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12 changed files with 291 additions and 94 deletions

1
.gitignore vendored Normal file
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@@ -0,0 +1 @@
.history/

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@@ -124,7 +124,7 @@ export class HawkmoonActorSheet extends ActorSheet {
})
html.find('.roll-initiative').click((event) => {
this.actor.rollAttribut("pre", true)
this.actor.rollAttribut("adr", true)
})
html.find('.roll-attribut').click((event) => {

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@@ -44,8 +44,8 @@ export class HawkmoonActor extends Actor {
if (data.type == 'creature') {
const skills = await HawkmoonUtility.loadCompendium("fvtt-hawkmoon-cyd.skills-creatures")
data.items = skills.map(i => i.toObject())
data.items.push( { name: "Arme naturelle 1", type: 'arme', img: "systems/fvtt-hawkmoon-cyd/assets/icons/melee.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0"} } )
data.items.push( { name: "Arme naturelle 2", type: 'arme', img: "systems/fvtt-hawkmoon-cyd/assets/icons/melee.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0"} } )
data.items.push({ name: "Arme naturelle 1", type: 'arme', img: "systems/fvtt-hawkmoon-cyd/assets/icons/melee.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0" } })
data.items.push({ name: "Arme naturelle 2", type: 'arme', img: "systems/fvtt-hawkmoon-cyd/assets/icons/melee.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0" } })
}
return super.create(data, options);
@@ -71,18 +71,22 @@ export class HawkmoonActor extends Actor {
let combat = this.getCombatValues()
if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") {
let bonusDefense = this.getBonusDefenseFromTalents()
arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée") )
arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
arme.system.attrKey = "pui"
arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense + bonusDefense
arme.system.isdefense = true
arme.system.isMelee = true
arme.system.isDistance = false
}
if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
arme.system.attrKey = "adr"
arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
arme.system.totalDegats = arme.system.degats
arme.system.isMelee = false
arme.system.isDistance = true
if (arme.system.isdefense) {
arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense
}
@@ -91,6 +95,11 @@ export class HawkmoonActor extends Actor {
}
/* -------------------------------------------- */
getItemSorted(types) {
let items = this.items.filter(item => types.includes(item.type)) || []
HawkmoonUtility.sortArrayObjectsByName(items)
return items
}
getWeapons() {
let armes = []
for (let arme of this.items) {
@@ -98,55 +107,37 @@ export class HawkmoonActor extends Actor {
armes.push(this.prepareArme(arme))
}
}
HawkmoonUtility.sortArrayObjectsByName(armes)
return armes
}
/* -------------------------------------------- */
getMonnaies() {
return this.items.filter( it => it.type == "monnaie")
return this.getItemSorted(["monnaie"])
}
/* ----------------------- --------------------- */
addMember( actorId) {
let members = duplicate(this.system.members)
members.push( {id: actorId} )
this.update ({'system.members': members})
}
async removeMember(actorId) {
let members = this.system.members.filter(it => it.id != actorId )
this.update ({'system.members': members})
}
/* ----------------------- --------------------- */
getEquipments() {
return this.items.filter(item => item.type == "equipement")
return this.getItemSorted(["equipement"])
}
/* ----------------------- --------------------- */
getArtefacts() {
return this.items.filter(item => item.type == "artefact")
}
/* ----------------------- --------------------- */
getMonnaies() {
return this.items.filter(item => item.type == "monnaie")
}
/* -------------------------------------------- */
return this.getItemSorted(["artefact"])
}
getArmors() {
return this.items.filter(item => item.type == "protection")
return this.getItemSorted(["protection"])
}
getHistoriques() {
return this.items.filter(item => item.type == "historique")
return this.getItemSorted(["historique"])
}
getProfils() {
return this.items.filter(item => item.type == "profil")
return this.getItemSorted(["profil"])
}
getTalents() {
return this.items.filter(item => item.type == "talent")
return this.getItemSorted(["talent"])
}
getRessources() {
return this.items.filter(item => item.type == "ressource")
return this.getItemSorted(["ressource"])
}
getContacts() {
return this.items.filter(item => item.type == "contact")
return this.getItemSorted(["contact"])
}
/* -------------------------------------------- */
getSkills() {
