export function sendPercentileTestToChat(actor, skill, target, inhuman_flag=false){ // flag check if the stat is above 20 let roll = new Roll('1D100', actor.data.data).roll(); let total = roll.total; let isCritical = false; let isSuccess = false; let html = ''; let label = `${game.i18n.localize("DG.Roll.Rolling")} ${skill} ${game.i18n.localize("DG.Roll.Target")} ${target}`; let resultString = ''; let styleOverride = ''; isCritical = skillCheckResultIsCritical(total); // up to this point everything works as intended if (inhuman_flag){ // pag 188 of the Handler guide: inhuman stats //an entity with a stat at 20 or higher succeeds at any stat test except with a roll of 100, which fails //and fumbles. It gets a critical success on any success with matching digits, and with any roll equal //to or less than the stat’s value. if(total <= 99){ isSuccess = true; if(total <= target){ isCritical = true; } } }else{ // general case if(total <= target){ isSuccess = true; } } if(isCritical){ resultString = `${game.i18n.localize("DG.Roll.Critical")} `; } if(isSuccess){ resultString += `${game.i18n.localize("DG.Roll.Success")}`; if(isCritical){ resultString = resultString.toUpperCase() + '!'; styleOverride="color: green"; } } else{ resultString += `${game.i18n.localize("DG.Roll.Failure")}`; if(isCritical){ resultString = resultString.toUpperCase() + '!'; styleOverride="color: red"; } } html = `
` html += `
` html += `
${resultString}
` html += `
` html += `
` html += `
` html += `

` html += ` ${roll.formula}` html += ` ${roll.total}` html += `

` html += `
    ` html += `
  1. ${roll.total}
  2. ` html += `
` html += `
` html += `
` html += `
` html += `

${roll.total}

` html += `
` let chatData = { speaker: ChatMessage.getSpeaker({actor: actor}), content: html, flavor: label, type: CHAT_MESSAGE_TYPES.ROLL, roll: roll, rollMode: game.settings.get("core", "rollMode") }; // play the dice rolling sound, like a regular in-chat roll AudioHelper.play({src: "sounds/dice.wav", volume: 0.8, autoplay: true, loop: false}, true); ChatMessage.create(chatData, {}); } export function skillCheckResultIsCritical(rollResult){ let isCritical = false; if(rollResult === 1 || rollResult === 100){ // really good, or reeaaaally bad isCritical = true; } else if(rollResult % 11 === 0){ // any matching dice are a crit, i.e. 11, 22, 33...99. isCritical = true; } return isCritical; } export function sendLethalityTestToChat(actor, weaponName, target){ let roll = new Roll('1D100', actor.data.data).roll(); let isCritical = false; let skillCheckTotal = roll.total; // page 57 of agent's handbook // For a failed lethality check, the damage on the tens die is a 10 for a roll of '0'. E.g. '30' + '0' = 13 damage. // Lethality rolls do not fumble or critically succeed, but the attack roll can. // In this situation, the lethality threshold doubles (e.g. 20% would become 40%), // and if the lethality roll fails, the damage is doubled per normal. However right now // the attack roll and damage roll are completely separate... Perhaps in the future, use a // button in the skill check roll to allow doubling this logic? // try to determine what the d100 result would be as if it was two d10's being rolled let damageDie1 = Math.floor(skillCheckTotal / 10); let damageDie2 = skillCheckTotal - (damageDie1 * 10); if(damageDie2 === 0){ // if the result is evenly divisible by 10 (e.g. 30, 40, 50...) // then the percentile die result was actually one lower than the calculation above would show. // For example, a '70' is actually a 60 + 10, so the damage die should be 6 + 10 = 16, not 7 + 0 = 7. damageDie1 -= 1; damageDie2 = 10; } let damageDie1Label = damageDie1.toString(); let damageDie2Label = damageDie2.toString(); if(damageDie1 === 0){ // a roll of 00 on the tens part of the d100 counts as a ten if it becomes a damage die // Will leave the labeling as a '0' though, to be consistent with a regular d10 roll damageDie1 = 10; } if(damageDie2 === 10){ // keep the labelling consistent, show a '0' for a ten damageDie2Label = '0'; } let nonlethalDamage = damageDie1 + damageDie2; let isLethal = false; let html = ''; let label = `${game.i18n.localize("DG.Roll.Rolling")} ${game.i18n.localize("DG.Roll.Lethality").toUpperCase()} ${game.i18n.localize("DG.Roll.For")} ${weaponName.toUpperCase()} ${game.i18n.localize("DG.Roll.Target")} ${target}`; let resultString = ''; let styleOverride = ''; if(skillCheckTotal <= target){ isLethal = true; resultString = `${game.i18n.localize("DG.Roll.Lethal").toUpperCase()}`; styleOverride="color: red"; } else{ resultString = `${game.i18n.localize("DG.Roll.Failure")}`; } html = `
`; html += `
`; html += `
${resultString}
`; html += `
`; html += `
`; html += `
`; html += `

