Merge branch 'combat-extract' into 'dev_1.1'
Combat #68 See merge request LeRatierBretonnien/foundryvtt-reve-de-dragon!78
This commit is contained in:
commit
1bcccec29c
111
module/actor.js
111
module/actor.js
@ -170,69 +170,6 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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async computeDeteriorationArme( rollData ) {
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const attackerRoll = rollData.attackerRoll;
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if (rollData.arme && attackerRoll) { // C'est une parade
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// Est-ce que l'attaque est une particulière, en force ou charge et que l'attaque n'en est pas une ?
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if ( (rollData.needResist || attackerRoll.particuliereAttaque == 'force' || attackerRoll.tactique == 'charge')
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&& !rollData.rolled.isPart ) {
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const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
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let resistance = Misc.toInt(rollData.arme.data.resistance);
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let msg = "";
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// Jet de résistance de l'arme de parade (p.132)
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let resistRoll = await RdDResolutionTable.roll( resistance, - dmg );
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if (resistRoll.isSuccess) { // Perte de résistance
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msg = "Votre " + rollData.arme.name + " tient le choc de la parade. "
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} else {
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resistance -= dmg;
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if ( resistance <= 0 ) {
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this.deleteEmbeddedEntity("OwnedItem", rollData.arme._id);
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msg = "Sous la violence de la parade, votre " + rollData.arme.name + " s'est brisée sous le coup!";
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} else {
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this.updateEmbeddedEntity("OwnedItem", {_id: rollData.arme._id, 'data.resistance': resistance });
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msg = "En parant, vous endommagez votre " + rollData.arme.name + ", qui perd " + dmg + " de résistance. ";
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}
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}
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// Jet de désarmement
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if (resistance > 0 && !rollData.arme.name.toLowerCase().includes('bouclier') ) { // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
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let desarme = await RdDResolutionTable.roll( this.data.data.carac.force.value, Misc.toInt(rollData.competence.data.niveau) -dmg );
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if ( desarme.isEchec) {
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msg += "Vous ne parvenez pas à garder votre arme en main, elle tombe au sol à vos pieds";
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}
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}
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ChatMessage.create( { content: msg,
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user: game.user._id,
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whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM") ] } );
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}
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}
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}
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/* -------------------------------------------- */
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async computeRecul( rollData, encaisser = undefined ) { // Calcul du recul (p. 132)
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if ( rollData.arme || encaisser ) {
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if ( (rollData.attackerRoll.particuliereAttaque && rollData.attackerRoll.particuliereAttaque == 'force') || rollData.attackerRoll.tactique == 'charge') {
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let reculNiveau = Misc.toInt(this.data.data.carac.taille.value) - (rollData.attackerRoll.forceValue+rollData.attackerRoll.arme.data.dommagesReels);
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let recul = await RdDResolutionTable.roll( 10, reculNiveau );
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let msg = "";
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if (recul.isSuccess) {
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msg = " Vous ne reculez pas malgré la force du coup.";
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} else {
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let chute = await RdDResolutionTable.roll( this.data.data.carac.agilite.value, reculNiveau );
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if ( !chute.isSuccess || recul.isETotal ) {
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msg = "Sous la violence du coup, vous reculez et chutez au sol ! Vous ne pouvez plus attaquer ce round.";
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} else {
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msg = "La violence du choc vous fait reculer de quelques mètres ! Vous ne pouvez plus attaquer ce round.";
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}
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}
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ChatMessage.create( {content: msg,
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user: game.user._id,
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whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM") ] } );
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}
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}
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}
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/* -------------------------------------------- */
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getSurprise() {
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if (this.isEntiteCauchemar()) {
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@ -507,12 +444,10 @@ export class RdDActor extends Actor {
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message += "<br>Vous gagnez une Tête de dragon: " + tete;
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}
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if (roll.isEchec) {
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message += "<br>Vous subissez une Queue de Dragon";
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this.ajouterQueue();
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message += "<br>Vous subissez une Queue de Dragon: " + await this.ajouterQueue();
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}
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if (roll.isETotal) {
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message += "<br>A cause de votre échec total, vous subissez une deuxième Queue de Dragon !"
