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			foundryvtt
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 1c475348d5 | |||
| de5d32f88f | |||
| 76a02d60ca | |||
| 724c556b9e | |||
| 7dfba94a11 | |||
| 928c7bbcfe | |||
| 222a06a978 | |||
| b4edaf8584 | |||
| 3c062afd56 | |||
| 6de4fff403 | |||
| 3543f081b2 | |||
| 56f14e12a2 | 
@@ -1,5 +1,8 @@
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# v11.0
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## v11.0.15 - L'apprentissage de Khrachtchoum
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- Fix: l'expérience ne s'appliquait plus sur certaines réussites particulières (régression depuis la 11.0.7)
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## v11.0.14 - Les pincettes de Khrachtchoum le Problémeux
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- Correction du calcul de la place restante lors de l'ajout dans un conteneur
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@@ -265,7 +265,7 @@ export class RdDActor extends RdDBaseActor {
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  }
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  /* -------------------------------------------- */
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  getDraconicList() {
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    return this.items.filter(it => it.isCompetencePersonnage() && it.system.categorie == 'draconic')
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    return this.itemTypes[TYPES.competence].filter(it => it.system.categorie == 'draconic')
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  }
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  /* -------------------------------------------- */
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  getBestDraconic() {
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@@ -275,13 +275,13 @@ export class RdDActor extends RdDBaseActor {
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  }
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  getDraconicOuPossession() {
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    const possession = this.items.filter(it => it.type == TYPES.competencecreature && it.system.categorie == 'possession')
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    const possession = this.itemTypes[TYPES.competencecreature].filter(it => 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 possession.clone();
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      return possession;
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    }
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    const draconics = [...this.getDraconicList().filter(it => it.system.niveau >= 0).map(it => it.clone()),
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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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      .sort(Misc.descending(it => it.system.niveau));
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    return draconics[0];
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@@ -1741,6 +1741,7 @@ export class RdDActor extends RdDBaseActor {
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  async consommerNourritureboisson(itemId, choix = { doses: 1, seForcer: false, supprimerSiZero: false }, userId = undefined) {
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    if (userId != undefined && userId != game.user.id) {
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      RdDBaseActor.remoteActorCall({
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        tokenId: this.token?.id,
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        actorId: this.id,
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        method: 'consommerNourritureboisson',
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        args: [itemId, choix, userId]
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@@ -3070,29 +3071,43 @@ export class RdDActor extends RdDBaseActor {
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  }
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  /* -------------------------------------------- */
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  rollArme(arme) {
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  getArmeCompetence(arme, competenceName) {
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    let comp = arme.system[competenceName]
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    if (!comp || comp.name == "") {
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      comp = arme.system[competenceName]
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    }
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    if ( !comp || comp.name == "") {
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      comp = arme.system[competenceName]
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    }
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    return comp
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  }
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  /* -------------------------------------------- */
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  rollArme(arme, competenceName = "competence") {
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    let compToUse = this.getArmeCompetence(arme, competenceName)
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    if (!Targets.hasTargets()) {
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      RdDConfirm.confirmer({
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        settingConfirmer: "confirmer-combat-sans-cible",
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        content: `<p>Voulez vous faire un jet de compétence ${arme.system.competence} sans choisir de cible valide?
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        content: `<p>Voulez vous faire un jet de compétence ${competenceName} sans choisir de cible valide?
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                  <br>Tous les jets de combats devront être gérés à la main
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                  </p>`,
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        title: 'Ne pas utiliser les automatisation de combat',
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        buttonLabel: "Pas d'automatisation",
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        onAction: async () => {
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          this.rollCompetence(arme.system.competence, { tryTarget: false })
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          this.rollCompetence(compToUse, { tryTarget: false })
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        }
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      });
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      return;
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    }
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    Targets.selectOneToken(target => {
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      if (Targets.isTargetEntite(target)) {
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        ui.notifications.warn(`Vous ne pouvez pas attaquer une entité non incarnée avec votre ${arme.name}!!!!`);
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        return;
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      }
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      const competence = this.getCompetence(arme.system.competence)
