Manage wounds in fight
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@ -39,6 +39,7 @@ export class SoSCombat extends Combat {
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gotoNextTurn() {
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this.phaseNumber -= 1;
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if ( this.phaseNumber <= 0) {
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this.applyConsequences();
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this.nextRound(); // Auto-switch to next round
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} else {
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this.nextTurn();
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@ -91,6 +92,16 @@ export class SoSCombat extends Combat {
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this.currentActions = actionList;
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}
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/* -------------------------------------------- */
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applyConsequences( ) {
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if (game.user.isGM ) {
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for( let combatant of this.combatants) {
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let bleeding = combatant.actor.data.items.find( item => item.type == 'consequence' && item.name == 'Bleeding');
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combatant.actor.applyConsequenceWound( bleeding.severity, "bleeding" );
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}
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}
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}
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/* -------------------------------------------- */
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closeAction( uniqId) {
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let action = this.currentActions.find( _action => _action.uniqId == uniqId );
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@ -146,7 +157,7 @@ export class SoSCombat extends Combat {
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}
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if ( actionsDone ) {
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this.actionsRequested = false;
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ChatMessage.create( { content: `Action phase has been completed ! Now proceeding with actions.`,
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ChatMessage.create( { content: `Action declaration phase has been completed ! Now proceeding with actions.`,
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whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
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this.phaseNumber = 3;
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this.nextTurn();
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