Gestion degats à deux mains, suppression bonus degats inutiles
Release Creation / build (release) Successful in 1m58s

This commit is contained in:
2026-06-01 08:26:01 +02:00
parent 2c73108f63
commit 0b88e53d77
22 changed files with 69 additions and 58 deletions
@@ -202,7 +202,7 @@ export class DonjonEtCieRollDialog {
static async createDamage(actor, item) {
const damageContext = DonjonEtCieUtility.getMartialDamageContext(actor, item);
const isMeleeTwoHanded = item.type === "arme" && item.system.categorie === "melee" && Number(item.system.mains ?? 1) > 1;
const isMeleeTwoHanded = item.type === "arme" && item.system?.categorie === "melee" && Number(item.system?.mains ?? 1) > 1;
const defaultMode = isMeleeTwoHanded ? "avantage" : "normal";
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-donjon-et-cie/templates/dialogs/damage-roll.hbs",
+2 -4
View File
@@ -373,7 +373,7 @@ export class DonjonEtCieRolls {
if (!isUsageDie && !item.system.degats) return null;
// Arme à 2 mains de corps à corps : avantage automatique
const isMeleeTwoHanded = item.type === "arme" && item.system.categorie === "melee" && Number(item.system.mains ?? 1) > 1;
const isMeleeTwoHanded = item.type === "arme" && item.system?.categorie === "melee" && Number(item.system?.mains ?? 1) > 1;
if (isMeleeTwoHanded && mode === "normal") {
mode = "avantage";
}
@@ -400,7 +400,6 @@ export class DonjonEtCieRolls {
keptDieLabel,
values: result.values,
total: result.kept,
bonus: totalBonus,
baseDamage: baseDamageDisplay,
effectiveDamage,
damageCapped: damageContext.capped,
@@ -418,7 +417,6 @@ export class DonjonEtCieRolls {
baseDamage: baseDamageDisplay,
effectiveDamage,
damageCapped: damageContext.capped,
bonus: totalBonus,
values: result.values,
mode: result.mode
};
@@ -432,7 +430,7 @@ export class DonjonEtCieRolls {
}
// Arme à 2 mains de corps à corps : avantage automatique
const isMeleeTwoHanded = item.type === "arme" && item.system.categorie === "melee" && Number(item.system.mains ?? 1) > 1;
const isMeleeTwoHanded = item.type === "arme" && item.system?.categorie === "melee" && Number(item.system?.mains ?? 1) > 1;
if (isMeleeTwoHanded && mode === "normal") {
mode = "avantage";
}