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afflictions.js
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423 lines (381 loc) · 17.8 KB
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import { multiplyEffect, addEffect, downgradeEffect, overrideEffect } from './item-effects'
import { capitalize } from '../utils/utils'
const effectPriority = 110
const _buildBaseAffliction = (label, icon, changes = [], flags = {}) => ({
id: label, // TODO: Check corrections here?
name: game.i18n.localize('DL.' + label),
icon: icon,
disabled: false,
transfer: true,
duration: {},
flags: {
demonlord: {
sourceType: 'affliction',
permanent: false,
...flags,
}
},
changes: changes,
description: game.i18n.localize('DL.Afflictions' + capitalize(label))
})
export class DLAfflictions {
/**
* Checks if the actor can do the action he is trying to perform, with the relative attribute
* @param actor The actor
* @param actionType The type of action: [action / challenge]
* @param actionAttribute The attribute name, lowercase
* @returns {boolean} True if the actor is blocked
*/
static isActorBlocked(actor, actionType, actionAttribute) {
actionAttribute = actionAttribute.toLowerCase()
const isBlocked = actor.system.maluses.autoFail[actionType]?.[actionAttribute] > 0
if (isBlocked) {
// TODO: more precise message? Currently it picks the first message
let msg = Array.from(actor.allApplicableEffects()).find(effect => Boolean(effect.flags?.demonlord?.warningMessage))
?.flags.demonlord?.warningMessage
msg = msg ?? game.i18n.localize(`DL.AutoFail${actionType.capitalize()}s`)
ui.notifications.error(msg)
}
return isBlocked
}
static async clearAfflictions(actor) {
if (!actor) return
const afflictions = Array.from(actor.allApplicableEffects())
.filter(e => e.statuses.size > 0)
.map(e => e._id)
await actor.deleteEmbeddedDocuments('ActiveEffect', afflictions)
}
/**
* Builds the Afflictions Active Effects for the token quick menu
* @returns list of active effect data
*/
static buildAll() {
const effectsDataList = []
// Asleep
effectsDataList.push(_buildBaseAffliction('asleep', 'icons/svg/sleep.svg'))
// Blinded
effectsDataList.push(
_buildBaseAffliction(
'blinded',
'icons/svg/blind.svg',
[
addEffect('system.bonuses.defense.boons.defense', -1, effectPriority),
addEffect('system.bonuses.defense.boons.agility', -1, effectPriority),
downgradeEffect('system.characteristics.speed', 2, effectPriority),
// overrideEffect('system.maluses.autoFail.challenge.perception', 1) fails only perc challenges based on SIGHT
],
{
warningMessage: game.i18n.localize('DL.DialogWarningBlindedChallengeFailer'),
},
),
)
// Charmed
effectsDataList.push(_buildBaseAffliction('charmed', 'systems/demonlord/assets/icons/effects/charmed.svg'))
// Compelled
effectsDataList.push(_buildBaseAffliction('compelled', 'systems/demonlord/assets/icons/effects/compelled.svg'))
// Dazed
effectsDataList.push(
_buildBaseAffliction(
'dazed',
'icons/svg/daze.svg',
[
overrideEffect('system.maluses.autoFail.challenge.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.perception', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.perception', 1, effectPriority),
],
{
warningMessage: game.i18n.localize('DL.DialogWarningDazedFailer'),
},
),
)
// Deafened
effectsDataList.push(
_buildBaseAffliction('deafened', 'icons/svg/deaf.svg', [
//overrideEffect('system.maluses.autoFail.challenge.perception', 1) fails only perc challenges based on HEARING
]),
)
// Defenseless
effectsDataList.push(
_buildBaseAffliction(
'defenseless',
'systems/demonlord/assets/icons/effects/defenseless.svg',
[
overrideEffect('system.characteristics.defense', 5, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.will', 1, effectPriority),
//overrideEffect('system.maluses.autoFail.challenge.perception', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.perception', 1, effectPriority),
],
{
warningMessage: game.i18n.localize('DL.DialogWarningDefenselessFailer'),
},
),
)
// Diseased
effectsDataList.push(
_buildBaseAffliction(
'diseased',
'systems/demonlord/assets/icons/effects/diseased.svg',
[
addEffect('system.bonuses.challenge.boons.all', -1, effectPriority),
addEffect('system.bonuses.attack.boons.all', -1, effectPriority),
]
),
)
// Fatigued
effectsDataList.push(
_buildBaseAffliction(
'fatigued',
'systems/demonlord/assets/icons/effects/fatigued.svg',
[
addEffect('system.bonuses.challenge.boons.all', -1, effectPriority),
