Gestion des signes draconiques #455
@ -167,7 +167,7 @@ export class RdDActor extends Actor {
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// Initialize empty items
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RdDCarac.computeCarac(actorData.data);
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this.computeIsHautRevant();
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this.computeEncombrementTotalEtMalusArmure();
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await this.computeEncombrementTotalEtMalusArmure();
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this.computePrixTotalEquipement();
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this.computeEtatGeneral();
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// Sanity check
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@ -786,7 +786,7 @@ export class RdDActor extends Actor {
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let comp = this.getCompetence(compName);
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if (comp) {
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let troncList = RdDItemCompetence.isTronc(compName);
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let nouveauNiveau = compValue ?? RdDItemCompetence.getNiveauBase(comp.data.categorie);
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let nouveauNiveau = compValue ?? RdDItemCompetence.getNiveauBase(Misc.data(comp).data.categorie);
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if (troncList) {
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let message = "Vous avez modifié une compétence 'tronc'. Vérifiez que les compétences suivantes évoluent ensemble jusqu'au niveau 0 : ";
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for (let troncName of troncList) {
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@ -1068,7 +1068,7 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async computeIsHautRevant() {
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computeIsHautRevant() {
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const tplData = Misc.templateData(this);
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tplData.attributs.hautrevant.value = this.listItemsData('tete').find(it => Grammar.toLowerCaseNoAccent(it.name) == 'don de haut-reve')
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? "Haut rêvant"
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@ -1083,11 +1083,10 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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computeEncombrement() {
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const tplData = Misc.templateData(this);
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tplData.encTotal = this.filterItemsData(it => it.data.encombrement != undefined)
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this.encTotal = this.filterItemsData(it => it.data.encombrement != undefined)
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.map(it => it.data.encTotal)
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.reduce(Misc.sum(), 0);
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return tplData.encTotal;
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return this.encTotal;
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}
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/* -------------------------------------------- */
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@ -1104,12 +1103,11 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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computePrixTotalEquipement() {
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const tplData = Misc.templateData(this);
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tplData.prixTotalEquipement = this.filterItemsData(it => it.data.prixTotal)
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this.prixTotalEquipement = this.filterItemsData(it => it.data.prixTotal)
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.map(it => it.data.prixTotal ?? 0)
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.reduce(Misc.sum(), 0);
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// Mise à jour valeur totale de l'équipement
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return tplData.prixTotalEquipement;
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return this.prixTotalEquipement;
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}
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/* -------------------------------------------- */
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@ -1849,12 +1847,6 @@ export class RdDActor extends Actor {
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return 0;
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}
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/* -------------------------------------------- */
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appliquerExperience(rollData) {
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const callback = this.createCallbackExperience();
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if (callback.condition(rollData)) { callback.action(rollData); }
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}
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/* -------------------------------------------- */
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createCallbackExperience() {
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return {
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@ -1895,25 +1887,25 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async checkCompetenceXP(compName, newXP = undefined) {
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let competence = this.getCompetence(compName);
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if (competence && newXP && newXP == competence.data.xp) { // Si édition, mais sans changement XP
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let compData = Misc.data(this.getCompetence(compName));
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if (compData && newXP && newXP == compData.data.xp) { // Si édition, mais sans changement XP
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return;
