Gestion attaque d'arme, step1 #2
@ -92,7 +92,9 @@
|
||||
"BOL.ui.treasure" : "Trésor",
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||||
"BOL.ui.vehicles" : "Véhicules/Montures",
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"BOL.ui.misc" : "Divers",
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||||
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||||
"BOL.ui.noWeaponName" : "Unknown Weapon",
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||||
"BOL.ui.targetDefence": "Defence",
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||||
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||||
"BOL.featureCategory.origins": "Origines",
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"BOL.featureCategory.races": "Races",
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"BOL.featureCategory.careers": "Carrières",
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@ -94,6 +94,8 @@
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"BOL.ui.misc" : "Divers",
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"BOL.ui.vehicleProperties" : " Propriétés de véhicule",
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"BOL.ui.speed" : "Vitesse",
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"BOL.ui.noWeaponName" : "Arme Inconnue",
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"BOL.ui.targetDefence": "Défense",
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||||
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||||
"BOL.featureCategory.origins": "Origines",
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"BOL.featureCategory.races": "Races",
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||||
|
@ -185,6 +185,9 @@ export class BoLActorSheet extends ActorSheet {
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case "aptitude" :
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BoLRoll.aptitudeCheck(this.actor, actorData, dataset, event);
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break;
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case "weapon":
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BoLRoll.weaponCheck(this.actor, actorData, dataset, event);
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break;
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default : break;
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}
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}
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@ -41,6 +41,9 @@ export class BoLActor extends Actor {
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get aptitudes() {
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return Object.values(this.data.data.aptitudes);
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}
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get defenseValue() {
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return this.data.data.aptitudes.def.value;
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}
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get resources() {
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return Object.values(this.data.data.resources);
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}
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@ -84,7 +87,6 @@ export class BoLActor extends Actor {
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get protections() {
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return this.armors.concat(this.helms).concat(this.shields)
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}
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get melee() {
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return this.weapons.filter(i => i.data.properties.melee === true);
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}
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||||
|
@ -1,3 +1,5 @@
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import { BoLUtility } from "../system/bol-utility.js";
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export class BoLRoll {
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static options() {
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return { classes: ["bol", "dialog"] };
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@ -25,6 +27,40 @@ export class BoLRoll {
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return this.aptitudeRollDialog(actor, actorData, aptitude, label, description, adv, 0);
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}
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static weaponCheck(actor, actorData, dataset, event) {
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// const elt = $(event.currentTarget)[0];
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||||
// let key = elt.attributes["data-rolling"].value;
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||||
let target = BoLUtility.getTarget()
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if ( !target) {
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ui.notifications.warn("No target selected for attack !");
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return;
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}
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const li = $(event.currentTarget).parents(".item");
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||||
console.log("ITEM", target);
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const weapon = actor.items.get(li.data("item-id"));
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if (!weapon) {
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ui.notifications.warn("Unable to find weapon !");
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return;
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}
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let weaponData = weapon.data.data;