let comp = []
@@ -167,17 +158,19 @@ export class HawkmoonActor extends Actor {
comp.push(item)
}
}
return comp.sort(function (a, b) {
let fa = a.name.toLowerCase(),
fb = b.name.toLowerCase();
if (fa < fb) {
return -1;
}
if (fa > fb) {
return 1;
}
return 0;
})
HawkmoonUtility.sortArrayObjectsByName(comp)
return comp
}
/* ----------------------- --------------------- */
addMember(actorId) {
let members = duplicate(this.system.members)
members.push({ id: actorId })
this.update({ 'system.members': members })
}
async removeMember(actorId) {
let members = this.system.members.filter(it => it.id != actorId)
this.update({ 'system.members': members })
}
/* -------------------------------------------- */
@@ -192,7 +185,7 @@ export class HawkmoonActor extends Actor {
/* -------------------------------------------- */
getProtection() {
let equipProtection = 0
for(let armor in this.items) {
for (let armor in this.items) {
if (armor.type == "protection" && armor.system.equipped) {
equipProtection += Number(armor.system.protection)
}
@@ -213,7 +206,7 @@ export class HawkmoonActor extends Actor {
vitesseBase: this.getVitesseBase(),
vitesseTotal: this.getVitesseBase() + this.system.combat.vitessebonus,
defenseBase: this.getDefenseBase(),
protection : this.getProtection(),
protection: this.getProtection(),
defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus + this.getProtection() - this.getTotalAdversite()
}
return combat
@@ -386,7 +379,7 @@ export class HawkmoonActor extends Actor {
/* -------------------------------------------- */
getBonusDegats() {
return 0;
return 0;
}
/* -------------------------------------------- */
@@ -448,27 +441,27 @@ export class HawkmoonActor extends Actor {
/* -------------------------------------------- */
computeRichesse() {
let valueSC = 0
for(let monnaie of this.items) {
for (let monnaie of this.items) {
if (monnaie.type == "monnaie") {
valueSC += Number(monnaie.system.prixsc) * Number(monnaie.system.quantite)
valueSC += Number(monnaie.system.prixsc) * Number(monnaie.system.quantite)
}
}
return HawkmoonUtility.computeMonnaieDetails( valueSC)
return HawkmoonUtility.computeMonnaieDetails(valueSC)
}
/* -------------------------------------------- */
computeValeurEquipement() {
let valueSC = 0
for(let equip of this.items) {
for (let equip of this.items) {
if (equip.type == "equipement" || equip.type == "arme" || equip.type == "protection") {
valueSC += Number(equip.system.prixsc) * Number(equip.system.quantite ?? 1)
valueSC += (Number(equip.system.prixca) * Number(equip.system.quantite ?? 1)) * 20
valueSC += (Number(equip.system.prixpo) * Number(equip.system.quantite ?? 1)) * 400
valueSC += Number(equip.system.prixsc) * Number(equip.system.quantite ?? 1)
valueSC += (Number(equip.system.prixca) * Number(equip.system.quantite ?? 1)) * 20
valueSC += (Number(equip.system.prixpo) * Number(equip.system.quantite ?? 1)) * 400
}
}
return HawkmoonUtility.computeMonnaieDetails( valueSC)
return HawkmoonUtility.computeMonnaieDetails(valueSC)
}
/* -------------------------------------------- */
getCompetence(compId) {
return this.items.get(compId)
@@ -494,7 +487,7 @@ export class HawkmoonActor extends Actor {
let maxDef = 0
let bestArme
for (let arme of defenseList) {
if (arme.type == "arme" ) {
if (arme.type == "arme") {
arme = this.prepareArme(arme)
}
if (arme.system.totalDefensif > maxDef) {
@@ -568,8 +561,8 @@ export class HawkmoonActor extends Actor {
/* -------------------------------------------- */
async rollAttribut(attrKey, isInit = false) {
let rollData = this.getCommonRollData(attrKey)
rollData.multiplier = (isInit)? 1 : 2
let rollData = this.getCommonRollData(attrKey)
rollData.multiplier = (isInit) ? 1 : 2
rollData.isInit = isInit
let rollDialog = await HawkmoonRollDialog.create(this, rollData)
rollDialog.render(true)
@@ -599,15 +592,21 @@ export class HawkmoonActor extends Actor {
}
/* -------------------------------------------- */
async rollArmeDegats(armeId, targetVigueur = undefined) {
async rollArmeDegats(armeId, targetVigueur = undefined, rollDataInput = undefined) {
let arme = this.items.get(armeId)
if (arme.type == "arme") {
arme = this.prepareArme(arme)
}
console.log("DEGATS", arme)
let roll = new Roll( "1d10+"+arme.system.totalDegats).roll({ async: false })
let roll
if (rollDataInput?.isHeroique) {
roll = new Roll("2d10rr10+" + arme.system.totalDegats).roll({ async: false })
} else {
roll = new Roll("1d10+" + arme.system.totalDegats).roll({ async: false })
}
await HawkmoonUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"));
let nbEtatPerdus = 0
let nbEtatPerdus = 0
if (targetVigueur) {
nbEtatPerdus = Math.floor(roll.total / targetVigueur)
}

