Minor changes
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@ -2057,7 +2057,7 @@ export class PegasusActor extends Actor {
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if (statKey == 'phy' && subKey == "dmg-res") {
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if (statKey == 'phy' && subKey == "dmg-res") {
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let armors = this.getArmors()
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let armors = this.getArmors()
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for (let armor of armors) {
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for (let armor of armors) {
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rollData.armorsList.push({ label: `Armor ${armor.name}`, type: "armor", applied: false, value: armor.system.resistance })
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rollData.armorsList.push({ label: `Armor ${armor.name}`, type: "armor", applied: false, value: armor.system.resistance, adrl:armor.system.adrl })
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}
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}
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}
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}
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if (useShield) {
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if (useShield) {
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@ -19,6 +19,11 @@ export class PegasusCombatTracker extends CombatTracker {
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let combatantId = $(ev.currentTarget).data("combatant-id")
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let combatantId = $(ev.currentTarget).data("combatant-id")
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game.combat.revealTIC(ticNum, combatantId)
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game.combat.revealTIC(ticNum, combatantId)
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})
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})
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html.find('.reset-npc-initiative').click(ev => {
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game.combat.resetNPCInitiative()
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})
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}
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}
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}
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}
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@ -39,18 +44,27 @@ export class PegasusCombat extends Combat {
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return this;
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return this;
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}
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}
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/* -------------------------------------------- */
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async resetNPCInitiative() {
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for(let c of this.combatants) {
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if (c.actor && c.actor.type == "npc") {
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await this.updateEmbeddedDocuments("Combatant", [{ _id: c.id, initiative: -1 }]);
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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isCharacter(combatantId) {
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isCharacter(combatantId) {
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const combatant = game.combat.combatants.get(combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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if (combatant) {
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return combatant.actor.type == "character"
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return combatant.actor.type == "character"
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}
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}
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return false
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return false
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async setTic(combatantId, rollData) {
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async setTic(combatantId, rollData) {
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if ( !combatantId) {
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if (!combatantId) {
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return
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return
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}
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}
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const combatant = game.combat.combatants.get(combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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@ -62,25 +76,35 @@ export class PegasusCombat extends Combat {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getTIC(num, combatantId) {
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getTIC(num, combatantId) {
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if ( !combatantId) {
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if (!combatantId) {
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return ""
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return ""
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}
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}
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const combatant = game.combat.combatants.get(combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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if (combatant) {
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let ticData = combatant.getFlag("world", "tic" + num)
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let ticData = combatant.getFlag("world", "tic" + num)
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if (ticData) {
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if (ticData) {
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let ticText = "TIC" + num + ":" + ticData.text
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let ticText = "ACTED"
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/* returns if revealed or if GM and NPC or if player and owner */
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/* returns if revealed or if GM and NPC or if player and owner */
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if (ticData.revealed || (game.user.isGM && combatant.isNPC) || (!game.user.isGM && combatant.isOwner)) {
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if (ticData.revealed && !ticData.displayed) {
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ticData.displayed = true
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combatant.setFlag("world", "tic" + num, ticData )
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let chatData = {
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user: game.user.id,
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alias: combatant.actor.name,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${combatant.actor.name} is performing ${ticData.text}</div`
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};
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ChatMessage.create(chatData);
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return ticText
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return ticText
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}
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}
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}
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}
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}
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}
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return "TIC" + num + ":???"
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return "TIC" + num
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async revealTIC(num, combatantId) {
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async revealTIC(num, combatantId) {
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if ( !num || !combatantId) {
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if (!num || !combatantId) {
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return
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return
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}
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}
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const combatant = game.combat.combatants.get(combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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@ -92,7 +116,14 @@ export class PegasusCombat extends Combat {
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}
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}
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}
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}
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}
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}
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/* -------------------------------------------- */
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nextRound() {
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for(let c of this.combatants) {
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c.setFlag("world", "tic1", { revealed: false, text: "", displayed: false })
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}
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super.nextRound()
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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_onUpdate(changed, options, userId) {
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_onUpdate(changed, options, userId) {
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}
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}
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@ -252,7 +252,7 @@
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],
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],
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"title": "Pegasus RPG",
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"title": "Pegasus RPG",
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"url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg",
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"url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg",
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"version": "11.0.6",
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"version": "11.0.7",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.6.zip",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.7.zip",
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"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
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"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
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}
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}
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@ -51,6 +51,15 @@
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<li>Damage type : {{weapon.weapon.system.damagetype}} {{weapon.weapon.system.damagetypelevel}}</li>
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<li>Damage type : {{weapon.weapon.system.damagetype}} {{weapon.weapon.system.damagetypelevel}}</li>
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{{/if}}
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{{/if}}
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{{/if}}
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{{/if}}
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{{#if (eq subKey "dmg-res")}}
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<li>Damage Resistance</li>
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{{#each armorsList as |armor idx|}}
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{{#if armor.applied}}
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<li>ADRL: {{armor.adrl}}</li>
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{{/if}}
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{{/each}}
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{{/if}}
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{{#if power}}
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{{#if power}}
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<li>Power Damage type : {{power.system.powerdamagetype}} {{power.system.powerdamagetypelevel}}</li>
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<li>Power Damage type : {{power.system.powerdamagetype}} {{power.system.powerdamagetypelevel}}</li>
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@ -30,7 +30,10 @@
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<a class="combat-button combat-control" aria-label="{{localize 'COMBAT.RollNPC'}}" role="button" data-tooltip="COMBAT.RollNPC" data-control="rollNPC" {{#unless turns}}disabled{{/unless}}>
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<a class="combat-button combat-control" aria-label="{{localize 'COMBAT.RollNPC'}}" role="button" data-tooltip="COMBAT.RollNPC" data-control="rollNPC" {{#unless turns}}disabled{{/unless}}>
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<i class="fas fa-users-cog"></i>
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<i class="fas fa-users-cog"></i>
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</a>
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</a>
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{{/if}}
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<a class="combat-button reset-npc-initiative" aria-label="Reset NPC" role="button" data-tooltip="Reset NPC Initiative" data-control="resetNPC" {{#unless turns}}disabled{{/unless}}>
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<i class="fas fa-pickaxe"></i>
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</a>
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{{/if}}
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{{#if combatCount}}
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{{#if combatCount}}
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{{#if combat.round}}
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{{#if combat.round}}
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