Enhance armes+armures
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@ -48,6 +48,9 @@ export class TeDeumActorPJSheet extends ActorSheet {
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maladies: this.actor.getMaladies(),
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poisons: this.actor.getPoisons(),
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combat: this.actor.prepareCombat(),
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bonusDegats: this.actor.getBonusDegats(),
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pointsArmuresLourdes: this.actor.getNbArmures(),
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nbArmuresLourdes: this.actor.getNbArmuresLourdesActuel(),
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santeModifier: this.actor.getSanteModifier(),
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description: await TextEditor.enrichHTML(this.object.system.description, { async: true }),
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notes: await TextEditor.enrichHTML(this.object.system.notes, { async: true }),
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@ -86,7 +86,16 @@ export class TeDeumActor extends Actor {
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getNbActions() {
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return game.system.tedeum.config.ACTIONS_PAR_TOUR[this.system.caracteristiques.adresse.value]
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}
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getNbArmuresLourdesActuel() {
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let armures = this.getArmures()
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let nb = 0
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for (let armure of armures) {
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if (armure.system.equipe) {
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nb += armure.system.coutArmureLourde
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}
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}
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return nb
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}
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/* -------------------------------------------- */
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getCompetences() {
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let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'competence') || [])
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@ -156,7 +165,7 @@ export class TeDeumActor extends Actor {
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modTotal += maladieDef.modifier
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}
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}
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let simples= foundry.utils.duplicate(this.items.filter(item => item.type == 'simple') || [])
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let simples = foundry.utils.duplicate(this.items.filter(item => item.type == 'simple') || [])
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for (let c of simples) {
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if (c.system.appliquee) {
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let simpleDef = game.system.tedeum.config.virulencePoison[c.system.virulence]
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@ -170,11 +179,43 @@ export class TeDeumActor extends Actor {
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}
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// Si le nombre de blessures est supérieur au score d'endurance, alors malus supplémentaire
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let endurance = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "endurance")
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if ( blessures.length > endurance.system.score) {
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if (blessures.length > endurance.system.score) {
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modTotal += -1
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}
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}
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return modTotal
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}
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/* -------------------------------------------- */
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async appliquerDegats(rollData) {
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let combat = this.prepareCombat()
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rollData.defenderName = this.name
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let touche = combat[rollData.loc.id].touche
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if (rollData.degats > 0 && rollData.degats > touche) {
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let diff = rollData.degats - touche
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for (let bId in game.system.tedeum.config.blessures) {
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let blessure = game.system.tedeum.config.blessures[bId]
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if (diff >= blessure.degatsMin && diff <= blessure.degatsMax) {
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// Create a new blessure object
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let blessureObj = {
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name: blessure.label,
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type: "blessure",
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system: {
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typeBlessure: bId,
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localisation: rollData.loc.id,
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appliquee: true,
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description: "Blessure infligée par un coup de " + rollData.arme.name + " de " + rollData.alias,
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}
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}
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rollData.blessure = blessureObj
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this.createEmbeddedDocuments('Item', [blessureObj]);
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}
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}
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}
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// Display the relevant chat message
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let msg = await TeDeumUtility.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-te-deum/templates/chat/chat-blessure-result.hbs`, rollData)
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})
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await msg.setFlag("world", "te-deum-rolldata", rollData)
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}
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/* -------------------------------------------- */
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updateCarac(c, key) {
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@ -188,7 +229,7 @@ export class TeDeumActor extends Actor {
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/* -------------------------------------------- */
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prepareCaracteristiques() {
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let carac = foundry.utils.deepClone(this.system.caracteristiques)
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let carac = foundry.utils.deepClone(this.system.caracteristiques)
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for (let key in carac) {
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let c = carac[key]
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this.updateCarac(c, key)
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@ -199,7 +240,7 @@ export class TeDeumActor extends Actor {
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prepareProvidence() {
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let providence = foundry.utils.deepClone(this.system.providence)
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providence.name = "Providence"
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providence.qualite = game.system.tedeum.config.providence[providence.value].labelM
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providence.qualite = game.system.tedeum.config.providence[providence.value].labelM
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providence.dice = game.system.tedeum.config.providence[providence.value].diceValue
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return providence
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}
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@ -234,13 +275,13 @@ export class TeDeumActor extends Actor {
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modifyProvidence(value) {
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let providence = foundry.utils.duplicate(this.system.providence)
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providence.value = Math.min(Math.max(providence.value + value, 0), 6)
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this.update( { "system.providence": providence } )
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this.update({ "system.providence": providence })
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}
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/* -------------------------------------------- */
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modifyXP(key, value) {
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let xp = this.system.caracteristiques[key].experience
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xp = Math.max(xp + value, 0)
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this.update( { [`system.caracteristiques.${key}.experience`]: xp } )
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this.update({ [`system.caracteristiques.${key}.experience`]: xp })
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}
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/* -------------------------------------------- */
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@ -253,7 +294,7 @@ export class TeDeumActor extends Actor {
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let caracDice = game.system.tedeum.config.descriptionValeur[this.system.caracteristiques[c.system.caracteristique].value].dice
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c.system.formula = caracDice + "+" + c.system.score
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})
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return foundry.utils.deepClone( comp || {} )
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return foundry.utils.deepClone(comp || {})
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}
