mirror of
https://github.com/Foundryborne/daggerheart.git
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672 lines
26 KiB
JavaScript
672 lines
26 KiB
JavaScript
import DamageSelectionDialog from '../applications/damageSelectionDialog.mjs';
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import NpcRollSelectionDialog from '../applications/npcRollSelectionDialog.mjs';
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import RollSelectionDialog from '../applications/rollSelectionDialog.mjs';
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import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
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import { setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
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import DHDualityRoll from '../data/chat-message/dualityRoll.mjs';
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export default class DhpActor extends Actor {
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async _preCreate(data, options, user) {
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if ((await super._preCreate(data, options, user)) === false) return false;
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// Configure prototype token settings
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const prototypeToken = {};
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if (this.type === 'character')
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Object.assign(prototypeToken, {
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sight: { enabled: true },
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actorLink: true,
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disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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});
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this.updateSource({ prototypeToken });
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}
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prepareData() {
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super.prepareData();
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}
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async _preUpdate(changed, options, user) {
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super._preUpdate(changed, options, user);
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}
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async updateLevel(newLevel) {
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if (this.type !== 'character' || newLevel === this.system.levelData.level.changed) return;
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if (newLevel > this.system.levelData.level.current) {
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await this.update({ 'system.levelData.level.changed': newLevel });
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} else {
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const updatedLevelups = Object.keys(this.system.levelData.levelups).reduce((acc, level) => {
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if (Number(level) > newLevel) acc[`-=${level}`] = null;
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return acc;
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}, {});
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const domainCards = [];
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const experiences = [];
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const subclassFeatureState = { class: null, multiclass: null };
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let multiclass = null;
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Object.keys(this.system.levelData.levelups)
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.filter(x => x > newLevel)
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.forEach(levelKey => {
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const level = this.system.levelData.levelups[levelKey];
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const achievementCards = level.achievements.domainCards.map(x => x.itemUuid);
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const advancementCards = level.selections.filter(x => x.type === 'domainCard').map(x => x.itemUuid);
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domainCards.push(...achievementCards, ...advancementCards);
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experiences.push(...Object.keys(level.achievements.experiences));
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const subclass = level.selections.find(x => x.type === 'subclass');
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if (subclass) {
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const path = subclass.secondaryData.isMulticlass === 'true' ? 'multiclass' : 'class';
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const subclassState = Number(subclass.secondaryData.featureState) - 1;
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subclassFeatureState[path] = subclassFeatureState[path]
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? Math.min(subclassState, subclassFeatureState[path])
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: subclassState;
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}
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multiclass = level.selections.find(x => x.type === 'multiclass');
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});
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if (experiences.length > 0) {
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this.update({
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'system.experiences': experiences.reduce((acc, key) => {
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acc[`-=${key}`] = null;
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return acc;
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}, {})
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});
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}
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if (subclassFeatureState.class) {
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this.system.class.subclass.update({ 'system.featureState': subclassFeatureState.class });
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}
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if (subclassFeatureState.multiclass) {
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this.system.multiclass.subclass.update({ 'system.featureState': subclassFeatureState.multiclass });
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}
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if (multiclass) {
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const multiclassSubclass = this.items.find(x => x.type === 'subclass' && x.system.isMulticlass);
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const multiclassItem = this.items.find(x => x.uuid === multiclass.itemUuid);
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multiclassSubclass.delete();
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multiclassItem.delete();
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this.update({
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'system.multiclass': {
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value: null,
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subclass: null
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}
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});
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}
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for (let domainCard of domainCards) {
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const itemCard = this.items.find(x => x.uuid === domainCard);
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itemCard.delete();
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}
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await this.update({
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system: {
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levelData: {
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level: {
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current: newLevel,
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changed: newLevel
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},
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levelups: updatedLevelups
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}
