forked from public/foundryvtt-reve-de-dragon
#1 gestion encombrement et malus associé
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@ -102,6 +102,9 @@ export class RdDActorSheet extends ActorSheet {
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data.data.nbLegeres = this.actor.GetNumberBlessures(data.data.blessures.legeres.liste );
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data.data.nbGraves = this.actor.GetNumberBlessures(data.data.blessures.graves.liste );
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data.data.nbCritiques = this.actor.GetNumberBlessures(data.data.blessures.critiques.liste );
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// Mise à jour de l'encombrement total
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this.actor.computeEncombrementTotal();
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// low is normal, this the base used to compute the grid.
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data.data.fatigueHTML = "<table class='table-fatigue'>" + RdDUtility.makeHTMLfatigueMatrix( data.data.sante.fatigue.value, data.data.sante.endurance.max ).html() + "</table>";
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@ -121,10 +124,9 @@ export class RdDActorSheet extends ActorSheet {
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data.data.tetes = this._checkNull(data.itemsByType['tete']);
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data.data.objets = data.data.materiel.concat(data.data.armes).concat(data.data.armures).concat(data.data.munitions).concat(data.data.livres).concat(data.data.potions).concat(data.data.herbes).concat(data.data.ingredients);
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data.data.competenceByCategory = data.competenceByCategory;
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data.data.encombrementTotal = this.actor.encombrementTotal;
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data.data.isGM = game.user.isGM;
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data.bonusmalusTable = CONFIG.RDD.bonusmalus;
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this.actor.computeEncombrementTotal();
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return data;
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}
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