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/* -------------------------------------------- */
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@ -279,10 +320,55 @@ export class TeDeumActor extends Actor {
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/* -------------------------------------------- */
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async equipItem(itemId) {
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let item = this.items.find(item => item.id == itemId)
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if (!this.checkArmure(item)) {
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return
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}
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let update = { _id: item.id, "system.equipe": !item.system.equipe };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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/* ------------------------------------------- */
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checkArmure(item) {
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if (item.type != "armure") {
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return true
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}
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if (item.system.equipe) {
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return true
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}
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let nbArmuresLourdes = this.getNbArmuresLourdesActuel()
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if (nbArmuresLourdes + item.system.coutArmureLourde > this.getNbArmures().value) {
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ui.notifications.warn("Impossible d'équiper cette armure, nombre d'armures lourdes maximum atteint")
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return false
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}
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// Loop thru localisation
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let armures = this.getArmures()
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for (let loc in item.system.localisation) {
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if (item.system.localisation[loc].protege) {
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for (let armure of armures) {
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if (armure.system.equipe && armure.system.localisation[loc].protege) {
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let flag = true
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//console.log("Check armure", armure, item)=
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if (item.system.typeArmure == "cuir") {
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flag = armure.system.superposableCuir
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}
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if (item.system.typeArmure == "maille") {
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flag = armure.system.superposableMaille
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}
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if (item.system.typeArmure == "plate") {
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flag = armure.system.superposablePlate
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}
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if (!flag) {
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ui.notifications.warn("Impossible d'équiper cette armure, non superposable")
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return flag
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}
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}
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}
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}
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return true
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}
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}
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/* ------------------------------------------- */
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async buildContainerTree() {
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let equipments = foundry.utils.duplicate(this.items.filter(item => item.type == "equipment") || [])
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@ -342,8 +428,8 @@ export class TeDeumActor extends Actor {
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/* -------------------------------------------- */
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getInitiativeScore() {
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let initiative = this.items.find(it=>it.type == "competence" && it.name.toLowerCase() == "initiative")
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if ( initiative ) {
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let initiative = this.items.find(it => it.type == "competence" && it.name.toLowerCase() == "initiative")
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if (initiative) {
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return initiative.system.score
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}
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ui.notifications.warn("Impossible de trouver la compétence Initiative pour l'acteur " + this.name)
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@ -374,7 +460,7 @@ export class TeDeumActor extends Actor {
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}
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}
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}
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/* -------------------------------------------- */
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getCommonRollData() {
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let rollData = TeDeumUtility.getBasicRollData()
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@ -384,19 +470,19 @@ export class TeDeumActor extends Actor {
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rollData.img = this.img
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rollData.providence = this.prepareProvidence()
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rollData.santeModifier = this.getSanteModifier()
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return rollData
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}
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/* -------------------------------------------- */
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getCommonCompetence(compId) {
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let rollData = this.getCommonRollData()
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let competence = foundry.utils.duplicate(this.items.find(it => it.type =="competence" && it.id == compId))
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let competence = foundry.utils.duplicate(this.items.find(it => it.type == "competence" && it.id == compId))
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rollData.competence = competence
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let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique])
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this.updateCarac( c, competence.system.caracteristique)
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this.updateCarac(c, competence.system.caracteristique)
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rollData.carac = c
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rollData.img = competence.img
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@ -419,22 +505,32 @@ export class TeDeumActor extends Actor {
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weapon = foundry.utils.duplicate(weapon)
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let rollData = this.getCommonRollData()
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rollData.mode = "arme"
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rollData.isTir = weapon.system.typeArme == "tir"
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rollData.arme = weapon
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rollData.img = weapon.img
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rollData.title = weapon.name
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rollData.porteeTir = "courte"
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rollData.porteeLabel = game.system.tedeum.config.ARME_PORTEES.courte.label
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rollData.isViser = false
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rollData.isMouvement = false
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// Display warning if not target defined
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if (!rollData.defenderTokenId) {
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ui.notifications.warn("Vous attaquez avec une arme : afin de bénéficier des automatisations, il est conseillé de selectionner une cible")
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}
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// Setup competence + carac
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if (!compName) {
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compName = weapon.system.competence
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}
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let competence = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == compName.toLowerCase())
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if ( competence) {
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}
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let competence = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == compName.toLowerCase())
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if (competence) {
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rollData.competence = competence
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let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique])
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this.updateCarac( c, competence.system.caracteristique)
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this.updateCarac(c, competence.system.caracteristique)
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rollData.carac = c
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} else {
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ui.notifications.warn("Impossible de trouver la compétence " + compName)
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ui.notifications.warn("Impossible de trouver la compétence " + compName)
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return
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}
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this.startRoll(rollData).catch("Error on startRoll")
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