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ae57e2f90e
...
f67560a2b1
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@ -27,7 +27,9 @@ import {CultureDataModel} from "./module/data/culture.mjs";
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import {CultureSheet} from "./module/sheets/CultureSheet.mjs";
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import {SpeciesSheet} from "./module/sheets/SpeciesSheet.mjs";
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import {ProfessionSheet} from "./module/sheets/ProfessionSheet.mjs";
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import {XmlImport} from "./module/xml-import/xml-import.mjs";
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import {XmlImportDialog} from "./module/dialog/xmlImportDialog.mjs";
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async function preloadHandlebarsTemplates() {
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return foundry.applications.handlebars.loadTemplates([
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// ui partials.
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@ -71,19 +71,6 @@ export class SpecialAbilityDataModel extends BaseItem {
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}
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}
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getActiveMod(options) {
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if (this.isActive(options)) {
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if (this.value && this.auswahl.find(p => p.name === this.value)) {
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const auswahl = this.auswahl.find(p => p.name === this.value)
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return auswahl.mod
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} else {
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this.mod
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}
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} else {
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return []
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}
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}
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isActive(options) {
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const requirements = this.#getRequirements()
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@ -91,7 +78,6 @@ export class SpecialAbilityDataModel extends BaseItem {
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let passes = true
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let mod = 0
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if (this.parent?.actor) {
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const flatActor = foundry.utils.flattenObject(this.parent.actor.system)
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for (let requirement of requirements) {
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@ -105,18 +91,15 @@ export class SpecialAbilityDataModel extends BaseItem {
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}
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if (requirement.minValue) {
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passes = requirement.minValue <= targetField
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if (!passes) console.debug(`fails requirement ${requirement.attribute ?? requirement.talent} (${requirement.minValue} <= ${targetField})`)
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if (!passes) console.log(`fails requirement ${requirement.attribute ?? requirement.talent} (${requirement.minValue} <= ${targetField})`)
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}
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if (requirement.maxValue) {
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passes = targetField <= requirement.maxValue
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if (!passes) console.debug(`fails requirement ${requirement.attribute ?? requirement.talent} (${targetField} <= ${requirement.maxValue})`)
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if (!passes) console.log(`fails requirement ${requirement.attribute ?? requirement.talent} (${targetField} <= ${requirement.maxValue})`)
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}
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if (requirement.sonderfertigkeit) { // FIXME fails when it tries to self reference itself e.g. Ausweichen II has Ausweichen I as requirement
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const regexp = /(\w*)\W?(\w*)?/
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const [variantName, baseAbility, level] = regexp.exec(requirement.sonderfertigkeit)
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passes = this.parent.actor.itemTypes["SpecialAbility"].find(p => p.name === baseAbility) != undefined
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if (!passes) console.debug(`fails requirement ${requirement.sonderfertigkeit} (not in possession)`)
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if (requirement.sonderfertigkeit) {
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passes = this.parent.actor.itemTypes["SpecialAbility"].find(p => p.name === requirement.sonderfertigkeit) != undefined
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if (!passes) console.log(`fails requirement ${requirement.sonderfertigkeit} (not in possession)`)
