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import { RdDUtility } from "./rdd-utility.js" ;
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import { TMRUtility } from "./tmr-utility.js" ;
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import { RdDRollDialogEthylisme } from "./rdd-roll-ethylisme.js" ;
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import { RdDRoll } from "./rdd-roll.js" ;
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import { RdDTMRDialog } from "./rdd-tmr-dialog.js" ;
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import { Misc } from "./misc.js" ;
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import { RdDAstrologieJoueur } from "./rdd-astrologie-joueur.js" ;
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import { RdDResolutionTable } from "./rdd-resolution-table.js" ;
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import { RdDDice } from "./rdd-dice.js" ;
import { RdDRollTables } from "./rdd-rolltables.js" ;
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import { ChatUtility } from "./chat-utility.js" ;
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import { RdDItemSort } from "./item-sort.js" ;
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import { Grammar } from "./grammar.js" ;
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import { RdDEncaisser } from "./rdd-roll-encaisser.js" ;
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import { RdDCombat } from "./rdd-combat.js" ;
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import { RdDAudio } from "./rdd-audio.js" ;
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import { RdDItemCompetence } from "./item-competence.js" ;
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import { RdDItemArme } from "./item-arme.js" ;
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import { RdDAlchimie } from "./rdd-alchimie.js" ;
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import { STATUSES , StatusEffects } from "./status-effects.js" ;
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js" ;
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import { RdDItemSigneDraconique } from "./item-signedraconique.js" ;
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import { ReglesOptionelles } from "./regles-optionelles.js" ;
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import { TMRRencontres } from "./tmr-rencontres.js" ;
import { Poetique } from "./poetique.js" ;
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import { EffetsDraconiques } from "./tmr/effets-draconiques.js" ;
import { Draconique } from "./tmr/draconique.js" ;
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import { RdDCarac } from "./rdd-carac.js" ;
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import { Monnaie } from "./item-monnaie.js" ;
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import { DialogConsommer } from "./dialog-item-consommer.js" ;
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import { DialogFabriquerPotion } from "./dialog-fabriquer-potion.js" ;
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import { RollDataAjustements } from "./rolldata-ajustements.js" ;
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import { DialogItemAchat } from "./dialog-item-achat.js" ;
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import { RdDItem } from "./item.js" ;
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import { RdDPossession } from "./rdd-possession.js" ;
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import { ENTITE _BLURETTE , ENTITE _INCARNE , ENTITE _NONINCARNE , SYSTEM _RDD , SYSTEM _SOCKET _ID } from "./constants.js" ;
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const POSSESSION _SANS _DRACONIC = {
img : 'systems/foundryvtt-reve-de-dragon/icons/entites/possession.webp' ,
name : 'Sans draconic' ,
system : {
niveau : 0 ,
defaut _carac : "reve" ,
}
} ;
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const PAS _DE _BLESSURE = { "active" : false , "psdone" : false , "scdone" : false , "premiers_soins" : 0 , "soins_complets" : 0 , "jours" : 0 , "loc" : "" } ;
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/* -------------------------------------------- */
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/ * *
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system .
* @ extends { Actor }
* /
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export class RdDActor extends Actor {
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/* -------------------------------------------- */
static init ( ) {
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Hooks . on ( "preUpdateItem" , ( item , change , options , id ) => RdDActor . getParentActor ( item ) ? . onPreUpdateItem ( item , change , options , id ) ) ;
Hooks . on ( "createItem" , ( item , options , id ) => RdDActor . getParentActor ( item ) ? . onCreateItem ( item , options , id ) ) ;
Hooks . on ( "deleteItem" , ( item , options , id ) => RdDActor . getParentActor ( item ) ? . onDeleteItem ( item , options , id ) ) ;
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Hooks . on ( "updateActor" , ( actor , change , options , actorId ) => actor . onUpdateActor ( change , options , actorId ) ) ;
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}
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static onSocketMessage ( sockmsg ) {
switch ( sockmsg . msg ) {
case "msg_remote_actor_call" :
return RdDActor . onRemoteActorCall ( sockmsg . data ) ;
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case "msg_reset_nombre_astral" :
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console . log ( "RESET ASTRAL" , game . user . character ) ;
game . user . character . resetNombreAstral ( ) ;
return ;
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}
}
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static remoteActorCall ( callData , canExecuteLocally = ( ) => Misc . isUniqueConnectedGM ( ) ) {
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if ( canExecuteLocally ( ) ) {
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RdDActor . onRemoteActorCall ( callData ) ;
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return false ;
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}
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else {
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game . socket . emit ( SYSTEM _SOCKET _ID , { msg : "msg_remote_actor_call" , data : callData } ) ;
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return true ;
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}
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}
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static onRemoteActorCall ( callData ) {
const actor = game . actors . get ( callData ? . actorId ) ;
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if ( Misc . isOwnerPlayerOrUniqueConnectedGM ( actor ) ) { // Seul le joueur choisi effectue l'appel: le joueur courant si propriétaire de l'actor, ou le MJ sinon
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const args = callData . args ;
console . info ( ` RdDActor.onRemoteActorCall: pour l'Actor ${ callData . actorId } , appel de RdDActor. ${ callData . method } ( ` , ... args , ')' ) ;
actor [ callData . method ] ( ... args ) ;
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}
}
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/* -------------------------------------------- */
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static getParentActor ( document ) {
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return document ? . parent instanceof Actor ? document . parent : undefined
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}
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/* -------------------------------------------- */
/ * *
* Override the create ( ) function to provide additional RdD functionality .
*
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* This overrided create ( ) function adds initial items
* Namely : Basic skills , money ,
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*
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* @ param { Object } actorData Barebones actor template data which this function adds onto .
* @ param { Object } options Additional options which customize the creation workflow .
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*
* /
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static async create ( actorData , options ) {
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// Case of compendium global import
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if ( actorData instanceof Array ) {
return super . create ( actorData , options ) ;
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}
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const isPersonnage = actorData . type == "personnage" ;
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if ( actorData . items ) {
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let actor = await super . create ( actorData , options ) ;
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if ( isPersonnage ) {
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await actor . checkMonnaiePresence ( ) ;
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}
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return actor ;
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}
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if ( isPersonnage ) {
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const competences = await RdDUtility . loadCompendium ( RdDItemCompetence . actorCompendium ( actorData . type ) ) ;
actorData . items = competences . map ( i => i . toObject ( ) ) ;
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actorData . items = actorData . items . concat ( Monnaie . monnaiesData ( ) ) ;
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}
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else {
actorData . items = [ ] ;
}
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return super . create ( actorData , options ) ;
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}
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/* -------------------------------------------- */
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prepareData ( ) {
super . prepareData ( ) ;
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// Dynamic computing fields
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this . encTotal = 0 ;
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this . prixTotalEquipement = 0 ;
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// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
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if ( this . type === 'personnage' ) this . _prepareCharacterData ( this )
if ( this . type === 'creature' ) this . _prepareCreatureData ( this )
if ( this . type === 'vehicule' ) this . _prepareVehiculeData ( this )
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}
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/* -------------------------------------------- */
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setRollWindowsOpened ( flag ) {
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this . rollWindowsOpened = flag ;
}
/* -------------------------------------------- */
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isRollWindowsOpened ( ) {
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return this . rollWindowsOpened ;
}
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/* -------------------------------------------- */
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_prepareCreatureData ( actorData ) {
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this . computeEncombrementTotalEtMalusArmure ( ) ;
this . computeEtatGeneral ( ) ;
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}
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/* -------------------------------------------- */
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_prepareVehiculeData ( actorData ) {
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this . computeEncombrementTotalEtMalusArmure ( ) ;
}
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/* -------------------------------------------- */
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/ * *
* Prepare Character type specific data
* /
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async _prepareCharacterData ( actorData ) {
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// Initialize empty items
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RdDCarac . computeCarac ( actorData . system )
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this . computeIsHautRevant ( ) ;
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await this . cleanupConteneurs ( ) ;
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await this . computeEncombrementTotalEtMalusArmure ( ) ;
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this . computePrixTotalEquipement ( ) ;
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this . computeEtatGeneral ( ) ;
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// Sanity check
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await this . checkMonnaiePresence ( ) ;
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}
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/* -------------------------------------------- */
async cleanupConteneurs ( ) {
let updates = this . listItemsData ( 'conteneur' )
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. filter ( c => c . system . contenu . filter ( id => this . getObjet ( id ) == undefined ) . length > 0 )
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. map ( c => { return { _id : c . _id , 'system.contenu' : c . system . contenu . filter ( id => this . getObjet ( id ) != undefined ) } } ) ;
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if ( updates . length > 0 ) {
await this . updateEmbeddedDocuments ( "Item" , updates )
}
}
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/* -------------------------------------------- */
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async checkMonnaiePresence ( ) { // Ajout opportuniste si les pièces n'existent pas.
if ( ! this . items ) return ; // Sanity check during import
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let manquantes = Monnaie . monnaiesManquantes ( this ) ;
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if ( manquantes . length > 0 ) {
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await this . createEmbeddedDocuments ( 'Item' , manquantes , { renderSheet : false } ) ;
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}
}
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/* -------------------------------------------- */
isCreature ( ) {
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return this . type == 'creature' || this . type == 'entite' ;
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}
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/* -------------------------------------------- */
isPersonnage ( ) {
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return this . type == 'personnage' ;
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}
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/* -------------------------------------------- */
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isHautRevant ( ) {
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return this . isPersonnage ( ) && this . system . attributs . hautrevant . value != ""
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}
/* -------------------------------------------- */
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getFatigueActuelle ( ) {
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if ( ReglesOptionelles . isUsing ( "appliquer-fatigue" ) && this . isPersonnage ( ) ) {
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return this . system . sante . fatigue ? . value ;
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}
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return 0 ;
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}
/* -------------------------------------------- */
getFatigueMax ( ) {
if ( ! this . isPersonnage ( ) ) {
return 1 ;
}
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return Misc . toInt ( this . system . sante . fatigue ? . max ) ;
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}
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/* -------------------------------------------- */
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getReveActuel ( ) {
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return Misc . toInt ( this . system . reve ? . reve ? . value ? ? this . carac . reve . value ) ;
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}
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/* -------------------------------------------- */
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getChanceActuel ( ) {
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return Misc . toInt ( this . system . compteurs . chance ? . value ? ? 10 ) ;
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}
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/* -------------------------------------------- */
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getTaille ( ) {
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return Misc . toInt ( this . system . carac . taille ? . value ) ;
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}
/* -------------------------------------------- */
getForce ( ) {
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if ( this . isEntite ( ) ) {
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return Misc . toInt ( this . system . carac . reve ? . value ) ;
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}
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return Misc . toInt ( this . system . carac . force ? . value ) ;
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}
/* -------------------------------------------- */
getAgilite ( ) {
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switch ( this . type ) {
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case 'personnage' : return Misc . toInt ( this . system . carac . agilite ? . value ) ;
case 'creature' : return Misc . toInt ( this . system . carac . force ? . value ) ;
case 'entite' : return Misc . toInt ( this . system . carac . reve ? . value ) ;
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}
return 10 ;
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}
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/* -------------------------------------------- */
getChance ( ) {
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return Misc . toInt ( this . system . carac . chance ? . value ? ? 10 ) ;
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}
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getMoralTotal ( ) {
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return Misc . toInt ( this . system . compteurs . moral ? . value ) ;
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}
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/* -------------------------------------------- */
getBonusDegat ( ) {
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// TODO: gérer séparation et +dom créature/entité indépendament de la compétence
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return Misc . toInt ( this . system . attributs . plusdom . value ) ;
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}
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/* -------------------------------------------- */
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getProtectionNaturelle ( ) {
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return Misc . toInt ( this . system . attributs . protection . value ) ;
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}
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/* -------------------------------------------- */
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getEtatGeneral ( options = { ethylisme : false } ) {
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let etatGeneral = Misc . toInt ( this . system . compteurs . etat ? . value )
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if ( options . ethylisme ) {
// Pour les jets d'Ethylisme, on ignore le degré d'éthylisme (p.162)
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etatGeneral -= Math . min ( 0 , this . system . compteurs . ethylisme . value )
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}
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return etatGeneral
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}
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/* -------------------------------------------- */
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getActivePoisons ( ) {
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return duplicate ( this . items . filter ( item => item . type == 'poison' && item . system . active ) )
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}
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/* -------------------------------------------- */
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getMalusArmure ( ) {
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return Misc . toInt ( this . system . attributs ? . malusarmure ? . value )
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}
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/* -------------------------------------------- */
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getEncTotal ( ) {
return Math . floor ( this . encTotal ? ? 0 ) ;
}
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/* -------------------------------------------- */
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getPrixTotalEquipement ( ) {
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return Math . floor ( this . system . prixTotalEquipement ? ? 0 )
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}
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/* -------------------------------------------- */
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getCompetence ( idOrName , options = { } ) {
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return RdDItemCompetence . findCompetence ( this . items , idOrName , options )
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}
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getCompetences ( name ) {
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return RdDItemCompetence . findCompetences ( this . items , name )
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}
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/* -------------------------------------------- */
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getObjet ( id ) {
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return id ? this . items . find ( it => it . id == id ) : undefined ;
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}
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listItemsData ( type ) {
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return this . itemTypes [ type ] ;
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}
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filterItems ( filter ) {
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return this . items . filter ( filter ) ;
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}
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getItemOfType ( idOrName , type ) {
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return this . items . find ( it => it . id == idOrName && it . type == type )
? ? Misc . findFirstLike ( idOrName , this . items , { filter : it => it . type == type , description : type } ) ;
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}
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getMonnaie ( id ) {
return this . getItemOfType ( id , 'monnaie' ) ;
}
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getTache ( id ) {
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return this . getItemOfType ( id , 'tache' ) ;
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}
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getMeditation ( id ) {
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return this . getItemOfType ( id , 'meditation' ) ;
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}
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getChant ( id ) {
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return this . getItemOfType ( id , 'chant' ) ;
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}
getDanse ( id ) {
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return this . getItemOfType ( id , 'danse' ) ;
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}
getMusique ( id ) {
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return this . getItemOfType ( id , 'musique' ) ;
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}
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getOeuvre ( id , type = 'oeuvre' ) {
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return this . getItemOfType ( id , type ) ;
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}
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getJeu ( id ) {
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return this . getItemOfType ( id , 'jeu' ) ;
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}
getRecetteCuisine ( id ) {
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return this . getItemOfType ( id , 'recettecuisine' ) ;
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}
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/* -------------------------------------------- */
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getDraconicList ( ) {
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return this . items . filter ( it => it . type == 'competence' && it . system . categorie == 'draconic' )
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}
/* -------------------------------------------- */
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getBestDraconic ( ) {
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const list = this . getDraconicList ( )
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. sort ( Misc . descending ( it => it . system . niveau ) )
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return duplicate ( list [ 0 ] )
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}
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getDraconicOuPossession ( ) {
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const possessions = this . items . filter ( it => it . type == 'competencecreature' && it . system . ispossession )
. sort ( Misc . descending ( it => it . system . niveau ) ) ;
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if ( possessions . length > 0 ) {
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return duplicate ( possessions [ 0 ] ) ;
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}
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const draconics = [ ... this . getDraconicList ( ) . filter ( it => it . system . niveau >= 0 ) ,
POSSESSION _SANS _DRACONIC ]
. sort ( Misc . descending ( it => it . system . niveau ) ) ;
return duplicate ( draconics [ 0 ] ) ;
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}
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getPossession ( possessionId ) {
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return this . items . find ( it => it . type == 'possession' && it . system . possessionid == possessionId ) ;
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}
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getPossessions ( ) {
return this . items . filter ( it => it . type == 'possession' ) ;
}
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getDemiReve ( ) {
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return this . system . reve . tmrpos . coord ;
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}
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/* -------------------------------------------- */
async verifierPotionsEnchantees ( ) {
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let potionsEnchantees = this . filterItems ( it => it . type == 'potion' && it . system . categorie . toLowerCase ( ) . includes ( 'enchant' ) ) ;
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for ( let potion of potionsEnchantees ) {
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if ( ! potion . system . prpermanent ) {
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console . log ( potion ) ;
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let newPr = ( potion . system . pr > 0 ) ? potion . system . pr - 1 : 0 ;
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let update = { _id : potion . _id , 'system.pr' : newPr } ;
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const updated = await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // Updates one EmbeddedEntity
let messageData = {
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pr : newPr ,
alias : this . name ,
potionName : potion . name ,
potionImg : potion . img
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}
ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-potionenchantee-chateaudormant.html ` , messageData )
} ) ;
}
}
}
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/* -------------------------------------------- */
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getSurprise ( isCombat = undefined ) {
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let niveauSurprise = this . getEffects ( )
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. map ( effect => StatusEffects . valeurSurprise ( effect , isCombat ) )
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. reduce ( Misc . sum ( ) , 0 ) ;
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if ( niveauSurprise > 1 ) {
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return 'totale' ;
}
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if ( niveauSurprise == 1 ) {
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return 'demi' ;
}
return '' ;
}
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/* -------------------------------------------- */
async grisReve ( nGrisReve ) {
let message = {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
content : ` ${ nGrisReve } jours de gris rêve sont passés. `
} ;
for ( let i = 0 ; i < nGrisReve ; i ++ ) {
await this . dormir ( 6 , { grisReve : true } ) ;
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const blessures = duplicate ( this . system . blessures ) ;
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await this . _recupererBlessures ( message , "legere" , blessures . legeres . liste . filter ( b => b . active ) , [ ] ) ;
await this . _recupererBlessures ( message , "grave" , blessures . graves . liste . filter ( b => b . active ) , blessures . legeres . liste ) ;
await this . _recupererBlessures ( message , "critique" , blessures . critiques . liste . filter ( b => b . active ) , blessures . graves . liste ) ;
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await this . update ( { "system.blessures" : blessures } ) ;
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await this . _recupererVie ( message ) ;
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const moralActuel = Misc . toInt ( this . system . compteurs . moral . value ) ;
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if ( moralActuel != 0 ) {
await this . moralIncDec ( - Math . sign ( moralActuel ) ) ;
}
await this . _recupereChance ( ) ;
await this . transformerStress ( ) ;
this . bonusRecuperationPotion = 0 ; // Reset potion
}
ChatMessage . create ( message ) ;
this . sheet . render ( true ) ;
}
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/* -------------------------------------------- */
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async dormirChateauDormant ( ) {
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let message = {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
content : ""
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} ;
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const blessures = duplicate ( this . system . blessures )
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await this . _recupererBlessures ( message , "legere" , blessures . legeres . liste . filter ( b => b . active ) , [ ] ) ;
await this . _recupererBlessures ( message , "grave" , blessures . graves . liste . filter ( b => b . active ) , blessures . legeres . liste ) ;
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await this . _recupererBlessures ( message , "critique" , blessures . critiques . liste . filter ( b => b . active ) , blessures . graves . liste ) ;
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await this . update ( { "system.blessures" : blessures } ) ;
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await this . _recupererVie ( message ) ;
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await this . _jetDeMoralChateauDormant ( message ) ;
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await this . _recupereChance ( ) ;
await this . transformerStress ( ) ;
await this . retourSeuilDeReve ( message ) ;
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this . bonusRecuperationPotion = 0 ; // Reset potion
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await this . retourSust ( message ) ;
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await this . verifierPotionsEnchantees ( ) ;
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if ( message . content != "" ) {
message . content = ` A la fin Chateau Dormant, ${ message . content } <br>Un nouveau jour se lève ` ;
ChatMessage . create ( message ) ;
}
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this . sheet . render ( true ) ;
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}
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/* -------------------------------------------- */
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async _recupereChance ( ) {
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// On ne récupère un point de chance que si aucun appel à la chance dans la journée
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if ( this . getChanceActuel ( ) < this . getChance ( ) && ! this . getFlag ( SYSTEM _RDD , 'utilisationChance' ) ) {
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await this . chanceActuelleIncDec ( 1 ) ;
}
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// Nouveau jour, suppression du flag
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await this . unsetFlag ( SYSTEM _RDD , 'utilisationChance' ) ;
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}
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async _jetDeMoralChateauDormant ( message ) {
const jetMoral = await this . _jetDeMoral ( 'neutre' ) ;
message . content += jetMoral . ajustement == 0 ? ' -- le moral reste stable' : ' -- le moral retourne vers 0' ;
}
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/* -------------------------------------------- */
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async _recupererBlessures ( message , type , liste , moindres ) {
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if ( ! this . bonusRecuperationPotion ) this . bonusRecuperationPotion = 0 ;
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let count = 0 ;
const definitions = RdDUtility . getDefinitionsBlessures ( ) ;
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let definition = definitions . find ( d => d . type == type ) ;
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for ( let blessure of liste ) {
if ( blessure . jours >= definition . facteur ) {
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let rolled = await this . _jetRecuperationConstitution ( Misc . toInt ( blessure . soins _complets ) + this . bonusRecuperationPotion , message ) ;
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blessure . soins _complets = 0 ;
if ( rolled . isSuccess && this . _retrograderBlessure ( type , blessure , moindres ) ) {
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message . content += ` -- une blessure ${ type } cicatrise ` ;
count ++ ;
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}
