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10 Commits
foundryvtt
...
foundryvtt
Author | SHA1 | Date | |
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5c256e2c49 | |||
1c475348d5 | |||
de5d32f88f | |||
76a02d60ca | |||
724c556b9e | |||
7dfba94a11 | |||
928c7bbcfe | |||
222a06a978 | |||
b4edaf8584 | |||
3c062afd56 |
@ -1741,6 +1741,7 @@ export class RdDActor extends RdDBaseActor {
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async consommerNourritureboisson(itemId, choix = { doses: 1, seForcer: false, supprimerSiZero: false }, userId = undefined) {
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if (userId != undefined && userId != game.user.id) {
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RdDBaseActor.remoteActorCall({
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tokenId: this.token?.id,
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actorId: this.id,
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method: 'consommerNourritureboisson',
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args: [itemId, choix, userId]
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@ -3070,29 +3071,43 @@ export class RdDActor extends RdDBaseActor {
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}
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/* -------------------------------------------- */
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rollArme(arme) {
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getArmeCompetence(arme, competenceName) {
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let comp = arme.system[competenceName]
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if (!comp || comp.name == "") {
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comp = arme.system[competenceName]
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}
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if ( !comp || comp.name == "") {
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comp = arme.system[competenceName]
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}
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return comp
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}
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/* -------------------------------------------- */
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rollArme(arme, competenceName = "competence") {
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let compToUse = this.getArmeCompetence(arme, competenceName)
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if (!Targets.hasTargets()) {
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RdDConfirm.confirmer({
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settingConfirmer: "confirmer-combat-sans-cible",
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content: `<p>Voulez vous faire un jet de compétence ${arme.system.competence} sans choisir de cible valide?
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content: `<p>Voulez vous faire un jet de compétence ${competenceName} sans choisir de cible valide?
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<br>Tous les jets de combats devront être gérés à la main
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</p>`,
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title: 'Ne pas utiliser les automatisation de combat',
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buttonLabel: "Pas d'automatisation",
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onAction: async () => {
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this.rollCompetence(arme.system.competence, { tryTarget: false })
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this.rollCompetence(compToUse, { tryTarget: false })
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}
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});
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return;
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}
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Targets.selectOneToken(target => {
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if (Targets.isTargetEntite(target)) {
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ui.notifications.warn(`Vous ne pouvez pas attaquer une entité non incarnée avec votre ${arme.name}!!!!`);
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return;
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}
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const competence = this.getCompetence(arme.system.competence)
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const competence = this.getCompetence(compToUse)
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//console.log("RollArme", competence, arme)
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if (competence.isCompetencePossession()) {
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return RdDPossession.onAttaquePossession(target, this, competence);
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}
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@ -3121,7 +3136,7 @@ export class RdDActor extends RdDBaseActor {
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async onRollTachePremiersSoins(blessureId, rollData) {
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if (!this.isOwner) {
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return RdDBaseActor.remoteActorCall({ actorId: this.id, method: 'onRollTachePremiersSoins', args: [blessureId, rollData] });
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return RdDBaseActor.remoteActorCall({ tokenId: this.token?.id, actorId: this.id, method: 'onRollTachePremiersSoins', args: [blessureId, rollData] });
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}
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const blessure = this.getItem(blessureId, 'blessure')
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console.log('TODO update blessure', this, blessureId, rollData, rollData.tache);
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@ -3151,7 +3166,7 @@ export class RdDActor extends RdDBaseActor {
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async onRollSoinsComplets(blessureId, rollData) {
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if (!this.isOwner) {
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return RdDBaseActor.remoteActorCall({ actorId: this.id, method: 'onRollSoinsComplets', args: [blessureId, rollData] });
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return RdDBaseActor.remoteActorCall({ tokenId: this.token?.id, actorId: this.id, method: 'onRollSoinsComplets', args: [blessureId, rollData] });
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}
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const blessure = this.getItem(blessureId, 'blessure')
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if (blessure && blessure.system.premierssoins.done && !blessure.system.soinscomplets.done) {
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@ -3245,6 +3260,7 @@ export class RdDActor extends RdDBaseActor {
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const attackerId = attacker?.id;
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if (ReglesOptionnelles.isUsing('validation-encaissement-gr') && !game.user.isGM) {
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RdDBaseActor.remoteActorCall({
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tokenId: this.token?.id,
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actorId: this.id,
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method: 'appliquerEncaissement',
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args: [rollData, show, attackerId]
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@ -50,7 +50,13 @@ export class RdDBaseActor extends Actor {
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static onRemoteActorCall(callData, userId) {
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if (userId == game.user.id) {
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const actor = game.actors.get(callData?.actorId);
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let actor = game.actors.get(callData?.actorId);
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if ( callData.tokenId) {
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let token = canvas.tokens.placeables.find(t => t.id == callData.tokenId)
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if (token) {
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actor = token.actor
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}
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}
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if (Misc.isOwnerPlayerOrUniqueConnectedGM(actor)) { // Seul le joueur choisi effectue l'appel: le joueur courant si propriétaire de l'actor, ou le MJ sinon
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const args = callData.args;
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console.info(`RdDBaseActor.onRemoteActorCall: pour l'Actor ${callData.actorId}, appel de RdDBaseActor.${callData.method}(`, ...args, ')');
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@ -147,6 +153,7 @@ export class RdDBaseActor extends Actor {
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async creerObjetParMJ(object) {
