Automatisations de combats, WIP
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@@ -56,6 +56,7 @@ export class MournbladeActorSheet extends ActorSheet {
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equipements: duplicate(this.actor.getEquipments()),
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monnaies: duplicate(this.actor.getMonnaies()),
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runeEffects: duplicate(this.actor.getRuneEffects()),
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config: game.system.mournblade.config,
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description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
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options: this.options,
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owner: this.document.isOwner,
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@@ -52,6 +52,7 @@ export class MournbladeActor extends Actor {
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arme = duplicate(arme)
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let combat = this.getCombatValues()
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if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") {
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arme.system.isMelee = true
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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arme.system.attrKey = "pui"
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arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
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@@ -61,6 +62,7 @@ export class MournbladeActor extends Actor {
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}
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}
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if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
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arme.system.isDistance = true
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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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@@ -414,6 +416,7 @@ export class MournbladeActor extends Actor {
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rollData.canEclatDoubleD20 = this.canEclatDoubleD20()
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rollData.doubleD20 = false
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rollData.attributs = MournbladeUtility.getAttributs()
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rollData.selectDifficulte = true
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if (attrKey) {
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rollData.attrKey = attrKey
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@@ -476,6 +479,15 @@ export class MournbladeActor extends Actor {
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}
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let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id)
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rollData.arme = arme
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rollData.typeAttaque = "assaut"
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rollData.typeCouvert = "aucun"
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rollData.visee = false
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rollData.ciblecourt = false
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rollData.cibleconsciente = false
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// Do not display difficulte if defense weapon or distance
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if (rollData.armeDefense || rollData.arme.system.isDistance) {
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rollData.selectDifficulte = false
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}
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console.log("ARME!", rollData)
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let rollDialog = await MournbladeRollDialog.create(this, rollData)
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rollDialog.render(true)
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@@ -490,6 +502,7 @@ export class MournbladeActor extends Actor {
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if (arme.type == "bouclier") {
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arme = this.prepareBouclier(arme)
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}
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rollData.degatsFormula = arme.system.totalDegats
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let roll = new Roll(arme.system.totalDegats).roll({ async: false })
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await MournbladeUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"));
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let rollData = {
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15
modules/mournblade-config.js
Normal file
15
modules/mournblade-config.js
Normal file
@@ -0,0 +1,15 @@
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export const MOURNBLADE_CONFIG = {
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attaques:{
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assaut: "Assaut",
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precise: "Attaque Précise",
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feinte: "Feinte",
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coupbas: "Coup Bas",
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},
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couverts:{
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aucun: {name: "Aucun", value: 0},
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rondache: {name: "Rondache ou léger (-2)", value: -2},
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pavois: { name: "Pavois ou à moitié (-5)", value: -5},
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complet: {name:"Quasi complet (-10)", value: -10},
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}
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};
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@@ -64,6 +64,7 @@ export class MournbladeItemSheet extends ItemSheet {
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options: this.options,
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owner: this.document.isOwner,
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description: await TextEditor.enrichHTML(this.object.system.description, {async: true}),
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config: game.system.mournblade.config,
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mr: (this.object.type == 'specialisation'),
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isGM: game.user.isGM
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}
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@@ -15,6 +15,7 @@ import { MournbladeActorSheet } from "./mournblade-actor-sheet.js";
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import { MournbladeUtility } from "./mournblade-utility.js";
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import { MournbladeCombat } from "./mournblade-combat.js";
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import { MournbladeItem } from "./mournblade-item.js";
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import { MOURNBLADE_CONFIG } from "./mournblade-config.js";
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/* -------------------------------------------- */
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/* Foundry VTT Initialization */
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@@ -45,7 +46,9 @@ Hooks.once("init", async function () {
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CONFIG.Combat.documentClass = MournbladeCombat
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CONFIG.Actor.documentClass = MournbladeActor
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CONFIG.Item.documentClass = MournbladeItem
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game.system.mournblade = { }
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game.system.mournblade = {
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config : MOURNBLADE_CONFIG,
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}
