add resist roll to banish
This commit is contained in:
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@ -1,27 +1,25 @@
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/* global warpgate */
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import { moduleHelpers } from './globals.js'
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import { moduleHelpers } from './globals.js';
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export async function requestFearRollFromTokens (tokens, options = {}) {
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export async function requestFearRollFromTokens(tokens, options = {}) {
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// tokens: list of tokens to request the roll from
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// options:
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// title: tile for the roll dialog. Will have "- {{ token name }}" appended
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// flavour: flavor text for the roll card. Defaults to title
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// fear: value of the fear modifier. Defaults to 0. Positive number.
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const requestingUser = game.user
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const title = options?.title || `${requestingUser.name} requests a Fear check`
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const flavour = options?.flavour || options?.flavor || title
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const fear = options.fear || 0
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const requestingUser = game.user;
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const title = options?.title || `${requestingUser.name} requests a Fear check`;
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const flavour = options?.flavour || options?.flavor || title;
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const fear = options.fear || 0;
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const rollOpts = {
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title,
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flavour,
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mods: [
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{ label: 'Fear Penalty', value: Math.abs(fear) * -1, ignore: false }
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]
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}
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return requestRollFromTokens(tokens, 'attribute', 'spirit', rollOpts)
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mods: [{ label: 'Fear Penalty', value: Math.abs(fear) * -1, ignore: false }],
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};
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return requestRollFromTokens(tokens, 'attribute', 'spirit', rollOpts);
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}
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export async function requestRollFromTokens (tokens, rollType, rollDesc, options = {}) {
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export async function requestRollFromTokens(tokens, rollType, rollDesc, options = {}) {
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// tokens: list of tokens to request a roll from
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// rollType: 'attribute' or 'skill
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// rollDesc: name of attribute or skill
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@ -33,91 +31,98 @@ export async function requestRollFromTokens (tokens, rollType, rollDesc, options
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// mods: list of modifiers {label: "", value: 0, ignore: false}
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// modCallback: callback function that takes a token and returns a list of
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// modifiers in the same format as modifiers, above
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const requestingUser = game.user
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const title = options?.title || `${requestingUser.name} requests a ${rollDesc} roll`
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const flavour = options?.flavour || options?.flavor || title
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const targetNumber = options?.targetNumber || 4
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const promises = []
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const requestingUser = game.user;
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const title = options?.title || `${requestingUser.name} requests a ${rollDesc} roll`;
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const flavour = options?.flavour || options?.flavor || title;
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const targetNumber = options?.targetNumber || 4;
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const promises = [];
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for (const token of tokens) {
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const owner = warpgate.util.firstOwner(token.document)
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const owner = warpgate.util.firstOwner(token.document);
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const rollOpts = {
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title: `${title} - ${token.name}`,
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targetNumber,
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flavour
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}
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const additionalMods = []
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flavour,
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};
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const additionalMods = [];
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if ('mods' in options) {
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for (const mod of options.mods) {
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additionalMods.push(mod)
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additionalMods.push(mod);
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}
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}
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if ('modCallback' in options) {
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const tokenMods = await options.modCallback(token)
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const tokenMods = await options.modCallback(token);
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for (const tm of tokenMods) {
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additionalMods.push(tm)
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additionalMods.push(tm);
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}
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}
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if (additionalMods.length > 0) {
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rollOpts.additionalMods = additionalMods
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rollOpts.additionalMods = additionalMods;
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}
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promises.push(moduleHelpers.socket.executeAsUser(requestTokenRoll, owner.id,
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token.scene.id, token.id, rollType, rollDesc, rollOpts))
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promises.push(
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moduleHelpers.socket.executeAsUser(
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requestTokenRoll,
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owner.id,
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token.scene.id,
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token.id,
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rollType,
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rollDesc,
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rollOpts,
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),
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);
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}
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const results = (await Promise.allSettled(promises)).map(r => r.value)
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const contentExtra = targetNumber === 4 ? '' : ` vs TN: ${targetNumber}`
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const results = (await Promise.allSettled(promises)).map((r) => r.value);
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const contentExtra = targetNumber === 4 ? '' : ` vs TN: ${targetNumber}`;
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const messageData = {
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flavor: flavour,
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speaker: { alias: 'Requested Roll Results' },
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whisper: [...ChatMessage.getWhisperRecipients('GM'), requestingUser],
