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outils de création de sorts/monstres/objets

This commit is contained in:
Maxime Moraine 2020-04-22 11:17:05 +02:00
parent 6237f0e6a2
commit a6986c42c6
48 changed files with 2743 additions and 259 deletions

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@ -2,133 +2,140 @@
<main class="page content">
<div class="theme-default-content">
<h1>{{ $page.title }}</h1>
<div class="monster-type-size-alignment">
<template v-if="!hideTitle">
<h1 v-if="!isList">{{ monster.title }}</h1>
<h2 v-else>{{ monster.title }}</h2>
</template>
<div class="monster-type-size-alignment title">
{{ displayMonsterTypeSizeAlignment() }}
</div>
<div class="monster-details">
<!-- Statblock -->
<div class="monster-armor-class">
<strong>Classe d'armure</strong>
<span>{{ displayAC() }}</span>
</div>
<div class="monster-hit-points">
<strong>Points de vie</strong>
<span>{{ displayHP() }}</span>
</div>
<div class="monster-movement">
<strong>Vitesse</strong>
<template>{{ displayMovement() }}</template>
</div>
<div class="monster-ability-scores d-flex">
<div class="monster-ability-scores-physical d-flex">
<div class="ability-str text-center">
<div class="ability-label">
<strong>For</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monster.abilityScores.for) }}
</div>
</div>
<div class="ability-dex text-center">
<div class="ability-label">
<strong>Dex</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monster.abilityScores.dex) }}
</div>
</div>
<div class="ability-con text-center">
<div class="ability-label">
<strong>Con</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monster.abilityScores.con) }}
</div>
</div>
<div class="break-avoid">
<!-- Statblock -->
<div class="monster-armor-class">
<strong>Classe d'armure</strong>
<span>{{ displayAC() }}</span>
</div>
<div class="monster-ability-scores-mental d-flex">
<div class="ability-int text-center">
<div class="ability-label">
<strong>Int</strong>
<div class="monster-hit-points">
<strong>Points de vie</strong>
<span>{{ hp }}</span>
</div>
<div class="monster-movement">
<strong>Vitesse</strong>
<template>{{ displayMovement() }}</template>
</div>
<div class="monster-ability-scores d-flex">
<div class="monster-ability-scores-physical d-flex">
<div class="ability-str text-center">
<div class="ability-label">
<strong>For</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monsterStats.abilityScores.for) }}
</div>
</div>
<div class="ability-score">
{{ displayAbilityScore(monster.abilityScores.int) }}
<div class="ability-dex text-center">
<div class="ability-label">
<strong>Dex</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monsterStats.abilityScores.dex) }}
</div>
</div>
<div class="ability-con text-center">
<div class="ability-label">
<strong>Con</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monsterStats.abilityScores.con) }}
</div>
</div>
</div>
<div class="ability-wis text-center">
<div class="ability-label">
<strong>Sag</strong>
<div class="monster-ability-scores-mental d-flex">
<div class="ability-int text-center">
<div class="ability-label">
<strong>Int</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monsterStats.abilityScores.int) }}
</div>
</div>
<div class="ability-score">
{{ displayAbilityScore(monster.abilityScores.sag) }}
<div class="ability-wis text-center">
<div class="ability-label">
<strong>Sag</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monsterStats.abilityScores.sag) }}
</div>
</div>
</div>
<div class="ability-cha text-center">
<div class="ability-label">
<strong>Cha</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monster.abilityScores.cha) }}
<div class="ability-cha text-center">
<div class="ability-label">
<strong>Cha</strong>
</div>
<div class="ability-score">
{{ displayAbilityScore(monsterStats.abilityScores.cha) }}
</div>
</div>
</div>
