add race boni and default resistance rolls
Changes: + add Race Selection Dropdown + change resistance/defense value calculation, based on race, stats and class + add default rolls for defense and resistances
This commit is contained in:
parent
2b02f787f2
commit
4ec3cc9570
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@ -54,5 +54,8 @@
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"vinyl-buffer": "^1.0.1",
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"vinyl-source-stream": "^2.0.0",
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"yargs": "^17.1.1"
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},
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"dependencies": {
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"handlebars-helpers": "^0.10.0"
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}
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}
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@ -108,8 +108,12 @@ export class M5Character extends Actor {
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ret.stats.attackBonus = this.modResult(ret.attributes.gs.bonus);
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ret.stats.defenseBonus = this.modResult(ret.attributes.gw.bonus);
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ret.stats.movementBonus = this.modResult(0);
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ret.stats.resistanceMind = this.modResult(ret.stats.defense.value);
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ret.stats.resistanceBody = this.modResult(ret.stats.defense.value + 1);
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ret.stats.resistanceMind = this.modResult(
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(data.info.magicUsing ? 2 : 0) + ret.stats.defense.value + (data.info.race === "Mensch" ? ret.attributes.in.bonus : this.raceBonus(data.info.race))
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);
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ret.stats.resistanceBody = this.modResult(
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(data.info.magicUsing ? 2 : 1) + ret.stats.defense.value + (data.info.race === "Mensch" ? ret.attributes.ko.bonus : this.raceBonus(data.info.race))
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);
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ret.stats.spellCasting = this.modResult((data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus);
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ret.stats.brawl = this.modResult(Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20));
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ret.stats.brawlEw = ret.stats.brawl.value + ret.stats.attackBonus.value;
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@ -251,6 +255,21 @@ export class M5Character extends Actor {
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return ret;
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}
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raceBonus(race: string) {
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switch (race) {
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case "Elf":
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return 2;
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case "Gnom":
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return 4;
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case "Halbling":
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return 4;
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case "Zwerg":
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return 3;
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default:
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return 0;
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}
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}
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prepareDerivedData() {
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console.log("M5Character", "prepareDerivedData");
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const data = (this as any).system;
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@ -2,12 +2,13 @@ import { Evaluated } from "@league-of-foundry-developers/foundry-vtt-types/src/f
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import { M5Character } from "../actors/M5Character";
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import { M5EwResult, M5RollData, M5RollResult, M5SkillUnlearned } from "../M5Base";
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export class M5Roll { // extends Roll<M5RollData>
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static readonly TEMPLATE_PATH = "systems/midgard5/templates/chat/roll-m5.hbs"
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export class M5Roll {
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// extends Roll<M5RollData>
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static readonly TEMPLATE_PATH = "systems/midgard5/templates/chat/roll-m5.hbs";
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public _evaluated: boolean = false
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public _total: number = 0
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public pool: PoolTerm = null
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public _evaluated: boolean = false;
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public _total: number = 0;
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public pool: PoolTerm = null;
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constructor(public data: M5RollData, public actor: any, public label: string) {
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//super(null)
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@ -17,116 +18,108 @@ export class M5Roll { // extends Roll<M5RollData>
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// @ts-ignore
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//override evaluate(options?: InexactPartial<RollTerm.EvaluationOptions>): Evaluated<Roll<M5RollData>> | Promise<Evaluated<Roll<M5RollData>>> {
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evaluate() {
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const indexMap = new Map<number, string>()
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const rollNames = Object.keys(this.data.rolls)
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const rolls = rollNames.filter(rollName => this.data.rolls[rollName].enabled).map((rollName, index) => {
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indexMap.set(index, rollName)
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const formula = this.data.rolls[rollName]
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const roll = new Roll(formula.formula, this.data)
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return roll
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})
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const indexMap = new Map<number, string>();
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const rollNames = Object.keys(this.data.rolls);
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const rolls = rollNames