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/* -------------------------------------------- */
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// Register sheet application classes
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@@ -52,7 +52,6 @@ export class MournbladeRollDialog extends Dialog {
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activateListeners(html) {
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super.activateListeners(html);
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var dialog = this;
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function onLoad() {
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}
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$(function () { onLoad(); });
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@@ -60,6 +59,9 @@ export class MournbladeRollDialog extends Dialog {
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html.find('#modificateur').change(async (event) => {
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this.rollData.modificateur = Number(event.currentTarget.value)
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})
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html.find('#typeAttaque').change(async (event) => {
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this.rollData.typeAttaque = String(event.currentTarget.value)
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})
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html.find('#difficulte').change(async (event) => {
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this.rollData.difficulte = Number(event.currentTarget.value)
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})
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@@ -75,5 +77,18 @@ export class MournbladeRollDialog extends Dialog {
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html.find('#doubleD20').change(async (event) => {
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this.rollData.doubleD20 = event.currentTarget.checked
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})
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html.find('#visee').change(async (event) => {
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this.rollData.visee = event.currentTarget.checked
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})
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html.find('#cibleconsciente').change(async (event) => {
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this.rollData.cibleconsciente = event.currentTarget.checked
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})
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html.find('#ciblecourt').change(async (event) => {
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this.rollData.ciblecourt = event.currentTarget.checked
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})
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html.find('#typeCouvert').change(async (event) => {
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this.rollData.typeCouvert = String(event.currentTarget.value)
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})
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}
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}
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@@ -119,12 +119,12 @@ export class MournbladeUtility {
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return this.optionsStatusList;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static getPredilection(comp, predIdx) {
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let pred = duplicate(comp.system.predilections)
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return duplicate(pred[predIdx] || {name: "Error!"} )
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return duplicate(pred[predIdx] || { name: "Error!" })
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}
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/* -------------------------------------------- */
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static async chatListeners(html) {
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@@ -139,6 +139,13 @@ export class MournbladeUtility {
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rollData.predilectionUsed = MournbladeUtility.getPredilection(rollData.competence, predIdx)
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await MournbladeUtility.rollMournblade(rollData)
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})
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html.on("click", '.arme-roll-degats', async event => {
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let messageId = MournbladeUtility.findChatMessageId(event.currentTarget)
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let message = game.messages.get(messageId)
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let rollData = message.getFlag("world", "mournblade-roll")
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MournbladeUtility.rollDegatsFromAttaque(rollData)
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})
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}
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/* -------------------------------------------- */
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@@ -337,10 +344,30 @@ export class MournbladeUtility {
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rollData.diceFormula += `+${rollData.attr.value}*2+${rollData.modificateur}`
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}
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if (rollData.arme && rollData.arme.type == "arme") {
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if (rollData.arme?.type == "arme") {
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rollData.diceFormula += `+${rollData.arme.system.bonusmaniementoff}`
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}
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// Specific modifier for distance
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if (rollData.arme?.system?.isDistance) {
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if (rollData.visee) {
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rollData.diceFormula += "+5"
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}
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if (rollData.cibleconsciente) {
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rollData.diceFormula += `-${rollData.defender.system.attributs.adr.value}`
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}
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if (rollData.ciblecourt) {
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if (rollData.difficulte <= 15) { // Portée courte ou moins
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rollData.diceFormula += `-5`
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} else {
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rollData.diceFormula += `-10`
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}
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}
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if (rollData.typeCouvert != "aucun") {
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rollData.diceFormula += `-${rollData.config.couverts[rollData.typeCouvert].value}`
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}
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}
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if (rollData.rune) {
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rollData.runeduree = Math.ceil((rollData.runeame + 3) / 3)
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if (rollData.runemode == "inscrire") {
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@@ -374,6 +401,66 @@ export class MournbladeUtility {
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}
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/* -------------------------------------------- */
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static async rollDegatsFromAttaque(rollData) {
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let maximize = false
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let degatsMessage = "Degats normaux"
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if (rollData.arme?.system?.isMelee) {
