Separation difficulte libre/conditions

* ajout de diffConditions pour gérer l'ajustement de conditions
* renommage de bmValue en diffLibre
* calcul de l'ajustement (etat+conditions+difficulté libre)
* présentation des 2 champs

fix:
* utiliser .change() au lieu de .click() permet de supporter aussi
les changements au clavier
This commit is contained in:
2020-11-15 02:07:41 +01:00
parent 5776ae0a20
commit 52caf1b39a
14 changed files with 199 additions and 165 deletions

View File

@ -110,7 +110,8 @@ export class RdDActorSheet extends ActorSheet {
data.data.competenceByCategory = data.competenceByCategory;
data.data.encombrementTotal = this.actor.encombrementTotal;
data.data.isGM = game.user.isGM;
data.bonusmalusTable = CONFIG.RDD.bonusmalus;
data.ajustementsConditions = CONFIG.RDD.ajustementsConditions;
data.difficultesLibres = CONFIG.RDD.difficultesLibres;
// low is normal, this the base used to compute the grid.
data.data.fatigueHTML = "<table class='table-fatigue'>" + RdDUtility.makeHTMLfatigueMatrix( data.data.sante.fatigue.value, data.data.sante.endurance.max ).html() + "</table>";
@ -156,7 +157,7 @@ export class RdDActorSheet extends ActorSheet {
/* -------------------------------------------- */
async displayDialogEncaisser( ) {
let data = { bonusmalusTable: CONFIG.RDD.bonusmalus };
let data = { ajustementsConditions: CONFIG.RDD.ajustementsConditions /* techniquement on peut encaisser à +20 */ };
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-roll-encaisser.html', data );
new RdDEncaisser(html, this.actor ).render(true);
}