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if (!Misc.isUniqueConnectedGM()) {
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RdDBaseActor.remoteActorCall({
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tokenId: this.token?.id,
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actorId: this.id,
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method: 'creerObjetParMJ',
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args: [object]
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@ -220,6 +227,7 @@ export class RdDBaseActor extends Actor {
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if (fromActorId && !game.user.isGM) {
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RdDBaseActor.remoteActorCall({
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userId: Misc.connectedGMOrUser(),
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tokenId: this.token?.id,
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actorId: this.id,
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method: 'ajouterSols', args: [sols, fromActorId]
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});
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@ -114,7 +114,7 @@ export class DialogChronologie extends Dialog {
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heure: RdDTimestamp.definition(this.html.find("form.rdddialogchrono :input[name='chronologie.heure']").val()),
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minute: this.html.find("form.rdddialogchrono :input[name='chronologie.minute']").val(),
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},
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dateReel: this.html.find("form.rdddialogchrono :input[name='dateReel']").val()
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dateReel: this.html.find("form.rdddialogchrono :input[name='dateReel']").val().replace('T', ' ')
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}
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}
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@ -1,8 +1,8 @@
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export class RdDHotbar {
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static async addToHotbar(item, slot) {
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let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}");`;
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static async createItemMacro(item, slot, armeCompetence = undefined) {
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let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}"` + ((armeCompetence) ? `, "${armeCompetence}");` : `);`);
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let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command));
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if (!macro) {
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macro = await Macro.create({
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@ -15,6 +15,25 @@ export class RdDHotbar {
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await game.user.assignHotbarMacro(macro, slot);
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}
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static async addToHotbar(item, slot) {
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if (item?.type == "arme") { // Used to manage weapons with multiple skills
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if (item.system.competence != "") {
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await this.createItemMacro(item, slot, "competence")
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slot++
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}
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if (item.system.lancer != "") {
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await this.createItemMacro(item, slot, "lancer")
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slot++
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}
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if (item.system.tir != "") {
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await this.createItemMacro(item, slot, "lancer")
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slot++
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}
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} else {
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await this.createItemMacro(item, slot)
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}
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}
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/**
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* Create a macro when dropping an entity on the hotbar
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* Item - open roll dialog for item
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@ -44,7 +63,7 @@ export class RdDHotbar {
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}
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/** Roll macro */
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static rollMacro(itemName, itemType, bypassData) {
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static rollMacro(itemName, itemType, competenceName) {
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const speaker = ChatMessage.getSpeaker();
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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@ -58,7 +77,7 @@ export class RdDHotbar {
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// Trigger the item roll
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switch (item.type) {
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case "arme":
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return actor.rollArme(item);
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return actor.rollArme(item, competenceName);
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case "competence":
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return actor.rollCompetence(itemName);
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}
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@ -106,11 +106,6 @@ export class RdDCalendrier extends Application {
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return buttons
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}
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/*async maximize() {
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await super.maximize()
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this.render(true)
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}*/
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async close() { }
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async onUpdateSetting(setting, update, options, id) {
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@ -1,14 +1,13 @@
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{
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"id": "foundryvtt-reve-de-dragon",
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"title": "Rêve de Dragon",
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"version": "11.0.15",
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"download": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/archive/foundryvtt-reve-de-dragon-11.0.15.zip",
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"version": "11.0.20",
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"download": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/archive/foundryvtt-reve-de-dragon-11.0.20.zip",
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"manifest": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/raw/v11/system.json",
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"changelog": "https://www.uberwald.me/gitea/public/foundryvtt-reve-de-dragon/raw/branch/v11/changelog.md",
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"compatibility": {
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"minimum": "11",
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"verified": "11",
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"maximum": "11"
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"verified": "11"
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},
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"description": "Rêve de Dragon RPG for FoundryVTT",
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"authors": [
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@ -1,6 +1,6 @@
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{{#if use.moral}}
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<span>
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Vous avez fait appel {{#if (gt moral 0)}}au moral{{else}}à l'énergie du déspoir{{/if}}
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Vous avez fait appel {{#if (gt moral 0)}}au moral{{else}}à l'énergie du désespoir{{/if}}
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{{#if (eq perteMoralEchec 'dissolution')}}et échoué, cous marquez un point de dissolution!.
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{{else if (eq perteMoralEchec 'perte')}}et échoué, votre moral baisse à {{moral}}.
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{{else}}et réussi, votre moral reste de {{moral}}.
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