refactoring 1
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@@ -45,87 +45,3 @@ export function updateActorSkillScore(selectedActor, skillLabel, property = "val
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}
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}
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/**
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* renvoie le score de Sang froid (carac mental + social)
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* @param {VermineActor}
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* @return {number||null} Data for rendering or null
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*/
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export function setCharacterSelfControl(actor) {
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let returnedValue = null;
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for(let i in actor.system.abilities){
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if (actor.system.abilities[i].category == 'mental' || actor.system.abilities[i].category == 'social'){
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returnedValue += actor.system.abilities[i].value;
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}
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}
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/// gestion de l'age
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if (actor.system.identity.ageType == 1){
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returnedValue--;
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}
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actor.update({ "system.attributes.self_control.max": returnedValue });
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return returnedValue;
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}
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/**
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* renvoie le score d'Effort (carac physical + manual)
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* @param {VermineActor}
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* @return {number||null} Data for rendering or null
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*/
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export function setCharacterEffort(actor) {
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let returnedValue = null;
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for(let i in actor.system.abilities){
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if (actor.system.abilities[i].category == 'physical' || actor.system.abilities[i].category == 'manual'){
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returnedValue += actor.system.abilities[i].value;
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}
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}
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/// gestion de l'age
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if (actor.system.identity.ageType == 1){
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returnedValue--;
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} else if (actor.system.identity.ageType == 3){
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returnedValue -= 2;
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}
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actor.update({ "system.attributes.effort.max": returnedValue });
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return returnedValue;
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}
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/**
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* définis les scores de seuil
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* @param {VermineActor}
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* @return {number||null} Data for rendering or null
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*/
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export function setCharacterThresholds(actor) {
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const health = actor.system.abilities.health.value;
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let returnedValue = null;
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actor.update({ "system.minorWound.threshold": health });
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actor.update({ "system.majorWound.threshold": health + 3});
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actor.update({ "system.deadlyWound.threshold": (health + 7 < 11) ? health + 7 : 10 });
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let lightWounds = 4;
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let heavyWounds = 3;
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let deadlyWounds = 2;
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if (actor.system.identity.ageType == 3){
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lightWounds--;
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heavyWounds--;
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deadlyWounds--;
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} else if (actor.system.identity.ageType == 1){
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deadlyWounds--;
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}
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actor.update({ "system.minorWound.max": lightWounds });
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actor.update({ "system.majorWound.max": heavyWounds });
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actor.update({ "system.deadlyWound.max": deadlyWounds });
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// console.log('wounds', actor.system.minorWound, actor.system.majorWound, actor.system.deadlyWound);
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return returnedValue;
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}
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