Minor fixes
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@ -890,7 +890,7 @@ 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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async santeIncDec(name, inc ) {
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async santeIncDec(name, inc, isCritique = false ) {
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const sante = duplicate(this.data.data.sante);
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const sante = duplicate(this.data.data.sante);
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let data = sante[name];
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let data = sante[name];
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let minValue = 0;
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let minValue = 0;
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@ -903,7 +903,7 @@ export class RdDActor extends Actor {
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if ( sante.fatigue && inc < 0 ) { // Each endurance lost -> fatigue lost
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if ( sante.fatigue && inc < 0 ) { // Each endurance lost -> fatigue lost
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sante.fatigue.value = sante.fatigue.value - inc
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sante.fatigue.value = sante.fatigue.value - inc
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}
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}
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if ( newValue == 0 && inc < 0) { // perte endurance et endurance devient 0 -> -1 vie
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if ( !isCritique && newValue == 0 && inc < 0) { // perte endurance et endurance devient 0 -> -1 vie sauf si coup critique
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sante.vie.value = sante.vie.value - 1;
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sante.vie.value = sante.vie.value - 1;
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}
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}
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newValue = Math.max(0, newValue);
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newValue = Math.max(0, newValue);
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@ -1299,8 +1299,8 @@ export class RdDActor extends Actor {
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let result = RdDUtility.computeBlessuresSante(degatsReel, attackerRoll.mortalite);
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let result = RdDUtility.computeBlessuresSante(degatsReel, attackerRoll.mortalite);
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if ( this.data.type != 'entite') // Pas de PV chez les entités
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if ( this.data.type != 'entite') // Pas de PV chez les entités
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await this.santeIncDec("vie", result.vie);
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await this.santeIncDec("vie", result.vie, (result.critiques > 0) );
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await this.santeIncDec("endurance", result.endurance);
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await this.santeIncDec("endurance", result.endurance, (result.critiques > 0) );
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result.locName = (attackerRoll.loc) ? attackerRoll.loc.label : "Corps";
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result.locName = (attackerRoll.loc) ? attackerRoll.loc.label : "Corps";
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this.manageBlessures(result); // Will upate the result table
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this.manageBlessures(result); // Will upate the result table
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