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this.ajouterQueue();
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message += "<br>A cause de votre échec total, vous subissez une deuxième Queue de Dragon: " + await this.ajouterQueue();
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}
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return message;
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}
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@ -757,7 +692,7 @@ export class RdDActor extends Actor {
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let total = new Roll("1d20").roll().total;
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if ( total <= refoulement.value ) {
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refoulement.value = 0;
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this.ajouterSouffle();
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this.ajouterSouffle({chat: true});
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ret = "souffle";
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}
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@ -766,17 +701,20 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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ajouterSouffle() {
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async ajouterSouffle(options = {chat : false}) {
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let souffle = RdDRollTables.getSouffle();
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// ChatMessage.create({
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// title: "Souffle de Dragon",
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// content: this.name + " subit un Souffle de Dragon : " + souffle.name
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// });
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// this.actor.createOwnedItem(souffle);
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await this.createOwnedItem(souffle);
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if (options.chat){
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ChatMessage.create({
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whisper: ChatUtility.getWhisperRecipientsAndGMs( this.name ),
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content: this.name + " subit un Souffle de Dragon : " + souffle.name
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});
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}
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return souffle;
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}
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/* -------------------------------------------- */
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async ajouterQueue() {
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async ajouterQueue(options = {chat : false}) {
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// TODO: Déterminer si Thanatos a été utilisé? => laisser le joueur ne pas choisir Thanatos => choisir sa voie?
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let utiliseThanatos = false;
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let queue;
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@ -787,17 +725,14 @@ export class RdDActor extends Actor {
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else {
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queue = await RdDRollTables.getQueue();
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}
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/*
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// TODO: convertir la queue obtenue en nouvel item ...
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// ou bien l'ajouter à la liste spécifique => this.data.data.reve.queues
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this.createOwnedItem(queue);
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ChatMessage.create({
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content: this.name + " subit un Queue de Dragon : " + queue.name
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});
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return queue.name;
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*/
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await this.createOwnedItem(queue);
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if (options.chat){
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ChatMessage.create({
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whisper: ChatUtility.getWhisperRecipientsAndGMs( this.name ),
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content: this.name + " subit une Queue de Dragon : " + queue.name
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});
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}
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return queue;
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}
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/* -------------------------------------------- */
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@ -1376,6 +1311,10 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async rollCompetence( name ) {
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if (name == 'queue') {
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await this.ajouterQueue({chat: true});
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return;
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}
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let rollData = {
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competence: duplicate(this.getCompetence(name)),
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needSignificative : !this.isEntiteCauchemar() && this.data.data.sante.sonne.value
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@ -69,9 +69,10 @@ export class RdDItemArme extends Item {
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}
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static mainsNues() {
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return {
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const mainsNues = {
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name: "Mains nues",
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data: { unemain: true, deuxmains: false, dommages: 0, dommagesReels: 0, mortalite: 'non-mortel' }
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}
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data: { unemain: true, deuxmains: false, dommages: 0, dommagesReels: 0, mortalite: 'non-mortel', competence: 'Corps à corps' }
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};
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return mainsNues
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}
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}
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@ -234,8 +234,10 @@ export class RdDCalendrier extends Application {
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console.log( request );
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let jourDiff = this.getLectureAstrologieDifficulte( request.date);
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let niveau = Number(request.astrologie.data.niveau) + Number(request.conditions) + Number(jourDiff) + Number(request.etat);
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let rolled = await RdDResolutionTable.roll(request.carac_vue, niveau, undefined, false);
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let rolled = await RdDResolutionTable.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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let nbAstral = this.getNombreAstral( request.date );
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let nbAstralFaux = nbAstral;
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request.isValid = true;
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@ -81,7 +81,10 @@ export class RdDCombat {
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}
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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': return this.parade(rollData, event.currentTarget.attributes['data-armeid'].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 ? armeId.value : undefined);
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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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@ -138,10 +141,10 @@ export class RdDCombat {
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label: 'Attaque: ' + (arme ? arme.name : competence.name),
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callbacks: [
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this.attacker.createCallbackExperience(),
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{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
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{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