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let attackDef= {
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||||
id:randomID(16),
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attacker: actor,
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attackerData: actorData,
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weapon :weapon,
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mod: 0,
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target : target,
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defender: game.actors.get(target.data.actorId),
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adv :dataset.adv || 0,
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attribute : eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`),
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aptitude : eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`),
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label : (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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||||
description : actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'),
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||||
}
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||||
console.log("WEAPON!", attackDef, weaponData);
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return this.weaponRollDialog(attackDef);
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||||
}
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||||
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||||
/* -------------------------------------------- */
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||||
/* ROLL DIALOGS */
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/* -------------------------------------------- */
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||||
@ -58,7 +94,7 @@ export class BoLRoll {
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const adv = html.find('#adv').val();
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const mod = html.find('#mod').val();
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let careers = html.find('#career').val();
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const career = (!careers) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const attrValue = eval(`actor.data.data.attributes.${attr}.value`);
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||||
@ -75,6 +111,59 @@ export class BoLRoll {
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||||
return d.render(true);
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}
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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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mod: attackDef.mod,
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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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defence: attackDef.defender.defenseValue,
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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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title: attackDef.label,
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content: rollOptionContent,
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buttons: {
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cancel: {
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icon: '<i class="fas fa-times"></i>',
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label: game.i18n.localize("BOL.ui.cancel"),
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callback: () => {
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}
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},
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submit: {
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icon: '<i class="fas fa-check"></i>',
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label: game.i18n.localize("BOL.ui.submit"),
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callback: (html) => {
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const attr = html.find('#attr').val();
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const apt = html.find('#apt').val();
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const adv = html.find('#adv').val();
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const mod = html.find('#mod').val() || 0;
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let careers = html.find('#career').val();
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const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const attrValue = eval(`attackDef.attacker.data.data.attributes.${attr}.value`);
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const aptValue = eval(`attackDef.attacker.data.data.aptitudes.${apt}.value`);
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const modifiers = parseInt(attrValue) + parseInt(aptValue) + parseInt(mod) + parseInt(career) - dialogData.defence;
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const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
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attackDef.formula = formula;
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let r = new BoLAttackRoll(attackDef);
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r.roll();
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}
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}
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},
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default: 'submit',
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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 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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@ -104,7 +193,7 @@ export class BoLRoll {