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}
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newXP = (newXP) ? newXP : competence.data.xp;
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if (competence && newXP > 0) {
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let xpNeeded = RdDItemCompetence.getCompetenceNextXp(competence.data.niveau + 1);
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newXP = (newXP) ? newXP : compData.data.xp;
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if (compData && newXP > 0) {
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let xpNeeded = RdDItemCompetence.getCompetenceNextXp(compData.data.niveau + 1);
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if (newXP >= xpNeeded) {
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let newCompetence = duplicate(competence);
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newCompetence.data.niveau += 1;
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newCompetence.data.xp = newXP;
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let newCompData = duplicate(compData);
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newCompData.data.niveau += 1;
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newCompData.data.xp = newXP;
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let xpData = {
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alias: this.name,
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competence: newCompetence.name,
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niveau: newCompetence.data.niveau,
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xp: newCompetence.data.xp,
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archetype: newCompetence.data.niveau_archetype,
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archetypeWarning: newCompetence.data.niveau > competence.data.niveau_archetype
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competence: newCompData.name,
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niveau: newCompData.data.niveau,
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xp: newCompData.data.xp,
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archetype: newCompData.data.niveau_archetype,
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archetypeWarning: newCompData.data.niveau > compData.data.niveau_archetype
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}
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ChatUtility.createChatMessage(this.name, "default", {
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-competence-xp.html`, xpData)
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@ -2198,7 +2190,7 @@ export class RdDActor extends Actor {
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ui.notifications.warn(`${this.name} n'a pas de caractéristique correspondant à ${caracName}`)
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return;
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}
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const competence = this.getCompetence(compName);
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const competence = Misc.data(this.getCompetence(compName));
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if (compName && !competence) {
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ui.notifications.warn(`${this.name} n'a pas de compétence correspondant à ${compName}`)
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return;
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@ -2214,14 +2206,19 @@ export class RdDActor extends Actor {
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show: { title: options?.title ?? '' }
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};
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await RdDResolutionTable.rollData(rollData);
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this.appliquerExperience(rollData);
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this._appliquerExperienceRollData(rollData);
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RdDResolutionTable.displayRollData(rollData, this)
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return rollData.rolled;
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}
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/* -------------------------------------------- */
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_appliquerExperienceRollData(rollData) {
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const callback = this.createCallbackExperience();
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if (callback.condition(rollData)) { callback.action(rollData); }
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}
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/* -------------------------------------------- */
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async rollCompetence(name) {
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let rollData = { competence: this.getCompetence(name) }
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let rollData = { competence: Misc.data(this.getCompetence(name)) }
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if (rollData.competence.type == 'competencecreature') {
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if (rollData.competence.data.iscombat) {
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@ -2272,7 +2269,7 @@ export class RdDActor extends Actor {
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async rollTache(id) {
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const actorData = Misc.data(this);
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const tacheData = Misc.data(this.getTache(id));
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const compData = duplicate(Misc.data(this.getCompetence(tacheData.data.competence)));
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const compData = Misc.data(this.getCompetence(tacheData.data.competence));
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compData.data.defaut_carac = tacheData.data.carac; // Patch !
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let rollData = {
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@ -2321,7 +2318,7 @@ export class RdDActor extends Actor {
