Correction pour l'activation des runes, qui ne marchai plus

This commit is contained in:
2026-04-08 23:53:32 +02:00
parent 1e63db8c39
commit d8cfdfb96d
2 changed files with 32 additions and 0 deletions

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@@ -416,6 +416,25 @@ export class MournbladeUtility {
subAme = Math.ceil((subAme + 1) / 2)
}
actor.subPointsAme(rollData.runemode, subAme)
// Créer l'effet de rune sur l'acteur si le jet est réussi
if (rollData.isSuccess) {
const effetMode = (rollData.runemode == "prononcer") ? "prononcee" : "inscrite"
const dureeLabel = rollData.runeduree === 1
? `${rollData.runeduree} tour`
: `${rollData.runeduree} tours`
await actor.createEmbeddedDocuments("Item", [{
name: rollData.rune.name,
type: "runeeffect",
img: rollData.rune.img || "systems/fvtt-mournblade/assets/icons/rune.webp",
system: {
rune: rollData.rune.name,
mode: effetMode,
duree: dureeLabel,
pointame: rollData.runeame
}
}])
}
}
if (rollData.typeAttaque == "assomer" && rollData.defenderTokenId && rollData.isPureSuccess) {
let defender = game.canvas.tokens.get(rollData?.defenderTokenId)?.actor