add resist roll to banish

This commit is contained in:
Mike Bloy 2024-05-13 19:56:38 -05:00
parent ae7295028d
commit 8f015bc05c
4 changed files with 229 additions and 188 deletions

View File

@ -1,5 +1,5 @@
/* global warpgate */
import { moduleHelpers } from './globals.js'
import { moduleHelpers } from './globals.js';
export async function requestFearRollFromTokens(tokens, options = {}) {
// tokens: list of tokens to request the roll from
@ -7,18 +7,16 @@ export async function requestFearRollFromTokens (tokens, options = {}) {
// title: tile for the roll dialog. Will have "- {{ token name }}" appended
// flavour: flavor text for the roll card. Defaults to title
// fear: value of the fear modifier. Defaults to 0. Positive number.
const requestingUser = game.user
const title = options?.title || `${requestingUser.name} requests a Fear check`
const flavour = options?.flavour || options?.flavor || title
const fear = options.fear || 0
const requestingUser = game.user;
const title = options?.title || `${requestingUser.name} requests a Fear check`;
const flavour = options?.flavour || options?.flavor || title;
const fear = options.fear || 0;
const rollOpts = {
title,
flavour,
mods: [
{ label: 'Fear Penalty', value: Math.abs(fear) * -1, ignore: false }
]
}
return requestRollFromTokens(tokens, 'attribute', 'spirit', rollOpts)
mods: [{ label: 'Fear Penalty', value: Math.abs(fear) * -1, ignore: false }],
};
return requestRollFromTokens(tokens, 'attribute', 'spirit', rollOpts);
}
export async function requestRollFromTokens(tokens, rollType, rollDesc, options = {}) {
@ -33,91 +31,98 @@ export async function requestRollFromTokens (tokens, rollType, rollDesc, options
// mods: list of modifiers {label: "", value: 0, ignore: false}
// modCallback: callback function that takes a token and returns a list of
// modifiers in the same format as modifiers, above
const requestingUser = game.user
const title = options?.title || `${requestingUser.name} requests a ${rollDesc} roll`
const flavour = options?.flavour || options?.flavor || title
const targetNumber = options?.targetNumber || 4
const promises = []
const requestingUser = game.user;
const title = options?.title || `${requestingUser.name} requests a ${rollDesc} roll`;
const flavour = options?.flavour || options?.flavor || title;
const targetNumber = options?.targetNumber || 4;
const promises = [];
for (const token of tokens) {
const owner = warpgate.util.firstOwner(token.document)
const owner = warpgate.util.firstOwner(token.document);
const rollOpts = {
title: `${title} - ${token.name}`,
targetNumber,
flavour
}
const additionalMods = []
flavour,
};
const additionalMods = [];
if ('mods' in options) {
for (const mod of options.mods) {
additionalMods.push(mod)
additionalMods.push(mod);
}
}
if ('modCallback' in options) {
const tokenMods = await options.modCallback(token)
const tokenMods = await options.modCallback(token);
for (const tm of tokenMods) {
additionalMods.push(tm)
additionalMods.push(tm);
}
}
if (additionalMods.length > 0) {
rollOpts.additionalMods = additionalMods
rollOpts.additionalMods = additionalMods;
}
promises.push(moduleHelpers.socket.executeAsUser(requestTokenRoll, owner.id,
token.scene.id, token.id, rollType, rollDesc, rollOpts))
promises.push(
moduleHelpers.socket.executeAsUser(
requestTokenRoll,
owner.id,
token.scene.id,
token.id,
rollType,
rollDesc,
rollOpts,
),
);
}
const results = (await Promise.allSettled(promises)).map(r => r.value)
const contentExtra = targetNumber === 4 ? '' : ` vs TN: ${targetNumber}`
