forked from public/foundryvtt-reve-de-dragon
Amélioration de la gestion de la surprise
This commit is contained in:
12
changelog.md
12
changelog.md
@@ -3,19 +3,23 @@
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## 13.0.9 - Le combat d'Illysis
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- Fix
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- La montée en TMR fonctionne
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- ajout d'un status "Force insuffisante"
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- Nouvelle fenêtre de jets de dés
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- ajout du statut "Force insuffisante" aux acteurs si la
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force est insuffisante pour l'arme
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- avancement du mode attaque
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- choix de tactique
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- choix des dommages mortel/non-mortel, affichage
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- choix mortel/non-mortel pour les dommages
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- affichage des dommages ajustés delon les choix
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- affichage du statut de surprise de l'attaquant
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- affichage du statut de surprise du défenseur
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- prise en compte des significatives (force insuffisante, demi-surprises)
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- prise en compte des significatives (demi-surprises)
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- avancement du mode défense
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- sélection esquive/parade
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- affichage du statut de surprise du défenseur
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- prise en compte des significatives (demi-surprises, armes disparates,
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force insuffisante, particulière en finesse)
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particulière en finesse)
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- impossible de faire un jet "actif" en surprise totale (attaque, parade, ...)
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## 13.0.8 - Le renouveau d'Illysis
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@@ -564,6 +564,9 @@ select,
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.system-foundryvtt-reve-de-dragon .roll-dialog roll-choix roll-section roll-part-detail subline span.status-surprise img {
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filter: invert(0.8);
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}
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.system-foundryvtt-reve-de-dragon .roll-dialog roll-choix roll-section roll-part-detail subline label {
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align-content: center;
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}
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.system-foundryvtt-reve-de-dragon .roll-dialog roll-section selected-numeric-value {
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display: flow;
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width: 2.5rem;
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@@ -95,7 +95,7 @@
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display: flex;
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flex-direction: column;
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grid-area: img;
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img{
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img {
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border: 0;
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padding: 1px;
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max-height: 3rem;
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@@ -126,6 +126,9 @@
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filter: invert(0.8);
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}
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}
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label {
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align-content: center;
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}
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}
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}
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}
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@@ -567,6 +567,9 @@ export class RdDCombat {
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/* -------------------------------------------- */
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static isParticuliere(rollData) {
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if (rollData.ids) {
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return rollData.rolled.isPart
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}
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if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
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return false;
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}
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@@ -575,6 +578,9 @@ export class RdDCombat {
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/* -------------------------------------------- */
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static isReussite(rollData) {
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if (rollData.ids) {
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return rollData.rolled.is
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}
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switch (rollData.ajustements.surprise.used) {
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case 'totale': return false;
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case 'demi': return rollData.rolled.isSign;
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@@ -971,14 +977,14 @@ export class RdDCombat {
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await RollDialog.create(rollData, {
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onRoll: (dialog) => {
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this._onCloseRollDialog(),
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dialog.close()
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dialog.close()
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},
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customChatMessage: true,
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callbacks: [async (actor, rd) => {
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this.removeChatMessageActionsPasseArme(rd.passeArme)
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// defense: esquive / arme de parade / competence de défense
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await rd.active.actor.incDecItemUse(rd.current[PART_DEFENSE].defense?.id, !RdDCombat.isParticuliere(rd))
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if (!RdDCombat.isParticuliere(rd))
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await rd.active.actor.incDecItemUse(rd.current[PART_DEFENSE].defense?.id, )
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await this._onDefenseV2(rd)
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}]
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})
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@@ -184,47 +184,15 @@ export class RdDResolutionTable {
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return Math.max(Math.floor(carac * (diff + 10) / 2), 1);
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}
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/* -------------------------------------------- */
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static isEchec(rollData) {
