Gestion des signes draconiques #455
@ -71,7 +71,7 @@ export class RdDActorEntiteSheet extends ActorSheet {
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// Update Inventory Item
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.getEmbeddedDocuments('Item', li.data("itemId"));
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const item = this.actor.getEmbeddedDocument('Item', li.data("itemId"));
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item.sheet.render(true);
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});
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@ -173,16 +173,16 @@ export class RdDActorSheet extends ActorSheet {
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/* -------------------------------------------- */
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async creerObjet() {
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let itemType = $("#creer-equipement").val();
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let itemType = $(".item-type").val();
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await this.createItem('Nouveau ' + itemType, itemType);
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}
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/* -------------------------------------------- */
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async selectObjetType() {
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let itemType = ["objet", "arme", "armure", "conteneur", "herbe", "ingredient", "livre", "potion", "munition", "monnaie"];
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let options = '<span class="competence-label">Selectionnez le type d\'équipement</span><select id="creer-equipement">';
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for (let typeName of itemType) {
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options += '<option value="' + typeName + '">' + typeName + '</option>'
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let typeObjets = ["objet", "arme", "armure", "conteneur", "herbe", "ingredient", "livre", "potion", "munition", "monnaie"];
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let options = `<span class="competence-label">Selectionnez le type d'équipement</span><select class="item-type">`;
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for (let typeName of typeObjets) {
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options += `<option value="${typeName}">${typeName}</option>`
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}
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options += '</select>';
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let d = new Dialog({
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@ -198,7 +198,28 @@ export class RdDActorSheet extends ActorSheet {
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});
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d.render(true);
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}
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/* -------------------------------------------- */
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async selectTypeOeuvre() {
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let typeOeuvres = ["oeuvre", "recettecuisine", "musique", "chant", "danse", "jeu" ];
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let options = `<span class="competence-label">Selectionnez le type d'oeuvre</span><select class="item-type">`;
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for (let typeName of typeOeuvres) {
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options += `<option value="${typeName}">${typeName}</option>`
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}
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options += '</select>';
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let d = new Dialog({
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title: "Créer une oeuvre",
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content: options,
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buttons: {
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one: {
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icon: '<i class="fas fa-check"></i>',
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label: "Créer l'oeuvre",
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callback: () => this.creerObjet()
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}
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}
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});
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d.render(true);
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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@ -246,12 +267,15 @@ export class RdDActorSheet extends ActorSheet {
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ev.preventDefault();
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}
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});
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html.find('#creer-tache').click(ev => {
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html.find('.creer-tache').click(ev => {
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this.createEmptyTache();
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});
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html.find('#creer-un-objet').click(ev => {
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html.find('.creer-un-objet').click(ev => {
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this.selectObjetType();
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});
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html.find('.creer-une-oeuvre').click(ev => {
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this.selectTypeOeuvre();
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});
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html.find('#nettoyer-conteneurs').click(ev => {
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this.actor.nettoyerConteneurs();
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});
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@ -407,19 +431,19 @@ export class RdDActorSheet extends ActorSheet {
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// Display info about queue
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html.find('.queuesouffle-label a').click((event) => {
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let myID = event.currentTarget.attributes['data-item-id'].value;
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const item = this.actor.getEmbeddedDocuments('Item', myID);
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const item = this.actor.getEmbeddedDocument('Item', myID);
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item.sheet.render(true);
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});
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// Info sort
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html.find('.sort-label a').click((event) => {
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let myID = event.currentTarget.attributes['data-id'].value;