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}
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if (requirement["compare"]) {
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const {ownAttribute, operation, targetAttribute} = requirement["compare"]
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@ -145,29 +128,30 @@ export class SpecialAbilityDataModel extends BaseItem {
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break;
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}
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if (!passes) {
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console.debug(`fails compare requirement ${ownAttribute} ${operation} ${targetAttribute}`)
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console.log(`fails compare requirement ${ownAttribute} ${operation} ${targetAttribute}`)
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}
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} else {
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console.debug(`fails compare requirement as no target has been selected`)
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console.log(`fails compare requirement as no target has been selected`)
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return false // cant pass as we dont have a target
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}
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}
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if (!passes) {
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console.debug("fails atleast 1 requirement of ", this)
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console.log("fails atleast 1 requirement of ", this)
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break
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}
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}
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console.log(this.name, "requirements", passes)
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if (passes) {
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if (options?.weapon) {
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for (const waff of this.waffenLimit) {
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if (waff.waffe) {
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passes = options?.weapon?.name === waff.waffe ?? false
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passes = options?.weapon.name === waff.waffe ?? false
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if (waff.mod) mod = waff.mod
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if (passes)
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break
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}
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if (waff.gruppe) {
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passes = options?.skill?.name === waff.gruppe ?? false
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passes = options?.skill.name === waff.gruppe ?? false
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if (waff.mod) mod = waff.mod
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if (passes)
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break
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@ -175,9 +159,7 @@ export class SpecialAbilityDataModel extends BaseItem {
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}
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}
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}
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}
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console.log("return value", {passes, mod})
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return {passes, mod}
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}
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}
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@ -53,7 +53,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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this._targetId = null
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this._skillId = null
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this._weaponId = null
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this._defenseManeuverId = null
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this._combatManeuverId = null
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this._actionManager = new ActionManager(this._actor)
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}
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@ -66,7 +66,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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static async #onSelectManeuver(event, target) {
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const {maneuverId} = target.dataset
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this._defenseManeuverId = this._defenseManeuverId === maneuverId ? null : maneuverId
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this._combatManeuverId = this._combatManeuverId === maneuverId ? null : maneuverId
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this.render({parts: ["form"]})
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}
