reprise du projet

This commit is contained in:
Erwan Lemaire
2025-04-17 14:55:41 +02:00
parent 62f13c8cc3
commit d380efeed5
16 changed files with 526 additions and 244 deletions
+14
View File
@@ -46,6 +46,20 @@ export class VermineActor extends Actor {
// things organized.
this._prepareCharacterData(actorData);
this._prepareNpcData(actorData);
//combat initiative reaction difficulty
console.log(this.system.combatStatus)
switch (parseInt(this.system.combatStatus.difficulty)) {
case 5: this.system.combatStatus.label = "Offensif";
break;
case 7: this.system.combatStatus.label = "Actif";
break;
case 9: this.system.combatStatus.label = "Passif";
break;
default:
this.system.combatStatus.label = "Passif";
this.system.combatStatus.difficulty = "9";
}
}
/**
+5 -4
View File
@@ -182,7 +182,7 @@ export class VermineCharacterSheet extends VermineActorSheet {
event.preventDefault();
const element = event.currentTarget;
const dataset = element.dataset;
console.log("Ceci est un jet d'un personnage joueur");
console.log("Ceci est un jet d'un personnage joueur", this.actor);
// Handle item rolls.
if (dataset.rollType) {
if (dataset.rollType == 'item') {
@@ -197,7 +197,7 @@ export class VermineCharacterSheet extends VermineActorSheet {
dataset.rollType = dataset.type;
let data = {
actorId: this.actor.id,
actorId: this.object.id,
rollType: dataset.rollType,
labelKey: dataset.label,
@@ -205,8 +205,9 @@ export class VermineCharacterSheet extends VermineActorSheet {
};
let dial = await RollDialog.create(data);
dial.render(true)
return true;
console.log("from sheet", data, this)
return dial.render(true)
}
}
+6 -6
View File
@@ -47,10 +47,14 @@ export default class RollDialog extends Dialog {
rolltype: null,
NoD: 1,
Reroll: false,
actorId: game.user.character.id
actorId: game.user.character?.id || canvas.tokens.controlled[0]?.actor.id
}) {
// Retrieve the actor data based on the actorId
data.actor = await game.actors.get(data.actorId);
if (!data.actor) {
return await ui.notifications.warn("Vous n'avez pas de personnage attitré ou de token selectionné");
}
console.log(data.actor)
data.availableSpecialties = data.actor.items.filter(it => it.type == "specialty");
console.log(data.availableSpecialties)
@@ -177,13 +181,9 @@ export default class RollDialog extends Dialog {
return html.querySelector('select#ability').options[html.querySelector('select#ability').selectedIndex].dataset.label
}
displaySpecialties() {
console.log(this)
let specialties = this.element[0].querySelectorAll('[data-spec-skill]');
for (let specEl of specialties) {
if (specEl.dataset.specSkill != this.getLabel()) {
specEl.style.display = "none";
specEl.querySelector('input').checked = null;
} else { specEl.style.display = "inline" }
specEl.style.display = "inline"
}
}
/**
-2
View File
@@ -421,7 +421,6 @@ export class VermineCombatant extends Combatant {
constructor(data, context) {
super(data, context);
this.setDefaultAttitude();
console.log(this)
}
setDefaultAttitude() {
@@ -429,7 +428,6 @@ export class VermineCombatant extends Combatant {
}
_getInitiativeFormula() {
console.log(this);
return String(CONFIG.Combat.initiative.formula || game.system.initiative);
}
+22 -13
View File
@@ -34,19 +34,6 @@ Hooks.once('init', async function () {
VermineCombat
};
// Add custom constants for configuration.
CONFIG.VERMINE = VERMINE;
CONFIG.VERMINE.model = game.system.template;
/**
* Set an initiative formula for the system
* @type {String}
*/
CONFIG.Combat.initiative = {
formula: "(@abilities.reflexes.value + @skills.alertness.value)d10cs>=@combatStatus.difficulty",
decimals: 2
};
// Define custom Document classes
CONFIG.Actor.documentClass = VermineActor;
CONFIG.Item.documentClass = VermineItem;
@@ -84,8 +71,30 @@ Hooks.once('init', async function () {
registerHooks(); // register Hooks
registerSettings(); // register Vermine Settings
//CONFIG AFTER INIT documentypes
// Add custom constants for configuration.
CONFIG.VERMINE = VERMINE;
CONFIG.VERMINE.model = {
Actor: game.system.template.Actor,
Item: game.system.template.Item
}
/**
* Set an initiative formula for the system
* @type {String}
*/
CONFIG.Combat.initiative = {
formula: "(@abilities.reflexes.value + @skills.alertness.value)d10cs>=@combatStatus.difficulty",
decimals: 2
};
//afficher le mode de jeu
let mode = game.settings.get('vermine2047', 'game-mode');
if (!mode) { mode = '1'; await game.settings.set('vermine2047', 'game-mode', '1') }
let el = document.createElement('SPAN');
switch (mode) {
case '1':