Ongoing progress for weapons
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b16e977b19
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RdD.geany
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RdD.geany
@ -27,19 +27,18 @@ long_line_behaviour=1
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long_line_column=72
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current_page=1
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FILE_NAME_10=401;JSON;0;EUTF-8;0;1;0;%2Fhome%2Fsigmar%2Fwork%2Ffoundryvtt%2Ffoundryvtt-reve-de-dragon%2Fsystem.json;0;2
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[VTE]
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last_dir=/home/sigmar
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@ -94,12 +94,39 @@ export class RdDActor extends Actor {
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rollData.qualite = -6;
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}
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// Manage weapon categories when parrying (cf. page 115 )
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let need_significative = false; // Do we need to have a sgnificative ?
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let need_resist = false; // Do we need to have a sgnificative ?
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if ( rollData.arme && rollData.attackerRoll ) { // Manage parade depeding on weapon type, and change roll results
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let attCategory = RdDUtility.getArmeCategory( rollData.attackerRoll.arme );
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let defCategory = RdDUtility.getArmeCategory( rollData.arme );
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if ( defCategory == "bouclier" )
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need_significative = true;
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else if ( attCategory != defCategory )
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need_significative = true;
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if ( attCategory.match("epee") && ( defCategory == "hache" || defCategory == "lance") )
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need_resist = true;
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}
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// Sonne management or if need_significative is set
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if ( this.data.data.sante.sonne.value || need_significative) {
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if (rollData.pointsDeTache >= 2 ) { // Reussite normale dès que significative
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quality = "Réussite Normale";
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rollData.pointsDeTache = 1;
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rollData.qualite = 0;
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} else if (rollData.pointsDeTache < 2 ) { // Not a "significative"
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quality = "Echec Normal";
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rollData.pointsDeTache = 0;
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rollData.qualite = -2;
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}
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}
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// Fight management !
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let defenseMsg;
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let encaisser = false;
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let specialStr = "<br>Points de taches : " + rollData.pointsDeTache; // Per default
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if ( rollData.arme ) { // In case of fight, replace the "tache" per dommages + localization. "tache" indicates if result is OK or not
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if ( rollData.attackerRoll) {
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if ( rollData.arme ) { // In case of fight, replace the "tache" message per dommages + localization. "tache" indicates if result is OK or not
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if ( rollData.attackerRoll) { // Defense case !
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if ( rollData.pointsDeTache > 0 ) { // Réussite !
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specialStr = "<br><strong>Attaque parée/esquivée !</strong>";
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} else {
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@ -212,13 +239,14 @@ export class RdDActor extends Actor {
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sante.fatigue.value = sante.fatigue.value - inc
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// If endurance is 0 -> -1 vie
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if ( data.value == 0 ) {
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if ( data.value == 0 && sante.vie.value > 0) {
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sante.vie.value = sante.vie.value - 1;
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}
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let diffVie = sante.vie.max - sante.vie.value;
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if ( data.value > data.max - (diffVie*2) ) {
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data.value = data.max - (diffVie*2);
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}
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if ( data.value < 0 ) data.value = 0; // Security
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let blessures = this.data.data.blessures;
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let maxEnd = Math.floor( data.max / blessures.graves.nombre);
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@ -227,10 +255,12 @@ export class RdDActor extends Actor {
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if (lastValue - data.value > 1) this.testSiSonne(sante, data); // Peut-être sonné si 2 points d'endurance perdus d'un coup
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}
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console.log(name, inc, data.value);
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let diffEndurance = sante.endurance.max - this.data.data.sante.endurance.value;
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if ( sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
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sante.fatigue.value = diffEndurance;
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console.log("SANTE::::", sante);
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await this.update( {"data.sante": sante } );
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}
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@ -290,7 +320,7 @@ export class RdDActor extends Actor {
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"carac": this.data.data.carac,
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"bonusmalusTable": CONFIG.RDD.bonusmalus,
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"etat": this.data.data.compteurs.etat.value,
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"bmValue": 0,
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"bmValue": (attackerRoll) ? attackerRoll.bmValue : 0,
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"attackerRoll": attackerRoll,
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"finalLevel": 0
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}
