Gestion etat general pour creatures
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@ -69,6 +69,7 @@ export class RdDActor extends Actor {
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
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if (actorData.type === 'creature') this.computeEtatGeneral(actorData);
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}
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/* -------------------------------------------- */
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@ -371,6 +372,7 @@ export class RdDActor extends Actor {
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let data = this.data.data;
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let state = 0;
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state = state - (data.sante.vie.max - data.sante.vie.value);
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if (data.sante.fatigue) // Creatures n'ont pas de fatigue
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state = state + RdDUtility.currentFatigueMalus(data.sante.fatigue.value, data.sante.endurance.max);
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data.compteurs.etat.value = state;
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}
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@ -2,7 +2,7 @@
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"name": "foundryvtt-reve-de-dragon",
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"title": "Rêve de Dragon",
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"description": "Rêve de Dragon RPG for FoundryVTT",
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"version": "0.9.14",
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"version": "0.9.15",
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"minimumCoreVersion": "0.6.0",
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"compatibleCoreVersion": "0.6.6",
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"templateVersion": 37,
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@ -178,7 +178,7 @@
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{{!-- Biography Tab --}}
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<div class="tab description" data-group="primary" data-tab="description" style="height:200px">
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<div class="form-group" style="height:200px">
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{{editor content="data.description" target="data.description" button=true owner=owner editable=editable}}
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{{editor content=data.description target="data.description" button=true owner=owner editable=editable}}
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</div>
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</div>
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