Avancement messages défense & oeuvres

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2025-09-27 01:43:49 +02:00
parent d26ab59c51
commit 2741fc3fbf
31 changed files with 954 additions and 220 deletions

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</svg>

After

Width:  |  Height:  |  Size: 3.7 KiB

View File

@@ -424,7 +424,7 @@ select,
.system-foundryvtt-reve-de-dragon .roll-dialog {
font-family: CaslonAntique;
display: grid;
grid-template-areas: "header header header header header header header" "action action action action action action action" "type separation separation separation separation separation separation" "type carac carac carac comp comp resume" "type choix choix choix choix choix modifiers" "type resolution resolution resolution resolution resolution modifiers" "type chances chances chances chances chances buttons" "footer footer footer footer footer footer footer";
grid-template-areas: "header header header header header header header" "action action action action action action action" "type separation separation separation separation separation separation" "type carac carac carac comp comp resume" "type choix choix choix choix choix conditions" "type resolution resolution resolution resolution resolution conditions" "type chances chances chances chances chances buttons" "footer footer footer footer footer footer footer";
grid-template-columns: 2rem 1rem 1fr 1fr 2fr 2fr 3fr;
gap: 0.2rem;
}
@@ -450,7 +450,7 @@ select,
grid-area: resolution;
}
.system-foundryvtt-reve-de-dragon .roll-dialog roll-conditions {
grid-area: modifiers;
grid-area: conditions;
}
.system-foundryvtt-reve-de-dragon .roll-dialog roll-chances {
grid-area: chances;
@@ -655,6 +655,80 @@ select,
width: 1.5rem;
text-align: center;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat {
font-family: CaslonAntique;
display: grid;
grid-template-areas: "img header buttons" "img resume buttons" "details details details" "actions actions actions";
grid-template-columns: 3rem 1fr 1.4rem;
grid-template-rows: max-content max-content max-content max-content;
gap: 0 0.5rem;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-img {
grid-area: img;
display: flex;
flex-direction: column;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-img img {
border: 0;
max-height: 3rem;
max-width: 3rem;
object-fit: contain;
height: 100%;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-header {
grid-area: header;
font-weight: bold;
font-size: 0.9rem;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-resume {
grid-area: resume;
text-align: justify;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-details {
grid-area: details;
text-align: justify;
display: flex;
flex-direction: column;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions {
grid-area: actions;
display: flex;
flex-direction: column;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions a {
display: flex;
flex-direction: row;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions a img {
margin-right: 0.5rem;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons {
grid-area: buttons;
display: flex;
flex-direction: column;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a {
border-radius: 0.2rem;
cursor: pointer;
padding: 0.2rem;
position: relative;
box-shadow: inset 1x 1px #a6827e;
color: var(--color-controls);
border: 1px ridge #846109;
display: inline-block;
align-items: center;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a img {
max-width: 1rem;
max-height: 1rem;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a:hover {
background: var(--background-custom-button-hover);
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a:active {
position: relative;
top: 1px;
}
.system-foundryvtt-reve-de-dragon .window-header {
background: rgba(0, 0, 0, 0.75);
}
@@ -1991,11 +2065,13 @@ select,
flex-grow: 2;
}
.system-foundryvtt-reve-de-dragon #sidebar {
font-size: 1rem;
background: #695541 url(../assets/ui/bg_sid_dark.webp) no-repeat right bottom;
background-position: 100%;
color: rgba(220, 220, 220, 0.75);
}
.system-foundryvtt-reve-de-dragon #sidebar .chat-message {
font-size: 1rem;
}
.system-foundryvtt-reve-de-dragon #sidebar-tabs > .collapsed,
.system-foundryvtt-reve-de-dragon #chat-controls .chat-control-icon {
color: rgba(220, 220, 220, 0.75);
@@ -2606,6 +2682,11 @@ select,
border: 2px ridge #846109;
display: inline-block;
}
.system-foundryvtt-reve-de-dragon .chat-card-button img,
.system-foundryvtt-reve-de-dragon .chat-card-button-pushed img {
max-width: 1rem;
max-height: 1rem;
}
.system-foundryvtt-reve-de-dragon .chat-card-button {
text-shadow: 1px 1px #4d3534;
box-shadow: inset 1x 1px #a6827e;

View File

@@ -7,6 +7,7 @@
@import "item/munition.less";
@import "item/tarot.less";
@import "roll-dialog.less";
@import "roll-chat.less";
.window-header{
background: rgba(0,0,0,0.75);
}
@@ -1451,7 +1452,9 @@
/* ======================================== */
/* Sidebar CSS */
#sidebar {
font-size: 1rem;
.chat-message{
font-size: 1rem;
}
background: rgb(105,85,65) url(../assets/ui/bg_sid_dark.webp) no-repeat right bottom;
background-position: 100%;
color: rgba(220,220,220,0.75);
@@ -1961,6 +1964,10 @@
border: 2px ridge #846109;
display: inline-block;
img {
max-width: 1rem;
max-height: 1rem;
}
}
.chat-card-button{

87
less/roll-chat.less Normal file
View File

@@ -0,0 +1,87 @@
.chat-message {
div.roll-chat {
font-family: CaslonAntique;
display: grid;
grid-template-areas:
"img header buttons"
"img resume buttons"
"details details details"
"actions actions actions";
grid-template-columns: 3rem 1fr 1.4rem;
grid-template-rows: max-content max-content max-content max-content;
gap: 0 0.5rem;
div.chat-img {
grid-area: img;
display: flex;
flex-direction: column;
img {
border: 0;
max-height: 3rem;
max-width: 3rem;
object-fit: contain;
height: 100%;
}
}
div.chat-header {
grid-area: header;
font-weight: bold;
font-size: 0.9rem;
}
div.chat-resume {
grid-area: resume;
text-align: justify;
}
div.chat-details {
grid-area: details;
text-align: justify;
display: flex;
flex-direction: column;
}
div.chat-actions {
grid-area: actions;
display: flex;
flex-direction: column;
a {
display: flex;
flex-direction: row;
img {
margin-right: 0.5rem;
}
}
}
div.chat-buttons {
grid-area: buttons;
display: flex;
flex-direction: column;
a {
border-radius: 0.2rem;
cursor: pointer;
padding: 0.2rem;
position: relative;
box-shadow: inset 1x 1px #a6827e;
color: var(--color-controls);
border: 1px ridge #846109;
display: inline-block;
align-items: center;
img {
max-width: 1rem;
max-height: 1rem;
}
}
a:hover {
background: var(--background-custom-button-hover);
}
a:active{
position:relative;
top:1px;
}
}
}
}

