Various fixes - WIP
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@ -77,7 +77,7 @@ 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(`${game.data.system.data.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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console.log(`${game.data.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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@ -89,23 +89,23 @@ export class RdDCombatManager extends Combat {
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let rollFormula = formula; // Init per default
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if (!rollFormula) {
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let armeCombat, competence;
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if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') {
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for (const competenceItemData of combatant.actor.data.items) {
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if (competenceItemData.data.data.iscombat) {
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competence = duplicate(competenceItemData);
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if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') {
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for (const competenceItemData of combatant.actor.items) {
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if (competenceItemData.system.iscombat) {
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competence = duplicate(competenceItemData)
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}
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}
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, competence.data.carac_value) + ")/100)";
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.system.niveau, competence.system.carac_value) + ")/100)";
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} else {
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for (const itemData of combatant.actor.data.items) {
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if (itemData.type == "arme" && itemData.data.equipe) {
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armeCombat = duplicate(itemData);
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for (const itemData of combatant.actor.items) {
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if (itemData.type == "arme" && itemData.system.equipe) {
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armeCombat = duplicate(itemData)
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}
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}
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let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence;
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competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, compName);
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let bonusEcaille = (armeCombat && armeCombat.data.magique) ? armeCombat.data.ecaille_efficacite : 0;
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, Misc.data(combatant.actor).data.carac[competence.data.defaut_carac].value, bonusEcaille) + ")/100)";
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let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.system.competence;
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competence = RdDItemCompetence.findCompetence(combatant.actor.items, compName);
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let bonusEcaille = (armeCombat && armeCombat.system.magique) ? armeCombat.system.ecaille_efficacite : 0;
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.system.niveau, combatant.actor.system.carac[competence.system.defaut_carac].value, bonusEcaille) + ")/100)";
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}
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}
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//console.log("Combatat", c);
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@ -154,38 +154,39 @@ export class RdDCombatManager extends Combat {
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static finalizeArmeList(armes, competences, carac) {
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// Gestion des armes 1/2 mains
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let armesEquipe = []
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for (const arme of armes) {
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console.log("ARMES", armes)
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for (const arme of armes) {
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let armeData = duplicate(arme)
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if (armeData.data.equipe) {
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let compData = competences.map(c => Misc.data(c)).find(c => c.name == armeData.data.competence);
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if (armeData.system.equipe) {
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let compData = competences.map(c => c).find(c => c.name == armeData.system.competence)
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armesEquipe.push(armeData)
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armeData.data.dommagesReels = Number(armeData.data.dommages);
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armeData.system.dommagesReels = Number(armeData.system.dommages)
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console.log("ARME", armeData, compData)
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armeData.data.niveau = compData.data.niveau;
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armeData.data.initiative = RdDCombatManager.calculInitiative(compData.data.niveau, carac[compData.data.defaut_carac].value);
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armeData.system.niveau = compData.system.niveau
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armeData.system.initiative = RdDCombatManager.calculInitiative(compData.system.niveau, carac[compData.system.defaut_carac].value);
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// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
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if (armeData.data.unemain && !armeData.data.deuxmains) {
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armeData.data.mainInfo = "(1m)";
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} else if (!armeData.data.unemain && armeData.data.deuxmains) {
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armeData.data.mainInfo = "(2m)";
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} else if (armeData.data.unemain && armeData.data.deuxmains) {
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armeData.data.mainInfo = "(1m)";
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if (armeData.system.unemain && !armeData.system.deuxmains) {
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armeData.system.mainInfo = "(1m)";
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} else if (!armeData.system.unemain && armeData.system.deuxmains) {
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armeData.system.mainInfo = "(2m)";
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} else if (armeData.system.unemain && armeData.system.deuxmains) {
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armeData.system.mainInfo = "(1m)";
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const comp2m = armeData.data.competence.replace(" 1 main", " 2 mains"); // Replace !
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const comp2m = armeData.system.competence.replace(" 1 main", " 2 mains"); // Replace !
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const comp = Misc.data(competences.find(c => c.name == comp2m));
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const arme2main = duplicate(armeData);
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arme2main.data.mainInfo = "(2m)";
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arme2main.data.niveau = comp.data.niveau;
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arme2main.data.competence = comp2m;
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arme2main.data.initiative = RdDCombatManager.calculInitiative(arme2main.data.niveau, carac[comp.data.defaut_carac].value);
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arme2main.system.mainInfo = "(2m)";
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arme2main.system.niveau = comp.system.niveau;
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arme2main.system.competence = comp2m;
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arme2main.system.initiative = RdDCombatManager.calculInitiative(arme2main.system.niveau, carac[comp.system.defaut_carac].value);
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armesEquipe.push(arme2main);
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const containsSlash = armeData.data.dommages.includes("/");
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const containsSlash = armeData.system.dommages.includes("/");
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if (containsSlash) {
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const tableauDegats = armeData.data.dommages.split("/");
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armeData.data.dommagesReels = Number(tableauDegats[0]);
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arme2main.data.dommagesReels = Number(tableauDegats[1]);
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const tableauDegats = armeData.system.dommages.split("/");
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armeData.system.dommagesReels = Number(tableauDegats[0]);
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arme2main.system.dommagesReels = Number(tableauDegats[1]);
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}
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else{
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ui.notifications.info("Les dommages de l'arme à 1/2 mains " + armeData.name + " ne sont pas corrects (ie sous la forme X/Y)");
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@ -193,7 +194,7 @@ export class RdDCombatManager extends Combat {
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}
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}
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}
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return armesEquipe.sort(Misc.ascending(armeData => armeData.name + (armeData.data.mainInfo ?? '')));
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return armesEquipe.sort(Misc.ascending(armeData => armeData.name + (armeData.system.mainInfo ?? '')));
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}
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/* -------------------------------------------- */
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