Checkbox et regles d'appel au moral
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@ -1593,7 +1593,15 @@ export class RdDActor extends Actor {
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action: r => this._appliquerAjoutExperience(r, game.settings.get("core", "rollMode") != 'blindroll')
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};
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}
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/* -------------------------------------------- */
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createCallbackAppelAuMoral() {
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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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};
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}
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/* -------------------------------------------- */
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async checkCaracXP(caracName) {
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let carac = this.data.data.carac[caracName];
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@ -1663,6 +1671,27 @@ export class RdDActor extends Actor {
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if (xpResult && xpResult.xpCarac > 0 && rollData.selectedCarac) {
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this.checkCaracXP(rollData.selectedCarac.name);
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}
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}
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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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}
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/* -------------------------------------------- */
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@ -1967,6 +1996,7 @@ export class RdDActor extends Actor {
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label: 'Jet ' + Grammar.apostrophe('de', name),
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callbacks: [
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this.createCallbackExperience(),
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this.createCallbackAppelAuMoral(),
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{ action: r => this._competenceResult(r) }
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]
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});
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@ -2210,7 +2240,9 @@ export class RdDActor extends Actor {
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async _competenceResult(rollData) {
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RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-competence.html')
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}
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async _moralDecrease(rollData) {
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RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-competence.html')
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}
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/* -------------------------------------------- */
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async rollAppelChance(onSuccess = () => { }, onEchec = () => { }) {
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let rollData = { selectedCarac: this.getCaracByName('chance-actuelle'), surprise: '' };
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@ -1,3 +1,5 @@
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import { Grammar } from "./grammar.js";
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export class RdDCarac {
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static isAgiliteOuDerivee(selectedCarac) {
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@ -25,6 +27,6 @@ export class RdDCarac {
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* ainsi que de Perception active et volontaire.
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*/
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static isActionPhysique(selectedCarac) {
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return selectedCarac?.label.match(/(Apparence|Force|Agilité|Dextérité|Vue|Ouïe|Odorat-Goût|Empathie|Mêlée|Tir|Lancer|Dérobée)/);
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return Grammar.toLowerCaseNoAccent(selectedCarac?.label).match(/(apparence|force|agilite|dexterite|vue|ouie|odorat|empathie|melee|tir|lancer|derobee)/);
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}
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}
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}
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@ -37,23 +37,26 @@ export class RdDRoll extends Dialog {
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ajustementsConditions: CONFIG.RDD.ajustementsConditions,
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difficultesLibres: CONFIG.RDD.difficultesLibres,
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etat: actor.getEtatGeneral(),
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moral: actor.getMoralTotal(),
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moral: actor.getMoralTotal(), /* La valeur du moral pour les jets de volonté */
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carac: actor.data.data.carac,
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finalLevel: 0,
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diffConditions: 0,
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diffLibre: rollData.competence?.data.default_diffLibre ?? 0,
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malusArmureValue: actor.getMalusArmure(),
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surencMalusFlag: actor.isPersonnage() ? (actor.data.data.compteurs.surenc.value < 0) : false,
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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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use: { libre:true, conditions: true, surenc: false, encTotal: 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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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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@ -187,6 +190,23 @@ 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('#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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this.updateRollResult();
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});
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// Section Méditation
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html.find('.conditionMeditation').change((event) => {
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let condition = event.currentTarget.attributes['id'].value;
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@ -198,7 +218,7 @@ export class RdDRoll extends Dialog {
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/* -------------------------------------------- */
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async updateRollResult() {
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let rollData = this.rollData;
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rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, this.actor.getBonusDegat());
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rollData.caracValue = parseInt(rollData.selectedCarac.value);
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rollData.coupsNonMortels = (rollData.attackerRoll?.dmg.mortalite ?? rollData.dmg.mortalite) == 'non-mortel';
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@ -211,10 +231,28 @@ 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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rollData.use.appelAuMoral = false;
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} else {
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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($(".diffAppelAuMoral-checker"), RdDCarac.isActionPhysique(rollData.selectedCarac) );
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HtmlUtility._showControlWhen($("#etat-general"), !RdDCarac.isIgnoreEtatGeneral(rollData.selectedCarac, rollData.competence));
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HtmlUtility._showControlWhen($("#ajust-astrologique"), RdDResolutionTable.isAjustementAstrologique(rollData));
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@ -246,6 +246,7 @@ export class RdDUtility {
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'systems/foundryvtt-reve-de-dragon/templates/hud-actor-attaque.html',
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// messages tchat
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'systems/foundryvtt-reve-de-dragon/templates/chat-infojet.html',
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'systems/foundryvtt-reve-de-dragon/templates/chat-info-appel-au-moral.html',
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'systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html',
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'systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html',
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'systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html',
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@ -74,8 +74,8 @@ export const referenceAjustements = {
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},
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moral: {
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isVisible: (rollData, actor) => RdDCarac.isActionPhysique(rollData.selectedCarac),
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isUsed: (rollData, actor) => rollData.use?.moral,
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getLabel: (rollData, actor) => 'Moral',
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isUsed: (rollData, actor) => rollData.use?.appelAuMoral,
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getLabel: (rollData, actor) => 'Appel au moral',
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getValue: (rollData, actor) => 1
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},
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moralTotal: {
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@ -812,6 +812,22 @@ ul, li {
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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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height: 20px;
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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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/* ======================================== */
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/* Fatigue CSS */
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.table-fatigue {
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@ -1391,4 +1407,4 @@ display: inline-flex;
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content : url(img/logo.png);
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width: 80px;
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height: 68px;
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}
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}
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4
templates/chat-info-appel-au-moral.html
Normal file
4
templates/chat-info-appel-au-moral.html
Normal file
@ -0,0 +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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<div>{{/if}}
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@ -12,6 +12,7 @@
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<div>
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<span>{{#if rolled.ptTache}}{{rolled.ptTache}} points de tâche{{/if}}{{#if rolled.ptQualite}}{{#if rolled.ptTache}},{{/if}} ajustement Qualité {{numberFormat rolled.ptQualite decimals=0 sign=true}}{{/if}}</span>
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</div>
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{{> "systems/foundryvtt-reve-de-dragon/templates/chat-info-appel-au-moral.html"}}
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{{~#if show.explications}}
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<div>
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{{show.explications}}
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@ -11,6 +11,8 @@
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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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