View File

@@ -6,8 +6,8 @@
"action action action action action action action"
"type separation separation separation separation separation separation"
"type carac carac carac comp comp resume"
"type choix choix choix choix choix modifiers"
"type resolution resolution resolution resolution resolution modifiers"
"type choix choix choix choix choix conditions"
"type resolution resolution resolution resolution resolution conditions"
"type chances chances chances chances chances buttons"
"footer footer footer footer footer footer footer";
grid-template-columns: 2rem 1rem 1fr 1fr 2fr 2fr 3fr;
@@ -22,7 +22,7 @@
roll-choix { grid-area: choix; }
roll-table { grid-area: resolution; }
roll-conditions { grid-area: modifiers; }
roll-conditions { grid-area: conditions; }
roll-chances { grid-area: chances; }
roll-resume { grid-area: resume; }
roll-buttons { grid-area: buttons; }

View File

@@ -3049,7 +3049,7 @@ export class RdDActor extends RdDBaseActorSang {
/* -------------------------------------------- */
async _rollArtV2(oeuvreId, callbackAction = async (actor, rd) => await actor._resultArtV2(rd)) {
async _rollArtV2(oeuvreId, callbackAction = async (rd) => await this._resultArtV2(rd)) {
const oeuvre = this.items.get(oeuvreId)
const rollData = {
title: `Interpretation de ${oeuvre.name} par ${this.name}`,
@@ -3074,15 +3074,16 @@ export class RdDActor extends RdDBaseActorSang {
})
}
// TODO: move vers ChatRollResult
async _resultArtV2(artData) {
const niveau = artData.oeuvre.system.niveau ?? 0;
const baseQualite = (artData.rolled.isSuccess ? niveau : artData.competence.system.niveau);
artData.qualiteFinale = Math.min(baseQualite, niveau) + artData.rolled.ptQualite;
await RdDRollResult.displayRollData(artData, this.name, `chat-resultat-${artData.art}.hbs`);
const niveau = artData.oeuvre.system.niveau ?? 0
const baseQualite = (artData.rolled.isSuccess ? niveau : artData.competence.system.niveau)
artData.qualiteFinale = Math.min(baseQualite, niveau) + artData.rolled.ptQualite
//this.$onRollCompetence(artData)
await RdDRollResult.displayRollData(artData, this.name, `chat-resultat-${artData.art}.hbs`)
}
/* -------------------------------------------- */
/* -------------------------------------------- */
async rollOeuvre(id) {
if (OptionsAvancees.isUsing(ROLL_DIALOG_V2)) {
return await this._rollArtV2(id)
@@ -3168,7 +3169,7 @@ export class RdDActor extends RdDBaseActorSang {
async _resultArt(artData) {
const niveau = artData.oeuvre.system.niveau ?? 0;
const baseQualite = (artData.rolled.isSuccess ? niveau : artData.competence.system.niveau);
artData.qualiteFinale = Math.min(baseQualite, niveau) + artData.rolled.ptQualite;
artData.qualiteFinale = Math.min(baseQualite, niveau) + artData.rolled.ptQualite
await RdDRollResult.displayRollData(artData, this.name, `chat-resultat-${artData.art}.hbs`);
}
@@ -3189,7 +3190,7 @@ export class RdDActor extends RdDBaseActorSang {
async _resultRecetteCuisine(cuisine) {
const niveauRecette = cuisine.oeuvre.system.niveau ?? 0;
const baseQualite = (cuisine.rolled.isSuccess ? niveauRecette : cuisine.competence.system.niveau);
cuisine.qualiteFinale = Math.min(baseQualite, niveauRecette) + cuisine.rolled.ptQualite;
cuisine.qualiteFinale = Math.min(baseQualite, niveauRecette) + cuisine.rolled.ptQualite
cuisine.exotismeFinal = Math.min(Math.min(cuisine.qualiteFinale, cuisine.oeuvre.system.exotisme ?? 0), 0);
cuisine.sust = cuisine.oeuvre.system.sust * Math.min(cuisine.proportions, cuisine.proportionsMax ?? cuisine.proportions)
const platCuisine = {

