Le lancer des armes
On peut maintenant configurer une arme de mélée pour être lancée
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@ -3199,7 +3199,9 @@ export class RdDActor extends Actor {
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signes: this.listItemsData("signedraconique"),
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caracReve: this.system.carac.reve.value,
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pointsReve: this.getReveActuel(),
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isRapide: isRapide
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isRapide: isRapide,
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isGM: game.user.isGM,
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hasPlayerOwner: this.hasPlayerOwner
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}
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this.currentTMR = await RdDTMRDialog.create(this, tmrFormData);
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@ -177,7 +177,7 @@ export class RdDItemArme extends Item {
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equipe: true,
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rapide: true,
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force: 0,
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dommages: 0,
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dommages: "0",
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dommagesReels: 0,
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mortalite: 'non-mortel',
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competence: 'Corps à corps',
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@ -151,50 +151,61 @@ export class RdDCombatManager extends Combat {
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}
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/* -------------------------------------------- */
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/** Retourne une liste triée d'actions d'armes avec le split arme1 main / arme 2 main */
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/** Retourne une liste triée d'actions d'armes avec le split arme1 main / arme 2 main / lancer */
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static listActionsArmes(armes, competences, carac) {
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// Gestion des armes 1/2 mains
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let actionsArme = [];
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let actions = [];
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for (const arme of armes) {
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let action = duplicate(arme)
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if (action.system.equipe) {
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let compData = competences.find(c => c.name == action.system.competence)
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actionsArme.push(action);
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action.action = 'attaque';
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action.system.dommagesReels = Number(action.system.dommages);
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action.system.niveau = compData.system.niveau;
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action.system.initiative = RdDCombatManager.calculInitiative(compData.system.niveau, carac[compData.system.defaut_carac].value);
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// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
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if (action.system.unemain && !action.system.deuxmains) {
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action.system.mainInfo = "(1m)";
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} else if (!action.system.unemain && action.system.deuxmains) {
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action.system.mainInfo = "(2m)";
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} else if (action.system.unemain && action.system.deuxmains) {
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action.system.mainInfo = "(1m)";
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const comp2m = action.system.competence.replace(" 1 main", " 2 mains"); // Replace !
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const comp = competences.find(c => c.name == comp2m)
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const arme2main = duplicate(action);
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arme2main.system.mainInfo = "(2m)";
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arme2main.system.niveau = comp.system.niveau;
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arme2main.system.competence = comp2m;
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arme2main.system.initiative = RdDCombatManager.calculInitiative(arme2main.system.niveau, carac[comp.system.defaut_carac].value);
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actionsArme.push(arme2main);
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const containsSlash = action.system.dommages.includes("/");
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if (containsSlash) {
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const tableauDegats = action.system.dommages.split("/");
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action.system.dommagesReels = Number(tableauDegats[0]);
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arme2main.system.dommagesReels = Number(tableauDegats[1]);
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}
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else{
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ui.notifications.info("Les dommages de l'arme à 1/2 mains " + action.name + " ne sont pas corrects (ie sous la forme X/Y)");
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}
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if (arme.system.equipe) {
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const dommages = arme.system.dommages;
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const tableauDommages = dommages.includes("/") ? dommages.split("/") : [dommages, dommages] ;
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if (arme.system.unemain && arme.system.deuxmains && !dommages.includes("/")) {
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ui.notifications.info("Les dommages de l'arme à 1/2 mains " + arme.name + " ne sont pas corrects (ie sous la forme X/Y)");
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}
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if (arme.system.unemain) {
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actions.push(RdDCombatManager.$prepareAttaqueArme({
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arme: arme,
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infoMain: "(1 main)",
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dommagesReel: Number(tableauDommages[0]),
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competence: arme.system.competence,
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carac: carac,
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competences: competences
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}));
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}
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if (arme.system.deuxmains) {
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actions.push(RdDCombatManager.$prepareAttaqueArme({
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arme: arme,
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infoMain: "(2 mains)",
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dommagesReel: Number(tableauDommages[1]),
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competence: arme.system.competence.replace(" 1 main", " 2 mains"),
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carac: carac,
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competences: competences
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}));
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}
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if (arme.system.lancer) {
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actions.push(RdDCombatManager.$prepareAttaqueArme({
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arme: arme,
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infoMain: "(lancer)",
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dommagesReel: Number(tableauDommages[0]),
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competence: arme.system.lancer,
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carac: carac,
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competences: competences
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}));
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}
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}
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}
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return actionsArme.sort(Misc.ascending(armeData => armeData.name + (armeData.system.mainInfo ?? '')));
