181 lines
6.2 KiB
JavaScript
181 lines
6.2 KiB
JavaScript
export function sendPercentileTestToChat(actor, skill, target){
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let roll = new Roll('d100', actor.data.data).roll();
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let total = roll.total;
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let isCritical = false;
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let isSuccess = false;
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let html = '';
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let label = `Rolling ${skill.toUpperCase()} Target ${target}`;
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let resultString = '';
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let styleOverride = '';
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isCritical = skillCheckResultIsCritical(total);
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if(total <= target){
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isSuccess = true;
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}
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if(isCritical){
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resultString = 'CRITICAL ';
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}
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if(isSuccess){
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resultString += "Success";
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if(isCritical){
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resultString = resultString.toUpperCase() + '!';
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styleOverride="color: green";
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}
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}
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else{
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resultString += "Failure";
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if(isCritical){
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resultString = resultString.toUpperCase() + '!';
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styleOverride="color: red";
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}
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}
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html = `<div class="dice-roll">`
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html += ` <div class="dice-result">`
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html += ` <div style="${styleOverride}" class="dice-formula">${resultString}</div>`
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html += ` <div class="dice-tooltip">`
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html += ` <section class="tooltip-part">`
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html += ` <div class="dice">`
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html += ` <p class="part-formula">`
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html += ` ${roll.formula}`
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html += ` <span class="part-total">${roll.total}</span>`
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html += ` </p>`
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html += ` <ol class="dice-rolls">`
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html += ` <li class="roll die ${roll.formula}">${roll.total}</li>`
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html += ` </ol>`
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html += ` </div>`
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html += ` </section>`
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html += ` </div>`
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html += ` <h4 class="dice-total">${roll.total}</h4>`
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html += `</div>`
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let chatData = {
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speaker: ChatMessage.getSpeaker({actor: actor}),
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content: html,
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flavor: label
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};
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// play the dice rolling sound, like a regular in-chat roll
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AudioHelper.play({src: "sounds/dice.wav", volume: 0.8, autoplay: true, loop: false}, true);
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ChatMessage.create(chatData, {});
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}
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export function skillCheckResultIsCritical(rollResult){
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let isCritical = false;
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if(rollResult === 1 || rollResult === 100){
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// really good, or reeaaaally bad
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isCritical = true;
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}
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else if(rollResult % 11 === 0){
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// any matching dice are a crit, i.e. 11, 22, 33...99.
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isCritical = true;
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}
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return isCritical;
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}
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export function sendLethalityTestToChat(actor, weaponName, target){
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let roll = new Roll('d100', actor.data.data).roll();
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let isCritical = false;
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let skillCheckTotal = roll.total;
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// page 57 of agent's handbook
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// Lethality rolls do not fumble or critically succeed, but the attack roll can.
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// In this situation, the lethality threshold doubles (e.g. 20% would become 40%),
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// and if the lethality roll fails, the damage is doubled per normal. However right now
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// the attack roll and damage roll are completely separate... Perhaps in the future, use a
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// button in the skill check roll to allow doubling this logic?
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// try to determine what the d100 result would be as if it was two d10's being rolled
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let damageDie1 = Math.floor(skillCheckTotal / 10);
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let damageDie2 = skillCheckTotal - (damageDie1 * 10);
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if(damageDie2 === 0){
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// if the result is evenly divisible by 10 (e.g. 30, 40, 50...)
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// then the percentile die result was actually one lower than the calculation above would show.
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// For example, a '70' is actually a 60 + 10, so the damage die should be 6 + 10 = 16, not 7 + 0 = 7.
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damageDie1 -= 1;
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damageDie2 = 10;
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}
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let damageDie1Label = damageDie1.toString();
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let damageDie2Label = damageDie2.toString();
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if(damageDie1 === 0){
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// a roll of 00 on the tens part of the d100 counts as a ten if it becomes a damage die
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// Will leave the labeling as a '0' though, to be consistent with a regular d10 roll
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damageDie1 = 10;
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}
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if(damageDie2 === 10){
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// keep the labelling consistent, show a '0' for a ten
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damageDie2Label = '0';
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}
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let nonlethalDamage = damageDie1 + damageDie2;
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let isLethal = false;
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let html = '';
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let label = `Rolling LETHALITY for ${weaponName.toUpperCase()} Target ${target}`;
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let resultString = '';
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let styleOverride = '';
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if(skillCheckTotal <= target){
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isLethal = true;
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resultString = "LETHAL";
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styleOverride="color: red";
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}
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else{
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resultString = "Fail";
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}
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html = `<div class="dice-roll">`;
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html += ` <div class="dice-result">`;
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html += ` <div style="${styleOverride}" class="dice-formula">${resultString}</div>`;
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html += ` <div class="dice-tooltip">`;
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html += ` <section class="tooltip-part">`;
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html += ` <div class="dice">`;
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html += ` <p class="part-formula">`;
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html += ` d100 OR d10 + d10`;
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html += ` <span class="part-total">${roll.total}</span>`;
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html += ` </p>`;
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html += ` <ol class="dice-rolls">`;
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//html += ` <li class="roll die d100">${roll.total}</li>`
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html += ` <li class="roll die d10">${damageDie1Label}</li>`;
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html += ` <li class="roll die d10">${damageDie2Label}</li>`;
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html += ` </ol>`;
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html += ` </div>`;
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html += ` </section>`;
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html += ` </div>`;
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html += ` <h4 class="dice-total">${roll.total} (${nonlethalDamage} Damage)</h4>`;
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html += `</div>`;
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let chatData = {
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speaker: ChatMessage.getSpeaker({actor: actor}),
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content: html,
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flavor: label
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};
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// play the dice rolling sound, like a regular in-chat roll
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AudioHelper.play({src: "sounds/dice.wav", volume: 0.8, autoplay: true, loop: false}, true);
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ChatMessage.create(chatData, {});
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}
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export function sendDamageRollToChat(actor, label, diceFormula){
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let roll = new Roll(diceFormula, actor.data.data);
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label = `Rolling damage for ${label.toUpperCase()}`;
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roll.roll().toMessage({
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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flavor: label
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});
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} |