|
|
- const MODULE_ID = 'pf2e-modifiers-matter'
- // TODO - currently impossible, but in the future may be possible to react to effects that change embedded DCs in Note rule elements.
- // See: https://github.com/foundryvtt/pf2e/issues/9824
- // for example, the Monk's Stunning Fist uses a Class DC but this module won't recognize modifiers to that DC in this situation.
-
- // Helpful for testing - replace random dice roller with 1,2,3,4....19,20 by putting this in the console:
- /*
- NEXT_RND_ROLLS_D20 = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20]
- rndIndex = -1
- CONFIG.Dice.randomUniform = () => {rndIndex = (rndIndex + 1) % NEXT_RND_ROLLS_D20.length; return NEXT_RND_ROLLS_D20[rndIndex] / 20 - 0.001}
- */
-
- // this file has a ton of math (mostly simple).
- // I did my best to make it all easily understandable math, but there are limits to what I can do.
-
- /**
- * ESSENTIAL (strong green) - This modifier was necessary to achieve this degree of success (DoS). Others were
- * potentially also necessary. You should thank the character who caused this modifier!
- *
- * HELPFUL (weak green) - This modifier was not necessary to achieve this DoS, but degree of success did change due to
- * modifiers in this direction, and at least one of the helpful modifiers was needed. For example, if you rolled a 14,
- * had +1 & +2, and needed a 15, both the +1 and +2 are weak green because neither is necessary on its own, but they
- * were necessary together. If you had rolled a 13 in this case, the +2 would be strong green but the +1 would still be
- * weak green, simply because it's difficult to come up with an algorithm that would solve complex cases.
- * Note, by the way, that in case of multiple non-stacking modifiers, PF2e hides some of them from the chat card.
- *
- * NONE - This modifier did not affect the DoS at all, this time.
- *
- * HARMFUL (orange) - Like HELPFUL but in the opposite direction. Without all the harmful modifiers you had (but
- * not without any one of them), you would've gotten a better DoS.
- *
- * DETRIMENTAL (red) - Like ESSENTIAL but in the opposite direction. Without this, you would've gotten a better DoS.
- */
- const SIGNIFICANCE = Object.freeze({
- ESSENTIAL: 'ESSENTIAL',
- HELPFUL: 'HELPFUL',
- NONE: 'NONE',
- HARMFUL: 'HARMFUL',
- DETRIMENTAL: 'DETRIMENTAL',
- })
- const COLOR_BY_SIGNIFICANCE = Object.freeze({
- ESSENTIAL: '#008000',
- HELPFUL: '#91a82a',
- NONE: '#000000',
- HARMFUL: '#ff0000',
- DETRIMENTAL: '#ff852f',
- })
- let IGNORED_MODIFIER_LABELS = []
- let IGNORED_MODIFIER_LABELS_FOR_AC_ONLY = []
-
- let warnedAboutLocalization = false
- const tryLocalize = (key, defaultValue) => {
- const localized = game.i18n.localize(key)
- if (localized === key) {
- if (!warnedAboutLocalization) {
- console.warn(`${MODULE_ID}: failed to localize ${key}`)
- warnedAboutLocalization = true
- }
- return defaultValue
- }
- return localized
- }
-
- const initializeIgnoredModifiers = () => {
- const IGNORED_MODIFIERS_I18N = [
- 'PF2E.BaseModifier',
- 'PF2E.ModifierTitle',
- 'PF2E.MultipleAttackPenalty',
- 'PF2E.ProficiencyLevel0',
- 'PF2E.ProficiencyLevel1',
- 'PF2E.ProficiencyLevel2',
- 'PF2E.ProficiencyLevel3',
- 'PF2E.ProficiencyLevel4',
- 'PF2E.AbilityStr',
- 'PF2E.AbilityCon',
- 'PF2E.AbilityDex',
- 'PF2E.AbilityInt',
- 'PF2E.AbilityWis',
- 'PF2E.AbilityCha',
- 'PF2E.PotencyRuneLabel',
- 'PF2E.RuleElement.WeaponPotency',
- 'PF2E.AutomaticBonusProgression.attackPotency',
- 'PF2E.AutomaticBonusProgression.defensePotency',
- 'PF2E.AutomaticBonusProgression.savePotency',
- 'PF2E.AutomaticBonusProgression.perceptionPotency',
- 'PF2E.NPC.Adjustment.EliteLabel',
- 'PF2E.NPC.Adjustment.WeakLabel',
- 'PF2E.MasterSavingThrow.fortitude',
- 'PF2E.MasterSavingThrow.reflex',
- 'PF2E.MasterSavingThrow.will',
- `${MODULE_ID}.IgnoredModifiers.DeviseAStratagem`, // Investigator