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@ -80,7 +80,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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static async #onSubmitForm(event, form, formData) {
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event.preventDefault()
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const maneuver = this.#evaluateManeuvers().find(p => p.id === this._defenseManeuverId)
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const maneuver = this.#evaluateManeuvers().find(p => p.id === this._combatManeuverId)
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const weapon = this._actor.itemTypes["Equipment"].find(p => p._id === this._weaponId)
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const skill = this._actor.itemTypes["Skill"].find(p => p._id === this._skillId)
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const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === this._targetId).actorId)
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@ -235,7 +235,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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skill
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}).filter(p => p.type === ActionManager.ATTACK).map(action => {
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return {
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isSelected: this._defenseManeuverId === action.name,
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isSelected: this._combatManeuverId === action.name,
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id: action.name,
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name: action.name,
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type: action.type,
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@ -265,7 +265,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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if (this._targetId && this._weaponId && this._skillId) {
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context.maneuver = this.#evaluateManeuvers()
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}
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const maneuver = this._maneuvers?.find(p => p.id === this._defenseManeuverId)
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const maneuver = this._maneuvers?.find(p => p.id === this._combatManeuverId)
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if (maneuver) {
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context.canMod = maneuver.mod != undefined
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}
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@ -274,7 +274,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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// TODO get W/M of weapon NOW
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context.ready = this._targetId && this._weaponId && this._skillId && this._defenseManeuverId
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context.ready = this._targetId && this._weaponId && this._skillId && this._combatManeuverId
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return context
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} else {
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ui.notifications.error(`Feature funktioniert nur wenn der Akteur ein Token auf der aktuellen Szene hat`);
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@ -286,7 +286,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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const target = this.element.querySelector(".actions button .value")
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const targetDescription = this.element.querySelector(".modResult")
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const at = Number(context.targetNumber)
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const maneuver = this._maneuvers?.find(p => p.id === this._defenseManeuverId)
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const maneuver = this._maneuvers?.find(p => p.id === this._combatManeuverId)
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const mod = Number(this.element.querySelector('[name="mod"]').value)
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const penalty = 0 - (maneuver?.penalty ?? 0) + (maneuver?.mod?.(mod) ?? 0) ?? 0
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const circumstance = Number(this.element.querySelector('[name="circumstance"]').value)
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@ -1,303 +0,0 @@
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import {ActionManager} from "../sheets/actions/action-manager.mjs";
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const {ApplicationV2, HandlebarsApplicationMixin} = foundry.applications.api
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/**
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* @typedef TokenDistance
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* @property {Number} x
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* @property {Number} y
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* @property {Number} d
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* @property {Token} token
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*/
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export class DefenseActionDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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static DEFAULT_OPTIONS = {
