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@@ -29,6 +29,19 @@ export class DonjonEtCieActor extends Actor {
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}
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}
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async _preUpdate(changed, options, user) {
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if (
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foundry.utils.hasProperty(changed, "system.magie.focus.delta")
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&& !foundry.utils.hasProperty(changed, "system.magie.focus.resultat")
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&& !foundry.utils.hasProperty(changed, "system.magie.focus.sceneId")
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) {
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foundry.utils.setProperty(changed, "system.magie.focus.resultat", 0);
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foundry.utils.setProperty(changed, "system.magie.focus.sceneId", "");
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}
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return super._preUpdate(changed, options, user);
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}
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getCharacteristicEntries() {
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return DonjonEtCieUtility.getCharacteristicEntries(this.system);
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}
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@@ -393,6 +393,7 @@ export class DonjonEtCieRolls {
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static async rollSpell(actor, item, { mode = "normal", favorKey = "" } = {}) {
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const characteristicKey = item.system.caracteristique || "intelligence";
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const focus = await this.#ensureFocus(actor);
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const currentSceneId = DonjonEtCieUtility.getCurrentSceneId();
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const rank = Number(actor.system.anciennete?.rang ?? actor.system.sante?.dv ?? 0);
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const cost = Number(item.system.coutPv ?? 0);
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const autoDisadvantage = cost > rank;
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@@ -403,8 +404,13 @@ export class DonjonEtCieRolls {
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if (!result) return null;
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const currentPv = Number(actor.system.sante?.pv?.value ?? 0);
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const availableMagicHp = currentPv + focus.activeValue;
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const liveActor = game.actors.get(actor.id) ?? actor;
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const currentPv = Number(liveActor.system.sante?.pv?.value ?? 0);
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const currentFocusSceneId = liveActor.system.magie?.focus?.sceneId ?? "";
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const currentFocusValue = currentFocusSceneId === currentSceneId
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? Number(liveActor.system.magie?.focus?.resultat ?? 0)
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: 0;
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const availableMagicHp = currentPv + currentFocusValue;
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if (cost > availableMagicHp) {
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ui.notifications.warn(game.i18n.localize("DNC.Warn.SpellInsufficientResources"));
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@@ -413,8 +419,8 @@ export class DonjonEtCieRolls {
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const characteristicShort = DONJON_ET_CIE.characteristics[characteristicKey]?.short ?? characteristicKey;
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const success = result.isNaturalTwenty ? false : result.success;
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const focusSpent = result.isNaturalOne ? 0 : Math.min(cost, focus.activeValue);
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const focusRemaining = Math.max(focus.activeValue - focusSpent, 0);
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const focusSpent = result.isNaturalOne ? 0 : Math.min(cost, currentFocusValue);
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const focusRemaining = Math.max(currentFocusValue - focusSpent, 0);
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const spentPv = result.isNaturalOne ? 0 : Math.max(cost - focusSpent, 0);
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const remainingPv = Math.max(currentPv - spentPv, 0);
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const updateData = {};
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