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10 Commits

Author SHA1 Message Date
5c256e2c49 F>ix version 2023-10-04 21:44:41 +02:00
1c475348d5 Gestion des armes dans hotbar 2023-10-04 21:24:51 +02:00
de5d32f88f Gestion des armes dans hotbar 2023-10-04 09:33:24 +02:00
76a02d60ca Gestion des armes dans hotbar 2023-10-04 09:07:49 +02:00
724c556b9e Merge pull request 'v11' (#667) from VincentVk/foundryvtt-reve-de-dragon:v11 into v11
Reviewed-on: #667
2023-10-04 09:07:10 +02:00
7dfba94a11 Nettoyage de date
Pas de "T" entre date et heure
2023-10-03 21:03:19 +02:00
928c7bbcfe Désespoir 2023-08-28 01:46:43 +02:00
222a06a978 Fix remoteCall 2023-08-15 17:24:01 +02:00
b4edaf8584 Fix remoteActorCall 2023-08-13 20:43:32 +02:00
3c062afd56 Fix remoteActorCall 2023-08-13 20:42:54 +02:00
7 changed files with 60 additions and 23 deletions

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@ -1741,6 +1741,7 @@ export class RdDActor extends RdDBaseActor {
async consommerNourritureboisson(itemId, choix = { doses: 1, seForcer: false, supprimerSiZero: false }, userId = undefined) {
if (userId != undefined && userId != game.user.id) {
RdDBaseActor.remoteActorCall({
tokenId: this.token?.id,
actorId: this.id,
method: 'consommerNourritureboisson',
args: [itemId, choix, userId]
@ -3070,29 +3071,43 @@ export class RdDActor extends RdDBaseActor {
}
/* -------------------------------------------- */
rollArme(arme) {
getArmeCompetence(arme, competenceName) {
let comp = arme.system[competenceName]
if (!comp || comp.name == "") {
comp = arme.system[competenceName]
}
if ( !comp || comp.name == "") {
comp = arme.system[competenceName]
}
return comp
}
/* -------------------------------------------- */
rollArme(arme, competenceName = "competence") {
let compToUse = this.getArmeCompetence(arme, competenceName)
if (!Targets.hasTargets()) {
RdDConfirm.confirmer({
settingConfirmer: "confirmer-combat-sans-cible",
content: `<p>Voulez vous faire un jet de compétence ${arme.system.competence} sans choisir de cible valide?
content: `<p>Voulez vous faire un jet de compétence ${competenceName} sans choisir de cible valide?
<br>Tous les jets de combats devront être gérés à la main
</p>`,
title: 'Ne pas utiliser les automatisation de combat',
buttonLabel: "Pas d'automatisation",
onAction: async () => {
this.rollCompetence(arme.system.competence, { tryTarget: false })
this.rollCompetence(compToUse, { tryTarget: false })
}
});
return;
}
Targets.selectOneToken(target => {
if (Targets.isTargetEntite(target)) {
ui.notifications.warn(`Vous ne pouvez pas attaquer une entité non incarnée avec votre ${arme.name}!!!!`);
return;
}
const competence = this.getCompetence(arme.system.competence)
const competence = this.getCompetence(compToUse)
//console.log("RollArme", competence, arme)
if (competence.isCompetencePossession()) {
return RdDPossession.onAttaquePossession(target, this, competence);
}
@ -3121,7 +3136,7 @@ export class RdDActor extends RdDBaseActor {
async onRollTachePremiersSoins(blessureId, rollData) {
if (!this.isOwner) {
return RdDBaseActor.remoteActorCall({ actorId: this.id, method: 'onRollTachePremiersSoins', args: [blessureId, rollData] });
return RdDBaseActor.remoteActorCall({ tokenId: this.token?.id, actorId: this.id, method: 'onRollTachePremiersSoins', args: [blessureId, rollData] });
}
const blessure = this.getItem(blessureId, 'blessure')
console.log('TODO update blessure', this, blessureId, rollData, rollData.tache);
@ -3151,7 +3166,7 @@ export class RdDActor extends RdDBaseActor {
async onRollSoinsComplets(blessureId, rollData) {
if (!this.isOwner) {
return RdDBaseActor.remoteActorCall({ actorId: this.id, method: 'onRollSoinsComplets', args: [blessureId, rollData] });
return RdDBaseActor.remoteActorCall({ tokenId: this.token?.id, actorId: this.id, method: 'onRollSoinsComplets', args: [blessureId, rollData] });
}
const blessure = this.getItem(blessureId, 'blessure')
if (blessure && blessure.system.premierssoins.done && !blessure.system.soinscomplets.done) {
@ -3245,6 +3260,7 @@ export class RdDActor extends RdDBaseActor {
const attackerId = attacker?.id;
if (ReglesOptionnelles.isUsing('validation-encaissement-gr') && !game.user.isGM) {
RdDBaseActor.remoteActorCall({
tokenId: this.token?.id,
actorId: this.id,
method: 'appliquerEncaissement',
args: [rollData, show, attackerId]

