Merge pull request 'v11.2.1 - La technique d'Akarlikarlikar' (#684) from VincentVk/foundryvtt-reve-de-dragon:v11 into v11

Reviewed-on: public/foundryvtt-reve-de-dragon#684
This commit is contained in:
uberwald 2023-11-20 23:32:34 +01:00
commit 3018e3522c
20 changed files with 88 additions and 70 deletions

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@ -1,4 +1,9 @@
# v11.2
## v11.2.1 - La technique d'Akarlikarlikar
- On peut créer des armes pour Corps à corps et Esquive. Barreaux de chaise, armes improvisées, techniques d'art martiaux, pas de côté pour faire trébucher l'adversaire... A vous de voir comment imaginer de nouvelles "armes".
- Les armes avec une résistance de 0 ne peuvent pas être utilisées, une image et un rappel indiquent qu'elles sont cassées
Vu qu'elles ne peuvent pas être utilisées, permet de savoir pourquoi
## v11.2.0 - Les Terres médianes d'Akarlikarlikar
- Les TMRs sont redimensionables
- Nouveaux graphismes plus lisibles dans les TMRs

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@ -362,6 +362,10 @@ export class RdDBaseActorReve extends RdDBaseActor {
*/
rollArme(arme, categorieArme = "competence") {
let compToUse = this.$getCompetenceArme(arme, categorieArme)
if (!RdDItemArme.isArmeUtilisable(arme)) {
ui.notifications.warn(`Arme inutilisable: ${arme.name} a une résistance de 0 ou moins`)
return
}
if (!Targets.hasTargets()) {
RdDConfirm.confirmer({
settingConfirmer: "confirmer-combat-sans-cible",
@ -374,17 +378,16 @@ export class RdDBaseActorReve extends RdDBaseActor {
this.rollCompetence(compToUse, { tryTarget: false })
}
});
return;
return
}
Targets.selectOneToken(target => {
if (Targets.isTargetEntite(target)) {
ui.notifications.warn(`Vous ne pouvez pas attaquer une entité non incarnée avec votre ${arme.name}!!!!`);
return;
return
}
const competence = this.getCompetence(compToUse)
//console.log("RollArme", competence, arme)
if (competence.isCompetencePossession()) {
return RdDPossession.onAttaquePossession(target, this, competence);
}

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@ -166,7 +166,7 @@ export class RdDItemArme extends Item {
}
static isArmeUtilisable(arme) {
return arme.type == 'arme' && arme.system.equipe && (arme.system.resistance > 0 || arme.system.portee_courte > 0);
return arme.type == TYPES.arme && arme.system.equipe && (arme.system.resistance > 0 || arme.system.portee_courte > 0);
}
static ajoutCorpsACorps(armes, actor) {
@ -191,6 +191,7 @@ export class RdDItemArme extends Item {
dommagesReels: 0,
mortalite: 'non-mortel',
competence: 'Corps à corps',
resistance: 1,
deuxmains: true,
categorie_parade: 'sans-armes'
}

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@ -227,25 +227,15 @@ export class RdDItem extends Item {
}
isCorpsACorps() {
return (this.isCompetence()
return this.isCompetence()
&& this.system.categorie == 'melee'
&& Grammar.includesLowerCaseNoAccent(this.name, 'Corps à Corps'));
&& Grammar.includesLowerCaseNoAccent(this.name, 'Corps à Corps')
}
isCompetenceArme() {
if (this.isCompetence()) {
switch (this.system.categorie) {
case 'melee':
return !this.isCorpsACorps() && !this.isEsquive()
case 'tir':
case 'lancer':
return true;
}
}
return false;
return this.isCompetence() && [ 'melee','tir', 'lancer'].includes(this.system.categorie)
}
isCompetencePossession() { return TYPES.competencecreature == this.type && this.system.categorie == "possession" }
isTemporel() { return typesObjetsTemporels.includes(this.type) }
isOeuvre() { return typesObjetsOeuvres.includes(this.type) }

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@ -754,11 +754,11 @@ export class RdDCombat {
/* -------------------------------------------- */
async attaque(competence, arme) {
if (!await this.attacker.accorder(this.defender, 'avant-attaque')) {
return;
return
}
if (arme.system.cac == 'empoignade') {
RdDEmpoignade.onAttaqueEmpoignade(this.attacker, this.defender)
return;
return
}
RdDEmpoignade.checkEmpoignadeEnCours(this.attacker)

