Merge branch 'appel-chance-combat' into 'v1.2'
#86, #42, Gestion des échecs totaux et appel à la chance en combat See merge request LeRatierBretonnien/foundryvtt-reve-de-dragon!104
This commit is contained in:
commit
12c3d69b53
207
module/actor.js
207
module/actor.js
@ -1107,68 +1107,6 @@ export class RdDActor extends Actor {
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await this.update( { 'data.blessures': bList } );
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}
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/* -------------------------------------------- */
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manageBlessures( blessuresData )
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{
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// Fast exit
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if ( this.data.type == 'entite') return; // Une entité n'a pas de blessures
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if ( blessuresData.legeres + blessuresData.graves + blessuresData.critiques == 0 ) return;
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let workData = duplicate(blessuresData);
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let blessures = duplicate(this.data.data.blessures);
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// Manage blessures
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if ( workData.legeres > 0 ) {
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for (let k=0; k<blessures.legeres.liste.length; k++) {
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let bless = blessures.legeres.liste[k];
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if ( !bless.active ){
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bless.active = true;
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bless.loc = workData.locName;
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workData.legeres--;
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}
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if (workData.legeres == 0) break;
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}
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}
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if ( workData.legeres > 0 ) {
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workData.graves += 1;
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blessuresData.graves += 1;
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}
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if ( workData.graves > 0) {
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for (let k=0; k<blessures.graves.liste.length; k++) {
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let bless = blessures.graves.liste[k];
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if ( !bless.active ) {
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bless.active = true;
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bless.loc = workData.locName;
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workData.graves--;
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}
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if ( workData.graves == 0) break;
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}
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}
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workData.from3Graves = false;
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if ( workData.graves > 0 ) {
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workData.critiques = 1;
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blessuresData.critiques = 1;
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workData.from3Graves = true;
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}
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if ( workData.critiques > 0 ) {
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if ( blessures.critiques.liste[0].active ) {
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ChatMessage.create(`<strong>${game.user.name} vient de succomber à une seconde blessure critique ! Que les Dragons gardent son Archétype en paix !</strong>`);
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} else {
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if ( workData.from3Graves) { // Si la blessure critique provient d'une quatrième grave
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this.santeIncDec("endurance", -this.data.data.sante.endurance.value); // Endurance à 0;
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this.santeIncDec("vie", -4); // Vie à -4;
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}
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blessures.critiques.liste[0].active = true;
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blessures.critiques.liste[0].loc = workData.locName;
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}
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}
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this.update( { "data.blessures": blessures } );
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}
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/* -------------------------------------------- */
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async jetDeMoral(situation) {
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let jetMoral = new Roll("1d20").roll();
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@ -1820,7 +1758,7 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async rollAppelChance( )
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async rollAppelChance(onSuccess = () => {}, onEchec = () => {})
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{
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let rollData = { selectedCarac: this.getCaracByName('chance-actuelle'), surprise: '' };
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const dialog = await RdDRoll.create(this, rollData,
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@ -1830,7 +1768,7 @@ export class RdDActor extends Actor {
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label: 'Appel à la chance',
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callbacks: [
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this.createCallbackExperience(),
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{ action: r => this._appelChanceResult(r) }
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{ action: r => this._appelChanceResult(r, onSuccess, onEchec) },
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]
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}
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);
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@ -1838,11 +1776,15 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async _appelChanceResult(rollData) {
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async _appelChanceResult(rollData, onSuccess = () => {}, onEchec= ()=>{}) {
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await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-appelchance.html')
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if (rollData.rolled.isSuccess) {
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await this.chanceActuelleIncDec(-1)
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onSuccess();
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}
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else {
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onEchec();
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}
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RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-appelchance.html')
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}
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/* -------------------------------------------- */
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@ -1852,6 +1794,21 @@ export class RdDActor extends Actor {
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await this.update( {"data.compteurs.chance": chance } );
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}
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/* -------------------------------------------- */
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async appelDestinee( onSuccess = () => {}, onEchec= ()=>{}) {
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if (this.data.data.compteurs.destinee?.value ?? 0 >0 ) {
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ChatMessage.create({content: `<span class="rdd-roll-part">${this.name} a fait appel à la Destinée !</span>` });
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let destinee = duplicate(this.data.data.compteurs.destinee);
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destinee.value = destinee.value - 1;
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await this.update( {"data.compteurs.destinee": destinee } );
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onSuccess();
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}
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else {
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onEchec();
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}
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}
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/* -------------------------------------------- */
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ajustementAstrologique() {
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if (this.isCreature()) {
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@ -2086,7 +2043,7 @@ export class RdDActor extends Actor {
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dmg = 0; // Reset it
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if ( update.data.deterioration >= 10) {
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update.data.deterioration = 0;
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let res = /\d+^/.exec(update.data.protection);
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let res = /\d+/.exec(update.data.protection);
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if ( res )
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update.data.protection = "1d"+update.data.protection;
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// if ( update.data.protection.toString().length == 1 )
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@ -2132,28 +2089,24 @@ export class RdDActor extends Actor {
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}
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console.log("encaisserDommages", attackerRoll )
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const armure = this.computeArmure( attackerRoll );
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const rollEncaissement = new Roll("2d10 + @dmg - @armure",{
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dmg: attackerRoll.dmg.total,
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armure: armure
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}).roll();
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RdDDice.show(rollEncaissement);
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let result = RdDUtility.computeBlessuresSante(rollEncaissement.total, attackerRoll.dmg.mortalite, attackerRoll.dmg.loc);
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result.endurance = Math.max(result.endurance, -Number(this.data.data.sante.endurance.value));
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await this.santeIncDec("vie", result.vie);
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await this.santeIncDec("endurance", result.endurance, (result.critiques > 0));