View File

@@ -17,9 +17,8 @@ import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
import { RdDInitiative } from "./initiative.mjs";
import RollDialog from "./roll/roll-dialog.mjs";
import { PART_DEFENSE } from "./roll/roll-part-defense.mjs";
import { PART_ATTAQUE } from "./roll/roll-part-attaque.mjs";
import { RollDialogAdapter } from "./roll/roll-dialog-adapter.mjs";
import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE } from "./roll/roll-constants.mjs";
import { DIFF, ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE } from "./roll/roll-constants.mjs";
/* -------------------------------------------- */
const premierRoundInit = [
@@ -413,6 +412,9 @@ export class RdDCombat {
'.appel-chance-attaque',
'.appel-destinee-attaque',
'.echec-total-attaque',
'.appel-chance',
'.chat-encaissement',
'.resister-recul',
]) {
$(html).on("click", button, event => {
const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(
@@ -807,8 +809,6 @@ export class RdDCombat {
/* -------------------------------------------- */
async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) {
console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.system.categorie);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
if (essaisPrecedents) {
foundry.utils.mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true });
@@ -980,18 +980,21 @@ export class RdDCombat {
opponentId: this.attackerId,
},
type: { allowed: ['defense'], current: 'defense' },
attaque: RollDialogAdapter.mapActionAttaque(attackerRoll),
attackerRoll: RollDialogAdapter.mapActionAttaque(attackerRoll),
passeArme: attackerRoll.passeArme,
}
await RollDialog.create(rollData, {
onRollDone: (dialog) => { dialog.close() },
onRollDone: (dialog) => {
// dialog.close()
},
customChatMessage: true,
callbacks: [async (roll) => {
this.removeChatMessageActionsPasseArme(roll.passeArme)
// defense: esquive / arme de parade / competence de défense
if (!RdDCombat.isParticuliere(roll))
if (!RdDCombat.isParticuliere(roll)) {
await roll.active.actor.incDecItemUse(roll.current[PART_DEFENSE].defense?.id,)
}
await this._onDefense(roll)
}]
})
@@ -1025,57 +1028,49 @@ export class RdDCombat {
}
async _onDefense(rollData) {
console.log("RdDCombat._onDefense >>>", rollData)
const isEsquive = rollData.current[PART_DEFENSE].isEsquive
const isParade = !isEsquive
if (RdDCombat.isReussite(rollData)) {
await this._onDefenseNormale(rollData)
if (isParade) {
await this.computeRecul(rollData)
await this.computeDeteriorationArme(rollData)
}
if (RdDCombat.isParticuliere(rollData)) {
await this._onDefenseParticuliere(rollData)
await this._onDefenseParticuliere(rollData, isEsquive)
}
}
else {
await this._onDefenseEchec(dialog, rollData)
//await this._sendMessageDefense(rollData.attackerRoll, rollData, { defense: true })
}
// TODO: modify chat message
this.removeChatMessageActionsPasseArme(rollData.passeArme)
}
async _onDefenseParticuliere(rollData) {
console.log("RdDCombat._onDefenseParticuliere >>>", rollData);
if (/*TODO: parade?*/!rollData.attackerRoll?.isPart) {
async _onDefenseParticuliere(rollData, isEsquive) {
if (isEsquive) {
ChatUtility.createChatWithRollMode(
{ content: "<strong>Vous pouvez esquiver une deuxième fois!</strong>" },
this.defender)
}
else if (/*TODO: parade?*/!rollData.attackerRoll?.particuliere) {
// TODO: attaquant doit jouer résistance et peut être désarmé p132
ChatUtility.createChatWithRollMode(
{ content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` },
this.defender)
}
ChatUtility.createChatWithRollMode(
{ content: "<strong>Vous pouvez esquiver une deuxième fois!</strong>" },
this.defender);
}
async _onDefenseNormale(rollData) {
console.log("RdDCombat._onDefenseNormale >>>", rollData);
// console.log("RdDCombat._onEsquiveNormal >>>", rollData);
// await RdDRollResult.displayRollData(rollData, this.defender, 'chat-resultat-esquive.hbs');
// this.removeChatMessageActionsPasseArme(rollData.passeArme);
//TODO
await this.computeRecul(rollData);
await this.computeDeteriorationArme(rollData);
await RdDRollResult.displayRollData(rollData, this.defender, 'chat-resultat-parade.hbs');
this.removeChatMessageActionsPasseArme(rollData.passeArme);
}
async _onDefenseEchec(rollData) {
console.log("RdDCombat._onDefenseEchec >>>", rollData);
// console.log("RdDCombat._onEsquiveEchec >>>", rollData);
// await RdDRollResult.displayRollData(rollData, this.defender, 'chat-resultat-esquive.hbs');
// this.removeChatMessageActionsPasseArme(rollData.passeArme);
// this._sendMessageDefense(rollData.attackerRoll, rollData, { defense: true })
await RdDRollResult.displayRollData(rollData, this.defender, 'chat-resultat-parade.hbs');
this.removeChatMessageActionsPasseArme(rollData.passeArme);
this._sendMessageDefense(rollData.attackerRoll, rollData, { defense: true });
}
@@ -1214,7 +1209,7 @@ export class RdDCombat {
// Est-ce une parade normale?
if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
// Est-ce que l'attaque est une particulière en force ou une charge
if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) {
if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll, defenderRoll.v2)) {
defenderRoll.show = defenderRoll.show || {}
@@ -1262,7 +1257,7 @@ export class RdDCombat {
finalLevel: Misc.toInt(defenderRoll.competence.system.niveau) - dmg,
showDice: HIDE_DICE
});
defenderRoll.show.desarme = desarme.rolled.isEchec;
defenderRoll.show.desarme = desarme.rolled.isEchec
}
}
}
@@ -1270,39 +1265,47 @@ export class RdDCombat {
/* -------------------------------------------- */
async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
const attackerRoll = defenderRoll.attackerRoll;
if (ReglesOptionnelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) {
const impact = this._computeImpactRecul(attackerRoll);
const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
if (rollRecul.rolled.isSuccess) {
defenderRoll.show.recul = 'encaisse';
} else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) {
defenderRoll.show.recul = 'chute';
await this.defender.setEffect(STATUSES.StatusProne, true);
}
else {
defenderRoll.show.recul = 'recul';
}
if (!ReglesOptionnelles.isUsing('recul')) {
return
}
const attackerRoll = defenderRoll.attackerRoll;
if (this._isForceOuCharge(attackerRoll, defenderRoll.v2)) {
const impact = this._computeImpactRecul(attackerRoll);
const rollRecul = await RdDResolutionTable.roll(10, impact)
defenderRoll.show.recul = await this.gererRecul(rollRecul, impact)
}
}
async gererRecul(rolled, impact) {
if (rolled.isSuccess) {
return 'encaisse'
}
if (rolled.isETotal || this._isReculCauseChute(impact)) {
await this.defender.setEffect(STATUSES.StatusProne, true)
return 'chute'
}
return 'recul'
}
/* -------------------------------------------- */
async _isReculCauseChute(impact) {
const agilite = this.defender.getAgilite();
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
return chute.rolled.isEchec;
const agilite = this.defender.getAgilite()
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact })
return chute.rolled.isEchec
}
_isForceOuCharge(attaque, isRollV2 = false /* TODO: delete roll V1 */) {
return attaque.particuliere == 'force' || 'charge' == (isRollV2 ? attaque.tactique?.key : attaque.tactique)
}
/* -------------------------------------------- */
_isForceOuCharge(attaque) {
return attaque.particuliere == 'force' || attaque.tactique == 'charge';
}
/* -------------------------------------------- */
_computeImpactRecul(attaque) {
const taille = this.defender.getTaille();
const force = this.attacker.getForce();
const dommages = attaque.arme.system.dommagesReels ?? attaque.arme.system.dommages;
_computeImpactRecul(attackerRoll) {
const taille = this.defender.getTaille()
const force = this.attacker.getForce()
const dommages = attackerRoll.dmg /* TODO: delete roll V1 */
? attackerRoll.dmg.dmgArme
: attackerRoll.arme.system.dommagesReels ?? attaque.arme.system.dommages;
return taille - (force + dommages);
}