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.filter((rollName) => this.data.rolls[rollName].enabled)
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.map((rollName, index) => {
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indexMap.set(index, rollName);
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const formula = this.data.rolls[rollName];
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const roll = new Roll(formula.formula, this.data);
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return roll;
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});
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this.pool = PoolTerm.fromRolls(rolls)
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console.log("evaluate", this._evaluated, this.pool)
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return this.pool.evaluate({ async: true }).then(results => {
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this._total = 0
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this.pool = PoolTerm.fromRolls(rolls);
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console.log("evaluate", this._evaluated, this.pool);
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return this.pool.evaluate({ async: true }).then((results) => {
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this._total = 0;
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results.rolls.forEach((roll, index) => {
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const rollIndex = indexMap.get(index)
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const rollResult = this.data.rolls[rollIndex] as M5RollResult
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const rollIndex = indexMap.get(index);
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const rollResult = this.data.rolls[rollIndex] as M5RollResult;
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rollResult.result = roll.result
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rollResult.total = roll.total
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rollResult.totalStr = roll.total.toString()
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rollResult.result = roll.result;
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rollResult.total = roll.total;
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rollResult.totalStr = roll.total.toString();
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this._total += roll.total
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this._total += roll.total;
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let rowRes = M5EwResult.TBD
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let face100 = -1
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let rowRes = M5EwResult.TBD;
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let face100 = -1;
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roll.dice.forEach((d, dIndex) => {
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rollResult.dice[dIndex.toString()] = d.total
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rollResult.dice[dIndex.toString()] = d.total;
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if (rowRes === M5EwResult.TBD && dIndex === 0) {
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if (d.faces === 20) {
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//if (rollResult.type === "ew") {
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if (d.total === 1)
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rowRes = M5EwResult.FUMBLE
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else if (d.total === 20)
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rowRes = M5EwResult.CRITICAL
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else if (d.total >= 16)
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rowRes = M5EwResult.HIGH
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//if (rollResult.type === "ew") {
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if (d.total === 1) rowRes = M5EwResult.FUMBLE;
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else if (d.total === 20) rowRes = M5EwResult.CRITICAL;
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else if (d.total >= 16) rowRes = M5EwResult.HIGH;
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} else if (d.faces === 100) {
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face100 = d.total as number
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face100 = d.total as number;
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}
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}
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})
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});
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const parseResult = M5Roll.parseDiceSides(rollResult.formula)
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const parseResult = M5Roll.parseDiceSides(rollResult.formula);
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//console.log("evaluate roll", parseResult)
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if (parseResult?.sides === 20) {
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if (roll.total < 20) {
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if (rowRes === M5EwResult.TBD || rowRes === M5EwResult.HIGH)
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rowRes = M5EwResult.FAIL
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if (rowRes === M5EwResult.TBD || rowRes === M5EwResult.HIGH) rowRes = M5EwResult.FAIL;
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} else {
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if (rowRes === M5EwResult.TBD)
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rowRes = M5EwResult.PASS
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if (rowRes === M5EwResult.TBD) rowRes = M5EwResult.PASS;
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}
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} else if (face100 >= 0) {
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const threshold100 = roll.total + face100
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const threshold = Math.floor(threshold100 / 10)
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const threshold100 = roll.total + face100;
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const threshold = Math.floor(threshold100 / 10);
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if (face100 === 100) {
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if (rowRes === M5EwResult.TBD)
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rowRes = M5EwResult.FUMBLE
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if (rowRes === M5EwResult.TBD) rowRes = M5EwResult.FUMBLE;
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} else if (roll.total < 0) {
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if (rowRes === M5EwResult.TBD)
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rowRes = M5EwResult.FAIL
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if (rowRes === M5EwResult.TBD) rowRes = M5EwResult.FAIL;
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} else if (face100 <= threshold) {