const results = (await Promise.allSettled(promises)).map((r) => r.value);
const contentExtra = targetNumber === 4 ? '' : ` vs TN: ${targetNumber}`;
const messageData = {
flavor: flavour,
speaker: { alias: 'Requested Roll Results' },
whisper: [...ChatMessage.getWhisperRecipients('GM'), requestingUser],
content: `<p>Results of ${rollDesc[0].toUpperCase()}${rollDesc.slice(1)} roll${contentExtra}:</p>
<table><thead><tr><th>Token</th><th>Roll</th><th>Result</th></tr></thead><tbody>`,
rolls: []
}
rolls: [],
};
for (const result of results) {
const token = game.scenes.get(result.sceneId).tokens.get(result.tokenId)
const roll = (
const token = game.scenes.get(result.sceneId).tokens.get(result.tokenId);
const roll =
result.result instanceof CONFIG.Dice.SwadeRoll
? result.result
: CONFIG.Dice[result.result.class].fromData(result.result)
)
roll.targetNumber = targetNumber
let textResult = ''
: CONFIG.Dice[result.result.class].fromData(result.result);
roll.targetNumber = targetNumber;
let textResult = '';
if (roll.successes === -1) {
textResult = 'CRITICAL FAILURE'
textResult = 'CRITICAL FAILURE';
} else if (roll.successes === 0) {
textResult = 'failed'
textResult = 'failed';
} else if (roll.successes === 1) {
textResult = 'success'
textResult = 'success';
} else {
textResult = `success and ${roll.successes - 1} raise${roll.successes > 2 ? 's' : ''}`
textResult = `success and ${roll.successes - 1} raise${roll.successes > 2 ? 's' : ''}`;
}
messageData.content += ('<tr>' +
messageData.content +=
'<tr>' +
`<th>${token.name}</th>` +
`<td>${roll ? roll.total : '<i>Canceled</i>'}</td>` +
`<td>${textResult}</td>` +
'</tr>')
'</tr>';
if (roll) {
messageData.rolls.unshift(roll)
messageData.rolls.unshift(roll);
}
}
messageData.content += '</tbody></table>'
ChatMessage.create(messageData, {})
return results
messageData.content += '</tbody></table>';
ChatMessage.create(messageData, {});
return results;
}
export async function requestTokenRoll (
sceneId, tokenId, rollType, rollDesc, options
) {
const scene = game.scenes.get(sceneId)
const token = scene.tokens.get(tokenId)
let rollFunc = 'rollAttribute'
let rollId = rollDesc.toLowerCase()
export async function requestTokenRoll(sceneId, tokenId, rollType, rollDesc, options) {
const scene = game.scenes.get(sceneId);
const token = scene.tokens.get(tokenId);
let rollFunc = 'rollAttribute';
let rollId = rollDesc.toLowerCase();
if (rollType === 'skill') {
rollFunc = 'rollSkill'
rollId = token.actor.items.filter(i => i.type === 'skill').find(i => (
i.system.swid === rollDesc.toLowerCase() ||
i.name.toLowerCase() === rollDesc.toLowerCase()))?.id
rollFunc = 'rollSkill';
rollId = token.actor.items
.filter((i) => i.type === 'skill')
.find((i) => i.system.swid === rollDesc.toLowerCase() || i.name.toLowerCase() === rollDesc.toLowerCase())?.id;
}
const result = await token.actor[rollFunc](rollId, options)
return { sceneId, tokenId, result }
const result = await token.actor[rollFunc](rollId, options);
return { sceneId, tokenId, result };
}

View File

@ -1,4 +1,6 @@
import { PowerEffect } from './basePowers.js';
import { requestRollFromTokens } from '../helpers.js';
import { getPowerModifiers } from '../rollHelpers.js';
export class BanishEffect extends PowerEffect {
get name() {
@ -31,6 +33,15 @@ export class BanishEffect extends PowerEffect {
get modifiers() {
const mods = super.modifiers;
mods.push({
type: 'number',
default: 4,
name: 'Opposed Target Number',
id: 'tn',
epic: false,
effect: false,
value: 0,
});
mods.push({
type: 'select',
default: 'none',
