Fix v9
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@ -114,18 +114,31 @@ export class YggdrasillUtility {
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rollData.finalBM -= 3;
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}
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let myRoll = new Roll("2d10+"+niveau+"+"+rollData.finalBM).roll( { async: false} );
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode") );
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let rolls = []
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rollData.rawDices = []
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for (let i=0; i < 2; i++) {
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rolls[i] = new Roll("1d10x10").roll( { async: false} );
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rollData.rawDices.push({ 'result': rolls[i].total});
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}
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this.showDiceSoNice(rolls[0], game.settings.get("core", "rollMode") );
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await this.showDiceSoNice(rolls[1], game.settings.get("core", "rollMode") );
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rollData.bonus = niveau + rollData.finalBM
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rollData.finalTotal = 0
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for (let i=0; i< 2; i++) {
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rollData.finalTotal = rolls[i].dice[0].results[0].result
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}
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rollData.finalTotal += rollData.bonus
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// Compute total SR
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rollData.srFinal = rollData.sr;
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if ( rollData.srFinal > 0 ) {
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isCritical = myRoll.total >= rollData.srFinal*2;
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isSuccess = myRoll.total >= rollData.srFinal;
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marge = myRoll.total - rollData.srFinal;
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isCritical = rollData.finalTotal >= rollData.srFinal*2;
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isSuccess = rollData.finalTotal >= rollData.srFinal;
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marge = rollData.finalTotal - rollData.srFinal;
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}
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if (myRoll.dice[0].results[0].result == 1 && myRoll.dice[0].results[1].result == 1) {
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if (rolls[0].dice[0].results[0].result == 1 && rolls[1].dice[0].results[0].result == 1) {
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isFailure = true;
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}
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// Dégats
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@ -141,7 +154,7 @@ export class YggdrasillUtility {
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rollData.isSuccess = isSuccess;
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rollData.isCritical = isCritical;
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rollData.marge = marge;
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rollData.roll = myRoll
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rollData.rolls = rolls
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console.log("ROLLLL ATTR!!!!", rollData);
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