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let encaissement = this.jetEncaissement(attackerRoll);
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this.ajouterBlessure(encaissement); // Will upate the result table
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await this.santeIncDec("vie", encaissement.vie);
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await this.santeIncDec("endurance", encaissement.endurance, (encaissement.critiques > 0));
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const blessureLegere = (encaissement.legeres > 0 ? "une blessure légère" : "");
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const blessureGrave = (encaissement.graves > 0 ? "une blessure grave" : "");
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const blessureCritique = (encaissement.critiques > 0 ? "une blessure critique" : "");
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this.manageBlessures(result); // Will upate the result table
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const blessureLegere = (result.legeres > 0 ? "une blessure légère" : "");
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const blessureGrave = (result.graves > 0 ? "une blessure grave" : "");
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const blessureCritique = (result.critiques > 0 ? "une blessure critique" : "");
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let commonMsg = {
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title: "Blessures !",
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roll: rollEncaissement ,
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content: this.data.name + " a encaissé " + blessureLegere + blessureGrave + blessureCritique
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roll: encaissement.roll,
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content: `${this.data.name} a encaissé ${blessureLegere}${blessureGrave}${blessureCritique} (${encaissement.locName})`
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}
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let addonMsg = "<br>Et a perdu : <br>" + result.endurance + " Endurance et " + result.vie + " Points de Vie";
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let addonMsg = "<br>Et a perdu : <br>" + encaissement.endurance + " Endurance et " + encaissement.vie + " Points de Vie";
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if ( this.hasPlayerOwner ) {
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commonMsg.content += addonMsg; // Message pour tout le monde
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ChatMessage.create( commonMsg );
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@ -2169,6 +2122,92 @@ export class RdDActor extends Actor {
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this.sheet.render(false);
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}
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/* -------------------------------------------- */
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jetEncaissement(rollData) {
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rollData.dmg.loc = rollData.dmg.loc?? RdDUtility.getLocalisation();
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const roll = new Roll("2d10 + @dmg - @armure", {
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dmg: rollData.dmg.total,
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armure: this.computeArmure( rollData )
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}).roll();
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RdDDice.show(roll, game.settings.get("core", "rollMode"));
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let encaissement = RdDUtility.selectEncaissement(roll.total, rollData.dmg.mortalite)
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let over20 = Math.max(roll.total - 20, 0);
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encaissement.roll = roll;
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encaissement.vie = - RdDUtility._evaluatePerte(encaissement.vie, over20);
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encaissement.endurance = - RdDUtility._evaluatePerte(encaissement.endurance, over20);
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encaissement.loc = rollData.dmg.loc;
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encaissement.locName = rollData.dmg.loc.label ?? "Corps";
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return encaissement;
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}
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/* -------------------------------------------- */
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ajouterBlessure( encaissement )
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{
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// Fast exit
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if ( this.data.type == 'entite') return; // Une entité n'a pas de blessures
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if ( encaissement.legeres + encaissement.graves + encaissement.critiques == 0 ) return;
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const endActuelle = Number(this.data.data.sante.endurance.value);
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let blessures = duplicate(this.data.data.blessures);
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let count = encaissement.legeres;
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// Manage blessures
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while (count > 0) {
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let legere = blessures.legeres.liste.find(it => !it.active);
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if (legere) {
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this._setBlessure(legere, encaissement);
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count--;
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}
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else {
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encaissement.graves += count;
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encaissement.legeres -= count;
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break;
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}
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}
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count = encaissement.graves;
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while (count > 0) {
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let grave = blessures.graves.liste.find(it => !it.active);
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if (grave) {
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this._setBlessure(grave, encaissement);
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count--;
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}
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else{
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encaissement.critiques += count;
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encaissement.graves -= count;
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encaissement.endurance = -endActuelle;
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encaissement.vie = -4;
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break;
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}
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}
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count = encaissement.critique;
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while( count > 0 ) {
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let critique = blessures.critiques.liste[0];
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if (!critique.active ) {
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this._setBlessure(critique, encaissement);
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count--;
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} else {
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// TODO: status effect dead
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ChatMessage.create({ content: `<strong>${this.name} vient de succomber à une seconde blessure critique ! Que les Dragons gardent son Archétype en paix !</strong>`});
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encaissement.critique -= count;
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break;
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}
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}
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encaissement.endurance = Math.max(encaissement.endurance, -endActuelle);
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this.update( { "data.blessures": blessures } );
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}
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/* -------------------------------------------- */
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_setBlessure(blessure, encaissement) {
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blessure.active = true;
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blessure.loc = encaissement.locName;
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}
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/* -------------------------------------------- */
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/** @override */
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getRollData() {
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@ -3,6 +3,12 @@
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* Class providing helper methods to get the list of users, and
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*/
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export class ChatUtility {
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static removeMyChatMessageContaining(part) {
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const toDelete = game.messages.filter(it => it.user._id == game.user._id)
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.filter(it => it.data.content.includes(part));
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toDelete.forEach(it => it.delete());
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}
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/* -------------------------------------------- */
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static chatWithRollMode(chatOptions, name) {
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@ -1,5 +1,4 @@
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import { RdDCarac } from "./rdd-carac.js";
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import { RdDUtility } from "./rdd-utility.js";
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const conditionsTactiques = [
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{ type: '', descr: '', dmg: 0, attaque: 0, parade: 0, esquive: true },
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@ -30,7 +29,7 @@ export class RdDBonus {
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/* -------------------------------------------- */
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static dmg(rollData, dmgActor, isCauchemar = false) {
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let dmg = { total: 0, loc: RdDUtility.getLocalisation() };
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let dmg = { total: 0 };
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if (rollData.arme && rollData.arme.name.toLowerCase() == "esquive") {
