Merge pull request #6 from sladecraven/master

Minor fixes
This commit is contained in:
ZigmundKreud 2022-01-09 23:46:23 +01:00 committed by GitHub
commit 7bf9dabf32
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19 changed files with 202 additions and 58 deletions

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@ -102,6 +102,11 @@
"BOL.ui.shieldMalus": "Malus de Bouclier",
"BOL.ui.defenseScore": "Score de Defense",
"BOL.ui.defender": "Défenseur",
"BOL.ui.difficulty": "Difficulty",
"BOL.ui.spellProperties": "Spell Properties",
"BOL.ui.duration": "Duration",
"BOL.ui.spellkeep": "Maintain",
"BOL.ui.concentrate": "Concentrate",
"BOL.featureCategory.origins": "Origines",
"BOL.featureCategory.races": "Races",
@ -198,6 +203,7 @@
"BOL.itemProperty.slot" : "Emplacement utilisé",
"BOL.itemProperty.reload": "Rechargement (Actions)",
"BOL.itemProperty.weaponSize" : "Classe d'arme",
"BOL.itemProperty.difficulty": "Difficulty",
"BOL.itemStat.quantity": "Quantité",
"BOL.itemStat.weight": "Poids",

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@ -53,8 +53,8 @@
"BOL.ui.delete": "Supprimer",
"BOL.ui.roll" : "Utiliser",
"BOL.ui.equipment" : "Équipement",
"BOL.ui.equipmentProperties" : "Propiétés d'équipement",
"BOL.ui.weaponProperties" : "Propiétés offensives",
"BOL.ui.equipmentProperties" : "Propriétés d'équipement",
"BOL.ui.weaponProperties" : "Propriétés offensives",
"BOL.ui.protectionProperties" : "Protection",
"BOL.ui.magicalProperties" : "Propriétés magiques",
"BOL.ui.capacityProperties" : "Propriétés de capacité",
@ -103,6 +103,11 @@
"BOL.ui.shieldMalus": "Malus de Bouclier",
"BOL.ui.defenseScore": "Score de Defense",
"BOL.ui.defender": "Défenseur",
"BOL.ui.difficulty": "Difficulté",
"BOL.ui.spellProperties": "Propriétés du Sort",
"BOL.ui.duration": "Durée",
"BOL.ui.spellkeep": "Prolongation",
"BOL.ui.concentrate": "Concentration",
"BOL.featureCategory.origins": "Origines",
"BOL.featureCategory.races": "Races",
@ -199,6 +204,7 @@
"BOL.itemProperty.slot" : "Emplacement utilisé",
"BOL.itemProperty.reload": "Rechargement (Actions)",
"BOL.itemProperty.weaponSize" : "Classe d'arme",
"BOL.itemProperty.difficulty": "Difficulté",
"BOL.itemStat.quantity": "Quantité",
"BOL.itemStat.weight": "Poids",

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@ -115,7 +115,7 @@ export class BoLActorSheet extends ActorSheet {
formData.details = this.actor.details;
formData.attributes = this.actor.attributes;
formData.aptitudes = this.actor.aptitudes;
formData.resources = this.actor.resources;
formData.resources = this.actor.getResourcesFromType();
formData.equipment = this.actor.equipment;
formData.weapons = this.actor.weapons;
formData.protections = this.actor.protections;

