Gestion assommer/charge
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5e5ddd1c3b
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@ -158,6 +158,22 @@ export class HeritiersActorSheet extends ActorSheet {
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let armeId = li.data("item-id")
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this.actor.rollAttaqueArme(armeId)
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})
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html.find('.roll-attaque-brutale-arme').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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let armeId = li.data("item-id")
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this.actor.rollAttaqueBrutaleArme(armeId)
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})
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html.find('.roll-attaque-charge-arme').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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let armeId = li.data("item-id")
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this.actor.rollAttaqueChargeArme(armeId)
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})
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html.find('.roll-assomer-arme').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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let armeId = li.data("item-id")
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this.actor.rollAssomerArme(armeId)
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})
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html.find('.roll-pouvoir').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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let pouvoirId = li.data("item-id")
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@ -55,25 +55,7 @@ export class HeritiersActor extends Actor {
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/* -------------------------------------------- */
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prepareArme(arme) {
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arme = duplicate(arme)
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let combat = this.getCombatValues()
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if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") {
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let bonusDefense = 0
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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arme.system.attrKey = "pui"
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arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
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arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense + bonusDefense
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arme.system.isdefense = true
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}
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if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
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arme.system.attrKey = "adr"
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arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalDegats = arme.system.degats
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if (arme.system.isdefense) {
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense
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}
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}
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arme.system.isMelee = HeritiersUtility.isArmeMelee(arme)
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return arme
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}
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@ -104,46 +86,46 @@ export class HeritiersActor extends Actor {
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}
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/* ----------------------- --------------------- */
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getItemSorted( types) {
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let items = this.items.filter(item => types.includes(item.type )) || []
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getItemSorted(types) {
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let items = this.items.filter(item => types.includes(item.type)) || []
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HeritiersUtility.sortArrayObjectsByName(items)
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return items
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}
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getEquipments() {
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return this.getItemSorted( ["equipement", "accessoire"] )
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return this.getItemSorted(["equipement", "accessoire"])
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}
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getAvantages() {
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return this.getItemSorted( ["avantage"])
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return this.getItemSorted(["avantage"])
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}
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getDesavantages() {
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return this.getItemSorted( ["desavantage"])
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return this.getItemSorted(["desavantage"])
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}
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getMonnaies() {
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return this.getItemSorted( ["monnaie"])
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return this.getItemSorted(["monnaie"])
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}
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getArmors() {
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return this.getItemSorted( ["protection"])
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return this.getItemSorted(["protection"])
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}
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getTalents() {
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return this.getItemSorted( ["talent"])
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return this.getItemSorted(["talent"])
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}
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getContacts() {
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return this.getItemSorted( ["contact"])
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return this.getItemSorted(["contact"])
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}
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getAtouts() {
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return this.getItemSorted( ["atoutfeerique"])
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return this.getItemSorted(["atoutfeerique"])
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}
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getCapacites() {
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return this.getItemSorted( ["capacitenaturelle"])
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return this.getItemSorted(["capacitenaturelle"])
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}
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getFee() {
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return this.items.find(item => item.type =="fee")
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return this.items.find(item => item.type == "fee")
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}
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getProfils() {
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return this.getItemSorted( ["profil"])
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return this.getItemSorted(["profil"])
