Review/fix combat mode #8
@ -267,6 +267,10 @@ a:hover {
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.bol button {
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background: rgba(0, 0, 0, 0.1);
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}
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.chat-button {
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font-size: 0.8rem;
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}
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.bol select {
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box-shadow: none;
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font-size: 14px;
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@ -1,18 +1,18 @@
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import { BoLUtility } from "../system/bol-utility.js";
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const __adv2dice = { ["1B"]: 3, ["2B"]: 4, ["2"]: 2, ["1M"]: 3, ["2M"]: 4}
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const _apt2attr = {init: "mind", melee: "agility", ranged: "agility", def: "vigor"}
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const __adv2dice = { ["1B"]: 3, ["2B"]: 4, ["2"]: 2, ["1M"]: 3, ["2M"]: 4 }
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const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vigor" }
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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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}
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static convertToAdv( adv) {
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static convertToAdv(adv) {
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if (adv == 0) return "2"
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return Math.abs(adv) + (adv < 0)?'M':'B';
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return Math.abs(adv) + (adv < 0) ? 'M' : 'B';
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}
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static getDefaultAttribute( key ) {
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static getDefaultAttribute(key) {
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return _apt2attr[key]
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}
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static attributeCheck(actor, actorData, dataset, event) {
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@ -146,7 +146,7 @@ export class BoLRoll {
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rollData.registerInit = (rollData.aptKey == 'init') ? $('#register-init').is(":checked") : false;
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let shieldMalus = 0;
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if ( rollData.mode == "weapon") {
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if (rollData.mode == "weapon") {
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const applyShieldMalus = html.find('#applyShieldMalus').val() || false;
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if (applyShieldMalus || rollData.shieldBlock == 'blockall') {
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shieldMalus = rollData.shieldAttackMalus;
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@ -162,6 +162,7 @@ export class BoLRoll {
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const modifiers = parseInt(attrValue) + parseInt(aptValue) + parseInt(rollData.mod) + parseInt(rollData.career) - rollData.defence - shieldMalus;
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const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
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rollData.formula = formula;
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rollData.modifiers = modifiers
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let r = new BoLDefaultRoll(rollData);
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r.roll();
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@ -177,85 +178,116 @@ export class BoLRoll {
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export class BoLDefaultRoll {
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constructor(rollData) {
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BoLUtility.storeRoll(rollData);
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BoLUtility.storeRoll(rollData)
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this.rollData = rollData
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if ( this.rollData.isSuccess == undefined ) { // First init
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this.rollData.isSuccess = false;
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this.rollData.isCritical = false;
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this.rollData.isFumble = false;
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}
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if ( this.rollData.optionsId) {
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$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
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}
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if ( this.rollData.applyId) {
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$(`#${this.rollData.applyId}`).hide() // Hide the options roll buttons
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}
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this.rollData.optionsId = randomID(16)
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this.rollData.applyId = randomID(16)
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}
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async roll() {
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console.log("ROLL", this.rollData)
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const r = new Roll(this.rollData.formula);
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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.rollData.roll = r
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this.rollData.isSuccess = (r.total >= 9);
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this.rollData.isCritical = (diceTotal === 12);
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this.rollData.isCritical = (diceTotal === 12)
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this.rollData.isRealCritical = (diceTotal === 12)
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this.rollData.isFumble = (diceTotal === 2);
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this.rollData.isFailure = !this.rollData.isSuccess
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if (this.rollData.reroll == undefined) {
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this.rollData.reroll = this.rollData.actor.heroReroll()
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if (this.rollData.registerInit) {
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this.rollData.actor.registerInit( r.total, this.rollData.isCritical);
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}
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if (this.rollData.registerInit) {
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this.rollData.actor.registerInit(r.total, this.rollData.isCritical);
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}
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console.log("ROLL", this.rollData)
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await this.sendChatMessage()
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}
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async sendChatMessage() {
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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r.toMessage({
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this.rollData.roll.toMessage({
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user: game.user.id,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
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flags: { msgType: "default" }
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}).then(this.processResult());
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})
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});
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}
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async processDefense() {
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if (this.rollData.isCritical) {
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ChatMessage.create({
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alias: this.rollData.actor.name,
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whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
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content: await renderTemplate('systems/bol/templates/chat/rolls/attack-heroic-card.hbs', this.rollData )
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})
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} else {
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BoLUtility.sendAttackSuccess(this.rollData);
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}
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upgradeToCritical() {
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// Force to Critical roll
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this.rollData.isCritical = true
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this.rollData.isRealCritical = false
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this.rollData.isSuccess = true
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this.rollData.isFailure = false
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this.rollData.reroll = false
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this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
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this.rollData.reroll = false
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this.sendChatMessage()
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}
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setSuccess( flag) {
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setSuccess(flag) {
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this.rollData.isSuccess = flag
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}
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async processResult() {
