forked from public/foundryvtt-reve-de-dragon
Fin de gestion encaissement/recul V2
This commit is contained in:
@@ -20,6 +20,10 @@
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- affichage du statut de surprise du défenseur
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- prise en compte des significatives (demi-surprises, armes disparates,
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particulière en finesse)
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- gestion de l'appel à la chance
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- gestion de l'utilisation de la destinée
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- gestion du recul depuis le messages
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- gestion de l'encaissement depuis le messages
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- impossible de faire un jet "actif" en surprise totale (attaque, parade, ...)
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## 13.0.8 - Le renouveau d'Illysis
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@@ -2682,6 +2682,17 @@ select,
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max-width: 1rem;
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max-height: 1rem;
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}
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.system-foundryvtt-reve-de-dragon .chat-card-info {
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font-size: 1.1rem;
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display: flex;
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flex-direction: row;
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}
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.system-foundryvtt-reve-de-dragon .chat-card-info img {
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margin: 0 0.5rem;
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max-width: 1rem;
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max-height: 1rem;
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filter: invert(0.8);
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}
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.system-foundryvtt-reve-de-dragon .chat-card-button {
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text-shadow: 1px 1px #4d3534;
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box-shadow: inset 1x 1px #a6827e;
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@@ -1963,6 +1963,18 @@
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max-height: 1rem;
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}
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}
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.chat-card-info{
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font-size: 1.1rem;
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display: flex;
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flex-direction: row;
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img {
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margin: 0 0.5rem;
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max-width: 1rem;
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max-height: 1rem;
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filter: invert(0.8);
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}
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}
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.chat-card-button{
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text-shadow: 1px 1px #4d3534;
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@@ -506,7 +506,7 @@ export class RdDActor extends RdDBaseActorSang {
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'system.sante.fatigue.value': 0,
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'system.compteurs.ethylisme': { value: 1, nb_doses: 0, jet_moral: false }
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})
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await this.removeEffects(e => e.id != STATUSES.StatusDemiReve);
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await this.removeEffects(e => !e.statuses?.has(STATUSES.StatusDemiReve));
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await this.supprimerBlessures(it => true);
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await ChatMessage.create({
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whisper: ChatUtility.getOwners(this),
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@@ -2513,29 +2513,27 @@ export class RdDActor extends RdDBaseActorSang {
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}
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/* -------------------------------------------- */
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async computeArmure(attackerRoll) {
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let dmg = (attackerRoll.dmg.dmgArme ?? 0) + (attackerRoll.dmg.dmgActor ?? 0);
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let armeData = attackerRoll.arme;
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async computeArmure(dmg) {
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let baseDmg = (dmg.dmgArme ?? 0) + (dmg.dmgActor ?? 0);
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let protection = 0;
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const armures = this.items.filter(it => it.type == "armure" && it.system.equipe);
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for (const armure of armures) {
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protection += await RdDDice.rollTotal(armure.system.protection.toString());
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if (dmg > 0 && attackerRoll.dmg.encaisserSpecial != "noarmure") {
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await armure.deteriorerArmure(dmg)
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dmg = 0;
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if (dmg.encaisserSpecial != "noarmure") {
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const armures = this.items.filter(it => it.type == "armure" && it.system.equipe)
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for (const armure of armures) {
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protection += await RdDDice.rollTotal(armure.system.protection.toString());
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if (baseDmg > 0 && dmg.encaisserSpecial != "noarmure") {
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await armure.deteriorerArmure(baseDmg)
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baseDmg = 0;
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}
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}
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protection -= Math.min(dmg.penetration, protection)
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protection += this.getProtectionNaturelle();
