Fix rolls
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0551d7812f
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15
lang/en.json
15
lang/en.json
@ -30,6 +30,18 @@
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"bonusmalustraits": "Traits Bonus/Malus",
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"spectranscend": "Self-Transcend : "
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},
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"rule": {
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"cephaly-success-2": "Duration : 1 scene - Impact : Superficial - Bonus : 1 - Elegy : 1",
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"cephaly-success-4": "Duration : 1 week - Impact : Light - Bonus : 2 - Elegy : 2",
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"cephaly-success-6": "Duration : 1 month - Impact : Serious - Bonus : 3 - Elegy : 3",
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"cephaly-success-8": "Duration : 1 year - Impact : Major - Bonus : 4 - Elegy : 4",
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"cephaly-success-10": "Duration : Permanent - Impact : Dead - Bonus : 5 - Elegy : 5",
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"cephaly-failure-2": "Duration : 1 scene - Impact : Superficial - Malus : 1",
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"cephaly-failure-4": "Duration : 1 week - Impact : Light - Malus : 2",
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"cephaly-failure-6": "Duration : 1 month - Impact : Serious - Malus : 3",
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"cephaly-failure-8": "Duration : 1 year - Impact : Major - Malus : 4",
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"cephaly-failure-10": "Duration : Permanent - Impact : Death/Madness - Malus : 5"
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},
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"warn": {
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"notenoughdice": "Execution and Preservation must have 2 dices allocated"
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},
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@ -129,7 +141,8 @@
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"entelechy": "Entelechy",
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"mekany": "Mekany",
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"psyche": "Psyche",
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"scoria": "Scoria"
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"scoria": "Scoria",
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"cephalydifficulty": "Set Cephaly difficulty"
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}
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}
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}
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16
lang/fr.json
16
lang/fr.json
@ -30,6 +30,19 @@
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"bonusmalustraits": "Bonus/Malus des Traits",
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"spectranscend": "Dépassement de soi : "
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},
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"rule": {
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"cephaly-success-12": "Durée : 1 scène - Impact : Superficiel - Bonus : 1 - Elegie : 1",
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"cephaly-success-34": "Durée : 1 semaine - Impact : Léger - Bonus : 2 - Elegie : 2",
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"cephaly-success-56": "Durée : 1 mois - Impact : Grave - Bonus : 3 - Elegie : 3",
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"cephaly-success-78": "Durée : 1 année - Impact : Majeur - Bonus : 4 - Elegie : 4",
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"cephaly-success-910": "Durée : Permanent - Impact : Mort - Bonus : 5 - Elegie : 5",
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"cephaly-failure-2": "Durée : 1 scène - Impact : Superficiel - Malus : 1 - Symptôme non visible et sans gravité - Altération bégigne difficilement repérable",
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"cephaly-failure-4": "Durée : 1 semaine - Impact : Léger - Malus : 2 - Symptôme visible non incapacitant - Altération repérable",
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"cephaly-failure-6": "Durée : 1 mois - Impact : Grave - Malus : 3 - Symptôme incapacitant - Altération repérable et fâcheuse",
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"cephaly-failure-8": "Durée : 1 année - Impact : Majeur - Malus : 4 - Symptôme très incapacitant - Altération dangereuse",
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"cephaly-failure-10": "Durée : Permanent - Impact : Mort/Folie - Malus : 5 - Symptôme spectaculaire et repoussant - Altération dangereuse globalement"
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},
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"warn": {
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"notenoughdice": "L'Accomplissement et la Préservation doivent avoir 2 dés chacun"
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},
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@ -129,7 +142,8 @@
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"entelechy": "Entéléchie",
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"mekany": "Mekanë",
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"psyche": "Psyché",
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"scoria": "Scorie"
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"scoria": "Scorie",
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"cephalydifficulty": "Difficulté de la Céphalie"
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}
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}
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}
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@ -393,11 +393,13 @@ export class EcrymeActor extends Actor {
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rollData.title = game.i18n.localize("ECRY.ui.cephaly") + " : " + game.i18n.localize(rollData.skill.name)
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rollData.executionTotal = rollData.skill.value
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rollData.preservationTotal = rollData.skill.value
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rollData.traitsBonus = duplicate(rollData.traits)
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rollData.traitsMalus = duplicate(rollData.traits)
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rollData.applyTranscendence = "execution"
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let confrontStartDialog = await EcrymeConfrontStartDialog.create(this, rollData)
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confrontStartDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollWeaponConfront(weaponId) {
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let weapon = this.items.get(weaponId)
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@ -4,7 +4,32 @@ import { EcrymeCommands } from "../app/ecryme-commands.js";
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/* -------------------------------------------- */
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const __maxImpacts = { superficial: 4, light: 3, serious: 2, major: 1 }
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const __nextImpacts = { superficial: "light", light: "serious", serious: "major", major: "major" }
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const __effect2Impact= [ "none", "superficial", "superficial", "light", "light", "serious", "serious", "major", "major" ]
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const __effect2Impact = ["none", "superficial", "superficial", "light", "light", "serious", "serious", "major", "major"]
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const __cephalySuccess = {
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1: "cephaly-success-2",
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2: "cephaly-success-2",
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3: "cephaly-success-4",
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4: "cephaly-success-4",
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5: "cephaly-success-6",
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6: "cephaly-success-6",
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7: "cephaly-success-8",
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8: "cephaly-success-8",
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9: "cephaly-success-9",
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10: "cephaly-success-10"
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}
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const __cephalyFailure = {
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1: "cephaly-failure-2",