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{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
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{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
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{ condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
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{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) }
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]
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} );
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dialog.render(true);
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@ -183,11 +186,6 @@ export class RdDCombat {
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dommagesReels: competence.data.dommages
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}
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};
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// rollData.dmg = {
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// dmgArme: competence.data.dommages,
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// total: competence.data.dommages
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// };
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}
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/* -------------------------------------------- */
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@ -214,31 +212,30 @@ export class RdDCombat {
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let explications = "";
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// Message spécial pour la rapidité, qui reste difficile à gérer automatiquement
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if (rollData.particuliereAttaque == 'rapidite') {
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ChatMessage.create({
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content: "Vous avez attaqué en Rapidité. Vous pourrez faire une deuxième attaque, ou utiliser votre arme pour vous défendre.",
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whisper: ChatMessage.getWhisperRecipients(this.attacker.name)
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});
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}
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rollData.dmg = RdDBonus.dmg(rollData, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
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if (this.target) {
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explications += "<br><strong>Cible</strong> : " + this.defender.data.name;
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}
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explications += "<br>Encaissement à " + Misc.toSignedString(rollData.dmg.total) + " (" + rollData.dmg.loc.label + ")";
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// Save rollData for defender
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game.system.rdd.rollDataHandler[this.attackerId] = duplicate(rollData);
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// Message spécial pour la rapidité, qui reste difficile à gérer automatiquement
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if (rollData.particuliereAttaque == 'rapidite') {
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explications += "<br>Vous avez attaqué en Rapidité. Vous pourrez faire une deuxième attaque, ou utiliser votre arme pour vous défendre.";
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}
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// Final chat message
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let chatOptions = {
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content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
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+ RdDResolutionTable.explain(rollData.rolled)
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+ explications
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
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+ RdDResolutionTable.explain(rollData.rolled)
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+ explications
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}
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ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
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if (this.target) {
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this._messageDefenseur(rollData);
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}
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@ -255,7 +252,10 @@ export class RdDCombat {
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for (const arme of this._filterArmesParade(this.defender.data.items, rollData.competence.data.categorie)) {
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content += "<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>";
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}
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// corps à corps
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if (rollData.dmg.mortalite != 'mortel') {
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content += "<br><a class='chat-card-button' id='parer-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Parer à mains nues</a>";
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}
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// esquive
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if (rollData.competence.data.categorie == 'melee' || rollData.competence.data.categorie == "lancer" || rollData.competence.data.categorie == 'competencecreature') {
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content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Esquiver</a>";
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@ -339,7 +339,8 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async parade(attackerRoll, armeParadeId) {
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let arme = this.defender.getOwnedItem(armeParadeId);
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let arme = this._findArmeParade(armeParadeId);
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console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
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@ -352,22 +353,30 @@ export class RdDCombat {
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label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
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callbacks: [
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this.defender.createCallbackExperience(),
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{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
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{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
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{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
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{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
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{ condition: RdDCombat.isEchecTotal, action: r => this._onParadeEchecTotal(r) },
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{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) }
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]
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} );
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dialog.render(true);
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}
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_prepareParade(attackerRoll, arme) {
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_findArmeParade(armeParadeId) {
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if (armeParadeId) {
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const armeItem = this.defender.getOwnedItem(armeParadeId);
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return armeItem.data;
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}
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return RdDItemArme.mainsNues()
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}
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_prepareParade(attackerRoll, armeParade) {
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const isCreature = this.defender.isCreature();
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const compName = isCreature ? arme.name : arme.data.data.competence;
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const compName = isCreature ? armeParade.name : armeParade.data.competence;
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const competence = this.defender.getCompetence(compName);
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const armeAttaque = attackerRoll.arme;
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const armeParade = arme.data;
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if (compName != competence.name) {
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// TODO: toujours utiliser competence.name ...
