Enhance and bugfixes for combat
This commit is contained in:
		@@ -217,7 +217,7 @@ export class BoLActor extends Actor {
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    for (let protect of protectWorn) {
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      if ( protect.data.subtype == 'helm') {
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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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      }
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    }
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@@ -12,7 +12,7 @@ export class BoLRoll {
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    const adv = dataset.adv;
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    let attribute = eval(`actor.data.data.attributes.${key}`);
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    let label = (attribute.label) ? game.i18n.localize(attribute.label) : null;
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        let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ;
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    let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label);
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    return this.attributeRollDialog(actor, actorData, attribute, label, description, adv, 0);
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  }
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@@ -23,7 +23,7 @@ export class BoLRoll {
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    const adv = dataset.adv;
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    let aptitude = eval(`actor.data.data.aptitudes.${key}`);
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    let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
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        let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ;
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    let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
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    return this.aptitudeRollDialog(actor, actorData, aptitude, label, description, adv, 0);
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  }
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@@ -38,19 +38,19 @@ export class BoLRoll {
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      return;
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    }
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    let weaponData = weapon.data.data;
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      let attackDef= {
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        id:randomID(16),
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    let attackDef = {
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      id: randomID(16),
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      attacker: actor,
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      attackerData: actorData,
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        weapon :weapon,
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      weapon: weapon,
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      mod: 0,
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        target : target,
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      target: target,
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      defender: (target) ? game.actors.get(target.data.actorId) : undefined,
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        adv :dataset.adv || 0,
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        attribute : eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`),
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        aptitude : eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`),
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        label : (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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        description : actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'),
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      adv: dataset.adv || 0,
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      attribute: eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`),
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      aptitude: eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`),
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      label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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      description: actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'),
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    }
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    console.log("WEAPON!", attackDef, weaponData);
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    return this.weaponRollDialog(attackDef);
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@@ -62,12 +62,12 @@ export class BoLRoll {
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  static async attributeRollDialog(actor, actorData, attribute, label, description, adv, mod, onEnter = "submit") {
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    const rollOptionTpl = 'systems/bol/templates/dialogs/attribute-roll-dialog.hbs';
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    const dialogData = {
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            adv:adv,
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      adv: adv,
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      mod: mod,
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            attr:attribute,
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            careers:actorData.features.careers,
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            boons:actorData.features.boons,
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            flaws:actorData.features.flaws
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      attr: attribute,
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      careers: actorData.features.careers,
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      boons: actorData.features.boons,
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      flaws: actorData.features.flaws
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    };
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    const rollOptionContent = await renderTemplate(rollOptionTpl, dialogData);
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@@ -101,31 +101,31 @@ export class BoLRoll {
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        }
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      },
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      default: onEnter,
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            close: () => {}
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      close: () => { }
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    }, this.options());
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    return d.render(true);
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  }
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    static async weaponRollDialog( attackDef) {
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  static async weaponRollDialog(attackDef) {
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    const rollOptionTpl = 'systems/bol/templates/dialogs/weapon-roll-dialog.hbs';
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    const dialogData = {
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          attr:attackDef.attribute,
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          adv:attackDef.adv,
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      attr: attackDef.attribute,
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      adv: attackDef.adv,
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      mod: attackDef.mod,
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          apt:attackDef.aptitude,
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      apt: attackDef.aptitude,
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      weapon: attackDef.weapon,
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      attackId: attackDef.id,
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      careers: attackDef.attackerData.features.careers,
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      boons: attackDef.attackerData.features.boons,
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      flaws: attackDef.attackerData.features.flaws,
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    };
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      if ( attackDef.defender) {
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    if (attackDef.defender) {
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      dialogData.defence = attackDef.defender.defenseValue,
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        dialogData.shieldBlock = 'none'
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      let shields = attackDef.defender.shields
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        for( let shield of shields) {
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      for (let shield of shields) {
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        dialogData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
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          dialogData.shieldAttackMalus = (shield.data.properties.blocking.malus)? shield.data.properties.blocking.malus : 1;
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        dialogData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
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        dialogData.applyShieldMalus = false
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      }
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    }
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@@ -151,7 +151,7 @@ export class BoLRoll {
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            let shieldMalus = 0;
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            const applyShieldMalus = html.find('#applyShieldMalus').val() || false;
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                      if (applyShieldMalus || dialogData.shieldBlock =='blockall') {
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            if (applyShieldMalus || dialogData.shieldBlock == 'blockall') {
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              shieldMalus = dialogData.shieldAttackMalus;
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            }
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@@ -170,7 +170,7 @@ export class BoLRoll {
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        }
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      },
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      default: 'submit',
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          close: () => {}
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      close: () => { }
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    }, this.options());
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    return d.render(true);
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  }
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@@ -178,12 +178,12 @@ export class BoLRoll {
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  static async aptitudeRollDialog(actor, actorData, aptitude, label, description, adv, mod, onEnter = "submit") {
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    const rollOptionTpl = 'systems/bol/templates/dialogs/aptitude-roll-dialog.hbs';
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    const dialogData = {
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            adv:adv,
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      adv: adv,
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      mod: mod,
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            apt:aptitude,
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            careers:actorData.features.careers,
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            boons:actorData.features.boons,
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            flaws:actorData.features.flaws
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      apt: aptitude,
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      careers: actorData.features.careers,
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      boons: actorData.features.boons,
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      flaws: actorData.features.flaws
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    };
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    const rollOptionContent = await renderTemplate(rollOptionTpl, dialogData);
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    let d = new Dialog({
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@@ -216,14 +216,14 @@ export class BoLRoll {
