Merge branch 'transformation_stress' into 'v1.3'
Amélioration chateau dormant, et armes brisées See merge request LeRatierBretonnien/foundryvtt-reve-de-dragon!137
This commit is contained in:
commit
e8af4ac813
@ -459,7 +459,7 @@ export class RdDActorSheet extends ActorSheet {
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this.actor.setEthylisme(parseInt(event.target.value));
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});
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html.find('#stress-test').click((event) => {
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this.actor.stressTest();
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this.actor.transformerStress();
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this.render(true);
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});
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html.find('#moral-malheureux').click((event) => {
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116
module/actor.js
116
module/actor.js
@ -207,6 +207,10 @@ export class RdDActor extends Actor {
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}
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return 10;
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}
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/* -------------------------------------------- */
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getChance() {
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return Misc.toInt(this.data.data.carac.chance?.value ?? 10);
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}
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getMoralTotal() {
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return Misc.toInt(this.data.data.compteurs.moral?.value);
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}
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@ -315,7 +319,9 @@ export class RdDActor extends Actor {
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await this._recupererBlessures(message, "critique", blessures.critiques.liste.filter(b => b.active), blessures.graves.liste);
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await this.update({ "data.blessures": blessures });
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await this._recupererVie(message);
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await this.transformerStress(message);
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await this.jetDeMoral('neutre');
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await this.chanceActuelleIncDec(1);
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this.transformerStress();
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await this.retourSeuilDeReve(message);
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message.content = `A la fin Chateau Dormant, ${message.content}<br>Un nouveau jour se lève`;
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ChatMessage.create(message);
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@ -1411,69 +1417,72 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async stressTest() {
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const message = {
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content: "",
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whisper: ChatUtility.getWhisperRecipientsAndGMs(game.user.name)
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};
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await this.transformerStress(message);
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ChatMessage.create(message);
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}
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/* -------------------------------------------- */
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async transformerStress(message) {
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let compteurs = duplicate(this.data.data.compteurs);
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const stress = Misc.toInt(compteurs.stress.value);
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async transformerStress() {
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const stress = Misc.toInt(this.data.data.compteurs.stress.value);
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if (stress <= 0) {
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return false;
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return;
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}
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let stressRoll = await this._stressRoll();
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let convertis = Math.floor(stress * stressRoll.factor);
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compteurs.stress.value = Math.max(stress - convertis - 1, 0);
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const stressRoll = await this._stressRoll(this.getReveActuel());
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let dissolution = Math.max(0, Misc.toInt(compteurs.dissolution.value));
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let exaltation = Math.max(0, Misc.toInt(compteurs.exaltation.value));
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const conversion = Math.floor(stress * stressRoll.factor / 100);
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let dissolution = Math.max(0, Misc.toInt(this.data.data.compteurs.dissolution.value));
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let exaltation = Math.max(0, Misc.toInt(this.data.data.compteurs.exaltation.value));
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const annule = Math.min(dissolution, exaltation);
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dissolution -= annule;
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exaltation -= annule;
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if (dissolution > 0) {
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const perdus = Math.min(dissolution, convertis);
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convertis -= perdus;
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dissolution -= perdus;
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}
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compteurs.experience.value += convertis + exaltation;
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compteurs.dissolution.value = dissolution;
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const perteDissolution = Math.max(0, Math.min(dissolution, conversion));
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let stressRollData = {
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alias: this.name,
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selectedCarac: this.data.data.carac.reve,
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rolled: stressRoll,
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stress: stress,
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perte: Math.min(conversion, stress),
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convertis: conversion - perteDissolution,
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xp: conversion - perteDissolution + exaltation,
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dissolution: dissolution,
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exaltation: exaltation
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};
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ChatMessage.create({
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whisper: ChatUtility.getWhisperRecipientsAndGMs(game.user.name),
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-resultat-transformer-stress.html`, stressRollData)
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});
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let compteurs = duplicate(this.data.data.compteurs);
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compteurs.stress.value = Math.max(stress - stressRollData.perte - 1, 0);
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compteurs.experience.value += stressRollData.xp;
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compteurs.dissolution.value = dissolution - perteDissolution;
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compteurs.exaltation.value = 0;
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message.content += "<br>Vous transformez " + convertis + " points de Stress en Expérience" + stressRoll.comment;
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await this.update({ "data.compteurs": compteurs });
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return true;
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}
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/* -------------------------------------------- */
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async _stressRoll() {
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let reveActuel = this.getReveActuel();
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async _stressRoll(reveActuel) {
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let result = await RdDResolutionTable.roll(reveActuel, 0);
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console.log("_stressRoll", result);
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switch (result.code) {
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case "sign": return { factor: 0.75, comment: " (75%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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case "norm": return { factor: 0.5, comment: " (50%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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case "echec": return { factor: 0.2, comment: " (20%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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case "epart": return { factor: 0.1, comment: " (10%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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case "etotal": return { factor: 0, comment: " (0%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" }
