Merge branch 'transformation_stress' into 'v1.3'
Amélioration chateau dormant, et armes brisées See merge request LeRatierBretonnien/foundryvtt-reve-de-dragon!137
This commit is contained in:
commit
e8af4ac813
@ -459,7 +459,7 @@ export class RdDActorSheet extends ActorSheet {
|
||||
this.actor.setEthylisme(parseInt(event.target.value));
|
||||
});
|
||||
html.find('#stress-test').click((event) => {
|
||||
this.actor.stressTest();
|
||||
this.actor.transformerStress();
|
||||
this.render(true);
|
||||
});
|
||||
html.find('#moral-malheureux').click((event) => {
|
||||
|
120
module/actor.js
120
module/actor.js
@ -207,6 +207,10 @@ export class RdDActor extends Actor {
|
||||
}
|
||||
return 10;
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
getChance() {
|
||||
return Misc.toInt(this.data.data.carac.chance?.value ?? 10);
|
||||
}
|
||||
getMoralTotal() {
|
||||
return Misc.toInt(this.data.data.compteurs.moral?.value);
|
||||
}
|
||||
@ -315,7 +319,9 @@ export class RdDActor extends Actor {
|
||||
await this._recupererBlessures(message, "critique", blessures.critiques.liste.filter(b => b.active), blessures.graves.liste);
|
||||
await this.update({ "data.blessures": blessures });
|
||||
await this._recupererVie(message);
|
||||
await this.transformerStress(message);
|
||||
await this.jetDeMoral('neutre');
|
||||
await this.chanceActuelleIncDec(1);
|
||||
this.transformerStress();
|
||||
await this.retourSeuilDeReve(message);
|
||||
message.content = `A la fin Chateau Dormant, ${message.content}<br>Un nouveau jour se lève`;
|
||||
ChatMessage.create(message);
|
||||
@ -1411,69 +1417,72 @@ export class RdDActor extends Actor {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async stressTest() {
|
||||
const message = {
|
||||
content: "",
|
||||
whisper: ChatUtility.getWhisperRecipientsAndGMs(game.user.name)
|
||||
};
|
||||
await this.transformerStress(message);
|
||||
ChatMessage.create(message);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async transformerStress(message) {
|
||||
let compteurs = duplicate(this.data.data.compteurs);
|
||||
const stress = Misc.toInt(compteurs.stress.value);
|
||||
|
||||
async transformerStress() {
|
||||
const stress = Misc.toInt(this.data.data.compteurs.stress.value);
|
||||
if (stress <= 0) {
|
||||
return false;
|
||||
return;
|
||||
}
|
||||
|
||||
let stressRoll = await this._stressRoll();
|
||||
let convertis = Math.floor(stress * stressRoll.factor);
|
||||
compteurs.stress.value = Math.max(stress - convertis - 1, 0);
|
||||
|
||||
let dissolution = Math.max(0, Misc.toInt(compteurs.dissolution.value));
|
||||
let exaltation = Math.max(0, Misc.toInt(compteurs.exaltation.value));
|
||||
|
||||
const stressRoll = await this._stressRoll(this.getReveActuel());
|
||||
|
||||
const conversion = Math.floor(stress * stressRoll.factor / 100);
|
||||
let dissolution = Math.max(0, Misc.toInt(this.data.data.compteurs.dissolution.value));
|
||||
let exaltation = Math.max(0, Misc.toInt(this.data.data.compteurs.exaltation.value));
|
||||
const annule = Math.min(dissolution, exaltation);
|
||||
dissolution -= annule;
|
||||
exaltation -= annule;
|
||||
if (dissolution > 0) {
|
||||
const perdus = Math.min(dissolution, convertis);
|
||||
convertis -= perdus;
|
||||
dissolution -= perdus;
|
||||
}
|
||||
compteurs.experience.value += convertis + exaltation;
|
||||
compteurs.dissolution.value = dissolution;
|
||||
const perteDissolution = Math.max(0, Math.min(dissolution, conversion));
|
||||
|
||||
let stressRollData = {
|
||||
alias: this.name,
|
||||
selectedCarac: this.data.data.carac.reve,
|
||||
rolled: stressRoll,
|
||||
stress: stress,
|
||||
perte: Math.min(conversion, stress),
|
||||
convertis: conversion - perteDissolution,
|
||||
xp: conversion - perteDissolution + exaltation,
|
||||
dissolution: dissolution,
|
||||
exaltation: exaltation
|
||||
};
|
||||
|
||||
ChatMessage.create({
|
||||
whisper: ChatUtility.getWhisperRecipientsAndGMs(game.user.name),
|
||||