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content: `<p>Results of ${rollDesc[0].toUpperCase()}${rollDesc.slice(1)} roll${contentExtra}:</p>
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<table><thead><tr><th>Token</th><th>Roll</th><th>Result</th></tr></thead><tbody>`,
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rolls: []
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}
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rolls: [],
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};
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for (const result of results) {
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const token = game.scenes.get(result.sceneId).tokens.get(result.tokenId)
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const roll = (
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const token = game.scenes.get(result.sceneId).tokens.get(result.tokenId);
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const roll =
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result.result instanceof CONFIG.Dice.SwadeRoll
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? result.result
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: CONFIG.Dice[result.result.class].fromData(result.result)
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)
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roll.targetNumber = targetNumber
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let textResult = ''
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: CONFIG.Dice[result.result.class].fromData(result.result);
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roll.targetNumber = targetNumber;
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let textResult = '';
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if (roll.successes === -1) {
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textResult = 'CRITICAL FAILURE'
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textResult = 'CRITICAL FAILURE';
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} else if (roll.successes === 0) {
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textResult = 'failed'
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textResult = 'failed';
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} else if (roll.successes === 1) {
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textResult = 'success'
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textResult = 'success';
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} else {
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textResult = `success and ${roll.successes - 1} raise${roll.successes > 2 ? 's' : ''}`
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textResult = `success and ${roll.successes - 1} raise${roll.successes > 2 ? 's' : ''}`;
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}
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messageData.content += ('<tr>' +
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messageData.content +=
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'<tr>' +
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`<th>${token.name}</th>` +
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`<td>${roll ? roll.total : '<i>Canceled</i>'}</td>` +
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`<td>${textResult}</td>` +
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'</tr>')
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'</tr>';
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if (roll) {
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messageData.rolls.unshift(roll)
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messageData.rolls.unshift(roll);
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}
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}
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messageData.content += '</tbody></table>'
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ChatMessage.create(messageData, {})
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return results
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messageData.content += '</tbody></table>';
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ChatMessage.create(messageData, {});
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return results;
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}
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export async function requestTokenRoll (
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sceneId, tokenId, rollType, rollDesc, options
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) {
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const scene = game.scenes.get(sceneId)
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const token = scene.tokens.get(tokenId)
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let rollFunc = 'rollAttribute'
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let rollId = rollDesc.toLowerCase()
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export async function requestTokenRoll(sceneId, tokenId, rollType, rollDesc, options) {
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const scene = game.scenes.get(sceneId);
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const token = scene.tokens.get(tokenId);
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let rollFunc = 'rollAttribute';
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let rollId = rollDesc.toLowerCase();
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if (rollType === 'skill') {
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rollFunc = 'rollSkill'
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rollId = token.actor.items.filter(i => i.type === 'skill').find(i => (
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i.system.swid === rollDesc.toLowerCase() ||
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i.name.toLowerCase() === rollDesc.toLowerCase()))?.id
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rollFunc = 'rollSkill';
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rollId = token.actor.items
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.filter((i) => i.type === 'skill')
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.find((i) => i.system.swid === rollDesc.toLowerCase() || i.name.toLowerCase() === rollDesc.toLowerCase())?.id;
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}
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const result = await token.actor[rollFunc](rollId, options)
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return { sceneId, tokenId, result }
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const result = await token.actor[rollFunc](rollId, options);
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return { sceneId, tokenId, result };
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}
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@ -1,4 +1,6 @@
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import { PowerEffect } from './basePowers.js';
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import { requestRollFromTokens } from '../helpers.js';
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import { getPowerModifiers } from '../rollHelpers.js';
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export class BanishEffect extends PowerEffect {
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get name() {
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@ -31,6 +33,15 @@ export class BanishEffect extends PowerEffect {
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get modifiers() {
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const mods = super.modifiers;
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mods.push({
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type: 'number',
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default: 4,
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name: 'Opposed Target Number',
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id: 'tn',
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epic: false,
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effect: false,
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value: 0,
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});
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mods.push({
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type: 'select',
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default: 'none',
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@ -49,6 +60,17 @@ export class BanishEffect extends PowerEffect {
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return mods;
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}
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async sideEffects() {
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await super.sideEffects();
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const rollOpts = {
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title: 'Spirit roll to resist banishment',
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flavor: 'Roll Spirit to resist banishment!',
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modCallback: getPowerModifiers,
