Potions et élémentaires
This commit is contained in:
+394
-12
@@ -127,6 +127,12 @@ export class MournbladeUtility {
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/* -------------------------------------------- */
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static async chatListeners(html) {
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$(html).on("click", '.mournblade-open-guide', async event => {
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event.preventDefault()
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const doc = await fromUuid("Compendium.fvtt-mournblade.journal-aide.JournalEntry.JurnlHelpGuide01")
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if (doc) doc.sheet.render(true)
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})
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$(html).on("click", '.predilection-reroll', async event => {
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let predIdx = $(event.currentTarget).data("predilection-index")
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let messageId = MournbladeUtility.findChatMessageId(event.currentTarget)
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@@ -157,6 +163,52 @@ export class MournbladeUtility {
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game.socket.emit("system.fvtt-mournblade", { name: "msg_apply_damage", data: { rollData: rollData } })
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}
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})
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$(html).on("click", '.rune-post-chat', async event => {
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event.preventDefault()
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const btn = event.currentTarget
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const actorId = btn.dataset.actorId
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const itemId = btn.dataset.itemId
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await MournbladeUtility.postItemToChat(actorId, itemId)
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})
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}
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/* -------------------------------------------- */
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static async postItemToChat(actorId, itemId) {
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const actor = game.actors.get(actorId)
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const item = actor?.items.get(itemId)
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if (!item) { ui.notifications.warn("Item introuvable."); return }
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let chatData = foundry.utils.duplicate(item)
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if (actor) chatData.actor = { id: actor.id }
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if (chatData.img?.includes("/blank.png")) chatData.img = null
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chatData.jsondata = JSON.stringify({ compendium: "postedItem", payload: chatData })
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const typeLabels = {
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arme: "Arme", bouclier: "Bouclier", competence: "Compétence",
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rune: "Rune", runeeffect: "Rune Active", don: "Don", pacte: "Pacte",
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protection: "Protection", equipement: "Équipement", heritage: "Héritage",
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metier: "Métier", capacite: "Capacité", tendance: "Tendance",
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traitchaotique: "Trait Chaotique", traitespece: "Trait d'Espèce",
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origine: "Origine", modifier: "Modificateur", monnaie: "Monnaie"
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}
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chatData.typeLabel = typeLabels[chatData.type] ?? chatData.type
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const typeIcons = {
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arme: "fa-sword", bouclier: "fa-shield-halved", competence: "fa-graduation-cap",
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rune: "fa-star-of-david", runeeffect: "fa-star-of-david", don: "fa-hand-sparkles",
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pacte: "fa-scroll", protection: "fa-shield", equipement: "fa-box",
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heritage: "fa-dna", metier: "fa-hammer", capacite: "fa-bolt",
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tendance: "fa-yin-yang", traitchaotique: "fa-skull", traitespece: "fa-paw",
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origine: "fa-compass", modifier: "fa-sliders", monnaie: "fa-coins",
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potion: "fa-flask"
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}
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chatData.typeIcon = typeIcons[chatData.type] ?? "fa-cube"
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const html = await foundry.applications.handlebars.renderTemplate(
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'systems/fvtt-mournblade/templates/post-item.hbs', chatData)
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ChatMessage.create({ user: game.user.id, content: html })
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}
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/* -------------------------------------------- */
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@@ -166,7 +218,9 @@ export class MournbladeUtility {
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'systems/fvtt-mournblade/templates/editor-notes-gm.hbs',
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'systems/fvtt-mournblade/templates/partial-item-description.hbs',
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'systems/fvtt-mournblade/templates/partial-item-header.hbs',
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'systems/fvtt-mournblade/templates/partial-item-nav.hbs'
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'systems/fvtt-mournblade/templates/partial-item-nav.hbs',
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'systems/fvtt-mournblade/templates/dialog-invocation-elementaire.hbs',
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'systems/fvtt-mournblade/templates/chat-invocation-result.hbs',
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]
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return foundry.applications.handlebars.loadTemplates(templatePaths);
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}
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@@ -391,12 +445,16 @@ export class MournbladeUtility {
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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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const actionsBase = Math.ceil(rollData.runeame / 3)
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rollData.runeActionsComplexes = (rollData.runemode == "inscrire") ? actionsBase * 2 : actionsBase
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if (rollData.runemode == "inscrire") {
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rollData.runeduree *= 2
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}
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if (rollData.runemode == "prononcer") {
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rollData.runeduree = 1
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rollData.runeduree = null // durée infinie
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rollData.dureeLabel = "infinie"
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} else {
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// prononcer : 1 heure de base + 1 heure par tranche de 2 points d'âme
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rollData.runeduree = 1 + Math.floor(rollData.runeame / 2)
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rollData.dureeLabel = rollData.runeduree === 1 ? "1 heure" : `${rollData.runeduree} heures`
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}
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}
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@@ -412,17 +470,40 @@ export class MournbladeUtility {
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// Application immédiate selon type de jet
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if (rollData.rune) {
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let subAme = rollData.runeame
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if (rollData.isEchec && !rollData.isDramatique) {
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// Réussite héroïque + rune uniquement sur soi : coût d'âme divisé par 2 (arrondi sup.)
