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@ -5,6 +5,7 @@ import { Misc } from "./misc.js";
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import { RdDBonus } from "./rdd-bonus.js";
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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import { RdDRoll } from "./rdd-roll.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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export class RdDCombat {
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@ -99,7 +100,7 @@ export class RdDCombat {
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}
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return rollData.rolled.isEchec;
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}
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/* -------------------------------------------- */
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static isEchecTotal(rollData) {
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if (rollData.arme && rollData.surprise == 'demi') {
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@ -107,7 +108,7 @@ export class RdDCombat {
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}
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return rollData.rolled.isETotal;
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}
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/* -------------------------------------------- */
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static isParticuliere(rollData) {
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if (rollData.arme && rollData.surprise) {
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@ -115,7 +116,7 @@ export class RdDCombat {
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}
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return rollData.rolled.isPart;
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}
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/* -------------------------------------------- */
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static isReussite(rollData) {
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switch (rollData.surprise) {
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@ -135,8 +136,10 @@ export class RdDCombat {
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console.log("RdDCombat.attaque >>>", rollData);
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const dialog = await RdDRoll.create(this.attacker, rollData,
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{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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options: { height: 540 } }, {
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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options: { height: 540 }
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}, {
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name: 'jet-attaque',
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label: 'Attaque: ' + (arme ? arme.name : competence.name),
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callbacks: [
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@ -146,7 +149,7 @@ export class RdDCombat {
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{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
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{ condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
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]
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} );
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});
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dialog.render(true);
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}
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@ -213,15 +216,15 @@ export class RdDCombat {
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let explications = "";
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rollData.dmg = RdDBonus.dmg(rollData, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
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if (this.target) {
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explications += "<br><strong>Cible</strong> : " + this.defender.data.name;
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}
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explications += "<br>Encaissement à " + Misc.toSignedString(rollData.dmg.total) + " (" + rollData.dmg.loc.label + ")";
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// Save rollData for defender
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game.system.rdd.rollDataHandler[this.attackerId] = duplicate(rollData);
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// Message spécial pour la rapidité, qui reste difficile à gérer automatiquement
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if (rollData.particuliereAttaque == 'rapidite') {
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explications += "<br>Vous avez attaqué en Rapidité. Vous pourrez faire une deuxième attaque, ou utiliser votre arme pour vous défendre.";
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@ -230,12 +233,12 @@ export class RdDCombat {
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// Final chat message
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let chatOptions = {
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content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
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+ RdDResolutionTable.explain(rollData.rolled)
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+ explications
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
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+ RdDResolutionTable.explain(rollData.rolled)
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+ explications
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}
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ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
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if (this.target) {
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this._messageDefenseur(rollData);
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}
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@ -309,11 +312,11 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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_onAttaqueEchecTotal(rollData) {
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async _onAttaqueEchecTotal(rollData) {
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console.log("RdDCombat.onEchecTotal >>>", rollData);
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// TODO: proposer un résultat d'échec total
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let chatOptions = {
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content: "<strong>Echec total à l'attaque!</strong>"
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content: "<strong>Echec total à l'attaque!</strong> "
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+ await RdDRollTables.getMaladresse({ arme: rollData.arme && !rollData.arme.data.sansArme })
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}
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ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
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}
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@ -347,8 +350,10 @@ export class RdDCombat {
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let rollData = this._prepareParade(attackerRoll, arme);
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const dialog = await RdDRoll.create(this.defender, rollData,
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{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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options: { height: 540 } }, {
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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options: { height: 540 }
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}, {
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name: 'jet-parade',
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label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
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callbacks: [
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@ -358,7 +363,7 @@ export class RdDCombat {
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{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
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{ condition: RdDCombat.isEchecTotal, action: r => this._onParadeEchecTotal(r) },
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]
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} );
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});
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dialog.render(true);
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}
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@ -368,7 +373,7 @@ export class RdDCombat {
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return armeItem.data;
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}
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return RdDItemArme.mainsNues()
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return RdDItemArme.mainsNues()
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}
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_prepareParade(attackerRoll, armeParade) {
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@ -376,7 +381,7 @@ export class RdDCombat {
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const compName = isCreature ? armeParade.name : armeParade.data.competence;
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const competence = this.defender.getCompetence(compName);
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const armeAttaque = attackerRoll.arme;
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if (compName != competence.name) {
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// TODO: toujours utiliser competence.name ...
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ui.notifications.warn("Différence entre compétence " + competence.name + " et compétence de l'arme " + compName);
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@ -429,12 +434,12 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async _onParadeNormale(rollData) {
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console.log("RdDCombat._onParadeNormale >>>", rollData);
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let chatOptions = {
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content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
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+ RdDResolutionTable.explain(rollData.rolled)
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+ "<br><strong>Attaque parée!</strong>"
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
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+ RdDResolutionTable.explain(rollData.rolled)
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+ "<br><strong>Attaque parée!</strong>"
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}
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ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
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await this.computeRecul(rollData, false);
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@ -442,11 +447,11 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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_onParadeEchecTotal(rollData) {
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async _onParadeEchecTotal(rollData) {
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console.log("RdDCombat._onParadeEchecTotal >>>", rollData);
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// TODO: proposer un résultat d'échec total
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let chatOptions = {
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content: "<strong>Echec total à la parade!</strong>"
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content: "<strong>Echec total à la parade!</strong> "
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+ await RdDRollTables.getMaladresse({ arme: rollData.arme && !rollData.arme.data.sansArme })
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}
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ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
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}
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@ -536,15 +541,15 @@ export class RdDCombat {
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+ RdDResolutionTable.explain(rollData.rolled)
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+ "<br><strong>Attaque esquivée!</strong>"
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}
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ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
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}
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/* -------------------------------------------- */
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_onEsquiveEchecTotal(rollData) {
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async _onEsquiveEchecTotal(rollData) {
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console.log("RdDCombat._onEsquiveEchecTotal >>>", rollData);
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// TODO: proposer un résultat d'échec total
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let chatOptions = {
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content: "<strong>Echec total à l'esquive'!</strong>"
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content: "<strong>Echec total à l'esquive'!</strong> "
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+ await RdDRollTables.getMaladresse({ arme: false })
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}
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ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
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}
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@ -571,14 +576,14 @@ export class RdDCombat {
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this.encaisser(rollData.attackerRoll);
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}
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/* -------------------------------------------- */
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async computeDeteriorationArme( rollData ) {
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async computeDeteriorationArme(rollData) {
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const attackerRoll = rollData.attackerRoll;
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if (rollData.arme && attackerRoll) { // C'est une parade
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// Est-ce que l'attaque est une particulière, en force ou charge et que l'attaque n'en est pas une ?