View File

@@ -0,0 +1,59 @@
import { ChatUtility } from "../chat-utility.js"
import RollDialog from "./roll-dialog.mjs"
import { RdDCarac } from "../rdd-carac.js";
export class ChatRollResult {
static onReady() {
foundry.applications.handlebars.loadTemplates({
'partial-appel-chance': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-appel-chance.hbs',
'partial-encaissement': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-encaissement.hbs',
'partial-recul-choc': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-recul-choc.hbs',
'partial-info-appel-moral': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-info-appel-moral.hbs',
})
}
async display(roll) {
roll.show = roll.show || {};
roll.show.chance = this.isAppelChancePossible(roll)
roll.show.encaissement = this.isShowEncaissement(roll)
roll.show.recul = this.isShowReculChoc(roll)
const chatMessage = await ChatUtility.createChatWithRollMode(
{
content: await this.buildRollHtml(roll)
},
roll.active.actor,
roll.current?.rollmode?.key
)
if (roll.show.chance) {
const save = RollDialog.saveParts(roll)
console.log("Store message roll", save)
ChatUtility.setMessageData(chatMessage, 'rollData', save)
}
return chatMessage
}
isAppelChancePossible(roll) {
return roll.active.actor.isPersonnage() &&
roll.rolled.isEchec &&
RdDCarac.isActionPhysique(roll.current.carac?.key)
}
isShowEncaissement(roll) {
return roll.rolled.isEchec &&
roll.attackerRoll?.dmg.mortalite != 'empoignade'
}
isShowReculChoc(roll) {
return roll.rolled.isEchec &&
roll.attackerRoll &&
!roll.current.defense.isEsquive &&
(roll.attackerRoll.particuliere == 'force' || 'charge' == attackerRoll.tactique?.key)
}
async buildRollHtml(roll) {
const template = `systems/foundryvtt-reve-de-dragon/templates/roll/result/chat-${roll.type.current}.hbs`
return await foundry.applications.handlebars.renderTemplate(template, roll)
}
}

View File

@@ -1,15 +0,0 @@
export class RollChatResult {
constructor(rollType) {
this.rollType = rollType
}
async display(rollData) {
const template = this.rollType.chatResultTemplate()
const chatContent = await renderTemplate(template, rollData)
ChatMessage.create({
whisper: ChatUtility.getOwners(this),
content: chatContent
})
}
}

View File

@@ -6,13 +6,12 @@ import { ReglesOptionnelles } from "../settings/regles-optionnelles.js";
import { PART_OEUVRE } from "./roll-part-oeuvre.mjs";
import { RdDItemArme } from "../item/arme.js";
import { RdDBonus } from "../rdd-bonus.js";
import { ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs";
/* -------------------------------------------- */
export class RollDialogAdapter {
async rollDice(rollData, rollTitle) {
const chances = this.computeChances({
static async rollDice(rollData, rollTitle) {
const chances = RollDialogAdapter.computeChances({
carac: rollData.current.carac.value,
diff: rollData.current.totaldiff,
bonus: rollData.current.bonus,
@@ -21,13 +20,13 @@ export class RollDialogAdapter {
rollMode: rollData.current.rollmode.key
})
const rolled = await this.rollChances(rollData, chances)
this.adjustRollDataForV1(rollData, rolled, rollTitle)
const rolled = await RollDialogAdapter.rollChances(rollData, chances)
RollDialogAdapter.adjustRollDataForV1(rollData, rolled, rollTitle)
return rolled
}
computeChances({ carac, diff, bonus, sign, showDice, rollMode }) {
static computeChances({ carac, diff, bonus, sign, showDice, rollMode }) {
const chances = foundry.utils.duplicate(RdDResolutionTable.computeChances(carac, diff))
RdDResolutionTable._updateChancesWithBonus(chances, bonus, diff)
RdDResolutionTable._updateChancesFactor(chances, sign)
@@ -36,7 +35,7 @@ export class RollDialogAdapter {
return chances
}
async rollChances(rollData, chances) {
static async rollChances(rollData, chances) {
const rolled = await RdDResolutionTable.rollChances(chances,
rollData.current.sign,
rollData.current.resultat)
@@ -47,7 +46,7 @@ export class RollDialogAdapter {
return rolled
}
adjustRollDataForV1(rollData, rolled, rollTitle) {
static adjustRollDataForV1(rollData, rolled, rollTitle) {
// temporaire pour être homogène roll v1
rollData.alias = rollData.active.actor.getAlias()
// pour experience