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}
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getPouvoirs() {
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return this.getItemSorted( ["pouvoir"])
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return this.getItemSorted(["pouvoir"])
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}
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/* -------------------------------------------- */
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getSkills() {
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@ -173,7 +155,7 @@ export class HeritiersActor extends Actor {
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organizeUtileSkills(kind = "mental") {
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let comp = {}
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for (let key in game.system.lesheritiers.config.competenceProfil) {
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if ( game.system.lesheritiers.config.competenceProfil[key].kind == kind)
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if (game.system.lesheritiers.config.competenceProfil[key].kind == kind)
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comp[key] = { skills: [], niveau: this.system.competences[key].niveau }
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}
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for (let item of this.items) {
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@ -313,14 +295,14 @@ export class HeritiersActor extends Actor {
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getPvMalus() {
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if (this.system.pv.value > 0) {
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if (this.system.pv.value < this.system.pv.max / 2) {
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return -1
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return { name: "Santé", value: -1 }
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}
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if (this.system.pv.value < 5) {
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return -2
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return { name: "Santé", value: -2 }
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}
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return 0
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return { name: "Santé", value: 0 }
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}
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return "Moribond(e)"
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return { name: "Moribond(e)", value: -50 }
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}
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/* -------------------------------------------- */
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@ -482,19 +464,21 @@ export class HeritiersActor extends Actor {
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}
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/* -------------------------------------------- */
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getCurrentParade() {
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if ( this.system.statutmasque == "masque") {
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if (this.system.statutmasque == "masque") {
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return this.system.combat.parade.masquee
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}
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return this.system.combat.parade.demasquee
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}
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/* -------------------------------------------- */
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getCurrentEsquive() {
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if ( this.system.statutmasque == "masque") {
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if (this.system.statutmasque == "masque") {
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return this.system.combat.esquive.masquee
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}
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return this.system.combat.esquive.demasquee
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}
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getCurrentResistancePhysique() {
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return this.system.combat.resistancephysique.value
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}
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/* -------------------------------------------- */
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getTricherie() {
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return this.system.rang.tricherie.value
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@ -511,7 +495,19 @@ export class HeritiersActor extends Actor {
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tricherie.value = Math.min(tricherie.value, tricherie.max)
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this.update({ 'system.rang.tricherie': tricherie })
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}
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/* -------------------------------------------- */
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getPireCompetence(compName1, compName2) {
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let comp1 = this.items.find( it => it.name == compName1)
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let comp2 = this.items.find( it => it.name == compName2)
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if ( comp1 && comp2 ) {
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if (comp1.system.niveau > comp2.system.niveau) {
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return comp1
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} else {
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return comp2
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}
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}
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return undefined
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}
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/* -------------------------------------------- */
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getCommonRollData(compId = undefined, compName = undefined) {
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let rollData = HeritiersUtility.getBasicRollData()
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@ -527,7 +523,7 @@ export class HeritiersActor extends Actor {
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rollData.useTricherie = false
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rollData.useSpecialite = false
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rollData.useHeritage = false
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rollData.pvMalus = this.getPvMalus()
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rollData.rulesMalus.push(this.getPvMalus())
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if (compId) {
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rollData.competence = duplicate(this.items.get(compId) || {})
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@ -585,7 +581,7 @@ export class HeritiersActor extends Actor {
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let rollData = this.getCommonRollData()
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rollData.mode = "competence"
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console.log("Compkey", compKey)
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rollData.competence = {name: this.system.competences[compKey].label, system: { niveau: this.system.competences[compKey].niveau }}
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rollData.competence = { name: this.system.competences[compKey].label, system: { niveau: this.system.competences[compKey].niveau } }
