First round of changes
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327
system/scripts/dice/chiaroscuro-dice-dialog.js
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327
system/scripts/dice/chiaroscuro-dice-dialog.js
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/**
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* Chiaroscuro Dice Dialog
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*
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* d6 pool system: ring value × multiplier d6, sum vs difficulty.
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* Multiplier: ×1 base, ×2 if aspect or assistance, ×3 if both.
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* Parangon passives adjust individual die results before summing.
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*/
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export class ChiaroscuroDiceDialog extends FormApplication {
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/**
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* Current Actor
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* @type {ActorL5r5e}
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* @private
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*/
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_actor = null;
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/**
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* Payload Object
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*/
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object = {
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ring: { id: "void", value: 1 },
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skill: { id: "", name: "", bonus: 0, rank: "0" },
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difficulty: { id: "moyenne", value: 10 },
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modifier: 0,
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useAspectPoint: false,
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aspectType: "solar",
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useAssistance: false,
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};
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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id: "l5r5e-chiaroscuro-dice-dialog",
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classes: ["l5r5e", "chiaroscuro-dice-dialog"],
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template: CONFIG.l5r5e.paths.templates + "dice/chiaroscuro-dice-dialog.html",
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title: game.i18n.localize("chiaroscuro.dice.title"),
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width: 440,
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height: "auto",
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});
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}
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get id() {
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return `l5r5e-chiaroscuro-dice-dialog-${this._actor?.id ?? "no-actor"}`;
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}
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get title() {
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return game.i18n.localize("chiaroscuro.dice.title") + (this._actor ? " — " + this._actor.name : "");
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}
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/**
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* Total dice to roll (ring value × multiplier)
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* @return {number}
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*/
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get totalDice() {
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const base = this.object.ring.value;
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const both = this.object.useAspectPoint && this.object.useAssistance;
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const either = this.object.useAspectPoint || this.object.useAssistance;
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return base * (both ? 3 : either ? 2 : 1);
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}
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/**
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* @param options actor, actorId, ringId, skillId
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*/
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constructor(options = {}) {
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super({}, options);
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// Resolve actor
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[
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options?.actor,
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game.actors.get(options?.actorId),
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canvas.tokens.controlled[0]?.actor,
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game.user.character,
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].forEach((actor) => {
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if (!this._actor && actor instanceof Actor && actor.isOwner) {
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this._actor = actor;
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}
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});
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// Default ring: options > actor default_ring > void
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const ringId = options.ringId ?? this._actor?.system?.default_ring ?? "void";
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this.ringId = ringId;
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// Skill
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if (options.skillId) {
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this.skillId = options.skillId;
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}
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}
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/**
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* Set ring (id + value from actor)
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* @param {string} ringId
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*/
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set ringId(ringId) {
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this.object.ring.id = CONFIG.l5r5e.stances.includes(ringId) ? ringId : "void";
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this.object.ring.value = this._actor?.system?.rings?.[this.object.ring.id] || 1;
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// Auto-derive aspect type from ring (fire/earth → solar, air/water → lunar; void = manual)
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if (this.object.ring.id !== "void") {
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this.object.aspectType = ["fire", "earth"].includes(this.object.ring.id) ? "solar" : "lunar";
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}
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}
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/**
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* Set skill (id, name, rank, bonus)
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* @param {string} skillId
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*/
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set skillId(skillId) {
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if (!skillId) return;
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const catId = CONFIG.l5r5e.skills.get(skillId.toLowerCase().trim());
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const rank = this._actor?.system?.skills?.[catId]?.[skillId] ?? "0";
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this.object.skill = {
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...this.object.skill,
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id: skillId,
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name: catId ? game.i18n.localize(`l5r5e.skills.${catId}.${skillId}`) : skillId,
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rank,
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bonus: CONFIG.l5r5e.skillRanks?.[rank]?.bonus ?? 0,
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};
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}
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async getData(options = null) {
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const difficultiesList = Object.entries(CONFIG.l5r5e.difficulties).map(([id, value]) => ({
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id,
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label: game.i18n.localize(`chiaroscuro.difficulties.${id}`),
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value,
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}));
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const aspectsList = [
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{ id: "solar", label: game.i18n.localize("chiaroscuro.aspects.solar") },
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{ id: "lunar", label: game.i18n.localize("chiaroscuro.aspects.lunar") },
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];
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return {
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...(await super.getData(options)),
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actor: this._actor,
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data: this.object,
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totalDice: this.totalDice,
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ringsList: game.l5r5e.HelpersL5r5e.getRingsList(this._actor),
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difficultiesList,
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aspectsList,
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isVoidRing: this.object.ring.id === "void",
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quickInfo: this._actor?.system?.quick_info ?? "",
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};
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}
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activateListeners(html) {
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super.activateListeners(html);
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// Ring selector
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html.find(".ring-selection-chi").on("click", async (event) => {
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event.preventDefault();
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event.stopPropagation();
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this.ringId = event.currentTarget.dataset.ringid;
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this.render(false);
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});
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// Difficulty select
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html.find("select[name='difficulty.id']").on("change", (event) => {
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this.object.difficulty.id = event.target.value;
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this.object.difficulty.value = CONFIG.l5r5e.difficulties[this.object.difficulty.id];
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this.render(false);
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});
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// Flat modifier
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html.find("input[name='modifier']").on("change", (event) => {
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this.object.modifier = parseInt(event.target.value) || 0;
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});
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// Aspect point checkbox
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html.find("#use_aspect_point").on("change", (event) => {