</div>
</div>
<div class="monster-saving-throws" v-if="monster.savingThrows">
<strong>Jets de sauvegarde</strong>
<span class="monster-saving-throw" v-for="(savingThrow, idx) in monster.savingThrows">
<template>{{displaySavingThrowBonus(savingThrow)}}</template><template v-if="idx < monster.savingThrows.length - 1">, </template>
</span>
</div>
<div class="monster-skills" v-if="monster.skills">
<strong>Compétences</strong>
<span class="monster-skill" v-for="(skill, idx) in monster.skills">
<template>{{displaySkillBonus(skill)}}</template><template v-if="idx < monster.skills.length - 1">, </template>
</span>
</div>
<div class="monster-damage-type-vulnerabilities" v-if="monster.damageTypeVulnerabilities">
<strong>Vulnérabilité aux dégâts</strong>
<span v-html="displayDamageTypes(monster.damageTypeVulnerabilities)"></span>
</div>
<div class="monster-damage-type-resistances" v-if="monster.damageTypeResistances">
<strong>Résistance aux dégâts</strong>
<span v-html="displayDamageTypes(monster.damageTypeResistances)"></span>
</div>
<div class="monster-damage-type-immunities" v-if="monster.damageTypeImmunities">
<strong>Immunité contre les dégâts</strong>
<span v-html="displayDamageTypes(monster.damageTypeImmunities)"></span>
</div>
<div class="monster-condition-immunities" v-if="monster.conditionImmunities">
<strong>Immunité contre les états</strong>
<span v-html="displayConditionImmunities()"></span>
</div>
<div class="monster-senses">
<strong>Sens</strong>
<template>{{ displaySenses() }}</template>
</div>
<div class="monster-languages">
<strong>Langes</strong>
<template v-if="monster.languages">{{ displayLanguages() }}</template>
<template v-else></template>
</div>
<div class="monster-challenge">
<strong>Dangerosité</strong>
<template>{{ displayChallenge() }}</template>
</div>
<div class="monster-environments" v-if="monster.environments">
<strong>Environnements :</strong>
<span v-html="displayList(monster.environments)"></span>
</div>
<div class="monster-dungeon-types" v-if="monster.dungeonTypes">
<strong>Types de donjons :</strong>
<span v-html="displayList(monster.dungeonTypes)"></span>
<div class="break-avoid">
<div class="monster-saving-throws" v-if="monsterStats.savingThrows && monsterStats.savingThrows.length > 0">
<strong>Jets de sauvegarde</strong>
<span class="monster-saving-throw" v-for="(savingThrow, idx) in monsterStats.savingThrows">
<template>{{displaySavingThrowBonus(savingThrow)}}</template><template v-if="idx < monsterStats.savingThrows.length - 1">, </template>
</span>
</div>
<div class="monster-skills" v-if="monsterStats.skills && monsterStats.skills.length > 0">
<strong>Compétences</strong>
<span class="monster-skill" v-for="(skill, idx) in monsterStats.skills">
<template>{{displaySkillBonus(skill)}}</template><template v-if="idx < monsterStats.skills.length - 1">, </template>
</span>
</div>
<div class="monster-damage-type-vulnerabilities" v-if="monsterStats.damageTypeVulnerabilities && monsterStats.damageTypeVulnerabilities.length > 0">
<strong>Vulnérabilité aux dégâts</strong>
<span v-html="displayDamageTypes(monsterStats.damageTypeVulnerabilities)"></span>
</div>
<div class="monster-damage-type-resistances" v-if="monsterStats.damageTypeResistances && monsterStats.damageTypeResistances.length > 0">
<strong>Résistance aux dégâts</strong>
<span v-html="displayDamageTypes(monsterStats.damageTypeResistances)"></span>
</div>
<div class="monster-damage-type-immunities" v-if="monsterStats.damageTypeImmunities && monsterStats.damageTypeImmunities.length > 0">
<strong>Immunité contre les dégâts</strong>
<span v-html="displayDamageTypes(monsterStats.damageTypeImmunities)"></span>
</div>
<div class="monster-condition-immunities" v-if="monsterStats.conditionImmunities && monsterStats.conditionImmunities.length > 0">
<strong>Immunité contre les états</strong>