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// Specific case management
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ui.notifications.warn("Calcul de bonus dégats sur eswquive");
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@ -66,13 +65,11 @@ export class RdDBonus {
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static _calculMortalite(rollData, isCauchemar) {
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if (isCauchemar) {
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return "cauchemar";
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}if (rollData.dmg && rollData.dmg.mortalite) {
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return rollData.dmg.mortalite;
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}
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if (rollData.arme && rollData.arme.data.mortalite) {
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return rollData.arme.data.mortalite;
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}
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return "mortel";
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return isCauchemar ? "cauchemar"
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: rollData.dmg?.mortalite
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?? rollData.arme?.data.mortalite
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?? "mortel";
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}
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/* -------------------------------------------- */
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@ -94,7 +94,17 @@ export class RdDCombat {
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/* -------------------------------------------- */
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static registerChatCallbacks(html) {
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for (let button of ['#parer-button', '#esquiver-button', '#particuliere-attaque', '#encaisser-button']) {
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for (let button of [
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'#parer-button',
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'#esquiver-button',
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'#particuliere-attaque',
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'#encaisser-button',
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'#appel-chance-defense',
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'#appel-destinee-defense',
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'#appel-chance-attaque',
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'#appel-destinee-attaque',
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'#echec-total-attaque',
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]) {
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html.on("click", button, event => {
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event.preventDefault();
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RdDCombat.createForEvent(event).onEvent(button, event);
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@ -119,19 +129,102 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async onEvent(button, event) {
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let rollData = game.system.rdd.rollDataHandler[this.attackerId];
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if (!rollData) {
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let attackerRoll = game.system.rdd.rollDataHandler.attaques[this.attackerId];
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if (!attackerRoll) {
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ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
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return;
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}
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const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId'].value;
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let defenderRoll = this._getDefense(attackerRoll.passeArme);
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const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
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switch (button) {
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case '#particuliere-attaque': return await this.choixParticuliere(rollData, event.currentTarget.attributes['data-mode'].value);
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case '#parer-button': {
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const armeId = event.currentTarget.attributes['data-armeid'];
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return this.parade(rollData, armeId?.value);
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case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
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case '#parer-button': return this.parade(attackerRoll, armeParadeId);
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case '#esquiver-button': return this.esquive(attackerRoll);
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case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
|
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case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
|
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|
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case '#appel-chance-attaque': return this.attacker.rollAppelChance(
|
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() => this.attaqueChanceuse(attackerRoll),
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() => this._onEchecTotal(attackerRoll));
|
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case '#appel-chance-defense': return this.defender.rollAppelChance(
|
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() => this.defenseChanceuse(attackerRoll, defenderRoll),
|
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() => this.afficherOptionsDefense(attackerRoll, { defenseChance: true }));
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case '#appel-destinee-attaque': return this.attacker.appelDestinee(
|
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() => this.attaqueSignificative(attackerRoll),
|
||||
() => { });
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case '#appel-destinee-defense': return this.defender.appelDestinee(
|
||||
() => this.defenseDestinee(defenderRoll),
|
||||
() => { });
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||||
}
|
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case '#esquiver-button': return this.esquive(rollData);
|
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case '#encaisser-button': return this.encaisser(rollData, event.currentTarget.attributes['data-defenderTokenId'].value);
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}
|
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|
||||
/* -------------------------------------------- */
|
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_consumeDefense(passeArme) {
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let defenderRoll = this._getDefense(passeArme);
|
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game.system.rdd.rollDataHandler.defenses[passeArme] = undefined;
|
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return defenderRoll;
|
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}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_getDefense(passeArme) {
|
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return game.system.rdd.rollDataHandler.defenses[passeArme];
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_storeDefense(defenderRoll) {
|
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game.system.rdd.rollDataHandler.defenses[defenderRoll.passeArme] = defenderRoll;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
attaqueChanceuse(attackerRoll) {
|
||||
ui.notifications.info("L'attaque est rejouée grâce à la chance")
|
||||
attackerRoll.essais.attaqueChance = true;
|
||||
this.attaque(attackerRoll, attackerRoll.arme);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
attaqueDestinee(attackerRoll) {
|
||||
ui.notifications.info('Attaque significative grâce à la destinée')
|
||||
RdDResolutionTable.forceSignificative(attackerRoll.rolled);
|
||||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||||
this._onAttaqueNormale(attackerRoll);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
defenseChanceuse(attackerRoll, defenderRoll) {
|
||||
ui.notifications.info("La défense est rejouée grâce à la chance")
|
||||
attackerRoll.essais.defenseChance = true;
|
||||
attackerRoll.essais.defense = false;
|
||||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||||
this._sendMessageDefense(attackerRoll);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
defenseDestinee(defenderRoll) {
|
||||
ui.notifications.info('Défense significative grâce à la destinée')
|
||||
RdDResolutionTable.forceSignificative(defenderRoll.rolled);
|
||||
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
|
||||
if (defenderRoll.arme) {
|
||||
this._onParadeNormale(defenderRoll);
|
||||
}
|
||||
else {
|
||||
this._onEsquiveNormale(defenderRoll);
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
afficherOptionsDefense(attackerRoll, essais) {
|
||||
ui.notifications.info("La chance n'est pas avec vous");
|
||||
this._sendMessageDefense(attackerRoll, essais);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
removeChatMessageActionsPasseArme(passeArme) {
|
||||
if (game.settings.get("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat")){
|
||||
ChatUtility.removeMyChatMessageContaining(`<div data-passearme="${passeArme}">`);
|
||||
}
|
||||
}
|
||||
|
||||
@ -185,6 +278,7 @@ export class RdDCombat {
|
||||
label: 'Attaque: ' + (arme?.name ?? competence.name),
|
||||
callbacks: [
|
||||
this.attacker.createCallbackExperience(),
|
||||
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
|
||||
{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
|
||||
{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
|
||||
{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
|
||||
@ -197,10 +291,12 @@ export class RdDCombat {
|
||||
/* -------------------------------------------- */
|
||||
_prepareAttaque(competence, arme) {
|
||||
let rollData = {
|
||||
passeArme: randomID(16),
|
||||
coupsNonMortels: false,
|
||||
competence: competence,
|
||||
surprise: this.attacker.getSurprise(),
|
||||
surpriseDefenseur: this.defender.getSurprise()
|
||||
surpriseDefenseur: this.defender.getSurprise(),
|
||||
essais: { }
|
||||
};
|
||||
|
||||
if (this.attacker.isCreature()) {
|
||||
@ -218,81 +314,67 @@ export class RdDCombat {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_onAttaqueParticuliere(rollData) {
|
||||
console.log("RdDCombat.onAttaqueParticuliere >>>", rollData);
|
||||
async _onAttaqueParticuliere(rollData) {
|
||||
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
|
||||
|
||||
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
|
||||
let message = '<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>';
|
||||
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='${this.attackerId}'>Attaquer en Force</a>`;
|
||||
if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) {
|
||||
if (rollData.arme.data.rapide) {
|
||||
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='${this.attackerId}'>Attaquer en Rapidité</a>`;
|
||||
}
|
||||
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='${this.attackerId}'>Attaquer en Finesse</a>`;
|
||||
}
|
||||
game.system.rdd.rollDataHandler[this.attackerId] = rollData;
|
||||
// TODO: use a dialog?