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if (rollData.typeAttaque == "assaut") {
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rollData.degatsFormula = rollData.arme.system.totalDegats
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if (rollData.isHeroique) { // Deux fois les dés de dégats
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rollData.degatsFormula += " + " + rollData.arme.system.totalDegats
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degatsMessage = "Dégats doublés"
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}
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}
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if (rollData.typeAttaque == "precise") {
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let degatsMessage = "Degats normaux"
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if (rollData.isHeroique) { // Degats max
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maximize = true
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degatsMessage = "Dégats maximaux, ignore l'armure du défenseur"
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rollData.ignoreDefenseArmor = true
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}
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}
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if (rollData.typeAttaque == "feinte") {
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degatsMessage = "Pas de dégats, mais bonus pour prochaine attaque"
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rollData.degatsFormula = false
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rollData.nextBonus = 5
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if (rollData.isHeroique) { // Bonus pour prochaine action
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rollData.nextBonus = 10
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rollData.nextBonusDegats = 10
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}
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}
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if (rollData.typeAttaque == "coupbas") {
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degatsMessage = "Pas de dégats, mais malus pour prochaine action complexe du défenseur"
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rollData.degatsFormula = false
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rollData.nextMalus = -5
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if (rollData.isHeroique) { // Malus pour prochaine action
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rollData.nextMalus = -15
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}
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}
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} else { // Armes à distance
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rollData.degatsFormula = rollData.arme.system.totalDegats
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if (rollData.isHeroique) { // Deux fois les dés de dégats
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rollData.degatsFormula += " + " + rollData.arme.system.totalDegats
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}
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}
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// Perform the roll, show the dice
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rollData.finalResult = 0
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rollData.degatsMessage = degatsMessage
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if (rollData.degatsFormula) {
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let degatsRoll = new Roll(rollData.degatsFormula).roll({ async: false, maximize: maximize })
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await this.showDiceSoNice(degatsRoll, game.settings.get("core", "rollMode"))
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rollData.degatsRoll = duplicate(degatsRoll)
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rollData.finalResult = degatsRoll.total
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}
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-degats-result.html`, rollData)
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}, rollData)
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}
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/* -------------------------------------------- */
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static async bonusRollMournblade(rollData) {
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rollData.bonusFormula = rollData.addedBonus
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@@ -482,6 +569,7 @@ export class MournbladeUtility {
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pointAmeOptions: this.getPointAmeOptions(),
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difficulte: 0,
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modificateur: 0,
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config: game.system.mournblade.config,
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}
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MournbladeUtility.updateWithTarget(rollData)
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return rollData
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@@ -493,6 +581,7 @@ export class MournbladeUtility {
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if (target) {
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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.defender = defender.toObject() // Simpler
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rollData.armeDefense = defender.getBestDefenseValue()
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if (rollData.armeDefense) {
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rollData.difficulte = rollData.armeDefense.system.totalDefensif
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@@ -655,11 +744,11 @@ export class MournbladeUtility {
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/* -------------------------------------------- */
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static async confirmDelete(actorSheet, li) {
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let itemId = li.data("item-id");
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let msgTxt = "<p>Are you sure to remove this Item ?";
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let msgTxt = "<p>Voulez vous supprimer cet item ?";
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let buttons = {
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delete: {
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icon: '<i class="fas fa-check"></i>',
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label: "Yes, remove it",
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label: "Oui !",
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callback: () => {
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actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
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li.slideUp(200, () => actorSheet.render(false));
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@@ -667,12 +756,12 @@ export class MournbladeUtility {
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},
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cancel: {
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icon: '<i class="fas fa-times"></i>',
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label: "Cancel"
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label: "Non !"
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}
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}
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msgTxt += "</p>";
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let d = new Dialog({
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title: "Confirm removal",
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title: "Confirmer la suppression",
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content: msgTxt,
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buttons: buttons,
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default: "cancel"
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