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// Gestion des cas particuliers sur la fenêtre d'encaissement
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if (dmg.encaisserSpecial == "chute") {
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protection = Math.min(protection, 2);
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}
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}
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const penetration = Misc.toInt(armeData?.system.penetration ?? 0);
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protection = Math.max(protection - penetration, 0);
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protection += this.getProtectionNaturelle();
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// Gestion des cas particuliers sur la fenêtre d'encaissement
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if (attackerRoll.dmg.encaisserSpecial == "noarmure") {
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protection = 0;
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}
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if (attackerRoll.dmg.encaisserSpecial == "chute") {
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protection = Math.min(protection, 2);
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}
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console.log("Final protect", protection, attackerRoll);
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console.log("Final protect", protection, dmg)
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return protection;
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}
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@@ -118,8 +118,7 @@ export class RdDBaseActorReve extends RdDBaseActor {
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.filter(it => it != undefined);
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}
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async computeArmure(attackerRoll) { return this.getProtectionNaturelle() }
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async computeArmure(dmg) { return this.getProtectionNaturelle() }
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async remiseANeuf() { }
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async appliquerAjoutExperience(rollData, hideChatMessage = 'show') { }
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@@ -227,12 +226,12 @@ export class RdDBaseActorReve extends RdDBaseActor {
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isEffectAllowed(effectId) { return false }
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getEffects(filter = e => true, forceRequise = undefined) {
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const effects = this.getEmbeddedCollection("ActiveEffect").filter(filter)
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const effects = this.getEmbeddedCollection("ActiveEffect")
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const selected = effects.filter(filter)
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if (forceRequise && this.isForceInsuffisante(forceRequise)) {
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/// TODO
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effects.push(StatusEffects.prepareActiveEffect(STATUSES.StatusForceWeak))
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selected.push(StatusEffects.prepareActiveEffect(STATUSES.StatusForceWeak))
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}
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return effects
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return selected
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}
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getEffectByStatus(statusId) {
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@@ -257,7 +256,8 @@ export class RdDBaseActorReve extends RdDBaseActor {
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async removeEffects(filter = e => true) {
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if (game.user.isGM) {
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const ids = this.getEffects(filter).map(it => it.id);
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const effectsToRemove = this.getEffects(filter);
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const ids = effectsToRemove.map(it => it.id);
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await this.deleteEmbeddedDocuments('ActiveEffect', ids);
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}
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}
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@@ -495,29 +495,37 @@ export class RdDBaseActorReve extends RdDBaseActor {
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/* -------------------------------------------- */
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async encaisser() { await RdDEncaisser.encaisser(this) }
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async encaisserDommages(rollData, attacker = undefined, show = undefined, attackerToken = undefined, defenderToken = undefined) {
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async encaisserDommages(dmg, attacker = undefined, show = undefined, attackerToken = undefined, defenderToken = undefined) {
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if (attacker && !await attacker.accorder(this, 'avant-encaissement')) {
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return;
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return
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}
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const armure = await this.computeArmure(rollData);
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if (!Misc.isOwnerPlayer(this)) {
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return RdDBaseActor.remoteActorCall({
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tokenId: attackerToken?.id ?? this.token?.id,
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actorId: this.id,
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method: 'encaisserDommages', args: [dmg, attacker, show, attackerToken, defenderToken]
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})
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}
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const armure = await this.computeArmure(dmg)
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if (ReglesOptionnelles.isUsing('validation-encaissement-gr')) {
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await this.encaisserDommagesValidationGR(rollData, armure, show, attackerToken, defenderToken);
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await this.encaisserDommagesValidationGR(dmg, armure, show, attackerToken, defenderToken);
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}