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switch (rollData.surprise) {
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case 'demi': return !rollData.rolled.isSign;
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case 'totale': return true;
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}
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return rollData.rolled.isEchec;
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}
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/* -------------------------------------------- */
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static isEchecTotal(rollData) {
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if (rollData.arme && rollData.surprise == 'demi') {
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return rollData.rolled.isEchec;
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}
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return rollData.rolled.isETotal;
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}
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/* -------------------------------------------- */
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static isParticuliere(rollData) {
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if (rollData.arme && rollData.surprise) {
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return false;
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}
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return rollData.rolled.isPart;
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}
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/* -------------------------------------------- */
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static isReussite(rollData) {
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switch (rollData.surprise) {
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case 'demi': return rollData.rolled.isSign;
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case 'totale': return false;
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}
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return rollData.rolled.isSuccess;
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}
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/* -------------------------------------------- */
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static computeReussite(chances, roll, diviseur) {
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const reussite = reussites.find(x => x.condition(chances, roll));
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if (diviseur > 1 && reussite.code == 'norm') {
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return reussiteInsuffisante;
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const reussite = reussites.find(x => x.condition(chances, roll))
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if (diviseur > 1 && reussite.isSuccess) {
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if (chances > roll * diviseur){
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return reussiteInsuffisante
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}
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}
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return reussite;
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return reussite
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}
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/* -------------------------------------------- */
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@@ -1,4 +1,8 @@
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import { ActorToken } from "../actor-token.mjs"
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import { StatusEffects } from "../settings/status-effects.js"
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import { ROLL_MODE_ATTAQUE, ROLL_MODE_DEFENSE } from "./roll-constants.mjs"
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import { PART_ATTAQUE } from "./roll-part-attaque.mjs"
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import { PART_DEFENSE } from "./roll-part-defense.mjs"
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export class RollBasicParts {
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@@ -11,6 +15,29 @@ export class RollBasicParts {
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}
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}
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loadSurprises(rollData, mode) {
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if (!rollData.mode.passif) {
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this.loadSurprise(rollData.active, this.getForceRequiseActiveActor(rollData, mode))
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this.loadSurprise(rollData.opponent, 0)
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}
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}
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loadSurprise(who, forceRequise) {
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if (who?.actor) {
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foundry.utils.mergeObject(who,
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StatusEffects.getActorEffetSurprise(who.actor, forceRequise),
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{ overwrite: true, inPlace: true })
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}
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}
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getForceRequiseActiveActor(rollData, mode) {
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switch (mode) {
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case ROLL_MODE_ATTAQUE: return rollData.current[PART_ATTAQUE].attaque.forceRequise
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case ROLL_MODE_DEFENSE: return rollData.current[PART_DEFENSE].forceRequise
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default: return 0
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}
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}
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initFrom(rollData) {
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return {
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selected: {},
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@@ -217,7 +217,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
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})
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}
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static async create(rollData, rollOptions = {}) {
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const rollDialog = new RollDialog(rollData, rollOptions)
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rollDialog.render(true)
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@@ -250,9 +250,6 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
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constructor(rollData, rollOptions) {
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super()
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this.rollData = rollData
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// const callbacks = this.rollOptions.callbacks.map(c =>
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// r => r.activve.actor Promise.all(this.rollOptions.callbacks.map(async callback => await callback(rollData.active.actor, rollData)))
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// )
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this.rollOptions = {
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callbacks: [
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async (actor, r) => await actor.appliquerAjoutExperience(r),
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@@ -361,6 +358,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
