Merge branch 'dev_1.1' of gitlab.com:LeRatierBretonnien/foundryvtt-reve-de-dragon into dev_1.1

This commit is contained in:
sladecraven 2020-12-15 22:45:04 +01:00
commit b4ed460030
11 changed files with 326 additions and 44 deletions

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@ -32,9 +32,11 @@ export class RdDActorSheet extends ActorSheet {
// Gestion du lock/unlock des zones éditables (carac+compétences)
data.data.editCaracComp = this.options.editCaracComp;
data.data.lockUnlockText = (this.options.editCaracComp) ? "Bloquer" : "Débloquer";
data.data.lockUnlockIcon = (this.options.editCaracComp) ? "unlocked.svg" : "locked.svg";
// Gestion de l'affichage total/partiel des compétences
data.data.cacherCompetencesNiveauBase = this.options.cacherCompetencesNiveauBase;
data.data.showHideCompetenceText = (this.options.cacherCompetencesNiveauBase) ? "Montrer tout" : "Filtrer" ;
data.data.showHideCompetenceIcon = (this.options.cacherCompetencesNiveauBase) ? "no-filter.svg" : "filter.svg";
let compCategorieNiveau = RdDUtility.getLevelCategory(); // recup catégorie
data.itemsByType = RdDUtility.buildItemsClassification(data.items);

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@ -126,9 +126,11 @@ export class RdDActor extends Actor {
/* -------------------------------------------- */
getBonusDegat() {
return parseInt(this.data.data.attributs.plusdom.value);
return Misc.toInt(this.data.data.attributs.plusdom.value);
}
getProtectionNaturelle() {
return Misc.toInt(this.data.data.attributs.protection.value);
}
/* -------------------------------------------- */
getCompetence(compName) {
return RdDUtility.findCompetence(this.data.items, compName);
@ -202,32 +204,34 @@ export class RdDActor extends Actor {
}
/* -------------------------------------------- */
computeDeteriorationArme( rollData ) {
if ( rollData.arme && rollData.attackerRoll) { // C'est une parade
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.attackerRoll.rolled.isPart
&& ( (rollData.attackerRoll.particuliereAttaque && rollData.attackerRoll.particuliereAttaque == 'force') || rollData.attackerRoll.isCharge)
&& !rollData.rolled.isPart ) {
// Jet de résistance de l'arme de parade (p.132)
let resist = RdDResolutionTable.roll( rollData.arme.data.resistance, rollData.attackerRoll.domArmePlusDom );
if ( (rollData.needResist || attackerRoll.particuliereAttaque == 'force' || attackerRoll.isCharge)
&& !rollData.rolled.isPart ) {
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
let resistance = Misc.toInt(rollData.arme.data.resistance);
let msg = "";
if (resist.isSuccess) { // Perte de résistance
msg = "Jet de résistance de votre arme réussit !"
// Jet de résistance de l'arme de parade (p.132)
let resistRoll = await RdDResolutionTable.roll( resistance, - dmg );
if (resistRoll.isSuccess) { // Perte de résistance
msg = "Votre " + rollData.arme.name + " tient le choc de la parade. "
} else {
rollData.arme.data.resistance -= rollData.attackerRoll.domArmePlusDom;
if ( rollData.arme.data.resistance <= 0 ) {
resistance -= dmg;
if ( resistance <= 0 ) {
this.deleteEmbeddedEntity("OwnedItem", rollData.arme._id);
msg = "Votre arme s'est brisée sous le coup de la parade : " + rollData.arme.name;
msg = "Sous la violence de la parade, votre " + rollData.arme.name + " s'est brisée sous le coup!";
} else {
this.updateEmbeddedEntity("OwnedItem", {_id: rollData.arme._id, 'data.resistance': rollData.arme.data.resistance });
msg = "Votre arme a perdu de la résistance : " + rollData.arme.name + " - " + rollData.arme.data.resistance;
this.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 ( !rollData.arme.includes('Bouclier') ) { // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
let desarme = RdDResolutionTable.roll( this.data.data.carac.force.value, Number(rollData.competence.data.niveau) + Number(rollData.attackerRoll.domArmePlusDom) );
if ( !desarme.isSucess) {
msg += "<br>De plus, vous êtes désarmé ! Votre arme " + rollData.arme.name + "tombe au sol à vos pieds";
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.roll( this.data.data.carac.force.value, Misc.toInt(rollData.competence.data.niveau) -dmg );
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,
@ -245,13 +249,13 @@ export class RdDActor extends Actor {
let recul = await RdDResolutionTable.roll( 10, reculNiveau );
let msg = "";
if (recul.isSuccess) {
msg = this.data.name + " - Jet de Recul réussi, aucun effet !";
msg = " Vous ne reculez pas malgré la force du coup.";
} else {
let chute = await RdDResolutionTable.roll( this.data.data.carac.agilite.value, reculNiveau );
if ( !chute.isSuccess || recul.isETotal ) {
msg = this.data.name + " - Jet de Recul : Vous subissez le recul du coup, et vous chutez au sol ! Vous ne pouvez plus attaquer ce round.";
msg = "Sous la violence du coup, vous reculez et chutez au sol ! Vous ne pouvez plus attaquer ce round.";
} else {
msg = this.data.name + " - Jet de Recul : Vous subissez le recul du coup, et vous reculez de quelques mètres ! Vous ne pouvez plus attaquer ce round.";
msg = "La violence du choc vous fait reculer de quelques mètres ! Vous ne pouvez plus attaquer ce round.";
}
}
ChatMessage.create( {content: msg,
@ -280,7 +284,7 @@ export class RdDActor extends Actor {
// In case of fight, replace the message per dommages + localization. it indicates if result is OK or not
if (rollData.attackerRoll) { // Defense case !
if (rolled.isSign || (!rollData.needSignificative && rolled.isSuccess)) {
this.computeDeteriorationArme( rollData );
await this.computeDeteriorationArme( rollData );
explications += "<br><strong>Attaque parée/esquivée !</strong>";
} else {
explications += "<br><strong>Esquive/Parade échouée, encaissement !</strong>";
@ -1882,15 +1886,18 @@ export class RdDActor extends Actor {
}
/* -------------------------------------------- */
computeArmure( locData, domArmePlusDom, arme = undefined ) {
computeArmure( attackerRoll ) {
let locData = attackerRoll.loc;
let dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
let arme = attackerRoll.arme;
// TODO: arc ignore armure
let protection = 0;
for (const item of this.data.items) {
if (item.type == "armure" && item.data.equipe) {
let update = duplicate(item);
protection += new Roll(update.data.protection.toString()).roll().total;
update.data.deterioration += domArmePlusDom;
domArmePlusDom = 0; // Reset it
update.data.deterioration = Misc.toInt(update.data.deterioration) + dmg;
dmg = 0; // Reset it
if ( update.data.deterioration >= 10) {
update.data.deterioration = 0;
if ( update.data.protection.toString().length == 1 )
@ -1905,6 +1912,7 @@ export class RdDActor extends Actor {
this.updateEmbeddedEntity("OwnedItem", update);
}
}
protection += this.getProtectionNaturelle();
console.log("Final protect", protection);
return protection;
}
@ -1916,7 +1924,7 @@ export class RdDActor extends Actor {
}
console.log("encaisserDommages", attackerRoll )
const armure = this.computeArmure( attackerRoll.loc, attackerRoll.domArmePlusDom, attackerRoll.arme);
const armure = this.computeArmure( attackerRoll );
const rollEncaissement = new Roll("2d10 + @dmg - @armure",{
dmg: attackerRoll.dmg.total,

