#42 Amélioration messages de tchat
* Appel à la chance * compétences * jets généraux (remplace table résolution, carac et cas particuliers) * Attaque: en cours
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@ -1636,24 +1636,14 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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_tacheResult(rollData) {
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async _tacheResult(rollData) {
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// Mise à jour de la tache
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rollData.tache.data.points_de_tache_courant += rollData.rolled.ptTache;
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this.updateEmbeddedEntity( "OwnedItem", rollData.tache);
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this.santeIncDec( "fatigue", rollData.tache.data.fatigue);
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// Message de résultat
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ChatUtility.chatWithRollMode({
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content: "<strong>Test de Tache : " + rollData.tache.name + " - " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
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+ RdDResolutionTable.explainRollData(rollData)
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+ "<br>Points de taches : " + rollData.rolled.ptTache + ", ajustement qualité: " + rollData.rolled.ptQualite
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}, this.name);
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// Message spécifique de la tâche
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ChatUtility.chatWithRollMode({
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content: "Votre tâche <strong>" + rollData.tache.name + "</strong> a duré " + rollData.tache.data.periodicite + "."
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+ "<br>Votre avancement est désormais de " + rollData.tache.data.points_de_tache_courant + " Points de Tache sur un objectif de "
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+ rollData.tache.data.points_de_tache + "."
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+ "<br>Et vous vous êtes fatigué de " + rollData.tache.data.fatigue + " cases."
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content: await RdDResolutionTable.explainRollDataV2(rollData, 'chat-resultat-tache.html')
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}, this.name);
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}
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@ -1661,17 +1651,13 @@ export class RdDActor extends Actor {
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_tacheETotal(rollData) {
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rollData.tache.data.difficulte--;
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this.updateEmbeddedEntity( "OwnedItem", rollData.tache);
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ChatUtility.chatWithRollMode( {
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content: "Vous avez fait un Echec Total sur votre Tache <strong>" + rollData.tache.name + "</strong> : en conséquence, la difficulté a augmenté de 1"
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}, this.name);
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}
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/* -------------------------------------------- */
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_competenceResult(rollData) {
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async _competenceResult(rollData) {
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rollData.show = {points:true};
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ChatUtility.chatWithRollMode({
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content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
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+ RdDResolutionTable.explainRollData(rollData)
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+ "<br>Points de taches : " + rollData.rolled.ptTache + ", ajustement qualité: " + rollData.rolled.ptQualite
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content: await RdDResolutionTable.explainRollDataV2(rollData, 'chat-resultat-competence.html')
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}, this.name);
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}
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@ -1706,6 +1692,10 @@ export class RdDActor extends Actor {
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await this.chanceActuelleIncDec(-1)
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}
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ChatMessage.create(message);
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ChatUtility.chatWithRollMode({
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content: await RdDResolutionTable.explainRollDataV2(rollData, 'chat-resultat-appelchance.html')
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}, this.name);
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}
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/* -------------------------------------------- */
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@ -13,7 +13,7 @@ const conditionsTactiques = [
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export class RdDBonus {
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/* -------------------------------------------- */
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static _find(condition) {
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static find(condition) {
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return conditionsTactiques.find(e => e.type == condition) || conditionsTactiques.find(e => e.type == 'pret');
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}
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@ -25,7 +25,7 @@ export class RdDBonus {
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ui.notifications.warn("Calcul de bonus dégats sur eswquive");
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} else {
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dmg.dmgArme = RdDBonus._dmgArme(rollData);
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dmg.ignoreArmure = 0; // TODO: calculer pour arcs et arbaletes, gérer pour lmes créatures
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dmg.penetration = RdDBonus._peneration(rollData);
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dmg.dmgTactique = RdDBonus.dmgBonus(rollData.tactique);
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dmg.dmgParticuliere = RdDBonus._dmgParticuliere(rollData);
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dmg.dmgSurprise = RdDBonus.dmgBonus(rollData.surpriseDefenseur);
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@ -38,17 +38,17 @@ export class RdDBonus {
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/* -------------------------------------------- */
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static description(condition) {
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return RdDBonus._find(condition).descr;
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return RdDBonus.find(condition).descr;
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}
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/* -------------------------------------------- */
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static dmgBonus(condition) {
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return RdDBonus._find(condition).dmg;
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return RdDBonus.find(condition).dmg;
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}
