Manye enhancements for combat
This commit is contained in:
@@ -15,7 +15,7 @@ export class TeDeumActorPJSheet extends foundry.appv1.sheets.ActorSheet {
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classes: ["fvtt-te-deum", "sheet", "actor"],
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template: "systems/fvtt-te-deum/templates/actors/actor-sheet.hbs",
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width: 860,
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height:680,
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height: 680,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "skills" }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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editScore: true
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@@ -67,7 +67,6 @@ export class TeDeumActorPJSheet extends foundry.appv1.sheets.ActorSheet {
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}
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this.formData = formData;
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console.log("PC : ", formData, this.object);
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return formData;
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}
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@@ -80,7 +79,7 @@ export class TeDeumActorPJSheet extends foundry.appv1.sheets.ActorSheet {
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// Everything below here is only needed if the sheet is editable
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if (!this.options.editable) return;
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html.bind("keydown", function(e) { // Ignore Enter in actores sheet
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html.bind("keydown", function (e) { // Ignore Enter in actores sheet
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if (e.keyCode === 13) return false;
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});
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@@ -88,7 +87,7 @@ export class TeDeumActorPJSheet extends foundry.appv1.sheets.ActorSheet {
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item-id")
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let itemId = li.data("item-id")
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const item = this.actor.items.get( itemId );
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const item = this.actor.items.get(itemId);
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item.sheet.render(true);
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});
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// Delete Inventory Item
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@@ -100,16 +99,20 @@ export class TeDeumActorPJSheet extends foundry.appv1.sheets.ActorSheet {
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let dataType = $(ev.currentTarget).data("type")
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouveau " + dataType, type: dataType }], { renderSheet: true })
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})
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html.find('.blessure-add').click(ev => {
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let dataType = $(ev.currentTarget).data("type")
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvelle " + dataType, type: dataType, system: { typeBlessure: "estafilade", localisation: "corps", value: 0, appliquee: true, description: "" } }], { renderSheet: true })
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})
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html.find('.competence-add').click(ev => {
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let dataType = $(ev.currentTarget).data("type")
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let caracKey = $(ev.currentTarget).data("carac-key")
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvelle " + dataType, type: dataType, system: {caracteristique: caracKey} }], { renderSheet: true })
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvelle " + dataType, type: dataType, system: { caracteristique: caracKey } }], { renderSheet: true })
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})
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html.find('.subactor-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let actorId = li.data("actor-id");
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let actor = game.actors.get( actorId );
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let actor = game.actors.get(actorId);
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actor.sheet.render(true);
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});
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@@ -120,12 +123,12 @@ export class TeDeumActorPJSheet extends foundry.appv1.sheets.ActorSheet {
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});
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html.find('.quantity-minus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecQuantity( li.data("item-id"), -1 );
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} );
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this.actor.incDecQuantity(li.data("item-id"), -1);
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});
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html.find('.quantity-plus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incDecQuantity( li.data("item-id"), +1 );
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} );
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this.actor.incDecQuantity(li.data("item-id"), +1);
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});
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html.find('.roll-competence').click((event) => {
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let compId = $(event.currentTarget).data("comp-id")
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@@ -147,13 +150,13 @@ export class TeDeumActorPJSheet extends foundry.appv1.sheets.ActorSheet {
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});
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html.find('.item-equip').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.equipItem( li.data("item-id") );
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this.actor.equipItem(li.data("item-id"));
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this.render(true);
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});
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html.find('.update-field').change(ev => {
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const fieldName = $(ev.currentTarget).data("field-name");
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let value = Number(ev.currentTarget.value);
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this.actor.update( { [`${fieldName}`]: value } );
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this.actor.update({ [`${fieldName}`]: value });
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});
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}
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@@ -34,7 +34,7 @@ export class TeDeumActor extends Actor {
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return actor;
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}
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if (data.type == 'pj' || data.type == 'pnj') {
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if (data.type == 'pj' || data.type == 'pnj') {
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const skills = await TeDeumUtility.loadCompendium("fvtt-te-deum.competences")
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data.items = data.items || []
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for (let skill of skills) {
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@@ -65,6 +65,7 @@ export class TeDeumActor extends Actor {
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super._preUpdate(changed, options, user);
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}
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/* -------------------------------------------- */
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getCompetenceScore(compName) {
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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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@@ -158,6 +159,24 @@ export class TeDeumActor extends Actor {
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return game.system.tedeum.config.BONUS_DEGATS[this.system.caracteristiques.puissance.value]
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}
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/* -------------------------------------------- */
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getAttaqueBonusDegats(rollData = undefined) {
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let base = game.system.tedeum.config.BONUS_DEGATS[this.system.caracteristiques.puissance.value].value
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let additionalBonus = 0
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if (rollData) {
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// Spécificité armes naturelle avec gantelet
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if (rollData?.arme?.system.specificites?.poing?.hasSpec && this.items.find(item => item.type == "armure" && item.name.toLowerCase() == "gantelet" && item.system.equipe)) {
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additionalBonus += 1
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rollData.gantelet = true
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}
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if (rollData.isChargeAPied) {
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additionalBonus += this.getCompetenceScore("course")
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} else if (rollData.isChargeACheval) {
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additionalBonus += this.getCompetenceScore("equitation")
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}
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}
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return base + additionalBonus
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}
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/* -------------------------------------------- */
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getNbArmures() {
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return game.system.tedeum.config.MAX_ARMURES_LOURDES[this.system.caracteristiques.puissance.value]
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}
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@@ -269,41 +288,105 @@ export class TeDeumActor extends Actor {
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modTotal += blessDef.modifier
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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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let enduranceScore = this.getCompetenceScore("endurance")