else if ( rolled . isETotal ) {
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message . content += ` -- une blessure ${ type } s'infecte (temps de guérison augmenté de ${ definition . facteur } jours, perte de vie) ` ;
blessure . jours = 0 ;
await this . santeIncDec ( "vie" , - 1 ) ;
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}
else {
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blessure . jours ++ ;
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message . content += ` -- une blessure ${ type } reste stable ` ;
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}
}
else {
blessure . jours ++ ;
}
}
}
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/* -------------------------------------------- */
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_retrograderBlessure ( type , blessure , blessuresMoindres ) {
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if ( type != "legere" ) {
let retrograde = blessuresMoindres . find ( b => ! b . active ) ;
if ( ! retrograde ) {
return false ;
}
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mergeObject ( retrograde , { "active" : true , "psdone" : blessure . psdone , "scdone" : blessure . scdone , "premiers_soins" : 0 , "soins_complets" : 0 , "jours" : 0 , "loc" : blessure . loc } ) ;
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}
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this . _supprimerBlessure ( blessure ) ;
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return true ;
}
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/* -------------------------------------------- */
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_supprimerBlessure ( blessure ) {
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mergeObject ( blessure , PAS _DE _BLESSURE ) ;
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}
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/* -------------------------------------------- */
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async _recupererVie ( message ) {
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const tData = this . system
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let blessures = [ ] . concat ( tData . blessures . legeres . liste ) . concat ( tData . blessures . graves . liste ) . concat ( tData . blessures . critiques . liste ) ;
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let nbBlessures = blessures . filter ( b => b . active ) ;
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let vieManquante = tData . sante . vie . max - tData . sante . vie . value ;
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if ( nbBlessures == 0 && vieManquante > 0 ) {
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let bonusSoins = 0 ;
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for ( let b of blessures ) {
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bonusSoins = Math . max ( bonusSoins , Misc . toInt ( b . soins _complets ) ) ;
}
let rolled = await this . _jetRecuperationConstitution ( bonusSoins , message )
if ( rolled . isSuccess ) {
const gain = Math . min ( rolled . isPart ? 2 : 1 , vieManquante ) ;
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message . content += " -- récupération de vie: " + gain ;
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await this . santeIncDec ( "vie" , gain ) ;
}
else if ( rolled . isETotal ) {
message . content += " -- perte de vie: 1" ;
await this . santeIncDec ( "vie" , - 1 ) ;
}
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else {
message . content += " -- vie stationnaire " ;
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}
}
}
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/* -------------------------------------------- */
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async _jetRecuperationConstitution ( bonusSoins , message = undefined ) {
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const tData = this . system ;
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let difficulte = Misc . toInt ( bonusSoins ) + Math . min ( 0 , tData . sante . vie . value - tData . sante . vie . max ) ;
let rolled = await RdDResolutionTable . roll ( tData . carac . constitution . value , difficulte ) ;
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if ( message ) {
message . content += RdDResolutionTable . explain ( rolled ) . replace ( /Jet :/ , "Constitution :" ) ;
}
return rolled ;
}
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/* -------------------------------------------- */
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async remiseANeuf ( ) {
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if ( this . isEntite ( [ ENTITE _NONINCARNE ] ) ) {
return ;
}
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
content : 'Remise à neuf de ' + this . name
} ) ;
const updates = {
'system.sante.endurance.value' : this . system . sante . endurance . max
} ;
if ( ! this . isEntite ( [ ENTITE _INCARNE , ENTITE _BLURETTE ] ) ) {
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if ( this . system . blessures ) {
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updates [ 'system.blessures.legeres.liste' ] = [ PAS _DE _BLESSURE , PAS _DE _BLESSURE , PAS _DE _BLESSURE , PAS _DE _BLESSURE , PAS _DE _BLESSURE ] ;
updates [ 'system.blessures.graves.liste' ] = [ PAS _DE _BLESSURE , PAS _DE _BLESSURE ] ;
updates [ 'system.blessures.critiques.liste' ] = [ PAS _DE _BLESSURE ] ;
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}
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updates [ 'system.sante.vie.value' ] = this . system . sante . vie . max ;
updates [ 'system.sante.fatigue.value' ] = 0 ;
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if ( this . isPersonnage ( ) ) {
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updates [ 'system.compteurs.ethylisme' ] = { value : 1 , nb _doses : 0 , jet _moral : false } ;
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}
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}
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await this . update ( updates ) ;
await this . removeEffects ( e => e . flags . core . statusId !== STATUSES . StatusDemiReve ) ;
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}
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/* -------------------------------------------- */
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async dormir ( heures , options = { grisReve : false } ) {
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let message = {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
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content : ""
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} ;
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await this . recupereEndurance ( message ) ;
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let sep = ""
let recuperationReve = "" ;
let i = 0 ;
for ( ; i < heures ; i ++ ) {
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await this . _recupererEthylisme ( message ) ;
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await this . recupererFatigue ( message ) ;
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if ( ! options . grisReve ) {
let r = await this . recuperationReve ( message ) ;
if ( r >= 0 ) {
recuperationReve += sep + r ;
sep = "+" ;
}
if ( r >= 0 && EffetsDraconiques . isDonDoubleReve ( this ) ) {
r = await this . recuperationReve ( message ) ;
if ( r >= 0 ) {
recuperationReve += sep + r ;
}
}
if ( r < 0 ) {
i ++ ; // rêve de dragon pendant l'heure en cours
break ;
}
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}
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}
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if ( ! options . grisReve ) {
message . content = ` ${ this . name } : Vous dormez ${ i == 0 ? 'une' : i } heure ${ i == 1 ? '' : 's' } . `
+ ( recuperationReve == "" ? "" : ` Vous récupérez ${ recuperationReve } Points de rêve. ` )
+ message . content ;
ChatMessage . create ( message ) ;
}
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this . sheet . render ( true ) ;
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return i ;
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}
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/* -------------------------------------------- */
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async _recupererEthylisme ( message ) {
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let ethylisme = duplicate ( this . system . compteurs . ethylisme ) ;
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ethylisme . nb _doses = 0 ;
ethylisme . jet _moral = false ;
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if ( ethylisme . value < 1 ) {
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ethylisme . value = Math . min ( ethylisme . value + 1 , 1 ) ;
if ( ethylisme . value <= 0 ) {
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message . content += ` Vous dégrisez un peu ( ${ RdDUtility . getNomEthylisme ( ethylisme . value ) } ). ` ;
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}
}
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await this . update ( { "system.compteurs.ethylisme" : ethylisme } ) ;
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}
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/* -------------------------------------------- */
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async recupereEndurance ( message ) {
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const manquant = this . _computeEnduranceMax ( ) - this . system . sante . endurance . value ;
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if ( manquant > 0 ) {
await this . santeIncDec ( "endurance" , manquant ) ;
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message . content += "Vous récuperez " + manquant + " points d'endurance. " ;
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}
}
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/* -------------------------------------------- */
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async recupererFatigue ( message ) {
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if ( ReglesOptionelles . isUsing ( "appliquer-fatigue" ) ) {
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let fatigue = this . system . sante . fatigue . value ;
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const fatigueMin = this . _computeFatigueMin ( ) ;
if ( fatigue <= fatigueMin ) {
return ;
}
fatigue = Math . max ( fatigueMin , this . _calculRecuperationSegment ( fatigue ) ) ;
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await this . update ( { "system.sante.fatigue.value" : fatigue } ) ;
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if ( fatigue == 0 ) {
message . content += "Vous êtes complêtement reposé. " ;
}
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}
}
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/* -------------------------------------------- */
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_calculRecuperationSegment ( actuel ) {
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const segments = RdDUtility . getSegmentsFatigue ( this . system . sante . endurance . max ) ;
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let cumul = 0 ;
let i ;
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for ( i = 0 ; i < 11 ; i ++ ) {
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cumul += segments [ i ] ;
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let diff = cumul - actuel ;
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if ( diff >= 0 ) {
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const limit2Segments = Math . floor ( segments [ i ] / 2 ) ;
if ( diff > limit2Segments && i > 0 ) {
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cumul -= segments [ i - 1 ] ; // le segment est à moins de la moitié, il est récupéré
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}
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cumul -= segments [ i ] ;
break ;
}
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} ;
return cumul ;
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}
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/* -------------------------------------------- */
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async recuperationReve ( message ) {
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const seuil = this . system . reve . seuil . value ;
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const reveActuel = this . getReveActuel ( ) ;
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if ( reveActuel < seuil ) {
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let deRecuperation = await RdDDice . rollTotal ( "1dr" ) ;
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console . log ( "recuperationReve" , deRecuperation ) ;
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if ( deRecuperation >= 7 ) {
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// Rêve de Dragon !
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message . content += ` Vous faites un <strong>Rêve de Dragon</strong> de ${ deRecuperation } Points de rêve qui vous réveille! ` ;
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await this . combattreReveDeDragon ( deRecuperation ) ;
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return - 1 ;
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}
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else {
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await this . reveActuelIncDec ( deRecuperation ) ;
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return deRecuperation ;
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}
}
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return 0 ;
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}
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/* -------------------------------------------- */
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async retourSeuilDeReve ( message ) {
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const seuil = this . system . reve . seuil . value ;
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const reveActuel = this . getReveActuel ( ) ;
if ( reveActuel > seuil ) {
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message . content += ` <br>Votre rêve redescend vers son seuil naturel ( ${ seuil } , nouveau rêve actuel ${ ( reveActuel - 1 ) } ) ` ;
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await this . reveActuelIncDec ( - 1 ) ;
}
}
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async retourSust ( message ) {
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const tplData = this . system ;
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const sustNeeded = tplData . attributs . sust . value ;
const sustConsomme = tplData . compteurs . sust . value ;
const eauConsomme = tplData . compteurs . eau . value ;
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if ( game . settings . get ( SYSTEM _RDD , "appliquer-famine-soif" ) . includes ( 'famine' ) && sustConsomme < sustNeeded ) {
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const perte = sustConsomme < Math . min ( 0.5 , sustNeeded ) ? 3 : ( sustConsomme <= ( sustNeeded / 2 ) ? 2 : 1 ) ;
message . content += ` <br>Vous ne vous êtes sustenté que de ${ sustConsomme } pour un appétit de ${ sustNeeded } , vous avez faim!
La famine devrait vous faire $ { perte } points d 'endurance non récupérables, notez le cumul de côté et ajustez l' endurance ` ;
}
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if ( game . settings . get ( SYSTEM _RDD , "appliquer-famine-soif" ) . includes ( 'soif' ) && eauConsomme < sustNeeded ) {
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const perte = eauConsomme < Math . min ( 0.5 , sustNeeded ) ? 12 : ( eauConsomme <= ( sustNeeded / 2 ) ? 6 : 3 ) ;
message . content += ` <br>Vous n'avez bu que ${ eauConsomme } doses de liquide pour une soif de ${ sustNeeded } , vous avez soif!
La soif devrait vous faire $ { perte } points d 'endurance non récupérables, notez le cumul de côté et ajustez l' endurance ` ;
}
await this . updateCompteurValue ( 'sust' , 0 ) ;
await this . updateCompteurValue ( 'eau' , 0 ) ;
}
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/* -------------------------------------------- */
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async combattreReveDeDragon ( force ) {
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let rollData = {
actor : this ,
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competence : duplicate ( this . getDraconicOuPossession ( ) ) ,
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canClose : false ,
rencontre : duplicate ( TMRRencontres . getRencontre ( 'rdd' ) ) ,
tmr : true ,
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use : { libre : false , conditions : false } ,
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forceCarac : { 'reve-actuel' : { label : "Rêve Actuel" , value : this . getReveActuel ( ) } }
}
rollData . rencontre . force = force ;
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rollData . competence . system . defaut _carac = 'reve-actuel' ;
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const dialog = await RdDRoll . create ( this , rollData ,
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{
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html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-reve-de-dragon.html' ,
options : { height : 400 }
} ,
{
name : 'maitrise' ,
label : 'Maîtriser le Rêve de Dragon' ,
callbacks : [
this . createCallbackExperience ( ) ,
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{ action : async r => this . resultCombatReveDeDragon ( r ) }
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]
}
) ;
dialog . render ( true ) ;
}
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/* -------------------------------------------- */
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async resultCombatReveDeDragon ( rollData ) {
rollData . queues = [ ] ;
if ( rollData . rolled . isEchec ) {
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rollData . queues . push ( await this . ajouterQueue ( ) ) ;
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}
if ( rollData . rolled . isETotal ) {
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rollData . queues . push ( await this . ajouterQueue ( ) ) ;
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}
if ( rollData . rolled . isSuccess ) {
await this . updatePointDeSeuil ( ) ;
await this . reveActuelIncDec ( rollData . rencontre . force ) ;
}
if ( rollData . rolled . isPart ) {
// TODO: un dialogue pour demander le type de tête?
rollData . tete = true ;
}
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rollData . poesie = await Poetique . getExtrait ( ) ;
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-resultat-reve-de-dragon.html ` , rollData )
} ) ;
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}
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/* -------------------------------------------- */
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async sortMisEnReserve ( sort , draconic , coord , ptreve ) {
await this . createEmbeddedDocuments ( "Item" , [ {
type : 'sortreserve' ,
name : sort . name ,
img : sort . img ,
system : { sortid : sort . id , draconic : ( draconic ? ? sort . system . draconic ) , ptreve : ptreve , coord : coord , heurecible : 'Vaisseau' } } ] ,
{ renderSheet : false } ) ;
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this . currentTMR . updateTokens ( ) ;
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}
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/* -------------------------------------------- */
async updateCarac ( caracName , caracValue ) {
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if ( caracName == "force" ) {
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if ( Number ( caracValue ) > this . getTaille ( ) + 4 ) {
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ui . notifications . warn ( "Votre FORCE doit être au maximum de TAILLE+4" ) ;
return ;
}
}
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if ( caracName == "reve" ) {
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if ( caracValue > Misc . toInt ( this . system . reve . seuil . value ) ) {
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this . setPointsDeSeuil ( caracValue ) ;
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}
}
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if ( caracName == "chance" ) {
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if ( caracValue > Misc . toInt ( this . system . compteurs . chance . value ) ) {
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this . setPointsDeChance ( caracValue ) ;
}
}
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await this . update ( { [ ` system.carac. ${ caracName } .value ` ] : caracValue } ) ;
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}
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/* -------------------------------------------- */
async updateCaracXP ( caracName , caracXP ) {
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if ( caracName == 'Taille' ) {
return ;
}
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this . checkCaracXP ( caracName ) ;
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}
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/* -------------------------------------------- */
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async updateCaracXPAuto ( caracName ) {
if ( caracName == 'Taille' ) {
return ;
}
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let carac = RdDActor . _findCaracByName ( this . system . carac , caracName ) ;
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if ( carac ) {
carac = duplicate ( carac ) ;
let xp = Number ( carac . xp ) ;
let value = Number ( carac . value ) ;
while ( xp >= RdDCarac . getCaracNextXp ( value ) && xp > 0 ) {
xp -= RdDCarac . getCaracNextXp ( value ) ;
value ++ ;
}
carac . xp = xp ;
carac . value = value ;
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await this . update ( { [ ` system.carac. ${ caracName } ` ] : carac } ) ;
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this . updateExperienceLog ( "Carac +" , xp , caracName + " passée à " + value ) ;
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}
}
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/* -------------------------------------------- */
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async updateCompetenceXPAuto ( idOrName ) {
let competence = this . getCompetence ( idOrName ) ;
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if ( competence ) {
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let xp = Number ( competence . system . xp ) ;
let niveau = Number ( competence . system . niveau ) ;
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while ( xp >= RdDItemCompetence . getCompetenceNextXp ( niveau ) && xp > 0 ) {
xp -= RdDItemCompetence . getCompetenceNextXp ( niveau ) ;
niveau ++ ;
}
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await competence . update ( {
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"system.xp" : xp ,
"system.niveau" : niveau ,
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} ) ;
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this . updateExperienceLog ( "Compétence +" , xp , competence . name + " passée à " + niveau ) ;
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}
}
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async updateCompetenceStress ( idOrName ) {
const competence = this . getCompetence ( idOrName ) ;
if ( ! competence ) {
return ;
}
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const stress = this . system . compteurs . experience . value ;
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const niveau = Number ( competence . system . niveau ) ;
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const xpSuivant = RdDItemCompetence . getCompetenceNextXp ( niveau ) ;
const xpRequis = xpSuivant - competence . system . xp ;
if ( stress <= 0 || niveau >= competence . system . niveau _archetype ) {
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ui . notifications . info ( ` La compétence ne peut pas augmenter!
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stress disponible : $ { stress }
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expérience requise : $ { xpRequis }
niveau : $ { niveau }
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archétype : $ { competence . system . niveau _archetype } ` );
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return ;
}
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const xpUtilise = Math . max ( 0 , Math . min ( stress , xpRequis ) ) ;
const gainNiveau = ( xpUtilise >= xpRequis || xpRequis <= 0 ) ? 1 : 0 ;
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const nouveauNiveau = niveau + gainNiveau ;
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const nouveauXp = gainNiveau > 0 ? Math . max ( competence . system . xp - xpSuivant , 0 ) : ( competence . system . xp + xpUtilise ) ;
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await competence . update ( {
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"system.xp" : nouveauXp ,
"system.niveau" : nouveauNiveau ,
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} ) ;
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const stressTransformeRestant = Math . max ( 0 , stress - xpUtilise ) ;
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await this . update ( { "system.compteurs.experience.value" : stressTransformeRestant } ) ;
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this . updateExperienceLog ( 'Dépense stress' , xpUtilise , ` Stress en ${ competence . name } ${ gainNiveau ? "pour passer à " + nouveauNiveau : "" } ` ) ;
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}
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/* -------------------------------------------- */
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async updateCreatureCompetence ( idOrName , fieldName , compValue ) {
let competence = this . getCompetence ( idOrName ) ;
if ( competence ) {
const update = { _id : competence . id }
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if ( fieldName == "niveau" )
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update [ 'system.niveau' ] = compValue ;
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else if ( fieldName == "dommages" )
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update [ 'system.dommages' ] = compValue ;
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else
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update [ 'system.carac_value' ] = compValue ;
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await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // updates one EmbeddedEntity
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}
}
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/* -------------------------------------------- */
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async updateCompetence ( idOrName , compValue ) {
let competence = this . getCompetence ( idOrName ) ;
if ( competence ) {
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let nouveauNiveau = compValue ? ? RdDItemCompetence . getNiveauBase ( competence . system . categorie ) ;
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const tronc = RdDItemCompetence . getListTronc ( competence . name ) . filter ( it => {
const comp = this . getCompetence ( it ) ;
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const niveauTr = competence ? competence . system . niveau : 0 ;
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return niveauTr < 0 && niveauTr < nouveauNiveau ;
} ) ;
if ( tronc . length > 0 ) {
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let message = "Vous avez modifié une compétence 'tronc'. Vérifiez que les compétences suivantes évoluent ensemble jusqu'au niveau 0 : " ;
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for ( let troncName of tronc ) {
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message += "<br>" + troncName ;
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}
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ChatMessage . create ( {
whisper : ChatMessage . getWhisperRecipients ( game . user . name ) ,
content : message
} ) ;
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}
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const update = { _id : competence . id , 'system.niveau' : nouveauNiveau } ;
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await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // Updates one EmbeddedEntity
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} else {
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console . log ( "Competence not found" , idOrName ) ;
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}
}
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/* -------------------------------------------- */
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async updateCompetenceXP ( idOrName , newXp ) {
let competence = this . getCompetence ( idOrName ) ;
if ( competence ) {
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if ( isNaN ( newXp ) || typeof ( newXp ) != 'number' ) newXp = 0 ;
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this . checkCompetenceXP ( idOrName , newXp ) ;
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const update = { _id : competence . id , 'system.xp' : newXp } ;
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await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // Updates one EmbeddedEntity
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this . updateExperienceLog ( "XP" , newXp , "XP modifié en " + competence . name ) ;
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} else {
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console . log ( "Competence not found" , idOrName ) ;
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}
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RdDUtility . checkThanatosXP ( idOrName ) ;
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}
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/* -------------------------------------------- */
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async updateCompetenceXPSort ( idOrName , compValue ) {
let competence = this . getCompetence ( idOrName ) ;
if ( competence ) {
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if ( isNaN ( compValue ) || typeof ( compValue ) != 'number' ) compValue = 0 ;
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const update = { _id : competence . id , 'system.xp_sort' : compValue } ;
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await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // Updates one EmbeddedEntity
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this . updateExperienceLog ( "XP Sort" , compValue , "XP modifié en sort de " + competence . name ) ;
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} else {
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console . log ( "Competence not found" , idOrName ) ;
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}
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}
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/* -------------------------------------------- */
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async updateCompetenceArchetype ( idOrName , compValue ) {
let competence = this . getCompetence ( idOrName ) ;
if ( competence ) {
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compValue = compValue ? ? 0 ;
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const update = { _id : competence . id , 'system.niveau_archetype' : compValue } ;
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await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ; // Updates one EmbeddedEntity
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} else {
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console . log ( "Competence not found" , idOrName ) ;
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}
}
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/* -------------------------------------------- */
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async updateExperienceLog ( modeXP , valeurXP , raisonXP = 'Inconnue' ) {
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let d = new Date ( ) ;
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let expLog = duplicate ( this . system . experiencelog ) ;
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expLog . push ( {
mode : Misc . upperFirst ( modeXP ) , valeur : valeurXP , raison : Misc . upperFirst ( raisonXP ) ,
daterdd : game . system . rdd . calendrier . getDateFromIndex ( ) , datereel : ` ${ d . getDate ( ) } / ${ d . getMonth ( ) + 1 } / ${ d . getFullYear ( ) } `
} ) ;
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await this . update ( { [ ` system.experiencelog ` ] : expLog } ) ;
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}
/* -------------------------------------------- */
async updateCompteurValue ( fieldName , fieldValue , raison = 'Inconnue' ) {
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await this . update ( { [ ` system.compteurs. ${ fieldName } .value ` ] : fieldValue } ) ;
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await this . addStressExperienceLog ( fieldName , fieldValue , 'forcé: ' + raison ) ;
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}
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/* -------------------------------------------- */
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async addCompteurValue ( fieldName , fieldValue , raison = 'Inconnue' ) {
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let oldValue = this . system . compteurs [ fieldName ] . value ;
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await this . update ( { [ ` system.compteurs. ${ fieldName } .value ` ] : Number ( oldValue ) + Number ( fieldValue ) } ) ;
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await this . addStressExperienceLog ( fieldName , fieldValue , raison ) ;
}
async addStressExperienceLog ( fieldName , fieldValue , raison ) {
switch ( fieldName ) {
case 'stress' : case 'experience' :
await this . updateExperienceLog ( fieldName , fieldValue , raison ) ;
}
}
/* -------------------------------------------- */
distribuerStress ( compteur , stress , motif ) {
if ( game . user . isGM && this . hasPlayerOwner && this . isPersonnage ( ) ) {
switch ( compteur ) {
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case 'stress' : case 'experience' :
const message = ` ${ this . name } a reçu ${ stress } points ${ compteur == 'stress' ? "de stress" : "d'expérience" } (raison : ${ motif } ) ` ;
this . addCompteurValue ( compteur , stress , motif ) ;
ui . notifications . info ( message ) ;
game . users . players . filter ( player => player . active && player . character ? . id == this . id )
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. forEach ( player => ChatUtility . notifyUser ( player . id , 'info' , message ) ) ;
}
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}
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}
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/* -------------------------------------------- */
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async updateAttributeValue ( fieldName , fieldValue ) {
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await this . update ( { [ ` system.attributs. ${ fieldName } .value ` ] : fieldValue } ) ;
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}
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/* -------------------------------------------- */
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_isConteneurContenu ( item , conteneur ) {
if ( item ? . isConteneur ( ) ) { // Si c'est un conteneur, il faut vérifier qu'on ne le déplace pas vers un sous-conteneur lui appartenant
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for ( let id of item . system . contenu ) {
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let subObjet = this . getObjet ( id ) ;
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if ( subObjet ? . id == conteneur . id ) {
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return true ; // Loop detected !
