Ranged attacks
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parent
68b8d42925
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08157116e8
@ -556,7 +556,16 @@ export class CrucibleActor extends Actor {
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rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
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rollData.noAdvantage = this.isNoAdvantage()
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if ( rollData.defenderTokenId) {
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let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
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let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
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let defender = defenderToken.actor
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// Distance management
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if ( this.token) {
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const ray = new Ray(this.token.object.center, defenderToken.center)
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rollData.tokensDistance = canvas.grid.measureDistances([{ray}], {gridSpaces:false})[0] / canvas.grid.grid.options.dimensions.distance
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} else {
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ui.notifications.info("No token connected to this actor, unable to compute distance.")
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}
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if (defender ) {
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rollData.forceAdvantage = defender.isAttackerAdvantage()
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rollData.advantageFromTarget = true
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@ -625,6 +634,10 @@ export class CrucibleActor extends Actor {
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if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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rollData.forceDisadvantage = this.isAttackDisadvantage()
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}
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if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
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ui.notifications.warn(`Your target is out of range of your weapon (max: ${CrucibleUtility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
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return
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}
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this.startRoll(rollData)
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} else {
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ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
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@ -663,6 +676,23 @@ export class CrucibleActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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rollDefenseRanged(attackRollData) {
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let rollData = this.getCommonRollData()
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rollData.defenderTokenId = undefined // Cleanup
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rollData.mode = "rangeddefense"
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rollData.attackRollData = duplicate(attackRollData)
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rollData.sizeDice = CrucibleUtility.getSizeDice( this.system.biodata.size )
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rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
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rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
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rollData.distanceBonusDice = Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
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rollData.hasCover = "none"
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rollData.situational = "none"
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rollData.useshield = false
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rollData.shield = this.getEquippedShield()
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this.startRoll(rollData)
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}
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/* -------------------------------------------- */
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rollShieldDie() {
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let shield = this.getEquippedShield()
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@ -70,6 +70,12 @@ export class CrucibleRollDialog extends Dialog {
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html.find('#useshield').change((event) => {
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this.rollData.useshield = event.currentTarget.checked
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})
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html.find('#hasCover').change((event) => {
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this.rollData.hasCover = event.currentTarget.value
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})
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html.find('#situational').change((event) => {
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this.rollData.situational = event.currentTarget.value
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})
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}
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}
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@ -10,6 +10,7 @@ const __color2RollTable = {
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blue: "Blue Armor Die", black: "Black Armor Die", green: "Green Armor Die", purple: "Purple Armor Die",
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white: "White Armor Die", red: "Red Armor Die", blackgreen: "Black & Green Armor Dice"
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}
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const __size2Dice = [ { nb: 0, dice: "d0" }, { nb: 5, dice: "d8" }, { nb: 3, dice: "d8" }, { nb: 2, dice: "d8" }, { nb: 1, dice: "d8" }, { nb: 1, dice: "d6" }, { nb: 1, noAddFirst: true, dice: "d6" }]
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/* -------------------------------------------- */
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export class CrucibleUtility {
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@ -56,7 +57,7 @@ export class CrucibleUtility {
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if (typeof text !== 'string') return text
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return text.charAt(0).toUpperCase() + text.slice(1)
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}
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/*-------------------------------------------- */
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static getSkills() {
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return duplicate(this.skills)
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@ -150,6 +151,20 @@ export class CrucibleUtility {
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}
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return false
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}
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static getWeaponRange(weapon) {
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if (weapon && weapon.system.isranged) {
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let rangeValue = weapon.system.range.replace(/[^0-9]/g, '')
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return Number(rangeValue)
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}
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return false
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}
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static getWeaponMaxRange(weapon) {
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if (weapon && weapon.system.isranged) {
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let rangeValue = weapon.system.maxrange.replace(/[^0-9]/g, '')
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return Number(rangeValue)
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}
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return false
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}
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/* -------------------------------------------- */
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static async getRollTableFromDiceColor(diceColor, displayChat = true) {
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@ -163,6 +178,10 @@ export class CrucibleUtility {
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return draw.results.length > 0 ? draw.results[0] : undefined
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}
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}
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/* -------------------------------------------- */
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static getSizeDice(sizeValue) {
