Fix: Jets d'astrologies invisibles pour joueur
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@ -298,7 +298,8 @@ export class RdDCalendrier extends Application {
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let rollData = {
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caracValue: request.carac_vue,
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finalLevel: niveau,
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showDice: false
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showDice: false,
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rollMode: "blindroll"
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};
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await RdDResolutionTable.rollData(rollData);
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let nbAstral = this.getNombreAstral(request.date);
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@ -134,9 +134,7 @@ export class RdDDice {
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static async roll(formula, options = { showDice: false, rollMode: undefined }) {
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const roll = new Roll(formula);
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await roll.evaluate({ async: true });
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if (options.showDice) {
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roll.showDice = options.showDice;
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}
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roll.showDice = options.showDice;
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await RdDDice.show(roll, options.rollMode ?? game.settings.get("core", "rollMode"));
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return roll;
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}
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@ -102,22 +102,23 @@ export class RdDResolutionTable {
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/* -------------------------------------------- */
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static async rollData(rollData) {
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rollData.rolled = await this.roll(rollData.caracValue, rollData.finalLevel, rollData.bonus, rollData.diviseurSignificative, rollData.showDice);
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rollData.rolled = await this.roll(rollData.caracValue, rollData.finalLevel, rollData);
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return rollData;
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}
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/* -------------------------------------------- */
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static async roll(caracValue, finalLevel, bonus = undefined, diviseur = undefined, showDice = true) {
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static async roll(caracValue, finalLevel, rollData = {}){
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let chances = this.computeChances(caracValue, finalLevel);
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this._updateChancesWithBonus(chances, bonus);
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this._updateChancesFactor(chances, diviseur);
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chances.showDice = showDice;
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this._updateChancesWithBonus(chances, rollData.bonus);
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this._updateChancesFactor(chances, rollData.diviseurSignificative);
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chances.showDice = rollData.showDice;
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chances.rollMode = rollData.rollMode;
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let rolled = await this.rollChances(chances, diviseur);
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let rolled = await this.rollChances(chances, rollData.diviseurSignificative);
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rolled.caracValue = caracValue;
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rolled.finalLevel = finalLevel;
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rolled.bonus = bonus;
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rolled.factorHtml = Misc.getFractionHtml(diviseur);
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rolled.bonus = rollData.bonus;
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rolled.factorHtml = Misc.getFractionHtml(rollData.diviseurSignificative);
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rolled.niveauNecessaire = this.findNiveauNecessaire(caracValue, rolled.roll );
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rolled.ajustementNecessaire = rolled.niveauNecessaire - finalLevel;
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return rolled;
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@ -163,7 +164,7 @@ export class RdDResolutionTable {
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/* -------------------------------------------- */
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static async rollChances(chances, diviseur) {
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chances.roll = await RdDDice.rollTotal("1d100", {showDice:chances.showDice});
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chances.roll = await RdDDice.rollTotal("1d100", chances);
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mergeObject(chances, this.computeReussite(chances, chances.roll, diviseur), { overwrite: true });
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return chances;
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}
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