#38 - Gestion des armes 1/2mains
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@ -62,6 +62,7 @@ export class RdDActorSheet extends ActorSheet {
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// Force empty arme, at least for Esquive
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// Force empty arme, at least for Esquive
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if (data.itemsByType.arme == undefined ) data.itemsByType.arme = [];
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if (data.itemsByType.arme == undefined ) data.itemsByType.arme = [];
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let arme2mains = []; // tablea contenant la duplication des armes 1m/2m
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for (const arme of data.itemsByType.arme) {
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for (const arme of data.itemsByType.arme) {
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arme.data.niveau = 0; // Per default, TODO to be fixed
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arme.data.niveau = 0; // Per default, TODO to be fixed
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for ( const melee of data.competenceByCategory.melee ) {
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for ( const melee of data.competenceByCategory.melee ) {
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@ -76,7 +77,18 @@ export class RdDActorSheet extends ActorSheet {
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if (lancer.name == arme.data.competence )
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if (lancer.name == arme.data.competence )
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arme.data.niveau = lancer.data.niveau
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arme.data.niveau = lancer.data.niveau
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}
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}
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// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
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if (arme.data.unemain && arme.data.deuxmains) {
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let arme2main = duplicate(arme);
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arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
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for ( const melee of data.competenceByCategory.melee ) {
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if (melee.name == arme2main.data.competence )
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arme2main.data.niveau = melee.data.niveau
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}
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arme2mains.push(arme2main);
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}
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}
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}
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data.itemsByType.arme = data.itemsByType.arme.concat(arme2mains); // Merge all cases
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// To avoid armour and so on...
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// To avoid armour and so on...
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data.data.combat = duplicate( RdDUtility.checkNull(data.itemsByType['arme']));
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data.data.combat = duplicate( RdDUtility.checkNull(data.itemsByType['arme']));
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@ -237,7 +249,8 @@ export class RdDActorSheet extends ActorSheet {
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// Roll Weapon1
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// Roll Weapon1
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html.find('.arme-label a').click((event) => {
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html.find('.arme-label a').click((event) => {
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let armeName = event.currentTarget.text;
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let armeName = event.currentTarget.text;
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this.actor.rollArme( armeName);
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let competenceName = event.currentTarget.attributes['data-competence-name'].value;
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this.actor.rollArme( armeName, competenceName);
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});
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});
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// Display TMR, normal
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// Display TMR, normal
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html.find('.visu-tmr a').click((event) => {
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html.find('.visu-tmr a').click((event) => {
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@ -1032,13 +1032,15 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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rollArme( armeName )
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rollArme( armeName, competenceName=undefined )
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{
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{
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let armeItem = this.data.items.find(item=>item.type==="arme" && (item.name === armeName));
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let armeItem = this.data.items.find(item=>item.type==="arme" && (item.name === armeName));
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if ( armeItem && armeItem.data.competence )
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if (armeItem ) {
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this.rollCompetence( armeItem.data.competence, armeItem );
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if ( competenceName == undefined) competenceName = armeItem.data.competence;
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else
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this.rollCompetence( competenceName, armeItem );
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this.rollCompetence( armeName ); //Bypass mode!
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} else {
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this.rollCompetence( armeName ); //Bypass mode!
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -1059,7 +1061,7 @@ export class RdDActor extends Actor {
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if ( competence.type == 'competencecreature') { // Specific case for Creatures
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if ( competence.type == 'competencecreature') { // Specific case for Creatures
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if ( competence.data.iscombat ) {
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if ( competence.data.iscombat ) {
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armeItem = { name: name, data: { dommages: competence.data.dommages} };
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armeItem = { name: name, data: { dommages: competence.data.dommages, dommagesReels: competence.data.dommages} };
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}
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}
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competence.data.defaut_carac = "carac_creature"; // Fake default competence
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competence.data.defaut_carac = "carac_creature"; // Fake default competence
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competence.data.categorie = "creature"; // Fake default competence
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competence.data.categorie = "creature"; // Fake default competence
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@ -1068,6 +1070,16 @@ export class RdDActor extends Actor {
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rollData.carac = { carac_creature: { label: name, value: competence.data.carac_value } };
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rollData.carac = { carac_creature: { label: name, value: competence.data.carac_value } };
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} else { // Usual competence
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} else { // Usual competence
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rollData.competence = competence;
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rollData.competence = competence;
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armeItem.data.dommagesReels = armeItem.data.dommages; // Per default
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if ( !armeItem.data.unemain && !armeItem.data.deuxmains) // Force default
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armeItem.data.unemain = true;
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if (armeItem.data.unemain && armeItem.data.deuxmains) { // manage 1/2 main
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//console.log("Weapon", armeItem.data.dommages);
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if ( name.toLowerCase().includes("1 main") )
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armeItem.data.dommagesReels = Number(armeItem.data.dommages.split("/")[0]);
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else // 2 mains
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armeItem.data.dommagesReels = Number(armeItem.data.dommages.split("/")[1]);
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}
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rollData.arme = armeItem;
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rollData.arme = armeItem;
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rollData.carac = this.data.data.carac;
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rollData.carac = this.data.data.carac;
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}
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}
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@ -2,10 +2,10 @@
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"name": "foundryvtt-reve-de-dragon",
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"name": "foundryvtt-reve-de-dragon",
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"title": "Rêve de Dragon",
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"title": "Rêve de Dragon",
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"description": "Rêve de Dragon RPG for FoundryVTT",
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"description": "Rêve de Dragon RPG for FoundryVTT",
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"version": "0.9.77",
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"version": "0.9.78",
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"minimumCoreVersion": "0.7.5",
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"minimumCoreVersion": "0.7.5",