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if (rollData.isHeroique && rollData.runeautocible) {
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subAme = Math.ceil(subAme / 2)
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rollData.runeameCostReduit = true
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rollData.runeameCostFinal = subAme
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} else if (rollData.isEchec && !rollData.isDramatique) {
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// Échec simple : perd la moitié (arrondie sup.)
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subAme = Math.ceil((subAme + 1) / 2)
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}
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actor.subPointsAme(rollData.runemode, subAme)
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// Échec dramatique : dé du Chaos (d20)
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if (rollData.isDramatique) {
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const chaosRoll = await new Roll("1d20").evaluate()
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await this.showDiceSoNice(chaosRoll, game.settings.get("core", "rollMode"))
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const cr = chaosRoll.terms[0].results[0].result
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rollData.chaosDieResult = cr
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const claValue = rollData.attr?.value ?? 0
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if (cr === 1 || cr === 11) {
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rollData.chaosEffet = "desastre"
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rollData.chaosEffetTexte = `Désastre extraordinaire ! La Rune se déclenche à des kilomètres de là sur des cibles inconnues. La Loi se manifeste : le sorcier ne peut plus utiliser l'Œil pendant ${claValue} semaine${claValue > 1 ? "s" : ""}.`
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} else if (cr % 2 === 1) {
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rollData.chaosEffet = "echec_absolu"
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rollData.chaosEffetTexte = "Échec absolu. Le MJ décide si la Rune se manifeste sur des cibles autres, dans des proportions désavantageuses ou en un lieu très lointain."
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} else {
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rollData.chaosEffet = "rien"
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rollData.chaosEffetTexte = "Rien de particulier ne se produit en plus de la perte des points d'Âme."
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}
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}
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// Créer l'effet de rune sur l'acteur si le jet est réussi
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if (rollData.isSuccess) {
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const effetMode = (rollData.runemode == "prononcer") ? "prononcee" : "inscrite"
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const dureeLabel = rollData.runeduree === 1
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? `${rollData.runeduree} tour`
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: `${rollData.runeduree} tours`
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await actor.createEmbeddedDocuments("Item", [{
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name: rollData.rune.name,
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type: "runeeffect",
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@@ -430,7 +511,7 @@ export class MournbladeUtility {
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system: {
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rune: rollData.rune.name,
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mode: effetMode,
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duree: dureeLabel,
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duree: rollData.dureeLabel,
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pointame: rollData.runeame
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}
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}])
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@@ -455,6 +536,99 @@ export class MournbladeUtility {
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}
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/* -------------------------------------------- */
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static async rollSortilege(rollData) {
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if (!rollData.sortilegeRunes || rollData.sortilegeRunes.length === 0) {
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ui.notifications.warn("Aucune Rune sélectionnée pour le Sortilège.")