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        }
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      },
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      default: onEnter,
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            close: () => {}
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      close: () => { }
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    }, this.options());
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    return d.render(true);
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  }
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}
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export class BoLDefaultRoll {
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    constructor(label, formula, description, isWeapon=false){
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  constructor(label, formula, description, isWeapon = false) {
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    this._label = label;
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    this._formula = formula;
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    this._isSuccess = false;
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@@ -233,9 +233,9 @@ export class BoLDefaultRoll {
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    this._description = description;
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  }
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    async roll(actor){
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  async roll(actor) {
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    const r = new Roll(this._formula);
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        await r.roll({"async": true});
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    await r.roll({ "async": true });
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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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    this._isSuccess = (r.total >= 9);
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@@ -245,8 +245,8 @@ export class BoLDefaultRoll {
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      r.toMessage({
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        user: game.user.id,
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        flavor: msgFlavor,
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                speaker: ChatMessage.getSpeaker({actor: actor}),
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                flags : {msgType : "default"}
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        speaker: ChatMessage.getSpeaker({ actor: actor }),
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        flags: { msgType: "default" }
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      });
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    });
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    if (this._isSuccess && this._isWeapon) {
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@@ -257,14 +257,14 @@ export class BoLDefaultRoll {
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  _buildChatMessage(actor) {
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    const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
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    const tplData = {
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            actor : actor,
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            label : this._label,
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            isSuccess : this._isSuccess,
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            isFailure : !this._isSuccess,
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            isCritical : this._isCritical,
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            isFumble : this._isFumble,
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            hasDescription : this._description && this._description.length > 0,
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            description : this._description
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      actor: actor,
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      label: this._label,
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      isSuccess: this._isSuccess,
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      isFailure: !this._isSuccess,
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      isCritical: this._isCritical,
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      isFumble: this._isFumble,
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      hasDescription: this._description && this._description.length > 0,
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      description: this._description
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    };
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    return renderTemplate(rollMessageTpl, tplData);
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  }
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@@ -272,16 +272,17 @@ export class BoLDefaultRoll {
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}
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export class BoLAttackRoll {
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  constructor(attackDef){
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  constructor(attackDef) {
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    this.attackDef = attackDef;
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    this._isSuccess = false;
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    this._isCritical = false;
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    this._isFumble = false;
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}
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  }
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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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      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 diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
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    this._isSuccess = (r.total >= 9);
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@@ -291,17 +292,18 @@ export class BoLAttackRoll {
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      r.toMessage({
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        user: game.user.id,
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        flavor: msgFlavor,
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              speaker: ChatMessage.getSpeaker({actor: this.attackDef.attacker}),
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              flags : {msgType : "default"}
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        speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
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        flags: { msgType: "default" }
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      });
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    });
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      if (this._isSuccess ) {        
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    if (this._isSuccess) {
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      let attrDamage = this.attackDef.weapon.data.data.properties.damageAttribute;
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      let weaponFormula = BoLUtility.getDamageFormula(this.attackDef.weapon.data.data.properties.damage)
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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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        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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      this.attackDef.damageFormula = damageFormula;
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      this.attackDef.damageRoll = this.damageRoll;
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@@ -310,44 +312,51 @@ export class BoLAttackRoll {
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        this.damageRoll.toMessage({
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          user: game.user.id,
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          flavor: msgFlavor,
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              speaker: ChatMessage.getSpeaker({actor: this.attackDef.attacker}),
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              flags : {msgType : "default"}
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          }).then( result => {           
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            if (this.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: this.attackDef });
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          speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
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          flags: { msgType: "default" }
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        });
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      });
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      if (this._isCritical) {
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          ChatMessage.create({
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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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                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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  _buildDamageChatMessage(actor, weapon, total) {
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        const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
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        const tplData = {
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        actor : actor,
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        label : this._label,
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          actor: actor,
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          label: this._label,
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          weapon: weapon,
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          damage: total,
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          isCritical: this._isCritical,
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        };
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        return renderTemplate(rollMessageTpl, tplData);
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}
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      }
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  _buildChatMessage(actor) {
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        const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
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        const tplData = {
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          actor : actor,
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          label : this._label,
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          isSuccess : this._isSuccess,
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          isFailure : !this._isSuccess,
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          isCritical : this._isCritical,
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          isFumble : this._isFumble,
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          hasDescription : this._description && this._description.length > 0,
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          description : this._description
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          actor: actor,
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          label: this._label,
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          isSuccess: this._isSuccess,
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          isFailure: !this._isSuccess,
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          isCritical: this._isCritical,
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          isFumble: this._isFumble,
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          hasDescription: this._description && this._description.length > 0,
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          description: this._description
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        };
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        return renderTemplate(rollMessageTpl, tplData);
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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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  }
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  /* -------------------------------------------- */
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  static sendAttackSuccess(attackDef) {
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    if (attackDef.target) {
 | 
			