|
||||
ChatMessage.create({ content: message, whisper: ChatMessage.getWhisperRecipients(this.attacker.name) });
|
||||
const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0;
|
||||
ChatMessage.create({
|
||||
whisper: ChatMessage.getWhisperRecipients(this.attacker.name),
|
||||
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', {
|
||||
attackerId: this.attackerId,
|
||||
defenderTokenId: this.defenderTokenId,
|
||||
isFinesse: isMeleeDiffNegative,
|
||||
isRapide: isMeleeDiffNegative && rollData.arme.data.rapide
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _onAttaqueNormale(rollData) {
|
||||
console.log("RdDCombat.onAttaqueNormale >>>", rollData);
|
||||
async _onAttaqueNormale(attackerRoll) {
|
||||
console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
|
||||
|
||||
rollData.dmg = RdDBonus.dmg(rollData, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
|
||||
attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
|
||||
|
||||
// Save rollData for defender
|
||||
game.system.rdd.rollDataHandler[this.attackerId] = duplicate(rollData);
|
||||
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(attackerRoll);
|
||||
|
||||
rollData.show = {
|
||||
attackerRoll.show = {
|
||||
cible: this.target ? this.defender.data.name : 'la cible',
|
||||
isRecul: (rollData.particuliere == 'force' || rollData.tactique == 'charge')
|
||||
isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
|
||||
}
|
||||
await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
|
||||
await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html');
|
||||
|
||||
if (!await this.accorderEntite('avant-defense')) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.target) {
|
||||
this._sendMessageDefense(rollData);
|
||||
await this._sendMessageDefense(attackerRoll);
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_sendMessageDefense(rollData) {
|
||||
console.log("RdDCombat._sendMessageDefense", rollData, " / ", this.attacker, this.target, this.attackerId, rollData.competence.data.categorie);
|
||||
async _sendMessageDefense(attackerRoll, essais = {}) {
|
||||
console.log("RdDCombat._sendMessageDefense", attackerRoll, essais, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
|
||||
|
||||
let message = this._buildMessageDefense(rollData);
|
||||
// encaisser
|
||||
message += this._buildMessageEncaisser(rollData) + "</span>";
|
||||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||||
mergeObject(attackerRoll.essais, essais, {overwrite: true});
|
||||
const paramDemandeDefense = {
|
||||
passeArme: attackerRoll.passeArme,
|
||||
essais: attackerRoll.essais,
|
||||
surprise: this.defender.getSurprise(),
|
||||
defender: this.defender,
|
||||
attackerId: this.attackerId,
|
||||
defenderTokenId: this.defenderTokenId,
|
||||
mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"),
|
||||
armes: this._filterArmesParade(this.defender.data.items, attackerRoll.competence, attackerRoll.arme),
|
||||
diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
|
||||
dmg: attackerRoll.dmg
|
||||
};
|
||||
let message = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense);
|
||||
|
||||
RdDCombat._sendRollMessage(this.attacker, this.defender, this.defenderTokenId, "msg_defense", message, rollData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_buildMessageDefense(rollData) {
|
||||
let message = "<strong>" + this.defender.name + "</strong> doit se défendre :<span class='chat-card-button-area'>";
|
||||
|
||||
if (this.defender.getSurprise() != 'totale') {
|
||||
// parades
|
||||
for (const arme of this._filterArmesParade(this.defender.data.items, rollData.competence, rollData.arme)) {
|
||||
message += "<br><a class='chat-card-button' id='parer-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "' data-armeid='" + arme._id + "'>Parer avec " + arme.name + "</a>";
|
||||
}
|
||||
// corps à corps
|
||||
if (rollData.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps")) {
|
||||
message += "<br><a class='chat-card-button' id='parer-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Parer à mains nues</a>";
|
||||
}
|
||||
// esquive
|
||||
if (rollData.competence.data.categorie != 'tir') {
|
||||
message += "<br><a class='chat-card-button' id='esquiver-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Esquiver</a>";
|
||||
}
|
||||
}
|
||||
return message;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_buildMessageEncaisser(rollData) {
|
||||
return "<br><a class='chat-card-button' id='encaisser-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Encaisser à " + Misc.toSignedString(rollData.dmg.total) + " !</a>";
|
||||
RdDCombat._sendRollMessage(this.attacker, this.defender, this.defenderTokenId, "msg_defense", message, attackerRoll);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -312,17 +394,33 @@ export class RdDCombat {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _onAttaqueEchecTotal(rollData) {
|
||||
// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
|
||||
// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
|
||||
console.log("RdDCombat.onEchecTotal >>>", rollData);
|
||||
let chatOptions = {
|
||||
content: "<strong>Echec total à l'attaque!</strong> "
|
||||
+ await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' })
|
||||
}
|
||||
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
|
||||
async _onAttaqueEchecTotal(attackerRoll) {
|
||||
|
||||
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(attackerRoll);
|
||||
|
||||
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
|
||||
ChatMessage.create({
|
||||
whisper: ChatMessage.getWhisperRecipients(this.attacker.name),
|
||||
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
|
||||
attackerId: this.attackerId,
|
||||
attacker: this.attacker,
|
||||
defenderTokenId: this.defenderTokenId,
|
||||
essais: attackerRoll.essais
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _onEchecTotal(rollData) {
|
||||
console.log("RdDCombat._onEchecTotal >>>", rollData);
|
||||
|
||||
const arme = rollData.arme;
|
||||
const avecArme = arme?.data.categorie_parade != 'sans-armes';
|
||||