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2: "cephaly-failure-2",
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3: "cephaly-failure-4",
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4: "cephaly-failure-4",
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5: "cephaly-failure-6",
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6: "cephaly-failure-6",
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7: "cephaly-failure-8",
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8: "cephaly-failure-8",
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9: "cephaly-failure-9",
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10: "cephaly-failure-10"
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}
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/* -------------------------------------------- */
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export class EcrymeUtility {
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@ -56,6 +81,9 @@ export class EcrymeUtility {
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accum += block.fn(i);
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return accum;
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})
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Handlebars.registerHelper('isGM', function () {
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return game.user.isGM
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})
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game.settings.register("fvtt-ecryme", "ecryme-game-level", {
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name: game.i18n.localize("ECRY.settings.gamelevel"),
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@ -81,7 +109,7 @@ export class EcrymeUtility {
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let level = game.settings.get("fvtt-ecryme", "ecryme-game-level")
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return level != "level_e"
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}
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/*-------------------------------------------- */
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static buildSkillConfig() {
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game.system.ecryme.config.skills = {}
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@ -141,10 +169,10 @@ export class EcrymeUtility {
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// Compute margin
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confront.marginExecution = this.confrontData1.executionTotal - this.confrontData2.preservationTotal
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confront.marginPreservation = this.confrontData1.preservationTotal - this.confrontData2.executionTotal
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console.log(confront.marginExecution, confront.marginPreservation)
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console.log(confront.marginExecution, confront.marginPreservation)
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// Filter margin
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let maxMargin // Dummy max
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if ( confront.marginExecution > 0) { // Successful hit
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if (confront.marginExecution > 0) { // Successful hit
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// Limit with skill+spec
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maxMargin = confront.rollData1.skill.value + ((confront.rollData1.spec) ? 2 : 0)
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confront.marginExecution = Math.min(confront.marginExecution, maxMargin)
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@ -153,7 +181,7 @@ export class EcrymeUtility {
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confront.marginExecution = -Math.min(Math.abs(confront.marginExecution), maxMargin)
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}
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if ( confront.marginPreservation > 0) { // Successful defense
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if (confront.marginPreservation > 0) { // Successful defense
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// Limit with skill+spec
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maxMargin = confront.rollData1.skill.value + ((confront.rollData1.spec) ? 2 : 0)
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confront.marginPreservation = Math.min(confront.marginPreservation, maxMargin)
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@ -167,8 +195,8 @@ export class EcrymeUtility {
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if (confront.rollData1.weapon && confront.marginExecution > 0) {
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confront.effectExecution += confront.rollData1.weapon.system.effect
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confront.impactExecution = this.getImpactFromEffect(confront.effectExecution)
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}
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if ( confront.marginExecution < 0) {
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}
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if (confront.marginExecution < 0) {
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confront.bonus2 = -confront.marginExecution
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}
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confront.effectPreservation = confront.marginPreservation
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@ -176,7 +204,7 @@ export class EcrymeUtility {
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confront.effectPreservation = - (Math.abs(confront.marginPreservation) + confront.rollData2.weapon.system.effect)
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confront.impactPreservation = this.getImpactFromEffect(Math.abs(confront.effectPreservation))
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}
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if ( confront.marginPreservation > 0) {
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if (confront.marginPreservation > 0) {
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confront.bonus1 = -confront.marginPreservation
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}
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@ -188,6 +216,27 @@ export class EcrymeUtility {
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this.lastConfront = confront
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}
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/* -------------------------------------------- */
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static async manageCephalyDifficulty(rollData, difficulty) {
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rollData.difficulty = Number(difficulty)
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if (rollData.executionTotal > difficulty) {
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rollData.marginExecution = rollData.executionTotal - difficulty
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rollData.cephalySuccess = "ECRY.rule." + __cephalySuccess[(rollData.marginExecution > 10) ? 10 : rollData.marginExecution]
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} else {
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rollData.marginExecution = -1
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}
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if (rollData.preservationTotal < difficulty) {
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rollData.marginPreservation = difficulty - rollData.preservationTotal
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rollData.cephalyFailure = "ECRY.rule." + __cephalyFailure[(rollData.marginPreservation > 10) ? 10 : rollData.marginPreservation]
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} else {
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rollData.marginPreservation = -1
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}
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let msg = await this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-ecryme/templates/chat/chat-cephaly-result.hbs`, rollData)
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})
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msg.setFlag("world", "ecryme-rolldata", rollData)
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console.log("Cephaly result", rollData)
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}
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/* -------------------------------------------- */
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static manageConfrontation(rollData) {