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/* -------------------------------------------- */
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static bonusAttaque(condition) {
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return RdDBonus._find(condition).attaque;
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return RdDBonus.find(condition).attaque;
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}
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/* -------------------------------------------- */
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@ -69,6 +69,10 @@ export class RdDBonus {
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return rollData.arme ? parseInt(rollData.arme.data.dommages) : 0;
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}
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static _peneration(rollData) {
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return rollData.arme ? parseInt(rollData.arme.data.penetration) : 0;
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}
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/* -------------------------------------------- */
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static _dmgPerso(dmgActor, categorie, dmgArme) {
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switch (categorie) {
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@ -224,12 +224,16 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_onAttaqueParticuliere(rollData) {
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console.log("RdDCombat.onAttaqueParticuliere >>>", rollData);
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let message = "<strong>Réussite particulière en attaque</strong>";
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message += "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='" + this.attackerId + "'>Attaquer en Force</a>";
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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let message = `
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<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>
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<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='${this.attackerId}'>Attaquer en Force</a>
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`;
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if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) {
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message += "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='" + this.attackerId + "'>Attaquer en Rapidité</a>";
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message += "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='" + this.attackerId + "'>Attaquer en Finesse</a>";
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message += `
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<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='${this.attackerId}'>Attaquer en Rapidité</a>
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<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='${this.attackerId}'>Attaquer en Finesse</a>";
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`
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}
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game.system.rdd.rollDataHandler[this.attackerId] = rollData;
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// TODO: use a dialog?
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@ -264,6 +268,14 @@ export class RdDCombat {
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}
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ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
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rollData.show = {
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cible: this.target ? this.defender.data.name : 'la cible',
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isRecul : (rollData.particuliereAttaque == 'force' || rollData.tactique == 'charge')
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}
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ChatUtility.chatWithRollMode(
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{ content: await RdDResolutionTable.explainRollDataV2(rollData, 'chat-resultat-attaque.html') },
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this.name)
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if (!await this.accorderEntite('avant-defense')) {
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return;
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}
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@ -1,4 +1,5 @@
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import { Misc } from "./misc.js";
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import { RdDBonus } from "./rdd-bonus.js";
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import { RdDDice } from "./rdd-dice.js";
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/**
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@ -88,7 +89,7 @@ export class RdDResolutionTable {
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return message;
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}
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static async explainRollDataV2(rollData, template = 'chat-resultat-rdd.html') {
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static async explainRollDataV2(rollData, template = 'chat-resultat-general.html') {
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rollData.ajustements = RdDResolutionTable._buildAjustements(rollData);
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rollData.show = rollData.show || {};
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@ -101,21 +102,29 @@ export class RdDResolutionTable {
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if (rollData.competence) {
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list.push({ label: rollData.competence.name, value: rollData.competence.data.niveau});
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}
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if (rollData.tactique) {
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const surprise = RdDBonus.find(rollData.tactique);
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list.push({ label: surprise.descr, value: surprise.attaque });
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}
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if (rollData.surpriseDefenseur) {
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const surprise = RdDBonus.find(rollData.surpriseDefenseur);
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list.push({ label: surprise.descr, value: surprise.attaque });
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}
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if (rollData.diffLibre != undefined) {
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const label = rollData.selectedSort ? rollData.selectedSort.name : 'libre';
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const label = rollData.selectedSort ? rollData.selectedSort.name : 'Libre';
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list.push({ label: label, value: rollData.diffLibre });
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}
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if (rollData.diffConditions != undefined) {
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list.push({ label: 'conditions', value: rollData.diffConditions });
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list.push({ label: 'Conditions', value: rollData.diffConditions });
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}
