Correction sur défense
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@@ -327,6 +327,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
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function saveBasics(from, to) {
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if (from) {
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to.ids = from.ids
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to.passeArme = from.passeArme
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to.rolled = from.rolled
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to.particuliere = from.particuliere
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@@ -337,15 +338,14 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
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to.attackerRoll = {}
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saveBasics(from.attackerRoll, to.attackerRoll)
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}
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if (from.current) {
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// stockage de current
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ROLL_PARTS.filter(p => p.isActive(from))
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.forEach(p => p.storeClean(from, target))
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}
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}
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}
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const target = RollBasicParts.initFrom(rollData)
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if (rollData.current) {
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// stockage de current
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ROLL_PARTS.filter(p => p.isActive(rollData))
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.forEach(p => p.storeClean(rollData, target))
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}
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saveBasics(rollData, target)
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if (impacts) {
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target.reverse = {
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@@ -540,6 +540,9 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
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static loadRollData(roll) {
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RollDialog.$prepareRollData(roll)
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if (roll.attackerRoll){
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RollDialog.$prepareRollData(roll.attackerRoll)
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}
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RollDialog.calculAjustement(roll)
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roll.v2 = true
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return roll
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@@ -24,7 +24,7 @@ export class RollPartDefense extends RollPartSelect {
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const refs = this.getRefs(rollData)
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const attackerRoll = rollData.attackerRoll
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const defenseur = rollData.active.actor
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refs.distance = rollData.attackerRoll.current.attaque.distance
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refs.distance = rollData.attackerRoll.current?.attaque?.distance
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const isEmpoignade = attackerRoll.dmg.isEmpoignade
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const isEmpoignadeEnCours = isEmpoignade && defenseur.itemTypes[ITEM_TYPES.empoignade].find(it =>
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[it.system.empoigneurid, it.system.empoigneid].includes(rollData.ids.opponentId) &&
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@@ -55,7 +55,7 @@ export class RollPartDefense extends RollPartSelect {
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comp: esquive,
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isEsquive: true
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}
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if (attackerRoll.current.attaque.distance) {
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if (attackerRoll.current?.attaque?.distance) {
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defense.distance = {
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ajustementDefense: Distance.ajustementDefense(attackerRoll.current.attaque),
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}
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@@ -81,7 +81,7 @@ export class RollPartDefense extends RollPartSelect {
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typeParade: armeAttaque ? RdDItemArme.defenseArmeParade(armeDefense, armeAttaque) : 'norm',
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isEsquive: false
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}
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if (attackerRoll.current.attaque.distance) {
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if (attackerRoll.current?.attaque?.distance) {
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defense.distance = {
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ajustementBouclier: Distance.ajustementBouclier(armeDefense),
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ajustementDefense: Distance.ajustementDefense(attackerRoll.current.attaque),
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