IMplémentation de la ajorité des remarques de Nepherius
This commit is contained in:
@@ -35,18 +35,21 @@ export class CelestopolRoll extends Roll {
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* @returns {Promise<CelestopolRoll|null>}
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*/
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static async prompt(options = {}) {
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const woundMalus = options.woundMalus ?? 0
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const skillValue = options.skillValue ?? 0
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const woundLevelId = options.woundLevel ?? 0
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const destGaugeFull = options.destGaugeFull ?? false
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const fortuneValue = options.fortuneValue ?? 0
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const isResistance = options.isResistance ?? false
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const isCombat = options.isCombat ?? false
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const woundMalus = options.woundMalus ?? 0
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const armorMalus = options.armorMalus ?? 0
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const skillValue = options.skillValue ?? 0
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const woundLevelId = options.woundLevel ?? 0
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const destGaugeFull = options.destGaugeFull ?? false
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const fortuneValue = options.fortuneValue ?? 0
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const isResistance = options.isResistance ?? false
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const isCombat = options.isCombat ?? false
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const isRangedDefense = options.isRangedDefense ?? false
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const weaponType = options.weaponType ?? "melee"
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const weaponName = options.weaponName ?? null
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const weaponDegats = options.weaponDegats ?? "0"
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const woundLabel = woundLevelId > 0
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const weaponType = options.weaponType ?? "melee"
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const weaponName = options.weaponName ?? null
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const weaponDegats = options.weaponDegats ?? "0"
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const availableTargets = options.availableTargets ?? []
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const isRangedAttack = isCombat && !isRangedDefense && weaponType === "distance"
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const woundLabel = woundLevelId > 0
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? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
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: null
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@@ -63,6 +66,11 @@ export class CelestopolRoll extends Roll {
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const v = i - 8
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return { value: v, label: v > 0 ? `+${v}` : `${v}` }
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})
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const rangedModChoices = SYSTEM.RANGED_MODIFIERS.map(m => ({
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id: m.id,
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value: m.value,
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label: game.i18n.localize(m.label),
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}))
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const dialogContext = {
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actorName: options.actorName,
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@@ -71,20 +79,22 @@ export class CelestopolRoll extends Roll {
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skillValue,
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woundMalus,
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woundLabel,
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difficultyChoices: SYSTEM.DIFFICULTY_CHOICES,
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defaultDifficulty: options.difficulty ?? "normal",
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destGaugeFull,
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defaultRollMoonDie: options.rollMoonDie ?? false,
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isResistance,
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isCombat,
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isRangedDefense,
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isRangedAttack,
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weaponType,
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weaponName,
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weaponDegats,
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modifierChoices,
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aspectChoices,
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situationChoices,
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rangedModChoices,
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availableTargets,
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fortuneValue,
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armorMalus,
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destGaugeFull,
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defaultRollMoonDie: options.rollMoonDie ?? false,
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isResistance,
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}
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const content = await foundry.applications.handlebars.renderTemplate(
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@@ -104,8 +114,40 @@ export class CelestopolRoll extends Roll {
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const wrap = dialog.element.querySelector('.roll-dialog-content')
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if (!wrap) return
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function hasMalus(mod, asp, sit) {
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return woundMalus < 0 || mod < 0 || asp < 0 || sit < 0
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// Sélection de cible PNJ : masque le champ Corps PNJ (valeur cachée)
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const targetSelect = wrap.querySelector('#targetSelect')
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const corpsPnjRow = wrap.querySelector('#corps-pnj-row')
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const targetConfirmedRow = wrap.querySelector('#target-confirmed-row')
