#93 - Option de controle des bruitages
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@ -9,6 +9,7 @@ export class RdDAudio {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static PlayContextAudio(context) {
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static PlayContextAudio(context) {
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if (game.settings.get("foundryvtt-reve-de-dragon", "activer-sons-audio") ) {
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let audioData = context2file[context];
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let audioData = context2file[context];
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if ( audioData ) {
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if ( audioData ) {
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let audioPath = "systems/foundryvtt-reve-de-dragon/sounds/" + audioData.file;
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let audioPath = "systems/foundryvtt-reve-de-dragon/sounds/" + audioData.file;
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@ -16,4 +17,5 @@ export class RdDAudio {
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AudioHelper.play({ src: audioPath }, audioData.isGlobal);
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AudioHelper.play({ src: audioPath }, audioData.isGlobal);
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}
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}
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}
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}
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}
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}
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}
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@ -171,8 +171,15 @@ Hooks.once("init", async function() {
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default: true,
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default: true,
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type: Boolean
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type: Boolean
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});
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});
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/* -------------------------------------------- */
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//game.settings.get("<systemName>","<settingName>") to retrieve it and game.settings.set("<systemName>","<settingName>", <newValue>)
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game.settings.register("foundryvtt-reve-de-dragon", "activer-sons-audio", {
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name: "Activer les bruitages intégrés",
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hint: "Si activé, certaines actions en jeu déclenchent un son d'ambiance",
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scope: "world",
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config: true,
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default: true,
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type: Boolean
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});
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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// Set an initiative formula for the system
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// Set an initiative formula for the system
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@ -60,7 +60,7 @@ const taille2derivee = { 1: { poids: "moins de 1kg", plusdom:-5, sconst: 0.5, s
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30: { poids: "901-1000", plusdom:+9, sconst: 10, sust: 15 },
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30: { poids: "901-1000", plusdom:+9, sconst: 10, sust: 15 },
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31: { poids: "1001-1500", plusdom:+10, sconst: 10, sust: 16 },
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31: { poids: "1001-1500", plusdom:+10, sconst: 10, sust: 16 },
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32: { poids: "1501-2000", plusdom:+11, sconst: 10, sust: 17 }
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32: { poids: "1501-2000", plusdom:+11, sconst: 10, sust: 17 }
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}
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};
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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function _buildAllSegmentsFatigue(max) {
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function _buildAllSegmentsFatigue(max) {
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