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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>
85 lines
2.4 KiB
JavaScript
85 lines
2.4 KiB
JavaScript
import D20RollDialog from '../applications/dialogs/d20RollDialog.mjs';
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import D20Roll from './d20Roll.mjs';
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import { setDiceSoNiceForHopeFateRoll, setDiceSoNiceForFearFateRoll } from '../helpers/utils.mjs';
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export default class FateRoll extends D20Roll {
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constructor(formula, data = {}, options = {}) {
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super(formula, data, options);
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}
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static messageType = 'fateRoll';
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static DefaultDialog = D20RollDialog;
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get title() {
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return game.i18n.localize(`DAGGERHEART.GENERAL.fateRoll`);
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}
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get dHope() {
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if (!(this.dice[0] instanceof foundry.dice.terms.Die)) this.createBaseDice();
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return this.dice[0];
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}
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set dHope(faces) {
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if (!(this.dice[0] instanceof foundry.dice.terms.Die)) this.createBaseDice();
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this.dice[0].faces = this.getFaces(faces);
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}
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get dFear() {
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if (!(this.dice[0] instanceof foundry.dice.terms.Die)) this.createBaseDice();
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return this.dice[0];
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}
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set dFear(faces) {
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if (!(this.dice[0] instanceof foundry.dice.terms.Die)) this.createBaseDice();
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this.dice[0].faces = this.getFaces(faces);
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}
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get isCritical() {
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return false;
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}
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get fateDie() {
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return this.data.fateType;
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}
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static getHooks(hooks) {
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return [...(hooks ?? []), 'Fate'];
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}
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/** @inheritDoc */
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static fromData(data) {
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data.terms[0].class = foundry.dice.terms.Die.name;
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return super.fromData(data);
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}
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createBaseDice() {
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if (this.dice[0] instanceof foundry.dice.terms.Die) {
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this.terms = [this.terms[0]];
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return;
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}
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this.terms[0] = new foundry.dice.terms.Die({ faces: 12 });
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}
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static async buildEvaluate(roll, config = {}, message = {}) {
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await super.buildEvaluate(roll, config, message);
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if (roll.fateDie === 'Hope') {
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await setDiceSoNiceForHopeFateRoll(roll, config.roll.fate.dice);
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} else {
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await setDiceSoNiceForFearFateRoll(roll, config.roll.fate.dice);
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}
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}
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static postEvaluate(roll, config = {}) {
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const data = super.postEvaluate(roll, config);
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data.fate = {
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dice: roll.fateDie === 'Hope' ? roll.dHope.denomination : roll.dFear.denomination,
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value: roll.fateDie === 'Hope' ? roll.dHope.total : roll.dFear.total,
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fateDie: roll.fateDie
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};
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return data;
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}
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}
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