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case "part":
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{
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let second = await RdDResolutionTable.roll(reveActuel, 0);
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console.log("_stressRoll", second);
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switch (second.code) {
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case "part": case "sign":
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return { factor: 1.5, comment: " (150%): Double Particulière - " + result.roll + " puis " + second.roll + " sur " + result.score + "%" }
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default:
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return { factor: 1, comment: " (100%): " + result.quality + " - " + result.roll + " puis " + second.roll + " sur " + result.score + "%" }
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}
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}
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if (result.isPart) {
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result.second = await RdDResolutionTable.roll(reveActuel, 0);
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}
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result.factor = this._getFacteurStress(result);
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return result;
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}
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_getFacteurStress(stressRoll) {
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switch (stressRoll.code) {
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case "sign": return 75;
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case "norm": return 50;
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case "echec": return 20;
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case "epart": return 10;
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case "etotal": return 0;
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case "part":
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if (stressRoll.second.isSign) {
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stressRoll.quality = "Double Particulière";
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return 150;
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}
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return 100;
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}
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return 0;
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}
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/* -------------------------------------------- */
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@ -2156,7 +2165,7 @@ export class RdDActor extends Actor {
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async _appelChanceResult(rollData, onSuccess = () => { }, onEchec = () => { }) {
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await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-appelchance.html')
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if (rollData.rolled.isSuccess) {
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await this.chanceActuelleIncDec(-1)
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await this.chanceActuelleIncDec(-1);
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onSuccess();
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}
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else {
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@ -2165,9 +2174,12 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async chanceActuelleIncDec(value) {
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async chanceActuelleIncDec(value, limit=true) {
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let chance = duplicate(this.data.data.compteurs.chance);
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chance.value = Math.max(chance.value + value, 0);
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if (limit) {
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chance.value = Math.min(chance.value, this.getChance())
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}
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await this.update({ "data.compteurs.chance": chance });
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}
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@ -144,6 +144,9 @@ export class RdDItemArme extends Item {
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return arme;
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}
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static isArmeUtilisable(item) {
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return item.type == 'arme' && item.data.resistance > 0;
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}
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static mainsNues(actorData={}) {
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const mainsNues = {
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@ -1,7 +1,6 @@
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/* -------------------------------------------- */
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export class RdDItemCompetenceCreature extends Item {
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/* -------------------------------------------- */
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static setRollDataCreature(rollData) {
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rollData.carac = { "carac_creature": { label: rollData.competence.name, value: rollData.competence.data.carac_value } };
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@ -17,7 +16,7 @@ export class RdDItemCompetenceCreature extends Item {
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/* -------------------------------------------- */
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static toArme(item) {
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if (item.type == 'competencecreature' && item.data.iscombat) {
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if (RdDItemCompetenceCreature.isCompetenceAttaque(item)) {
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let arme = { name: item.name, data: duplicate(item.data) };
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mergeObject(arme.data,
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{
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@ -34,4 +33,11 @@ export class RdDItemCompetenceCreature extends Item {
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return undefined;
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}
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static isCompetenceAttaque(item) {
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return item.type == 'competencecreature' && item.data.iscombat;
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}
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static isCompetenceParade(item) {
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return item.type == 'competencecreature' && item.data.isparade;
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}
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}
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@ -510,7 +510,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_filterArmesParade(items, competence) {
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items = items.filter(item => (item.type == 'arme' && item.data.equipe) || (item.type == 'competencecreature' && item.data.isparade));
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items = items.filter(item => RdDItemArme.isArmeUtilisable(item) || RdDItemCompetenceCreature.isCompetenceParade(item));
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switch (competence.data.categorie) {
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case 'tir':
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case 'lancer':
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@ -743,20 +743,20 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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async computeDeteriorationArme(rollData) {
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async computeDeteriorationArme(defenderRoll) {
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if (!ReglesOptionelles.isUsing('resistanceArmeParade')) {
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return;
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}
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const attackerRoll = rollData.attackerRoll;
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const attackerRoll = defenderRoll.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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if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
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// Est-ce que l'attaque est une particulière en force ou une charge
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if (rollData.needResist || attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge') {
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if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) {
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rollData.show = rollData.show || {}
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defenderRoll.show = defenderRoll.show || {}
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const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
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let resistance = Misc.toInt(rollData.arme.data.resistance);
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let resistance = Misc.toInt(defenderRoll.arme.data.resistance);