		||||
      // Broadcast to GM or process it directly in case of GM defense
 | 
			
		||||
      if (!game.user.isGM) {
 | 
			
		||||
        game.socket.emit("system.bol", { msg: "msg_attack_success", data: attackDef });
 | 
			
		||||
      } else {
 | 
			
		||||
        BoLUtility.processAttackSuccess(attackDef);
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  /* -------------------------------------------- */
 | 
			
		||||
  static async chatListeners(html) {
 | 
			
		||||
    // Damage handling
 | 
			
		||||
    html.on("click", '.damage-increase', event => {      
 | 
			
		||||
      let attackId = event.currentTarget.attributes['data-attack-id'].value;
 | 
			
		||||
      let damageMode = event.currentTarget.attributes['data-damage-mode'].value;
 | 
			
		||||
      if ( game.user.isGM) {
 | 
			
		||||
        BoLUtility.processDamageIncrease(event, attackId, damageMode)
 | 
			
		||||
      } else {
 | 
			
		||||
        game.socket.emit("system.bol", { msg: "msg_damage_increase", data: {event: event, attackId: attackId, damageMode: damageMode} });
 | 
			
		||||
      }
 | 
			
		||||
    });
 | 
			
		||||
 | 
			
		||||
    html.on("click", '.damage-handling', event => {      
 | 
			
		||||
      let attackId = event.currentTarget.attributes['data-attack-id'].value;
 | 
			
		||||
      let defenseMode = event.currentTarget.attributes['data-defense-mode'].value;
 | 
			
		||||
@@ -111,6 +133,31 @@ export class BoLUtility {
 | 
			
		||||
    });
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
    /* -------------------------------------------- */
 | 
			
		||||
    static async processDamageIncrease(event, attackId, damageMode ) {
 | 
			
		||||
      if ( !game.user.isGM) {
 | 
			
		||||
        return;
 | 
			
		||||
      }
 | 
			
		||||
      BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget));
 | 
			
		||||
  
 | 
			
		||||
      // Only GM process this 
 | 
			
		||||
      let attackDef = this.attackStore[attackId];
 | 
			
		||||
      if (attackDef) {
 | 
			
		||||
        attackDef.damageMode = damageMode;
 | 
			
		||||
        if (defenseMode == 'damage-plus-6') {
 | 
			
		||||
          attackDef.damageRoll.total += 6;
 | 
			
		||||
        }
 | 
			
		||||
        if (defenseMode == 'damage-plus-12') {
 | 
			
		||||
          attackDef.damageRoll.total += 12;
 | 
			
		||||
          attackDef.defender.subHeroPoints(1);
 | 
			
		||||
        }
 | 
			
		||||
        if (defenseMode == 'damage-normal') {
 | 
			
		||||
          // Do nothing !
 | 
			
		||||
        }
 | 
			
		||||
        BoLUtility.sendAttackSuccess( this.attackDef);
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
  
