Add new automations
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@@ -67,7 +67,7 @@ export class MournbladeActor extends Actor {
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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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arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff + combat.attaqueModifier
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if (arme.system.isdefense) {
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef
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}
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@@ -76,7 +76,7 @@ export class MournbladeActor extends Actor {
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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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arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff + combat.attaqueModifier
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arme.system.totalDegats = arme.system.degats
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if (arme.system.isdefense) {
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef
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@@ -230,7 +230,14 @@ export class MournbladeActor extends Actor {
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/* -------------------------------------------- */
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getCombatValues() {
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let defenserModifier = 0
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this.items.filter(item => item.type == "modifier" && item.system.modifiertype == "defense").map(e => defenserModifier += e.system.value)
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let attaqueModifier = 0
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this.items.filter(item => item.type == "modifier" && item.system.modifiertype == "attaque").map(e => attaqueModifier += e.system.value)
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let combat = {
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defenserModifier,
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attaqueModifier,
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initBase: this.system.attributs.adr.value,
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initTotal: this.system.attributs.adr.value + this.system.combat.initbonus,
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bonusDegats: this.getBonusDegats(),
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@@ -238,7 +245,7 @@ export class MournbladeActor extends Actor {
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vitesseBase: this.getVitesseBase(),
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vitesseTotal: this.getVitesseBase() + this.system.combat.vitessebonus,
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defenseBase: this.getDefenseBase(),
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defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus
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defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus + defenserModifier
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}
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return combat
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}
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@@ -529,7 +536,7 @@ export class MournbladeActor extends Actor {
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if (arme.system.nbressources && Number(arme.system.nbressources) > 0) {
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if (this.type == "creature") {
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let ressources = duplicate(this.system.ressources)
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if ( Number(ressources.value) >= Number(arme.system.nbressources)) {
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if (Number(ressources.value) >= Number(arme.system.nbressources)) {
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ressources.value -= arme.system.nbressources
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this.update({ 'system.ressources': ressources })
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ChatMessage.create({
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@@ -541,7 +548,7 @@ export class MournbladeActor extends Actor {
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ui.notifications.warn("Points de ressources insuffisants.")
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}
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} else {
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ui.notifications.warn("Les ressources ne sont pas disponibles pour les personnages.")
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ui.notifications.warn("Les ressources ne sont pas disponibles pour les personnages.")
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}
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}
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}
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@@ -561,6 +568,11 @@ export class MournbladeActor extends Actor {
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rollData.malusSante = this.getStatusMalus() + this.system.sante.malusmanuel
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rollData.malusAme = this.getAmeMalus()
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rollData.modifiers = this.getModifiersForRoll()
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rollData.desavantages = {}
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rollData.isMonte = this.system.combat.monte
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if (rollData.isMonte) {
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rollData.config.attaques["chargecavalerie"] = "Charge de cavalerie"
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}
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if (attrKey) {
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rollData.attrKey = attrKey
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@@ -625,12 +637,14 @@ export class MournbladeActor extends Actor {
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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.hasDesavantageBonus = true
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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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rollData.difficulte = (rollData.arme.system.isDistance) ? 0 : rollData.difficulte
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}
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console.log("ARME!", rollData)
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this.depenseRessources(arme)
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@@ -638,6 +652,49 @@ export class MournbladeActor extends Actor {
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollAssomer() {
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let rollData = this.getCommonRollData("adr", undefined, "Filouterie")
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rollData.typeAttaque = "assomer"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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rollData.difficulte = rollData.defender.system.attributs.tre.value * 2
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}
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console.log("Assomer!", rollData)
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let rollDialog = await MournbladeRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollFuir() {
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let rollData = this.getCommonRollData("adr", undefined, "Mouvements")
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rollData.typeAttaque = "fuir"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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let comp = rollData.defender.items.find(it => it.type == "competence" && it.name.toLowerCase() == "mouvements")
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rollData.difficulte = rollData.defender.system.attributs.adr.value + ((comp) ? comp.system.niveau : rollData.defender.system.attributs.adr.value)
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}
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console.log("Fuir!", rollData)
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let rollDialog = await MournbladeRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollImmobiliser() {
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let rollData = this.getCommonRollData("pui", undefined, "Mêlée")
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rollData.typeAttaque = "immobiliser"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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rollData.difficulte = rollData.defenderCombatValues.defenseTotal
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}
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console.log("Immobiliser!", rollData)
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let rollDialog = await MournbladeRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollArmeSpecial(armeId) {
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let arme = this.items.get(armeId)
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