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 20:37:16 +01:00
parent 9bb9a3b0eb
commit dfc73fb96d
11 changed files with 155 additions and 143 deletions

View File

@@ -19,7 +19,7 @@ const definitionsBlessures = [
{ type: "legere", gravite: 2, endurance: "1d6", vie: 0, label: 'Légère', max: 5, icon: "systems/foundryvtt-reve-de-dragon/icons/sante/blessure.webp" },
{ type: "grave", gravite: 4, endurance: "2d6", vie: -2, label: 'Grave', max: 2, icon: "systems/foundryvtt-reve-de-dragon/icons/sante/blessure.webp" },
{ type: "critique", gravite: 6, endurance: "-100", vie: -4, label: 'Critique', max: 1, icon: "systems/foundryvtt-reve-de-dragon/icons/sante/blessure.webp" },
{ type: "mort", gravite: 8, label: 'Mort', max: 1, icon: "systems/foundryvtt-reve-de-dragon/icons/sante/mort.webp" }
{ type: "mort", gravite: 8, endurance: "-100", vie: 0, label: 'Mort', max: 1, icon: "systems/foundryvtt-reve-de-dragon/icons/sante/mort.webp" }
]
export class RdDItemBlessure extends RdDItem {
@@ -71,13 +71,13 @@ export class RdDItemBlessure extends RdDItem {
return 0
}
static async createBlessure(actor, gravite, localisation = '', attackerToken = undefined) {
const blessure = RdDItemBlessure.prepareBlessure(gravite, localisation, attackerToken);
const blessures = await actor.createEmbeddedDocuments('Item', [blessure])
static async createBlessure(actor, gravite, options = { localisation: '', origine: '', render: true }) {
const blessure = RdDItemBlessure.prepareBlessure(gravite, options);
const blessures = await actor.createEmbeddedDocuments('Item', [blessure], options)
return blessures[0]
}
static prepareBlessure(gravite, localisation, attackerToken) {
static prepareBlessure(gravite, options = { localisation: '', origine: '' }) {
const definition = RdDItemBlessure.getDefinition(gravite);
return {
name: definition.label,
@@ -85,9 +85,11 @@ export class RdDItemBlessure extends RdDItem {
img: definition.icon,
system: {
gravite: gravite,
vie: definition.vie,
endurance: definition.endurance,
difficulte: -gravite,
localisation: localisation,
origine: attackerToken?.name ?? ""
localisation: options.localisation,
origine: options.origine
}
}
}