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ui.notifications.warn("Différence entre compétence " + competence.name + " et compétence de l'arme " + compName);
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@ -378,7 +387,7 @@ export class RdDCombat {
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diffLibre: attackerRoll.diffLibre,
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attackerRoll: attackerRoll,
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competence: competence,
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arme: arme.data,
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arme: armeParade,
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surprise: this.defender.getSurprise(),
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surpriseDefenseur: this.defender.getSurprise(),
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needSignificative: this._needSignificative(attackerRoll) || RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
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@ -420,17 +429,16 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async _onParadeNormale(rollData) {
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console.log("RdDCombat._onParadeNormale >>>", rollData);
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await this.defender.computeDeteriorationArme(rollData);
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await this.defender.computeRecul(rollData, false);
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||||
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let chatOptions = {
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content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
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+ RdDResolutionTable.explain(rollData.rolled)
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+ "<br><strong>Attaque parée!</strong>"
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
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+ RdDResolutionTable.explain(rollData.rolled)
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+ "<br><strong>Attaque parée!</strong>"
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}
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||||
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||||
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
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await this.computeRecul(rollData, false);
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await this.computeDeteriorationArme(rollData);
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||||
}
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||||
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||||
/* -------------------------------------------- */
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@ -462,7 +470,7 @@ export class RdDCombat {
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||||
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ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
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await this.defender.computeRecul(rollData, true);
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await this.computeRecul(rollData, true);
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// TODO: gestion message pour chance/encaissement
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this.encaisser(rollData.attackerRoll);
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}
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||||
@ -483,10 +491,10 @@ export class RdDCombat {
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||||
label: 'Esquiver',
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||||
callbacks: [
|
||||
this.defender.createCallbackExperience(),
|
||||
{ condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
|
||||
{ condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
|
||||
{ condition: RdDCombat.isEchecTotal, action: r => this._onEsquiveEchecTotal(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);
|
||||
@ -559,10 +567,86 @@ export class RdDCombat {
|
||||
|
||||
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
|
||||
|
||||
await this.defender.computeRecul(rollData, true);
|
||||
await this.computeRecul(rollData, true);
|
||||
this.encaisser(rollData.attackerRoll);
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async computeDeteriorationArme( rollData ) {
|
||||
const attackerRoll = rollData.attackerRoll;
|
||||
if (rollData.arme && attackerRoll) { // C'est une parade
|
||||
// Est-ce que l'attaque est une particulière, en force ou charge et que l'attaque n'en est pas une ?
|
||||
if ( (rollData.needResist || attackerRoll.particuliereAttaque == 'force' || attackerRoll.tactique == 'charge')
|
||||
&& !rollData.rolled.isPart ) {
|
||||
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
|
||||
let resistance = Misc.toInt(rollData.arme.data.resistance);
|
||||
let msg = "";
|
||||
// Jet de résistance de l'arme de parade (p.132)