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else {
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const jet = await RdDUtility.jetEncaissement(this, rollData, armure, { showDice: SHOW_DICE });
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const jet = await RdDUtility.jetEncaissement(this, dmg, armure, { showDice: SHOW_DICE });
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await this.$onEncaissement(jet, show, attackerToken, defenderToken)
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}
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}
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async encaisserDommagesValidationGR(rollData, armure, show, attackerToken, defenderToken) {
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async encaisserDommagesValidationGR(dmg, armure, show, attackerToken, defenderToken) {
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if (!game.user.isGM) {
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RdDBaseActor.remoteActorCall({
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tokenId: this.token?.id,
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actorId: this.id,
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method: 'encaisserDommagesValidationGR', args: [rollData, armure, show, attackerToken, defenderToken]
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method: 'encaisserDommagesValidationGR', args: [dmg, armure, show, attackerToken, defenderToken]
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})
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} else {
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DialogValidationEncaissement.validerEncaissement(this, rollData, armure,
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DialogValidationEncaissement.validerEncaissement(this, dmg, armure,
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jet => this.$onEncaissement(jet, show, attackerToken, defenderToken));
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}
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}
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@@ -554,15 +562,37 @@ export class RdDBaseActorReve extends RdDBaseActor {
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}
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}
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async encaisserRecul(force, dmgArme = 0) {
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const diffRecul = this.getTaille() - force - dmgArme
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const rolled = await RdDResolutionTable.roll(10, diffRecul)
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if (rolled.isSuccess) {
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return 'encaisse'
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}
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if (rolled.isETotal || (await this.rollEquilibre(diffRecul)).isEchec) {
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await this.setEffect(STATUSES.StatusProne, true)
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return 'chute'
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}
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return 'recul'
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}
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/* -------------------------------------------- */
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async rollEquilibre(diff) {
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// TODO: accrobatie optionnelle sur jet d'équilibre?
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if (ReglesOptionnelles.isSet('acrobatie-pour-recul')){
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diff += Math.max(0, this.getCompetence('acrobatie')?.system.niveau ?? 0)
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}
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return await RdDResolutionTable.roll(this.getAgilite(), diff);
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}
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/* -------------------------------------------- */
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async accorder(entite, when = 'avant-encaissement') {
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if (when != game.settings.get(SYSTEM_RDD, "accorder-entite-cauchemar")
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|| entite == undefined
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|| !entite.isEntite([ENTITE_INCARNE])
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|| entite.isEntiteAccordee(this)) {
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return true;
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return true
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}
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const rolled = await RdDResolutionTable.roll(this.getReveActuel(), - Number(entite.getNiveau()));
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const rolled = await RdDResolutionTable.roll(this.getReveActuel(), - Number(entite.getNiveau()))
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const rollData = {
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alias: this.getAlias(),
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rolled: rolled,
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@@ -571,11 +601,11 @@ export class RdDBaseActorReve extends RdDBaseActor {
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};
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if (rolled.isSuccess) {
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await entite.setEntiteReveAccordee(this);
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await entite.setEntiteReveAccordee(this)
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}
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await RdDRollResult.displayRollData(rollData, this, 'chat-resultat-accorder-cauchemar.hbs');
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await this.appliquerAjoutExperience(rollData, true);
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await RdDRollResult.displayRollData(rollData, this, 'chat-resultat-accorder-cauchemar.hbs')
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await this.appliquerAjoutExperience(rollData, true)
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return rolled.isSuccess;
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}
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@@ -1,6 +1,4 @@
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import { Grammar } from "../grammar.js";
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import { ITEM_TYPES } from "../constants.js";
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import { LIST_CARAC_AUTRES } from "../rdd-carac.js";
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import { RdDBaseActorSang } from "./base-actor-sang.js";
