Enhance and bugfixes for combat #4
@ -217,7 +217,7 @@ export class BoLActor extends Actor {
|
||||
for (let protect of protectWorn) {
|
||||
if ( protect.data.subtype == 'helm') {
|
||||
formula += "+1"
|
||||
} else {
|
||||
} else if ( protect.data.subtype == 'armor') {
|
||||
formula += "+" + protect.data.properties.soak.formula;
|
||||
}
|
||||
}
|
||||
|
@ -282,6 +282,7 @@ export class BoLAttackRoll {
|
||||
async roll() {
|
||||
const r = new Roll(this.attackDef.formula);
|
||||
await r.roll({ "async": false });
|
||||
//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);
|
||||
@ -302,6 +303,7 @@ export class BoLAttackRoll {
|
||||
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;
|
||||
@ -312,18 +314,24 @@ export class BoLAttackRoll {
|
||||
flavor: msgFlavor,
|
||||
speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
|
||||
flags: { msgType: "default" }
|
||||
}).then( result => {
|
||||
if (this.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: this.attackDef });
|
||||
});
|
||||
});
|
||||
if (this._isCritical) {
|
||||
ChatMessage.create({
|
||||
alias: this.attackDef.attacker.name,
|
||||
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.attackDef.attacker.name),
|
||||
content: await renderTemplate('systems/bol/templates/chat/rolls/attack-heroic-card.hbs', {
|
||||
attackId: attackDef.id,
|
||||
attacker: attackDef.attacker,
|
||||
defender: attackDef.defender,
|
||||
defenderWeapons: defenderWeapons,
|
||||
damageTotal: attackDef.damageRoll.total
|
||||
})
|
||||
})
|
||||
} else {
|
||||
BoLUtility.processAttackSuccess( this.attackDef);
|
||||
BoLUtility.sendAttackSuccess( this.attackDef);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
_buildDamageChatMessage(actor, weapon, total) {
|
||||
@ -333,6 +341,7 @@ export class BoLAttackRoll {
|
||||
label: this._label,
|
||||
weapon: weapon,
|
||||
damage: total,
|
||||
isCritical: this._isCritical,
|
||||
};
|
||||
return renderTemplate(rollMessageTpl, tplData);
|
||||
}
|
||||
|
@ -95,9 +95,31 @@ export class BoLUtility {
|
||||
game.socket.emit("system.fvtt-fragged-kingdom", { msg: "msg_gm_chat_message", data: chatGM });
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static sendAttackSuccess(attackDef) {
|
||||
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 !
|
||||
|
Loading…
Reference in New Issue
Block a user