|
||||
let resistRoll = await RdDResolutionTable.rollData({
|
||||
caracValue: resistance,
|
||||
finalLevel: - dmg,
|
||||
showDice: false});
|
||||
if (resistRoll.isSuccess) { // Perte de résistance
|
||||
msg = "Votre " + rollData.arme.name + " tient le choc de la parade. "
|
||||
} else {
|
||||
resistance -= dmg;
|
||||
if ( resistance <= 0 ) {
|
||||
this.defender.deleteEmbeddedEntity("OwnedItem", rollData.arme._id);
|
||||
msg = "Sous la violence de la parade, votre " + rollData.arme.name + " s'est brisée sous le coup!";
|
||||
} else {
|
||||
this.defender.updateEmbeddedEntity("OwnedItem", {_id: rollData.arme._id, 'data.resistance': resistance });
|
||||
msg = "En parant, vous endommagez votre " + rollData.arme.name + ", qui perd " + dmg + " de résistance. ";
|
||||
}
|
||||
}
|
||||
// Jet de désarmement
|
||||
if (resistance > 0 && !rollData.arme.name.toLowerCase().includes('bouclier') ) { // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
|
||||
let desarme = await RdDResolutionTable.rollData({
|
||||
caracValue: this.defender.data.data.carac.force.value,
|
||||
finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg,
|
||||
showDice: false});
|
||||
if ( desarme.isEchec) {
|
||||
msg += "Vous ne parvenez pas à garder votre arme en main, elle tombe au sol à vos pieds";
|
||||
}
|
||||
}
|
||||
ChatMessage.create( { content: msg,
|
||||
user: game.user._id,
|
||||
whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM") ] } );
|
||||
}
|
||||
}
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
async computeRecul( rollData, encaisser = undefined ) { // Calcul du recul (p. 132)
|
||||
if ( rollData.arme || encaisser ) {
|
||||
if ( (rollData.attackerRoll.particuliereAttaque && rollData.attackerRoll.particuliereAttaque == 'force') || rollData.attackerRoll.tactique == 'charge') {
|
||||
let reculNiveau = Misc.toInt(this.defender.data.data.carac.taille.value) - (rollData.attackerRoll.forceValue+rollData.attackerRoll.arme.data.dommagesReels);
|
||||
let recul = await RdDResolutionTable.rollData({
|
||||
caracValue: 10,
|
||||
finalLevel: reculNiveau,
|
||||
showDice: false});
|
||||
|
||||
let msg = "";
|
||||
if (recul.isSuccess) {
|
||||
msg = " Vous ne reculez pas malgré la force du coup.";
|
||||
} else {
|
||||
let chute = await RdDResolutionTable.rollData({
|
||||
caracValue: this.defender.data.data.carac.agilite.value,
|
||||
finalLevel: reculNiveau,
|
||||
showDice: false});
|
||||
if ( !chute.isSuccess || recul.isETotal ) {
|
||||
msg = "Sous la violence du coup, vous reculez et chutez au sol ! Vous ne pouvez plus attaquer ce round.";
|
||||
} else {
|
||||
msg = "La violence du choc vous fait reculer de quelques mètres ! Vous ne pouvez plus attaquer ce round.";
|
||||
}
|
||||
}
|
||||
ChatMessage.create( {content: msg,
|
||||
user: game.user._id,
|
||||
whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM") ] } );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
encaisser(attackerRoll) {
|
||||
// TODO: gestion message pour chance/encaissement
|
||||
|
@ -91,7 +91,8 @@ export class RdDResolutionTable {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async rollData(rollData) {
|
||||
rollData.rolled = await this.roll(rollData.caracValue, rollData.finalLevel, rollData.bonus, rollData.needSignificative);
|
||||
rollData.rolled = await this.roll(rollData.caracValue, rollData.finalLevel, rollData.bonus, rollData.needSignificative, rollData.showDice);
|
||||
return rollData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -6,38 +6,46 @@ export class RdDRollTables {
|
||||
const index = await pack.getIndex();
|
||||
const entry = index.find(e => e.name === tableName);
|
||||
const table = await pack.getEntity(entry._id);
|
||||
const result = await table.draw({ displayChat: toChat });
|
||||
console.log("RdDRollTables", tableName, toChat, ":", result);
|
||||
return result;
|
||||
const draw = await table.draw({ displayChat: toChat });
|
||||
console.log("RdDRollTables", tableName, toChat, ":", draw);
|
||||
console.log("RdDRollTables", tableName, toChat, ":", draw.roll, draw.results);
|
||||
return draw;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async drawItemFromRollTable(tableName, toChat) {
|
||||
const draw = await RdDRollTables.genericGetTableResult(tableName, toChat);
|
||||
const drawnItemRef = draw.results.length > 0 ? draw.results[0] : undefined;
|
||||
const pack = game.packs.get(drawnItemRef.collection);
|
||||
return await pack.getEntity(drawnItemRef.resultId);
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static async getSouffle(toChat = true) {
|
||||
return RdDRollTables.genericGetTableResult("Souffles de Dragon", toChat);
|
||||
return await RdDRollTables.drawItemFromRollTable("Souffles de Dragon", toChat);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async getQueue(toChat = true) {
|
||||
return RdDRollTables.genericGetTableResult("Queues de dragon", toChat);
|
||||
return await RdDRollTables.drawItemFromRollTable("Queues de dragon", toChat);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async getTete(toChat = true) {
