Add damage management and DR for monsters also
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Release Creation / build (release) Successful in 1m48s
All checks were successful
Release Creation / build (release) Successful in 1m48s
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@@ -80,14 +80,26 @@ export default class LethalFantasyActor extends Actor {
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/* *************************************************/
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computeDamageReduction() {
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let naturalDR = Number(this.system.biodata.naturalDR) || 0
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let magicDR = Number(this.system.biodata.magicDR) || 0
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// Pour les monstres, utiliser hp.damageResistance et combat.damageReduction
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if (this.type === "monster") {
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let hpDR = Number(this.system.hp?.damageResistance) || 0
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let combatDR = Number(this.system.combat?.damageReduction) || 0
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return hpDR + combatDR
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}
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// Pour les personnages, utiliser biodata et items
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let naturalDR = Number(this.system.biodata?.naturalDR) || 0
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let magicDR = Number(this.system.biodata?.magicDR) || 0
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let armorDR = this.getArmorDR()
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return naturalDR + magicDR + armorDR
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}
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/* *************************************************/
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getShieldDR() {
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// Pour les monstres, utiliser combat.shieldDamageReduction
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if (this.type === "monster") {
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return Number(this.system.combat?.shieldDamageReduction) || 0
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}
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// Pour les personnages, utiliser les items de type shield
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let dr = 0
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for (let item of this.items) {
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if (item.type === "shield" && item.system.equipped) {
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@@ -278,6 +278,7 @@ export default class LethalFantasyRoll extends Roll {
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} else if (options.rollType.includes("monster-damage")) {
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options.rollName = options.rollTarget.name
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options.isDamage = true
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hasModifier = true
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.damageModifier
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@@ -1151,6 +1152,15 @@ export default class LethalFantasyRoll extends Roll {
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damageM: weapon.system?.damage?.damageM
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}
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console.log("Weapon damage options:", weaponDamageOptions)
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} else if (this.type === "monster-attack" && this.rollTarget) {
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weaponDamageOptions = {
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weaponId: this.rollTarget.rollKey,
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weaponName: this.rollTarget.name,
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damageFormula: this.rollTarget.damageDice,
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damageModifier: this.rollTarget.damageModifier,
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isMonster: true
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}
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console.log("Monster damage options:", weaponDamageOptions)
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}
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const cardData = {
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