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classes: ['dsa41', 'dialog', 'combat'],
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tag: "form",
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position: {
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width: 480,
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height: 640
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},
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window: {
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resizable: false,
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},
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form: {
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submitOnChange: false,
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closeOnSubmit: true,
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handler: DefenseActionDialog.#onSubmitForm
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},
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actions: {
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selectWeaponAndSkill: DefenseActionDialog.#onSelectWeaponAndSkill,
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selectManeuver: DefenseActionDialog.#onSelectManeuver,
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}
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}
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static PARTS = {
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form: {
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template: 'systems/DSA_4-1/templates/dialog/defense-action.hbs',
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}
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}
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/**
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* @type {Actor}
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* @private
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*/
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_actor = null
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constructor(actor, attackData) {
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super();
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this._attackData = attackData ?? {
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modToDefense: 0,
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attacker: null,
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weapon: null, // is important to note as weapons like Chain Weapons or Flails can ignore Shields
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}
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this._actor = actor
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this._skillId = null
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this._weaponId = null
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this._defenseManeuverId = null
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this._actionManager = new ActionManager(this._actor)
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//if (this._actor) {
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// this._actor.prepareDerivedData()
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//}
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}
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static async #onSelectTarget(event, target) {
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const {targetId} = target.dataset
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this._targetId = this._targetId === targetId ? null : targetId
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this.render({parts: ["form"]})
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}
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static async #onSelectManeuver(event, target) {
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const {maneuverId} = target.dataset
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this._defenseManeuverId = this._defenseManeuverId === maneuverId ? null : maneuverId
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this.render({parts: ["form"]})
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}
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static async #onSelectWeaponAndSkill(event, target) {
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const {weaponId, skillId} = target.dataset
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this._weaponId = this._weaponId === weaponId ? null : weaponId
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this._skillId = this._skillId === skillId ? null : skillId
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this.render({parts: ["form"]})
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}
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static async #onSubmitForm(event, form, formData) {
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event.preventDefault()
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const attack = this._attackData
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const maneuver = this.#evaluateManeuvers().find(p => p.id === this._defenseManeuverId)
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this._actor.rollDefense({
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weapon: this._weaponId,
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skill: this._skillId,
