#16 Gestion des critiques en combat
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@ -189,7 +189,12 @@ export class RdDActor extends Actor {
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}
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} else { // This is the attack roll!
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if (rolled.isSuccess) {
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rollData.domArmePlusDom = this._calculBonusDommages(rollData.selectedCarac, rollData.arme, rollData.particuliereAttaque == "force" );
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// Message spécial pour la rapidité, qui reste difficile à gérer automatiquement
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if ( rollData.particuliereAttaque == 'rapidite') {
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ChatMessage.create( { contet: "Vous avez attaqué en Rapidité. Ce cas n'est pas géré autmatiquement, donc suivez les directives de votre MJ pour gérer ce cas.",
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whisper: ChatMessage.getWhisperRecipients( this.name ) } );
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}
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rollData.domArmePlusDom = this._calculBonusDommages(rollData.selectedCarac, rollData.arme, rollData.particuliereAttaque == 'force' );
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rollData.degats = new Roll("2d10").roll().total + rollData.domArmePlusDom;
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rollData.loc = RdDUtility.getLocalisation();
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for (let target of game.user.targets) {
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@ -549,7 +549,7 @@ export class RdDUtility {
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event.preventDefault();
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let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
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let rollData = defenderActor.currentRollData;
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console.log("Esquive !", rollData, defenderActor);
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//console.log("Esquive !", rollData, defenderActor);
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defenderActor.esquiverAttaque( rollData );
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});
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@ -558,7 +558,7 @@ export class RdDUtility {
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let attackerActor = game.actors.get(event.currentTarget.attributes['data-attackerid'].value );
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let rollData = attackerActor.currentRollData;
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rollData.particuliereAttaque = game.actors.get(event.currentTarget.attributes['data-mode'].value );
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console.log("Particulère !", rollData);
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//console.log("Particulère !", rollData);
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attackerActor.continueRoll( rollData );
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});
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