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@ -63,22 +63,26 @@ export class CrucibleActor extends Actor {
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/* -------------------------------------------- */
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computeHitPoints() {
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let hp = duplicate(this.system.secondary.hp)
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let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
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if (max != hp.max || hp.value > max) {
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hp.max = max
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hp.value = max // Init case
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this.update({ 'system.secondary.hp': hp })
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if (this.type == "character") {
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let hp = duplicate(this.system.secondary.hp)
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let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
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if (max != hp.max || hp.value > max) {
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hp.max = max
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hp.value = max // Init case
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this.update({ 'system.secondary.hp': hp })
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}
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}
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}
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/* -------------------------------------------- */
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computeEffortPoints() {
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let effort = duplicate(this.system.secondary.effort)
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let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
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if (max != effort.max || effort.value > max) {
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effort.max = max
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effort.value = max // Init case
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this.update({ 'system.secondary.effort': effort })
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if (this.type == "character") {
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let effort = duplicate(this.system.secondary.effort)
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let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
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if (max != effort.max || effort.value > max) {
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effort.max = max
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effort.value = max // Init case
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this.update({ 'system.secondary.effort': effort })
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}
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}
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}
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@ -329,21 +333,21 @@ export class CrucibleActor extends Actor {
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}
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/* -------------------------------------------- */
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async rollArmor( rollData) {
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async rollArmor(rollData) {
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let armor = this.getEquippedArmor()
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if (armor) {
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}
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return { armor: "none"}
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return { armor: "none" }
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}
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/* -------------------------------------------- */
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async incDecHP( formula ) {
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let dmgRoll = new Roll(formula).roll( {async: false})
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async incDecHP(formula) {
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let dmgRoll = new Roll(formula).roll({ async: false })
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await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
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let hp = duplicate(this.system.secondary.hp)
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hp.value = Number(hp.value) + Number(dmgRoll.total)
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this.update( {'system.secondary.hp': hp })
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this.update({ 'system.secondary.hp': hp })
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return Number(dmgRoll.total)
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}
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@ -501,38 +505,38 @@ export class CrucibleActor extends Actor {
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/* -------------------------------------------- */
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isForcedAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.advantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
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}
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isForcedDisadvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.disadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
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}
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isForcedRollAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.rolladvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
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}
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isForcedRollDisadvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.rolldisadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
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}
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isNoAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.noadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
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}
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isNoAction() {
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return this.items.find(cond => cond.type =="condition" && cond.system.noaction)
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return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
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}
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isAttackDisadvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.attackdisadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
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}
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isDefenseDisadvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.defensedisadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
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}
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isAttackerAdvantage() {
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return this.items.find(cond => cond.type =="condition" && cond.system.targetadvantage)
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return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
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}
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/* -------------------------------------------- */
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getCommonRollData(abilityKey = undefined) {
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let noAction = this.isNoAction()
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if ( noAction) {
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ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name )
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if (noAction) {
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ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
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return
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}
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@ -555,24 +559,24 @@ export class CrucibleActor extends Actor {
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rollData.forceRollAdvantage = this.isForcedRollAdvantage()
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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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if (rollData.defenderTokenId) {
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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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let token = this.token
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if ( !token) {
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let tokens =this.getActiveTokens()
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if (!token) {
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let tokens = this.getActiveTokens()
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token = tokens[0]
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}
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if ( token ) {
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if (token) {
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const ray = new Ray(token.object?.center || token.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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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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return
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}
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if (defender ) {
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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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}
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@ -637,7 +641,7 @@ export class CrucibleActor extends Actor {
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.img = weapon.img
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if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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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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@ -669,7 +673,7 @@ export class CrucibleActor extends Actor {
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.img = weapon.img
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if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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rollData.forceDisadvantage = this.isDefenseDisadvantage()
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}
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@ -687,14 +691,16 @@ export class CrucibleActor extends Actor {
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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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if ( attackRollData) {
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rollData.attackRollData = duplicate(attackRollData)
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rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
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rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
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}
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rollData.sizeDice = CrucibleUtility.getSizeDice(this.system.biodata.size)
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rollData.distanceBonusDice = 0 //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.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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@ -725,51 +731,51 @@ export class CrucibleActor extends Actor {
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let messages = ["Armor applied"]
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if (rollData) {
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if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
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return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
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}
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if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
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messages.push("Armor reduced by 1 (Penetrating weapon)")
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reduce = 1
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}
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if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon)) {
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messages.push("Armor with advantage (Light weapon)")
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advantage = true
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}
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if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon)) {
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messages.push("Armor with disadvantage (Heavy weapon)")
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disadvantage = true
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}
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if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon)) {
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messages.push("Armor reduced by 1 (Hack weapon)")
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reduce = 1
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}
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if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon) ) {
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if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
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messages.push("Armor multiplied by 2 (Undamaging weapon)")
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multiply = 2
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}
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}
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let diceColor = armor.system.absorprionroll
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let armorResult = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
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let armorResult = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
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console.log("Armor log", armorResult)
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let armorValue = (Number(armorResult.text) + reduce) * multiply
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if ( advantage || disadvantage) {
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let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
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let armorValue2 = (Number(armorResult2.text) + reduce) * multiply
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if ( advantage) {
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let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
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if (advantage || disadvantage) {
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let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
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let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
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if (advantage) {
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armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
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messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
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}
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if ( disadvantage) {
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if (disadvantage) {
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armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
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messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
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}
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}
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armorResult.armorValue = armorValue
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if ( !rollData) {
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ChatMessage.create( { content: "Armor result : " + armorValue } )
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if (!rollData) {
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ChatMessage.create({ content: "Armor result : " + armorValue })
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}
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messages.push( "Armor result : " + armorValue)
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messages.push("Armor result : " + armorValue)
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return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
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}
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return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
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