`; html += ` d100 ${game.i18n.localize("DG.Roll.Or").toUpperCase()} d10 + d10`; html += ` ${roll.total}`; html += `

`; html += `
    `; html += `
  1. ${damageDie1Label}
  2. `; html += `
  3. ${damageDie2Label}
  4. `; html += `
`; html += `
`; html += `
`; html += `
`; html += `

${roll.total} (${nonlethalDamage} ${game.i18n.localize("DG.Roll.Damage")})

`; html += `
`; let chatData = { speaker: ChatMessage.getSpeaker({actor: actor}), content: html, flavor: label, type: CHAT_MESSAGE_TYPES.ROLL, roll: roll, rollMode: game.settings.get("core", "rollMode") }; // play the dice rolling sound, like a regular in-chat roll AudioHelper.play({src: "sounds/dice.wav", volume: 0.8, autoplay: true, loop: false}, true); ChatMessage.create(chatData, {}); } export function sendDamageRollToChat(actor, label, diceFormula){ let roll = new Roll(diceFormula, actor.data.data); label = `${game.i18n.localize("DG.Roll.RollingDamageFor")} ${label.toUpperCase()}`; roll.roll().toMessage({ speaker: ChatMessage.getSpeaker({ actor: actor }), flavor: label, type: CHAT_MESSAGE_TYPES.ROLL, roll: roll, rollMode: game.settings.get("core", "rollMode") }); } export async function showModifyPercentileTestDialogue(actor, label, originalTarget, isLethalityTest,inhuman_flag=false){ let template = "systems/deltagreen/templates/dialog/modify-percentile-roll.html"; let backingData = { data:{ label: label, originalTarget: originalTarget, targetModifier: 20 }, }; let html = await renderTemplate(template, backingData); new Dialog({ content: html, title: game.i18n.localize("DG.ModifySkillRollDialogue.Title"), default: "roll", buttons: { roll:{ label: game.i18n.translations.DG.Roll.Roll, callback: html => { try{ let targetModifier = html.find("[name='targetModifier']").val(); // this is text as a heads up let newTarget = parseInt(originalTarget); // this should be an int, but technically the incoming value is text, so parse it just to be safe if(targetModifier.trim() != "" && !isNaN(targetModifier)){ newTarget += parseInt(targetModifier); } if(isLethalityTest){ sendLethalityTestToChat(actor, label, newTarget); } else{ sendPercentileTestToChat(actor, label, newTarget,inhuman_flag); //take care of inhuman stat, by default the value is false } } catch(ex){ console.log(ex); } } } } } ).render(true); } export async function showModifyDamageRollDialogue(actor, label, originalFormula){ let template = "systems/deltagreen/templates/dialog/modify-damage-roll.html"; let backingData = { data:{ label: label, originalFormula: originalFormula, outerModifier: "2 * ", innerModifier: "+ 0" }, }; let html = await renderTemplate(template, backingData); new Dialog({ content: html, title: game.i18n.localize("DG.ModifySkillRollDialogue.Title"), default: "roll", buttons: { roll:{ label: game.i18n.translations.DG.Roll.Roll, callback: html => { try{ let outerModifier = html.find("[name='outerModifier']").val(); // this is text as a heads up let innerModifier = html.find("[name='innerModifier']").val(); // this is text as a heads up let modifiedBaseRoll = html.find("[name='originalFormula']").val(); // this is text as a heads up if(innerModifier.replace(" ", "") === "+0"){ innerModifier = ""; } let newRoll = ""; if(outerModifier.trim() != ""){ newRoll += outerModifier + "(" + modifiedBaseRoll + innerModifier.trim() + ")"; } else{ newRoll += modifiedBaseRoll + innerModifier.trim(); } sendDamageRollToChat(actor, label, newRoll); } catch(ex){ console.log(ex); } } } } } ).render(true); }