Attaques V2 depuis onglet combat
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@@ -56,8 +56,6 @@ export class RdDBaseActorReve extends RdDBaseActor {
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getTaille() { return Misc.toInt(this.system.carac.taille?.value) }
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getConstitution() { return this.getReve() }
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getVie() { return this.getReve() }
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getCaracVie() { return { [CARACS.VIE]: { label: "Vie", value: this.getVieMax(), type: "number" } } }
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getForce() { return this.getReve() }
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getAgilite() { return this.getForce() }
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@@ -484,17 +482,15 @@ export class RdDBaseActorReve extends RdDBaseActor {
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async rollCompetence(idOrName, options = { tryTarget: true, arme: undefined }) {
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RdDEmpoignade.checkEmpoignadeEnCours(this)
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const competence = this.getCompetence(idOrName);
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if (OptionsAvancees.isUsing(ROLL_DIALOG_V2)) {
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const rollData = {
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ids: { actorId: this.id },
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type: { allowed: options.arme ? ATTAQUE_ROLL_TYPES : DEFAULT_ROLL_TYPES },
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type: { allowed: DEFAULT_ROLL_TYPES },
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selected: {
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carac: competence.type == ITEM_TYPES.competencecreature ? { key: competence.name } : undefined,
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comp: { key: competence.name },
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diff: { type: options.arme ? DIFF.ATTAQUE : DIFF.LIBRE, value: competence.system.default_diffLibre ?? 0 },
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attaque: options.arme ? { arme: { key: options.arme.id } } : undefined
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diff: { type: DIFF.LIBRE, value: competence.system.default_diffLibre ?? 0 },
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}
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}
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return await RollDialog.create(rollData)
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@@ -566,7 +562,7 @@ export class RdDBaseActorReve extends RdDBaseActor {
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type: {
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allowed: [ROLL_TYPE_ATTAQUE], current: ROLL_TYPE_ATTAQUE
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}
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};
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}
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return await RollDialog.create(rollData, { onRollDone: RollDialog.onRollDoneClose })
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}
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})
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@@ -575,16 +571,18 @@ export class RdDBaseActorReve extends RdDBaseActor {
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/** --------------------------------------------
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* @param {*} arme item d'arme/compétence de créature
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* @param {*} categorieArme catégorie d'attaque à utiliser: competence (== melee), lancer, tir; naturelle, possession
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* @param {*} maniement catégorie d'attaque à utiliser: competence (== melee), lancer, tir; naturelle, possession
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* @returns
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*/
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rollArme(arme, categorieArme = 'competence', token = undefined) {
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async rollArme(arme, maniement = 'competence', token = undefined) {
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token = token ?? RdDUtility.getSelectedToken(this)
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const compToUse = RdDItemArme.getCompetenceArme(arme, categorieArme)
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const compToUse = RdDItemArme.getCompetenceArme(arme, maniement)
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if (!RdDItemArme.isUtilisable(arme)) {
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ui.notifications.warn(`Arme inutilisable: ${arme.name} non équipée ou avec une résistance de 0 ou moins`)
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return
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}
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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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@@ -596,7 +594,7 @@ export class RdDBaseActorReve extends RdDBaseActor {
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onAction: async () => {
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this.rollCompetence(compToUse, { tryTarget: false, arme: arme })
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}
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});
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})
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return
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}
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@@ -606,11 +604,12 @@ export class RdDBaseActorReve extends RdDBaseActor {
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return
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}
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const competence = this.getCompetence(compToUse)
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if (competence.isCompetencePossession()) {
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return RdDPossession.onAttaquePossession(target, this, competence);
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const comp = this.getCompetence(compToUse)
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if (comp.isCompetencePossession()) {
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// TODO: vérifier si c'est possible, sinon simplifier
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return RdDPossession.onAttaquePossession(target, this, comp);
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}
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RdDCombat.rddCombatTarget(target, this, token).attaque(competence, arme);
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RdDCombat.rddCombatTarget(target, this, token).attaque(comp, arme, maniement)
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})
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}
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