#113 règles de combat optionnelles
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@ -12,7 +12,7 @@ import { ChatUtility } from "./chat-utility.js";
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import { RdDItemSort } from "./item-sort.js";
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import { Grammar } from "./grammar.js";
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import { RdDEncaisser } from "./rdd-roll-encaisser.js";
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import { RdDCombat } from "./rdd-combat.js";
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import { RdDCombat, RdDCombatSettings } from "./rdd-combat.js";
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import { DeDraconique } from "./de-draconique.js";
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import { RdDAudio } from "./rdd-audio.js";
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import { RdDItemCompetence } from "./item-competence.js";
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@ -2222,6 +2222,9 @@ export class RdDActor extends Actor {
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}
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_deteriorerArmure(item, dmg) {
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if (!RdDCombatSettings.isUsingDeteriorationArmure()) {
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return;
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}
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let update = duplicate(item);
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update.data.deterioration = (update.data.deterioration ?? 0) + dmg;
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if (update.data.deterioration >= 10) {
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@ -11,6 +11,7 @@ import { RdDRollTables } from "./rdd-rolltables.js";
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export class RdDCombat {
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static init() {
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RdDCombatSettings.onInit();
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this.initStorePasseArmes();
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Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) });
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Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); });
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@ -594,7 +595,6 @@ export class RdDCombat {
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dialog.render(true);
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}
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_prepareParade(attackerRoll, armeParade) {
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const compName = armeParade.data.competence;
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const armeAttaque = attackerRoll.arme;
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@ -606,7 +606,7 @@ export class RdDCombat {
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competence: this.defender.getCompetence(compName),
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arme: armeParade,
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surprise: this.defender.getSurprise(true),
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needParadeSignificative: RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
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needParadeSignificative: RdDCombatSettings.isUsingCategorieParade() && RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
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needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade),
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carac: this.defender.data.data.carac,
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show: {}
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@ -632,6 +632,9 @@ export class RdDCombat {
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if (RdDBonus.isDefenseAttaqueFinesse(defenderRoll)) {
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facteurSign *= 2;
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}
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if (!RdDCombatSettings.isUsingTripleSignificative()) {
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facteurSign = Math.min(facteurSign, 4);
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}
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return facteurSign;
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}
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@ -741,6 +744,9 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async computeDeteriorationArme(rollData) {
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if (!RdDCombatSettings.isUsingResistanceArmeParade()) {
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return;
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}
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const attackerRoll = rollData.attackerRoll;
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// Est-ce une parade normale?
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if (rollData.arme && attackerRoll && !rollData.rolled.isPart) {
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@ -772,7 +778,7 @@ export class RdDCombat {
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}
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}
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// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
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if (resistance > 0 && RdDItemArme.getCategorieParade(rollData.arme) != 'boucliers') {
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if (RdDCombatSettings.isUsingDefenseurDesarme() && resistance > 0 && RdDItemArme.getCategorieParade(rollData.arme) != 'boucliers') {
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let desarme = await RdDResolutionTable.rollData({
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caracValue: this.defender.getForce(),
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finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg,
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@ -787,7 +793,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
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const attackerRoll = defenderRoll.attackerRoll;
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if (this._isAttaqueCauseRecul(attackerRoll)) {
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if (RdDCombatSettings.isUsingRecul() && this._isAttaqueCauseRecul(attackerRoll)) {
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const impact = this._computeImpactRecul(attackerRoll);
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const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
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if (rollRecul.rolled.isSuccess) {
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@ -909,5 +915,92 @@ export class RdDCombat {
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
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});
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}
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}
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export class RdDCombatSettings extends FormApplication {
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static onInit() {
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game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-recul", { name: "rdd-combat-recul", scope: "world", config: false, default: true, type: Boolean });
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game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-resistanceArmeParade", { name: "rdd-combat-resistanceArmeParade", scope: "world", config: false, default: true, type: Boolean });
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game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-deteriorationArmure", { name: "rdd-combat-deteriorationArmure", scope: "world", config: false, default: true, type: Boolean });
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game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-defenseurDesarme", { name: "rdd-combat-defenseurDesarme", scope: "world", config: false, default: true, type: Boolean });
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game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-categorieParade", { name: "rdd-combat-categorieParade", scope: "world", config: false, default: true, type: Boolean });
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game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-tripleSignificative", { name: "rdd-combat-tripleSignificative", scope: "world", config: false, default: true, type: Boolean });
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game.settings.registerMenu("foundryvtt-reve-de-dragon", "rdd-combat-options", {
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name: "Choisir les options de combat",
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label: "Choix des options de combat",