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console.log("RollDatra", rollData)
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let rollDialog = await HeritiersRollDialog.create(this, rollData)
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rollDialog.render(true)
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@ -599,13 +595,15 @@ export class HeritiersActor extends Actor {
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let rollDialog = await HeritiersRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollAttaqueArme(armeId) {
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let arme = this.items.get(armeId)
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if (arme) {
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let competenceName = "Tir"
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let key = "prec"
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if (arme.system.categorie == "blanche" || arme.system.categorie == "improvise") {
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arme.system.isMelee = HeritiersUtility.isArmeMelee(arme)
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if ( arme.system.isMelee) {
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competenceName = "Mêlée"
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key = "agi"
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}
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@ -614,16 +612,70 @@ export class HeritiersActor extends Actor {
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rollData.caracKey = key
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rollData.arme = duplicate(arme)
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rollData.mode = "arme"
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if (rollData.defenderTokenId && arme.system.isMelee ) {
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rollData.cacheDifficulte = true
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}
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let rollDialog = await HeritiersRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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}
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/* -------------------------------------------- */
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async rollAttaqueBrutaleArme(armeId) {
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let arme = this.items.get(armeId)
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if (arme) {
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let key = "for"
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let competenceName = "Mêlée"
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let rollData = this.getCommonRollData(undefined, competenceName)
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rollData.carac = this.system.caracteristiques[key]
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rollData.caracKey = key
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rollData.arme = duplicate(arme)
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rollData.mode = "attaquebrutale"
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rollData.rulesMalus.push({ name: "Attaque brutale", value: -2 } )
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let rollDialog = await HeritiersRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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}
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/* -------------------------------------------- */
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async rollAttaqueChargeArme(armeId) {
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let arme = this.items.get(armeId)
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if (arme) {
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let key = "agi"
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let pireCompetence = this.getPireCompetence("Mêlée", "Mouvement")
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let rollData = this.getCommonRollData(undefined, pireCompetence.name)
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rollData.carac = this.system.caracteristiques[key]
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rollData.caracKey = key
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rollData.arme = duplicate(arme)
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rollData.mode = "attaquecharge"
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let rollDialog = await HeritiersRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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}
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/* -------------------------------------------- */
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async rollAssomerArme(armeId) {
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let arme = this.items.get(armeId)
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if (arme) {
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let competenceName = "Mêlée"
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let rollData = this.getCommonRollData(undefined, competenceName)
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rollData.carac = this.system.caracteristiques["agi"]
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rollData.caracKey = "agi"
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rollData.arme = duplicate(arme)
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rollData.mode = "assommer"
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if (rollData.defenderTokenId) {
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rollData.cacheDifficulte = true
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}
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let rollDialog = await HeritiersRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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}
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/* -------------------------------------------- */
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async rollPouvoir(pouvoirId) {
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let pouvoir = this.items.get(pouvoirId)
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if (pouvoir) {
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let rollData = this.getCommonRollData(undefined, undefined)
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if ( pouvoir.system.feeriemasque != "autre") {
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if (pouvoir.system.feeriemasque != "autre") {
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rollData.pouvoirBase = duplicate(this.system.rang[pouvoir.system.feeriemasque.toLowerCase()])
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rollData.pouvoirBase.label = "Féerie"
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rollData.carac = duplicate(this.system.caracteristiques[pouvoir.system.carac])
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@ -62,6 +62,7 @@ export class HeritiersItemSheet extends ItemSheet {
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options: this.options,
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owner: this.document.isOwner,
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config: game.system.lesheritiers.config,
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isArmeMelee: HeritiersUtility.isArmeMelee(this.object),
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description: await TextEditor.enrichHTML(this.object.system.description, {async: true}),
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mr: (this.object.type == 'specialisation'),
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isGM: game.user.isGM
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@ -110,14 +110,8 @@ export class HeritiersRollDialog extends Dialog {
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html.find('#bonus-malus-context').change((event) => {