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@ -50,7 +50,13 @@ export class RdDBaseActor extends Actor {
static onRemoteActorCall(callData, userId) {
if (userId == game.user.id) {
const actor = game.actors.get(callData?.actorId);
let actor = game.actors.get(callData?.actorId);
if ( callData.tokenId) {
let token = canvas.tokens.placeables.find(t => t.id == callData.tokenId)
if (token) {
actor = token.actor
}
}
if (Misc.isOwnerPlayerOrUniqueConnectedGM(actor)) { // Seul le joueur choisi effectue l'appel: le joueur courant si propriétaire de l'actor, ou le MJ sinon
const args = callData.args;
console.info(`RdDBaseActor.onRemoteActorCall: pour l'Actor ${callData.actorId}, appel de RdDBaseActor.${callData.method}(`, ...args, ')');
@ -147,6 +153,7 @@ export class RdDBaseActor extends Actor {
async creerObjetParMJ(object) {
if (!Misc.isUniqueConnectedGM()) {
RdDBaseActor.remoteActorCall({
tokenId: this.token?.id,
actorId: this.id,
method: 'creerObjetParMJ',
args: [object]
@ -220,6 +227,7 @@ export class RdDBaseActor extends Actor {
if (fromActorId && !game.user.isGM) {
RdDBaseActor.remoteActorCall({
userId: Misc.connectedGMOrUser(),
tokenId: this.token?.id,
actorId: this.id,
method: 'ajouterSols', args: [sols, fromActorId]
});

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@ -114,7 +114,7 @@ export class DialogChronologie extends Dialog {
heure: RdDTimestamp.definition(this.html.find("form.rdddialogchrono :input[name='chronologie.heure']").val()),
minute: this.html.find("form.rdddialogchrono :input[name='chronologie.minute']").val(),
},
dateReel: this.html.find("form.rdddialogchrono :input[name='dateReel']").val()
dateReel: this.html.find("form.rdddialogchrono :input[name='dateReel']").val().replace('T', ' ')
}
}

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@ -1,8 +1,8 @@
export class RdDHotbar {
static async addToHotbar(item, slot) {
let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}");`;
static async createItemMacro(item, slot, armeCompetence = undefined) {
let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}"` + ((armeCompetence) ? `, "${armeCompetence}");` : `);`);
let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command));
if (!macro) {
macro = await Macro.create({
@ -15,6 +15,25 @@ export class RdDHotbar {
await game.user.assignHotbarMacro(macro, slot);
}
static async addToHotbar(item, slot) {
if (item?.type == "arme") { // Used to manage weapons with multiple skills
if (item.system.competence != "") {
await this.createItemMacro(item, slot, "competence")
slot++
}
if (item.system.lancer != "") {
await this.createItemMacro(item, slot, "lancer")
slot++
}
if (item.system.tir != "") {
await this.createItemMacro(item, slot, "lancer")
slot++
}
} else {
await this.createItemMacro(item, slot)
}
}
/**
* Create a macro when dropping an entity on the hotbar
* Item - open roll dialog for item
@ -44,7 +63,7 @@ export class RdDHotbar {
}
/** Roll macro */
static rollMacro(itemName, itemType, bypassData) {
static rollMacro(itemName, itemType, competenceName) {
const speaker = ChatMessage.getSpeaker();
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
@ -58,7 +77,7 @@ export class RdDHotbar {
// Trigger the item roll
switch (item.type) {
case "arme":
return actor.rollArme(item);
return actor.rollArme(item, competenceName);
case "competence":
return actor.rollCompetence(itemName);
}

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@ -106,11 +106,6 @@ export class RdDCalendrier extends Application {
return buttons
}
/*async maximize() {
await super.maximize()
this.render(true)
}*/
async close() { }
async onUpdateSetting(setting, update, options, id) {

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@ -1,14 +1,13 @@
{
"id": "foundryvtt-reve-de-dragon",
"title": "Rêve de Dragon",
"version": "11.0.15",
"download": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/archive/foundryvtt-reve-de-dragon-11.0.15.zip",
"version": "11.0.20",
"download": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/archive/foundryvtt-reve-de-dragon-11.0.20.zip",
"manifest": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/raw/v11/system.json",
"changelog": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/raw/branch/v11/changelog.md",
"compatibility": {
"minimum": "11",
"verified": "11",
"maximum": "11"
"verified": "11"
},
"description": "Rêve de Dragon RPG for FoundryVTT",
"authors": [

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@ -1,6 +1,6 @@
{{#if use.moral}}
<span>
Vous avez fait appel {{#if (gt moral 0)}}au moral{{else}}à l'énergie du déspoir{{/if}}
Vous avez fait appel {{#if (gt moral 0)}}au moral{{else}}à l'énergie du désespoir{{/if}}
{{#if (eq perteMoralEchec 'dissolution')}}et échoué, cous marquez un point de dissolution!.
{{else if (eq perteMoralEchec 'perte')}}et échoué, votre moral baisse à {{moral}}.
{{else}}et réussi, votre moral reste de {{moral}}.