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attackData: attack,
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maneuver,
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mod: this._mod,
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circumstance: this._circumstance,
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penalty: this._penalty,
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targetNumber: this._targetNumber,
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modDescription: maneuver?.modDescription?.replace("{}", "" + this._mod) ?? ""
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})
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}
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_configureRenderOptions(options) {
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super._configureRenderOptions(options)
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if (options.window) {
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options.window.title = `Gegen einen Angriff verteidigen`
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}
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return options
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}
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#evaluateWeapons() {
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// get equipped weapons and adjust AT/PA values by basis values from actor TODO: and W/M of weapons
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const equips = this._actor.system.heldenausruestung[this._actor.system.setEquipped]
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const weapons = []
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const equippedWeapons = ["links", "rechts", "fernkampf"]
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const baseAt = {
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links: this._actor.system.at.links.aktuell, // TODO hook Beidhändigerkampf/linkhand
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rechts: this._actor.system.at.rechts.aktuell,
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fernkampf: this._actor.system.fk.aktuell,
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}
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const basePa = {
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links: this._actor.system.pa.links.aktuell, // TODO hook Beidhändigerkampf/linkhand
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rechts: this._actor.system.pa.rechts.aktuell,
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fernkampf: 0,
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}
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equippedWeapons.forEach(slot => {
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const equip = equips[slot]
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const weapon = this._actor.itemTypes["Equipment"].find(p => p._id === equip)
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if (weapon) {
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const variantWeaponSkills = [...weapon.system.rangedSkills, ...weapon.system.meleeSkills]
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variantWeaponSkills.forEach(weaponSkill => {
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const skill = this._actor.itemTypes["Skill"].find(p => p.name === weaponSkill)
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if (skill) {
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const skillAt = skill.system.at
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const skillPa = skill.system.pa
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|
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weapons.push({
|
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isSelected: this._skillId === skill._id && this._weaponId === weapon._id,
|
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weaponId: weapon._id,
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skillId: skill._id,
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name: weapon.name,
|
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skillName: skill.name,
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img: weapon.img,
|
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combatStatistics: {
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at: baseAt[slot] + weapon.system.attackModifier + skillAt,
|
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pa: basePa[slot] + weapon.system.parryModifier + skillPa
|
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}
|
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})
|
||||
}
|
||||
})
|
||||
}
|
||||
})
|
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// TODO: also do this for combatAction
|
||||
const links = this._actor.system.heldenausruestung[this._actor.system.setEquipped].links
|
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const rechts = this._actor.system.heldenausruestung[this._actor.system.setEquipped].rechts
|
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if (!links && !rechts) {
|
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const unarmedSkills = [this._actor.itemTypes["Skill"].find(p => p.name === "Ringen"), this._actor.itemTypes["Skill"].find(p => p.name === "Raufen")]
|
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|
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unarmedSkills.forEach(unarmedSkill => {