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const modes = ROLL_MODE_TABS.filter(m => m.isAllowed(rollData) && m.visible(rollData))
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.map(m => m.toModeData(rollData))
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BASIC_PARTS.loadSurprises(this.rollData, this.getSelectedMode().code)
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this.setModeTitle()
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const visibleRollParts = this.getActiveParts()
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@@ -41,25 +41,25 @@ export class RollPartAttaque extends RollPartSelect {
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prepareContext(rollData) {
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const current = this.getCurrent(rollData)
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current.defenseur = StatusEffects.getActorEffetSurprise(rollData.opponent?.actor, 0)
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current.attaquant = StatusEffects.getActorEffetSurprise(rollData.active.actor, current.attaque.forceRequise)
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current.dmg = this.$dmgRollV2(rollData, current)
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}
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$dmgRollV2(rollData, current) {
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const actor = rollData.active.actor
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const defender = rollData.opponent?.actor
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const dmgArme = RdDBonus.dmgArme(current.attaque.arme, current.attaque.dommagesArme)
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const attaque = current.attaque
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const arme = attaque.arme
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const dmgArme = RdDBonus.dmgArme(arme, attaque.dommagesArme)
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const dmg = {
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total: 0,
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dmgArme: dmgArme,
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penetration: current.attaque.arme.penetration(),
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penetration: arme.penetration(),
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dmgTactique: current.tactique?.dmg ?? 0,
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dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
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dmgSurprise: current.surpriseDefenseur?.dmg ?? 0,
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mortalite: RdDBonus.mortalite(current.dmg?.mortalite, current.attaque.arme.system.mortalite, defender?.isEntite()),
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dmgActor: RdDBonus.bonusDmg(actor, current.attaque.carac.key, dmgArme, current.attaque.forceRequise),
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dmgForceInsuffisante: Math.min(0, actor.getForce() - current.attaque.forceRequise)
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dmgSurprise: rollData.opponent?.surprise?.dmg ?? 0,
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mortalite: RdDBonus.mortalite(current.dmg?.mortalite, arme.system.mortalite, rollData.opponent?.actor?.isEntite()),
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dmgActor: RdDBonus.bonusDmg(actor, attaque.carac.key, dmgArme, attaque.forceRequise),
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dmgForceInsuffisante: Math.min(0, actor.getForce() - attaque.forceRequise)
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}
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
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return dmg
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@@ -71,8 +71,8 @@ export class RollPartAttaque extends RollPartSelect {
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if (current.tactique) {
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ajustements.push({ label: current.tactique.label, diff: current.tactique.attaque })
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}
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if (current.surpriseDefenseur) {
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ajustements.push({ label: current.surpriseDefenseur.label, diff: current.surpriseDefenseur.attaque })
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if (rollData.opponent?.surprise) {
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ajustements.push({ label: rollData.opponent.surprise.label, diff: rollData.opponent.surprise.attaque })
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}
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return ajustements
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}
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@@ -115,7 +115,6 @@ export class RollPartAttaque extends RollPartSelect {
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switch (part.code) {
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case PART_CARAC: return part.filterCaracs(rollData, [current.attaque.carac.key])
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case PART_COMP: return part.filterComps(rollData, [current.attaque.comp?.name])
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case PART_SIGN: return part.setArme(rollData, current.attaque.forceRequise, false)
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}
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}
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return undefined
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@@ -69,9 +69,6 @@ export class RollPartDefense extends RollPartSelect {
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}
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prepareContext(rollData) {
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const current = this.getCurrent(rollData)
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current.defenseur = StatusEffects.getActorEffetSurprise(rollData.active.actor, current.forceRequise)
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// current.dmg = this.$dmgRollV2(rollData, current)
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}
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@@ -104,7 +101,7 @@ export class RollPartDefense extends RollPartSelect {
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case PART_CARAC: return part.filterCaracs(rollData, [current.carac])
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case PART_COMP: return part.filterComps(rollData, [current.comp?.name])
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case PART_DIFF: return part.setDiff(rollData, this.getDiffDefense(rollData))
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case PART_SIGN: return part.setArme(rollData, current.forceRequise, this.isArmeDisparate(rollData))
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case PART_SIGN: return part.setArmeDisparate(rollData, this.isArmeDisparate(rollData))
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}
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}
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return undefined
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@@ -39,8 +39,7 @@ export class RollPartSign extends RollPart {
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const isCombat = this.isCombat(rollData)
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const current = this.getCurrent(rollData)
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current.armeDisparate = isCombat && current.armeDisparate
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current.forceRequise = current.forceRequise ?? 0
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current.surprise = actor.getSurprise(isCombat)
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current.surprise = actor.getSurprise(isCombat) // TODO: could be from rollData.active.surprise??
