Amélioration de la gestion de la surprise

This commit is contained in:
2025-09-22 16:18:29 +02:00
parent c84af21c7e
commit 74515d28f4
14 changed files with 129 additions and 131 deletions

View File

@@ -3,19 +3,23 @@
## 13.0.9 - Le combat d'Illysis ## 13.0.9 - Le combat d'Illysis
- Fix - Fix
- La montée en TMR fonctionne - La montée en TMR fonctionne
- ajout d'un status "Force insuffisante"
- Nouvelle fenêtre de jets de dés - Nouvelle fenêtre de jets de dés
- ajout du statut "Force insuffisante" aux acteurs si la
force est insuffisante pour l'arme
- avancement du mode attaque - avancement du mode attaque
- choix de tactique - choix de tactique
- choix des dommages mortel/non-mortel, affichage - choix mortel/non-mortel pour les dommages
- affichage des dommages ajustés delon les choix
- affichage du statut de surprise de l'attaquant - affichage du statut de surprise de l'attaquant
- affichage du statut de surprise du défenseur - affichage du statut de surprise du défenseur
- prise en compte des significatives (force insuffisante, demi-surprises) - prise en compte des significatives (demi-surprises)
- avancement du mode défense - avancement du mode défense
- sélection esquive/parade - sélection esquive/parade
- affichage du statut de surprise du défenseur - affichage du statut de surprise du défenseur
- prise en compte des significatives (demi-surprises, armes disparates, - prise en compte des significatives (demi-surprises, armes disparates,
force insuffisante, particulière en finesse) particulière en finesse)
- impossible de faire un jet "actif" en surprise totale (attaque, parade, ...)
## 13.0.8 - Le renouveau d'Illysis ## 13.0.8 - Le renouveau d'Illysis

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@@ -564,6 +564,9 @@ select,
.system-foundryvtt-reve-de-dragon .roll-dialog roll-choix roll-section roll-part-detail subline span.status-surprise img { .system-foundryvtt-reve-de-dragon .roll-dialog roll-choix roll-section roll-part-detail subline span.status-surprise img {
filter: invert(0.8); filter: invert(0.8);
} }
.system-foundryvtt-reve-de-dragon .roll-dialog roll-choix roll-section roll-part-detail subline label {
align-content: center;
}
.system-foundryvtt-reve-de-dragon .roll-dialog roll-section selected-numeric-value { .system-foundryvtt-reve-de-dragon .roll-dialog roll-section selected-numeric-value {
display: flow; display: flow;
width: 2.5rem; width: 2.5rem;

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@@ -95,7 +95,7 @@
display: flex; display: flex;
flex-direction: column; flex-direction: column;
grid-area: img; grid-area: img;
img{ img {
border: 0; border: 0;
padding: 1px; padding: 1px;
max-height: 3rem; max-height: 3rem;
@@ -126,6 +126,9 @@
filter: invert(0.8); filter: invert(0.8);
} }
} }
label {
align-content: center;
}
} }
} }
} }

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@@ -567,6 +567,9 @@ export class RdDCombat {
/* -------------------------------------------- */ /* -------------------------------------------- */
static isParticuliere(rollData) { static isParticuliere(rollData) {
if (rollData.ids) {
return rollData.rolled.isPart
}
if (!rollData.attackerRoll && rollData.ajustements.surprise.used) { if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
return false; return false;
} }
@@ -575,6 +578,9 @@ export class RdDCombat {
/* -------------------------------------------- */ /* -------------------------------------------- */
static isReussite(rollData) { static isReussite(rollData) {
if (rollData.ids) {
return rollData.rolled.is
}
switch (rollData.ajustements.surprise.used) { switch (rollData.ajustements.surprise.used) {
case 'totale': return false; case 'totale': return false;
case 'demi': return rollData.rolled.isSign; case 'demi': return rollData.rolled.isSign;
@@ -971,14 +977,14 @@ export class RdDCombat {
await RollDialog.create(rollData, { await RollDialog.create(rollData, {
onRoll: (dialog) => { onRoll: (dialog) => {
this._onCloseRollDialog(), dialog.close()
dialog.close()
}, },
customChatMessage: true, customChatMessage: true,
callbacks: [async (actor, rd) => { callbacks: [async (actor, rd) => {
this.removeChatMessageActionsPasseArme(rd.passeArme) this.removeChatMessageActionsPasseArme(rd.passeArme)
// defense: esquive / arme de parade / competence de défense // defense: esquive / arme de parade / competence de défense
await rd.active.actor.incDecItemUse(rd.current[PART_DEFENSE].defense?.id, !RdDCombat.isParticuliere(rd)) if (!RdDCombat.isParticuliere(rd))
await rd.active.actor.incDecItemUse(rd.current[PART_DEFENSE].defense?.id, )
await this._onDefenseV2(rd) await this._onDefenseV2(rd)
}] }]
}) })