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export class RdDCreature extends RdDBaseActorSang {
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@@ -45,5 +43,4 @@ export class RdDCreature extends RdDBaseActorSang {
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}
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return undefined
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}
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}
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@@ -7,18 +7,17 @@ import { RdDUtility } from "./rdd-utility.js";
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*/
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export class DialogValidationEncaissement extends Dialog {
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static async validerEncaissement(actor, rollData, armure, onEncaisser) {
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const encaissement = await RdDUtility.jetEncaissement(actor, rollData, armure, { showDice: HIDE_DICE });
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static async validerEncaissement(actor, dmg, armure, onEncaisser) {
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const encaissement = await RdDUtility.jetEncaissement(actor, dmg, armure, { showDice: HIDE_DICE });
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const html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-validation-encaissement.hbs', {
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actor: actor,
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rollData: rollData,
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encaissement: encaissement
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});
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new DialogValidationEncaissement(html, actor, rollData, armure, encaissement, onEncaisser).render(true);
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new DialogValidationEncaissement(html, actor, dmg, armure, encaissement, onEncaisser).render(true);
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}
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/* -------------------------------------------- */
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constructor(html, actor, rollData, armure, encaissement, onEncaisser) {
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constructor(html, actor, dmg, armure, encaissement, onEncaisser) {
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// Common conf
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let buttons = {
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"valider": { label: "Valider", callback: html => this.onValider() },
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@@ -42,11 +41,11 @@ export class DialogValidationEncaissement extends Dialog {
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super(dialogConf, dialogOptions);
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this.actor = actor
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this.rollData = rollData;
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this.armure = armure;
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this.encaissement = encaissement;
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this.onEncaisser = onEncaisser;
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this.forceDiceResult = {total: encaissement.roll.result };
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this.dmg = dmg
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this.armure = armure
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this.encaissement = encaissement
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this.onEncaisser = onEncaisser
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this.forceDiceResult = {total: encaissement.roll.result }
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}
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/* -------------------------------------------- */
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@@ -55,14 +54,14 @@ export class DialogValidationEncaissement extends Dialog {
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this.html = html;
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this.html.find('input.encaissement-roll-result').keyup(async event => {
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this.forceDiceResult.total = event.currentTarget.value;
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this.encaissement = await RdDUtility.jetEncaissement(this.actor, this.rollData, this.armure, { showDice: HIDE_DICE, forceDiceResult: this.forceDiceResult});
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this.encaissement = await RdDUtility.jetEncaissement(this.actor, this.dmg, this.armure, { showDice: HIDE_DICE, forceDiceResult: this.forceDiceResult});
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this.html.find('label.encaissement-total').text(this.encaissement.total);
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this.html.find('label.encaissement-blessure').text(this.encaissement.blessures)
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});
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}
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async onValider() {
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this.encaissement = await RdDUtility.jetEncaissement(this.actor, this.rollData, this.armure, { showDice: SHOW_DICE, forceDiceResult: this.forceDiceResult});
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this.encaissement = await RdDUtility.jetEncaissement(this.actor, this.dmg, this.armure, { showDice: SHOW_DICE, forceDiceResult: this.forceDiceResult});
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this.onEncaisser(this.encaissement)
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}
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}
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|
@@ -1,5 +1,6 @@
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import { RdDItemArme } from "./item/arme.js";
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import { RdDPossession } from "./rdd-possession.js";
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import { ReglesOptionnelles } from "./settings/regles-optionnelles.js";
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const conditionsTactiques = [
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{ key: '', label: '', dmg: 0, attaque: 0, parade: 0, esquive: true, isTactique: false },
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@@ -35,11 +36,14 @@ export class RdDBonus {
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/* -------------------------------------------- */
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static dmg(rollData, actor, isEntiteIncarnee = false) {
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const diff = rollData.diffLibre;