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current.reasons = actor.getEffects(it => StatusEffects.niveauSurprise(it) > 0).map(it => it.name)
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current.diviseur = 1
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if (current.surprise == 'demi') {
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@@ -53,10 +52,6 @@ export class RollPartSign extends RollPart {
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current.diviseur *= 2
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current.reasons.push('Armes disparates')
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}
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if (this.isForceInsuffisante(actor, current)) {
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current.diviseur *= 2
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current.reasons.push('Force insuffisante')
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}
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if (this.isAttaqueFinesse(rollData)) {
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current.diviseur *= 2
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current.reasons.push('Particulière en finesse')
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@@ -73,15 +68,6 @@ export class RollPartSign extends RollPart {
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return ROLL_MODE_DEFENSE == rollData.mode.current && rollData.attaque.particuliere == 'finesse'
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}
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isForceInsuffisante(actor, current) {
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if (actor?.isPersonnage()) {
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const requise = current.forceRequise
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const force = parseInt(actor.system.carac.force.value)
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return requise > force
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}
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return false
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}
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isParadeArmeDisparate(current) {
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return current.armeDisparate
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}
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@@ -106,9 +92,7 @@ export class RollPartSign extends RollPart {
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})
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}
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setArme(rollData, forceRequise, armeDisparate) {
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const current = this.getCurrent(rollData)
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current.armeDisparate = armeDisparate
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current.forceRequise = forceRequise
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setArmeDisparate(rollData, armeDisparate) {
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this.getCurrent(rollData).armeDisparate = armeDisparate
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}
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}
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@@ -49,45 +49,46 @@
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{{/if}}
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</a>
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<br>
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{{/if}}
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{{#each armes as |arme key|}}
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<a class='chat-card-button parer-button'
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data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
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data-armeid='{{arme._id}}'>
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Parer avec {{arme.name}}
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{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
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(difficulté à déterminer)
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{{else}}à {{../diffLibre }}
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{{/if}}
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{{#if (eq arme.typeParade 'sign')}}
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<span class="rdd-diviseur">×½</span>
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{{/if}}
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{{#if arme.nbUsage}}(Utilisations : {{arme.nbUsage}}){{/if}}
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</a>
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<br>
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{{else}}
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{{#each armes as |arme key|}}
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<a class='chat-card-button parer-button'
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data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
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data-armeid='{{arme._id}}'>
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Parer avec {{arme.name}}
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{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
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(difficulté à déterminer)
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{{else}}à {{../diffLibre }}
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{{/if}}
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{{#if (eq arme.typeParade 'sign')}}
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<span class="rdd-diviseur">×½</span>
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{{/if}}