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if (rowRes === M5EwResult.TBD)
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rowRes = M5EwResult.CRITICAL
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if (rowRes === M5EwResult.TBD) rowRes = M5EwResult.CRITICAL;
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} else {
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if (rowRes === M5EwResult.TBD)
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rowRes = M5EwResult.PASS
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if (rowRes === M5EwResult.TBD) rowRes = M5EwResult.PASS;
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}
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}
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rollResult.css = rowRes
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})
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rollResult.css = rowRes;
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});
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this.data.res.label = this.label
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this.data.res.label = this.label;
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this._evaluated = true
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return this
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})
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this._evaluated = true;
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return this;
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});
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}
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async render(): Promise<string> {
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return renderTemplate(M5Roll.TEMPLATE_PATH, this.data)
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return renderTemplate(M5Roll.TEMPLATE_PATH, this.data);
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}
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async toMessage() {
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if (!this._evaluated)
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await this.evaluate()
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if (!this._evaluated) await this.evaluate();
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const rMode = (game as Game).settings.get("core", "rollMode")
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const rMode = (game as Game).settings.get("core", "rollMode");
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const chatData = {
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type: CONST.CHAT_MESSAGE_TYPES.ROLL,
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content: await this.render(),
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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sound: CONFIG.sounds.dice,
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roll: Roll.fromTerms([this.pool])
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}
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roll: Roll.fromTerms([this.pool]),
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};
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ChatMessage.applyRollMode(chatData, rMode)
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return ChatMessage.create(chatData)
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ChatMessage.applyRollMode(chatData, rMode);
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return ChatMessage.create(chatData);
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}
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static fromAttribute(actor: any, attributeKey: string) {
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const character = actor as M5Character
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const attribute = character.attribute(attributeKey)
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const character = actor as M5Character;
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const attribute = character.attribute(attributeKey);
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const rollData = actor.getRollData() as M5RollData
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rollData.i = attribute.value + attribute.bonus
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const rollData = actor.getRollData() as M5RollData;
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rollData.i = attribute.value + attribute.bonus;
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rollData.rolls["0"] = {
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formula: "@i - 1d100",
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enabled: true,
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@ -135,15 +128,15 @@ export class M5Roll { // extends Roll<M5RollData>
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total: 0,
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totalStr: "",
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dice: {},
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css: ""
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} as M5RollResult
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css: "",
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} as M5RollResult;
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return new M5Roll(rollData, actor, (game as Game).i18n.localize(`midgard5.actor-${attributeKey}-long`))
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return new M5Roll(rollData, actor, (game as Game).i18n.localize(`midgard5.actor-${attributeKey}-long`));
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}
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static fromAttributeValue(actor: any, attributeKey: string, attributeValue: number) {
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const rollData = actor.getRollData() as M5RollData
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rollData.i = attributeValue
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const rollData = actor.getRollData() as M5RollData;
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rollData.i = attributeValue;
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rollData.rolls["0"] = {
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formula: "@i - 1d100",
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enabled: true,
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@ -152,19 +145,19 @@ export class M5Roll { // extends Roll<M5RollData>
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total: 0,
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totalStr: "",
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dice: {},
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css: ""
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} as M5RollResult
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css: "",
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} as M5RollResult;
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return new M5Roll(rollData, actor, (game as Game).i18n.localize(`midgard5.actor-${attributeKey}-long`))
