Manage weapons
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@ -62,8 +62,8 @@ export class Avd12Actor extends Actor {
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/* -------------------------------------------- */
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rebuildSkills() {
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let armorPenalties = Avd12Utility.getArmorPenalty( this.items.find( item => item.type == "armor") )
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let shieldPenalties = Avd12Utility.getArmorPenalty( this.items.find( item => item.type == "shield") )
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let armorPenalties = Avd12Utility.getArmorPenalty(this.items.find(item => item.type == "armor"))
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let shieldPenalties = Avd12Utility.getArmorPenalty(this.items.find(item => item.type == "shield"))
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for (let attrKey in this.system.attributes) {
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let attr = this.system.attributes[attrKey]
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@ -76,17 +76,17 @@ export class Avd12Actor extends Actor {
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skill.modifier += Number(trait.system.bonusvalue)
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}
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// Apply armor penalties
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if ( armorPenalties[skillKey]) {
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if (armorPenalties[skillKey]) {
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console.log("Found armor penalties : ", armorPenalties, skillKey)
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skill.modifier += Number(armorPenalties[skillKey])
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}
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// Apply shield penalties
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if ( shieldPenalties[skillKey]) {
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if (shieldPenalties[skillKey]) {
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console.log("Found shield penalties : ", shieldPenalties, skillKey)
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skill.modifier += Number(shieldPenalties[skillKey])
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}
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// Process additionnal bonuses
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for(let item of this.items) {
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for (let item of this.items) {
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if (item.system.bonus && item.system.bonus[skillKey]) {
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skill.modifier += Number(item.system.bonus[skillKey].value)
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}
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@ -100,14 +100,27 @@ export class Avd12Actor extends Actor {
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rebuildMitigations() {
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for (let mitiKey in this.system.mitigation) {
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let mitigation = this.system.mitigation[mitiKey]
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for(let item of this.items) {
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for (let item of this.items) {
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if (item.system.mitigation && item.system.mitigation[mitiKey]) {
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mitigation.value += Number(item.system.mitigation[mitiKey].value)
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}
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}
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}
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}
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/* -------------------------------------------- */
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rebuildBonus() {
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for (let bonusKey in this.system.bonus) {
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let bonus = this.system.bonus[bonusKey]
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for (let content in bonus) {
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let dataPath = bonusKey + "." + content
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//console.log("Parsing", bonusKey, content, dataPath)
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let availableTraits = this.items.filter(t => t.type == "trait" && t.system.computebonus && t.system.bonusdata == dataPath)
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for (let trait of availableTraits) {
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bonus[content] += Number(trait.system.bonusvalue)
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}
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}
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}
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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@ -118,6 +131,7 @@ export class Avd12Actor extends Actor {
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this.rebuildSkills()
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this.rebuildMitigations()
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this.rebuildBonus()
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}
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super.prepareDerivedData();
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@ -146,10 +160,23 @@ export class Avd12Actor extends Actor {
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return comp;
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}
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getEquippedWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || [])
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comp.forEach(item => {
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this.prepareWeapon(item)
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})
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
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comp.forEach(item => {
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this.prepareWeapon(item)
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})
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getArmors() {
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let comp = duplicate(this.items.filter(item => item.type == 'armor') || []);
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@ -199,29 +226,29 @@ export class Avd12Actor extends Actor {
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return comp;
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}
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/* -------------------------------------------- */
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addDamages( damage) {
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addDamages(damage, bonusDamage) {
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//console.log(damage)
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if ( damage.damagetype != "none" && damage.dice ) {
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damage.normal = damage.dice + '+' + damage.bonus
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damage.critical = damage.dice + '+' + Number(damage.bonus)*2
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if (damage.damagetype != "none" && damage.dice) {
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let fullBonus = Number(bonusDamage) + Number(damage.bonus)
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damage.normal = damage.dice + '+' + fullBonus
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damage.critical = damage.dice + '+' + Number(fullBonus) * 2
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let parser = damage.dice.match(/(\d+)(d\d+)/)
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let nbDice = 2
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if (parser && parser[1]) {
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nbDice = Number(parser[1]) * 2
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}
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damage.brutal = nbDice + parser[2] + "+" + Number(damage.bonus)*2
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damage.brutal = nbDice + parser[2] + "+" + Number(fullBonus) * 2
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}
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}
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/* -------------------------------------------- */
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
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comp.forEach(item => {
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this.addDamages(item.system.damages.primary)
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this.addDamages(item.system.damages.secondary)
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this.addDamages(item.system.damages.tertiary)
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})
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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prepareWeapon(weapon) {
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weapon.attackBonus = this.system.bonus.weapon.attack + this.system.bonus[weapon.system.weapontype].attack
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let bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].damage
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this.addDamages(weapon.system.damages.primary, bonusDamage)
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bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].crits
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this.addDamages(weapon.system.damages.secondary, bonusDamage)
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bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].brutals
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this.addDamages(weapon.system.damages.tertiary + bonusDamage)
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}
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/* -------------------------------------------- */
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getItemById(id) {
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@ -403,7 +430,7 @@ export class Avd12Actor extends Actor {
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/* -------------------------------------------- */
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async preprocessItem(event, item, onDrop = false) {
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//console.log('ITEM', item)
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if ( item.system.focus && item.system.focus?.isfocus) {
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if (item.system.focus && item.system.focus?.isfocus) {
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let focusItem = this.items.find(it => it.system.focus?.isfocus)
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if (focusItem) {
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ui.notifications.warn("You already have a Focus Item in your equipment.")
