forked from public/foundryvtt-wh4-lang-fr-fr
Fix async rolls
This commit is contained in:
@ -416,7 +416,7 @@
|
||||
"effectTrigger": "oneTime",
|
||||
"preventDuplicateEffects": false,
|
||||
"effectApplication": "apply",
|
||||
"script": "let damage = new Roll(\"1d10\").roll().total\n args.actor.applyBasicDamage(damage, {damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL})\n\nargs.actor.addCondition(\"deafened\", 3)\n\nargs.actor.setupSkill(\"Résistance\", {absolute : {difficulty: \"average\" }, context : {failure: \"Subit un Etat Brisé\", success : \"Evite un Etat Brisé\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => {\n if (test.result.outcome == \"failure\")\n args.actor.addCondition(\"broken\")\n })\n})"
|
||||
"script": "let damage = new Roll(\"1d10\").roll({async: false}).total\n args.actor.applyBasicDamage(damage, {damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL})\n\nargs.actor.addCondition(\"deafened\", 3)\n\nargs.actor.setupSkill(\"Résistance\", {absolute : {difficulty: \"average\" }, context : {failure: \"Subit un Etat Brisé\", success : \"Evite un Etat Brisé\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => {\n if (test.result.outcome == \"failure\")\n args.actor.addCondition(\"broken\")\n })\n})"
|
||||
}
|
||||
},
|
||||
"transfer": true,
|
||||
@ -641,7 +641,7 @@
|
||||
"wfrp4e": {
|
||||
"effectTrigger": "endRound",
|
||||
"preventDuplicateEffects": true,
|
||||
"script": "let chatData = {content: \"\", whisper: ChatMessage.getWhisperRecipients(\"GM\")}\n\nlet wounds = duplicate(this.actor.status.wounds)\nlet regen = new Roll(\"1d10\").roll().total\n\nif (wounds.value >= wounds.max)\n return\n\nif (wounds.value > 0)\n{\n wounds.value += regen\n if (wounds.value > wounds.max) \n wounds.value = wounds.max\n chatData.content += `<b>${this.actor.name}<\/b> récupère ${regen} Blessures.`\n \n if (regen == 10)\n chatData.content += `<br>De plus, il récupère d'une Blessure Critique.`\n}\nelse if (regen >= 8)\n{\n chatData.content += `<b>${this.actor.name}<\/b> a réussi un ${regen} et récupère 1 Blessure.`\n wounds.value += 1\n if (regen == 10)\n chatData.content += `<br>De plus, il récupère d'une Blessure Critique.`\n}\nelse\n{\n chatData.content += `<b>${this.actor.name}<\/b> Jet de Régénration de ${regen} - Aucun effet.`\n}\n\nthis.actor.update({\"data.status.wounds\" : wounds})\nChatMessage.create(chatData)",
|
||||
"script": "let chatData = {content: \"\", whisper: ChatMessage.getWhisperRecipients(\"GM\")}\n\nlet wounds = duplicate(this.actor.status.wounds)\nlet regen = new Roll(\"1d10\").roll({async: false}).total\n\nif (wounds.value >= wounds.max)\n return\n\nif (wounds.value > 0)\n{\n wounds.value += regen\n if (wounds.value > wounds.max) \n wounds.value = wounds.max\n chatData.content += `<b>${this.actor.name}<\/b> récupère ${regen} Blessures.`\n \n if (regen == 10)\n chatData.content += `<br>De plus, il récupère d'une Blessure Critique.`\n}\nelse if (regen >= 8)\n{\n chatData.content += `<b>${this.actor.name}<\/b> a réussi un ${regen} et récupère 1 Blessure.`\n wounds.value += 1\n if (regen == 10)\n chatData.content += `<br>De plus, il récupère d'une Blessure Critique.`\n}\nelse\n{\n chatData.content += `<b>${this.actor.name}<\/b> Jet de Régénration de ${regen} - Aucun effet.`\n}\n\nthis.actor.update({\"data.status.wounds\" : wounds})\nChatMessage.create(chatData)",
|
||||
"effectApplication": "actor"
|
||||
}
|
||||
},
|
||||
|
Reference in New Issue
Block a user