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{{#if arme.nbUsage}}(Utilisations : {{arme.nbUsage}}){{/if}}
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</a>
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<br>
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{{/each}}
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{{#if mainsNues}}
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<a class='chat-card-button parer-button'
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data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'
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data-armeid='{{arme._id}}' data-competence='{{arme.system.competence}}'>
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Parer à mains nues à {{diffLibre}}{{#if arme.nbUsage}} (Utilisations : {{arme.nbUsage}}){{/if}}
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</a>
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<br>
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{{/if}}
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{{#if (ne attaqueCategorie 'tir')}}
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{{#each esquives as |esquive key|}}
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<a class='chat-card-button esquiver-button'
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data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
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data-compid='{{esquive._id}}' data-competence='{{esquive.name}}'>
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{{esquive.name}}
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{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
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(difficulté à déterminer)
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{{else}}à {{../diffLibre }}
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||||
{{/if}}
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{{#if esquive.nbUsage}}(Utilisations : {{esquive.nbUsage}}){{/if}}
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</a>
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<br>
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{{/each}}
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<a class='chat-card-button parer-button'
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||||
data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'
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||||
data-armeid='{{arme._id}}' data-competence='{{arme.system.competence}}'>
|
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Parer à mains nues à {{diffLibre}}{{#if arme.nbUsage}} (Utilisations : {{arme.nbUsage}}){{/if}}
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</a>
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<br>
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{{/if}}
|
||||
{{#if (ne attaqueCategorie 'tir')}}
|
||||
{{#each esquives as |esquive key|}}
|
||||
<a class='chat-card-button esquiver-button'
|
||||
data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
|
||||
data-compid='{{esquive._id}}' data-competence='{{esquive.name}}'>
|
||||
{{esquive.name}}
|
||||
{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
|
||||
(difficulté à déterminer)
|
||||
{{else}}à {{../diffLibre }}
|
||||
{{/if}}
|
||||
{{#if esquive.nbUsage}}(Utilisations : {{esquive.nbUsage}}){{/if}}
|
||||
</a>
|
||||
<br>
|
||||
{{/each}}
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
{{/unless}}
|
||||
|
@@ -1,6 +1,14 @@
|
||||
{{#if (or rollData.mode.passif (ne rollData.active.surprise.key 'totale'))}}
|
||||
<button name="roll-dialog-button">Lancer
|
||||
{{rollData.current.carac.value}} à {{plusMoins rollData.current.totaldiff}}
|
||||
{{#if rollData.current.significative.used}}
|
||||
<span class="rdd-diviseur">×{{{rollData.current.significative.label}}}</span>
|
||||
{{/if}}
|
||||
</button>
|
||||
{{else}}
|
||||
<button name="roll-dialog-button" disabled>
|
||||
<i class="fa-solid fa-ban"></i>
|
||||
Surprise totale!
|
||||
<i class="fa-solid fa-ban"></i>
|
||||
</button>
|
||||
{{/if}}
|
@@ -28,22 +28,22 @@
|
||||
</label>
|
||||
{{/if}}
|
||||
</subline>
|
||||
{{#if current.attaquant.effets}}
|
||||
{{#if rollData.active.effets}}
|
||||
<subline>
|
||||
<span class="status-surprise">
|
||||
Attaquant en <strong>{{lowerFirst current.attaquant.surprise.label}}</strong>:
|
||||
{{#each current.attaquant.effets as |effect|}}
|
||||
Attaquant en <strong>{{lowerFirst rollData.active.surprise.label}}</strong>:
|
||||
{{#each rollData.active.effets as |effect|}}
|
||||
{{localize effect.name}}
|
||||
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
|
||||
{{/each}}
|
||||
</span>
|
||||
</subline>
|
||||
{{/if}}
|
||||
{{#if current.defenseur.surprise}}
|
||||
{{#if rollData.opponent.surprise}}
|
||||
<subline>
|
||||
<span class="status-surprise">
|
||||
Defenseur en <strong>{{lowerFirst current.defenseur.surprise.label}}</strong>:
|
||||
{{#each current.defenseur.effets as |effect|}}
|
||||
Defenseur en <strong>{{lowerFirst rollData.opponent.surprise.label}}</strong>:
|
||||
{{#each rollData.opponent.effets as |effect|}}
|
||||
{{localize effect.name}}
|
||||
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
|
||||
{{/each}}
|
||||
|
@@ -7,11 +7,11 @@
|
||||
{{selectOptions refs.defenses selected=current.key valueAttr="key" labelAttr="label"}}
|
||||
</select>
|
||||
</subline>
|
||||
{{#if current.defenseur.effets}}
|
||||
{{#if rollData.active.effets}}
|
||||
<subline>
|
||||
<span class="status-surprise">
|
||||
Defense en <strong>{{lowerFirst current.defenseur.surprise.label}}</strong>:
|
||||
{{#each current.defenseur.effets as |effect|}}
|
||||
Defense en <strong>{{lowerFirst rollData.active.surprise.label}}</strong>:
|
||||
{{#each rollData.active.effets as |effect|}}
|
||||
{{localize effect.name}}
|
||||
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
|
||||
{{/each}}
|
||||
|
Reference in New Issue
Block a user