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}
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if ( subObjet ? . isConteneur ( ) ) {
return this . _isConteneurContenu ( subObjet , conteneur ) ;
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}
}
}
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return false ;
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}
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/* -------------------------------------------- */
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getRecursiveEnc ( objet ) {
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if ( ! objet ) {
return 0 ;
}
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const tplData = objet . system ;
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if ( objet . type != 'conteneur' ) {
return Number ( tplData . encombrement ) * Number ( tplData . quantite ) ;
}
const encContenus = tplData . contenu . map ( idContenu => this . getRecursiveEnc ( this . getObjet ( idContenu ) ) ) ;
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return encContenus . reduce ( Misc . sum ( ) , 0 )
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+ Number ( tplData . encombrement ) /* TODO? Number(tplData.quantite) -- on pourrait avoir plusieurs conteneurs...*/
}
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/* -------------------------------------------- */
buildSubConteneurObjetList ( conteneurId , deleteList ) {
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let conteneur = this . getObjet ( conteneurId ) ;
if ( conteneur ? . type == 'conteneur' ) { // Si c'est un conteneur
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for ( let subId of conteneur . system . contenu ) {
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let subObj = this . getObjet ( subId ) ;
if ( subObj ) {
if ( subObj . type == 'conteneur' ) {
this . buildSubConteneurObjetList ( subId , deleteList ) ;
}
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deleteList . push ( { id : subId , conteneurId : conteneurId } ) ;
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}
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}
}
}
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/* -------------------------------------------- */
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async deleteAllConteneur ( itemId , options ) {
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let list = [ ] ;
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list . push ( { id : itemId , conteneurId : undefined } ) ; // Init list
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this . buildSubConteneurObjetList ( itemId , list ) ;
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await this . deleteEmbeddedDocuments ( 'Item' , list . map ( it => it . id ) , options ) ;
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}
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/* -------------------------------------------- */
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/ * * S u p p r i m e u n i t e m d ' u n c o n t e n e u r , s u r l a b a s e
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* de leurs ID * /
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async enleverDeConteneur ( item , conteneur , onEnleverDeConteneur ) {
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if ( conteneur ? . isConteneur ( ) ) {
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item . estContenu = false ;
await this . updateEmbeddedDocuments ( 'Item' , [ {
_id : conteneur . id ,
'system.contenu' : conteneur . system . contenu . filter ( id => id != item . id )
} ] ) ;
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onEnleverDeConteneur ( ) ;
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}
}
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/* -------------------------------------------- */
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/ * * A j o u t e u n i t e m d a n s u n c o n t e n e u r , s u r l a b a s e
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* de leurs ID * /
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async ajouterDansConteneur ( item , conteneur , onAjouterDansConteneur ) {
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if ( ! conteneur ) {
// TODO: afficher
item . estContenu = false ;
}
else if ( conteneur . isConteneur ( ) ) {
item . estContenu = true ;
await this . updateEmbeddedDocuments ( 'Item' , [ {
_id : conteneur . id ,
'system.contenu' : [ ... conteneur . system . contenu , item . id ]
} ] ) ;
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onAjouterDansConteneur ( item . id , conteneur . id ) ;
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}
}
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/* -------------------------------------------- */
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/** Fonction de remise à plat de l'équipement (ie vide les champs 'contenu') */
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async nettoyerConteneurs ( ) {
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const corrections = [ ] ;
for ( let item of this . items ) {
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if ( item . estContenu ) {
item . estContenu = undefined ;
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}
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if ( item . type == 'conteneur' && item . system . contenu . length > 0 ) {
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corrections . push ( { _id : item . id , 'system.contenu' : [ ] } ) ;
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}
}
if ( corrections . length > 0 ) {
await this . updateEmbeddedDocuments ( 'Item' , corrections ) ;
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}
}
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async processDropItem ( params ) {
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const targetActorId = this . id ;
const sourceActorId = params . sourceActorId ;
const itemId = params . itemId ;
const destId = params . destId ;
const srcId = params . srcId ;
if ( sourceActorId && sourceActorId != targetActorId ) {
console . log ( "Moving objects" , sourceActorId , targetActorId , itemId ) ;
this . moveItemsBetweenActors ( itemId , sourceActorId ) ;
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return false ;
}
let result = true ;
const item = this . getObjet ( itemId ) ;
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if ( item ? . isEquipement ( ) && sourceActorId == targetActorId ) {
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// rangement
if ( srcId != destId && itemId != destId ) { // déplacement de l'objet
const src = this . getObjet ( srcId ) ;
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const dest = this . getObjet ( destId ) ;
const cible = this . getContenantOrParent ( dest ) ;
const messageEquipementDifferent = item . messageEquipementDifferent ( dest ) ;
if ( dest && ! messageEquipementDifferent ) {
await this . regrouperEquipementsSimilaires ( item , dest ) ;
result = false ;
}
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// changer de conteneur
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else if ( ! cible || this . conteneurPeutContenir ( cible , item ) ) {
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await this . enleverDeConteneur ( item , src , params . onEnleverConteneur ) ;
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await this . ajouterDansConteneur ( item , cible , params . onAjouterDansConteneur ) ;
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}
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else {
ui . notifications . info ( messageEquipementDifferent ) ;
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}
}
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}
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await this . computeEncombrementTotalEtMalusArmure ( ) ;
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return result ;
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}
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getContenantOrParent ( dest ) {
if ( ! dest || dest . isConteneur ( ) ) {
return dest ;
}
return this . getContenant ( dest ) ;
}
getContenant ( item ) {
return this . itemTypes [ 'conteneur' ] . find ( it => it . system . contenu . includes ( item . id ) ) ;
}
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/* -------------------------------------------- */
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conteneurPeutContenir ( dest , item ) {
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if ( ! dest ) {
return true ;
}
if ( ! dest . isConteneur ( ) ) {
return false ;
}
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const destData = dest
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if ( this . _isConteneurContenu ( item , dest ) ) {
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ui . notifications . warn ( ` Impossible de déplacer un conteneur parent ( ${ item . name } ) dans un de ses contenus ${ destData . name } ! ` ) ;
return false ; // Loop detected !
}
// Calculer le total actuel des contenus
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let encContenu = this . getRecursiveEnc ( dest ) - Number ( destData . system . encombrement ) ;
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let newEnc = this . getRecursiveEnc ( item ) ; // Calculer le total actuel du nouvel objet
// Teste si le conteneur de destination a suffisament de capacité pour recevoir le nouvel objet
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if ( Number ( destData . system . capacite ) < encContenu + newEnc ) {
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ui . notifications . warn (
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` Le conteneur ${ dest . name } a une capacité de ${ destData . system . capacite } , et contient déjà ${ encContenu } .
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Impossible d 'y ranger: ${item.name} d' encombrement $ { newEnc } ! ` );
return false ;
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}
return true ;
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}
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/* -------------------------------------------- */
async moveItemsBetweenActors ( itemId , sourceActorId ) {
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let itemsList = [ ]
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let sourceActor = game . actors . get ( sourceActorId ) ;
itemsList . push ( { id : itemId , conteneurId : undefined } ) ; // Init list
sourceActor . buildSubConteneurObjetList ( itemId , itemsList ) ; // Get itemId list
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const itemsDataToCreate = itemsList . map ( it => sourceActor . getObjet ( it . id ) )
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. map ( it => duplicate ( it ) )
. map ( it => { it . system . contenu = [ ] ; return it ; } ) ;
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let newItems = await this . createEmbeddedDocuments ( 'Item' , itemsDataToCreate ) ;
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let itemMap = this . _buildMapOldNewId ( itemsList , newItems ) ;
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for ( let item of itemsList ) { // Second boucle pour traiter la remise en conteneurs
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// gestion conteneur/contenu
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if ( item . conteneurId ) { // l'Objet était dans un conteneur
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let newConteneurId = itemMap [ item . conteneurId ] ; // Get conteneur
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let newConteneur = this . getObjet ( newConteneurId ) ;
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let newItemId = itemMap [ item . id ] ; // Get newItem
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console . log ( 'New conteneur filling!' , newConteneur , newItemId , item ) ;
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let contenu = duplicate ( newConteneur . system . contenu ) ;
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contenu . push ( newItemId ) ;
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await this . updateEmbeddedDocuments ( 'Item' , [ { _id : newConteneurId , 'system.contenu' : contenu } ] ) ;
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}
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}
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for ( let item of itemsList ) {
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await sourceActor . deleteEmbeddedDocuments ( 'Item' , [ item . id ] ) ;
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}
}
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_buildMapOldNewId ( itemsList , newItems ) {
let itemMap = { } ;
for ( let i = 0 ; i < itemsList . length ; i ++ ) {
itemMap [ itemsList [ i ] . id ] = newItems [ i ] . id ; // Pour garder le lien ancien / nouveau
}
return itemMap ;
}
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async regrouperEquipementsSimilaires ( item , dest ) {
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await dest . quantiteIncDec ( item . system . quantite ) ;
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await item . delete ( ) ;
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}
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/* -------------------------------------------- */
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computeMalusSurEncombrement ( ) {
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switch ( this . type ) {
case 'entite' : case 'vehicule' :
return 0 ;
}
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return Math . min ( 0 , this . getEncombrementMax ( ) - Math . ceil ( Number ( this . getEncTotal ( ) ) ) ) ;
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}
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getMessageSurEncombrement ( ) {
return this . computeMalusSurEncombrement ( ) < 0 ? "Sur-Encombrement!" : "" ;
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}
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/* -------------------------------------------- */
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getEncombrementMax ( ) {
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switch ( this . type ) {
case 'vehicule' :
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return this . system . capacite _encombrement ;
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case 'entite' :
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return 0 ;
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default :
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return this . system . attributs . encombrement . value
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}
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}
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/* -------------------------------------------- */
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computeIsHautRevant ( ) {
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if ( this . isPersonnage ( ) ) {
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this . system . attributs . hautrevant . value = this . hasItemNamed ( 'tete' , 'don de haut-reve' )
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? "Haut rêvant"
: "" ;
}
}
hasItemNamed ( type , name ) {
name = Grammar . toLowerCaseNoAccent ( name ) ;
return this . listItemsData ( type ) . find ( it => Grammar . toLowerCaseNoAccent ( it . name ) == name ) ;
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}
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/* -------------------------------------------- */
async computeEncombrementTotalEtMalusArmure ( ) {
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if ( ! this . pack ) {
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await this . computeMalusArmure ( ) ;
return this . computeEncombrement ( ) ;
}
return 0 ;
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}
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/* -------------------------------------------- */
computeEncombrement ( ) {
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this . encTotal = this . items . map ( it => it . getEncTotal ( ) ) . reduce ( Misc . sum ( ) , 0 ) ;
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return this . encTotal ;
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}
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/* -------------------------------------------- */
async computeMalusArmure ( ) {
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const newMalusArmure = this . filterItems ( it => it . type == 'armure' && it . system . equipe )
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. map ( it => it . system . malus ? ? 0 )
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. reduce ( Misc . sum ( ) , 0 ) ;
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// Mise à jour éventuelle du malus armure
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if ( this . system . attributs ? . malusarmure ? . value != newMalusArmure ) {
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await this . updateAttributeValue ( "malusarmure" , newMalusArmure ) ;
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}
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return newMalusArmure ;
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}
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/* -------------------------------------------- */
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computePrixTotalEquipement ( ) {
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this . prixTotalEquipement = this . filterItems ( it => it . system . prixTotal )
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. map ( it => it . system . prixTotal ? ? 0 )
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. reduce ( Misc . sum ( ) , 0 ) ;
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// Mise à jour valeur totale de l'équipement
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return this . prixTotalEquipement ;
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}
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/* -------------------------------------------- */
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computeResumeBlessure ( blessures = undefined ) {
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blessures = blessures ? ? this . system . blessures ;
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if ( ! blessures ) {
return "Pas de blessures possibles" ;
}
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let nbLegeres = this . countBlessures ( blessures . legeres . liste ) ;
let nbGraves = this . countBlessures ( blessures . graves . liste ) ;
let nbCritiques = this . countBlessures ( blessures . critiques . liste ) ;
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let resume = "Blessures:" ;
if ( nbCritiques > 0 || nbGraves > 0 || nbLegeres > 0 ) {
if ( nbLegeres > 0 ) {
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resume += " " + nbLegeres + " légère" + ( nbLegeres > 1 ? "s" : "" ) ;
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}
if ( nbGraves > 0 ) {
if ( nbLegeres > 0 )
resume += "," ;
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resume += " " + nbGraves + " grave" + ( nbGraves > 1 ? "s" : "" ) ;
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}
if ( nbCritiques > 0 ) {
if ( nbGraves > 0 || nbLegeres > 0 )
resume += "," ;
resume += " une CRITIQUE !" ;
}
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return resume ;
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}
else {
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return "Aucune blessure" ;
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}
}
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/* -------------------------------------------- */
computeEtatGeneral ( ) {
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// Pas d'état général pour les entités forçage à 0
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if ( this . type == 'entite' ) {
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this . system . compteurs . etat . value = 0 ;
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return
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}
// Pour les autres
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let sante = this . system . sante
let compteurs = this . system . compteurs
let state = Math . min ( sante . vie . value - sante . vie . max , 0 ) ;
if ( ReglesOptionelles . isUsing ( "appliquer-fatigue" ) && sante . fatigue ) {
state += RdDUtility . currentFatigueMalus ( sante . fatigue . value , sante . endurance . max ) ;
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}
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// Ajout de l'éthylisme
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state += Math . min ( 0 , ( compteurs . ethylisme ? . value ? ? 0 ) ) ;
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compteurs . etat . value = state ;
if ( compteurs ? . surenc ) {
compteurs . surenc . value = this . computeMalusSurEncombrement ( ) ;
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}
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}
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/* -------------------------------------------- */
async actionRefoulement ( item ) {
const refoulement = item ? . system . refoulement ? ? 0 ;
if ( refoulement > 0 ) {
await this . ajouterRefoulement ( refoulement ) ;
await item . delete ( ) ;
}
}
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/* -------------------------------------------- */
async ajouterRefoulement ( value = 1 ) {
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let refoulement = this . system . reve . refoulement . value + value ;
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let total = await RdDDice . rollTotal ( "1d20" ) ;
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if ( total <= refoulement ) {
refoulement = 0 ;
await this . ajouterSouffle ( { chat : true } ) ;
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}
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await this . update ( { "system.reve.refoulement.value" : refoulement } ) ;
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return refoulement == 0 ? "souffle" : "none" ;
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}
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/* -------------------------------------------- */
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async ajouterSouffle ( options = { chat : false } ) {
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let souffle = await RdDRollTables . getSouffle ( )
//souffle.id = undefined; //TBC
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await this . createEmbeddedDocuments ( 'Item' , [ souffle ] ) ;
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if ( options . chat ) {
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ChatMessage . create ( {
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whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
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content : this . name + " subit un Souffle de Dragon : " + souffle . name
} ) ;
}
return souffle ;
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}
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/* -------------------------------------------- */
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async ajouterQueue ( options = { chat : false } ) {
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let queue ;
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if ( this . system . reve . reve . thanatosused ) {
queue = await RdDRollTables . getOmbre ( ) ;
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await this . update ( { "system.reve.reve.thanatosused" : false } ) ;
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}
else {
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queue = await RdDRollTables . getQueue ( ) ;
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}
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await this . createEmbeddedDocuments ( 'Item' , [ queue ] ) ;
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if ( options . chat ) {
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ChatMessage . create ( {
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whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
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content : this . name + " subit une Queue de Dragon : " + queue . name
} ) ;
}
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return queue ;
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}
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/* -------------------------------------------- */
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async cacheTMR ( ) {
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await this . update ( { 'system.reve.tmrpos.cache' : true } ) ;
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}
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async montreTMR ( ) {
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await this . update ( { 'system.reve.tmrpos.cache' : false } ) ;
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}
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isTMRCache ( ) {
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return this . system . reve . tmrpos . cache ;
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}
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notifyRefreshTMR ( ) {
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game . socket . emit ( SYSTEM _SOCKET _ID , {
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msg : "msg_tmr_move" , data : {
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actorId : this . _id ,
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tmrPos : this . system . reve . tmrpos
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}
} ) ;
}
/* -------------------------------------------- */
async afficheTMRetMessage ( ) {
await this . montreTMR ( ) ;
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this . notifyRefreshTMR ( ) ;
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}
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/* -------------------------------------------- */
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async reinsertionAleatoire ( raison , accessible = tmr => true ) {
const innaccessible = this . buildTMRInnaccessible ( ) ;
let tmr = await TMRUtility . getTMRAleatoire ( tmr => accessible ( tmr ) && ! innaccessible . includes ( tmr . coord ) ) ;
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ChatMessage . create ( {
content : ` ${ raison } : ré-insertion aléatoire. ` ,
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name )
} ) ;
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await this . forcerPositionTMRInconnue ( tmr ) ;
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return tmr ;
}
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async forcerPositionTMRInconnue ( tmr ) {
await this . cacheTMR ( ) ;
await this . updateCoordTMR ( tmr . coord ) ;
this . notifyRefreshTMR ( ) ;
}
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/* -------------------------------------------- */
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buildTMRInnaccessible ( ) {
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const tmrInnaccessibles = this . filterItems ( it => Draconique . isCaseTMR ( it ) &&
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EffetsDraconiques . isInnaccessible ( it ) ) ;
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return tmrInnaccessibles . map ( it => it . system . coord ) ;
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}
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/* -------------------------------------------- */
getTMRRencontres ( ) {
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return this . system . reve . rencontre . list ;
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}
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/* -------------------------------------------- */
async deleteTMRRencontreAtPosition ( ) {
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let rencontres = this . getTMRRencontres ( ) ;
let newRencontres = rencontres . filter ( it => it . coord != this . getDemiReve ( ) ) ;
if ( newRencontres . length != rencontres . length ) {
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await this . update ( { "system.reve.rencontre.list" : newRencontres } ) ;
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}
}
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/* -------------------------------------------- */
async addTMRRencontre ( currentRencontre ) {
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let rencontres = this . getTMRRencontres ( ) ;
let newRencontres = rencontres . filter ( it => it . coord != this . getDemiReve ( ) ) ;
if ( newRencontres . length == rencontres . length ) {
newRencontres . push ( currentRencontre ) ;
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await this . update ( { "system.reve.rencontre.list" : newRencontres } ) ;
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}
}
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/* -------------------------------------------- */
async deleteTMRRencontre ( rencontreKey ) {
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let list = duplicate ( this . system . reve . rencontre . list ) ;
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let newList = [ ] ;
for ( let i = 0 ; i < list . length ; i ++ ) {
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if ( i != rencontreKey )
newList . push ( list [ i ] ) ;
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}
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await this . update ( { "system.reve.rencontre.list" : newList } ) ;
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}
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/* -------------------------------------------- */
async updateCoordTMR ( coord ) {
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//console.log("UPDATE TMR", coord);
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await this . update ( { "system.reve.tmrpos.coord" : coord } ) ;
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}
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/* -------------------------------------------- */
async reveActuelIncDec ( value ) {
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let reve = Math . max ( this . system . reve . reve . value + value , 0 ) ;
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await this . update ( { "system.reve.reve.value" : reve } ) ;
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}
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/* -------------------------------------------- */
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async updatePointDeSeuil ( value = 1 ) {
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const seuil = Misc . toInt ( this . system . reve . seuil . value ) ;
const reve = Misc . toInt ( this . system . carac . reve . value ) ;
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if ( seuil < reve ) {
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await this . setPointsDeSeuil ( Math . min ( seuil + value , reve ) ) ;
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}
}
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/* -------------------------------------------- */
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async setPointsDeSeuil ( seuil ) {
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await this . update ( { "system.reve.seuil.value" : seuil } ) ;
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}
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/* -------------------------------------------- */
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async setPointsDeChance ( chance ) {
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await this . updateCompteurValue ( "chance" , chance ) ;
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}
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/* -------------------------------------------- */
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getSonne ( ) {
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return this . getEffect ( STATUSES . StatusStunned ) ;
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}
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/* -------------------------------------------- */
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async finDeRound ( options = { terminer : false } ) {
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for ( let effect of this . getEffects ( ) ) {
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if ( effect . duration . type !== 'none' && ( effect . duration . remaining <= 0 || options . terminer ) ) {
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if ( effect . system . origin ) {
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await effect . update ( { 'disabled' : true } ) ;
}
else {
await effect . delete ( ) ;
}
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ChatMessage . create ( { content : ` ${ this . name } n'est plus ${ Misc . lowerFirst ( game . i18n . localize ( effect . system . label ) ) } ! ` } ) ;
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}
}
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if ( this . type == 'personnage' ) {
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// Gestion blessure graves : -1 pt endurance
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let nbGraves = this . countBlessuresNonSoigneeByName ( 'graves' ) ;
if ( nbGraves > 0 ) {
await this . santeIncDec ( "endurance" , - 1 ) ;
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}
}
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}
/* -------------------------------------------- */
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async setSonne ( sonne = true ) {
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if ( this . isEntite ( ) ) {
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return ;
}
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if ( ! game . combat && sonne ) {
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ui . notifications . info ( "Le personnage est hors combat, il ne reste donc pas sonné" ) ;
return ;
}
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await this . setEffect ( STATUSES . StatusStunned , sonne ) ;
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}
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/* -------------------------------------------- */
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getSConst ( ) {
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if ( this . isEntite ( ) ) {
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return 0 ;
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}
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return RdDCarac . calculSConst ( this . system . carac . constitution . value )
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}
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async ajoutXpConstitution ( xp ) {
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await this . update ( { "system.carac.constitution.xp" : Misc . toInt ( this . system . carac . constitution . xp ) + xp } ) ;
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}
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/* -------------------------------------------- */
countBlessures ( blessuresListe ) {
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return blessuresListe . filter ( b => b . active ) . length
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}
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/* -------------------------------------------- */
countBlessuresByName ( name ) {
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return this . countBlessures ( this . system . blessures [ name ] . liste ) ;
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}
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countBlessuresNonSoigneeByName ( name ) {
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if ( this . system . blessures ) {
let blessures = this . system . blessures [ name ] . liste ;
return blessures . filter ( b => b . active && ! b . psdone ) . length ;
}
return 0 ;
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}
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/* -------------------------------------------- */
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async testSiSonne ( endurance ) {
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const result = await this . _jetEndurance ( endurance ) ;
if ( result . roll . total == 1 ) {
ChatMessage . create ( { content : await this . _gainXpConstitutionJetEndurance ( ) } ) ;
}
return result ;
}
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/* -------------------------------------------- */
async jetEndurance ( ) {
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const endurance = this . system . sante . endurance . value ;
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const result = await this . _jetEndurance ( this . system . sante . endurance . value )
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const message = {
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content : "Jet d'Endurance : " + result . roll . total + " / " + endurance + "<br>" ,
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whisper : ChatMessage . getWhisperRecipients ( game . user . name )
} ;
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if ( result . sonne ) {
message . content += ` ${ this . name } a échoué son Jet d'Endurance et devient Sonné ` ;
}
else if ( result . roll . total == 1 ) {
message . content += await this . _gainXpConstitutionJetEndurance ( ) ;
}
else {
message . content += ` ${ this . name } a réussi son Jet d'Endurance ! ` ;
}
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ChatMessage . create ( message ) ;
}
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async _gainXpConstitutionJetEndurance ( ) {
await this . ajoutXpConstitution ( 1 ) ; // +1 XP !
