Gestion particulières et Echecs totaux

This commit is contained in:
Vincent Vandemeulebrouck 2021-01-07 01:54:38 +01:00
parent afa4b25acb
commit cff1818a37
8 changed files with 205 additions and 131 deletions

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@ -1768,9 +1768,7 @@ export class RdDActor extends Actor {
label: 'Appel à la chance',
callbacks: [
this.createCallbackExperience(),
{ action: r => this._appelChanceResult(r) },
{ condition: r=> r.rolled.isSuccess, action: r => onSuccess() },
{ condition: r=> r.rolled.isEchec, action: r => onEchec() }
{ action: r => this._appelChanceResult(r, onSuccess, onEchec) },
]
}
);
@ -1778,11 +1776,15 @@ export class RdDActor extends Actor {
}
/* -------------------------------------------- */
async _appelChanceResult(rollData) {
async _appelChanceResult(rollData, onSuccess = () => {}, onEchec= ()=>{}) {
await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-appelchance.html')
if (rollData.rolled.isSuccess) {
await this.chanceActuelleIncDec(-1)
onSuccess();
}
else {
onEchec();
}
RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-appelchance.html')
}
/* -------------------------------------------- */

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@ -5,8 +5,8 @@
export class ChatUtility {
static removeMyChatMessageContaining(part) {
const toDelete = game.messages.filter(it => it.user._id == game.user._id)
.filter(it => it.data.content.includes(part))
.forEach(it => it.delete());
.filter(it => it.data.content.includes(part));
toDelete.forEach(it => it.delete());
}

