Function for combat phase as character info

This commit is contained in:
Ender
2024-05-22 18:59:51 +02:00
parent 976cd83a04
commit 64fd95c814
5 changed files with 48 additions and 24 deletions
+10 -1
View File
@@ -156,6 +156,7 @@ export class M5Character extends Actor {
ret.initiative = M5Character.initiativeFromAnfuehren(data.calc.skills?.general, (game as Game).i18n.localize("midgard5.anfuehren"), data.skills.general.anfuehren.fw);
ret.unableToAct = M5Character.unableToActFromEffect(data.calc.gear?.effects);
ret.group = M5Character.groupFromDisposition(this);
ret.combatPhase = M5Character.combatPhaseFromEncounter(this);
ret.attributes.st.value = M5Character.attributeMinMax(data.attributes.st); // TODO item effects
ret.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs);
@@ -635,7 +636,7 @@ export class M5Character extends Actor {
}
static groupFromDisposition(actor: any): string {
console.log("Group:", actor);
// console.log("Group:", actor);
let disposition:number = 0;
if (actor.isToken) {
disposition = actor.token.disposition;
@@ -651,6 +652,14 @@ export class M5Character extends Actor {
}
}
static combatPhaseFromEncounter(actor: any): any {
if (actor.inCombat) {
let combatPhase = (game as Game).combat.getFlag('world', 'combatPhase');
return combatPhase ? combatPhase : -1;
}
return -1;
}
static readonly defenseThreshold: Array<[number, number]> = [
[30, 18],
[25, 17],