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const targetConfirmedName = wrap.querySelector('#target-confirmed-name')
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function applyTargetSelection() {
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if (!targetSelect) return
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const selectedOption = targetSelect.options[targetSelect.selectedIndex]
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const val = parseFloat(targetSelect.value)
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const corpsPnjInput = wrap.querySelector('#corpsPnj')
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if (targetSelect.value && !isNaN(val)) {
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// Cible sélectionnée : masquer la valeur, afficher le nom
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if (corpsPnjRow) corpsPnjRow.style.display = 'none'
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if (targetConfirmedRow) targetConfirmedRow.style.display = ''
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if (targetConfirmedName) targetConfirmedName.textContent = selectedOption?.text ?? ''
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if (corpsPnjInput) {
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corpsPnjInput.value = val
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corpsPnjInput.dispatchEvent(new Event('input'))
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}
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} else {
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// Saisie manuelle
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if (corpsPnjRow) corpsPnjRow.style.display = ''
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if (targetConfirmedRow) targetConfirmedRow.style.display = 'none'
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}
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}
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if (targetSelect) {
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targetSelect.addEventListener('change', applyTargetSelection)
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applyTargetSelection()
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}
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function hasMalus(mod, asp, sit, ranged) {
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return woundMalus < 0 || armorMalus < 0 || mod < 0 || asp < 0 || sit < 0 || ranged < 0
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}
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function update() {
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@@ -114,6 +156,7 @@ export class CelestopolRoll extends Roll {
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const modifier = autoSucc ? 0 : (parseInt(rawMod ?? 0) || 0)
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const aspectMod = parseInt(wrap.querySelector('#aspectModifier')?.value ?? 0) || 0
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const situMod = parseInt(wrap.querySelector('#situationMod')?.value ?? 0) || 0
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const rangedMod = parseInt(wrap.querySelector('#rangedMod')?.value ?? 0) || 0
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const useDestin = wrap.querySelector('#useDestin')?.checked
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const useFort = wrap.querySelector('#useFortune')?.checked
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const puiser = wrap.querySelector('#puiserRessources')?.checked
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@@ -122,7 +165,7 @@ export class CelestopolRoll extends Roll {
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// En résistance : pas de "Puiser" possible
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const puiserRow = wrap.querySelector('#puiser-row')
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if (puiserRow) {
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if (!isResistance && hasMalus(modifier, aspectMod, situMod)) {
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if (!isResistance && hasMalus(modifier, aspectMod, situMod, rangedMod)) {
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puiserRow.style.display = ''
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} else {
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puiserRow.style.display = 'none'
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@@ -135,7 +178,9 @@ export class CelestopolRoll extends Roll {
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const effMod = puiser ? Math.max(0, modifier) : modifier
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const effAspect = puiser ? Math.max(0, aspectMod) : aspectMod
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const effSit = puiser ? Math.max(0, situMod) : situMod
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const totalMod = skillValue + effWound + effMod + effAspect + effSit
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const effArmor = puiser ? 0 : armorMalus
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const effRanged = puiser ? Math.max(0, rangedMod) : rangedMod
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const totalMod = skillValue + effWound + effMod + effAspect + effSit + effArmor + effRanged
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let formula
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if (autoSucc) {
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@@ -153,7 +198,7 @@ export class CelestopolRoll extends Roll {
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if (previewEl) previewEl.textContent = formula
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}
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wrap.querySelectorAll('#modifier, #aspectModifier, #situationMod, #useDestin, #useFortune, #puiserRessources, #corpsPnj')
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wrap.querySelectorAll('#modifier, #aspectModifier, #situationMod, #rangedMod, #useDestin, #useFortune, #puiserRessources, #corpsPnj')
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.forEach(el => {
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el.addEventListener('change', update)
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el.addEventListener('input', update)
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@@ -179,16 +224,18 @@ export class CelestopolRoll extends Roll {
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if (!rollContext) return null
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// En combat : Corps PNJ = seuil direct (pas le sélect difficulté)
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// En combat : Corps PNJ = seuil direct ; sinon seuil fixe = 11
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const corpsPnj = isCombat ? (parseInt(rollContext.corpsPnj ?? 7) || 7) : null