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const dmgArme = RdDBonus.dmgArme(rollData.arme, rollData.arme?.system.dommagesReels)
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const forceRequise = rollData.arme ? RdDItemArme.valeurMain(rollData.arme.system.force ?? 0, RdDItemArme.getMainAttaque(rollData.competence)) : 0
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let dmg = {
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total: 0,
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dmgArme: dmgArme,
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diff: diff,
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dmgDiffLibre: ReglesOptionnelles.isUsing('degat-ajout-malus-libre') ? Math.abs(diff ?? 0) : 0,
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penetration: RdDBonus._peneration(rollData),
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dmgTactique: RdDBonus.dmgBonus(rollData.tactique),
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dmgParticuliere: RdDBonus._dmgParticuliere(rollData),
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@@ -51,6 +55,28 @@ export class RdDBonus {
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
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return dmg;
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}
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static dmgRollV2(rollData, current) {
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const actor = rollData.active.actor
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const attaque = current.attaque
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const arme = attaque.arme
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const dmgArme = RdDBonus.dmgArme(arme, attaque.dommagesArme)
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const dmg = {
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total: 0,
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dmgArme: dmgArme,
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penetration: arme.penetration(),
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diff: attaque.diff,
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dmgTactique: current.tactique?.dmg ?? 0,
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dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
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dmgSurprise: rollData.opponent?.surprise?.dmg ?? 0,
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mortalite: RdDBonus.mortalite(current.dmg?.mortalite, arme.system.mortalite, rollData.opponent?.actor?.isEntite()),
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dmgActor: RdDBonus.bonusDmg(actor, attaque.carac.key, dmgArme, attaque.forceRequise),
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dmgForceInsuffisante: Math.min(0, actor.getForce() - attaque.forceRequise),
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dmgDiffLibre: ReglesOptionnelles.isUsing('degat-ajout-malus-libre') ? Math.abs(attaque.diff ?? 0) : 0
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}
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante + dmg.dmgDiffLibre
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return dmg
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}
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||||
/* -------------------------------------------- */
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static description(condition) {
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|
@@ -373,7 +373,7 @@ export class RdDCombat {
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if (Misc.isOwnerPlayer(defender)) {
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let attackerRoll = msg.attackerRoll;
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let attacker = msg.attackerId ? game.actors.get(msg.attackerId) : undefined;
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defender.encaisserDommages(attackerRoll, attacker, msg.attackerToken);
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defender.encaisserDommages(attackerRoll.dmg, attacker, msg.attackerToken);
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const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id);
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rddCombat?.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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||||
}
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||||
@@ -982,21 +982,24 @@ export class RdDCombat {
|
||||
})
|
||||
}
|
||||
|
||||
async doRollDefense(rollData) {
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||||
async doRollDefense(rollData, callbacks = []) {
|
||||
await RollDialog.create(rollData, {
|
||||
onRollDone: (dialog) => {
|
||||
if (!OptionsAvancees.isUsing(ROLL_DIALOG_V2_TEST))
|
||||
dialog.close()
|
||||
},
|
||||
customChatMessage: true,
|
||||
callbacks: [async (roll) => {
|
||||
this.removeChatMessageActionsPasseArme(roll.passeArme);
|
||||
// defense: esquive / arme de parade / competence de défense
|
||||
if (!RdDCombat.isParticuliere(roll)) {
|
||||
await roll.active.actor.incDecItemUse(roll.current[PART_DEFENSE].defense?.id);
|
||||
}
|
||||
await this._onDefense(roll);
|
||||
}]
|
||||
callbacks: [
|
||||
async (roll) => {
|
||||
this.removeChatMessageActionsPasseArme(roll.passeArme);
|
||||
// defense: esquive / arme de parade / competence de défense
|
||||
if (!RdDCombat.isParticuliere(roll)) {
|
||||
await roll.active.actor.incDecItemUse(roll.current[PART_DEFENSE].defense?.id);
|
||||
}
|
||||
await this._onDefense(roll);
|
||||
},
|
||||
...callbacks
|
||||
]
|
||||
})
|
||||
}
|
||||
|
||||
@@ -1027,12 +1030,10 @@ export class RdDCombat {
|
||||
}
|
||||
|
||||
async _onDefense(rollData) {
|
||||
console.log("RdDCombat._onDefense >>>", rollData)
|
||||
const isEsquive = rollData.current[PART_DEFENSE].isEsquive
|
||||
const isParade = !isEsquive
|
||||
if (RdDCombat.isReussite(rollData)) {
|
||||
if (isParade) {
|
||||
await this.computeRecul(rollData)
|
||||
await this.computeDeteriorationArme(rollData)
|
||||
}
|
||||
|
||||
@@ -1040,11 +1041,6 @@ export class RdDCombat {
|
||||
await this._onDefenseParticuliere(rollData, isEsquive)
|
||||
}
|
||||
}
|
||||
else {
|
||||
//await this._sendMessageDefense(rollData.attackerRoll, rollData, { defense: true })
|
||||
}
|
||||
|
||||
// TODO: modify chat message
|
||||
this.removeChatMessageActionsPasseArme(rollData.passeArme)
|
||||
}
|
||||
|
||||
@@ -1269,44 +1265,14 @@ export class RdDCombat {
|
||||
}
|
||||
const attackerRoll = defenderRoll.attackerRoll;
|
||||
if (this._isForceOuCharge(attackerRoll, defenderRoll.v2)) {
|
||||
const impact = this._computeImpactRecul(attackerRoll);
|
||||
const rollRecul = await RdDResolutionTable.roll(10, impact)
|
||||
defenderRoll.show.recul = await this.gererRecul(rollRecul, impact)
|
||||
