Correction sur init + assistance au combat dans la fenetre de dialogue
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@@ -124,7 +124,7 @@ export class HawkmoonActorSheet extends ActorSheet {
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})
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html.find('.roll-initiative').click((event) => {
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this.actor.rollAttribut("pre", true)
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this.actor.rollAttribut("adr", true)
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})
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html.find('.roll-attribut').click((event) => {
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@@ -77,12 +77,16 @@ export class HawkmoonActor extends Actor {
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arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense + bonusDefense
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arme.system.isdefense = true
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arme.system.isMelee = true
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arme.system.isDistance = false
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}
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if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
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arme.system.attrKey = "adr"
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arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalDegats = arme.system.degats
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arme.system.isMelee = false
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arme.system.isDistance = true
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if (arme.system.isdefense) {
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense
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}
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@@ -588,13 +592,19 @@ export class HawkmoonActor extends Actor {
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}
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/* -------------------------------------------- */
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async rollArmeDegats(armeId, targetVigueur = undefined) {
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async rollArmeDegats(armeId, targetVigueur = undefined, rollDataInput = undefined) {
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let arme = this.items.get(armeId)
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if (arme.type == "arme") {
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arme = this.prepareArme(arme)
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}
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console.log("DEGATS", arme)
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let roll = new Roll("1d10+" + arme.system.totalDegats).roll({ async: false })
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let roll
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if (rollDataInput?.isHeroique) {
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roll = new Roll("2d10rr10+" + arme.system.totalDegats).roll({ async: false })
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} else {
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roll = new Roll("1d10+" + arme.system.totalDegats).roll({ async: false })
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}
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await HawkmoonUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"));
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let nbEtatPerdus = 0
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if (targetVigueur) {
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@@ -72,9 +72,39 @@ export class HawkmoonRollDialog extends Dialog {
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html.find('#competence-talents').change((event) => {
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this.rollData.selectedTalents = $('#competence-talents').val()
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})
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html.find('#taille-cible').change((event) => {
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this.rollData.tailleCible = String(event.currentTarget.value)
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})
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html.find('#tireur-deplacement').change((event) => {
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this.rollData.tireurDeplacement = String(event.currentTarget.value)
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})
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html.find('#cible-couvert').change((event) => {
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this.rollData.cibleCouvert = String(event.currentTarget.value)
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})
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html.find('#distance-tir').change((event) => {
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this.rollData.distanceTir = String(event.currentTarget.value)
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})
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html.find('#bonus-malus-context').change((event) => {
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this.rollData.bonusMalusContext = Number(event.currentTarget.value)
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})
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html.find('#defenseur-au-sol').change((event) => {
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this.rollData.defenseurAuSol = event.currentTarget.checked
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})
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html.find('#defenseur-aveugle').change((event) => {
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this.rollData.defenseurAveugle = event.currentTarget.checked
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})
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html.find('#defenseur-de-dos').change((event) => {
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this.rollData.defenseurDeDos = event.currentTarget.checked
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})
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html.find('#defenseur-restreint').change((event) => {
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this.rollData.defenseurRestreint = event.currentTarget.checked
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})
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html.find('#defenseur-immobilise').change((event) => {
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this.rollData.defenseurImmobilise = event.currentTarget.checked
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})
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}
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}
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@@ -2,6 +2,12 @@
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import { HawkmoonCombat } from "./hawkmoon-combat.js";
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import { HawkmoonCommands } from "./hawkmoon-commands.js";
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/* -------------------------------------------- */
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const __distanceDifficulte = { "porteecourte": 5, "porteemoyenne": 9, "porteelongue": 14}
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const __tireurDeplacement = { immobile: 0, lent: 3, rapide: 5}
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const __cibleCouvert = { aucun: 0, leger: 5, complet: 10}
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const __tailleCible = { normal: 0, main: 10, enfant: 3, maison: -10}
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/* -------------------------------------------- */
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export class HawkmoonUtility {
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@@ -145,7 +151,7 @@ export class HawkmoonUtility {
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let message = game.messages.get(messageId)
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let rollData = message.getFlag("world", "hawkmoon-roll")
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let actor = this.getActorFromRollData(rollData)
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actor.rollArmeDegats(rollData.arme._id, rollData.targetVigueur)
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actor.rollArmeDegats(rollData.arme._id, rollData.targetVigueur, rollData)
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})
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}
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@@ -393,7 +399,34 @@ export class HawkmoonUtility {
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} else {
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rollData.diceFormula += `+${rollData.attr.value}*${rollData.multiplier}+${rollData.modificateur}+${rollData.bonusMalusContext}`
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}
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// Bonus arme naturelle en défense
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if (rollData.bonusArmeNaturelle) {
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rollData.diceFormula += `+${rollData.bonusArmeNaturelle}`
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}
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if (rollData.defenseurAuSol) {
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rollData.diceFormula += `+3`
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}
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if (rollData.defenseurAveugle) {
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rollData.diceFormula += `+10`
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}
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if (rollData.defenseurDeDos) {
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rollData.diceFormula += `+5`
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}
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if (rollData.defenseurRestreint) {
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rollData.diceFormula += `+3`
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}
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if (rollData.defenseurImmobilise) {
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rollData.diceFormula += `+5`
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}
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if (rollData.arme && rollData.arme.system.isDistance) {
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rollData.difficulte = __distanceDifficulte[rollData.distanceTir]
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rollData.difficulte += __tireurDeplacement[rollData.tireurDeplacement]
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rollData.difficulte += __cibleCouvert[rollData.cibleCouvert]
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rollData.difficulte += __tailleCible[rollData.tailleCible]
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rollData.difficulte += rollData.cibleDeplace ? 3 : 0
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rollData.difficulte += rollData.cibleCaC ? 3 : 0
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}
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// Ajout adversités
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rollData.diceFormula += `-${rollData.nbAdversites}`
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@@ -528,7 +561,17 @@ export class HawkmoonUtility {
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pointAmeOptions: this.getPointAmeOptions(),
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difficulte: 0,
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modificateur: 0,
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bonusMalusContext: 0
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bonusMalusContext: 0,
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bonusArmeNaturelle: 0,
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defenseurAveugle: false,
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defenseurDeDos: false,
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defenseurAuSol: false,
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defenseurRestreint: false,
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defenseurImmobilise: false,
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tailleCible: "normal",
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tireurDeplacement: "immobile",
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cibleCouvert: "aucun",
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distanceTir: "porteemoyenne"
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}
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return rollData
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}
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@@ -541,8 +584,14 @@ export class HawkmoonUtility {
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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.targetVigueur = defender.getVigueur()
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rollData.protectionDefenseur = defender.getProtection()
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if (rollData.armeDefense) {
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rollData.difficulte = rollData.armeDefense.system.totalDefensif
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if ( !rollData.arme.system.armenaturelle && !rollData.arme.system.armefortune ){
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if (rollData.armeDefense.system.armenaturelle || rollData.armeDefense.system.armefortune) {
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rollData.bonusArmeNaturelle = 3
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}
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}
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} else {
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ui.notifications.warn("Aucune arme de défense équipée, difficulté manuelle à positionner.")
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}
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