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@@ -72,9 +72,39 @@ export class HawkmoonRollDialog extends Dialog {
html.find('#competence-talents').change((event) => {
this.rollData.selectedTalents = $('#competence-talents').val()
})
html.find('#taille-cible').change((event) => {
this.rollData.tailleCible = String(event.currentTarget.value)
})
html.find('#tireur-deplacement').change((event) => {
this.rollData.tireurDeplacement = String(event.currentTarget.value)
})
html.find('#cible-couvert').change((event) => {
this.rollData.cibleCouvert = String(event.currentTarget.value)
})
html.find('#distance-tir').change((event) => {
this.rollData.distanceTir = String(event.currentTarget.value)
})
html.find('#bonus-malus-context').change((event) => {
this.rollData.bonusMalusContext = Number(event.currentTarget.value)
})
html.find('#defenseur-au-sol').change((event) => {
this.rollData.defenseurAuSol = event.currentTarget.checked
})
html.find('#defenseur-aveugle').change((event) => {
this.rollData.defenseurAveugle = event.currentTarget.checked
})
html.find('#defenseur-de-dos').change((event) => {
this.rollData.defenseurDeDos = event.currentTarget.checked
})
html.find('#defenseur-restreint').change((event) => {
this.rollData.defenseurRestreint = event.currentTarget.checked
})
html.find('#defenseur-immobilise').change((event) => {
this.rollData.defenseurImmobilise = event.currentTarget.checked
})
}
}