View File

@ -101,6 +101,9 @@ export class RdDCombat {
'#encaisser-button',
'#appel-chance-defense',
'#appel-destinee-defense',
'#appel-chance-attaque',
'#appel-destinee-attaque',
'#echec-total-attaque',
]) {
html.on("click", button, event => {
event.preventDefault();
@ -133,61 +136,77 @@ export class RdDCombat {
}
const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId'].value;
let defenderRoll = this._consumeDefense(attackerRoll.passeArme);
let defenderRoll = this._getDefense(attackerRoll.passeArme);
const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
switch (button) {
case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
case '#parer-button': {
const armeId = event.currentTarget.attributes['data-armeid'];
return this.parade(attackerRoll, armeId?.value);
}
case '#parer-button': return this.parade(attackerRoll, armeParadeId);
case '#esquiver-button': return this.esquive(attackerRoll);
case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
case '#appel-chance-attaque': return this.attacker.rollAppelChance(
() => this.attaqueChanceuse(attackerRoll),
() => this._onEchecTotal(attackerRoll));
case '#appel-chance-defense': return this.defender.rollAppelChance(
() => this.rejouerDefense(defenderRoll, { chance: true }),
() => this.afficherOptionsDefense(attackerRoll, { chance: true }));
() => this.defenseChanceuse(attackerRoll, defenderRoll),
() => this.afficherOptionsDefense(attackerRoll, { defenseChance: true }));
case '#appel-destinee-attaque': return this.attacker.appelDestinee(
() => this.attaqueSignificative(attackerRoll),
() => { });
case '#appel-destinee-defense': return this.defender.appelDestinee(
() => this.defenseSignificative(defenderRoll),
() => this.afficherOptionsDefense(attackerRoll, { destinee: true }));
() => this.defenseDestinee(defenderRoll),
() => { });
}
}
/* -------------------------------------------- */
_consumeDefense(passeArme) {
let defenderRoll = game.system.rdd.rollDataHandler.defenses[passeArme];
let defenderRoll = this._getDefense(passeArme);
game.system.rdd.rollDataHandler.defenses[passeArme] = undefined;
return defenderRoll;
}
/* -------------------------------------------- */
_getDefense(passeArme) {
return game.system.rdd.rollDataHandler.defenses[passeArme];
}
/* -------------------------------------------- */
_storeDefense(defenderRoll) {
game.system.rdd.rollDataHandler.defenses[defenderRoll.passeArme] = defenderRoll;
}
rejouerDefense(defenderRoll, tentatives) {
/* -------------------------------------------- */
attaqueChanceuse(attackerRoll) {
ui.notifications.info("L'attaque est rejouée grâce à la chance")
attackerRoll.essais.attaqueChance = true;
this.attaque(attackerRoll, attackerRoll.arme);
}
/* -------------------------------------------- */
attaqueDestinee(attackerRoll) {
ui.notifications.info('Attaque significative grâce à la destinée')
RdDResolutionTable.forceSignificative(attackerRoll.rolled);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this._onAttaqueNormale(attackerRoll);
}
/* -------------------------------------------- */
defenseChanceuse(attackerRoll, defenderRoll) {
ui.notifications.info("La défense est rejouée grâce à la chance")
const attackerRoll = defenderRoll.attackerRoll;
attackerRoll.essais.defenseChance = true;
attackerRoll.essais.defense = false;
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this.addTentatives(attackerRoll, tentatives);
if (defenderRoll.arme) {
this.parade(attackerRoll, defenderRoll.arme._id);
}
else{
this.esquive(attackerRoll);
}
this._sendMessageDefense(attackerRoll);
}
afficherOptionsDefense(attackerRoll, tentatives) {
ui.notifications.info("La chance n'est pas avec vous")
this._sendMessageDefense(attackerRoll, tentatives);
}
defenseSignificative(defenderRoll){
ui.notifications.info('defense significative grâce à la destinée')
const attackerRoll = defenderRoll.attackerRoll;
/* -------------------------------------------- */
defenseDestinee(defenderRoll) {
ui.notifications.info('Défense significative grâce à la destinée')
RdDResolutionTable.forceSignificative(defenderRoll.rolled);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
if (defenderRoll.arme) {
this._onParadeNormale(defenderRoll);
}
@ -196,10 +215,18 @@ export class RdDCombat {
}
}
/* -------------------------------------------- */
afficherOptionsDefense(attackerRoll, essais) {
ui.notifications.info("La chance n'est pas avec vous");
this._sendMessageDefense(attackerRoll, essais);
}
/* -------------------------------------------- */
removeChatMessageActionsPasseArme(passeArme) {
if (game.settings.get("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat")){
