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263 lines
9.2 KiB
JavaScript
263 lines
9.2 KiB
JavaScript
import LethalFantasyUtils from "../utils.mjs"
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export default class LethalFantasyActor extends Actor {
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static async create(data, options) {
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// Case of compendium global import
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if (data instanceof Array) {
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return super.create(data, options);
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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let actor = super.create(data, options);
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return actor;
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}
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if (data.type === 'character') {
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const skills = await LethalFantasyUtils.loadCompendium("fvtt-lethal-fantasy.lf-skills")
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data.items = data.items || []
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for (let skill of skills) {
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if (skill.system.category === "layperson") {
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data.items.push(skill.toObject())
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}
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}
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}
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return super.create(data, options);
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}
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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user)
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// Configure prototype token settings
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const prototypeToken = {}
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if (this.type === "character") {
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Object.assign(prototypeToken, {
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sight: { enabled: true },
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actorLink: true,
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disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY,
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})
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this.updateSource({ prototypeToken })
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}
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}
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/* *************************************************/
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getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
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let maxValue = 0
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let goodSkill = skills[0]
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for (let s of skills) {
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if (rollType === "weapon-attack") {
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if (s.system.weaponBonus.attack > maxValue) {
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maxValue = Number(s.system.weaponBonus.attack)
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goodSkill = s
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}
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}
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if (rollType === "weapon-defense") {
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if (s.system.weaponBonus.defense > maxValue) {
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maxValue = Number(s.system.weaponBonus.defense)
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goodSkill = s
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}
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}
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if (rollType.includes("weapon-damage")) {
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if (s.system.weaponBonus.damage > maxValue) {
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maxValue = Number(s.system.weaponBonus.damage)
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goodSkill = s
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}
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}
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}
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goodSkill.weaponSkillModifier = Math.ceil(maxValue * multiplier)
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return goodSkill
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}
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/* *************************************************/
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async applyDamage(hpLoss) {
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let hp = this.system.hp.value + hpLoss
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if (hp < 0) {
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hp = 0
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}
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this.update({ "system.hp.value": hp })
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}
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/* *************************************************/
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computeDamageReduction() {
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let naturalDR = Number(this.system.biodata.naturalDR) || 0
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let magicDR = Number(this.system.biodata.magicDR) || 0
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let armorDR = this.getArmorDR()
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return naturalDR + magicDR + armorDR
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}
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/* *************************************************/
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getShieldDR() {
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let dr = 0
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for (let item of this.items) {
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if (item.type === "shield" && item.system.equipped) {
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dr += Number(item.system.damageReduction)
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}
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}
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return dr
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}
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/* *************************************************/
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getArmorDR() {
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let dr = 0
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for (let item of this.items) {
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if (item.type === "armor" && item.system.equipped) {
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dr += Number(item.system.damageReduction)
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}
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}
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return dr
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}
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/* *************************************************/
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getArmorDefenseValue() {
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let defenseValue = 0
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for (let item of this.items) {
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if (item.type === "armor" && item.system.equipped) {
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defenseValue += Number(item.system.defense)
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}
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}
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return defenseValue
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}
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/* *************************************************/
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fuzzyNameSearchWeaponSkills(weaponName, weaponClass = null) {
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// Get all weapon skills without the " skill" suffix
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let skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass === weaponClass && i.system.category === "weapon")
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// Remove parenthesis in the weapon name for better matching
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weaponName = weaponName.replace(/\(.*?\)/g, "").trim()
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// Now search if we find all the words of the weapon name in the skill name
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skills = skills.filter((s) => {
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let skillName = s.name.toLowerCase().replace(" skill", "").trim()
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let wName = weaponName.toLowerCase().trim()
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let wWords = wName.split(" ")
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for (let w of wWords) {
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if (!skillName.includes(w)) {
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return false
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}
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}
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return true
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})
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return skills
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}
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/* *************************************************/
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async prepareRoll(rollType, rollKey, rollDice) {
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console.log("Preparing roll", rollType, rollKey, rollDice)
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let rollTarget
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switch (rollType) {
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case "granted":
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rollTarget = {
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name: rollKey,
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formula: foundry.utils.duplicate(this.system.granted[rollKey]),
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rollKey: rollKey
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}
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if (rollTarget.formula === "" || rollTarget.formula === undefined) {
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rollTarget.formula = 0
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}
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break;
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case "challenge":
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rollTarget = foundry.utils.duplicate(this.system.challenges[rollKey])
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rollTarget.rollKey = rollKey
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break
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case "save":
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rollTarget = foundry.utils.duplicate(this.system.saves[rollKey])
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rollTarget.rollKey = rollKey
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rollTarget.rollDice = rollDice
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break
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case "spell":
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rollTarget = this.items.find((i) => i.type === "spell" && i.id === rollKey)
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rollTarget.rollKey = rollKey
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break
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case "miracle":
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rollTarget = this.items.find((i) => i.type === "miracle" && i.id === rollKey)
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rollTarget.rollKey = rollKey
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break
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case "skill":
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rollTarget = this.items.find((i) => i.type === "skill" && i.id === rollKey)
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rollTarget.rollKey = rollKey
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if (rollTarget.system.category === "weapon") {
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ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.rollFromWeapon"))
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return
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}
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break
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case "spell-attack":
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case "spell-power":
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case "miracle-attack":
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case "miracle-power":
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rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
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rollTarget.rollKey = rollKey
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break
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case "shield-roll": {
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rollTarget = this.items.find((i) => i.type === "shield" && i.id === rollKey)
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let shieldSkill = this.items.find((i) => i.type === "skill" && i.name.toLowerCase() === rollTarget.name.toLowerCase())
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rollTarget.skill = shieldSkill
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rollTarget.rollKey = rollKey
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}
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break;
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case "weapon-damage-small":
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case "weapon-damage-medium":
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case "weapon-attack":
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case "weapon-defense": {
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let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
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let skill
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let skills = this.items.filter((i) => i.type === "skill" && i.system.category === "weapon" && i.name.toLowerCase() === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.fuzzyNameSearchWeaponSkills(weapon.name, weapon.system.weaponClass)
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.items.filter((i) => i.type === "skill" && i.system.category === "weapon" && i.system.weaponClass === weapon.system.weaponClass)
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
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} else {
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skills = this.items.filter((i) => i.type === "skill" && i.system.category === "weapon" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
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} else {
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ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
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return
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}
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}
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}
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}
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if (!weapon || !skill) {
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console.error("Weapon or skill not found", weapon, skill)
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ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
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return
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}
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// Créer un objet plain au lieu de modifier directement le skill
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rollTarget = {
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...skill,
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weapon: weapon,
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weaponSkillModifier: skill.weaponSkillModifier,
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rollKey: rollKey,
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combat: foundry.utils.duplicate(this.system.combat)
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}
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if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
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rollTarget.grantedDice = this.system.granted.damageDice
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}
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if (rollType === "weapon-attack") {
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rollTarget.grantedDice = this.system.granted.attackDice
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}
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if (rollType === "weapon-defense") {
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rollTarget.armorDefense = this.getArmorDefenseValue()
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rollTarget.grantedDice = this.system.granted.defenseDice
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}
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}
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break
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default:
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ui.notifications.error(game.i18n.localize("LETHALFANTASY.Notifications.rollTypeNotFound") + String(rollType))
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break
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}
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// In all cases
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rollTarget.magicUser = this.system.biodata.magicUser
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rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
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rollTarget.actorLevel = this.system.biodata.level
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await this.system.roll(rollType, rollTarget)
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}
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}
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