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if ( this.rollData.mode != "weapon") { // Only specific process in Weapon mode
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return;
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}
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if (this.rollData.isSuccess) {
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let attrDamage = this.rollData.weapon.data.data.properties.damageAttribute;
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data.properties.damage,
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this.rollData.weapon.data.data.properties.damageModifiers,
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this.rollData.weapon.data.data.properties.damageMultiplier)
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let damageFormula = weaponFormula + ((attrDamage) ? "+" + this.rollData.actor.data.data.attributes[attrDamage].value : "+0");
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//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
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this.rollData.damageRoll = new Roll(damageFormula);
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await this.rollData.damageRoll.roll({ "async": false });
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await BoLUtility.showDiceSoNice(this.rollData.damageRoll);
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// Update rollData object
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this.rollData.damageFormula = damageFormula;
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this._buildDamageChatMessage( this.rollData ).then(msgFlavor => {
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async sendDamageMessage() {
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.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.rollData.actor }),
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flags: { msgType: "default" }
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}).then(this.processDefense());
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})
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});
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}
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async rollDamage() {
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if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
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return;
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}
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if (this.rollData.isSuccess) {
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if ( !this.rollData.damageRoll) {
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let bonusDmg = 0
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if ( this.rollData.damageMode == 'damage-plus-6') {
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bonusDmg = 6
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}
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if ( this.rollData.damageMode == 'damage-plus-12') {
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bonusDmg = 12
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}
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console.log("DAMAGE !!!")
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let attrDamage = this.rollData.weapon.data.data.properties.damageAttribute;
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data.properties.damage,
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this.rollData.weapon.data.data.properties.damageModifiers,
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this.rollData.weapon.data.data.properties.damageMultiplier)
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let damageFormula = weaponFormula + "+" + bonusDmg + ((attrDamage) ? "+" + this.rollData.actor.data.data.attributes[attrDamage].value : "+0");
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//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
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this.rollData.damageFormula = damageFormula
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this.rollData.damageRoll = new Roll(damageFormula)
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this.rollData.damageTotal = this.rollData.damageRoll.total
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await this.rollData.damageRoll.roll({ "async": false })
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}
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$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
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this.sendDamageMessage()
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}
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}
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_buildDamageChatMessage(rollData) {
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@ -119,23 +119,35 @@ export class BoLUtility {
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/* -------------------------------------------- */
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static async chatListeners(html) {
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// Damage handling
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html.on("click", '.damage-increase', event => {
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event.preventDefault();
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let attackId = event.currentTarget.attributes['data-attack-id'].value;
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let damageMode = event.currentTarget.attributes['data-damage-mode'].value;
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if ( game.user.isGM) {
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BoLUtility.processDamageIncrease(event, attackId, damageMode)
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} else {
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game.socket.emit("system.bol", { msg: "msg_damage_increase", data: {event: event, attackId: attackId, damageMode: damageMode} });
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}
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html.on("click", '.chat-damage-apply', event => {
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let rollData = BoLUtility.getLastRoll()
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$(`#${rollData.applyId}`).hide()
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BoLUtility.sendAttackSuccess(rollData)
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});
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html.on("click", '.chat-damage-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value;
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let bolRoll = new BoLDefaultRoll(rollData)
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bolRoll.rollDamage()
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});
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html.on("click", '.transform-heroic-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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let r = new BoLDefaultRoll( rollData )
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r.upgradeToCritical();
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} );
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html.on("click", '.hero-reroll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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rollData.reroll = false // Disable reroll option for second roll
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let r = new BoLDefaultRoll( rollData )
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r.roll();
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} );
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@ -145,7 +157,6 @@ export class BoLUtility {
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let attackId = event.currentTarget.attributes['data-attack-id'].value;
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let defenseMode = event.currentTarget.attributes['data-defense-mode'].value;
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let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
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console.log("DEFENSE1", event.currentTarget, attackId, defenseMode, weaponId);
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if ( game.user.isGM) {
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BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId)
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} else {
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@ -154,31 +165,6 @@ export class BoLUtility {
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});
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}
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/* -------------------------------------------- */
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static async processDamageIncrease(event, attackId, damageMode ) {
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if ( !game.user.isGM) {
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return;
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}
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BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget));
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// Only GM process this
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let attackDef = this.attackStore[attackId];
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if (attackDef) {
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attackDef.damageMode = damageMode;
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if (defenseMode == 'damage-plus-6') {
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attackDef.damageRoll.total += 6;
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}
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if (defenseMode == 'damage-plus-12') {
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attackDef.damageRoll.total += 12;
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attackDef.defender.subHeroPoints(1);
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}
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if (defenseMode == 'damage-normal') {
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// Do nothing !