View File

@@ -38,7 +38,8 @@ import { RollPartDefense } from "./roll-part-defense.mjs";
import { RollDialogAdapter } from "./roll-dialog-adapter.mjs";
import { ROLLDIALOG_SECTION } from "./roll-part.mjs";
import { ROLL_TYPE_COMP } from "./roll-constants.mjs";
import { RollChatResult } from "./roll-chat-result.mjs";
import { ChatRollResult } from "./chat-roll-result.mjs";
const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api
const doNothing = (dialog) => { }
@@ -48,11 +49,12 @@ const ALL_ROLL_TYPES = [
new RollTypeTache(),
new RollTypeAttaque(),
new RollTypeDefense(),
// new RollTypeResistance ??
new RollTypeSort(),
new RollTypeMeditation(),
new RollTypeOeuvre(),
new RollTypeJeu(),
// new RollTypeResistance ??
// new RollTypeFixedCarac ??
]
const BASIC_PARTS = new RollBasicParts()
@@ -182,6 +184,8 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
'roll-button': 'systems/foundryvtt-reve-de-dragon/templates/roll/roll-button.hbs',
})
ChatRollResult.onReady()
foundry.applications.handlebars.loadTemplates(ALL_ROLL_TYPES.map(m => m.template))
foundry.applications.handlebars.loadTemplates(ROLL_PARTS.map(p => p.template))
ROLL_PARTS.forEach(p => p.onReady())
@@ -246,9 +250,49 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
// rien pour l'instant
}
/** pre-configure les paramètres des différentes parties de la fenêtre (par exemple, prépare les listes de caractéristiques/compétences */
static $prepareRollData(rollData) {
rollData.current = rollData.current ?? {}
rollData.selected = rollData.selected ?? {}
rollData.type = rollData.type ?? {}
rollData.type.retry = rollData.type.retry ?? false
BASIC_PARTS.restore(rollData)
const potential = ALL_ROLL_TYPES.find(m => m.code == rollData.type.current)?.code
const allowed = rollData.type.retry && potential
? [potential]
: (rollData.type.allowed ?? ALL_ROLL_TYPES.filter(m => m.isAllowed(rollData) && m.visible(rollData)).map(m => m.code))
const rollType = allowed.find(c => c == rollData.type.current) ?? (allowed.length > 0 ? allowed[0].code : ROLL_TYPE_COMP);
rollData.type.allowed = allowed
rollData.type.current = rollType
ALL_ROLL_TYPES.find(m => m.code == rollType).setRollDataType(rollData)
rollData.refs = foundry.utils.mergeObject(rollData.refs ?? {}, Object.fromEntries(ROLL_PARTS.map(p => [p.code, {}])));
rollData.options = rollData.options ?? { rollMode: game.settings.get("core", "rollMode") }
ROLL_PARTS.forEach(p => p.initialize(rollData))
ROLL_PARTS.forEach(p => p.restore(rollData))
ROLL_PARTS.filter(p => p.isValid(rollData))
.forEach(p => {
p.loadRefs(rollData)
p.prepareContext(rollData)
})
return rollData
}
static saveParts(rollData) {
const target = BASIC_PARTS.initFrom(rollData)
ROLL_PARTS.filter(p => p.isActive(rollData))
.forEach(p => p.storeClean(rollData, target))
target.attackerRoll = rollData.attackerRoll
return target
}
constructor(rollData, rollOptions) {
super()
this.rollData = rollData
this.rollData = RollDialog.$prepareRollData(rollData)
this.rollOptions = {
callbacks: [
async r => await r.active.actor.appliquerAjoutExperience(r),
@@ -258,37 +302,8 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
customChatMessage: rollOptions.customChatMessage,
onRollDone: rollOptions.onRollDone ?? doNothing
}
this.$loadParts()
}
/** pre-configure les paramètres des différentes parties de la fenêtre (par exemple, prépare les listes de caractéristiques/compétences */
$loadParts() {
const rollData = this.rollData;
rollData.current = rollData.current ?? {}
rollData.selected = rollData.selected ?? {}
rollData.type = rollData.type ?? {}
rollData.type.retry = rollData.type.retry ?? false
BASIC_PARTS.restore(rollData)
const loadedType = ALL_ROLL_TYPES.find(m => m.code == rollData.type?.current)?.code
const allowedTypes = ALL_ROLL_TYPES.filter(m => m.isAllowed(rollData) && m.visible(rollData)).map(m => m.code)
rollData.type.allowed = rollData.type.retry ? [loadedType] : rollData.type.allowed ?? ALL_ROLL_TYPES.map(m => m.code)
rollData.type.current = allowedTypes.find(m => m == rollData.type?.current) ?? (allowedTypes.length > 0 ? allowedTypes[0] : ROLL_TYPE_COMP)
this.getSelectedType().setRollDataType(rollData)
rollData.refs = this.$prepareRefs(rollData)
rollData.options = rollData.options ?? { showDice: true, rollMode: game.settings.get("core", "rollMode") }
ROLL_PARTS.forEach(p => p.initialize(rollData))
ROLL_PARTS.forEach(p => p.restore(rollData))
ROLL_PARTS.filter(p => p.isValid(rollData))
.forEach(p => {
p.loadRefs(rollData)
p.prepareContext(rollData)
})
this.selectType();
this.chatRollResult = new ChatRollResult();
this.selectType()
}
selectType() {
@@ -301,23 +316,21 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
ROLL_PARTS.find(it => it.code == PART_COMP).filterComps(this.rollData)
}
$prepareRefs(rollData) {
return foundry.utils.mergeObject(rollData.refs ?? {}, Object.fromEntries(ROLL_PARTS.map(p => [p.code, {}])));
}
$saveParts() {
const target = BASIC_PARTS.initFrom(this.rollData)
ROLL_PARTS.filter(p => p.isActive(this.rollData))
.forEach(p => p.store(this.rollData, target))
return target
}
getActiveParts() {
return ROLL_PARTS.filter(p => p.isActive(this.rollData))
}
get title() {
return this.rollData.title ?? `Jet de dés de ${this.rollData.active.actor.name}`
// get title() {
// return this.rollData.title ?? `Jet de dés de ${this.rollData.active.actor.name}`
// }
rollTitle(rollData) {
return rollData.label ?? ROLL_PARTS
.filter(it => it.section == ROLLDIALOG_SECTION.ACTION)
.filter(it => it.isActive(rollData))
.map(it => it.title(rollData))
.reduce(Misc.joining(' '))
}
async _onRender(context, options) {
@@ -344,9 +357,9 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
)
}
getAjustements() {
getAjustements(rollData = this.rollData) {
return this.getActiveParts()
.map(p => p.getAjustements(this.rollData))
.map(p => p.getAjustements(rollData))
.reduce((a, b) => a.concat(b))
.sort((a, b) => a.diff == undefined ? 1 : b.diff == undefined ? -1 : 0)
}
@@ -392,10 +405,10 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
}
}
calculAjustements() {
this.rollData.ajustements = this.getAjustements()
this.rollData.ajustements.forEach(it => it.isDiff = it.diff != undefined)
this.rollData.current.totaldiff = this.rollData.ajustements
calculAjustements(rollData = this.rollData) {
rollData.ajustements = this.getAjustements(rollData)
rollData.ajustements.forEach(it => it.isDiff = it.diff != undefined)
rollData.current.totaldiff = rollData.ajustements
.map(adj => adj.diff)
.filter(d => d != undefined)
.reduce(Misc.sum(), 0)
@@ -406,36 +419,27 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
}
async roll() {
this.calculAjustements()
const rollData = this.rollData
console.info('Roll parts:', this.$saveParts())
const rolled = await this.$rollDice(rollData)
rollData.rolled = rolled
Promise.all(this.rollOptions.callbacks.map(async callback => await callback(rollData)))
if (!this.rollOptions.customChatMessage) {
const rollChatResult = new RollChatResult(this.getSelectedType())
await rollChatResult.display(this.rollData)
rollData.active.actor.$onRollCompetence(this.rollData)
}
const roll = RollDialog.saveParts(this.rollData)
RollDialog.$prepareRollData(roll)
this.calculAjustements(roll)
roll.current.resultat = this.rollData.current.resultat
roll.v2 = true
roll.rolled = await this.$rollDice(roll)
roll.result = this.getSelectedType(roll).getResult(roll)
console.info('RollDialog.roll:', roll)
await Promise.all(this.rollOptions.callbacks.map(async callback => await callback(roll)))
await this.chatRollResult.display(roll)
this.rollOptions.onRollDone(this)
}
async defaultCallback(rollData, rolled) {
await rollData.active.actor.appliquerAjoutExperience(rollData)
await rollData.active.actor.appliquerAppelMoral(rollData)
}
async $rollDice(rollData) {
const adapter = new RollDialogAdapter(ROLL_PARTS);
return await adapter.rollDice(rollData, this.rollTitle(rollData));
}
rollTitle(rollData) {
return ROLL_PARTS
.filter(it => it.section == ROLLDIALOG_SECTION.ACTION)
.filter(it => it.isActive(rollData))
.map(it => it.title(rollData))
.reduce(Misc.joining(' '))
return await RollDialogAdapter.rollDice(rollData, this.rollTitle(rollData));
}
}

