Nouvelle fenêtre de jets de dés

This commit is contained in:
2025-09-05 01:09:32 +02:00
parent 652c435833
commit 1ff32697f4
134 changed files with 4025 additions and 400 deletions

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@@ -1,43 +1,47 @@
import { SYSTEM_RDD } from "../constants.js";
export const STATUSES = {
StatusStunned: 'stun',
StatusBleeding: 'bleeding',
StatusProne: 'prone',
StatusGrappling: 'grappling',
StatusGrappled: 'grappled',
StatusRestrained: 'restrain',
StatusStunned: 'stun',
StatusProne: 'prone',
StatusUnconscious: 'unconscious',
StatusBlind: 'blind',
StatusComma: 'comma',
StatusBleeding: 'bleeding',
StatusDead: 'dead',
StatusDemiReve: 'demi-reve',
}
const demiReveStatusEffect = { rdd: true, id: STATUSES.StatusDemiReve, name: 'EFFECT.StatusDemiReve', img: 'systems/foundryvtt-reve-de-dragon/icons/heures/hd12.svg' };
const rddStatusEffects = [
{ rdd: true, id: STATUSES.StatusStunned, name: 'EFFECT.StatusStunned', img: 'icons/svg/stoned.svg', "duration.rounds": 1 },
{ rdd: true, id: STATUSES.StatusBleeding, name: 'EFFECT.StatusBleeding', img: 'icons/svg/blood.svg' },
{ rdd: true, id: STATUSES.StatusProne, name: 'EFFECT.StatusProne', img: 'icons/svg/falling.svg' },
{ rdd: true, id: STATUSES.StatusGrappling, tint: '#33cc33', name: 'EFFECT.StatusGrappling', img: 'systems/foundryvtt-reve-de-dragon/icons/empoignade.webp' },
{ rdd: true, id: STATUSES.StatusGrappled, tint: '#ff9900', name: 'EFFECT.StatusGrappled', img: 'systems/foundryvtt-reve-de-dragon/icons/empoignade.webp' },
{ rdd: true, id: STATUSES.StatusRestrained, name: 'EFFECT.StatusRestrained', img: 'icons/svg/net.svg' },
{ rdd: true, id: STATUSES.StatusUnconscious, name: 'EFFECT.StatusUnconscious', img: 'icons/svg/unconscious.svg' },
{ rdd: true, id: STATUSES.StatusBlind, name: 'EFFECT.StatusBlind', img: 'icons/svg/blind.svg' },
{ rdd: true, id: STATUSES.StatusComma, name: 'EFFECT.StatusComma', img: 'icons/svg/skull.svg' },
{ rdd: true, id: STATUSES.StatusDead, name: 'EFFECT.StatusDead', img: 'icons/svg/skull.svg' },
{ rdd: true, id: STATUSES.StatusDemiReve, name: 'EFFECT.StatusDemiReve', img: 'systems/foundryvtt-reve-de-dragon/icons/heures/hd12.svg' }
{ rdd: true, id: STATUSES.StatusGrappling, tint: '#33cc33', name: 'EFFECT.StatusGrappling', img: 'systems/foundryvtt-reve-de-dragon/icons/empoignade.webp' },
{ rdd: true, id: STATUSES.StatusGrappled, tint: '#ff9900', name: 'EFFECT.StatusGrappled', img: 'systems/foundryvtt-reve-de-dragon/icons/empoignade.webp' },
{ rdd: true, id: STATUSES.StatusRestrained, name: 'EFFECT.StatusRestrained', img: 'icons/svg/net.svg' },
{ rdd: true, id: STATUSES.StatusStunned, name: 'EFFECT.StatusStunned', img: 'icons/svg/stoned.svg', "duration.rounds": 1 },
{ rdd: true, id: STATUSES.StatusProne, name: 'EFFECT.StatusProne', img: 'icons/svg/falling.svg' },
{ rdd: true, id: STATUSES.StatusUnconscious, name: 'EFFECT.StatusUnconscious', img: 'icons/svg/unconscious.svg' },
{ rdd: true, id: STATUSES.StatusBlind, name: 'EFFECT.StatusBlind', img: 'icons/svg/blind.svg' },
{ rdd: true, id: STATUSES.StatusComma, name: 'EFFECT.StatusComma', img: 'icons/svg/skull.svg' },
{ rdd: true, id: STATUSES.StatusBleeding, name: 'EFFECT.StatusBleeding', img: 'icons/svg/blood.svg' },
{ rdd: true, id: STATUSES.StatusDead, name: 'EFFECT.StatusDead', img: 'icons/svg/skull.svg' },
demiReveStatusEffect
];
const demiReveStatusEffect = rddStatusEffects.find(it => it.id == STATUSES.StatusDemiReve);
const statusDemiSurprise = new Set([STATUSES.StatusStunned, STATUSES.StatusProne, STATUSES.StatusRestrained])
const statusSurpriseTotale = new Set([STATUSES.StatusUnconscious, STATUSES.StatusBlind, STATUSES.StatusComma])
export class StatusEffects extends FormApplication {
static onReady() {
const rddEffectIds = rddStatusEffects.map(it => it.id);
rddStatusEffects.forEach(it => {
it.statuses = new Set()
it.statuses.add(it.id)
it.statuses = new Set([it.id])
})
const defaultStatusEffectIds = CONFIG.statusEffects.map(it => it.id);
game.settings.register(SYSTEM_RDD, "use-status-effects", {
@@ -63,19 +67,31 @@ export class StatusEffects extends FormApplication {
console.log('statusEffects', CONFIG.statusEffects);
}
static valeurSurprise(effect, isCombat) {
static niveauSurprise(effect, isCombat) {
if (statusSurpriseTotale.intersects(effect.statuses)) {
return 2
}
if (statusDemiSurprise.intersects(effect.statuses)) {
return 1
}
if (isCombat && effect.statuses.find(e => e == STATUSES.StatusDemiReve)) {
if (isCombat && StatusEffects.isDemiReve(effect)) {
return 1
}
return 0
}
static typeSurprise(niveauSurprise) {
switch (niveauSurprise) {
case 0: return ''
case 1: return 'demi'
default: return 'totale'
}
}
static isDemiReve(effect) {
return effect.statuses.has(STATUSES.StatusDemiReve)
}
static _getUseStatusEffects() {
return game.settings.get(SYSTEM_RDD, "use-status-effects")?.split(',') ?? [];
}
@@ -92,10 +108,10 @@ export class StatusEffects extends FormApplication {
}
static prepareActiveEffect(effectId) {
let status = rddStatusEffects.find(it => it.id == effectId)
const status = rddStatusEffects.find(it => it.id == effectId)
if (status) {
status = foundry.utils.duplicate(status)
status.statuses = [effectId]
status.statuses = new Set([effectId])
}
return status;
}