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return new M5Roll(rollData, actor, (game as Game).i18n.localize(`midgard5.actor-${attributeKey}-long`));
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}
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static fromUnlearnedSkill(actor: any, skill: M5SkillUnlearned, skillName: string) {
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const rollData = actor.getRollData() as M5RollData
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const rollData = actor.getRollData() as M5RollData;
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rollData.i = {
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fw: skill.fw,
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bonus: actor.system.calc?.attributes[skill.attribute]?.bonus ?? 0
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}
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rollData.iType = "skill"
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bonus: actor.system.calc?.attributes[skill.attribute]?.bonus ?? 0,
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};
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rollData.iType = "skill";
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rollData.rolls["0"] = {
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formula: "1d20 + @i.fw + @i.bonus",
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@ -174,18 +167,18 @@ export class M5Roll { // extends Roll<M5RollData>
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total: 0,
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totalStr: "",
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dice: {},
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css: ""
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} as M5RollResult
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css: "",
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} as M5RollResult;
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return new M5Roll(rollData, actor, (game as Game).i18n.localize(`midgard5.${skillName}`))
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return new M5Roll(rollData, actor, (game as Game).i18n.localize(`midgard5.${skillName}`));
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}
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static brawl(actor: any) {
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const rollData = actor.getRollData() as M5RollData
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const rollData = actor.getRollData() as M5RollData;
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rollData.i = {
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attackBonus: 0,
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damageBonus: 0
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}
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damageBonus: 0,
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};
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rollData.rolls["0"] = {
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formula: "1d20 + @c.calc.stats.brawl + @c.calc.stats.attackBonus + @i.attackBonus",
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@ -195,9 +188,9 @@ export class M5Roll { // extends Roll<M5RollData>
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total: 0,
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totalStr: "",
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dice: {},
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css: ""
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} as M5RollResult
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css: "",
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} as M5RollResult;
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rollData.rolls["1"] = {
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formula: "1d6 - 4 + @c.calc.stats.damageBonus + @i.damageBonus",
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enabled: true,
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@ -206,40 +199,100 @@ export class M5Roll { // extends Roll<M5RollData>
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total: 0,
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totalStr: "",
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dice: {},
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css: ""
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} as M5RollResult
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css: "",
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} as M5RollResult;
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return new M5Roll(rollData, actor, (game as Game).i18n.localize("midgard5.brawl"))
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return new M5Roll(rollData, actor, (game as Game).i18n.localize("midgard5.brawl"));
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}
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static defense(actor: any) {
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const rollData = actor.getRollData() as M5RollData;
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rollData.i = {
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defenseBonus: 0,
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};
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rollData.rolls["0"] = {
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formula: "1d20 + @c.calc.stats.defense.value + @c.calc.stats.defenseBonus.value",
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enabled: true,
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label: (game as Game).i18n.localize("midgard5.defense"),
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result: "",
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total: 0,
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totalStr: "",
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dice: {},
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css: "",
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} as M5RollResult;
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return new M5Roll(rollData, actor, (game as Game).i18n.localize("midgard5.defense"));
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}
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static resistanceMind(actor: any) {
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const rollData = actor.getRollData() as M5RollData;
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rollData.i = {
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defenseBonus: 0,
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};
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rollData.rolls["0"] = {
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formula: "1d20 + @c.calc.stats.resistanceMind.value",
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enabled: true,
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label: (game as Game).i18n.localize("midgard5.resistanceMind"),
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result: "",
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total: 0,
