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No commits in common. "master" and "fvtt-crucible-rpg-v10.0.9" have entirely different histories.

9 changed files with 132 additions and 110 deletions

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@ -1,4 +0,0 @@
[Dolphin]
Timestamp=2022,9,12,23,3,3.4699999999999998
Version=4
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -1,5 +1,6 @@
[Dolphin] [Dolphin]
SortOrder=1 SortOrder=1
Timestamp=2022,9,12,23,4,32.409 Timestamp=2022,7,27,18,56,49.607
Version=4 Version=4
ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -158,9 +158,6 @@ export class CrucibleActorSheet extends ActorSheet {
html.find('.roll-shield-die').click((event) => { html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie() this.actor.rollShieldDie()
}); });
html.find('.roll-target-die').click((event) => {
this.actor.rollDefenseRanged()
});
html.find('.roll-save').click((event) => { html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key") const saveKey = $(event.currentTarget).data("save-key")

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@ -63,26 +63,22 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
computeHitPoints() { computeHitPoints() {
if (this.type == "character") { let hp = duplicate(this.system.secondary.hp)
let hp = duplicate(this.system.secondary.hp) let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6 if (max != hp.max || hp.value > max) {
if (max != hp.max || hp.value > max) { hp.max = max
hp.max = max hp.value = max // Init case
hp.value = max // Init case this.update({ 'system.secondary.hp': hp })
this.update({ 'system.secondary.hp': hp })
}
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
computeEffortPoints() { computeEffortPoints() {
if (this.type == "character") { let effort = duplicate(this.system.secondary.effort)
let effort = duplicate(this.system.secondary.effort) let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6 if (max != effort.max || effort.value > max) {
if (max != effort.max || effort.value > max) { effort.max = max
effort.max = max effort.value = max // Init case
effort.value = max // Init case this.update({ 'system.secondary.effort': effort })
this.update({ 'system.secondary.effort': effort })
}
} }
} }
@ -333,21 +329,21 @@ export class CrucibleActor extends Actor {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollArmor(rollData) { async rollArmor( rollData) {
let armor = this.getEquippedArmor() let armor = this.getEquippedArmor()
if (armor) { if (armor) {
} }
return { armor: "none" } return { armor: "none"}
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async incDecHP(formula) { async incDecHP( formula ) {
let dmgRoll = new Roll(formula).roll({ async: false }) let dmgRoll = new Roll(formula).roll( {async: false})
await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode")) await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
let hp = duplicate(this.system.secondary.hp) let hp = duplicate(this.system.secondary.hp)
hp.value = Number(hp.value) + Number(dmgRoll.total) hp.value = Number(hp.value) + Number(dmgRoll.total)
this.update({ 'system.secondary.hp': hp }) this.update( {'system.secondary.hp': hp })
return Number(dmgRoll.total) return Number(dmgRoll.total)
} }
@ -505,38 +501,38 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
isForcedAdvantage() { isForcedAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.advantage) return this.items.find(cond => cond.type =="condition" && cond.system.advantage)
} }
isForcedDisadvantage() { isForcedDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage) return this.items.find(cond => cond.type =="condition" && cond.system.disadvantage)
} }
isForcedRollAdvantage() { isForcedRollAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage) return this.items.find(cond => cond.type =="condition" && cond.system.rolladvantage)
} }
isForcedRollDisadvantage() { isForcedRollDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage) return this.items.find(cond => cond.type =="condition" && cond.system.rolldisadvantage)
} }
isNoAdvantage() { isNoAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage) return this.items.find(cond => cond.type =="condition" && cond.system.noadvantage)
} }
isNoAction() { isNoAction() {
return this.items.find(cond => cond.type == "condition" && cond.system.noaction) return this.items.find(cond => cond.type =="condition" && cond.system.noaction)
} }
isAttackDisadvantage() { isAttackDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage) return this.items.find(cond => cond.type =="condition" && cond.system.attackdisadvantage)
} }
isDefenseDisadvantage() { isDefenseDisadvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage) return this.items.find(cond => cond.type =="condition" && cond.system.defensedisadvantage)
} }
isAttackerAdvantage() { isAttackerAdvantage() {
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage) return this.items.find(cond => cond.type =="condition" && cond.system.targetadvantage)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) { getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction() let noAction = this.isNoAction()
if (noAction) { if ( noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name) ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name )
return return
} }
@ -559,24 +555,24 @@ export class CrucibleActor extends Actor {
rollData.forceRollAdvantage = this.isForcedRollAdvantage() rollData.forceRollAdvantage = this.isForcedRollAdvantage()
rollData.forceRollDisadvantage = this.isForcedRollDisadvantage() rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
rollData.noAdvantage = this.isNoAdvantage() rollData.noAdvantage = this.isNoAdvantage()
if (rollData.defenderTokenId) { if ( rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId) let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor let defender = defenderToken.actor
// Distance management // Distance management
let token = this.token let token = this.token
if (!token) { if ( !token) {
let tokens = this.getActiveTokens() let tokens =this.getActiveTokens()
token = tokens[0] token = tokens[0]
} }
if (token) { if ( token ) {
const ray = new Ray(token.object?.center || token.center, defenderToken.center) const ray = new Ray(token.object?.center || token.center, defenderToken.center)