|
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const [skillAt, skillPa] = [unarmedSkill.system.at, unarmedSkill.system.pa]
|
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|
||||
weapons.push({
|
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isSelected: this._skillId === unarmedSkill._id,
|
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weaponId: "",
|
||||
skillId: unarmedSkill._id,
|
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name: unarmedSkill.name,
|
||||
skillName: unarmedSkill.name,
|
||||
img: "",
|
||||
combatStatistics: {
|
||||
at: baseAt["rechts"] + skillAt,
|
||||
pa: basePa["rechts"] + skillPa
|
||||
}
|
||||
})
|
||||
})
|
||||
}
|
||||
// Ausweichen as Weapon
|
||||
weapons.push({
|
||||
isSelected: this._weaponId === "Ausweichen",
|
||||
weaponId: "Ausweichen",
|
||||
skillId: "Ausweichen",
|
||||
name: "Ausweichen",
|
||||
skillName: "Ausweichen",
|
||||
img: "",
|
||||
combatStatistics: {
|
||||
at: 0,
|
||||
pa: this._actor.system.ausweichen.aktuell
|
||||
}
|
||||
})
|
||||
|
||||
this._weapons = weapons.sort((a, b) => (a.isSelected ? 0 : 1) - (b.isSelected ? 0 : 1))
|
||||
return this._weapons
|
||||
|
||||
}
|
||||
|
||||
#evaluateManeuvers() {
|
||||
const manager = this._actionManager
|
||||
const weapon = this._weaponId !== "Ausweichen" ? this._actor.itemTypes["Equipment"].find(p => p._id === this._weaponId) : "Ausweichen"
|
||||
const skill = this._actor.itemTypes["Skill"].find(p => p._id === this._skillId)
|
||||
//const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === this._targetId).actorId)
|
||||
this._maneuvers = manager.evaluate({
|
||||
//target,
|
||||
weapon,
|
||||
skill
|
||||
}).filter(p => p.type === ActionManager.DEFENSE).map(action => {
|
||||
return {
|
||||
isSelected: this._defenseManeuverId === action.name,
|
||||
id: action.name,
|
||||
name: action.name,
|
||||
type: action.type,
|
||||
source: action.source,
|
||||
cost: action.cost,
|
||||
penalty: action.eval?.mod ?? 0,
|
||||
mod: action.mod,
|
||||
modDescription: action.modDescription,
|
||||
cooldown: action.cooldown,
|
||||
activate: action.activate,
|
||||
}
|
||||
}).sort((a, b) => (a.isSelected ? 0 : 1) - (b.isSelected ? 0 : 1))
|
||||
return this._maneuvers
|
||||
}
|
||||
|
||||
async _prepareContext(options) {
|
||||
const context = await super._prepareContext(options)
|
||||
|
||||
context.actor = this._actor
|
||||
context.distanceUnit = game.scenes.current.grid.units
|
||||
|
||||
if (this._actor.getActiveTokens()[0]?.id) {
|
||||
|
||||
context.weapons = this.#evaluateWeapons()
|
||||
|
||||
if (this._skillId) {
|
||||
context.maneuver = this.#evaluateManeuvers()
|
||||
}
|
||||
const maneuver = this._maneuvers?.find(p => p.id === this._defenseManeuverId)
|
||||
if (maneuver) {
|
||||
context.canMod = maneuver.mod != undefined
|
||||
}
|
||||
|
||||
context.targetNumber = context.weapons.find(p => ((this._weaponId != "") || p.weaponId === this._weaponId) && p.skillId === this._skillId)?.combatStatistics.pa
|
||||
|
||||
// TODO get W/M of weapon NOW
|
||||
|
||||
context.ready = this._targetId && this._weaponId && this._skillId && this._defenseManeuverId
|
||||
return context
|
||||
} else {
|
||||
ui.notifications.error(`Feature funktioniert nur wenn der Akteur ein Token auf der aktuellen Szene hat`);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#update(context) {
|
||||
const target = this.element.querySelector(".actions button .value")
|
||||
const targetDescription = this.element.querySelector(".modResult")
|
||||
const at = Number(context.targetNumber)
|
||||
const maneuver = this._maneuvers?.find(p => p.id === this._defenseManeuverId)
|
||||
const mod = Number(this.element.querySelector('[name="mod"]').value)
|
||||
const penalty = 0 - (maneuver?.penalty ?? 0) + (maneuver?.mod?.(mod) ?? 0) ?? 0
|
||||
const circumstance = Number(this.element.querySelector('[name="circumstance"]').value)
|
||||
this.element.querySelector('[name="penalty"]').value = penalty + circumstance
|
||||
const result = (at + circumstance + penalty)
|
||||
|
||||
this._circumstance = circumstance
|
||||
this._penalty = penalty
|
||||
this._targetNumber = result
|
||||
this._mod = mod
|
||||
this._modDescription = maneuver?.modDescription?.replace("{}", "" + mod) ?? ""
|
||||
|
||||
target.textContent = `(${result})`
|
||||
targetDescription.textContent = this._modDescription
|
||||
|
||||
if (result <= 0) {
|
||||
context.ready = false
|
||||
this.element.querySelector(".actions button").classList.remove("ready")
|
||||
this.element.querySelector(".actions button").setAttribute("disabled", true)
|
||||
} else {
|
||||
context.ready = true
|
||||
this.element.querySelector(".actions button").classList.add("ready")
|
||||
this.element.querySelector(".actions button").removeAttribute("disabled")
|
||||
}
|
||||
}
|
||||
|
||||
_onRender(context, options) {
|
||||
this.#update(context)
|
||||
|
||||
this.element.querySelectorAll('[name="mod"], [name="malus"], [name="circumstance"]').forEach(e => e.addEventListener('change', (event) => {
|
||||
this.#update(context)
|
||||
}))
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -94,10 +94,6 @@ export class Character extends Actor {
|
|||
systemData.gs.basis = 6;
|
||||
systemData.gs.aktuell = systemData.gs.basis + (systemData.gs.mod ?? 0); // TOOD: get GS from spezien
|
||||
|
||||
systemData.ausweichen = {}
