Ajout de commentaire et suppression des logs
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@ -1595,7 +1595,7 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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createCallbackAppelAuMoral() {
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createCallbackAppelAuMoral() { /* Si l'appel au moral est utilisé, on l'affiche dans le chat et on diminue éventuellement le moral */
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return {
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condition: r => r.use.appelAuMoral && game.settings.get("core", "rollMode") != 'selfroll',
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action: r => { console.log("createCallbackAppelAuMoral"); this.displayAppelAuMoral ; console.log(r.rolled.isEchec); this._appliquerAppelMoral(r, game.settings.get("core", "rollMode") != 'blindroll') }
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@ -1675,23 +1675,10 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async _appliquerAppelMoral(rollData, display = true) {
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console.log("_appliquerAppelMoral");
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console.log("_appliquerAppelMoral");
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console.log("_appliquerAppelMoral");
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console.log("_appliquerAppelMoral");
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console.log(rollData);
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console.log(this.name);
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console.log(this);
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if (!this.isPersonnage()) return;
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if (!rollData.rolled.isEchec) return;
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const waitUpdate = this.moralIncDec(-1); /* L'appel au moral a échoué. Le personnage perd un point de moral */
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console.log("_appliquerAppelMoral : moral diminuer");
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rollData.moralDiminuer = true;
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rollData.moralActualiser = 7;
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await waitUpdate;
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rollData.moralActualiser = this.getMoralTotal();
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console.log("rollData.moralDiminuer: "+rollData.moralDiminuer);
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console.log("rollData.moralActualiser: "+rollData.moralActualiser);
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rollData.jetEchouerMoralDiminuer = true;
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}
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/* -------------------------------------------- */
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@ -46,17 +46,17 @@ export class RdDRoll extends Dialog {
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surencMalusFlag: actor.isPersonnage() ? (actor.data.data.compteurs.surenc.value < 0) : false,
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surencMalusValue: actor.getSurenc(),
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useMalusSurenc: false,
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appelAuMoralDemander :false,
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use: { libre:true, conditions: true, surenc: false, encTotal: false, appelAuMoral : false },
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appelAuMoralPossible : false, /* Est-ce que l'appel au moral est possible ? Variable utisé pour l'affichage ou non de la ligne concernant le moral */
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appelAuMoralDemander :false, /* Est-ce que le joueur demande d'utiliser le moral ? Utile si le joueur change plusieurs fois de carac associée. */
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jetEchouerMoralDiminuer : false, /* Pour l'affichage dans le chat */
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use: { libre:true, conditions: true, surenc: false, encTotal: false, appelAuMoral : false /* Le jet se fait ou non en utilisant l'appel au moral */},
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isMalusEncombrementTotal: RdDItemCompetence.isMalusEncombrementTotal(rollData.competence),
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useMalusEncTotal: false,
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encTotal: actor.getEncTotal(),
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ajustementAstrologique: actor.ajustementAstrologique(),
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surprise: actor.getSurprise(false),
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}
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console.log("defaultRollData.appelAuMoralFlag : "+defaultRollData.appelAuMoralFlag);
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mergeObject(rollData, defaultRollData, { recursive: true, overwrite: false });
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console.log("rollData.appelAuMoralFlag : "+rollData.appelAuMoralFlag);
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if ( rollData.forceCarac) {
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rollData.carac = rollData.forceCarac;
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}
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@ -190,21 +190,25 @@ export class RdDRoll extends Dialog {
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this.rollData.useMalusEncTotal = event.currentTarget.checked;
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this.updateRollResult();
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});
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html.find('#iconeSmile').change((event) => {
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console.log("iconeSmile");
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console.log(html.find('.iconeSmile'));
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this.updateRollResult();
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});
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html.find('#useAppelAuMoralCheckbox').change((event) => { /* l'appel au moral, qui donne un bonus de +1 */
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console.log("#useAppelAuMoralCheckbox");
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//console.log("surencMalusFlag : "+surencMalusFlag);
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console.log("this.appelAuMoralFlag : "+this.appelAuMoralFlag);
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console.log("this.rollData.moral : "+this.rollData.moral);
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console.log("this.rollData.ajustements : "+this.rollData.ajustements);
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console.log("this.rollData.ajustements.moral : "+this.rollData.ajustements.moral);
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console.log("this.rollData.ajustements.moral.isVisible : "+this.rollData.ajustements.moral.isVisible);
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console.log("event.currentTarget.checked : "+event.currentTarget.checked);
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console.log("this.rollData.use.appelAuMoral : "+this.rollData.use.appelAuMoral);
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this.rollData.appelAuMoralDemander = event.currentTarget.checked
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// this.rollData.use.appelAuMoral = event.currentTarget.checked
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console.log("this.rollData.moral : "+this.rollData.moral);
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console.log("this.rollData.use.appelAuMoral : "+this.rollData.use.appelAuMoral);
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if ( this.rollData.appelAuMoralDemander ) {
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if ( this.rollData.moral > 0 ) {
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html.find('#iconeSmile')[0].src = "/systems/foundryvtt-reve-de-dragon/icons/moral-heureux.svg";
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html.find('#textSmile')[0].innerHTML = "Appel au moral";
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} else {
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html.find('#iconeSmile')[0].src = "/systems/foundryvtt-reve-de-dragon/icons/moral-malheureux.svg";
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html.find('#textSmile')[0].innerHTML = "Appel à l'énergie du désespoir";
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}