ChatUtility.removeMyChatMessageContaining(`<div data-passearme="${passeArme}">`);
}
}
/* -------------------------------------------- */
static isEchec(rollData) {
@ -269,7 +296,7 @@ export class RdDCombat {
competence: competence,
surprise: this.attacker.getSurprise(),
surpriseDefenseur: this.defender.getSurprise(),
tentatives: { chance: false, defense: false }
essais: { }
};
if (this.attacker.isCreature()) {
@ -287,73 +314,69 @@ export class RdDCombat {
}
/* -------------------------------------------- */
_onAttaqueParticuliere(rollData) {
console.log("RdDCombat.onAttaqueParticuliere >>>", rollData);
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
let message = '<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>';
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='${this.attackerId}'>Attaquer en Force</a>`;
if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) {
if (rollData.arme.data.rapide) {
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='${this.attackerId}'>Attaquer en Rapidité</a>`;
}
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='${this.attackerId}'>Attaquer en Finesse</a>`;
}
async _onAttaqueParticuliere(rollData) {
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
// TODO: use a dialog?
ChatMessage.create({ content: message, whisper: ChatMessage.getWhisperRecipients(this.attacker.name) });
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0;
ChatMessage.create({
whisper: ChatMessage.getWhisperRecipients(this.attacker.name),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', {
attackerId: this.attackerId,
defenderTokenId: this.defenderTokenId,
isFinesse: isMeleeDiffNegative,
isRapide: isMeleeDiffNegative && rollData.arme.data.rapide
})
});
}
/* -------------------------------------------- */
async _onAttaqueNormale(rollData) {
console.log("RdDCombat.onAttaqueNormale >>>", rollData);
async _onAttaqueNormale(attackerRoll) {
console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
rollData.dmg = RdDBonus.dmg(rollData, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
// Save rollData for defender
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(attackerRoll);
rollData.show = {
attackerRoll.show = {
cible: this.target ? this.defender.data.name : 'la cible',
isRecul: (rollData.particuliere == 'force' || rollData.tactique == 'charge')
isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
}
await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html');
if (!await this.accorderEntite('avant-defense')) {
return;
}
if (this.target) {
await this._sendMessageDefense(rollData);
await this._sendMessageDefense(attackerRoll);
}
}
/* -------------------------------------------- */
async _sendMessageDefense(attackerRoll, tentatives = {}) {
console.log("RdDCombat._sendMessageDefense", attackerRoll, tentatives, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
async _sendMessageDefense(attackerRoll, essais = {}) {
console.log("RdDCombat._sendMessageDefense", attackerRoll, essais, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this.addTentatives(attackerRoll, tentatives);
let message = await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html`, {
mergeObject(attackerRoll.essais, essais, {overwrite: true});
const paramDemandeDefense = {
passeArme: attackerRoll.passeArme,
tentatives: attackerRoll.tentatives,
essais: attackerRoll.essais,
surprise: this.defender.getSurprise(),
defender: this.defender,
attackerId: this.attackerId,
defenderTokenId: this.defenderTokenId,
mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"),
armes: this._filterArmesParade(this.defender.data.items, attackerRoll.competence, attackerRoll.arme),
diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
dmg: attackerRoll.dmg
});
};
let message = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense);
RdDCombat._sendRollMessage(this.attacker, this.defender, this.defenderTokenId, "msg_defense", message, attackerRoll);
}
addTentatives(attackerRoll, tentatives) {
mergeObject(attackerRoll.tentatives, tentatives, { overwrite: true });
}
/* -------------------------------------------- */
_filterArmesParade(items, competence) {
items = items.filter(item => (item.type == 'arme' && item.data.equipe) || (item.type == 'competencecreature' && item.data.isparade));
@ -371,17 +394,33 @@ export class RdDCombat {
}
/* -------------------------------------------- */
async _onAttaqueEchecTotal(rollData) {
// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
console.log("RdDCombat.onEchecTotal >>>", rollData);
let chatOptions = {
content: "<strong>Echec total à l'attaque!</strong> "
+ await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' })
