Ajout support Dice So Nice
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@ -122,7 +122,7 @@ export class RdDActor extends Actor {
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async performRoll(rollData) {
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// Perform the roll
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let rolled = RdDResolutionTable.rollChances(rollData.rollTarget);
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let rolled = await RdDResolutionTable.rollChances(rollData.rollTarget);
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//rolled.isPart = true; // Pour tester le particulières
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rollData.rolled = rolled; // garder le résultat
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this.currentRollData = rollData;
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@ -719,8 +719,8 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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_stressRoll(target) {
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let result = RdDResolutionTable.rollChances(target)
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async _stressRoll(target) {
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let result = await RdDResolutionTable.rollChances(target)
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switch (result.quality) {
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case "sign": return { factor: 0.75, comment: "Significative (75%) - " + result.roll }
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case "norm": return { factor: 0.5, comment: "Normale (50%) - " + result.roll }
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@ -728,7 +728,7 @@ export class RdDActor extends Actor {
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case "epart": return { factor: 0.1, comment: "Echec particulier(10%) - " + result.roll }
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case "etotal": return { factor: 0, comment: "Echec Total (0%) - " + result.roll }
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}
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let second = RdDResolutionTable.rollChances(target)
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let second = await RdDResolutionTable.rollChances(target)
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switch (second.quality) {
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case "part": case "sign":
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return { factor: 1.5, comment: "Double Particulière (150%) - " + result.roll + " puis " + second.roll }
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@ -66,6 +66,7 @@ export class RdDResolutionTable {
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return table;
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}
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/* -------------------------------------------- */
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static getResultat(code)
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{
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let resultat = reussites.filter(r => code == r.code);
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@ -75,19 +76,49 @@ export class RdDResolutionTable {
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}
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return resultat;
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}
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/* -------------------------------------------- */
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static roll(carac, difficulte) {
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const chances = this.computeChances(carac, difficulte);
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let rolled = this.rollChances(chances);
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return rolled;
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode = "roll") {
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if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
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let whisper = null;
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let blind = false;
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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case "gmroll": //GM + rolling player
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let gmList = game.users.filter(user => user.isGM);
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let gmIDList = [];
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gmList.forEach(gm => gmIDList.push(gm.data._id));
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whisper = gmIDList;
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break;
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case "roll": //everybody
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let userList = game.users.filter(user => user.active);
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let userIDList = [];
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userList.forEach(user => userIDList.push(user.data._id));
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whisper = userIDList;
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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}
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static rollChances(chances) {
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chances.roll = new Roll("d100").roll().total;
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/* -------------------------------------------- */
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static async rollChances(chances) {
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let myRoll = new Roll("d100").roll();
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await this.showDiceSoNice(myRoll );
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chances.roll = myRoll.total;
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mergeObject(chances, this._computeReussite(chances, chances.roll));
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return chances;
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}
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/* -------------------------------------------- */
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static computeChances(carac, difficulte) {
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if (difficulte < -16) {
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return duplicate(levelImpossible);
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@ -98,6 +129,7 @@ export class RdDResolutionTable {
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return duplicate(this.resolutionTable[carac][difficulte + 10]);
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}
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/* -------------------------------------------- */
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static buildXpMessage(rolled, level) {
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if (rolled.isPart && level < 0) {
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const xp = Math.abs(level);
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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": "0.9.46",
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"version": "0.9.47",
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"minimumCoreVersion": "0.7.5",
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"compatibleCoreVersion": "0.7.6",
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"templateVersion": 46,
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