boost/lower added to new effect macro

This commit is contained in:
Mike Bloy 2023-09-04 22:10:51 -05:00
parent 4adde0852b
commit ec5e9f770b
2 changed files with 111 additions and 13 deletions

View File

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

View File

@ -24,13 +24,18 @@ export class shim {
return game.user
}
static createEffectDocument (icon, name, durationRounds) {
static createEffectDocument (icon, name, durationRounds, changes = null) {
if (changes === null) {
changes = []
}
return {
icon,
name,
duration: { rounds: durationRounds },
changes,
flags: {
swade: {
favorite: true,
expiration: CONST.SWADE.STATUS_EFFECT_EXPIRATION.EndOfTurnPrompt
}
}