Enhance and bugfixes for combat
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@ -217,7 +217,7 @@ export class BoLActor extends Actor {
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for (let protect of protectWorn) {
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for (let protect of protectWorn) {
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if ( protect.data.subtype == 'helm') {
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if ( protect.data.subtype == 'helm') {
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formula += "+1"
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formula += "+1"
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} else {
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} else if ( protect.data.subtype == 'armor') {
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formula += "+" + protect.data.properties.soak.formula;
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formula += "+" + protect.data.properties.soak.formula;
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}
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}
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}
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}
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@ -282,6 +282,7 @@ export class BoLAttackRoll {
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async roll() {
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async roll() {
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const r = new Roll(this.attackDef.formula);
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const r = new Roll(this.attackDef.formula);
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await r.roll({ "async": false });
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await r.roll({ "async": false });
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//await BoLUtility.showDiceSoNice(r);
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const activeDice = r.terms[0].results.filter(r => r.active);
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const activeDice = r.terms[0].results.filter(r => r.active);
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const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
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const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
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this._isSuccess = (r.total >= 9);
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this._isSuccess = (r.total >= 9);
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@ -302,6 +303,7 @@ export class BoLAttackRoll {
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let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
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let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
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this.damageRoll = new Roll(damageFormula);
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this.damageRoll = new Roll(damageFormula);
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await this.damageRoll.roll({ "async": false });
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await this.damageRoll.roll({ "async": false });
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//await BoLUtility.showDiceSoNice(this.damageRoll);
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// Update attackDef object
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// Update attackDef object
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this.attackDef.damageFormula = damageFormula;
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this.attackDef.damageFormula = damageFormula;
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this.attackDef.damageRoll = this.damageRoll;
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this.attackDef.damageRoll = this.damageRoll;
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@ -312,18 +314,24 @@ export class BoLAttackRoll {
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flavor: msgFlavor,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
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speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
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flags: { msgType: "default" }
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flags: { msgType: "default" }
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}).then( result => {
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});
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if (this.attackDef.target) {
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});
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// Broadcast to GM or process it directly in case of GM defense
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if (this._isCritical) {
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if ( !game.user.isGM) {
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ChatMessage.create({
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game.socket.emit("system.bol", { msg: "msg_attack_success", data: this.attackDef });
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alias: this.attackDef.attacker.name,
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whisper: BoLUtility.getWhisperRecipientsAndGMs(this.attackDef.attacker.name),
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content: await renderTemplate('systems/bol/templates/chat/rolls/attack-heroic-card.hbs', {
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attackId: attackDef.id,
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attacker: attackDef.attacker,
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defender: attackDef.defender,
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defenderWeapons: defenderWeapons,
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damageTotal: attackDef.damageRoll.total
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})
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})
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} else {
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} else {
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BoLUtility.processAttackSuccess( this.attackDef);
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BoLUtility.sendAttackSuccess( this.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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}
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}
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}
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_buildDamageChatMessage(actor, weapon, total) {
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_buildDamageChatMessage(actor, weapon, total) {
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@ -333,6 +341,7 @@ export class BoLAttackRoll {
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label: this._label,
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label: this._label,
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weapon: weapon,
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weapon: weapon,
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damage: total,
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damage: total,
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isCritical: this._isCritical,
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};
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};
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return renderTemplate(rollMessageTpl, tplData);
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return renderTemplate(rollMessageTpl, tplData);
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}
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}
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@ -95,9 +95,31 @@ export class BoLUtility {
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game.socket.emit("system.fvtt-fragged-kingdom", { msg: "msg_gm_chat_message", data: chatGM });
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game.socket.emit("system.fvtt-fragged-kingdom", { msg: "msg_gm_chat_message", data: chatGM });
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}
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}
