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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>
110 lines
4.1 KiB
JavaScript
110 lines
4.1 KiB
JavaScript
import { abilities } from '../config/actorConfig.mjs';
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import { getCommandTarget, rollCommandToJSON } from '../helpers/utils.mjs';
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export default function DhDualityRollEnricher(match, _options) {
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const roll = rollCommandToJSON(match[0]);
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if (!roll) return match[0];
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return getDualityMessage(roll.result, roll.flavor);
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}
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function getDualityMessage(roll, flavor) {
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const trait = roll?.trait && abilities[roll.trait] ? game.i18n.localize(abilities[roll.trait].label) : null;
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const label =
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flavor ??
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(roll?.trait
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? game.i18n.format('DAGGERHEART.GENERAL.rollWith', { roll: trait })
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: roll?.reaction
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? game.i18n.localize('DAGGERHEART.GENERAL.reactionRoll')
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: game.i18n.localize('DAGGERHEART.GENERAL.duality'));
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const dataLabel = trait
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? game.i18n.localize(abilities[roll.trait].label)
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: game.i18n.localize('DAGGERHEART.GENERAL.duality');
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const advantage = roll?.advantage
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? CONFIG.DH.ACTIONS.advantageState.advantage.value
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: roll?.disadvantage
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? CONFIG.DH.ACTIONS.advantageState.disadvantage.value
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: undefined;
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const advantageLabel =
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advantage === CONFIG.DH.ACTIONS.advantageState.advantage.value
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? 'Advantage'
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: advantage === CONFIG.DH.ACTIONS.advantageState.disadvantage.value
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? 'Disadvantage'
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: undefined;
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const dualityElement = document.createElement('span');
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dualityElement.innerHTML = `
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<button type="button" class="duality-roll-button${roll?.inline ? ' inline' : ''}"
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data-title="${label}"
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data-label="${dataLabel}"
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data-reaction="${roll?.reaction ? 'true' : 'false'}"
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data-hope="${roll?.hope ?? 'd12'}"
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data-fear="${roll?.fear ?? 'd12'}"
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${advantage ? `data-advantage="${advantage}"` : ''}
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${roll?.difficulty !== undefined ? `data-difficulty="${roll.difficulty}"` : ''}
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${roll?.trait && abilities[roll.trait] ? `data-trait="${roll.trait}"` : ''}
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${roll?.advantage ? 'data-advantage="true"' : ''}
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${roll?.disadvantage ? 'data-disadvantage="true"' : ''}
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>
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${roll?.reaction ? '<i class="fa-solid fa-reply"></i>' : '<i class="fa-solid fa-circle-half-stroke"></i>'}
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${label}
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${!flavor && (roll?.difficulty || advantageLabel) ? `(${[roll.difficulty, advantageLabel ? game.i18n.localize(`DAGGERHEART.GENERAL.${advantageLabel}.short`) : null].filter(x => x).join(' ')})` : ''}
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</button>
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`;
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return dualityElement;
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}
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export const renderDualityButton = async event => {
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const button = event.currentTarget,
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reaction = button.dataset.reaction === 'true',
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traitValue = button.dataset.trait?.toLowerCase(),
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target = getCommandTarget({ allowNull: true }),
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difficulty = button.dataset.difficulty,
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advantage = button.dataset.advantage ? Number(button.dataset.advantage) : undefined;
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await enrichedDualityRoll(
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{
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reaction,
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traitValue,
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target,
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difficulty,
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title: button.dataset.title,
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label: button.dataset.label,
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advantage
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},
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event
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);
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};
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export const enrichedDualityRoll = async (
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{ reaction, traitValue, target, difficulty, title, label, advantage, customConfig },
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event
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) => {
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const config = {
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event: event ?? {},
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title: title,
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headerTitle: label,
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roll: {
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trait: traitValue && target ? traitValue : null,
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difficulty: difficulty,
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advantage,
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type: reaction ? 'reaction' : null
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},
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type: 'trait',
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hasRoll: true,
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...(customConfig ?? {})
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};
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if (target) {
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await target.diceRoll(config);
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} else {
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// For no target, call DualityRoll directly with basic data
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config.data = { experiences: {}, traits: {}, rules: {} };
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config.source = { actor: null };
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await CONFIG.Dice.daggerheart.DualityRoll.build(config);
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}
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return config;
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};
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