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}
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});
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}
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}
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async levelUp(levelupData) {
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const levelups = {};
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for (var levelKey of Object.keys(levelupData)) {
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const level = levelupData[levelKey];
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for (var experienceKey in level.achievements.experiences) {
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const experience = level.achievements.experiences[experienceKey];
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await this.update({
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[`system.experiences.${experienceKey}`]: {
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description: experience.name,
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value: experience.modifier
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}
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});
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}
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let multiclass = null;
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const domainCards = [];
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const subclassFeatureState = { class: null, multiclass: null };
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const selections = [];
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for (var optionKey of Object.keys(level.choices)) {
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const selection = level.choices[optionKey];
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for (var checkboxNr of Object.keys(selection)) {
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const checkbox = selection[checkboxNr];
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if (checkbox.type === 'multiclass') {
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multiclass = {
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...checkbox,
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level: Number(levelKey),
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optionKey: optionKey,
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checkboxNr: Number(checkboxNr)
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};
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} else if (checkbox.type === 'domainCard') {
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domainCards.push({
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...checkbox,
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level: Number(levelKey),
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optionKey: optionKey,
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checkboxNr: Number(checkboxNr)
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});
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} else {
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if (checkbox.type === 'subclass') {
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const path = checkbox.secondaryData.isMulticlass === 'true' ? 'multiclass' : 'class';
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subclassFeatureState[path] = Math.max(
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Number(checkbox.secondaryData.featureState),
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subclassFeatureState[path]
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);
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}
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selections.push({
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...checkbox,
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level: Number(levelKey),
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optionKey: optionKey,
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checkboxNr: Number(checkboxNr)
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});
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}
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}
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}
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if (multiclass) {
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const subclassItem = await foundry.utils.fromUuid(multiclass.secondaryData.subclass);
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const subclassData = subclassItem.toObject();
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const multiclassItem = await foundry.utils.fromUuid(multiclass.data[0]);
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const multiclassData = multiclassItem.toObject();
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const embeddedItem = await this.createEmbeddedDocuments('Item', [
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{
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...multiclassData,
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system: {
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...multiclassData.system,
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domains: [multiclass.secondaryData.domain],
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isMulticlass: true
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}
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}
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]);
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await this.createEmbeddedDocuments('Item', [
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{
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...subclassData,
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system: {
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...subclassData.system,
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isMulticlass: true
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}
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}
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]);
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selections.push({ ...multiclass, itemUuid: embeddedItem[0].uuid });
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}
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for (var domainCard of domainCards) {
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const item = await foundry.utils.fromUuid(domainCard.data[0]);
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const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
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selections.push({ ...domainCard, itemUuid: embeddedItem[0].uuid });
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}
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const achievementDomainCards = [];
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for (var card of Object.values(level.achievements.domainCards)) {
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const item = await foundry.utils.fromUuid(card.uuid);
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const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
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card.itemUuid = embeddedItem[0].uuid;
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achievementDomainCards.push(card);
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}
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if (subclassFeatureState.class) {
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await this.system.class.subclass.update({ 'system.featureState': subclassFeatureState.class });
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}
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if (subclassFeatureState.multiclass) {
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await this.system.multiclass.subclass.update({
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'system.featureState': subclassFeatureState.multiclass
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});
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}
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levelups[levelKey] = {
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achievements: {
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...level.achievements,
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domainCards: achievementDomainCards