const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque");
|
||||
ChatUtility.chatWithRollMode({
|
||||
content: `<strong>Echec total à ${action}!</strong> ` + await RdDRollTables.getMaladresse({ arme: avecArme })
|
||||
}, this.defender.name)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _onAttaqueEchec(rollData) {
|
||||
@ -334,6 +432,7 @@ export class RdDCombat {
|
||||
/* -------------------------------------------- */
|
||||
async choixParticuliere(rollData, choix) {
|
||||
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
|
||||
// TODO
|
||||
rollData.particuliere = choix;
|
||||
await this._onAttaqueNormale(rollData);
|
||||
}
|
||||
@ -355,10 +454,10 @@ export class RdDCombat {
|
||||
label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
|
||||
callbacks: [
|
||||
this.defender.createCallbackExperience(),
|
||||
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
|
||||
{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
|
||||
{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
|
||||
{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
|
||||
{ condition: RdDCombat.isEchecTotal, action: r => this._onParadeEchecTotal(r) },
|
||||
]
|
||||
});
|
||||
dialog.render(true);
|
||||
@ -370,6 +469,7 @@ export class RdDCombat {
|
||||
const armeAttaque = attackerRoll.arme;
|
||||
|
||||
let rollData = {
|
||||
passeArme: attackerRoll.passeArme,
|
||||
forceValue: this.defender.getForceValue(),
|
||||
diffLibre: attackerRoll.diffLibre,
|
||||
attackerRoll: attackerRoll,
|
||||
@ -403,7 +503,7 @@ export class RdDCombat {
|
||||
if (!rollData.attackerRoll.isPart) {
|
||||
// TODO: attaquant doit jouer résistance et peut être désarmé p132
|
||||
ChatUtility.chatWithRollMode({
|
||||
content: `L'attaquant doit jouer résistance et peut être désarmé (p132)`
|
||||
content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)`
|
||||
}, this.defender.name)
|
||||
}
|
||||
}
|
||||
@ -412,34 +512,22 @@ export class RdDCombat {
|
||||
async _onParadeNormale(rollData) {
|
||||
console.log("RdDCombat._onParadeNormale >>>", rollData);
|
||||
|
||||
this._consumeDefense(rollData.passeArme);
|
||||
await this.computeRecul(rollData);
|
||||
await this.computeDeteriorationArme(rollData);
|
||||
|
||||
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-parade.html');
|
||||
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _onParadeEchecTotal(rollData) {
|
||||
// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
|
||||
// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
|
||||
console.log("RdDCombat._onParadeEchecTotal >>>", rollData);
|
||||
let chatOptions = {
|
||||
content: "<strong>Echec total à la parade!</strong> "
|
||||
+ await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' })
|
||||
}
|
||||
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _onParadeEchec(rollData) {
|
||||
console.log("RdDCombat._onParadeEchec >>>", rollData);
|
||||
|
||||
await this.computeRecul(rollData);
|
||||
|
||||
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-parade.html');
|
||||
|
||||
this._sendMessageEncaisser(rollData.attackerRoll);
|
||||
this.removeChatMessageActionsPasseArme(rollData.passeArme);
|
||||
this._sendMessageDefense(rollData.attackerRoll, { defense: true });
|
||||
this._storeDefense(rollData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -458,10 +546,10 @@ export class RdDCombat {
|
||||
label: 'Esquiver',
|
||||
callbacks: [
|
||||
this.defender.createCallbackExperience(),
|
||||
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
|
||||
{ condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
|
||||
{ condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
|
||||
{ condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) },
|
||||
{ condition: RdDCombat.isEchecTotal, action: r => this._onEsquiveEchecTotal(r) },
|
||||
]
|
||||
});
|
||||
dialog.render(true);
|
||||
@ -470,6 +558,7 @@ export class RdDCombat {
|
||||
/* -------------------------------------------- */
|
||||
_prepareEsquive(attackerRoll, competence) {
|
||||
let rollData = {
|
||||
passeArme: attackerRoll.passeArme,
|
||||
forceValue: this.defender.getForceValue(),
|
||||
diffLibre: attackerRoll.diffLibre,
|
||||
attackerRoll: attackerRoll,
|
||||
@ -499,30 +588,19 @@ export class RdDCombat {
|
||||
/* -------------------------------------------- */
|
||||
async _onEsquiveNormale(rollData) {
|
||||
console.log("RdDCombat._onEsquiveNormal >>>", rollData);
|
||||
|
||||
this._consumeDefense(rollData.passeArme);
|
||||
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-esquive.html');
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _onEsquiveEchecTotal(rollData) {
|
||||
// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
|
||||
// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
|
||||
console.log("RdDCombat._onEsquiveEchecTotal >>>", rollData);
|
||||
let chatOptions = {
|
||||
content: "<strong>Echec total à l'esquive'!</strong> "
|
||||
+ await RdDRollTables.getMaladresse({ arme: false })
|
||||
}
|
||||
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
async _onEsquiveEchec(rollData) {
|
||||
console.log("RdDCombat._onEsquiveEchec >>>", rollData);
|
||||
|
||||
await this.computeRecul(rollData);
|
||||
|
||||
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-esquive.html');
|
||||
|
||||
this._sendMessageEncaisser(rollData.attackerRoll);
|
||||
this.removeChatMessageActionsPasseArme(rollData.passeArme);
|
||||
this._sendMessageDefense(rollData.attackerRoll, { defense: true })
|
||||
this._storeDefense(rollData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -613,13 +691,21 @@ export class RdDCombat {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
encaisser(attackerRoll, defenderTokenId) {
|
||||
async encaisser(attackerRoll, defenderTokenId) {
|
||||
defenderTokenId = defenderTokenId || this.defenderTokenId;
|
||||
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
|
||||
|
||||
let defenderRoll = this._consumeDefense(attackerRoll.passeArme);
|
||||
if (defenderRoll && RdDCombat.isEchecTotal(defenderRoll)) {
|
||||
// TODO: echec total!!!
