PNJ: ajout mains nues et empoignade
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@ -140,16 +140,15 @@ export class Mapping {
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static prepareArmes(actor) {
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const armes = actor.items.filter(it => it.type == ITEM_TYPES.arme)
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return armes.map(arme =>
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[
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RdDItemArme.ajoutCorpsACorps(armes, actor)
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return armes.map(arme => [
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arme.system.unemain ? Mapping.prepareArme(actor, arme, 'unemain') : undefined,
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arme.system.deuxmains ? Mapping.prepareArme(actor, arme, 'deuxmains') : undefined,
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!(arme.system.unemain || arme.system.deuxmains) ? Mapping.prepareArme(actor, arme, 'competence') : undefined,
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arme.system.lancer != "" ? Mapping.prepareArme(actor, arme, 'lancer') : undefined,
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arme.system.tir != "" ? Mapping.prepareArme(actor, arme, 'tir') : undefined
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]
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.filter(it => it != undefined)
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).reduce((a, b) => a.concat(b), [])
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arme.system.tir != "" ? Mapping.prepareArme(actor, arme, 'tir') : undefined]
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.filter(it => it != undefined))
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.reduce((a, b) => a.concat(b), [])
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}
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static prepareArme(actor, arme, maniement) {
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@ -158,18 +157,26 @@ export class Mapping {
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if (RdDItemCompetence.isNiveauBase(competence)) {
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return undefined
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}
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const dmgArme = RdDItemArme.dommagesReels(arme, maniement)
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const dommages = dmgArme + RdDBonus.bonusDmg(actor, maniement, dmgArme)
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const categorie = Mapping.complementCategorie(arme, maniement)
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const dommages = Mapping.dommagesArme(actor, arme, maniement)
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return {
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name: arme.name + categorie,
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niveau: Misc.toSignedString(competence.system.niveau),
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init: Mapping.calculBaseInit(actor, competence.system.categorie) + competence.system.niveau,
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dommages: Misc.toSignedString(dommages),
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dommages: dommages,
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competence: competence,
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arme: arme
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}
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}
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static dommagesArme(actor, arme, maniement){
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const dmgArme = RdDItemArme.dommagesReels(arme, maniement)
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const dommages = Misc.toSignedString(dmgArme + RdDBonus.bonusDmg(actor, maniement, dmgArme))
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switch(arme.system.mortalite) {
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case 'non-mortel': return `(${dommages})`
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case 'empoignade': return '-'
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}
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return dommages
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}
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static complementCategorie(arme, maniement) {
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switch (maniement) {
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