Localisation des blessures en regle optionnelle
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@ -2,6 +2,7 @@
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## 12.0.16 - Le secret d'Astrobazzarh
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- Fix: les jets envoyés messages uniquement au MJ ne sont plus envoyés à tous les autres joueurs (et dupliqués)
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- Les noms affichés dans les automatisations de combat sont maintenant ceux des tokens plutôt que ceux des acteurs
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- Ajout d'une option pour la localisation des blessures
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## 12.0.15 - Le messager d'Astrobazzarh
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- Correction des faces de dés personalisés dice-so-nice
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@ -415,41 +415,40 @@ export class RdDBaseActorReve extends RdDBaseActor {
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/* -------------------------------------------- */
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async encaisser() { await RdDEncaisser.encaisser(this) }
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async encaisserDommages(rollData, attacker = undefined, show = undefined) {
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async encaisserDommages(rollData, attacker = undefined, attackerToken = undefined, show = undefined) {
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if (attacker && !await attacker.accorder(this, 'avant-encaissement')) {
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return;
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}
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const armure = await this.computeArmure(rollData);
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if (ReglesOptionnelles.isUsing('validation-encaissement-gr')) {
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await this.encaisserDommagesValidationGR(rollData, armure, attacker?.id, show);
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await this.encaisserDommagesValidationGR(rollData, armure, attackerToken, show);
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}
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else {
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const jet = await RdDUtility.jetEncaissement(rollData, armure, { showDice: SHOW_DICE });
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await this.$onEncaissement(jet, show, attacker);
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const jet = await RdDUtility.jetEncaissement(this, rollData, armure, { showDice: SHOW_DICE });
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await this.$onEncaissement(jet, show, attackerToken)
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}
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}
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async encaisserDommagesValidationGR(rollData, armure, attackerId, show) {
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async encaisserDommagesValidationGR(rollData, armure, attackerToken, show) {
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if (!game.user.isGM) {
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RdDBaseActor.remoteActorCall({
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tokenId: this.token?.id,
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actorId: this.id,
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method: 'encaisserDommagesValidationGR',
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args: [rollData, armure, attackerId, show]
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});
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args: [rollData, armure, attackerToken, show]
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})
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} else {
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const attacker = game.actors.get(attackerId);
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DialogValidationEncaissement.validerEncaissement(this, rollData, armure,
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jet => this.$onEncaissement(jet, show, attacker));
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jet => this.$onEncaissement(jet, show, attackerToken));
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}
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}
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async $onEncaissement(jet, show, attacker) {
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await this.onAppliquerJetEncaissement(jet, attacker);
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async $onEncaissement(jet, show, attackerToken) {
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await this.onAppliquerJetEncaissement(jet, attackerToken);
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await this.$afficherEncaissement(jet, show);
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}
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async onAppliquerJetEncaissement(encaissement, attacker) { }
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async onAppliquerJetEncaissement(encaissement, attackerToken) { }
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async $afficherEncaissement(encaissement, show) {
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foundry.utils.mergeObject(encaissement, {
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@ -89,9 +89,9 @@ export class RdDBaseActorSang extends RdDBaseActorReve {
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/* -------------------------------------------- */
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async onAppliquerJetEncaissement(encaissement, attacker) {
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async onAppliquerJetEncaissement(encaissement, attackerToken) {
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const santeOrig = foundry.utils.duplicate(this.system.sante);
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const blessure = await this.ajouterBlessure(encaissement, attacker); // Will update the result table
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const blessure = await this.ajouterBlessure(encaissement, attackerToken); // Will update the result table
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const perteVie = await this.santeIncDec("vie", -encaissement.vie);
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const perteEndurance = await this.santeIncDec("endurance", -encaissement.endurance, blessure?.isCritique());
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@ -169,7 +169,7 @@ export class RdDBaseActorSang extends RdDBaseActorReve {
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/* -------------------------------------------- */
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async ajouterBlessure(encaissement, attacker = undefined) {
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async ajouterBlessure(encaissement, attackerToken = undefined) {
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if (encaissement.gravite < 0) return;
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if (encaissement.gravite > 0) {