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@@ -184,47 +184,15 @@ export class RdDResolutionTable {
return Math.max(Math.floor(carac * (diff + 10) / 2), 1); return Math.max(Math.floor(carac * (diff + 10) / 2), 1);
} }
/* -------------------------------------------- */
static isEchec(rollData) {
switch (rollData.surprise) {
case 'demi': return !rollData.rolled.isSign;
case 'totale': return true;
}
return rollData.rolled.isEchec;
}
/* -------------------------------------------- */
static isEchecTotal(rollData) {
if (rollData.arme && rollData.surprise == 'demi') {
return rollData.rolled.isEchec;
}
return rollData.rolled.isETotal;
}
/* -------------------------------------------- */
static isParticuliere(rollData) {
if (rollData.arme && rollData.surprise) {
return false;
}
return rollData.rolled.isPart;
}
/* -------------------------------------------- */
static isReussite(rollData) {
switch (rollData.surprise) {
case 'demi': return rollData.rolled.isSign;
case 'totale': return false;
}
return rollData.rolled.isSuccess;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static computeReussite(chances, roll, diviseur) { static computeReussite(chances, roll, diviseur) {
const reussite = reussites.find(x => x.condition(chances, roll)); const reussite = reussites.find(x => x.condition(chances, roll))
if (diviseur > 1 && reussite.code == 'norm') { if (diviseur > 1 && reussite.isSuccess) {
return reussiteInsuffisante; if (chances > roll * diviseur){
return reussiteInsuffisante
}
} }
return reussite; return reussite
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

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@@ -1,4 +1,8 @@
import { ActorToken } from "../actor-token.mjs" import { ActorToken } from "../actor-token.mjs"
import { StatusEffects } from "../settings/status-effects.js"
import { ROLL_MODE_ATTAQUE, ROLL_MODE_DEFENSE } from "./roll-constants.mjs"
import { PART_ATTAQUE } from "./roll-part-attaque.mjs"
import { PART_DEFENSE } from "./roll-part-defense.mjs"
export class RollBasicParts { export class RollBasicParts {
@@ -11,6 +15,29 @@ export class RollBasicParts {
} }
} }
loadSurprises(rollData, mode) {
if (!rollData.mode.passif) {
this.loadSurprise(rollData.active, this.getForceRequiseActiveActor(rollData, mode))
this.loadSurprise(rollData.opponent, 0)
}
}
loadSurprise(who, forceRequise) {
if (who?.actor) {
foundry.utils.mergeObject(who,
StatusEffects.getActorEffetSurprise(who.actor, forceRequise),
{ overwrite: true, inPlace: true })
}
}
getForceRequiseActiveActor(rollData, mode) {
switch (mode) {
case ROLL_MODE_ATTAQUE: return rollData.current[PART_ATTAQUE].attaque.forceRequise
case ROLL_MODE_DEFENSE: return rollData.current[PART_DEFENSE].forceRequise
default: return 0
}
}
initFrom(rollData) { initFrom(rollData) {
return { return {
selected: {}, selected: {},

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@@ -217,7 +217,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
}) })
} }
static async create(rollData, rollOptions = {}) { static async create(rollData, rollOptions = {}) {
const rollDialog = new RollDialog(rollData, rollOptions) const rollDialog = new RollDialog(rollData, rollOptions)
rollDialog.render(true) rollDialog.render(true)
@@ -250,9 +250,6 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
constructor(rollData, rollOptions) { constructor(rollData, rollOptions) {
super() super()
this.rollData = rollData this.rollData = rollData
// const callbacks = this.rollOptions.callbacks.map(c =>
// r => r.activve.actor Promise.all(this.rollOptions.callbacks.map(async callback => await callback(rollData.active.actor, rollData)))
// )
this.rollOptions = { this.rollOptions = {
callbacks: [ callbacks: [
async (actor, r) => await actor.appliquerAjoutExperience(r), async (actor, r) => await actor.appliquerAjoutExperience(r),
@@ -361,6 +358,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
const modes = ROLL_MODE_TABS.filter(m => m.isAllowed(rollData) && m.visible(rollData)) const modes = ROLL_MODE_TABS.filter(m => m.isAllowed(rollData) && m.visible(rollData))
.map(m => m.toModeData(rollData)) .map(m => m.toModeData(rollData))
BASIC_PARTS.loadSurprises(this.rollData, this.getSelectedMode().code)
this.setModeTitle() this.setModeTitle()
const visibleRollParts = this.getActiveParts() const visibleRollParts = this.getActiveParts()

