refactor: extract inline HTML to templates, split oversized files, fix bugs
- Extract all inline HTML from JS into 21 Handlebars templates (chat/, dialogs/, ui/) - Split utils.mjs (1507) into barrel + helpers.mjs, combat.mjs, d30.mjs - Split roll.mjs (1632) into barrel + roll-base.mjs, roll-prompt.mjs, roll-combat.mjs, roll-damage.mjs - Split lethal-fantasy.mjs (1426) into bootstrap + chat-reaction.mjs - Fix: missing async on injectDiceTray (free-roll.mjs:29 SyntaxError) - Fix: weapon._id fallback for deserialized chat-message weapon objects - Fix: missing await on rollModifier.evaluate() calls in roll-combat.mjs - Fix: choices→choicesList ReferenceError in utils.mjs - Fix: add 12 missing i18n keys (chooseWeapon, chooseSave, attackRoll, etc.) - Fix: restore sideLabel in bonus-die-select.hbs - Clean: remove dead messageContent param, console.log→log() - Style: barrel files preserve existing import paths
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import { SYSTEM } from "../config/system.mjs"
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import { prompt } from "./roll-prompt.mjs"
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import { promptInitiative, promptCombatAction, promptRangedDefense, promptRangedAttack } from "./roll-combat.mjs"
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import { rollSpellDamageToMessage } from "./roll-damage.mjs"
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export default class LethalFantasyRoll extends Roll {
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/**
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* The HTML template path used to render dice checks of this type
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* @type {string}
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*/
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static CHAT_TEMPLATE = "systems/fvtt-lethal-fantasy/templates/chat-message.hbs"
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get type() {
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return this.options.type
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}
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get titleFormula() {
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return this.options.titleFormula
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}
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get rollName() {
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return this.options.rollName
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}
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get target() {
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return this.options.target
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}
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get value() {
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return this.options.value
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}
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get treshold() {
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return this.options.treshold
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}
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get actorId() {
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return this.options.actorId
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}
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get actorName() {
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return this.options.actorName
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}
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get actorImage() {
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return this.options.actorImage
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}
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get modifier() {
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return this.options.modifier
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}
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get resultType() {
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return this.options.resultType
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}
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get isFailure() {
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return this.resultType === "failure"
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}
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get hasTarget() {
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return this.options.hasTarget
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}
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get targetName() {
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return this.options.targetName
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}
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get targetArmor() {
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return this.options.targetArmor
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}
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get targetMalus() {
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return this.options.targetMalus
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}
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get realDamage() {
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return this.options.realDamage
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}
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get rollTotal() {
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return this.options.rollTotal
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}
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get diceResults() {
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return this.options.diceResults
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}
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get rollTarget() {
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return this.options.rollTarget
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}
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get D30result() {
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return this.options.D30result
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}
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get D30message() {
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return this.options.D30message
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}
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get badResult() {
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return this.options.badResult
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}
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get rollData() {
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return this.options.rollData
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}
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get defenderId() {
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return this.options.defenderId
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}
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/**
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* Creates a title based on the given type.
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*
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* @param {string} type The type of the roll.
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* @param {string} target The target of the roll.
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* @returns {string} The generated title.
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*/
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static createTitle(type, target) {
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switch (type) {
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case "challenge":
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return `${game.i18n.localize("LETHALFANTASY.Label.titleChallenge")}`
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case "save":
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return `${game.i18n.localize("LETHALFANTASY.Label.titleSave")}`
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case "monster-skill":
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case "skill":
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return `${game.i18n.localize("LETHALFANTASY.Label.titleSkill")}`
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case "weapon-attack":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
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case "weapon-defense":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
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case "weapon-damage":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
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case "spell":
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case "spell-attack":
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case "spell-power":
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return `${game.i18n.localize("LETHALFANTASY.Label.spell")}`
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case "miracle":
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case "miracle-attack":
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case "miracle-power":
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return `${game.i18n.localize("LETHALFANTASY.Label.miracle")}`
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default:
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return game.i18n.localize("LETHALFANTASY.Label.titleStandard")
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}
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}
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/** @override */
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async render(chatOptions = {}) {
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let chatData = await this._getChatCardData(chatOptions.isPrivate)
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log("ChatData", chatData)
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return await foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
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}
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/*
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* Generates the data required for rendering a roll chat card.
