Fix: boutons de parade
Utiliser la compétence associée à l'arme pour la parade
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427613c606
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@ -631,7 +631,7 @@ export class RdDCombat {
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switch (button) {
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case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
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case '#parer-button': return this.parade(attackerRoll, armeParadeId, competence);
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case '#parer-button': return this.parade(attackerRoll, armeParadeId);
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case '#esquiver-button': return this.esquive(attackerRoll, compId, competence);
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case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
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case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
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@ -1016,10 +1016,15 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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async parade(attackerRoll, armeParadeId, competence) {
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let arme = this.defender.getArmeParade(armeParadeId);
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async parade(attackerRoll, armeParadeId) {
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const arme = this.defender.getArmeParade(armeParadeId);
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console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
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const competence = Misc.templateData(arme)?.competence;
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if (competence == undefined)
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{
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console.error("Pas de compétence de parade associée à ", arme) ;
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return;
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}
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let rollData = this._prepareParade(attackerRoll, arme, competence);
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@ -1052,7 +1057,7 @@ export class RdDCombat {
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competence: Misc.data(this.defender.getCompetence(competenceParade)),
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arme: armeParade,
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surprise: this.defender.getSurprise(true),
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needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
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needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(attackerRoll.arme, armeParade),
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needResist: RdDItemArme.needArmeResist(attackerRoll.arme, armeParade),
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carac: Misc.templateData(this.defender).carac,
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show: {}
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@ -1185,7 +1190,6 @@ export class RdDCombat {
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const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
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let arme = defenderRoll.arme;
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let msg = "";
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let resistance = Misc.toInt(arme.data.resistance);
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if (arme.data.magique) {
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defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut
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@ -17,7 +17,7 @@
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</div>
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</span>
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{{#if ajustements.facteurSign.used}}
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<span>
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<br><span>
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Significative requise <span class="rdd-diviseur">×{{{ajustements.facteurSign.label}}}</span>!
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</span>
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{{/if}}
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