return ` ${ this . name } a obtenu 1 sur son Jet d'Endurance et a gagné 1 point d'Expérience en Constitution. Ce point d'XP a été ajouté automatiquement. ` ;
}
async _jetEndurance ( endurance ) {
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const roll = await RdDDice . roll ( "1d20" ) ;
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let result = {
roll : roll ,
sonne : roll . total > endurance || roll . total == 20 // 20 is always a failure
}
if ( result . sonne ) {
await this . setSonne ( ) ;
}
return result ;
}
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/* -------------------------------------------- */
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async jetVie ( ) {
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let roll = await RdDDice . roll ( "1d20" ) ;
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let msgText = "Jet de Vie : " + roll . total + " / " + this . system . sante . vie . value + "<br>" ;
if ( roll . total <= this . system . sante . vie . value ) {
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msgText += "Jet réussi, pas de perte de point de vie (prochain jet dans 1 round pour 1 critique, SC minutes pour une grave)" ;
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if ( roll . total == 1 ) {
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msgText += "La durée entre 2 jets de vie est multipliée par 20 (20 rounds pour une critique, SCx20 minutes pour une grave)" ;
}
} else {
msgText += "Jet échoué, vous perdez 1 point de vie" ;
await this . santeIncDec ( "vie" , - 1 ) ;
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if ( roll . total == 20 ) {
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msgText += "Votre personnage est mort !!!!!" ;
}
}
const message = {
content : msgText ,
whisper : ChatMessage . getWhisperRecipients ( game . user . name )
} ;
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ChatMessage . create ( message ) ;
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}
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/* -------------------------------------------- */
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async santeIncDec ( name , inc , isCritique = false ) {
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if ( name == 'fatigue' && ! ReglesOptionelles . isUsing ( "appliquer-fatigue" ) ) {
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return ;
}
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const sante = duplicate ( this . system . sante )
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let compteur = sante [ name ] ;
if ( ! compteur ) {
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return ;
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}
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let result = {
sonne : false ,
} ;
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let minValue = name == "vie" ? - this . getSConst ( ) - 1 : 0 ;
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result . newValue = Math . max ( minValue , Math . min ( compteur . value + inc , compteur . max ) ) ;
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//console.log("New value ", inc, minValue, result.newValue);
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let fatigue = 0 ;
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if ( name == "endurance" && ! this . isEntite ( ) ) {
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if ( result . newValue == 0 && inc < 0 && ! isCritique ) { // perte endurance et endurance devient 0 (sauf critique) -> -1 vie
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sante . vie . value -- ;
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result . perteVie = true ;
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}
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result . newValue = Math . max ( 0 , result . newValue ) ;
if ( inc > 0 ) { // le max d'endurance s'applique seulement à la récupération
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result . newValue = Math . min ( result . newValue , this . _computeEnduranceMax ( ) )
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}
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const perte = compteur . value - result . newValue ;
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result . perte = perte ;
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if ( perte > 1 ) {
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// Peut-être sonné si 2 points d'endurance perdus d'un coup
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const testIsSonne = await this . testSiSonne ( result . newValue ) ;
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result . sonne = testIsSonne . sonne ;
result . jetEndurance = testIsSonne . roll . total ;
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} else if ( inc > 0 ) {
await this . setSonne ( false ) ;
}
if ( sante . fatigue && inc < 0 ) { // Each endurance lost -> fatigue lost
fatigue = perte ;
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}
}
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compteur . value = result . newValue ;
// If endurance lost, then the same amount of fatigue cannot be recovered
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if ( ReglesOptionelles . isUsing ( "appliquer-fatigue" ) && sante . fatigue && fatigue > 0 ) {
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sante . fatigue . value = Math . max ( sante . fatigue . value + fatigue , this . _computeFatigueMin ( ) ) ;
}
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await this . update ( { "system.sante" : sante } )
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if ( this . isDead ( ) ) {
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await this . setEffect ( STATUSES . StatusComma , true ) ;
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}
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return result ;
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}
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isDead ( ) {
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return ! this . isEntite ( ) && this . system . sante . vie . value < - this . getSConst ( )
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}
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/* -------------------------------------------- */
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_computeFatigueMin ( ) {
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return this . system . sante . endurance . max - this . system . sante . endurance . value ;
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}
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/* -------------------------------------------- */
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_computeEnduranceMax ( ) {
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let blessures = this . system . blessures ;
let diffVie = this . system . sante . vie . max - this . system . sante . vie . value ;
let maxEndVie = this . system . sante . endurance . max - ( diffVie * 2 ) ;
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let nbGraves = this . countBlessures ( blessures . graves . liste ) ;
let nbCritiques = this . countBlessures ( blessures . critiques . liste ) ;
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let maxEndGraves = Math . floor ( this . system . sante . endurance . max / ( 2 * nbGraves ) ) ;
let maxEndCritiques = nbCritiques > 0 ? 1 : this . system . sante . endurance . max ;
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return Math . max ( 0 , Math . min ( maxEndVie , maxEndGraves , maxEndCritiques ) ) ;
}
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/* -------------------------------------------- */
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async manageBlessureFromSheet ( gravite , index ) {
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let listBlessures = duplicate ( this . system . blessures ) ;
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let blessure = listBlessures [ gravite + "s" ] . liste [ index ] ;
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blessure . active = ! blessure . active ;
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if ( ! blessure . active ) {
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this . _supprimerBlessure ( blessure ) ;
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}
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await this . update ( { 'system.blessures' : listBlessures } ) ;
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}
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/* -------------------------------------------- */
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async setDataBlessureFromSheet ( gravite , index , psoins , pcomplets , jours , loc , psdone , scdone ) {
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let listBlessures = duplicate ( this . system . blessures ) ;
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let blessure = listBlessures [ gravite + "s" ] . liste [ index ] ;
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blessure . psdone = psdone ;
blessure . scdone = scdone ;
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blessure . premiers _soins = psoins ;
blessure . soins _complets = pcomplets ;
blessure . jours = jours ;
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blessure . loc = loc ;
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await this . update ( { 'system.blessures' : listBlessures } ) ;
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}
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/* -------------------------------------------- */
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async jetDeMoral ( situation , messageReussi = undefined , messageManque = undefined ) {
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const jetMoral = await this . _jetDeMoral ( situation ) ;
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const finMessage = ( jetMoral . succes ? messageReussi : messageManque ) ? ? ( jetMoral . ajustement == 0 ? "Vous gardez votre moral" : jetMoral . ajustement > 0 ? "Vous gagnez du moral" : "Vous perdez du moral" ) ;
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
content : ` ${ finMessage } - jet ${ jetMoral . succes ? "réussi" : "manqué" } en situation ${ situation } ( ${ jetMoral . jet } / ${ jetMoral . difficulte } ). `
} ) ;
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return jetMoral . ajustement ;
}
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async _jetDeMoral ( situation ) {
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const moralActuel = Misc . toInt ( this . system . compteurs . moral . value ) ;
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const jet = await RdDDice . rollTotal ( "1d20" ) ;
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const difficulte = 10 + moralActuel ;
const succes = jet <= difficulte ;
const jetMoral = {
actuel : moralActuel ,
jet : jet ,
situation : situation ,
difficulte : difficulte ,
succes : succes ,
ajustement : this . _calculAjustementMoral ( succes , moralActuel , situation )
} ;
await this . moralIncDec ( jetMoral . ajustement ) ;
return jetMoral ;
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}
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/* -------------------------------------------- */
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async moralIncDec ( ajustementMoral ) {
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if ( ajustementMoral != 0 ) {
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let moral = Misc . toInt ( this . system . compteurs . moral . value ) + ajustementMoral
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if ( moral > 3 ) { // exaltation
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const exaltation = Misc . toInt ( this . system . compteurs . exaltation . value ) + moral - 3 ;
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await this . updateCompteurValue ( 'exaltation' , exaltation ) ;
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}
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if ( moral < - 3 ) { // dissolution
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const dissolution = Misc . toInt ( this . system . compteurs . dissolution . value ) + 3 - moral ;
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await this . updateCompteurValue ( 'dissolution' , dissolution ) ;
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}
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moral = Math . max ( - 3 , Math . min ( moral , 3 ) ) ;
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await this . updateCompteurValue ( 'moral' , moral ) ;
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}
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return this . system . compteurs . moral . value ;
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}
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/* -------------------------------------------- */
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_calculAjustementMoral ( succes , moral , situation ) {
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switch ( situation ) {
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case 'heureux' : case 'heureuse' : return succes ? 1 : 0 ;
case 'malheureuse' : case 'malheureux' : return succes ? 0 : - 1 ;
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case 'neutre' :
if ( succes && moral <= 0 ) return 1 ;
if ( ! succes && moral > 0 ) return - 1 ;
}
return 0 ;
}
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/* -------------------------------------------- */
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async setEthylisme ( degre ) {
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let ethylisme = duplicate ( this . system . compteurs . ethylisme ) ;
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ethylisme . value = degre ;
ethylisme . nb _doses = 0 ;
if ( degre == 1 ) {
ethylisme . jet _moral = false ;
}
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await this . update ( { "system.compteurs.ethylisme" : ethylisme } ) ;
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}
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/* -------------------------------------------- */
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async jetEthylisme ( ) {
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let rollData = {
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vie : this . system . sante . vie . max ,
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forceAlcool : 0 ,
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etat : this . getEtatGeneral ( { ethylisme : true } ) ,
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diffNbDoses : - Number ( this . system . compteurs . ethylisme . nb _doses || 0 ) ,
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finalLevel : 0 ,
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diffConditions : 0 ,
ajustementsForce : CONFIG . RDD . difficultesLibres ,
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}
let html = await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-ethylisme.html' , rollData ) ;
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new RdDRollDialogEthylisme ( html , rollData , this , r => this . saouler ( r . forceAlcool ) ) . render ( true ) ;
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}
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/* -------------------------------------------- */
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async actionItem ( item , onActionItem = async ( ) => { } ) {
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if ( ! item . getActionPrincipale ( ) ) return ;
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switch ( item . type ) {
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case 'nourritureboisson' : return await this . actionNourritureboisson ( item , onActionItem ) ;
case 'potion' : return await this . consommerPotion ( item , onActionItem ) ;
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case 'livre' : return await this . actionLire ( item ) ;
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case 'conteneur' : return await item . sheet . render ( true ) ;
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case 'herbe' : {
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if ( item . isHerbeAPotion ( ) ) {
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return this . dialogFabriquerPotion ( item ) ;
}
return ;
}
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case 'queue' : case 'ombre' : return await this . actionRefoulement ( item ) ;
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}
}
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async actionNourritureboisson ( item , onActionItem ) {
const dialog = await DialogConsommer . create ( this , item , onActionItem ) ;
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dialog . render ( true ) ;
}
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async actionLire ( item ) {
const tache = await this . creerTacheDepuisLivre ( item , { renderSheet : false } ) ;
if ( tache ) {
await this . rollTache ( tache . id ) ;
}
}
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/* -------------------------------------------- */
async consommer ( item , choix ) {
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switch ( item . type ) {
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case 'nourritureboisson' :
return await this . consommerNourritureboisson ( item , choix ) ;
case 'potion' :
return await this . consommerPotion ( item )
}
}
/* -------------------------------------------- */
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async consommerNourritureboisson ( item , choix = { doses : 1 , seForcer : false , supprimerSiZero : false } ) {
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if ( item . type != 'nourritureboisson' ) {
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return ;
}
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if ( choix . doses > item . system . quantite ) {
ui . notifications . warn ( ` Il n'y a pas assez de ${ item . name } pour manger ${ choix . doses } ` )
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return ;
}
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if ( ! this . _apprecierCuisine ( item , choix . seForcer ) ) {
ui . notifications . info ( ` ${ this . name } ne n'arrive pas à manger de ${ item . name } ` )
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return ;
}
await this . manger ( item , choix . doses , { diminuerQuantite : false } ) ;
await this . boire ( item , choix . doses , { diminuerQuantite : false } ) ;
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await item . diminuerQuantite ( choix . doses , choix ) ;
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}
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async _apprecierCuisine ( item , seForcer ) {
const surmonteExotisme = await this . _surmonterExotisme ( item , seForcer ) ;
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if ( surmonteExotisme ) {
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await this . apprecier ( 'gout' , 'cuisine' , item . system . qualite , item . system . boisson ? "apprécie la boisson" : "apprécie le plat" ) ;
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}
else if ( seForcer ) {
await this . jetDeMoral ( 'malheureux' ) ;
}
else {
return false ;
}
return true ;
}
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/* -------------------------------------------- */
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async _surmonterExotisme ( item ) {
const exotisme = Math . min ( item . system . exotisme , item . system . qualite , 0 ) ;
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if ( exotisme < 0 ) {
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const rolled = await this . rollCaracCompetence ( 'volonte' , 'cuisine' , exotisme , { title : ` tente de surmonter l'exotisme de ${ item . name } ` } ) ;
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return rolled . isSuccess ;
}
return true ;
}
/* -------------------------------------------- */
async apprecier ( carac , compName , qualite , title ) {
const rolled = await this . rollCaracCompetence ( carac , compName , qualite , { title : title , apprecier : true } ) ;
if ( rolled ? . isSuccess ) {
await this . jetDeMoral ( 'heureux' ) ;
}
}
/* -------------------------------------------- */
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async manger ( item , doses , options = { diminuerQuantite : true } ) {
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const sust = item . system . sust
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if ( sust > 0 ) {
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await this . updateCompteurValue ( 'sust' , Misc . keepDecimals ( this . system . compteurs . sust . value + sust * doses , 1 ) ) ;
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}
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await item . diminuerQuantite ( doses , options ) ;
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}
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/* -------------------------------------------- */
async boire ( item , doses , options = { diminuerQuantite : true } ) {
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const desaltere = item . system . desaltere ;
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if ( desaltere > 0 ) {
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await this . updateCompteurValue ( 'eau' , Misc . keepDecimals ( this . system . compteurs . eau . value + desaltere * doses , 1 ) ) ;
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}
if ( item . isAlcool ( ) ) {
for ( let i = 0 ; i < doses ; i ++ ) {
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await this . saouler ( item . system . force , item ) ;
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}
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}
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await item . diminuerQuantite ( doses , options ) ;
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}
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/* -------------------------------------------- */
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async saouler ( forceAlcool , alcool = undefined ) {
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let ethylisme = duplicate ( this . system . compteurs . ethylisme ) ;
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const etat = this . getEtatGeneral ( { ethylisme : true } ) ;
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const nbDoses = Number ( this . system . compteurs . ethylisme . nb _doses || 0 ) ;
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const ethylismeData = {
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alias : this . name ,
actor : this ,
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vie : this . system . sante . vie . max ,
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alcool : alcool ,
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jetVie : {
forceAlcool : forceAlcool ,
nbDoses : nbDoses ,
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selectedCarac : this . system . sante . vie ,
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carac : this . system . carac ,
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caracValue : this . system . sante . vie . max ,
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finalLevel : etat + forceAlcool - nbDoses
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} ,
}
await RdDResolutionTable . rollData ( ethylismeData . jetVie ) ;
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this . _appliquerExperienceRollData ( ethylismeData . jetVie ) ;
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RollDataAjustements . calcul ( ethylismeData . jetVie , this ) ;
if ( ethylismeData . jetVie . rolled . isSuccess ) {
ethylisme . nb _doses ++ ;
} else {
ethylisme . value = Math . max ( ethylisme . value - 1 , - 7 ) ;
ethylisme . nb _doses = 0 ;
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let perte = await RdDDice . rollTotal ( "1d6" ) ;
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ethylismeData . perteEndurance = await this . santeIncDec ( "endurance" , - perte ) ;
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if ( ! ethylisme . jet _moral ) {
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ethylismeData . jetMoral = await this . _jetDeMoral ( 'heureuse' ) ;
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if ( ethylismeData . jetMoral . ajustement == 1 ) {
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ethylismeData . moralAlcool = 'heureux' ;
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ethylisme . jet _moral = true ;
} else if ( ethylisme . value == - 1 ) {
ethylismeData . jetMoral . ajustement = - 1 ;
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ethylismeData . moralAlcool = 'triste' ;
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ethylisme . jet _moral = true ;
await this . moralIncDec ( - 1 ) ;
}
}
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if ( ethylisme . value < 0 ) {
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// Qui a bu boira (p 164)
ethylismeData . jetVolonte = {
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selectedCarac : this . system . carac . volonte ,
caracValue : this . system . carac . volonte . value ,
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ethylisme : ethylisme . value ,
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finalLevel : ethylisme . value + this . system . compteurs . moral . value
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}
await RdDResolutionTable . rollData ( ethylismeData . jetVolonte ) ;
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this . _appliquerExperienceRollData ( ethylismeData . jetVolonte ) ;
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RollDataAjustements . calcul ( ethylismeData . jetVolonte , this ) ;
}
}
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ethylismeData . ajustementEthylique = ethylisme . value ;
ethylismeData . nomEthylisme = RdDUtility . getNomEthylisme ( ethylisme . value ) ;
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ethylismeData . doses = ethylisme . nb _doses ;
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await this . update ( { 'system.compteurs.ethylisme' : ethylisme } ) ;
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await RdDResolutionTable . displayRollData ( ethylismeData , this , 'chat-resultat-ethylisme.html' ) ;
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}
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/* -------------------------------------------- */
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async jetGoutCuisine ( ) {
console . info ( 'Jet de Gout/Cuisine' ) ;
return true ;
}
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/* -------------------------------------------- */
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async transformerStress ( ) {
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const stress = Misc . toInt ( this . system . compteurs . stress . value ) ;
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if ( stress <= 0 ) {
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return ;
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}
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const stressRoll = await this . _stressRoll ( this . getReveActuel ( ) ) ;
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const conversion = Math . floor ( stress * stressRoll . factor / 100 ) ;
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let dissolution = Math . max ( 0 , Misc . toInt ( this . system . compteurs . dissolution . value ) ) ;
let exaltation = Math . max ( 0 , Misc . toInt ( this . system . compteurs . exaltation . value ) ) ;
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const annule = Math . min ( dissolution , exaltation ) ;
dissolution -= annule ;
exaltation -= annule ;
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const perteDissolution = Math . max ( 0 , Math . min ( dissolution , conversion ) ) ;
let stressRollData = {
alias : this . name ,
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selectedCarac : this . system . carac . reve ,
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rolled : stressRoll ,
stress : stress ,
perte : Math . min ( conversion , stress ) ,
convertis : conversion - perteDissolution ,
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xp : conversion - perteDissolution + exaltation ,
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dissolution : dissolution ,
exaltation : exaltation
} ;
ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-resultat-transformer-stress.html ` , stressRollData )
} ) ;
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let compteurs = duplicate ( this . system . compteurs ) ;
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compteurs . stress . value = Math . max ( stress - stressRollData . perte - 1 , 0 ) ;
compteurs . experience . value += stressRollData . xp ;
compteurs . dissolution . value = dissolution - perteDissolution ;
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compteurs . exaltation . value = 0 ;
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await this . update ( { "system.compteurs" : compteurs } ) ;
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this . updateExperienceLog ( 'XP' , stressRollData . xp , "Transformation du stress" ) ;
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}
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/* -------------------------------------------- */
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async _stressRoll ( reveActuel ) {
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let result = await RdDResolutionTable . roll ( reveActuel , 0 ) ;
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if ( result . isPart ) {
result . second = await RdDResolutionTable . roll ( reveActuel , 0 ) ;
}
result . factor = this . _getFacteurStress ( result ) ;
return result ;
}
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/* -------------------------------------------- */
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_getFacteurStress ( stressRoll ) {
switch ( stressRoll . code ) {
case "sign" : return 75 ;
case "norm" : return 50 ;
case "echec" : return 20 ;
case "epart" : return 10 ;
case "etotal" : return 0 ;
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case "part" :
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if ( stressRoll . second . isSign ) {
stressRoll . quality = "Double Particulière" ;