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      const competence = this.getCompetence(compToUse)
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      //console.log("RollArme", competence, arme)
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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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@@ -3121,7 +3136,7 @@ export class RdDActor extends RdDBaseActor {
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  async onRollTachePremiersSoins(blessureId, rollData) {
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    if (!this.isOwner) {
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      return RdDBaseActor.remoteActorCall({ actorId: this.id, method: 'onRollTachePremiersSoins', args: [blessureId, rollData] });
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      return RdDBaseActor.remoteActorCall({ tokenId: this.token?.id, actorId: this.id, method: 'onRollTachePremiersSoins', args: [blessureId, rollData] });
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    }
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    const blessure = this.getItem(blessureId, 'blessure')
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    console.log('TODO update blessure', this, blessureId, rollData, rollData.tache);
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@@ -3151,7 +3166,7 @@ export class RdDActor extends RdDBaseActor {
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  async onRollSoinsComplets(blessureId, rollData) {
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    if (!this.isOwner) {
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      return RdDBaseActor.remoteActorCall({ actorId: this.id, method: 'onRollSoinsComplets', args: [blessureId, rollData] });
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      return RdDBaseActor.remoteActorCall({ tokenId: this.token?.id, actorId: this.id, method: 'onRollSoinsComplets', args: [blessureId, rollData] });
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    }
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    const blessure = this.getItem(blessureId, 'blessure')
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    if (blessure && blessure.system.premierssoins.done && !blessure.system.soinscomplets.done) {
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@@ -3245,6 +3260,7 @@ export class RdDActor extends RdDBaseActor {
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    const attackerId = attacker?.id;
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    if (ReglesOptionnelles.isUsing('validation-encaissement-gr') && !game.user.isGM) {
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      RdDBaseActor.remoteActorCall({
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        tokenId: this.token?.id,
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        actorId: this.id,
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        method: 'appliquerEncaissement',
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        args: [rollData, show, attackerId]
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@@ -50,7 +50,13 @@ export class RdDBaseActor extends Actor {
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  static onRemoteActorCall(callData, userId) {
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    if (userId == game.user.id) {
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      const actor = game.actors.get(callData?.actorId);
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      let actor = game.actors.get(callData?.actorId);
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      if ( callData.tokenId) {
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        let token = canvas.tokens.placeables.find(t => t.id == callData.tokenId)
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        if (token) {
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          actor = token.actor
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        }
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      }
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      if (Misc.isOwnerPlayerOrUniqueConnectedGM(actor)) { // Seul le joueur choisi effectue l'appel: le joueur courant si propriétaire de l'actor, ou le MJ sinon
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        const args = callData.args;
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        console.info(`RdDBaseActor.onRemoteActorCall: pour l'Actor ${callData.actorId}, appel de RdDBaseActor.${callData.method}(`, ...args, ')');
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@@ -147,6 +153,7 @@ export class RdDBaseActor extends Actor {
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  async creerObjetParMJ(object) {
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    if (!Misc.isUniqueConnectedGM()) {
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      RdDBaseActor.remoteActorCall({
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        tokenId: this.token?.id,
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        actorId: this.id,
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        method: 'creerObjetParMJ',
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        args: [object]
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@@ -220,6 +227,7 @@ export class RdDBaseActor extends Actor {
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    if (fromActorId && !game.user.isGM) {
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      RdDBaseActor.remoteActorCall({
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        userId: Misc.connectedGMOrUser(),
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        tokenId: this.token?.id,
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        actorId: this.id,
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        method: 'ajouterSols', args: [sols, fromActorId]
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      });
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@@ -114,7 +114,7 @@ export class DialogChronologie extends Dialog {
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        heure: RdDTimestamp.definition(this.html.find("form.rdddialogchrono :input[name='chronologie.heure']").val()),
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        minute: this.html.find("form.rdddialogchrono :input[name='chronologie.minute']").val(),
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      },
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      dateReel: this.html.find("form.rdddialogchrono :input[name='dateReel']").val()
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      dateReel: this.html.find("form.rdddialogchrono :input[name='dateReel']").val().replace('T', ' ')
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    }
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  }
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@@ -789,7 +789,7 @@ export class RdDCombat {
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    let rollData = {
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      passeArme: randomID(16),
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      mortalite: arme?.system.mortalite,
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      competence: competence.clone(),
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      competence: competence,
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      surprise: this.attacker.getSurprise(true),
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      surpriseDefenseur: this.defender.getSurprise(true),