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@@ -2,6 +2,12 @@
import { HawkmoonCombat } from "./hawkmoon-combat.js";
import { HawkmoonCommands } from "./hawkmoon-commands.js";
/* -------------------------------------------- */
const __distanceDifficulte = { "porteecourte": 5, "porteemoyenne": 9, "porteelongue": 14}
const __tireurDeplacement = { immobile: 0, lent: 3, rapide: 5}
const __cibleCouvert = { aucun: 0, leger: 5, complet: 10}
const __tailleCible = { normal: 0, main: 10, enfant: 3, maison: -10}
/* -------------------------------------------- */
export class HawkmoonUtility {
@@ -61,6 +67,13 @@ export class HawkmoonUtility {
}
/* -------------------------------------------- */
static sortArrayObjectsByName(myArray) {
myArray.sort((a, b) => {
return a.name.localeCompare(b.name);
})
}
/* -------------------------------------------- */
static getModificateurOptions() {
let opt = []
@@ -138,7 +151,7 @@ export class HawkmoonUtility {
let message = game.messages.get(messageId)
let rollData = message.getFlag("world", "hawkmoon-roll")
let actor = this.getActorFromRollData(rollData)
actor.rollArmeDegats(rollData.arme._id, rollData.targetVigueur)
actor.rollArmeDegats(rollData.arme._id, rollData.targetVigueur, rollData)
})
}
@@ -309,13 +322,13 @@ export class HawkmoonUtility {
/* -------------------------------------------- */
static computeMonnaieDetails(valueSC) {
let po = Math.floor(valueSC / 400)
let pa = Math.floor((valueSC - (po*400)) / 20)
let sc = valueSC - (po*400) - (pa*20)
let pa = Math.floor((valueSC - (po * 400)) / 20)
let sc = valueSC - (po * 400) - (pa * 20)
return {
po: po, pa: pa, sc: sc, valueSC: valueSC
po: po, pa: pa, sc: sc, valueSC: valueSC
}
}
/* -------------------------------------------- */
static computeResult(rollData) {
rollData.diceResult = rollData.roll.terms[0].results[0].result
@@ -386,7 +399,34 @@ export class HawkmoonUtility {
} else {
rollData.diceFormula += `+${rollData.attr.value}*${rollData.multiplier}+${rollData.modificateur}+${rollData.bonusMalusContext}`
}
// Bonus arme naturelle en défense
if (rollData.bonusArmeNaturelle) {
rollData.diceFormula += `+${rollData.bonusArmeNaturelle}`
}
if (rollData.defenseurAuSol) {
rollData.diceFormula += `+3`
}
if (rollData.defenseurAveugle) {
rollData.diceFormula += `+10`
}
if (rollData.defenseurDeDos) {
rollData.diceFormula += `+5`
}
if (rollData.defenseurRestreint) {
rollData.diceFormula += `+3`
}
if (rollData.defenseurImmobilise) {
rollData.diceFormula += `+5`
}
if (rollData.arme && rollData.arme.system.isDistance) {
rollData.difficulte = __distanceDifficulte[rollData.distanceTir]
rollData.difficulte += __tireurDeplacement[rollData.tireurDeplacement]
rollData.difficulte += __cibleCouvert[rollData.cibleCouvert]
rollData.difficulte += __tailleCible[rollData.tailleCible]
rollData.difficulte += rollData.cibleDeplace ? 3 : 0
rollData.difficulte += rollData.cibleCaC ? 3 : 0
}
// Ajout adversités
rollData.diceFormula += `-${rollData.nbAdversites}`
@@ -521,7 +561,17 @@ export class HawkmoonUtility {
pointAmeOptions: this.getPointAmeOptions(),
difficulte: 0,
modificateur: 0,
bonusMalusContext: 0
bonusMalusContext: 0,
bonusArmeNaturelle: 0,
defenseurAveugle: false,
defenseurDeDos: false,
defenseurAuSol: false,
defenseurRestreint: false,
defenseurImmobilise: false,
tailleCible: "normal",
tireurDeplacement: "immobile",
cibleCouvert: "aucun",
distanceTir: "porteemoyenne"
}
return rollData
}
@@ -534,8 +584,14 @@ export class HawkmoonUtility {
let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
rollData.armeDefense = defender.getBestDefenseValue()
rollData.targetVigueur = defender.getVigueur()
rollData.protectionDefenseur = defender.getProtection()
if (rollData.armeDefense) {
rollData.difficulte = rollData.armeDefense.system.totalDefensif
if ( !rollData.arme.system.armenaturelle && !rollData.arme.system.armefortune ){
if (rollData.armeDefense.system.armenaturelle || rollData.armeDefense.system.armefortune) {
rollData.bonusArmeNaturelle = 3
}
}
} else {
ui.notifications.warn("Aucune arme de défense équipée, difficulté manuelle à positionner.")
}

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@@ -1,7 +1,7 @@
{
"id": "fvtt-hawkmoon-cyd",
"description": "Hawkmoon RPG for FoundryVTT (CYD system - French)",
"version": "10.1.9",
"version": "10.1.14",
"authors": [
{
"name": "Uberwald/LeRatierBretonnien",
@@ -35,7 +35,7 @@
"gridUnits": "m",
"license": "LICENSE.txt",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/raw/branch/master/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/archive/fvtt-hawkmoon-cyd-10.1.9.zip",
"download": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/archive/fvtt-hawkmoon-cyd-10.1.14.zip",
"languages": [
{
"lang": "fr",