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-resultat-transformer-stress.html`, stressRollData)
|
||||
});
|
||||
|
||||
let compteurs = duplicate(this.data.data.compteurs);
|
||||
compteurs.stress.value = Math.max(stress - stressRollData.perte - 1, 0);
|
||||
compteurs.experience.value += stressRollData.xp;
|
||||
compteurs.dissolution.value = dissolution - perteDissolution;
|
||||
compteurs.exaltation.value = 0;
|
||||
message.content += "<br>Vous transformez " + convertis + " points de Stress en Expérience" + stressRoll.comment;
|
||||
await this.update({ "data.compteurs": compteurs });
|
||||
return true;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _stressRoll() {
|
||||
let reveActuel = this.getReveActuel();
|
||||
async _stressRoll(reveActuel) {
|
||||
let result = await RdDResolutionTable.roll(reveActuel, 0);
|
||||
console.log("_stressRoll", result);
|
||||
switch (result.code) {
|
||||
case "sign": return { factor: 0.75, comment: " (75%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
|
||||
case "norm": return { factor: 0.5, comment: " (50%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
|
||||
case "echec": return { factor: 0.2, comment: " (20%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
|
||||
case "epart": return { factor: 0.1, comment: " (10%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
|
||||
case "etotal": return { factor: 0, comment: " (0%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
|
||||
case "part":
|
||||
{
|
||||
let second = await RdDResolutionTable.roll(reveActuel, 0);
|
||||
console.log("_stressRoll", second);
|
||||
switch (second.code) {
|
||||
case "part": case "sign":
|
||||
return { factor: 1.5, comment: " (150%): Double Particulière - " + result.roll + " puis " + second.roll + " sur " + result.score + "%" }
|
||||
default:
|
||||
return { factor: 1, comment: " (100%): " + result.quality + " - " + result.roll + " puis " + second.roll + " sur " + result.score + "%" }
|
||||
}
|
||||
}
|
||||
if (result.isPart) {
|
||||
result.second = await RdDResolutionTable.roll(reveActuel, 0);
|
||||
}
|
||||
result.factor = this._getFacteurStress(result);
|
||||
return result;
|
||||
}
|
||||
|
||||
_getFacteurStress(stressRoll) {
|
||||
switch (stressRoll.code) {
|
||||
case "sign": return 75;
|
||||
case "norm": return 50;
|
||||
case "echec": return 20;
|
||||
case "epart": return 10;
|
||||
case "etotal": return 0;
|
||||
case "part":
|
||||
if (stressRoll.second.isSign) {
|
||||
stressRoll.quality = "Double Particulière";
|
||||
return 150;
|
||||
}
|
||||
return 100;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -2156,7 +2165,7 @@ export class RdDActor extends Actor {
|
||||
async _appelChanceResult(rollData, onSuccess = () => { }, onEchec = () => { }) {
|
||||
await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-appelchance.html')
|
||||
if (rollData.rolled.isSuccess) {
|
||||
await this.chanceActuelleIncDec(-1)
|
||||
await this.chanceActuelleIncDec(-1);
|
||||
onSuccess();
|
||||
}
|
||||
else {
|
||||
@ -2165,9 +2174,12 @@ export class RdDActor extends Actor {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async chanceActuelleIncDec(value) {
|
||||
async chanceActuelleIncDec(value, limit=true) {
|
||||
let chance = duplicate(this.data.data.compteurs.chance);
|
||||
chance.value = Math.max(chance.value + value, 0);
|
||||
if (limit) {
|
||||
chance.value = Math.min(chance.value, this.getChance())
|
||||
}
|
||||
await this.update({ "data.compteurs.chance": chance });
|
||||
}
|
||||
|
||||
|
@ -144,6 +144,9 @@ export class RdDItemArme extends Item {
|
||||
return arme;
|
||||
}
|
||||
|
||||
static isArmeUtilisable(item) {
|
||||
return item.type == 'arme' && item.data.resistance > 0;
|
||||
}
|
||||
|
||||
static mainsNues(actorData={}) {
|
||||
const mainsNues = {
|
||||
|
@ -1,7 +1,6 @@
|
||||
/* -------------------------------------------- */
|
||||
export class RdDItemCompetenceCreature extends Item {
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static setRollDataCreature(rollData) {
|
||||