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if (rollData.etat != undefined) {
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list.push({ label: 'état', value: rollData.etat });
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list.push({ label: 'Etat', value: rollData.etat });
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}
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if (rollData.selectedCarac != undefined && rollData.moral != undefined && rollData.selectedCarac.label == 'Volonté') {
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list.push({ label: 'moral', value: rollData.selectedCarac != undefined && rollData.moral != undefined && rollData.selectedCarac.label == 'Volonté' ? rollData.moral : undefined });
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list.push({ label: 'Moral', value: rollData.selectedCarac != undefined && rollData.moral != undefined && rollData.selectedCarac.label == 'Volonté' ? rollData.moral : undefined });
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}
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if (RdDResolutionTable.isAjustementAstrologique(rollData)) {
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list.push({ label: 'astrologique', value: rollData.ajustementAstrologique||0 });
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list.push({ label: 'Astrologique', value: rollData.ajustementAstrologique||0 });
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}
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if (rollData.rolled.bonus && rollData.selectedSort) {
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list.push({ label: 'Bonus de case', value: rollData.rolled.bonus, unit: '%' });
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@ -11,7 +11,7 @@ const titleTableDeResolution = 'Table de résolution';
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export class RdDRollResolution extends Dialog {
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/* -------------------------------------------- */
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static async open(rollData = {selectedCarac:10}) {
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static async open(rollData = {}) {
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RdDRollResolution._setDefaultOptions(rollData);
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let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-roll-resolution.html', rollData);
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const dialog = new RdDRollResolution(rollData, html);
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@ -21,6 +21,7 @@ export class RdDRollResolution extends Dialog {
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/* -------------------------------------------- */
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static _setDefaultOptions(rollData) {
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let defRollData = {
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show: { title: titleTableDeResolution, points: true },
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ajustementsConditions: CONFIG.RDD.ajustementsConditions,
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@ -30,15 +31,19 @@ export class RdDRollResolution extends Dialog {
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carac: {},
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finalLevel: 0,
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diffConditions: 0,
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diffLibre: 0
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diffLibre: 0,
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}
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mergeObject(rollData, defRollData, { overwrite: false });
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for (let i = 1; i < 21; i++) {
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rollData.carac[i] = { type: "number", value: i, label: i }
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if (rollData.selectedCarac == i) {
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rollData.selectedCarac = rollData.carac[i];
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}
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const key = `${i}`;
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rollData.carac[key] = { type: "number", value: i, label: key }
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}
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let selected = (rollData.selectedCarac && rollData.selectedCarac.label)
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? rollData.selectedCarac.label
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: (Number.isInteger(rollData.selectedCarac))
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? rollData.selectedCarac
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: 10;
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rollData.selectedCarac = rollData.carac[selected];
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}
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/* -------------------------------------------- */
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@ -203,6 +203,10 @@ table {border: 1px solid #7a7971;}
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-ms-flex-pack: justify;
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justify-content: space-between;
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}
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.flex-shrink {
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flex: 'flex-shrink' ;
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}
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/* Styles limited to foundryvtt-reve-de-dragon sheets */
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.foundryvtt-reve-de-dragon .sheet-header {
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@ -1211,38 +1215,39 @@ display: inline-flex;
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/* Tooltip text */
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.tooltip .tooltiptext {
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visibility: hidden;
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text-align: center;
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padding: 5px 0;
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border-radius: 6px;
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/* Position the tooltip text */
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top: 20px;
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position: absolute;
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z-index: 1;
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/* Fade in tooltip */
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visibility: hidden;
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opacity: 0;
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transition: opacity 0.3s;
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}
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.tooltiptext-fatigue{
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.tooltip .ttt-fatigue{
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width: 360px;
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top: 30px;
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left: -30%;
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background-color: rgba(30, 25, 20, 0.9);
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background: rgba(30, 25, 20, 0.9);
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border-image: url(img/ui/bg_control.jpg) 21 repeat;
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border-image-slice: 6 6 6 6 fill;