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const difficulty = isCombat ? "combat" : (rollContext.difficulty ?? "normal")
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const difficulty = isCombat ? "combat" : "standard"
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const diffConfig = isCombat
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? { value: corpsPnj, label: "CELESTOPOL.Combat.corpsPnj" }
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: (SYSTEM.DIFFICULTY_CHOICES[difficulty] ?? SYSTEM.DIFFICULTY_CHOICES.normal)
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: { value: 11, label: "CELESTOPOL.Roll.threshold" }
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const autoSuccess = rollContext.modifier === "auto"
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const modifier = autoSuccess ? 0 : (parseInt(rollContext.modifier ?? 0) || 0)
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const aspectMod = parseInt(rollContext.aspectModifier ?? 0) || 0
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const situationMod = parseInt(rollContext.situationMod ?? 0) || 0
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const rangedMod = isRangedAttack ? (parseInt(rollContext.rangedMod ?? 0) || 0) : 0
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const isOpposition = !isCombat && !isResistance && (rollContext.isOpposition === true || rollContext.isOpposition === "true")
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const useDestin = destGaugeFull && (rollContext.useDestin === true || rollContext.useDestin === "true")
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const useFortune = fortuneValue > 0 && (rollContext.useFortune === true || rollContext.useFortune === "true")
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const puiserRessources = rollContext.puiserRessources === true || rollContext.puiserRessources === "true"
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@@ -200,13 +247,15 @@ export class CelestopolRoll extends Roll {
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// Puiser dans ses ressources → ignorer tous les malus
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const effectiveWoundMalus = effectivePuiser ? 0 : woundMalus
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const effectiveArmorMalus = effectivePuiser ? 0 : armorMalus
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const effectiveModifier = effectivePuiser ? Math.max(0, modifier) : modifier
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const effectiveAspectMod = effectivePuiser ? Math.max(0, aspectMod) : aspectMod
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const effectiveSituationMod = effectivePuiser ? Math.max(0, situationMod) : situationMod
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const effectiveRangedMod = effectivePuiser ? Math.max(0, rangedMod) : rangedMod
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// Fortune : 1d8 + 8 ; Destin : 3d8 ; sinon : 2d8
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const nbDice = (!isResistance && useDestin) ? 3 : 2
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const totalModifier = skillValue + effectiveWoundMalus + effectiveAspectMod + effectiveModifier + effectiveSituationMod
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const totalModifier = skillValue + effectiveWoundMalus + effectiveAspectMod + effectiveModifier + effectiveSituationMod + effectiveArmorMalus + effectiveRangedMod
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const formula = (!isResistance && useFortune)
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? buildFormula(1, totalModifier + 8)
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: buildFormula(nbDice, totalModifier)
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@@ -232,11 +281,13 @@ export class CelestopolRoll extends Roll {
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woundMalus: effectiveWoundMalus,
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autoSuccess,
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isResistance,
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isOpposition,
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isCombat,
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isRangedDefense,
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weaponType,
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weaponName,
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weaponDegats,
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rangedMod: effectiveRangedMod,
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useDestin: !isResistance && useDestin,
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useFortune: !isResistance && useFortune,
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puiserRessources: effectivePuiser,
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@@ -294,9 +345,11 @@ export class CelestopolRoll extends Roll {
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}
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}
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// Mémoriser les préférences
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updateData["system.prefs.rollMoonDie"] = rollData.rollMoonDie
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updateData["system.prefs.difficulty"] = difficulty
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// Mémoriser les préférences (protagonistes uniquement — le modèle NPC n'a pas de champ prefs)
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if (actor.type === "character") {
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updateData["system.prefs.rollMoonDie"] = rollData.rollMoonDie
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updateData["system.prefs.difficulty"] = difficulty
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}
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await actor.update(updateData)
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}
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@@ -306,11 +359,8 @@ export class CelestopolRoll extends Roll {
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/**
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* Détermine succès/échec selon la marge (total − seuil).
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* - Marge ≥ 5 → succès critique
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* - Marge > 0 → succès
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* - Marge = 0 → succès (ou égalité en combat)
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* - Marge ≤ −5 → échec critique
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* - Marge < 0 → échec
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* Seuil : 11 pour les tests normaux, Corps PNJ pour le combat.
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* Pas de succès/échec critique — seul le Dé de la Lune produit des résultats exceptionnels.
