Fix recul
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468c699f70
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@ -207,7 +207,7 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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computeRecul( rollData ) { // Calcul du recul (p. 132)
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computeRecul( rollData, encaisser = undefined ) { // Calcul du recul (p. 132)
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if ( rollData.arme || encaisser ) {
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if ( rollData.arme || encaisser ) {
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if ( (rollData.attackerRoll.particuliereAttaque && rollData.attackerRoll.particuliereAttaque == 'force') || rollData.attackerRoll.isCharge) {
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if ( (rollData.attackerRoll.particuliereAttaque && rollData.attackerRoll.particuliereAttaque == 'force') || rollData.attackerRoll.isCharge) {
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let reculNiveau = this.data.data.taille.value - (rollData.attackerRoll.forceValue+rollData.attackerRoll.arme.dommages);
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let reculNiveau = this.data.data.taille.value - (rollData.attackerRoll.forceValue+rollData.attackerRoll.arme.dommages);
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@ -272,7 +272,6 @@ export class RdDActor extends Actor {
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if (rollData.needSignificative)
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if (rollData.needSignificative)
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explications += " Significative nécessaire!";
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explications += " Significative nécessaire!";
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}
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}
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this.computeRecul( rollData );
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encaisser = rollData.needSignificative ? !rolled.isSign : !rolled.isSuccess;
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encaisser = rollData.needSignificative ? !rolled.isSign : !rolled.isSuccess;
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this.computeRecul( rollData, encaisser );
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this.computeRecul( rollData, encaisser );
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} else { // This is the attack roll!
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} else { // This is the attack roll!
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