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return
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}
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const actor = rollData.tokenId
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? game.canvas.tokens.get(rollData.tokenId)?.actor
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: game.actors.get(rollData.actorId)
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// Pré-calcul des infos du sortilège
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const isInscrire = rollData.runemode === "inscrire"
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rollData.sortilegeRunes.forEach(r => {
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r.actionsComplexes = Math.ceil(r.pts / 3) * (isInscrire ? 2 : 1)
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if (isInscrire) {
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r.dureeLabel = "infinie"
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} else {
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const h = 1 + Math.floor(r.pts / 2)
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r.dureeLabel = h === 1 ? "1 heure" : `${h} heures`
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}
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})
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rollData.runeActionsComplexes = rollData.sortilegeRunes.reduce((s, r) => s + r.actionsComplexes, 0)
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// Construction de la formule de jet : mainDice + CLA + Savoir:Runes + malus + modificateur
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const compNiveau = rollData.competence?.system?.niveau ?? 0
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const compMod = compNiveau === 0 ? -3 : 0
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rollData.diceFormula = `${rollData.mainDice}+${rollData.attr.value}+${compNiveau}+${rollData.modificateur}+${compMod}+${rollData.malusSante}+${rollData.malusAme}`
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const myRoll = await new Roll(rollData.diceFormula).evaluate()
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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rollData.roll = foundry.utils.duplicate(myRoll)
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rollData.diceResult = myRoll.terms[0].results[0].result
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rollData.finalResult = myRoll.total
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this.computeResult(rollData)
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// Déduction des points d'âme
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let totalCost = rollData.sortilegeRunes.reduce((s, r) => s + r.pts, 0)
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if (rollData.isHeroique && rollData.runeautocible) {
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totalCost = Math.ceil(totalCost / 2)
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rollData.runeameCostReduit = true
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rollData.runeameCostFinal = totalCost
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} else if (rollData.isEchec && !rollData.isDramatique) {
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totalCost = Math.ceil((totalCost + 1) / 2)
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}
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actor.subPointsAme(rollData.runemode, totalCost)
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// Échec dramatique : dé du Chaos
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if (rollData.isDramatique) {
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const chaosRoll = await new Roll("1d20").evaluate()
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await this.showDiceSoNice(chaosRoll, game.settings.get("core", "rollMode"))
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const cr = chaosRoll.terms[0].results[0].result
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rollData.chaosDieResult = cr
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const claValue = rollData.attr?.value ?? 0
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if (cr === 1 || cr === 11) {
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rollData.chaosEffet = "desastre"
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rollData.chaosEffetTexte = `Désastre extraordinaire ! Les Runes se déclenchent à des kilomètres de là sur des cibles inconnues. La Loi se manifeste : le sorcier ne peut plus utiliser l'Œil pendant ${claValue} semaine${claValue > 1 ? "s" : ""}.`
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} else if (cr % 2 === 1) {
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rollData.chaosEffet = "echec_absolu"
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rollData.chaosEffetTexte = "Échec absolu. Le MJ décide si les Runes se manifestent sur des cibles autres, dans des proportions désavantageuses ou en un lieu très lointain."
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} else {
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rollData.chaosEffet = "rien"
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rollData.chaosEffetTexte = "Rien de particulier ne se produit en plus de la perte des points d'Âme."
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}
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}
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// Succès : créer un runeeffect par rune
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if (rollData.isSuccess) {
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const effetMode = isInscrire ? "inscrite" : "prononcee"
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const items = rollData.sortilegeRunes.map(r => ({
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name: r.name,
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type: "runeeffect",
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img: r.img || "systems/fvtt-mournblade/assets/icons/rune.webp",
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system: {
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rune: r.name,
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mode: effetMode,
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duree: r.dureeLabel,
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pointame: r.pts
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}
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}))
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await actor.createEmbeddedDocuments("Item", items)
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}
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rollData.runeame = rollData.sortilegeRunes.reduce((s, r) => s + r.pts, 0)
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this.createChatWithRollMode(rollData.alias, {
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content: await foundry.applications.handlebars.renderTemplate(
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`systems/fvtt-mournblade/templates/chat-sortilege-result.hbs`, rollData)
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}, rollData)
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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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@@ -894,4 +1068,212 @@ export class MournbladeUtility {
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d.render(true);
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}
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}
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/* -------------------------------------------- */
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/**
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* Roll for potion preparation (blind mode — GM only sees result)
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* @param {object} rollData
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*/
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static async rollPotion(rollData) {
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if (!rollData.runeId) {
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ui.notifications.warn("Aucune Rune sélectionnée pour la préparation de la potion.")