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targetNumber: this.data.tn,
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};
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await requestRollFromTokens(this.targets, 'ability', 'spirit', rollOpts);
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}
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get description() {
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return (
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super.description +
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@ -1,60 +1,64 @@
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import { log } from './globals.js'
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import { log } from './globals.js';
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export async function preTraitRollModifiers (actor, trait, roll, modifiers, options) {
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const targets = Array.from(game.user.targets)
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const token = game.canvas.tokens.controlled.length > 0 ? game.canvas.tokens.controlled[0] : null
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if (targets.some(target => target.actor.system.status.isVulnerable)) {
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modifiers.push({ label: 'Target is Vulnerable', value: '+2', ignore: false })
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export async function preTraitRollModifiers(actor, trait, roll, modifiers, options) {
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const targets = Array.from(game.user.targets);
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const token = game.canvas.tokens.controlled.length > 0 ? game.canvas.tokens.controlled[0] : null;
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if (targets.some((target) => target.actor.system.status.isVulnerable)) {
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modifiers.push({ label: 'Target is Vulnerable', value: '+2', ignore: false });
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}
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if (targets.some(
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target => target.actor.effects.filter(
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e => !e.disabled && e.name.toLowerCase().includes('deflection')).length > 0)
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if (
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targets.some(
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(target) =>
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target.actor.effects.filter((e) => !e.disabled && e.name.toLowerCase().includes('deflection')).length > 0,
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)
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) {
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modifiers.push({ label: 'Target has Deflection', value: '-2', ignore: false })
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modifiers.push({ label: 'Target has Deflection', value: '-2', ignore: false });
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}
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if (targets.some(
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target => target.actor.effects.filter(
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e => !e.disabled && e.name.toLowerCase().includes('glow')).length > 0)
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if (
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targets.some(
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(target) => target.actor.effects.filter((e) => !e.disabled && e.name.toLowerCase().includes('glow')).length > 0,
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)
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) {
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modifiers.push({
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label: 'Glowing target (negate 1 point of illumination penalty)',
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value: '+1',
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ignore: true
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})
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ignore: true,
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});
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}
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if (targets.some(
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target => target.actor.effects.filter(
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e => !e.disabled && e.name.toLowerCase().includes('shroud')).length > 0)
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if (
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targets.some(
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(target) => target.actor.effects.filter((e) => !e.disabled && e.name.toLowerCase().includes('shroud')).length > 0,
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)
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) {
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modifiers.push({
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label: 'Shrouded target',
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value: '-1',
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ignore: false
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})
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ignore: false,
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});
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}
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if (targets.length === 1 && token) {
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const target = targets[0]
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_addArcaneModifiers(target, modifiers)
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_addRangeModifiers(token, target, options, modifiers)
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const scaleMod = calcScaleMod(token, target)
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const target = targets[0];
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_addArcaneModifiers(target, modifiers);
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_addRangeModifiers(token, target, options, modifiers);
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const scaleMod = calcScaleMod(token, target);
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if (scaleMod !== 0) {
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modifiers.push({ label: 'Scale', value: scaleMod, ignore: false })
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modifiers.push({ label: 'Scale', value: scaleMod, ignore: false });
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}
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if (target.actor.items.find(e => e.type === 'edge' && e.system.swid === 'dodge')) {
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modifiers.push({ label: 'Dodge', value: -2, ignore: true })
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if (target.actor.items.find((e) => e.type === 'edge' && e.system.swid === 'dodge')) {
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modifiers.push({ label: 'Dodge', value: -2, ignore: true });
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}
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if (trait?.type === 'skill' && trait?.system?.swid === 'fighting') {
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const gangUpBonus = calcGangup(token, target)
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const gangUpBonus = calcGangup(token, target);
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if (gangUpBonus > 0) {
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modifiers.push({ label: 'Gang Up', value: gangUpBonus, ignore: false })
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modifiers.push({ label: 'Gang Up', value: gangUpBonus, ignore: false });
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}
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}
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}
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}
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export async function preDamageRollModifiers (actor, item, roll, modifiers, options) {
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const targets = Array.from(game.user.targets)
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const token = game.canvas.tokens.controlled.length > 0 ? game.canvas.tokens.controlled[0] : null
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export async function preDamageRollModifiers(actor, item, roll, modifiers, options) {
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const targets = Array.from(game.user.targets);
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const token = game.canvas.tokens.controlled.length > 0 ? game.canvas.tokens.controlled[0] : null;
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// log('ACTOR', actor)
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// log('TOKEN', token)
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// log('ITEM', item)
