mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-04-21 23:13:39 +02:00
[V14] 1354 - Armor Effect (#1652)
* Initial * progress * Working armor application * . * Added a updateArmorValue function that updates armoreffects according to an auto order * . * Added createDialog * . * Updated Armor SRD * . * Fixed character sheet armor update * Updated itemconfig * Actions now use createDialog for effects * . * . * Fixed ArmorEffect max being a string * Fixed SRD armor effects * Finally finished the migration ._. * SRD finalization * Added ArmoreEffect.armorInteraction option * Added ArmorManagement menu * Fixed DamageReductionDialog * Fixed ArmorManagement pip syle * feat: add style to armors tooltip, add a style to make armor slot label more clear that was a button and add a tooltip location * . * Removed tooltip on manageArmor * Fixes * Fixed Downtime armor repair * Removed ArmorScore from character data model and instead adding it in basePrep * [Feature] ArmorEffect reworked into ChangeType on BaseEffect (#1739) * Initial * . * Single armor rework start * More fixes * Fixed DamageReductionDialog * Removed last traces of ArmorEffect * . * Corrected the SRD to use base effects again * Removed bare bones armor item * [V14] Refactor ArmorChange schema and fix some bugs (#1742) * Refactor ArmorChange schema and fix some bugs * Add current back to schema * Fixed so changing armor values and taking damage works again * Fixed so that scrolltexts for armor changes work again * Removed old marks on armor.system * Restored damageReductionDialog armorScore.value * Use toggle for css class addition/removal * Fix armor change type choices * Added ArmorChange DamageThresholds --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * [V14] Armor System ArmorScore (#1744) * Readded so that armor items have their system defined armor instead of using an ActiveEffect * Consolidate armor source retrieval * Fix regression with updating armor when sources are disabled * Simplify armor pip update * Use helper in damage reduction dialog * . * Corrected SRD Armor Items --------- Co-authored-by: Carlos Fernandez <cfern1990@gmail.com> * Updated migrations * Migrations are now not horrible =D --------- Co-authored-by: Murilo Brito <dev.murilobrito@gmail.com> Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com> Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
This commit is contained in:
parent
a3f515cf6d
commit
ef53a7c561
94 changed files with 1961 additions and 545 deletions
|
|
@ -598,8 +598,7 @@ export default class DhpActor extends Actor {
|
|||
const availableStress = this.system.resources.stress.max - this.system.resources.stress.value;
|
||||
|
||||
const canUseArmor =
|
||||
this.system.armor &&
|
||||
this.system.armor.system.marks.value < this.system.armorScore &&
|
||||
this.system.armorScore.value < this.system.armorScore.max &&
|
||||
type.every(t => this.system.armorApplicableDamageTypes[t] === true);
|
||||
const canUseStress = Object.keys(stressDamageReduction).reduce((acc, x) => {
|
||||
const rule = stressDamageReduction[x];
|
||||
|
|
@ -639,12 +638,7 @@ export default class DhpActor extends Actor {
|
|||
const hpDamage = updates.find(u => u.key === CONFIG.DH.GENERAL.healingTypes.hitPoints.id);
|
||||
if (hpDamage?.value) {
|
||||
hpDamage.value = this.convertDamageToThreshold(hpDamage.value);
|
||||
if (
|
||||
this.type === 'character' &&
|
||||
!isDirect &&
|
||||
this.system.armor &&
|
||||
this.#canReduceDamage(hpDamage.value, hpDamage.damageTypes)
|
||||
) {
|
||||
if (this.type === 'character' && !isDirect && this.#canReduceDamage(hpDamage.value, hpDamage.damageTypes)) {
|
||||
const armorSlotResult = await this.owner.query(
|
||||
'armorSlot',
|
||||
{
|
||||
|
|
@ -657,12 +651,10 @@ export default class DhpActor extends Actor {
|
|||
}
|
||||
);
|
||||
if (armorSlotResult) {
|
||||
const { modifiedDamage, armorSpent, stressSpent } = armorSlotResult;
|
||||
const { modifiedDamage, armorChanges, stressSpent } = armorSlotResult;
|
||||
updates.find(u => u.key === 'hitPoints').value = modifiedDamage;
|
||||
if (armorSpent) {
|
||||
const armorUpdate = updates.find(u => u.key === 'armor');
|
||||
if (armorUpdate) armorUpdate.value += armorSpent;
|
||||
else updates.push({ value: armorSpent, key: 'armor' });
|
||||
for (const armorChange of armorChanges) {
|
||||
updates.push({ value: armorChange.amount, key: 'armor', uuid: armorChange.uuid });
|
||||
}
|
||||
if (stressSpent) {
|
||||
const stressUpdate = updates.find(u => u.key === 'stress');
|
||||
|
|
@ -809,12 +801,8 @@ export default class DhpActor extends Actor {
|
|||
);
|
||||
break;
|
||||
case 'armor':
|
||||
if (this.system.armor?.system?.marks) {
|
||||
updates.armor.resources['system.marks.value'] = Math.max(
|
||||
Math.min(valueFunc(this.system.armor.system.marks, r), this.system.armorScore),
|
||||
0
|
||||
);
|
||||
}
|
||||
if (!r.uuid) this.system.updateArmorValue(r);
|
||||
else this.system.updateArmorEffectValue(r);
|
||||
break;
|
||||
default:
|
||||
if (this.system.resources?.[r.key]) {
|
||||
|
|
@ -1030,4 +1018,20 @@ export default class DhpActor extends Actor {
|
|||
|
||||
return allTokens;
|
||||
}
|
||||
|
||||
/**@inheritdoc */
|
||||
*allApplicableEffects({ noSelfArmor, noTransferArmor } = {}) {
|
||||
for (const effect of this.effects) {
|
||||
if (!noSelfArmor || effect.type !== 'armor') yield effect;
|
||||
}
|
||||
for (const item of this.items) {
|
||||
for (const effect of item.effects) {
|
||||
if (effect.transfer && (!noTransferArmor || effect.type !== 'armor')) yield effect;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
applyActiveEffects(phase) {
|
||||
super.applyActiveEffects(phase);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue