forked from public/foundryvtt-reve-de-dragon
#38 - Gestion des armes 1/2mains
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@ -62,7 +62,8 @@ export class RdDActorSheet extends ActorSheet {
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// Force empty arme, at least for Esquive
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if (data.itemsByType.arme == undefined ) data.itemsByType.arme = [];
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for (const arme of data.itemsByType.arme) {
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let arme2mains = []; // tablea contenant la duplication des armes 1m/2m
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for (const arme of data.itemsByType.arme) {
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arme.data.niveau = 0; // Per default, TODO to be fixed
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for ( const melee of data.competenceByCategory.melee ) {
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if (melee.name == arme.data.competence )
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@ -76,8 +77,19 @@ export class RdDActorSheet extends ActorSheet {
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if (lancer.name == arme.data.competence )
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arme.data.niveau = lancer.data.niveau
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}
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// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
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if (arme.data.unemain && arme.data.deuxmains) {
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let arme2main = duplicate(arme);
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arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
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for ( const melee of data.competenceByCategory.melee ) {
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if (melee.name == arme2main.data.competence )
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arme2main.data.niveau = melee.data.niveau
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}
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arme2mains.push(arme2main);
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}
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}
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data.itemsByType.arme = data.itemsByType.arme.concat(arme2mains); // Merge all cases
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// To avoid armour and so on...
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data.data.combat = duplicate( RdDUtility.checkNull(data.itemsByType['arme']));
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@ -237,7 +249,8 @@ export class RdDActorSheet extends ActorSheet {
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// Roll Weapon1
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html.find('.arme-label a').click((event) => {
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let armeName = event.currentTarget.text;
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this.actor.rollArme( armeName);
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let competenceName = event.currentTarget.attributes['data-competence-name'].value;
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this.actor.rollArme( armeName, competenceName);
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});
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// Display TMR, normal
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html.find('.visu-tmr a').click((event) => {
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@ -1032,13 +1032,15 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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rollArme( armeName )
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rollArme( armeName, competenceName=undefined )
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{
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let armeItem = this.data.items.find(item=>item.type==="arme" && (item.name === armeName));
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if ( armeItem && armeItem.data.competence )
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this.rollCompetence( armeItem.data.competence, armeItem );
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else
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this.rollCompetence( armeName ); //Bypass mode!
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if (armeItem ) {
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if ( competenceName == undefined) competenceName = armeItem.data.competence;
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this.rollCompetence( competenceName, armeItem );
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} else {
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this.rollCompetence( armeName ); //Bypass mode!
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}
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}
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/* -------------------------------------------- */
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@ -1059,7 +1061,7 @@ export class RdDActor extends Actor {
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if ( competence.type == 'competencecreature') { // Specific case for Creatures
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if ( competence.data.iscombat ) {
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armeItem = { name: name, data: { dommages: competence.data.dommages} };
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armeItem = { name: name, data: { dommages: competence.data.dommages, dommagesReels: competence.data.dommages} };
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}
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competence.data.defaut_carac = "carac_creature"; // Fake default competence
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competence.data.categorie = "creature"; // Fake default competence
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@ -1068,6 +1070,16 @@ export class RdDActor extends Actor {
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rollData.carac = { carac_creature: { label: name, value: competence.data.carac_value } };
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} else { // Usual competence
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rollData.competence = competence;
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armeItem.data.dommagesReels = armeItem.data.dommages; // Per default
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if ( !armeItem.data.unemain && !armeItem.data.deuxmains) // Force default
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armeItem.data.unemain = true;
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if (armeItem.data.unemain && armeItem.data.deuxmains) { // manage 1/2 main
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//console.log("Weapon", armeItem.data.dommages);
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if ( name.toLowerCase().includes("1 main") )
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armeItem.data.dommagesReels = Number(armeItem.data.dommages.split("/")[0]);
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else // 2 mains
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armeItem.data.dommagesReels = Number(armeItem.data.dommages.split("/")[1]);
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}
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rollData.arme = armeItem;
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rollData.carac = this.data.data.carac;
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}
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