<span v-html="displayConditionImmunities()"></span>
</div>
<div class="monster-senses">
<strong>Sens</strong>
<template>{{ displaySenses() }}</template>
</div>
<div class="monster-languages">
<strong>Langes</strong>
<template>{{ languages }}</template>
</div>
<div class="monster-challenge">
<strong>Dangerosité</strong>
<template>{{ displayChallenge() }}</template>
</div>
<div class="monster-environments" v-if="monsterStats.environments">
<strong>Environnements :</strong>
<span v-html="displayList(monsterStats.environments)"></span>
</div>
<div class="monster-dungeon-types" v-if="monsterStats.dungeonTypes">
<strong>Types de donjons :</strong>
<span v-html="displayList(monsterStats.dungeonTypes)"></span>
</div>
</div>
</div>
</div>
<Content class="mt-4"/>
<Content v-if="!monster.custom" :pageKey="monster.key" class="mt-4" />
<div v-else v-html="md.render(monster.content)" class="mt-4"></div>
<p v-if="$page.frontmatter.source" class="source">Source : <em>{{ monster.source }}</em></p>
<p v-if="$page.frontmatter.source" class="source">Source : <em>{{ monsterStats.source }}</em><template v-if="monsterStats.source_page">, page {{ monsterStats.source_page }}</template></p>
</main>
</template>
@ -145,26 +152,29 @@ import {
import {stats} from '../../data/stats.js'
import {armorTypes} from '../../data/armorTypes.js'
import MarkdownIt from 'markdown-it'
export default {
props: ['monster', 'isList', 'hideTitle'],
data () {
return {
md: new MarkdownIt()
}
},
computed: {
monster () {
return this.$page.frontmatter
monsterStats () {
return this.monster.frontmatter
},
proficiencyBonus () {
return this.getProficiencyBonus()
},
passivePerception () {
let result = 10 + getModifier(this.monster.abilityScores.sag)
if (this.monster.skills) {
this.monster.skills.forEach((skill, idx) => {
let result = 10 + getModifier(this.monsterStats.abilityScores.sag)
if (this.monsterStats.skills) {
this.monsterStats.skills.forEach((skill, idx) => {
if (skill.name == 'perception') {
if (skill.isExpert) {
result += this.proficiencyBonus * 2
@ -176,35 +186,73 @@ export default {
}
return result
},
hp () {
if (this.monsterStats.customHP) {
return this.monsterStats.customHP
} else if (this.monsterStats.hitDiceCount) {
let hitDieSize = 8 // Dé de vie moyen par défaut
if (this.monsterStats.hitDieSize) {
hitDieSize = this.monsterStats.hitDieSize
} else if (this.monsterStats.size) {
hitDieSize = stats.sizes[this.monsterStats.size].hitDie
}
let hitPointsBonus = 1
if (this.monsterStats.hitDiceCount > 1) {
hitPointsBonus = Math.floor(this.monsterStats.hitDiceCount / 2)
}
let averageHP = this.monsterStats.hitDiceCount * (hitDieSize / 2) + this.monsterStats.hitDiceCount * getModifier(this.monsterStats.abilityScores.con) + hitPointsBonus
let conMod = ""
if (getModifier(this.monsterStats.abilityScores.con) != 0) {
conMod = this.monsterStats.hitDiceCount * getModifier(this.monsterStats.abilityScores.con)
conMod = displayBonus(conMod)
}
return averageHP + ' (' + this.monsterStats.hitDiceCount + "d" + hitDieSize + conMod + ')'
}
return ""
},
languages () {
let result = this.monsterStats.languages.join(', ')
if (this.monsterStats.customLanguage) {
if (result != '') {
result += ', '
}
result += this.monsterStats.customLanguage
}
if (this.monsterStats.telepathy) {
if (result != '') {
result += ', '
}
result += 'télépathie ' + this.monsterStats.telepathy + ' m'
}
if (result == '') {
return '—'
}
return result
},
},
methods: {
displayList (list) { return list.join(', ') },
displayAbilityScore (value) { return displayAbilityScore(value) },
getModifier (value) { return getModifier(value) },
getProficiencyBonus () { return getProficiencyBonus(this.monster.challenge) },
getProficiencyBonus () { return getProficiencyBonus(this.monsterStats.challenge) },
displayMonsterTypeSizeAlignment () {
return displayMonsterTypeSizeAlignment(this.monster)
