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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
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@ -1,14 +1,14 @@
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import { diceTypes, getDiceSoNicePresets, range } from '../config/generalConfig.mjs';
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import { diceTypes, getDiceSoNicePresets, getDiceSoNicePreset, range } from '../config/generalConfig.mjs';
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import Tagify from '@yaireo/tagify';
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export const capitalize = string => {
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return string.charAt(0).toUpperCase() + string.slice(1);
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};
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export function rollCommandToJSON(text, raw) {
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export function rollCommandToJSON(text) {
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if (!text) return {};
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const flavorMatch = raw?.match(/{(.*)}$/);
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const flavorMatch = text?.match(/{(.*)}$/);
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const flavor = flavorMatch ? flavorMatch[1] : null;
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// Match key="quoted string" OR key=unquotedValue
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@ -31,7 +31,7 @@ export function rollCommandToJSON(text, raw) {
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}
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result[key] = value;
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}
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return Object.keys(result).length > 0 ? { result, flavor } : null;
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return { result, flavor };
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}
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export const getCommandTarget = (options = {}) => {
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@ -69,6 +69,20 @@ export const setDiceSoNiceForDualityRoll = async (rollResult, advantageState, ho
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}
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};
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export const setDiceSoNiceForHopeFateRoll = async (rollResult, hopeFaces) => {
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if (!game.modules.get('dice-so-nice')?.active) return;
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const { diceSoNice } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance);
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const diceSoNicePresets = await getDiceSoNicePreset(diceSoNice.hope, hopeFaces);
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rollResult.dice[0].options = diceSoNicePresets;
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};
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export const setDiceSoNiceForFearFateRoll = async (rollResult, fearFaces) => {
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if (!game.modules.get('dice-so-nice')?.active) return;
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const { diceSoNice } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance);
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const diceSoNicePresets = await getDiceSoNicePreset(diceSoNice.fear, fearFaces);
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rollResult.dice[0].options = diceSoNicePresets;
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};
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export const chunkify = (array, chunkSize, mappingFunc) => {
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var chunkifiedArray = [];
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for (let i = 0; i < array.length; i += chunkSize) {
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