foundryvtt-wh4-lang-fr-fr/reference_scripts/MMv2B8TH7jxNCtdl.js

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2024-06-06 21:09:27 +02:00
let actor = this.actor;
let effect = this.effect;
let bleedingAmt;
let bleedingRoll;
let msg = ""
let damage = effect.conditionValue;
let scriptArgs = {msg, damage};
await Promise.all(actor.runScripts("preApplyCondition", {effect, data : scriptArgs}))
msg = scriptArgs.msg;
damage = scriptArgs.damage;
msg += await actor.applyBasicDamage(damage, {damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL, minimumOne : false, suppressMsg : true})
if (actor.status.wounds.value == 0 && !actor.hasCondition("unconscious"))
{
await actor.addCondition("unconscious")
msg += "<br>" + game.i18n.format("BleedUnc", {name: actor.prototypeToken.name })
}
if (actor.hasCondition("unconscious"))
{
bleedingAmt = effect.conditionValue;
bleedingRoll = (await new Roll("1d100").roll()).total;
if (bleedingRoll <= bleedingAmt * 10)
{
msg += "<br>" + game.i18n.format("BleedFail", {name: actor.prototypeToken.name}) + " (" + game.i18n.localize("Rolled") + " " + bleedingRoll + ")";
await actor.addCondition("dead")
}
else if (bleedingRoll % 11 == 0)
{
msg += "<br>" + game.i18n.format("BleedCrit", { name: actor.prototypeToken.name } ) + " (" + game.i18n.localize("Rolled") + bleedingRoll + ")"
await actor.removeCondition("bleeding")
}
else
{
msg += "<br>" + game.i18n.localize("BleedRoll") + ": " + bleedingRoll;
}
}
await Promise.all(actor.runScripts("applyCondition", {effect, data : {bleedingRoll}}))
if (args.suppressMessage)
{
let messageData = game.wfrp4e.utility.chatDataSetup(msg);
messageData.speaker = {alias: this.effect.name}
messageData.flavor = this.effect.name;
return messageData
}
else
{
return this.script.scriptMessage(msg)
}