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      targetToken: Targets.extractTokenData(this.target),
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@@ -1044,7 +1044,7 @@ export class RdDCombat {
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      passeArme: attackerRoll.passeArme,
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      diffLibre: attackerRoll.diffLibre,
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      attackerRoll: attackerRoll,
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      competence: this.defender.getCompetence(competenceParade).clone(),
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      competence: this.defender.getCompetence(competenceParade),
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      arme: armeParade,
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      surprise: this.defender.getSurprise(true),
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      needParadeSignificative: ReglesOptionnelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(attackerRoll.arme, armeParade),
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@@ -1125,7 +1125,7 @@ export class RdDCombat {
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      passeArme: attackerRoll.passeArme,
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      diffLibre: attackerRoll.diffLibre,
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      attackerRoll: attackerRoll,
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      competence: competence.clone(),
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      competence: competence,
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      surprise: this.defender.getSurprise(true),
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      surpriseDefenseur: this.defender.getSurprise(true),
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      carac: this.defender.system.carac,
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@@ -181,7 +181,7 @@ export class RdDEmpoignade {
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    let rollData = {
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      mode, empoignade, attacker, defender,
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      isEmpoignade: true,
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      competence: attacker.getCompetence("Corps à corps").clone(),
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      competence: attacker.getCompetence("Corps à corps"),
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      selectedCarac: attacker.system.carac.melee,
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      malusTaille: RdDEmpoignade.getMalusTaille(empoignade, attacker, defender)
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    }
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@@ -210,7 +210,7 @@ export class RdDEmpoignade {
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      mode: "immobilise",
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      empoignade, attacker, defender,
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      isEmpoignade: true,
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      competence: attacker.getCompetence("Corps à corps").clone()
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      competence: attacker.getCompetence("Corps à corps")
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    }
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    const msg = await ChatMessage.create({
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      whisper: ChatUtility.getWhisperRecipientsAndGMs(attacker.name),
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@@ -272,7 +272,7 @@ export class RdDEmpoignade {
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      mode, attacker, defender, empoignade, attackerRoll,
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      diffLibre: attackerRoll.diffLibre,
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      attaqueParticuliere: attackerRoll.particuliere,
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      competence: defender.getCompetence(competenceName).clone(),
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      competence: defender.getCompetence(competenceName),
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      surprise: defender.getSurprise(true),
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      carac: defender.system.carac,
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      selectedCarac: defender.system.carac[carac],
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@@ -1,8 +1,8 @@
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export class RdDHotbar {
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  static async addToHotbar(item, slot) {
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    let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}");`;
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  static async createItemMacro(item, slot, armeCompetence = undefined) {
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    let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}"` + ((armeCompetence) ? `, "${armeCompetence}");` : `);`);
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    let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command));
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    if (!macro) {
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      macro = await Macro.create({
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@@ -15,6 +15,25 @@ export class RdDHotbar {
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    await game.user.assignHotbarMacro(macro, slot);
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  }
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  static async addToHotbar(item, slot) {
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    if (item?.type == "arme") { // Used to manage weapons with multiple skills
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      if (item.system.competence != "") {
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        await this.createItemMacro(item, slot, "competence")
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        slot++
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      }
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      if (item.system.lancer != "") {
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        await this.createItemMacro(item, slot, "lancer")
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        slot++
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      }
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      if (item.system.tir != "") {
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        await this.createItemMacro(item, slot, "lancer")
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        slot++
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		||||
      }
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		||||
    } else {
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      await this.createItemMacro(item, slot)
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		||||
    }
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		||||
  }
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		||||
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		||||
  /**
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   * Create a macro when dropping an entity on the hotbar
 | 
			