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*/
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computeResult() {
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if (this.options.autoSuccess) {
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@@ -318,9 +368,15 @@ export class CelestopolRoll extends Roll {
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this.options.margin = null
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return
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}
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// En test d'opposition : pas de résultat calculé — le MJ décide
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if (this.options.isOpposition) {
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this.options.resultType = "opposition"
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this.options.margin = null
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return
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}
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const threshold = this.options.isCombat
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? (this.options.difficultyValue ?? 0)
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: (SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0)
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: 11
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if (threshold === 0) {
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this.options.resultType = "unknown"
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this.options.margin = null
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@@ -330,10 +386,11 @@ export class CelestopolRoll extends Roll {
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this.options.margin = margin
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if (this.options.isCombat && margin === 0) {
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this.options.resultType = "tie"
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} else if (margin >= 5) this.options.resultType = "critical-success"
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else if (margin >= 0) this.options.resultType = "success"
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else if (margin <= -5) this.options.resultType = "critical-failure"
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else this.options.resultType = "failure"
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} else if (margin >= 0) {
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this.options.resultType = "success"
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} else {
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this.options.resultType = "failure"
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}
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}
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/** @override */
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@@ -350,7 +407,7 @@ export class CelestopolRoll extends Roll {
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const diceSum = diceResults.reduce((a, b) => a + b, 0)
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const threshold = this.options.isCombat
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? (this.options.difficultyValue ?? 0)
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: (SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0)
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: 11
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const margin = this.options.margin
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const woundMalus = this.options.woundMalus ?? 0
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const skillValue = this.options.skillValue ?? 0
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@@ -365,18 +422,21 @@ export class CelestopolRoll extends Roll {
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const moonResultType = this.options.moonResultType ?? null
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const resultClassMap = {
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"critical-success": "critical-success",
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"success": "success",
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"tie": "tie",
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"failure": "failure",
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"critical-failure": "critical-failure",
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"unknown": "",
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"success": "success",
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"tie": "tie",
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"failure": "failure",
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"opposition": "opposition",
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"unknown": "",
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}
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// Libellé de difficulté : en combat, afficher "Corps PNJ : N"
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const isOpposition = this.options.isOpposition ?? false
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// Libellé de difficulté : en combat "Corps PNJ : N", en opposition "vs ?", sinon "Seuil : 11"
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const difficultyLabel = this.options.isCombat
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? `${game.i18n.localize("CELESTOPOL.Combat.corpsPnj")} : ${threshold}`
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: game.i18n.localize(SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.label ?? "")
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: isOpposition
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? `${game.i18n.localize("CELESTOPOL.Roll.oppositionVs")}`
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: `${game.i18n.localize("CELESTOPOL.Roll.threshold")} : 11`
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return {
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cssClass: [SYSTEM.id, "dice-roll"].join(" "),
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@@ -394,11 +454,10 @@ export class CelestopolRoll extends Roll {
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isSuccess: this.isSuccess,
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isFailure: this.isFailure,
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isTie: this.isTie,
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isCriticalSuccess: this.isCriticalSuccess,
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isCriticalFailure: this.isCriticalFailure,
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isOpposition,
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difficulty: this.options.difficulty,
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difficultyLabel,
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difficultyValue: threshold,
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difficultyValue: isOpposition ? null : threshold,
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margin,
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marginAbs: margin !== null ? Math.abs(margin) : null,
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marginAbove: margin !== null && margin >= 0,
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@@ -419,6 +478,8 @@ export class CelestopolRoll extends Roll {
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weaponType: this.options.weaponType ?? null,
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isRangedDefense: this.options.isRangedDefense ?? false,
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woundTaken: this.options.woundTaken ?? null,
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situationMod: this.options.situationMod ?? 0,
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rangedMod: this.options.rangedMod ?? 0,
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// Dé de lune
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hasMoonDie: moonDieResult !== null,
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moonDieResult,
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@@ -442,4 +503,44 @@ export class CelestopolRoll extends Roll {
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: `<strong>${skillLocalized}</strong>`
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return super.toMessage({ flavor, ...messageData }, { rollMode })
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}
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/**
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* Lance le dé de la Lune de façon autonome (hors test de spécialisation).
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* Affiche un carte de chat avec le résultat narratif ET l'interprétation chance.
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* @param {Actor|null} actor Acteur initiateur (pour le speaker du message)
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*/
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static async rollMoonStandalone(actor = null) {
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const roll = await new Roll("1d8").evaluate()
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const result = roll.total
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const face = SYSTEM.MOON_DIE_FACES[result] ?? null
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const resultType = face ? SYSTEM.MOON_RESULT_TYPES[face.result] ?? null : null
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const isGoodFortune = result <= 4
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const templateData = {
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result,
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moonFaceSymbol: face?.symbol ?? "",
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moonFaceLabel: face ? game.i18n.localize(face.label) : "",
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moonResultLabel: resultType ? game.i18n.localize(resultType.label) : "",
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moonResultDesc: resultType ? game.i18n.localize(resultType.desc) : "",
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moonResultClass: resultType?.cssClass ?? "",
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isGoodFortune,
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actorName: actor?.name ?? null,
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}
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-celestopol/templates/moon-standalone.hbs",
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templateData
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)
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const speaker = actor
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? ChatMessage.getSpeaker({ actor })
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: { alias: game.i18n.localize("CELESTOPOL.Moon.standalone") }
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await ChatMessage.create({
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content,
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speaker,
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rolls: [roll],
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style: CONST.CHAT_MESSAGE_STYLES?.ROLL ?? 5,
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})
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}
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}
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