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@@ -41,25 +41,25 @@ export class RollPartAttaque extends RollPartSelect {
prepareContext(rollData) { prepareContext(rollData) {
const current = this.getCurrent(rollData) const current = this.getCurrent(rollData)
current.defenseur = StatusEffects.getActorEffetSurprise(rollData.opponent?.actor, 0)
current.attaquant = StatusEffects.getActorEffetSurprise(rollData.active.actor, current.attaque.forceRequise)
current.dmg = this.$dmgRollV2(rollData, current) current.dmg = this.$dmgRollV2(rollData, current)
} }
$dmgRollV2(rollData, current) { $dmgRollV2(rollData, current) {
const actor = rollData.active.actor const actor = rollData.active.actor
const defender = rollData.opponent?.actor const attaque = current.attaque
const dmgArme = RdDBonus.dmgArme(current.attaque.arme, current.attaque.dommagesArme) const arme = attaque.arme
const dmgArme = RdDBonus.dmgArme(arme, attaque.dommagesArme)
const dmg = { const dmg = {
total: 0, total: 0,
dmgArme: dmgArme, dmgArme: dmgArme,
penetration: current.attaque.arme.penetration(), penetration: arme.penetration(),
dmgTactique: current.tactique?.dmg ?? 0, dmgTactique: current.tactique?.dmg ?? 0,
dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData), dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
dmgSurprise: current.surpriseDefenseur?.dmg ?? 0, dmgSurprise: rollData.opponent?.surprise?.dmg ?? 0,
mortalite: RdDBonus.mortalite(current.dmg?.mortalite, current.attaque.arme.system.mortalite, defender?.isEntite()), mortalite: RdDBonus.mortalite(current.dmg?.mortalite, arme.system.mortalite, rollData.opponent?.actor?.isEntite()),
dmgActor: RdDBonus.bonusDmg(actor, current.attaque.carac.key, dmgArme, current.attaque.forceRequise), dmgActor: RdDBonus.bonusDmg(actor, attaque.carac.key, dmgArme, attaque.forceRequise),
dmgForceInsuffisante: Math.min(0, actor.getForce() - current.attaque.forceRequise) dmgForceInsuffisante: Math.min(0, actor.getForce() - attaque.forceRequise)
} }
dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
return dmg return dmg
@@ -71,8 +71,8 @@ export class RollPartAttaque extends RollPartSelect {
if (current.tactique) { if (current.tactique) {
ajustements.push({ label: current.tactique.label, diff: current.tactique.attaque }) ajustements.push({ label: current.tactique.label, diff: current.tactique.attaque })
} }
if (current.surpriseDefenseur) { if (rollData.opponent?.surprise) {
ajustements.push({ label: current.surpriseDefenseur.label, diff: current.surpriseDefenseur.attaque }) ajustements.push({ label: rollData.opponent.surprise.label, diff: rollData.opponent.surprise.attaque })
} }
return ajustements return ajustements
} }
@@ -115,7 +115,6 @@ export class RollPartAttaque extends RollPartSelect {
switch (part.code) { switch (part.code) {
case PART_CARAC: return part.filterCaracs(rollData, [current.attaque.carac.key]) case PART_CARAC: return part.filterCaracs(rollData, [current.attaque.carac.key])
case PART_COMP: return part.filterComps(rollData, [current.attaque.comp?.name]) case PART_COMP: return part.filterComps(rollData, [current.attaque.comp?.name])
case PART_SIGN: return part.setArme(rollData, current.attaque.forceRequise, false)
} }
} }
return undefined return undefined

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@@ -69,9 +69,6 @@ export class RollPartDefense extends RollPartSelect {
} }
prepareContext(rollData) { prepareContext(rollData) {
const current = this.getCurrent(rollData)
current.defenseur = StatusEffects.getActorEffetSurprise(rollData.active.actor, current.forceRequise)
// current.dmg = this.$dmgRollV2(rollData, current) // current.dmg = this.$dmgRollV2(rollData, current)
} }
@@ -104,7 +101,7 @@ export class RollPartDefense extends RollPartSelect {
case PART_CARAC: return part.filterCaracs(rollData, [current.carac]) case PART_CARAC: return part.filterCaracs(rollData, [current.carac])
case PART_COMP: return part.filterComps(rollData, [current.comp?.name]) case PART_COMP: return part.filterComps(rollData, [current.comp?.name])
case PART_DIFF: return part.setDiff(rollData, this.getDiffDefense(rollData)) case PART_DIFF: return part.setDiff(rollData, this.getDiffDefense(rollData))
case PART_SIGN: return part.setArme(rollData, current.forceRequise, this.isArmeDisparate(rollData)) case PART_SIGN: return part.setArmeDisparate(rollData, this.isArmeDisparate(rollData))
} }
} }
return undefined return undefined