}
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
async _onAttaqueEchecTotal(attackerRoll) {
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(attackerRoll);
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
ChatMessage.create({
whisper: ChatMessage.getWhisperRecipients(this.attacker.name),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
attackerId: this.attackerId,
attacker: this.attacker,
defenderTokenId: this.defenderTokenId,
essais: attackerRoll.essais
})
});
}
/* -------------------------------------------- */
async _onEchecTotal(rollData) {
console.log("RdDCombat._onEchecTotal >>>", rollData);
const arme = rollData.arme;
const avecArme = arme?.data.categorie_parade != 'sans-armes';
const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque");
ChatUtility.chatWithRollMode({
content: `<strong>Echec total à ${action}!</strong> ` + await RdDRollTables.getMaladresse({ arme: avecArme })
}, this.defender.name)
}
/* -------------------------------------------- */
async _onAttaqueEchec(rollData) {
@ -393,6 +432,7 @@ export class RdDCombat {
/* -------------------------------------------- */
async choixParticuliere(rollData, choix) {
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
// TODO
rollData.particuliere = choix;
await this._onAttaqueNormale(rollData);
}
@ -418,7 +458,6 @@ export class RdDCombat {
{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
{ condition: RdDCombat.isEchecTotal, action: r => this._onParadeEchecTotal(r) },
]
});
dialog.render(true);
@ -473,33 +512,22 @@ export class RdDCombat {
async _onParadeNormale(rollData) {
console.log("RdDCombat._onParadeNormale >>>", rollData);
this._consumeDefense(rollData.passeArme);
await this.computeRecul(rollData);
await this.computeDeteriorationArme(rollData);
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-parade.html');
}
/* -------------------------------------------- */
async _onParadeEchecTotal(rollData) {
// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
console.log("RdDCombat._onParadeEchecTotal >>>", rollData);
let chatOptions = {
content: "<strong>Echec total à la parade!</strong> "
+ await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' })
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onParadeEchec(rollData) {
console.log("RdDCombat._onParadeEchec >>>", rollData);
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-parade.html');
this._storeDefense(rollData);
this.removeChatMessageActionsPasseArme(rollData.passeArme);
this._sendMessageDefense(rollData.attackerRoll, { defense: true });
this._storeDefense(rollData);
}
/* -------------------------------------------- */
@ -522,7 +550,6 @@ export class RdDCombat {
{ condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) },
{ condition: RdDCombat.isEchecTotal, action: r => this._onEsquiveEchecTotal(r) },
]
});
dialog.render(true);
@ -561,30 +588,19 @@ export class RdDCombat {
/* -------------------------------------------- */
async _onEsquiveNormale(rollData) {
console.log("RdDCombat._onEsquiveNormal >>>", rollData);
this._consumeDefense(rollData.passeArme);
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-esquive.html');
}
/* -------------------------------------------- */
async _onEsquiveEchecTotal(rollData) {
// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
console.log("RdDCombat._onEsquiveEchecTotal >>>", rollData);
let chatOptions = {
content: "<strong>Echec total à l'esquive!</strong> "
+ await RdDRollTables.getMaladresse({ arme: false })
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onEsquiveEchec(rollData) {
console.log("RdDCombat._onEsquiveEchec >>>", rollData);
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-esquive.html');
this._storeDefense(rollData);
this.removeChatMessageActionsPasseArme(rollData.passeArme);
this._sendMessageDefense(rollData.attackerRoll, { defense: true })
this._storeDefense(rollData);
}
/* -------------------------------------------- */
@ -679,11 +695,16 @@ export class RdDCombat {
defenderTokenId = defenderTokenId || this.defenderTokenId;
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
let defenderRoll = this._consumeDefense(attackerRoll.passeArme);
if (defenderRoll && RdDCombat.isEchecTotal(defenderRoll)) {
// TODO: echec total!!!
this._onEchecTotal(defenderRoll);
}
if (game.user.isGM) { // Current user is the GM -> direct access
attackerRoll.attackerId = this.attackerId;
attackerRoll.defenderTokenId = defenderTokenId;
let defenderRoll = this._consumeDefense(attackerRoll.passeArme);
await this.computeRecul(defenderRoll);
this.defender.encaisserDommages(attackerRoll, this.attacker);
} else { // Emit message for GM