 | 
			
		||||
  /* -------------------------------------------- */
 | 
			
		||||
  static async processDamageHandling(event, attackId, defenseMode, weaponId=-1) {
 | 
			
		||||
    if ( !game.user.isGM) {
 | 
			
		||||
@@ -120,14 +167,14 @@ export class BoLUtility {
 | 
			
		||||
 | 
			
		||||
    // Only GM process this 
 | 
			
		||||
    let attackDef = this.attackStore[attackId];
 | 
			
		||||
    console.log("DEFENSE2", attackId, defenseMode, weaponId, attackDef);
 | 
			
		||||
    if (attackDef) {
 | 
			
		||||
      attackDef.defenseMode = defenseMode;
 | 
			
		||||
      if (defenseMode == 'damage-with-armor') {
 | 
			
		||||
        let armorFormula = attackDef.defender.getArmorFormula();        
 | 
			
		||||
        attackDef.rollArmor = new Roll(armorFormula)
 | 
			
		||||
        attackDef.rollArmor.roll( {async: false} );
 | 
			
		||||
        attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollArmor.total;
 | 
			
		||||
        attackDef.armorProtect = (attackDef.rollArmor.total<0) ? 0 : attackDef.rollArmor.total;
 | 
			
		||||
        attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect;
 | 
			
		||||
        attackDef.finalDamage = (attackDef.finalDamage<0) ? 0 : attackDef.finalDamage;
 | 
			
		||||
        attackDef.defender.sufferDamage(attackDef.finalDamage);
 | 
			
		||||
      }
 | 
			
		||||
@@ -136,9 +183,13 @@ export class BoLUtility {
 | 
			
		||||
        attackDef.defender.sufferDamage(attackDef.finalDamage);
 | 
			
		||||
      }
 | 
			
		||||
      if (defenseMode == 'hero-reduce-damage') {
 | 
			
		||||
        let armorFormula = attackDef.defender.getArmorFormula();        
 | 
			
		||||
        attackDef.rollArmor = new Roll(armorFormula)
 | 
			
		||||
        attackDef.rollArmor.roll( {async: false} );
 | 
			
		||||
        attackDef.armorProtect = (attackDef.rollArmor.total<0) ? 0 : attackDef.rollArmor.total;
 | 
			
		||||
        attackDef.rollHero = new Roll("1d6");
 | 
			
		||||
        attackDef.rollHero.roll( {async: false} );
 | 
			
		||||
        attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total;
 | 
			
		||||
        attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total - attackDef.armorProtect;
 | 
			
		||||
        attackDef.finalDamage = (attackDef.finalDamage<0) ? 0 : attackDef.finalDamage;
 | 
			
		||||
        attackDef.defender.sufferDamage(attackDef.finalDamage);
 | 
			
		||||
        attackDef.defender.subHeroPoints(1);
 | 
			
		||||
@@ -157,6 +208,7 @@ export class BoLUtility {
 | 
			
		||||
          rollArmor: attackDef.rollArmor,
 | 
			
		||||
          rollHero: attackDef.rollHero,
 | 
			
		||||
          weaponHero : attackDef.weaponHero,
 | 
			
		||||
          armorProtect: attackDef.armorProtect,
 | 
			
		||||
          defender: attackDef.defender,
 | 
			
		||||
          defenseMode: attackDef.defenseMode,
 | 
			
		||||
          finalDamage: attackDef.finalDamage
 | 
			
		||||
@@ -313,6 +365,9 @@ export class BoLUtility {
 | 
			
		||||
    if (sockmsg.name == "msg_damage_handling") {
 | 
			
		||||
      BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
 | 
			
		||||
    }
 | 
			
		||||
    if (sockmsg.name == "msg_damage_increase") {
 | 
			
		||||
      BoLUtility.processDamageIncrease(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.damageMode)
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  /* -------------------------------------------- */
 | 
			