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while (this.countBlessures(it => it.system.gravite == encaissement.gravite) >= RdDItemBlessure.maxBlessures(encaissement.gravite) && encaissement.gravite <= 6) {
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@ -181,7 +181,7 @@ export class RdDBaseActorSang extends RdDBaseActorReve {
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}
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}
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const endActuelle = this.getEnduranceActuelle();
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const blessure = await RdDItemBlessure.createBlessure(this, encaissement.gravite, encaissement.dmg?.loc.label ?? '', attacker);
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const blessure = await RdDItemBlessure.createBlessure(this, encaissement.gravite, encaissement.dmg?.loc.label ?? '', attackerToken);
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if (blessure.isCritique()) {
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encaissement.endurance = endActuelle;
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}
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@ -74,7 +74,7 @@ export class RdDEntite extends RdDBaseActorReve {
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return [STATUSES.StatusComma].includes(effectId);
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}
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async onAppliquerJetEncaissement(encaissement, attacker) {
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async onAppliquerJetEncaissement(encaissement, attackerToken) {
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const perteEndurance = await this.santeIncDec("endurance", -encaissement.endurance);
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foundry.utils.mergeObject(encaissement, {
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resteEndurance: perteEndurance.newValue,
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@ -8,14 +8,13 @@ import { RdDUtility } from "./rdd-utility.js";
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export class DialogValidationEncaissement extends Dialog {
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static async validerEncaissement(actor, rollData, armure, onEncaisser) {
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let encaissement = await RdDUtility.jetEncaissement(rollData, armure, { showDice: HIDE_DICE });
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const encaissement = await RdDUtility.jetEncaissement(actor, rollData, armure, { showDice: HIDE_DICE });
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const html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-validation-encaissement.html', {
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actor: actor,
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rollData: rollData,
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encaissement: encaissement
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});
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const dialog = new DialogValidationEncaissement(html, actor, rollData, armure, encaissement, onEncaisser);
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dialog.render(true);
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new DialogValidationEncaissement(html, actor, rollData, armure, encaissement, onEncaisser).render(true);
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}
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/* -------------------------------------------- */
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@ -56,14 +55,14 @@ export class DialogValidationEncaissement extends Dialog {
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this.html = html;
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this.html.find('input.encaissement-roll-result').keyup(async event => {
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this.forceDiceResult.total = event.currentTarget.value;
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this.encaissement = await RdDUtility.jetEncaissement(this.rollData, this.armure, { showDice: HIDE_DICE, forceDiceResult: this.forceDiceResult});
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this.encaissement = await RdDUtility.jetEncaissement(this.actor, this.rollData, this.armure, { showDice: HIDE_DICE, forceDiceResult: this.forceDiceResult});
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this.html.find('label.encaissement-total').text(this.encaissement.total);
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this.html.find('label.encaissement-blessure').text(this.encaissement.blessures)
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});
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}
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async onValider() {
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this.encaissement = await RdDUtility.jetEncaissement(this.rollData, this.armure, { showDice: SHOW_DICE, forceDiceResult: this.forceDiceResult});
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this.encaissement = await RdDUtility.jetEncaissement(this.actor, this.rollData, this.armure, { showDice: SHOW_DICE, forceDiceResult: this.forceDiceResult});
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this.onEncaisser(this.encaissement)
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}
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}
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@ -496,24 +496,24 @@ export class RdDCombat {
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/* -------------------------------------------- */
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static onMsgEncaisser(msg) {
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let defender = canvas.tokens.get(msg.defenderTokenId).actor;
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if (Misc.isOwnerPlayerOrUniqueConnectedGM()) {
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let attackerRoll = msg.attackerRoll;
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let attacker = msg.attackerId ? game.actors.get(msg.attackerId) : undefined;
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let defender = canvas.tokens.get(msg.defenderToken.id).actor;
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defender.encaisserDommages(attackerRoll, attacker);
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const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerTokenId, msg.defenderTokenId);
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defender.encaisserDommages(attackerRoll, attacker, msg.attackerToken);
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const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id);
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rddCombat?.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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}
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}
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/* -------------------------------------------- */
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static onMsgDefense(msg) {