@ -49,6 +60,17 @@ export class BanishEffect extends PowerEffect {
return mods;
}
async sideEffects() {
await super.sideEffects();
const rollOpts = {
title: 'Spirit roll to resist banishment',
flavor: 'Roll Spirit to resist banishment!',
modCallback: getPowerModifiers,
targetNumber: this.data.tn,
};
await requestRollFromTokens(this.targets, 'ability', 'spirit', rollOpts);
}
get description() {
return (
super.description +

View File

@ -1,60 +1,64 @@
import { log } from './globals.js'
import { log } from './globals.js';
export async function preTraitRollModifiers(actor, trait, roll, modifiers, options) {
const targets = Array.from(game.user.targets)
const token = game.canvas.tokens.controlled.length > 0 ? game.canvas.tokens.controlled[0] : null
if (targets.some(target => target.actor.system.status.isVulnerable)) {
modifiers.push({ label: 'Target is Vulnerable', value: '+2', ignore: false })
const targets = Array.from(game.user.targets);
const token = game.canvas.tokens.controlled.length > 0 ? game.canvas.tokens.controlled[0] : null;
if (targets.some((target) => target.actor.system.status.isVulnerable)) {
modifiers.push({ label: 'Target is Vulnerable', value: '+2', ignore: false });
}
if (targets.some(
target => target.actor.effects.filter(
e => !e.disabled && e.name.toLowerCase().includes('deflection')).length > 0)
if (
targets.some(
(target) =>
target.actor.effects.filter((e) => !e.disabled && e.name.toLowerCase().includes('deflection')).length > 0,
)
) {
modifiers.push({ label: 'Target has Deflection', value: '-2', ignore: false })
modifiers.push({ label: 'Target has Deflection', value: '-2', ignore: false });
}
if (targets.some(
target => target.actor.effects.filter(
e => !e.disabled && e.name.toLowerCase().includes('glow')).length > 0)
if (
targets.some(
(target) => target.actor.effects.filter((e) => !e.disabled && e.name.toLowerCase().includes('glow')).length > 0,
)
) {
modifiers.push({
label: 'Glowing target (negate 1 point of illumination penalty)',
value: '+1',
ignore: true
})
ignore: true,
});
}
if (targets.some(
target => target.actor.effects.filter(
e => !e.disabled && e.name.toLowerCase().includes('shroud')).length > 0)
if (
targets.some(
(target) => target.actor.effects.filter((e) => !e.disabled && e.name.toLowerCase().includes('shroud')).length > 0,
)
) {
modifiers.push({
label: 'Shrouded target',
value: '-1',
ignore: false
})
ignore: false,
});
}
if (targets.length === 1 && token) {
const target = targets[0]
_addArcaneModifiers(target, modifiers)
_addRangeModifiers(token, target, options, modifiers)
const scaleMod = calcScaleMod(token, target)
const target = targets[0];
_addArcaneModifiers(target, modifiers);
_addRangeModifiers(token, target, options, modifiers);
const scaleMod = calcScaleMod(token, target);
if (scaleMod !== 0) {
modifiers.push({ label: 'Scale', value: scaleMod, ignore: false })
modifiers.push({ label: 'Scale', value: scaleMod, ignore: false });
}
if (target.actor.items.find(e => e.type === 'edge' && e.system.swid === 'dodge')) {
modifiers.push({ label: 'Dodge', value: -2, ignore: true })
if (target.actor.items.find((e) => e.type === 'edge' && e.system.swid === 'dodge')) {
modifiers.push({ label: 'Dodge', value: -2, ignore: true });
}
if (trait?.type === 'skill' && trait?.system?.swid === 'fighting') {
const gangUpBonus = calcGangup(token, target)
const gangUpBonus = calcGangup(token, target);
if (gangUpBonus > 0) {
modifiers.push({ label: 'Gang Up', value: gangUpBonus, ignore: false })
modifiers.push({ label: 'Gang Up', value: gangUpBonus, ignore: false });
