Fix: affichage blessures et pertes

Les pertes et la récupération sont correctement gérées (en ne
faisant qu'un seul render pour le personnage)
This commit is contained in:
2026-03-07 20:38:28 +01:00
parent 9bb9a3b0eb
commit dfc73fb96d
11 changed files with 155 additions and 143 deletions
+5 -5
View File
@@ -285,14 +285,14 @@ export class RdDBaseActor extends Actor {
return this.getEffects().filter(it => it.statuses.has(effectId))
}
async setEffect(effectId, status) {
async setEffect(effectId, status, options = {render: true}) {
if (this.isEffectAllowed(effectId)) {
const effects = this.getEffectsByStatus(effectId)
if (!status && effects.length > 0) {
await this.deleteEmbeddedDocuments('ActiveEffect', effects.map(it => it.id), { render: true })
await this.deleteEmbeddedDocuments('ActiveEffect', effects.map(it => it.id), options)
}
if (status && effects.length == 0) {
await this.createEmbeddedDocuments("ActiveEffect", [StatusEffects.prepareActiveEffect(effectId)], { render: true })
await this.createEmbeddedDocuments("ActiveEffect", [StatusEffects.prepareActiveEffect(effectId)], options)
}
}
}
@@ -301,13 +301,13 @@ export class RdDBaseActor extends Actor {
this.removeEffects(it => it.id == id)
}
async removeEffects(filter = e => true) {
async removeEffects(filter = e => true, options = {render: true}) {
if (game.user.isGM) {
const ids = this.getEffects(filter)
.filter(it => this.canRemoveEffects(it))
.map(it => it.id)
if (ids.length > 0) {
await this.deleteEmbeddedDocuments('ActiveEffect', ids)
await this.deleteEmbeddedDocuments('ActiveEffect', ids, options)
}
}