rollData.tokensDistance = canvas.grid.measureDistances([{ ray }], { gridSpaces: false })[0] / canvas.grid.grid.options.dimensions.distance rollData.tokensDistance = canvas.grid.measureDistances([{ray}], {gridSpaces:false})[0] / canvas.grid.grid.options.dimensions.distance
} else { } else {
ui.notifications.info("No token connected to this actor, unable to compute distance.") ui.notifications.info("No token connected to this actor, unable to compute distance.")
return return
} }
if (defender) { if (defender ) {
rollData.forceAdvantage = defender.isAttackerAdvantage() rollData.forceAdvantage = defender.isAttackerAdvantage()
rollData.advantageFromTarget = true rollData.advantageFromTarget = true
} }
@ -641,7 +637,7 @@ export class CrucibleActor extends Actor {
rollData.skill = skill rollData.skill = skill
rollData.weapon = weapon rollData.weapon = weapon
rollData.img = weapon.img rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isAttackDisadvantage() rollData.forceDisadvantage = this.isAttackDisadvantage()
} }
/*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) { /*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
@ -673,7 +669,7 @@ export class CrucibleActor extends Actor {
rollData.skill = skill rollData.skill = skill
rollData.weapon = weapon rollData.weapon = weapon
rollData.img = weapon.img rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage() rollData.forceDisadvantage = this.isDefenseDisadvantage()
} }
@ -691,16 +687,14 @@ export class CrucibleActor extends Actor {
let rollData = this.getCommonRollData() let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense" rollData.mode = "rangeddefense"
if ( attackRollData) { rollData.attackRollData = duplicate(attackRollData)
rollData.attackRollData = duplicate(attackRollData) rollData.sizeDice = CrucibleUtility.getSizeDice( this.system.biodata.size )
rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon) rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = CrucibleUtility.getSizeDice(this.system.biodata.size)
rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5)) rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
rollData.hasCover = "none" rollData.hasCover = "none"
rollData.situational = "none" rollData.situational = "none"
rollData.useshield = false rollData.useshield = false
rollData.shield = this.getEquippedShield() rollData.shield = this.getEquippedShield()
this.startRoll(rollData) this.startRoll(rollData)
} }
@ -731,51 +725,51 @@ export class CrucibleActor extends Actor {
let messages = ["Armor applied"] let messages = ["Armor applied"]
if (rollData) { if (rollData) {
if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) { if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] } return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
} }
if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) { if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) {
messages.push("Armor reduced by 1 (Penetrating weapon)") messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1 reduce = 1
} }
if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon)) { if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon) ) {
messages.push("Armor with advantage (Light weapon)") messages.push("Armor with advantage (Light weapon)")
advantage = true advantage = true
} }
if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon)) { if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon) ) {
messages.push("Armor with disadvantage (Heavy weapon)") messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true disadvantage = true
} }
if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon)) { if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon) ) {
messages.push("Armor reduced by 1 (Hack weapon)") messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1 reduce = 1
} }
if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon)) { if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon) ) {
messages.push("Armor multiplied by 2 (Undamaging weapon)") messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2 multiply = 2
} }
} }
let diceColor = armor.system.absorprionroll let diceColor = armor.system.absorprionroll
let armorResult = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false) let armorResult = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
console.log("Armor log", armorResult) console.log("Armor log", armorResult)
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply) let armorValue = (Number(armorResult.text) + reduce) * multiply
if (advantage || disadvantage) { if ( advantage || disadvantage) {
let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false) let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply) let armorValue2 = (Number(armorResult2.text) + reduce) * multiply
if (advantage) { if ( advantage) {
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`) messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
} }
if (disadvantage) { if ( disadvantage) {
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`) messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
} }
} }
armorResult.armorValue = armorValue armorResult.armorValue = armorValue
if (!rollData) { if ( !rollData) {
ChatMessage.create({ content: "Armor result : " + armorValue }) ChatMessage.create( { content: "Armor result : " + armorValue } )
} }
messages.push("Armor result : " + armorValue) messages.push( "Armor result : " + armorValue)
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages } return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
} }
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] } return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }

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@ -157,9 +157,6 @@ export class CrucibleNPCSheet extends ActorSheet {
html.find('.roll-shield-die').click((event) => { html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie() this.actor.rollShieldDie()
}); });
html.find('.roll-target-die').click((event) => {
this.actor.rollDefenseRanged()
});
html.find('.roll-save').click((event) => { html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key") const saveKey = $(event.currentTarget).data("save-key")