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border-image-width: 6px 6px 6px 6px;
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border-image-outset: 0px 0px 0px 0px;
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border-radius: 0px;
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font-size: 0.8rem;
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padding: 3px 0;
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}
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.tooltiptext-ajustements {
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.tooltip .ttt-ajustements {
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width: 150px;
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top: 30px;
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background: rgba(220,220,210,0.9);
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font-size: 0.8rem;
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border-radius: 6px;
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font-size: 0.9rem;
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padding: 3px 0;
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}
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/* Show the tooltip text when you mouse over the tooltip container */
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@ -29,9 +29,9 @@
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</li>
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<li>
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<label class="ctn-fatigue tooltip">
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<span class="tooltiptext ttt-fatigue">{{{data.fatigue.html}}}</span>
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Fatigue
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<a id="fatigue-moins">-</a>
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<span class="tooltiptext tooltiptext-fatigue">{{{data.fatigue.html}}}</span>
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<input class="resource-content" id="fatigue-value" type="text" name="data.sante.fatigue.value" value="{{data.sante.fatigue.value}}" data-dtype="Number" />
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<span>/ {{data.sante.fatigue.max}}</span>
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<a id="fatigue-plus">+</a>
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@ -65,7 +65,7 @@
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</div>
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<div class="flexrow">
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<span class="tooltip">Malus de fatigue : {{data.fatigue.malus}}
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<span class="tooltiptext tooltiptext-fatigue">{{{data.fatigue.html}}}</span>
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<span class="tooltiptext ttt-fatigue">{{{data.fatigue.html}}}</span>
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</span>
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<span>{{data.blessures.resume}}</span>
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</div>
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19
templates/chat-resultat-appelchance.html
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19
templates/chat-resultat-appelchance.html
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@ -0,0 +1,19 @@
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<h4>
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Appel à la chance:
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<span class="tooltip">
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{{rolled.caracValue}} à {{numberFormat rolled.finalLevel decimals=0 sign=true}}
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{{#if ajustements}}
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<div class="tooltiptext ttt-ajustements">
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<div>Ajustements</div>
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{{#each ajustements as |item key|}}
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<div class="{{#if item.strong}}strong-text{{/if}}" >{{item.label}}: {{numberFormat item.value decimals=0 sign=true}}{{#if item.unit}}{{item.unit}}{{/if}}</div>
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{{/each}}
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</div>
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{{/if}}
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</span> = {{rolled.score}}%
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</h4>
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<div><span>{{rolled.roll}} : </span><span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span></div>
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{{~#if rolled.isSuccess}}
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<hr>
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<span class="rdd-roll-part">Un point de chance est dépensé, l'action peut être retentée!</span>
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{{/if}}
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53
templates/chat-resultat-attaque.html
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53
templates/chat-resultat-attaque.html
Normal file
@ -0,0 +1,53 @@
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<h4>
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Attaque {{arme.name}}
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<br>{{selectedCarac.label}} / {{competence.name}}
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à {{diffLibre}}
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<br>
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<span class="tooltip">
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{{rolled.caracValue}} à {{numberFormat rolled.finalLevel decimals=0 sign=true}}
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{{#if ajustements}}
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<div class="tooltiptext ttt-ajustements">
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<div>Ajustements</div>
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{{#each ajustements as |item key|}}
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<div class="{{#if item.strong}}strong-text{{/if}}">{{item.label}}: {{numberFormat item.value decimals=0
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sign=true}}{{#if item.unit}}{{item.unit}}{{/if}}</div>
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{{/each}}
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</div>
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{{/if}}
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</span>
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{{#if rolled.needSignificative}}<label class="rdd-need-significative">(×½)</label>{{/if}} =
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{{rolled.score}}%
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</h4>
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<div><span>{{rolled.roll}} : </span><span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span></div>
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<hr>
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{{#if tactique}}
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<div>
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{{#if (eq tactique 'charge')}}
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<img style="float: left; border: 0;" src="icons/svg/thrust.svg" alt="charge" height="32" width="32" />
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C'est une charge, vos parades auront un
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-4 et vous ne pouvez pas esquiver!