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*/
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async _getChatCardData(isPrivate) {
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// Générer la liste des combatants de la scène
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let combatants = []
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let isAttack = this.type === "weapon-attack" || this.type === "monster-attack" || this.type === "spell-attack" || this.type === "miracle-attack"
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if (this.rollData?.isDamage || isAttack) {
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// D'abord, ajouter les combattants du combat actif
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if (game?.combat?.combatants) {
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for (let c of game.combat.combatants) {
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if (c.actorId !== this.actorId) {
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combatants.push({ id: c.id, name: c.name, tokenId: c.token.id })
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}
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}
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}
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// Ensuite, ajouter tous les tokens de la scène active qui ne sont pas déjà dans la liste
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if (canvas?.scene?.tokens) {
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const existingTokenIds = new Set(combatants.map(c => c.tokenId))
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for (let token of canvas.scene.tokens) {
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if (token.actorId !== this.actorId && !existingTokenIds.has(token.id)) {
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combatants.push({
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id: token.id,
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name: token.name,
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tokenId: token.id
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})
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}
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}
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}
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}
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// Récupérer les informations de l'arme pour les attaques réussies
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let weaponDamageOptions = null
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log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
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if (this.type === "weapon-attack" && this.rollTarget?.weapon) {
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const weapon = this.rollTarget.weapon
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weaponDamageOptions = {
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weaponId: weapon._id || weapon.id,
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weaponName: weapon.name,
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damageM: weapon.system?.damage?.damageM
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}
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log("Weapon damage options:", weaponDamageOptions)
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} else if (this.type === "monster-attack" && this.rollTarget) {
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weaponDamageOptions = {
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weaponId: this.rollTarget.rollKey,
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weaponName: this.rollTarget.name,
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damageFormula: this.rollTarget.damageDice,
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damageModifier: this.rollTarget.damageModifier,
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isMonster: true
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}
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log("Monster damage options:", weaponDamageOptions)
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}
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const cardData = {
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css: [SYSTEM.id, "dice-roll"],
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data: this.data,
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diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
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isGM: game.user.isGM,
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formula: this.formula,
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titleFormula: this.titleFormula,
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rollName: this.rollName,
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rollType: this.type,
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rollTarget: this.rollTarget,
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total: this.rollTotal,
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isFailure: this.isFailure,
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actorId: this.actorId,
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diceResults: this.diceResults,
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actingCharName: this.actorName,
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actingCharImg: this.actorImage,
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resultType: this.resultType,
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hasTarget: this.hasTarget,
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targetName: this.targetName,
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targetArmor: this.targetArmor,
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D30result: this.D30result,
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D30message: this.D30message,
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badResult: this.badResult,
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rollData: this.rollData,
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isPrivate: isPrivate,
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combatants: combatants,
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weaponDamageOptions: weaponDamageOptions,
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isAttack: isAttack,
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defenderId: this.defenderId,
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// Vérifier si l'utilisateur peut sélectionner une cible (est GM ou possède l'acteur)
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canSelectTarget: game.user.isGM || game.actors.get(this.actorId)?.testUserPermission(game.user, "OWNER")
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}
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cardData.cssClass = cardData.css.join(" ")
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cardData.tooltip = isPrivate ? "" : await this.getTooltip()
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return cardData
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}
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/**
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* Converts the roll result to a chat message.
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*
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* @param {Object} [messageData={}] Additional data to include in the message.
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* @param {Object} options Options for message creation.
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* @param {string} options.messageMode The mode of the roll (e.g., public, private).
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* @param {boolean} [options.create=true] Whether to create the message.
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* @returns {Promise} - A promise that resolves when the message is created.
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*/
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async toMessage(messageData = {}, { messageMode, create = true } = {}) {
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return await super.toMessage(
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{
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isSave: this.isSave,
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isChallenge: this.isChallenge,
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isFailure: this.resultType === "failure",
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rollType: this.type,
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rollTarget: this.rollTarget,
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actingCharName: this.actorName,
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actingCharImg: this.actorImage,
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hasTarget: this.hasTarget,
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targetName: this.targetName,
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targetArmor: this.targetArmor,
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targetMalus: this.targetMalus,
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realDamage: this.realDamage,
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rollData: this.rollData,
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...messageData,
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},
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{ messageMode, create },
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)
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}
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}
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// Attach imported prompt methods
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LethalFantasyRoll.prompt = prompt
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LethalFantasyRoll.promptInitiative = promptInitiative
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LethalFantasyRoll.promptCombatAction = promptCombatAction
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LethalFantasyRoll.promptRangedDefense = promptRangedDefense
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LethalFantasyRoll.promptRangedAttack = promptRangedAttack
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LethalFantasyRoll.rollSpellDamageToMessage = rollSpellDamageToMessage
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