addEffect('system.bonuses.attack.boons.all', -1, effectPriority),
]
),
)
// Frightened
effectsDataList.push(
_buildBaseAffliction(
'frightened',
'icons/svg/terror.svg',
[
addEffect('system.bonuses.challenge.boons.all', -1, effectPriority),
addEffect('system.bonuses.attack.boons.all', -1, effectPriority),
]
),
)
// Grabbed
effectsDataList.push(_buildBaseAffliction('grabbed', 'systems/demonlord/assets/icons/effects/grabbed.svg'))
// Horrified
effectsDataList.push(
_buildBaseAffliction('horrified', 'systems/demonlord/assets/icons/effects/horrified.svg', [
addEffect('system.bonuses.challenge.boons.all', -3, effectPriority),
addEffect('system.bonuses.attack.boons.all', -3, effectPriority),
]),
)
// Immobilized
effectsDataList.push(
_buildBaseAffliction('immobilized', 'systems/demonlord/assets/icons/effects/immobilized.svg', [
downgradeEffect('system.characteristics.speed', 0, effectPriority),
addEffect('system.bonuses.defense.boons.defense', -1, effectPriority),
addEffect('system.bonuses.defense.boons.strength', -1, effectPriority),
addEffect('system.bonuses.defense.boons.agility', -1, effectPriority),
addEffect('system.bonuses.defense.boons.will', -1, effectPriority),
addEffect('system.bonuses.defense.boons.intellect', -1, effectPriority),
addEffect('system.bonuses.defense.boons.perception', -1, effectPriority),
]),
)
// Impaired
effectsDataList.push(
_buildBaseAffliction(
'impaired',
'systems/demonlord/assets/icons/effects/impaired.svg',
[
addEffect('system.bonuses.challenge.boons.all', -1, effectPriority),
addEffect('system.bonuses.attack.boons.all', -1, effectPriority),
]
),
)
// Poisoned
effectsDataList.push(_buildBaseAffliction('poisoned', 'icons/svg/poison.svg', [
addEffect('system.bonuses.challenge.boons.all', -1, effectPriority),
addEffect('system.bonuses.attack.boons.all', -1, effectPriority),
]))
// Prone
effectsDataList.push(
_buildBaseAffliction('prone', 'icons/svg/falling.svg', [
addEffect('system.bonuses.attack.boons.strength', -1, effectPriority),
addEffect('system.bonuses.attack.boons.agility', -1, effectPriority),
addEffect('system.bonuses.challenge.boons.strength', -1, effectPriority),
addEffect('system.bonuses.challenge.boons.agility', -1, effectPriority),
addEffect('system.bonuses.defense.boons.defense', -1, effectPriority),
// FIXME: depends if the attacker is nearby or not
addEffect('system.bonuses.defense.boons.strength', -1, effectPriority),
addEffect('system.bonuses.defense.boons.agility', -1, effectPriority),
addEffect('system.bonuses.defense.boons.will', -1, effectPriority),
addEffect('system.bonuses.defense.boons.intellect', -1, effectPriority),
addEffect('system.bonuses.defense.boons.perception', -1, effectPriority),
]),
)
// Slowed
effectsDataList.push(
_buildBaseAffliction('slowed', 'systems/demonlord/assets/icons/effects/slowed.svg', [
overrideEffect('system.maluses.noFastTurn', 1, effectPriority),
multiplyEffect('system.characteristics.speed', 0.5, effectPriority),
]),
)
// Stunned
effectsDataList.push(
_buildBaseAffliction(
'stunned',
'icons/svg/stoned.svg',
[
overrideEffect('system.maluses.autoFail.challenge.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.perception', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.perception', 1, effectPriority),
addEffect('system.bonuses.defense.boons.defense', -1, effectPriority),
addEffect('system.bonuses.defense.boons.strength', -1, effectPriority),
addEffect('system.bonuses.defense.boons.agility', -1, effectPriority),
addEffect('system.bonuses.defense.boons.will', -1, effectPriority),
addEffect('system.bonuses.defense.boons.intellect', -1, effectPriority),
addEffect('system.bonuses.defense.boons.perception', -1, effectPriority),
],
{
warningMessage: game.i18n.localize('DL.DialogWarningStunnedFailer'),
},
),
)
// Suprised
effectsDataList.push(
_buildBaseAffliction(
'surprised',
'systems/demonlord/assets/icons/effects/surprised.svg',
[
overrideEffect('system.maluses.autoFail.challenge.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.perception', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.perception', 1, effectPriority),
downgradeEffect('system.characteristics.speed', 0, effectPriority),
],
{
warningMessage: game.i18n.localize('DL.DialogWarningSurprisedFailer'),
},
),
)
// Surrounded
effectsDataList.push(
_buildBaseAffliction(
'surrounded',
'systems/demonlord/assets/icons/effects/surrounded.svg',
[
addEffect('system.bonuses.defense.boons.weapon', -1, effectPriority),