- `${MODULE_ID}.IgnoredModifiers.HuntersEdgeFlurry1`, // Ranger, replaces multiple attack penalty
- `${MODULE_ID}.IgnoredModifiers.HuntersEdgeFlurry2`, // same
- `${MODULE_ID}.IgnoredModifiers.HuntersEdgeFlurry3`, // same, Ranger's companion
- // NOTE: all spells that end in "form" are also ignored for the attack bonus; e.g. Ooze Form
- // also some battle form spells with different names:
- `${MODULE_ID}.IgnoredModifiers.BattleForm1`, // battle form
- `${MODULE_ID}.IgnoredModifiers.BattleForm2`, // battle form
- `${MODULE_ID}.IgnoredModifiers.BattleForm3`, // battle form
- `${MODULE_ID}.IgnoredModifiers.BattleForm4`, // battle form
- // yes I'm gonna add my houserules to my module, you can't stop me.
- // https://discord.com/channels/880968862240239708/880969943724728391/1082678343234760704
- `${MODULE_ID}.IgnoredModifiers.SpellAttackHouserule`,
- `${MODULE_ID}.IgnoredModifiers.SpellPotency1`,
- `${MODULE_ID}.IgnoredModifiers.SpellPotency2`,
- `${MODULE_ID}.IgnoredModifiers.SkillPotency1`,
- `${MODULE_ID}.IgnoredModifiers.SkillPotency2`,
- // compatibility with a module, pf2e-flatten, which adds modifiers to match the PWoL variants.
- // https://github.com/League-of-Foundry-Developers/pf2e-flatten/blob/main/bundle.js#L41
- `${MODULE_ID}.IgnoredModifiers3p.pf2e-flatten_pwol`,
- `${MODULE_ID}.IgnoredModifiers3p.pf2e-flatten_pwol_half`,
- ]
- IGNORED_MODIFIER_LABELS = IGNORED_MODIFIERS_I18N.map(str => tryLocalize(str, str))
- .concat(getSetting('additional-ignored-labels').split(';'))
- IGNORED_MODIFIER_LABELS_FOR_AC_ONLY = [
- // effect that replaces your AC item bonus and dex cap - super hard to calculate its "true" bonus so I just ignore.
- // however, this effect also has other modifiers which I don't want to ignore.
- `${MODULE_ID}.IgnoredModifiers.DrakeheartMutagen`,
- ].map(str => tryLocalize(str, str))
- }
-
- const sumMods = (modsList) => modsList.reduce((accumulator, curr) => accumulator + curr.modifier, 0)
- const modifierPositive = m => m.modifier > 0
- const modifierNegative = m => m.modifier < 0
- const getOffGuardAcMod = () => {
- const offGuardSlug = isNewerVersion(game.version, '5.3') ? 'off-guard' : 'flat-footed'
- const systemOffGuardCondition = game.pf2e.ConditionManager.getCondition(offGuardSlug)
- return {
- label: systemOffGuardCondition.name,
- modifier: -2,
- type: 'circumstance',
- }
- }
- const dcModsOfStatistic = (dcStatistic, actorWithDc) => {
- return dcStatistic.modifiers
- // remove if not enabled, or ignored
- .filter(m => m.enabled && !m.ignored)
- // remove everything that should be ignored (including user-defined)
- .filter(m => !IGNORED_MODIFIER_LABELS.includes(m.label))
- // ignore item bonuses that come from armor, they're Resilient runes
- .filter(m => !(
- m.type === 'item'
- // comparing the modifier label to the names of the actor's Armor items
- && actorWithDc?.attributes.ac.modifiers.some(m2 => m2.label === m.label)
- ))
- // remove duplicates where name is identical
- .filter((i1, idx, a) => a.findIndex(i2 => (i2.name === i1.name)) === idx)
- }
- const rollModsFromChatMessage = (modifiersFromChatMessage, rollingActor, dcType) => {
- return modifiersFromChatMessage
- // enabled is false for one of the conditions if it can't stack with others
- .filter(m => m.enabled && !m.ignored)
- // ignoring standard things from list (including user-defined)
- .filter(m => !IGNORED_MODIFIER_LABELS.includes(m.label))
- // for attacks, ignore all "form" spells that replace your attack bonus
- // it changed from 'ac' to 'armor' in pf2e v4.12
- .filter(m => !((dcType === 'ac' || dcType === 'armor') && m.slug.endsWith('-form')))
- // for attacks/skills, ignore Doubling Rings which are basically a permanent item bonus
- .filter(m => !m.slug.startsWith('doubling-rings'))
- // TODO - ignore item bonuses that are permanent (mostly skill items)
-
- // TODO - can next thing be removed?