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return
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}
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const actor = rollData.tokenId
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? game.canvas.tokens.get(rollData.tokenId)?.actor
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: game.actors.get(rollData.actorId)
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const pa = rollData.pointsAme ?? 1
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const seuil = rollData.runeSeuil ?? 0
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const difficulte = seuil + pa
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const modificateur = rollData.modificateur ?? 0
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rollData.difficulte = difficulte
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const compNiveau = rollData.competence?.system?.niveau ?? 0
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const compMod = compNiveau === 0 ? -3 : 0
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rollData.diceFormula = `${rollData.mainDice ?? "1d10"}+${rollData.attr.value}+${compNiveau}+${modificateur}+${compMod}+${rollData.malusSante}+${rollData.malusAme}`
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const myRoll = await new Roll(rollData.diceFormula).evaluate()
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await this.showDiceSoNice(myRoll, "blindroll")
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rollData.roll = foundry.utils.duplicate(myRoll)
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rollData.diceResult = myRoll.terms[0].results[0].result
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rollData.finalResult = myRoll.total
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this.computeResult(rollData)
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// Determine potion status
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let potionStatut
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let virulence = 0
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let ameDeduct = pa
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let potionCreated = false
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if (rollData.isHeroique) {
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potionStatut = "heroique"
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} else if (rollData.isSuccess) {
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potionStatut = "efficace"
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} else if (rollData.isDramatique) {
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potionStatut = "inconnue"
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virulence = pa * 3
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} else {
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potionStatut = "inefficace"
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ameDeduct = Math.ceil(pa / 2)
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}
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rollData.virulence = virulence
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actor.subPointsAme("prononcer", ameDeduct)
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// Calculate durations and prep time
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const forme = rollData.forme ?? "liquide"
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const isSolide = ["onguent", "cachets", "pilules"].includes(forme)
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const dureeHeures = pa
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const conservationMois = isSolide ? pa * 6 : pa
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const tempsPrep = Math.max(1, Math.ceil(pa / 3))
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rollData.dureePotion = dureeHeures === 1 ? "1 heure" : `${dureeHeures} heures`
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rollData.conservationPotion = `${conservationMois} mois`
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rollData.tempsPreparation = tempsPrep === 1 ? "1 heure" : `${tempsPrep} heures`
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const formeLabels = { liquide: "Liquide", onguent: "Onguent", cachets: "Cachets", pilules: "Pilules" }
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rollData.formeLabel = formeLabels[forme] ?? forme
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if (potionStatut !== "inefficace") {
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const potionItem = {
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name: `Potion de ${rollData.runeName}`,
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type: "potion",
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img: rollData.runeImg || "systems/fvtt-mournblade/assets/icons/potion.webp",
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system: {
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rune: rollData.runeName,
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runeImg: rollData.runeImg ?? "",
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runeSeuil: seuil,
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pointsAme: pa,
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forme: forme,
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statut: potionStatut,
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virulence: virulence,
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duree: rollData.dureePotion,
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conservation: rollData.conservationPotion,
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tempsPreparation: rollData.tempsPreparation,
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}
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}
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await actor.createEmbeddedDocuments("Item", [potionItem])
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potionCreated = true
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}
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rollData.potionCreated = potionCreated
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rollData.isGM = game.user.isGM
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this.createChatWithRollMode(rollData.alias, {
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content: await foundry.applications.handlebars.renderTemplate(
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`systems/fvtt-mournblade/templates/chat-potion-result.hbs`, rollData)
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}, { ...rollData, rollMode: "blindroll" })
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}
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/* -------------------------------------------- */
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static async rollInvocationElementaire(rollData) {
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const actor = rollData.tokenId
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? game.canvas.tokens.get(rollData.tokenId)?.actor
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: game.actors.get(rollData.actorId)
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if (!actor) {
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ui.notifications.error("Acteur introuvable pour l'invocation.")
