Préparation ajout empoignade
actor.rollArme prend maintenant une arme (ou structure) plutôt que des noms l'empoignade sera une pseudo arme, comme le corps à corps # Conflicts: # module/actor-sheet.js
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@ -344,8 +344,16 @@ export class RdDActorSheet extends ActorSheet {
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// Roll Weapon1
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html.find('.arme-label a').click(async event => {
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let armeName = event.currentTarget.text;
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let competenceName = event.currentTarget.attributes['data-competence-name'].value;
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this.actor.rollArme(competenceName, armeName);
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let compName = event.currentTarget.attributes['data-competence-name'].value;
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let arme = this.actor.data.find(it =>
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it.name == armeName &&
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RdDItemArme.isArme(it) &&
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((compName ?? it.data.competence) == it.data.competence)
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);
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if (!arme) {
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arme = { name: armeName, data: { competence: compName } };
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}
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this.actor.rollArme(arme);
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});
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// Initiative pour l'arme
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html.find('.arme-initiative a').click(async event => {
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@ -441,6 +449,7 @@ export class RdDActorSheet extends ActorSheet {
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this.render(true);
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});
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html.find('.lock-unlock-controls').click(async event => {
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console.log("CONTROLS", this.options.hideControls)
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this.options.hideControls = !this.options.hideControls;
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this.render(true);
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});
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@ -560,7 +569,7 @@ export class RdDActorSheet extends ActorSheet {
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async _onSplitItem(item, split) {
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if (split >= 1 && split < Misc.data(item).data.quantite) {
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await item.diminuerQuantite(split);
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const itemData = duplicate( Misc.data(item));
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const itemData = duplicate(Misc.data(item));
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itemData.data.quantite = split;
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await this.actor.createEmbeddedDocuments('Item', [itemData])
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}
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@ -3117,11 +3117,9 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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rollArme(compName, armeName = undefined) {
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let arme = armeName ? this.data.items.find(it => Misc.data(it).name == armeName && RdDItemArme.isArme(it)) : undefined;
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let competence = Misc.data(this.getCompetence(compName));
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if (arme || armeName || (competence.type == 'competencecreature' && competence.data.iscombat)) {
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rollArme(arme) {
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let competence = Misc.data(this.getCompetence(arme.data.competence));
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if (arme || (competence.type == 'competencecreature' && competence.data.iscombat)) {
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RdDCombat.createUsingTarget(this)?.attaque(competence, arme);
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} else {
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this.rollCompetence(competence.name);
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@ -189,6 +189,6 @@ export class RdDItemArme extends Item {
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if (actorData) {
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mergeObject(mainsNues.data, actorData, { overwrite: false });
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}
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return mainsNues
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return mainsNues;
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}
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}
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@ -1,3 +1,4 @@
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import { Misc } from "./misc.js";
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export class RdDHotbar {
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@ -67,15 +68,14 @@ export class RdDHotbar {
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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if (!actor) actor = game.actors.get(speaker.actor);
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let item = actor ? actor.items.find(i => i.name === itemName && i.type == itemType) : null;
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if (!item) return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`);
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item = item.data;
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let item = Misc.data(actor?.items.find(it => it.name === itemName && it.type == itemType));
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if (!item) return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`);
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// Trigger the item roll
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switch (item.type) {
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case "arme":
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return actor.rollArme(item.data.competence, itemName);
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return actor.rollArme(item);
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case "competence":
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return actor.rollCompetence( itemName );
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}
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@ -53,8 +53,7 @@ export class RdDTokenHud {
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await RdDTokenHud._configureSubMenu(controlIconTarget, 'systems/foundryvtt-reve-de-dragon/templates/hud-actor-attaque.html', hudData,
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(event) => {
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let armeIndex = event.currentTarget.attributes['data-arme-id'].value;
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let arme = armesList[armeIndex];
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actor.rollArme(arme.data.competence, arme.name);
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actor.rollArme(armesList[armeIndex]);
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});
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}
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