34 Jet de rêve pour entités
gestion du jet de rêve pour s'accorder aux entités de cauchemar
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82b0ec1015
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167
module/actor.js
167
module/actor.js
@ -31,8 +31,9 @@ export class RdDActor extends Actor {
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array)
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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return super.create(data, options);
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@ -126,15 +127,18 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async performRoll(rollData) {
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let rolled = await RdDResolutionTable.roll(rollData.caracValue, rollData.finalLevel);
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//rolled.isPart = true; // Pour tester le particulières
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rollData.rolled = rolled; // garder le résultat
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//console.log("performRoll", rollData, rolled)
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if ( !rollData.attackerRoll) // Store in the registry if not a defense roll
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game.system.rdd.rollDataHandler[this.data._id] = rollData;
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async performRoll(rollData, attacker = undefined) {
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if (rolled.isPart && rollData.arme && !rollData.attackerRoll) { // Réussite particulière avec attaque -> choix !
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// garder le résultat
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rollData.rolled = await RdDResolutionTable.roll(rollData.caracValue, rollData.finalLevel);
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//console.log("performRoll", rollData)
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if ( !rollData.attackerRoll) {// Store in the registry if not a defense roll
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game.system.rdd.rollDataHandler[this.data._id] = rollData;
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}
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if (rollData.rolled.isPart && rollData.arme && !rollData.attackerRoll) { // Réussite particulière avec attaque -> choix !
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let message = "<strong>Réussite particulière en attaque</strong>";
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message = message + "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerid='" + this.data._id + "'>Attaquer en Force</a>";
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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@ -144,19 +148,18 @@ export class RdDActor extends Actor {
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}
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ChatMessage.create( {content : message, whisper: ChatMessage.getWhisperRecipients( this.name ) } );
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} else {
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this.continueRoll(rollData);
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this.continueRoll(rollData, attacker);
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}
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}
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/* -------------------------------------------- */
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async continueRoll(rollData) {
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async continueRoll(rollData, attacker = undefined) {
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let rolled = rollData.rolled;
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let result = rolled.roll;
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let quality = rolled.quality
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// Manage weapon categories when parrying (cf. page 115 )
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let need_resist = false; // Do we need to make resistance roll for defender ?
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if (rollData.arme && rollData.attackerRoll) { // Manage parade depeding on weapon type, and change roll results
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if (rollData.arme && rollData.attackerRoll) { // Manage parade depending on weapon type, and change roll results
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let attCategory = RdDUtility.getArmeCategory(rollData.attackerRoll.arme);
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let defCategory = RdDUtility.getArmeCategory(rollData.arme);
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if (defCategory == "bouclier")
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@ -166,7 +169,7 @@ export class RdDActor extends Actor {
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if (attCategory.match("epee") && (defCategory == "hache" || defCategory == "lance"))
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need_resist = true;
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}
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if (this.data.type != 'entite' && (this.data.data.sante.sonne.value || rollData.particuliereAttaque == "finesse")) {
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if (!this.isEntiteCauchemar() && (this.data.data.sante.sonne.value || rollData.particuliereAttaque == "finesse")) {
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rollData.needSignificative = true;
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}
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@ -183,18 +186,21 @@ export class RdDActor extends Actor {
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explications = ""
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// In case of fight, replace the message per dommages + localization. it indicates if result is OK or not
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if (rollData.attackerRoll) { // Defense case !
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if (rollData.needSignificative && rolled.isSign ) {
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explications += "<br><strong>Attaque parée/esquivée !</strong>";
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} else if ( !rollData.needSignificative && rolled.isSuccess) {
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if (rolled.isSign || (!rollData.needSignificative && rolled.isSuccess)) {
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explications += "<br><strong>Attaque parée/esquivée !</strong>";
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} else {
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explications += "<br><strong>Esquive/Parade échouée, encaissement !</strong>";
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if (rollData.needSignificative)
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explications += "Significative nécessaire!";
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encaisser = true;
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explications += " Significative nécessaire!";
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}
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encaisser = rollData.needSignificative ? !rolled.isSign : !rolled.isSuccess;
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} else { // This is the attack roll!
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if (rolled.isSuccess) {
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let target = this.getTarget();
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if (await this.targetEntiteNonAccordee(target, 'avant-defense')) {
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return;
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}
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// Message spécial pour la rapidité, qui reste difficile à gérer automatiquement
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if ( rollData.particuliereAttaque == 'rapidite') {
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ChatMessage.create( { content: "Vous avez attaqué en Rapidité. Ce cas n'est pas géré autmatiquement, donc suivez les directives de votre MJ pour gérer ce cas.",
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@ -203,14 +209,14 @@ export class RdDActor extends Actor {
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rollData.domArmePlusDom = this._calculBonusDommages(rollData.selectedCarac, rollData.arme, rollData.particuliereAttaque == 'force' );
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rollData.degats = new Roll("2d10").roll().total + rollData.domArmePlusDom;
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rollData.loc = RdDUtility.getLocalisation();
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for (let target of game.user.targets) {
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rollData.mortalite = (rollData.mortalite) ? rollData.mortalite : "mortel";// Force default
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rollData.mortalite = (target.actor.data.type == 'entite') ? "cauchemar" : rollData.mortalite;
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console.log("Mortalité : ", rollData.mortalite, target.actor.data.type);
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if (target)
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{
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rollData.mortalite = RdDActor._calculMortaliteEncaissement(rollData, target);
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defenseMsg = RdDUtility.buildDefenseChatCard(this, target, rollData);
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explications += "<br><strong>Cible</strong> : " + target.actor.data.name;
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}
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explications += "<br>Dégâts : " + rollData.degats + "<br>Localisation : " + rollData.loc.label;
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explications += "<br>Encaissement : " + rollData.degats + "<br>Localisation : " + rollData.loc.label;
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} else {
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explications = "<br>Echec ! Pas de dégâts";
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}
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@ -256,10 +262,16 @@ export class RdDActor extends Actor {
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// Get damages!