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/* -------------------------------------------- */
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static sendAttackSuccess(attackDef) {
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if (attackDef.target) {
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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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game.socket.emit("system.bol", { msg: "msg_attack_success", data: attackDef });
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} else {
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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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static async chatListeners(html) {
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static async chatListeners(html) {
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// Damage handling
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// Damage handling
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html.on("click", '.damage-increase', event => {
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let attackId = event.currentTarget.attributes['data-attack-id'].value;
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let damageMode = event.currentTarget.attributes['data-damage-mode'].value;
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if ( game.user.isGM) {
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BoLUtility.processDamageIncrease(event, attackId, damageMode)
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} else {
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game.socket.emit("system.bol", { msg: "msg_damage_increase", data: {event: event, attackId: attackId, damageMode: damageMode} });
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}
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});
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html.on("click", '.damage-handling', event => {
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html.on("click", '.damage-handling', event => {
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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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@ -111,6 +133,31 @@ export class BoLUtility {
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});
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});
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}
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}
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/* -------------------------------------------- */
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static async processDamageIncrease(event, attackId, damageMode ) {
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if ( !game.user.isGM) {
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return;
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}
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BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget));
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// Only GM process this
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let attackDef = this.attackStore[attackId];
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if (attackDef) {
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attackDef.damageMode = damageMode;
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if (defenseMode == 'damage-plus-6') {
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attackDef.damageRoll.total += 6;
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}
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if (defenseMode == 'damage-plus-12') {
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attackDef.damageRoll.total += 12;
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attackDef.defender.subHeroPoints(1);
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}
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if (defenseMode == 'damage-normal') {
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// Do nothing !
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}
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BoLUtility.sendAttackSuccess( this.attackDef);
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static async processDamageHandling(event, attackId, defenseMode, weaponId=-1) {
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static async processDamageHandling(event, attackId, defenseMode, weaponId=-1) {
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if ( !game.user.isGM) {
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if ( !game.user.isGM) {
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@ -120,14 +167,14 @@ export class BoLUtility {
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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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console.log("DEFENSE2", attackId, defenseMode, weaponId, attackDef);
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if (attackDef) {
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if (attackDef) {
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attackDef.defenseMode = defenseMode;
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attackDef.defenseMode = defenseMode;
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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 = attackDef.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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attackDef.finalDamage = attackDef.damageRoll.total - 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.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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attackDef.defender.sufferDamage(attackDef.finalDamage);
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}
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}
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@ -136,9 +183,13 @@ export class BoLUtility {
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attackDef.defender.sufferDamage(attackDef.finalDamage);
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attackDef.defender.sufferDamage(attackDef.finalDamage);
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}
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}
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if (defenseMode == 'hero-reduce-damage') {
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if (defenseMode == 'hero-reduce-damage') {
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let armorFormula = attackDef.defender.getArmorFormula();
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attackDef.rollArmor = new Roll(armorFormula)
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attackDef.rollArmor.roll( {async: false} );
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attackDef.armorProtect = (attackDef.rollArmor.total<0) ? 0 : attackDef.rollArmor.total;
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attackDef.rollHero = new Roll("1d6");
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attackDef.rollHero = new Roll("1d6");
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attackDef.rollHero.roll( {async: false} );
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attackDef.rollHero.roll( {async: false} );
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attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total;
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attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.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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attackDef.defender.sufferDamage(attackDef.finalDamage);
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attackDef.defender.subHeroPoints(1);
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attackDef.defender.subHeroPoints(1);
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@ -157,6 +208,7 @@ export class BoLUtility {
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rollArmor: attackDef.rollArmor,
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rollArmor: attackDef.rollArmor,
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rollHero: attackDef.rollHero,
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rollHero: attackDef.rollHero,