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@ -12,7 +12,12 @@ export class BoLActor extends Actor {
// const flags = actorData.flags;
// Make separate methods for each Actor type (character, npc, etc.) to keep things organized.
if (actorData.type === 'character') {
//this._prepareCharacterData(actorData);
actorData.type = 'player';
actorData.villainy = false;
}
if (actorData.type === 'encounter') {
actorData.type = 'tough';
actorData.villainy = true;
}
super.prepareData();
}
@ -24,6 +29,7 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
updateResourcesData( ) {
if ( this.type == 'character') {
let newVitality = 10 + this.data.data.attributes.vigor.value + this.data.data.resources.hp.bonus
if ( this.data.data.resources.hp.max != newVitality) {
this.update( {'data.resources.hp.max': newVitality} );
@ -33,6 +39,7 @@ export class BoLActor extends Actor {
this.update( {'data.resources.power.max': newPower} );
}
}
}
/* -------------------------------------------- */
prepareDerivedData() {
@ -127,6 +134,35 @@ export class BoLActor extends Actor {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (i.data.subtype === "other" ||i.data.subtype === "container" ||i.data.subtype === "scroll" || i.data.subtype === "jewel"));
}
heroReroll( ) {
if (this.type == 'character') {
return this.data.data.resources.hero.value > 0;
} else {
if (this.data.data.type == 'adversary') {
return this.data.data.resources.hero.value > 0;
}
}
return false
}
getResourcesFromType() {
let resources = {};
if (this.type == 'encounter') {
resources['hp'] = this.data.data.resources.hp;
if (this.data.data.type != 'base') {
resources['faith'] = this.data.data.resources.faith
resources['power'] = this.data.data.resources.power
}
if (this.data.data.type == 'adversary') {
resources['hero'] = duplicate(this.data.data.resources.hero)
resources['hero'].label = "BOL.resources.villainy"
}
} else {
resources = this.data.data.resources;
}
return resources
}
buildFeatures(){
return {
"careers": {

View File

@ -89,7 +89,7 @@ export class BoLRoll {
const adv = html.find('#adv').val();
const mod = html.find('#mod').val();
let careers = html.find('#career').val();
const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const isMalus = adv < 0;
const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
const attrValue = eval(`actor.data.data.attributes.${attr}.value`);
@ -118,7 +118,9 @@ export class BoLRoll {
careers: attackDef.attackerData.features.careers,
boons: attackDef.attackerData.features.boons,
flaws: attackDef.attackerData.features.flaws,
defence: 0
};
if (attackDef.defender) {
dialogData.defence = attackDef.defender.defenseValue,
dialogData.shieldBlock = 'none'
@ -156,7 +158,7 @@ export class BoLRoll {
}
let careers = html.find('#career').val();
const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const isMalus = adv < 0;
const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
const attrValue = eval(`attackDef.attacker.data.data.attributes.${attr}.value`);
@ -204,7 +206,7 @@ export class BoLRoll {
const adv = html.find('#adv').val();
const mod = html.find('#mod').val();
let careers = html.find('#career').val();
const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const isMalus = adv < 0;
const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
const aptValue = eval(`actor.data.data.aptitudes.${apt}.value`);
@ -259,6 +261,7 @@ export class BoLDefaultRoll {
const tplData = {
actor: actor,
label: this._label,
reroll: actor.heroReroll(),
isSuccess: this._isSuccess,
isFailure: !this._isSuccess,
isCritical: this._isCritical,
@ -280,9 +283,10 @@ export class BoLAttackRoll {
}
async roll() {
console.log("Attack def",this.attackDef.formula )
const r = new Roll(this.attackDef.formula);
await r.roll({ "async": false });
//await BoLUtility.showDiceSoNice(r);
await BoLUtility.showDiceSoNice(r);
const activeDice = r.terms[0].results.filter(r => r.active);
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
this._isSuccess = (r.total >= 9);
@ -294,28 +298,11 @@ export class BoLAttackRoll {
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
flags: { msgType: "default" }
}).then( this.processResult() );
});
});
}
if (this._isSuccess) {
let attrDamage = this.attackDef.weapon.data.data.properties.damageAttribute;
let weaponFormula = BoLUtility.getDamageFormula(this.attackDef.weapon.data.data.properties.damage)
let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
this.damageRoll = new Roll(damageFormula);
await this.damageRoll.roll({ "async": false });
//await BoLUtility.showDiceSoNice(this.damageRoll);
// Update attackDef object
this.attackDef.damageFormula = damageFormula;
this.attackDef.damageRoll = this.damageRoll;
this._buildDamageChatMessage(this.attackDef.attacker, this.attackDef.weapon, this.damageRoll.total).then(msgFlavor => {
this.damageRoll.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
flags: { msgType: "default" }
});
});
async processDefense() {
if (this._isCritical) {
ChatMessage.create({
alias: this.attackDef.attacker.name,
@ -332,6 +319,31 @@ export class BoLAttackRoll {
BoLUtility.sendAttackSuccess( this.attackDef);
}
}
async processResult( ) {
if (this._isSuccess) {
let attrDamage = this.attackDef.weapon.data.data.properties.damageAttribute;
let weaponFormula = BoLUtility.getDamageFormula(this.attackDef.weapon.data.data.properties.damage,
this.attackDef.weapon.data.data.properties.damageModifiers,
this.attackDef.weapon.data.data.properties.damageMultiplier)
let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
console.log("Formula", damageFormula)
this.damageRoll = new Roll(damageFormula);
await this.damageRoll.roll({ "async": false });
await BoLUtility.showDiceSoNice(this.damageRoll);
// Update attackDef object
this.attackDef.damageFormula = damageFormula;
this.attackDef.damageRoll = this.damageRoll;
this._buildDamageChatMessage(this.attackDef.attacker, this.attackDef.weapon, this.damageRoll.total).then(msgFlavor => {
this.damageRoll.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
flags: { msgType: "default" }
}).then( this.processDefense() );
});
}
}
_buildDamageChatMessage(actor, weapon, total) {
@ -351,6 +363,7 @@ export class BoLAttackRoll {
const tplData = {
actor: actor,
label: this._label,
reroll: actor.heroReroll(),
isSuccess: this._isSuccess,
isFailure: !this._isSuccess,
isCritical: this._isCritical,

