#8 - Weapn/armor management
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@@ -374,13 +374,19 @@ export class SoSActor extends Actor {
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/* -------------------------------------------- */
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async applyWounds( flipData ) {
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if ( flipData.damageStatus == 'no_damage') {
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-nodamage-taken.html', flipData );
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ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(this.name), ChatMessage.getWhisperRecipients("GM") ] } );
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return;
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}
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let wounds = duplicate(this.data.data.wounds);
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for (let wound of flipData.woundsList ) {
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if (wound == 'L' ) wounds.light += 1;
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if (wound == 'M' ) wounds.moderate += 1;
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if (wound == 'S' ) wounds.severe += 1;
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if (wound == 'C' ) wounds.critical += 1;
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}
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}
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// Compute total
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let sumWound = wounds.light + (wounds.moderate*2) + (wounds.severe*3) + (wounds.critical*4);
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let currentWounds = duplicate(this.data.data.scores.currentwounds);
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@@ -391,6 +397,16 @@ export class SoSActor extends Actor {
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await this.updateOwnedItem( { _id: bleeding._id, 'data.severity': newSeverity});
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flipData.isBleeding = newSeverity;
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}
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// Stun consequence
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if ( flipData.nbStun > 0) {
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let stun = this.data.items.find( item => item.type == 'consequence' && item.name == 'Sun');
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let newSeverity = stun.severity;
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for(i=0; i<flipData.nbStun; i++) {
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newSeverity = SoSUtility.increaseConsequenceSeverity( newSeverity );
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}
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await this.updateOwnedItem( { _id: stun._id, 'data.severity': newSeverity});
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flipData.isStun = newSeverity;
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}
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await this.update( { 'data.scores.currentwounds': currentWounds, 'data.wounds': wounds } );
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flipData.defenderName = this.name;
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