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this.rollData.bonusMalusContext = Number(event.currentTarget.value)
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})
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html.find('#useTricherie').change((event) => {
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this.rollData.useTricherie = event.currentTarget.checked
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})
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html.find('#useSpecialite').change((event) => {
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this.rollData.useSpecialite = event.currentTarget.checked
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})
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html.find('#useHeritage').change((event) => {
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this.rollData.useHeritage = event.currentTarget.checked
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})
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}
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}
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@ -290,11 +290,11 @@ export class HeritiersUtility {
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if (isTricherieHeritage) {
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let resTab = [rollData.roll.terms[0].results[0].result, rollData.roll.terms[0].results[1].result, rollData.roll.terms[0].results[2].result]
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rollData.diceResult = resTab[0] + "," + resTab[1] + "," + resTab[2]
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let subResult = Math.max(Math.max(resTab[0], resTab[1]), resTab[2])
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let foundryTotal = resTab[0] + resTab[1] + resTab[2]
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if (resTab[1] == 1) { resTab[1] -= 4 }
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if (resTab[2] == 1) { resTab[2] -= 6 }
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if (resTab[2] == 2) { resTab[2] -= 7 }
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rollData.finalResult = rollData.roll.total - subResult + Math.max(Math.max(resTab[0], resTab[1]), resTab[2])
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rollData.finalResult = rollData.roll.total - foundryTotal + Math.max(Math.max(resTab[0], resTab[1]), resTab[2])
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// Gestion des résultats spéciaux
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resTab = resTab.sort()
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@ -344,6 +344,9 @@ export class HeritiersUtility {
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if (rollData.arme.system.categorie == "blanche" || rollData.arme.system.categorie == "improvise") {
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rollData.degatsArme += Math.max(0, actor.system.caracteristiques.for.value - 2)
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}
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if (rollData.mode == "attaquecharge") {
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rollData.degatsArme += 3
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}
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}
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/* -------------------------------------------- */
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@ -368,19 +371,24 @@ export class HeritiersUtility {
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-les-heritiers/templates/chat-cc-result.html`, rollData)
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}, rollData, "selfroll")
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}
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/* -------------------------------------------- */
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static async displayAsssomer(rollData, actor, nomAttaque, etatAssomer, valeurDefense) {
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rollData.defenderMode = nomAttaque
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rollData.etatAssommer = etatAssomer
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rollData.defenderValue = valeurDefense
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rollData.marge = 0
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this.computeMarge(rollData, valeurDefense)
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rollData.dureeAssommer = (rollData.marge) ? rollData.marge*2 : 1
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-les-heritiers/templates/chat-assommer-result.html`, rollData)
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}, rollData, "selfroll")
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}
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/* -------------------------------------------- */
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static async rollHeritiers(rollData) {
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let actor = this.getActorFromRollData(rollData)
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if (typeof (rollData.pvMalus) != "number") {
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ui.notifications.warn("Votre personnage est Moribond(e). Aucun jet autorisé")
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return
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}
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//rollData.actionImg = "systems/fvtt-les-heritiers/assets/icons/" + actor.system.attributs[rollData.attrKey].labelnorm + ".webp"
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rollData.carac = duplicate(actor.system.caracteristiques[rollData.caracKey])
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@ -403,7 +411,11 @@ export class HeritiersUtility {
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} else {
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rollData.diceFormula += `+${rollData.carac.value}+${rangValue}+${rollData.bonusMalusContext}`
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}
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rollData.diceFormula += `+${rollData.pvMalus}`
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let ruleMalus = 0
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for (let malus of rollData.rulesMalus) {
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ruleMalus += malus.value
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}
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rollData.diceFormula += `+${ruleMalus}`
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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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@ -420,7 +432,9 @@ export class HeritiersUtility {
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content: await renderTemplate(`systems/fvtt-les-heritiers/templates/chat-generic-result.html`, rollData)
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}, rollData)
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if (rollData.defenderTokenId && rollData.arme) {
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// Gestion attaque standard
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if ( (rollData.mode == "arme" || rollData.mode == "attaquebrutale" || rollData.mode == "attaquecharge") &&
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rollData.defenderTokenId && rollData.arme) {
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if (rollData.arme.system.categorie != "trait" && rollData.arme.system.categorie != "poing" && rollData.arme.system.categorie != "epaule" ) {
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await this.displayUneDefense(rollData, actor, "Parade", rollData.defenderParade)
|
||||
await this.displayUneDefense(rollData, actor, "Esquive", rollData.defenderEsquive)
|
||||
@ -430,6 +444,13 @@ export class HeritiersUtility {
|
||||
ui.notifications.warn("Pas de difficulté positionnée pour l'attaque à distance.")
