Correction sur se désengager
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@@ -206,7 +206,7 @@ export class HawkmoonActor extends Actor {
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/* -------------------------------------------- */
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getCombatValues() {
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if (this.type == "cellule"){
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if (this.type == "cellule") {
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return {
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initBase: 0,
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initTotal: 0,
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@@ -543,6 +543,23 @@ export class HawkmoonActor extends Actor {
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return init || -1
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}
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/* -------------------------------------------- */
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getBestAttackValue() {
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let attackList = this.items.filter(item => (item.type == "arme" || item.type == "talent") && item.system.equipped)
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let maxOff = 0
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let bestArme
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for (let arme of attackList) {
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if (arme.type == "arme") {
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arme = this.prepareArme(arme)
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}
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if (arme.system.totalOffensif > maxOff) {
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maxOff = arme.system.totalOffensif
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bestArme = foundry.utils.duplicate(arme)
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}
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}
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return bestArme
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}
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/* -------------------------------------------- */
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getBestDefenseValue() {
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let defenseList = this.items.filter(item => (item.type == "arme") && item.system.equipped)
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@@ -663,6 +663,7 @@ export class HawkmoonUtility {
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rollData.defenderTokenId = target.id
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let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
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rollData.armeDefense = defender.getBestDefenseValue()
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rollData.armeAttaqueDefenseur = defender.getBestAttackValue()
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rollData.targetVigueur = defender.getVigueur()
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rollData.protectionDefenseur = defender.getProtection()
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if (rollData.immobiliser || rollData.repousser) {
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@@ -673,6 +674,8 @@ export class HawkmoonUtility {
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rollData.difficulte = combatValues.defenseTotal
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}else if ( rollData.assomer) {
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rollData.difficulte = 3 + (defender.system.attributs.tre.value * 2)
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} else if (rollData.desengager) {
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rollData.difficulte = rollData.armeAttaqueDefenseur?.system?.totalOffensif || 0;
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} else if (rollData.armeDefense) {
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rollData.difficulte = rollData.armeDefense.system.totalDefensif
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if ( !rollData.desengager && !rollData.arme.system.armenaturelle && !rollData.arme.system.armefortune ){
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