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@ -63,148 +67,150 @@ export async function preDamageRollModifiers (actor, item, roll, modifiers, opti
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// log('OPTIONS', options)
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// log('TARGET', targets)
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if (targets.length === 1 && token) {
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const target = targets[0]
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_addArcaneModifiers(target, modifiers)
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const target = targets[0];
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_addArcaneModifiers(target, modifiers);
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const weaknesses = target.actor.items.filter(
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i => i.type === 'ability' && i.system.swid.toLowerCase().includes('environmental-weakness'))
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(i) => i.type === 'ability' && i.system.swid.toLowerCase().includes('environmental-weakness'),
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);
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if (weaknesses.length > 0) {
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modifiers.push(...weaknesses.map(i => { return { label: i.name, value: '+4', ignore: true } }))
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modifiers.push(
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...weaknesses.map((i) => {
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return { label: i.name, value: '+4', ignore: true };
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}),
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);
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}
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const resistances = target.actor.items.filter(
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i => i.type === 'ability' && i.system.swid.toLowerCase().includes('environmental-resistance'))
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(i) => i.type === 'ability' && i.system.swid.toLowerCase().includes('environmental-resistance'),
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);
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if (resistances.length > 0) {
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modifiers.push(...resistances.map(i => { return { label: i.name, value: '-4', ignore: true } }))
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modifiers.push(
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...resistances.map((i) => {
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return { label: i.name, value: '-4', ignore: true };
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}),
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);
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}
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if (_findItem(token.actor, 'ability', 'pack-tactics')) {
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const gangupBonus = calcGangup(token, target)
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const gangupBonus = calcGangup(token, target);
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if (gangupBonus > 0) {
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modifiers.push({ label: 'Gang Up (Pack Tactics)', value: gangupBonus, ignore: false })
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modifiers.push({ label: 'Gang Up (Pack Tactics)', value: gangupBonus, ignore: false });
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}
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}
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}
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}
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function _addRangeModifiers (token, target, options, modifiers) {
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export async function getPowerModifiers(token) {
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const modifiers = [];
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_addArcaneModifiers(token, modifiers);
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return modifiers;
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}
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function _addRangeModifiers(token, target, options, modifiers) {
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if (options?.item?.type !== 'weapon' || !options?.item?.system?.range.includes('/')) {
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return
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return;
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}
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const ranges = options.item.system.range.split('/').map(x => parseInt(x))
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const distance = getDistance(token, target)
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const rollmods = CONFIG.SWADE.prototypeRollGroups.find(g => g.name === 'Range').modifiers
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log('ITEM RANGES:', ranges)
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const ranges = options.item.system.range.split('/').map((x) => parseInt(x));
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const distance = getDistance(token, target);
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const rollmods = CONFIG.SWADE.prototypeRollGroups.find((g) => g.name === 'Range').modifiers;
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log('ITEM RANGES:', ranges);
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if (distance <= ranges[0]) {
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// nothing here
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} else if (ranges.length >= 2 && distance <= ranges[1]) {
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modifiers.push(rollmods[0])
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modifiers.push(rollmods[0]);
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} else if (ranges.length >= 3 && distance <= ranges[2]) {
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modifiers.push(rollmods[1])
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modifiers.push(rollmods[1]);
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} else {
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modifiers.push(rollmods[2]) // extreme range
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modifiers.push(rollmods[2]); // extreme range
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}
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}
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function _addArcaneModifiers (target, modifiers) {
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function _addArcaneModifiers(target, modifiers) {
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if (_findItem(target.actor, 'edge', 'improved-arcane-resistance')) {
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modifiers.push({ label: 'Arcane Resistance', value: '-4', ignore: true })
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modifiers.push({ label: 'Arcane Resistance', value: '-4', ignore: true });
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} else if (_findItem(target.actor, 'edge', 'arcane-resistance')) {
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modifiers.push({ label: 'Arcane Resistance', value: '-2', ignore: true })
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modifiers.push({ label: 'Arcane Resistance', value: '-2', ignore: true });
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}
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const effect = target.actor.effects.find(
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e => !e.disabled && e.name.toLowerCase().includes('arcane protection'))
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const effect = target.actor.effects.find((e) => !e.disabled && e.name.toLowerCase().includes('arcane protection'));
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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)
|
||||
function getScaleDistanceMod(token) {
|
||||
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)
|
||||
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);
|
||||
}
|
||||
|
||||
function withinRange (origin, target, range) {
|
||||
const distance = getDistance(origin, target)
|
||||
return range >= distance
|
||||
function withinRange(origin, target, range) {
|
||||
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)
|
||||
function _findItem(actor, type, 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
|
||||
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;
|
||||
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
|
||||
function calcGangup(attacker, target, debug) {
|
||||
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 =>
|
||||
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)
|
||||
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);
|
||||
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;
|
||||
}
|
||||
|
||||
@ -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}}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user