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const item = this.actor.getEmbeddedDocuments('Item', myID);
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const item = this.actor.getEmbeddedDocument('Item', myID);
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item.sheet.render(true);
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});
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// Info sort
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html.find('.case-label a').click((event) => {
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let myID = event.currentTarget.attributes['data-id'].value;
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const item = this.actor.getEmbeddedDocuments('Item', myID);
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const item = this.actor.getEmbeddedDocument('Item', myID);
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item.sheet.render(true);
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});
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@ -87,7 +87,7 @@ export class RdDActorVehiculeSheet extends ActorSheet {
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// Update Inventory Item
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.getEmbeddedDocuments('Item', li.data("itemId"));
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const item = this.actor.getEmbeddedDocument('Item', li.data("itemId"));
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item.sheet.render(true);
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});
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// Delete Inventory Item
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@ -343,13 +343,11 @@ export class RdDActor extends Actor {
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async _recupereChance() {
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// On ne récupère un point de chance que si aucun appel à la chance dans la journée
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if (this.getFlag('foundryvtt-reve-de-dragon', 'utilisationChance')) {
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// Nouveau jour, suppression du flag
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await this.unsetFlag('foundryvtt-reve-de-dragon', 'utilisationChance');
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}
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else {
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await this.chanceActuelleIncDec(1);
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if (this.getChanceActuel() < this.getChance() && !this.getFlag('foundryvtt-reve-de-dragon', 'utilisationChance')) {
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await this.chanceActuelleIncDec(1);
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}
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// Nouveau jour, suppression du flag
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await this.unsetFlag('foundryvtt-reve-de-dragon', 'utilisationChance');
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}
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/* -------------------------------------------- */
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@ -651,14 +649,14 @@ export class RdDActor extends Actor {
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return;
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}
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}
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const actorData = Misc.data(this);
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const tplData = Misc.templateData(this);
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if (caracName == "reve") {
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if (caracValue > Misc.toInt(actorData.data.reve.seuil.value)) {
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if (caracValue > Misc.toInt(tplData.reve.seuil.value)) {
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this.setPointsDeSeuil(caracValue);
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}
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}
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if (caracName == "chance") {
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if (caracValue > Misc.toInt(actorData.data.compteurs.chance.value)) {
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if (caracValue > Misc.toInt(tplData.compteurs.chance.value)) {
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this.setPointsDeChance(caracValue);
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}
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}
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@ -1435,22 +1433,21 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async moralIncDec(ajustementMoral) {
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let actorData
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let tplData = Misc.templateData(this);
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if (ajustementMoral != 0) {
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actorData = Misc.data(this);
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let moral = Misc.toInt(actorData.data.compteurs.moral.value) + ajustementMoral
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let moral = Misc.toInt(tplData.compteurs.moral.value) + ajustementMoral
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if (moral > 3) { // exaltation
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const exaltation = Misc.toInt(actorData.data.compteurs.exaltation.value) + moral - 3;
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const exaltation = Misc.toInt(tplData.compteurs.exaltation.value) + moral - 3;
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await this.updateCompteurValue('exaltation', exaltation);
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}
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if (moral < -3) { // dissolution
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const dissolution = Misc.toInt(actorData.data.compteurs.dissolution.value) + 3 - moral;
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const dissolution = Misc.toInt(tplData.compteurs.dissolution.value) + 3 - moral;
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await this.updateCompteurValue('dissolution', dissolution);
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}
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moral = Math.max(-3, Math.min(moral, 3));
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await this.updateCompteurValue('moral', moral);
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}
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return actorData.data.compteurs.moral.value;
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return tplData.compteurs.moral.value;
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}
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/* -------------------------------------------- */
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@ -2261,9 +2258,6 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async rollAppelChance(onSuccess = () => { }, onEchec = () => { }) {
