forked from public/foundryvtt-reve-de-dragon
Gestion attaques v2 et initiative
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@@ -21,6 +21,7 @@ const nomCategorieParade = {
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export const ATTAQUE_TYPE = {
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UNE_MAIN: '(1 main)',
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DEUX_MAINS: '(2 mains)',
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CORPS_A_CORPS: '(corps à corps)',
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COMPETENCE: 'competence',
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TIR: '(tir)',
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LANCER: '(lancer)'
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@@ -244,7 +245,7 @@ export class RdDItemArme extends RdDItem {
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}
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isAttaque() {
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return this.system.resistance > 0 || this.system.portee_courte > 0
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return this.system.resistance > 0 || (this.system.tir != '' && this.system.portee_courte > 0)
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}
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static corpsACorps(actor) {
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@@ -256,7 +257,7 @@ export class RdDItemArme extends RdDItem {
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type: ITEM_TYPES.arme,
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img: competence.img,
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system: {
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initiative: RdDInitiative.calculInitiative(competence.system.niveau, melee),
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initiative: RdDInitiative.getRollInitiative(melee, competence.system.niveau),
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equipe: true,
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rapide: true,
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force: 0,
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@@ -273,10 +274,10 @@ export class RdDItemArme extends RdDItem {
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})
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}
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static mainsNues(actor) {
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const mainsNues = RdDItemArme.corpsACorps(actor)
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mainsNues.name = 'Mains nues'
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return mainsNues;
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static pugilat(actor) {
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const pugilat = RdDItemArme.corpsACorps(actor)
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pugilat.name = 'Mains nues'
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return pugilat;
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}
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static empoignade(actor) {
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@@ -3,7 +3,6 @@ import { RdDInitiative } from "../initiative.mjs";
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export class MappingCreatureArme {
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/* -------------------------------------------- */
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static setRollDataCreature(rollData) {
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const code = Grammar.toLowerCaseNoAccentNoSpace(rollData.competence.name);
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@@ -26,7 +25,7 @@ export class MappingCreatureArme {
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competence: item.name,
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cac: categorieAttaque == "naturelle" ? "naturelle" : "",
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niveau: item.system.niveau,
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initiative: RdDInitiative.calculInitiative(item.system.niveau, item.system.carac_value),
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initiative: RdDInitiative.getRollInitiative(item.system.carac_value, item.system.niveau),
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equipe: true,
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resistance: 100,
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dommagesReels: item.system.dommages,
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