forked from GitHub-Mirrors/foundry-sw5e
System 1.1.1 ** Requires Foundry 0.7.6
System main update to be inline with dnd5e 1.1.1 Added active effects to as many sheets as I thought applicable. Please check loot, I made an attempt but it may be broken All .less .css and actor .html updates were made to the old actors. New actors may be broken with this update removed templates\actors\oldActor\parts\actor-effects.html for newer templates\actors\parts\active-effects.html removed module\apps\cast-dialog, templates\apps\cast-cast.html, and templates\items\cast.html. I do not think they are used, I think they were deprecated when powers were treated as items, if not we can add them back in. **NOTE** REQUIRES Foundry 0.7.6
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58 changed files with 1417 additions and 1706 deletions
273
module/dice.js
273
module/dice.js
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@ -1,9 +1,9 @@
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/**
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* A standardized helper function for managing core 5e "d20 rolls"
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*
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* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
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* This chooses the default options of a normal attack with no bonus, Advantage, or Disadvantage respectively
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*
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/**
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* A standardized helper function for managing core 5e "d20 rolls"
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*
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* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
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* This chooses the default options of a normal attack with no bonus, Advantage, or Disadvantage respectively
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*
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* @param {Array} parts The dice roll component parts, excluding the initial d20
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* @param {Object} data Actor or item data against which to parse the roll
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* @param {Event|object} event The triggering event which initiated the roll
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@ -27,72 +27,72 @@
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* @param {object} messageData Additional data which is applied to the created Chat Message, if any
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*
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* @return {Promise} A Promise which resolves once the roll workflow has completed
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*/
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export async function d20Roll({parts=[], data={}, event={}, rollMode=null, template=null, title=null, speaker=null,
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flavor=null, fastForward=null, dialogOptions,
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advantage=null, disadvantage=null, critical=20, fumble=1, targetValue=null,
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elvenAccuracy=false, halflingLucky=false, reliableTalent=false,
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chatMessage=true, messageData={}}={}) {
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// Prepare Message Data
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messageData.flavor = flavor || title;
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messageData.speaker = speaker || ChatMessage.getSpeaker();
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const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")};
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parts = parts.concat(["@bonus"]);
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// Handle fast-forward events
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let adv = 0;
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fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
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if (fastForward) {
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if ( advantage || event.altKey ) adv = 1;
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else if ( disadvantage || event.ctrlKey || event.metaKey ) adv = -1;
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*/
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export async function d20Roll({parts=[], data={}, event={}, rollMode=null, template=null, title=null, speaker=null,
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flavor=null, fastForward=null, dialogOptions,
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advantage=null, disadvantage=null, critical=20, fumble=1, targetValue=null,
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elvenAccuracy=false, halflingLucky=false, reliableTalent=false,
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chatMessage=true, messageData={}}={}) {
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// Prepare Message Data
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messageData.flavor = flavor || title;
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messageData.speaker = speaker || ChatMessage.getSpeaker();
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const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")};
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parts = parts.concat(["@bonus"]);
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// Handle fast-forward events
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let adv = 0;
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fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
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if (fastForward) {
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if ( advantage || event.altKey ) adv = 1;
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else if ( disadvantage || event.ctrlKey || event.metaKey ) adv = -1;
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}
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// Define the inner roll function
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const _roll = (parts, adv, form) => {
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// Determine the d20 roll and modifiers
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let nd = 1;
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let mods = halflingLucky ? "r=1" : "";
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// Handle advantage
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if (adv === 1) {
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nd = elvenAccuracy ? 3 : 2;
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messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].advantage = true;
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mods += "kh";
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}
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// Define the inner roll function
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const _roll = (parts, adv, form) => {
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// Determine the d20 roll and modifiers
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let nd = 1;
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let mods = halflingLucky ? "r=1" : "";
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// Handle advantage
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if (adv === 1) {
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nd = elvenAccuracy ? 3 : 2;
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messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].advantage = true;
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mods += "kh";
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}
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// Handle disadvantage
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else if (adv === -1) {
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nd = 2;
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messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].disadvantage = true;
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mods += "kl";
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}
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// Handle disadvantage
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else if (adv === -1) {
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nd = 2;
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messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].disadvantage = true;
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mods += "kl";
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}
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// Prepend the d20 roll