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let defenderToken = canvas.tokens.get(msg.defenderTokenId);
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let defenderToken = canvas.tokens.get(msg.defenderToken.id)
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if (defenderToken && Misc.isFirstConnectedGM()) {
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const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerTokenId, msg.defenderTokenId);
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rddCombat?.removeChatMessageActionsPasseArme(msg.defenderRoll.passeArme);
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rddCombat?._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll);
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const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id)
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rddCombat?.removeChatMessageActionsPasseArme(msg.defenderRoll.passeArme)
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rddCombat?._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll)
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}
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}
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@ -568,19 +568,21 @@ export class RdDCombat {
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this.defenderId = this.defender.id
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this.attackerTokenId = attackerTokenId
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this.defenderTokenId = defenderTokenId
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this.attackerToken = RdDCombat.$extractAttackerTokenData(attacker, attackerTokenId)
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this.defenderToken = RdDCombat.$extractDefenderTokenData(defender, defenderTokenId, target)
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}
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_extractDefenderTokenData() {
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if (this.target) {
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return Targets.extractTokenData(this.target)
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static $extractAttackerTokenData(attacker, attackerTokenId) {
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const token = canvas.tokens.get(attackerTokenId);
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return token ? Targets.extractTokenData(token) : Targets.buildActorTokenData(attackerTokenId, attacker)
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}
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static $extractDefenderTokenData(defender, defenderTokenId, target) {
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if (target) {
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return Targets.extractTokenData(target)
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}
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const token = canvas.tokens.get(this.defenderTokenId);
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return token ? Targets.extractTokenData(token) : Targets.buildActorTokenData(this.defenderTokenId, this.defender)
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}
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_extractAttackerTokenData(){
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const token = canvas.tokens.get(this.attackerTokenId);
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return token ? Targets.extractTokenData(token) : Targets.buildActorTokenData(this.attackerTokenId, this.attacker)
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const token = canvas.tokens.get(defenderTokenId);
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return token ? Targets.extractTokenData(token) : Targets.buildActorTokenData(defenderTokenId, defender)
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}
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@ -590,7 +592,6 @@ export class RdDCombat {
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const defenderRoll = ChatUtility.getMessageData(chatMessage, 'defender-roll');
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const attackerRoll = defenderRoll?.attackerRoll ?? ChatUtility.getMessageData(chatMessage, 'attacker-roll');
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console.log('RdDCombat', attackerRoll, defenderRoll);
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const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value;
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const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
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const competence = event.currentTarget.attributes['data-competence']?.value;
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@ -600,7 +601,7 @@ export class RdDCombat {
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case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
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case '#parer-button': return this.parade(attackerRoll, armeParadeId);
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case '#esquiver-button': return this.esquive(attackerRoll, compId, competence);
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case '#encaisser-button': return this.encaisser(attackerRoll, defenderRoll, defenderTokenId);
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case '#encaisser-button': return this.encaisser(attackerRoll, defenderRoll);
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case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
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case '#appel-chance-attaque': return this.attacker.rollAppelChance(
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@ -717,7 +718,7 @@ export class RdDCombat {
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})
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}
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else {
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const defenderToken = canvas.tokens.get(this.defenderTokenId);
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const defenderToken = canvas.tokens.get(this.defenderTokenId)
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const dist = this.distance(_token, defenderToken)
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const isVisible = this.isVisible(_token, defenderToken)
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const portee = this._ajustementPortee(dist, rollData.arme)
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@ -813,16 +814,15 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_prepareAttaque(competence, arme) {
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const sourceToken = this._extractAttackerTokenData();
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let rollData = {
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alias: sourceToken.name,
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alias: this.attackerToken.name,
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passeArme: foundry.utils.randomID(16),
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mortalite: arme?.system.mortalite,
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competence: competence,
