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Feature/336 damage targeted resources (#376)
* Unify healing & damage * create DHResourceData * Damages parts roll * h * ChatMessage & takeDamage updates * Adapt healing * No, there was not a console.log !
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26376b49db
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25 changed files with 415 additions and 232 deletions
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@ -43,10 +43,11 @@ export default class DamageDialog extends HandlebarsApplicationMixin(Application
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async _prepareContext(_options) {
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const context = await super._prepareContext(_options);
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context.config = CONFIG.DH;
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context.title = this.config.title
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? this.config.title
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: game.i18n.localize('DAGGERHEART.EFFECTS.ApplyLocations.damageRoll.name');
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context.extraFormula = this.config.extraFormula;
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// context.extraFormula = this.config.extraFormula;
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context.formula = this.roll.constructFormula(this.config);
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context.directDamage = this.config.directDamage;
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context.selectedRollMode = this.config.selectedRollMode;
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@ -55,13 +56,12 @@ export default class DamageDialog extends HandlebarsApplicationMixin(Application
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label,
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icon
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}));
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return context;
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}
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static updateRollConfiguration(_event, _, formData) {
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const { ...rest } = foundry.utils.expandObject(formData.object);
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this.config.extraFormula = rest.extraFormula;
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foundry.utils.mergeObject(this.config.roll, rest.roll)
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this.config.selectedRollMode = rest.selectedRollMode;
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this.render();
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@ -10,12 +10,12 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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this.reject = reject;
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this.actor = actor;
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this.damage = damage;
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const canApplyArmor = damageType.every(t => actor.system.armorApplicableDamageTypes[t] === true);
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const maxArmorMarks = canApplyArmor
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? Math.min(
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actor.system.armorScore - actor.system.armor.system.marks.value,
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actor.system.rules.damageReduction.maxArmorMarked.total
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actor.system.rules.damageReduction.maxArmorMarked.value
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)
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: 0;
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@ -100,7 +100,7 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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context.armorScore = this.actor.system.armorScore;
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context.armorMarks = currentMarks;
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context.basicMarksUsed =
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selectedArmorMarks.length === this.actor.system.rules.damageReduction.maxArmorMarked.total;
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selectedArmorMarks.length === this.actor.system.rules.damageReduction.maxArmorMarked.value;
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const stressReductionStress = this.availableStressReductions
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? stressReductions.reduce((acc, red) => acc + red.cost, 0)
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@ -187,7 +187,6 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
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ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.attackTargetDoesNotExist'));
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return;
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}
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game.canvas.pan(token);
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};
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@ -207,15 +206,24 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
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if (!confirm) return;
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}
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}
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if (targets.length === 0)
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ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.noTargetsSelected'));
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for (let target of targets) {
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let damage = message.system.roll.total;
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if (message.system.onSave && message.system.targets.find(t => t.id === target.id)?.saved?.success === true)
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damage = Math.ceil(damage * (CONFIG.DH.ACTIONS.damageOnSave[message.system.onSave]?.mod ?? 1));
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return ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.noTargetsSelected'));
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target.actor.takeDamage(damage, message.system.damage.damageType);
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for (let target of targets) {
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let damages = message.system.damage;
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if (message.system.onSave && message.system.targets.find(t => t.id === target.id)?.saved?.success === true) {
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const mod = CONFIG.DH.ACTIONS.damageOnSave[message.system.onSave]?.mod ?? 1;
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Object.entries(damages).forEach((k,v) => {
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let newTotal = 0;
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v.forEach(part => {
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v.total = Math.ceil(v.total * mod);
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newTotal += v.total;
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})
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})
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}
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target.actor.takeDamage(damages.roll);
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}
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};
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@ -224,10 +232,10 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
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const targets = Array.from(game.user.targets);
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if (targets.length === 0)
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ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.noTargetsSelected'));
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return ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.noTargetsSelected'));
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for (var target of targets) {
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target.actor.takeHealing([{ value: message.system.roll.total, type: message.system.roll.type }]);
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target.actor.takeHealing(message.system.roll);
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}
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};
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