defenderRoll.show.recul = this.defender.encaisserRecul(this.attacker.getForce(), attackerRoll.dmg.dmgArme)
|
||||
}
|
||||
}
|
||||
|
||||
async gererRecul(rolled, impact) {
|
||||
if (rolled.isSuccess) {
|
||||
return 'encaisse'
|
||||
}
|
||||
if (rolled.isETotal || this._isReculCauseChute(impact)) {
|
||||
|
||||
await this.defender.setEffect(STATUSES.StatusProne, true)
|
||||
return 'chute'
|
||||
}
|
||||
return 'recul'
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _isReculCauseChute(impact) {
|
||||
const agilite = this.defender.getAgilite()
|
||||
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact })
|
||||
return chute.rolled.isEchec
|
||||
}
|
||||
|
||||
_isForceOuCharge(attaque, isRollV2 = false /* TODO: delete roll V1 */) {
|
||||
return attaque.particuliere == 'force' || 'charge' == (isRollV2 ? attaque.tactique?.key : attaque.tactique)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_computeImpactRecul(attackerRoll) {
|
||||
const taille = this.defender.getTaille()
|
||||
const force = this.attacker.getForce()
|
||||
const dommages = attackerRoll.dmg /* TODO: delete roll V1 */
|
||||
? attackerRoll.dmg.dmgArme
|
||||
: attackerRoll.arme.system.dommagesReels ?? attaque.arme.system.dommages;
|
||||
return taille - (force + dommages);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async encaisser(attackerRoll, defenderRoll) {
|
||||
@@ -1316,12 +1282,16 @@ export class RdDCombat {
|
||||
this._onEchecTotal(defenderRoll);
|
||||
}
|
||||
|
||||
await this.doRollEncaissement(attackerRoll, defenderRoll);
|
||||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||||
}
|
||||
|
||||
async doRollEncaissement(attackerRoll, defenderRoll) {
|
||||
if (Misc.isOwnerPlayer(this.defender)) {
|
||||
attackerRoll.attackerId = this.attackerId;
|
||||
attackerRoll.defenderTokenId = this.defenderToken.id;
|
||||
|
||||
await this.computeRecul(defenderRoll);
|
||||
await this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll?.show, this.attackerToken, this.defenderToken);
|
||||
await this.defender.encaisserDommages(attackerRoll.dmg, this.attacker, defenderRoll?.show, this.attackerToken, this.defenderToken);
|
||||
}
|
||||
else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
|
||||
game.socket.emit(SYSTEM_SOCKET_ID, {
|
||||
@@ -1332,9 +1302,8 @@ export class RdDCombat {
|
||||
attackerToken: this.attackerToken,
|
||||
defenderToken: this.defenderToken
|
||||
}
|
||||
});
|
||||
})
|
||||
}
|
||||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@@ -66,12 +66,11 @@ export class RdDEncaisser extends Dialog {
|
||||
/* -------------------------------------------- */
|
||||
performEncaisser(mortalite) {
|
||||
this.actor.encaisserDommages({
|
||||
dmg: {
|
||||
total: Number(this.modifier),
|
||||
ajustement: Number(this.modifier),
|
||||
encaisserSpecial: this.encaisserSpecial,
|
||||
mortalite: mortalite
|
||||
}
|
||||
total: Number(this.modifier),
|
||||
ajustement: Number(this.modifier),
|
||||
encaisserSpecial: this.encaisserSpecial,
|
||||
mortalite: mortalite,
|
||||
penetration: 0
|
||||
})
|
||||
}
|
||||
}
|
||||
|
@@ -9,6 +9,7 @@ import { RdDResolutionTable } from "./rdd-resolution-table.js";
|
||||
import { ReglesOptionnelles } from "./settings/regles-optionnelles.js";
|
||||
import { Grammar } from "./grammar.js";
|
||||
import { ACTOR_TYPES } from "./constants.js";
|
||||
import { RdDUtility } from "./rdd-utility.js";
|
||||
|
||||
/**
|
||||
* Extend the base Dialog entity to select roll parameters
|
||||
|
@@ -610,35 +610,33 @@ export class RdDUtility {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async getLocalisation(type = 'personnage') {
|
||||
let result = await RdDDice.rollTotal("1d20");
|
||||
let txt = ""
|
||||
const loc = { result: await RdDDice.rollTotal("1d20")};
|
||||
if (type == 'personnage') {
|
||||
if (result <= 3) txt = "Jambe, genou, pied, jarret";
|
||||
else if (result <= 7) txt = "Hanche, cuisse, fesse";
|
||||
else if (result <= 9) txt = "Ventre, reins";
|
||||
else if (result <= 12) txt = "Poitrine, dos";
|
||||
else if (result <= 14) txt = "Avant-bras, main, coude";
|
||||
else if (result <= 18) txt = "Epaule, bras, omoplate";
|
||||
else if (result == 19) txt = "Tête";
|
||||
else if (result == 20) txt = "Tête (visage)";
|
||||
if (loc.result <= 3) loc.txt = "Jambe, genou, pied, jarret";
|
||||
else if (loc.result <= 7) loc.txt = "Hanche, cuisse, fesse";
|
||||
else if (loc.result <= 9) loc.txt = "Ventre, reins";
|
||||
else if (loc.result <= 12) loc.txt = "Poitrine, dos";
|
||||
else if (loc.result <= 14) loc.txt = "Avant-bras, main, coude";
|
||||
else if (loc.result <= 18) loc.txt = "Epaule, bras, omoplate";
|
||||
else if (loc.result == 19) loc.txt = "Tête";
|
||||
else if (loc.result == 20) loc.txt = "Tête (visage)";
|
||||
} else {
|
||||
if (result <= 7) txt = "Jambes/Pattes";
|
||||
else if (result <= 18) txt = "Corps";
|
||||
else if (result <= 20) txt = "Tête";
|
||||
if (loc.result <= 7) loc.txt = "Jambes/Pattes";
|
||||
else if (loc.result <= 18) loc.txt = "Corps";
|
||||
else if (loc.result <= 20) loc.txt = "Tête";
|
||||
}
|
||||
|
||||
return { result: result, label: txt };
|
||||
return loc
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async jetEncaissement(actor, rollData, armure, options = { showDice: HIDE_DICE }) {
|
||||
const diff = Math.abs(rollData.diffLibre);
|
||||
let formula = RdDUtility.formuleEncaissement(diff, options)
|
||||
static async jetEncaissement(actor, dmg, armure, options = { showDice: HIDE_DICE }) {
|
||||
const diff = Math.abs(dmg.diff)
|
||||
const formula = RdDUtility.formuleEncaissement(diff, options)
|
||||
const roll = await RdDDice.roll(formula, options);
|
||||
|
||||
RdDUtility.remplaceDeMinParDifficulte(roll, diff, options);
|
||||
|
||||
return await RdDUtility.prepareEncaissement(actor, rollData, roll, armure);
|
||||
return await RdDUtility.prepareEncaissement(actor, dmg, roll, armure);
|
||||
}
|
||||
|
||||
static remplaceDeMinParDifficulte(roll, diff, options) {
|
||||
@@ -661,7 +659,7 @@ export class RdDUtility {
|
||||
}
|
||||
}
|
||||
|
||||
static formuleEncaissement(diff, options) {
|
||||
static formuleEncaissement(diff) {
|
||||
// Chaque dé fait au minimum la difficulté libre
|
||||
if (ReglesOptionnelles.isUsing('degat-minimum-malus-libre')) {
|
||||
return `2d10min${diff}`
|
||||
@@ -670,25 +668,22 @@ export class RdDUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async prepareEncaissement(actor, rollData, roll, armure) {
|
||||
// La difficulté d'ataque s'ajoute aux dégâts
|
||||
const bonusDegatsDiffLibre = ReglesOptionnelles.isUsing('degat-ajout-malus-libre') ? Math.abs(rollData.diffLibre ?? 0) : 0
|
||||
const jetTotal = roll.total + rollData.dmg.total - armure + bonusDegatsDiffLibre
|
||||
const encaissement = RdDUtility._selectEncaissement(jetTotal, rollData.dmg.mortalite);
|
||||
static async prepareEncaissement(actor, dmg, roll, armure) {
|