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@@ -19,7 +19,8 @@
"habitat": "",
"notes": "",
"statut": "",
"gmnotes": ""
"gmnotes": "",
"statutresistant": "commun"
}
},
"core": {
@@ -208,6 +209,8 @@
},
"arme": {
"typearme": "",
"armenaturelle": false,
"armefortune": false,
"bonusmaniementoff": 0,
"seuildefense": 0,
"onlevelonly": false,

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@@ -312,7 +312,7 @@
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="arme" title="Ajouter une arme"><i
<a class="item-control item-add" data-type="protection" title="Ajouter une arme"><i
class="fas fa-plus"></i></a>
</div>
</li>
@@ -502,6 +502,17 @@
<div class="grid grid-3col">
<div>
<ul>
<li class="flexrow item">
<label class="generic-label">Statut de résistant</label>
<select class="status-small-label color-class-common item-field-label-long" type="text"
name="system.biodata.statutresistant" value="{{system.biodata.statutresistant}}" data-dtype="String">
{{#select system.biodata.statutresistant}}
<option value="commun">Commun</option>
<option value="clandestin">Clandestin</option>
<option value="insurge">Insurgé</option>
{{/select}}
</select>
</li>
<li class="flexrow item">
<label class="generic-label">Sexe</label>
<input type="text" class="" name="system.biodata.sex" value="{{system.biodata.sex}}"

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@@ -43,6 +43,8 @@
<li>Total : {{finalResult}}</li>
{{#if difficulte}}
<li>SD : {{difficulte}}</li>
{{#if isSuccess}}
<li class="chat-success">Succés...
</li>

View File

@@ -307,7 +307,7 @@
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="arme" title="Ajouter une arme"><i
<a class="item-control item-add" data-type="protection" title="Ajouter une arme"><i
class="fas fa-plus"></i></a>
</div>
</li>

View File

@@ -23,6 +23,14 @@
{{/select}}
</select>
</li>
<li class="flexrow item">
<label class="generic-label item-field-label-long2">Arme naturelle ? </label>
<input type="checkbox" name="system.armenaturelle" {{checked system.armenaturelle}} />
</li>
<li class="flexrow item">
<label class="generic-label item-field-label-long2">Arme de fortune ? </label>
<input type="checkbox" name="system.armefortune" {{checked system.armefortune}} />
</li>
<li class="flexrow item">
<label class="generic-label item-field-label-long">Bonus offensif : </label>
<input type="text" class="padd-right numeric-input item-field-label-short" name="system.bonusmaniementoff"

