Manye enhancements for combat
This commit is contained in:
@@ -4,30 +4,46 @@ export const SYSTEM_ID = "fvtt-te-deum";
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export const TEDEUM_CONFIG = {
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BONUS_DEGATS: [{}, { label: "1d4", value: -2 }, { label: "1d6", value: -1 }, { label: "1d8", value: 0 },
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{ label: "1d10", value: 1 }, { label: "1d12", value: 2 }, { label: "1d20", value: 3 }],
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{ label: "1d10", value: 1 }, { label: "1d12", value: 2 }, { label: "1d20", value: 3 }],
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MAX_ARMURES_LOURDES: [{}, { value: 1 }, { value: 3 }, { value: 5 },
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{ value: 7 }, { value: 9 }, { value: 11 }],
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{ value: 7 }, { value: 9 }, { value: 11 }],
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ACTIONS_PAR_TOUR: [{}, { value: 1 }, { value: 2 }, { value: 2 },
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{ value: 3 }, { value: 3 }, { value: 4 }],
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{ value: 3 }, { value: 3 }, { value: 4 }],
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COMMON_VALUE: [{}, { value: 1 }, { value: 2 }, { value: 3 },
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{ value: 4 }, { value: 5 }, { value: 6 }],
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{ value: 4 }, { value: 5 }, { value: 6 }],
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COUT_XP: [{}, { value: 10 }, { value: 10 }, { value: 10 },
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{ value: 10 }, { value: 30 }, { value: 50 }],
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{ value: 10 }, { value: 30 }, { value: 50 }],
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LOCALISATION: {
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"pieddroit": { label: "Pied Droit", value: 1, locMod: 0, id: "pieddroit", nbArmure: 1, score: { min: 1, max: 1 }, coord: { top: 500, left: 0 } },
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"jambedroite": { label: "Jambe Droite", value: 1, locMod: -1, id: "jambedroite", nbArmure: 1, score: { min: 3, max: 4 }, coord: { top: 400, left: 100 } },
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"jambegauche": { label: "Jambe Gauche", value: 1, locMod: -1, id: "jambegauche", nbArmure: 1, score: { min: 5, max: 6 }, coord: { top: 400, left: 300 } },
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"piedgauche": { label: "Pied Gauche", value: 1, locMod: 0, id: "piedgauche", nbArmure: 1, score: { min: 2, max: 2 }, coord: { top: 500, left: 400 } },
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"maindroite": { label: "Main Droite", value: 1, locMod: 0, id: "maindroite", nbArmure: 1, score: { min: 7, max: 7 }, coord: { top: 0, left: 0 } },
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"maingauche": { label: "Main Gauche", value: 1, locMod: 0, id: "maingauche", nbArmure: 1, score: { min: 8, max: 8 }, coord: { top: 0, left: 400 } },
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"brasdroit": { label: "Bras Droit", value: 1, locMod: -1, id: "brasdroit", nbArmure: 2, score: { min: 9, max: 10 }, coord: { top: 200, left: 0 } },
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"brasgauche": { label: "Bras Gauche", value: 1, locMod: -1, id: "brasgauche", nbArmure: 2, score: { min: 11, max: 12 }, coord: { top: 200, left: 400 } },
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"corps": { label: "Corps", value: 1, id: "corps", locMod: -2, nbArmure: 2, score: { min: 13, max: 17 }, coord: { top: 200, left: 200 } },
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"tete": { label: "Tête", value: 1, id: "tete", locMod: -2, nbArmure: 2, score: { min: 18, max: 20 }, coord: { top: 0, left: 200 } },
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"pieddroit": { label: "Pied Droit", value: 1, locMod: 0, id: "pieddroit", categorie: "pied", nbArmure: 1, score: { min: 1, max: 1 }, coord: { top: 500, left: 0 } },
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"jambedroite": { label: "Jambe Droite", value: 1, locMod: -1, id: "jambedroite", categorie: "jambe", nbArmure: 1, score: { min: 3, max: 4 }, coord: { top: 400, left: 100 } },
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"jambegauche": { label: "Jambe Gauche", value: 1, locMod: -1, id: "jambegauche", categorie: "jambe", nbArmure: 1, score: { min: 5, max: 6 }, coord: { top: 400, left: 300 } },
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"piedgauche": { label: "Pied Gauche", value: 1, locMod: 0, id: "piedgauche", categorie: "pied", nbArmure: 1, score: { min: 2, max: 2 }, coord: { top: 500, left: 400 } },
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"maindroite": { label: "Main Droite", value: 1, locMod: 0, id: "maindroite", categorie: "main", nbArmure: 1, score: { min: 7, max: 7 }, coord: { top: 0, left: 0 } },
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"maingauche": { label: "Main Gauche", value: 1, locMod: 0, id: "maingauche", categorie: "main", nbArmure: 1, score: { min: 8, max: 8 }, coord: { top: 0, left: 400 } },
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"brasdroit": { label: "Bras Droit", value: 1, locMod: -1, id: "brasdroit", categorie: "bras", nbArmure: 2, score: { min: 9, max: 10 }, coord: { top: 200, left: 0 } },
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"brasgauche": { label: "Bras Gauche", value: 1, locMod: -1, id: "brasgauche", categorie: "bras", nbArmure: 2, score: { min: 11, max: 12 }, coord: { top: 200, left: 400 } },
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"corps": { label: "Corps", value: 1, id: "corps", categorie: "corps", locMod: -2, nbArmure: 2, score: { min: 13, max: 17 }, coord: { top: 200, left: 200 } },