		||||
@@ -338,6 +393,30 @@ export class BoLUtility {
 | 
			
		||||
    let formula = nbDice + "d" + res[2] + postForm + ((res[modIndex]) ? res[modIndex] : "");
 | 
			
		||||
    return formula;
 | 
			
		||||
  }
 | 
			
		||||
  /* -------------------------------------------- */
 | 
			
		||||
  static async showDiceSoNice(roll, rollMode) {
 | 
			
		||||
    if (game.modules.get("dice-so-nice")?.active) {
 | 
			
		||||
      if (game.dice3d) {
 | 
			
		||||
        let whisper = null;
 | 
			
		||||
        let blind = false;
 | 
			
		||||
        rollMode = rollMode ?? game.settings.get("core", "rollMode");
 | 
			
		||||
        switch (rollMode) {
 | 
			
		||||
          case "blindroll": //GM only
 | 
			
		||||
            blind = true;
 | 
			
		||||
          case "gmroll": //GM + rolling player
 | 
			
		||||
            whisper = BoLUtility.getUsers(user => user.isGM);
 | 
			
		||||
            break;
 | 
			
		||||
          case "roll": //everybody
 | 
			
		||||
            whisper = BoLUtility.getUsers(user => user.active);
 | 
			
		||||
            break;
 | 
			
		||||
          case "selfroll":
 | 
			
		||||
            whisper = [game.user.id];
 | 
			
		||||
            break;
 | 
			
		||||
        }
 | 
			
		||||
        await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  /* -------------------------------------------- */
 | 
			
		||||
  static async confirmDelete(actorSheet, li) {
 | 
			
		||||
 
 | 
			
		||||
@@ -7,7 +7,7 @@
 | 
			
		||||
  "url": "https://github.com/ZigmundKreud/bol",
 | 
			
		||||
  "license": "LICENSE.txt",
 | 
			
		||||
  "flags": {},
 | 
			
		||||
  "version": "0.8.9.0",
 | 
			
		||||
  "version": "0.8.9.1",
 | 
			
		||||
  "minimumCoreVersion": "0.8.6",
 | 
			
		||||
  "compatibleCoreVersion": "9",
 | 
			
		||||
  "scripts": [],
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										6
									
								
								templates/chat/rolls/attack-heroic-card.hbs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								templates/chat/rolls/attack-heroic-card.hbs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,6 @@
 | 
			
		||||
<img class="chat-icon" src="{{attacker.img}}" alt="{{attacker.name}}"/>
 | 
			
		||||
Jet Héroïque !
 | 
			
		||||
<button class="damage-increase" data-damage-mode="damage-plus-6" data-attack-id="{{attackId}}">Augmenter les dommages de 6</button>
 | 
			
		||||
<button class="damage-increase" data-damage-mode="damage-plus-12" data-attack-id="{{attackId}}">Augmenter les dommages de 12 (1 point d'Heroisme)</button>
 | 
			
		||||
<button class="damage-increase" data-damage-mode="damage-normal" data-attack-id="{{attackId}}">Laisser les dommages inchangés</button>
 | 
			
		||||
 | 
			
		||||
@@ -3,13 +3,14 @@
 | 
			
		||||
<ul>
 | 
			
		||||
  <li>
 | 
			
		||||
  {{#if (eq defenseMode "damage-with-armor")}}
 | 
			
		||||
  Protection de l'armure : {{rollArmor.total}}.
 | 
			
		||||
  Protection de l'armure : {{armorProtect}}.
 | 
			
		||||
  {{/if}}
 | 
			
		||||
  {{#if (eq defenseMode "damage-without-armor")}}
 | 
			
		||||
  Aucune protection d'armure !
 | 
			
		||||
  {{/if}}
 | 
			
		||||
  {{#if (eq defenseMode "hero-reduce-damage")}}
 | 
			
		||||
  Un point d'héroisme dépensé, pour une réduction des dommages de {{rollHero.total}}.
 | 
			
		||||
  Protection de l'armure : {{armorProtect}}.
 | 
			
		||||
  Un point d'héroisme dépensé, pour une réduction des dommages supplémentaire de {{rollHero.total}}.
 | 
			
		||||
  {{/if}}
 | 
			
		||||
  {{#if (eq defenseMode "hero-in-extremis")}}
 | 
			
		||||
  Aucun dommage encaissé, grâce à la parade in-extremis avec {{weaponHero.name}}. L'arme a été détruite pendant cette parade !
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user