encaissement non mortel
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@ -815,51 +815,32 @@ 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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encaisserDommages( attackerRoll )
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encaisserDommages( attackerRoll ) {
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{
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console.log("encaisserDommages", attackerRoll )
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//let attackerRoll = rollData.attackerRoll;
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const armure = this.computeArmure( attackerRoll.loc, attackerRoll.domArmePlusDom);
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let degatsReel = attackerRoll.degats - this.computeArmure(attackerRoll.loc, attackerRoll.domArmePlusDom);
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let degatsReel = attackerRoll.degats - armure;
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console.log("RollData from attacker!", attackerRoll, degatsReel);
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let result = RdDUtility.computeBlessuresSante(degatsReel);
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let result = RdDUtility.computeBlessuresSante(degatsReel, attackerRoll.mortalite);
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this.santeIncDec("vie", result.vie);
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this.santeIncDec("vie", result.vie);
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this.santeIncDec("endurance", result.endurance);
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this.santeIncDec("endurance", result.endurance);
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result.locName = attackerRoll.loc.label;
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result.locName = attackerRoll.loc.label; // Add the localisation namme
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this.manageBlessures(result); // Will upate the result table
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this.manageBlessures(result); // Will upate the result table
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ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
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const blessureLegere = (result.legeres > 0 ? "une blessure légère" : "");
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const blessureGrave = (result.graves > 0 ? "une blessure grave" : "");
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const blessureCritique = (result.critiques > 0 ? "une blessure critique" : "");
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ChatMessage.create({
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title: "Blessures !", content: this.data.name + " a encaissé : " +
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"<br>Encaissement final : " + degatsReel +
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"<br>Encaissement final : " + degatsReel +
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"<br>" + result.legeres + " légères, " + result.graves + " graves et " +
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"<br>" + blessureLegere + blessureGrave + blessureCritique +
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result.critiques + " critique." +
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"<br>Et a perdu : " +
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"<br>Et perdu : " +
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"<br>" + result.endurance + " Endurance et " + result.vie + " Points de Vie"
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"<br>" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
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});
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this.computeEtatGeneral();
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this.computeEtatGeneral();
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this.sheet.render(true);
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this.sheet.render(true);
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}
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}
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/* -------------------------------------------- */
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encaisserDommagesHorsCombat( degats )
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{
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let degatsReel = degats - this.computeArmure("Corps", 0);
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console.log("Enciasser dommages", degatsReel, this.computeArmure("Corps", 0), degats);
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let result = RdDUtility.computeBlessuresSante(degatsReel);
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this.santeIncDec("vie", result.vie);
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this.santeIncDec("endurance", result.endurance);
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result.locName = "Corps"; // Add the localisation namme
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this.manageBlessures( result ); // Will upate the result table
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ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
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"<br>Encaissement final : " + degatsReel +
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"<br>" + result.legeres + " légères, " + result.graves + " graves et " +
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result.critiques + " critique." +
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"<br>Et perdu : " +
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"<br>" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
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this.computeEtatGeneral();
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this.sheet.render(true);
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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parerAttaque( attackerRoll, armeId )
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parerAttaque( attackerRoll, armeId )
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@ -2,27 +2,29 @@
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* Extend the base Dialog entity by defining a custom window to perform roll.
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* Extend the base Dialog entity by defining a custom window to perform roll.
