BoLUtility {
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let attackId = event.currentTarget.attributes['data-attack-id'].value
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let attackId = event.currentTarget.attributes['data-attack-id'].value
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let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
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let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
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let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
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let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
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console.log("Process handling !!! -> socket emit")
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if (game.user.isGM) {
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if (game.user.isGM) {
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console.log("Process handling !!! -> GM direct damage handling")
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BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId)
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BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId)
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} else {
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} else {
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game.socket.emit("system.bol", { msg: "msg_damage_handling", data: { event: event, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } });
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console.log("Process handling !!! -> socket emit")
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game.socket.emit("system.bol", { name: "msg_damage_handling", data: { event: event, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } });
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}
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}
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});
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});
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}
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}
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@ -247,27 +251,30 @@ export class BoLUtility {
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console.log("Damage Handling", event, attackId, defenseMode, weaponId)
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console.log("Damage Handling", event, attackId, defenseMode, weaponId)
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// Only GM process this
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// Only GM process this
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let attackDef = this.attackStore[attackId]
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let attackDef = this.attackStore[attackId]
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if (attackDef) {
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if (attackDef && attackDef.defenderId) {
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if (attackDef.defenseDone) return; // ?? Why ???
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if (attackDef.defenseDone) {
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return
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} // ?? Why ???
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attackDef.defenseDone = true
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attackDef.defenseDone = true
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attackDef.defenseMode = defenseMode;
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attackDef.defenseMode = defenseMode;
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let defender = game.actors.get(attackDef.defenderId)
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if (defenseMode == 'damage-with-armor') {
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if (defenseMode == 'damage-with-armor') {
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let armorFormula = attackDef.defender.getArmorFormula()
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let armorFormula = defender.getArmorFormula()
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attackDef.rollArmor = new Roll(armorFormula)
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attackDef.rollArmor = new Roll(armorFormula)
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attackDef.rollArmor.roll( { async: false } )
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attackDef.rollArmor.roll( { async: false } )
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console.log("Armor roll ", attackDef.rollArmor)
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console.log("Armor roll ", attackDef.rollArmor)
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
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attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect;
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attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect;
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
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attackDef.defender.sufferDamage(attackDef.finalDamage);
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defender.sufferDamage(attackDef.finalDamage);
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}
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}
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if (defenseMode == 'damage-without-armor') {
|
if (defenseMode == 'damage-without-armor') {
|
||||||
attackDef.finalDamage = attackDef.damageRoll.total;
|
attackDef.finalDamage = attackDef.damageRoll.total;
|
||||||
attackDef.defender.sufferDamage(attackDef.finalDamage);
|
defender.sufferDamage(attackDef.finalDamage);
|
||||||
}
|
}
|
||||||
if (defenseMode == 'hero-reduce-damage') {
|
if (defenseMode == 'hero-reduce-damage') {
|
||||||
let armorFormula = attackDef.defender.getArmorFormula();
|
let armorFormula = defender.getArmorFormula();
|
||||||
attackDef.rollArmor = new Roll(armorFormula)
|
attackDef.rollArmor = new Roll(armorFormula)
|
||||||
attackDef.rollArmor.roll({ async: false });
|