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{{ else if (eq tactique 'feinte')}}
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Votre feinte peut faire mouche!
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{{/if}}
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</div>
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{{/if}}
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<div>
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<span><strong>{{show.cible}}</strong> doit se défendre, ou encaisser à
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{{~#if (eq dmg.mortalite 'non-mortel')}}
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<span class="rdd-roll-norm">({{numberFormat dmg.total decimals=0 sign=true}})</span> (dommages non-mortel)
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{{else if (eq dmg.mortalite 'mortel')}}
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<span class="rdd-need-echec">{{numberFormat dmg.total decimals=0 sign=true}}</span>.
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{{else}}
|
||||
<span class="rdd-roll-etotal">{{numberFormat dmg.total decimals=0 sign=true}}</span> (entités de cauchemar)
|
||||
{{~/if}}.
|
||||
{{#if show.isRecul}}Si votre adversaire ne fait pas une esquive, il devra reculer sous le choc!{{/if}}
|
||||
Le coup vise: {{dmg.loc.label}}.
|
||||
</span>
|
||||
</div>
|
||||
{{#if (eq particuliereAttaque 'rapidite')}}
|
||||
<div>
|
||||
<span>
|
||||
<br>Votre attaque rapide vous permet une deuxième attaque, ou défense supplémentaire!
|
||||
</span>
|
||||
</div>
|
||||
{{/if}}
|
33
templates/chat-resultat-competence.html
Normal file
33
templates/chat-resultat-competence.html
Normal file
@ -0,0 +1,33 @@
|
||||
<h4>
|
||||
{{#if show.title}}{{show.title}}: {{/if}}
|
||||
{{#if selectedCarac}}{{selectedCarac.label}}
|
||||
{{#if competence}} / {{competence.name}}{{/if}}
|
||||
{{/if}}
|
||||
<br>
|
||||
<span class="tooltip">
|
||||
{{rolled.caracValue}} à {{numberFormat rolled.finalLevel decimals=0 sign=true}}
|
||||
{{#if ajustements}}
|
||||
<div class="tooltiptext ttt-ajustements">
|
||||
<div>Ajustements</div>
|
||||
{{#each ajustements as |item key|}}
|
||||
<div class="{{#if item.strong}}strong-text{{/if}}" >{{item.label}}: {{numberFormat item.value decimals=0 sign=true}}{{#if item.unit}}{{item.unit}}{{/if}}</div>
|
||||
{{/each}}
|
||||
</div>
|
||||
{{/if}}
|
||||
</span>
|
||||
{{#if rolled.needSignificative}}<label class="rdd-need-significative">(×½)</label>{{/if}} =
|
||||
{{rolled.score}}%
|
||||
</h4>
|
||||
<div><span>{{rolled.roll}} : </span><span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span></div>
|
||||
{{#if show.points}}
|
||||
<hr>
|
||||
<div>
|
||||
<span>{{rolled.ptTache}} points de tâche{{#if rolled.ptQualite}}, ajustement Qualité {{numberFormat rolled.ptQualite decimals=0 sign=true}}{{/if}}</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{~#if show.explications}}
|
||||
{{#unless show.points}}<hr>{{/unless}}
