Utilisation de system dans les Item/Actor Sheet
Utilisation de system dans les data de formulaire pour tous les Item/Actor (à la base, ou les sous-éléments) Corrections sur les sorts en réserve (ce ne sont pas des Item) Petites améliorations: * `actor.itemTypes[type]` revient à faire (sans besoin de filtrer) `actor.items.filter(it => it.type == type)` * dans les ItemSheet, this.object et this.document remplacés par this.item * dans les ActorSheet, this.object et this.document remplacés par this.actor Quelques corrections en plus: * parade ne marchait pas * problèmes sur le commerce
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@ -79,7 +79,7 @@ export class RdDCombatManager extends Combat {
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/************************************************************************************/
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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// Structure input data
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ids = typeof ids === "string" ? [ids] : ids;
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const currentId = this.combatant._id;
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// calculate initiative
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@ -93,7 +93,7 @@ export class RdDCombatManager extends Combat {
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rollFormula = RdDCombatManager.formuleInitiative(2, competence.system.carac_value, competence.system.niveau, 0);
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}
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} else {
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const armeCombat = combatant.actor.items.find(it => it.type == 'arme' && itemData.system.equipe)
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const armeCombat = combatant.actor.itemTypes['arme'].find(it => it.system.equipe)
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const compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.system.competence;
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const competence = RdDItemCompetence.findCompetence(combatant.actor.items, compName);
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if (competence) {
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@ -202,7 +202,7 @@ export class RdDCombatManager extends Combat {
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return {
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name: p.name,
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action: 'conjurer',
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data: {
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system: {
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competence: p.name,
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possessionid: p.system.possessionid,
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}
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@ -231,7 +231,7 @@ export class RdDCombatManager extends Combat {
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actions = actions.concat(RdDCombatManager.listActionsArmes(armes, competences, actor.system.carac));
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if (actor.system.attributs.hautrevant.value) {
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actions.push({ name: "Draconic", action: 'haut-reve', data: { initOnly: true, competence: "Draconic" } });
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actions.push({ name: "Draconic", action: 'haut-reve', system: { initOnly: true, competence: "Draconic" } });
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}
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}
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@ -892,8 +892,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_filterArmesParade(defender, competence) {
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let items = defender.items;
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items = items.filter(it => RdDItemArme.isArmeUtilisable(it) || RdDItemCompetenceCreature.isCompetenceParade(it))
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let items = defender.items.filter(it => RdDItemArme.isArmeUtilisable(it) || RdDItemCompetenceCreature.isCompetenceParade(it))
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for (let item of items) {
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item.system.nbUsage = defender.getItemUse(item.id); // Ajout du # d'utilisation ce round
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}
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@ -960,10 +959,10 @@ export class RdDCombat {
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async parade(attackerRoll, armeParadeId) {
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const arme = this.defender.getArmeParade(armeParadeId);
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console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
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const competence = this.system?.competence;
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const competence = arme?.system?.competence;
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if (competence == undefined)
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{
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console.error("Pas de compétence de parade associée à ", arme) ;
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console.error("Pas de compétence de parade associée à ", arme?.name, armeParadeId) ;
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return;
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}
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@ -1144,7 +1143,7 @@ export class RdDCombat {
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resistance -= perteResistance;
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defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
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defenderRoll.show.perteResistance = perteResistance;
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this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'data.resistance': resistance }]);
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this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'system.resistance': resistance }]);
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}
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}
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} else {
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@ -1160,7 +1159,7 @@ export class RdDCombat {
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resistance -= dmg;
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defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
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defenderRoll.show.perteResistance = dmg;
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this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'data.resistance': resistance }]);
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this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'system.resistance': resistance }]);
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}
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}
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// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
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@ -1274,7 +1273,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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static async displayActorCombatStatus(combat, actor) {
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let data = {
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let formData = {
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combatId: combat._id,
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alias: actor.name,
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etatGeneral: actor.getEtatGeneral(),
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@ -1286,13 +1285,13 @@ export class RdDCombat {
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isCritique: false
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}
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if (actor.countBlessuresNonSoigneeByName("critiques") > 0) { // Pour éviter le cumul grave + critique
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data.isCritique = true;
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formData.isCritique = true;
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} else if (actor.countBlessuresNonSoigneeByName("graves") > 0) {
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data.isGrave = true;
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formData.isGrave = true;
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}
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ChatUtility.createChatWithRollMode(actor.name, {
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, formData)
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});
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}
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}
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