|
||||
this._onEchecTotal(defenderRoll);
|
||||
}
|
||||
|
||||
if (game.user.isGM) { // Current user is the GM -> direct access
|
||||
attackerRoll.attackerId = this.attackerId;
|
||||
attackerRoll.defenderTokenId = defenderTokenId;
|
||||
|
||||
await this.computeRecul(defenderRoll);
|
||||
this.defender.encaisserDommages(attackerRoll, this.attacker);
|
||||
} else { // Emit message for GM
|
||||
game.socket.emit("system.foundryvtt-reve-de-dragon", {
|
||||
|
@ -21,6 +21,7 @@ import { RdDResolutionTable } from "./rdd-resolution-table.js";
|
||||
import { RdDTokenHud } from "./rdd-token-hud.js";
|
||||
import { RdDCommands } from "./rdd-commands.js";
|
||||
import { RdDCombat } from "./rdd-combat.js";
|
||||
import { ChatUtility } from "./chat-utility.js";
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Foundry VTT Initialization */
|
||||
@ -104,7 +105,10 @@ Hooks.once("init", async function() {
|
||||
|
||||
// Create useful storage space
|
||||
game.system.rdd = {
|
||||
rollDataHandler: {},
|
||||
rollDataHandler: {
|
||||
attaques: {},
|
||||
defenses: {}
|
||||
},
|
||||
TMRUtility: TMRUtility
|
||||
}
|
||||
|
||||
@ -157,6 +161,16 @@ Hooks.once("init", async function() {
|
||||
type: Boolean
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
game.settings.register("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat", {
|
||||
name: "Supprimer les dialogues de combat",
|
||||
hint: "Si désactivée, tous les dialogues de combat sont conservés dans la conversation",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: true,
|
||||
type: Boolean
|
||||
});
|
||||
|
||||
//game.settings.get("<systemName>","<settingName>") to retrieve it and game.settings.set("<systemName>","<settingName>", <newValue>)
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -213,9 +227,7 @@ Hooks.once("init", async function() {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
function messageDeBienvenue(){
|
||||
game.messages
|
||||
.filter(it => it.user._id == game.user._id && it.data.content.match(/^<div id="message-bienvenue-rdd/))
|
||||
.forEach(it => it.delete());
|
||||
ChatUtility.removeMyChatMessageContaining('<div id="message-bienvenue-rdd">');
|
||||
ChatMessage.create( {
|
||||
user: game.user._id,
|
||||
whisper: [game.user._id],
|
||||
|
@ -1,5 +1,4 @@
|
||||
import { ChatUtility } from "./chat-utility.js";
|
||||
import { RollDataAjustements as RollDataAjustements } from "./rolldata-ajustements.js";
|
||||
import { Misc } from "./misc.js";
|
||||
import { RdDDice } from "./rdd-dice.js";
|
||||
|
||||
@ -127,7 +126,7 @@ export class RdDResolutionTable {
|
||||
/* -------------------------------------------- */
|
||||
static _updateChancesFactor(chances, diviseur) {
|
||||
if (diviseur && diviseur > 1) {
|
||||
let newScore = Math.floor(Number(chances.score) / diviseur);
|
||||
let newScore = Math.floor(chances.score / diviseur);
|
||||
mergeObject(chances, this._computeCell(null, newScore), { overwrite: true });
|
||||
}
|
||||
}
|
||||
@ -135,10 +134,14 @@ export class RdDResolutionTable {
|
||||
/* -------------------------------------------- */
|
||||
static _updateChancesWithBonus(chances, bonus) {
|
||||
if (bonus) {
|
||||
let newScore = Number(chances.score) + Number(bonus);
|
||||
let newScore = chances.score + bonus;
|
||||
mergeObject(chances, this._computeCell(null, newScore), { overwrite: true });
|
||||
}
|
||||
}
|
||||
static forceSignificative(chances) {
|
||||
chances.roll = Math.floor(chances.score /2);
|
||||
mergeObject(chances, reussites.find(x => x.code == 'sign'), { overwrite: true });
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async rollChances(chances) {
|
||||
@ -146,7 +149,7 @@ export class RdDResolutionTable {
|
||||
myRoll.showDice = chances.showDice;
|
||||
await RdDDice.show(myRoll);
|
||||
chances.roll = myRoll.total;
|
||||
mergeObject(chances, this._computeReussite(chances, chances.roll));
|
||||
mergeObject(chances, this._computeReussite(chances, chances.roll), { overwrite: true });
|
||||
return chances;
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
import { referenceAjustements, RollDataAjustements } from "./rolldata-ajustements.js";
|
||||
import { RollDataAjustements } from "./rolldata-ajustements.js";
|
||||
import { HtmlUtility } from "./html-utility.js";
|
||||
import { RdDItemCompetence } from "./item-competence.js";
|
||||
import { RdDItemMeditation } from "./item-meditation.js";
|
||||
|
@ -2,10 +2,8 @@
|
||||
|
||||
import { RdDRollTables } from "./rdd-rolltables.js";
|
||||
import { ChatUtility } from "./chat-utility.js";
|
||||
import { RdDItemCompetence } from "./item-competence.js";
|
||||
import { RdDCombat } from "./rdd-combat.js";
|
||||
import { RdDRollResolutionTable } from "./rdd-roll-resolution-table.js";
|
||||
import { RdDItem } from "./item.js";
|
||||
import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
|
||||
import { RdDItemArme } from "./item-arme.js";
|
||||
|
||||
@ -206,6 +204,9 @@ export class RdDUtility {
|
||||
'systems/foundryvtt-reve-de-dragon/templates/hud-actor-attaque.html',
|
||||
// messages tchat
|
||||
'systems/foundryvtt-reve-de-dragon/templates/chat-infojet.html',
|
||||
'systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html',
|
||||
'systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html',
|
||||
'systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html',
|
||||
'systems/foundryvtt-reve-de-dragon/templates/chat-resultat-appelchance.html',
|
||||
'systems/foundryvtt-reve-de-dragon/templates/chat-resultat-attaque.html',
|
||||
'systems/foundryvtt-reve-de-dragon/templates/chat-resultat-parade.html',
|
||||
@ -626,6 +627,7 @@ export class RdDUtility {
|
||||
/* -------------------------------------------- */
|
||||
static getLocalisation( )
|
||||
{
|
||||
// TODO: bouger dans une RollTable du compendium et chercher dans les RoolTable puis compendium pour permettre le changement?