|
||||
systemData.ausweichen.basis = systemData.pa.basis
|
||||
systemData.ausweichen.aktuell = systemData.ausweichen.basis + (systemData.ausweichen.mod ?? 0)
|
||||
|
||||
|
||||
if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
|
||||
systemData.rs = {
|
||||
|
|
@ -194,7 +190,6 @@ export class Character extends Actor {
|
|||
this.prepareEmbeddedDocuments();
|
||||
}
|
||||
|
||||
|
||||
getRollData() {
|
||||
const data = super.getRollData();
|
||||
this.prepareDerivedData()
|
||||
|
|
@ -257,31 +252,6 @@ export class Character extends Actor {
|
|||
return false
|
||||
}
|
||||
|
||||
|
||||
async rollDefense(data) {
|
||||
const maneuver = data.manuever
|
||||
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 target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
|
||||
|
||||
const roll = new Roll("1d20cs<" + data.targetNumber)
|
||||
const evaluated1 = (await roll.evaluate())
|
||||
|
||||
let flavor = ''
|
||||
|
||||
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({
|
||||
speaker: ChatMessage.getSpeaker({actor: this}),
|
||||
flavor,
|
||||
rollMode: "publicroll",
|
||||
})
|
||||
}
|
||||
|
||||
async rollAttack(data) {
|
||||
const maneuver = data.manuever
|
||||
const weapon = this.itemTypes["Equipment"].find(p => p._id === data.weapon)
|
||||
|
|
|
|||
|
|
@ -23,12 +23,7 @@ export class ActionManager {
|
|||
cost: ActionManager.FREE,
|
||||
type: ActionManager.DEFENSE,
|
||||
source: ActionManager.DEFAULT,
|
||||
eval: (options) => {
|
||||
if (options?.weapon && options.weapon === "Ausweichen") {
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
eval: (options) => true
|
||||
},
|
||||
{
|
||||
name: "Rufen",
|
||||
|
|
@ -163,16 +158,11 @@ export class ActionManager {
|
|||
}
|
||||
},
|
||||
{
|
||||
name: "Parade",
|
||||
name: "Abwehraktion",
|
||||
type: ActionManager.DEFENSE,
|
||||
cost: ActionManager.REGULAR,
|
||||
source: ActionManager.DEFAULT,
|
||||
eval: (options) => {
|
||||
if (options?.weapon && options.weapon !== "Ausweichen") {
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
eval: (options) => true
|
||||
},
|
||||
{
|
||||
name: "Meisterparade",
|
||||
|
|
@ -180,7 +170,7 @@ export class ActionManager {
|
|||
cost: ActionManager.REGULAR,
|
||||
source: ActionManager.SF,
|
||||
modDescription: "erschwert nächste AT vom Ziel um {}",
|
||||
mod: (value) => -value,
|
||||
mod: (value) => value,
|
||||
eval: (options) => {
|
||||
const step1 = this.#hatWaffeinHand(options) && this.#hatSonderfertigkeit("Meisterparade", options)
|
||||
const step2WithBenefits = this.#evalSonderfertigkeitRequirements("Meisterparade", options)
|
||||
|
|
|
|||
|
|
@ -28,7 +28,7 @@ export default {
|
|||
actorData.itemTypes.SpecialAbility.forEach((item) => {
|
||||
context.specialAbilities.push({
|
||||
id: item._id,
|
||||
name: item.system.value ? item.system.value : item.name,
|
||||
name: item.name,
|
||||
});
|
||||
}
|
||||
);
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ import Social from "./character/social.mjs";
|
|||
import Spells from "./character/spells.mjs"
|
||||
import {CombatActionDialog} from "../dialog/combatAction.mjs";
|
||||
import {ActionManager} from "./actions/action-manager.mjs";
|
||||
import {DefenseActionDialog} from "../dialog/defenseAction.mjs";
|
||||
|
||||
const {HandlebarsApplicationMixin} = foundry.applications.api
|
||||
const {ActorSheetV2} = foundry.applications.sheets
|
||||
|
|
@ -196,15 +195,8 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
|
|||
this.document.itemTypes["Species"]?.[0]?.sheet.render(true)
|
||||
}
|
||||
|
||||
static #openCombatAction(event, target) {
|
||||
switch (target.dataset.mode) {
|
||||
case "attack":
|
||||
static #openCombatAction() {
|
||||
new CombatActionDialog(this.document).render(true)
|
||||
break
|
||||
case "defense":
|
||||
new DefenseActionDialog(this.document).render(true)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ export class SpecialAbilitySheet extends HandlebarsApplicationMixin(DocumentShee
|
|||
|
||||
/** @inheritDoc */
|
||||
static DEFAULT_OPTIONS = {
|
||||
position: {width: 520, height: 600},
|
||||
position: {width: 520, height: 480},
|
||||
classes: ['dsa41', 'sheet', 'item', 'specialability'],
|
||||
tag: 'form',
|
||||
form: {
|
||||
|
|
@ -57,20 +57,6 @@ export class SpecialAbilitySheet extends HandlebarsApplicationMixin(DocumentShee
|
|||
context.flags = specialabilityData.flags;
|
||||
context.text = specialabilityData.system.text;
|
||||
context.aktionsText = specialabilityData.system.aktionsText;
|
||||
context.hasChoices = context.system.auswahl.length > 0;
|
||||
context.choices = {}
|
||||
context.value = context.system.value
|
||||
context.system.auswahl.forEach(a => {
|
||||
context.choices[a.name] = a.name
|
||||
})
|
||||
context.isActive = this.document.system.isActive()?.passes
|
||||
context.mod = this.document.system.getActiveMod()?.map(mod => {
|
||||
return {
|
||||
name: mod.name,
|
||||
value: mod.value > 0 ? "+" + mod.value : mod.value,
|
||||
}
|
||||
})
|
||||
context.hasModality = context.system.value != null
|
||||
|
||||
return context;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -321,7 +321,7 @@ export class XmlImport {
|
|||
#getAttributeJson(attributes, name) {
|
||||
let attribute = this.#filterAttribute(attributes, name)
|
||||
return {
|
||||
start: parseInt(attribute.value),
|
||||
start: parseInt(attribute.startwert),
|
||||