}
}
}
}
export async function preDamageRollModifiers(actor, item, roll, modifiers, options) {
const targets = Array.from(game.user.targets)
const token = game.canvas.tokens.controlled.length > 0 ? game.canvas.tokens.controlled[0] : null
const targets = Array.from(game.user.targets);
const token = game.canvas.tokens.controlled.length > 0 ? game.canvas.tokens.controlled[0] : null;
// log('ACTOR', actor)
// log('TOKEN', token)
// log('ITEM', item)
@ -63,148 +67,150 @@ export async function preDamageRollModifiers (actor, item, roll, modifiers, opti
// log('OPTIONS', options)
// log('TARGET', targets)
if (targets.length === 1 && token) {
const target = targets[0]
_addArcaneModifiers(target, modifiers)
const target = targets[0];
_addArcaneModifiers(target, modifiers);
const weaknesses = target.actor.items.filter(
i => i.type === 'ability' && i.system.swid.toLowerCase().includes('environmental-weakness'))
(i) => i.type === 'ability' && i.system.swid.toLowerCase().includes('environmental-weakness'),
);
if (weaknesses.length > 0) {
modifiers.push(...weaknesses.map(i => { return { label: i.name, value: '+4', ignore: true } }))
modifiers.push(
...weaknesses.map((i) => {
return { label: i.name, value: '+4', ignore: true };
}),
);
}
const resistances = target.actor.items.filter(
i => i.type === 'ability' && i.system.swid.toLowerCase().includes('environmental-resistance'))
(i) => i.type === 'ability' && i.system.swid.toLowerCase().includes('environmental-resistance'),
);
if (resistances.length > 0) {
modifiers.push(...resistances.map(i => { return { label: i.name, value: '-4', ignore: true } }))
modifiers.push(
...resistances.map((i) => {
return { label: i.name, value: '-4', ignore: true };
}),
);
}
if (_findItem(token.actor, 'ability', 'pack-tactics')) {
const gangupBonus = calcGangup(token, target)
const gangupBonus = calcGangup(token, target);
if (gangupBonus > 0) {
modifiers.push({ label: 'Gang Up (Pack Tactics)', value: gangupBonus, ignore: false })
modifiers.push({ label: 'Gang Up (Pack Tactics)', value: gangupBonus, ignore: false });
}
}
}
}
export async function getPowerModifiers(token) {
const modifiers = [];
_addArcaneModifiers(token, modifiers);
return modifiers;
}
function _addRangeModifiers(token, target, options, modifiers) {
if (options?.item?.type !== 'weapon' || !options?.item?.system?.range.includes('/')) {
return
return;
}
const ranges = options.item.system.range.split('/').map(x => parseInt(x))
const distance = getDistance(token, target)
const rollmods = CONFIG.SWADE.prototypeRollGroups.find(g => g.name === 'Range').modifiers
log('ITEM RANGES:', ranges)
const ranges = options.item.system.range.split('/').map((x) => parseInt(x));
const distance = getDistance(token, target);
const rollmods = CONFIG.SWADE.prototypeRollGroups.find((g) => g.name === 'Range').modifiers;
log('ITEM RANGES:', ranges);
if (distance <= ranges[0]) {
// nothing here
} else if (ranges.length >= 2 && distance <= ranges[1]) {
modifiers.push(rollmods[0])
modifiers.push(rollmods[0]);
} else if (ranges.length >= 3 && distance <= ranges[2]) {
modifiers.push(rollmods[1])
modifiers.push(rollmods[1]);
} else {
modifiers.push(rollmods[2]) // extreme range
modifiers.push(rollmods[2]); // extreme range
}
}
function _addArcaneModifiers(target, modifiers) {
if (_findItem(target.actor, 'edge', 'improved-arcane-resistance')) {
modifiers.push({ label: 'Arcane Resistance', value: '-4', ignore: true })
modifiers.push({ label: 'Arcane Resistance', value: '-4', ignore: true });