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surprise: this.attacker.getSurprise(true),
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surpriseDefenseur: this.defender.getSurprise(true),
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sourceToken: sourceToken,
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targetToken: this._extractDefenderTokenData(),
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sourceToken: this.attackerToken,
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targetToken: this.defenderToken,
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essais: {}
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};
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@ -867,10 +867,10 @@ export class RdDCombat {
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alias: this.attacker.name,
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whisper: ChatUtility.getOwners(this.attacker),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', {
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alias: this.attacker.name,
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alias: this.attackerToken.name,
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attackerId: this.attackerId,
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attackerToken: this._extractAttackerTokenData(),
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defenderToken: this._extractDefenderTokenData(),
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attackerToken: this.attackerToken,
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defenderToken: this.defenderToken,
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isForce: isForce,
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isFinesse: isFinesse,
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isRapide: isRapide,
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@ -920,7 +920,6 @@ export class RdDCombat {
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const esquives = foundry.utils.duplicate(this.defender.getCompetencesEsquive())
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esquives.forEach(e => e.system.nbUsage = e?._id ? this.defender.getItemUse(e._id) : 0);
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const paramChatDefense = {
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passeArme: attackerRoll.passeArme,
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essais: attackerRoll.essais,
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@ -929,8 +928,8 @@ export class RdDCombat {
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attacker: this.attacker,
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attackerId: this.attackerId,
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esquives: esquives,
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attackerToken: this._extractAttackerTokenData(),
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defenderToken: this._extractDefenderTokenData(),
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attackerToken: this.attackerToken,
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defenderToken: this.defenderToken,
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mainsNues: attackerRoll.dmg.mortalite != 'mortel' && corpsACorps,
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armes: this._filterArmesParade(this.defender, attackerRoll.competence, attackerRoll.arme),
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diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
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@ -954,7 +953,7 @@ export class RdDCombat {
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const choixDefense = await ChatMessage.create({
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// message privé: du défenseur à lui même (et aux GMs)
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speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
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alias: this.attacker.name,
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alias: this.attackerToken.name,
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whisper: ChatUtility.getOwners(this.defender),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense),
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});
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@ -968,9 +967,9 @@ export class RdDCombat {
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game.socket.emit(SYSTEM_SOCKET_ID, {
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msg: "msg_defense", data: {
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attackerId: this.attacker?.id,
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attackerTokenId: this.attackerTokenId,
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attackerToken: this.attackerToken,
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defenderId: this.defender?.id,
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defenderTokenId: this.defenderTokenId,
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defenderToken: this.defenderToken,
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defenderRoll: defenderRoll,
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paramChatDefense: paramChatDefense,
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rollMode: true
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@ -1003,8 +1002,8 @@ export class RdDCombat {
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
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attackerId: this.attackerId,
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attacker: this.attacker,
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attackerToken: this._extractAttackerTokenData(),
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defenderToken: this._extractDefenderTokenData(),
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attackerToken: this.attackerToken,
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defenderToken: this.defenderToken,
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essais: attackerRoll.essais
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})
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});
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@ -1075,13 +1074,12 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_prepareParade(attackerRoll, armeParade, competenceParade) {
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const defenderToken = this._extractDefenderTokenData()
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let defenderRoll = {
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alias: defenderToken?.name,
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alias: this.defenderToken?.name,
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passeArme: attackerRoll.passeArme,
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diffLibre: attackerRoll.diffLibre,
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attackerToken: this._extractAttackerTokenData(),
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defenderToken: defenderToken,
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attackerToken: this.attackerToken,
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defenderToken: this.defenderToken,
