- rollResistance(statId) dans character.mjs : formule 2d8 + bonus TR + malus blessures - Dialog sans Modificateur/Aspect/Lune/Destin/Fortune/Puiser en mode résistance - Auto-cochage de la prochaine case de blessure sur échec - Chat message : notification blessure cochée (woundTaken) - Stat-res cliquable (rollable) en mode jeu dans l'onglet compétences - base-actor-sheet : routing clic stat-res → rollResistance - CSS : .resistance-wound-notice - i18n : resistanceTest, resistanceClickToRoll, woundTaken Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
257 lines
11 KiB
JavaScript
257 lines
11 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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export default class CelestopolCharacter extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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const reqInt = { required: true, nullable: false, integer: true }
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const schema = {}
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// Concept du personnage
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schema.concept = new fields.StringField({ required: true, nullable: false, initial: "" })
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schema.metier = new fields.StringField({ required: true, nullable: false, initial: "" })
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schema.faction = new fields.StringField({ required: true, nullable: false, initial: "" })
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// Initiative (calculée mais stockée pour affichage)
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schema.initiative = new fields.NumberField({ ...reqInt, initial: 0, min: 0 })
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// Anomalie du personnage
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schema.anomaly = new fields.SchemaField({
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type: new fields.StringField({ required: true, nullable: false, initial: "none",
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choices: Object.keys(SYSTEM.ANOMALY_TYPES) }),
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value: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
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})
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// Les 4 stats avec leurs domaines
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const skillField = (label) => new fields.SchemaField({
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label: new fields.StringField({ required: true, initial: label }),
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value: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
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level1: new fields.BooleanField({ required: true, initial: false }),
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level2: new fields.BooleanField({ required: true, initial: false }),
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level3: new fields.BooleanField({ required: true, initial: false }),
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level4: new fields.BooleanField({ required: true, initial: false }),
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level5: new fields.BooleanField({ required: true, initial: false }),
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level6: new fields.BooleanField({ required: true, initial: false }),
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level7: new fields.BooleanField({ required: true, initial: false }),
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level8: new fields.BooleanField({ required: true, initial: false }),
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})
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const statField = (statId) => {
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const skills = SYSTEM.SKILLS[statId]
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const skillSchema = {}
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for (const [key, skill] of Object.entries(skills)) {
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skillSchema[key] = skillField(skill.label)
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}
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return new fields.SchemaField({
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label: new fields.StringField({ required: true, initial: SYSTEM.STATS[statId].label }),
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res: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
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...skillSchema,
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})
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}
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schema.stats = new fields.SchemaField({
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ame: statField("ame"),
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corps: statField("corps"),
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coeur: statField("coeur"),
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esprit: statField("esprit"),
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})
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// Blessures (8 cases)
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const woundField = (idx) => new fields.SchemaField({
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checked: new fields.BooleanField({ required: true, initial: false }),
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malus: new fields.NumberField({ ...reqInt, initial: SYSTEM.WOUND_LEVELS[idx]?.malus ?? 0 }),
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})
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schema.blessures = new fields.SchemaField({
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lvl: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
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b1: woundField(1), b2: woundField(2), b3: woundField(3), b4: woundField(4),
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b5: woundField(5), b6: woundField(6), b7: woundField(7), b8: woundField(8),
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})
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// Destin (8 cases)
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const destField = () => new fields.SchemaField({
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checked: new fields.BooleanField({ required: true, initial: false }),
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})
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schema.destin = new fields.SchemaField({
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lvl: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
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d1: destField(), d2: destField(), d3: destField(), d4: destField(),
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d5: destField(), d6: destField(), d7: destField(), d8: destField(),
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})
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// Spleen (8 cases)
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schema.spleen = new fields.SchemaField({
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lvl: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
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s1: destField(), s2: destField(), s3: destField(), s4: destField(),
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s5: destField(), s6: destField(), s7: destField(), s8: destField(),
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})
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// Attributs de personnage (Entregent, Fortune, Rêve, Vision)
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const persoAttrField = () => new fields.SchemaField({
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value: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
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max: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
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})
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schema.attributs = new fields.SchemaField({
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entregent: persoAttrField(),
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fortune: persoAttrField(),
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reve: persoAttrField(),
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vision: persoAttrField(),
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})
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// Factions - 9 checkboxes per faction (like wound tracks)
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const factionField = () => new fields.SchemaField({
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value: new fields.NumberField({ ...reqInt, initial: 0 }),
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level1: new fields.BooleanField({ required: true, initial: false }),
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level2: new fields.BooleanField({ required: true, initial: false }),
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level3: new fields.BooleanField({ required: true, initial: false }),
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level4: new fields.BooleanField({ required: true, initial: false }),
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level5: new fields.BooleanField({ required: true, initial: false }),
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level6: new fields.BooleanField({ required: true, initial: false }),
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level7: new fields.BooleanField({ required: true, initial: false }),
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level8: new fields.BooleanField({ required: true, initial: false }),
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level9: new fields.BooleanField({ required: true, initial: false }),
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})
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schema.factions = new fields.SchemaField({
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pinkerton: factionField(),
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police: factionField(),
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okhrana: factionField(),
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lunanovatek: factionField(),
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oto: factionField(),
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syndicats: factionField(),
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vorovskoymir: factionField(),
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cour: factionField(),
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perso1: new fields.SchemaField({