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@@ -39,8 +39,7 @@ export class RollPartSign extends RollPart {
const isCombat = this.isCombat(rollData) const isCombat = this.isCombat(rollData)
const current = this.getCurrent(rollData) const current = this.getCurrent(rollData)
current.armeDisparate = isCombat && current.armeDisparate current.armeDisparate = isCombat && current.armeDisparate
current.forceRequise = current.forceRequise ?? 0 current.surprise = actor.getSurprise(isCombat) // TODO: could be from rollData.active.surprise??
current.surprise = actor.getSurprise(isCombat)
current.reasons = actor.getEffects(it => StatusEffects.niveauSurprise(it) > 0).map(it => it.name) current.reasons = actor.getEffects(it => StatusEffects.niveauSurprise(it) > 0).map(it => it.name)
current.diviseur = 1 current.diviseur = 1
if (current.surprise == 'demi') { if (current.surprise == 'demi') {
@@ -53,10 +52,6 @@ export class RollPartSign extends RollPart {
current.diviseur *= 2 current.diviseur *= 2
current.reasons.push('Armes disparates') current.reasons.push('Armes disparates')
} }
if (this.isForceInsuffisante(actor, current)) {
current.diviseur *= 2
current.reasons.push('Force insuffisante')
}
if (this.isAttaqueFinesse(rollData)) { if (this.isAttaqueFinesse(rollData)) {
current.diviseur *= 2 current.diviseur *= 2
current.reasons.push('Particulière en finesse') current.reasons.push('Particulière en finesse')
@@ -73,15 +68,6 @@ export class RollPartSign extends RollPart {
return ROLL_MODE_DEFENSE == rollData.mode.current && rollData.attaque.particuliere == 'finesse' return ROLL_MODE_DEFENSE == rollData.mode.current && rollData.attaque.particuliere == 'finesse'
} }
isForceInsuffisante(actor, current) {
if (actor?.isPersonnage()) {
const requise = current.forceRequise
const force = parseInt(actor.system.carac.force.value)
return requise > force
}
return false
}
isParadeArmeDisparate(current) { isParadeArmeDisparate(current) {
return current.armeDisparate return current.armeDisparate
} }
@@ -106,9 +92,7 @@ export class RollPartSign extends RollPart {
}) })
} }
setArme(rollData, forceRequise, armeDisparate) { setArmeDisparate(rollData, armeDisparate) {
const current = this.getCurrent(rollData) this.getCurrent(rollData).armeDisparate = armeDisparate
current.armeDisparate = armeDisparate
current.forceRequise = forceRequise
} }
} }

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@@ -49,45 +49,46 @@
{{/if}} {{/if}}
</a> </a>
<br> <br>
{{/if}} {{else}}
{{#each armes as |arme key|}} {{#each armes as |arme key|}}
<a class='chat-card-button parer-button' <a class='chat-card-button parer-button'
data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}' data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
data-armeid='{{arme._id}}'> data-armeid='{{arme._id}}'>
Parer avec {{arme.name}} Parer avec {{arme.name}}
{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}} {{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
(difficulté à déterminer) (difficulté à déterminer)
{{else}}à {{../diffLibre }} {{else}}à {{../diffLibre }}
{{/if}} {{/if}}
{{#if (eq arme.typeParade 'sign')}} {{#if (eq arme.typeParade 'sign')}}
<span class="rdd-diviseur">&times;&frac12;</span> <span class="rdd-diviseur">&times;&frac12;</span>
{{/if}} {{/if}}
{{#if arme.nbUsage}}(Utilisations : {{arme.nbUsage}}){{/if}} {{#if arme.nbUsage}}(Utilisations : {{arme.nbUsage}}){{/if}}
</a> </a>
<br> <br>
{{/each}} {{/each}}
{{#if mainsNues}} {{#if mainsNues}}
<a class='chat-card-button parer-button' <a class='chat-card-button parer-button'
data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}' data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'
data-armeid='{{arme._id}}' data-competence='{{arme.system.competence}}'> data-armeid='{{arme._id}}' data-competence='{{arme.system.competence}}'>
Parer à mains nues à {{diffLibre}}{{#if arme.nbUsage}} (Utilisations : {{arme.nbUsage}}){{/if}} Parer à mains nues à {{diffLibre}}{{#if arme.nbUsage}} (Utilisations : {{arme.nbUsage}}){{/if}}
</a> </a>
<br> <br>
{{/if}} {{/if}}
{{#if (ne attaqueCategorie 'tir')}} {{#if (ne attaqueCategorie 'tir')}}
{{#each esquives as |esquive key|}} {{#each esquives as |esquive key|}}
<a class='chat-card-button esquiver-button' <a class='chat-card-button esquiver-button'
data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}' data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
data-compid='{{esquive._id}}' data-competence='{{esquive.name}}'> data-compid='{{esquive._id}}' data-competence='{{esquive.name}}'>
{{esquive.name}} {{esquive.name}}
{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}} {{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
(difficulté à déterminer) (difficulté à déterminer)
{{else}}à {{../diffLibre }} {{else}}à {{../diffLibre }}
{{/if}} {{/if}}
{{#if esquive.nbUsage}}(Utilisations : {{esquive.nbUsage}}){{/if}} {{#if esquive.nbUsage}}(Utilisations : {{esquive.nbUsage}}){{/if}}
</a> </a>
<br> <br>
{{/each}} {{/each}}
{{/if}}
{{/if}} {{/if}}
{{/if}} {{/if}}
{{/unless}} {{/unless}}