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}
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BoLUtility.sendAttackSuccess( this.attackDef);
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}
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}
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/* -------------------------------------------- */
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static async processDamageHandling(event, attackId, defenseMode, weaponId=-1) {
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if ( !game.user.isGM) {
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@ -188,7 +174,7 @@ export class BoLUtility {
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//console.log("Damage Handling", event, attackId, defenseMode, weaponId)
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// Only GM process this
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let attackDef = this.attackStore[attackId];
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let attackDef = this.attackStore[attackId]
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if (attackDef) {
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if (attackDef.defenseDone) return; // ?? Why ???
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attackDef.defenseDone = true
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@ -389,9 +375,6 @@ export class BoLUtility {
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if (sockmsg.name == "msg_damage_handling") {
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BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
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}
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if (sockmsg.name == "msg_damage_increase") {
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BoLUtility.processDamageIncrease(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.damageMode)
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}
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}
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/* -------------------------------------------- */
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@ -32,6 +32,7 @@ export const preloadHandlebarsTemplates = async function () {
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"systems/bol/templates/item/parts/properties/feature/race-properties.hbs",
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// DIALOGS
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"systems/bol/templates/chat/rolls/attack-damage-card.hbs",
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"systems/bol/templates/roll/parts/roll-dialog-modifiers.hbs",
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"systems/bol/templates/roll/parts/roll-dialog-attribute.hbs",
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"systems/bol/templates/dialogs/aptitude-roll-part.hbs",
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@ -7,7 +7,7 @@
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"url": "https://github.com/ZigmundKreud/bol",
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"license": "LICENSE.txt",
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"flags": {},
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"version": "0.8.9.9",
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"version": "0.9.0.0",
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"templateVersion": 16,
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"minimumCoreVersion": "0.8.6",
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"compatibleCoreVersion": "9",
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7
templates/chat/rolls/attack-damage-card.hbs
Normal file
7
templates/chat/rolls/attack-damage-card.hbs
Normal file
@ -0,0 +1,7 @@
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<button class="chat-damage-roll" data-damage-mode="normal-damage" data-attack-id="{{id}}">Lancer les dommages</button>
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{{#if isCritical}}
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<button class="chat-damage-roll" data-damage-mode="damage-plus-6" data-attack-id="{{id}}">Lancer les dommages +6</button>
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<button class="chat-damage-roll" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">Dommages +12 (1 Pt. d'Heroisme)</button>
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{{/if}}
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@ -1,6 +0,0 @@
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<img class="chat-icon" src="{{actor.img}}" alt="{{actor.name}}"/>
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Jet Héroïque !
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<button class="damage-increase" data-damage-mode="damage-plus-6" data-attack-id="{{id}}">Augmenter les dommages de 6</button>
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<button class="damage-increase" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">Augmenter les dommages de 12 (1 point d'Heroisme)</button>
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<button class="damage-increase" data-damage-mode="damage-normal" data-attack-id="{{id}}">Laisser les dommages inchangés</button>
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@ -1,7 +1,8 @@
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<img class="chat-icon" src="{{weapon.img}}" alt="{{weapon.name}}"/>
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<h3><strong>Dommages de l'arme : {{damage}}</strong>
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{{!#if hasDescription}}
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<!--<h4>-->
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<!-- <pre class="rollDescr-line">{{!description}}</pre>-->
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<!--</h4>-->
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{{!/if}}
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<h3><strong>Dommages de {{weapon.name}} : {{damageRoll.total}}</strong>
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{{#if target}}
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<div id="{{applyId}}">
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<button class="chat-damage-apply" data-attack-id="{{id}}">Appliquer les dommages à la cible</button>
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</div>
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{{/if}}
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@ -16,11 +16,15 @@
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<h3><strong>{{description}}</strong></h3>
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{{#if reroll}}
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<a class="button hero-reroll" data-roll-id=="{{rollId}}"" data-actor-id="{{actor.id}}">Relancer!</a>
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{{/if}}
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{{!#if hasDescription}}
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<!--<h4>-->
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<!-- <pre class="rollDescr-line">{{!description}}</pre>-->
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<!--</h4>-->
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{{!/if}}
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<div id="{{optionsId}}">
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{{#if (and isSuccess weapon)}}
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{{> "systems/bol/templates/chat/rolls/attack-damage-card.hbs"}}
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{{/if}}
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{{#if reroll}}
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<button class="chat-button button hero-reroll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Relancer (1 P. Heroisme)</button>
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{{/if}}
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{{#if isRealCritical}}
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<button class="chat-button button transform-heroic-roll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Transformer en succes héroique (1 P. Heroisme)</button>
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{{/if}}
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</div>
|
Loading…
Reference in New Issue
Block a user