rollData.carac = { "carac_creature": { label: rollData.competence.name, value: rollData.competence.data.carac_value } };
|
||||
@ -17,7 +16,7 @@ export class RdDItemCompetenceCreature extends Item {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static toArme(item) {
|
||||
if (item.type == 'competencecreature' && item.data.iscombat) {
|
||||
if (RdDItemCompetenceCreature.isCompetenceAttaque(item)) {
|
||||
let arme = { name: item.name, data: duplicate(item.data) };
|
||||
mergeObject(arme.data,
|
||||
{
|
||||
@ -34,4 +33,11 @@ export class RdDItemCompetenceCreature extends Item {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
static isCompetenceAttaque(item) {
|
||||
return item.type == 'competencecreature' && item.data.iscombat;
|
||||
}
|
||||
|
||||
static isCompetenceParade(item) {
|
||||
return item.type == 'competencecreature' && item.data.isparade;
|
||||
}
|
||||
}
|
||||
|
@ -510,7 +510,7 @@ export class RdDCombat {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_filterArmesParade(items, competence) {
|
||||
items = items.filter(item => (item.type == 'arme' && item.data.equipe) || (item.type == 'competencecreature' && item.data.isparade));
|
||||
items = items.filter(item => RdDItemArme.isArmeUtilisable(item) || RdDItemCompetenceCreature.isCompetenceParade(item));
|
||||
switch (competence.data.categorie) {
|
||||
case 'tir':
|
||||
case 'lancer':
|
||||
@ -743,20 +743,20 @@ export class RdDCombat {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async computeDeteriorationArme(rollData) {
|
||||
async computeDeteriorationArme(defenderRoll) {
|
||||
if (!ReglesOptionelles.isUsing('resistanceArmeParade')) {
|
||||
return;
|
||||
}
|
||||
const attackerRoll = rollData.attackerRoll;
|
||||
const attackerRoll = defenderRoll.attackerRoll;
|
||||
// Est-ce une parade normale?
|
||||
if (rollData.arme && attackerRoll && !rollData.rolled.isPart) {
|
||||
if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
|
||||
// Est-ce que l'attaque est une particulière en force ou une charge
|
||||
if (rollData.needResist || attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge') {
|
||||
if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) {
|
||||
|
||||
rollData.show = rollData.show || {}
|
||||
defenderRoll.show = defenderRoll.show || {}
|
||||
|
||||
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
|
||||
let resistance = Misc.toInt(rollData.arme.data.resistance);
|
||||
let resistance = Misc.toInt(defenderRoll.arme.data.resistance);
|
||||
let msg = "";
|
||||
// Jet de résistance de l'arme de parade (p.132)
|
||||
let resistRoll = await RdDResolutionTable.rollData({
|
||||
@ -765,26 +765,21 @@ export class RdDCombat {
|
||||
showDice: false
|
||||
});
|
||||
if (resistRoll.rolled.isSuccess) { // Perte de résistance
|
||||
rollData.show.deteriorationArme = 'resiste';
|
||||
defenderRoll.show.deteriorationArme = 'resiste';
|
||||
} else {
|
||||
resistance -= dmg;
|
||||
if (resistance <= 0) {
|
||||
this.defender.deleteEmbeddedEntity("OwnedItem", rollData.arme._id);
|
||||
rollData.show.deteriorationArme = 'brise';
|
||||
} else {
|
||||
this.defender.updateEmbeddedEntity("OwnedItem", { _id: rollData.arme._id, 'data.resistance': resistance });
|
||||
rollData.show.deteriorationArme = 'perte';
|
||||
rollData.show.perteResistance = dmg;
|
||||
}
|
||||
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise': 'perte';
|
||||
defenderRoll.show.perteResistance = dmg;
|
||||
this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
|
||||
}
|
||||
// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
|
||||
if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(rollData.arme) != 'boucliers') {
|
||||
if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') {
|
||||
let desarme = await RdDResolutionTable.rollData({
|
||||
caracValue: this.defender.getForce(),
|
||||
finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg,
|
||||
finalLevel: Misc.toInt(defenderRoll.competence.data.niveau) - dmg,
|
||||
showDice: false
|
||||