View File

@@ -1,10 +1,8 @@
import { RdDBonus } from "../rdd-bonus.js"
import { StatusEffects } from "../settings/status-effects.js"
import { ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs"
import { PART_CARAC } from "./roll-part-carac.mjs"
import { PART_COMP } from "./roll-part-comp.mjs"
import { RollPartSelect } from "./roll-part-select.mjs"
import { PART_SIGN } from "./roll-part-sign.mjs"
import { ROLLDIALOG_SECTION } from "./roll-part.mjs"
export const PART_ATTAQUE = 'attaque'
@@ -28,6 +26,16 @@ export class RollPartAttaque extends RollPartSelect {
}
}
store(rollData, targetData) {
super.store(rollData, targetData)
this.getSaved(targetData).dmg = this.getCurrent(rollData).dmg
}
restore(rollData) {
super.restore(rollData)
this.getCurrent(rollData).dmg = this.getSaved(rollData).dmg
}
choices(refs) { return refs.attaques }
static $extractAttaque(attaque, actor) {

View File

@@ -43,6 +43,7 @@ export class RollPartCarac extends RollPartSelect {
// ? refs.all.filter(it => allowed.includes(Grammar.toLowerCaseNoAccent(it.key)))
? refs.all.filter(it => allowed.includes(it.key))
: refs.all
this.$selectCarac(rollData)
}
prepareContext(rollData) {

View File

@@ -52,6 +52,7 @@ export class RollPartComp extends RollPartSelect {
// ? refs.all.filter(it => allowed.includes(Grammar.toLowerCaseNoAccent(it.label)))
? refs.all.filter(it => allowed.includes(it.label))
: refs.all
this.$selectComp(rollData)
}
prepareContext(rollData) {

View File

@@ -27,14 +27,14 @@ export class RollPartDefense extends RollPartSelect {
loadRefs(rollData) {
const refs = this.getRefs(rollData)
const attaque = rollData.attaque
const attackerRoll = rollData.attackerRoll
const defenseur = rollData.active.actor
refs.isDistance = [ATTAQUE_TYPE.TIR, ATTAQUE_TYPE.LANCER].find(it => it == attaque?.main)
refs.isDistance = [ATTAQUE_TYPE.TIR, ATTAQUE_TYPE.LANCER].find(it => it == attackerRoll?.main)
const esquives = refs.isDistance == ATTAQUE_TYPE.TIR ? [] : defenseur.getCompetencesEsquive()
.map(it => RollPartDefense.$extractEsquive(it, defenseur))
const parades = defenseur.items.filter(it => it.isParade() && (!refs.isDistance || it.isBouclier()))
.map(it => RollPartDefense.$extractParade(it, attaque?.attaque.arme, defenseur))
.map(it => RollPartDefense.$extractParade(it, attackerRoll?.attaque.arme, defenseur))
refs.defenses = [...esquives, ...parades].filter(it => it != undefined)
this.$selectDefense(rollData)
@@ -48,7 +48,8 @@ export class RollPartDefense extends RollPartSelect {
// TODO: carac pour créatures
carac: defenseur.isPersonnage() ? CARACS.DEROBEE : esquive.name,
verb: "esquive",
comp: esquive
comp: esquive,
isEsquive: true
}
}
@@ -66,7 +67,8 @@ export class RollPartDefense extends RollPartSelect {
comp: comp,
arme: armeDefense,
forceRequise: armeDefense ? RdDItemArme.valeurMain(armeDefense.system.force ?? 0, RdDItemArme.getMainAttaque(comp)) : 0,
typeParade: armeAttaque ? RdDItemArme.defenseArmeParade(armeDefense, armeAttaque) : 'norm'
typeParade: armeAttaque ? RdDItemArme.defenseArmeParade(armeDefense, armeAttaque) : 'norm',
isEsquive: false
}
}
@@ -111,7 +113,7 @@ export class RollPartDefense extends RollPartSelect {
isArmeDisparate(rollData) {
const armeDefense = this.getCurrent(rollData).arme
if (armeDefense) {
const armeAttaque = rollData.attaque?.attaque.arme
const armeAttaque = rollData.attackerRoll?.attaque.arme
return RdDItemArme.defenseArmeParade(armeAttaque, armeDefense) == 'sign'
}
return false
@@ -120,12 +122,12 @@ export class RollPartDefense extends RollPartSelect {
getDiffDefense(rollData) {
const current = this.getCurrent(rollData)
const refs = this.getRefs(rollData)
if (refs.isDistance || !rollData.attaque) {
if (refs.isDistance || !rollData.attackerRoll) {
// Déterminer la difficulté de parade
return { diff: 0, type: DIFF.LIBRE }
}
else {
return { diff: rollData.attaque.diff ?? 0, type: DIFF.DEFENSE }
return { diff: rollData.attackerRoll.diff ?? 0, type: DIFF.DEFENSE }
}
}
}

