Nombreuses corrections sur les fiches settlement/NPC

This commit is contained in:
2026-03-22 21:35:47 +01:00
parent ec291e9c60
commit b46c6d804c
51 changed files with 2892 additions and 227 deletions

View File

@@ -20,7 +20,7 @@ export default class OathHammerWeaponDialog {
const actorSys = actor.system
const isRanged = sys.proficiencyGroup === "bows" || sys.proficiencyGroup === "throwing"
const skillKey = isRanged ? "shooting" : "fighting"
const skillKey = (sys.skillOverride && SYSTEM.SKILLS[sys.skillOverride]) ? sys.skillOverride : (isRanged ? "shooting" : "fighting")
const skillDef = SYSTEM.SKILLS[skillKey]
const defaultAttr = skillDef.attribute
const attrRank = actorSys.attributes[defaultAttr].rank
@@ -53,7 +53,8 @@ export default class OathHammerWeaponDialog {
const damageThreshold = hasDeadly ? 2 : hasBrutal ? 3 : 4
const damageColorLabel = hasDeadly ? "⬛" : hasBrutal ? "🔴" : "⬜"
const mightRank = actorSys.attributes.might.rank
const baseDamageDice = sys.usesMight ? Math.max(mightRank + sys.damageMod, 1) : Math.max(sys.damageMod, 1)
const damageAttrRank = actorSys.attributes[skillDef.attribute].rank
const baseDamageDice = sys.usesMight ? Math.max(damageAttrRank + sys.damageMod, 1) : Math.max(sys.damageMod, 1)
const traitLabels = [...sys.traits].map(t => {
const key = SYSTEM.WEAPON_TRAITS[t]
@@ -329,8 +330,11 @@ export default class OathHammerWeaponDialog {
const damageColorType = hasDeadly ? "black" : hasBrutal ? "red" : "white"
const damageThreshold = hasDeadly ? 2 : hasBrutal ? 3 : 4
const damageColorLabel = hasDeadly ? "⬛" : hasBrutal ? "🔴" : "⬜"
const mightRank = actorSys.attributes.might.rank
const baseDamageDice = sys.usesMight ? Math.max(mightRank + sys.damageMod, 1) : Math.max(sys.damageMod, 1)
const isRanged = sys.proficiencyGroup === "bows" || sys.proficiencyGroup === "throwing"
const damageSkillKey = (sys.skillOverride && SYSTEM.SKILLS[sys.skillOverride]) ? sys.skillOverride : (isRanged ? "shooting" : "fighting")
const damageAttrKey = SYSTEM.SKILLS[damageSkillKey].attribute
const damageAttrRank = actorSys.attributes[damageAttrKey].rank
const baseDamageDice = sys.usesMight ? Math.max(damageAttrRank + sys.damageMod, 1) : Math.max(sys.damageMod, 1)
// Auto-bonuses from special properties
let autoDamageBonus = 0