Automatisations de combats, WIP
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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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