#124 : Les creatures peuvent avoir de l'equipement
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@ -98,7 +98,13 @@ export class RdDActor extends Actor {
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
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if (actorData.type === 'creature') this.computeEtatGeneral(actorData);
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if (actorData.type === 'creature') this.prepareCreatureData(actorData);
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}
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/* -------------------------------------------- */
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prepareCreatureData(actorData) {
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this.computeEncombrementTotalEtMalusArmure();
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this.computeEtatGeneral();
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}
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/* -------------------------------------------- */
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@ -755,7 +761,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async computeEncombrementTotalEtMalusArmure( ) {
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let encTotal = 0;
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let malusArmureData = duplicate(this.data.data.attributs.malusarmure);
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let malusArmureData = (this.data.data.attributs.malusarmure) ? duplicate(this.data.data.attributs.malusarmure) : {};
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let newMalusArmure = 0;
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for (const item of this.data.items) {
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if ( item.type == 'armure' && item.data.equipe ) { // Armure équipée, intégration du malus armure total
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@ -775,9 +781,10 @@ export class RdDActor extends Actor {
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}
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// Mise à jour valeur totale et états
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this.encTotal = encTotal;
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console.log("Enco total : ", this.encTotal);
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this.detectSurEncombrement();
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// Mise à jour éventuelle du malus armure
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if (newMalusArmure != malusArmureData.value) {
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if (this.data.data.attributs.malusarmure && newMalusArmure != malusArmureData.value) {
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malusArmureData.value = newMalusArmure;
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await this.update( {"data.attributs.malusarmure": malusArmureData } );
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}
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