|
||||
}
|
||||
}
|
||||
// Gestion assomer
|
||||
if (rollData.mode == "assommer" && rollData.defenderTokenId && rollData.arme) {
|
||||
await this.displayAsssomer(rollData, actor, "Assommer", "Surprise", rollData.defenderResistancePhysique)
|
||||
await this.displayAsssomer(rollData, actor, "Assommer", "Conscient, Résistance+6", rollData.defenderResistancePhysique+6)
|
||||
await this.displayAsssomer(rollData, actor, "Assommer", "Conscient, Parade", rollData.defenderParade)
|
||||
await this.displayAsssomer(rollData, actor, "Assommer", "Conscient, Esquive", rollData.defenderEsquive+6)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -456,6 +477,10 @@ export class HeritiersUtility {
|
||||
return game.users.filter(filter).map(user => user._id);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static isArmeMelee(arme) {
|
||||
return (arme.type == "arme" && (arme.system.categorie == "lourde" || arme.system.categorie == "blanche" || arme.system.categorie == "improvise")) ? true : false
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static getWhisperRecipients(rollMode, name) {
|
||||
switch (rollMode) {
|
||||
@ -541,7 +566,8 @@ export class HeritiersUtility {
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
sdList: game.system.lesheritiers.config.seuilsDifficulte,
|
||||
sdValue: -1,
|
||||
bonusMalusContext: 0
|
||||
bonusMalusContext: 0,
|
||||
rulesMalus : []
|
||||
}
|
||||
return rollData
|
||||
}
|
||||
@ -555,6 +581,7 @@ export class HeritiersUtility {
|
||||
rollData.defenderName = defender.name
|
||||
rollData.defenderParade = defender.getCurrentParade()
|
||||
rollData.defenderEsquive = defender.getCurrentEsquive()
|
||||
rollData.defenderResistancePhysique = defender.getCurrentResistancePhysique()
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1245,7 +1245,10 @@ ul, li {
|
||||
position:relative;
|
||||
top:1px;
|
||||
}
|
||||
|
||||
.button-sheet-roll-long1 {
|
||||
max-width: 6.1rem;
|
||||
min-width: 6.1rem;
|
||||
}
|
||||
.defense-sheet {
|
||||
border-radius: 4px;
|
||||
text-align: center;
|
||||
|
@ -1,7 +1,7 @@
|
||||
{
|
||||
"id": "fvtt-les-heritiers",
|
||||
"description": "Les Héritiers pour FoundryVTT",
|
||||
"version": "10.0.35",
|
||||
"version": "10.0.36",
|
||||
"authors": [
|
||||
{
|
||||
"name": "Uberwald/LeRatierBretonnien",
|
||||
@ -19,7 +19,7 @@
|
||||
"gridUnits": "m",
|
||||
"license": "LICENSE.txt",
|
||||
"manifest": "https://www.uberwald.me/gitea/public/fvtt-les-heritiers/raw/branch/master/system.json",
|
||||
"download": "https://www.uberwald.me/gitea/public/fvtt-les-heritiers/archive/fvtt-les-heritiers-10.0.35.zip",
|
||||
"download": "https://www.uberwald.me/gitea/public/fvtt-les-heritiers/archive/fvtt-les-heritiers-10.0.36.zip",
|
||||
"languages": [
|
||||
{
|
||||
"lang": "fr",
|
||||
|
@ -176,20 +176,6 @@
|
||||
<label class="item-field-label-long">Dissimulation : </label>
|
||||
<input type="text" class="item-field-label-short" name="system.combat.dissimulation.value" value="{{system.combat.dissimulation.value}}" data-dtype="Number" />
|
||||
</li>
|
||||
<!-- <li class="item flexrow list-item items-title-bg">
|
||||
<label class="item-field-label-long"><strong>Corps à Corps</strong></label>
|
||||
<label class="item-field-label-medium">Masqué</label>
|
||||
<input type="text" class="item-field-label-short" name="system.combat.corpsacorps.masquee" value="{{system.combat.corpsacorps.masquee}}" data-dtype="Number" />
|
||||
<label class="item-field-label-medium">Démasqué</label>
|
||||
<input type="text" class="item-field-label-short" name="system.combat.corpsacorps.demasquee" value="{{system.combat.corpsacorps.demasquee}}" data-dtype="Number" />
|
||||
</li>
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
<label class="item-field-label-long"><strong>A distance</strong></label>
|
||||
<label class="item-field-label-medium">Masqué</label>
|
||||
<input type="text" class="item-field-label-short" name="system.combat.tir.masquee" value="{{system.combat.tir.masquee}}" data-dtype="Number" />
|
||||
<label class="item-field-label-medium">Démasqué</label>
