début des messages d'items
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+1
-60
@@ -327,66 +327,7 @@ export class VermineCombat extends Combat {
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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// Structure input data
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ids = typeof ids === "string" ? [ids] : ids;
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// étape 1 : on vérifie que le combattant est un pj
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/*if (ids.length == 1){
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console.log("il n'y a qu'un actor en lice");
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} else {
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console.log("il faut prendre le premier pj pour lancer la confrontation");
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}*/
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const combatant = this.combatants.get(ids[0]);
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let token = canvas.scene.tokens.get(combatant.tokenId);
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combatant.type = game.actors.get(combatant.actorId)?.type;
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combatant.disposition = token.disposition;
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let enemies = [];
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let adversaries = this.combatants.filter((cbt) => {
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let token = canvas.scene.tokens.get(cbt.tokenId);
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let enemy = token.actor;
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const isEnemy = (token.disposition == -1) ? true : false;
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if (isEnemy) {
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enemies.push({
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id: enemy.id,
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name: enemy.name,
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img: enemy.img,
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achievement: parseInt(enemy.system.reroll.achievement.value) + 7,
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conservation: 7 - parseInt(enemy.system.reroll.conservation.value)
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})
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}
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return isEnemy;
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});
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let allies = this.combatants.filter((cbt) => {
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let token = canvas.scene.tokens.get(cbt.tokenId);
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return (token.disposition == 1 && cbt.id != combatant.id) ? true : false;
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});
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if (combatant.type != 'character') {
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let warningDialogHTML = await renderTemplate('systems/vermine2047/templates/dialogs/warning.html', {
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warningText: "Seuls les PJs peuvent initier des confrontations. Relancer l'opération au tour du PJ actif."
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});
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Dialog.prompt({
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title: "Avertissement",
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content: warningDialogHTML,
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label: 'Okay !',
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callback: () => {
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// console.log('Il a compris');
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},
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});
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} else {
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// étape 2 : on envoie les infos
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let fightingActor = game.actors.get(combatant.actorId);
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VermineFight.ui({
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speakerId: combatant.actorId,
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speakerWeapons: fightingActor.items.filter(item => item.type == 'weapon'),
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speakerExperience: fightingActor.system.attributes.experience.value,
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speakerEffects: token.actor.effects,
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adversaries: enemies,
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allies: allies
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});
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}
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return super.rollInitiative(ids, formula, messageOptions)
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}
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