aktuell: parseInt(attribute.value),
|
||||
mod: parseInt(attribute.mod),
|
||||
}
|
||||
|
|
@ -564,21 +564,10 @@ export class XmlImport {
|
|||
}
|
||||
specialAbilities.forEach((specialAbility) => {
|
||||
const compendiumOfSF = game.packs.get('DSA_4-1.sonderfertigkeiten');
|
||||
const regexp = /(\w*)\W?(\w*)?/
|
||||
const [variantName, baseAbility, level] = regexp.exec(specialAbility.name)
|
||||
const sfId = compendiumOfSF?.index.find(sf => sf.name === baseAbility)
|
||||
const sfId = compendiumOfSF?.index.find(sf => sf.name === specialAbility.name)
|
||||
|
||||
if (sfId) {
|
||||
if (variantName) {
|
||||
console.log(baseAbility + " to be imported as " + variantName) // TODO if baseAbility already imported, adjust its level instead of adding a new embeddedDocument
|
||||
}
|
||||
compendiumOfSF.getDocument(sfId._id).then(sf => {
|
||||
actor.createEmbeddedDocuments('Item', [sf]).then(_ => {
|
||||
actor.itemTypes["SpecialAbility"].find(p => p.name === baseAbility).update({
|
||||
"system.value": variantName
|
||||
})
|
||||
})
|
||||
})
|
||||
compendiumOfSF.getDocument(sfId._id).then(sf => actor.createEmbeddedDocuments('Item', [sf]))
|
||||
} else {
|
||||
actor.createEmbeddedDocuments('Item', [
|
||||
new SpecialAbility({
|
||||
|
|
|
|||
|
|
@ -1,19 +0,0 @@
|
|||
.row {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
gap: 8px;
|
||||
|
||||
> * {
|
||||
flex: 1;
|
||||
}
|
||||
}
|
||||
|
||||
.column {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 8px;
|
||||
|
||||
> * {
|
||||
flex: 1;
|
||||
}
|
||||
}
|
||||
|
|
@ -6,7 +6,6 @@
|
|||
@use "molecules/lists";
|
||||
@use "molecules/attributes";
|
||||
@use "molecules/sidebar-elements";
|
||||
@use "molecules/rows-and-columns";
|
||||
|
||||
@use "molecules/tabs";
|
||||
@use "molecules/paperdoll";
|
||||
|
|
|
|||
|
|
@ -1,50 +0,0 @@
|
|||
<section>
|
||||
<fieldset>
|
||||
<legend>Waffe auswählen</legend>
|
||||
<ul>
|
||||
{{#each weapons}}
|
||||
<li class="{{#if isSelected}}selected{{/if}}" data-action="selectWeaponAndSkill"
|
||||
data-weapon-id="{{this.weaponId}}" data-skill-id="{{this.skillId}}">
|
||||
{{#if this.img}}<img src="{{this.img}}" style="width: 32px; height: 32px"/>{{else}}
|
||||
<span style="width: 32px"></span> {{/if}}
|
||||
<span>{{this.name}}
|
||||
{{#if (ne this.skillName this.name)}}({{this.skillName}}){{/if}}</span>
|
||||
<span>{{#if this.combatStatistics}}
|
||||
(AT: {{this.combatStatistics.at}} PA: {{this.combatStatistics.pa}}){{/if}}</span></li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
</fieldset>
|
||||
|
||||
<fieldset>
|
||||
<legend>Manöver auswählen</legend>
|
||||
<ul>
|
||||
{{#each maneuver}}
|
||||
<li class="{{#if isSelected}}selected{{/if}} name-only" data-action="selectManeuver"
|
||||
data-maneuver-id="{{this.id}}" class="{{this.source}}">{{this.name}}</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
</fieldset>
|
||||
|
||||
<fieldset class="modding">
|
||||
<legend>Erschwernisse und Ansagen</legend>
|
||||
<div class="malus-and-mod">
|
||||
<label><span>Umstände</span>
|
||||
<input name="circumstance" type="number">
|
||||
</label>
|
||||
<label><span>Ansage</span>
|
||||
<input name="mod" type="number" {{disabled (not canMod)}}>
|
||||
</label>
|
||||
<label><span>Erschwernis</span>
|
||||
<input name="penalty" type="number" {{disabled true}}>
|
||||
</label>
|
||||
</div>
|
||||
<output class="modResult"></output>
|
||||
</fieldset>
|
||||
|
||||
|
||||
<div class="actions">
|
||||
<button {{#if ready}}class="ready"{{/if}} type="submit"><i class="fa-solid fa-shield"></i>Verteidigen <span
|
||||
class="value"></span></button>
|
||||
</div>
|
||||
|
||||
</section>
|
||||
|
|
@ -1,10 +1,10 @@
|
|||
<section class="tab {{tabs.advantage.id}} {{tabs.advantage.cssClass}}"
|
||||
data-tab="{{tabs.advantage.id}}"
|
||||
data-group="{{tabs.advantage.group}}">
|
||||
<div class="row">
|
||||
<div>
|
||||
<label>Name</label>
|
||||
<input type="text" name="system.name" value="{{system.name}}"/>
|
||||
<input name="system.name" value="{{system.name}}"/>
|
||||
|
||||
</div>
|
||||
{{#if hasModality}}
|
||||
<div>
|
||||
|
|
@ -18,7 +18,6 @@
|
|||
{{/if}}
|
||||
</div>
|
||||
{{/if}}
|
||||
</div>
|
||||
<div class="body">
|
||||
<label>Beschreibung</label>
|
||||
<prose-mirror
|
||||
|
|
|
|||
|
|
@ -2,24 +2,10 @@
|
|||
data-tab="{{tabs.specialability.id}}"
|
||||
data-group="{{tabs.specialability.group}}">
|
||||
<div>
|
||||
<div class="row">
|
||||
<div>
|
||||
<label>Name</label>
|
||||
<input type="text" name="system.name" value="{{system.name}}"/>
|
||||
<input name="system.name" value="{{system.name}}"/>
|
||||
|
||||
</div>
|
||||
{{#if hasModality}}
|
||||
<div>
|
||||
<label for="{{this._id}}.choice">Auswahl</label>
|
||||
{{#if hasChoices}}
|
||||
<select id="{{this._id}}.choice" name="system.value">
|
||||
{{selectOptions choices selected=system.value inverted=true}}
|
||||
</select>
|
||||
{{else}}
|
||||
<input id="{{this._id}}.choice" name="system.value" value="{{system.value}}"/>
|
||||
{{/if}}
|
||||
</div>
|
||||
{{/if}}
|
||||
</div>
|
||||
<div class="body">
|
||||
<label>Aktionstext</label>
|
||||
|
|
@ -43,12 +29,7 @@
|
|||
{{{text}}}
|
||||
</prose-mirror>
|
||||
</div>
|
||||
<div class="mods">
|
||||
{{#each mod}}
|
||||
<span>{{this.name}} {{this.value}}</span>
|
||||
{{/each}}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
</section>
|
||||
</div>
|
||||
Loading…
Reference in New Issue