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@ -344,29 +374,7 @@ export class RdDActor extends Actor {
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/** @override */
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getRollData() {
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const data = super.getRollData();
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const shorthand = game.settings.get("foundryvtt-reve-de-dragon", "macroShorthand");
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// Re-map all attributes onto the base roll data
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if ( !!shorthand ) {
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for ( let [k, v] of Object.entries(data.attributes) ) {
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if ( !(k in data) ) data[k] = v.value;
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}
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delete data.attributes;
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}
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// Map all items data using their slugified names
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data.items = this.data.items.reduce((obj, i) => {
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let key = i.name.slugify({strict: true});
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let itemData = duplicate(i.data);
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if ( !!shorthand ) {
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for ( let [k, v] of Object.entries(itemData.attributes) ) {
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if ( !(k in itemData) ) itemData[k] = v.value;
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}
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delete itemData["attributes"];
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}
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obj[key] = itemData;
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return obj;
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}, {});
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return data;
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}
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}
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@ -378,6 +378,24 @@ export class RdDUtility {
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}
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}
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/* -------------------------------------------- */
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static getArmeCategory( arme )
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{
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let compname = arme.data.competence.toLowerCase();
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if ( compname.match("hache") ) return "hache";
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if ( compname.match("hast") ) return "hast";
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if ( compname.match("lance") ) return "lance";
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if ( compname.match("bouclier") ) return "bouclier";
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if ( compname.match("masse") ) return "masse";
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if ( compname.match("fléau") ) return "fleau";
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if ( compname.match("epée") ) {
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let armename = arme.name.toLowerCase();
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if (armename == "dague" || armename.match("gnome") )
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return "epee_courte";
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}
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return "epee_longue";
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}
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/* -------------------------------------------- */
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static isArmeMelee( compName)
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{
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@ -7,18 +7,31 @@
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<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="Name"/></h1>
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<div class="flexrow">
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<div class="flex-group-center">
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Vie <a id="vie-plus">+</a> / <a id="vie-moins">-</a>
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<div>
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<span>Vie <a id="vie-plus">+</a> / <a id="vie-moins">-</a></span>
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<input class="resource-content" type="text" name="data.sante.vie.value" value="{{data.sante.vie.value}}" data-dtype="Number"/>/{{data.sante.vie.max}}
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</div>
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<div class="flex-group-center">
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Endurance <a id="endurance-plus">+</a> / <a id="endurance-moins">-</a>
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<div>
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<span>Endurance <a id="endurance-plus">+</a> / <a id="endurance-moins">-</a></span>
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<input class="resource-content" type="text" name="data.sante.endurance.value" value="{{data.sante.endurance.value}}" data-dtype="Number"/>/{{data.sante.endurance.max}}
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</div>
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<div>
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<span>Sonné :</span>
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<input class="resource-content" type="checkbox" name="data.sante.sonne.value" value="{{data.sante.sonne.value}} {{#if data.sante.sonne.value}}checked{{/if}}"/>
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</div>
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</div>
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<div class="flex-group-center flex-fatigue">
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Fatigue <a id="fatigue-plus">+</a> / <a id="fatigue-moins">-</a>
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<span>{{{data.fatigueHTML}}}</span>
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</div>
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</div>
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<div class="flexrow">
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<div class="flexrow">
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<div class="flex-group-center">Blessures légères : {{data.blessures.legeres.nombre}}</div>
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<div class="flex-group-center">Blessures graves : {{data.blessures.graves.nombre}}</div>
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<div class="flex-group-center">Blessure critique : {{data.blessures.critiques.nombre}}</div>
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</div>
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</div>
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<div class="flexrow">
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{{#each data.compteurs as |compteur key|}}
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<div class="flexcol flex-group-center">
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