397 lines
9.4 KiB
JavaScript
397 lines
9.4 KiB
JavaScript
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/************************************************************************************/
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import "./xregexp-all.js";
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import { SystemCompendiums } from "../settings/system-compendiums.js";
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import { RdDBaseActorReve } from "../actor/base-actor-reve.js";
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/************************************************************************************/
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// Some internal test strings
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let statBlock01 = `+$16(/, baron de Sylvedire, né à l’heure du
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Roseau, 40 ans, 1m78, 65 kg, Beauté 13.
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TAILLE
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10
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Mêlée
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14
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APPARENCE
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13
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Tir
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11
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CONSTITUTION
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12
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Lancer
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11
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FORCE
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12
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Dérobée
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13
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AGILITÉ
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16
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Vie
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11
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DEXTÉRITÉ
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13
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Endurance
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25
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VUE
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10
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+dom
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0
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OUÏE
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11
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Protection
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2 ou 4
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ODO-GOÛT
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9
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cuir souple
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VOLONTÉ
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14
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ou cuir / métal
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INTELLECT
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9
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EMPATHIE
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11
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RÊVE
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13
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CHANCE
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10
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niv
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init
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+dom
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Épée dragonne
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+5
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12
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+3
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Hache de bataille
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+6
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13
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+3
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Bouclier moyen
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+5
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Dague mêlée
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+4
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11
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+1
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Corps à corps
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+4
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11
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(0)
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Esquive
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+8
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Escalade +4 / Saut +5 / Commerce +3 / Équitation
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+6 / Chirurgie 0 / Survie en extérieur +4 / Survie fo-
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rêt +6 / Acrobatie -2 / Métallurgie +2 / Natation +3 /
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Légendes -1 / Écriture -4
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`;
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let statBlock02 = `/HVJDUGHV
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TAILLE
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11
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Mêlée
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12
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CONSTITUTION
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11
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Tir
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11
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FORCE
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12
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Lancer
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11
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AGILITÉ
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12
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Dérobée
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11
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DEXTERITÉ
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11
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Vie
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11
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VUE
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11
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Endurance
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22
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OUÏE
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11
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Vitesse
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12
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VOLONTÉ
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10
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+dom
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0
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Protection
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4
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cuir / métal
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niv
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init
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+dom
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Hache de bataille
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+4
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10
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+3
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Bouclier moyen
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+4
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Dague mêlée
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+3
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9
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+1
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Arc
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+5
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10
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+2
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Corps à corps
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+3
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9
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(0)
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Esquive avec armure
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+2
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Course +1/ Vigilance +4
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`;
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let statBlock03 = `rencontres sont laissées à /HVFKLHQVORXSVGXEDURQ
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chaque gardien des rêves.
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TAILLE
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8
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Vie
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10
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CONSTITUTION FORCE
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12
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11
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Endurance
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Vitesse
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12/38
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21
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/HVFKLHQV]RPELV
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PERCEPTION 13
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+dom
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0
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VOLONTÉ
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10
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Protection
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0
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Les « monstres » apparaîtront un soir, durant
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RÊVE
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10
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l’heure du Serpent, et attaqueront les voya-
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niv
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init
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+dom
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geurs à leur campement. Si ces derniers ne
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Morsure
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13
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+4
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10
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+1
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campent pas, ils apparaîtront tout de même à
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Esquive
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11
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+3
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l’heure du Serpent. Le feu ne les effraie pas. Ils
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Course, Saut
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12
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+3
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ne sont pas très rapides, mais en revanche, très
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Discrétion
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12
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+3
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silencieux : ils n’aboient pas. Les voyageurs
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Vigilance
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13
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+3
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`
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// Skill parser depending on the type of actor
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const compParser = { personnage: "\\s+(?<value>[\\+\\-]?\\d+)", creature: "\\s+(?<carac>\\d+)\\s+(?<value>[\\+\\-]?\\d+)\\s?(?<init>\\d+)?\\s+?(?<dommages>\\+\\d+)?" };
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// Main class for parsing a stat block
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export class RdDStatBlockParser {
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static openInputDialog() {
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let dialog = new Dialog({
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title: "Import de stats de PNJ/Créatures",
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content: `
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<div>
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<p>Coller le texte de la stat ici</p>
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<textarea id="statBlock" style="width: 100%; height: 200px;"></textarea>
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</div>
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`,
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buttons: {
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ok: {
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label: "OK",
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callback: async (html) => {
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let statBlock = html.find("#statBlock")[0].value;
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await RdDStatBlockParser.parseStatBlock(statBlock);
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dialog.close();