});
|
||||
rollData.show.desarme = desarme.rolled.isEchec;
|
||||
defenderRoll.show.desarme = desarme.rolled.isEchec;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -793,7 +788,7 @@ export class RdDCombat {
|
||||
/* -------------------------------------------- */
|
||||
async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
|
||||
const attackerRoll = defenderRoll.attackerRoll;
|
||||
if (ReglesOptionelles.isUsing('recul') && this._isAttaqueCauseRecul(attackerRoll)) {
|
||||
if (ReglesOptionelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) {
|
||||
const impact = this._computeImpactRecul(attackerRoll);
|
||||
const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
|
||||
if (rollRecul.rolled.isSuccess) {
|
||||
@ -816,7 +811,7 @@ export class RdDCombat {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_isAttaqueCauseRecul(attaque) {
|
||||
_isForceOuCharge(attaque) {
|
||||
return attaque.particuliere == 'force' || attaque.tactique == 'charge';
|
||||
}
|
||||
|
||||
|
@ -249,7 +249,7 @@ export class RdDCommands {
|
||||
getCoutXpCarac(msg, params) {
|
||||
if (params && params.length == 1) {
|
||||
let to = Number(params[0]);
|
||||
RdDCommands._chatAnswer(msg, `Coût pour passer une caractéristique de ${to - 1} à ${to}: ${RdDUtility.getCaractXp(to)}`);
|
||||
RdDCommands._chatAnswer(msg, `Coût pour passer une caractéristique de ${to - 1} à ${to}: ${RdDUtility.getCaracXp(to)}`);
|
||||
}
|
||||
else {
|
||||
return false;
|
||||
|
@ -412,11 +412,11 @@ export class RdDUtility {
|
||||
static getCaracNextXp(value) {
|
||||
const nextValue = Number(value) + 1;
|
||||
// xp est le coût pour atteindre cette valeur, on regarde donc le coût de la valeur+1
|
||||
return RdDUtility.getCaractXp(nextValue);
|
||||
return RdDUtility.getCaracXp(nextValue);
|
||||
}
|
||||
|
||||
static getCaractXp(targetValue) {
|
||||
return tableCaracDerivee[targetValue].xp;
|
||||
static getCaracXp(targetValue) {
|
||||
return tableCaracDerivee[targetValue]?.xp ?? 200 ;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -715,11 +715,11 @@ export class RdDUtility {
|
||||
let items = actor.data.items;
|
||||
let actions = []
|
||||
if (actor.isCreature()) {
|
||||
actions = actions.concat(items.filter(it => it.type == 'competencecreature' && it.data.iscombat)
|
||||
actions = actions.concat(items.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
|
||||
.map(competence => RdDItemCompetenceCreature.toArme(competence)));
|
||||
} else {
|
||||
// Recupération des items 'arme'
|
||||
let armes = items.filter(it => it.type == 'arme')
|
||||
let armes = items.filter(it => RdDItemArme.isArmeUtilisable(it))
|
||||
.map(arme => duplicate(arme)) /* pas de changements aux armes d'origine */
|
||||
.concat(RdDItemArme.mainsNues());
|
||||
|
||||
|
@ -434,12 +434,12 @@
|
||||
"reve": {
|
||||
"reve": {
|
||||
"max": 0,
|
||||
"value": 0,
|
||||
"value": 10,
|
||||
"label": "Points de Rêve actuels"
|
||||
},
|
||||
"seuil": {
|
||||
"max": 0,
|
||||
"value": 0,
|
||||
"value": 10,
|
||||
"label": "Seuil de Rêve"
|
||||
},
|
||||
"tmrpos": {
|
||||
|
18
templates/chat-resultat-transformer-stress.html
Normal file
18
templates/chat-resultat-transformer-stress.html
Normal file
@ -0,0 +1,18 @@
|
||||
<h4>
|
||||
{{alias}} transforme {{rolled.factor}}% de son stress
|
||||
</h4>
|
||||
{{> "systems/foundryvtt-reve-de-dragon/templates/chat-infojet.html"}}
|
||||
{{#if rolled.isPart}}
|
||||
<div>
|
||||
<span>
|
||||
Deuxième jet: {{rolled.second.roll}} <span class="rdd-roll-{{rolled.second.code}} strong-text">{{rolled.second.quality}}</span>
|
||||
</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
<hr>
|
||||
<span>
|
||||
Transformation de {{perte}} points de stress sur {{stress}}
|
||||
{{~#if (gt dissolution 0)}}; {{dissolution}} points perdus par la dissolution{{/if~}}
|
||||
{{~#if (gt exaltation 0)}}; {{exaltation}} points gagnés par l'exaltation{{/if~}}
|
||||
, gain de {{xp}} points d'expérience
|
||||
</span>
|
Loading…
Reference in New Issue
Block a user