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label: new fields.StringField({ required: true, nullable: false, initial: "" }),
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value: new fields.NumberField({ ...reqInt, initial: 0 }),
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}),
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perso2: new fields.SchemaField({
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label: new fields.StringField({ required: true, nullable: false, initial: "" }),
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value: new fields.NumberField({ ...reqInt, initial: 0 }),
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}),
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})
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// Préférences de jet (mémorisé entre sessions)
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schema.prefs = new fields.SchemaField({
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rollMoonDie: new fields.BooleanField({ required: true, initial: false }),
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difficulty: new fields.StringField({ required: true, nullable: false, initial: "normal" }),
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})
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// Description & notes
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.notes = new fields.HTMLField({ required: true, textSearch: true })
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// Données biographiques
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schema.biodata = new fields.SchemaField({
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age: new fields.StringField({ required: true, nullable: false, initial: "" }),
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genre: new fields.StringField({ required: true, nullable: false, initial: "" }),
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taille: new fields.StringField({ required: true, nullable: false, initial: "" }),
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yeux: new fields.StringField({ required: true, nullable: false, initial: "" }),
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naissance: new fields.StringField({ required: true, nullable: false, initial: "" }),
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cheveux: new fields.StringField({ required: true, nullable: false, initial: "" }),
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origine: new fields.StringField({ required: true, nullable: false, initial: "" }),
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})
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return schema
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}
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static LOCALIZATION_PREFIXES = ["CELESTOPOL.Character"]
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prepareDerivedData() {
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super.prepareDerivedData()
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// Calcul automatique de la valeur de chaque domaine = nombre de cases cochées
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for (const stat of Object.values(this.stats)) {
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for (const skill of Object.values(stat)) {
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if (typeof skill !== "object" || !("level1" in skill)) continue
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skill.value = [1,2,3,4,5,6,7,8].filter(i => skill[`level${i}`]).length
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}
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}
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// Calcul automatique de la Résistance par stat = +2 par domaine atteignant son seuil
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for (const [statId, statData] of Object.entries(this.stats)) {
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let res = 0
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for (const [skillId, skill] of Object.entries(statData)) {
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if (typeof skill !== "object" || !("value" in skill)) continue
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const threshold = SYSTEM.SKILLS[statId]?.[skillId]?.resThreshold
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if (threshold !== undefined && skill.value >= threshold) res += 2
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}
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statData.res = res
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}
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// Calcul automatique de la valeur de chaque faction = nombre de cases cochées
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for (const faction of Object.values(this.factions)) {
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if (typeof faction !== "object" || !("level1" in faction)) continue
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faction.value = [1,2,3,4,5,6,7,8,9].filter(i => faction[`level${i}`]).length
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}
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// Calcul automatique du niveau des jauges depuis les cases cochées
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this.blessures.lvl = [1,2,3,4,5,6,7,8].filter(i => this.blessures[`b${i}`]?.checked).length
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this.destin.lvl = [1,2,3,4,5,6,7,8].filter(i => this.destin[`d${i}`]?.checked).length
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this.spleen.lvl = [1,2,3,4,5,6,7,8].filter(i => this.spleen[`s${i}`]?.checked).length
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// Initiative PJ : 4 + Mobilité (Corps) + Inspiration (Cœur) [après calcul des domaines]
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this.initiative = 4 + (this.stats.corps.mobilite?.value ?? 0) + (this.stats.coeur.inspiration?.value ?? 0)
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}
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/**
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* Calcule le malus de blessures actif.
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* @returns {number}
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*/
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getWoundMalus() {
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const lvl = Math.max(0, Math.min(8, this.blessures.lvl))
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return SYSTEM.WOUND_LEVELS[lvl]?.malus ?? 0
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}
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/**
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* Lance les dés pour un domaine donné.
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* @param {string} statId - Id de la stat (ame, corps, coeur, esprit)
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* @param {string} skillId - Id du domaine
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*/
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async roll(statId, skillId) {
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const { CelestopolRoll } = await import("../documents/roll.mjs")
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const skill = this.stats[statId][skillId]
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if (!skill) return null
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return CelestopolRoll.prompt({
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actorId: this.parent.id,
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actorName: this.parent.name,
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actorImage: this.parent.img,
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statId,
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skillId,
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statLabel: SYSTEM.STATS[statId]?.label,
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skillLabel: skill.label,
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skillValue: skill.value,
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woundMalus: this.getWoundMalus(),
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woundLevel: this.blessures.lvl,
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difficulty: this.prefs.difficulty,
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rollMoonDie: this.prefs.rollMoonDie ?? false,
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destGaugeFull: this.destin.lvl > 0,
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fortuneValue: this.attributs.fortune.value,
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})
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}
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/**
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* Lance un test de résistance pour une stat donnée.
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* Formule : 2d8 + resBonus + woundMalus
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* Pas de lune, Puiser, Fortune ou Destin.
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* Échec → blessure automatique.
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* @param {string} statId - Id de la stat (ame, corps, coeur, esprit)
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*/
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async rollResistance(statId) {
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const { CelestopolRoll } = await import("../documents/roll.mjs")
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const statData = this.stats[statId]
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if (!statData) return null
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return CelestopolRoll.prompt({
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actorId: this.parent.id,
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actorName: this.parent.name,
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actorImage: this.parent.img,
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statId,
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statLabel: SYSTEM.STATS[statId]?.label,
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skillLabel: "CELESTOPOL.Roll.resistanceTest",
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skillValue: statData.res ?? 0,
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woundMalus: this.getWoundMalus(),
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woundLevel: this.blessures.lvl,
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difficulty: this.prefs.difficulty,
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isResistance: true,
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})
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}
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}
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