v10/v11 compatibility
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@ -599,11 +599,17 @@ export class HawkmoonActor extends Actor {
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}
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}
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console.log("DEGATS", arme)
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console.log("DEGATS", arme)
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let roll
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let roll
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let bonus = 0
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if (rollDataInput?.isHeroique) {
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if (rollDataInput?.isHeroique) {
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roll = new Roll("2d10rr10+" + arme.system.totalDegats).roll({ async: false })
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if (rollDataInput?.attaqueCharge) {
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bonus = 5
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}
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roll = new Roll("2d10rr10+" + arme.system.totalDegats + "+" + bonus).roll({ async: false })
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} else {
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} else {
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roll = new Roll("1d10+" + arme.system.totalDegats).roll({ async: false })
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if (rollDataInput?.attaqueCharge) {
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bonus = 3
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}
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roll = new Roll("1d10+" + arme.system.totalDegats + "+" + bonus).roll({ async: false })
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}
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}
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await HawkmoonUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"));
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await HawkmoonUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"));
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let nbEtatPerdus = 0
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let nbEtatPerdus = 0
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@ -102,9 +102,13 @@ export class HawkmoonRollDialog extends Dialog {
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html.find('#defenseur-immobilise').change((event) => {
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html.find('#defenseur-immobilise').change((event) => {
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this.rollData.defenseurImmobilise = event.currentTarget.checked
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this.rollData.defenseurImmobilise = event.currentTarget.checked
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})
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})
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html.find('#attaque-charge').change((event) => {
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this.rollData.attaqueCharge = event.currentTarget.checked
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})
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html.find('#attaque-desarme').change((event) => {
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this.rollData.attaqueDesarme = event.currentTarget.checked
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})
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}
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}
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}
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}
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@ -325,7 +325,7 @@ export class HawkmoonUtility {
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let pa = Math.floor((valueSC - (po * 400)) / 20)
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let pa = Math.floor((valueSC - (po * 400)) / 20)
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let sc = valueSC - (po * 400) - (pa * 20)
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let sc = valueSC - (po * 400) - (pa * 20)
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return {
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return {
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po: po, pa: pa, sc: sc, valueSC: valueSC
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po, pa, sc, valueSC
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}
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}
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}
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}
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@ -419,7 +419,7 @@ export class HawkmoonUtility {
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rollData.diceFormula += `+5`
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rollData.diceFormula += `+5`
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}
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}
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if (rollData.arme && rollData.arme.system.isDistance) {
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if (rollData.arme?.system.isDistance) {
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rollData.difficulte = __distanceDifficulte[rollData.distanceTir]
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rollData.difficulte = __distanceDifficulte[rollData.distanceTir]
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rollData.difficulte += __tireurDeplacement[rollData.tireurDeplacement]
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rollData.difficulte += __tireurDeplacement[rollData.tireurDeplacement]
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rollData.difficulte += __cibleCouvert[rollData.cibleCouvert]
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rollData.difficulte += __cibleCouvert[rollData.cibleCouvert]
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@ -427,6 +427,10 @@ export class HawkmoonUtility {
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rollData.difficulte += rollData.cibleDeplace ? 3 : 0
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rollData.difficulte += rollData.cibleDeplace ? 3 : 0
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rollData.difficulte += rollData.cibleCaC ? 3 : 0
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rollData.difficulte += rollData.cibleCaC ? 3 : 0
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}
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}
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if (rollData.attaqueDesarme) {
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rollData.difficulte += 10
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}
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// Ajout adversités
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// Ajout adversités
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rollData.diceFormula += `-${rollData.nbAdversites}`
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rollData.diceFormula += `-${rollData.nbAdversites}`
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@ -436,7 +440,7 @@ export class HawkmoonUtility {
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let myRoll = new Roll(rollData.diceFormula).roll({ async: false })
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let myRoll = new Roll(rollData.diceFormula).roll({ async: false })
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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rollData.roll = myRoll
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rollData.roll = duplicate(myRoll)
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console.log(">>>> ", myRoll)
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console.log(">>>> ", myRoll)
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rollData.finalResult = myRoll.total
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rollData.finalResult = myRoll.total
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@ -457,7 +461,7 @@ export class HawkmoonUtility {
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let bonusRoll = new Roll(rollData.bonusFormula).roll({ async: false })
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let bonusRoll = new Roll(rollData.bonusFormula).roll({ async: false })
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await this.showDiceSoNice(bonusRoll, game.settings.get("core", "rollMode"));
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await this.showDiceSoNice(bonusRoll, game.settings.get("core", "rollMode"));
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rollData.bonusRoll = bonusRoll
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rollData.bonusRoll = duplicate(bonusRoll)
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rollData.finalResult += rollData.bonusRoll.total
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rollData.finalResult += rollData.bonusRoll.total
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@ -571,7 +575,9 @@ export class HawkmoonUtility {
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tailleCible: "normal",
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tailleCible: "normal",
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tireurDeplacement: "immobile",
