Manage weapons

This commit is contained in:
LeRatierBretonnien 2023-01-22 20:27:22 +01:00
parent 17e8fb4aa6
commit 8f9ecff285
5 changed files with 81 additions and 43 deletions

View File

@ -107,7 +107,20 @@ export class Avd12Actor extends Actor {
}
}
}
/* -------------------------------------------- */
rebuildBonus() {
for (let bonusKey in this.system.bonus) {
let bonus = this.system.bonus[bonusKey]
for (let content in bonus) {
let dataPath = bonusKey + "." + content
//console.log("Parsing", bonusKey, content, dataPath)
let availableTraits = this.items.filter(t => t.type == "trait" && t.system.computebonus && t.system.bonusdata == dataPath)
for (let trait of availableTraits) {
bonus[content] += Number(trait.system.bonusvalue)
}
}
}
}
/* -------------------------------------------- */
prepareDerivedData() {
@ -118,6 +131,7 @@ export class Avd12Actor extends Actor {
this.rebuildSkills()
this.rebuildMitigations()
this.rebuildBonus()
}
super.prepareDerivedData();
@ -146,10 +160,23 @@ export class Avd12Actor extends Actor {
return comp;
}
getEquippedWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || [])
comp.forEach(item => {
this.prepareWeapon(item)
})
Avd12Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
comp.forEach(item => {
this.prepareWeapon(item)
})
Avd12Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getArmors() {
let comp = duplicate(this.items.filter(item => item.type == 'armor') || []);
@ -199,29 +226,29 @@ export class Avd12Actor extends Actor {
return comp;
}
/* -------------------------------------------- */
addDamages( damage) {
addDamages(damage, bonusDamage) {
//console.log(damage)
if (damage.damagetype != "none" && damage.dice) {
damage.normal = damage.dice + '+' + damage.bonus
damage.critical = damage.dice + '+' + Number(damage.bonus)*2
let fullBonus = Number(bonusDamage) + Number(damage.bonus)
damage.normal = damage.dice + '+' + fullBonus
damage.critical = damage.dice + '+' + Number(fullBonus) * 2
let parser = damage.dice.match(/(\d+)(d\d+)/)
let nbDice = 2
if (parser && parser[1]) {
nbDice = Number(parser[1]) * 2
}
damage.brutal = nbDice + parser[2] + "+" + Number(damage.bonus)*2
damage.brutal = nbDice + parser[2] + "+" + Number(fullBonus) * 2
}
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
comp.forEach(item => {
this.addDamages(item.system.damages.primary)
this.addDamages(item.system.damages.secondary)
this.addDamages(item.system.damages.tertiary)
})
Avd12Utility.sortArrayObjectsByName(comp)
return comp;
prepareWeapon(weapon) {
weapon.attackBonus = this.system.bonus.weapon.attack + this.system.bonus[weapon.system.weapontype].attack
let bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].damage
this.addDamages(weapon.system.damages.primary, bonusDamage)
bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].crits
this.addDamages(weapon.system.damages.secondary, bonusDamage)
bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].brutals
this.addDamages(weapon.system.damages.tertiary + bonusDamage)
}
/* -------------------------------------------- */
getItemById(id) {
@ -683,6 +710,7 @@ export class Avd12Actor extends Actor {
let weapon = this.items.get(weaponId)
if (weapon) {
weapon = duplicate(weapon)
this.prepareWeapon(weapon)
let rollData = this.getCommonRollData()
rollData.modifier = this.system.bonus[weapon.system.weapontype]
rollData.mode = "weapon"
@ -698,7 +726,7 @@ export class Avd12Actor extends Actor {
let weapon = this.items.get(weaponId)
if (weapon) {
weapon = duplicate(weapon)
this.addDamages(weapon.system.damages.primary)
this.prepareWeapon(weapon)
let rollData = this.getCommonRollData()
rollData.damageFormula = weapon.system.damages.primary[damageType]
rollData.mode = "weapon-damage"

View File

@ -536,6 +536,9 @@ export class Avd12Utility {
if (rollData.skill && rollData.skill.good) {
diceFormula += "+1d4"
}
if (rollData.weapon ) {
diceFormula += "+" + rollData.weapon.attackBonus
}
rollData.diceFormula = diceFormula
// Performs roll

View File

@ -64,7 +64,7 @@
],
"title": "AnyVenture D12 RPG",
"url": "https://www.uberwald.me/gitea/public/fvtt-avd12",
"version": "10.0.17",
"download": "https://www.uberwald.me/gitea/public/fvtt-avd12/archive/fvtt-avd12-v10.0.17.zip",
"version": "10.0.18",
"download": "https://www.uberwald.me/gitea/public/fvtt-avd12/archive/fvtt-avd12-v10.0.18.zip",
"background": "systems/fvtt-avd12/images/ui/avd12_welcome_page.webp"
}

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@ -212,7 +212,7 @@
<label class="short-label">Brutal</label>
</span>
</li>
{{#each weapons as |weapon key|}}
{{#each equippedWeapons as |weapon key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{weapon.img}}" /></a>

View File

@ -15,6 +15,13 @@
</div>
{{/if}}
{{#if weapon}}
<div class="flexrow">
<span class="roll-dialog-label">Weapon Attack Bonus : </span>
<span class="roll-dialog-label">{{weapon.attackBonus}}</span>
</div>
{{/if}}
{{#if spell}}
<div class="flexrow">
<span class="roll-dialog-label">Spell : </span>