||||
const jetTotal = roll.total + dmg.total - armure
|
||||
const encaissement = RdDUtility._selectEncaissement(jetTotal, dmg.mortalite);
|
||||
const over20 = Math.max(jetTotal - 20, 0);
|
||||
encaissement.dmg = rollData.dmg
|
||||
encaissement.dmg = dmg
|
||||
if (ReglesOptionnelles.isUsing('localisation-aleatoire')) {
|
||||
encaissement.dmg.loc = rollData.dmg.loc ?? await RdDUtility.getLocalisation(actor.type)
|
||||
encaissement.dmg.loc = dmg.loc ?? await RdDUtility.getLocalisation(actor.type)
|
||||
encaissement.dmg.loc.label = encaissement.dmg.loc.label ?? 'Corps;'
|
||||
}
|
||||
else {
|
||||
encaissement.dmg.loc = { label: '' }
|
||||
}
|
||||
encaissement.dmg.bonusDegatsDiffLibre = bonusDegatsDiffLibre
|
||||
encaissement.roll = roll;
|
||||
encaissement.armure = armure;
|
||||
encaissement.penetration = rollData.arme?.system.penetration ?? 0;
|
||||
encaissement.total = jetTotal;
|
||||
encaissement.roll = roll
|
||||
encaissement.armure = armure
|
||||
encaissement.penetration = dmg.penetration
|
||||
encaissement.total = jetTotal
|
||||
encaissement.vie = await RdDUtility._evaluatePerte(encaissement.vie, over20);
|
||||
encaissement.endurance = await RdDUtility._evaluatePerte(encaissement.endurance, over20);
|
||||
return encaissement;
|
||||
|
@@ -37,10 +37,12 @@ export default class ChatRollResult {
|
||||
}
|
||||
|
||||
prepareDisplay(roll) {
|
||||
roll.done = roll.done || {}
|
||||
roll.show = roll.show || {}
|
||||
roll.show.chance = this.isAppelChancePossible(roll)
|
||||
roll.show.encaissement = this.isShowEncaissement(roll)
|
||||
roll.show.recul = this.isShowReculChoc(roll)
|
||||
roll.show.recul = this.getReculChoc(roll)
|
||||
|
||||
}
|
||||
|
||||
isAppelChancePossible(roll) {
|
||||
@@ -54,11 +56,22 @@ export default class ChatRollResult {
|
||||
roll.attackerRoll?.dmg.mortalite != 'empoignade'
|
||||
}
|
||||
|
||||
isShowReculChoc(roll) {
|
||||
getReculChoc(roll, defender = roll.active.actor, attacker = roll.opponent.actor) {
|
||||
const attaque = roll.attackerRoll
|
||||
return attaque &&
|
||||
if (attaque &&
|
||||
(roll.rolled.isEchec || !roll.current.defense.isEsquive) &&
|
||||
(attaque.particuliere == 'force' || 'charge' == attaque.tactique?.key)
|
||||
(attaque.particuliere == 'force' || 'charge' == attaque.tactique?.key)) {
|
||||
const taille = defender.system.carac.taille.value
|
||||
const impact = attacker.system.carac.force.value + roll.attackerRoll?.dmg.dmgArme
|
||||
return {
|
||||
raison: 'charge' == attaque.tactique?.key ? 'charge' : 'particulière en force',
|
||||
taille: taille,
|
||||
impact: impact,
|
||||
chances: RdDResolutionTable.computeChances(10, taille-impact).norm,
|
||||
diff: taille - impact
|
||||
}
|
||||
}
|
||||
return undefined
|
||||
}
|
||||
|
||||
async buildRollHtml(roll) {
|
||||
@@ -69,6 +82,28 @@ export default class ChatRollResult {
|
||||
async chatListeners(html) {
|
||||
$(html).on("click", '.appel-chance', event => this.onClickAppelChance(event))
|
||||
$(html).on("click", '.appel-destinee', event => this.onClickAppelDestinee(event))
|
||||
$(html).on("click", '.encaissement', event => this.onClickEncaissement(event))
|
||||
$(html).on("click", '.resister-recul', event => this.onClickRecul(event))
|
||||
|
||||
}
|
||||
|
||||
getCombat(roll) {
|
||||
switch (roll.type.current) {
|
||||
case ROLL_TYPE_DEFENSE:
|
||||
return RdDCombat.rddCombatForAttackerAndDefender(roll.ids.opponentId, roll.ids.opponentTokenId, roll.ids.actorTokenId)
|
||||
case ROLL_TYPE_ATTAQUE:
|
||||
return RdDCombat.rddCombatForAttackerAndDefender(roll.ids.actorId, roll.ids.actorTokenId, roll.ids.opponentId)
|
||||
}
|
||||
return undefined
|
||||
}
|
||||
|
||||
async updateChatMessage(chatMessage, savedRoll) {
|
||||
ChatUtility.setMessageData(chatMessage, 'rollData', savedRoll)
|
||||
const copy = foundry.utils.duplicate(savedRoll)
|
||||
RollDialog.loadRollData(copy)
|
||||
this.prepareDisplay(copy)
|
||||
chatMessage.update({ content: await this.buildRollHtml(copy) })
|
||||
chatMessage.render(true)
|
||||
}
|
||||
|
||||
onClickAppelChance(event) {
|
||||
@@ -81,32 +116,23 @@ export default class ChatRollResult {
|
||||
event.preventDefault()
|
||||
}
|
||||
|
||||
getCombat(roll) {
|
||||
switch (roll.type.current) {
|
||||
case ROLL_TYPE_DEFENSE:
|
||||
return RdDCombat.rddCombatForAttackerAndDefender(roll.ids.opponentId, roll.ids.opponentTokenId, roll.ids.actorId)
|
||||
case ROLL_TYPE_ATTAQUE:
|
||||
return RdDCombat.rddCombatForAttackerAndDefender(roll.ids.actorId, roll.ids.actorTokenId, roll.ids.opponentId)
|
||||
}
|
||||
return undefined
|
||||
}
|
||||
|
||||
onAppelChanceSuccess(savedRoll, chatMessage) {
|
||||
const reRoll = foundry.utils.duplicate(savedRoll)
|
||||
reRoll.type.retry = true
|
||||
const callbacks = [r => ChatUtility.removeChatMessageId(chatMessage.id)]
|
||||
// TODO: annuler les effets
|
||||
switch (reRoll.type.current) {
|
||||
case ROLL_TYPE_DEFENSE:
|
||||
this.getCombat(reRoll)?.doRollDefense(reRoll)
|
||||
this.getCombat(reRoll)?.doRollDefense(reRoll, callbacks)
|
||||
break
|
||||
case ROLL_TYPE_ATTAQUE:
|
||||
this.getCombat(reRoll)?.doRollAttaque(reRoll)
|
||||
// TODO
|
||||
this.getCombat(reRoll)?.doRollAttaque(reRoll, callbacks)
|
||||
break
|
||||
default: {
|
||||
RollDialog.create(reRoll)
|
||||
RollDialog.create(reRoll, { callbacks: callbacks })
|
||||
}
|
||||
}
|
||||
ChatUtility.removeChatMessageId(chatMessage.id)
|
||||
}
|
||||
|
||||
async onAppelChanceEchec(savedRoll, chatMessage) {
|
||||
@@ -114,15 +140,6 @@ export default class ChatRollResult {
|
||||
await this.updateChatMessage(chatMessage, savedRoll)
|
||||
}
|
||||
|
||||
async updateChatMessage(chatMessage, savedRoll) {
|
||||
ChatUtility.setMessageData(chatMessage, 'rollData', savedRoll)
|
||||
const copy = foundry.utils.duplicate(savedRoll)
|
||||
RollDialog.loadRollData(copy)
|
||||
this.prepareDisplay(copy)
|
||||
chatMessage.update({ content: await this.buildRollHtml(copy) })
|
||||
chatMessage.render(true)
|
||||
}
|
||||
|
||||
onClickAppelDestinee(event) {
|
||||
const chatMessage = ChatUtility.getChatMessage(event)
|
||||
const savedRoll = ChatUtility.getMessageData(chatMessage, 'rollData')
|
||||
@@ -132,10 +149,32 @@ export default class ChatRollResult {
|
||||
const reRoll = foundry.utils.duplicate(savedRoll)
|
||||
reRoll.type.retry = true
|
||||
RdDResolutionTable.significativeRequise(reRoll.rolled)
|
||||
await this.updateChatMessage(chatMessage, savedRoll)
|
||||
await this.updateChatMessage(chatMessage, reRoll)
|
||||
})
|
||||
event.preventDefault()
|
||||
}
|
||||
|
||||
async onClickEncaissement(event) {
|
||||
const chatMessage = ChatUtility.getChatMessage(event)
|
||||
const savedRoll = ChatUtility.getMessageData(chatMessage, 'rollData')
|
||||
const attaque = savedRoll.attackerRoll
|
||||
const defender = game.actors.get(savedRoll.ids.actorId)
|
||||
const attacker = game.actors.get(savedRoll.ids.opponentId)
|
||||
