Fi creature sheet
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@ -53,8 +53,6 @@ export class RdDActorCreatureSheet extends ActorSheet {
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data.data.nbGraves = this.actor.GetNumberBlessures(data.data.blessures.graves.liste );
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data.data.nbCritiques = this.actor.GetNumberBlessures(data.data.blessures.critiques.liste );
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// low is normal, this the base used to compute the grid.
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data.data.fatigueHTML = "<table class='table-fatigue'>" + RdDUtility.makeHTMLfatigueMatrix( data.data.sante.fatigue.value, data.data.sante.endurance.max ).html() + "</table>";
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data.data.competencecreature = data.itemsByType["competencecreature"];
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return data;
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@ -147,14 +145,6 @@ export class RdDActorCreatureSheet extends ActorSheet {
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this.actor.santeIncDec("endurance", -1);
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this.render(true);
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});
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html.find('#fatigue-plus').click((event) => {
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this.actor.santeIncDec("fatigue", 1);
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this.render(true);
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});
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html.find('#fatigue-moins').click((event) => {
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this.actor.santeIncDec("fatigue", -1);
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this.render(true);
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});
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}
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@ -494,7 +494,7 @@ export class RdDActor extends Actor {
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//console.log(name, inc, data.value);
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let diffEndurance = sante.endurance.max - this.data.data.sante.endurance.value;
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if ( sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
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if ( sante.fatigue && sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
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sante.fatigue.value = diffEndurance;
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//console.log("SANTE::::", sante);
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@ -728,7 +728,6 @@ export class RdDActor extends Actor {
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armeItem = { name: compName, data: { dommages: compItem.data.dommages} };
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}
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compItem.data.defaut_carac = "carac_creature"; // Fake default competence
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console.log("V:", compItem.data.carac_value, compItem)
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let rollData = {
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"competence": compItem,
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"arme": armeItem,
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