Corrections après tests de combat
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@@ -320,6 +320,8 @@ export class CelestopolRoll extends Roll {
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: null
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const resolvedWeaponName = (isRangedDefense && selectedCombatTarget?.weaponName) ? selectedCombatTarget.weaponName : weaponName
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const resolvedWeaponDegats = (isRangedDefense && selectedCombatTarget?.weaponDegats) ? selectedCombatTarget.weaponDegats : weaponDegats
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// Dégâts de l'arme adverse en cas d'échec (arme équipée du PNJ ciblé en mêlée, arme distance en esquive)
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const incomingWeaponDegats = selectedCombatTarget?.weaponDegats ?? resolvedWeaponDegats
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const targetActorId = selectedCombatTarget?.id || ""
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const targetActorUuid = selectedCombatTarget?.uuid || ""
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const targetActorName = selectedCombatTarget?.name || ""
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@@ -373,6 +375,7 @@ export class CelestopolRoll extends Roll {
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weaponType,
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weaponName: resolvedWeaponName,
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weaponDegats: resolvedWeaponDegats,
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incomingWeaponDegats,
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targetActorId,
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targetActorUuid,
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targetActorName,
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@@ -407,9 +410,9 @@ export class CelestopolRoll extends Roll {
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}
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}
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// Mêlée échouée OU défense à distance échouée → le protagoniste subit les dégâts de l'arme PNJ
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if (isCombat && (weaponType === "melee" || isRangedDefense) && actor && roll.options.resultType === "failure") {
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const incomingWounds = this.getIncomingWounds(resolvedWeaponDegats)
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// Mêlée échouée OU défense à distance échouée → le protagoniste (PJ uniquement) subit les dégâts de l'arme PNJ
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if (isCombat && (weaponType === "melee" || isRangedDefense) && actor?.type === "character" && roll.options.resultType === "failure") {
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const incomingWounds = this.getIncomingWounds(roll.options.incomingWeaponDegats ?? resolvedWeaponDegats)
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const protection = this.getActorArmorProtection(actor)
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const appliedWounds = incomingWounds === null
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? 1
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@@ -555,6 +558,13 @@ export class CelestopolRoll extends Roll {
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? Math.max(0, incomingWounds - selectedTargetProtection)
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: null
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// Type de l'acteur qui lance le jet (character | npc)
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const rollingActor = await this.constructor.resolveActor({
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actorUuid: this.options.actorUuid ?? null,
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actorId: this.options.actorId ?? null,
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})
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const actorType = rollingActor?.type ?? this.options.actorType ?? null
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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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@@ -600,6 +610,8 @@ export class CelestopolRoll extends Roll {
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woundLabel,
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isResistance: this.options.isResistance ?? false,
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isCombat: this.options.isCombat ?? false,
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actorType,
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isNpcAttack: actorType === "npc",
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weaponName: this.options.weaponName ?? null,
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weaponDegats,
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weaponType: this.options.weaponType ?? null,
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