Gestion des armes dans hotbar
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@ -3071,29 +3071,30 @@ export class RdDActor extends RdDBaseActor {
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}
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/* -------------------------------------------- */
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getArmeCompetence(arme) {
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let comp = arme.system.competence
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getArmeCompetence(arme, competenceName) {
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let comp = arme.system[competenceName]
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if (!comp || comp.name == "") {
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comp = arme.system.lancer
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comp = arme.system[competenceName]
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}
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if ( !comp || comp.name == "") {
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comp = arme.system.tir
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comp = arme.system[competenceName]
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}
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return comp
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}
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/* -------------------------------------------- */
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rollArme(arme) {
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rollArme(arme, competenceName = "competence") {
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let compToUse = this.getArmeCompetence(arme, competenceName)
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if (!Targets.hasTargets()) {
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RdDConfirm.confirmer({
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settingConfirmer: "confirmer-combat-sans-cible",
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content: `<p>Voulez vous faire un jet de compétence ${arme.system.competence} sans choisir de cible valide?
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content: `<p>Voulez vous faire un jet de compétence ${competenceName} sans choisir de cible valide?
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<br>Tous les jets de combats devront être gérés à la main
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</p>`,
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title: 'Ne pas utiliser les automatisation de combat',
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buttonLabel: "Pas d'automatisation",
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onAction: async () => {
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this.rollCompetence(this.getArmeCompetence(arme), { tryTarget: false })
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this.rollCompetence(compToUse, { tryTarget: false })
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}
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});
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return;
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@ -3105,8 +3106,8 @@ export class RdDActor extends RdDBaseActor {
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return;
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}
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const competence = this.getCompetence(this.getArmeCompetence(arme))
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console.log("RollArme", competence, arme)
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const competence = this.getCompetence(compToUse)
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//console.log("RollArme", competence, arme)
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if (competence.isCompetencePossession()) {
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return RdDPossession.onAttaquePossession(target, this, competence);
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}
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@ -1,8 +1,8 @@
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export class RdDHotbar {
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static async addToHotbar(item, slot) {
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let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}");`;
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static async createItemMacro(item, slot, armeCompetence = undefined) {
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let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}"` + ((armeCompetence) ? `, "${armeCompetence}");` : `);`);
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let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command));
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if (!macro) {
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macro = await Macro.create({
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@ -15,6 +15,25 @@ export class RdDHotbar {
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await game.user.assignHotbarMacro(macro, slot);
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}
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static async addToHotbar(item, slot) {
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if (item?.type == "arme") { // Used to manage weapons with multiple skills
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if (item.system.competence != "") {
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await this.createItemMacro(item, slot, "competence")
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slot++
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}
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if (item.system.lancer != "") {
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await this.createItemMacro(item, slot, "lancer")
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slot++
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}
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if (item.system.tir != "") {
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await this.createItemMacro(item, slot, "lancer")
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slot++
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}
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} else {
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await this.createItemMacro(item, slot)
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}
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}
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/**
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* Create a macro when dropping an entity on the hotbar
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* Item - open roll dialog for item
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@ -44,7 +63,7 @@ export class RdDHotbar {
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}
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/** Roll macro */
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static rollMacro(itemName, itemType, bypassData) {
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static rollMacro(itemName, itemType, competenceName) {
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const speaker = ChatMessage.getSpeaker();
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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@ -58,7 +77,7 @@ export class RdDHotbar {
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// Trigger the item roll
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switch (item.type) {
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case "arme":
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return actor.rollArme(item);
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return actor.rollArme(item, competenceName);
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case "competence":
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return actor.rollCompetence(itemName);
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}
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