170 lines
6.6 KiB
JavaScript
170 lines
6.6 KiB
JavaScript
import { VadentisUtility } from "./vadentis-utility.js";
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/* -------------------------------------------- */
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class VadentisActor extends Actor {
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/* -------------------------------------------- */
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/**
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* Override the create() function to provide additional SoS functionality.
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*
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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*
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* @param {Object} data Barebones actor data which this function adds onto.
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* @param {Object} options (Unused) Additional options which customize the creation workflow.
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*
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*/
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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let actor = super.create(data, options);
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return actor;
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}
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/*data.items = [];
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let compendiumName = "foundryvtt-vadentis.competences";
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if ( compendiumName ) {
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let skills = await SoSUtility.loadCompendium(compendiumName);
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data.items = data.items.concat( skills );
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}*/
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return super.create(data, options);
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}
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/* -------------------------------------------- */
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async prepareData() {
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super.prepareData();
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}
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/* -------------------------------------------- */
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getCompetences() {
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return this.data.items.filter( item => item.type == 'competence');
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}
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/* -------------------------------------------- */
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getDonnees() {
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return this.data.items.filter( item => item.type == 'donnee');
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}
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/* -------------------------------------------- */
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getSorts() {
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return this.data.items.filter( item => item.type == 'sort');
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}
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/* -------------------------------------------- */
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getDevotions() {
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return this.data.items.filter( item => item.type == 'devotion');
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}
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/* -------------------------------------------- */
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async updateCompetence( name, field, value) {
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let competence = this.data.items.find( item => item.type == 'competence' && item.name == name);
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if (competence) {
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let dataPath = 'data.'+field;
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await this.updateOwnedItem( { _id: competence._id, [dataPath]:value });
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}
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}
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/* -------------------------------------------- */
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rollSort( sortId ) {
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let sort = this.data.items.find( item => item.type == 'sort' && item._id == sortId );
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if ( sort ) {
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if ( sort.data.pe > this.data.data.stats.pointsenergie.value) { // Vérification du ~ de points d'énergie
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ChatMessage.create({ content: `Vous n'avez pas assez de Points d'Energie pour lancer votre sort ${sort.name}` } );
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return;
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}
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let magieElementaire = this.data.data.magie['matriseelementaire'];
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let statValue = magieElementaire.base + magieElementaire.malus + magieElementaire.bonus;
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let formulaFull = `1d20+${magieElementaire.base}+${magieElementaire.malus}+${magieElementaire.bonus}`;
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let myRoll = new Roll("1d20+"+statValue);
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myRoll.evaluate();
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myRoll.toMessage( { flavor: `Lancer de Sort : ${sort.name} (${formulaFull})` } );
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console.log("ROLL", myRoll);
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if (myRoll.total >= sort.data.difficulty) {
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let content = `Votre sort ${sort.name} a réussi ! Vous perdez ${sort.data.pe} Points d'Energie et votre sort produit l'effet : <br>${sort.data.effect}`;
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if ( sort.data.damage != "") {
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if (myRoll.results[0] == 20 ) { // Critique ?
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content += `<br>Et provoque les dégats critiques suivants : ${sort.data.damagecritical}`;
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} else {
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content += `<br>Et provoque les dégats suivants : ${sort.data.damage}`;
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}
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}
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ChatMessage.create({ content:content} );
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} else {
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ChatMessage.create({ content: `Votre sort ${sort.name} a échoué !`});
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}
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}
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}
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/* -------------------------------------------- */
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rollDevotion( devotionId ) {
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let devotion = this.data.items.find( item => item.type == 'devotion' && item._id == devotionId );
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if ( devotion ) {
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if ( devotion.data.pe > this.data.data.stats.pointsenergie.value) { // Vérification du ~ de points d'énergie
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ChatMessage.create({ content: `Vous n'avez pas assez de Points d'Energie pour lancer votre dévotion ${devotion.name}` } );
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return;
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}
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let devotionComp = this.data.data.magie['devotion'];
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let statValue = devotionComp.base + devotionComp.malus + devotionComp.bonus;
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let formulaFull = `1d20+${devotionComp.base}+${devotionComp.malus}+${devotionComp.bonus}`;
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let myRoll = new Roll("1d20+"+statValue);
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myRoll.evaluate();
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myRoll.toMessage( { flavor: `Lancer de Dévotion : ${devotion.name} (${formulaFull})` } );
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if (myRoll.total >= devotion.data.difficulty) {
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let content = `Votre dévotion ${devotion.name} a réussie ! Vous perdez ${devotion.data.pe} Points d'Energie et votre dévotion produit l'effet : <br>${devotion.data.effect}`;
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if ( devotion.data.damage != "") {
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if (myRoll.results[0] == 20 ) { // Critique ?
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content += `<br>Et provoque les dégats critiques suivants : ${devotion.data.damagecritical}`;
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} else {
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content += `<br>Et provoque les dégats suivants : ${devotion.data.damage}`;
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}
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}
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ChatMessage.create({ content:content} );
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} else {
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ChatMessage.create({ content: `Votre dévotion ${devotion.name} a échoué !`});
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}
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}
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}
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/* -------------------------------------------- */
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rollCompetence( competenceId ) {
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let competence = this.data.items.find( item => item.type == 'competence' && item._id == competenceId);
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if ( competence) {
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let statValue = competence.data.base + competence.data.malus + competence.data.bonus;
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let formulaFull = `1d20+${competence.data.base}+${competence.data.malus}+${competence.data.bonus}`;
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let myRoll = new Roll("1d20+"+statValue);
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myRoll.evaluate();
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myRoll.toMessage( { flavor: `Jet de compétence : ${competence.name} (${formulaFull})` } );
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}
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}
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/* -------------------------------------------- */
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rollCombat( combatName ) {
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let stat = this.data.data.combat[combatName];
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let statValue = stat.base + stat.malus + stat.bonus;
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let formulaFull = `1d20+${stat.base}+${stat.malus}+${stat.bonus}`;
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let myRoll = new Roll("1d20+"+statValue);
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myRoll.evaluate();
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myRoll.toMessage( { flavor: `Jet de ${stat.label} (${formulaFull})` } );
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}
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}
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