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@ -111,6 +111,7 @@ export class BoLUtility {
static async chatListeners(html) {
// Damage handling
html.on("click", '.damage-increase', event => {
event.preventDefault();
let attackId = event.currentTarget.attributes['data-attack-id'].value;
let damageMode = event.currentTarget.attributes['data-damage-mode'].value;
if ( game.user.isGM) {
@ -120,11 +121,17 @@ export class BoLUtility {
}
});
html.on("click", '.hero-reroll', event => {
event.preventDefault();
ui.notifications.warn("Not implemented up to now");
} );
html.on("click", '.damage-handling', event => {
event.preventDefault();
let attackId = event.currentTarget.attributes['data-attack-id'].value;
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value;
let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
//console.log("DEFENSE1", event.currentTarget, attackId, defenseMode, weaponId);
console.log("DEFENSE1", event.currentTarget, attackId, defenseMode, weaponId);
if ( game.user.isGM) {
BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId)
} else {
@ -165,10 +172,14 @@ export class BoLUtility {
}
BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget));
//console.log("Damage Handling", event, attackId, defenseMode, weaponId)
// Only GM process this
let attackDef = this.attackStore[attackId];
if (attackDef) {
if (attackDef.defenseDone) return; // ?? Why ???
attackDef.defenseDone = true
attackDef.defenseMode = defenseMode;
if (defenseMode == 'damage-with-armor') {
let armorFormula = attackDef.defender.getArmorFormula();
attackDef.rollArmor = new Roll(armorFormula)
@ -249,7 +260,6 @@ export class BoLUtility {
}
/* -------------------------------------------- */
static removeChatMessageId(messageId) {
if (messageId){
game.messages.get(messageId)?.delete();
@ -371,8 +381,9 @@ export class BoLUtility {
}
/* -------------------------------------------- */
static getDamageFormula(damageString) {
static getDamageFormula(damageString, modifier=0, multiplier = 1) {
if (damageString[0] == 'd') { damageString = "1" + damageString } // Help parsing
if (modifier == null) modifier = 0;
var myReg = new RegExp('(\\d+)[dD]([\\d]+)([MB]*)?([\\+\\d]*)?', 'g');
let res = myReg.exec(damageString);
let nbDice = parseInt(res[1]);
@ -390,7 +401,7 @@ export class BoLUtility {
modIndex = 4;
}
}
let formula = nbDice + "d" + res[2] + postForm + ((res[modIndex]) ? res[modIndex] : "");
let formula = "(" + nbDice + "d" + res[2] + postForm + "+" + modifier +") *" + multiplier;
return formula;
}
/* -------------------------------------------- */