|
||||
<input type="text" class="item-field-label-short" name="system.combat.tir.demasquee" value="{{system.combat.tir.demasquee}}" data-dtype="Number" />
|
||||
</li> -->
|
||||
</ul>
|
||||
|
||||
<div class="flexcol">
|
||||
@ -201,10 +187,10 @@
|
||||
<h3><label class="items-title-text">Armes</label></h3>
|
||||
</span>
|
||||
<span class="item-field-label-short">
|
||||
<label class="short-label">Attaque</label>
|
||||
<label class="short-label">Dégats</label>
|
||||
</span>
|
||||
<span class="item-field-label-short">
|
||||
<label class="short-label">Dégats</label>
|
||||
<label class="short-label">Attaque</label>
|
||||
</span>
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
@ -218,13 +204,26 @@
|
||||
<span class="item-name-label competence-name">{{arme.name}}</span>
|
||||
|
||||
<span class="item-field-label-short">
|
||||
<button class="roll-attaque-arme button-sheet-roll">Attaquer</button>
|
||||
{{arme.system.degats}}
|
||||
</span>
|
||||
|
||||
<span class="item-field-label-short">
|
||||
{{arme.system.degats}}
|
||||
<button class="roll-attaque-arme button-sheet-roll">Attaque</button>
|
||||
</span>
|
||||
|
||||
<span class="item-field-label-short">
|
||||
<button class="roll-assomer-arme button-sheet-roll">Assomer</button>
|
||||
</span>
|
||||
|
||||
{{#if arme.system.isMelee}}
|
||||
<span class="item-field-label-short">
|
||||
<button class="roll-attaque-charge-arme button-sheet-roll">Charger</button>
|
||||
</span>
|
||||
<span class="item-field-label-short">
|
||||
<button class="roll-attaque-brutale-arme button-sheet-roll button-sheet-roll-long1">Attaque brutale</button>
|
||||
</span>
|
||||
{{/if}}
|
||||
|
||||
<div class="item-filler"> </div>
|
||||
<div class="item-controls item-controls-fixed">
|
||||
<a class="item-control item-equip" title="Worn">{{#if arme.system.equipped}}<i
|
||||
|
30
templates/chat-assommer-result.html
Normal file
30
templates/chat-assommer-result.html
Normal file
@ -0,0 +1,30 @@
|
||||
<div class="chat-message-header">
|
||||
{{#if actorImg}}
|
||||
<img class="actor-icon" src="{{actorImg}}" alt="{{alias}}" />
|
||||
{{/if}}
|
||||
<h4 class=chat-actor-name>{{alias}}</h4>
|
||||
</div>
|
||||
|
||||
<hr>
|
||||
|
||||
{{#if actionImg}}
|
||||
<div>
|
||||
<img class="chat-icon" src="{{actionImg}}" alt="{{name}}" />
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<div class="flexcol">
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<ul>
|
||||
<li>Assomer {{defenderName}} en état de : {{etatAssommer}}</li>
|
||||
|
||||
{{#if isSuccess}}
|
||||
<li>Marge : {{marge}}</li>
|
||||
<li>{{defenderName}} est assomé pour {{dureeAssommer}} minutes !</li>
|
||||
{{else}}
|
||||
<li>{{defenderName}} n'a pas été assomé et est conscient la tentative !</li>
|
||||
{{/if}}
|
||||
</ul>
|
||||
</div>
|
@ -33,6 +33,9 @@
|
||||
|
||||
{{#if arme}}
|
||||
<li>Attaque avec : {{arme.name}}</li>
|
||||
{{#if (eq mode "assommer")}}
|
||||
<li>Attaque pour assommer</li>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if pouvoir}}
|
||||
|
@ -66,6 +66,13 @@
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#each rulesMalus as |malus key|}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">{{malus.name}}</span>
|
||||
<span class="small-label roll-dialog-label">{{malus.value}}</span>
|
||||
</div>
|
||||
{{/each}}
|
||||
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Malus de Santé</span>
|
||||
<span class="small-label roll-dialog-label">{{pvMalus}}</span>
|
||||
@ -93,6 +100,11 @@
|
||||
</select>
|
||||
</div>
|
||||
|
||||
{{#if cacheDifficulte}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Difficulté Cachée/Inconnue</span>
|
||||
</div>
|
||||
{{else}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Difficulté</span>
|
||||
<select class="status-small-label color-class-common" id ="sdValue" type="text" name="sdValue" value="sdValue" data-dtype="string" >
|
||||
@ -103,6 +115,7 @@
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
</div>
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user