		||||
   * Item      - open roll dialog for item
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		||||
@@ -44,7 +63,7 @@ export class RdDHotbar {
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		||||
  }
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		||||
 | 
			
		||||
  /** Roll macro */
 | 
			
		||||
  static rollMacro(itemName, itemType, bypassData) {
 | 
			
		||||
  static rollMacro(itemName, itemType, competenceName) {
 | 
			
		||||
    const speaker = ChatMessage.getSpeaker();
 | 
			
		||||
    let actor;
 | 
			
		||||
    if (speaker.token) actor = game.actors.tokens[speaker.token];
 | 
			
		||||
@@ -58,7 +77,7 @@ export class RdDHotbar {
 | 
			
		||||
    // Trigger the item roll
 | 
			
		||||
    switch (item.type) {
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		||||
      case "arme":
 | 
			
		||||
        return actor.rollArme(item);
 | 
			
		||||
        return actor.rollArme(item, competenceName);
 | 
			
		||||
      case "competence":
 | 
			
		||||
        return actor.rollCompetence(itemName);
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -39,7 +39,7 @@ export class RdDPossession {
 | 
			
		||||
    let rollData = {
 | 
			
		||||
      mode: "attaque",
 | 
			
		||||
      isECNIDefender: false,
 | 
			
		||||
      competence: competence.clone(),
 | 
			
		||||
      competence: competence,
 | 
			
		||||
      possession: possession,
 | 
			
		||||
      attacker: attacker,
 | 
			
		||||
      defender: defender,
 | 
			
		||||
 
 | 
			
		||||
@@ -106,11 +106,6 @@ export class RdDCalendrier extends Application {
 | 
			
		||||
    return buttons
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  /*async maximize() {
 | 
			
		||||
    await super.maximize()
 | 
			
		||||
    this.render(true)
 | 
			
		||||
  }*/
 | 
			
		||||
 | 
			
		||||
  async close() { }
 | 
			
		||||
 | 
			
		||||
  async onUpdateSetting(setting, update, options, id) {
 | 
			
		||||
 
 | 
			
		||||
@@ -1,14 +1,13 @@
 | 
			
		||||
{
 | 
			
		||||
  "id": "foundryvtt-reve-de-dragon",
 | 
			
		||||
  "title": "Rêve de Dragon",
 | 
			
		||||
  "version": "11.0.14",
 | 
			
		||||
  "download": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/archive/foundryvtt-reve-de-dragon-11.0.14.zip",
 | 
			
		||||
  "version": "11.0.19",
 | 
			
		||||
  "download": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/archive/foundryvtt-reve-de-dragon-11.0.19.zip",
 | 
			
		||||
  "manifest": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/raw/v11/system.json",
 | 
			
		||||
  "changelog": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/raw/branch/v11/changelog.md",
 | 
			
		||||
  "compatibility": {
 | 
			
		||||
    "minimum": "11",
 | 
			
		||||
    "verified": "11",
 | 
			
		||||
    "maximum": "11"
 | 
			
		||||
    "verified": "11"
 | 
			
		||||
  },
 | 
			
		||||
  "description": "Rêve de Dragon RPG for FoundryVTT",
 | 
			
		||||
  "authors": [
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
{{#if use.moral}}
 | 
			
		||||
<span>
 | 
			
		||||
  Vous avez fait appel {{#if (gt moral 0)}}au moral{{else}}à l'énergie du déspoir{{/if}}
 | 
			
		||||
  Vous avez fait appel {{#if (gt moral 0)}}au moral{{else}}à l'énergie du désespoir{{/if}}
 | 
			
		||||
  {{#if (eq perteMoralEchec 'dissolution')}}et échoué, cous marquez un point de dissolution!.
 | 
			
		||||
  {{else if (eq perteMoralEchec 'perte')}}et échoué, votre moral baisse à {{moral}}.
 | 
			
		||||
  {{else}}et réussi, votre moral reste de {{moral}}.
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user