} else if (_findItem(target.actor, 'edge', 'arcane-resistance')) {
modifiers.push({ label: 'Arcane Resistance', value: '-2', ignore: true })
modifiers.push({ label: 'Arcane Resistance', value: '-2', ignore: true });
}
const effect = target.actor.effects.find(
e => !e.disabled && e.name.toLowerCase().includes('arcane protection'))
const effect = target.actor.effects.find((e) => !e.disabled && e.name.toLowerCase().includes('arcane protection'));
if (effect) {
const effectName = effect.name.toLowerCase()
const effectMod = (
-2 +
(effectName.includes('major') ? -2 : 0) +
(effectName.includes('greater') ? -2 : 0)
)
modifiers.push({ label: 'Target Arcane Protection', value: effectMod, ignore: true })
const effectName = effect.name.toLowerCase();
const effectMod = -2 + (effectName.includes('major') ? -2 : 0) + (effectName.includes('greater') ? -2 : 0);
modifiers.push({ label: 'Target Arcane Protection', value: effectMod, ignore: true });
}
}
function getScaleDistanceMod(token) {
const scale = token.actor.system.stats.scale
return (scale > 0 ? (scale / 2) : 0)
const scale = token.actor.system.stats.scale;
return scale > 0 ? scale / 2 : 0;
}
function getDistance(origin, target) {
const ray = new Ray(origin, target)
const originScale = getScaleDistanceMod(origin)
const targetScale = getScaleDistanceMod(target)
const flatDistance = game.canvas.grid.measureDistances(
[{ ray }], { gridSpaces: true })[0]
const elevation = Math.abs(origin.document.elevation - target.document.elevation)
const distance = Math.sqrt(elevation * elevation + flatDistance * flatDistance)
return distance - (originScale + targetScale)
const ray = new Ray(origin, target);
const originScale = getScaleDistanceMod(origin);
const targetScale = getScaleDistanceMod(target);
const flatDistance = game.canvas.grid.measureDistances([{ ray }], { gridSpaces: true })[0];
const elevation = Math.abs(origin.document.elevation - target.document.elevation);
const distance = Math.sqrt(elevation * elevation + flatDistance * flatDistance);
return distance - (originScale + targetScale);
}
function withinRange(origin, target, range) {
const distance = getDistance(origin, target)
return range >= distance
const distance = getDistance(origin, target);
return range >= distance;
}
function _findItem(actor, type, swid) {
return actor.items.find(i => i.type === type && i.system.swid === swid)
return actor.items.find((i) => i.type === type && i.system.swid === swid);
}
function calcScaleMod(attacker, target) {
const attackerScale = attacker.actor.system.stats.scale
const targetScale = target.actor.system.stats.scale
const attackerHasSwat = !!_findItem(attacker.actor, 'ability', 'swat')
let modifier = targetScale - attackerScale
const attackerScale = attacker.actor.system.stats.scale;
const targetScale = target.actor.system.stats.scale;
const attackerHasSwat = !!_findItem(attacker.actor, 'ability', 'swat');
let modifier = targetScale - attackerScale;
if (attackerHasSwat && modifier < 0) {
modifier = Math.min(modifier + 4, 0)
modifier = Math.min(modifier + 4, 0);
}
return modifier
return modifier;
}
function calcGangup(attacker, target, debug) {
debug = (typeof debug === 'undefined') ? false : debug
const range = 1.2
let modifier = 0
debug = typeof debug === 'undefined' ? false : debug;
const range = 1.2;
let modifier = 0;
if (_findItem(target.actor, 'edge', 'improved-block')) {
modifier = -2
modifier = -2;
} else if (_findItem(target.actor, 'edge', 'block')) {
modifier = -1
modifier = -1;
}
const attackerHasFormationFighter = !!(_findItem(attacker.actor, 'edge', 'formation-fighter'))
