Corrections v10
Il y en avait partout dans des dialogues, des options, le drag&drop d'acteur sur acteur, l'empilage d'objet...
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@ -99,7 +99,7 @@ export class RdDCombatManager extends Combat {
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if (competence) {
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const carac = combatant.actor.system.carac[competence.system.defaut_carac].value;
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const niveau = competence.system.niveau;
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const bonusEcaille = (armeCombat?.data.magique) ? armeCombat.system.ecaille_efficacite : 0;
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const bonusEcaille = (armeCombat?.system.magique) ? armeCombat.system.ecaille_efficacite : 0;
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rollFormula = RdDCombatManager.formuleInitiative(2, carac, niveau, bonusEcaille);
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}
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}
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@ -204,7 +204,7 @@ export class RdDCombatManager extends Combat {
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action: 'conjurer',
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data: {
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competence: p.name,
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possessionid: p.data.data.possessionid,
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possessionid: p.system.possessionid,
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}
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}
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}));
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@ -228,9 +228,9 @@ export class RdDCombatManager extends Combat {
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.concat(RdDItemArme.mainsNues());
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let competences = items.filter(it => it.type == 'competence');
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actions = actions.concat(RdDCombatManager.listActionsArmes(armes, competences, actor.data.data.carac));
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actions = actions.concat(RdDCombatManager.listActionsArmes(armes, competences, actor.system.carac));
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if (actor.data.data.attributs.hautrevant.value) {
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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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}
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}
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@ -256,7 +256,7 @@ export class RdDCombatManager extends Combat {
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//console.log("Parsed !!!", combatant, initDone, game.combat.current, arme);
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if (action && action.type == "arme") {
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for (let initData of premierRoundInit) {
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if (Grammar.toLowerCaseNoAccentNoSpace(action.data.initpremierround).includes(initData.pattern)) {
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if (Grammar.toLowerCaseNoAccentNoSpace(action.system.initpremierround).includes(initData.pattern)) {
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let msg = `<h4>L'initiative de ${combatant.actor.name} a été modifiée !</h4>
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<hr>
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<div>
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@ -329,10 +329,10 @@ export class RdDCombatManager extends Combat {
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} else {
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compData = RdDItemCompetence.findCompetence(combatant.actor.items, arme.system.competence);
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compNiveau = compData.system.niveau;
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initInfo = action.name + " / " + action.data.competence;
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initInfo = action.name + " / " + action.system.competence;
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if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') {
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caracForInit = compData.data.carac_value;
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caracForInit = compData.system.carac_value;
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if (compData.system.categorie == "lancer") {
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initOffset = 7;
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}
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@ -361,7 +361,7 @@ export class RdDCombatManager extends Combat {
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return 7;
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}
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// Offset de principe pour les armes de jet
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switch (arme.data.cac) {
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switch (arme.system.cac) {
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case "empoignade": return 3;
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case "pugilat": return 4;
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}
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@ -384,7 +384,7 @@ export class RdDCombatManager extends Combat {
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let menuItems = [];
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for (let action of actions) {
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menuItems.push({
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name: action.data.competence,
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name: action.system.competence,
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icon: "<i class='fas fa-dice-d6'></i>",
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callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) }
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});
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