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if (blessures.length > enduranceScore) {
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modTotal += -1
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}
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return modTotal
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}
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/* -------------------------------------------- */
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async appliquerBlessure(blessureId, locId, comment = "") {
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let blessure = game.system.tedeum.config.blessures[blessureId]
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if (!blessure) {
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ui.notifications.warn("Type de blessure inconnu : " + blessureId)
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console.error("Type de blessure inconnu : " + blessureId)
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return
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}
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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: blessureId,
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localisation: locId || "maindroite",
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value: blessure.value,
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appliquee: true,
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description: comment,
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}
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}
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this.createEmbeddedDocuments('Item', [blessureObj]);
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}
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/* -------------------------------------------- */
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getArmorDegatsModifier(rollData, combat) {
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let loc = combat[rollData.loc.id]
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// Sans armure
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if (loc.armures.length == 0) {
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return rollData.arme.system.degatsArmure.sansarmure
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}
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// Avec armure de cuir
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if (loc.armures.find(a => a.system.typeArmure == "cuir")) {
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return rollData.arme.system.degatsArmure.cuir
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}
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// Avec armure de maille
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if (loc.armures.find(a => a.system.typeArmure == "maille")) {
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return rollData.arme.system.degatsArmure.mailles
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}
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// Avec armure de plate
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if (loc.armures.find(a => a.system.typeArmure == "plate")) {
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return rollData.arme.system.degatsArmure.plates
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}
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return 0
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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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let armorDegatModifier = this.getArmorDegatsModifier(rollData, combat)
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rollData.degats += armorDegatModifier
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rollData.armorDegatModifier = armorDegatModifier
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let blessureId = "indemne"
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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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if (rollData.isReussiteCritique) {
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bId = game.system.tedeum.config.blessuresOrder[blessure.value + 1]
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}
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rollData.blessure = blessureObj
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this.createEmbeddedDocuments('Item', [blessureObj]);
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blessureId = bId
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break
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}
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}
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}
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if (rollData.isReussiteCritique && blessureId == "indemne") { // Critical success without degats => lightest blessure
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blessureId = "estafilade"
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}
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console.log("Appliquer dégats", rollData, combat, blessureId)
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if (blessureId != "indemne") {
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let blessure = game.system.tedeum.config.blessures[blessureId]
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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: blessureId,
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localisation: rollData.loc.id,
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value: blessure.value,
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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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rollData.touche = touche
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this.createEmbeddedDocuments('Item', [blessureObj]);
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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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content: await foundry.applications.handlebars.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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@@ -385,6 +468,7 @@ export class TeDeumActor extends Actor {
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xp = Math.max(xp + value, 0)
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await this.update({ [`system.caracteristiques.${key}.experience`]: xp })
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this.sheet?.render(true)
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ui.notifications.info(`+${value} XP en ${game.system.tedeum.config.caracteristiques[key].label}`)
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}
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/* -------------------------------------------- */
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@@ -457,7 +541,7 @@ export class TeDeumActor extends Actor {
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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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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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@@ -533,6 +617,15 @@ 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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initiative = foundry.utils.duplicate(initiative)
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// Vérifie les armes avec bonus d'initiative
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let armes = this.getArmes()
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for (let arme of armes) {
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if (arme.system.equipe && arme.system.bonusInitiative != 0) {
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ui.notifications.info("L'arme " + arme.name + " vous confère un bonus d'initiative de " + arme.system.bonusInitiative)
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initiative.system.score += 1
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}
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}
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if (initiative) {
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return initiative.system.score
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}
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@@ -607,12 +700,12 @@ export class TeDeumActor extends Actor {
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let weapon = this.items.get(armeId)
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if (weapon) {
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let bDegats = 0
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if ( weapon.system.typeArme == "melee" ) {
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if (weapon.system.typeArme == "melee") {
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bDegats = this.getBonusDegats()
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}
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let formula = weapon.system.degats + "+" + bDegats.value
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let degatsRoll = await new Roll(formula).roll()
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await TeDeumUtility.showDiceSoNice(degatsRoll, game.settings.get("core", "rollMode") )
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await TeDeumUtility.showDiceSoNice(degatsRoll, game.settings.get("core", "rollMode"))
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let rollData = this.getCommonRollData()
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rollData.mode = "degats"
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rollData.formula = formula
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@@ -657,9 +750,14 @@ export class TeDeumActor extends Actor {
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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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rollData.compScore = rollData.competence.system.isBase ? this.system.caracteristiques[rollData.competence.system.caracteristique].value : rollData.competence.system.score
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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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rollData.carac = c
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rollData.allongeLabel = game.system.tedeum.config.armeAllonges[weapon.system.allonge].label
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rollData.allongeId = "courte"
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rollData.allonges = foundry.utils.duplicate(game.system.tedeum.config.allonges[weapon.system.allonge])
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} else {
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ui.notifications.warn("Impossible de trouver la compétence " + compName)
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return
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