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mergeObject(artData, {
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oeuvre: oeuvre,
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art: oeuvre.type,
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competence: duplicate(this.getCompetence(oeuvre.data.competence ?? artData.art)),
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competence: Misc.data(this.getCompetence(oeuvre.data.competence ?? artData.art)),
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diffLibre: - (oeuvre.data.niveau ?? 0),
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diffConditions: 0,
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use: { libre: false, conditions: true },
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@ -2383,14 +2380,14 @@ export class RdDActor extends Actor {
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_getCaracDanse(oeuvre) {
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if (oeuvre.data.agilite) { return "agilite"; }
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else if (oeuvre.data.apparence) { return "apparence"; }
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const competence = this.getCompetence(oeuvre.data.competence);
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return competence.data.defaut_carac;
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const compData = Misc.data(this.getCompetence(oeuvre.data.competence));
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return compData.data.defaut_carac;
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}
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/* -------------------------------------------- */
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async rollMusique(id) {
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const artData = { art: 'musique', verbe: 'Jouer' };
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const oeuvre = duplicate(this.getItemOfType(id, artData.art));
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const oeuvre = Misc.data(this.getItemOfType(id, artData.art));
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await this._rollArt(artData, "ouie", oeuvre);
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}
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@ -2402,7 +2399,7 @@ export class RdDActor extends Actor {
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proportions: 1,
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ajouterEquipement: false
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};
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const oeuvre = duplicate(this.getRecetteCuisine(id));
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const oeuvre = Misc.data(this.getRecetteCuisine(id));
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await this._rollArt(artData, 'odoratgout', oeuvre, r => this._resultRecetteCuisine(r));
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}
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@ -2453,8 +2450,8 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async rollMeditation(id) {
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let meditation = duplicate(this.getMeditation(id));
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let competence = duplicate(this.getCompetence(meditation.data.competence));
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let meditation = Misc.data(this.getMeditation(id));
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let competence = Misc.data(this.getCompetence(meditation.data.competence));
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competence.data.defaut_carac = "intellect"; // Meditation = tjs avec intellect
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let meditationData = {
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competence: competence,
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@ -2469,7 +2466,7 @@ export class RdDActor extends Actor {
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use: { libre: false, conditions: true, },
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carac: {}
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};
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meditationData.carac["intellect"] = duplicate(Misc.templateData(this).carac["intellect"]);
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meditationData.carac["intellect"] = Misc.templateData(this).carac["intellect"];
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console.log("rollMeditation !!!", meditationData);
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@ -2627,7 +2624,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async ajouteNombreAstral(data) {
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// Gestion expérience (si existante)
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data.competence = this.getCompetence("astrologie");
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data.competence = Misc.data(this.getCompetence("astrologie"));
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data.selectedCarac = Misc.templateData(this).carac["vue"];
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this._appliquerAjoutExperience(data);
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@ -2762,7 +2759,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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rollArme(compName, armeName = undefined) {
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let arme = armeName ? this.data.items.find(it => Misc.data(it).name == armeName && RdDItemArme.isArme(it)) : undefined;
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let competence = this.getCompetence(compName);
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let competence = Misc.data(this.getCompetence(compName));
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if (arme || armeName || (competence.type == 'competencecreature' && competence.data.iscombat)) {
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RdDCombat.createUsingTarget(this)?.attaque(competence, arme);
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@ -3209,7 +3206,7 @@ export class RdDActor extends Actor {
