forked from public/foundryvtt-reve-de-dragon
Preparation du passage en v12
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@ -80,7 +80,7 @@ export class RdDActorSheet extends RdDBaseActorSangSheet {
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// toujours avoir une liste d'armes (pour mettre esquive et corps à corps)
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const actor = this.actor;
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formData.combat = duplicate(formData.armes);
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formData.combat = foundry.utils.duplicate(formData.armes);
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RdDItemArme.computeNiveauArmes(formData.combat, formData.competences);
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formData.combat.push(RdDItemArme.mainsNues(actor));
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formData.combat.push(RdDItemArme.empoignade(actor));
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@ -221,7 +221,7 @@ export class RdDActorSheet extends RdDBaseActorSangSheet {
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// Points de reve actuel
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this.html.find('.ptreve-actuel a').click(async event => this.actor.rollCarac('reve-actuel', true))
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this.html.find('.empoignade-label a').click(async event => RdDEmpoignade.onAttaqueEmpoignadeFromItem(RdDSheetUtility.getItem(event, this.actor)))
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this.html.find('.arme-label a').click(async event => this.actor.rollArme(duplicate(this._getEventArmeCombat(event))))
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this.html.find('.arme-label a').click(async event => this.actor.rollArme(foundry.utils.duplicate(this._getEventArmeCombat(event))))
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// Initiative pour l'arme
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this.html.find('.arme-initiative a').click(async event => {
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@ -388,7 +388,7 @@ export class RdDActorSheet extends RdDBaseActorSangSheet {
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async _onSplitItem(item, split) {
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if (split >= 1 && split < item.system.quantite) {
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await item.diminuerQuantite(split);
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const splitItem = duplicate(item);
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const splitItem = foundry.utils.duplicate(item);
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splitItem.system.quantite = split;
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await this.actor.createEmbeddedDocuments('Item', [splitItem])
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}
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