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@ -161,6 +161,16 @@ Hooks.once("init", async function() {
type: Boolean
});
/* -------------------------------------------- */
game.settings.register("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat", {
name: "Supprimer les dialogues de combat",
hint: "Si désactivée, tous les dialogues de combat sont conservés dans la conversation",
scope: "world",
config: true,
default: true,
type: Boolean
});
//game.settings.get("<systemName>","<settingName>") to retrieve it and game.settings.set("<systemName>","<settingName>", <newValue>)
/* -------------------------------------------- */

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@ -205,6 +205,8 @@ export class RdDUtility {
// messages tchat
'systems/foundryvtt-reve-de-dragon/templates/chat-infojet.html',
'systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html',
'systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html',
'systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html',
'systems/foundryvtt-reve-de-dragon/templates/chat-resultat-appelchance.html',
'systems/foundryvtt-reve-de-dragon/templates/chat-resultat-attaque.html',
'systems/foundryvtt-reve-de-dragon/templates/chat-resultat-parade.html',

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@ -0,0 +1,22 @@
<div data-passearme="{{passeArme}}">
<h4 class="rdd-roll-part"><strong>Echec total en attaque</strong></h4>
<br>
{{#if (eq attacker.data.type 'personnage')}}
{{#unless essais.attaqueChance}}
<a class='chat-card-button' id='appel-chance-attaque' data-attackerId='{{attackerId}}'
data-defenderTokenId='{{defenderTokenId}}'>Faire appel à la chance</a>
</a>
<br>
{{/unless}}
{{#if (gt attacker.data.data.compteurs.destinee.value 0)}}
<a class='chat-card-button' id='appel-destinee-attaque' data-attackerId='{{attackerId}}'
data-defenderTokenId='{{defenderTokenId}}'>Utiliser la destinée</a>
</a>
<br>
{{/if}}
{{/if}}
<a class='chat-card-button' id='echec-total-attaque' data-attackerId='{{attackerId}}'
data-defenderTokenId='{{defenderTokenId}}'>
Tirer l'échec total !
</a>
</div>

View File

@ -0,0 +1,19 @@
<div data-passearme="{{passeArme}}">
<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>
<br>
<a class="chat-card-button" id="particuliere-attaque" data-mode="force" data-attackerId="{{attackerId}}">
Attaquer en Force
</a>
{{#if isRapide}}
<br>
<a class="chat-card-button" id="particuliere-attaque" data-mode="rapidite" data-attackerId="{{attackerId}}">
Attaquer en Rapidité
</a>
{{/if}}
{{#if isFinesse}}
<br>
<a class="chat-card-button" id="particuliere-attaque" data-mode="finesse" data-attackerId="{{attackerId}}">
Attaquer en Finesse
</a>
{{/if}}
</div>

View File

@ -1,7 +1,7 @@
<div data-passearme="{{passeArme}}">
{{#if (eq surprise 'totale')}}
<span><strong>{{defender.name}}</strong> est totalement surpris</span>
{{else if tentatives.defense}}
{{else if essais.defense}}
<span><strong>{{defender.name}}</strong> doit</span>
{{else}}
<span><strong>{{defender.name}}</strong> doit se défendre
@ -11,9 +11,9 @@
<span class='chat-card-button-area'>
<br>
{{#unless (eq surprise 'totale')}}
{{#if tentatives.defense}}
{{#if essais.defense}}
<br>
{{#unless tentatives.chance}}
{{#unless essais.defenseChance}}
{{#if (eq defender.data.type 'personnage')}}
<a class='chat-card-button' id='appel-chance-defense' data-attackerId='{{attackerId}}'
data-defenderTokenId='{{defenderTokenId}}'>Faire appel à la chance</a>
@ -31,22 +31,20 @@
{{/if}}
{{else}}
{{#each armes as |arme key|}}
<a class='chat-card-button' id='parer-button' data-attackerId='{{../attackerId}}'
data-defenderTokenId='{{../defenderTokenId}}' data-armeid='{{arme._id }}'>Parer avec {{arme.name}}
<a class='chat-card-button' id='parer-button' data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderTokenId}}' data-armeid='{{arme._id }}'>
Parer avec {{arme.name}} à {{../diffLibre }}
</a>
<br>
{{/each}}
{{#if mainsNues}}
<a class='chat-card-button' id='parer-button' data-attackerId='{{attackerId}}'
data-defenderTokenId='{{defenderTokenId}}'>
Parer à mains nues
<a class='chat-card-button' id='parer-button' data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderTokenId}}'>
Parer à mains nues à {{diffLibre}}
</a>
<br>
{{/if}}
{{#if (ne attaqueCategorie 'tir')}}
<a class='chat-card-button' id='esquiver-button' data-attackerId='{{attackerId}}'
data-defenderTokenId='{{defenderTokenId}}'>
Esquiver
<a class='chat-card-button' id='esquiver-button' data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderTokenId}}'>
Esquiver à {{diffLibre}}
</a>
<br>
{{/if}}