Manage fight up to reaction
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@ -61,7 +61,7 @@ export class SoSCardDeck {
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let newdeck = duplicate(this.data.deck).concat( duplicate (this.data.discard));
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let newdeck = duplicate(this.data.deck).concat( duplicate (this.data.discard));
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this.data.discard = []; // Reinit discard pile
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this.data.discard = []; // Reinit discard pile
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this.data.deck = [];
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this.data.deck = [];
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let decklen = newdeck.len;
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let decklen = newdeck.length;
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let cardState = [];
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let cardState = [];
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for (let i = 0; i <decklen; i++) {
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for (let i = 0; i <decklen; i++) {
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cardState[i] = false;
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cardState[i] = false;
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@ -6,7 +6,7 @@ import { SoSDialogCombatActions } from "./sos-dialog-combat-actions.js";
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const severity2malus = { "none": 0, "light": -1, "moderate": -2, "severe": -3, "critical": -4};
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const severity2malus = { "none": 0, "light": -1, "moderate": -2, "severe": -3, "critical": -4};
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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export class SoSUtility {
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export class SoSUtility extends Entity {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static async preloadHandlebarsTemplates() {
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static async preloadHandlebarsTemplates() {
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@ -220,7 +220,7 @@ export class SoSUtility {
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static async applyDamage( flipData ) {
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static async applyDamage( flipData ) {
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if (!this.registry) this.registry = {};
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if (!this.registry) this.registry = {};
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if ( flipData.isReaction) {
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if ( flipData.isReaction) { // Check again resut in case of reaction !
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flipData.magnitude = flipData.finalScore - flipData.tn; // Update magnitude
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flipData.magnitude = flipData.finalScore - flipData.tn; // Update magnitude
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if ( flipData.magnitude < 0 ) {
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if ( flipData.magnitude < 0 ) {
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-reaction-result.html', flipData );
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-reaction-result.html', flipData );
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