refactor: remove D30 choice dialog, extract defense reaction buttons, fix bugs
Release Creation / build (release) Successful in 45s
Release Creation / build (release) Successful in 45s
- Remove D30 choice dialog — auto-roll bonus dice, flag special effects - Fix d30ChangedAttack infinite loop in defense do-while (missing reset) - Fix chat button dataset attributes (rollType/rollTarget/rollAvantage) - Extract buildDefenseReactionButtons from both defense loops - Merge Aether/Grace deduction via _deductResourceOnCast helper - Extract HP HUD toggling (_toggleHudWraps/_disableHudWraps) - Fix SYSTEM.EQUIPMENT_CATEGORIES typo in equipment model - Add missing imports to combat.mjs - Remove dead d30Auto branches, _buildSpecialLabel, d30-special-choice.hbs
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+44
-135
@@ -124,11 +124,6 @@ export async function handleAttackBoosted(msg) {
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await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
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}
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}
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if (d30Result.specialEffect === "auto") {
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updatedDefenseRoll = attackRollFinal + 1
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const msg = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30Auto", actorName:defenderName, specialName:d30Result.specialName || "Special Defense", side:"defense"})
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await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
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}
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if (d30Result.specialEffect === "flag") {
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const msg = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30Flag", actorName:defenderName, specialName:d30Result.specialName || "Special Effect"})
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await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
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@@ -143,63 +138,8 @@ export async function handleAttackBoosted(msg) {
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// Show the defense reaction dialog — while-loop for multiple reactions
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if (defender) {
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while (updatedDefenseRoll < attackRollFinal) {
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const currentGrit = Number(defender.system?.grit?.current) || 0
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const currentLuck = Number(defender.system?.luck?.current) || 0
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const buttons = []
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if (currentGrit > 0) {
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buttons.push({
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action: "grit",
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type: "button",
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label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
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icon: "fa-solid fa-fist-raised",
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callback: () => "grit"
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})
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}
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if (currentLuck > 0) {
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buttons.push({
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action: "luck",
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type: "button",
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label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
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icon: "fa-solid fa-clover",
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callback: () => "luck"
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})
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}
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buttons.push({
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action: "bonusDie",
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type: "button",
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label: "Add bonus die",
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icon: "fa-solid fa-dice",
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callback: () => "bonusDie"
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})
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if (canShieldReact) {
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buttons.push({
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action: "shieldReact",
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type: "button",
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label: `Roll shield (${shieldLabel})`,
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icon: "fa-solid fa-shield",
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callback: () => "shieldReact"
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})
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} else if (canAdHoc) {
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buttons.push({
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action: "adHocShield",
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type: "button",
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label: "Roll ad-hoc shield (choose dice + DR)",
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icon: "fa-solid fa-shield-halved",
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callback: () => "adHocShield"
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})
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}
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buttons.push({
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action: "continue",
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type: "button",
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label: "Continue (no defense bonus)",
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icon: "fa-solid fa-forward",
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callback: () => "continue"
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})
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const shieldData = canShieldReact ? { label: shieldLabel, formula: shieldFormula, damageReduction: shieldDr } : null
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const buttons = buildDefenseReactionButtons(defender, { canRerollDefense: false, shieldData, canShieldReact, canAdHocShield: canAdHoc })
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const choice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Defense reactions — attack boosted" },
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@@ -223,13 +163,13 @@ export async function handleAttackBoosted(msg) {
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if (choice === "grit") {
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const bonusRoll = await rollBonusDie("1d6", defender)
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updatedDefenseRoll += bonusRoll
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await defender.update({ "system.grit.current": currentGrit - 1 })
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await defender.update({ "system.grit.current": Math.max(0, (Number(defender.system?.grit?.current) || 0) - 1) })
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const gritRmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"grit", actorName:defenderName, resource:"Grit", value:bonusRoll, side:"defense"})
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await ChatMessage.create({content: gritRmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
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} else if (choice === "luck") {
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const bonusRoll = await rollBonusDie("1d6", defender)
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updatedDefenseRoll += bonusRoll
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await defender.update({ "system.luck.current": currentLuck - 1 })
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await defender.update({ "system.luck.current": Math.max(0, (Number(defender.system?.luck?.current) || 0) - 1) })
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const luckRmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"luck", actorName:defenderName, resource:"Luck", value:bonusRoll, side:"defense"})
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await ChatMessage.create({content: luckRmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
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} else if (choice === "bonusDie") {
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@@ -364,6 +304,19 @@ export async function showDefenseRequest(msg) {
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const isMonster = defender.type === "monster"
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const _storeNextDefenseData = (opts = {}) => {
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game.lethalFantasy = game.lethalFantasy || {}
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game.lethalFantasy.nextDefenseData = {
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attackerId, attackRoll, attackerName, defenderName,
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attackWeaponId, attackRollType, attackRollKey,
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attackD30result, attackD30message, attackRerollContext,
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damageTier: msg.damageTier,
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defenderId: defender.id, defenderTokenId,
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...(msg.attackNaturalRoll !== undefined && { attackNaturalRoll: msg.attackNaturalRoll }),
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...(opts.isRanged !== undefined && { isRanged: opts.isRanged })
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}
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}
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log(`[LF] showDefenseRequest | attackRollType=${attackRollType} isMonster=${isMonster} defender=${defender?.name}`)
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// Spell/miracle attacks use saving throws instead of weapon defense
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@@ -398,22 +351,7 @@ export async function showDefenseRequest(msg) {
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if (result) {