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}
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},
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cancel: {
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label: "Cancel"
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}
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}
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});
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dialog.render(true);
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}
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static async parseStatBlock(statString, type = "npc") {
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//statString = statBlock03;
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if (!statString) {
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return;
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}
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// Replace all endline by space in the statString
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statString = statString.replace(/\n/g, " ");
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// Remove all multiple spaces
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statString = statString.replace(/\s{2,}/g, " ");
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// Remove all leading and trailing spaces
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statString = statString.trim();
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let actorType = "personnage";
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let perception = XRegExp.exec(statString.toLowerCase(), XRegExp("perception\\s+(?<value>\\d+)", 'gi'));
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if (perception?.value ) {
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actorType = "creature";
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}
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// Now start carac
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let actorData = foundry.utils.deepClone(game.model.Actor[actorType]);
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for (let key in game.model.Actor.personnage.carac) {
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let caracDef = game.model.Actor.personnage.carac[key];
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// Parse the stat string for each caracteristic
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let carac = XRegExp.exec(statString.toLowerCase(), XRegExp(caracDef.label.toLowerCase()+"\\s+(?<value>\\d+)", 'gi'));
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if (carac?.value) {
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actorData.carac[key].value = Number(carac.value);
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}
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}
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// If creature we need to setup additionnal fields
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if (actorType == "creature") {
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let plusDom = XRegExp.exec(statString.toLowerCase(), XRegExp("\\+dom\\s+(?<value>\\+\\d+)", 'gi'));
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if (plusDom?.values) {
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actorData.attributs.plusdom.value = Number(plusDom.value);
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}
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let protection = XRegExp.exec(statString.toLowerCase(), XRegExp("protection\\s+(?<value>\\d+)", 'gi'));
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if (protection?.value) {
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actorData.attributs.protection.value = Number(protection.value);
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}
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let endurance = XRegExp.exec(statString.toLowerCase(), XRegExp("endurance\\s+(?<value>\\d+)", 'gi'));
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if (endurance?.value) {
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actorData.sante.endurance.value = Number(endurance.value);
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actorData.sante.endurance.max = Number(endurance.value);
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}
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let vie = XRegExp.exec(statString.toLowerCase(), XRegExp("vie\\s+(?<value>\\d+)", 'gi'));
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if (vie.value) {
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actorData.sante.vie.value = Number(vie.value);
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actorData.sante.vie.max = Number(vie.value);
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}
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let vitesse = XRegExp.exec(statString.toLowerCase(), XRegExp("vitesse\\s+(?<value>[\\d\\/]+)", 'gi'));
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if (vitesse?.value) {
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actorData.attributs.vitesse.value = vitesse.value;
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}
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}
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let items = [];
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// Get skills from compendium
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const competences = await SystemCompendiums.getCompetences(actorType);
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//console.log("Competences : ", competences);
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let allComp = competences.map(i => i.toObject())
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for (let comp of allComp) {
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let skill = XRegExp.exec(statString.toLowerCase(), XRegExp(comp.name.toLowerCase()+compParser[actorType], 'gi'));
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if (skill) {
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comp.system.niveau = Number(skill.value);
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if (actorType == "creature") {
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comp.system.carac_value = Number(skill.carac);
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if (skill.init) {
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comp.system.dommages = Number(skill.dommages);
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comp.system.iscombat = true;
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}
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items.push(comp); // Only selective push
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}
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}
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if (actorType == "personnage") {
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items.push(comp); // Always push
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}
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}
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// Now process weapons
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const weapons = await SystemCompendiums.getWorldOrCompendiumItems("arme", "equipement")
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//console.log("Equipement : ", equipment);
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for (let w of weapons) {
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let weapon = XRegExp.exec(statString.toLowerCase(), XRegExp(w.name.toLowerCase()+"\\s+(?<value>\\+\\d+)", 'gi'));
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if (weapon) {
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w.system.equipe = true
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items.push(w.toObject());
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// now process the skill
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if ( w.system?.competence != "") {
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let wComp = items.find(i => i.name.toLowerCase() == w.system.competence.toLowerCase());
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if (wComp) {
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wComp.system.niveau = Number(weapon.value);
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}
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}
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if ( w.system?.tir != "") {
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let wComp = items.find(i => i.name.toLowerCase() == w.system.tir.toLowerCase());
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if (wComp) {
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wComp.system.niveau = Number(weapon.value);
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}
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}
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if ( w.system?.lancer != "") {
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let wComp = items.find(i => i.name.toLowerCase() == w.system.lancer.toLowerCase());
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if (wComp) {
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wComp.system.niveau = Number(weapon.value);
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}
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}
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}
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}
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// Now process armors
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const armors = await SystemCompendiums.getWorldOrCompendiumItems("armure", "equipement")
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for (let a of armors) {
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let armor = XRegExp.exec(statString.toLowerCase(), XRegExp(a.name.toLowerCase(), 'gi'));
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if (armor) {
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a.system.equipe = true
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items.push(a.toObject());
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}
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}
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// Get hour name : heure du XXXXX
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let heure = XRegExp.exec(statString.toLowerCase(), XRegExp("heure du\\s+(?<value>\\w+)", 'gi'));
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if (heure?.value) {
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actorData.heure = heure.value;
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}
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// Get age
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let age = XRegExp.exec(statString.toLowerCase(), XRegExp("(?<value>\\d+) ans", 'gi'));
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if (age?.value) {
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actorData.age = Number(age.value);
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}
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// Get height
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let taille = XRegExp.exec(statString.toLowerCase(), XRegExp("(?<value>\\d+)m\\d+", 'gi'));
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if (taille?.value) {
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actorData.taille = taille.value;
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}
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// Get weight
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let poids = XRegExp.exec(statString.toLowerCase(), XRegExp("(?<value>\\d+) kg", 'gi'));
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if (poids?.value) {
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actorData.poids = poids.value;
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}
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// Get beauty
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let beaute = XRegExp.exec(statString.toLowerCase(), XRegExp("beauté\\s+(?<value>\\d+)", 'gi'));
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if (beaute?.value) {
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actorData.beaute = Number(beaute.value);
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}
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// Name is all string before ', né'
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let name
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if (actorType == "personnage") {
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name = XRegExp.exec(statString.toLowerCase(), XRegExp("(?<value>[\\w\\s\\d]+),", 'gi'));
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if (!name.value) {
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name = XRegExp.exec(statString.toLowerCase(), XRegExp("(?<value>.+)\\s+taille", 'gi'));
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}
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name = name?.value || "Importé";
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}
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if (actorType == "creature") {
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name = XRegExp.exec(statString.toLowerCase(), XRegExp("(?<value>.+)\\s+taille", 'gi'));
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name = name?.value || "Importé";
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}
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let newActor = RdDBaseActorReve.create({name: name || "Importé", type:actorType, system: actorData, items: items});
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// DUmp....
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console.log(actorData);
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}
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}
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