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},
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selections: selections
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};
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}
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await this.update({
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system: {
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levelData: {
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level: {
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current: this.system.levelData.level.changed
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},
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levelups: levelups
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}
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}
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});
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}
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/**
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* @param {object} config
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* @param {Event} config.event
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* @param {string} config.title
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* @param {object} config.roll
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* @param {number} config.roll.modifier
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* @param {boolean} [config.roll.simple=false]
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* @param {string} [config.roll.type]
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* @param {number} [config.roll.difficulty]
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* @param {boolean} [config.hasDamage]
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* @param {boolean} [config.hasEffect]
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* @param {object} [config.chatMessage]
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* @param {string} config.chatMessage.template
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* @param {boolean} [config.chatMessage.mute]
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* @param {object} [config.targets]
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* @param {object} [config.costs]
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*/
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async diceRoll(config, action) {
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// console.log(config)
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config.source = {...(config.source ?? {}), actor: this.id};
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const newConfig = {
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// data: {
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...config,
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/* action, */
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actor: this.getRollData(),
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// },
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// options: {
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// dialog: false,
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// },
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// event: config.event
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}
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// console.log(this, newConfig)
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const roll = CONFIG.Dice.daggerheart[this.type === 'character' ? 'DualityRoll' : 'D20Roll'].build(newConfig)
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return config;
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/* let hopeDice = 'd12',
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fearDice = 'd12',
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advantageDice = 'd6',
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disadvantageDice = 'd6',
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advantage = config.event.altKey ? true : config.event.ctrlKey ? false : null,
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targets,
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modifiers = this.formatRollModifier(config.roll),
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rollConfig,
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formula,
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hope,
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fear;
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if (!config.event.shiftKey && !config.event.altKey && !config.event.ctrlKey) {
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const dialogClosed = new Promise((resolve, _) => {
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this.type === 'character'
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? new RollSelectionDialog(
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this.system.experiences,
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config.costs,
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action,
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resolve
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).render(true)
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: new NpcRollSelectionDialog(
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this.system.experiences,
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resolve
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).render(true);
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});
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rollConfig = await dialogClosed;
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advantage = rollConfig.advantage;
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hopeDice = rollConfig.hope;
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fearDice = rollConfig.fear;
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if(rollConfig.costs) config.costs = rollConfig.costs;
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rollConfig.experiences.forEach(x =>
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modifiers.push({
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value: x.value,
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label: x.value >= 0 ? `+${x.value}` : `-${x.value}`,
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title: x.description
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})
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);
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if (this.type === 'character') {
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const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope);
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if (automateHope && result.hopeUsed) {
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await this.update({
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'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed
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});
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}
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}
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}
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if (this.type === 'character') {
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formula = `1${hopeDice} + 1${fearDice}${advantage === true ? ` + 1d6` : advantage === false ? ` - 1d6` : ''}`;
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} else {
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formula = `${advantage === true || advantage === false ? 2 : 1}d20${advantage === true ? 'kh' : advantage === false ? 'kl' : ''}`;
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}
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formula += ` ${modifiers.map(x => `+ ${x.value}`).join(' ')}`;
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const roll = await Roll.create(formula).evaluate(),
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dice = roll.dice.flatMap(dice => ({
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denomination: dice.denomination,
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number: dice.number,
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total: dice.total,
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results: dice.results.map(result => ({ result: result.result, discarded: !result.active }))