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game.lethalFantasy = game.lethalFantasy || {}
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game.lethalFantasy.spellDefense = true // pré-cocher "Save against spell" dans le dialog
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game.lethalFantasy.nextDefenseData = {
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attackerId,
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attackRoll,
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attackerName,
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defenderName,
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attackWeaponId,
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attackRollType,
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attackRollKey,
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attackD30result,
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attackD30message,
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attackRerollContext,
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attackNaturalRoll: msg.attackNaturalRoll,
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damageTier: msg.damageTier,
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defenderId: defender.id,
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defenderTokenId
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}
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_storeNextDefenseData()
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if (isMonster) {
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await defender.system.prepareMonsterRoll("save", result)
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} else {
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@@ -462,25 +400,7 @@ export async function showDefenseRequest(msg) {
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// Si l'utilisateur a validé, lancer le jet de défense
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if (result) {
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// Stocker temporairement les données pour le hook preCreateChatMessage
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game.lethalFantasy = game.lethalFantasy || {}
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game.lethalFantasy.nextDefenseData = {
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attackerId,
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attackRoll,
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attackerName,
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defenderName,
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attackWeaponId,
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attackRollType,
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attackRollKey,
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attackD30result,
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attackD30message,
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attackRerollContext,
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attackNaturalRoll: msg.attackNaturalRoll,
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damageTier: msg.damageTier,
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defenderId: defender.id,
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defenderTokenId,
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isRanged: msg.isRanged
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}
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_storeNextDefenseData({ isRanged: msg.isRanged })
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await defender.system.prepareMonsterRoll("monster-defense", result)
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}
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@@ -497,23 +417,7 @@ export async function showDefenseRequest(msg) {
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actorImage: defender.img,
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})
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if (roll) {
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game.lethalFantasy = game.lethalFantasy || {}
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game.lethalFantasy.nextDefenseData = {
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attackerId,
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attackRoll,
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attackerName,
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defenderName,
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attackWeaponId,
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attackRollType,
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attackRollKey,
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attackD30result,
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attackD30message,
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attackRerollContext,
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damageTier: msg.damageTier,
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defenderId: defender.id,
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defenderTokenId,
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isRanged: true
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}
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_storeNextDefenseData({ isRanged: true })
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await roll.toMessage({}, { messageMode: roll.options.rollMode })
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}
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return
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@@ -558,25 +462,7 @@ export async function showDefenseRequest(msg) {
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// Si l'utilisateur a validé, lancer le jet de défense
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if (result) {
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// Stocker temporairement les données pour le hook preCreateChatMessage
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game.lethalFantasy = game.lethalFantasy || {}
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game.lethalFantasy.nextDefenseData = {
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attackerId,
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attackRoll,
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attackerName,
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defenderName,
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attackWeaponId,
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attackRollType,
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attackRollKey,
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attackD30result,
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attackD30message,
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attackRerollContext,
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attackNaturalRoll: msg.attackNaturalRoll,
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damageTier: msg.damageTier,
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defenderId: defender.id,
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defenderTokenId,
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isRanged: msg.isRanged
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}
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_storeNextDefenseData({ isRanged: msg.isRanged })
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log("Storing defense data for character:", defender.id)
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@@ -584,6 +470,29 @@ export async function showDefenseRequest(msg) {
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}
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}
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export function buildDefenseReactionButtons(defender, { canRerollDefense = false, shieldData = null, canShieldReact = false, canAdHocShield = false } = {}) {
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const currentGrit = Number(defender.system?.grit?.current) || 0
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const currentLuck = Number(defender.system?.luck?.current) || 0
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const buttons = []
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if (currentGrit > 0) {
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buttons.push({ action: "grit", type: "button", label: `Spend 1 Grit (+1D6) [${currentGrit} left]`, icon: "fa-solid fa-fist-raised", callback: () => "grit" })
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}
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if (currentLuck > 0) {
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buttons.push({ action: "luck", type: "button", label: `Spend 1 Luck (+1D6) [${currentLuck} left]`, icon: "fa-solid fa-clover", callback: () => "luck" })
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}
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buttons.push({ action: "bonusDie", type: "button", label: "Add bonus die", icon: "fa-solid fa-dice", callback: () => "bonusDie" })
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if (canRerollDefense) {
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buttons.push({ action: "rerollDefense", type: "button", label: "Re-roll defense (Mulligan)", icon: "fa-solid fa-rotate-right", callback: () => "rerollDefense" })
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}
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if (canShieldReact && shieldData) {
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buttons.push({ action: "shieldReact", type: "button", label: `Roll shield (${shieldData.label})`, icon: "fa-solid fa-shield", callback: () => "shieldReact" })
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} else if (canAdHocShield) {
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buttons.push({ action: "adHocShield", type: "button", label: "Roll ad-hoc shield (choose dice + DR)", icon: "fa-solid fa-shield-halved", callback: () => "adHocShield" })
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}
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buttons.push({ action: "continue", type: "button", label: "Continue (no defense bonus)", icon: "fa-solid fa-forward", callback: () => "continue" })
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return buttons
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}
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export function getCombatBonusDiceChoices() {
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return ["1d4", "1d6", "1d8", "1d10", "1d12", "1d20", "1d20e"]
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}
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