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return __size2Dice[sizeValue]
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}
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/* -------------------------------------------- */
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static async getCritical(level, weapon) {
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@ -191,6 +210,15 @@ export class CrucibleUtility {
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actor.rollDefenseMelee(rollData)
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}
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})
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html.on("click", '.roll-defense-ranged', event => {
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let rollId = $(event.currentTarget).data("roll-id")
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let rollData = CrucibleUtility.getRollData(rollId)
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let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
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if (defender && (game.user.isGM || defender.isOwner)) {
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defender.rollDefenseRanged(rollData)
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}
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})
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}
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/* -------------------------------------------- */
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@ -290,12 +318,12 @@ export class CrucibleUtility {
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/* -------------------------------------------- */
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static async displayDefenseMessage(rollData) {
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if (rollData.mode == "weapon" && rollData.defenderTokenId) {
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if (rollData.mode == "weapon" && rollData.defenderTokenId) {
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let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
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if (game.user.isGM || (game.user.character && game.user.character.id == defender.id)) {
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rollData.defender = defender
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rollData.defenderWeapons = defender.getEquippedWeapons()
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rollData.isRollTarget = rollData.weapon?.system.isranged
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rollData.isRangedAttack = rollData.weapon?.system.isranged
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this.createChatWithRollMode(defender.name, {
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name: defender.name,
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alias: defender.name,
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@ -373,7 +401,7 @@ export class CrucibleUtility {
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}
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if (result.critical_1 || result.critical_2) {
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let isDeadly = CrucibleUtility.isWeaponDeadly(rollData.attackRollData.weapon)
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result.critical = await this.getCritical((result.critical_1) ? "I" : "II", rollData.attackRollData.weapon )
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result.critical = await this.getCritical((result.critical_1) ? "I" : "II", rollData.attackRollData.weapon)
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result.criticalText = result.critical.text
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}
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this.createChatWithRollMode(rollData.alias, {
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@ -480,12 +508,26 @@ export class CrucibleUtility {
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skill.system.skilldice = __skillLevel2Dice[skill.system.level]
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}
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/* -------------------------------------------- */
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static getDiceFromCover(cover) {
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if (cover == "cover50") return 1
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return 0
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}
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/* -------------------------------------------- */
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static getDiceFromSituational(cover) {
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if (cover == "prone") return 1
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if (cover == "dodge") return 1
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if (cover == "moving") return 1
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if (cover == "engaged") return 1
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return 0
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}
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/* -------------------------------------------- */
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static async rollCrucible(rollData) {
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let actor = game.actors.get(rollData.actorId)
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// ability/save => 0
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// ability/save/size => 0
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let diceFormula
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let startFormula = "0d6cs>=5"
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if (rollData.ability) {
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@ -494,6 +536,10 @@ export class CrucibleUtility {
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if (rollData.save) {
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startFormula = String(rollData.save.value) + "d6cs>=5"
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}
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if (rollData.sizeDice) {
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let nb = rollData.sizeDice.nb + rollData.distanceBonusDice + this.getDiceFromCover(rollData.hasCover) + this.getDiceFromSituational(rollData.situational)
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startFormula = String(nb) + String(rollData.sizeDice.dice) + "cs>=5"
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}
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diceFormula = startFormula
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// skill => 2
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@ -582,16 +628,16 @@ export class CrucibleUtility {
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rollData.roll = myRoll
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rollData.nbSuccess = myRoll.total
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if ( rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
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if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
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rollData.rollAdvantage = "roll-advantage"
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}
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if ( rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
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}
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if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
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rollData.rollAdvantage = "roll-disadvantage"
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}
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if (rollData.rollAdvantage != "none" ) {
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}
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if (rollData.rollAdvantage != "none") {
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rollData.rollOrder = 1
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rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage": "Disadvantage"
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rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage"
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData)
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})
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@ -599,7 +645,7 @@ export class CrucibleUtility {
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rollData.rollOrder = 2
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let myRoll2 = new Roll(diceFormula).roll({ async: false })
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await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode"))
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rollData.roll = myRoll2 // Tmp switch to display the proper results
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rollData.nbSuccess = myRoll2.total
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this.createChatWithRollMode(rollData.alias, {
