forked from public/foundryvtt-reve-de-dragon
Nouvelle fenêtre: attaque/defense
quelques améliorations préparation pour gérer les messages de résultats en fonction du type de jet (attaque/compétence/...) quelques corrections (suppression du filtre de compétences quand on change de type de jet, astrologie, ..)
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@@ -1,6 +1,6 @@
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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 { ROLL_TYPE_ATTAQUE, ROLL_TYPE_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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@@ -10,14 +10,14 @@ export class RollBasicParts {
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rollData.ids.sceneId = rollData.ids.sceneId ?? canvas.scene.id
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rollData.active = RollBasicParts.$getActor(rollData)
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rollData.opponent = RollBasicParts.$getOpponent(rollData)
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if (rollData.mode.opposed == undefined) {
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rollData.mode.opposed = rollData.opponent != null
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if (rollData.type.opposed == undefined) {
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rollData.type.opposed = rollData.opponent != null
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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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loadSurprises(rollData, type) {
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if (!rollData.type.passif) {
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this.loadSurprise(rollData.active, this.getForceRequiseActiveActor(rollData, type))
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this.loadSurprise(rollData.opponent, 0)
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}
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}
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@@ -30,10 +30,10 @@ export class RollBasicParts {
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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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getForceRequiseActiveActor(rollData, type) {
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switch (type) {
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case ROLL_TYPE_ATTAQUE: return rollData.current[PART_ATTAQUE].attaque.forceRequise
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case ROLL_TYPE_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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@@ -41,15 +41,15 @@ export class RollBasicParts {
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initFrom(rollData) {
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return {
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selected: {},
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mode: {
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current: rollData.mode.current
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type: {
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current: rollData.type.current
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},
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ids: {
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sceneId: rollData.ids.sceneId,
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actorId: rollData.active.id,
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actorTokenId: rollData.active.tokenId,
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opponentId: rollData.mode.opposed ? rollData.opponent.id : undefined,
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opponentTokenId: rollData.mode.opposed ? rollData.opponent.tokenId : undefined,
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opponentId: rollData.type.opposed ? rollData.opponent.id : undefined,
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opponentTokenId: rollData.type.opposed ? rollData.opponent.tokenId : undefined,
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}
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}
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}
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