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let recette = this.getItemOfType(recetteId, 'recettealchimique');
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const actorData = Misc.data(this);
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if (recette) {
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let competence = this.getCompetence("alchimie");
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let competence = Misc.data(this.getCompetence("alchimie"));
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let diffAlchimie = RdDAlchimie.getDifficulte(alchimieData);
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let rollData = {
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recette: recette,
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@ -95,7 +95,7 @@ export class RdDCarac {
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* ainsi que de Perception active et volontaire.
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*/
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static isActionPhysique(selectedCarac) {
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return Grammar.toLowerCaseNoAccent(selectedCarac?.label).match(/(apparence|force|agilite|dexterite|vue|ouie|odorat|empathie|melee|tir|lancer|derobee)/);
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return Grammar.toLowerCaseNoAccent(selectedCarac?.label)?.match(/(apparence|force|agilite|dexterite|vue|ouie|odorat|empathie|melee|tir|lancer|derobee)/);
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}
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/* -------------------------------------------- */
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@ -796,11 +796,9 @@ export class RdDCombat {
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}
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// # utilisation esquive
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let esquiveUsage = 0;
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let esquive = this.defender.getCompetence("esquive");
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if (esquive) {
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esquiveUsage = this.defender.getItemUse(esquive._id);
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}
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const esquive = Misc.data(this.defender.getCompetence("esquive"));
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const corpsACorps = Misc.data(this.defender.getCompetence("Corps à corps"));
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const esquiveUsage = esquive ? this.defender.getItemUse(esquive._id) : 0;
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const paramChatDefense = {
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passeArme: attackerRoll.passeArme,
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@ -810,7 +808,7 @@ export class RdDCombat {
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attackerId: this.attackerId,
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esquiveUsage: esquiveUsage,
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defenderTokenId: this.defenderTokenId,
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mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"),
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mainsNues: attackerRoll.dmg.mortalite != 'mortel' && corpsACorps,
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armes: this._filterArmesParade(this.defender, attackerRoll.competence, attackerRoll.arme),
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diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
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attaqueParticuliere: attackerRoll.particuliere,
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@ -955,12 +953,13 @@ export class RdDCombat {
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_prepareParade(attackerRoll, armeParade) {
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const compName = armeParade.data.competence;
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const armeAttaque = attackerRoll.arme;
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const parade = Misc.data(this.defender.getCompetence(compName));
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let defenderRoll = {
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passeArme: attackerRoll.passeArme,
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diffLibre: attackerRoll.diffLibre,
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attackerRoll: attackerRoll,
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competence: this.defender.getCompetence(compName),
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competence: parade,
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arme: armeParade,
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surprise: this.defender.getSurprise(true),
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needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
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@ -1011,7 +1010,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async esquive(attackerRoll) {
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let esquive = this.defender.getCompetence("esquive");
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const esquive = Misc.data(this.defender.getCompetence("esquive"));
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if (esquive == undefined) {
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ui.notifications.error(this.defender.name + " n'a pas de compétence 'esquive'");
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return;
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@ -268,7 +268,7 @@ export class RdDRoll extends Dialog {
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let dmgText = Misc.toSignedString(rollData.dmg.total);
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if (rollData.coupsNonMortels) {
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dmgText = '(' + dmgText + ')';
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dmgText = `(${dmgText}) non-mortel`
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}