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this.object.useAspectPoint = event.target.checked;
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this.render(false);
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});
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// Aspect type select (solar / lunar)
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html.find("select[name='aspectType']").on("change", (event) => {
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this.object.aspectType = event.target.value;
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});
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// Assistance checkbox
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html.find("#use_assistance").on("change", (event) => {
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this.object.useAssistance = event.target.checked;
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this.render(false);
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});
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}
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async _updateObject(event, formData) {
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const nbDice = this.totalDice;
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const skillRank = this.object.skill.rank;
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const skillBonus = this.object.skill.bonus;
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const flatModifier = this.object.modifier;
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const difficulty = this.object.difficulty.value;
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// Roll the dice using FoundryVTT Roll API
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const roll = await new Roll(`${nbDice}d6`).evaluate();
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const rawResults = roll.dice[0].results.map((r) => r.result);
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// Apply parangon passive adjustments
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const adjustedResults = rawResults.map((r) => this._applyParangon(r, skillRank));
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const diceAdjustedFlags = rawResults.map((r, i) => adjustedResults[i] !== r);
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const wasAdjusted = diceAdjustedFlags.some(Boolean);
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// Compute total
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const rawSum = adjustedResults.reduce((a, b) => a + b, 0);
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const total = rawSum + skillBonus + flatModifier;
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const success = total >= difficulty;
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const bonus = success ? total - difficulty : 0;
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// Update aspect gauge after roll
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if (this._actor && this.object.useAspectPoint) {
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await this._updateAspectGauge();
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}
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// Post chat message
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await this._sendChatMessage({
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nbDice,
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rawResults,
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adjustedResults,
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diceAdjustedFlags,
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wasAdjusted,
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rawSum,
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total,
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skillBonus,
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flatModifier,
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difficulty,
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success,
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bonus,
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});
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return this.close();
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}
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/**
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* Apply parangon rank passive: replace low die results with higher value.
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* parangon1: 1 → 2
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* parangon2: 1–2 → 3
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* parangon3: 1–3 → 4
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* @param {number} result
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* @param {string} rank
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* @return {number}
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*/
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_applyParangon(result, rank) {
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if (rank === "parangon3" && result <= 3) return 4;
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if (rank === "parangon2" && result <= 2) return 3;
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if (rank === "parangon1" && result <= 1) return 2;
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return result;
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}
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/**
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* Update the aspect gauge on the actor after an aspect point roll.
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* Gauge positive = solar side, negative = lunar side.
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* ±5 → apply Déséquilibre. ±10 → full reset.
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*/
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async _updateAspectGauge() {
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// Support both single-nested (system.aspects) and double-nested (system.aspects.aspects)
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const aspectsPath = this._actor.system.aspects?.aspects !== undefined
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? "system.aspects.aspects"
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: "system.aspects";
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const aspects = foundry.utils.getProperty(this._actor, aspectsPath) ?? {};
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const gaugeDirection = this.object.aspectType === "solar" ? 1 : -1;
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const newGauge = (aspects.gauge ?? 0) + gaugeDirection;
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if (Math.abs(newGauge) >= 10) {
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// Full reset
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await this._actor.update({
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[`${aspectsPath}.gauge`]: 0,
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[`${aspectsPath}.solar`]: 0,
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[`${aspectsPath}.lunar`]: 0,
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});
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// Remove all desequilibre conditions
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const toRemove = this._actor.items
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.filter((i) => i.type === "etat" && ["desequilibre_solaire", "desequilibre_lunaire"].includes(i.system?.condition_type))
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.map((i) => i.id);
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if (toRemove.length) {
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await this._actor.deleteEmbeddedDocuments("Item", toRemove);
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}
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} else {
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await this._actor.update({ [`${aspectsPath}.gauge`]: newGauge });
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if (Math.abs(newGauge) >= 5) {
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// Apply opposing desequilibre
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const condType = this.object.aspectType === "solar" ? "desequilibre_lunaire" : "desequilibre_solaire";
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const existing = this._actor.items.find(
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(i) => i.type === "etat" && i.system?.condition_type === condType
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);
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if (!existing) {
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await this._actor.createEmbeddedDocuments("Item", [
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{
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type: "etat",
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name: game.i18n.localize(`chiaroscuro.aspects.${condType}`),
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system: { condition_type: condType },
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},
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]);
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}
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}
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}
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}
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/**
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* Create and send the chat message.
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*/
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async _sendChatMessage(rollData) {
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const content = await foundry.applications.handlebars.renderTemplate(
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CONFIG.l5r5e.paths.templates + "dice/chiaroscuro-chat-roll.html",
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{
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actor: this._actor,
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profileImg: this._actor?.img ?? "icons/svg/mystery-man.svg",
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ring: this.object.ring,
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skill: this.object.skill,
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difficulty: this.object.difficulty,
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useAspectPoint: this.object.useAspectPoint,
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aspectType: this.object.aspectType,
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useAssistance: this.object.useAssistance,
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modifier: this.object.modifier,
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quickInfo: this._actor?.system?.quick_info ?? "",
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...rollData,
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}
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);
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return ChatMessage.implementation.create({
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user: game.user.id,
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speaker: {
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actor: this._actor?.id ?? null,
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alias: this._actor?.name ?? null,
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},
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content,
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sound: CONFIG.sounds.dice,
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});
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}
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}
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