Correction pour l'activation des runes, qui ne marchai plus
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@@ -416,6 +416,25 @@ export class MournbladeUtility {
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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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// 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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img: rollData.rune.img || "systems/fvtt-mournblade/assets/icons/rune.webp",
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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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pointame: rollData.runeame
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}
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}])
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}
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}
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if (rollData.typeAttaque == "assomer" && rollData.defenderTokenId && rollData.isPureSuccess) {
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let defender = game.canvas.tokens.get(rollData?.defenderTokenId)?.actor
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@@ -118,6 +118,12 @@
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<span class="detail-label">Points d'âme:</span>
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<span class="detail-value">{{runeame}}</span>
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</div>
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{{#if runeduree}}
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<div class="detail-row">
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<span class="detail-label">Durée:</span>
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<span class="detail-value">{{runeduree}} tour{{#if (gt runeduree 1)}}s{{/if}}</span>
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</div>
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{{/if}}
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{{/if}}
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</div>
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</div>
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@@ -161,6 +167,13 @@
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</button>
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</div>
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{{/if}}
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{{#if rune}}
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<div class="effect-item">
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<i class="fas fa-star-of-david"></i>
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La rune <strong>{{rune.name}}</strong> est activée pour {{runeduree}} tour{{#if (gt runeduree 1)}}s{{/if}}.
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</div>
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{{/if}}
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</div>
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{{else if (and (eq typeAttaque "fuir") (not isSuccess))}}
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<div class="result-warning">
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