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tireurDeplacement: "immobile",
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cibleCouvert: "aucun",
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cibleCouvert: "aucun",
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distanceTir: "porteemoyenne"
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distanceTir: "porteemoyenne",
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attaqueCharge: false,
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attaqueDesarme: false
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}
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}
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return rollData
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return rollData
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}
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}
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@ -1,7 +1,7 @@
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{
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{
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"id": "fvtt-hawkmoon-cyd",
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"id": "fvtt-hawkmoon-cyd",
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"description": "Hawkmoon RPG for FoundryVTT (CYD system - French)",
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"description": "Hawkmoon RPG for FoundryVTT (CYD system - French)",
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"version": "10.1.14",
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"version": "11.0.0",
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"authors": [
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"authors": [
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{
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{
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"name": "Uberwald/LeRatierBretonnien",
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"name": "Uberwald/LeRatierBretonnien",
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@ -35,7 +35,7 @@
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"gridUnits": "m",
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"gridUnits": "m",
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"license": "LICENSE.txt",
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"license": "LICENSE.txt",
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"manifest": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/raw/branch/master/system.json",
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"manifest": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/raw/branch/master/system.json",
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"download": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/archive/fvtt-hawkmoon-cyd-10.1.14.zip",
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"download": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/archive/fvtt-hawkmoon-cyd-11.0.0.zip",
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"languages": [
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"languages": [
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{
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{
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"lang": "fr",
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"lang": "fr",
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@ -156,6 +156,7 @@
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"background": "systems/fvtt-hawkmoon-cyd/assets/ui/fond_hawkmoon.webp",
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"background": "systems/fvtt-hawkmoon-cyd/assets/ui/fond_hawkmoon.webp",
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"compatibility": {
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"compatibility": {
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"minimum": "10",
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"minimum": "10",
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"maximum": "11",
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"verified": "10"
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"verified": "10"
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}
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}
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}
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}
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@ -42,12 +42,19 @@
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<li>Total : {{finalResult}}</li>
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<li>Total : {{finalResult}}</li>
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{{#if attaqueCharge}}
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<li>Vous avez chargé : vos adversaires bénéficient de +3 pour vous attaquer</li>
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{{/if}}
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{{#if difficulte}}
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{{#if difficulte}}
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<li>SD : {{difficulte}}</li>
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<li>SD : {{difficulte}}</li>
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{{#if isSuccess}}
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{{#if isSuccess}}
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<li class="chat-success">Succés...
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<li class="chat-success">Succés...
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</li>
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</li>
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{{#if attaqueDesarme}}
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<li>Vous désarmez votre adversaire ! Son arme tombe hors de sa portée.</li>
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{{/if}}
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{{else}}
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{{else}}
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<li class="chat-failure">Echec...</li>
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<li class="chat-failure">Echec...</li>
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{{/if}}
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{{/if}}
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@ -55,6 +62,9 @@
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{{#if isHeroique}}
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{{#if isHeroique}}
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<li class="chat-success">Héroïque !!!</li>
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<li class="chat-success">Héroïque !!!</li>
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{{#if attaqueDesarme}}
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<li>... Et en plus vous récupérez l'arme de votre adversaire dans votre main (si vous le souhaitez) !.</li>
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{{/if}}
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{{/if}}
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{{/if}}
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{{#if isDramatique}}
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{{#if isDramatique}}
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<li class="chat-failure">Dramatique !!!</li>
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<li class="chat-failure">Dramatique !!!</li>
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@ -90,6 +90,14 @@
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<span class="roll-dialog-label">Défenseur immobilisé (+5)?</span>
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<span class="roll-dialog-label">Défenseur immobilisé (+5)?</span>
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<input type="checkbox" id="defenseur-immobilise" {{checked defenseurImmobilise}} />
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<input type="checkbox" id="defenseur-immobilise" {{checked defenseurImmobilise}} />
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</div>
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</div>
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<div class="flexrow">
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<span class="roll-dialog-label">Charge ?</span>
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<input type="checkbox" id="attaque-charge" {{checked attaqueCharge}} />
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</div>
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<div class="flexrow">
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<span class="roll-dialog-label">Désarmer (SD+10)?</span>
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<input type="checkbox" id="attaque-desarme" {{checked attaqueDesarme}} />
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</div>
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{{else}}
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{{else}}
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<div class="flexrow">
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<div class="flexrow">
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<span class="roll-dialog-label">Tireur en déplacement ?</span>
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<span class="roll-dialog-label">Tireur en déplacement ?</span>
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