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@ -243,21 +292,24 @@ export class EcrymeUtility {
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let rollData = message.getFlag("world", "ecryme-rolldata")
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EcrymeUtility.manageConfrontation(rollData)
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})
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html.on("click", '.button-apply-cephaly-difficulty', event => {
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let messageId = EcrymeUtility.findChatMessageId(event.currentTarget)
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let message = game.messages.get(messageId)
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let rollData = message.getFlag("world", "ecryme-rolldata")
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let difficulty = $("#" + rollData.rollId + "-cephaly-difficulty").val()
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EcrymeUtility.manageCephalyDifficulty(rollData, difficulty)
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})
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html.on("click", '.button-apply-impact', event => {
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let messageId = EcrymeUtility.findChatMessageId(event.currentTarget)
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let message = game.messages.get(messageId)
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let actor = game.actors.get($(event.currentTarget).data("actor-id"))
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actor.modifyImpact($(event.currentTarget).data("impact-type"), $(event.currentTarget).data("impact"), 1)
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})
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})
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html.on("click", '.button-apply-bonus', event => {
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let messageId = EcrymeUtility.findChatMessageId(event.currentTarget)
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let message = game.messages.get(messageId)
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let actor = game.actors.get($(event.currentTarget).data("actor-id"))
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actor.modifyConfrontBonus( $(event.currentTarget).data("bonus") )
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})
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html.on("click", '.draw-tarot-card', event => {
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let messageId = EcrymeUtility.findChatMessageId(event.currentTarget)
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this.drawDeckCard(messageId)
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actor.modifyConfrontBonus($(event.currentTarget).data("bonus"))
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})
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}
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30
templates/chat/chat-cephaly-result.hbs
Normal file
30
templates/chat/chat-cephaly-result.hbs
Normal file
@ -0,0 +1,30 @@
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<div class="chat-message-header">
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{{#if actorImg}}
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<img class="actor-icon" src="{{actorImg}}" alt="{{alias}}" />
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{{/if}}
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<h4 class="chat-actor-name">{{alias}}</h4>
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</div>
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<hr>
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{{#if img}}
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<div>
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<img class="chat-icon" src="{{img}}" alt="{{alias}}" />
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</div>
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{{/if}}
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<div>
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<ul>
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<li>{{localize "ECRY.ui.cephaly"}} : {{localize skill.name}}</li>
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{{#if (gt marginExecution 0)}}
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<li>{{localize "ECRY.ui.execution"}} {{executionTotal}} vs {{difficulty}} : {{marginExecution}}</li>
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<li>{{localize cephalySuccess}}</li>
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{{/if}}
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{{#if (gt marginPreservation 0)}}
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<li>{{localize "ECRY.ui.preservation"}} {{preservationTotal}} vs {{difficulty}} : {{marginPreservation}}</li>
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<li>{{localize cephalyFailure}}</li>
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{{/if}}
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</ul>
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</div>
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</div>
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@ -15,13 +15,47 @@
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<div>
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<ul>
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{{#if (eq mode "cephaly")}}
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<li>{{localize "ECRY.ui.cephaly"}} : {{localize skill.name}} </li>
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{{else}}
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<li>Confrontation : {{alias}} </li>
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{{/if}}
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<li>{{localize skill.name}}: {{skill.value}} </li>
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{{#if spec}}
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<li>{{localize "ECRY.chat.specialization"}} {{spec.name}} (+2) </li>
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{{/if}}
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{{#each traitsBonus as |trait idx|}}
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{{#if trait.activated}}
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<li>{{localize "ECRY.chat.traitbonus"}}: {{trait.name}} ({{trait.system.level}}) </li>
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{{/if}}
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{{/each}}
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{{#each traitsMalus as |trait idx|}}
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{{#if trait.activated}}
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<li>{{localize "ECRY.chat.traitmalus"}}: {{trait.name}} ({{trait.system.level}}) </li>
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{{/if}}
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{{/each}}
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{{#if bonusMalusTraits}}
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<li>{{localize "ECRY.chat.bonusmalustraits"}}: {{bonusMalusTraits}} </li>
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{{/if}}
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</ul>
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<button class="button-select-confront">{{localize "ECRY.ui.selectconfront"}}</button>
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{{#if (isGM)}}
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{{#if (eq mode "cephaly")}}
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<div>
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<span>{{localize "ECRY.chat.difficulty"}}</span>
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<select id="{{rollId}}-cephaly-difficulty" name="cephaly-difficulty">
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{{#for 1 20 1}}
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<option value="{{this}}">{{this}}</option>
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{{/for}}
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</select>
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</div>
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<button class="button-apply-cephaly-difficulty">{{localize "ECRY.ui.cephalydifficulty"}}</button>
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{{else}}
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<button class="button-select-confront">{{localize "ECRY.ui.selectconfront"}}</button>
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{{/if}}
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{{/if}}
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</div>
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</div>
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