Fin de gestion encaissement/recul V2
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@@ -610,35 +610,33 @@ export class RdDUtility {
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/* -------------------------------------------- */
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static async getLocalisation(type = 'personnage') {
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let result = await RdDDice.rollTotal("1d20");
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let txt = ""
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const loc = { result: await RdDDice.rollTotal("1d20")};
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if (type == 'personnage') {
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if (result <= 3) txt = "Jambe, genou, pied, jarret";
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else if (result <= 7) txt = "Hanche, cuisse, fesse";
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else if (result <= 9) txt = "Ventre, reins";
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else if (result <= 12) txt = "Poitrine, dos";
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else if (result <= 14) txt = "Avant-bras, main, coude";
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else if (result <= 18) txt = "Epaule, bras, omoplate";
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else if (result == 19) txt = "Tête";
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else if (result == 20) txt = "Tête (visage)";
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if (loc.result <= 3) loc.txt = "Jambe, genou, pied, jarret";
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else if (loc.result <= 7) loc.txt = "Hanche, cuisse, fesse";
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else if (loc.result <= 9) loc.txt = "Ventre, reins";
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else if (loc.result <= 12) loc.txt = "Poitrine, dos";
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else if (loc.result <= 14) loc.txt = "Avant-bras, main, coude";
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else if (loc.result <= 18) loc.txt = "Epaule, bras, omoplate";
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else if (loc.result == 19) loc.txt = "Tête";
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else if (loc.result == 20) loc.txt = "Tête (visage)";
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} else {
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if (result <= 7) txt = "Jambes/Pattes";
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else if (result <= 18) txt = "Corps";
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else if (result <= 20) txt = "Tête";
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if (loc.result <= 7) loc.txt = "Jambes/Pattes";
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else if (loc.result <= 18) loc.txt = "Corps";
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else if (loc.result <= 20) loc.txt = "Tête";
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}
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return { result: result, label: txt };
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return loc
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}
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/* -------------------------------------------- */
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static async jetEncaissement(actor, rollData, armure, options = { showDice: HIDE_DICE }) {
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const diff = Math.abs(rollData.diffLibre);
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let formula = RdDUtility.formuleEncaissement(diff, options)
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static async jetEncaissement(actor, dmg, armure, options = { showDice: HIDE_DICE }) {
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const diff = Math.abs(dmg.diff)
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const formula = RdDUtility.formuleEncaissement(diff, options)
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const roll = await RdDDice.roll(formula, options);
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RdDUtility.remplaceDeMinParDifficulte(roll, diff, options);
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return await RdDUtility.prepareEncaissement(actor, rollData, roll, armure);
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return await RdDUtility.prepareEncaissement(actor, dmg, roll, armure);
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}
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static remplaceDeMinParDifficulte(roll, diff, options) {
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@@ -661,7 +659,7 @@ export class RdDUtility {
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}
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}
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static formuleEncaissement(diff, options) {
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static formuleEncaissement(diff) {
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// Chaque dé fait au minimum la difficulté libre
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if (ReglesOptionnelles.isUsing('degat-minimum-malus-libre')) {
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return `2d10min${diff}`
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@@ -670,25 +668,22 @@ export class RdDUtility {
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}
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/* -------------------------------------------- */
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static async prepareEncaissement(actor, rollData, roll, armure) {
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// La difficulté d'ataque s'ajoute aux dégâts
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const bonusDegatsDiffLibre = ReglesOptionnelles.isUsing('degat-ajout-malus-libre') ? Math.abs(rollData.diffLibre ?? 0) : 0
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const jetTotal = roll.total + rollData.dmg.total - armure + bonusDegatsDiffLibre
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const encaissement = RdDUtility._selectEncaissement(jetTotal, rollData.dmg.mortalite);
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static async prepareEncaissement(actor, dmg, roll, armure) {
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const jetTotal = roll.total + dmg.total - armure
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const encaissement = RdDUtility._selectEncaissement(jetTotal, dmg.mortalite);
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const over20 = Math.max(jetTotal - 20, 0);
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encaissement.dmg = rollData.dmg
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encaissement.dmg = dmg
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if (ReglesOptionnelles.isUsing('localisation-aleatoire')) {
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encaissement.dmg.loc = rollData.dmg.loc ?? await RdDUtility.getLocalisation(actor.type)
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encaissement.dmg.loc = dmg.loc ?? await RdDUtility.getLocalisation(actor.type)
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encaissement.dmg.loc.label = encaissement.dmg.loc.label ?? 'Corps;'
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}
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else {
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encaissement.dmg.loc = { label: '' }
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}
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encaissement.dmg.bonusDegatsDiffLibre = bonusDegatsDiffLibre
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encaissement.roll = roll;
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encaissement.armure = armure;
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encaissement.penetration = rollData.arme?.system.penetration ?? 0;
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encaissement.total = jetTotal;
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encaissement.roll = roll
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encaissement.armure = armure
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encaissement.penetration = dmg.penetration
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encaissement.total = jetTotal
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encaissement.vie = await RdDUtility._evaluatePerte(encaissement.vie, over20);
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encaissement.endurance = await RdDUtility._evaluatePerte(encaissement.endurance, over20);
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return encaissement;
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