|
||||
<div>
|
||||
{{show.explications}}
|
||||
</div>
|
||||
{{/if}}
|
33
templates/chat-resultat-general.html
Normal file
33
templates/chat-resultat-general.html
Normal file
@ -0,0 +1,33 @@
|
||||
<h4>
|
||||
{{#if show.title}}{{show.title}}: {{/if}}
|
||||
{{#if selectedCarac}}{{selectedCarac.label}}
|
||||
{{#if competence}} / {{competence.name}}{{/if}}
|
||||
{{/if}}
|
||||
<br>
|
||||
<span class="tooltip">
|
||||
{{rolled.caracValue}} à {{numberFormat rolled.finalLevel decimals=0 sign=true}}
|
||||
{{#if ajustements}}
|
||||
<div class="tooltiptext ttt-ajustements">
|
||||
<div>Ajustements</div>
|
||||
{{#each ajustements as |item key|}}
|
||||
<div class="{{#if item.strong}}strong-text{{/if}}" >{{item.label}}: {{numberFormat item.value decimals=0 sign=true}}{{#if item.unit}}{{item.unit}}{{/if}}</div>
|
||||
{{/each}}
|
||||
</div>
|
||||
{{/if}}
|
||||
</span>
|
||||
{{#if rolled.needSignificative}}<label class="rdd-need-significative">(×½)</label>{{/if}} =
|
||||
{{rolled.score}}%
|
||||
</h4>
|
||||
<div><span>{{rolled.roll}} : </span><span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span></div>
|
||||
{{#if show.points}}
|
||||
<hr>
|
||||
<div>
|
||||
<span>{{rolled.ptTache}} points de tâche{{#if rolled.ptQualite}}, ajustement Qualité {{numberFormat rolled.ptQualite decimals=0 sign=true}}{{/if}}</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{~#if show.explications}}
|
||||
{{#unless show.points}}<hr>{{/unless}}
|
||||
<div>
|
||||
{{show.explications}}
|
||||
</div>
|
||||
{{/if}}
|
@ -1,9 +1,10 @@
|
||||
<h4>
|
||||
{{#if show.title}}{{show.title}}: {{/if}}
|
||||
<br>
|
||||
<span class="tooltip">
|
||||
{{rolled.caracValue}} à {{numberFormat rolled.finalLevel decimals=0 sign=true}}
|
||||
{{#if ajustements}}
|
||||
<div class="tooltiptext tooltiptext-ajustements">
|
||||
<div class="tooltiptext ttt-ajustements">
|
||||
<div>Ajustements</div>
|
||||
{{#each ajustements as |item key|}}
|
||||
<div class="{{#if item.strong}}strong-text{{/if}}" >{{item.label}}: {{numberFormat item.value decimals=0 sign=true}}{{#if item.unit}}{{item.unit}}{{/if}}</div>
|
||||
@ -14,16 +15,15 @@
|
||||
{{#if rolled.needSignificative}}<label class="rdd-need-significative">(×½)</label>{{/if}} =
|
||||
{{rolled.score}}%
|
||||
</h4>
|
||||
<div>
|
||||
<span>{{rolled.roll}} : </span>
|
||||
<span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span>
|
||||
</div>
|
||||
<div><span>{{rolled.roll}} : </span><span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span></div>
|
||||
{{#if show.points}}
|
||||
<hr>
|
||||
<div>
|
||||
<span>{{rolled.ptTache}} points de tâche{{#if rolled.ptQualite}}, ajustement Qualité {{numberFormat rolled.ptQualite decimals=0 sign=true}}{{/if}}</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{~#if show.explications}}
|
||||
{{#unless show.points}}<hr>{{/unless}}
|
||||
<div>
|
||||
{{show.explications}}
|
||||
</div>
|
||||
|
@ -1,9 +1,9 @@
|
||||
<h4>
|
||||