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let formula = `${nd}d20${mods}`;
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if (reliableTalent) formula = `{${nd}d20${mods},10}kh`;
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parts.unshift(formula);
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// Optionally include a situational bonus
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if ( form ) {
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data['bonus'] = form.bonus.value;
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messageOptions.rollMode = form.rollMode.value;
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}
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if (!data["bonus"]) parts.pop();
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// Optionally include an ability score selection (used for tool checks)
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const ability = form ? form.ability : null;
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if (ability && ability.value) {
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data.ability = ability.value;
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const abl = data.abilities[data.ability];
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if (abl) {
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data.mod = abl.mod;
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messageData.flavor += ` (${CONFIG.SW5E.abilities[data.ability]})`;
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}
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// Optionally include a situational bonus
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if ( form ) {
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data['bonus'] = form.bonus.value;
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messageOptions.rollMode = form.rollMode.value;
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}
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if (!data["bonus"]) parts.pop();
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// Optionally include an ability score selection (used for tool checks)
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const ability = form ? form.ability : null;
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if (ability && ability.value) {
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data.ability = ability.value;
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const abl = data.abilities[data.ability];
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if (abl) {
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data.mod = abl.mod;
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messageData.flavor += ` (${CONFIG.SW5E.abilities[data.ability]})`;
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}
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}
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// Execute the roll
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let roll = new Roll(parts.join(" + "), data);
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*/
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async function _d20RollDialog({template, title, parts, data, rollMode, dialogOptions, roll}={}) {
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// Render modal dialog
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template = template || "systems/sw5e/templates/chat/roll-dialog.html";
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let dialogData = {
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formula: parts.join(" + "),
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data: data,
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rollMode: rollMode,
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rollModes: CONFIG.Dice.rollModes,
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config: CONFIG.SW5E
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};
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const html = await renderTemplate(template, dialogData);
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// Render modal dialog
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template = template || "systems/sw5e/templates/chat/roll-dialog.html";
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let dialogData = {
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formula: parts.join(" + "),
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data: data,
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rollMode: rollMode,
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rollModes: CONFIG.Dice.rollModes,
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config: CONFIG.SW5E
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};
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const html = await renderTemplate(template, dialogData);
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// Create the Dialog window
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return new Promise(resolve => {
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new Dialog({
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title: title,
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content: html,
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buttons: {
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advantage: {
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label: game.i18n.localize("SW5E.Advantage"),
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callback: html => resolve(roll(parts, 1, html[0].querySelector("form")))
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},
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normal: {
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label: game.i18n.localize("SW5E.Normal"),
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callback: html => resolve(roll(parts, 0, html[0].querySelector("form")))
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},
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disadvantage: {
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label: game.i18n.localize("SW5E.Disadvantage"),
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callback: html => resolve(roll(parts, -1, html[0].querySelector("form")))
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}
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// Create the Dialog window
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return new Promise(resolve => {
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new Dialog({
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title: title,
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content: html,
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buttons: {
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advantage: {
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label: game.i18n.localize("SW5E.Advantage"),
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callback: html => resolve(roll(parts, 1, html[0].querySelector("form")))
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},
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default: "normal",
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close: () => resolve(null)
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}, dialogOptions).render(true);
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});
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}
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normal: {
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label: game.i18n.localize("SW5E.Normal"),
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callback: html => resolve(roll(parts, 0, html[0].querySelector("form")))
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},
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disadvantage: {
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label: game.i18n.localize("SW5E.Disadvantage"),
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callback: html => resolve(roll(parts, -1, html[0].querySelector("form")))
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}
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},
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default: "normal",
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close: () => resolve(null)
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}, dialogOptions).render(true);
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});
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/**
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* A standardized helper function for managing core 5e "d20 rolls"
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*
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* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
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* This chooses the default options of a normal attack with no bonus, Critical, or no bonus respectively
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*