- // for saving throws, ignore item bonuses that come from armor, they're Resilient runes
- .filter(m => !(
- m.type === 'item'
- // comparing the modifier label to the name of the rolling actor's Armor item
- && rollingActor?.attributes.ac.modifiers.some(m2 => m2.label === m.label)
- ))
- }
-
- const DEGREES = Object.freeze({
- CRIT_SUCC: 'CRIT_SUCC',
- SUCCESS: 'SUCCESS',
- FAILURE: 'FAILURE',
- CRIT_FAIL: 'CRIT_FAIL',
- })
-
- // REMEMBER: in Pf2e, delta 0-9 means SUCCESS, delta 10+ means CRIT SUCCESS, delta -1-9 is FAIL, delta -10- is CRIT FAIL
- const calcDegreeOfSuccess = (deltaFromDc) => {
- switch (true) {
- case deltaFromDc >= 10:
- return DEGREES.CRIT_SUCC
- case deltaFromDc <= -10:
- return DEGREES.CRIT_FAIL
- case deltaFromDc >= 1:
- return DEGREES.SUCCESS
- case deltaFromDc <= -1:
- return DEGREES.FAILURE
- case deltaFromDc === 0:
- return DEGREES.SUCCESS
- }
- // impossible
- console.error(`${MODULE_ID} | calcDegreeOfSuccess got wrong number: ${deltaFromDc}`)
- return DEGREES.CRIT_FAIL
- }
- const calcDegreePlusRoll = (deltaFromDc, dieRoll) => {
- const degree = calcDegreeOfSuccess(deltaFromDc)
- // handle natural 20 and natural 1
- if (dieRoll === 20) {
- switch (degree) {
- case 'CRIT_SUCC':
- return DEGREES.CRIT_SUCC
- case 'SUCCESS':
- return DEGREES.CRIT_SUCC
- case 'FAILURE':
- return DEGREES.SUCCESS
- case 'CRIT_FAIL':
- return DEGREES.FAILURE
- }
- } else if (dieRoll === 1) {
- switch (degree) {
- case 'CRIT_SUCC':
- return DEGREES.SUCCESS
- case 'SUCCESS':
- return DEGREES.FAILURE
- case 'FAILURE':
- return DEGREES.CRIT_FAIL
- case 'CRIT_FAIL':
- return DEGREES.CRIT_FAIL
- }
- } else return degree
- }
-
- const shouldIgnoreStrikeCritFailToFail = (oldDOS, newDOS, isStrike) => {
- // only ignore in this somewhat common edge case:
- return (
- // fail changed to crit fail, or vice versa
- ((oldDOS === DEGREES.FAILURE && newDOS === DEGREES.CRIT_FAIL)
- || (oldDOS === DEGREES.CRIT_FAIL && newDOS === DEGREES.FAILURE))
- // and this game setting is enabled
- && getSetting('ignore-crit-fail-over-fail-on-attacks')
- // and it was a Strike attack
- && isStrike
- )
- }
-
- /**
- * dcFlavorSuffix will be e.g. 'Off-Guard -2, Frightened -1'
- */
- const insertDcFlavorSuffix = ($flavorText, dcFlavorSuffix, dcActorType) => {
- const showDefenseHighlightsToEveryone = getSetting('show-defense-highlights-to-everyone')
- const dataVisibility = showDefenseHighlightsToEveryone ? 'all' : 'gm'
- const messageKey = dcActorType === 'target' ? `${MODULE_ID}.Message.TargetHas`
- : dcActorType === 'caster' ? `${MODULE_ID}.Message.CasterHas`
- : `${MODULE_ID}.Message.ActorHas`
- $flavorText.find('div.degree-of-success').before(