const defenderToken = savedRoll.ids.actorTokenId ? canvas.tokens.get(savedRoll.ids.actorTokenId) : undefined
|
||||
const attackerToken = savedRoll.ids.opponentTokenId ? canvas.tokens.get(savedRoll.ids.opponentTokenId) : undefined
|
||||
await defender?.encaisserDommages(attaque.dmg, attacker, undefined, attackerToken, defenderToken)
|
||||
|
||||
savedRoll.done.encaissement = true
|
||||
await this.updateChatMessage(chatMessage, savedRoll)
|
||||
}
|
||||
|
||||
async onClickRecul(event) {
|
||||
const chatMessage = ChatUtility.getChatMessage(event)
|
||||
const savedRoll = ChatUtility.getMessageData(chatMessage, 'rollData')
|
||||
const defender = game.actors.get(savedRoll.ids.actorId)
|
||||
const attacker = game.actors.get(savedRoll.ids.opponentId)
|
||||
savedRoll.done.recul = await defender.encaisserRecul(attacker.getForce(), savedRoll.attackerRoll.dmg.dmgArme)
|
||||
// const reculChoc = this.getReculChoc(savedRoll, defender, attacker)
|
||||
await this.updateChatMessage(chatMessage, savedRoll)
|
||||
}
|
||||
|
||||
}
|
@@ -288,6 +288,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
|
||||
target.attackerRoll = rollData.attackerRoll
|
||||
target.rolled = rollData.rolled
|
||||
target.result = rollData.result
|
||||
target.done = target.done ?? {}
|
||||
return target
|
||||
}
|
||||
|
||||
|
@@ -1,4 +1,5 @@
|
||||
import { RdDBonus } from "../rdd-bonus.js"
|
||||
import { ReglesOptionnelles } from "../settings/regles-optionnelles.js"
|
||||
import { ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs"
|
||||
import { PART_CARAC } from "./roll-part-carac.mjs"
|
||||
import { PART_COMP } from "./roll-part-comp.mjs"
|
||||
@@ -49,28 +50,7 @@ export class RollPartAttaque extends RollPartSelect {
|
||||
|
||||
prepareContext(rollData) {
|
||||
const current = this.getCurrent(rollData)
|
||||
current.dmg = this.$dmgRollV2(rollData, current)
|
||||
}
|
||||
|
||||
$dmgRollV2(rollData, current) {
|
||||
const actor = rollData.active.actor
|
||||
const attaque = current.attaque
|
||||
const arme = attaque.arme
|
||||
const dmgArme = RdDBonus.dmgArme(arme, attaque.dommagesArme)
|
||||
|
||||
const dmg = {
|
||||
total: 0,
|
||||
dmgArme: dmgArme,
|
||||
penetration: arme.penetration(),
|
||||
dmgTactique: current.tactique?.dmg ?? 0,
|
||||
dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
|
||||
dmgSurprise: rollData.opponent?.surprise?.dmg ?? 0,
|
||||
mortalite: RdDBonus.mortalite(current.dmg?.mortalite, arme.system.mortalite, rollData.opponent?.actor?.isEntite()),
|
||||
dmgActor: RdDBonus.bonusDmg(actor, attaque.carac.key, dmgArme, attaque.forceRequise),
|
||||
dmgForceInsuffisante: Math.min(0, actor.getForce() - attaque.forceRequise)
|
||||
}
|
||||
dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
|
||||
return dmg
|
||||
current.dmg = RdDBonus.dmgRollV2(rollData, current)
|
||||
}
|
||||
|
||||
getAjustements(rollData) {
|
||||
|
@@ -13,6 +13,7 @@ const listeReglesOptionnelles = [
|
||||
|
||||
{ group: 'Règles de combat', name: 'localisation-aleatoire', descr: "Proposer une localisation aléatoire des blessures" },
|
||||
{ group: 'Règles de combat', name: 'recul', descr: "Appliquer le recul en cas de particulière en force ou de charge" },
|
||||
{ group: 'Règles de combat', name: 'acrobatie-pour-recul', descr: "L'acrobatie aide à ne pas chuter en cas de recul" , default: false },
|
||||
{ group: 'Règles de combat', name: 'resistanceArmeParade', descr: "Faire le jet de résistance des armes lors de parades pouvant les endommager" },
|
||||
{ group: 'Règles de combat', name: 'deteriorationArmure', descr: "Tenir compte de la détérioration des armures" },
|
||||
{ group: 'Règles de combat', name: 'defenseurDesarme', descr: "Le défenseur peut être désarmé en parant une particulière en force ou une charge avec une arme autre qu'un bouclier" },
|
||||
|
@@ -37,8 +37,8 @@
|
||||
{{#if encaissement.dmg.dmgSurprise}}
|
||||
<div>+dom surprise: {{plusMoins encaissement.dmg.dmgSurprise}}</div>
|
||||
{{/if}}
|
||||
{{#if encaissement.dmg.bonusDegatsDiffLibre}}
|
||||
<div>+dom attaque: {{plusMoins encaissement.dmg.bonusDegatsDiffLibre}}</div>
|
||||
{{#if encaissement.dmg.dmgDiffLibre}}
|
||||
<div>+dom attaque: {{plusMoins encaissement.dmg.dmgDiffLibre}}</div>
|
||||
{{/if}}
|
||||
</div>
|
||||
</span>
|
||||
|
@@ -1,12 +1,15 @@
|
||||
{{#if show.encaissement}}
|
||||
<a class='chat-card-button button-encaisser'
|
||||
{{!-- data-actorId='{{ids.actorId}}'
|
||||
data-actorTokenId='{{ids.actorTokenId}}'
|
||||
data-opponentId='{{ids.opponentId}}'
|
||||
data-opponentTokenId='{{ids.opponentTokenId}}' --}}
|
||||
data-tooltip="Encaisser à {{plusMoins attackerRoll.dmg.total}} {{#if (eq attackerRoll.dmg.mortalite 'non-mortel')~}}(non-mortel){{/if}}"
|
||||
>
|
||||
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/encaisser.svg"/> Encaisser à {{plusMoins attackerRoll.dmg.total}}
|
||||
{{#if (eq attackerRoll.dmg.mortalite 'non-mortel')~}}(non-mortel){{/if}}
|
||||
</a>
|
||||
{{#if done.encaissement}}
|
||||
<span class='chat-card-info'>
|
||||
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/encaisser.svg"/>
|
||||
{{active.name}} a encaissé
|
||||
</span>
|
||||
{{else}}
|
||||
<a class='chat-card-button encaissement'
|
||||
data-tooltip="Encaisser à {{plusMoins attackerRoll.dmg.total}} {{#if (eq attackerRoll.dmg.mortalite 'non-mortel')~}}(non-mortel){{/if}}"
|
||||
>
|
||||
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/encaisser.svg"/> Encaisser à {{plusMoins attackerRoll.dmg.total}}
|
||||
{{#if (eq attackerRoll.dmg.mortalite 'non-mortel')~}}(non-mortel){{/if}}
|
||||
</a>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
@@ -1,11 +1,18 @@
|
||||
{{#if show.recul}}
|
||||
<a class='chat-card-button resister-recul-button'
|
||||
data-actorId='{{ids.actorId}}'
|
||||
data-actorTokenId='{{ids.actorTokenId}}'
|
||||
data-opponentId='{{ids.opponentId}}'
|
||||
data-opponentTokenId='{{ids.opponentTokenId}}'
|
||||
data-tooltip="Résister au recul"
|
||||
>
|
||||
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/recul.svg"/> Résister au recul
|
||||
</a>
|
||||
{{/if}}
|
||||
{{#if (eq done.recul 'recul')}}
|
||||
<span class='chat-card-info'>
|
||||
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/recul.svg"/>
|
||||
{{active.name}} recule sous l'impact
|
||||
</span>
|
||||
{{else if (eq done.recul 'chute')}}
|
||||
<span class='chat-card-info'>
|
||||
<img src="icons/svg/falling.svg"/>
|
||||
{{active.name}} recule et chute sous l'impact
|
||||
</span>
|
||||
{{else}}
|
||||
<a class='chat-card-button resister-recul' data-tooltip="Résister au recul ({{show.recul.raison}}, taille {{show.recul.taille}}, impact {{show.recul.impact}})">
|
||||
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/recul.svg"/> Résister au recul
|
||||
10 à {{plusMoins show.recul.diff}} = {{show.recul.chances}}%
|
||||
</a>
|
||||
{{/if}}
|
||||
{{/if}}
|
Reference in New Issue
Block a user