add parade dialog for parrying crits
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34
src/Dialogs/Parade.hbs
Normal file
34
src/Dialogs/Parade.hbs
Normal file
@ -0,0 +1,34 @@
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<div class="parade_dialog">
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<span>{{localize "DSA41.kampf.modifikator"}}</span>
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{{>editable-input type="number" name="modifikator" value=(lookup formData "modifikator") }}
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<span>{{localize "DSA41.kampf.crit"}}</span>
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{{>editable-input type="checkbox" name="crit" class="center" value=(lookup formData "crit")}}
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<div class="dsa41-calculation colspan4 center">
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{{#if formData.crit}}({{/if}}
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<ruby>{{options.item.basis_parade}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.basis"}}</rt></ruby>
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+ <ruby>{{options.item.talent_parade}}<rt>{{localize "DSA41.talente.label"}}</rt></ruby>
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{{#if (ne options.item.modifikator_parade 0)}}
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+ <ruby>{{options.item.modifikator_parade}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.modifikator"}}</rt></ruby>
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{{/if}}
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{{#if (ne options.item.parierwaffe_parade 0)}}
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+ <ruby>{{options.item.parierwaffe_parade}}<rt>{{localize "DSA41.bewaffnung.parierwaffe.label"}}</rt></ruby>
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{{/if}}
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{{#if (ne options.item.schild_parade 0)}}
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+ <ruby>{{options.item.schild_parade}}<rt>{{localize "DSA41.bewaffnung.schild.label"}}</rt></ruby>
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{{/if}}
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{{#if (lt options.item.tp_kk 0)}}
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+ <ruby>{{options.item.tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
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{{/if}}
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{{#if formData.crit}})<ruby> / 2<rt>{{localize "DSA41.kampf.crit"}}</rt></ruby>{{/if}}
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+ <ruby>{{formData.modifikator}}<rt>{{localize "DSA41.kampf.modifikator"}}</rt></ruby>
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</div>
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</div>
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56
src/main.mjs
56
src/main.mjs
@ -590,6 +590,7 @@ function DSA41_ApplicationMixin(BaseApplication) {
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class DSA41_Dialog extends DSA41_ApplicationMixin(ApplicationV2) {
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static PARTS = {
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Parade: { template: "systems/dsa-4th-edition/src/Dialogs/Parade.hbs" },
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Trefferpunkte: { template: "systems/dsa-4th-edition/src/Dialogs/Trefferpunkte.hbs" },
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FernkampfAngriff: { template: "systems/dsa-4th-edition/src/Dialogs/FernkampfAngriff.hbs" },
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@ -678,6 +679,43 @@ class DSA41_ActorSheet extends DSA41_ApplicationMixin(ActorSheetV2) {
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if (typeof success_value !== 'undefined') {
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flavor += " <= " + success_value;
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}
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if (roll_type == "parade") {
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const item = this.document.system.computed.kampf.waffen[item_id];
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const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
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const data = await DSA41_Dialog.wait("Parade", { window: { title: title }, item: item });
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if (data.crit == "on") {
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roll_formula = "round((" + roll_formula + ") / 2)";
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}
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let roll = new Roll(roll_formula + " + " + data.modifikator, this.document.system);
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.document }),
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flavor: flavor,
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});
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return;
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}
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if (roll_type == "trefferpunkte") {
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const item = this.document.system.computed.kampf.waffen[item_id];
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const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
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const data = await DSA41_Dialog.wait("Trefferpunkte", { window: { title: title }, item: item });
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if (data.crit == "on") {
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roll_formula = "2 * (" + item.item.system.nahkampfwaffe.basis + ")" + " + " + item.tp_kk;
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}
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let roll = new Roll(roll_formula + " + " + data.modifikator, this.document.system);
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.document }),
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flavor: flavor,
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});
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return;
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}
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if (roll_type == "fernkampf-attacke") {
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const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
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@ -715,24 +753,6 @@ class DSA41_ActorSheet extends DSA41_ApplicationMixin(ActorSheetV2) {
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return;
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}
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if (roll_type == "trefferpunkte") {
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const item = this.document.system.computed.kampf.waffen[item_id];
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const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
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const data = await DSA41_Dialog.wait("Trefferpunkte", { window: { title: title }, item: item });
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if (data.crit == "on") {
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roll_formula = "2 * (" + item.item.system.nahkampfwaffe.basis + ")" + " + " + item.tp_kk;
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}
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let roll = new Roll(roll_formula + " + " + data.modifikator, this.document.system);
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.document }),
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flavor: flavor,
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});
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return;
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}
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let roll = new Roll(roll_formula, this.document.system);
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.document }),
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