|
||||
return RdDRollTables.genericGetTableResult("Têtes de Dragon pour haut-rêvants", toChat);
|
||||
return await RdDRollTables.drawItemFromRollTable("Têtes de Dragon pour haut-rêvants", toChat);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async getTeteHR(toChat = true) {
|
||||
return RdDRollTables.genericGetTableResult("Têtes de Dragon pour tous personnages", toChat);
|
||||
return await RdDRollTables.drawItemFromRollTable("Têtes de Dragon pour tous personnages", toChat);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async getOmbre(toChat = true) {
|
||||
return RdDRollTables.genericGetTableResult("Ombre de Thanatos", toChat);
|
||||
return await RdDRollTables.drawItemFromRollTable("Ombre de Thanatos", toChat);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async getTarot(toChat = true) {
|
||||
return RdDRollTables.genericGetTableResult("Tarot Draconique", toChat);
|
||||
return await RdDRollTables.drawItemFromRollTable("Tarot Draconique", toChat);
|
||||
}
|
||||
}
|
||||
|
@ -342,10 +342,9 @@ export class RdDTMRDialog extends Dialog {
|
||||
+ RdDResolutionTable.explain(rolled);
|
||||
|
||||
if (rolled.isETotal) {
|
||||
let souffle = await RdDRollTables.getSouffle();
|
||||
let souffle = await this.actor.ajouterSouffle({chat: false});
|
||||
explication += "<br>Vous avez fait un Echec Total. Vous subissez un Souffle de Dragon : " + souffle.name;
|
||||
msg2MJ += "<br>Et a reçu un Souffle de Dragon : " + souffle.name;
|
||||
this.actor.createOwnedItem(souffle);
|
||||
}
|
||||
if (rolled.isPart) {
|
||||
explication += "<br>Vous avez fait une Réussite Particulière";
|
||||
|
@ -525,18 +525,6 @@ export class TMRUtility {
|
||||
}
|
||||
return { message: message, state: state };
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async genericGetTableResult( tableName, toChat)
|
||||
{
|
||||
let pack = game.packs.get("foundryvtt-reve-de-dragon.tables-diverses");
|
||||
await pack.getIndex();
|
||||
let entry = pack.index.find(e => e.name === tableName);
|
||||
let rollQueues = await pack.getEntity(entry._id);
|
||||
let result = await rollQueues.draw( { displayChat: toChat } );
|
||||
console.log("CAT", result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static getTMRAleatoire()
|
||||
|
@ -470,43 +470,49 @@
|
||||
</ul>
|
||||
</div>
|
||||
{{!-- Queues, Souffles, Tetes, Ombre --}}
|
||||
<h3>Queues:</h3>
|
||||
<ul class="flex-group-left">
|
||||
{{#each data.queues as |queue key|}}
|
||||
<li class="item flexrow" data-attribute={{key}} data-item-id="{{queue._id}}">
|
||||
<h3>Queues:</h3>
|
||||
{{#each data.queues as |queue key|}}
|
||||
<span class="queuesouffle-label"> <a data-item-id="{{queue._id}}">{{queue.name}}</a></span>
|
||||
<div class="item-controls">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
{{/each}}
|
||||
<span class="queuesouffle-label"> <a data-item-id="{{queue._id}}">{{queue.name}}</a></span>
|
||||
<div class="item-controls">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
<h3>Souffles:</h3>
|
||||
<ul class="item-list">
|
||||
{{#each data.souffles as |souffle key|}}
|
||||
<li class="item flexrow" data-attribute={{key}} data-item-id="{{souffle._id}}">
|
||||
<h3>Souffles:</h3>
|
||||
{{#each data.souffles as |souffle key|}}
|
||||
<span class="queuesouffle-label"> <a data-item-id="{{souffle._id}}">{{souffle.name}}</a></span>
|
||||
<div class="item-controls">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
{{/each}}
|
||||
<span class="queuesouffle-label"> <a data-item-id="{{souffle._id}}">{{souffle.name}}</a></span>
|
||||
<div class="item-controls">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
<h3>Tetes:</h3>
|
||||
<ul class="item-list">
|
||||
{{#each data.tetes as |tete key|}}
|
||||
<li class="item flexrow" data-attribute={{key}} data-item-id="{{tete._id}}">
|
||||
<h3>Tetes:</h3>
|
||||
{{#each data.tetes as |tete key|}}
|
||||
<span class="queuesouffle-label"> <a data-item-id="{{tete._id}}">{{tete.name}}</a></span>
|
||||
<div class="item-controls">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
{{/each}}
|
||||
<span class="queuesouffle-label"> <a data-item-id="{{tete._id}}">{{tete.name}}</a></span>
|
||||
<div class="item-controls">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
<h3>Ombres de Thanatos:</h3>
|
||||
<ul class="item-list">
|
||||
{{#each data.ombres as |ombre key|}}
|
||||
<li class="item flexrow" data-attribute={{key}} data-item-id="{{ombre._id}}">
|
||||
<h3>Ombres de Thanatos:</h3>
|
||||
{{#each data.ombres as |ombre key|}}
|
||||
<span class="queuesouffle-label"> <a data-item-id="{{ombre._id}}">{{ombre.name}}</a></span>
|
||||
<div class="item-controls">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
{{/each}}
|
||||
<span class="queuesouffle-label"> <a data-item-id="{{ombre._id}}">{{ombre.name}}</a></span>
|
||||
<div class="item-controls">
|
||||
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
|
||||
</div>
|
||||
</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user