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weaponHero : attackDef.weaponHero,
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weaponHero : attackDef.weaponHero,
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armorProtect: attackDef.armorProtect,
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defender: attackDef.defender,
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defender: attackDef.defender,
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defenseMode: attackDef.defenseMode,
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defenseMode: attackDef.defenseMode,
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finalDamage: attackDef.finalDamage
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finalDamage: attackDef.finalDamage
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@ -313,6 +365,9 @@ export class BoLUtility {
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if (sockmsg.name == "msg_damage_handling") {
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if (sockmsg.name == "msg_damage_handling") {
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BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
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BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
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}
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}
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if (sockmsg.name == "msg_damage_increase") {
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BoLUtility.processDamageIncrease(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.damageMode)
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -338,6 +393,30 @@ export class BoLUtility {
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let formula = nbDice + "d" + res[2] + postForm + ((res[modIndex]) ? res[modIndex] : "");
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let formula = nbDice + "d" + res[2] + postForm + ((res[modIndex]) ? res[modIndex] : "");
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return formula;
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return formula;
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}
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode) {
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if (game.modules.get("dice-so-nice")?.active) {
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if (game.dice3d) {
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let whisper = null;
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let blind = false;
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rollMode = rollMode ?? game.settings.get("core", "rollMode");
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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case "gmroll": //GM + rolling player
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whisper = BoLUtility.getUsers(user => user.isGM);
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break;
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case "roll": //everybody
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whisper = BoLUtility.getUsers(user => user.active);
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break;
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case "selfroll":
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whisper = [game.user.id];
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static async confirmDelete(actorSheet, li) {
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static async confirmDelete(actorSheet, li) {
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@ -7,7 +7,7 @@
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"url": "https://github.com/ZigmundKreud/bol",
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"url": "https://github.com/ZigmundKreud/bol",
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"license": "LICENSE.txt",
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"license": "LICENSE.txt",
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"flags": {},
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"flags": {},
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"version": "0.8.9.0",
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"version": "0.8.9.1",
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"minimumCoreVersion": "0.8.6",
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"minimumCoreVersion": "0.8.6",
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"compatibleCoreVersion": "9",
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"compatibleCoreVersion": "9",
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"scripts": [],
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"scripts": [],
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6
templates/chat/rolls/attack-heroic-card.hbs
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6
templates/chat/rolls/attack-heroic-card.hbs
Normal file
@ -0,0 +1,6 @@
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<img class="chat-icon" src="{{attacker.img}}" alt="{{attacker.name}}"/>
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Jet Héroïque !
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<button class="damage-increase" data-damage-mode="damage-plus-6" data-attack-id="{{attackId}}">Augmenter les dommages de 6</button>
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<button class="damage-increase" data-damage-mode="damage-plus-12" data-attack-id="{{attackId}}">Augmenter les dommages de 12 (1 point d'Heroisme)</button>
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<button class="damage-increase" data-damage-mode="damage-normal" data-attack-id="{{attackId}}">Laisser les dommages inchangés</button>
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@ -3,13 +3,14 @@
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<ul>
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<ul>
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<li>
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<li>
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{{#if (eq defenseMode "damage-with-armor")}}
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{{#if (eq defenseMode "damage-with-armor")}}
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Protection de l'armure : {{rollArmor.total}}.
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Protection de l'armure : {{armorProtect}}.
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{{/if}}
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{{/if}}
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{{#if (eq defenseMode "damage-without-armor")}}
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{{#if (eq defenseMode "damage-without-armor")}}
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Aucune protection d'armure !
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Aucune protection d'armure !
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{{/if}}
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{{/if}}
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{{#if (eq defenseMode "hero-reduce-damage")}}
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{{#if (eq defenseMode "hero-reduce-damage")}}
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Un point d'héroisme dépensé, pour une réduction des dommages de {{rollHero.total}}.
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Protection de l'armure : {{armorProtect}}.
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Un point d'héroisme dépensé, pour une réduction des dommages supplémentaire de {{rollHero.total}}.
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{{/if}}
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{{/if}}
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{{#if (eq defenseMode "hero-in-extremis")}}
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{{#if (eq defenseMode "hero-in-extremis")}}
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Aucun dommage encaissé, grâce à la parade in-extremis avec {{weaponHero.name}}. L'arme a été détruite pendant cette parade !
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Aucun dommage encaissé, grâce à la parade in-extremis avec {{weaponHero.name}}. L'arme a été détruite pendant cette parade !
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