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return
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}
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const soulCost = rollData.invocationSoulCost ?? rollData.invocationSeuil ?? 15
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const bonusPacte = rollData.bonusPacte ?? 0
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const compNiveau = rollData.competence?.system?.niveau ?? 0
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const compMod = compNiveau === 0 ? -3 : 0
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const modificateur = rollData.modificateur ?? 0
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// Validate that the actor has enough soul to invoke
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const ameDisponible = Math.max(0, actor.system.ame.currentmax - actor.system.ame.value)
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if (ameDisponible < soulCost) {
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ui.notifications.warn(`Âme insuffisante pour cette invocation (requis : ${soulCost}, disponible : ${ameDisponible}).`)
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return
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}
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rollData.difficulte = rollData.invocationSeuil
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rollData.diceFormula = `${rollData.mainDice ?? "1d10"}+${rollData.attr.value}+${compNiveau}+${bonusPacte}+${modificateur}+${compMod}+${rollData.malusSante}+${rollData.malusAme}`
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|
||||
const myRoll = await new Roll(rollData.diceFormula).evaluate()
|
||||
await this.showDiceSoNice(myRoll, "blindroll")
|
||||
rollData.roll = foundry.utils.duplicate(myRoll)
|
||||
rollData.diceResult = myRoll.terms[0].results[0].result
|
||||
rollData.finalResult = myRoll.total
|
||||
this.computeResult(rollData)
|
||||
|
||||
let ameDeduct = soulCost
|
||||
let elementaireCreated = false
|
||||
let createdActorId = null
|
||||
let createdActorName = null
|
||||
|
||||
if (rollData.isSuccess || rollData.isHeroique) {
|
||||
// Build elemental name for compendium lookup
|
||||
const elementNames = { air: "d'Air", terre: "de Terre", feu: "de Feu", eau: "de l'Eau" }
|
||||
const tierNames = { mineur: "Mineur", median: "Médian", majeur: "Majeur" }
|
||||
const elemLabel = elementNames[rollData.invocationElement] ?? rollData.invocationElement
|
||||
const tierLabel = tierNames[rollData.invocationTier] ?? rollData.invocationTier
|
||||
const searchName = `Élémentaire ${elemLabel} ${tierLabel}`
|
||||
|
||||
// Import from compendium
|
||||
const pack = game.packs.get("fvtt-mournblade.creatures-elementaires")
|
||||
if (pack) {
|
||||
const packIndex = await pack.getIndex()
|
||||
const entry = packIndex.find(e => e.name === searchName)
|
||||
if (entry) {
|
||||
const doc = await pack.getDocument(entry._id)
|
||||
if (doc) {
|
||||
const createdActors = await Actor.createDocuments([doc.toObject()], { renderSheet: false })
|
||||
const createdActor = createdActors[0]
|
||||
if (createdActor) {
|
||||
// Set elemental soul = soulCost invested by invoker
|
||||
await createdActor.update({
|
||||
"system.ame.fullmax": soulCost,
|
||||
"system.ame.currentmax": soulCost,
|
||||
"system.ame.value": 0,
|
||||
})
|
||||
createdActorId = createdActor.id
|
||||
createdActorName = createdActor.name
|
||||
elementaireCreated = true
|
||||
|
||||
// Soul blocked only on confirmed elemental creation
|
||||
await actor.subPointsAme("prononcer", soulCost)
|
||||
|
||||
// Track invocation on personnage
|
||||
const invocations = foundry.utils.duplicate(actor.system.invocationsElementaires || [])
|
||||
invocations.push({
|
||||
element: rollData.invocationElement,
|
||||
tier: rollData.invocationTier,
|
||||
soulCost,
|
||||
actorId: createdActorId,
|
||||
actorName: createdActorName,
|
||||
})
|
||||
await actor.update({ "system.invocationsElementaires": invocations })
|
||||
}
|
||||
}
|
||||
} else {
|
||||
ui.notifications.warn(`Élémentaire "${searchName}" introuvable dans le compendium creatures-elementaires.`)
|
||||
}
|
||||
} else {
|
||||
ui.notifications.warn("Compendium creatures-elementaires introuvable.")
|
||||
}
|
||||
} else if (rollData.isDramatique) {
|
||||
// All soul lost
|
||||
actor.subPointsAme("prononcer", soulCost)
|
||||
} else {
|
||||
// Simple failure: half soul lost (round up)
|
||||
ameDeduct = Math.ceil(soulCost / 2)
|
||||
actor.subPointsAme("prononcer", ameDeduct)
|
||||
}
|
||||
|
||||
rollData.invocationSoulDeducted = rollData.isSuccess || rollData.isHeroique ? soulCost : ameDeduct
|
||||
rollData.elementaireCreated = elementaireCreated
|
||||
rollData.createdActorName = createdActorName
|
||||
rollData.bonusPacte = bonusPacte
|
||||
rollData.isGM = game.user.isGM
|
||||
|
||||
this.createChatWithRollMode(rollData.alias, {
|
||||
content: await foundry.applications.handlebars.renderTemplate(
|
||||
`systems/fvtt-mournblade/templates/chat-invocation-result.hbs`, rollData)
|
||||
}, { ...rollData, rollMode: "blindroll" })
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user