return 150 ;
}
return 100 ;
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}
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return 0 ;
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}
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/* -------------------------------------------- */
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createCallbackExperience ( ) {
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return {
condition : r => r . rolled . isPart && r . finalLevel < 0 && game . settings . get ( "core" , "rollMode" ) != 'selfroll' ,
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action : r => this . appliquerAjoutExperience ( r )
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} ;
}
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/* -------------------------------------------- */
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createCallbackAppelAuMoral ( ) { /* Si l'appel au moral est utilisé, on l'affiche dans le chat et on diminue éventuellement le moral */
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return {
condition : r => r . use . appelAuMoral && game . settings . get ( "core" , "rollMode" ) != 'selfroll' ,
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action : r => this . _appliquerAppelMoral ( r )
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} ;
}
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/* -------------------------------------------- */
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async checkCaracXP ( caracName , display = true ) {
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let carac = RdDActor . _findCaracByName ( this . system . carac , caracName ) ;
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if ( carac && carac . xp > 0 ) {
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const niveauSuivant = Number ( carac . value ) + 1 ;
let xpNeeded = RdDCarac . getCaracNextXp ( niveauSuivant ) ;
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if ( carac . xp >= xpNeeded ) {
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carac = duplicate ( carac ) ;
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carac . value = niveauSuivant ;
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let checkXp = {
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alias : this . name ,
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carac : caracName ,
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value : niveauSuivant ,
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xp : carac . xp
}
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if ( display ) {
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
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content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-actor-carac-xp.html ` , checkXp )
} ) ;
}
return checkXp ;
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}
}
}
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/* -------------------------------------------- */
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async checkCompetenceXP ( compName , newXP , display = true ) {
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let compData = this . getCompetence ( compName ) ;
if ( compData && newXP && newXP == compData . system . xp ) { // Si édition, mais sans changement XP
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return ;
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}
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newXP = ( newXP ) ? newXP : compData . system . xp ;
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if ( compData && newXP > 0 ) {
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let xpNeeded = RdDItemCompetence . getCompetenceNextXp ( compData . system . niveau + 1 ) ;
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if ( newXP >= xpNeeded ) {
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let newCompData = duplicate ( compData ) ;
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newCompData . system . niveau += 1 ;
newCompData . system . xp = newXP ;
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let checkXp = {
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alias : this . name ,
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competence : newCompData . name ,
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niveau : newCompData . system . niveau ,
xp : newCompData . system . xp ,
archetype : newCompData . system . niveau _archetype ,
archetypeWarning : newCompData . system . niveau > compData . system . niveau _archetype
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}
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if ( display ) {
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
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content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-actor-competence-xp.html ` , checkXp )
} ) ;
}
return checkXp ;
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}
}
}
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/* -------------------------------------------- */
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async appliquerAjoutExperience ( rollData , hideChatMessage = 'show' ) {
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if ( ! this . isPersonnage ( ) ) return ;
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hideChatMessage = hideChatMessage == 'hide' || ( game . settings . get ( "core" , "rollMode" ) != 'blindroll' && ! game . user . isGM )
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let xpData = await this . _appliquerExperience ( rollData . rolled , rollData . selectedCarac . label , rollData . competence ) ;
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if ( xpData && ! hideChatMessage ) {
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ChatMessage . create ( {
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whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
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content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-actor-gain-xp.html ` , xpData )
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} ) ;
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}
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}
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/* -------------------------------------------- */
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async _appliquerAppelMoral ( rollData ) {
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if ( ! this . isPersonnage ( ) ) return ;
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if ( ! rollData . useMoral ) return ;
if ( rollData . rolled . isEchec ||
( rollData . ajustements . diviseurSignificative && ( rollData . rolled . roll * rollData . ajustements . diviseurSignificative > rollData . score ) ) ) {
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rollData . perteMoralEchec = rollData . moral <= - 3 ? 'dissolution' : 'perte' ;
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rollData . moral = await this . moralIncDec ( - 1 ) ; /* L'appel au moral a échoué. Le personnage perd un point de moral */
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}
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}
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/* -------------------------------------------- */
filterSortList ( sortList , coord ) {
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let tmr = TMRUtility . getTMR ( coord ) ;
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let letfilteredList = [ ]
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for ( let sort of sortList ) {
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if ( sort . system . caseTMR . toLowerCase ( ) . includes ( 'variable' ) ) {
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letfilteredList . push ( sort ) ;
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} else if ( sort . system . caseTMRspeciale . toLowerCase ( ) . includes ( 'variable' ) ) {
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letfilteredList . push ( sort ) ;
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} else if ( sort . system . caseTMR . toLowerCase ( ) == tmr . type ) {
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letfilteredList . push ( sort ) ;
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} else if ( sort . system . caseTMR . toLowerCase ( ) . includes ( 'special' ) && sort . system . caseTMRspeciale . toLowerCase ( ) . includes ( coord . toLowerCase ( ) ) ) {
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letfilteredList . push ( sort ) ;
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}
}
return letfilteredList ;
}
/* -------------------------------------------- */
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computeDraconicAndSortIndex ( sortList ) {
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let draconicList = this . getDraconicList ( )
. map ( it => {
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it = duplicate ( it )
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it . system . defaut _carac = "reve" ;
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return it ;
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} ) ;
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for ( let sort of sortList ) {
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let draconicsSort = this . getDraconicsSort ( draconicList , sort ) . map ( it => it . name ) ;
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for ( let index = 0 ; index < draconicList . length && sort . system . listIndex == undefined ; index ++ ) {
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if ( draconicsSort . includes ( draconicList [ index ] . name ) ) {
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sort . system . listIndex = index ;
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}
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}
}
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return draconicList ;
}
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/* -------------------------------------------- */
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getDraconicsSort ( draconicList , sort ) {
//console.log(draconicList, bestDraconic, draconic, voie);
switch ( Grammar . toLowerCaseNoAccent ( sort . name ) ) {
case "lecture d'aura" :
case "detection d'aura" :
return draconicList ;
case "annulation de magie" :
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return draconicList . filter ( it => ! Grammar . toLowerCaseNoAccent ( it . name ) . includes ( 'thanatos' ) ) ;
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}
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return [ RdDItemCompetence . getVoieDraconic ( draconicList , sort . system . draconic ) ] ;
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}
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/* -------------------------------------------- */
async rollUnSort ( coord ) {
let sortList = duplicate ( this . getSortList ( ) ) ; // Duplication car les pts de reve sont modifiés dans le sort
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if ( ! sortList || sortList . length == 0 ) {
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ui . notifications . info ( "Aucun sort disponible!" ) ;
return ;
}
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sortList = this . filterSortList ( sortList , coord ) ;
if ( ! sortList || sortList . length == 0 ) {
ui . notifications . info ( "Aucun sort disponible pour cette case !" ) ;
return ;
}
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if ( EffetsDraconiques . isSortImpossible ( this ) ) {
ui . notifications . error ( "Une queue ou un souffle vous empèche de lancer de sort!" ) ;
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return ;
}
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if ( this . currentTMR ) this . currentTMR . minimize ( ) ; // Hide
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let draconicList = this . computeDraconicAndSortIndex ( sortList ) ;
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const reve = duplicate ( this . system . carac . reve ) ;
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let rollData = {
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carac : { 'reve' : reve } ,
forceCarac : { 'reve' : reve } ,
selectedCarac : reve ,
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draconicList : draconicList ,
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competence : draconicList [ 0 ] ,
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sortList : sortList ,
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selectedSort : sortList [ 0 ] ,
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tmr : TMRUtility . getTMR ( coord ) ,
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diffLibre : RdDItemSort . getDifficulte ( sortList [ 0 ] , - 7 ) , // Per default at startup
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coutreve : Array ( 30 ) . fill ( ) . map ( ( item , index ) => 1 + index ) ,
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}
const dialog = await RdDRoll . create ( this , rollData ,
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{
html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-sort.html' ,
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options : { height : 600 } ,
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close : html => { this . currentTMR . maximize ( ) } // Re-display TMR
} ,
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{
name : 'lancer-un-sort' ,
label : 'Lancer un sort' ,
callbacks : [
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this . createCallbackExperience ( ) ,
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{ action : r => this . _rollUnSortResult ( r ) }
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]
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}
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) ;
dialog . render ( true ) ;
}
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/* -------------------------------------------- */
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isRencontreSpeciale ( ) { // Gestion queue/souffle 'Mauvaise Rencontre en Perpective'
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let addMsg = "" ;
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let rencSpecial = EffetsDraconiques . mauvaiseRencontre ( this ) ;
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if ( rencSpecial ) {
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if ( rencSpecial . type != 'souffle' ) {
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this . deleteEmbeddedDocuments ( 'Item' , [ rencSpecial . id ] ) ; // Suppression dans la liste des queues
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addMsg = " La queue a été supprimée de votre fiche automatiquement" ;
} else {
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addMsg = " Vous devez gérer manuellement le décompte de mauvaises rencontres." ;
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}
ChatMessage . create ( {
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content : "Vous êtes sous le coup d'une Mauvaise Rencontre en Persective." + addMsg ,
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whisper : ChatMessage . getWhisperRecipients ( game . user . name )
} ) ;
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}
return rencSpecial ;
}
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/* -------------------------------------------- */
getTMRFatigue ( ) { // Pour l'instant uniquement Inertie Draconique
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let countInertieDraconique = EffetsDraconiques . countInertieDraconique ( this ) ;
if ( countInertieDraconique > 0 ) {
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ChatMessage . create ( {
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content : ` Vous êtes sous le coup d'Inertie Draconique : vous perdrez ${ countInertieDraconique + 1 } cases de Fatigue par déplacement au lieu d'une. ` ,
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whisper : ChatMessage . getWhisperRecipients ( game . user . name )
} ) ;
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}
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return countInertieDraconique + 1 ;
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}
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/* -------------------------------------------- */
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async checkSoufflePeage ( tmr ) {
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if ( ( tmr . type == 'pont' || tmr . type == 'cite' ) && EffetsDraconiques . isPeage ( this ) ) {
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await this . reveActuelIncDec ( - 1 ) ;
ChatMessage . create ( {
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content : "Vous êtes sous le coup d'un Péage : l'entrée sur cette case vous a coûté 1 Point de Rêve (déduit automatiquement)." ,
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whisper : ChatMessage . getWhisperRecipients ( game . user . name )
} ) ;
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}
}
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/* -------------------------------------------- */
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async _rollUnSortResult ( rollData ) {
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let rolled = rollData . rolled ;
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let selectedSort = rollData . selectedSort ;
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rollData . isSortReserve = rollData . mettreEnReserve && ! selectedSort . system . isrituel ;
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rollData . show = { }
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rollData . depenseReve = Number ( selectedSort . system . ptreve _reel ) ;
2020-12-11 20:37:00 +01:00
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if ( rollData . competence . name . includes ( 'Thanatos' ) ) { // Si Thanatos
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await this . update ( { "system.reve.reve.thanatosused" : true } ) ;
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}
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let reveActuel = this . system . reve . reve . value ;
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if ( rolled . isSuccess ) { // Réussite du sort !
if ( rolled . isPart ) {
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rollData . depenseReve = Math . max ( Math . floor ( rollData . depenseReve / 2 ) , 1 ) ;
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}
if ( rollData . isSortReserve ) {
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rollData . depenseReve ++ ;
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}
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if ( reveActuel > rollData . depenseReve ) {
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// Incrémenter/gére le bonus de case
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RdDItemSort . incrementBonusCase ( this , selectedSort , rollData . tmr . coord ) ;
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if ( rollData . isSortReserve ) {
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await this . sortMisEnReserve ( selectedSort , rollData . competence , rollData . tmr . coord , Number ( selectedSort . system . ptreve _reel ) ) ;
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}
}
else {
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rollData . depenseReve = 0 ;
rollData . show . reveInsuffisant = true ;
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mergeObject ( rollData . rolled , RdDResolutionTable . getResultat ( "echec" ) , { overwrite : true } ) ;
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}
} else {
if ( rolled . isETotal ) { // Echec total !
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rollData . depenseReve = Math . min ( reveActuel , Math . floor ( rollData . depenseReve * 1.5 ) )
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// TODO: mise en réserve d'un échec total...
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// await dialog mse en réserve, pour traitement échec total
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} else {
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rollData . depenseReve = 0
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}
}
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reveActuel = Math . max ( reveActuel - rollData . depenseReve , 0 ) ;
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await this . update ( { "system.reve.reve.value" : reveActuel } ) ;
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if ( rollData . isSortReserve ) {
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this . currentTMR . maximize ( ) ; // Re-display TMR
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} else {
this . currentTMR . close ( ) ; // Close TMR !
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}
// Final chat message
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await RdDResolutionTable . displayRollData ( rollData , this , 'chat-resultat-sort.html' ) ;
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if ( reveActuel == 0 ) { // 0 points de reve
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ChatMessage . create ( { content : this . name + " est réduit à 0 Points de Rêve, et tombe endormi !" } ) ;
closeTMR = true ;
}
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}
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/* -------------------------------------------- */
async rollCarac ( caracName ) {
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let rollData = { selectedCarac : this . getCaracByName ( caracName ) } ;
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const dialog = await RdDRoll . create ( this , rollData ,
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{ html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html' } ,
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{
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name : 'jet-' + caracName ,
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label : 'Jet ' + Grammar . apostrophe ( 'de' , rollData . selectedCarac . label ) ,
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callbacks : [
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this . createCallbackExperience ( ) ,
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this . createCallbackAppelAuMoral ( ) ,
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{ action : r => this . _onRollCaracResult ( r ) }
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]
}
) ;
dialog . render ( true ) ;
}
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/* -------------------------------------------- */
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async _onRollCaracResult ( rollData ) {
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// Final chat message
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await RdDResolutionTable . displayRollData ( rollData , this , 'chat-resultat-general.html' ) ;
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}
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async rollCaracCompetence ( caracName , compName , diff , options = { title : "" , apprecier : false } ) {
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const carac = this . getCaracByName ( caracName ) ;
if ( ! carac ) {
ui . notifications . warn ( ` ${ this . name } n'a pas de caractéristique correspondant à ${ caracName } ` )
return ;
}
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const competence = this . getCompetence ( compName ) ;
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if ( options . apprecier && competence ) {
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const minQualite = Math . max ( 0 , competence . system . niveau ) ;
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if ( diff <= minQualite ) {
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ui . notifications . info ( ` ${ this . name } a un niveau ${ competence . system . niveau } en ${ competence . name } , trop élevé pour apprécier la qualité de ${ diff } ` )
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return ;
}
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}
let rollData = {
alias : this . name ,
caracValue : Number ( carac . value ) ,
selectedCarac : carac ,
competence : competence ,
diffLibre : diff ,
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show : { title : options ? . title ? ? '' }
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} ;
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RollDataAjustements . calcul ( rollData , this ) ;
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await RdDResolutionTable . rollData ( rollData ) ;
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this . _appliquerExperienceRollData ( rollData ) ;
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await RdDResolutionTable . displayRollData ( rollData , this )
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return rollData . rolled ;
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}
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/* -------------------------------------------- */
_appliquerExperienceRollData ( rollData ) {
const callback = this . createCallbackExperience ( ) ;
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if ( callback . condition ( rollData ) ) {
callback . action ( rollData ) ;
}
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}
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/* -------------------------------------------- */
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async rollCompetence ( idOrName ) {
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let rollData = { competence : this . getCompetence ( idOrName ) }
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if ( rollData . competence . type == 'competencecreature' ) {
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if ( rollData . competence . system . iscombat ) {
if ( rollData . competence . system . ispossession ) {
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RdDPossession . onAttaquePossession ( this , rollData . competence )
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} else {
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const arme = RdDItemCompetenceCreature . toActionArme ( rollData . competence )
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RdDCombat . createUsingTarget ( this ) ? . attaque ( competence , arme )
}
return
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}
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// Fake competence pour créature
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RdDItemCompetenceCreature . setRollDataCreature ( rollData )
} else {
rollData . carac = this . system . carac
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}
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console . log ( "rollCompetence !!!" , rollData ) ;
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const dialog = await RdDRoll . create ( this , rollData , { html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' } , {
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name : 'jet-competence' ,
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label : 'Jet ' + Grammar . apostrophe ( 'de' , rollData . competence . name ) ,
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callbacks : [
this . createCallbackExperience ( ) ,
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this . createCallbackAppelAuMoral ( ) ,
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{ action : r => this . _competenceResult ( r ) }
]
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} ) ;
dialog . render ( true ) ;
}
/* -------------------------------------------- */
conjurerPossession ( possession ) {
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let draconic = this . getDraconicOuPossession ( ) ;
RdDPossession . onAttaquePossession ( this , draconic , possession )
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}
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/* -------------------------------------------- */
async _competenceResult ( rollData ) {
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await RdDResolutionTable . displayRollData ( rollData , this , 'chat-resultat-competence.html' )
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}
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/* -------------------------------------------- */
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async creerTacheDepuisLivre ( item , options = { renderSheet : true } ) {
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const nomTache = "Lire " + item . name ;
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const filterTacheLecture = it => it . type == 'tache' && it . name == nomTache ;
let tachesExistantes = this . filterItems ( filterTacheLecture ) ;
if ( tachesExistantes . length == 0 ) {
const tache = {
name : nomTache , type : 'tache' ,
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system : {
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carac : 'intellect' ,
competence : 'Ecriture' ,
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difficulte : item . system . difficulte ,
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periodicite : "60 minutes" ,
fatigue : 2 ,
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points _de _tache : item . system . points _de _tache ,
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points _de _tache _courant : 0 ,
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description : "Lecture du livre " + item . name + " - XP : " + item . system . xp + " - Compétences : " + item . system . competence
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}
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}
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await this . createEmbeddedDocuments ( 'Item' , [ tache ] , options ) ;
tachesExistantes = this . filterItems ( filterTacheLecture ) ;
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}
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return tachesExistantes . length > 0 ? tachesExistantes [ 0 ] : undefined ;
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}
/* -------------------------------------------- */
async rollTache ( id ) {
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const tacheData = this . getTache ( id )
const compData = this . getCompetence ( tacheData . system . competence )
compData . system . defaut _carac = tacheData . system . carac ; // Patch !