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} else {
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html.find('#iconeSmile')[0].src = "/systems/foundryvtt-reve-de-dragon/icons/moral-neutre.svg";
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html.find('#textSmile')[0].innerHTML = "Sans appel au moral";
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}
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this.updateRollResult();
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});
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// Section Méditation
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@ -231,28 +235,21 @@ export class RdDRoll extends Dialog {
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rollData.bonus = RdDItemSort.getCaseBonus(rollData.selectedSort, rollData.coord);
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}
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/* ! actor.isPersonnage() || */
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if ( ! RdDCarac.isActionPhysique(rollData.selectedCarac) ) {
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if ( ! RdDCarac.isActionPhysique(rollData.selectedCarac || ! actor.isPersonnage() ) ) {
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rollData.appelAuMoralPossible = false;
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rollData.use.appelAuMoral = false;
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} else {
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rollData.appelAuMoralPossible = true;
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rollData.use.appelAuMoral = rollData.appelAuMoralDemander;
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}
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RollDataAjustements.calcul(rollData, this.actor);
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rollData.finalLevel = this._computeFinalLevel(rollData);
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console.log("updateRollResult");
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console.log("rollData.ajustements.moralTotal.used: "+rollData.ajustements.moralTotal.used);
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console.log("rollData.ajustements.moral.used: "+rollData.ajustements.moral.used);
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console.log("rollData.use.appelAuMoral: "+rollData.use.appelAuMoral);
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console.log("rollData.selectedCarac: ");
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console.log(rollData.selectedCarac);
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console.log("RdDCarac.isActionPhysique(rollData.selectedCarac): "+RdDCarac.isActionPhysique(rollData.selectedCarac));
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HtmlUtility._showControlWhen($(".diffMoral"), rollData.ajustements.moralTotal.used);
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HtmlUtility._showControlWhen($(".diffAppelAuMoral"), RdDCarac.isActionPhysique(rollData.selectedCarac) );
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HtmlUtility._showControlWhen($(".diffAppelAuMoral-checker"), RdDCarac.isActionPhysique(rollData.selectedCarac) );
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HtmlUtility._showControlWhen($("#divAppelAuMoral"), rollData.appelAuMoralPossible );
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HtmlUtility._showControlWhen($("#etat-general"), !RdDCarac.isIgnoreEtatGeneral(rollData.selectedCarac, rollData.competence));
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HtmlUtility._showControlWhen($("#ajust-astrologique"), RdDResolutionTable.isAjustementAstrologique(rollData));
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@ -811,22 +811,26 @@ ul, li {
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left: 0px;
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text-align: center;
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}
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.diffAppelAuMoral {
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display: none !important;
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}
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.diffAppelAuMoral-checker{
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display: inline-block;
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background-image: url('../icons/moral-neutre.svg');
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width: 20px;
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.diffAppelAuMoral-checker {
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height: 20px;
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background-image: url('../icons/moral-neutre.svg');
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background-size: cover;
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}
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.diffAppelAuMoral:checked + .diffAppelAuMoral-checker {
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background-image: url('../icons/moral-heureux.svg');
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}
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.iconeSmile {
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height: 20px;
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width: 20px;
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border:none;
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outline: none;
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background-size: cover;
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}
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.textSmile {
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}
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/* ======================================== */
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/* Fatigue CSS */
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@ -1,4 +1,4 @@
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{{#if use.appelAuMoral}}<div>
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{{alias}} fait appel {{#if (gt moral 0)}}au moral{{else}}à l'énergie du déspoir{{/if}} {{#if moralDiminuer}}et échoue, diminuant son moral.{{else}} et réussit.{{/if}}
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{{^moralDiminuer}} Son moral reste inchangé à {{moral}}.{{/moralDiminuer}}
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{{^jetEchouerMoralDiminuer}} Son moral reste inchangé à {{moral}}.{{/jetEchouerMoralDiminuer}}
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<div>{{/if}}
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@ -11,8 +11,6 @@
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</select>
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<label></label>
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</div>
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<input class="diffAppelAuMoral" id="useAppelAuMoralCheckbox" type="checkbox" name="appelAuMoralDemander" />
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<label for="useAppelAuMoralCheckbox" class="diffAppelAuMoral-checker" id="diffAppelAuMoral-checker"></label>
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<div class="form-group">
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{{#if attackerRoll}}
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<label for="categorie">Difficulté</label>
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@ -61,6 +59,12 @@
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{{/if}}
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</div>
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{{/if}}
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<div class="form-group" id="divAppelAuMoral" >
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<input class="diffAppelAuMoral" id="useAppelAuMoralCheckbox" type="checkbox" name="appelAuMoralDemander" />
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<label for="useAppelAuMoralCheckbox" class="diffAppelAuMoral-checker" id="diffAppelAuMoral-checker"></label>
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<label for="useAppelAuMoralCheckbox" class="textSmile" id="textSmile" >Sans appel au moral</label>
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<img for="useAppelAuMoralCheckbox" class="iconeSmile" id="iconeSmile" src="/systems/foundryvtt-reve-de-dragon/icons/moral-neutre.svg">
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</div>
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{{>"systems/foundryvtt-reve-de-dragon/templates/dialog-roll-surenc.html"}}
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{{>"systems/foundryvtt-reve-de-dragon/templates/dialog-roll-enctotal.html"}}
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