forked from public/foundryvtt-reve-de-dragon
Catégories des compétences de créatures
Les créatures peuvent avoir des compétences d'armes (lancer, mêlée, tir, armes naturelles), de parade, de possession, et générales. Les initiatives sont cohérentes. Les possessions sont en phase 10 d'initiative.
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@ -271,10 +271,11 @@ export class RdDActor extends RdDBaseActor {
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}
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getDraconicOuPossession() {
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const possessions = this.items.filter(it => it.type == 'competencecreature' && it.system.ispossession)
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.sort(Misc.descending(it => it.system.niveau));
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if (possessions.length > 0) {
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return duplicate(possessions[0]);
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const possession = this.items.filter(it => it.type == TYPES.competencecreature && it.system.categorie == 'possession')
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.sort(Misc.descending(it => it.system.niveau))
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.find(it=>true);
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if (possession) {
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return duplicate(possession);
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}
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const draconics = [...this.getDraconicList().filter(it => it.system.niveau >= 0),
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POSSESSION_SANS_DRACONIC]
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@ -960,9 +961,9 @@ export class RdDActor extends RdDBaseActor {
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/* -------------------------------------------- */
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async updateCompetence(idOrName, compValue) {
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let competence = this.getCompetence(idOrName);
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const competence = this.getCompetence(idOrName);
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if (competence) {
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let toNiveau = compValue ?? RdDItemCompetence.getNiveauBase(competence.system.categorie);
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const toNiveau = compValue ?? RdDItemCompetence.getNiveauBase(competence.system.categorie, competence.getCategories());
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this.notifyCompetencesTronc(competence, toNiveau);
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const fromNiveau = competence.system.niveau;
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await this.updateEmbeddedDocuments('Item', [{ _id: competence.id, 'system.niveau': toNiveau }]);
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@ -2307,7 +2308,7 @@ export class RdDActor extends RdDBaseActor {
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RdDPossession.onAttaquePossession(target, this, rollData.competence)
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}
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else {
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const arme = RdDItemCompetenceCreature.armeNaturelle(rollData.competence)
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const arme = RdDItemCompetenceCreature.armeCreature(rollData.competence)
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RdDCombat.rddCombatTarget(target, this).attaque(competence, arme)
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}
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});
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@ -3054,7 +3055,7 @@ export class RdDActor extends RdDBaseActor {
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const competence = this.getCompetence(arme.system.competence)
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if (competence.system.ispossession) {
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if (competence.isCompetencePossession()) {
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return RdDPossession.onAttaquePossession(target, this, competence);
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}
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RdDCombat.rddCombatTarget(target, this).attaque(competence, arme);
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