Catégories des compétences de créatures
Les créatures peuvent avoir des compétences d'armes (lancer, mêlée, tir, armes naturelles), de parade, de possession, et générales. Les initiatives sont cohérentes. Les possessions sont en phase 10 d'initiative.
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@ -87,7 +87,7 @@ export class RdDCombatManager extends Combat {
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let rollFormula = formula ?? RdDCombatManager.formuleInitiative(2, 10, 0, 0);
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if (!formula) {
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if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') {
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const competence = combatant.actor.items.find(it => it.system.iscombat)
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const competence = combatant.actor.items.find(it => RdDItemCompetenceCreature.getCategorieAttaque(it))
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if (competence) {
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rollFormula = RdDCombatManager.formuleInitiative(2, competence.system.carac_value, competence.system.niveau, 0);
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}
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@ -230,15 +230,15 @@ export class RdDCombatManager extends Combat {
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}
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static listActionsCreature(competences) {
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return competences.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
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.map(it => RdDItemCompetenceCreature.armeNaturelle(it));
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return competences.map(it => RdDItemCompetenceCreature.armeCreature(it))
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.filter(it => it != undefined);
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}
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static listActionsPossessions(actor) {
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return RdDCombatManager._indexActions(actor.getPossessions().map(p => {
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return {
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name: p.name,
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action: 'conjurer',
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action: 'possession',
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system: {
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competence: p.name,
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possessionid: p.system.possessionid,
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@ -255,7 +255,7 @@ export class RdDCombatManager extends Combat {
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return actions;
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}
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if (actor.isCreatureEntite()) {
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actions = actions.concat(RdDCombatManager.listActionsCreature(actor.itemTypes['competencecreature']));
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actions = RdDCombatManager.listActionsCreature(actor.itemTypes['competencecreature']);
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} else if (actor.isPersonnage()) {
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// Recupération des items 'arme'
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const armes = actor.itemTypes['arme'].filter(it => RdDItemArme.isArmeUtilisable(it))
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@ -263,7 +263,7 @@ export class RdDCombatManager extends Combat {
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.concat(RdDItemArme.mainsNues());
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const competences = actor.itemTypes['competence'];
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actions = actions.concat(RdDCombatManager.listActionsArmes(armes, competences, actor.system.carac));
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actions = RdDCombatManager.listActionsArmes(armes, competences, actor.system.carac);
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if (actor.system.attributs.hautrevant.value) {
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actions.push({ name: "Draconic", action: 'haut-reve', system: { initOnly: true, competence: "Draconic" } });
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@ -351,7 +351,7 @@ export class RdDCombatManager extends Combat {
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} else if (combatant.actor.getSurprise() == "demi") {
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initOffset = 0;
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initInfo = "Demi Surprise"
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} else if (action.action == 'conjurer') {
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} else if (action.action == 'possession') {
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initOffset = 10;
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caracForInit = combatant.actor.getReveActuel();
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initInfo = "Possession"
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@ -790,7 +790,7 @@ export class RdDCombat {
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passeArme: randomID(16),
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mortalite: arme?.system.mortalite,
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coupsNonMortels: false,
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competence: competence,
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competence: competence.clone(),
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surprise: this.attacker.getSurprise(true),
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surpriseDefenseur: this.defender.getSurprise(true),
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targetToken: Targets.extractTokenData(this.target),
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@ -1045,7 +1045,7 @@ export class RdDCombat {
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passeArme: attackerRoll.passeArme,
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diffLibre: attackerRoll.diffLibre,
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attackerRoll: attackerRoll,
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competence: this.defender.getCompetence(competenceParade),
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competence: this.defender.getCompetence(competenceParade).clone(),
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arme: armeParade,
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surprise: this.defender.getSurprise(true),
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needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(attackerRoll.arme, armeParade),
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@ -1126,7 +1126,7 @@ export class RdDCombat {
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passeArme: attackerRoll.passeArme,
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diffLibre: attackerRoll.diffLibre,
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attackerRoll: attackerRoll,
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competence: competence,
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competence: competence.clone(),
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surprise: this.defender.getSurprise(true),
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surpriseDefenseur: this.defender.getSurprise(true),
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carac: this.defender.system.carac,
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