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if (encaisser) {
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this.encaisserDommages(rollData.attackerRoll);
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this.encaisserDommages(rollData.attackerRoll, attacker);
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}
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}
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static _calculMortaliteEncaissement(rollData, target) {
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const mortalite = target.actor.isEntiteCauchemar() ? "cauchemar" : (rollData.mortalite ? rollData.mortalite : "mortel");
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console.log("Mortalité : ", mortalite, target.actor.data.type);
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return mortalite;
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}
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/* -------------------------------------------- */
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_calculBonusDommages(carac, arme, isForce=false) {
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if ( arme.name.toLowerCase() == "esquive") return 0; // Specific case management
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@ -919,6 +931,9 @@ export class RdDActor extends Actor {
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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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let data = sante[name];
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if (data==undefined) {
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return;
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}
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let minValue = 0;
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if (this.type == 'personnage') {
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// TODO: les animaux/humanoïdes on théoriquement aussi un sconst, mais la SPA n'est pas passé par là
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@ -1221,7 +1236,7 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async rollCompetence( name, armeItem=undefined, attackerRoll=undefined ) {
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async rollCompetence( name, armeItem=undefined, attackerRoll=undefined, attacker = undefined) {
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let competence = RdDUtility.findCompetence( this.data.items, name);
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console.log("rollCompetence !!!", competence, armeItem, attackerRoll);
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// Common rollData values
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@ -1275,10 +1290,22 @@ export class RdDActor extends Actor {
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let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData);
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if (rollData.arme) {
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new RdDRollDialog("arme", html, rollData, this ).render(true);
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} else {
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new RdDRollDialog("competence", html, rollData, this ).render(true);
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if (await this.targetEntiteNonAccordee(this.getTarget(), 'avant-attaque')) {
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return;
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}
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new RdDRollDialog("arme", html, rollData, this, attacker).render(true);
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} else {
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new RdDRollDialog("competence", html, rollData, this, attacker).render(true);
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}
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}
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getTarget() {
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if (game.user.targets && game.user.targets.size == 1) {
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for (let target of game.user.targets) {
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return target;
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}
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}
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return undefined;
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}
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/* -------------------------------------------- */
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@ -1321,7 +1348,13 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async encaisserDommages( attackerRoll ) {
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async encaisserDommages( attackerRoll, attacker = undefined ) {
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if (attacker && !await attacker.accorder(this, 'avant-encaissement')) {
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return;
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}
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console.log("encaisserDommages", attackerRoll )
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const armure = this.computeArmure( attackerRoll.loc, attackerRoll.domArmePlusDom);
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let degatsReel = attackerRoll.degats - armure;
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@ -1356,17 +1389,17 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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parerAttaque( attackerRoll, armeId )
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parerAttaque( attackerRoll, armeId, attacker = undefined )
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{
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let armeItem = this.getOwnedItem(armeId); // Item.data.data !