- `<div data-visibility="${dataVisibility}">
- ${tryLocalize(messageKey, 'Target has:')} <b>(${dcFlavorSuffix})</b>
- </div>`)
- }
-
- const hook_preCreateChatMessage = async (chatMessage, data) => {
- // continue only if message is a PF2e roll message with a rolling actor
- if (
- !chatMessage.flags
- || !chatMessage.flags.pf2e
- || !chatMessage.flags.pf2e.modifiers
- || !chatMessage.flags.pf2e.context.dc
- || !chatMessage.flags.pf2e.context.actor
- ) return true
-
- const rollingActor = game.actors.get(chatMessage.flags.pf2e.context.actor)
- // here I assume the PF2E system always includes the d20 roll as the first roll! and as the first term of that roll!
- const roll = chatMessage.rolls[0]
- const rollTotal = roll?.total !== undefined ? roll.total : parseInt(chatMessage.content)
- const rollDc = chatMessage.flags.pf2e.context.dc.value
- const deltaFromDc = rollTotal - rollDc
- // using roll.terms[0].total will work when rolling 1d20+9, or 2d20kh+9 (RollTwice RE), or 10+9 (SubstituteRoll RE)
- const dieRoll = roll.terms[0].total
- const currentDegreeOfSuccess = calcDegreePlusRoll(deltaFromDc, dieRoll)
- // noinspection JSDeprecatedSymbols (String.strike is irrelevant, IntelliJ!)
- const dcSlug = chatMessage.flags.pf2e.context.dc.slug
- const isStrike = dcSlug === 'ac' || dcSlug === 'armor' // it changed from 'ac' to 'armor' in pf2e v4.12
- const isSpell = chatMessage.flags.pf2e.origin?.type === 'spell'
- const targetedTokenUuid = chatMessage.flags.pf2e.context.target?.token
- const targetedActorUuid = chatMessage.flags.pf2e.context.target?.actor
- const targetedToken = targetedTokenUuid ? fromUuidSync(targetedTokenUuid) : undefined
- // targetedActorUuid will return the TOKEN uuid if it's an unlinked token! so, we're probably going to ignore it
- const targetedActor = targetedToken?.actor ? targetedToken.actor
- : targetedActorUuid ? fromUuidSync(targetedActorUuid)
- : undefined
- const originUuid = chatMessage.flags.pf2e.origin?.uuid
- const originItem = originUuid ? fromUuidSync(originUuid) : undefined
- const allModifiersInChatMessage = chatMessage.flags.pf2e.modifiers
- /*
- NOTE - from this point on, I use the term "modifier" or "mod" to refer to conditions/effects/feats that have granted
- a bonus or penalty to the roll or to the DC the roll was against. I will filter rollMods and dcMods to only include
- relevant non-ignored modifiers, and then calculate which modifiers actually made a significant impact on the outcome.
-
- The "modifier" objects in these lists are generally ModifierPf2e class objects, which have a "label", a "type", and
- a "modifier" field (their signed numerical value).