View File

@ -74,6 +74,10 @@ export class RdDCombat {
return;
}
let rollData = game.system.rdd.rollDataHandler[this.attackerId];
if (!rollData) {
ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
return;
}
// TODO: enlever le ChatMessage?
switch (button) {
case '#particuliere-attaque': return await this.choixParticuliere(rollData, event.currentTarget.attributes['data-mode'].value);
@ -364,10 +368,7 @@ export class RdDCombat {
/* -------------------------------------------- */
async _onParadeNormale(rollData) {
console.log("RdDCombat._onParadeNormale >>>", rollData);
if (rollData.needResist && !rollData.rolled.isPart) {
// TODO: déplacer la logique détérioration armure dans RdDCombat
this.defender.computeDeteriorationArme(rollData);
}
await this.defender.computeDeteriorationArme(rollData);
await this.defender.computeRecul(rollData, false);
let chatOptions = {

View File

@ -238,6 +238,19 @@ table {border: 1px solid #7a7971;}
height: 8%;
border-width: 0;
}
.small-button-container {
height: 16px;
border: 0;
}
.small-button-container img {
max-height: 100%;
max-width: 100%;
}
.small-button-img {
max-height: 24;
border-width: 0;
}
.foundryvtt-reve-de-dragon .sheet-header .header-fields {
-webkit-box-flex: 1;

View File

@ -5,7 +5,7 @@
"version": "1.1.10",
"minimumCoreVersion": "0.7.5",
"compatibleCoreVersion": "0.7.8",
"templateVersion": 69,
"templateVersion": 70,
"author": "LeRatierBretonnien",
"esmodules": [ "module/rdd-main.js", "module/hook-renderChatLog.js" ],
"styles": ["styles/simple.css"],

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@ -77,6 +77,12 @@
"value": 0,
"label": "Vitesse",
"derivee": true
},
"protection": {
"type": "number",
"value": 0,
"label": "Protection",
"derivee": false
}
}
},
@ -400,6 +406,12 @@
"value": 0,
"label": "Malus Armure",
"derivee": true
},
"protection": {
"type": "number",
"value": 0,
"label": "Protection naturelle",
"derivee": false
}
},
"reve": {

View File

@ -98,7 +98,7 @@
<div class="tab items" data-group="primary" data-tab="carac">
<div class="grid grid-2col">
<div class="flex-group-left flexcol">
<span><a class="lock-unlock-sheet">{{data.lockUnlockText}}</a></span>
<span><a class="lock-unlock-sheet"><img class="small-button-container" src="systems/foundryvtt-reve-de-dragon/icons/{{data.lockUnlockIcon}}" alt="blocker/débloquer">{{data.lockUnlockText}}</a></span>
<ul class="carac-list alterne-list">
{{#each data.carac as |carac key|}}
<li class="competence flexrow list-item" data-attribute="{{key}}">
@ -162,8 +162,8 @@
{{!-- Compétences Tab --}}
<div class="tab competences" data-group="primary" data-tab="competences">
<div class="flexrow">
<span><a class="lock-unlock-sheet">{{data.lockUnlockText}}</a></span>
<span><a class="show-hide-competences">{{data.showHideCompetenceText}}</a></span>
<span><a class="lock-unlock-sheet"><img class="small-button-container" src="systems/foundryvtt-reve-de-dragon/icons/{{data.lockUnlockIcon}}" alt="blocker/débloquer">{{data.lockUnlockText}}</a></span>
<span><a class="show-hide-competences"><img class="small-button-container" src="systems/foundryvtt-reve-de-dragon/icons/{{data.showHideCompetenceIcon}}" alt="filter/montrer tout">{{data.showHideCompetenceText}}</a></span>
</div>
<div class="grid grid-2col">
<div class="flex-group-left flexcol competence-column">