View File

@@ -62,6 +62,77 @@
</div>
{{/if}}
{{#if arme}}
{{#if arme.system.isMelee}}
{{#if bonusArmeNaturelle}}
<div class="flexrow">
<span class="roll-dialog-label">Arme naturelle/fortune en défense</span>
<span class="small-label roll-dialog-label">{{bonusArmeNaturelle}}</span>
</div>
{{/if}}
<div class="flexrow">
<span class="roll-dialog-label">En surplomb ou défenseur au sol (+3)?</span>
<input type="checkbox" id="defenseur-au-sol" {{checked defenseurAuSol}} />
</div>
<div class="flexrow">
<span class="roll-dialog-label">Défenseur aveuglé (+10)?</span>
<input type="checkbox" id="defenseur-aveugle" {{checked defenseurAveugle}} />
</div>
<div class="flexrow">
<span class="roll-dialog-label">Défenseur de dos (+5)?</span>
<input type="checkbox" id="defenseur-de-dos" {{checked defenseurDeDos}} />
</div>
<div class="flexrow">
<span class="roll-dialog-label">Défenseur dans espace restreint (+3)?</span>
<input type="checkbox" id="defenseur-restreint" {{checked defenseurRestreint}} />
</div>
<div class="flexrow">
<span class="roll-dialog-label">Défenseur immobilisé (+5)?</span>
<input type="checkbox" id="defenseur-immobilise" {{checked defenseurImmobilise}} />
</div>
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Tireur en déplacement ?</span>
<select class="item-field-label-long" type="text" id="tireur-deplacement" data-dtype="string">
{{#select tireurDeplacement}}
<option value="immobile">Immobile (SD+0)</option>
<option value="lent">Lent (SD+3)</option>
<option value="rapide">Rapide (SD+5)</option>
{{/select}}
</select>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Couvert de la cible ?</span>
<select class="item-field-label-long" type="text" id="cible-couvert" data-dtype="string">
{{#select cibleCouvert}}
<option value="aucun">Aucun</option>
<option value="leger">Léger (SD+5)</option>
<option value="complet">Quasi complet (SD+10)</option>
{{/select}}
</select>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Cible se déplace vite (SD+3)?</span>
<input type="checkbox" id="tireur-cible-deplace" {{checked cibleDeplace}} />
</div>
<div class="flexrow">
<span class="roll-dialog-label">Cible corps à corps (SD+3)?</span>
<input type="checkbox" id="tireur-cible-cac" {{checked cibleCaC}} />
</div>
<div class="flexrow">
<span class="roll-dialog-label">Taille de la cible ?</span>
<select class="item-field-label-long" type="text" id="taille-cible" data-dtype="string">
{{#select tailleCible}}
<option value="normal">Normal (SD+0)</option>
<option value="main">Main (SD+10)</option>
<option value="enfant">Enfant (SD+3)</option>
<option value="maison">Maison (SD-10)</option>
{{/select}}
</select>
</div>
{{/if}}
{{/if}}
<div class="flexrow">
<span class="roll-dialog-label">Bonus/Malus </span>
<select class="roll-dialog-label" id="bonus-malus-context" type="text" value="{{bonusMalusContext}}"
@@ -81,30 +152,46 @@
</div>
{{#if armeDefense}}
<div class="flexrow">
<span class="roll-dialog-label">Défense adversaire : </span>
<span class="roll-dialog-label"><strong>{{difficulte}}</strong> </span>
</div>
{{#if arme.system.isDistance}}
<div class="flexrow">
<span class="roll-dialog-label">SD de distance</span>
<select class="item-field-label-long" type="text" id="distance-tir" data-dtype="string">
{{#select distanceTir}}
<option value="porteecourte">Courte ({{protectionDefenseur}}+5)</option>
<option value="porteemoyenne">Moyenne ({{protectionDefenseur}}+9)</option>
<option value="porteelongue">Moyenne ({{protectionDefenseur}}+14)</option>
{{/select}}
</select>
</div>
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Défense adversaire : </span>
<span class="roll-dialog-label"><strong>{{difficulte}}</strong> </span>
</div>
{{/if}}
{{else}}
{{#if isInit}}
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Difficulté : </span>
<select class="roll-dialog-label" id="difficulte" type="text" name="difficulte" value="{{difficulte}}"
data-dtype="Number">
{{#select difficulte}}
<option value="0">Aucune/Inconnue</option>
<option value="5">Facile (5)</option>
<option value="10">Moyenne (10)</option>
<option value="15">Ardue (15)</option>
<option value="20">Hasardeuse (20)</option>
<option value="25">Insensée (25)</option>
<option value="30">Pure Folie (30)</option>
{{/select}}
</select>
<div class="flexrow">
<span class="roll-dialog-label">Difficulté : </span>
<select class="roll-dialog-label" id="difficulte" type="text" name="difficulte" value="{{difficulte}}"
data-dtype="Number">
{{#select difficulte}}
<option value="0">Aucune/Inconnue</option>
<option value="5">Facile (5)</option>
<option value="10">Moyenne (10)</option>
<option value="15">Ardue (15)</option>
<option value="20">Hasardeuse (20)</option>
<option value="25">Insensée (25)</option>
<option value="30">Pure Folie (30)</option>
{{/select}}
</select>
</div>
{{/if}}
</div>
{{/if}}
</div>