Roll V2 sur compétences&combat
Corrections associées Maintenant, active en mode rollV2
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@@ -4,6 +4,7 @@ import { BASE_CORPS_A_CORPS } from "./base-items.js";
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import { Grammar } from "../grammar.js";
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import { RdDInitiative } from "../initiative.mjs";
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import { MappingCreatureArme } from "./mapping-creature-arme.mjs";
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import { Misc } from "../misc.js";
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const nomCategorieParade = {
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"sans-armes": "Sans arme",
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@@ -27,6 +28,10 @@ export const ATTAQUE_TYPE = {
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LANCER: '(lancer)'
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}
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export const CORPS_A_CORPS = 'Corps à corps'
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export const PUGILAT = 'pugilat'
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export const EMPOIGNADE = 'empoignade'
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/* -------------------------------------------- */
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export class RdDItemArme extends RdDItem {
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@@ -63,7 +68,7 @@ export class RdDItemArme extends RdDItem {
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case ITEM_TYPES.competencecreature:
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return MappingCreatureArme.armeCreature(arme);
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}
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return RdDItemArme.corpsACorps();
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return RdDItemArme.pugilat();
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}
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static getCompetenceArme(arme, maniement) {
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@@ -77,6 +82,7 @@ export class RdDItemArme extends RdDItem {
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case ATTAQUE_TYPE.DEUX_MAINS: return arme.competence2Mains()
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case ATTAQUE_TYPE.TIR: case 'tir': return arme.system.tir
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case ATTAQUE_TYPE.LANCER: case 'lancer': return arme.system.lancer;
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case ATTAQUE_TYPE.CORPS_A_CORPS: return CORPS_A_CORPS
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}
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}
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return undefined
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@@ -248,12 +254,20 @@ export class RdDItemArme extends RdDItem {
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return this.system.resistance > 0 || (this.system.tir != '' && this.system.portee_courte > 0)
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}
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static corpsACorps(actor) {
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let competence = actor?.getCompetenceCorpsACorps() ?? BASE_CORPS_A_CORPS
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let melee = actor ? actor.system.carac['melee'].value : 0
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static pugilat(actor) {
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return RdDItemArme.$corpsACorps(actor, 'Pugilat', PUGILAT)
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}
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static empoignade(actor) {
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return RdDItemArme.$corpsACorps(actor, 'Empoignade', EMPOIGNADE)
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}
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static $corpsACorps(actor, name, cac, system) {
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const competence = actor?.getCompetenceCorpsACorps() ?? BASE_CORPS_A_CORPS
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const melee = actor ? actor.system.carac['melee'].value : 0
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return new RdDItemArme({
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_id: competence.id,
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name: 'Corps à corps',
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_id: Misc.fakeId(cac),
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name: name,
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type: ITEM_TYPES.arme,
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img: competence.img,
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system: {
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@@ -263,29 +277,15 @@ export class RdDItemArme extends RdDItem {
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force: 0,
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dommages: "0",
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dommagesReels: 0,
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mortalite: 'non-mortel',
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competence: 'Corps à corps',
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mortalite: cac == EMPOIGNADE ? EMPOIGNADE : 'non-mortel',
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competence: CORPS_A_CORPS,
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resistance: 1,
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baseInit: 4,
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cac: 'pugilat',
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baseInit: cac == EMPOIGNADE ? 3 : 4,
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cac: cac,
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deuxmains: true,
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categorie_parade: 'sans-armes'
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}
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})
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}
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static pugilat(actor) {
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const pugilat = RdDItemArme.corpsACorps(actor)
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pugilat.name = 'Pugilat'
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return pugilat
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}
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static empoignade(actor) {
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const empoignade = RdDItemArme.corpsACorps(actor)
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empoignade.name = 'Empoignade'
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empoignade.system.cac = 'empoignade'
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empoignade.system.baseInit = 3
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empoignade.system.mortalite = 'empoignade'
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return empoignade
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}
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}
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