addEffect('system.bonuses.defense.boons.spell', -1, effectPriority),
],
),
)
// Unconscious
effectsDataList.push(
_buildBaseAffliction(
'unconscious',
'icons/svg/unconscious.svg',
[
overrideEffect('system.maluses.autoFail.challenge.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.challenge.perception', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.strength', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.agility', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.intellect', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.will', 1, effectPriority),
overrideEffect('system.maluses.autoFail.action.perception', 1, effectPriority),
downgradeEffect('system.characteristics.speed', 0, effectPriority),
overrideEffect('system.characteristics.defense', 5, effectPriority),
],
{
warningMessage: game.i18n.localize('DL.DialogWarningUnconsciousFailer'),
},
),
)
// ----------------------- ACTIONS -------------------------- //
// Concentrate
effectsDataList.push(_buildBaseAffliction('concentrate', 'systems/demonlord/assets/icons/effects/concentrate.svg'))
// Defend
effectsDataList.push(
_buildBaseAffliction('defend', 'systems/demonlord/assets/icons/effects/defend.svg', [
addEffect('system.bonuses.defense.boons.defense', 1, effectPriority),
addEffect('system.bonuses.defense.boons.strength', 1, effectPriority),
addEffect('system.bonuses.defense.boons.agility', 1, effectPriority),
addEffect('system.bonuses.defense.boons.will', 1, effectPriority),
addEffect('system.bonuses.defense.boons.intellect', 1, effectPriority),
addEffect('system.bonuses.defense.boons.perception', 1, effectPriority),
// TODO: Auto disable when Dazed, Stunned or Unconscious
],
{'specialDuration' : 'EndOfTheRound'}
),
)
// Help
effectsDataList.push(
_buildBaseAffliction(
'help',
'systems/demonlord/assets/icons/effects/help.svg',
[], // TODO: Add boons? Aka help should be applied to the receiver
{'specialDuration' : 'EndOfTheRound'}
),
)
// Helped
effectsDataList.push(
_buildBaseAffliction(
'helped',
'systems/demonlord/assets/icons/effects/helped.svg', [
addEffect('system.bonuses.attack.boons.all', 1, effectPriority),
addEffect('system.bonuses.challenge.boons.all', 1, effectPriority),
],
{'specialDuration' : 'NextD20Roll'}
),
)
// Prepare
effectsDataList.push(
_buildBaseAffliction('prepare', 'systems/demonlord/assets/icons/effects/prepare.svg', [
addEffect('system.bonuses.challenge.boons.strength', 1, effectPriority),
addEffect('system.bonuses.challenge.boons.agility', 1, effectPriority),
addEffect('system.bonuses.challenge.boons.intellect', 1, effectPriority),
addEffect('system.bonuses.challenge.boons.will', 1, effectPriority),
addEffect('system.bonuses.challenge.boons.perception', 1, effectPriority),
addEffect('system.bonuses.attack.boons.strength', 1, effectPriority),
addEffect('system.bonuses.attack.boons.agility', 1, effectPriority),
addEffect('system.bonuses.attack.boons.intellect', 1, effectPriority),
addEffect('system.bonuses.attack.boons.will', 1, effectPriority),
addEffect('system.bonuses.attack.boons.perception', 1, effectPriority),
],
{'specialDuration' : 'EndOfTheRound'}
),
)
// Reload
effectsDataList.push(_buildBaseAffliction('reload', 'systems/demonlord/assets/icons/effects/reload.svg', [], {'specialDuration' : 'EndOfTheRound'}))
// Retreat
effectsDataList.push(_buildBaseAffliction('retreat', 'systems/demonlord/assets/icons/effects/retreat.svg', [], {'specialDuration' : 'EndOfTheRound'}))
// Rush
effectsDataList.push(_buildBaseAffliction('rush', 'systems/demonlord/assets/icons/effects/rush.svg', [], {'specialDuration' : 'EndOfTheRound'}))
// Stabilize
effectsDataList.push(_buildBaseAffliction('stabilize', 'systems/demonlord/assets/icons/effects/stabilize.svg', [], {'specialDuration' : 'EndOfTheRound'}))
// ----------------------- DAMAGE EFFECTS -------------------------- //
// Injured
effectsDataList.push(_buildBaseAffliction('injured', 'icons/svg/blood.svg'))
// Incapacitated
effectsDataList.push(
_buildBaseAffliction('incapacitated', 'systems/demonlord/assets/icons/effects/incapacitated.svg'),
)
// Disabled
effectsDataList.push(_buildBaseAffliction('disabled', 'systems/demonlord/assets/icons/effects/disabled.svg', [], {'core.overlay': true}))
// Dying
effectsDataList.push(_buildBaseAffliction('dying', 'systems/demonlord/assets/icons/effects/dying.svg', [], {'core.overlay': true}))
return effectsDataList
}
}