- */
- const rollMods = rollModsFromChatMessage(allModifiersInChatMessage, rollingActor, dcSlug)
- let dcMods
- let actorWithDc
- if (isStrike && targetedActor) {
- actorWithDc = targetedActor
- dcMods = dcModsOfStatistic(targetedActor.system.attributes.ac, actorWithDc)
- const offGuardMod = getOffGuardAcMod()
- // TODO: maybe simplify after next pf2e release, when `self.flanking` is coming back
- const isOffGuard = chatMessage.flags.pf2e.context.options.includes('target:condition:off-guard')
- const isFlanking = isNewerVersion(game.version, '5.3')
- ? (isOffGuard && !targetedActor.hasCondition('off-guard')) // flanking gives an ephemeral effect
- : chatMessage.flags.pf2e.context.options.includes('self:flanking')
- if ((isFlanking || isOffGuard) && !dcMods.some(m => m.label === offGuardMod.label)) {
- if (isFlanking) {
- offGuardMod.label = game.i18n.localize('PF2E.Item.Condition.Flanked')
- }
- dcMods.push(offGuardMod)
- }
- dcMods = dcMods.filter(m => !IGNORED_MODIFIER_LABELS_FOR_AC_ONLY.includes(m.label))
- } else if (isSpell && !!originItem) {
- // (note: originItem will be undefined in the rare case of a message created through a module like Quick Send To Chat)
- // if saving against spell, DC is the Spellcasting DC which means it's affected by stuff like Frightened and Stupefied
- actorWithDc = originItem.actor
- dcMods = dcModsOfStatistic(originItem.spellcasting.statistic.dc, actorWithDc)
- } else if (originItem?.category === 'class') {
- // if saving against a class feat/feature, DC is the Class DC which means it's affected by stuff like Frightened and Enfeebled/Drained/etc, depending
- // NOTE: this will not work for embedded Check buttons that come from Note REs. see https://github.com/foundryvtt/pf2e/issues/9824
- actorWithDc = originItem.actor
- dcMods = dcModsOfStatistic(originItem.parent.classDC, actorWithDc)
- } else if (targetedActor && dcSlug) {
- // if there's a target, but it's not an attack, then it's probably a skill check against one of the target's
- // save DCs or perception DC or possibly a skill DC
- actorWithDc = targetedActor
- const dcStatistic = targetedActor.saves[dcSlug] || targetedActor.skills[dcSlug] || targetedActor[dcSlug]
- // dcStatistic should always be defined. (otherwise it means I didn't account for all cases here!)
- dcMods = dcModsOfStatistic(dcStatistic.dc, actorWithDc)
- } else {
- // happens if e.g. rolling from a @Check style button
- dcMods = []
- }
-
- /**
- * wouldChangeOutcome(x) returns true if a bonus of x ("penalty" if x is negative) changes the degree of success
- */
- const wouldChangeOutcome = (extra) => {
- const newDegreeOfSuccess = calcDegreePlusRoll(deltaFromDc + extra, dieRoll)
- return newDegreeOfSuccess !== currentDegreeOfSuccess &&
- !shouldIgnoreStrikeCritFailToFail(currentDegreeOfSuccess, newDegreeOfSuccess, isStrike)
- }
-
- const positiveRollMods = rollMods.filter(modifierPositive)
- const negativeRollMods = rollMods.filter(modifierNegative)
- const positiveDcMods = dcMods.filter(modifierPositive)
- const negativeDcMods = dcMods.filter(modifierNegative)
- const necessaryPositiveRollMods = positiveRollMods.filter(m => wouldChangeOutcome(-m.modifier))
- const necessaryNegativeRollMods = negativeRollMods.filter(m => wouldChangeOutcome(-m.modifier))
- const necessaryPositiveDcMods = positiveDcMods.filter(m => wouldChangeOutcome(m.modifier))
- const necessaryNegativeDcMods = negativeDcMods.filter(m => wouldChangeOutcome(m.modifier))
- const rollModsPositiveTotal = sumMods(positiveRollMods) - sumMods(negativeDcMods)
- const rollModsNegativeTotal = sumMods(negativeRollMods) - sumMods(positiveDcMods)
- // sum of modifiers that were necessary to reach the current outcome - these are the biggest bonuses/penalties.