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@ -65,7 +65,7 @@ export class RdDHotbar {
await this.createItemMacro(item, slot++, 'pugilat')
await this.createItemMacro(item, slot++, 'empoignade')
}
if (item.isCompetenceArme()) {
else if (item.isCompetenceArme()) {
ui.notifications.info(`${item.name} est une compétence d'arme, la macro n'est pas liée à un arme.<br>
Créez la macro depuis l'arme ou l'onglet combat pour garder les automatisations de combat.`);
}

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@ -174,6 +174,7 @@ export class RdDUtility {
'systems/foundryvtt-reve-de-dragon/templates/scripts/autocomplete-script.hbs',
'systems/foundryvtt-reve-de-dragon/templates/scripts/autocomplete.hbs',
'systems/foundryvtt-reve-de-dragon/templates/item/boutons-comestible.html',
'systems/foundryvtt-reve-de-dragon/templates/item/icon-arme-broken.hbs',
'systems/foundryvtt-reve-de-dragon/templates/item/temporel.hbs',
'systems/foundryvtt-reve-de-dragon/templates/item/partial-inventaire.html',
'systems/foundryvtt-reve-de-dragon/templates/item/partial-environnement.html',

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1
styles/img/ui/broken.svg Normal file
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@ -0,0 +1 @@
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@ -211,6 +211,13 @@ i:is(.fas, .far) {
margin-right: 5px;
object-position: 50% 0;
}
.system-foundryvtt-reve-de-dragon img.equipement-inutilisable {
vertical-align: bottom ;
max-width: 1.4rem;
max-height: 1.4rem;
border: 1px;
background: center / contain no-repeat url('img/ui/icone_parchement_vierge.webp');
}
.system-foundryvtt-reve-de-dragon .sheet-header .header-compteurs {
width: calc(60% - 110px - 1rem);

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@ -1,8 +1,8 @@
{
"id": "foundryvtt-reve-de-dragon",
"title": "Rêve de Dragon",
"version": "v11.2.0",
"download": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/archive/foundryvtt-reve-de-dragon-v11.2.0.zip",
"version": "v11.2.1",
"download": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/archive/foundryvtt-reve-de-dragon-v11.2.1.zip",
"manifest": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/raw/v11/system.json",
"changelog": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/raw/branch/v11/changelog.md",
"compatibility": {

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@ -663,7 +663,7 @@
},
"arme": {
"templates": ["description", "equipement", "inventaire"],
"resistance": 0,
"resistance": 1,
"categorie_parade": "",
"dommages": "0",
"mortalite": "mortel",

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@ -19,6 +19,7 @@
<span>{{arme.name}}</span>
</a>
({{arme.system.competence}})
{{>"systems/foundryvtt-reve-de-dragon/templates/item/icon-arme-broken.hbs" arme}}
</span>
<span class="competence-value">{{plusMoins arme.system.niveau}}</span>
<span class="competence-value">{{plusMoins arme.system.dommagesReels}}</span>

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@ -8,11 +8,16 @@
{{else if ouvert}}far fa-minus-square
{{else}}far fa-plus-square
{{/if~}}"></i>
{{/if}}
<img class="sheet-competence-img" src="{{item.img}}" title="{{item.name}}"/>
<span>{{item.name}}</span>
{{#if (eq item.type 'conteneur')}}
<img class="sheet-competence-img" src="{{item.img}}" title="{{item.name}}"/>
<span>{{item.name}}</span>
</a>
{{else}}
<img class="sheet-competence-img" src="{{item.img}}" title="{{item.name}}"/>
<span>{{item.name}}
{{#if (eq item.type 'arme')}}
{{>"systems/foundryvtt-reve-de-dragon/templates/item/icon-arme-broken.hbs" item}}
{{/if}}
</span>
{{/if}}
</span>
<span class="equipement-detail">

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@ -46,7 +46,8 @@
</select>
</div>
<div class="form-group">
<label for="system.resistance">Résistance </label>
<label for="system.resistance">Résistance</label>
{{>"systems/foundryvtt-reve-de-dragon/templates/item/icon-arme-broken.hbs"}}
<input class="attribute-value" type="text" name="system.resistance" value="{{system.resistance}}" data-dtype="Number"/>
</div>
<div class="form-group">

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@ -0,0 +1,3 @@
{{#if (lte system.resistance 0)}}
<img class="equipement-inutilisable" src="systems/foundryvtt-reve-de-dragon/styles/img/ui/broken.svg"/>
{{/if}}