#1 gestion encombrement et malus associé
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@ -103,6 +103,9 @@ export class RdDActorSheet extends ActorSheet {
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data.data.nbGraves = this.actor.GetNumberBlessures(data.data.blessures.graves.liste );
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data.data.nbCritiques = this.actor.GetNumberBlessures(data.data.blessures.critiques.liste );
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// Mise à jour de l'encombrement total
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this.actor.computeEncombrementTotal();
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// low is normal, this the base used to compute the grid.
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data.data.fatigueHTML = "<table class='table-fatigue'>" + RdDUtility.makeHTMLfatigueMatrix( data.data.sante.fatigue.value, data.data.sante.endurance.max ).html() + "</table>";
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data.data.materiel = this._checkNull(data.itemsByType['objet']);
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@ -121,11 +124,10 @@ export class RdDActorSheet extends ActorSheet {
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data.data.tetes = this._checkNull(data.itemsByType['tete']);
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data.data.objets = data.data.materiel.concat(data.data.armes).concat(data.data.armures).concat(data.data.munitions).concat(data.data.livres).concat(data.data.potions).concat(data.data.herbes).concat(data.data.ingredients);
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data.data.competenceByCategory = data.competenceByCategory;
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data.data.encombrementTotal = this.actor.encombrementTotal;
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data.data.isGM = game.user.isGM;
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data.bonusmalusTable = CONFIG.RDD.bonusmalus;
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this.actor.computeEncombrementTotal();
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return data;
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}
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@ -66,6 +66,9 @@ export class RdDActor extends Actor {
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const data = actorData.data;
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const flags = actorData.flags;
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// Dynamic computing fields
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this.encombrementTotal = 0;
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
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@ -80,6 +83,7 @@ export class RdDActor extends Actor {
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_prepareCharacterData(actorData) {
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// Initialize empty items
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RdDUtility.computeCarac(actorData.data);
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this.computeEncombrementTotal();
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this.computeEtatGeneral();
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}
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@ -367,6 +371,19 @@ export class RdDActor extends Actor {
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await this.update( {"data.compteurs": compteurs } );
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}
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/* -------------------------------------------- */
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detectSurEncombrement( ) {
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let diffEnc = Number(this.encombrementTotal) - Number(this.data.data.attributs.encombrement.value);
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console.log("Sur enc", this.encombrementTotal, diffEnc);
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if ( diffEnc > 0 ) { // Sur-encombrement
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let malus = Math.round( diffEnc);
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malus = (malus == 0) ? 1 : malus; // Always 1 at least
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console.log("Sur enc malus", malus);
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return malus;
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}
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return 0;
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}
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/* -------------------------------------------- */
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computeEncombrementTotal( ) {
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let totalEnc = 0;
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@ -375,7 +392,8 @@ export class RdDActor extends Actor {
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totalEnc += Number(item.data.encombrement);
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}
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}
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console.log("Enc total : ", totalEnc);
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this.encombrementTotal = totalEnc;
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this.detectSurEncombrement();
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}
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/* -------------------------------------------- */
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@ -386,6 +404,7 @@ export class RdDActor extends Actor {
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state = state - (data.sante.vie.max - data.sante.vie.value);
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if (data.sante.fatigue) // Creatures n'ont pas de fatigue
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state = state + RdDUtility.currentFatigueMalus(data.sante.fatigue.value, data.sante.endurance.max);
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state = state - this.detectSurEncombrement();
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data.compteurs.etat.value = state;
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}
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@ -2,7 +2,7 @@
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"name": "foundryvtt-reve-de-dragon",
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"title": "Rêve de Dragon",
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"description": "Rêve de Dragon RPG for FoundryVTT",
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"version": "0.9.30",
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"version": "0.9.32",
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"minimumCoreVersion": "0.7.5",
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"compatibleCoreVersion": "0.7.6",
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"templateVersion": 41,
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@ -421,6 +421,7 @@
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{{!-- Equipment Tab --}}
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<div class="tab items" data-group="primary" data-tab="items">
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<span cass=item-name>Encombrement total/max : {{data.encombrementTotal}} / {{data.attributs.encombrement.value}}</span>
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<ol class="item-list">
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{{#each data.armes_seules as |item id|}}
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<li class="item flexrow" data-item-id="{{item._id}}">
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