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let rollData = {
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competence : compData ,
tache : tacheData ,
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diffLibre : tacheData . system . difficulte ,
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diffConditions : 0 ,
use : { libre : false , conditions : true } ,
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carac : { }
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} ;
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rollData . carac [ tacheData . system . carac ] = duplicate ( this . system . carac [ tacheData . system . carac ] ) ; // Single carac
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console . log ( "rollTache !!!" , rollData ) ;
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const dialog = await RdDRoll . create ( this , rollData , { html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' } , {
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name : 'jet-competence' ,
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label : 'Jet de Tâche ' + tacheData . name ,
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callbacks : [
this . createCallbackExperience ( ) ,
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this . createCallbackAppelAuMoral ( ) ,
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{ action : r => this . _tacheResult ( r ) }
]
} ) ;
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dialog . render ( true ) ;
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}
/* -------------------------------------------- */
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async _tacheResult ( rollData ) {
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// Mise à jour de la tache
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rollData . appliquerFatigue = ReglesOptionelles . isUsing ( "appliquer-fatigue" ) ;
rollData . tache = duplicate ( rollData . tache ) ;
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rollData . tache . system . points _de _tache _courant += rollData . rolled . ptTache ;
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if ( rollData . rolled . isETotal ) {
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rollData . tache . system . difficulte -- ;
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}
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if ( rollData . rolled . isSuccess ) {
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rollData . tache . system . nb _jet _succes ++ ;
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} else {
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rollData . tache . system . nb _jet _echec ++ ;
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}
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rollData . tache . system . tentatives = rollData . tache . system . nb _jet _succes + rollData . tache . system . nb _jet _echec ;
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this . updateEmbeddedDocuments ( 'Item' , [ rollData . tache ] ) ;
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this . santeIncDec ( "fatigue" , rollData . tache . system . fatigue ) ;
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await RdDResolutionTable . displayRollData ( rollData , this , 'chat-resultat-tache.html' ) ;
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}
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/* -------------------------------------------- */
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async _rollArt ( artData , selected , oeuvre , callBackResult = r => this . _resultArt ( r ) ) {
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mergeObject ( artData ,
{
oeuvre : oeuvre ,
art : oeuvre . type ,
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competence : duplicate ( this . getCompetence ( artData . compName ? ? oeuvre . system . competence ? ? artData . art ) ) ,
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diffLibre : - ( oeuvre . system . niveau ? ? 0 ) ,
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diffConditions : 0 ,
use : { libre : false , conditions : true } ,
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selectedCarac : duplicate ( this . system . carac [ selected ] )
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} ,
{ overwrite : false } ) ;
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artData . competence . system . defaut _carac = selected ;
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if ( ! artData . forceCarac ) {
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artData . forceCarac = { } ;
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artData . forceCarac [ selected ] = duplicate ( this . system . carac [ selected ] ) ;
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}
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console . log ( "rollArt !!!" , artData ) ;
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const dialog = await RdDRoll . create ( this , artData ,
{
html : ` systems/foundryvtt-reve-de-dragon/templates/dialog-roll- ${ oeuvre . type } .html ` ,
options : { height : 500 , }
} ,
{
name : ` jet- ${ artData . art } ` ,
label : ` ${ artData . verbe } ${ oeuvre . name } ` ,
callbacks : [
this . createCallbackExperience ( ) ,
this . createCallbackAppelAuMoral ( ) ,
{ action : r => callBackResult ( r ) }
]
} ) ;
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dialog . render ( true ) ;
}
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/* -------------------------------------------- */
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async _resultArt ( artData ) {
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const baseQualite = ( artData . rolled . isSuccess ? artData . oeuvre . system . niveau : artData . competence . system . niveau ) ;
artData . qualiteFinale = Math . min ( baseQualite , artData . oeuvre . system . niveau ) + artData . rolled . ptQualite ;
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await RdDResolutionTable . displayRollData ( artData , this . name , ` chat-resultat- ${ artData . art } .html ` ) ;
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}
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/* -------------------------------------------- */
async rollChant ( id ) {
const artData = { art : 'chant' , verbe : 'Chanter' } ;
const oeuvre = duplicate ( this . getChant ( id ) ) ;
await this . _rollArt ( artData , "ouie" , oeuvre ) ;
}
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/* -------------------------------------------- */
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async rollDanse ( id ) {
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const artData = { art : 'danse' , verbe : 'Danser' , forceCarac : { } } ;
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const oeuvre = duplicate ( this . getItemOfType ( id , artData . art ) ) ;
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if ( oeuvre . system . agilite ) {
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artData . forceCarac [ 'agilite' ] = duplicate ( this . system . carac . agilite ) ;
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}
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if ( oeuvre . system . apparence ) {
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artData . forceCarac [ 'apparence' ] = duplicate ( this . system . carac . apparence ) ;
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}
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const selectedCarac = this . _getCaracDanse ( oeuvre ) ;
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await this . _rollArt ( artData , selectedCarac , oeuvre ) ;
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}
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/* -------------------------------------------- */
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_getCaracDanse ( oeuvre ) {
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if ( oeuvre . system . agilite ) { return "agilite" ; }
else if ( oeuvre . system . apparence ) { return "apparence" ; }
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const compData = this . getCompetence ( oeuvre . system . competence ) ;
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return compData . system . defaut _carac ;
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}
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/* -------------------------------------------- */
async rollMusique ( id ) {
const artData = { art : 'musique' , verbe : 'Jouer' } ;
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const oeuvre = this . getItemOfType ( id , artData . art ) ;
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await this . _rollArt ( artData , "ouie" , oeuvre ) ;
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}
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/* -------------------------------------------- */
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async rollRecetteCuisine ( id ) {
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const oeuvre = this . getRecetteCuisine ( id ) ;
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const artData = {
verbe : 'Cuisiner' ,
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compName : 'cuisine' ,
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proportions : 1 ,
ajouterEquipement : false
} ;
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await this . _rollArt ( artData , 'odoratgout' , oeuvre , r => this . _resultRecetteCuisine ( r ) ) ;
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}
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/* -------------------------------------------- */
async _resultRecetteCuisine ( artData ) {
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const baseQualite = ( artData . rolled . isSuccess ? artData . oeuvre . system . niveau : artData . competence . system . niveau ) ;
const sust = artData . oeuvre . system . sust * artData . proportions ;
artData . qualiteFinale = Math . min ( baseQualite , artData . oeuvre . system . niveau ) + artData . rolled . ptQualite ;
artData . exotismeFinal = Math . min ( Math . min ( artData . qualiteFinale , artData . oeuvre . system . exotisme ? ? 0 ) , 0 ) ;
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//console.log("OEUVRE", artData.art, artData)
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const platCuisine = {
name : artData . oeuvre . name ,
type : 'nourritureboisson' ,
img : 'systems/foundryvtt-reve-de-dragon/icons/objets/provision_cuite.webp' ,
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system : {
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"description" : artData . oeuvre . system . description ,
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"sust" : Math . min ( sust , 1 ) ,
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"qualite" : artData . qualiteFinale ,
"exotisme" : artData . exotismeFinal ,
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"encombrement" : 0.1 ,
"quantite" : Math . max ( 1 , Math . floor ( sust ) ) ,
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"cout" : Math . max ( artData . qualiteFinale ) * 0.01
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}
} ;
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if ( artData . ajouterEquipement ) {
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await this . createEmbeddedDocuments ( 'Item' , [ platCuisine ] ) ;
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ui . notifications . info ( ` ${ platCuisine . system . quantite } rations de ${ platCuisine . name } ont été ajoutés à votre équipement ` ) ;
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}
artData . platCuisine = platCuisine ;
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await RdDResolutionTable . displayRollData ( artData , this . name , ` chat-resultat- ${ artData . art } .html ` ) ;
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}
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/* -------------------------------------------- */
async rollJeu ( id ) {
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const oeuvre = this . getJeu ( id ) ;
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const listCarac = oeuvre . system . caraccomp . toLowerCase ( ) . split ( /[.,:\/-]/ ) . map ( it => it . trim ( ) ) ;
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const carac = listCarac . length > 0 ? listCarac [ 0 ] : 'chance'
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const artData = {
art : 'jeu' , verbe : 'Jeu' ,
use : { libre : true , conditions : true , } ,
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competence : duplicate ( this . getCompetence ( 'jeu' ) ) ,
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forceCarac : { }
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} ;
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listCarac . forEach ( c => artData . forceCarac [ c ] = this . system . carac [ c ] ) ;
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artData . competence . system . niveauReel = artData . competence . system . niveau ;
artData . competence . system . niveau = Math . max ( artData . competence . system . niveau , oeuvre . system . base ) ;
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await this . _rollArt ( artData , carac , oeuvre ) ;
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}
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async rollOeuvre ( id ) {
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const artData = { art : 'oeuvre' , verbe : 'Interpréter' }
const oeuvre = duplicate ( this . getItemOfType ( id , artData . art ) )
await this . _rollArt ( artData , oeuvre . system . default _carac , oeuvre )
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}
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/* -------------------------------------------- */
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async rollMeditation ( id ) {
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const meditation = duplicate ( this . getMeditation ( id ) ) ;
const competence = duplicate ( this . getCompetence ( meditation . system . competence ) ) ;
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competence . system . defaut _carac = "intellect" ; // Meditation = toujours avec intellect
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let meditationData = {
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competence : competence ,
meditation : meditation ,
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conditionMeditation : { isHeure : false , isVeture : false , isComportement : false , isPurification : false } ,
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diffConditions : 0 ,
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use : { libre : false , conditions : true , } ,
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carac : { "intellect" : this . system . carac . intellect }
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} ;
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const dialog = await RdDRoll . create ( this , meditationData ,
{
html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-meditation.html' ,
options : { height : 575 , }
} ,
{
name : 'jet-meditation' ,
label : "Jet de méditation" ,
callbacks : [
this . createCallbackExperience ( ) ,
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{ condition : r => r . rolled . isEPart , action : r => this . _meditationEPart ( r ) } ,
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{ action : r => this . _meditationResult ( r ) }
]
} ) ;
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dialog . render ( true ) ;
}
/* -------------------------------------------- */
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async _meditationResult ( meditationRoll ) {
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this . santeIncDec ( "fatigue" , 2 ) ;
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if ( meditationRoll . rolled . isSuccess ) {
await this . createEmbeddedDocuments ( "Item" , [ RdDItemSigneDraconique . prepareSigneDraconiqueMeditation ( meditationRoll . meditation , meditationRoll . rolled ) ] ) ;
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}
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await RdDResolutionTable . displayRollData ( meditationRoll , this . name , 'chat-resultat-meditation.html' ) ;
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}
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/* -------------------------------------------- */
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_meditationEPart ( meditationRoll ) {
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this . updateEmbeddedDocuments ( 'Item' , [ { _id : meditationRoll . meditation . _id , 'system.malus' : meditationRoll . meditation . system . malus - 1 } ] ) ;
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}
/* -------------------------------------------- */
_getSignesDraconiques ( coord ) {
const type = TMRUtility . getTMRType ( coord ) ;
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return this . listItemsData ( "signedraconique" ) . filter ( it => it . system . typesTMR . includes ( type ) ) ;
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}
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/* -------------------------------------------- */
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isResonanceSigneDraconique ( coord ) {
return this . _getSignesDraconiques ( coord ) . length > 0 ;
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}
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/* -------------------------------------------- */
async rollLireSigneDraconique ( coord ) {
if ( ! this . isHautRevant ( ) ) {
ui . notifications . info ( "Seul un haut rêvant peut lire un signe draconique!" ) ;
return ;
}
let signes = this . _getSignesDraconiques ( coord ) ;
if ( signes . length == 0 ) {
ui . notifications . info ( ` Aucun signe draconiques en ${ coord } ! ` ) ;
return ;
}
if ( this . currentTMR ) this . currentTMR . minimize ( ) ; // Hide
let draconicList = this . getDraconicList ( )
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. map ( draconic => {
let draconicLecture = duplicate ( draconic ) ;
draconicLecture . system . defaut _carac = "intellect" ;
return draconicLecture ;
} ) ;
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const intellect = this . system . carac . intellect ;
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let rollData = {
carac : { 'intellect' : intellect } ,
selectedCarac : intellect ,
competence : draconicList [ 0 ] ,
draconicList : draconicList ,
signe : signes [ 0 ] ,
signes : signes ,
tmr : TMRUtility . getTMR ( coord ) ,
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diffLibre : signes [ 0 ] . system . difficulte ,
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}
const dialog = await RdDRoll . create ( this , rollData ,
{
html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-signedraconique.html' ,
options : { height : 600 } ,
close : html => { this . currentTMR . maximize ( ) } // Re-display TMR
} ,
{
name : 'lire-signe-draconique' ,
label : 'Lire le signe draconique' ,
callbacks : [
this . createCallbackExperience ( ) ,
{ action : r => this . _rollLireSigneDraconique ( r ) }
]
}
) ;
dialog . render ( true ) ;
}
/* -------------------------------------------- */
async _rollLireSigneDraconique ( rollData ) {
const compData = rollData . competence ;
if ( ! RdDItemCompetence . isDraconic ( compData ) ) {
ui . notifications . error ( ` La compétence ${ compData . name } n'est pas une compétence draconique ` ) ;
return ;
}
rollData . xpSort = RdDItemSigneDraconique . getXpSortSigneDraconique ( rollData . rolled . code , rollData . signe ) ;
if ( rollData . xpSort > 0 ) {
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await this . updateEmbeddedDocuments ( "Item" , [ { _id : compData . _id , 'system.xp_sort' : Misc . toInt ( compData . system . xp _sort ) + rollData . xpSort } ] ) ;
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await this . updateExperienceLog ( "XP Sort" , rollData . xpSort , "Signe draconique en " + rollData . competence . name ) ;
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}
await this . deleteEmbeddedDocuments ( "Item" , [ rollData . signe . _id ] ) ;
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await RdDResolutionTable . displayRollData ( rollData , this . name , 'chat-resultat-lecture-signedraconique.html' ) ;
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this . currentTMR . close ( ) ;
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}
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/* -------------------------------------------- */
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async rollAppelChance ( onSuccess = ( ) => { } , onEchec = ( ) => { } ) {
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// Stocke si utilisation de la chance
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let rollData = { selectedCarac : this . getCaracByName ( 'chance-actuelle' ) , surprise : '' } ;
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const dialog = await RdDRoll . create ( this , rollData ,
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{ html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html' } ,
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{
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name : 'appelChance' ,
label : 'Appel à la chance' ,
callbacks : [
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this . createCallbackExperience ( ) ,
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{ action : r => this . _appelChanceResult ( r , onSuccess , onEchec ) } ,
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]
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}
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) ;
dialog . render ( true ) ;
}
/* -------------------------------------------- */
async _appelChanceResult ( rollData , onSuccess = ( ) => { } , onEchec = ( ) => { } ) {
await RdDResolutionTable . displayRollData ( rollData , this , 'chat-resultat-appelchance.html' )
if ( rollData . rolled . isSuccess ) {
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await this . setFlag ( SYSTEM _RDD , 'utilisationChance' , true ) ;
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await this . chanceActuelleIncDec ( - 1 ) ;
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onSuccess ( ) ;
}
else {
onEchec ( ) ;
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}
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}
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/* -------------------------------------------- */
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async chanceActuelleIncDec ( value ) {
const chance = Math . min ( this . getChance ( ) , Math . max ( this . getChanceActuel ( ) + value , 0 ) ) ;
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await this . updateCompteurValue ( "chance" , chance ) ;
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}
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/* -------------------------------------------- */
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async appelDestinee ( onSuccess = ( ) => { } , onEchec = ( ) => { } ) {
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let destinee = this . system . compteurs . destinee ? . value ? ? 0 ;
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if ( destinee > 0 ) {
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ChatMessage . create ( { content : ` <span class="rdd-roll-part"> ${ this . name } a fait appel à la Destinée !</span> ` } ) ;
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destinee -- ;
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await this . updateCompteurValue ( "destinee" , destinee ) ;
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onSuccess ( ) ;
}
else {
onEchec ( ) ;
}
}
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/* -------------------------------------------- */
getHeureNaissance ( ) {
if ( this . isCreature ( ) ) {
return 0 ;
}
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return this . system . heure ;
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}
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/* -------------------------------------------- */
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ajustementAstrologique ( ) {
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if ( this . isCreature ( ) ) {
return 0 ;
}
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// selon l'heure de naissance...
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return game . system . rdd . calendrier . getAjustementAstrologique ( this . system . heure , this . name )
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}
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/* -------------------------------------------- */
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checkDesirLancinant ( ) {
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let queue = this . filterItems ( it => it . type == 'queue' || it . type == 'ombre' )
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. filter ( it => Grammar . toLowerCaseNoAccent ( it . name ) . includes ( 'desir lancinant' ) ) ;
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return ( queue . length > 0 ) ;
}
/* -------------------------------------------- */
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async _appliquerExperience ( rolled , caracName , competence ) {
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if ( ! this . isPersonnage ( ) ) return ;
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// Pas d'XP
if ( ! rolled . isPart || rolled . finalLevel >= 0 ) {
return undefined ;
}
if ( this . checkDesirLancinant ( ) ) {
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// Cas de désir lancinant, pas d'expérience sur particulière
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ChatMessage . create ( {
content : ` Vous souffrez au moins d'un Désir Lancinant, vous ne pouvez pas gagner d'expérience sur une Particulière tant que le désir n'est pas assouvi ` ,
whisper : ChatMessage . getWhisperRecipients ( game . user . name )
} ) ;
return undefined ;
}
if ( caracName == 'Vie' ) caracName = 'constitution' ;
if ( caracName == 'derobee' ) caracName = 'agilite' ;
if ( caracName == 'reve-actuel' ) caracName = 'reve' ;
let xp = Math . abs ( rolled . finalLevel ) ;
// impair: arrondi inférieur en carac
let xpCarac = competence ? Math . floor ( xp / 2 ) : Math . max ( Math . floor ( xp / 2 ) , 1 ) ;
let xpData = {
alias : this . name ,
caracName : caracName , xpCarac : xpCarac ,
competence : competence , xpCompetence : competence ? xp - xpCarac : 0
} ;
await this . _xpCompetence ( xpData ) ;
await this . _xpCarac ( xpData ) ;
return xpData ;
}
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/* -------------------------------------------- */
async _xpCompetence ( xpData ) {
if ( xpData . competence ) {
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const newXp = Misc . toInt ( xpData . competence . system . xp ) + xpData . xpCompetence ;
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let update = { _id : xpData . competence . _id , 'system.xp' : newXp } ;
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await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ;
xpData . checkComp = await this . checkCompetenceXP ( xpData . competence . name , undefined , false ) ;
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this . updateExperienceLog ( "XP" , xpData . xpCompetence , "XP gagné en " + xpData . competence . name ) ;
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}
}
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/* -------------------------------------------- */
async _xpCarac ( xpData ) {
if ( xpData . xpCarac > 0 ) {
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let carac = duplicate ( this . system . carac ) ;
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let selectedCarac = RdDActor . _findCaracByName ( carac , xpData . caracName ) ;
if ( ! selectedCarac . derivee ) {
selectedCarac . xp = Misc . toInt ( selectedCarac . xp ) + xpData . xpCarac ;
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await this . update ( { "system.carac" : carac } ) ;
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xpData . checkCarac = await this . checkCaracXP ( selectedCarac . label , false ) ;
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this . updateExperienceLog ( "XP" , xpData . xpCarac , "XP gagné en " + xpData . caracName ) ;
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} else {
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xpData . caracRepartitionManuelle = true ;
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}
}
}
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/* -------------------------------------------- */
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async resetNombreAstral ( ) {
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let toDelete = this . listItemsData ( 'nombreastral' ) ;
const deletions = toDelete . map ( it => it . _id ) ;
await this . deleteEmbeddedDocuments ( "Item" , deletions ) ;
}
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/* -------------------------------------------- */
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async ajouteNombreAstral ( callData ) {
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// Gestion expérience (si existante)
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callData . competence = this . getCompetence ( "astrologie" )
callData . selectedCarac = this . system . carac [ "vue" ] ;
this . appliquerAjoutExperience ( callData , 'hide' ) ;
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// Ajout du nombre astral
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const item = {
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name : "Nombre Astral" , type : "nombreastral" , system :
{ value : callData . nbAstral , istrue : callData . isvalid , jourindex : Number ( callData . date ) , jourlabel : game . system . rdd . calendrier . getDateFromIndex ( Number ( callData . date ) ) }
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} ;
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await this . createEmbeddedDocuments ( "Item" , [ item ] ) ;
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// Suppression des anciens nombres astraux
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let toDelete = this . listItemsData ( 'nombreastral' ) . filter ( it => it . system . jourindex < game . system . rdd . calendrier . getCurrentDayIndex ( ) ) ;
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const deletions = toDelete . map ( it => it . _id ) ;
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await this . deleteEmbeddedDocuments ( "Item" , deletions ) ;
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// Affichage Dialog
this . astrologieNombresAstraux ( ) ;
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}
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/* -------------------------------------------- */
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async astrologieNombresAstraux ( ) {
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// Afficher l'interface spéciale
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const astrologieDialog = await RdDAstrologieJoueur . create ( this , { } ) ;
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astrologieDialog . render ( true ) ;
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}
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/* -------------------------------------------- */
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getCaracByName ( name ) {
switch ( Grammar . toLowerCaseNoAccent ( name ) ) {
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case 'reve-actuel' : case 'reve actuel' :
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return {
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label : 'Rêve actuel' ,
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value : this . getReveActuel ( ) ,
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type : "number"
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} ;
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case 'chance-actuelle' : case 'chance-actuelle' :
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return {
label : 'Chance actuelle' ,
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value : this . getChanceActuel ( ) ,
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type : "number"
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} ;
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}
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return RdDActor . _findCaracByName ( this . system . carac , name ) ;
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}
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/* -------------------------------------------- */
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static _findCaracByName ( carac , name ) {
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name = Grammar . toLowerCaseNoAccent ( name ) ;
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switch ( name ) {
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case 'reve-actuel' : case 'reve actuel' :
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return carac . reve ;
case 'chance-actuelle' : case 'chance actuelle' :
return carac . chance ;
}
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let entry = Misc . findFirstLike ( name , Object . entries ( carac ) , { mapper : it => it [ 1 ] . label , description : 'caractéristique' } ) ;
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return entry && entry . length > 0 ? carac [ entry [ 0 ] ] : undefined ;
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}
/* -------------------------------------------- */
getSortList ( ) {
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return this . listItemsData ( "sort" ) ;
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}
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/* -------------------------------------------- */
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countMonteeLaborieuse ( ) { // Return +1 par queue/ombre/souffle Montée Laborieuse présente
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let countMonteeLaborieuse = EffetsDraconiques . countMonteeLaborieuse ( this ) ;
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if ( countMonteeLaborieuse > 0 ) {
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ChatMessage . create ( {