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@ -17,6 +17,13 @@ BOL.damageValues = {
"d6BB" : "d6B + dé bonus",
}
BOL.damageMultiplier = {
"1": "x1",
"2": "x2",
"3": "x3",
"4": "x4",
}
BOL.equipmentSlots = {
"none" : "BOL.equipmentSlots.none",
"head" : "BOL.equipmentSlots.head",
@ -189,7 +196,8 @@ BOL.itemProperties2 = {
"throwing" : "BOL.itemProperty.throwing",
"activable" : "BOL.itemProperty.activable",
"powder" : "BOL.itemProperty.powder",
"damage" : "BOL.itemProperty.damage"
"damage" : "BOL.itemProperty.damage",
"difficulty": "BOL.itemProperty.difficulty"
}
BOL.itemStats = {

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@ -4,6 +4,10 @@ export const registerHandlebarsHelpers = function () {
return val == null;
});
Handlebars.registerHelper('exists', function (val) {
return val != null && val != undefined;
});
Handlebars.registerHelper('isEmpty', function (list) {
if (list) return list.length == 0;
else return 0;

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@ -23,6 +23,7 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/item/parts/properties/item/vehicle-properties.hbs",
"systems/bol/templates/item/parts/properties/item/protection-properties.hbs",
"systems/bol/templates/item/parts/properties/item/weapon-properties.hbs",
"systems/bol/templates/item/parts/properties/item/spell-properties.hbs",
"systems/bol/templates/item/parts/properties/item/magical-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/career-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/boon-properties.hbs",

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@ -7,8 +7,8 @@
"url": "https://github.com/ZigmundKreud/bol",
"license": "LICENSE.txt",
"flags": {},
"version": "0.8.9.2",
"templateVersion": 10,
"version": "0.8.9.6",
"templateVersion": 14,
"minimumCoreVersion": "0.8.6",
"compatibleCoreVersion": "9",
"scripts": [],

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@ -109,6 +109,7 @@
"key": "power",
"label": "BOL.resources.power",
"value": 0,
"bonus": 0,
"max": 0
}
}
@ -116,7 +117,7 @@
},
"character": {
"templates": [ "base" ],
"type": "npc",
"type": "player",
"villainy": false,
"xp": {
"key": "xp",
@ -134,6 +135,7 @@
"encounter": {
"templates": [ "base" ],
"type": "tough",
"villainy": false,
"size": "",
"environment": ""
}

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@ -5,6 +5,8 @@
<label class="header-field-label flex2">Nom</label><br/>
<input class="charname flex6" name="name" type="text" value="{{actor.name}}" placeholder="Name"/>
</div>
{{#if (eq data.type "player")}}
<div class="header-field-group flexrow">
<label class="header-field-label flex2">Experience</label><br/>
<div class="header-field-group flex3">
@ -15,7 +17,19 @@
<label class="header-field-label flex1" style="font-size: 1.5em; color:#606060;">&nbsp;Totale</label><br/>
<input class="header-field-value flex1" type="text" name="data.xp.total" value="{{numberFormat data.xp.total decimals=0 sign=false}}" data-dtype="Number"/><br/>
</div>
</div>
{{else}}
<div class="header-field-group flexrow">
<label class="header-field-label flex2">Type : </label><br/>
<select class="field-value" name="data.type" data-dtype="String">
{{#select data.type}}
<option value="base">Piétaille</option>
<option value="tough">Coriace</option>
<option value="adversary">Adversaire</option>
{{/select}}
</select>
</div>
{{/if}}
</div>
</div>
</header>

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@ -1,10 +1,3 @@
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex2">{{localize "BOL.ui.maneuvers"}}</div>
</li>
<li class="item flexrow"><div class="item-image roll-weapon"><img src="icons/skills/melee/unarmed-punch-fist.webp" title="Attaque à mains nues"/></div><h4 class="item-name flex2"><a class="item-edit">Attaque à mains nues</a></h4></li>
</ol>
{{#each combat as |combatType id|}}
<ol class="items-list">
<li class="item flexrow item-header">