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@ -199,7 +199,7 @@
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"styles": [
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"styles/simple.css"
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],
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"version": "10.0.3",
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"version": "10.0.4",
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"compatibility": {
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"minimum": "10",
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"verified": "10.278",
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@ -207,7 +207,7 @@
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},
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"title": "Crucible RPG",
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"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
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"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.3.zip",
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"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.4.zip",
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"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
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"background": "images/ui/crucible_welcome_page.webp",
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"id": "fvtt-crucible-rpg"
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@ -36,6 +36,14 @@
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</li>
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{{/if}}
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{{#if sizeDice}}
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<li>Size/Range/Cover/Situational dices
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({{#each roll.terms.0.results as |die idx|}}
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{{die.result}}
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{{/each}})
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</li>
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{{/if}}
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{{#if ability}}
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<li>Ability : {{ability.label}} - {{ability.value}}d6
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({{#each roll.terms.0.results as |die idx|}}
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@ -18,17 +18,16 @@
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<div>
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{{#if isRollTarget}}
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{{#if isRangedAttack}}
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<div>{{defender.name}} is under Ranged attack. He must roll a Target Roll to defend himself.</div>
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{{else}}
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<div>{{defender.name}} is under Melee attack. He must roll a Defense Roll to defend himself.</div>
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{{/if}}
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<ul>
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{{#if isRollTarget}}
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{{#if isRangedAttack}}
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<li>
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<button class="chat-card-button roll-defense-ranged" data-defense-weapon-id="{{weapon._id}}"
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data-roll-id="{{@root.rollId}}">Roll Target !</button>
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<button class="chat-card-button roll-defense-ranged" data-roll-id="{{@root.rollId}}">Roll Target !</button>
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</li>
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{{else}}
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<li>
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@ -36,7 +36,7 @@
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<label class="attribute-value checkbox"><input type="checkbox" name="system.loosehpround" {{checked data.loosehpround}}/></label>
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</li>
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{{#if data.loosehpround}}
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<li class="flexrow"><label class="generic-label">Quantity</label>
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<li class="flexrow"><label class="generic-label">Number of HP : </label>
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<input type="text" class="input-numeric-short padd-right" name="system.loohproundvalue" value="{{data.loohproundvalue}}" data-dtype="Number"/>
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</li>
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{{/if}}
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@ -56,7 +56,7 @@
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<label class="attribute-value checkbox"><input type="checkbox" name="system.isranged" {{checked data.isranged}}/></label>
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</li>
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{{#if data.isranged}}
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<li class="flexrow"><label class="generic-label">Range</label>
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<li class="flexrow"><label class="generic-label">Effective Range</label>
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<input type="text" class="right" name="system.range" value="{{data.range}}" data-dtype="String"/>
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</li>
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<li class="flexrow"><label class="generic-label">Max range</label>
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@ -7,6 +7,46 @@
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</header>
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<div class="flexcol">
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{{#if sizeDice}}
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<div class="flexrow">
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<span class="roll-dialog-label">Size basic dices : </span>
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<span class="roll-dialog-label">{{sizeDice.nb}}{{sizeDice.dice}}</span>
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</div>
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<div class="flexrow">
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<span class="roll-dialog-label">Distance bonus dice(s) : </span>
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<span class="roll-dialog-label">{{distanceBonusDice}}</span>
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</div>
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{{/if}}
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{{#if hasCover}}
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<div class="flexrow">
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<span class="roll-dialog-label">Cover : </span>
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<select class="status-small-label color-class-common" type="text" id="hasCover" value="{{hasCover}}" data-dtype="String" >
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{{#select hasCover}}
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<option value="none">None</option>
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<option value="cover50">Cover at 50% (+1 dice)</option>
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{{/select}}
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</select>
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</div>
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{{/if}}
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{{#if situational}}
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<div class="flexrow">
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<span class="roll-dialog-label">Situational : </span>
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<select class="status-small-label color-class-common" type="text" id="situational" value="{{situational}}" data-dtype="String" >
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{{#select situational}}
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<option value="none">None</option>
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<option value="dodge">Dodge (+1 dice)</option>
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<option value="prone">Prone (+1 dice)</option>
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<option value="moving">Moving (+1 dice)</option>
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<option value="Engaged">Engaged (+1 dice)</option>
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{{/select}}
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</select>
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</div>
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{{/if}}
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{{#if save}}
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<div class="flexrow">
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