|
||||
let result = new Roll("1d20").roll().total;
|
||||
let txt = ""
|
||||
if ( result <= 3 ) txt = "Jambe, genou, pied, jarret";
|
||||
@ -640,16 +642,6 @@ export class RdDUtility {
|
||||
return { result: result, label: txt };
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static computeBlessuresSante( degats, mortalite, loc) {
|
||||
let encaissement = RdDUtility.selectEncaissement(degats, mortalite)
|
||||
let over20 = Math.max(degats - 20, 0);
|
||||
encaissement.endurance = - RdDUtility._evaluatePerte(encaissement.endurance, over20);
|
||||
encaissement.vie = - RdDUtility._evaluatePerte(encaissement.vie, over20);
|
||||
encaissement.locName = loc ? loc.label : "Corps";
|
||||
return encaissement;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static selectEncaissement( degats, mortalite ) {
|
||||
const table = definitionsEncaissement[mortalite] === undefined ? definitionsEncaissement["mortel"] : definitionsEncaissement[mortalite];
|
||||
@ -703,60 +695,6 @@ export class RdDUtility {
|
||||
return competences;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static buildDefenseChatCard( attacker, target, rollData )
|
||||
{
|
||||
console.log("Attacker.defense", attacker, target, target.actor.isToken, attacker.data._id, rollData.competence.data.categorie );
|
||||
let myTarget = target.actor;
|
||||
let defenseMsg = { title: "Défense en combat",
|
||||
content: "<strong>"+myTarget.name+"</strong> doit se défendre : <br><span class='chat-card-button-area'>" +
|
||||
"<a class='chat-card-button' id='encaisser-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "'>Encaisser !</a></span>",
|
||||
whisper: ChatMessage.getWhisperRecipients( myTarget.name ),
|
||||
attackerId: attacker.data._id,
|
||||
defenderTokenId: target.data._id,
|
||||
rollMode: true
|
||||
};
|
||||
|
||||
if ( rollData.competence.data.categorie == 'melee' || rollData.competence.data.categorie == 'competencecreature') { // Melee attack or creature
|
||||
let defenderArmes = [];
|
||||
for (const arme of myTarget.data.items) {
|
||||
if (arme.type == "arme" && RdDItemCompetence.isCompetenceMelee(arme.data.competence)) {
|
||||
defenderArmes.push( arme );
|
||||
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
|
||||
}
|
||||
if (arme.type == "competencecreature" && arme.data.isparade) {
|
||||
defenderArmes.push( arme );
|
||||
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
|
||||
}
|
||||
}
|
||||
defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "'>Esquiver</a></span>";
|
||||
}
|
||||
if ( rollData.competence.data.categorie == "tir" ) {
|
||||
for (const arme of myTarget.data.items) { // Bouclier for parry
|
||||
if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
|
||||
defenderArmes.push( arme );
|
||||
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( rollData.competence.data.categorie == "lancer" ) {
|
||||
for (const arme of myTarget.data.items) { // Bouclier for parry Dodge/Esquive
|
||||
if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
|
||||
defenderArmes.push( arme );
|
||||
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
|
||||
}
|
||||
}
|
||||
defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "'>Esquiver</a></span>";
|
||||
}
|
||||
|
||||
defenseMsg.toSocket = true; // True per default for all players
|
||||
if (game.user.isGM) { // In GM case, only if target is a player
|
||||
defenseMsg.toSocket = myTarget.hasPlayerOwner;
|
||||
}
|
||||
|
||||
return defenseMsg;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async responseNombreAstral( data ) {
|
||||
let actor = game.actors.get( data.id);
|
||||
@ -793,7 +731,7 @@ export class RdDUtility {
|
||||
}
|
||||
if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character.id == defenderToken.actor.data._id))) {
|
||||
//console.log("User is pushing message...", game.user.name);
|
||||
game.system.rdd.rollDataHandler[data.attackerId] = duplicate(data.rollData);
|
||||
game.system.rdd.rollDataHandler.attaques[data.attackerId] = duplicate(data.rollData);
|
||||
data.whisper = [game.user];
|
||||
data.blind = true;
|
||||
data.rollMode = "blindroll";
|
||||
@ -895,9 +833,12 @@ export class RdDUtility {
|
||||
/* -------------------------------------------- */
|
||||
static _handleMsgEncaisser(data) {
|
||||
if (game.user.isGM) { // Seul le GM effectue l'encaissement sur la fiche
|
||||
let attackerRoll = game.system.rdd.rollDataHandler[data.attackerId]; // Retrieve the rolldata from the store
|
||||
let defenderToken = canvas.tokens.get(data.defenderTokenId);
|
||||
defenderToken.actor.encaisserDommages(attackerRoll);
|
||||
let attackerRoll = game.system.rdd.rollDataHandler.attaques[data.attackerId]; // Retrieve the rolldata from the store
|
||||
game.system.rdd.rollDataHandler.attaques[data.attackerId] = undefined;
|
||||
game.system.rdd.rollDataHandler.defenses[attackerRoll.passeArme] = undefined;
|
||||
|
||||
let defender = canvas.tokens.get(data.defenderTokenId).actor;
|
||||
defender.encaisserDommages(attackerRoll);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -125,16 +125,6 @@ export class RollDataAjustements {
|
||||
}
|
||||
}
|
||||
|
||||
// /* -------------------------------------------- */
|
||||
// static calculListe(ajustements, rollData, actor) {
|
||||
// let list = [];
|
||||
// for (var key in referenceAjustements) {
|
||||
// if (referenceAjustements[key].isUsed(rollData, actor)) {
|
||||
// list.push(Ajustements._apply(referenceAjustements[key], rollData, actor));
|
||||
// }
|
||||
// }
|
||||
// return list;
|
||||
// }
|
||||
/* -------------------------------------------- */
|
||||
|
||||
static sum(ajustements) {
|
||||
|
22
templates/chat-demande-attaque-etotal.html
Normal file
22
templates/chat-demande-attaque-etotal.html
Normal file
@ -0,0 +1,22 @@
|
||||
<div data-passearme="{{passeArme}}">
|
||||
<h4 class="rdd-roll-part"><strong>Echec total en attaque</strong></h4>
|
||||
<br>
|
||||
{{#if (eq attacker.data.type 'personnage')}}
|
||||
{{#unless essais.attaqueChance}}
|
||||
<a class='chat-card-button' id='appel-chance-attaque' data-attackerId='{{attackerId}}'
|
||||
data-defenderTokenId='{{defenderTokenId}}'>Faire appel à la chance</a>
|
||||
</a>
|
||||
<br>
|
||||
{{/unless}}
|
||||
{{#if (gt attacker.data.data.compteurs.destinee.value 0)}}
|
||||
<a class='chat-card-button' id='appel-destinee-attaque' data-attackerId='{{attackerId}}'
|
||||
data-defenderTokenId='{{defenderTokenId}}'>Utiliser la destinée</a>
|
||||
</a>
|
||||
<br>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
<a class='chat-card-button' id='echec-total-attaque' data-attackerId='{{attackerId}}'
|
||||
data-defenderTokenId='{{defenderTokenId}}'>
|
||||
Tirer l'échec total !
