Correction des ajouts de blessures
- la contusion n'ajoute plus de blessure légère - les pertes d'endurance fonctionnent
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@ -21,7 +21,7 @@ export class RdDBaseActorSangSheet extends RdDBaseActorReveSheet {
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this.html.find('.creer-blessure-grave').click(async event => RdDItemBlessure.createBlessure(this.actor, 4));
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this.html.find('.creer-blessure-critique').click(async event => RdDItemBlessure.createBlessure(this.actor, 6));
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this.html.find('.subir-blessure-contusion').click(async event => RdDItemBlessure.applyFullBlessure(this.actor, 2));
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this.html.find('.subir-blessure-contusion').click(async event => RdDItemBlessure.applyFullBlessure(this.actor, 0));
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this.html.find('.subir-blessure-legere').click(async event => RdDItemBlessure.applyFullBlessure(this.actor, 2));
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this.html.find('.subir-blessure-grave').click(async event => RdDItemBlessure.applyFullBlessure(this.actor, 4));
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this.html.find('.subir-blessure-critique').click(async event => RdDItemBlessure.applyFullBlessure(this.actor, 6));
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@ -48,8 +48,9 @@ export class RdDItemBlessure extends RdDItem {
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let lostEndurance = 0
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let lostVie = 0
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if (definition.endurance) {
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lostEndurance = await new Roll(definition.endurance).roll().total;
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actor.santeIncDec("endurance", -Number(lostEndurance));
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lostEndurance = new Roll(definition.endurance)
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await lostEndurance.roll();
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actor.santeIncDec("endurance", -Number(lostEndurance.total));
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}
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if (definition.vie) {
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lostVie = definition.vie
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