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// Stocke si utilisation de la chance
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await this.unsetFlag('foundryvtt-reve-de-dragon', 'utilisationChance');
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await this.setFlag('foundryvtt-reve-de-dragon', 'utilisationChance', true);
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let rollData = { selectedCarac: this.getCaracByName('chance-actuelle'), surprise: '' };
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const dialog = await RdDRoll.create(this, rollData,
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{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html' },
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@ -2283,6 +2277,7 @@ 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.setFlag('foundryvtt-reve-de-dragon', 'utilisationChance', true);
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await this.chanceActuelleIncDec(-1);
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onSuccess();
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}
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@ -2292,11 +2287,8 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async chanceActuelleIncDec(value, limit = true) {
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chance = Math.max(Misc.templateData(this).compteurs.chance.value + value, 0);
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if (limit) {
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chance = Math.min(chance.value, this.getChance())
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}
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async chanceActuelleIncDec(value) {
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const chance = Math.min(this.getChance(), Math.max(this.getChanceActuel() + value, 0));
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await this.updateCompteurValue("chance", chance);
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}
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@ -2532,7 +2524,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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getArmeParade(armeParadeId) {
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const item = armeParadeId ? this.getEmbeddedDocuments('Item', armeParadeId) : undefined;
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const item = armeParadeId ? this.getEmbeddedDocument('Item', armeParadeId) : undefined;
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return RdDItemArme.getArmeData(item);
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}
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@ -2549,9 +2541,9 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async equiperObjet(itemID) {
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let item = this.getEmbeddedDocuments('Item', itemID);
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if (item?.data?.data) {
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let itemData = Misc.itemData(item);
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let item = this.getEmbeddedDocument('Item', itemID);
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let itemData = Misc.data(item);
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if (itemData?.data) {
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const isEquipe = !itemData.data.equipe;
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let update = { _id: item._id, "data.equipe": isEquipe };
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await this.updateEmbeddedDocuments('Item', [update]);
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@ -2567,7 +2559,8 @@ export class RdDActor extends Actor {
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let dmg = (attackerRoll.dmg.dmgArme ?? 0) + (attackerRoll.dmg.dmgActor ?? 0);
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let armeData = attackerRoll.arme;
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let protection = 0;
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const armures = this.data.items.filter(it => it.type == "armure" && it.data.equipe);
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const armures = this.items.map(it => Misc.data(it))
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.filter(it => it.type == "armure" && it.data.equipe);
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for (const itemData of armures) {
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protection += new Roll(itemData.data.protection.toString()).roll().total;
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if (dmg > 0) {
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@ -2575,7 +2568,7 @@ export class RdDActor extends Actor {
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dmg = 0;
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}
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}
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const penetration = armeData ? Misc.toInt(armeData.data.penetration) : 0;
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const penetration = Misc.toInt(armeData?.data.penetration ?? 0);
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protection = Math.max(protection - penetration, 0);
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protection += this.getProtectionNaturelle();
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// Gestion des cas particuliers sur la fenêtre d'encaissement
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@ -2865,7 +2858,7 @@ export class RdDActor extends Actor {
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}
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let updates = []
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for (const [valeur, nombre] of Object.entries(fortune)) {
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updates.push( { _id: parValeur[valeur]._id, 'data.quantite': nombre });
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updates.push({ _id: parValeur[valeur]._id, 'data.quantite': nombre });
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}
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await this.updateEmbeddedDocuments('Item', updates);
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}
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@ -3149,7 +3142,7 @@ export class RdDActor extends Actor {
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}
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}
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async onPreUpdateItem(item, change, options, id) {
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async onPreUpdateItem(item, change, options, id) {
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const itemData = Misc.data(item);
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if (itemData.type == 'competence' && itemData.data.defaut_carac && itemData.data.xp) {
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await this.checkCompetenceXP(itemData.name, itemData.data.xp);
