SUpression bonus degats, gestion armes à 2mains

This commit is contained in:
2026-05-31 23:23:55 +02:00
parent 8718cfff05
commit 2c73108f63
7 changed files with 24 additions and 18 deletions
-1
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@@ -104,7 +104,6 @@
"DNC.Dialog.InitiativeIntro": "<strong>{actorName}</strong> lance l'initiative.",
"DNC.Dialog.InitiativeCurrent": "DEX actuelle : <strong>{dex}</strong>, bonus de fiche : <strong>{initiativeBonus}</strong>",
"DNC.Dialog.CharacteristicUsed": "Caracteristique utilisee",
"DNC.Dialog.ActorDamageBonus": "Bonus de degats de l'acteur",
"DNC.Dialog.DamageCappedByDv": "Le DV martial actuel ({dv}) plafonne cette arme : {base} devient {damage}.",
"DNC.Dialog.SpellAutoDisadvantage": "Le cout depasse le rang du lanceur : le jet se fera automatiquement avec desavantage.",
"DNC.Dialog.UseUsageDie": "Utiliser <strong>{itemName}</strong> et lancer son de d'usage actuel.",
@@ -202,16 +202,18 @@ 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 defaultMode = isMeleeTwoHanded ? "avantage" : "normal";
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-donjon-et-cie/templates/dialogs/damage-roll.hbs",
{
actorName: actor?.name ?? item.actor?.name ?? "",
item,
actorBonus: actor?.system?.combat?.degatsBonus ?? 0,
damageFormula: damageContext.effectiveFormula || item.system.degats,
damageBase: damageContext.baseFormula || item.system.degats,
damageCapped: damageContext.capped,
martialDvLabel: damageContext.martialDvSides ? `d${damageContext.martialDvSides}` : damageContext.martialDvFormula
martialDvLabel: damageContext.martialDvSides ? `d${damageContext.martialDvSides}` : damageContext.martialDvFormula,
defaultMode
}
);
+13 -3
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@@ -372,11 +372,15 @@ 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;
if (isMeleeTwoHanded && mode === "normal") {
mode = "avantage";
}
const damageContext = DonjonEtCieUtility.getMartialDamageContext(actor, item);
const actorBonus = Number(actor?.system?.combat?.degatsBonus ?? 0);
const totalBonus = actorBonus;
const effectiveDamage = damageContext.effectiveFormula || (isUsageDie ? `1d${degatsDelta}` : item.system.degats);
const formula = totalBonus ? `${effectiveDamage} + ${totalBonus}` : effectiveDamage;
const formula = effectiveDamage;
const result = await this.#resolveFormulaRoll(formula, {}, { mode, favorable: "high" });
const targets = DonjonEtCieUtility.getSceneDamageTargets();
const rollDieLabels = result.rolls.map((roll) => {
@@ -427,6 +431,12 @@ export class DonjonEtCieRolls {
return null;
}
// Arme à 2 mains de corps à corps : avantage automatique
const isMeleeTwoHanded = item.type === "arme" && item.system.categorie === "melee" && Number(item.system.mains ?? 1) > 1;
if (isMeleeTwoHanded && mode === "normal") {
mode = "avantage";
}
const resolved = await this.#resolveFormulaRoll(`1d${before}`, {}, { mode, favorable: "high" });
const result = resolved.kept;
const degraded = result <= 3;
+3 -3
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@@ -76,8 +76,8 @@ export class DonjonEtCieUtility {
const scene = canvas?.scene ?? game.scenes?.current;
const tokens = scene?.tokens?.contents ?? [];
const selectedTokens = canvas?.tokens?.controlled ?? [];
const selectedTokenUuid = selectedTokens.length === 1 ? selectedTokens[0]?.uuid : null;
const targetedTokens = game.user?.targets ?? [];
const targetedTokenUuid = targetedTokens[0]?.uuid ?? null;
return tokens
.map((token) => {
@@ -93,7 +93,7 @@ export class DonjonEtCieUtility {
tokenUuid: token.uuid,
actorUuid: actor.uuid,
label,
isSelected: token.uuid === selectedTokenUuid
isSelected: token.uuid === targetedTokenUuid
};
})
.filter(Boolean)
-1
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@@ -50,7 +50,6 @@ export default class EmployeDataModel extends foundry.abstract.TypeDataModel {
}),
combat: new fields.SchemaField({
initiativeBonus: new fields.NumberField({ initial: 0, integer: true }),
degatsBonus: new fields.NumberField({ initial: 0, integer: true }),
attaquesCorpsACorps: new fields.NumberField({ initial: 1, integer: true }),
attaquesDistance: new fields.NumberField({ initial: 1, integer: true })
}),
+1 -4
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@@ -46,10 +46,7 @@
<span>Attaques distance</span>
<input type="number" name="system.combat.attaquesDistance" value="{{system.combat.attaquesDistance}}">
</label>
<label>
<span>Bonus degats</span>
<input type="number" name="system.combat.degatsBonus" value="{{system.combat.degatsBonus}}">
</label>
</div>
</header>
+3 -4
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@@ -3,13 +3,12 @@
{{#if damageCapped}}
<p>{{localize "DNC.Dialog.DamageCappedByDv" dv=martialDvLabel damage=damageFormula base=damageBase}}</p>
{{/if}}
<p>{{localize "DNC.Dialog.ActorDamageBonus"}} : <strong>{{actorBonus}}</strong></p>
<label>
<span>{{localize "DNC.UI.Mode"}}</span>
<select name="mode">
<option value="normal">{{localize "DNC.UI.ModeNormal"}}</option>
<option value="avantage">{{localize "DNC.UI.ModeAdvantage"}}</option>
<option value="desavantage">{{localize "DNC.UI.ModeDisadvantage"}}</option>
<option value="normal" {{#if (eq defaultMode "normal")}}selected{{/if}}>{{localize "DNC.UI.ModeNormal"}}</option>
<option value="avantage" {{#if (eq defaultMode "avantage")}}selected{{/if}}>{{localize "DNC.UI.ModeAdvantage"}}</option>
<option value="desavantage" {{#if (eq defaultMode "desavantage")}}selected{{/if}}>{{localize "DNC.UI.ModeDisadvantage"}}</option>
</select>
</label>
</div>