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@ -421,22 +448,22 @@ export class Avd12Actor extends Actor {
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let focus = this.items.find(it => it.system.focus?.isfocus)
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if (focus) {
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let focusData = Avd12Utility.computeFocusData(focus.system.focus)
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let focusBonus = this.items.filter( it => it.system.focuspointsbonus > 0).reduce((sum, item2) => sum = item2.system.focuspointsbonus, 0)
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let focusregenbonus = this.items.filter( it => it.system.focusregenbonus > 0).reduce((sum, item2) => sum = item2.system.focusregenbonus, 0)
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let burnchancebonus = this.items.filter( it => it.system.burnchancebonus > 0).reduce((sum, item2) => sum = item2.system.burnchancebonus, 0)
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let focusBonus = this.items.filter(it => it.system.focuspointsbonus > 0).reduce((sum, item2) => sum = item2.system.focuspointsbonus, 0)
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let focusregenbonus = this.items.filter(it => it.system.focusregenbonus > 0).reduce((sum, item2) => sum = item2.system.focusregenbonus, 0)
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let burnchancebonus = this.items.filter(it => it.system.burnchancebonus > 0).reduce((sum, item2) => sum = item2.system.burnchancebonus, 0)
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let focusPoints = focusData.focusPoints + focusBonus
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let focusRegen = focusData.focusRegen + focusregenbonus
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//console.log("Update focus", focusPoints, focusRegen)
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if ( focusPoints != this.system.focus.focuspoints || focusRegen != this.system.focus.focusregen) {
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if (focusPoints != this.system.focus.focuspoints || focusRegen != this.system.focus.focusregen) {
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let focusData = duplicate(this.system.focus)
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focusData.focuspoints = focusPoints
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focusData.focusregen = focusRegen
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this.update( {'system.focus': focusData})
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this.update({ 'system.focus': focusData })
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}
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//console.log("FINAL BONUS", focusBonus, focusregenbonus, burnchancebonus)
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return {
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focusPoints : focusPoints,
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focusPoints: focusPoints,
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burnChance: focusData.burnChance + burnchancebonus,
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focusRegen: focusRegen,
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spellAttackBonus: focusData.spellAttackBonus,
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@ -445,7 +472,7 @@ export class Avd12Actor extends Actor {
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}
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}
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return {
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focusPoints : 0,
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focusPoints: 0,
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burnChance: 0,
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focusRegen: 0,
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spellAttackBonus: 0,
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@ -657,7 +684,7 @@ export class Avd12Actor extends Actor {
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if (spell.system.spelltype != "utility") {
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this.startRoll(rollData)
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} else {
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this.spentFocusPoints( spell )
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this.spentFocusPoints(spell)
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let msg = await Avd12Utility.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-avd12/templates/chat/chat-utility-spell.hbs`, rollData)
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})
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@ -669,13 +696,13 @@ export class Avd12Actor extends Actor {
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}
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/* -------------------------------------------- */
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spentFocusPoints( spell) {
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spentFocusPoints(spell) {
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let spellCost = Avd12Utility.getSpellCost(spell)
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let focusData = duplicate(this.system.focus)
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focusData.currentfocuspoints -= spellCost
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focusData.currentfocuspoints = Math.max(focusData.currentfocuspoints, 0)
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console.log("New fovcus", this.system, focusData)
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this.update({'system.focus': focusData})
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this.update({ 'system.focus': focusData })
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}
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/* -------------------------------------------- */
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@ -683,6 +710,7 @@ export class Avd12Actor extends Actor {
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let weapon = this.items.get(weaponId)
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if (weapon) {
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weapon = duplicate(weapon)
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this.prepareWeapon(weapon)
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let rollData = this.getCommonRollData()
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rollData.modifier = this.system.bonus[weapon.system.weapontype]
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rollData.mode = "weapon"
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@ -698,7 +726,7 @@ export class Avd12Actor extends Actor {
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let weapon = this.items.get(weaponId)
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if (weapon) {
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weapon = duplicate(weapon)
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this.addDamages(weapon.system.damages.primary)
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this.prepareWeapon(weapon)
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let rollData = this.getCommonRollData()
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rollData.damageFormula = weapon.system.damages.primary[damageType]
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rollData.mode = "weapon-damage"
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@ -536,6 +536,9 @@ export class Avd12Utility {
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if (rollData.skill && rollData.skill.good) {
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diceFormula += "+1d4"
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}
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if (rollData.weapon ) {
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diceFormula += "+" + rollData.weapon.attackBonus
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}
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rollData.diceFormula = diceFormula
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// Performs roll
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@ -64,7 +64,7 @@
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],
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"title": "AnyVenture D12 RPG",
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"url": "https://www.uberwald.me/gitea/public/fvtt-avd12",
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"version": "10.0.17",
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"download": "https://www.uberwald.me/gitea/public/fvtt-avd12/archive/fvtt-avd12-v10.0.17.zip",
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"version": "10.0.18",
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"download": "https://www.uberwald.me/gitea/public/fvtt-avd12/archive/fvtt-avd12-v10.0.18.zip",
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"background": "systems/fvtt-avd12/images/ui/avd12_welcome_page.webp"
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}
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@ -212,7 +212,7 @@
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<label class="short-label">Brutal</label>
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</span>
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</li>
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{{#each weapons as |weapon key|}}
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{{#each equippedWeapons as |weapon key|}}
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<li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._id}}">
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<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
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src="{{weapon.img}}" /></a>
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@ -15,6 +15,13 @@
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</div>
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{{/if}}
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{{#if weapon}}
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<div class="flexrow">
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<span class="roll-dialog-label">Weapon Attack Bonus : </span>
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<span class="roll-dialog-label">{{weapon.attackBonus}}</span>
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</div>
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{{/if}}
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{{#if spell}}
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<div class="flexrow">
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<span class="roll-dialog-label">Spell : </span>
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