const attackerHasFormationFighter = !!_findItem(attacker.actor, 'edge', 'formation-fighter');
const withinRangeOfToken = game.canvas.tokens.placeables.filter(t =>
const withinRangeOfToken = game.canvas.tokens.placeables.filter(
(t) =>
t.id !== attacker.id &&
t.id !== target.id &&
t.actor.system.status.isStunned === false &&
t.visible &&
withinRange(target, t, range) &&
!(t.actor.effects.find(c => c.name === 'Incapacitated' || c.name === 'Defeated'))
)
const attackerAllies = withinRangeOfToken.filter(
t => t.document.disposition === attacker.document.disposition)
!t.actor.effects.find((c) => c.name === 'Incapacitated' || c.name === 'Defeated'),
);
const attackerAllies = withinRangeOfToken.filter((t) => t.document.disposition === attacker.document.disposition);
const targetAllies = withinRangeOfToken.filter(
t => t.document.disposition === target.document.disposition &&
withinRange(attacker, t, range)
)
const attackersWithFormationFighter = attackerAllies.filter(
t => !!_findItem(t.actor, 'edge', 'formation-fighter'))
const attackerCount = attackerAllies.length
const attackerFormationBonus = (
(attackerCount > 0 && attackerHasFormationFighter ? 1 : 0) +
attackersWithFormationFighter.length
)
const defenderCount = targetAllies.length
const gangUp = Math.max(
0,
Math.min(
4,
attackerCount + attackerFormationBonus - defenderCount + modifier))
(t) => t.document.disposition === target.document.disposition && withinRange(attacker, t, range),
);
const attackersWithFormationFighter = attackerAllies.filter((t) => !!_findItem(t.actor, 'edge', 'formation-fighter'));
const attackerCount = attackerAllies.length;
const attackerFormationBonus =
(attackerCount > 0 && attackerHasFormationFighter ? 1 : 0) + attackersWithFormationFighter.length;
const defenderCount = targetAllies.length;
const gangUp = Math.max(0, Math.min(4, attackerCount + attackerFormationBonus - defenderCount + modifier));
if (debug) {
log('GANG UP | Attacker:', attacker)
log('GANG UP | Target:', target)
log('GANG UP | Others within range:', withinRangeOfToken)
log('GANG UP | Attacker Allies:', attackerCount)
log('GANG UP | Attacker Formation Bonus:', attackerFormationBonus)
log('GANG UP | Effective Defender Allies:', defenderCount)
log('GANG UP | Target Block Modifier:', modifier)
log('GANG UP | Total Bonus:', gangUp)
log('GANG UP | Attacker:', attacker);
log('GANG UP | Target:', target);
log('GANG UP | Others within range:', withinRangeOfToken);
log('GANG UP | Attacker Allies:', attackerCount);
log('GANG UP | Attacker Formation Bonus:', attackerFormationBonus);
log('GANG UP | Effective Defender Allies:', defenderCount);
log('GANG UP | Target Block Modifier:', modifier);
log('GANG UP | Total Bonus:', gangUp);
}
return gangUp
return gangUp;
}

View File

@ -26,12 +26,20 @@
{{#if epic}}⭐ {{/if}}{{name}} ({{numberFormat value decimals=0 sign=true}})
</label>
{{/if}}
{{#if isText}}
<label for="{{id}}">{{#if epic}}⭐ {{/if}}{{name}}:</label>
<input name="{{id}}" type="text" value="{{default}}">
{{/if}}
{{#if isNumber}}
<label for="{{id}}">{{#if epic}}⭐ {{/if}}{{name}}:</label>
<input name="{{id}}" type="number" value="{{default}}" step="1" min="0">
{{/if}}
{{#if isSelect}}
<label>{{#if epic}}⭐ {{/if}}{{name}}:</label>
<select name="{{id}}">{{selectOptions choices selected=default}}</select>
{{/if}}
{{#if isRadio}}
<label>{{#if epic}}⭐ {{/if}}{{name}}:</label> {{radioBoxes id choices checked=default}}
{{#if epic}}⭐ {{/if}}{{name}}:</label> {{radioBoxes id choices checked=default}}
{{/if}}
</div>
{{/each}}