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@ -23,10 +23,15 @@
</div>
<hr/>
<div class="resources flexrow">
{{#each data.resources as |resource id|}}
{{#each resources as |resource id|}}
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize label}}</label><br/>
<input class="stat-value" type="text" name="data.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.data.type 'player')}}
{{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max">Bonus:</label><input class="stat-max" type="text" name="data.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{/if}}
{{/if}}
<input class="stat-max" type="text" name="data.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
{{/each}}

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@ -13,7 +13,10 @@
<h2 class="failure"><i class="fas fa-times"></i>&nbsp;{{localize "BOL.ui.failure"}}...</h2>
{{/if}}
{{/if}}
<h3><strong>{{description}}</strong>
<h3><strong>{{description}}</strong></h3>
{{#if reroll}}
<a class="button hero-reroll" data-actor-id="{{actor.id}}">Relancer!</a>
{{/if}}
{{!#if hasDescription}}
<!--<h4>-->
<!-- <pre class="rollDescr-line">{{!description}}</pre>-->

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@ -23,10 +23,10 @@
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}}
</div>
<div class="tab properties" data-group="primary" data-tab="properties">
{{#if (equals item.type "item")}}
{{#if (eq item.type "item")}}
{{> "systems/bol/templates/item/parts/properties/item-properties.hbs"}}
{{/if}}
{{#if (equals item.type "feature")}}
{{#if (eq item.type "feature")}}
{{> "systems/bol/templates/item/parts/properties/feature-properties.hbs"}}
{{/if}}
</div>

View File

@ -11,12 +11,15 @@
</div>
</div>
{{#if (equals data.category "equipment")}}
{{#if (eq data.category "equipment")}}
{{> "systems/bol/templates/item/parts/properties/item/equipment-properties.hbs"}}
{{/if}}
{{#if (equals data.category "capacity")}}
{{#if (eq data.category "capacity")}}
{{> "systems/bol/templates/item/parts/properties/item/capacity-properties.hbs"}}
{{/if}}
{{#if (equals data.category "vehicle")}}
{{#if (eq data.category "vehicle")}}
{{> "systems/bol/templates/item/parts/properties/item/vehicle-properties.hbs"}}
{{/if}}
{{#if (eq data.category "spell")}}
{{> "systems/bol/templates/item/parts/properties/item/spell-properties.hbs"}}
{{/if}}

View File

@ -0,0 +1,27 @@
<h3 class="form-header">{{localize "BOL.ui.spellProperties"}}</h3>
<div class="form-group">
<div class="form-fields center">
<label class="property-label">{{localize "BOL.ui.difficulty"}}</label>
<input class="field-value" type="text" name="data.properties.difficulty" value="{{data.properties.difficulty}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<div class="form-fields center">
<label class="property-label">{{localize "BOL.ui.duration"}}</label>
<input class="field-value" type="text" name="data.properties.duration" value="{{data.properties.duration}}" data-dtype="String"/>
</div>
</div>
<div class="form-group">
<div class="form-fields center">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.spellkeep" {{checked data.properties.spellkeep}}> {{localize "BOL.ui.spellkeep"}}
</label>
</div>
<div class="form-fields center">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.concentrate" {{checked data.properties.concentrate}}> {{localize "BOL.ui.concentrate"}}
</label>
</div>
</div>

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@ -115,6 +115,18 @@
<input class="field-value" type="text" name="data.properties.damageModifiers" value="{{data.properties.damageModifiers}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.damageMultiplier"}}</label>
<div class="form-fields center">
<select class="field-value" name="data.properties.damageMultiplier" data-dtype="String">
{{#select data.properties.damageMultiplier}}
{{#each config.damageMultiplier as |value id|}}
<option value="{{id}}">{{value}}</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.damageSpecial"}}</label>
<div class="form-fields center">