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return actions.sort(Misc.ascending(action => action.name + (action.system.infoMain ?? '')));
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}
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static $prepareAttaqueArme(infoAttaque) {
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const comp = infoAttaque.competences.find(c => c.name == infoAttaque.competence);
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const attaque = duplicate(infoAttaque.arme);
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attaque.action = 'attaque';
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attaque.system.competence = infoAttaque.competence;
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attaque.system.dommagesReels = infoAttaque.dommagesReel;
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attaque.system.infoMain = infoAttaque.infoMain;
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attaque.system.niveau = comp.system.niveau;
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attaque.system.initiative = RdDCombatManager.calculInitiative(comp.system.niveau, infoAttaque.carac[comp.system.defaut_carac].value);
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return attaque;
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}
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static listActionsCreature(competences) {
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@ -203,6 +203,7 @@ export class RdDUtility {
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'systems/foundryvtt-reve-de-dragon/templates/enum-categorie-potion.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-categorie-vehicule.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-competence.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-competence-lancer.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-herbesoin-ingredient.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-heures.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-initpremierround.html',
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@ -644,6 +644,7 @@
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"force": "0",
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"resistance": 0,
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"competence": "",
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"lancer": "",
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"cout": 0,
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"portee_courte": 0,
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"magique": false,
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@ -5,7 +5,15 @@
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<tr id="tmrrow1">
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<td>
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{{#if (eq mode "visu")}}
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<div class="flex-group-center">
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<h4>Visualisation!</h4>
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</div>
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{{else}}
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{{#if (and isGM hasPlayerOwner)}}
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<div class="flex-group-center">
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<h4>Le gardien gére les TMR du joueur, le joueur ne peut pas monter dans les TMR!</h4>
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</div>
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{{/if}}
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<div class="flex-group-center">
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<img class="small-button-direction" id='dir-top-left' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-top-left.svg'>
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<img class="small-button-direction" id='dir-top' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-top.svg'>
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@ -16,7 +24,6 @@
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<img class="small-button-direction" id='dir-bottom' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-bottom.svg'>
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<img class="small-button-direction" id='dir-bottom-right' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-bottom-right.svg'>
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</div>
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{{/if}}
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<div class="flex-group-center lire-signe-draconique">
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<a>Lire un signe draconique</a>
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</div>
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@ -43,6 +50,7 @@
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Fatigue
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<span id="tmr-fatigue-table">{{{fatigue.html}}}</span>
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</div>
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{{/if}}
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</td>
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</tr>
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</table>
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5
templates/enum-competence-lancer.html
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5
templates/enum-competence-lancer.html
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@ -0,0 +1,5 @@
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{{#each (trier @root.competences) as |competence key|}}
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{{#if (eq competence.system.categorie 'lancer')}}
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<option value="{{competence.name}}">{{competence.name}}</option>
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{{/if}}
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{{/each}}
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@ -7,7 +7,7 @@
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data-combatant-id="{{../combatant.id}}"
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data-action-index="{{action.index}}"
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title="{{action.name}}">
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<label>{{action.name}} {{action.system.mainInfo}}</label>
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<label>{{action.name}} {{action.system.infoMain}}</label>
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</div>
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{{/unless}}
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{{/each}}
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@ -6,7 +6,7 @@
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data-combatant-id="{{../combatant.id}}"
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data-action-index="{{action.index}}"
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title="{{action.name}}">
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<label>init: {{action.name}} {{action.system.mainInfo}}</label>
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<label>init: {{action.name}} {{action.system.infoMain}}</label>
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</div>
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{{/each}}
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{{#each commandes as |commande key|}}
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@ -11,6 +11,15 @@
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{{/select}}
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</select>
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</div>
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<div class="form-group">
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<label for="system.lancer">Compétence de lancer</label>
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<select name="system.lancer" data-dtype="String">
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{{#select system.lancer}}
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<option value="">- lancer impossible -</option>
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{{>"systems/foundryvtt-reve-de-dragon/templates/enum-competence-lancer.html"}}
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{{/select}}
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</select>
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</div>
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<div class="form-group">
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<label for="system.dommages">Dommages </label>
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<input class="attribute-value" type="text" name="system.dommages" value="{{system.dommages}}" data-dtype="String"/>
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