#8 - Weapn/armor management
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@ -374,6 +374,12 @@ export class SoSActor extends Actor {
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/* -------------------------------------------- */
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async applyWounds( flipData ) {
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if ( flipData.damageStatus == 'no_damage') {
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-nodamage-taken.html', flipData );
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ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(this.name), ChatMessage.getWhisperRecipients("GM") ] } );
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return;
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}
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let wounds = duplicate(this.data.data.wounds);
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for (let wound of flipData.woundsList ) {
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if (wound == 'L' ) wounds.light += 1;
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@ -391,6 +397,16 @@ export class SoSActor extends Actor {
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await this.updateOwnedItem( { _id: bleeding._id, 'data.severity': newSeverity});
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flipData.isBleeding = newSeverity;
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}
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// Stun consequence
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if ( flipData.nbStun > 0) {
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let stun = this.data.items.find( item => item.type == 'consequence' && item.name == 'Sun');
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let newSeverity = stun.severity;
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for(i=0; i<flipData.nbStun; i++) {
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newSeverity = SoSUtility.increaseConsequenceSeverity( newSeverity );
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}
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await this.updateOwnedItem( { _id: stun._id, 'data.severity': newSeverity});
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flipData.isStun = newSeverity;
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}
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await this.update( { 'data.scores.currentwounds': currentWounds, 'data.wounds': wounds } );
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flipData.defenderName = this.name;
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@ -66,14 +66,12 @@ export class SoSItemSheet extends ItemSheet {
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.object.options.actor.getOwnedItem(li.data("item-id"));
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console.log("ITEM", item, li.data("item-id"), li);
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item.sheet.render(true);
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});
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// Update Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.object.options.actor.deleteOwnedItem( li.data("item-id") ).then( this.render(true));
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//this.render(true);
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});
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}
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@ -272,9 +272,15 @@ export class SoSCardDeck {
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flipData.damageCardsuit = flipData.cardSlot[flipData.cardSlotIndex].cardsuit;
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let damageKey = 'damage_'+ flipData.damageCardsuit;
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flipData.damageString = flipData.weapon.data[damageKey];
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let damageRegexp = flipData.damageString.match( /(\d*)([LMSC])/i );
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flipData.damageValue = damageRegexp[1];
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flipData.damageSeverity = damageRegexp[2];
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if (flipData.damageString.includes('Str') ) {
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let damageRegexp = flipData.damageString.match( /Str([\d])?\+?([\d])?([LMSC])/i );
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flipData.damageValue = (flipData.actor.data.data.stats.strength.value * Number(damageRegexp[1]?damageRegexp[1]:1)) + Number(damageRegexp[2]?damageRegexp[2]:0);
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flipData.damageSeverity = damageRegexp[3];
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} else {
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let damageRegexp = flipData.damageString.match( /(\d*)([LMSC])/i );
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flipData.damageValue = damageRegexp[1];
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flipData.damageSeverity = damageRegexp[2];
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}
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// Now process damage
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if ( flipData.target) {
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@ -262,7 +262,19 @@ export class SoSUtility extends Entity {
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}
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}
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let dr = flipData.target.actor.data.data.scores.dr.value;
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// DR management
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let armor = flipData.target.actor.data.items.find( item => item.type == 'armor' && item.data.worn);
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flipData.armorDR = armor ? armor.data.dr : 0;
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flipData.armorGel = armor ?armor.data.gel : 0;
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flipData.armorReflect = armor ? armor.data.reflect : 0;
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let dr = flipData.target.actor.data.data.scores.dr.value + flipData.armorDR;
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if (flipData.weapon.data.category == 'ballistic') {
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dr += flipData.armorGel;
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}
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if (flipData.weapon.data.category == 'laser') {
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dr += flipData.armorReflect;
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}
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let shock = flipData.target.actor.data.data.scores.shock.value || 1;
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let defenseCritical = flipData.target.actor.data.data.scores.defense.critical;
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flipData.damageStatus = 'apply_damage';
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@ -274,25 +286,35 @@ export class SoSUtility extends Entity {
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if ( flipData.damageValue < dr) {
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if (flipData.damageValue < dr / 2) {
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flipData.damageStatus = "no_damage";
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// TODO : No damage !
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flipData.damageReason = "Damage are lesser than DR/2";
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} else {
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flipData.damageSeverity = this.decreaseSeverity(flipData.damageSeverity );
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if ( flipData.damageSeverity == 'N') {
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flipData.damageStatus = "no_damage";
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flipData.damageReason = "Severity decreased to nothing";
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}
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}
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}
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// Shock management
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flipData.woundsList = [];
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if ( flipData.damageValue >= shock) {
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let incSeverity = Math.floor(flipData.damageValue / shock);
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for (let i=0; i<incSeverity; i++) {
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if ( flipData.damageSeverity == 'C') {
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flipData.woundsList.push( flipData.damageSeverity );
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flipData.damageSeverity = 'L';
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} else {
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flipData.damageSeverity = this.increaseSeverity( flipData.damageSeverity );
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flipData.nbStun = 0;
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if ( flipData.weapon.stun ) { // Stun weapon case
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if ( flipData.damageValue >= shock ) {
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flipData.nbStun = Math.floor(flipData.damageValue / shock);
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}
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} else {
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if ( flipData.damageValue >= shock ) {
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let incSeverity = Math.floor(flipData.damageValue / shock);
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for (let i=0; i<incSeverity; i++) {
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if ( flipData.damageSeverity == 'C') {
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flipData.woundsList.push( flipData.damageSeverity );
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flipData.damageSeverity = 'L';
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} else {
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flipData.nbStun++;
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flipData.damageSeverity = this.increaseSeverity( flipData.damageSeverity );
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flipData.damageReason = "Severity increased";
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}
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}
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}
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}
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@ -9,5 +9,8 @@
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{{#if isBleeding}}
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<label>{{defenderName}} is bleeding with severity {{isBleeding}}. He will have a new {{isBleeding}} wound at the end of the round !</label>
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{{/if}}
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{{#if isStun}}
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<label>{{defenderName}} is has the Stun consequence at {{isStun}} severity !</label>
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{{/if}}
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</div>
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1
templates/chat-nodamage-taken.html
Normal file
1
templates/chat-nodamage-taken.html
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@ -0,0 +1 @@
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<h4>{{defenderName}}: no damages received !</h4>
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