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console.log("Going to PARY !!!!!!!!!", armeItem, attackerRoll.diffLibre);
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this.rollCompetence( armeItem.data.data.competence, armeItem.data, attackerRoll );
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this.rollCompetence( armeItem.data.data.competence, armeItem.data, attackerRoll, attacker);
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}
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/* -------------------------------------------- */
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esquiverAttaque( attackerRoll )
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esquiverAttaque( attackerRoll, attacker = undefined )
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{
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this.rollCompetence( "esquive", undefined, attackerRoll );
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this.rollCompetence( "esquive", undefined, attackerRoll, attacker );
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}
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/* -------------------------------------------- */
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@ -1377,6 +1410,72 @@ export class RdDActor extends Actor {
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return data;
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}
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/* -- entites -- */
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/* retourne true si on peut continuer, false si on ne peut pas continuer */
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async targetEntiteNonAccordee(target, when='avant-encaissement')
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{
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if (target)
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{
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return !await this.accorder(target.actor, when);
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}
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return false;
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}
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async accorder(entite, when = 'avant-encaissement')
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{
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if (when != game.settings.get("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar")
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|| !entite.isEntiteCauchemar()
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|| entite.isEntiteCauchemarAccordee(this)) {
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return true;
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}
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let rolled = await RdDResolutionTable.roll( this.getReveActuel(), - Number(entite.data.data.carac.niveau.value));
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let message = {
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content: "Jet de points actuels de rêve à " + rolled.finalLevel + RdDResolutionTable.explain(rolled) + "<br>",
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whisper: ChatMessage.getWhisperRecipients(this.name)
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};
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if (rolled.isSuccess) {
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await entite.setEntiteReveAccordee(this);
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message.content += this.name + " s'est accordé avec " + entite.name;
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}
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else {
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message.content+= this.name + " n'est pas accordé avec " + entite.name;
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}
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ChatMessage.create( message );
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return rolled.isSuccess;
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}
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isEntiteCauchemar()
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{
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return this.data.type == 'entite';
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}
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isEntiteCauchemarAccordee(attaquant)
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{
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if (!this.isEntiteCauchemar()) { return true; }
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let resonnance = this.data.data.sante.resonnance;
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return (resonnance.actors.find(it => it == attaquant._id));
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}
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async setEntiteReveAccordee(attaquant)
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{
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if (!this.isEntiteCauchemar()) {
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ui.notifications.error("Impossible de s'accorder à " + this.name + ": ce n'est pas une entite de cauchemer/rêve");
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return;
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}
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let resonnance = duplicate(this.data.data.sante.resonnance);
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if (resonnance.actors.find(it => it == attaquant._id)){
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// déjà accordé
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return;
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}
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resonnance.actors.push(attaquant._id);
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await this.update( {"data.sante.resonnance": resonnance});
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return;
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}
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}
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@ -105,6 +105,20 @@ Hooks.once("init", async function() {
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rollDataHandler: {},
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TMRUtility: TMRUtility
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}
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game.settings.register("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar", {
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name: "Accorder le rêve aux entités",
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hint: "A quel moment les personnages doivent accorder leur rêve aux entités de cauchemar",
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scope: "world",
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config: true,
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type: String,
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choices: { // If choices are defined, the resulting setting will be a select menu
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"avant-attaque": "Avant l'attaque",
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"avant-defense": "Avant la défense",
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"avant-encaissement": "Avant l'encaissement",
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},
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default: "avant-encaissement"
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});
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// Create specific settings
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// game.settings.register("foundryvtt-reve-de-dragon", "configuration", {
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// name: "configuration",
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@ -9,7 +9,7 @@ import { RdDResolutionTable } from "./rdd-resolution-table.js";
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export class RdDRollDialog extends Dialog {
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/* -------------------------------------------- */
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constructor(mode, html, rollData, actor) {
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constructor(mode, html, rollData, actor, attacker = undefined) {
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let myButtons
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if (mode == "sort") {
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@ -47,12 +47,13 @@ export class RdDRollDialog extends Dialog {
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this.mode = mode
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this.rollData = rollData
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this.actor = actor
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this.attacker = attacker
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}
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/* -------------------------------------------- */
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performRollSort(html, isSortReserve = false) {
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this.rollData.isSortReserve = isSortReserve;
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this.actor.performRoll(this.rollData);
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this.actor.performRoll(this.rollData, attacker);
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}
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/* -------------------------------------------- */
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@ -809,7 +809,7 @@ export class RdDUtility {
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rollData.attackerid = attackerid;
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rollData.defenderTokenId = defenderTokenId;
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let defenderToken = canvas.tokens.get( defenderTokenId );
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defenderToken.actor.encaisserDommages( rollData );
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defenderToken.actor.encaisserDommages( rollData, game.actors.get(attackerid));
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} else { // Emit message for GM
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game.socket.emit("system.foundryvtt-reve-de-dragon", {
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msg: "msg_encaisser",
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@ -824,7 +824,7 @@ export class RdDUtility {
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let defenderToken = canvas.tokens.get(event.currentTarget.attributes['data-defenderTokenId'].value );
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let armeId = event.currentTarget.attributes['data-armeid'].value;
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let rollData = game.system.rdd.rollDataHandler[attackerid];
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defenderToken.actor.parerAttaque( rollData, armeId );
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defenderToken.actor.parerAttaque( rollData, armeId, game.actors.get(attackerid));
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});
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html.on("click", '#esquiver-button', event => {
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@ -833,7 +833,7 @@ export class RdDUtility {
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let defenderToken = canvas.tokens.get(event.currentTarget.attributes['data-defenderTokenId'].value );
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let rollData = game.system.rdd.rollDataHandler[attackerid];
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//console.log("Esquive !", rollData, defenderActor);
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defenderToken.actor.esquiverAttaque( rollData );
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defenderToken.actor.esquiverAttaque( rollData, game.actors.get(attackerid));
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});
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html.on("click", '#particuliere-attaque', event => {
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@ -5,7 +5,7 @@
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"version": "1.1.0",
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"minimumCoreVersion": "0.7.5",
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"compatibleCoreVersion": "0.7.7",
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"templateVersion": 52,
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"templateVersion": 53,
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"author": "LeRatierBretonnien",
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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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@ -50,6 +50,9 @@
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"value": 10,
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"label": "Endurance",
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"derivee": false
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},
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"resonnance": {
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"actors" : []
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}
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},
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"compteurs": {
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