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* @extends {Dialog}
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* @extends {Dialog}
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*/
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*/
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export class RdDEncaisser extends Dialog {
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export class RdDEncaisser extends Dialog {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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constructor(html, actor) {
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constructor(html, actor) {
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let myButtons = { rollButton: {
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label: "Lancer",
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callback: html => this.performEncaisser(html, false)
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} };
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// Common conf
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// Common conf
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let dialogConf = {
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let dialogConf = {
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title: "Jet d'Encaissement",
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content: html,
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content: html,
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buttons: myButtons,
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buttons: {
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default: "rollButton"
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"mortel": { label: "mortel", callback: html => this.performEncaisser(html, "mortel") },
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"non-mortel": { label: "non-mortel", callback: html => this.performEncaisser(html, "non-mortel") },
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"cauchemar": { label: "cauchemar", callback: html => this.performEncaisser(html, "cauchemar") }
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},
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default: "coupMortel"
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}
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let dialogOptions = {
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classes: ["rdddialog"],
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width: 320,
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height: 240
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}
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}
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let dialogOptions = { classes: [ "rdddialog"] }
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// Select proper roll dialog template and stuff
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// Select proper roll dialog template and stuff
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dialogConf.title = "Jet d'Encaissement",
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dialogOptions.width = 320;
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dialogOptions.height = 160;
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super(dialogConf, dialogOptions);
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super(dialogConf, dialogOptions);
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this.actor = actor;
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this.actor = actor;
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@ -30,12 +32,13 @@ export class RdDEncaisser extends Dialog {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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performEncaisser (html, isReserve=false) {
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performEncaisser(html, mortalite = "mortel") {
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//console.log("On va encaisser !!", this.modifier);
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this.actor.encaisserDommages({
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let result = Number(new Roll("2d10").roll().result);
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degats: new Roll("2d10").roll().total,
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result += Number(this.modifier);
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domArmePlusDom: Number(this.modifier),
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this.actor.encaisserDommagesHorsCombat(result);
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loc: { result: 0, label: "Corps" },
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//console.log("ENCAISSER:", result);
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mortalite: mortalite
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});
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -84,6 +84,30 @@ const table2func = { "queues": {descr: "queues : Tire une queue de Dragon", fun
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"tete" : { descr: "tete: Tire une Tête de Dragon", func: TMRUtility.getTete},
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"tete" : { descr: "tete: Tire une Tête de Dragon", func: TMRUtility.getTete},
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"souffle": { descr: "souffle: Tire un Souffle de Dragon", func: TMRUtility.getSouffle} };
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"souffle": { descr: "souffle: Tire un Souffle de Dragon", func: TMRUtility.getSouffle} };
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const definitionsEncaissement = {
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"mortel": [
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{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 1, graves: 0, critiques: 0 },
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{ minimum: 16, maximum: 19, endurance: "2d6", vie: "2", legeres: 0, graves: 1, critiques: 0 },
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{ minimum: 20, maximum: undefined, endurance: "100", vie: "4 + @over20", legeres: 0, graves: 0, critiques: 1 },
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],
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"non-mortel": [
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{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 1, graves: 0, critiques: 0 },
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{ minimum: 20, maximum: undefined, endurance: "100", vie: "1", legeres: 1, graves: 0, critiques: 0 },
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],
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"cauchemar": [
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{ minimum: undefined, maximum: 0, gravite: "frayeur", endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 20, maximum: undefined, endurance: "3d6 + @over20", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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]
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};
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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export class RdDUtility {
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export class RdDUtility {
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@ -402,39 +426,31 @@ export class RdDUtility {
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return { result: result, label: txt };
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return { result: result, label: txt };
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}
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}
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/* -------------------------------------------- */
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static computeBlessuresSante( degats, mortalite="mortel" ) {
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static computeBlessuresSante( degats )
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let encaissement = RdDUtility.selectEncaissement(degats, mortalite)
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{
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let over20 = degats > 20 ? degats - 20 : 0
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console.log("Degats !!", degats);
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encaissement.endurance = - RdDUtility._evaluatePerte(encaissement.endurance, over20)
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let result = { vie: 0,
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encaissement.vie = - RdDUtility._evaluatePerte(encaissement.vie, degats, over20)
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endurance: 0,
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return encaissement;
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legeres: 0,
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graves: 0,
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critiques: 0
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};
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if ( degats < 11 ) {
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result.type = "contusion";
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let myroll = new Roll("1d4").roll();
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result.endurance = -myroll.result;
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} else if ( degats < 16 ) {
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result.type = "blessure légère";
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let myroll = new Roll("1d6").roll();
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result.endurance = -myroll.result;
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result.legeres = 1;
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} else if (degats < 20 ) {
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result.type = "blessure grave";
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let myroll = new Roll("2d6").roll();
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result.endurance = -myroll.result;
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result.vie = -2;
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result.graves = 1;
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} else {
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result.type = "critique";
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result.endurance = -100; // Force endurance to 0
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result.vie = -4 - (degats - 20);
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result.critiques = 1;
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}
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}
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return result;
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static selectEncaissement( degats, mortalite ) {
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const table = definitionsEncaissement[mortalite] === undefined ? definitionsEncaissement["mortel"] : definitionsEncaissement[mortalite];
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for (let encaissement of table) {
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if ((encaissement.minimum === undefined || encaissement.minimum <= degats)
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&& (encaissement.maximum === undefined || degats <= encaissement.maximum)) {
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return duplicate(encaissement);
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}
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}
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return duplicate(table[0]);
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}
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static _evaluatePerte(formula, over20) {
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console.log("_evaluatePerte", formula, over20 )
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let perte = new Roll(formula, { over20:over20})
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perte.evaluate()
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return perte.total
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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