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if (rollData.selectedSort) {
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rollData.bonus = RdDItemSort.getCaseBonus(rollData.selectedSort, rollData.tmr.coord);
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@ -287,7 +287,7 @@ export class RdDRoll extends Dialog {
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// Mise à jour valeurs
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$("#compdialogTitle").text(this._getTitle(rollData));
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$('#coupsNonMortels').prop('checked', rollData.coupsNonMortels);
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$("#dmg-arme-actor").text(dmgText);
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$(".dmg-arme-actor").text(dmgText);
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$('.table-ajustement').remove();
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$(".table-resolution").remove();
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$(".table-proba-reussite").remove();
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@ -353,9 +353,9 @@ export class RdDRoll extends Dialog {
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const niveau = Misc.toSignedString(rollData.competence.data.niveau);
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if (compName == carac) {
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// cas des créatures
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return carac + " " + niveau
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return carac + " Niveau " + niveau
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}
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const armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : "";
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return carac + "/" + compName + armeTitle + " " + niveau
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return carac + "/" + compName + armeTitle + " Niveau " + niveau
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}
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}
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@ -55,7 +55,7 @@ export const referenceAjustements = {
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getValue: (rollData, actor) => actor.getEtatGeneral()
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},
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malusArmure: {
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isVisible: (rollData, actor) => RdDCarac.isAgiliteOuDerivee(rollData.competence),
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isVisible: (rollData, actor) => RdDCarac.isAgiliteOuDerivee(rollData.selectedCarac),
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isUsed: (rollData, actor) => RdDCarac.isAgiliteOuDerivee(rollData.selectedCarac),
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getLabel: (rollData, actor) => 'Malus armure',
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getValue: (rollData, actor) => actor.getMalusArmure()
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@ -131,6 +131,7 @@ export class RollDataAjustements {
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for (var key in referenceAjustements) {
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const reference = referenceAjustements[key];
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rollData.ajustements[key] = {
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visible: reference.isVisible && reference.isVisible(rollData, actor),
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used: reference.isUsed(rollData, actor),
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label: reference.getLabel && reference.getLabel(rollData, actor),
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value: reference.getValue && reference.getValue(rollData, actor),
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@ -855,8 +855,7 @@ ul, li {
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/* Position the tooltip text */
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position: absolute;
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z-index: 1;
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top: -10px;
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left: 18%;
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left: 25px;
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/* Fade in tooltip */
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visibility: hidden;
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@ -1,6 +1,9 @@
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<form class="skill-roll-dialog">
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<h2 class="compdialog" id="compdialogTitle"></h2>
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<div class="form-group">
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<div class="grid grid-2col">
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<div class="flex-group-left">
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<div class="flexrow">
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<label>Caractéristique </label>
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<select name="carac" id="carac" data-dtype="String">
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{{#select carac}}
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@ -9,14 +12,63 @@
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{{/each}}
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{{/select}}
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</select>
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<label class="diffMoral">Moral: {{#if (gt moral 0)}}+{{/if}}{{moral}}</label>
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<div class="tooltipAppelAuMoral divAppelAuMoral">
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<img class="imgAppelAuMoral small-button-container" src="/systems/foundryvtt-reve-de-dragon/icons/moral-neutre.svg">
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<span class="tooltipAppelAuMoralText">Sans appel au moral</span>
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</div>
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</div>
