boost/lower added to new effect macro
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@ -116,20 +116,69 @@ function globalModifierEffects (inputs, basename, durationRounds) {
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return { effectDocs, inputIndex }
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}
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class PowerMenus {
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static blind (token, targets) {
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const PowerMenus = {
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blind: function (token, targets) {
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if (targets.length < 1) {
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shim.notifications.error('No target selected for Blind')
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return null
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}
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const { menuOptions, menuData } = baseMenu('Blind', targets)
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menuData.inputs.push({
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type: 'checkbox',
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label: 'Strong (+1 point)',
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options: false
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})
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return { menuOptions, menuData }
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return { menuOptions, menuData, extra: {} }
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},
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'boost/lower trait': function (token, targets) {
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if (targets.length < 1) {
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shim.notifications.error('No target selected for Boost/Lower Trait')
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return null
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}
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const { menuOptions, menuData } = baseMenu('Boost/Lower Trait', targets)
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let traitOptions = ['Agility', 'Smarts', 'Spirit', 'Strength', 'Vigor']
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const allSkills = []
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const traits = {}
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for (const traitName of traitOptions) {
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const lower = traitName.toLowerCase()
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traits[traitName] = {
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name: traitName,
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type: 'attribute',
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modkey: `system.attributes.${lower}.die.modifier`,
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diekey: `system.attributes.${lower}.die.sides`
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}
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}
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for (const token of targets) {
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const skills = token.actor.items.filter(item => item.type === 'skill')
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for (const skill of skills) {
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const name = skill.name
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traits[name] = {
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name,
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type: 'skill',
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modkey: `@Skill{${name}}[system.die.modifier]`,
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diekey: `@Skill{${name}}[system.die.sides]`
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}
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if (name !== 'Unskilled' && !allSkills.find(v => v === name)) {
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allSkills.push(name)
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}
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}
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traitOptions = traitOptions.concat(allSkills.sort())
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}
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menuData.inputs.push({
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type: 'select', label: 'Trait', options: traitOptions
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})
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menuData.inputs.push({ type: 'info', label: 'Boost or Lower?' })
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menuData.inputs.push({ type: 'radio', label: 'Boost', options: ['isBoost', true] })
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menuData.inputs.push({ type: 'radio', label: 'Lower', options: ['isBoost', false] })
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menuData.inputs.push({ type: 'checkbox', label: 'Greater', options: false })
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menuData.inputs.push({ type: 'checkbox', label: 'Strong (lower only)', options: false })
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return { menuOptions, menuData, extra: { traits } }
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}
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}
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class PowerHandlers {
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static async blind (token, targets, buttons, inputs) {
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const PowerHandlers = {
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blind: async function (token, targets, buttons, inputs, extra) {
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const raise = (buttons === 'raise')
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const { effectDocs, inputIndex } = globalModifierEffects(inputs, 'Blind', 1)
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const strong = !!inputs[inputIndex]
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@ -138,25 +187,67 @@ class PowerHandlers {
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{
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key: 'system.stats.globalMods.trait',
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mode: CONST.FOUNDRY.ACTIVE_EFFECT_MODES.ADD,
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value: -2,
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value: '-2',
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priority: 0
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}
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]
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effectDocs.push(
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shim.createEffectDocument(
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icon, `minor Blindness (Vigor ${strong ? '-2 ' : ''}ends)`, 1)
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icon, `minor Blindness (Vigor ${strong ? '-2 ' : ''}ends)`, 1, changes)
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)
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effectDocs[effectDocs.length - 1].changes = changes
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if (raise) {
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effectDocs.push(
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shim.createEffectDocument(
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icon, `major Blindness (Vigor ${strong ? '-2 ' : ''}ends)`, 1)
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icon, `major Blindness (Vigor ${strong ? '-2 ' : ''}ends)`, 1, changes)
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)
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effectDocs[effectDocs.length - 1].changes = changes
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}
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for (const target of targets) {
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shim.applyActiveEffects(target, effectDocs)
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}
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},
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'boost/lower trait': async function (token, targets, buttons, inputs, extra) {
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const raise = (buttons === 'raise')
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const direction = inputs[inputs.length - 4] ? 'Boost' : 'Lower'
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const durationRounds = (direction === 'Boost' ? 5 : 1)
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const { effectDocs, inputIndex } = globalModifierEffects(
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inputs, 'Boost/Lower Trait', durationRounds)
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const icon = (direction === 'Boost'
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? 'icons/magic/life/cross-embers-glow-yellow-purple.webp'
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: 'icons/magic/movement/chevrons-down-yellow.webp')
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const trait = extra.traits[inputs[inputIndex]]
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const greater = !!inputs[inputIndex + 4]
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const strong = !!inputs[inputIndex + 5]
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let namePart = `${direction} ${trait.name}`
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const mods = []
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if (direction === 'Lower') {
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mods.push(`Spirit${strong ? '-2' : ''} ends`)
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}
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if (greater) {
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mods.push('greater')
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}
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if (mods.length > 0) {
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namePart = `${namePart} (${mods.join(', ')})`
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}
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const mode = CONST.FOUNDRY.ACTIVE_EFFECT_MODES.ADD
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const modValue = (direction === 'Boost' ? '+2' : '-2')
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const minorEffect = shim.createEffectDocument(
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icon, `minor ${namePart}`, durationRounds, [
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{ key: trait.diekey, mode, value: modValue, priority: 0 }
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])
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if (direction === 'Lower' && greater) {
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minorEffect.changes.push({ key: trait.modkey, mode, value: modValue, priority: 0 })
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}
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const majorEffect = shim.createEffectDocument(
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icon, `major ${namePart}`, durationRounds, [
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{ key: trait.diekey, mode, value: modValue, priority: 0 }
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])
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effectDocs.push(minorEffect)
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if (raise) { effectDocs.push(majorEffect) }
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for (const target of targets) {
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shim.applyActiveEffects(target, effectDocs)
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}
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}
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}
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@ -172,10 +263,12 @@ export async function powerEffects (options = {}) {
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const lcName = name.toLowerCase()
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if (lcName in PowerMenus && lcName in PowerHandlers) {
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const { menuOptions, menuData } = PowerMenus[lcName](token, targets)
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const data = PowerMenus[lcName](token, targets)
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if (data === null) { return }
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const { menuOptions, menuData, extra } = data
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const { buttons, inputs } = await shim.warpgateMenu(menuData, menuOptions)
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if (buttons && buttons !== 'cancel') {
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await PowerHandlers[lcName](token, targets, buttons, inputs)
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await PowerHandlers[lcName](token, targets, buttons, inputs, extra)
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}
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}
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}
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@ -24,13 +24,18 @@ export class shim {
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return game.user
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}
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static createEffectDocument (icon, name, durationRounds) {
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static createEffectDocument (icon, name, durationRounds, changes = null) {
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if (changes === null) {
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changes = []
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}
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return {
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icon,
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name,
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duration: { rounds: durationRounds },
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changes,
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flags: {
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swade: {
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favorite: true,
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expiration: CONST.SWADE.STATUS_EFFECT_EXPIRATION.EndOfTurnPrompt
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}
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}
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