- const rollModsNecessaryPositiveTotal = sumMods(necessaryPositiveRollMods) - sumMods(necessaryPositiveDcMods)
- const rollModsNecessaryNegativeTotal = sumMods(necessaryNegativeRollMods) - sumMods(necessaryNegativeDcMods)
- // sum of all other modifiers. if this sum's changing does not affect the outcome it means modifiers were unnecessary
- const rollModsRemainingPositiveTotal = rollModsPositiveTotal - rollModsNecessaryPositiveTotal
- const rollModsRemainingNegativeTotal = rollModsNegativeTotal - rollModsNecessaryNegativeTotal
- // based on the above sums and the following booleans, we can determine which modifiers were significant and how much
- const didPositiveModifiersChangeOutcome = wouldChangeOutcome(-rollModsPositiveTotal)
- const didNegativeModifiersChangeOutcome = wouldChangeOutcome(-rollModsNegativeTotal)
- const didRemainingPositivesChangeOutcome = wouldChangeOutcome(-rollModsRemainingPositiveTotal)
- const didRemainingNegativesChangeOutcome = wouldChangeOutcome(-rollModsRemainingNegativeTotal)
-
- const calcSignificance = (modifierValue) => {
- const isNegativeMod = modifierValue < 0
- const isPositiveMod = modifierValue > 0
- const changedOutcome = wouldChangeOutcome(-modifierValue)
- if (isPositiveMod && changedOutcome)
- return SIGNIFICANCE.ESSENTIAL
- if (isPositiveMod && !changedOutcome && didPositiveModifiersChangeOutcome && didRemainingPositivesChangeOutcome)
- return SIGNIFICANCE.HELPFUL
- if (isNegativeMod && changedOutcome)
- return SIGNIFICANCE.HARMFUL
- if (isNegativeMod && !changedOutcome && didNegativeModifiersChangeOutcome && didRemainingNegativesChangeOutcome)
- return SIGNIFICANCE.DETRIMENTAL
- return SIGNIFICANCE.NONE
- }
- const significantModifiers = []
- rollMods.forEach(m => {
- const modVal = m.modifier
- const significance = calcSignificance(modVal)
- if (significance === SIGNIFICANCE.NONE) return
- significantModifiers.push({
- appliedTo: 'roll',
- name: m.label,
- value: modVal,
- significance: significance,
- })
- })
- dcMods.forEach(m => {
- const modVal = m.modifier
- const significance = calcSignificance(-modVal)
- significantModifiers.push({
- appliedTo: 'dc',
- name: m.label,
- value: modVal,
- significance: significance,
- })
- })
-
- const oldFlavor = chatMessage.flavor
- // adding an artificial div to have a single parent element, enabling nicer editing of html
- const $editedFlavor = $(`<div>${oldFlavor}</div>`)
- // remove old highlights, in case of a reroll within the same message
- $editedFlavor.find('.pf2e-modifiers-matter-highlight')
- .css('color', '')
- .css('font-weight', '')
- .removeClass('pf2e-modifiers-matter-highlight')
- significantModifiers.filter(m => m.appliedTo === 'roll').forEach(m => {
- const modVal = m.value
- const modName = m.name
- const modSignificance = m.significance
- if (modSignificance === SIGNIFICANCE.NONE) return
- const outcomeChangeColor = COLOR_BY_SIGNIFICANCE[modSignificance]
- const modValStr = (modVal < 0 ? '' : '+') + modVal
- // edit background color for full tags
- $editedFlavor.find(`span.tag:contains(${modName} ${modValStr}).tag_alt`)
- .css('background-color', outcomeChangeColor)
- // edit background+text colors for transparent tags, which have dark text by default
- $editedFlavor.find(`span.tag:contains(${modName} ${modValStr}).tag_transparent`)
- .css('color', outcomeChangeColor)
- .css('font-weight', 'bold')
- .addClass('pf2e-modifiers-matter-highlight')
- })
- const dcFlavorSuffixHtmls = []
- significantModifiers.filter(m => m.appliedTo === 'dc').forEach(m => {
- const modVal = m.value
- const modName = m.name
- const modSignificance = m.significance
- if (modSignificance === SIGNIFICANCE.NONE)