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"tete": { label: "Tête", value: 1, id: "tete", categorie: "tete", locMod: -2, nbArmure: 2, score: { min: 18, max: 20 }, coord: { top: 0, left: 200 } },
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},
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ATTAQUE_CIBLEES: {
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"aucune": { label: "Aucune", id: "aucune", locMod: 0, description: "Attaque non ciblée" },
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"pieddroit": { label: "Pied Droit", id: "pieddroit", locMod: 0, description: "Attaque ciblée sur le pied droit" },
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"jambedroite": { label: "Jambe Droite", id: "jambedroite", locMod: -1, description: "Attaque ciblée sur la jambe droite" },
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"jambegauche": { label: "Jambe Gauche", id: "jambegauche", locMod: -1, description: "Attaque ciblée sur la jambe gauche" },
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"piedgauche": { label: "Pied Gauche", id: "piedgauche", locMod: 0, description: "Attaque ciblée sur le pied gauche" },
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"maindroite": { label: "Main Droite", id: "maindroite", locMod: 0, description: "Attaque ciblée sur la main droite" },
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"maingauche": { label: "Main Gauche", id: "maingauche", locMod: 0, description: "Attaque ciblée sur la main gauche" },
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"brasdroit": { label: "Bras Droit", id: "brasdroit", locMod: -1, description: "Attaque ciblée sur le bras droit" },
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"brasgauche": { label: "Bras Gauche", id: "brasgauche", locMod: -1, description: "Attaque ciblée sur le bras gauche" },
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"corps": { label: "Corps", id: "corps", locMod: -2, description: "Attaque ciblée sur le corps" },
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"tete": { label: "Tête", id: "tete", locMod: -2, description: "Attaque ciblée sur la tête" },
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},
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ARME_SPECIFICITE: {
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"poing": { label: "Poings", id: "poing", melee: true, tir: false },
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"pied": { label: "Pieds", id: "pied", melee: true, tir: false },
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"encombrante": { label: "Encombrante", id: "encombrante", melee: true, tir: true },
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"maintiendistance": { label: "Maintien à distance", id: "maintiendistance", melee: true, tir: false },
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"coupassomant": { label: "Coup assomant", id: "coupassomant", melee: true, tir: false },
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@@ -94,7 +110,7 @@ export const TEDEUM_CONFIG = {
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},
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caracteristiques: {
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savoir: { id: "savoir", value: "savoir", label: "Savoir", description:"Cette caractéristique correspond à la capacité d'abstraction intellectuelle ainsi qu'à la culture générale du personnage. Elle permet d'évaluer la compétence de base Mémoriser." },
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savoir: { id: "savoir", value: "savoir", label: "Savoir", description: "Cette caractéristique correspond à la capacité d'abstraction intellectuelle ainsi qu'à la culture générale du personnage. Elle permet d'évaluer la compétence de base Mémoriser." },
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sensibilite: { id: "sensibilite", value: "sensibilite", label: "Sensibilité", description: "Cette caractéristique correspond à l'ouverture du personnage sur le monde. Elle englobe l'altruisme, la spiritualité et la créativité du personnage. Elle permet d'évaluer la compétence de base Perception." },
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entregent: { id: "entregent", value: "entregent", label: "Entregent", description: "Cette caractéristique correspond à l'ensemble des prédispositions sociales du personnage. Elle englobe le charisme et le respect des usages. Elle permet d'évaluer la compétence de base Charme." },
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complexion: { id: "complexion", value: "complexion", label: "Complexion", description: "Cette caractéristique permet d'évaluer la santé et la résistance physique du per- sonnage. Elle permet de calculer la com- pétence de base Endurance, capitale dans la résolution des blessures, la résistance à la douleur, au poison et aux maladies." },
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@@ -102,10 +118,10 @@ export const TEDEUM_CONFIG = {
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adresse: { id: "adresse", value: "adresse", label: "Adresse", description: "Cette caractéristique correspond à la rapidité et la dextérité du personnage. Elle livre le nombre d'actions qu'un personnage peut accomplir en un tour de combat et permet d'évaluer les compétences de base Initiative & Course." },
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},
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allonges: {
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courte: { courte: { malus: 0 }, moyenne: { malus: -1 }, longue: { malus: -2 }, treslongue: { malus: 0, esquive: 2 } },
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moyenne: { courte: { malus: 0 }, moyenne: { malus: 0 }, longue: { malus: -1 }, treslongue: { malus: 0, esquive: 2 } },
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longue: { courte: { malus: -2 }, moyenne: { malus: -1 }, longue: { malus: 0 }, treslongue: { malus: -1, esquive: 1 } },