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@@ -1,6 +1,14 @@
{{#if (or rollData.mode.passif (ne rollData.active.surprise.key 'totale'))}}
<button name="roll-dialog-button">Lancer <button name="roll-dialog-button">Lancer
{{rollData.current.carac.value}} à {{plusMoins rollData.current.totaldiff}} {{rollData.current.carac.value}} à {{plusMoins rollData.current.totaldiff}}
{{#if rollData.current.significative.used}} {{#if rollData.current.significative.used}}
<span class="rdd-diviseur">&times;{{{rollData.current.significative.label}}}</span> <span class="rdd-diviseur">&times;{{{rollData.current.significative.label}}}</span>
{{/if}} {{/if}}
</button> </button>
{{else}}
<button name="roll-dialog-button" disabled>
<i class="fa-solid fa-ban"></i>
Surprise totale!
<i class="fa-solid fa-ban"></i>
</button>
{{/if}}

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@@ -28,22 +28,22 @@
</label> </label>
{{/if}} {{/if}}
</subline> </subline>
{{#if current.attaquant.effets}} {{#if rollData.active.effets}}
<subline> <subline>
<span class="status-surprise"> <span class="status-surprise">
Attaquant en&nbsp;<strong>{{lowerFirst current.attaquant.surprise.label}}</strong>:&nbsp; Attaquant en&nbsp;<strong>{{lowerFirst rollData.active.surprise.label}}</strong>:&nbsp;
{{#each current.attaquant.effets as |effect|}} {{#each rollData.active.effets as |effect|}}
{{localize effect.name}} {{localize effect.name}}
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/> <img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
{{/each}} {{/each}}
</span> </span>
</subline> </subline>
{{/if}} {{/if}}
{{#if current.defenseur.surprise}} {{#if rollData.opponent.surprise}}
<subline> <subline>
<span class="status-surprise"> <span class="status-surprise">
Defenseur en&nbsp;<strong>{{lowerFirst current.defenseur.surprise.label}}</strong>:&nbsp; Defenseur en&nbsp;<strong>{{lowerFirst rollData.opponent.surprise.label}}</strong>:&nbsp;
{{#each current.defenseur.effets as |effect|}} {{#each rollData.opponent.effets as |effect|}}
{{localize effect.name}} {{localize effect.name}}
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/> <img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
{{/each}} {{/each}}

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@@ -7,11 +7,11 @@
{{selectOptions refs.defenses selected=current.key valueAttr="key" labelAttr="label"}} {{selectOptions refs.defenses selected=current.key valueAttr="key" labelAttr="label"}}
</select> </select>
</subline> </subline>
{{#if current.defenseur.effets}} {{#if rollData.active.effets}}
<subline> <subline>
<span class="status-surprise"> <span class="status-surprise">
Defense en&nbsp;<strong>{{lowerFirst current.defenseur.surprise.label}}</strong>:&nbsp; Defense en&nbsp;<strong>{{lowerFirst rollData.active.surprise.label}}</strong>:&nbsp;
{{#each current.defenseur.effets as |effect|}} {{#each rollData.active.effets as |effect|}}
{{localize effect.name}} {{localize effect.name}}
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/> <img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
{{/each}} {{/each}}