Gestion des signes draconiques #455
@ -75,36 +75,36 @@ export class RdDCombatManager extends Combat {
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const currentId = this.combatant._id;
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// calculate initiative
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.getCombatant(ids[cId]);
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const combatant = this.getCombatant(ids[cId]);
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//if (!c) return results;
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let rollFormula = formula; // Init per default
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if (!rollFormula) {
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let armeCombat, competence;
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if (c.actor.data.type == 'creature' || c.actor.data.type == 'entite') {
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for (const competenceItemData of c.actor.data.items) {
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if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') {
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for (const competenceItemData of combatant.actor.data.items) {
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if (competenceItemData.data.iscombat) {
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competence = duplicate(competenceItemData);
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}
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}
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, competence.data.carac_value) + ")/100)";
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} else {
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for (const itemData of c.actor.data.items) {
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for (const itemData of combatant.actor.data.items) {
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if (itemData.type == "arme" && itemData.data.equipe) {
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armeCombat = duplicate(itemData);
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}
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}
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let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence;
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competence = RdDItemCompetence.findCompetence(c.actor.data.items, compName);
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competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, compName);
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let bonusEcaille = (armeCombat && armeCombat.data.magique) ? armeCombat.data.ecaille_efficacite : 0;
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, Misc.data(c.actor).data.carac[competence.data.defaut_carac].value, bonusEcaille) + ")/100)";
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, Misc.data(combatant.actor).data.carac[competence.data.defaut_carac].value, bonusEcaille) + ")/100)";
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}
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}
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//console.log("Combatat", c);
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const roll = super._getInitiativeRoll(c, rollFormula);
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const roll = combatant.getInitiativeRoll(rollFormula);
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if (roll.total <= 0) roll.total = 0.00;
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console.log("Compute init for", rollFormula, roll.total);
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await this.updateEmbeddedDocuments("Combatant", [{ _id: c._id, initiative: roll.total }]);
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await this.updateEmbeddedDocuments("Combatant", [{ _id: combatant._id, initiative: roll.total }]);
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// Send a chat message
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let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
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@ -112,12 +112,12 @@ export class RdDCombatManager extends Combat {
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{
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speaker: {
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scene: canvas.scene._id,
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actor: c.actor ? c.actor._id : null,
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token: c.token._id,
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alias: c.token.name,
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actor: combatant.actor ? combatant.actor._id : null,
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token: combatant.token._id,
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alias: combatant.token.name,
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sound: CONFIG.sounds.dice,
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},
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flavor: `${c.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})
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flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})
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<br>
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`,
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},
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@ -266,7 +266,7 @@ export class RdDCombatManager extends Combat {
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let initOffset = 0;
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let caracForInit = 0;
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let compNiveau = 0;
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let competence = { name: "Aucune" };
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let compData = { name: "Aucune" };
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if (combatant.actor.getSurprise() == "totale") {
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initOffset = -1; // To force 0
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initInfo = "Surprise Totale"
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@ -281,24 +281,24 @@ export class RdDCombatManager extends Combat {
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initInfo = "Draconic"
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} else {
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initOffset = 3; // Melée = 3.XX
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competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, arme.data.competence);
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compNiveau = competence.data.niveau;
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compData = Misc.data(RdDItemCompetence.findCompetence(combatant.actor.data.items, arme.data.competence));
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compNiveau = compData.data.niveau;
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initInfo = arme.name + " / " + arme.data.competence;
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if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') {
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caracForInit = competence.data.carac_value;
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if (competence.data.categorie == "lancer") {
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caracForInit = compData.data.carac_value;
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if (compData.data.categorie == "lancer") {
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initOffset = 5;
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}
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} else {
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caracForInit = Misc.data(combatant.actor).data.carac[competence.data.defaut_carac].value;
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if (competence.data.categorie == "lancer") { // Offset de principe pour les armes de jet
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caracForInit = Misc.data(combatant.actor).data.carac[compData.data.defaut_carac].value;
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if (compData.data.categorie == "lancer") { // Offset de principe pour les armes de jet
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initOffset = 4;
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}
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if (competence.data.categorie == "tir") { // Offset de principe pour les armes de jet
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if (compData.data.categorie == "tir") { // Offset de principe pour les armes de jet
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initOffset = 5;
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}
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if (competence.data.categorie == "melee") { // Offset de principe pour les armes de jet
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if (compData.data.categorie == "melee") { // Offset de principe pour les armes de jet
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initOffset = 3;
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}
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}
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