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let msg = "";
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// Jet de résistance de l'arme de parade (p.132)
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let resistRoll = await RdDResolutionTable.rollData({
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@ -765,26 +765,21 @@ export class RdDCombat {
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showDice: false
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});
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if (resistRoll.rolled.isSuccess) { // Perte de résistance
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rollData.show.deteriorationArme = 'resiste';
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defenderRoll.show.deteriorationArme = 'resiste';
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} else {
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resistance -= dmg;
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if (resistance <= 0) {
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this.defender.deleteEmbeddedEntity("OwnedItem", rollData.arme._id);
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rollData.show.deteriorationArme = 'brise';
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} else {
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this.defender.updateEmbeddedEntity("OwnedItem", { _id: rollData.arme._id, 'data.resistance': resistance });
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rollData.show.deteriorationArme = 'perte';
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rollData.show.perteResistance = dmg;
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}
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defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise': 'perte';
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defenderRoll.show.perteResistance = dmg;
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this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
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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 (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(rollData.arme) != 'boucliers') {
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if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.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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finalLevel: Misc.toInt(defenderRoll.competence.data.niveau) - dmg,
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showDice: false
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});
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rollData.show.desarme = desarme.rolled.isEchec;
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defenderRoll.show.desarme = desarme.rolled.isEchec;
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}
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}
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}
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@ -793,7 +788,7 @@ 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 (ReglesOptionelles.isUsing('recul') && this._isAttaqueCauseRecul(attackerRoll)) {
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if (ReglesOptionelles.isUsing('recul') && this._isForceOuCharge(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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@ -816,7 +811,7 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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_isAttaqueCauseRecul(attaque) {
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_isForceOuCharge(attaque) {
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return attaque.particuliere == 'force' || attaque.tactique == 'charge';
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}
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@ -249,7 +249,7 @@ export class RdDCommands {
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getCoutXpCarac(msg, params) {
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if (params && params.length == 1) {
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let to = Number(params[0]);
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RdDCommands._chatAnswer(msg, `Coût pour passer une caractéristique de ${to - 1} à ${to}: ${RdDUtility.getCaractXp(to)}`);
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RdDCommands._chatAnswer(msg, `Coût pour passer une caractéristique de ${to - 1} à ${to}: ${RdDUtility.getCaracXp(to)}`);
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}
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else {
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return false;
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@ -412,11 +412,11 @@ export class RdDUtility {
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static getCaracNextXp(value) {
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const nextValue = Number(value) + 1;
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// xp est le coût pour atteindre cette valeur, on regarde donc le coût de la valeur+1
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return RdDUtility.getCaractXp(nextValue);
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return RdDUtility.getCaracXp(nextValue);
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}
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static getCaractXp(targetValue) {
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return tableCaracDerivee[targetValue].xp;
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static getCaracXp(targetValue) {
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return tableCaracDerivee[targetValue]?.xp ?? 200 ;
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}
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/* -------------------------------------------- */
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@ -715,11 +715,11 @@ export class RdDUtility {
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let items = actor.data.items;
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let actions = []
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if (actor.isCreature()) {
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actions = actions.concat(items.filter(it => it.type == 'competencecreature' && it.data.iscombat)
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actions = actions.concat(items.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
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.map(competence => RdDItemCompetenceCreature.toArme(competence)));
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} else {
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// Recupération des items 'arme'
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let armes = items.filter(it => it.type == 'arme')
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let armes = items.filter(it => RdDItemArme.isArmeUtilisable(it))
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.map(arme => duplicate(arme)) /* pas de changements aux armes d'origine */
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.concat(RdDItemArme.mainsNues());
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@ -434,12 +434,12 @@
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"reve": {
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"reve": {
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"max": 0,
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"value": 0,
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"value": 10,
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"label": "Points de Rêve actuels"
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},
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"seuil": {
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"max": 0,
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"value": 0,
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"value": 10,
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"label": "Seuil de Rêve"
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},
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"tmrpos": {
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|
18
templates/chat-resultat-transformer-stress.html
Normal file
18
templates/chat-resultat-transformer-stress.html
Normal file
@ -0,0 +1,18 @@
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<h4>
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{{alias}} transforme {{rolled.factor}}% de son stress
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</h4>
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{{> "systems/foundryvtt-reve-de-dragon/templates/chat-infojet.html"}}
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{{#if rolled.isPart}}
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<div>
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<span>
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Deuxième jet: {{rolled.second.roll}} <span class="rdd-roll-{{rolled.second.code}} strong-text">{{rolled.second.quality}}</span>
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</span>
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</div>
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{{/if}}
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<hr>
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<span>
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Transformation de {{perte}} points de stress sur {{stress}}
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{{~#if (gt dissolution 0)}}; {{dissolution}} points perdus par la dissolution{{/if~}}
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{{~#if (gt exaltation 0)}}; {{exaltation}} points gagnés par l'exaltation{{/if~}}
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, gain de {{xp}} points d'expérience
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</span>
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