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* @param {Array} parts The dice roll component parts, excluding the initial d20
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* @param {Actor} actor The Actor making the damage roll
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* @param {Object} data Actor or item data against which to parse the roll
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* @param {Event|object}[event The triggering event which initiated the roll
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* @param {string} rollMode A specific roll mode to apply as the default for the resulting roll
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* @param {String} template The HTML template used to render the roll dialog
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* @param {String} title The dice roll UI window title
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* @param {Object} speaker The ChatMessage speaker to pass when creating the chat
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* @param {string} flavor Flavor text to use in the posted chat message
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* @param {boolean} allowCritical Allow the opportunity for a critical hit to be rolled
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* @param {Boolean} critical Flag this roll as a critical hit for the purposes of fast-forward rolls
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* @param {number} criticalBonusDice A number of bonus damage dice that are added for critical hits
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* @param {number} criticalMultiplier A critical hit multiplier which is applied to critical hits
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* @param {Boolean} fastForward Allow fast-forward advantage selection
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* @param {Function} onClose Callback for actions to take when the dialog form is closed
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* @param {Object} dialogOptions Modal dialog options
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* @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll
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* @param {object} messageData Additional data which is applied to the created Chat Message, if any
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*
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* @return {Promise} A Promise which resolves once the roll workflow has completed
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*/
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export async function damageRoll({parts, actor, data, event={}, rollMode=null, template, title, speaker, flavor,
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allowCritical=true, critical=false, criticalBonusDice=0, criticalMultiplier=2, fastForward=null,
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dialogOptions={}, chatMessage=true, messageData={}}={}) {
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/**
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* A standardized helper function for managing core 5e "d20 rolls"
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*
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* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
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* This chooses the default options of a normal attack with no bonus, Critical, or no bonus respectively
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*
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* @param {Array} parts The dice roll component parts, excluding the initial d20
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* @param {Actor} actor The Actor making the damage roll
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* @param {Object} data Actor or item data against which to parse the roll
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* @param {Event|object}[event The triggering event which initiated the roll
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* @param {string} rollMode A specific roll mode to apply as the default for the resulting roll
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* @param {String} template The HTML template used to render the roll dialog
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* @param {String} title The dice roll UI window title
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* @param {Object} speaker The ChatMessage speaker to pass when creating the chat
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* @param {string} flavor Flavor text to use in the posted chat message
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* @param {boolean} allowCritical Allow the opportunity for a critical hit to be rolled
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* @param {Boolean} critical Flag this roll as a critical hit for the purposes of fast-forward rolls
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* @param {Boolean} fastForward Allow fast-forward advantage selection
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* @param {Function} onClose Callback for actions to take when the dialog form is closed
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* @param {Object} dialogOptions Modal dialog options
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* @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll
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* @param {object} messageData Additional data which is applied to the created Chat Message, if any
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*
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* @return {Promise} A Promise which resolves once the roll workflow has completed
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*/
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export async function damageRoll({parts, actor, data, event={}, rollMode=null, template, title, speaker, flavor,
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allowCritical=true, critical=false, fastForward=null, dialogOptions, chatMessage=true, messageData={}}={}) {
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// Prepare Message Data
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messageData.flavor = flavor || title;
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messageData.speaker = speaker || ChatMessage.getSpeaker();
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parts = parts.concat(["@bonus"]);
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fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
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// Define inner roll function
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const _roll = function(parts, crit, form) {
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// Define inner roll function
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const _roll = function(parts, crit, form) {
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// Optionally include a situational bonus
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if ( form ) {
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if (!data["bonus"]) parts.pop();
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// Create the damage roll
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let roll = new Roll(parts.join("+"), data);
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let roll = new Roll(parts.join("+"), data);
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// Modify the damage formula for critical hits
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if ( crit === true ) {
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let add = (actor && actor.getFlag("sw5e", "savageAttacks")) ? 1 : 0;
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let mult = 2;
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// TODO Backwards compatibility - REMOVE LATER
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if (isNewerVersion(game.data.version, "0.6.9")) roll.alter(mult, add);
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else roll.alter(add, mult);
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messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true;
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roll.alter(criticalMultiplier, 0); // Multiply all dice
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if ( roll.terms[0] instanceof Die ) { // Add bonus dice for only the main dice term
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roll.terms[0].alter(1, criticalBonusDice);
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roll._formula = roll.formula;
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}
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messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true;
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}
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// Execute the roll
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