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}));
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config.roll.evaluated = roll;
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if (this.type === 'character') {
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setDiceSoNiceForDualityRoll(roll, advantage);
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hope = roll.dice[0].results[0].result;
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fear = roll.dice[1].results[0].result;
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if (
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game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope) &&
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config.roll.type === 'action'
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) {
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if (hope > fear) {
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await this.update({
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'system.resources.hope.value': Math.min(
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this.system.resources.hope.value + 1,
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this.system.resources.hope.max
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)
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});
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} else if (hope === fear) {
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await this.update({
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'system.resources': {
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'hope.value': Math.min(
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this.system.resources.hope.value + 1,
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this.system.resources.hope.max
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),
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'stress.value': Math.max(this.system.resources.stress.value - 1, 0)
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}
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});
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}
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}
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}
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if (config.targets?.length) {
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targets = config.targets.map(target => {
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const difficulty = config.roll.difficulty ?? target.difficulty ?? target.evasion
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target.hit = roll.total >= difficulty;
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return target;
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});
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} else if(config.roll.difficulty) roll.success = roll.total >= config.roll.difficulty;
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if (config.chatMessage) {
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const configRoll = {
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title: config.title,
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origin: this.id,
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dice,
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roll,
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modifiers: modifiers.filter(x => x.label),
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advantageState: advantage,
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action: config.source,
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hasDamage: config.hasDamage,
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hasEffect: config.hasEffect
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};
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if (this.type === 'character') {
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configRoll.hope = { dice: hopeDice, value: hope };
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configRoll.fear = { dice: fearDice, value: fear };
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configRoll.advantage = { dice: advantageDice, value: roll.dice[2]?.results[0].result ?? null };
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}
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// if (damage) configRoll.damage = damage;
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if (targets) configRoll.targets = targets;
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const systemData =
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this.type === 'character' && !config.roll.simple ? new DHDualityRoll(configRoll) : configRoll,
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cls = getDocumentClass('ChatMessage'),
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msg = new cls({
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type: config.chatMessage.type ?? 'dualityRoll',
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sound: config.chatMessage.mute ? null : CONFIG.sounds.dice,
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system: systemData,
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content: config.chatMessage.template,
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rolls: [roll]
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});
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await cls.create(msg.toObject());
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}
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return config; */
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}
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formatRollModifier(roll) {
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const modifier = roll.modifier !== null ? Number.parseInt(roll.modifier) : null;
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return modifier !== null
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? [
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{
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value: modifier,
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label: roll.label
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? modifier >= 0
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? `${roll.label} +${modifier}`
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: `${roll.label} ${modifier}`
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: null,
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title: roll.label
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}
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]
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: [];
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}
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async damageRoll(title, damage, targets, shiftKey) {
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let rollString = damage.value;
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let bonusDamage = damage.bonusDamage?.filter(x => x.initiallySelected) ?? [];
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if (!shiftKey) {
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const dialogClosed = new Promise((resolve, _) => {
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new DamageSelectionDialog(rollString, bonusDamage, resolve).render(true);
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});
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const result = await dialogClosed;
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bonusDamage = result.bonusDamage;
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rollString = result.rollString;
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const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope);
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if (automateHope && result.hopeUsed) {
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await this.update({
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'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed
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});
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}
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}
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const roll = new Roll(rollString);
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let rollResult = await roll.evaluate();
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const dice = [];