return displayMonsterTypeSizeAlignment(this.monsterStats)
},
displaySavingThrowBonus (ability) {
let result = stats.abilities[ability].abbr
let bonus = displayBonus(getModifier(this.monster.abilityScores[ability]) + this.proficiencyBonus)
let bonus = displayBonus(getModifier(this.monsterStats.abilityScores[ability]) + this.proficiencyBonus)
result += ' ' + bonus
return result
},
displaySkillBonus (skill) {
if (skill.name == 'Perception') {
if (skill.isExpert) {
this.monster.perceptionProficiency == 'expert'
} else {
this.monster.perceptionProficiency == 'proficient'
}
}
let result = stats.skills[skill.name].label
let bonus = getModifier(this.monster.abilityScores[stats.skills[skill.name].ability]) + this.proficiencyBonus
let bonus = getModifier(this.monsterStats.abilityScores[stats.skills[skill.name].ability]) + this.proficiencyBonus
if (skill.isExpert) {
bonus += this.proficiencyBonus // Bonus de maître doublé pour les experts
}
@ -213,66 +261,41 @@ export default {
return result
},
displayHP () {
if (this.monster.customHP) {
return this.monster.customHP
} else if (this.monster.hitDiceCount) {
let hitDieSize = 8 // Dé de vie moyen par défaut
if (this.monster.hitDieSize) {
hitDieSize = this.monster.hitDieSize
} else if (this.monster.size) {
hitDieSize = stats.sizes[this.monster.size].hitDie
}
let hitPointsBonus = 1
if (this.monster.hitDiceCount > 1) {
hitPointsBonus = Math.floor(this.monster.hitDiceCount / 2)
}
let averageHP = this.monster.hitDiceCount * (hitDieSize / 2) + this.monster.hitDiceCount * getModifier(this.monster.abilityScores.con) + hitPointsBonus
let conMod = ""
if (getModifier(this.monster.abilityScores.con) != 0) {
conMod = this.monster.hitDiceCount * getModifier(this.monster.abilityScores.con)
conMod = displayBonus(conMod)
}
return averageHP + ' (' + this.monster.hitDiceCount + "d" + hitDieSize + conMod + ')'
}
return ""
},
displayChallenge () {
return displayChallenge(this.monster.challenge, true)
return displayChallenge(this.monsterStats.challenge, true)
},
displayMovement () {
let result = ''
if (this.monster.movement.walk) {
result += this.monster.movement.walk + ' m'
if (this.monsterStats.movement.walk) {
result += this.monsterStats.movement.walk + ' m'
} else {
result += '0 m'
}
if (this.monster.movement.climb) {
if (this.monsterStats.movement.climb) {
if (result != '') {
result += ', '
}
result += 'escalade ' + this.monster.movement.climb + ' m'
result += 'escalade ' + this.monsterStats.movement.climb + ' m'
}
if (this.monster.movement.burrow) {
if (this.monsterStats.movement.burrow) {
if (result != '') {
result += ', '
}
result += 'fouissement ' + this.monster.movement.burrow + ' m'
result += 'fouissement ' + this.monsterStats.movement.burrow + ' m'
}
if (this.monster.movement.swim) {
if (this.monsterStats.movement.swim) {
if (result != '') {
result += ', '
}
result += 'nage ' + this.monster.movement.swim + ' m'
result += 'nage ' + this.monsterStats.movement.swim + ' m'
}
if (this.monster.movement.fly) {
if (this.monsterStats.movement.fly) {
if (result != '') {
result += ', '
}
result += 'vol ' + this.monster.movement.fly + ' m'
if (this.monster.movement.hover) {
result += 'vol ' + this.monsterStats.movement.fly + ' m'
if (this.monsterStats.movement.hover) {
result += ' (vol stationnaire)'
}
}
@ -287,44 +310,48 @@ export default {
let armor = ''
// Le monstre n'a pas d'armure.
// CA = 10 + Dex
if (!this.monster.ac.armorType) {
ac = 10 + getModifier(this.monster.abilityScores.dex)
if (!this.monsterStats.ac.armorType) {
ac = 10 + getModifier(this.monsterStats.abilityScores.dex)
} else {
// Le type d'armure n'est pas formalisé. On prend la valeur brute
if (this.monster.ac.armorType == 'custom') {
return this.monster.ac.value
if (this.monsterStats.ac.armorType == 'custom') {
return this.monsterStats.ac.value
}
// Le monstre a une armure naturelle.