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hint: "Ouvre la fenêtre de sélection des options de combats pour désactiver certaines règles",
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icon: "fas fa-bars",
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type: RdDCombatSettings,
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restricted: true
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});
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}
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constructor(...args) {
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super(...args);
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}
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static get defaultOptions() {
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const options = super.defaultOptions;
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mergeObject(options, {
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id: "combat-settings",
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template: "systems/foundryvtt-reve-de-dragon/templates/combat-settings.html",
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height: 600,
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width: 350,
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minimizable: false,
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closeOnSubmit: true,
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title: "Options de combat"
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});
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return options;
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}
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getData() {
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let data = super.getData();
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data.recul = RdDCombatSettings.isUsingRecul();
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data.resistanceArmeParade = RdDCombatSettings.isUsingResistanceArmeParade();
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data.deteriorationArmure = RdDCombatSettings.isUsingDeteriorationArmure();
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data.defenseurDesarme = RdDCombatSettings.isUsingDefenseurDesarme();
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data.categorieParade = RdDCombatSettings.isUsingCategorieParade();
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data.tripleSignificative = RdDCombatSettings.isUsingTripleSignificative();
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return data;
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}
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static isUsingRecul() {
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return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-recul");
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}
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static isUsingResistanceArmeParade() {
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return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-resistanceArmeParade");
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}
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static isUsingDeteriorationArmure() {
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return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-deteriorationArmure");
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}
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static isUsingDefenseurDesarme() {
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return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-defenseurDesarme");
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}
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static isUsingCategorieParade() {
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return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-categorieParade");
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}
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static isUsingTripleSignificative() {
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return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-tripleSignificative");
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}
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activateListeners(html) {
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html.find(".select-option").click((event) => {
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if (event.currentTarget.attributes.name) {
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let id = event.currentTarget.attributes.name.value;
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let isChecked = event.currentTarget.checked;
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game.settings.set("foundryvtt-reve-de-dragon", id, isChecked);
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}
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});
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}
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async _updateObject(event, formData) {
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this.close();
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}
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}
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@ -42,8 +42,6 @@ export class RdDRoll extends Dialog {
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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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editLibre: true,
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editConditions: true,
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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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surencMalusValue: actor.getSurenc(),
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28
templates/combat-settings.html
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28
templates/combat-settings.html
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@ -0,0 +1,28 @@
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<form autocomplete="off" onsubmit="event.preventDefault();">
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<ul>
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<li>
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<input class="select-option" type="checkbox" name="rdd-combat-recul" {{#if recul}}checked{{/if}}/>
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<label>Appliquer le recul en cas de particulière en force ou de charge</label>
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</li>
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<li>
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<input class="select-option" type="checkbox" name="rdd-combat-resistanceArmeParade" {{#if resistanceArmeParade}}checked{{/if}}/>
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<label>Faire le jet de résistance des armes lors de parades pouvant les endommager</label>
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</li>
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<li>
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<input class="select-option" type="checkbox" name="rdd-combat-deteriorationArmure" {{#if deteriorationArmure}}checked{{/if}}/>
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<label>Tenir compte de la détérioration des armures</label>
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</li>
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<li>
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<input class="select-option" type="checkbox" name="rdd-combat-defenseurDesarme" {{#if defenseurDesarme}}checked{{/if}}/>
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<label>Le défenseur peut être désarmé en parant une particulière en force ou une charge avec une arme autre qu'un bouclier</label>
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</li>
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<li>
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<input class="select-option" type="checkbox" name="rdd-combat-categorieParade" {{#if categorieParade}}checked{{/if}}/>
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<label>Le défenseur doit obtenir une significative en cas de parade avec des armes de catégories différentes</label>
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</li>
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<li>
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<input class="select-option" type="checkbox" name="rdd-combat-tripleSignificative" {{#if tripleSignificative}}checked{{/if}}/>
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<label>En cas de demi-surprise, d'attaque particulière en finesse, et de catégories d'armes différentes, le défenseur doit obtenir 1/8 des chances de succès</label>
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</li>
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</ul>
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</form>
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