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const adv = html.find('#adv').val();
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const mod = html.find('#mod').val();
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let careers = html.find('#career').val();
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const career = (!careers) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const aptValue = eval(`actor.data.data.aptitudes.${apt}.value`);
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@ -123,12 +212,13 @@ export class BoLRoll {
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}
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export class BoLDefaultRoll {
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constructor(label, formula, description){
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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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this._isCritical = false;
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this._isFumble = false;
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this._isWeapon = isWeapon;
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this._description = description;
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}
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@ -148,6 +238,9 @@ export class BoLDefaultRoll {
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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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}
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}
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_buildChatMessage(actor) {
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@ -167,6 +260,75 @@ export class BoLDefaultRoll {
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||||
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}
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||||
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export class BoLAttackRoll {
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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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async roll(){
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const r = new Roll(this.attackDef.formula);
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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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this._isCritical = (diceTotal === 12);
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this._isFumble = (diceTotal === 2);
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this._buildChatMessage(this.attackDef.attacker).then(msgFlavor => {
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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}),
|
||||
flags : {msgType : "default"}
|
||||
});
|
||||
});
|
||||
|
||||
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;
|
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this.damageRoll = new Roll(damageFormula);
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await this.damageRoll.roll({"async": true});
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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"}
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
_buildDamageChatMessage(actor, weapon, total) {
|
||||
const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
|
||||
const tplData = {
|
||||
actor : actor,
|
||||
label : this._label,
|
||||
weapon: weapon,
|
||||
damage: total,
|
||||
};
|
||||
return renderTemplate(rollMessageTpl, tplData);
|
||||
}
|
||||
|
||||
_buildChatMessage(actor) {
|
||||
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
|
||||
const tplData = {
|
||||
actor : actor,
|
||||
label : this._label,
|
||||
isSuccess : this._isSuccess,
|
||||
isFailure : !this._isSuccess,
|
||||
isCritical : this._isCritical,
|
||||
isFumble : this._isFumble,
|
||||
hasDescription : this._description && this._description.length > 0,
|
||||
description : this._description
|
||||
};
|
||||
return renderTemplate(rollMessageTpl, tplData);
|
||||
}
|
||||
|
||||
}
|
||||
// export class BoLWeaponRoll {
|
||||
// constructor(actor, label, formula, isCritical, description){
|
||||
// this._label = label;
|
||||
|
@ -179,6 +179,30 @@ export class BoLUtility {
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static getDamageFormula( damageString) {
|
||||
if (damageString[0] == 'd') {damageString = "1" + damageString} // Help parsing
|
||||
var myReg = new RegExp('(\\d+)[dD]([\\d]+)([MB]*)?([\\+\\d]*)?', 'g');
|
||||
let res = myReg.exec(damageString);
|
||||
let nbDice = parseInt(res[1]);
|
||||
let postForm = 'kh'+nbDice;
|
||||
let modIndex = 3;
|
||||
if ( res[3]) {
|
||||
if ( res[3] == 'M') {
|
||||
postForm = 'kl'+nbDice;
|
||||
nbDice++;
|
||||
modIndex = 4;
|
||||
}
|
||||
if ( res[3] == 'B') {
|
||||
postForm = 'kh'+nbDice;
|
||||
nbDice++;
|
||||
modIndex = 4;
|
||||
}
|
||||
}
|
||||
let formula = nbDice+"d"+res[2] + postForm + ((res[modIndex]) ? res[modIndex] : "");
|
||||
return formula;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async confirmDelete(actorSheet, li) {
|
||||
let itemId = li.data("item-id");
|
||||
|
@ -9,5 +9,15 @@ export const registerSystemSettings = function() {
|
||||
type: Boolean,
|
||||
onChange: lang => window.location.reload()
|
||||
});
|
||||
|
||||
game.settings.register("bol", "rollArmor", {
|
||||
name: "Effectuer des jets pour les armures",
|
||||
hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: true,
|
||||
type: Boolean,
|
||||
onChange: lang => window.location.reload()
|
||||
});
|
||||
|
||||
};
|
||||
|
@ -5,3 +5,24 @@
|
||||
<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">
|
||||
<div class="item-name flex2">{{localize combatType.label}}</div>
|
||||
{{#if protection}}<div class="item-field">{{localize "BOL.ui.protection"}}</div>{{/if}}
