Catégories des compétences de créatures

Les créatures peuvent avoir des compétences d'armes (lancer,
mêlée, tir, armes naturelles), de parade, de possession, et générales.

Les initiatives sont cohérentes. Les possessions sont en phase 10
d'initiative.
This commit is contained in:
2023-06-13 01:55:38 +02:00
parent fc63835a71
commit 37c2b6432d
19 changed files with 232 additions and 129 deletions

View File

@@ -271,10 +271,11 @@ export class RdDActor extends RdDBaseActor {
}
getDraconicOuPossession() {
const possessions = this.items.filter(it => it.type == 'competencecreature' && it.system.ispossession)
.sort(Misc.descending(it => it.system.niveau));
if (possessions.length > 0) {
return duplicate(possessions[0]);
const possession = this.items.filter(it => it.type == TYPES.competencecreature && it.system.categorie == 'possession')
.sort(Misc.descending(it => it.system.niveau))
.find(it=>true);
if (possession) {
return duplicate(possession);
}
const draconics = [...this.getDraconicList().filter(it => it.system.niveau >= 0),
POSSESSION_SANS_DRACONIC]
@@ -960,9 +961,9 @@ export class RdDActor extends RdDBaseActor {
/* -------------------------------------------- */
async updateCompetence(idOrName, compValue) {
let competence = this.getCompetence(idOrName);
const competence = this.getCompetence(idOrName);
if (competence) {
let toNiveau = compValue ?? RdDItemCompetence.getNiveauBase(competence.system.categorie);
const toNiveau = compValue ?? RdDItemCompetence.getNiveauBase(competence.system.categorie, competence.getCategories());
this.notifyCompetencesTronc(competence, toNiveau);
const fromNiveau = competence.system.niveau;
await this.updateEmbeddedDocuments('Item', [{ _id: competence.id, 'system.niveau': toNiveau }]);
@@ -2307,7 +2308,7 @@ export class RdDActor extends RdDBaseActor {
RdDPossession.onAttaquePossession(target, this, rollData.competence)
}
else {
const arme = RdDItemCompetenceCreature.armeNaturelle(rollData.competence)
const arme = RdDItemCompetenceCreature.armeCreature(rollData.competence)
RdDCombat.rddCombatTarget(target, this).attaque(competence, arme)
}
});
@@ -3054,7 +3055,7 @@ export class RdDActor extends RdDBaseActor {
const competence = this.getCompetence(arme.system.competence)
if (competence.system.ispossession) {
if (competence.isCompetencePossession()) {
return RdDPossession.onAttaquePossession(target, this, competence);
}
RdDCombat.rddCombatTarget(target, this).attaque(competence, arme);