// CA = 10 + Armure naturelle + Dex
if (this.monster.ac.armorType == 'armure naturelle') {
armor = this.monster.ac.armorType
ac = ac + this.monster.ac.value + getModifier(this.monster.abilityScores.dex)
} else if (this.monster.ac.armorType == 'armure du mage') {
if (this.monsterStats.ac.armorType == 'armure naturelle') {
armor = this.monsterStats.ac.armorType
if (parseInt(this.monsterStats.ac.value)) {
ac = ac + parseInt(this.monsterStats.ac.value) + getModifier(this.monsterStats.abilityScores.dex)
} else {
ac = ac + getModifier(this.monsterStats.abilityScores.dex)
}
} else if (this.monsterStats.ac.armorType == 'armure du mage') {
hasMageArmor = true
ac = ac + getModifier(this.monster.abilityScores.dex)
mageArmorAc = mageArmorAc + getModifier(this.monster.abilityScores.dex)
ac = ac + getModifier(this.monsterStats.abilityScores.dex)
mageArmorAc = mageArmorAc + getModifier(this.monsterStats.abilityScores.dex)
armor = mageArmorAc + ' avec armure du mage'
} else {
// Le monstre a un type d'armure défini.
// On calcule sa CA selon le type
let armorType = armorTypes[this.monster.ac.armorType]
let armorType = armorTypes[this.monsterStats.ac.armorType]
// Le type d'armure n'existe pas. On l'ignore.
// CA = 10 + Dex
if (!armorType) {
ac = ac + getModifier(this.monster.abilityScores.dex)
ac = ac + getModifier(this.monsterStats.abilityScores.dex)
} else {
// L'armure n'impose pas de limite de Dex
armor = this.monster.ac.armorType
armor = this.monsterStats.ac.armorType
if (armorType.maxDex === false) {
ac = armorType.value + getModifier(this.monster.abilityScores.dex)
ac = armorType.value + getModifier(this.monsterStats.abilityScores.dex)
} else {
// La limite de Dex de l'armure est inférieure à la Dex du monstre
if (armorType.maxDex <= getModifier(this.monster.abilityScores.dex)) {
if (armorType.maxDex <= getModifier(this.monsterStats.abilityScores.dex)) {
ac = armorType.value + armorType.maxDex
} else {
ac = armorType.value + getModifier(this.monster.abilityScores.dex)
ac = armorType.value + getModifier(this.monsterStats.abilityScores.dex)
}
}
}
@ -333,7 +360,7 @@ export default {
// Le monstre a un bouclier. Sa CA augmente de 2.
if (this.monster.ac.hasShield) {
if (this.monsterStats.ac.hasShield) {
ac = ac + 2
mageArmorAc = mageArmorAc + 2
if (armor != '') {
@ -353,33 +380,29 @@ export default {
return ac
},
displayLanguages () {
return this.monster.languages.join(', ')
},
displaySenses () {
let result = ''
if (this.monster.senses) {
if (this.monster.senses.tremorsense) {
result += 'perception des vibrations ' + this.monster.senses.tremorsense + ' m'
if (this.monsterStats.senses) {
if (this.monsterStats.senses.tremorsense) {
result += 'perception des vibrations ' + this.monsterStats.senses.tremorsense + ' m'
}
if (this.monster.senses.blindsight) {
if (this.monsterStats.senses.blindsight) {
if (result != '') {
result += ', '
}
result += 'vision aveugle ' + this.monster.senses.blindsight + ' m'
result += 'vision aveugle ' + this.monsterStats.senses.blindsight + ' m'
}
if (this.monster.senses.darkvision) {
if (this.monsterStats.senses.darkvision) {
if (result != '') {
result += ', '
}
result += 'vision dans le noir ' + this.monster.senses.darkvision + ' m'
result += 'vision dans le noir ' + this.monsterStats.senses.darkvision + ' m'
}
if (this.monster.senses.truesight) {
if (this.monsterStats.senses.truesight) {
if (result != '') {
result += ', '
}
result += 'vision parfaite ' + this.monster.senses.truesight + ' m'
result += 'vision parfaite ' + this.monsterStats.senses.truesight + ' m'
}
if (result != '') {
result += ', '
@ -392,9 +415,9 @@ export default {
displayConditionImmunities () {
let result = ''
this.monster.conditionImmunities.forEach((condition, idx) => {
this.monsterStats.conditionImmunities.forEach((condition, idx) => {
if (result != '') {
if (idx == this.monster.conditionImmunities.length - 1) {
if (idx == this.monsterStats.conditionImmunities.length - 1) {
result += ' et '
} else {
result += ', '
@ -432,7 +455,7 @@ export default {
.monster-ability-scores {
margin: 12px 0;
.ability-label, .ability-score {
padding: 0 8px;
}