Jet V2 - Ajout des écailles
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- jets imposés par un choix d'action
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- lancer de sorts
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- jets suite à appel à la chance
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- gestion des écailles d'efficacité sur les armes
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- permettre de faire une attaque même si l'initiative n'est pas faite
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- Les messages de défense s'affichent correctement avec plusieurs joueurs
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- les particulières en force/rapidité sont correctement affichées dans le tchat
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@@ -63,6 +63,8 @@ export const RDD_CONFIG = {
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empoignade: 'systems/foundryvtt-reve-de-dragon/assets/actions/empoignade.svg',
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forceWeak: 'systems/foundryvtt-reve-de-dragon/assets/actions/weak.svg',
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surenc: 'systems/foundryvtt-reve-de-dragon/assets/actions/surenc.svg',
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magique: 'systems/foundryvtt-reve-de-dragon/assets/actions/magique.svg',
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armebrisee: 'systems/foundryvtt-reve-de-dragon/assets/actions/arme-brisee.svg',
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},
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encaissement: {
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mortel: 'mortel',
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@@ -46,6 +46,7 @@ import { OptionsAvancees, ROLL_DIALOG_V2_TEST } from "../settings/options-avance
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import { ActorImpacts } from "../technical/actor-impacts.mjs";
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import { RollPartEmpoignade } from "./roll-part-empoignade.mjs";
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import { RollPartEmpoignadeTaille } from "./roll-part-empoignade-taille.mjs";
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import { RollPartEcailles } from "./roll-part-ecailles.mjs";
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const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api
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@@ -83,6 +84,7 @@ const ROLL_PARTS = [
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new RollPartSign(),
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new RollPartEcailles(),
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new RollPartEtat(),
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new RollPartConditions(),
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new RollPartEthylisme(),
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import { RDD_CONFIG } from "../constants.js"
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import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE } from "./roll-constants.mjs"
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import { PART_ATTAQUE } from "./roll-part-attaque.mjs"
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import { RollPartCheckbox } from "./roll-part-checkbox.mjs"
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import { PART_DEFENSE } from "./roll-part-defense.mjs"
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const ECAILLES = "ecailles"
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export class RollPartEcailles extends RollPartCheckbox {
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get code() { return ECAILLES }
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isValid(rollData) {
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return this.isRollType(rollData, ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE)
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}
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visible(rollData) {
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return this.getEcailles(rollData) != 0
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}
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getEcailles(rollData) {
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const arme = this.getArme(rollData)
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return arme?.system.magique ? arme?.system.ecaille_efficacite : 0
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}
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getArme(rollData) {
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return this.isRollType(rollData, ROLL_TYPE_ATTAQUE)
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? rollData.current[PART_ATTAQUE]?.arme
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: this.isRollType(rollData, ROLL_TYPE_DEFENSE)
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? rollData.current[PART_DEFENSE]?.arme
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: undefined
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}
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prepareContext(rollData) {
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this.loadRefs(rollData)
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super.prepareContext(rollData)
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}
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getCheckboxIcon(rollData) {
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return this.getEcailles(rollData) > 0
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? `<img src="${RDD_CONFIG.icons.magique}">`
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: `<img src="${RDD_CONFIG.icons.armebrisee}">`
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}
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getCheckboxLabel(rollData) {
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return this.getEcailles(rollData) > 0
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? "Efficacité"
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: "Défauts"
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}
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getCheckboxValue(rollData) { return this.getEcailles(rollData) }
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}
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@@ -78,7 +78,7 @@ export class RollPart {
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* @returns une chaîne vide si rien ne doit être affiché
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*/
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title() { return '' }
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isRollType(rollData, type) { return rollData.type.current == type }
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isRollType(rollData, ...type) { return type.includes(rollData.type.current)}
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isActive(rollData) { return this.isValid(rollData) && this.visible(rollData) }
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isValid(rollData) { return true }
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