Cleanup
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47fb2d511e
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@ -1,5 +1,4 @@
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import { RdDCarac } from "./rdd-carac.js";
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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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const conditionsTactiques = [
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{ type: '', descr: '', dmg: 0, attaque: 0, parade: 0, esquive: true },
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{ type: '', descr: '', dmg: 0, attaque: 0, parade: 0, esquive: true },
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@ -67,8 +66,7 @@ export class RdDBonus {
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if (isCauchemar) {
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if (isCauchemar) {
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return "cauchemar";
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return "cauchemar";
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}
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}
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return isCauchemar
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return isCauchemar ? "cauchemar"
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? "cauchemar"
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: rollData.dmg?.mortalite
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: rollData.dmg?.mortalite
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?? rollData.arme?.data.mortalite
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?? rollData.arme?.data.mortalite
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?? "mortel";
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?? "mortel";
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@ -1,5 +1,4 @@
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import { ChatUtility } from "./chat-utility.js";
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import { ChatUtility } from "./chat-utility.js";
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import { RollDataAjustements as RollDataAjustements } from "./rolldata-ajustements.js";
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import { Misc } from "./misc.js";
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import { Misc } from "./misc.js";
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import { RdDDice } from "./rdd-dice.js";
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import { RdDDice } from "./rdd-dice.js";
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@ -1,4 +1,4 @@
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import { referenceAjustements, RollDataAjustements } from "./rolldata-ajustements.js";
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import { RollDataAjustements } from "./rolldata-ajustements.js";
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import { HtmlUtility } from "./html-utility.js";
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import { HtmlUtility } from "./html-utility.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemMeditation } from "./item-meditation.js";
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import { RdDItemMeditation } from "./item-meditation.js";
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@ -2,10 +2,8 @@
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import { RdDRollTables } from "./rdd-rolltables.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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import { ChatUtility } from "./chat-utility.js";
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import { ChatUtility } from "./chat-utility.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDCombat } from "./rdd-combat.js";
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import { RdDCombat } from "./rdd-combat.js";
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import { RdDRollResolutionTable } from "./rdd-roll-resolution-table.js";
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import { RdDRollResolutionTable } from "./rdd-roll-resolution-table.js";
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import { RdDItem } from "./item.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { RdDItemArme } from "./item-arme.js";
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import { RdDItemArme } from "./item-arme.js";
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@ -695,60 +693,6 @@ export class RdDUtility {
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return competences;
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return competences;
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}
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}
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/* -------------------------------------------- */
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static buildDefenseChatCard( attacker, target, rollData )
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{
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console.log("Attacker.defense", attacker, target, target.actor.isToken, attacker.data._id, rollData.competence.data.categorie );
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let myTarget = target.actor;
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let defenseMsg = { title: "Défense en combat",
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content: "<strong>"+myTarget.name+"</strong> doit se défendre : <br><span class='chat-card-button-area'>" +
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"<a class='chat-card-button' id='encaisser-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "'>Encaisser !</a></span>",
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whisper: ChatMessage.getWhisperRecipients( myTarget.name ),
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attackerId: attacker.data._id,
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defenderTokenId: target.data._id,
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rollMode: true
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};
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if ( rollData.competence.data.categorie == 'melee' || rollData.competence.data.categorie == 'competencecreature') { // Melee attack or creature
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let defenderArmes = [];
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for (const arme of myTarget.data.items) {
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if (arme.type == "arme" && RdDItemCompetence.isCompetenceMelee(arme.data.competence)) {
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defenderArmes.push( arme );
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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>";
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}
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if (arme.type == "competencecreature" && arme.data.isparade) {
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defenderArmes.push( arme );
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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>";
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}
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}
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defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "'>Esquiver</a></span>";
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}
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if ( rollData.competence.data.categorie == "tir" ) {
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for (const arme of myTarget.data.items) { // Bouclier for parry
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if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
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defenderArmes.push( arme );
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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>";
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}
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}
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}
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if ( rollData.competence.data.categorie == "lancer" ) {
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for (const arme of myTarget.data.items) { // Bouclier for parry Dodge/Esquive
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if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
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defenderArmes.push( arme );
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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>";
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}
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}
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defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerId='"+attacker.data._id + "' data-defenderTokenId='" + target.data._id + "'>Esquiver</a></span>";
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}
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defenseMsg.toSocket = true; // True per default for all players
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if (game.user.isGM) { // In GM case, only if target is a player
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defenseMsg.toSocket = myTarget.hasPlayerOwner;
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}
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return defenseMsg;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static async responseNombreAstral( data ) {
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static async responseNombreAstral( data ) {
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let actor = game.actors.get( data.id);
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let actor = game.actors.get( data.id);
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@ -125,16 +125,6 @@ export class RollDataAjustements {
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}
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}
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}
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}
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// /* -------------------------------------------- */
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// static calculListe(ajustements, rollData, actor) {
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// let list = [];
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// for (var key in referenceAjustements) {
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// if (referenceAjustements[key].isUsed(rollData, actor)) {
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// list.push(Ajustements._apply(referenceAjustements[key], rollData, actor));
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// }
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// }
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// return list;
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// }
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static sum(ajustements) {
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static sum(ajustements) {
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