attackDef.rollArmor.roll({ async: false });
|
||||||
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
|
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
|
||||||
@ -275,17 +282,17 @@ export class BoLUtility {
|
|||||||
attackDef.rollHero.roll({ async: false });
|
attackDef.rollHero.roll({ async: false });
|
||||||
attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total - attackDef.armorProtect;
|
attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total - attackDef.armorProtect;
|
||||||
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
|
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
|
||||||
attackDef.defender.sufferDamage(attackDef.finalDamage);
|
defender.sufferDamage(attackDef.finalDamage);
|
||||||
attackDef.defender.subHeroPoints(1);
|
defender.subHeroPoints(1);
|
||||||
}
|
}
|
||||||
if (defenseMode == 'hero-in-extremis') {
|
if (defenseMode == 'hero-in-extremis') {
|
||||||
attackDef.finalDamage = 0;
|
attackDef.finalDamage = 0;
|
||||||
attackDef.weaponHero = attackDef.defender.weapons.find(item => item._id == weaponId);
|
attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId);
|
||||||
attackDef.defender.deleteEmbeddedDocuments("Item", [weaponId]);
|
defender.deleteEmbeddedDocuments("Item", [weaponId]);
|
||||||
}
|
}
|
||||||
ChatMessage.create({
|
ChatMessage.create({
|
||||||
alias: attackDef.defender.name,
|
alias: defender.name,
|
||||||
whisper: BoLUtility.getWhisperRecipientsAndGMs(attackDef.defender.name),
|
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
|
||||||
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', {
|
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', {
|
||||||
attackId: attackDef.id,
|
attackId: attackDef.id,
|
||||||
attacker: attackDef.attacker,
|
attacker: attackDef.attacker,
|
||||||
@ -293,7 +300,7 @@ export class BoLUtility {
|
|||||||
rollHero: attackDef.rollHero,
|
rollHero: attackDef.rollHero,
|
||||||
weaponHero: attackDef.weaponHero,
|
weaponHero: attackDef.weaponHero,
|
||||||
armorProtect: attackDef.armorProtect,
|
armorProtect: attackDef.armorProtect,
|
||||||
defender: attackDef.defender,
|
defender: defender,
|
||||||
defenseMode: attackDef.defenseMode,
|
defenseMode: attackDef.defenseMode,
|
||||||
finalDamage: attackDef.finalDamage
|
finalDamage: attackDef.finalDamage
|
||||||
})
|
})
|
||||||
@ -365,7 +372,7 @@ export class BoLUtility {
|
|||||||
static getTarget() {
|
static getTarget() {
|
||||||
if (game.user.targets && game.user.targets.size == 1) {
|
if (game.user.targets && game.user.targets.size == 1) {
|
||||||
for (let target of game.user.targets) {
|
for (let target of game.user.targets) {
|
||||||
return target;
|
return target
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return undefined;
|
return undefined;
|
||||||
@ -373,20 +380,22 @@ export class BoLUtility {
|
|||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
static async processAttackSuccess(attackDef) {
|
static async processAttackSuccess(attackDef) {
|
||||||
if (!game.user.isGM) { // Only GM process this
|
console.log("Attack success processing", attackDef)
|
||||||
return;
|
if (!game.user.isGM || !attackDef.defenderId) { // Only GM process this
|
||||||
|
return
|
||||||
}
|
}
|
||||||
// Build and send the defense message to the relevant people (ie GM + defender)
|
// Build and send the defense message to the relevant people (ie GM + defender)
|
||||||
let defenderWeapons = attackDef.defender.weapons;
|
let defender = game.actors.get(attackDef.defenderId)
|
||||||
|
let defenderWeapons = defender.weapons
|
||||||
console.log("DEF WEP", attackDef)
|
console.log("DEF WEP", attackDef)
|
||||||
this.attackStore[attackDef.id] = attackDef; // Store !
|
this.attackStore[attackDef.id] = attackDef // Store !
|
||||||
ChatMessage.create({
|
ChatMessage.create({
|
||||||
alias: attackDef.defender.name,
|
alias: defender.name,
|
||||||
whisper: BoLUtility.getWhisperRecipientsAndGMs(attackDef.defender.name),
|
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
|
||||||
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
|
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
|
||||||
attackId: attackDef.id,
|
attackId: attackDef.id,
|
||||||
attacker: attackDef.attacker,
|
attacker: attackDef.attacker,
|
||||||
defender: attackDef.defender,
|
defender: defender,
|
||||||
defenderWeapons: defenderWeapons,
|
defenderWeapons: defenderWeapons,
|
||||||
damageTotal: attackDef.damageRoll.total,
|
damageTotal: attackDef.damageRoll.total,
|
||||||
damagesIgnoresArmor: attackDef.damagesIgnoresArmor,
|
damagesIgnoresArmor: attackDef.damagesIgnoresArmor,
|
||||||
@ -397,10 +406,9 @@ export class BoLUtility {
|
|||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
static onSocketMessage(sockmsg) {
|
static onSocketMessage(sockmsg) {
|
||||||
if (sockmsg.name == "msg_attack_success") {
|
if (sockmsg.name == "msg_attack_success") {
|
||||||
BoLUtility.processAttackSuccess(sockmsg.data);
|
BoLUtility.processAttackSuccess(sockmsg.data)
|
||||||
}
|
}
|
||||||
if (sockmsg.name == "msg_damage_handling") {
|
if (sockmsg.name == "msg_damage_handling") {
|
||||||
console.log("Msg received !!!!")
|
|
||||||
BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
|
BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -14,7 +14,7 @@
|
|||||||
"url": "https://github.com/ZigmundKreud/bol",
|
"url": "https://github.com/ZigmundKreud/bol",
|
||||||
"license": "LICENSE.txt",
|
"license": "LICENSE.txt",
|
||||||
"flags": {},
|
"flags": {},
|
||||||
"version": "1.3.0",
|
"version": "1.3.1",
|
||||||
"minimumCoreVersion": "0.8.6",
|
"minimumCoreVersion": "0.8.6",
|
||||||
"compatibleCoreVersion": "9",
|
"compatibleCoreVersion": "9",
|
||||||
"scripts": [],
|
"scripts": [],
|
||||||
|
@ -5,7 +5,7 @@
|
|||||||
{{/if}}
|
{{/if}}
|
||||||
|
|
||||||
<div class="actions-section">
|
<div class="actions-section">
|
||||||
{{#if target}}
|
{{#if targetId}}
|
||||||
<div id="{{applyId}}">
|
<div id="{{applyId}}">
|
||||||
<button class="chat-damage-apply" data-attack-id="{{id}}">Appliquer les dommages à la cible</button>
|
<button class="chat-damage-apply" data-attack-id="{{id}}">Appliquer les dommages à la cible</button>
|
||||||
</div>
|
</div>
|
||||||
|
Loading…
Reference in New Issue
Block a user