{{#if isSortReserve}}Mise en réserve{{else}}Lancement{{/if}} du sort {{selectedSort.name}} r{{selectedSort.data.ptreve_reel}}
|
||||
{{#if isSortReserve}}Mise en réserve{{else}}Lancement{{/if}} du sort {{selectedSort.name}} (r {{selectedSort.data.ptreve_reel}})
|
||||
<br>
|
||||
<span class="tooltip">
|
||||
{{competence.name}}: {{rolled.caracValue}} à {{numberFormat rolled.finalLevel decimals=0 sign=true}}
|
||||
<div class="tooltiptext tooltiptext-ajustements">
|
||||
<div class="tooltiptext ttt-ajustements">
|
||||
<div>Ajustements</div>
|
||||
{{#each ajustements as |item key|}}
|
||||
<div class="{{#if item.strong}}strong-text{{/if}}" >{{item.label}}: {{numberFormat item.value decimals=0 sign=true}}{{#if item.unit}}{{item.unit}}{{/if}}</div>
|
||||
@ -14,11 +14,12 @@
|
||||
{{rolled.score}}%
|
||||
</h4>
|
||||
<div>Pour {{selectedSort.data.ptreve_reel}} points de rêve en {{coordLabel}} ({{coord}})</div>
|
||||
<div>
|
||||
<span>{{rolled.roll}} : </span><span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span>
|
||||
{{#if show.reveInsuffisant}}<span>Pas assez de rêve!</span>{{/if}}
|
||||
</div>
|
||||
<hr>
|
||||
<div>
|
||||
<span>{{rolled.roll}} :</span>
|
||||
<span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span>
|
||||
{{#if show.reveInsuffisant}}<span>Pas assez de rêve!</span>{{/if}}
|
||||
<span>
|
||||
{{#if rolled.isETotal}}
|
||||
Echec TOTAL du sort!
|
||||
|
24
templates/chat-resultat-tache.html
Normal file
24
templates/chat-resultat-tache.html
Normal file
@ -0,0 +1,24 @@
|
||||
<h4>
|
||||
{{tache.name}}: Tâche {{selectedCarac.label}} / {{competence.name}}
|
||||
<span class="tooltip">
|
||||
{{rolled.caracValue}} à {{numberFormat rolled.finalLevel decimals=0 sign=true}}
|
||||
{{#if ajustements}}
|
||||
<div class="tooltiptext ttt-ajustements">
|
||||
<div>Ajustements</div>
|
||||
{{#each ajustements as |item key|}}
|
||||
<div class="{{#if item.strong}}strong-text{{/if}}" >{{item.label}}: {{numberFormat item.value decimals=0 sign=true}}{{#if item.unit}}{{item.unit}}{{/if}}</div>
|
||||
{{/each}}
|
||||
</div>
|
||||
{{/if}}
|
||||
</span>
|
||||
{{#if rolled.needSignificative}}<label class="rdd-need-significative">(×½)</label>{{/if}} =
|
||||
{{rolled.score}}%
|
||||
</h4>
|
||||
<div><span>{{rolled.roll}} : </span><span class="rdd-roll-{{rolled.code}} strong-text">{{rolled.quality}}</span></div>
|
||||
<hr>
|
||||
<div>
|
||||
Après {{tache.data.periodicite}} vous avez obtenu {{rolled.ptTache}} points de tâche,
|
||||
votre avancement est de <span class="rdd-roll-{{#if (gt tache.data.points_de_tache_courant 0)}}norm{{else}}etotal{{/if}}">{{tache.data.points_de_tache_courant}} sur {{tache.data.points_de_tache}}</span> Points de Tâche.
|
||||
{{#if tache.data.fatigue}}<br><span>Vous êtes fatigué de {{tache.data.fatigue}} cases.</span>{{/if}}
|
||||
{{#if rolled.isETotal}}<br><span>Votre échec total augmente de 1 la difficulté de la tâche!</span>{{/if~}}
|
||||
</div>
|
Loading…
Reference in New Issue
Block a user