defense rolls are also chatty now.

main
macniel 2026-01-26 20:41:41 +01:00
parent 71a15e83c9
commit 2e736ca8ca
3 changed files with 61 additions and 22 deletions

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@ -93,7 +93,15 @@ export class SkillDataModel extends BaseItem {
targetNumber: this.at + owner.system.at.basis targetNumber: this.at + owner.system.at.basis
}) })
} else { } else {
//targetNumber = this.pa + owner.system.pa.basis owner.rollDefense({
skill: this.parent._id,
target: owner._id,
mod: 0,
penalty: 0,
actor: owner,
circumstance: 0,
targetNumber: this.pa + owner.system.pa.basis
})
} }
} }

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@ -477,25 +477,48 @@ export class Character extends Actor {
const maneuver = data.manuever const maneuver = data.manuever
const weapon = this.itemTypes["Equipment"].find(p => p._id === data.weapon) const weapon = this.itemTypes["Equipment"].find(p => p._id === data.weapon)
const skill = data.skill !== "Ausweichen" ? this.itemTypes["Skill"].find(p => p._id === data.skill) : "Ausweichen" const skill = data.skill !== "Ausweichen" ? this.itemTypes["Skill"].find(p => p._id === data.skill) : "Ausweichen"
//const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
// TODO: Migrate to DSARoll let target = 0
const roll = new Roll("1d20cs<" + data.targetNumber) try {
const evaluated1 = (await roll.evaluate()) target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
} catch (e) {
let flavor = '' target = game.actors.get(data.target)
if (skill === "Ausweichen") {
flavor = `Versucht auszuweichen<br/>${data.modDescription}`
} else {
flavor = `Verteidigt sich gegen einen Angriff mit ${weapon.name} (${skill.name})<br/>${data.modDescription}`
} }
await evaluated1.toMessage({ let evaluated = await evaluateRoll("1d20", {
speaker: ChatMessage.getSpeaker({actor: this}), value: data.targetNumber,
flavor, mod: data.mod + data.penalty,
rollMode: "publicroll", owner: this,
werte: [0]
}) })
const context = {
weapon: weapon.name,
maneuver,
target: this.name,
attacker: this._id,
mod: data.mod,
penalty: data.penalty,
circumstance: data.circumstance,
die: evaluated.evaluated.terms[0].results[0].result,
value: data.targetNumber,
}
if (skill === "Ausweichen") {
context.weapon = "Ausweichen"
}
if (evaluated.tap>0) {
context.remaining = evaluated.tap
context.hit = true
context.critical = evaluated.meisterlich
} else {
context.missing = evaluated.tap
context.miss = true
context.fumble = evaluated.patzer
}
await displayRoll(evaluated.evaluated, game.user, data.actor, false, false, 'systems/DSA_4-1/templates/chat/attack-chat-message.hbs', context)
} }
async rollAttack(data) { async rollAttack(data) {
@ -538,12 +561,6 @@ export class Character extends Actor {
} }
await displayRoll(evaluated.evaluated, game.user, data.actor, false, false, 'systems/DSA_4-1/templates/chat/attack-chat-message.hbs', context) await displayRoll(evaluated.evaluated, game.user, data.actor, false, false, 'systems/DSA_4-1/templates/chat/attack-chat-message.hbs', context)
/*await evaluated1.toMessage({
speaker: ChatMessage.getSpeaker({actor: this}),
flavor: `Attackiert ${target.name} mit ${weapon.name} (${skill.name})<br/>${data.modDescription}`,
rollMode: "publicroll",
})*/
} }
/** /**

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@ -0,0 +1,14 @@
<div>
<div>{{weapon}} ({{value}})</div>
<div>Gewürfelt: {{die}}</div>
<div>Erschwernis: {{circumstance}}</div>
<div>Modifikation: {{mod}}</div>
<hr>
{{#if missing}}
<div>Gefehlt: {{missing}} {{#if fumble}}Patzer{{/if}}</div>
{{else}}
<div>Übrig: {{remaining}} {{#if critical}}Meisterlich{{/if}}</div>
{{/if}}
</div>