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[Feature] Death moves and Fate rolls (#1463)
* Update the death move descriptions * Renamed to DhDeathMove * Partial Fate Roll creation and Fate Roll Enricher (/fr) * Hide stuff not required for fate roll * Hide formula display; code removal; start to add Fear die as a choice for Fate roll * Fix chat message display; start moving towards supporting Hope and Fear for Fate roll * /fr now supports type=X, where X is Hope or Fear, if not supplied, defaults to Hope * Fixed DSN rolling; removed console messages; chat message clean up * Add localisation entry * Trying to sort out the button for the fate roll * Style the fate message based on Hope/Fear colors. * Partial improvement on the fate template buttons - chat display is correct, but the roll dialog is wrong * Fixed enricher button; localization fixes; debug cleanup * Error checking for the fate type parsing in all potential problem locations * Added localization for the fate type parsing error * Start on Avoid Death death move * debug stuff * More death moves setup/testing * Avoid fate scars update in place, with scars migrating to an integer value. * Remove some debug code; add Blaze Of Glory shell * Start on Guaranteed Critical for Blaze of Glory * Partial implementation of Blaze of Glory * Dice/critical checks/tests * Moved detection of guaranteed critical to before the roll dialog is created, so it can be skipped; removed debug code * Remove debug * Update Blaze of Glory effect description * Risk It All - critical roll - clear all stress and HP * Auto remove all marked stress and HP for Risk It All, if Hope value rolled covers it. * Display the Death Move description in chat expanded if the appropriate config setting is on * Made the Blaze of Glory ActiveEffect image use configured version * Update the current Hope value if the scar value change affects it * Scars management in the Character details editor * Separate less file for the Death Moves instead of reusing Downtime * Added result messages to the Death Move chat output and removed debug statements * Some localization, style and smaller changes * Fixed RiskItAll resource handling method * Risk It All success chat message start * [Add] Hope/Scar Interplay (#1531) * Migrated character.maxHope to homebrew settings * Added a visual for scars * . * . * Pass the hope value in the button data; skeleton risk it all dialog to fill out. * Start on risk it dialog * More dialog stuff * Remove non-existent field * Dialog templating and logic * . * Ensure effect is Applied to Actor (#1547) Co-authored-by: Chris Ryan <chrisr@blackhole> * [Fix] 1548 - Standalone Item Add Actions (#1549) * Fixed so that items not on an actor don't error out on creating actions * Fixed deletion of items error * Raised version * Fix the sliders to do the correct maximums * Pass the actor id through the button; fix /dr and /fr flavor text * Remove debug message --------- Co-authored-by: Chris Ryan <chrisr@blackhole> Co-authored-by: WBHarry <williambjrklund@gmail.com> Co-authored-by: WBHarry <89362246+WBHarry@users.noreply.github.com>
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38 changed files with 1166 additions and 258 deletions
94
module/applications/dialogs/riskItAllDialog.mjs
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94
module/applications/dialogs/riskItAllDialog.mjs
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const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api;
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export default class RiskItAllDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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constructor(actor, resourceValue) {
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super({});
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this.actor = actor;
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this.resourceValue = resourceValue;
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this.choices = {
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hitPoints: 0,
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stress: 0
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};
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}
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get title() {
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return game.i18n.format('DAGGERHEART.APPLICATIONS.RiskItAllDialog.title', { name: this.actor.name });
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}
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static DEFAULT_OPTIONS = {
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classes: ['daggerheart', 'dh-style', 'dialog', 'views', 'risk-it-all'],
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position: { width: 280, height: 'auto' },
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window: { icon: 'fa-solid fa-dice fa-xl' },
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actions: {
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finish: RiskItAllDialog.#finish
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}
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};
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static PARTS = {
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application: {
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id: 'risk-it-all',
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template: 'systems/daggerheart/templates/dialogs/riskItAllDialog.hbs'
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}
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};
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_attachPartListeners(partId, htmlElement, options) {
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super._attachPartListeners(partId, htmlElement, options);
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for (const input of htmlElement.querySelectorAll('.resource-container input'))
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input.addEventListener('change', this.updateChoice.bind(this));
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}
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async _prepareContext(_options) {
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const context = await super._prepareContext(_options);
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context.resourceValue = this.resourceValue;
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context.maxHitPointsValue = Math.min(this.resourceValue, this.actor.system.resources.hitPoints.max);
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context.maxStressValue = Math.min(this.resourceValue, this.actor.system.resources.stress.max);
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context.remainingResource = this.resourceValue - this.choices.hitPoints - this.choices.stress;
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context.unfinished = context.remainingResource !== 0;
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context.choices = this.choices;
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context.final = {
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hitPoints: {
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value: this.actor.system.resources.hitPoints.value - this.choices.hitPoints,
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max: this.actor.system.resources.hitPoints.max
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},
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stress: {
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value: this.actor.system.resources.stress.value - this.choices.stress,
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max: this.actor.system.resources.stress.max
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}
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};
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context;
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return context;
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}
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updateChoice(event) {
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let value = Number.parseInt(event.target.value);
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const choiceKey = event.target.dataset.choice;
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const actorValue = this.actor.system.resources[choiceKey].value;
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const remaining = this.resourceValue - this.choices.hitPoints - this.choices.stress;
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const changeAmount = value - this.choices[choiceKey];
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/* If trying to increase beyond remaining resource points, just increase to max available */
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if (remaining - changeAmount < 0) value = this.choices[choiceKey] + remaining;
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else if (actorValue - value < 0) value = actorValue;
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this.choices[choiceKey] = value;
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this.render();
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}
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static async #finish() {
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const resourceUpdate = Object.keys(this.choices).reduce((acc, resourceKey) => {
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const value = this.actor.system.resources[resourceKey].value - this.choices[resourceKey];
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acc[resourceKey] = { value };
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return acc;
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}, {});
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await this.actor.update({
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'system.resources': resourceUpdate
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});
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this.close();
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}
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}
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