|
||||
{{#if blocking}}<div class="item-field">{{localize "BOL.ui.blocking"}}</div>{{/if}}
|
||||
{{#if weapon}}<div class="item-field">{{localize "BOL.ui.damages"}}</div>{{/if}}
|
||||
{{#if ranged}}<div class="item-field">{{localize "BOL.ui.range"}}</div>{{else}}<div class="item-field"></div>{{/if}}
|
||||
</li>
|
||||
{{#each combatType.items as |item id|}}
|
||||
<li class="item flexrow" data-item-id="{{item._id}}">
|
||||
<div class="item-image" ><img src="{{item.img}}" title="{{item.name}}"/></div>
|
||||
<h4 class="item-name flex2">{{#if ../weapon}}<a class="rollable" data-roll-type="weapon">{{/if}}{{item.name}}{{#if ../weapon}}</a>{{/if}}</h4>
|
||||
{{#if ../protection}}<div class="item-field">{{item.data.properties.soak.value}}</div>{{/if}}
|
||||
{{#if ../blocking}}<div class="item-field">{{item.data.properties.blocking.malus}}</div>{{/if}}
|
||||
{{#if ../weapon}}<div class="item-field">{{item.data.properties.damage}}</div>{{/if}}
|
||||
{{#if ../ranged}}<div class="item-field">{{item.data.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
|
||||
</li>
|
||||
{{/each}}
|
||||
</ol>
|
||||
{{/each}}
|
||||
|
@ -8,17 +8,16 @@
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
{{#each data.combat as | combat id|}}
|
||||
{{#if (gt (count combat.items) 0)}}
|
||||
{{#each combat as |combatType id|}}
|
||||
<ol class="items-list">
|
||||
<li class="item flexrow item-header">
|
||||
<div class="item-name flex2">{{localize combat.label}}</div>
|
||||
<div class="item-name flex2">{{localize combatType.label}}</div>
|
||||
{{#if protection}}<div class="item-field">{{localize "BOL.ui.protection"}}</div>{{/if}}
|
||||
{{#if blocking}}<div class="item-field">{{localize "BOL.ui.blocking"}}</div>{{/if}}
|
||||
{{#if weapon}}<div class="item-field">{{localize "BOL.ui.damages"}}</div>{{/if}}
|
||||
{{#if ranged}}<div class="item-field">{{localize "BOL.ui.range"}}</div>{{else}}<div class="item-field"></div>{{/if}}
|
||||
</li>
|
||||
{{#each combat.items as |item id|}}
|
||||
{{#each combatType.items as |item id|}}
|
||||
<li class="item flexrow" data-item-id="{{item._id}}">
|
||||
<div class="item-image {{#if ../weapon}}roll-weapon{{/if}}"><img src="{{item.img}}" title="{{item.name}}"/></div>
|
||||
<h4 class="item-name flex2"><a class="item-edit">{{item.name}}</a></h4>
|
||||
@ -29,5 +28,4 @@
|
||||
</li>
|
||||
{{/each}}
|
||||
</ol>
|
||||
{{/if}}
|
||||
{{/each}}
|
||||
|
7
templates/chat/rolls/damage-roll-card.hbs
Normal file
7
templates/chat/rolls/damage-roll-card.hbs
Normal file
@ -0,0 +1,7 @@
|
||||
<img class="chat-icon" src="{{weapon.img}}" alt="{{weapon.name}}"/>
|
||||
<h3><strong>Dommages de l'arme : {{damage}}</strong>
|
||||
{{!#if hasDescription}}
|
||||
<!--<h4>-->
|
||||
<!-- <pre class="rollDescr-line">{{!description}}</pre>-->
|
||||
<!--</h4>-->
|
||||
{{!/if}}
|
72
templates/dialogs/weapon-roll-dialog.hbs
Normal file
72
templates/dialogs/weapon-roll-dialog.hbs
Normal file
@ -0,0 +1,72 @@
|
||||
<form class="{{cssClass}}" autocomplete="off">
|
||||
{{!-- Sheet Header --}}
|
||||
<header class="sheet-header">
|
||||
<div class="row flexrow table-header">
|
||||
<div class="flex1 center">
|
||||
<h3>{{localize 'BOL.ui.weaponCheck'}}</h3>
|
||||
</div>
|
||||
</div>
|
||||
</header>
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="attr">{{localize 'BOL.ui.attribute'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">
|
||||
<select class="flex1" name="attr" id="attr" data-type="String">
|
||||
<option value="vigor" {{#if (equals attr.key "vigor")}}selected{{/if}}>{{localize 'BOL.attributes.vigor'}}</option>
|
||||
<option value="agility" {{#if (equals attr.key "agility")}}selected{{/if}}>{{localize 'BOL.attributes.agility'}}</option>
|
||||
<option value="mind" {{#if (equals attr.key "mind")}}selected{{/if}}>{{localize 'BOL.attributes.mind'}}</option>
|
||||
<option value="appeal" {{#if (equals attr.key "appeal")}}selected{{/if}}>{{localize 'BOL.attributes.appeal'}}</option>
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="apt">{{localize 'BOL.ui.aptitude'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">
|
||||
<select class="flex1" name="apt" id="apt" data-type="String">
|
||||
<option value="init" {{#if (equals apt.key "init")}}selected{{/if}}>{{localize 'BOL.aptitudes.init'}}</option>
|
||||
<option value="melee" {{#if (equals apt.key "melee")}}selected{{/if}}>{{localize 'BOL.aptitudes.melee'}}</option>
|
||||
<option value="ranged" {{#if (equals apt.key "ranged")}}selected{{/if}}>{{localize 'BOL.aptitudes.ranged'}}</option>
|
||||
<option value="def" {{#if (equals apt.key "def")}}selected{{/if}}>{{localize 'BOL.aptitudes.def'}}</option>
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="adv">{{localize 'BOL.ui.advantages'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">
|
||||
<input type="text" class="field-value" name="adv" id="adv" value="{{adv}}" data-type="Number">
|
||||
</div>
|
||||
</div>
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.modifiers'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">
|
||||
<input type="text" class="field-value" name="mod" id="mod" value="{{mod}}" data-type="Number">
|
||||
</div>
|
||||
</div>
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.targetDefence'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">{{defence}}</div>
|
||||
</div>
|
||||
{{#if careers.items}}
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.careers'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">
|
||||
<select class="flex1" name="career" id="career" data-type="String" multiple>
|
||||
{{#each careers.items as | career id|}}
|
||||
<option value="{{career.data.rank}}">{{career.name}} ({{numberFormat career.data.rank decimals=0 sign=true}})</option>
|
||||
{{/each}}
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
{{/if}}
|
||||
</form>
|
Loading…
Reference in New Issue
Block a user