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totalStr: "",
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dice: {},
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css: "",
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} as M5RollResult;
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return new M5Roll(rollData, actor, (game as Game).i18n.localize("midgard5.resistanceMind"));
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}
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static resistanceBody(actor: any) {
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const rollData = actor.getRollData() as M5RollData;
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rollData.i = {
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defenseBonus: 0,
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};
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rollData.rolls["0"] = {
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formula: "1d20 + @c.calc.stats.resistanceBody.value",
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enabled: true,
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label: (game as Game).i18n.localize("midgard5.resistanceBody"),
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result: "",
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total: 0,
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totalStr: "",
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dice: {},
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css: "",
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} as M5RollResult;
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return new M5Roll(rollData, actor, (game as Game).i18n.localize("midgard5.resistanceBody"));
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}
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static parseDiceSides(formula: string): FormulaParseResult {
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const ewMatcher: RegExp = /\d*[dD]20/g
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const pwMatcher: RegExp = /(\d+)\s*\-\s*\d*[dD]100/g
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const ewMatcher: RegExp = /\d*[dD]20/g;
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const pwMatcher: RegExp = /(\d+)\s*\-\s*\d*[dD]100/g;
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let res = formula.match(ewMatcher)
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let res = formula.match(ewMatcher);
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if (res && !!res[0]) {
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return {
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sides: 20,
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type: "ew",
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threshold: null
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}
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threshold: null,
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};
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}
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res = formula.match(pwMatcher)
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res = formula.match(pwMatcher);
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if (res && !!res[1]) {
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return {
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sides: 100,
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type: "pw",
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threshold: parseInt(res[1])
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}
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threshold: parseInt(res[1]),
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};
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}
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return null
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return null;
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}
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}
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interface FormulaParseResult {
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sides: number,
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type: string,
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||||
threshold: number
|
||||
sides: number;
|
||||
type: string;
|
||||
threshold: number;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -167,6 +167,20 @@ export default class M5CharacterSheet extends ActorSheet {
|
|||
await roll.toMessage();
|
||||
});
|
||||
|
||||
html.find(".roll-defense-button").on("click", async (event) => {
|
||||
const roll = M5Roll.defense(this.actor);
|
||||
await roll.toMessage();
|
||||
});
|
||||
|
||||
html.find(".roll-resistanceMind-button").on("click", async (event) => {
|
||||
const roll = M5Roll.resistanceMind(this.actor);
|
||||
await roll.toMessage();
|
||||
});
|
||||
|
||||
html.find(".roll-resistanceBody-button").on("click", async (event) => {
|
||||
const roll = M5Roll.resistanceBody(this.actor);
|
||||
await roll.toMessage();
|
||||
});
|
||||
// Drag & Drop
|
||||
const dragDrop = new DragDrop({
|
||||
dragSelector: ".items-list .item",
|
||||
|
|
|
|||
|
|
@ -126,7 +126,16 @@
|
|||
<tbody>
|
||||
<tr>
|
||||
<td>{{localize "midgard5.race"}}</td>
|
||||
<td><input name="data.info.race" type="text" value="{{data.info.race}}" data-dtype="String" /></td>
|
||||
<td>
|
||||
<input list="races" type="search" name="data.info.race" value="{{data.info.race}}" />
|
||||
<datalist id="races">
|
||||
<option value="Mensch">
|
||||
<option value="Elf">
|
||||
<option value="Gnom">
|
||||
<option value="Halbling">
|
||||
<option value="Zwerg">
|
||||
</datalist>
|
||||
</td>
|
||||
<td>{{localize "midgard5.gender"}}</td>
|
||||
<td><input name="data.info.gender" type="text" value="{{data.info.gender}}" data-dtype="String" /></td>
|
||||
</tr>
|
||||
|
|
|
|||
|
|
@ -44,6 +44,27 @@
|
|||
<td class="fixed-value"><a class="item-delete" title="Delete Item"><i class="fas fa-trash"></i></a></td>
|
||||
</tr>
|
||||
{{/each}}
|
||||
|
||||
<tr data-item="{{itemId}}">
|
||||
<td class="padding edit-item">{{localize "midgard5.defense"}}</td>
|
||||
<td class="center">{{add data.calc.stats.defense.value data.calc.stats.defenseBonus.value}}</td>
|
||||
<td class="fixed-value"><button class="roll-button roll-defense-button"></button></td>
|
||||
<td class="fixed-value"></td>
|
||||
</tr>
|
||||
|
||||
<tr data-item="{{itemId}}">
|
||||
<td class="padding edit-item">{{localize "midgard5.resistanceMind"}}</td>
|
||||
<td class="center">{{data.calc.stats.resistanceMind.value}}</td>
|
||||
<td class="fixed-value"><button class="roll-button roll-resistanceMind-button"></button></td>
|
||||
<td class="fixed-value"></td>
|
||||
</tr>
|
||||
|
||||
<tr data-item="{{itemId}}">
|
||||
<td class="padding edit-item">{{localize "midgard5.resistanceBody"}}</td>
|
||||
<td class="center">{{data.calc.stats.resistanceBody.value}}</td>
|
||||
<td class="fixed-value"><button class="roll-button roll-resistanceBody-button"></button></td>
|
||||
<td class="fixed-value"></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue