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* 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>
208 lines
7.5 KiB
JavaScript
208 lines
7.5 KiB
JavaScript
import { enrichedFateRoll } from '../../enrichers/FateRollEnricher.mjs';
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import { enrichedDualityRoll } from '../../enrichers/DualityRollEnricher.mjs';
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const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api;
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export default class DhDeathMove extends HandlebarsApplicationMixin(ApplicationV2) {
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constructor(actor) {
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super({});
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this.actor = actor;
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this.selectedMove = null;
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this.showRiskItAllButton = false;
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this.riskItAllButtonLabel = '';
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this.riskItAllHope = 0;
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}
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get title() {
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return game.i18n.format('DAGGERHEART.APPLICATIONS.DeathMove.title', { actor: this.actor.name });
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}
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static DEFAULT_OPTIONS = {
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classes: ['daggerheart', 'dh-style', 'dialog', 'views', 'death-move'],
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position: { width: 'auto', height: 'auto' },
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window: { icon: 'fa-solid fa-skull' },
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actions: {
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selectMove: this.selectMove,
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takeMove: this.takeMove
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}
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};
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static PARTS = {
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application: {
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id: 'death-move',
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template: 'systems/daggerheart/templates/dialogs/deathMove.hbs'
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}
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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.selectedMove = this.selectedMove;
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context.options = CONFIG.DH.GENERAL.deathMoves;
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context.title = game.i18n.localize('DAGGERHEART.APPLICATIONS.DeathMove.takeMove');
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return context;
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}
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async handleAvoidDeath() {
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const target = this.actor.uuid;
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const config = await enrichedFateRoll({
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target,
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title: game.i18n.localize('DAGGERHEART.CONFIG.DeathMoves.avoidDeath.name'),
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label: `${game.i18n.localize('DAGGERHEART.GENERAL.hope')} ${game.i18n.localize('DAGGERHEART.GENERAL.fateRoll')}`,
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fateType: 'Hope'
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});
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if (!config.roll.fate) return;
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if (config.roll.fate.value <= this.actor.system.levelData.level.current) {
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// apply scarring - for now directly apply - later add a button.
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const newScarAmount = this.actor.system.scars + 1;
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await this.actor.update({
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system: {
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scars: newScarAmount
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}
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});
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if (newScarAmount >= this.actor.system.resources.hope.max) {
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return game.i18n.format('DAGGERHEART.UI.Chat.deathMove.journeysEnd', { scars: newScarAmount });
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}
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return game.i18n.localize('DAGGERHEART.UI.Chat.deathMove.gainScar');
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}
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return game.i18n.localize('DAGGERHEART.UI.Chat.deathMove.avoidScar');
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}
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async handleRiskItAll() {
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const config = await enrichedDualityRoll({
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reaction: true,
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traitValue: null,
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target: this.actor,
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difficulty: null,
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title: game.i18n.localize('DAGGERHEART.CONFIG.DeathMoves.riskItAll.name'),
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label: game.i18n.localize('DAGGERHEART.GENERAL.dualityDice'),
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actionType: null,
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advantage: null,
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customConfig: { skips: { resources: true, reaction: true } }
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});
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if (!config.roll.result) return;
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const clearAllStressAndHitpointsUpdates = [
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{ key: 'hitPoints', clear: true },
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{ key: 'stress', clear: true }
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];
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let chatMessage = '';
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if (config.roll.isCritical) {
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config.resourceUpdates.addResources(clearAllStressAndHitpointsUpdates);
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chatMessage = game.i18n.localize('DAGGERHEART.UI.Chat.deathMove.riskItAllCritical');
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}
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if (config.roll.result.duality == 1) {
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if (
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config.roll.hope.value >=
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this.actor.system.resources.hitPoints.value + this.actor.system.resources.stress.value
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) {
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config.resourceUpdates.addResources(clearAllStressAndHitpointsUpdates);
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chatMessage = game.i18n.localize('DAGGERHEART.UI.Chat.deathMove.riskItAllSuccessWithEnoughHope');
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} else {
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chatMessage = game.i18n.format('DAGGERHEART.UI.Chat.deathMove.riskItAllSuccess', {
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hope: config.roll.hope.value
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});
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this.showRiskItAllButton = true;
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this.riskItAllHope = config.roll.hope.value;
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this.riskItAllButtonLabel = game.i18n.format('DAGGERHEART.UI.Chat.deathMove.riskItAllDialogButton');
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}
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}
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if (config.roll.result.duality == -1) {
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chatMessage = game.i18n.localize('DAGGERHEART.UI.Chat.deathMove.riskItAllFailure');
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}
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await config.resourceUpdates.updateResources();
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return chatMessage;
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}
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async handleBlazeOfGlory() {
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this.actor.createEmbeddedDocuments('ActiveEffect', [
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{
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name: game.i18n.localize('DAGGERHEART.CONFIG.DeathMoves.blazeOfGlory.name'),
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description: game.i18n.localize('DAGGERHEART.CONFIG.DeathMoves.blazeOfGlory.description'),
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img: CONFIG.DH.GENERAL.deathMoves.blazeOfGlory.img,
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changes: [
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{
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key: 'system.rules.roll.guaranteedCritical',
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mode: 2,
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value: 'true'
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}
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]
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}
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]);
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return game.i18n.localize('DAGGERHEART.UI.Chat.deathMove.blazeOfGlory');
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}
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static selectMove(_, button) {
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const move = button.dataset.move;
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this.selectedMove = CONFIG.DH.GENERAL.deathMoves[move];
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this.render();
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}
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static async takeMove() {
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this.close();
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let result = '';
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if (CONFIG.DH.GENERAL.deathMoves.blazeOfGlory === this.selectedMove) {
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result = await this.handleBlazeOfGlory();
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}
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if (CONFIG.DH.GENERAL.deathMoves.avoidDeath === this.selectedMove) {
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result = await this.handleAvoidDeath();
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}
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if (CONFIG.DH.GENERAL.deathMoves.riskItAll === this.selectedMove) {
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result = await this.handleRiskItAll();
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}
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if (!result) return;
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const autoExpandDescription = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance)
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.expandRollMessage?.desc;
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const cls = getDocumentClass('ChatMessage');
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const msg = {
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user: game.user.id,
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content: await foundry.applications.handlebars.renderTemplate(
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'systems/daggerheart/templates/ui/chat/deathMove.hbs',
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{
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player: this.actor.name,
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actor: this.actor,
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actorId: this.actor._id,
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author: game.users.get(game.user.id),
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title: game.i18n.localize(this.selectedMove.name),
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img: this.selectedMove.img,
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description: game.i18n.localize(this.selectedMove.description),
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result: result,
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open: autoExpandDescription ? 'open' : '',
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chevron: autoExpandDescription ? 'fa-chevron-up' : 'fa-chevron-down',
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showRiskItAllButton: this.showRiskItAllButton,
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riskItAllButtonLabel: this.riskItAllButtonLabel,
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riskItAllHope: this.riskItAllHope
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}
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),
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title: game.i18n.localize('DAGGERHEART.UI.Chat.deathMove.title'),
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speaker: cls.getSpeaker(),
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flags: {
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daggerheart: {
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cssClass: 'dh-chat-message dh-style'
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}
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}
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};
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cls.create(msg);
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}
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}
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