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content : ` Vous êtes sous le coup d'une Montée Laborieuse : vos montées en TMR coûtent ${ countMonteeLaborieuse } Point de Rêve de plus. ` ,
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whisper : ChatMessage . getWhisperRecipients ( game . user . name )
} ) ;
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}
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return countMonteeLaborieuse ;
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}
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/* -------------------------------------------- */
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refreshTMRView ( ) {
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if ( this . currentTMR ) {
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this . currentTMR . externalRefresh ( ) ;
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}
}
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/* -------------------------------------------- */
async displayTMR ( mode = "normal" ) {
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if ( this . tmrApp ) {
ui . notifications . warn ( "Vous êtes déja dans les TMR...." ) ;
return
}
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if ( mode != 'visu' && this . getEffect ( STATUSES . StatusDemiReve ) ) {
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ui . notifications . warn ( "Le joueur ou le MJ est déja dans les Terres Médianes avec ce personnage ! Visualisation uniquement" ) ;
mode = "visu" ; // bascule le mode en visu automatiquement
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}
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let isRapide = mode == "rapide" ;
if ( mode != "visu" ) {
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let minReveValue = ( isRapide && ! EffetsDraconiques . isDeplacementAccelere ( this ) ? 3 : 2 ) + this . countMonteeLaborieuse ( ) ;
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if ( this . getReveActuel ( ) < minReveValue ) {
ChatMessage . create ( {
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content : ` Vous n'avez les ${ minReveValue } Points de Reve nécessaires pour monter dans les Terres Médianes ` ,
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whisper : ChatMessage . getWhisperRecipients ( game . user . name )
} ) ;
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return ;
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}
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await this . setEffect ( STATUSES . StatusDemiReve , true ) ;
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}
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const fatigue = this . system . sante . fatigue . value ;
const endurance = this . system . sante . endurance . max ;
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let tmrFormData = {
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mode : mode ,
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fatigue : RdDUtility . calculFatigueHtml ( fatigue , endurance ) ,
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draconic : this . getDraconicList ( ) ,
sort : this . getSortList ( ) ,
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signes : this . listItemsData ( "signedraconique" ) ,
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caracReve : this . system . carac . reve . value ,
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pointsReve : this . getReveActuel ( ) ,
isRapide : isRapide
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}
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let html = await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html' , tmrFormData ) ;
this . currentTMR = await RdDTMRDialog . create ( html , this , tmrFormData ) ;
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this . currentTMR . render ( true ) ;
}
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/* -------------------------------------------- */
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rollArme ( arme ) {
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let competence = this . getCompetence ( arme . system . competence )
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if ( arme || ( competence . type == 'competencecreature' && competence . system . iscombat ) ) {
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if ( competence . system . ispossession ) {
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RdDPossession . onAttaquePossession ( this , competence ) ;
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} else {
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RdDCombat . createUsingTarget ( this ) ? . attaque ( competence , arme ) ;
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}
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} else {
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this . rollCompetence ( competence . name ) ;
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}
}
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/* -------------------------------------------- */
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_getTarget ( ) {
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if ( game . user . targets && game . user . targets . size == 1 ) {
for ( let target of game . user . targets ) {
return target ;
}
}
return undefined ;
}
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/* -------------------------------------------- */
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getArmeParade ( armeParadeId ) {
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const item = armeParadeId ? this . getEmbeddedDocument ( 'Item' , armeParadeId ) : undefined ;
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return RdDItemArme . getArme ( item ) ;
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}
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/* -------------------------------------------- */
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verifierForceMin ( item ) {
if ( item . type == 'arme' && item . system . force > this . system . carac . force . value ) {
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ChatMessage . create ( {
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content : ` <strong> ${ this . name } s'est équipé(e) de l'arme ${ item . name } , mais n'a pas une force suffisante pour l'utiliser normalement </strong>
( $ { item . system . force } nécessaire pour une Force de $ { this . system . carac . force . value } ) `
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} ) ;
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}
}
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/* -------------------------------------------- */
async equiperObjet ( itemID ) {
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let item = this . getEmbeddedDocument ( 'Item' , itemID ) ;
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if ( item ? . system ) {
const isEquipe = ! item . system . equipe ;
let update = { _id : item . id , "system.equipe" : isEquipe } ;
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await this . updateEmbeddedDocuments ( 'Item' , [ update ] ) ;
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this . computeEncombrementTotalEtMalusArmure ( ) ; // Mise à jour encombrement
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this . computePrixTotalEquipement ( ) ; // Mis à jour du prix total de l'équipement
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if ( isEquipe )
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this . verifierForceMin ( item ) ;
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}
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}
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/* -------------------------------------------- */
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async computeArmure ( attackerRoll ) {
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let dmg = ( attackerRoll . dmg . dmgArme ? ? 0 ) + ( attackerRoll . dmg . dmgActor ? ? 0 ) ;
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let armeData = attackerRoll . arme ;
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let protection = 0 ;
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const armures = this . items . filter ( it => it . type == "armure" && it . system . equipe ) ;
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for ( const armure of armures ) {
protection += await RdDDice . rollTotal ( armure . system . protection . toString ( ) ) ;
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if ( dmg > 0 ) {
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this . _deteriorerArmure ( armure , dmg ) ;
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dmg = 0 ;
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}
}
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const penetration = Misc . toInt ( armeData ? . system . penetration ? ? 0 ) ;
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protection = Math . max ( protection - penetration , 0 ) ;
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protection += this . getProtectionNaturelle ( ) ;
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// Gestion des cas particuliers sur la fenêtre d'encaissement
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if ( attackerRoll . dmg . encaisserSpecial == "noarmure" ) {
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protection = 0 ;
}
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if ( attackerRoll . dmg . encaisserSpecial == "chute" ) {
protection = Math . min ( protection , 2 ) ;
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}
console . log ( "Final protect" , protection , attackerRoll ) ;
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return protection ;
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}
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/* -------------------------------------------- */
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_deteriorerArmure ( armure , dmg ) {
armure = duplicate ( armure ) ;
if ( ! ReglesOptionelles . isUsing ( 'deteriorationArmure' ) || armure . system . protection == '0' ) {
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return ;
}
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armure . system . deterioration = ( armure . system . deterioration ? ? 0 ) + dmg ;
if ( armure . system . deterioration >= 10 ) {
armure . system . deterioration -= 10 ;
let res = /(\d+)?d(\d+)(\-\d+)?/ . exec ( armure . system . protection ) ;
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if ( res ) {
let malus = Misc . toInt ( res [ 3 ] ) - 1 ;
let armure = Misc . toInt ( res [ 2 ] ) ;
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if ( armure + malus <= 0 ) {
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armure . system . protection = 0 ;
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} else {
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armure . system . protection = '' + ( res [ 1 ] ? ? '1' ) + 'd' + armure + malus ;
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}
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}
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else if ( /\d+/ . exec ( armure . system . protection ) ) {
armure . system . protection = "1d" + armure . system . protection ;
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}
else {
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ui . notifications . warn ( ` La valeur d'armure de votre ${ armure . name } est incorrecte ` ) ;
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}
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ChatMessage . create ( { content : "Votre armure s'est détériorée, elle protège maintenant de " + armure . system . protection } ) ;
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}
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this . updateEmbeddedDocuments ( 'Item' , [ armure ] ) ;
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}
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/* -------------------------------------------- */
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async encaisser ( ) {
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let dialogData = { ajustementsEncaissement : RdDUtility . getAjustementsEncaissement ( ) } ;
let html = await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-encaisser.html' , dialogData ) ;
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new RdDEncaisser ( html , this ) . render ( true ) ;
}
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/* -------------------------------------------- */
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async encaisserDommages ( rollData , attacker = undefined , defenderRoll = undefined ) {
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if ( attacker && ! await attacker . accorder ( this , 'avant-encaissement' ) ) {
return ;
}
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console . log ( "encaisserDommages" , rollData )
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let santeOrig = duplicate ( this . system . sante ) ;
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let encaissement = await this . jetEncaissement ( rollData ) ;
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this . ajouterBlessure ( encaissement ) ; // Will upate the result table
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const perteVie = this . isEntite ( )
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? { newValue : 0 }
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: await this . santeIncDec ( "vie" , - encaissement . vie ) ;
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const perteEndurance = await this . santeIncDec ( "endurance" , - encaissement . endurance , encaissement . critiques > 0 ) ;
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this . computeEtatGeneral ( ) ;
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mergeObject ( encaissement , {
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alias : this . name ,
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hasPlayerOwner : this . hasPlayerOwner ,
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resteEndurance : this . system . sante . endurance . value ,
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sonne : perteEndurance . sonne ,
jetEndurance : perteEndurance . jetEndurance ,
endurance : santeOrig . endurance . value - perteEndurance . newValue ,
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vie : this . isEntite ( ) ? 0 : ( santeOrig . vie . value - perteVie . newValue ) ,
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show : defenderRoll ? . show ? ? { }
} ) ;
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await ChatUtility . createChatWithRollMode ( this . name , {
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roll : encaissement . roll ,
content : await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/chat-resultat-encaissement.html' , encaissement )
} ) ;
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if ( ! encaissement . hasPlayerOwner && encaissement . endurance != 0 ) {
encaissement = duplicate ( encaissement ) ;
encaissement . isGM = true ;
ChatMessage . create ( {
whisper : ChatMessage . getWhisperRecipients ( "GM" ) ,
content : await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/chat-resultat-encaissement.html' , encaissement )
} ) ;
}
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}
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/* -------------------------------------------- */
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async jetEncaissement ( rollData ) {
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let formula = "2d10" ;
// Chaque dé fait au minmum la difficulté libre
if ( ReglesOptionelles . isUsing ( 'degat-minimum-malus-libre' ) ) {
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if ( rollData . diffLibre < 0 ) {
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let valeurMin = Math . abs ( rollData . diffLibre ) ;
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formula += "min" + valeurMin ;
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}
}
// Chaque dé fait au minmum la difficulté libre
if ( ReglesOptionelles . isUsing ( 'degat-ajout-malus-libre' ) ) {
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if ( rollData . diffLibre < 0 ) {
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let valeurMin = Math . abs ( rollData . diffLibre ) ;
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formula += "+" + valeurMin ;
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}
}
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let roll = await RdDDice . roll ( formula ) ;
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// 1 dé fait au minmum la difficulté libre
if ( ReglesOptionelles . isUsing ( 'degat-minimum-malus-libre-simple' ) ) {
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if ( rollData . diffLibre < 0 ) {
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let valeurMin = Math . abs ( rollData . diffLibre ) ;
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if ( roll . terms [ 0 ] . results [ 0 ] . result < valeurMin ) {
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roll . terms [ 0 ] . results [ 0 ] . result = valeurMin ;
} else if ( roll . terms [ 0 ] . results [ 1 ] . result < valeurMin ) {
roll . terms [ 0 ] . results [ 1 ] . result = valeurMin ;
}
roll . _total = roll . terms [ 0 ] . results [ 0 ] . result + roll . terms [ 0 ] . results [ 1 ] . result ;
}
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}
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const armure = await this . computeArmure ( rollData ) ;
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const jetTotal = roll . total + rollData . dmg . total - armure ;
let encaissement = RdDUtility . selectEncaissement ( jetTotal , rollData . dmg . mortalite )
let over20 = Math . max ( jetTotal - 20 , 0 ) ;
encaissement . dmg = rollData . dmg ;
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encaissement . dmg . loc = rollData . dmg . loc ? ? await RdDUtility . getLocalisation ( this . type ) ;
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encaissement . dmg . loc . label = encaissement . dmg . loc . label ? ? 'Corps;'
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encaissement . roll = roll ;
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encaissement . armure = armure ;
encaissement . total = jetTotal ;
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encaissement . vie = await RdDActor . _evaluatePerte ( encaissement . vie , over20 ) ;
encaissement . endurance = await RdDActor . _evaluatePerte ( encaissement . endurance , over20 ) ;
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encaissement . penetration = rollData . arme ? . system . penetration ? ? 0 ;
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return encaissement ;
}
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/* -------------------------------------------- */
static async _evaluatePerte ( formula , over20 ) {
let perte = new Roll ( formula , { over20 : over20 } ) ;
await perte . evaluate ( { async : true } ) ;
return perte . total ;
}
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/* -------------------------------------------- */
ajouterBlessure ( encaissement ) {
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if ( this . type == 'entite' ) return ; // Une entité n'a pas de blessures
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if ( encaissement . legeres + encaissement . graves + encaissement . critiques == 0 ) return ;
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const endActuelle = Number ( this . system . sante . endurance . value ) ;
let blessures = duplicate ( this . system . blessures ) ;
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let count = encaissement . legeres ;
// Manage blessures
while ( count > 0 ) {
let legere = blessures . legeres . liste . find ( it => ! it . active ) ;
if ( legere ) {
this . _setBlessure ( legere , encaissement ) ;
count -- ;
}
else {
encaissement . graves += count ;
encaissement . legeres -= count ;
break ;
}
}
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count = encaissement . graves ;
while ( count > 0 ) {
let grave = blessures . graves . liste . find ( it => ! it . active ) ;
if ( grave ) {
this . _setBlessure ( grave , encaissement ) ;
count -- ;
}
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else {
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encaissement . critiques += count ;
encaissement . graves -= count ;
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encaissement . endurance = endActuelle ;
encaissement . vie = 4 ;
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break ;
}
}
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count = encaissement . critiques ;
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while ( count > 0 ) {
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let critique = blessures . critiques . liste [ 0 ] ;
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if ( ! critique . active ) {
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this . _setBlessure ( critique , encaissement ) ;
count -- ;
} else {
// TODO: status effect dead
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this . setEffect ( STATUSES . StatusComma , true ) ;
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ChatMessage . create ( {
content : ` <img class="chat-icon" src="icons/svg/skull.svg" alt="charge" />
< strong > $ { this . name } vient de succomber à une seconde blessure critique ! Que les Dragons gardent son Archétype en paix ! < / s t r o n g > `
} ) ;
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encaissement . critiques -= count ;
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encaissement . mort = true ;
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break ;
}
}
encaissement . endurance = Math . max ( encaissement . endurance , - endActuelle ) ;
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this . update ( { "system.blessures" : blessures } ) ;
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}
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/* -------------------------------------------- */
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_setBlessure ( blessure , encaissement ) {
blessure . active = true ;
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blessure . psdone = false ;
blessure . scdone = false ;
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blessure . loc = encaissement . locName ;
}
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/* -------------------------------------------- */
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/** @override */
getRollData ( ) {
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const rollData = super . getRollData ( ) ;
return rollData ;
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}
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/* -------------------------------------------- */
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async resetItemUse ( ) {
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await this . unsetFlag ( SYSTEM _RDD , 'itemUse' ) ;
await this . setFlag ( SYSTEM _RDD , 'itemUse' , { } ) ;
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}
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/* -------------------------------------------- */
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async incDecItemUse ( itemId , inc = 1 ) {
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let itemUse = duplicate ( this . getFlag ( SYSTEM _RDD , 'itemUse' ) ? ? { } ) ;
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itemUse [ itemId ] = ( itemUse [ itemId ] ? ? 0 ) + inc ;
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await this . setFlag ( SYSTEM _RDD , 'itemUse' , itemUse ) ;
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console . log ( "ITEM USE INC" , inc , itemUse ) ;
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}
/* -------------------------------------------- */
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getItemUse ( itemId ) {
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let itemUse = this . getFlag ( SYSTEM _RDD , 'itemUse' ) ? ? { } ;
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console . log ( "ITEM USE GET" , itemUse ) ;
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return itemUse [ itemId ] ? ? 0 ;
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}
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/* -------------------------------------------- */
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/* -- entites -- */
/* retourne true si on peut continuer, false si on ne peut pas continuer */
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async targetEntiteNonAccordee ( target , when = 'avant-encaissement' ) {
if ( target ) {
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return ! await this . accorder ( target . actor , when ) ;
}
return false ;
}
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/* -------------------------------------------- */
async accorder ( entite , when = 'avant-encaissement' ) {
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if ( when != game . settings . get ( SYSTEM _RDD , "accorder-entite-cauchemar" )
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|| ! entite . isEntite ( [ ENTITE _INCARNE ] )
|| entite . isEntiteAccordee ( this ) ) {
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return true ;
}
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const tplData = this . system ;
let rolled = await RdDResolutionTable . roll ( this . getReveActuel ( ) , - Number ( entite . system . carac . niveau . value ) ) ;
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const rollData = {
alias : this . name ,
rolled : rolled ,
entite : entite . name ,
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selectedCarac : tplData . carac . reve
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} ;
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if ( rolled . isSuccess ) {
await entite . setEntiteReveAccordee ( this ) ;
}
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await RdDResolutionTable . displayRollData ( rollData , this , 'chat-resultat-accorder-cauchemar.html' ) ;
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if ( rolled . isPart ) {
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await this . appliquerAjoutExperience ( rollData , true ) ;
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}
return rolled . isSuccess ;
}
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/* -------------------------------------------- */
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isEntite ( typeentite = [ ] ) {
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return this . type == 'entite' && ( typeentite . length == 0 || typeentite . includes ( this . system . definition . typeentite ) ) ;
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}
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/* -------------------------------------------- */
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isEntiteAccordee ( attaquant ) {
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if ( ! this . isEntite ( [ ENTITE _INCARNE ] ) ) { return true ; }
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let resonnance = this . system . sante . resonnance ;
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return ( resonnance . actors . find ( it => it == attaquant . id ) ) ;
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}
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/* -------------------------------------------- */
async setEntiteReveAccordee ( attaquant ) {
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if ( ! this . isEntite ( [ ENTITE _INCARNE ] ) ) {
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ui . notifications . error ( "Impossible de s'accorder à " + this . name + ": ce n'est pas une entite de cauchemer/rêve" ) ;
return ;
}
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let resonnance = duplicate ( this . system . sante . resonnance ) ;
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if ( resonnance . actors . find ( it => it == attaquant . id ) ) {
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// déjà accordé
return ;
}
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resonnance . actors . push ( attaquant . id ) ;
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await this . update ( { "system.sante.resonnance" : resonnance } ) ;
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return ;
}
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/* -------------------------------------------- */
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getFortune ( ) {
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let monnaies = this . itemTypes [ 'monnaie' ] ;
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if ( monnaies . length < 4 ) {
ui . notifications . error ( "Problème de monnaies manquantes, impossible de payer correctement!" )
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throw "Problème de monnaies manquantes, impossible de payer correctement!" ;
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}
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return monnaies . map ( m => Number ( m . system . valeur _deniers ) * Number ( m . system . quantite ) )
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. reduce ( Misc . sum ( ) , 0 ) ;
}
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/* -------------------------------------------- */
async optimizeArgent ( fortuneTotale ) {
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let monnaies = this . itemTypes [ 'monnaie' ] ;
let parValeur = Misc . classifyFirst ( monnaies , it => it . system . valeur _deniers ) ;
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let nouvelleFortune = {
1000 : Math . floor ( fortuneTotale / 1000 ) , // or
100 : Math . floor ( fortuneTotale / 100 ) % 10 , // argent
10 : Math . floor ( fortuneTotale / 10 ) % 10 , // bronze
1 : fortuneTotale % 10 // étain
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}
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console . log ( 'RdDActor.optimizeArgent' , fortuneTotale , 'nouvelleFortune' , nouvelleFortune , 'monnaie_par_valeur' , parValeur ) ;
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let updates = [ ] ;
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for ( const [ valeur , nombre ] of Object . entries ( nouvelleFortune ) ) {
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updates . push ( { _id : parValeur [ valeur ] . id , 'system.quantite' : nombre } ) ;
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}
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await this . updateEmbeddedDocuments ( 'Item' , updates ) ;
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}
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/* -------------------------------------------- */
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async depenserDeniers ( depense , dataObj = undefined , quantite = 1 , toActorId ) {
depense = Number ( depense ) ;
let fortune = this . getFortune ( ) ;
console . log ( "depenserDeniers" , game . user . character , depense , fortune ) ;
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let msg = "" ;
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if ( depense == 0 ) {
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if ( dataObj ) {
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dataObj . payload . system . cout = depense / 100 ; // Mise à jour du prix en sols , avec le prix acheté
dataObj . payload . system . quantite = quantite ;
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await this . createEmbeddedDocuments ( 'Item' , [ dataObj . payload ] ) ;
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msg += ` <br>L'objet <strong> ${ dataObj . payload . name } </strong> a été ajouté gratuitement à votre inventaire. ` ;
}
}
else {
if ( fortune >= depense ) {
fortune -= depense ;
const toActor = game . actors . get ( toActorId )
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await toActor ? . ajouterDeniers ( depense , this . id ) ;
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await this . optimizeArgent ( fortune ) ;
msg = ` Vous avez payé <strong> ${ depense } Deniers</strong> ${ toActor ? " à " + toActor . name : '' } , qui ont été soustraits de votre argent. ` ;
RdDAudio . PlayContextAudio ( "argent" ) ; // Petit son
if ( dataObj ) {
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dataObj . payload . system . cout = depense / 100 ; // Mise à jour du prix en sols , avec le prix acheté
dataObj . payload . system . quantite = quantite ;
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await this . createEmbeddedDocuments ( 'Item' , [ dataObj . payload ] ) ;
msg += ` <br>Et l'objet <strong> ${ dataObj . payload . name } </strong> a été ajouté à votre inventaire. ` ;
}
} else {
msg = "Vous n'avez pas assez d'argent pour payer cette somme !" ;
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}
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}
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let message = {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
content : msg
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} ;
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ChatMessage . create ( message ) ;
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}
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async depenser ( depense ) {
depense = Number ( depense ) ;
let fortune = this . getFortune ( ) ;
let reste = fortune - depense ;
if ( reste >= 0 ) {
fortune -= depense ;
await this . optimizeArgent ( fortune ) ;
}
return reste ;
}
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async ajouterDeniers ( gain , fromActorId = undefined ) {
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gain = Number . parseInt ( gain ) ;
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if ( gain == 0 ) {
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return ;
}
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if ( fromActorId && ! game . user . isGM ) {
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RdDActor . remoteActorCall ( {
userId : Misc . connectedGMOrUser ( ) ,
actorId : this . id ,
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method : 'ajouterDeniers' , args : [ gain , fromActorId ]
} ) ;
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}
else {
const fromActor = game . actors . get ( fromActorId )
let fortune = this . getFortune ( ) ;
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fortune += gain ;
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await this . optimizeArgent ( fortune ) ;