View File

@@ -1,5 +1,4 @@
import { ITEM_TYPES } from "../constants.js"
import { Grammar } from "../grammar.js"
import { Misc } from "../misc.js"
import { CARACS } from "../rdd-carac.js"
import { ROLL_TYPE_OEUVRE } from "./roll-constants.mjs"
@@ -59,6 +58,7 @@ export class RollPartOeuvre extends RollPartSelect {
label: oeuvre.name,
art: art,
caracs: art.caracs(oeuvre),
qualite: oeuvre.system.niveau,
value: -oeuvre.system.niveau,
oeuvre: oeuvre,
comp: actor.getCompetence(art.competence(oeuvre))

View File

@@ -1,6 +1,6 @@
import { ROLLDIALOG_SECTION, RollPart } from "./roll-part.mjs"
const PART_TRICHER = "tricher"
export const PART_TRICHER = "tricher"
export class RollPartTricher extends RollPart {

View File

@@ -53,7 +53,23 @@ export class RollPart {
}
restore(rollData) { }
store(rollData, targetData) { }
storeClean(rollData, targetData) {
this.store(rollData, targetData)
if (rollData.selected[this.code]) {
const toDelete = Object.entries(rollData.selected[this.code])
.map(([k, v]) => v == undefined ? k : undefined)
.filter(k => k != undefined)
toDelete.forEach(k => delete rollData.selected[this.code][k])
if (Object.keys(rollData.selected[this.code]).length == 0) {
delete rollData.selected[this.code]
}
}
}
store(rollData, targetData) {
this.setSaved(targetData, { key: this.getCurrent(rollData).key })
}
/**
* le texte à ajouter dans la barre de titre
@@ -92,4 +108,14 @@ export class RollPart {
async _onRender(rollDialog, context, options) { }
addResult(rollData) {
const result = this.getResult(rollData)
if (result){
rollData.result[this.code] = result
}
}
getResult(rollData){
return undefined
}
}

View File

@@ -15,5 +15,14 @@ export class RollTypeOeuvre extends RollType {
onSelect(rollData) {
this.setDiffType(rollData, DIFF.AUCUN)
}
getResult(rollData){
const current = rollData.current[PART_OEUVRE]
const qualite = rollData.rolled.isSuccess ? current.qualite : Math.min(current.qualite, current.comp.system.niveau)
return {
qualite: qualite + rollData.rolled.ptQualite
}
}
}

View File

@@ -52,4 +52,8 @@ export class RollType {
rollData.current[PART_DIFF].type = type
this.setRollDataType(rollData)
}
getResult(rollData){
return undefined
}
}

View File

@@ -1,31 +1,52 @@
<h4>
{{log this}}
<img class="chat-icon" src="{{competence.img}}" data-tooltip="{{competence.name}}" />
{{alias}} esquive une attaque à {{diffLibre}}</h4>
<p>{{selectedCarac.label}}{{#unless (eq selectedCarac.label competence.name)}} / {{competence.name}}{{/unless}}</p>
{{> "systems/foundryvtt-reve-de-dragon/templates/chat-infojet.hbs"}}
<hr>
<p>
{{#if rolled.isSuccess}}
<span>Attaque esquivée!</span>
{{#if rolled.isPart}}
<!-- TODO: cas de parade à mains nues, texte à modifier -->
<span><strong>{{alias}} peut faire une deuxième esquive!</strong></span>
{{/if}}
{{else}}
<span>L'esquive de {{alias}} a échoué!</span>
{{/if}}
{{> "systems/foundryvtt-reve-de-dragon/templates/chat-info-appel-au-moral.hbs"}}
</p>
{{log this}}
<div class="roll-chat">
<div class="chat-img">
<img src="{{active.img}}" data-tooltip="{{active.name}}" />
<img src="{{competence.img}}" data-tooltip="{{competence.name}}" />
</div>
{{#if attackerRoll.tactique}}
<p>
{{#if (eq attackerRoll.tactique 'charge')}}
<img class="chat-icon" src="icons/svg/thrust.svg" data-tooltip="charge" height="32" width="32" />
C'était une charge, les parades de l'adversaire de {{alias}} auront un -4 et il ne pourra pas esquiver!
{{ else if (eq attackerRoll.tactique 'feinte')}}
<img class="chat-icon" src="systems/foundryvtt-reve-de-dragon/icons/heures/hd06.svg" data-tooltip="feinte" height="32" width="32" />
C'était une feinte!
{{/if}}
</p>
{{/if}}
<div class="chat-header">
{{active.name}} {{#if current.defense.isEsquive}}esquive{{else}}pare{{/if}} une attaque {{grammar-apostrophe 'de' opponent.name}}
</div>
<div class="chat-resume">
{{current.carac.label}} / {{current.comp.label}} à {{current.diff.value}}
<br>{{> "systems/foundryvtt-reve-de-dragon/templates/chat-infojet.hbs"}}
</div>
<div class="chat-details">
<hr>
{{#if rolled.isSuccess}}
<p>
Attaque {{#if current.defense.isEsquive}}esquivée{{else}}parée{{/if}}
{{#if rolled.isPart}}, {{active.name}} peut
<strong>{{#if current.defense.isEsquive}}faire une deuxième esquive{{else}}réutiliser son arme{{/if}}</strong>
{{/if}}
</p>
{{else}}
<p>{{#if current.defense.isEsquive}}Esquive{{else}}parade{{/if}} échouée!</p>
{{/if}}
{{!-- {{else}}
<!-- TODO: cas de parade à mains nues, texte à modifier -->
{{/if}} --}}
{{#if attackerRoll.tactique}}
<p>
{{#if (eq attackerRoll.tactique.key 'charge')}}
<img class="chat-icon" src="icons/svg/thrust.svg" data-tooltip="charge" height="32" width="32" />
C'était une charge, les parades de {{opponent.name}} auront un -4 et il ne pourra pas esquiver!
{{else if (eq attackerRoll.tactique.key 'feinte')}}
<img class="chat-icon" src="systems/foundryvtt-reve-de-dragon/icons/heures/hd06.svg" data-tooltip="feinte" height="32" width="32" />
C'était une feinte!
{{/if}}
</p>
{{/if}}
{{> 'partial-info-appel-moral'}}
</div>
<div class="chat-actions">
{{> 'partial-recul-choc'}}
{{> 'partial-encaissement'}}
</div>
<div class="chat-buttons">
{{> 'partial-appel-chance'}}
</div>
</div>