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if ( (rollData.needResist || attackerRoll.particuliereAttaque == 'force' || attackerRoll.tactique == 'charge')
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&& !rollData.rolled.isPart ) {
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if ((rollData.needResist || attackerRoll.particuliereAttaque == 'force' || attackerRoll.tactique == 'charge')
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&& !rollData.rolled.isPart) {
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const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
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let resistance = Misc.toInt(rollData.arme.data.resistance);
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let msg = "";
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@ -586,44 +591,49 @@ export class RdDCombat {
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let resistRoll = await RdDResolutionTable.rollData({
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caracValue: resistance,
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finalLevel: - dmg,
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showDice: false});
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showDice: false
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});
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if (resistRoll.isSuccess) { // Perte de résistance
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msg = "Votre " + rollData.arme.name + " tient le choc de la parade. "
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} else {
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resistance -= dmg;
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if ( resistance <= 0 ) {
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if (resistance <= 0) {
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this.defender.deleteEmbeddedEntity("OwnedItem", rollData.arme._id);
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msg = "Sous la violence de la parade, votre " + rollData.arme.name + " s'est brisée sous le coup!";
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} else {
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this.defender.updateEmbeddedEntity("OwnedItem", {_id: rollData.arme._id, 'data.resistance': resistance });
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this.defender.updateEmbeddedEntity("OwnedItem", { _id: rollData.arme._id, 'data.resistance': resistance });
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msg = "En parant, vous endommagez votre " + rollData.arme.name + ", qui perd " + dmg + " de résistance. ";
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}
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}
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// Jet de désarmement
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if (resistance > 0 && !rollData.arme.name.toLowerCase().includes('bouclier') ) { // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
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if (resistance > 0 && !rollData.arme.name.toLowerCase().includes('bouclier')) { // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
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let desarme = await RdDResolutionTable.rollData({
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caracValue: this.defender.data.data.carac.force.value,
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finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg,
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showDice: false});
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if ( desarme.isEchec) {
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showDice: false
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});
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if (desarme.isEchec) {
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msg += "Vous ne parvenez pas à garder votre arme en main, elle tombe au sol à vos pieds";
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}
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}
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ChatMessage.create( { content: msg,
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user: game.user._id,
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whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM") ] } );
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ChatMessage.create({
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content: msg,
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user: game.user._id,
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whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM")]
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});
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}
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}
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}
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/* -------------------------------------------- */
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async computeRecul( rollData, encaisser = undefined ) { // Calcul du recul (p. 132)
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if ( rollData.arme || encaisser ) {
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if ( (rollData.attackerRoll.particuliereAttaque && rollData.attackerRoll.particuliereAttaque == 'force') || rollData.attackerRoll.tactique == 'charge') {
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let reculNiveau = Misc.toInt(this.defender.data.data.carac.taille.value) - (rollData.attackerRoll.forceValue+rollData.attackerRoll.arme.data.dommagesReels);
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async computeRecul(rollData, encaisser = undefined) { // Calcul du recul (p. 132)
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if (rollData.arme || encaisser) {
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if ((rollData.attackerRoll.particuliereAttaque && rollData.attackerRoll.particuliereAttaque == 'force') || rollData.attackerRoll.tactique == 'charge') {
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let reculNiveau = Misc.toInt(this.defender.data.data.carac.taille.value) - (rollData.attackerRoll.forceValue + rollData.attackerRoll.arme.data.dommagesReels);
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let recul = await RdDResolutionTable.rollData({
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caracValue: 10,
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finalLevel: reculNiveau,
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showDice: false});
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showDice: false
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});
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let msg = "";
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if (recul.isSuccess) {
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@ -632,16 +642,19 @@ export class RdDCombat {
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let chute = await RdDResolutionTable.rollData({
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caracValue: this.defender.data.data.carac.agilite.value,
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finalLevel: reculNiveau,
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showDice: false});
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if ( !chute.isSuccess || recul.isETotal ) {
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showDice: false
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});
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if (!chute.isSuccess || recul.isETotal) {
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msg = "Sous la violence du coup, vous reculez et chutez au sol ! Vous ne pouvez plus attaquer ce round.";
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} else {
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msg = "La violence du choc vous fait reculer de quelques mètres ! Vous ne pouvez plus attaquer ce round.";
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}
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}
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ChatMessage.create( {content: msg,
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user: game.user._id,
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whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM") ] } );
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}
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ChatMessage.create({
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content: msg,
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user: game.user._id,
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whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM")]
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});
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}
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}
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}
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