#27 Gestion des rencontres
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@ -126,7 +126,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async performRoll(rollData) {
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async performRoll(rollData) {
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let rolled = RdDResolutionTable.roll(rollData.carac, rollData.finalLevel);
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let rolled = await RdDResolutionTable.roll(rollData.carac, rollData.finalLevel);
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//rolled.isPart = true; // Pour tester le particulières
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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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rollData.rolled = rolled; // garder le résultat
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console.log("performRoll", rollData, rolled)
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console.log("performRoll", rollData, rolled)
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@ -411,13 +411,13 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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combattreReveDeDragon(force){
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async combattreReveDeDragon(force){
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let draconic = this.getBestDraconic();
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let draconic = this.getBestDraconic();
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let niveau = Math.max(0, draconic.data.niveau);
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let niveau = Math.max(0, draconic.data.niveau);
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let etat = this.data.data.compteurs.etat.value;
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let etat = this.data.data.compteurs.etat.value;
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let difficulte = niveau - etat - force;
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let difficulte = niveau - etat - force;
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let reveActuel = this.getReveActuel();
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let reveActuel = this.getReveActuel();
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let rolled = RdDResolutionTable.roll(reveActuel, difficulte);
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let rolled = await RdDResolutionTable.roll(reveActuel, difficulte);
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// TODO: xp particulière
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// TODO: xp particulière
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console.log("combattreReveDeDragon", rolled );
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console.log("combattreReveDeDragon", rolled );
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return this.appliquerReveDeDragon(rolled, force);
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return this.appliquerReveDeDragon(rolled, force);
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@ -913,8 +913,8 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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_stressRoll() {
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async _stressRoll() {
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let result = RdDResolutionTable.roll(this.data.data.carac.reve.value, 0);
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let result = await RdDResolutionTable.roll(this.data.data.carac.reve.value, 0);
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console.log("_stressRoll", result);
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console.log("_stressRoll", result);
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switch (result.code) {
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switch (result.code) {
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case "sign": return { factor: 0.75, comment: " (75%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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case "sign": return { factor: 0.75, comment: " (75%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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@ -924,7 +924,7 @@ export class RdDActor extends Actor {
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case "etotal": return { factor: 0, comment: " (0%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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case "etotal": return { factor: 0, comment: " (0%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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case "part":
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case "part":
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{
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{
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let second = RdDResolutionTable.roll(this.data.data.carac.reve.value, 0);
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let second = await RdDResolutionTable.roll(this.data.data.carac.reve.value, 0);
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console.log("_stressRoll", second);
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console.log("_stressRoll", second);
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switch (second.code) {
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switch (second.code) {
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case "part": case "sign":
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case "part": case "sign":
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@ -1,15 +1,17 @@
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export class RdDDice {
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export class RdDDice {
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static deDraconique(rollMode="selfroll") {
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/* -------------------------------------------- */
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static async deDraconique(rollMode="selfroll") {
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let roll = new Roll("1d8x8").evaluate();
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let roll = new Roll("1d8x8").evaluate();
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this.show(roll, rollMode);
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await this.show(roll, rollMode);
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return roll.total - Math.ceil(roll.total / 8);
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return roll.total - Math.ceil(roll.total / 8);
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}
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}
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static show(roll, rollMode = "roll") {
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/* -------------------------------------------- */
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static async show(roll, rollMode = "roll") {
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if (roll.showDice || game.settings.get("foundryvtt-reve-de-dragon", "dice-so-nice") == true) {
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if (roll.showDice || game.settings.get("foundryvtt-reve-de-dragon", "dice-so-nice") == true) {
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this.showDiceSoNice(roll, rollMode);
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await this.showDiceSoNice(roll, rollMode);
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}
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}
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return roll;
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return roll;
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}
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}
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@ -85,20 +85,20 @@ export class RdDResolutionTable {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static roll(carac, finalLevel) {
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static async roll(carac, finalLevel) {
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let chances = this.computeChances(carac, finalLevel);
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let chances = this.computeChances(carac, finalLevel);
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chances.showDice = true;
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chances.showDice = true;
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let rolled = this.rollChances(chances);
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let rolled = await this.rollChances(chances);
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rolled.carac = carac;
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rolled.carac = carac;
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rolled.finalLevel = finalLevel;
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rolled.finalLevel = finalLevel;
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return rolled;
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return rolled;
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static rollChances(chances) {
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static async rollChances(chances) {
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let myRoll = new Roll("d100").roll();
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let myRoll = new Roll("d100").roll();
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myRoll.showDice = chances.showDice;
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myRoll.showDice = chances.showDice;
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RdDDice.show(myRoll);
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await RdDDice.show(myRoll);
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chances.roll = myRoll.total;
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chances.roll = myRoll.total;
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mergeObject(chances, this._computeReussite(chances, chances.roll));
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mergeObject(chances, this._computeReussite(chances, chances.roll));
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return chances;
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return chances;
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@ -2,7 +2,7 @@
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"name": "foundryvtt-reve-de-dragon",
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"name": "foundryvtt-reve-de-dragon",
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"title": "Rêve 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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"description": "Rêve de Dragon RPG for FoundryVTT",
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"version": "0.9.68",
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"version": "0.9.69",
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"minimumCoreVersion": "0.7.5",
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"minimumCoreVersion": "0.7.5",
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"compatibleCoreVersion": "0.7.6",
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"compatibleCoreVersion": "0.7.6",
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"templateVersion": 47,
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"templateVersion": 47,
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