- if (!(isStrike && getSetting('always-show-defense-conditions', false)))
- return
- const outcomeChangeColor = COLOR_BY_SIGNIFICANCE[modSignificance]
- // remove number from end of name, because it's better to see "Frightened (-3)" than "Frightened 3 (-3)"
- const modNameNoNum = modName.match(/.* \d+/) ? modName.substring(0, modName.lastIndexOf(' ')) : modName
- const modValStr = (modVal < 0 ? '' : '+') + modVal
- dcFlavorSuffixHtmls.push(
- `<span class="pf2e-modifiers-matter-suffix" style="color: ${outcomeChangeColor}">${modNameNoNum} ${modValStr}</span>`)
- })
- const dcFlavorSuffix = dcFlavorSuffixHtmls.join(', ')
- $editedFlavor.find('.pf2e-modifiers-matter-suffix').remove()
- if (dcFlavorSuffix) {
- // dcActorType is only used to make the string slightly more fitting
- const dcActorType = targetedActor ? 'target' : isSpell ? 'caster' : 'actor'
- insertDcFlavorSuffix($editedFlavor, dcFlavorSuffix, dcActorType)
- }
- // newFlavor will be the inner HTML without the artificial div
- const newFlavor = $editedFlavor.html()
- if (newFlavor !== oldFlavor) {
- data.flavor = newFlavor // just in case other hooks rely on it
- await chatMessage.updateSource({ 'flavor': newFlavor })
- }
-
- // hook call - to allow other modules/macros to trigger based on MM
- if (significantModifiers.length > 0) {
- Hooks.callAll('modifiersMatter', {
- rollingActor,
- actorWithDc, // can be undefined
- targetedToken, // can be undefined
- significantModifiers, // list of: {name: string, value: number, significance: string}
- chatMessage,
- })
- }
-
- return true
- }
-
- const exampleHookInspireCourage = () => {
- // this hook call is an example!
- // it will play a nice chime sound each time an Inspire Courage effect turns a miss into a hit (or hit to crit)
- Hooks.on('modifiersMatter', ({ rollingActor, significantModifiers }) => {
- console.log(`${rollingActor} was helped!`)
- significantModifiers.forEach(({ name, significance }) => {
- if (name.includes('Inspire Courage') && significance === 'ESSENTIAL') {
- AudioHelper.play({
- src: 'https://cdn.pixabay.com/audio/2022/01/18/audio_8db1f1b5a5.mp3',
- volume: 1.0,
- autoplay: true,
- loop: false,
- }, true)
- }
- })
- })
- }
-
- const getSetting = (settingName) => game.settings.get(MODULE_ID, settingName)
-
- Hooks.on('init', function () {
- game.settings.register(MODULE_ID, 'show-defense-highlights-to-everyone', {
- name: `${MODULE_ID}.Settings.show-defense-highlights-to-everyone.name`,
- hint: `${MODULE_ID}.Settings.show-defense-highlights-to-everyone.hint`,
- scope: 'world',
- config: true,
- default: true,
- type: Boolean,
- })
- game.settings.register(MODULE_ID, 'ignore-crit-fail-over-fail-on-attacks', {
- name: `${MODULE_ID}.Settings.ignore-crit-fail-over-fail-on-attacks.name`,
- hint: `${MODULE_ID}.Settings.ignore-crit-fail-over-fail-on-attacks.hint`,
- scope: 'client',
- config: true,
- default: false,
- type: Boolean,
- })
- game.settings.register(MODULE_ID, 'additional-ignored-labels', {
- name: `${MODULE_ID}.Settings.additional-ignored-labels.name`,
- hint: `${MODULE_ID}.Settings.additional-ignored-labels.hint`,
- scope: 'world',
- config: true,
- default: 'Example;Skill Potency',
- type: String,
- onChange: initializeIgnoredModifiers,
- })
- game.settings.register(MODULE_ID, 'always-show-defense-conditions', {
- name: `${MODULE_ID}.Settings.always-show-defense-conditions.name`,
- hint: `${MODULE_ID}.Settings.always-show-defense-conditions.hint`,
- scope: 'world',
- config: true,
- default: false,
- type: Boolean,
- })
- })
-
- Hooks.once('setup', function () {
- Hooks.on('preCreateChatMessage', hook_preCreateChatMessage)
- initializeIgnoredModifiers()
- console.info(`${MODULE_ID} | initialized`)
- })
-
|