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"compatibleCoreVersion": "0.7.6",
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"compatibleCoreVersion": "0.7.6",
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"templateVersion": 47,
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"templateVersion": 48,
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"author": "LeRatierBretonnien",
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"author": "LeRatierBretonnien",
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"esmodules": [ "module/rdd-main.js", "module/hook-renderChatLog.js" ],
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"esmodules": [ "module/rdd-main.js", "module/hook-renderChatLog.js" ],
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"styles": ["styles/simple.css"],
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"styles": ["styles/simple.css"],
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@ -537,15 +537,17 @@
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"quantite": 1,
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"quantite": 1,
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"encombrement": 0,
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"encombrement": 0,
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"equipe": false,
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"equipe": false,
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"dommages": 0,
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"dommages": "0",
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"force": 0,
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"force": "0",
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"resistance": 0,
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"resistance": 0,
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"competence": "",
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"competence": "",
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"cout": 0,
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"cout": 0,
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"portee_courte": 0,
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"portee_courte": 0,
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"portee_moyenne": 0,
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"portee_moyenne": 0,
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"portee_extreme": 0,
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"portee_extreme": 0,
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"rapide": false
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"rapide": false,
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"deuxmains": false,
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"unemain": false
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},
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},
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"munition": {
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"munition": {
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"description": "",
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"description": "",
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@ -320,7 +320,7 @@
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<ol class="item-list">
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<ol class="item-list">
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{{#each data.combat as |arme key|}}
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{{#each data.combat as |arme key|}}
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<li class="item flexrow" data-item-id="{{arme._id}}">
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<li class="item flexrow" data-item-id="{{arme._id}}">
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<span class="arme-label" name="data.armes[{{key}}].name"><a>{{arme.name}}</a></span>
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<span class="arme-label" name="data.armes[{{key}}].name"><a data-competence-name="{{arme.data.competence}}">{{arme.name}}</a></span>
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<span class="competence-label" name="data.armes[{{key}}].data.competence">{{arme.data.competence}}</span>
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<span class="competence-label" name="data.armes[{{key}}].data.competence">{{arme.data.competence}}</span>
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<span class="competence-label" name="data.armes[{{key}}].data.niveau">{{numberFormat arme.data.niveau decimals=0 sign=true}}</span>
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<span class="competence-label" name="data.armes[{{key}}].data.niveau">{{numberFormat arme.data.niveau decimals=0 sign=true}}</span>
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<span class="competence-label" name="data.armes[{{key}}].data.dommages">{{numberFormat arme.data.dommages decimals=0 sign=true}}</span>
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<span class="competence-label" name="data.armes[{{key}}].data.dommages">{{numberFormat arme.data.dommages decimals=0 sign=true}}</span>
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@ -32,7 +32,7 @@
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{{#if arme}}
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{{#if arme}}
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<div>
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<div>
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<label>Arme : {{arme.name}}</label>
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<label>Arme : {{arme.name}}</label>
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<label>Degats : {{arme.data.dommages}}</label>
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<label>Degats : {{arme.data.dommagesReels}}</label>
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<label for="xp">Coups Non Mortels ? </label>
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<label for="xp">Coups Non Mortels ? </label>
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<input class="attribute-value" type="checkbox" id="coupsNonMortels" name="coupsNonMortels" {{#if coupsNonMortels}}checked{{/if}}/>
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<input class="attribute-value" type="checkbox" id="coupsNonMortels" name="coupsNonMortels" {{#if coupsNonMortels}}checked{{/if}}/>
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</div>
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</div>
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@ -18,7 +18,7 @@
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</div>
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</div>
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<div class="form-group">
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<div class="form-group">
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<label for="niveau">Dommmages </label>
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<label for="niveau">Dommmages </label>
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<input class="attribute-value" type="text" name="data.dommages" value="{{data.dommages}}" data-dtype="Number"/>
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<input class="attribute-value" type="text" name="data.dommages" value="{{data.dommages}}" data-dtype="String"/>
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</div>
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</div>
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<div class="form-group">
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<div class="form-group">
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<label for="xp">Résistance </label>
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<label for="xp">Résistance </label>
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@ -30,12 +30,20 @@
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</div>
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</div>
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<div class="form-group">
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<div class="form-group">
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<label for="xp">Force min. </label>
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<label for="xp">Force min. </label>
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<input class="attribute-value" type="text" name="data.force" value="{{data.force}}" data-dtype="Number"/>
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<input class="attribute-value" type="text" name="data.force" value="{{data.force}}" data-dtype="String"/>
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</div>
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</div>
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<div class="form-group">
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<div class="form-group">
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<label for="xp">Arme rapide ? </label>
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<label for="xp">Arme rapide ? </label>
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<input class="attribute-value" type="checkbox" name="data.rapide" {{#if data.rapide}}checked{{/if}}/>
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<input class="attribute-value" type="checkbox" name="data.rapide" {{#if data.rapide}}checked{{/if}}/>
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</div>
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</div>
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<div class="form-group">
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<label for="xp">A Une main ? </label>
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<input class="attribute-value" type="checkbox" name="data.unemain" {{#if data.unemain}}checked{{/if}}/>
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</div>
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<div class="form-group">
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<label for="xp">A Deux mains ? </label>
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<input class="attribute-value" type="checkbox" name="data.deuxmains" {{#if data.deuxmains}}checked{{/if}}/>
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</div>
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<div class="form-group">
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<div class="form-group">
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<label for="xp">Portée courte </label>
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<label for="xp">Portée courte </label>
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<input class="attribute-value" type="text" name="data.portee_courte" value="{{data.portee_courte}}" data-dtype="Number"/>
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<input class="attribute-value" type="text" name="data.portee_courte" value="{{data.portee_courte}}" data-dtype="Number"/>
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