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@ -199,15 +199,15 @@
"styles": [ "styles": [
"styles/simple.css" "styles/simple.css"
], ],
"version": "10.0.12", "version": "10.0.9",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10.285", "verified": "10.279",
"maximum": "10" "maximum": "10"
}, },
"title": "Crucible RPG", "title": "Crucible RPG",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json", "manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.12.zip", "download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.9.zip",
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg", "url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
"background": "images/ui/crucible_welcome_page.webp", "background": "images/ui/crucible_welcome_page.webp",
"id": "fvtt-crucible-rpg" "id": "fvtt-crucible-rpg"

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@ -59,12 +59,6 @@
</span> </span>
</li> </li>
{{/if}} {{/if}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
<span class="ability-label " name="rollTarget">
<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
</span>
</li>
</ul> </ul>
</div> </div>

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@ -60,12 +60,6 @@
</span> </span>
</li> </li>
{{/if}} {{/if}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
<span class="ability-label " name="rollTarget">
<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
</span>
</li>
</ul> </ul>
</div> </div>
@ -126,7 +120,7 @@
<ul class="stat-list alternate-list"> <ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg"> <li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header-long"> <span class="item-name-label-header-long">
<h3><label class="items-title-text">Combat</label></h3> <h3><label class="items-title-text">Weapons</label></h3>
</span> </span>
<span class="item-field-label-short"> <span class="item-field-label-short">
<label class="short-label">Ability</label> <label class="short-label">Ability</label>
@ -197,9 +191,68 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" <a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{condition.img}}" /></a> src="{{condition.img}}" /></a>
<span class="item-name-label-long">{{condition.name}}</span> <span class="item-name-label-long">{{condition.name}}</span>
<div class="item-filler">&nbsp;</div> {{!-- Equipement Tab --}}
<div class="tab equipment" data-group="primary" data-tab="equipment">
<div class="flexrow">
<h3>Encumbrance</h3>
<span class="small-label">Current : {{encCurrent}}</span>
<span class="small-label">Capacity : {{encCapacity}}</span>
</div>
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Money</label></h3>
</span>
<span class="item-field-label-long">
<label class="short-label">Qty</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">Weight</label>
</span>
<span class="item-field-label-medium">
<label class="short-label">IDR</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="money" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each moneys as |money key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{money._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{money.img}}" /></a>
<span class="item-name-label">{{money.name}}</span>
<span class="item-field-label-long"><label>
{{money.system.quantity}}
(<a class="quantity-minus plus-minus-button"> -</a>/<a class="quantity-plus plus-minus-button">+</a>)
</label>
</span>
<span class="item-field-label-medium">
<label>{{money.system.weight}}</label>
</span>
<span class="item-field-label-medium">
{{#if money.system.idrDice}}
<a class="roll-idr" data-dice-value="{{money.data.idrDice}}">{{money.system.idrDice}}</a>
{{else}}
&nbsp;-&nbsp;
{{/if}}
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<hr>
<div class="item-filler">&nbsp;</div>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed"> <div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div> </div>

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@ -3,25 +3,15 @@
<span class="ability-label " name="hp"> <span class="ability-label " name="hp">
<h4 class="ability-text-white ability-margin">HP</h4> <h4 class="ability-text-white ability-margin">HP</h4>
</span> </span>
<span class="ability-label ability-margin"> <span class="ability-label ability-margin"><input class="input-numeric-short" name="system.secondary.hp.value" value="{{data.secondary.hp.value}}"></span>
<input class="input-numeric-short" name="system.secondary.hp.value" value="{{data.secondary.hp.value}}"></span> <span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span>
{{#if (eq type "character")}}
<span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span>
{{else}}
<span class="ability-label ability-margin">/<input class="input-numeric-short" name="system.secondary.hp.max" value="{{data.secondary.hp.max}}"></span>
{{/if}}
</li> </li>
<li class="item flexrow list-item" data-attr-key="hp"> <li class="item flexrow list-item" data-attr-key="hp">
<span class="ability-label " name="hp"> <span class="ability-label " name="hp">
<h4 class="ability-text-white ability-margin">Effort</h4> <h4 class="ability-text-white ability-margin">Effort</h4>
</span> </span>
<span class="ability-label ability-margin"> <span class="ability-label ability-margin"><input class="input-numeric-short" name="system.secondary.effort.value" value="{{data.secondary.effort.value}}"></span>
<input class="input-numeric-short" name="system.secondary.effort.value" value="{{data.secondary.effort.value}}"></span>
{{#if (eq type "character")}}
<span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span> <span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span>
{{else}}
<span class="ability-label ability-margin">/<input class="input-numeric-short" name="system.secondary.effort.max" value="{{data.secondary.effort.max}}"></span>
{{/if}}
</li> </li>
<li>&nbsp;</li> <li>&nbsp;</li>