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treslongue: { courte: { malus: 0, esquive: 2 }, moyenne: { malus: 0, esquive: 2 }, longue: { malus: 0, esquive: 1 }, treslongue: { malus: 0 } },
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courte: { courte: { label: "Courte (0)", malus: 0 }, moyenne: { label: "Moyenne (-1)", malus: -1 }, longue: { label: "Longue (-2)", malus: -2 }, treslongue: { label: "Très longue (0, 2 Esquives)", malus: 0, esquive: 2 } },
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moyenne: { courte: { label: "Courte (0)", malus: 0 }, moyenne: { label: "Moyenne (0)", malus: 0 }, longue: { label: "Longue (-1)", malus: -1 }, treslongue: { label: "Très longue (0, 2 Esquives)", malus: 0, esquive: 2 } },
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longue: { courte: { label: "Courte (-2)", malus: -2 }, moyenne: { label: "Moyenne (-1)", malus: -1 }, longue: { label: "Longue (0)", malus: 0 }, treslongue: { label: "Très longue (-1, 2 Esquives)", malus: -1, esquive: 1 } },
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treslongue: { courte: { label: "Courte (0, 2 Esquives)", malus: 0, esquive: 2 }, moyenne: { label: "Moyenne (0, 2 Esquives)", malus: 0, esquive: 2 }, longue: { label: "Longue (0, 1 Esquive)", malus: 0, esquive: 1 }, treslongue: { label: "Très longue (0)", malus: 0 } },
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},
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providence: [
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{ labelM: "Brebis égarée", labelF: "Brebis égarée", value: 0, diceValue: "0" },
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@@ -195,13 +211,14 @@ export const TEDEUM_CONFIG = {
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{ value: "1", label: "+1 niveau" },
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{ value: "2", label: "+2 niveaux" }
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],
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blessuresOrder: ["indemne", "estafilade", "plaie", "plaiebeante", "plaieatroce", "tuenet", "tuenet", "tuenet", "tuenet", "tuenet"],
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blessures: {
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indemne: { value: 0, label: "Indemne", key: "indemne", degatsMax: -1, count: 0, modifier: 0 },
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estafilade: { value: 1, label: "Estafilade", key: "estafilade", degatsMin: 0, degatsMax: 2, count: 1, modifier: 0 },
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plaie: { value: 2, label: "Plaie", key: "plaie", degatsMin: 3, degatsMax: 4, count: 1, modifier: -1 },
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plaiebeante: { value: 3, label: "Plaie béante", key: "plaiebeante", degatsMin: 5, degatsMax: 6, count: 1, modifier: -2 },
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plaieatroce: { value: 4, label: "Plaie atroce", key: "plaieatroce", degatsMin: 7, degatsMax: 8, count: 1, horsCombat: true, modifier: -12 },
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tunenet: { value: 5, label: "Tué net", key: "tuenet", degatsMin: 9, degatsMax: 100, count: 1, horsCombat: true, mort: true, modifier: -12 }
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tuenet: { value: 5, label: "Tué net", key: "tuenet", degatsMin: 9, degatsMax: 100, count: 1, horsCombat: true, mort: true, modifier: -100 }
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},
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virulence: {
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aucune: { label: "Aucune", value: "aucune", modifier: 0 },
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@@ -212,7 +212,7 @@ export class TeDeumUtility {
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let isAttackWinner = true
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let rWinner = this.currentOpposition
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let rLooser = rollData
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if (rWinner.total < rLooser.total) {
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if (rWinner.total <= rLooser.total) {
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rWinner = rollData
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rLooser = this.currentOpposition
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isAttackWinner = false
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@@ -222,17 +222,33 @@ export class TeDeumUtility {
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winner: rWinner,
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looser: rLooser
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}
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// Update difficulty
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rWinner.difficulty = rLooser.total
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rLooser.difficulty = rWinner.total
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await this.computeResults(rWinner)
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await this.computeResults(rLooser)
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// Auto XP management when opposed
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if (rWinner.isReussiteCritique) {
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let actor = this.getActorFromRollData(rWinner)
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actor.modifyXP(rWinner.carac.key, 1)
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}
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if (rLooser.isEchecCritique) {
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let actor = this.getActorFromRollData(rLooser)
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actor.modifyXP(rLooser.carac.key, 1)
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}