|
||||
</a>
|
||||
</div>
|
19
templates/chat-demande-attaque-particuliere.html
Normal file
19
templates/chat-demande-attaque-particuliere.html
Normal file
@ -0,0 +1,19 @@
|
||||
<div data-passearme="{{passeArme}}">
|
||||
<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>
|
||||
<br>
|
||||
<a class="chat-card-button" id="particuliere-attaque" data-mode="force" data-attackerId="{{attackerId}}">
|
||||
Attaquer en Force
|
||||
</a>
|
||||
{{#if isRapide}}
|
||||
<br>
|
||||
<a class="chat-card-button" id="particuliere-attaque" data-mode="rapidite" data-attackerId="{{attackerId}}">
|
||||
Attaquer en Rapidité
|
||||
</a>
|
||||
{{/if}}
|
||||
{{#if isFinesse}}
|
||||
<br>
|
||||
<a class="chat-card-button" id="particuliere-attaque" data-mode="finesse" data-attackerId="{{attackerId}}">
|
||||
Attaquer en Finesse
|
||||
</a>
|
||||
{{/if}}
|
||||
</div>
|
62
templates/chat-demande-defense.html
Normal file
62
templates/chat-demande-defense.html
Normal file
@ -0,0 +1,62 @@
|
||||
<div data-passearme="{{passeArme}}">
|
||||
{{#if (eq surprise 'totale')}}
|
||||
<span><strong>{{defender.name}}</strong> est totalement surpris</span>
|
||||
{{else if essais.defense}}
|
||||
<span><strong>{{defender.name}}</strong> doit</span>
|
||||
{{else}}
|
||||
<span><strong>{{defender.name}}</strong> doit se défendre
|
||||
{{#if (eq surprise 'demi')}} avec une significative {{/if}} :
|
||||
</span>
|
||||
{{/if}}
|
||||
<span class='chat-card-button-area'>
|
||||
<br>
|
||||
{{#unless (eq surprise 'totale')}}
|
||||
{{#if essais.defense}}
|
||||
<br>
|
||||
{{#unless essais.defenseChance}}
|
||||
{{#if (eq defender.data.type 'personnage')}}
|
||||
<a class='chat-card-button' id='appel-chance-defense' data-attackerId='{{attackerId}}'
|
||||
data-defenderTokenId='{{defenderTokenId}}'>Faire appel à la chance</a>
|
||||
</a>
|
||||
<br>
|
||||
{{/if}}
|
||||
{{/unless}}
|
||||
{{#if (eq defender.data.type 'personnage')}}
|
||||
{{#if (gt defender.data.data.compteurs.destinee.value 0)}}
|
||||
<a class='chat-card-button' id='appel-destinee-defense' data-attackerId='{{attackerId}}'
|
||||
data-defenderTokenId='{{defenderTokenId}}'>Utiliser la destinée</a>
|
||||
</a>
|
||||
<br>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
{{else}}
|
||||
{{#each armes as |arme key|}}
|
||||
<a class='chat-card-button' id='parer-button' data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderTokenId}}' data-armeid='{{arme._id }}'>
|
||||
Parer avec {{arme.name}} à {{../diffLibre }}
|
||||
</a>
|
||||
<br>
|
||||
{{/each}}
|
||||
{{#if mainsNues}}
|
||||
<a class='chat-card-button' id='parer-button' data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderTokenId}}'>
|
||||
Parer à mains nues à {{diffLibre}}
|
||||
</a>
|
||||
<br>
|
||||
{{/if}}
|
||||
{{#if (ne attaqueCategorie 'tir')}}
|
||||
<a class='chat-card-button' id='esquiver-button' data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderTokenId}}'>
|
||||
Esquiver à {{diffLibre}}
|
||||
</a>
|
||||
<br>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
{{/unless}}
|
||||
<a class='chat-card-button' id='encaisser-button' data-attackerId='{{attackerId}}'
|
||||
data-defenderTokenId='{{defenderTokenId}}'>
|
||||
Encaisser à {{#if (eq dmg.mortalite 'non-mortel')~}}
|
||||
({{numberFormat dmg.total decimals=0 sign=true}})
|
||||
{{~else~}}
|
||||
{{numberFormat dmg.total decimals=0 sign=true}}
|
||||
{{~/if}} !
|
||||
</a>
|
||||
</span>
|
||||
</div>
|
@ -24,7 +24,6 @@
|
||||
<span class="rdd-roll-etotal">{{numberFormat dmg.total decimals=0 sign=true}}</span> (entités de cauchemar)
|
||||
{{~/if}}.
|
||||
{{#if show.isRecul}}Si votre adversaire n'esquive pas, il devra résister à l'impact ou reculer sous le choc!{{/if}}
|
||||
Le coup vise: {{dmg.loc.label}}.
|
||||
</span>
|
||||
</div>
|
||||
{{#if (eq particuliere 'rapidite')}}
|
||||
|
Loading…
Reference in New Issue
Block a user