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attackerRoll: attackerRoll,
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competence: this.defender.getCompetence(competenceParade),
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arme: armeParade,
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@ -1160,13 +1158,12 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_prepareEsquive(attackerRoll, competence) {
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const defenderToken= this._extractDefenderTokenData()
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let rollData = {
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alias: defenderToken?.name,
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alias: this.defenderToken?.name,
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passeArme: attackerRoll.passeArme,
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diffLibre: attackerRoll.diffLibre,
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attackerToken: this._extractAttackerTokenData(),
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defenderToken: defenderToken,
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attackerToken: this.attackerToken,
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defenderToken: this.defenderToken,
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attackerRoll: attackerRoll,
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competence: competence,
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surprise: this.defender.getSurprise(true),
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@ -1308,9 +1305,8 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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async encaisser(attackerRoll, defenderRoll, defenderTokenId) {
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defenderTokenId = defenderTokenId || this.defenderTokenId;
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console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
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async encaisser(attackerRoll, defenderRoll) {
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console.log("RdDCombat.encaisser >>>", attackerRoll, defenderRoll);
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if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) {
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this._onEchecTotal(defenderRoll);
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@ -1318,19 +1314,19 @@ export class RdDCombat {
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if (Misc.isOwnerPlayerOrUniqueConnectedGM(this.defender)) {
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attackerRoll.attackerId = this.attackerId;
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attackerRoll.defenderTokenId = defenderTokenId;
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attackerRoll.defenderTokenId = this.defenderToken.id;
|
||||
|
||||
await this.computeRecul(defenderRoll);
|
||||
await this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll?.show);
|
||||
await this.defender.encaisserDommages(attackerRoll, this.attacker, this.attackerToken, defenderRoll?.show);
|
||||
}
|
||||
else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
|
||||
game.socket.emit(SYSTEM_SOCKET_ID, {
|
||||
msg: "msg_encaisser",
|
||||
data: {
|
||||
attackerId: this.attackerId,
|
||||
attackerTokenId: this.attackerTokenId,
|
||||
defenderTokenId: defenderTokenId,
|
||||
attackerRoll: attackerRoll
|
||||
attackerRoll: attackerRoll,
|
||||
attackerToken: this.attackerToken,
|
||||
defenderToken: this.defenderToken
|
||||
}
|
||||
});
|
||||
}
|
||||
@ -1354,12 +1350,12 @@ export class RdDCombat {
|
||||
}
|
||||
await ChatMessage.create({
|
||||
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-acteur.hbs`, formData),
|
||||
alias: actor.name
|
||||
alias: token.name ?? actor.name
|
||||
})
|
||||
await ChatMessage.create({
|
||||
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-sante.hbs`, formData),
|
||||
whisper: ChatUtility.getOwners(actor),
|
||||
alias: actor.name
|
||||
alias: token.name ?? actor.name
|
||||
});
|
||||
}
|
||||
}
|
@ -72,6 +72,6 @@ export class RdDEncaisser extends Dialog {
|
||||
encaisserSpecial: this.encaisserSpecial,
|
||||
mortalite: mortalite
|
||||
}
|
||||
});
|
||||
})
|
||||
}
|
||||
}
|
||||
|
@ -563,14 +563,14 @@ export class RdDUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async jetEncaissement(rollData, armure, options = { showDice: HIDE_DICE }) {
|
||||
static async jetEncaissement(actor, rollData, armure, options = { showDice: HIDE_DICE }) {
|
||||
const diff = Math.abs(rollData.diffLibre);
|
||||
let formula = RdDUtility.formuleEncaissement(diff, options)
|
||||
const roll = await RdDDice.roll(formula, options);
|
||||
|
||||
RdDUtility.remplaceDeMinParDifficulte(roll, diff, options);
|
||||
|
||||
return await RdDUtility.prepareEncaissement(rollData, roll, armure);
|
||||
return await RdDUtility.prepareEncaissement(actor, rollData, roll, armure);
|
||||
}
|
||||
|
||||
static remplaceDeMinParDifficulte(roll, diff, options) {
|
||||
@ -602,15 +602,20 @@ export class RdDUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async prepareEncaissement(rollData, roll, armure) {
|
||||
static async prepareEncaissement(actor, rollData, roll, armure) {
|
||||
// La difficulté d'ataque s'ajoute aux dégâts
|
||||
const bonusDegatsDiffLibre = ReglesOptionnelles.isUsing('degat-ajout-malus-libre') ? Math.abs(rollData.diffLibre ?? 0) : 0
|
||||
const jetTotal = roll.total + rollData.dmg.total - armure + bonusDegatsDiffLibre
|
||||
const encaissement = RdDUtility._selectEncaissement(jetTotal, rollData.dmg.mortalite);
|
||||
const over20 = Math.max(jetTotal - 20, 0);
|
||||
encaissement.dmg = rollData.dmg;
|
||||
encaissement.dmg.loc = rollData.dmg.loc ?? await RdDUtility.getLocalisation(this.type);
|
||||
encaissement.dmg.loc.label = encaissement.dmg.loc.label ?? 'Corps;';
|
||||
encaissement.dmg = rollData.dmg
|
||||
if (ReglesOptionnelles.isUsing('localisation-aleatoire')){
|
||||
encaissement.dmg.loc = rollData.dmg.loc ?? await RdDUtility.getLocalisation(actor.type)
|
||||
encaissement.dmg.loc.label = encaissement.dmg.loc.label ?? 'Corps;'
|
||||
}
|
||||
else{
|
||||
encaissement.dmg.loc = {label:''}
|
||||
}
|
||||
encaissement.dmg.bonusDegatsDiffLibre = bonusDegatsDiffLibre
|
||||
encaissement.roll = roll;
|
||||
encaissement.armure = armure;
|
||||
|
@ -11,6 +11,7 @@ const listeReglesOptionnelles = [
|
||||
{ group: 'Récupération', name: 'recuperation-moral', descr: "Le moral revient vers 0 durant Château Dormant"},
|
||||
|
||||
|
||||
{ group: 'Règles de combat', name: 'localisation-aleatoire', descr: "Proposer une localisation aléatoire des blessures" },
|
||||
{ group: 'Règles de combat', name: 'recul', descr: "Appliquer le recul en cas de particulière en force ou de charge" },
|
||||
{ group: 'Règles de combat', name: 'resistanceArmeParade', descr: "Faire le jet de résistance des armes lors de parades pouvant les endommager" },
|
||||
{ group: 'Règles de combat', name: 'deteriorationArmure', descr: "Tenir compte de la détérioration des armures" },
|
||||
|
Loading…
Reference in New Issue
Block a user