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<div class="form-group">
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{{#if arme}}
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{{#if attackerRoll}}
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{{#if attackerRoll.tactique}}
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<div class="flexrow">
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<label>Tactique: </label><label>{{attackerRoll.tactique}}</label>
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</div>
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{{/if}}
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{{else}}
|
||||
<div class="flexrow">
|
||||
<label>Tactique:</label>
|
||||
<span class="tooltip">
|
||||
<select class="select-by-name" name="tactique" id="tactique-combat" data-dtype="String" {{#unless use.conditions}}disabled{{/unless}}>
|
||||
<option value="Attaque normale">Attaque normale</option>
|
||||
<option value="charge">Charge</option>
|
||||
<option value="feinte">Feinte</option>
|
||||
</select>
|
||||
<div class="tooltiptext ttt-ajustements">
|
||||
<div>
|
||||
<strong>Charge</strong> : Les longueurs d'armes n'interviennent pas dans la charge, il faut gérer une initiative aléatoire dans ce cas.
|
||||
<br><strong>Feinte</strong> : Vous devez avoir l'initative sur votre adversaire et y renoncer.
|
||||
</div>
|
||||
</div>
|
||||
</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{#if ajustements.attaqueDefenseurSurpris.used}}
|
||||
<div class="flexrow">
|
||||
<label id="defenseur-surprise">{{ajustements.attaqueDefenseurSurpris.label}}</label>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if arme}}
|
||||
{{#unless attackerRoll}}
|
||||
<div class="flexrow">
|
||||
{{#if (eq arme.data.mortalite 'non-mortel')}}
|
||||
<label>Dégats:</label><label class="dmg-arme-actor"></label>
|
||||
{{else}}
|
||||
<label>Dégats:
|
||||
</label>
|
||||
<span>
|
||||
<input class="attribute-value" type="checkbox" id="coupsNonMortels" name="coupsNonMortels" {{#if coupsNonMortels}}checked{{/if}}/>
|
||||
<label class="dmg-arme-actor">
|
||||
</label>
|
||||
</span>
|
||||
{{/if}}
|
||||
</div>
|
||||
{{/unless}}
|
||||
{{/if}}
|
||||
|
||||
{{>"systems/foundryvtt-reve-de-dragon/templates/dialog-roll-surenc.html"}}
|
||||
{{>"systems/foundryvtt-reve-de-dragon/templates/dialog-roll-enctotal.html"}}
|
||||
</div>
|
||||
|
||||
<div class="flex-group-left">
|
||||
<div class="flexrow">
|
||||
{{#if attackerRoll}}
|
||||
<label>Difficulté</label>
|
||||
<label>{{diffLibre}}</label>
|
||||
@ -30,7 +82,11 @@
|
||||
{{/select}}
|
||||
</select>
|
||||
{{/if}}
|
||||
<label> Conditions</label>
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
<label>Conditions</label>
|
||||
<select name="diffConditions" id="diffConditions" data-dtype="number" {{#unless use.conditions}}disabled{{/unless}}>
|
||||
{{#select diffConditions}}
|
||||
{{#each ajustementsConditions as |key|}}
|
||||
@ -38,45 +94,19 @@
|
||||
{{/each}}
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
<label class="diffMoral">Moral: {{#if (gt moral 0)}}+{{/if}}{{moral}}</label>
|
||||
<div class="tooltipAppelAuMoral divAppelAuMoral">
|
||||
<img class="imgAppelAuMoral small-button-container" src="/systems/foundryvtt-reve-de-dragon/icons/moral-neutre.svg">
|
||||
<span class="tooltipAppelAuMoralText">Sans appel au moral</span>
|
||||
</div>
|
||||
</div>
|
||||
<div id="tableAjustements" class="flexrow">
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{{#if arme}}
|
||||
<div class="form-group">
|
||||
{{#if attackerRoll}}
|
||||
{{#if attackerRoll.tactique}}
|
||||
<label>Tactique: {{attackerRoll.tactique}}</label>
|
||||
{{/if}}
|
||||
<label>Dégats:</label><label id="dmg-arme-actor"></label>
|
||||
<label></label>
|
||||
{{else}}
|
||||
<span class="tooltip">
|
||||
<label>Tactique:</label>
|
||||
<select class="select-by-name" name="tactique" id="tactique-combat" data-dtype="String" {{#unless use.conditions}}disabled{{/unless}}>
|
||||
<option value="Attaque normale">Attaque normale</option>
|
||||
<option value="charge">Charge</option>
|
||||
<option value="feinte">Feinte</option>
|
||||
</select>
|
||||
<div class="tooltiptext ttt-ajustements">
|
||||
<div>
|
||||
<strong>Charge</strong> : Les longueurs d'armes n'interviennent pas dans la charge, il faut gérer une initiative aléatoire dans ce cas.
|
||||
<br><strong>Feinte</strong> : Vous devez avoir l'initative sur votre adversaire et y renoncer.
|
||||
</div>
|
||||
</div>
|
||||
</span>
|
||||
<label>Dégats:</label><label id="dmg-arme-actor"></label>
|
||||
<label>Non Mortel</label>
|
||||
<input class="attribute-value" type="checkbox" id="coupsNonMortels" name="coupsNonMortels" {{#if coupsNonMortels}}checked{{/if}}/>
|
||||
{{/if}}
|
||||
{{#if ajustements.attaqueDefenseurSurpris.used}}
|
||||
<label id="defenseur-surprise">{{ajustements.attaqueDefenseurSurpris.label}}</label>
|
||||
{{/if}}
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{>"systems/foundryvtt-reve-de-dragon/templates/dialog-roll-surenc.html"}}
|
||||
{{>"systems/foundryvtt-reve-de-dragon/templates/dialog-roll-enctotal.html"}}
|
||||
|
||||
<div id="tableAjustements">
|
||||
</div>
|
||||
<div id="tableResolution">
|
||||
</div>
|
||||
<div id="tableProbaReussite">
|
||||
|
@ -1,6 +1,8 @@
|
||||
{{#if ajustements.encTotal.visible}}
|
||||
<div class="form-group">
|
||||
<label>Appliquer l'encombrement total comme malus ({{encTotal}}) ? </label>
|
||||
<div class="flexrow">
|
||||
<label>
|
||||
<input class="attribute-value checkbox-by-name" type="checkbox" name="useMalusEncTotal" {{#if useMalusEncTotal}}checked{{/if}}/>
|
||||
Appliquer l'encombrement comme malus ({{encTotal}}) ?
|
||||
</label>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
@ -1,6 +1,8 @@
|
||||
{{#if surencMalusFlag}}
|
||||
<div class="form-group">
|
||||
<label for="xp">Appliquer le malus de sur-encombrement ? </label>
|
||||
<div class="flexrow">
|
||||
<label>
|
||||
<input class="attribute-value checkbox-by-name" type="checkbox" name="useMalusSurenc" {{#if useMalusSurenc}}checked{{/if}}/>
|
||||
Appliquer le sur-encombrement
|
||||
</label>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
Loading…
Reference in New Issue
Block a user