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const modifiers = [];
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for (var i = 0; i < rollResult.terms.length; i++) {
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const term = rollResult.terms[i];
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if (term.faces) {
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dice.push({
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type: `d${term.faces}`,
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rolls: term.results.map(x => x.result),
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total: term.results.reduce((acc, x) => acc + x.result, 0)
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});
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} else if (term.operator) {
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} else if (term.number) {
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const operator = i === 0 ? '' : rollResult.terms[i - 1].operator;
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modifiers.push({ value: term.number, operator: operator });
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}
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}
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const cls = getDocumentClass('ChatMessage');
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const systemData = {
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title: game.i18n.format('DAGGERHEART.Chat.DamageRoll.Title', { damage: title }),
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roll: rollString,
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damage: {
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total: rollResult.total,
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type: damage.type
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},
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dice: dice,
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modifiers: modifiers,
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targets: targets
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};
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const msg = new cls({
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type: 'damageRoll',
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user: game.user.id,
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sound: CONFIG.sounds.dice,
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system: systemData,
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content: await foundry.applications.handlebars.renderTemplate(
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'systems/daggerheart/templates/chat/damage-roll.hbs',
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systemData
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),
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rolls: [roll]
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});
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cls.create(msg.toObject());
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}
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async takeDamage(damage, type) {
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const hpDamage =
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damage >= this.system.damageThresholds.severe
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? 3
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: damage >= this.system.damageThresholds.major
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? 2
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: damage >= this.system.damageThresholds.minor
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? 1
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: 0;
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await this.modifyResource({value: hpDamage, type});
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/* const update = {
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'system.resources.hitPoints.value': Math.min(
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this.system.resources.hitPoints.value + hpDamage,
|
|
this.system.resources.hitPoints.max
|
|
)
|
|
};
|
|
|
|
if (game.user.isGM) {
|
|
await this.update(update);
|
|
} else {
|
|
await game.socket.emit(`system.${SYSTEM.id}`, {
|
|
action: socketEvent.GMUpdate,
|
|
data: {
|
|
action: GMUpdateEvent.UpdateDocument,
|
|
uuid: this.uuid,
|
|
update: update
|
|
}
|
|
});
|
|
} */
|
|
}
|
|
|
|
async modifyResource(resources) {
|
|
if(!resources.length) return;
|
|
let updates = { actor: { target: this, resources: {} }, armor: { target: this.armor, resources: {} } };
|
|
resources.forEach(r => {
|
|
switch (type) {
|
|
case 'armorStrack':
|
|
// resource = 'system.stacks.value';
|
|
// target = this.armor;
|
|
// update = Math.min(this.marks.value + value, this.marks.max);
|
|
updates.armor.resources['system.stacks.value'] = Math.min(this.marks.value + value, this.marks.max);
|
|
break;
|
|
default:
|
|
// resource = `system.resources.${type}`;
|
|
// target = this;
|
|
// update = Math.min(this.resources[type].value + value, this.resources[type].max);
|
|
updates.armor.resources[`system.resources.${type}`] = Math.min(this.resources[type].value + value, this.resources[type].max);
|
|
break;
|
|
}
|
|
})
|
|
Object.values(updates).forEach(async (u) => {
|
|
if (game.user.isGM) {
|
|
await u.target.update(u.resources);
|
|
} else {
|
|
await game.socket.emit(`system.${SYSTEM.id}`, {
|
|
action: socketEvent.GMUpdate,
|
|
data: {
|
|
action: GMUpdateEvent.UpdateDocument,
|
|
uuid: u.target.uuid,
|
|
update: u.resources
|
|
}
|
|
});
|
|
}
|
|
})
|
|
}
|
|
|
|
/* async takeHealing(healing, type) {
|
|
let update = {};
|
|
switch (type) {
|
|
case SYSTEM.GENERAL.healingTypes.health.id:
|
|
update = {
|
|
'system.resources.hitPoints.value': Math.min(
|
|
this.system.resources.hitPoints.value + healing,
|
|
this.system.resources.hitPoints.max
|
|
)
|
|
};
|
|
break;
|
|
case SYSTEM.GENERAL.healingTypes.stress.id:
|
|
update = {
|
|
'system.resources.stress.value': Math.min(
|
|
this.system.resources.stress.value + healing,
|
|
this.system.resources.stress.max
|
|
)
|
|
};
|
|
break;
|
|
}
|
|
|
|
if (game.user.isGM) {
|
|
await this.update(update);
|
|
} else {
|
|
await game.socket.emit(`system.${SYSTEM.id}`, {
|
|
action: socketEvent.GMUpdate,
|
|
data: {
|
|
action: GMUpdateEvent.UpdateDocument,
|
|
uuid: this.uuid,
|
|
update: update
|
|
}
|
|
});
|
|
}
|
|
} */
|
|
|
|
//Move to action-scope?
|
|
/* async useAction(action) {
|
|
const userTargets = Array.from(game.user.targets);
|
|
const otherTarget = action.target.type === SYSTEM.ACTIONS.targetTypes.other.id;
|
|
if (otherTarget && userTargets.length === 0) {
|
|
ui.notifications.error(game.i18n.localize('DAGGERHEART.Notification.Error.ActionRequiresTarget'));
|
|
return;
|
|
}
|
|
|
|
if (action.cost.type != null && action.cost.value != null) {
|
|
if (
|
|
this.system.resources[action.cost.type].value - action.cost.value <=
|
|
this.system.resources[action.cost.type].min
|
|
) {
|
|
ui.notifications.error(game.i18n.localize(`Insufficient ${action.cost.type} to use this ability`));
|
|
return;
|
|
}
|
|
}
|
|
|
|
// const targets = otherTarget ? userTargets : [game.user.character];
|
|
if (action.damage.type) {
|
|
let roll = { formula: action.damage.value, result: action.damage.value };
|
|
if (Number.isNaN(Number.parseInt(action.damage.value))) {
|
|
roll = await new Roll(`1${action.damage.value}`).evaluate();
|
|
}
|
|
|
|
const cls = getDocumentClass('ChatMessage');
|
|
const msg = new cls({
|
|
user: game.user.id,
|
|
content: await foundry.applications.handlebars.renderTemplate(
|
|
'systems/daggerheart/templates/chat/damage-roll.hbs',
|
|
{
|
|
roll: roll.formula,
|
|
total: roll.result,
|
|
type: action.damage.type
|
|
}
|
|
)
|
|
});
|
|
|
|
cls.create(msg.toObject());
|
|
}
|
|
|
|
if (action.healing.type) {
|
|
let roll = { formula: action.healing.value, result: action.healing.value };
|
|
if (Number.isNaN(Number.parseInt(action.healing.value))) {
|
|
roll = await new Roll(`1${action.healing.value}`).evaluate();
|
|
}
|
|
|
|
const cls = getDocumentClass('ChatMessage');
|
|
const msg = new cls({
|
|
user: game.user.id,
|
|
content: await foundry.applications.handlebars.renderTemplate(
|
|
'systems/daggerheart/templates/chat/healing-roll.hbs',
|
|
{
|
|
roll: roll.formula,
|
|
total: roll.result,
|
|
type: action.healing.type
|
|
}
|
|
)
|
|
});
|
|
|
|
cls.create(msg.toObject());
|
|
}
|
|
} */
|
|
}
|