View File

@@ -0,0 +1,30 @@
{{log this}}
<div class="roll-chat">
<div class="chat-img">
<img src="{{active.img}}" data-tooltip="{{active.name}}" />
<img src="{{competence.img}}" data-tooltip="{{competence.name}}" />
</div>
<div class="chat-header">
{{active.name}} {{current.oeuvre.art.action}}: {{current.oeuvre.label}} (de niveau {{current.oeuvre.oeuvre.system.niveau}})
</div>
<div class="chat-resume">
{{current.carac.label}} / {{current.comp.label}} à {{current.diff.value}}
<br>{{> "systems/foundryvtt-reve-de-dragon/templates/chat-infojet.hbs"}}
</div>
<div class="chat-details">
<p>
{{active.name}}
{{#if rolled.isSuccess}}réussit son interprétation avec
{{else}}manque d'inspiration, son interprétation a
{{/if}}
une qualité de {{result.qualite}}.
</p>
{{> 'partial-info-appel-moral'}}
{{> "systems/foundryvtt-reve-de-dragon/templates/chat-description.hbs" current.oeuvre.oeuvre.system}}
</div>
<div class="chat-buttons">
{{> 'partial-appel-chance'}}
</div>
</div>

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@@ -0,0 +1,22 @@
{{#unless type.retry}}
{{#if show.chance}}
<a class='appel-chance'
data-actorId='{{ids.actorId}}'
data-actorTokenId='{{ids.actorTokenId}}'
data-opponentId='{{ids.opponentId}}'
data-opponentTokenId='{{ids.opponentTokenId}}'
data-tooltip="Appel à la chance">
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/chance.svg"/>
</a>
{{#if (gt active.actor.system.compteurs.destinee.value 0)}}
<a class='appel-destinee'
data-actorId='{{ids.actorId}}'
data-actorTokenId='{{ids.actorTokenId}}'
data-opponentId='{{ids.opponentId}}'
data-opponentTokenId='{{ids.opponentTokenId}}'
data-tooltip="Utiliser la destinée">
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/destinee.svg"/>
</a>
{{/if}}
{{/if}}
{{/unless}}

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@@ -0,0 +1,12 @@
{{#if show.encaissement}}
<a class='chat-card-button encaisser-button'
data-actorId='{{ids.actorId}}'
data-actorTokenId='{{ids.actorTokenId}}'
data-opponentId='{{ids.opponentId}}'
data-opponentTokenId='{{ids.opponentTokenId}}'
data-tooltip="Encaisser à {{plusMoins attackerRoll.dmg.total}} {{#if (eq attackerRoll.dmg.mortalite 'non-mortel')~}}(non-mortel){{/if}}"
>
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/encaisser.svg"/> Encaisser à {{plusMoins attackerRoll.dmg.total}}
{{#if (eq attackerRoll.dmg.mortalite 'non-mortel')~}}(non-mortel){{/if}}
</a>
{{/if}}

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@@ -0,0 +1,15 @@
{{#if current.appelmoral.checked}}
<div>
{{{current.appelmoral.icon}}}
Vous avez fait appel {{#if (gt refs.appelmoral.moral 0)}}au moral{{else}}à l'énergie du désespoir{{/if}}
{{#if rolled.isSuccess}}
et réussi, votre moral reste de {{refs.appelmoral.moral}}.
{{else}}
et échoué,
{{#if (eq refs.appelmoral.moral -3)}}
vous marquez un point de dissolution!
{{else}}votre moral baisse de 1.
{{/if}}
{{/if}}
<div>
{{/if}}

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@@ -0,0 +1,11 @@
{{#if show.recul}}
<a class='chat-card-button resister-recul-button'
data-actorId='{{ids.actorId}}'
data-actorTokenId='{{ids.actorTokenId}}'
data-opponentId='{{ids.opponentId}}'
data-opponentTokenId='{{ids.opponentTokenId}}'
data-tooltip="Résister au recul"
>
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/recul.svg"/> Résister au recul
</a>
{{/if}}

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@@ -6,7 +6,6 @@
<roll-comp>{{#each templates as |template|}}{{> 'roll-section' rollData=@root.rollData currentsection='comp'}}{{/each}}</roll-comp>
<roll-choix>{{#each templates as |template|}}{{> 'roll-section' rollData=@root.rollData currentsection='choix'}}{{/each}}</roll-choix>
<roll-conditions>{{#each templates as |template|}}{{> 'roll-section' rollData=@root.rollData currentsection='conditions'}}{{/each}}</roll-conditions>
{{log rollData.current rollData.current.carac rollData.current.totaldiff}}</roll-table>
<roll-table>{{> 'roll-table' carac=rollData.current.carac.value diff=rollData.current.totaldiff}}</roll-table>
<roll-chances>{{> 'roll-chances' carac=rollData.current.carac.value diff=rollData.current.totaldiff}}</roll-chances>
<roll-resume>{{> 'roll-ajustements' }}

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@@ -1,4 +1,3 @@
{{log 'roll-table' carac diff this}}
<table class='table-resolution'>
<tr>
<th></th>