RdDAudio . PlayContextAudio ( "argent" ) ; // Petit son
ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
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content : ` Vous avez reçu <strong> ${ gain } Deniers</strong> ${ fromActor ? " de " + fromActor . name : '' } , qui ont été ajoutés à votre argent. `
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} ) ;
}
}
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/* -------------------------------------------- */
async monnaieIncDec ( id , value ) {
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let monnaie = this . getMonnaie ( id ) ;
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if ( monnaie ) {
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const quantite = Math . max ( 0 , monnaie . system . quantite + value ) ;
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await this . updateEmbeddedDocuments ( 'Item' , [ { _id : monnaie . id , 'system.quantite' : quantite } ] ) ;
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}
}
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/* -------------------------------------------- */
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async achatVente ( achat ) {
if ( achat . vendeurId == achat . acheteurId ) {
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ui . notifications . info ( "Inutile de se vendre à soi-même" ) ;
return ;
}
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if ( ! Misc . isUniqueConnectedGM ( ) ) {
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RdDActor . remoteActorCall ( {
actorId : achat . vendeurId ? ? achat . acheteurId ,
method : 'achatVente' ,
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args : [ achat ]
} ,
) ;
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return ;
}
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const acheteur = achat . acheteurId ? game . actors . get ( achat . acheteurId ) : undefined ;
const vendeur = achat . vendeurId ? game . actors . get ( achat . vendeurId ) : undefined ;
const messageVente = game . messages . get ( achat . chatMessageIdVente ) ;
const html = await messageVente . getHTML ( ) ;
const buttonAcheter = html . find ( ".button-acheter" ) [ 0 ] ;
const vente = DialogItemAchat . prepareVenteData ( buttonAcheter , achat . vendeurId , vendeur , acheteur ) ;
const itemId = vente . item . _id ;
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const isItemEmpilable = "quantite" in vente . item . system ;
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const coutDeniers = Math . floor ( ( achat . prixTotal ? ? 0 ) * 100 ) ;
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achat . quantiteTotal = ( achat . choix . nombreLots ? ? 1 ) * ( vente . tailleLot ) ;
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if ( acheteur ) {
let resteAcheteur = await acheteur . depenser ( coutDeniers ) ;
if ( resteAcheteur < 0 ) {
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ChatUtility . notifyUser ( achat . userId , 'warn' , ` Vous n'avez pas assez d'argent pour payer ${ Math . ceil ( coutDeniers / 100 ) } sols ! ` ) ;
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return ;
}
}
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const itemVendu = vendeur ? . getObjet ( itemId ) ;
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if ( itemVendu ) {
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if ( isItemEmpilable ? ( itemVendu . system . quantite < achat . quantiteTotal ) : ( achat . choix . nombreLots != 1 ) ) {
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await acheteur ? . ajouterDeniers ( coutDeniers ) ;
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ChatUtility . notifyUser ( achat . userId , 'warn' , ` Le vendeur n'a plus assez de ${ vente . item . name } ! ` ) ;
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return ;
}
vendeur . ajouterDeniers ( coutDeniers ) ;
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let resteQuantite = ( itemVendu . system . quantite ? ? 1 ) - achat . quantiteTotal ;
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if ( resteQuantite == 0 ) {
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vendeur . deleteEmbeddedDocuments ( "Item" , [ itemId ] )
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}
else {
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vendeur . updateEmbeddedDocuments ( "Item" , [ { _id : itemId , 'system.quantite' : resteQuantite } ] ) ;
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}
}
if ( acheteur ) {
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const achatData = {
type : vente . item . type ,
img : vente . item . img ,
name : vente . item . name ,
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system : mergeObject ( vente . item . system , { quantite : isItemEmpilable ? achat . quantiteTotal : undefined } ) ,
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}
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let listeAchat = isItemEmpilable ? [ achatData ] : Array . from ( { length : achat . quantiteTotal } , ( _ , i ) => achatData )
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let items = await acheteur . createEmbeddedDocuments ( "Item" , listeAchat )
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if ( achat . choix . consommer && vente . item . type == 'nourritureboisson' ) {
achat . choix . doses = achat . choix . nombreLots ;
await acheteur . consommerNourritureboisson ( items [ 0 ] , achat . choix ) ;
}
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}
if ( coutDeniers > 0 ) {
RdDAudio . PlayContextAudio ( "argent" ) ;
}
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const chatAchatItem = duplicate ( vente ) ;
chatAchatItem . quantiteTotal = achat . quantiteTotal ;
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ChatMessage . create ( {
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user : achat . userId ,
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speaker : { alias : ( acheteur ? ? vendeur ) . name } ,
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whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
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content : await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/chat-achat-item.html' , chatAchatItem )
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} ) ;
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if ( ! vente . quantiteIllimite ) {
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if ( vente . quantiteNbLots <= achat . choix . nombreLots ) {
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ChatUtility . removeChatMessageId ( achat . chatMessageIdVente ) ;
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}
else {
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vente [ "properties" ] = new RdDItem ( vente . item ) . getProprietes ( ) ;
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vente . quantiteNbLots -= achat . choix . nombreLots ;
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vente . jsondata = JSON . stringify ( vente . item ) ;
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messageVente . update ( { content : await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/chat-vente-item.html' , vente ) } ) ;
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messageVente . render ( true ) ;
}
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}
}
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/* -------------------------------------------- */
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async effectuerTacheAlchimie ( recetteId , tacheAlchimie , texteTache ) {
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let recetteData = this . getItemOfType ( recetteId , 'recettealchimique' ) ;
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if ( recetteData ) {
if ( tacheAlchimie != "couleur" && tacheAlchimie != "consistance" ) {
ui . notifications . warn ( ` L'étape alchimique ${ tacheAlchimie } - ${ texteTache } est inconnue ` ) ;
return ;
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}
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const sansCristal = tacheAlchimie == "couleur" && this . items . filter ( it => it . isCristalAlchimique ( ) ) . length == 0 ;
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const caracTache = RdDAlchimie . getCaracTache ( tacheAlchimie ) ;
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const alchimieData = this . getCompetence ( "alchimie" ) ;
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let rollData = {
recette : recetteData ,
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carac : { [ caracTache ] : this . system . carac [ caracTache ] } ,
selectedCarac : this . system . carac [ caracTache ] ,
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competence : alchimieData ,
diffLibre : RdDAlchimie . getDifficulte ( texteTache ) ,
diffConditions : sansCristal ? - 4 : 0 ,
alchimie : {
tache : Misc . upperFirst ( tacheAlchimie ) ,
texte : texteTache ,
sansCristal : sansCristal
}
}
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rollData . competence . system . defaut _carac = caracTache ;
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const dialog = await RdDRoll . create ( this , rollData ,
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{
html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-alchimie.html' ,
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} ,
{
name : 'tache-alchimique' ,
label : 'Tache Alchimique' ,
callbacks : [
this . createCallbackExperience ( ) ,
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this . createCallbackAppelAuMoral ( ) ,
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{ action : async r => await this . _alchimieResult ( r , false ) }
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]
}
) ;
dialog . render ( true ) ;
}
}
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isCristalAlchimique ( it ) {
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return it . type == 'objet' && Grammar . toLowerCaseNoAccent ( it . name ) == 'cristal alchimique' && it . system . quantite > 0 ;
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}
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/* -------------------------------------------- */
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async _alchimieResult ( rollData ) {
await RdDResolutionTable . displayRollData ( rollData , this , 'chat-resultat-alchimie.html' ) ;
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}
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/* -------------------------------------------- */
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listeVehicules ( ) {
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const listeVehichules = this . system . subacteurs ? . vehicules ? ? [ ] ;
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return this . _buildActorLinksList ( listeVehichules , vehicle => RdDActor . _vehicleData ( vehicle ) ) ;
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}
/* -------------------------------------------- */
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listeSuivants ( ) {
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return this . _buildActorLinksList ( this . system . subacteurs ? . suivants ? ? [ ] ) ;
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}
/* -------------------------------------------- */
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listeMontures ( ) {
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return this . _buildActorLinksList ( this . system . subacteurs ? . montures ? ? [ ] ) ;
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}
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/* -------------------------------------------- */
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_buildActorLinksList ( links , actorTransformation = it => RdDActor . _buildActorData ( it ) ) {
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return links . map ( link => game . actors . get ( link . id ) )
. filter ( it => it != null )
. map ( actorTransformation ) ;
}
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/* -------------------------------------------- */
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static _vehicleData ( vehicle ) {
return {
id : vehicle . id ,
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name : vehicle . name ,
img : vehicle . img ,
categorie : vehicle . system . categorie ,
structure : vehicle . system . structure ,
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} ;
}
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/* -------------------------------------------- */
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static _buildActorData ( it ) {
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return { id : it . id , name : it . name , img : it . img } ;
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}
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/* -------------------------------------------- */
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async pushSubacteur ( actor , dataArray , dataPath , dataName ) {
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let alreadyPresent = dataArray . find ( attached => attached . id == actor . _id ) ;
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if ( ! alreadyPresent ) {
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let newArray = duplicate ( dataArray ) ;
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newArray . push ( { id : actor . _id } ) ;
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await this . update ( { [ dataPath ] : newArray } ) ;
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} else {
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ui . notifications . warn ( dataName + " est déja attaché à ce Personnage." ) ;
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}
}
/* -------------------------------------------- */
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addSubActeur ( subActor ) {
if ( subActor ? . id == this . id ) {
ui . notifications . warn ( "Vous ne pouvez pas attacher un acteur à lui même" )
}
else if ( ! subActor ? . isOwner ) {
ui . notifications . warn ( "Vous n'avez pas les droits sur l'acteur que vous attachez." )
}
else {
if ( subActor . type == 'vehicule' ) {
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this . pushSubacteur ( subActor , this . system . subacteurs . vehicules , 'system.subacteurs.vehicules' , 'Ce Véhicule' ) ;
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} else if ( subActor . type == 'creature' ) {
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this . pushSubacteur ( subActor , this . system . subacteurs . montures , 'system.subacteurs.montures' , 'Cette Monture' ) ;
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} else if ( subActor . type == 'personnage' ) {
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this . pushSubacteur ( subActor , this . system . subacteurs . suivants , 'system.subacteurs.suivants' , 'Ce Suivant' ) ;
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}
}
}
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/* -------------------------------------------- */
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async removeSubacteur ( actorId ) {
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let newVehicules = this . system . subacteurs . vehicules . filter ( function ( obj , index , arr ) { return obj . id != actorId } ) ;
let newSuivants = this . system . subacteurs . suivants . filter ( function ( obj , index , arr ) { return obj . id != actorId } ) ;
let newMontures = this . system . subacteurs . montures . filter ( function ( obj , index , arr ) { return obj . id != actorId } ) ;
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await this . update ( { 'system.subacteurs.vehicules' : newVehicules } , { renderSheet : false } ) ;
await this . update ( { 'system.subacteurs.suivants' : newSuivants } , { renderSheet : false } ) ;
await this . update ( { 'system.subacteurs.montures' : newMontures } , { renderSheet : false } ) ;
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}
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/* -------------------------------------------- */
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async buildPotionGuerisonList ( pointsGuerison ) {
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let pointsGuerisonInitial = pointsGuerison ;
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let myData = this . system ;
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const blessures = duplicate ( myData . blessures ) ;
let guerisonData = { list : [ ] , pointsConsommes : 0 }
console . log ( blessures ) ;
for ( let critique of blessures . critiques . liste ) {
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if ( critique . active && pointsGuerison >= 6 ) {
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pointsGuerison -= 6 ;
critique . active = false ;
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guerisonData . list . push ( "1 Blessure Critique (6 points)" ) ;
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}
}
for ( let grave of blessures . graves . liste ) {
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if ( grave . active && pointsGuerison >= 4 ) {
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pointsGuerison -= 4 ;
grave . active = false ;
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guerisonData . list . push ( "1 Blessure Grave (4 points)" ) ;
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}
}
for ( let legere of blessures . legeres . liste ) {
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if ( legere . active && pointsGuerison >= 2 ) {
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pointsGuerison -= 2 ;
legere . active = false ;
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guerisonData . list . push ( "1 Blessure Légère (2 points)" ) ;
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}
}
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await this . update ( { "system.blessures" : blessures } ) ;
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let pvManquants = myData . sante . vie . max - myData . sante . vie . value ;
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let pvSoignees = Math . min ( pvManquants , Math . floor ( pointsGuerison / 2 ) ) ;
pointsGuerison -= pvSoignees * 2 ;
guerisonData . list . push ( pvSoignees + " Points de Vie soignés" ) ;
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await this . santeIncDec ( 'vie' , + pvSoignees , false ) ;
guerisonData . pointsConsommes = pointsGuerisonInitial - pointsGuerison ;
return guerisonData ;
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}
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/* -------------------------------------------- */
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async consommerPotionSoin ( potionData ) {
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potionData . alias = this . name ;
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potionData . supprimer = true ;
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if ( potionData . system . magique ) {
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// Gestion de la résistance:
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potionData . rolled = await RdDResolutionTable . roll ( this . getReveActuel ( ) , - 8 ) ;
if ( potionData . rolled . isEchec ) {
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await this . reveActuelIncDec ( - 1 ) ;
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potionData . guerisonData = await this . buildPotionGuerisonList ( potionData . system . puissance ) ;
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potionData . guerisonMinutes = potionData . guerisonData . pointsConsommes * 5 ;
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}
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}
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if ( ! potionData . system . magique || potionData . rolled . isSuccess ) {
this . bonusRecuperationPotion = potionData . system . herbeBonus ;
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}
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-consommer-potion-soin.html ` , potionData )
} ) ;
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}
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/* -------------------------------------------- */
async consommerPotionRepos ( potionData ) {
potionData . alias = this . name ;
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potionData . supprimer = true ;
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if ( potionData . system . magique ) {
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// Gestion de la résistance:
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potionData . rolled = await RdDResolutionTable . roll ( this . getReveActuel ( ) , - 8 ) ;
if ( potionData . rolled . isEchec ) {
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await this . reveActuelIncDec ( - 1 ) ;
let fatigueActuelle = this . getFatigueActuelle ( ) ;
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potionData . caseFatigueReel = Math . min ( fatigueActuelle , potionData . system . puissance ) ;
potionData . guerisonDureeUnite = ( potionData . system . reposalchimique ) ? "rounds" : "minutes" ;
potionData . guerisonDureeValue = ( potionData . system . reposalchimique ) ? potionData . caseFatigueReel : potionData . caseFatigueReel * 5 ;
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potionData . aphasiePermanente = false ;
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if ( potionData . system . reposalchimique ) {
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let chanceAphasie = await RdDDice . rollTotal ( "1d100" ) ;
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if ( chanceAphasie <= potionData . system . pr ) {
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potionData . aphasiePermanente = true ;
}
}
await this . santeIncDec ( "fatigue" , - potionData . caseFatigueReel ) ;
}
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}
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if ( ! potionData . system . magique || potionData . rolled . isSuccess ) {
this . bonusRepos = potionData . system . herbeBonus ;
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}
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-consommer-potion-repos.html ` , potionData )
} ) ;
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}
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/* -------------------------------------------- */
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dialogFabriquerPotion ( herbe ) {
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DialogFabriquerPotion . create ( this , herbe , {
html : 'systems/foundryvtt-reve-de-dragon/templates/dialog-fabriquer-potion-base.html' ,
} , [ ] ) ;
}
/* -------------------------------------------- */
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async fabriquerPotion ( herbeData ) {
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let newPotion = {
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name : ` Potion de ${ herbeData . system . categorie } ( ${ herbeData . name } ) ` , type : 'potion' ,
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img : "systems/foundryvtt-reve-de-dragon/icons/objets/fiole_verre.webp" ,
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system : {
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quantite : 1 , cout : 0 , encombrement : 0.1 ,
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categorie : herbeData . system . categorie ,
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herbe : herbeData . name ,
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rarete : herbeData . system . rarete ,
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herbebrins : herbeData . nbBrins ,
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herbebonus : herbeData . herbebonus ,
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description : ""
}
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}
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await this . createEmbeddedDocuments ( 'Item' , [ newPotion ] , { renderSheet : true } ) ;
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let newQuantite = herbeData . system . quantite - herbeData . nbBrins ;
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let messageData = {
alias : this . name ,
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nbBrinsReste : newQuantite ,
potion : newPotion ,
herbe : herbeData
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}
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this . diminuerQuantiteObjet ( herbeData . _id , herbeData . nbBrins ) ;
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
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content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-fabriquer-potion-base.html ` , messageData )
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} ) ;
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}
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/* -------------------------------------------- */
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async diminuerQuantiteObjet ( id , nb , options = { supprimerSiZero : false } ) {
const item = this . getObjet ( id ) ;
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if ( item ) {
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await item . diminuerQuantite ( nb , options ) ;
}
}
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/* -------------------------------------------- */
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async consommerPotionGenerique ( potionData ) {
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potionData . alias = this . name ;
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if ( potionData . system . magique ) {
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// Gestion de la résistance:
potionData . rolled = await RdDResolutionTable . roll ( this . getReveActuel ( ) , - 8 ) ;
if ( potionData . rolled . isEchec ) {
await this . reveActuelIncDec ( - 1 ) ;
}
}
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
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content : await renderTemplate ( ` systems/foundryvtt-reve-de-dragon/templates/chat-consommer-potion-generique.html ` , potionData )
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} ) ;
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}
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/* -------------------------------------------- */
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async consommerPotion ( potion , onActionItem = async ( ) => { } ) {
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const potionData = potion
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if ( potionData . system . categorie . includes ( 'Soin' ) ) {
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this . consommerPotionSoin ( potionData ) ;
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} else if ( potionData . system . categorie . includes ( 'Repos' ) ) {
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this . consommerPotionRepos ( potionData ) ;
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} else {
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this . consommerPotionGenerique ( potionData ) ;
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}
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await this . diminuerQuantiteObjet ( potion . id , 1 , { supprimerSiZero : potionData . supprimer } ) ;
await onActionItem ( )
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}
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/* -------------------------------------------- */
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async onUpdateActor ( update , options , actorId ) {
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const updatedEndurance = update ? . system ? . sante ? . endurance
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if ( updatedEndurance && options . diff ) {
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await this . setEffect ( STATUSES . StatusUnconscious , updatedEndurance . value == 0 )
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}
}
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/* -------------------------------------------- */
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getEffects ( filter = e => true ) {
return this . getEmbeddedCollection ( "ActiveEffect" ) . filter ( filter ) ;
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}
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/* -------------------------------------------- */
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getEffect ( statusId ) {
return this . getEmbeddedCollection ( "ActiveEffect" ) . find ( it => it . flags ? . core ? . statusId == statusId ) ;
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}
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/* -------------------------------------------- */
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async setEffect ( statusId , status ) {
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if ( this . isEntite ( ) || this . type == 'vehicule' ) {
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return ;
}
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console . log ( "setEffect" , statusId , status )
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const effect = this . getEffect ( statusId ) ;
if ( ! status && effect ) {
await this . deleteEmbeddedDocuments ( 'ActiveEffect' , [ effect . id ] ) ;
}
if ( status && ! effect ) {
await this . createEmbeddedDocuments ( "ActiveEffect" , [ StatusEffects . status ( statusId ) ] ) ;
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}
}
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async removeEffect ( statusId ) {
const effect = this . getEffect ( statusId ) ;
if ( effect ) {
await this . deleteEmbeddedDocuments ( 'ActiveEffect' , [ effect . id ] ) ;
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}
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}
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/* -------------------------------------------- */
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async removeEffects ( filter = e => true ) {
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if ( game . user . isGM ) {
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const ids = this . getEffects ( filter ) . map ( it => it . id ) ;
await this . deleteEmbeddedDocuments ( 'ActiveEffect' , ids ) ;
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}
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}
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/* -------------------------------------------- */
async onPreUpdateItem ( item , change , options , id ) {
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if ( item . type == 'competence' && item . system . defaut _carac && item . system . xp ) {
await this . checkCompetenceXP ( item . name , item . system . xp ) ;
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}
}
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/* -------------------------------------------- */
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async onCreateItem ( item , options , id ) {
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switch ( item . type ) {
case 'tete' :
case 'queue' :
case 'ombre' :
case 'souffle' :
await this . onCreateOwnedDraconique ( item , options , id ) ;
break ;
}
}
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async onDeleteItem ( item , options , id ) {
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switch ( item . type ) {
case 'tete' :
case 'queue' :
case 'ombre' :
case 'souffle' :
await this . onDeleteOwnedDraconique ( item , options , id ) ;
break ;
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case 'casetmr' :
await this . onDeleteOwnedCaseTmr ( item , options , id ) ;
break ;
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}
}
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/* -------------------------------------------- */
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async onCreateOwnedDraconique ( item , options , id ) {
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if ( Misc . isUniqueConnectedGM ( ) ) {
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let draconique = Draconique . all ( ) . find ( it => it . match ( item ) ) ;
if ( draconique ) {
draconique . onActorCreateOwned ( this , item )
this . notifyGestionTeteSouffleQueue ( item , draconique . manualMessage ( ) ) ;
}
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}
}
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/* -------------------------------------------- */
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async onDeleteOwnedDraconique ( item , options , id ) {
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if ( Misc . isUniqueConnectedGM ( ) ) {
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let draconique = Draconique . all ( ) . find ( it => it . match ( item ) ) ;
if ( draconique ) {
draconique . onActorDeleteOwned ( this , item )
}
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}
}
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/* -------------------------------------------- */
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async onDeleteOwnedCaseTmr ( item , options , id ) {
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if ( Misc . isUniqueConnectedGM ( ) ) {
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let draconique = Draconique . all ( ) . find ( it => it . isCase ( item ) ) ;
if ( draconique ) {
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draconique . onActorDeleteCaseTmr ( this , item )
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}
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}
}
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/* -------------------------------------------- */
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notifyGestionTeteSouffleQueue ( item , manualMessage = true ) {
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ChatMessage . create ( {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( game . user . name ) ,
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content : ` ${ this . name } a reçu un/une ${ item . type } : ${ item . name } , qui ${ manualMessage ? "n'est pas" : "est" } géré(e) automatiquement. ${ manualMessage ? manualMessage : '' } `
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} ) ;
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}
}
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