Display effects in main sheet (left) and manage it for defense and damages
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@ -171,6 +171,7 @@
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"BOL.ui.effectbonusmalus": "Bonus ou Malus à appliquer",
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"BOL.ui.boleffects": "Effets (automatiques)",
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"BOL.ui.modifier": "Modificateur",
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"BOL.ui.effects": "Effets en cours",
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"BOL.featureCategory.origins": "Origines",
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"BOL.featureCategory.races": "Races",
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@ -28,6 +28,7 @@ export class BoLActor extends Actor {
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}
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return this.system.chartype
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}
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/* -------------------------------------------- */
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getVillainy() {
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if (this.type === 'character') {
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@ -52,7 +53,7 @@ export class BoLActor extends Actor {
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/* -------------------------------------------- */
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prepareDerivedData() {
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if ( this.type == "vehicle") {
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if (this.type == "vehicle") {
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} else {
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super.prepareDerivedData()
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@ -102,6 +103,13 @@ export class BoLActor extends Actor {
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if (fo && fo.system.properties.fightoptiontype == "attack") {
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defMod += -1
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}
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// Apply defense effects
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for (let i of this.items) {
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if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("aptitudes.def") ) {
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defMod += Number(i.system.properties.modifier)
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}
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}
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console.log("Defense : ", defMod)
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return this.system.aptitudes.def.value + defMod
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}
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@ -216,7 +224,7 @@ export class BoLActor extends Actor {
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return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw") || []);
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}
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get careers() {
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return duplicate( this.items.filter(i => i.type === "feature" && i.system.subtype === "career") || [])
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return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "career") || [])
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}
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get origins() {
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "origin");
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@ -240,7 +248,7 @@ export class BoLActor extends Actor {
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return this.items.filter(i => i.type === "item")
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}
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get equipmentCreature() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && (( i.system.subtype === "weapon" && i.system.properties.natural === true) || (i.system.subtype === "armor")) )
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && ((i.system.subtype === "weapon" && i.system.properties.natural === true) || (i.system.subtype === "armor")))
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}
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get armors() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "armor");
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@ -252,7 +260,7 @@ export class BoLActor extends Actor {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "shield");
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}
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get vehicleWeapons() {
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return this.items.filter(i => i.type === "item" && i.system.category === "vehicleweapon" )
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return this.items.filter(i => i.type === "item" && i.system.category === "vehicleweapon")
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}
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get weapons() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "weapon")
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@ -298,10 +306,10 @@ export class BoLActor extends Actor {
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get bonusBoons() {
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let boons = this.items.filter(i => i.type === "feature" && i.system.subtype === "boon" && i.system.properties.isbonusdice)
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return duplicate( boons || [])
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return duplicate(boons || [])
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}
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get malusFlaws() {
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return duplicate( this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw" && i.system.properties.ismalusdice) || []);
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return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw" && i.system.properties.ismalusdice) || []);
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}
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isSorcerer() {
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@ -332,6 +340,23 @@ export class BoLActor extends Actor {
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return ppCostArmor
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}
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/*-------------------------------------------- */
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getDamageAttributeValue(attrDamage) {
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let attrDamageValue = 0
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if (attrDamage.includes("vigor")) {
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attrDamageValue = actor.system.attributes.vigor.value
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if (attrDamage.includes("half")) {
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attrDamageValue = Math.floor(attrDamageValue / 2)
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}
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// Apply vigor effects
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for (let i of this.items) {
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if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("vigor") ) {
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attrDamageValue += Number(i.system.properties.modifier)
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}
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}
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}
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return attrDamageValue
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}
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/*-------------------------------------------- */
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getArmorAgiMalus() {
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let malusAgi = 0
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for (let armor of this.protections) {
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@ -568,7 +593,7 @@ export class BoLActor extends Actor {
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async manageHealthState() {
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let hpID = "lastHP" + this.id
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let lastHP = await this.getFlag("world", hpID)
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if (lastHP != this.system.resources.hp.value && game.user.isGM ) { // Only GM sends this
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if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this
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await this.setFlag("world", hpID, this.system.resources.hp.value)
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if (this.system.resources.hp.value <= 0) {
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ChatMessage.create({
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@ -615,7 +640,7 @@ export class BoLActor extends Actor {
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if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
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ui.notifications.warn(`L'armure ${protect.name} n'a pas de formule pour la protection !`)
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} else {
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formula += "+" + " max(" + protect.system.properties.soak.formula +",0)"
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formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
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}
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} else {
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if (protect.system.properties.soak.value == undefined) {
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@ -634,7 +659,7 @@ export class BoLActor extends Actor {
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rollProtection(itemId) {
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let armor = duplicate(this.items.get(itemId))
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if (armor) {
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let armorFormula = "max("+armor.system.properties.soak.formula + ", 0)"
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let armorFormula = "max(" + armor.system.properties.soak.formula + ", 0)"
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let rollArmor = new Roll(armorFormula)
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rollArmor.roll({ async: false }).toMessage()
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}
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@ -645,16 +645,8 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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getDamageAttributeValue(attrDamage, actorId = undefined) {
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let attrDamageValue = 0
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let actor = game.actors.get( (actorId) ? actorId: this.rollData.actorId)
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if (attrDamage.includes("vigor")) {
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attrDamageValue = actor.system.attributes.vigor.value
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if (attrDamage.includes("half")) {
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attrDamageValue = Math.floor(attrDamageValue / 2)
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}
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}
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return attrDamageValue
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return actor.getDamageAttributeValue( attrDamage )
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}
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/* -------------------------------------------- */
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@ -14,7 +14,7 @@
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],
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"url": "https://www.uberwald.me/gitea/public/bol",
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"license": "LICENSE.txt",
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"version": "10.4.0",
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"version": "10.4.1",
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"compatibility": {
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"minimum": "10",
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"verified": "10",
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@ -203,7 +203,7 @@
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],
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"socket": true,
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"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
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"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.4.0.zip",
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"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.4.1.zip",
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"background": "systems/images/map_lemurie.webp",
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"gridDistance": 1.5,
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"gridUnits": "m",
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@ -102,10 +102,10 @@
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"hp": {
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"key": "hp",
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"label": "BOL.resources.hp",
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"base": 0,
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"value": 0,
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"base": 1,
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"value": 1,
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"bonus": 0,
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"max": 0
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"max": 1
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},
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"hero": {
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"key": "hero",
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@ -7,6 +7,23 @@
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<div class="sidebar flex0 bol-actor-sidebar">
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<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100"
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style="border:1px outset lightgray; box-shadow: 5px 5px 5px gray" />
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<div></div>
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{{#if (count boleffects)}}
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<ol class="items-list">
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<li class="item flexrow item-header">
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<div class="item-name flex2">{{localize "BOL.ui.effects"}}</div>
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</li>
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{{#each boleffects as |effect keyEffect|}}
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<li class="item flexrow" data-item-id="{{effect.id}}">
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<div class="item-image roll-weapon"><img src="{{effect.img}}" title="{{effect.name}}"/></div>
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<h4 class="item-name flex2"><a class="item-edit">{{effect.name}}</a></h4>
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</li>
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{{/each}}
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</ol>
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{{/if}}
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</div>
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<div class="main flex1">
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