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@ -5,8 +5,8 @@ export class RdDItemCompetenceCreature extends Item {
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/* -------------------------------------------- */
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static setRollDataCreature(rollData) {
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rollData.competence = Misc.data(rollData.competence);
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rollData.carac = { "carac_creature": { label: rollData.competence.name, value: rollData.competence.data.carac_value } };
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rollData.competence = duplicate(rollData.competence);
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rollData.competence.data.defaut_carac = "carac_creature";
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rollData.competence.data.categorie = "creature";
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rollData.selectedCarac = rollData.carac.carac_creature;
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@ -97,19 +97,8 @@ export class Misc {
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return [...new Set(array)];
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}
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static actorData(actor) {
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return Misc.data(actor);
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}
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static itemData(item) {
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return Misc.data(item);
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}
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static data(it) {
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if (it instanceof Item) {
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return it.data;
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}
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if (it instanceof Actor) {
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if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
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return it.data;
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}
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return it;
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@ -143,18 +143,20 @@ export class RdDCombatManager extends Combat {
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// Gestion des armes 1/2 mains
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let armesEquipe = [];
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for (const arme of armes) {
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if (arme.data.equipe) {
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armesEquipe.push(arme);
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let comp = competences.find(c => c.name == arme.data.competence);
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arme.data.initiative = RdDCombatManager.calculInitiative(arme.data.niveau, carac[comp.data.defaut_carac].value);
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let armeData = Misc.data(arme);
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if (armeData.data.equipe) {
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let compData = competences.map(c => Misc.data(c)).find(c => c.name == armeData.data.competence);
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armesEquipe.push(armeData);
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armeData.data.initiative = RdDCombatManager.calculInitiative(armeData.data.niveau, carac[compData.data.defaut_carac].value);
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// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
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if (arme.data.unemain && !arme.data.deuxmains) {
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arme.data.mainInfo = "(1m)";
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} else if (!arme.data.unemain && arme.data.deuxmains) {
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arme.data.mainInfo = "(2m)";
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} else if (arme.data.unemain && arme.data.deuxmains) {
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arme.data.mainInfo = "(1m)";
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let arme2main = duplicate(arme);
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if (armeData.data.unemain && !armeData.data.deuxmains) {
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armeData.data.mainInfo = "(1m)";
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} else if (!armeData.data.unemain && armeData.data.deuxmains) {
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armeData.data.mainInfo = "(2m)";
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} else if (armeData.data.unemain && armeData.data.deuxmains) {
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armeData.data.mainInfo = "(1m)";
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let arme2main = duplicate(armeData);
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arme2main.data.mainInfo = "(2m)";
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arme2main.data.dommages = arme2main.data.dommages.split("/")[1]; // Existence temporaire uniquement dans la liste des armes, donc OK
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arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
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@ -182,7 +184,6 @@ export class RdDCombatManager extends Combat {
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} else {
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// Recupération des items '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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let competences = items.filter(it => it.type == 'competence');
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@ -7,17 +7,23 @@ export class RdDEncaisser extends Dialog {
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/* -------------------------------------------- */
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constructor(html, actor) {
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// Common conf
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const buttonsCreatures = {
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"mortel": { label: "mortel", callback: html => this.performEncaisser("mortel") },
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"non-mortel": { label: "non-mortel", callback: html => this.performEncaisser("non-mortel") },
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};
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const buttonsEntitesCauchemar = {
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"cauchemar": { label: "cauchemar", callback: html => this.performEncaisser("cauchemar") }
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};
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const buttons = actor.isEntiteCauchemar() ? buttonsEntitesCauchemar : buttonsCreatures;
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let dialogConf = {