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let msg = await this.createChatWithRollMode(rollData.alias, {
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content: await foundry.applications.handlebars.renderTemplate(`systems/fvtt-te-deum/templates/chat/chat-opposition-result.hbs`, oppositionData)
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})
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await msg.setFlag("world", "te-deum-rolldata", rollData)
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// Si le gagnant est l'attaquant, appliquer les dégats sur la victime
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if ( isAttackWinner && rWinner.isSuccess && rWinner.mode == "arme" && rWinner.arme?.system.typeArme == "melee" && rWinner.defenderTokenId) {
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this.appliquerDegats(rWinner)
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if (isAttackWinner && rWinner.isSuccess && rWinner.mode == "arme" && rWinner.arme?.system.typeArme == "melee" && rWinner.defenderTokenId) {
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await this.appliquerDegats(rWinner)
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}
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console.log("Rolldata result", rollData)
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console.log("Opposition result", rollData, isAttackWinner, oppositionData)
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}
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}
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@@ -243,6 +259,12 @@ export class TeDeumUtility {
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if (defenderToken) {
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let actor = defenderToken.actor
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await actor.appliquerDegats(rollData)
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// Attaque naturelle avec dégats inférieur à -2
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if ((rollData?.arme?.system.specificites?.poing?.hasSpec || rollData?.arme?.system.specificites?.pied?.hasSpec) && rollData.degats < -2) {
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let attacker = this.getActorFromRollData(rollData)
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attacker.appliquerBlessure("estafilade", "maindroite", "Contusion suite à une attaque naturelle")
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ui.notifications.info(`${attacker.name} subit 1 contusion en infligeant ${rollData.degats} dégâts à mains nues`)
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}
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} else {
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ui.notifications.error("Impossible de trouver la cible de l'attaque, aucun degats appliqué")
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}
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@@ -267,6 +289,17 @@ export class TeDeumUtility {
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TeDeumUtility.appliquerDegats(rollData, messageId)
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}
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})
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$(html).on("click", '.chat-command-gain-xp', event => {
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let messageId = TeDeumUtility.findChatMessageId(event.currentTarget)
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let message = game.messages.get(messageId)
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let rollData = message.getFlag("world", "te-deum-rolldata")
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if (rollData) {
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let actor = TeDeumUtility.getActorFromRollData(rollData)
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actor.modifyXP(rollData.carac.key, 1)
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// Hide this button
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event.currentTarget.style.display = 'none';
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}
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})
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}
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/* -------------------------------------------- */
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@@ -477,6 +510,15 @@ export class TeDeumUtility {
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if (rollData.isMouvement) {
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localModifier -= 1
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}
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if (rollData.arme && rollData.allongeId) {
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localModifier += rollData.allonges[rollData.allongeId].malus
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rollData.allongeMalus = rollData.allonges[rollData.allongeId].malus
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rollData.nbEsquives = rollData.allonges[rollData.allongeId]?.esquive || 0
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}
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if (rollData.attaqueCiblee && rollData.attaqueCiblee != "aucune") {
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localModifier -= 1
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rollData.loc = foundry.utils.duplicate(game.system.tedeum.config.LOCALISATION[rollData.attaqueCiblee])
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}
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let diceBase = this.modifyDice(rollData.carac.dice, localModifier + Number(rollData.bonusMalus) + rollData.santeModifier)
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if (!diceBase) return;
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diceFormula = diceBase + "x + " + rollData.compScore