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title: "Jet d'Encaissement",
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content: html,
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buttons: {
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"mortel": { label: "mortel", callback: html => this.performEncaisser(html, "mortel") },
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"non-mortel": { label: "non-mortel", callback: html => this.performEncaisser(html, "non-mortel") },
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"cauchemar": { label: "cauchemar", callback: html => this.performEncaisser(html, "cauchemar") }
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},
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buttons: buttons,
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default: "coupMortel"
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}
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let dialogOptions = {
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classes: ["rdddialog"],
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width: 320,
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@ -32,13 +38,15 @@ export class RdDEncaisser extends Dialog {
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this.encaisserSpecial = "aucun";
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}
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/* -------------------------------------------- */
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performEncaisser(html, mortalite = "mortel") {
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performEncaisser(mortalite) {
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this.actor.encaisserDommages({
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dmg:{
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dmg: {
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total: Number(this.modifier),
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encaisserSpecial: this.encaisserSpecial,
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loc: { result: 0, label: "Corps" },
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loc: { result: 0, label: "" },
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mortalite: mortalite
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}
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});
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@ -1,5 +1,6 @@
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/* -------------------------------------------- */
|
||||
import { HtmlUtility } from "./html-utility.js";
|
||||
import { Misc } from "./misc.js";
|
||||
import { RdDCombatManager } from "./rdd-combat.js";
|
||||
import { RdDUtility } from "./rdd-utility.js";
|
||||
|
||||
@ -24,7 +25,7 @@ export class RdDTokenHud {
|
||||
|
||||
let token = canvas.tokens.get(tokenId);
|
||||
let actor = token.actor;
|
||||
let combatant = game.combat.data.combatants.find(c => c.tokenId == token.data._id);
|
||||
let combatant = game.combat.combatants.find(c => Misc.data(c).tokenId == tokenId);
|
||||
app.hasExtension = true;
|
||||
|
||||
let armesList = RdDCombatManager.buildListeActionsCombat(combatant) ;
|
||||
|
@ -197,7 +197,7 @@
|
||||
{{!-- Equipment Tab --}}
|
||||
<div class="tab items" data-group="primary" data-tab="items">
|
||||
<span class="item-name">Encombrement total/max : {{numberFormat calc.encTotal decimals=2}} / {{data.attributs.encombrement.value}} <b>{{calc.surEncombrementMessage}}</b></span> -
|
||||
<span class="item-name"><a id="creer-un-objet">Créer un objet</a></span>
|
||||
<span class="item-name"><a class="creer-un-objet">Créer un objet</a></span>
|
||||
{{#if options.isGM}}
|
||||
<span class="item-name"> - <a id="nettoyer-conteneurs">Vider tout les conteneurs</a></span>
|
||||
{{/if}}
|
||||
|
@ -461,6 +461,7 @@
|
||||
|
||||
{{!-- Connaissances Tab --}}
|
||||
<div class="tab connaissances" data-group="primary" data-tab="connaissances">
|
||||
<span class="item-name"><a class="creer-une-oeuvre">Créer une oeuvre</a></span>
|
||||
<h3>Oeuvres diverses :</h3>
|
||||
<ul class="item-list alterne-list">
|
||||
{{#each chants as |chant id|}}
|
||||
@ -526,7 +527,7 @@
|
||||
</li>
|
||||
{{/each}}
|
||||
</ul>
|
||||
<h3>Tâches</h3><a id='creer-tache'>Créer une nouvelle Tâche</a>
|
||||
<h3>Tâches</h3><a class='creer-tache'>Créer une nouvelle Tâche</a>
|
||||
<ul class="item-list alterne-list">
|
||||
{{#each taches as |tache id|}}
|
||||
<li class="item flexrow list-item" data-item-id="{{tache._id}}"><span class="competence-title tache-label"><a>{{tache.name}} ({{tache.data.points_de_tache_courant}}/{{tache.data.points_de_tache}})</a></span>
|
||||
@ -723,7 +724,7 @@
|
||||
<span class="item-name">Estimation de l'équipement : {{numberFormat calc.prixTotalEquipement decimals=2}} Sols</span>
|
||||
</div>
|
||||
<div>
|
||||
<span class="item-name"><a id="creer-un-objet">Créer un objet</a></span>
|
||||
<span class="item-name"><a class="creer-un-objet">Créer un objet</a></span>
|
||||
{{#if options.isGM}}
|
||||
<span class="item-name"> - <a id="nettoyer-conteneurs">Vider tout les conteneurs</a></span>
|
||||
{{/if}}
|
||||
|
@ -69,7 +69,7 @@
|
||||
{{!-- Equipment Tab --}}
|
||||
<div class="tab items" data-group="primary" data-tab="items">
|
||||
<span class="item-name">Encombrement total/max : {{numberFormat calc.encTotal decimals=2}} / {{data.capacite_encombrement}} <b>{{calc.surEncombrementMessage}}</b></span> -
|
||||
<span class="item-name"><a id="creer-un-objet">Créer un objet</a></span>
|
||||
<span class="item-name"><a class="creer-un-objet">Créer un objet</a></span>
|
||||
{{#if options.isGM}}
|
||||
<span class="item-name"> - <a id="nettoyer-conteneurs">Vider tout les conteneurs</a></span>
|
||||
{{/if}}
|
||||
|
@ -17,9 +17,9 @@
|
||||
</h4>
|
||||
<div>
|
||||
Je d'encaissement de {{roll.total}}
|
||||
{{#unless (eq armure 0)}}, l'armure a protègé de {{armure}} {{#unless (eq penetration 0)}}(pénétration de {{penetration}})
|
||||
{{/unless}}
|
||||
{{/unless}}, total: <span class="rdd-roll-echec">{{total}}</span>
|
||||
{{#unless (eq armure 0)}}, l'armure a protègé de {{armure}}
|
||||
{{~#unless (eq penetration 0)}} (pénétration de {{penetration}}){{/unless}}
|
||||
{{~/unless}}, total: <span class="rdd-roll-echec">{{total}}</span>
|
||||
<br>
|
||||
{{alias}}
|
||||
{{#if (eq dmg.mortalite 'cauchemar')}}subit le coup
|
||||
@ -29,10 +29,14 @@
|
||||
{{else if critiques}}subit une blessure critique
|
||||
{{else if mort}}vient de mourir
|
||||
{{else}}s'en sort sans une égratignure
|
||||
{{/if}}
|
||||
({{dmg.loc.label}})
|
||||
{{#if (gt endurance 0)}}
|
||||
{{#if hasPlayerOwner}}, a perdu {{endurance}} points d'endurance
|
||||
{{~/if~}}
|
||||
{{~#unless (eq dmg.mortalite 'cauchemar')}}
|
||||
{{#if dmg.loc.label}}
|
||||
{{#if (gt roll.total 0)}}({{dmg.loc.label}}){{/if}}
|
||||
{{/if}}
|
||||
{{/unless~}}
|
||||
{{~#if (gt endurance 0)}}
|
||||
{{~#if hasPlayerOwner}}, a perdu {{endurance}} points d'endurance
|
||||
{{#if (ne vie 0)}}, <span class="rdd-roll-echec">{{vie}} points de vie</span>{{/if}}
|
||||
{{/if}}
|
||||
{{#if (ne dmg.mortalite 'cauchemar')}}
|
||||
|
Loading…
Reference in New Issue
Block a user