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@@ -489,24 +531,30 @@ export class TeDeumUtility {
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/* -------------------------------------------- */
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static async getLocalisation(rollData) {
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let locRoll = await new Roll("1d20").roll()
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await this.showDiceSoNice(locRoll, game.settings.get("core", "rollMode"))
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rollData.locRoll = foundry.utils.duplicate(locRoll)
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for (let key in game.system.tedeum.config.LOCALISATION) {
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let loc = game.system.tedeum.config.LOCALISATION[key]
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if (locRoll.total >= loc.score.min && locRoll.total <= loc.score.max) {
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rollData.loc = foundry.utils.duplicate(loc)
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break
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let locRoll
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if (rollData.loc) {
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locRoll = await new Roll(String(rollData.loc.score.min)).roll()
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} else {
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locRoll = await new Roll("1d20").roll()
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await this.showDiceSoNice(locRoll, game.settings.get("core", "rollMode"))
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for (let key in game.system.tedeum.config.LOCALISATION) {
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let loc = game.system.tedeum.config.LOCALISATION[key]
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if (locRoll.total >= loc.score.min && locRoll.total <= loc.score.max) {
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rollData.loc = foundry.utils.duplicate(loc)
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break
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}
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}
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}
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rollData.locRoll = foundry.utils.duplicate(locRoll)
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}
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/* -------------------------------------------- */
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static async processAttaqueMelee(rollData) {
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await this.getLocalisation(rollData)
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let actor = game.actors.get(rollData.actorId)
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let bDegats = actor.getBonusDegats()
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let degatsRoll = await new Roll(rollData.arme.system.degats + "+" + bDegats.value).roll()
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let bDegats = actor.getAttaqueBonusDegats(rollData)
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rollData.degatsFormula = rollData.arme.system.degats + "+" + bDegats
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let degatsRoll = await new Roll(rollData.degatsFormula).roll()
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await this.showDiceSoNice(degatsRoll, game.settings.get("core", "rollMode"))
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rollData.degatsRoll = foundry.utils.duplicate(degatsRoll)
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rollData.degats = degatsRoll.total
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@@ -522,7 +570,7 @@ export class TeDeumUtility {
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await this.getLocalisation(rollData)
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// Now the degats
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let degatsRoll = await new Roll(rollData.arme.system.degats).roll()
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await this.showDiceSoNice(rollData.locRoll, game.settings.get("core", "rollMode"))
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await this.showDiceSoNice(rollData.degatsRoll, game.settings.get("core", "rollMode"))
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rollData.degatsRoll = foundry.utils.duplicate(degatsRoll)
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rollData.degats = degatsRoll.total
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}
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@@ -538,8 +586,8 @@ export class TeDeumUtility {
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||||
}
|
||||
rollData.difficulty = game.system.tedeum.config.difficulte[rollData.difficulty].value
|
||||
// Compute the real competence score
|
||||
if ( rollData.competence ) {
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||||
if ( rollData.competence.system.isBase) {
|
||||
if (rollData.competence) {
|
||||
if (rollData.competence.system.isBase) {
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||||
rollData.compScore = actor.system.caracteristiques[rollData.competence.system.caracteristique].value
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||||
} else {
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||||
rollData.compScore = rollData.competence.system.score
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||||
@@ -571,10 +619,6 @@ export class TeDeumUtility {
|
||||
if (rollData.enableProvidence) {
|
||||
actor.modifyProvidence(-1)
|
||||
}
|
||||
// Manage XP
|
||||
if (rollData.isReussiteCritique || rollData.isEchecCritique) {
|
||||
actor.modifyXP(rollData.carac.key, 1)
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
Reference in New Issue
Block a user