mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-09-11 17:42:29 +00:00
868 lines
27 KiB
JavaScript
868 lines
27 KiB
JavaScript
/* eslint-disable linebreak-style */
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/* eslint-disable max-len */
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/* eslint-disable prefer-destructuring */
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/* eslint-disable camelcase */
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/* eslint-disable no-undef */
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const rollCombatDistance = ['pSDistance', 'mEDistance', 'repeating_armeDist:armedistance', 'repeating_armeDistVehicule:armedistance'];
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rollCombatDistance.forEach((button) => {
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on(`clicked:${button}`, async (info) => {
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const roll = info.htmlAttributes.value;
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let firstExec = [];
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let exec = [];
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firstExec.push(roll);
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let hasArmure = true;
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let listAttrs = [
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'espoir',
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'energiePJ',
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'force',
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'discretion',
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`${ODValue.discretion}`,
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'dexterite',
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`${ODValue.dexterite}`,
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'tir',
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`${ODValue.tir}`,
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'aura',
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`${ODValue.aura}`,
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'devasterAnatheme',
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'bourreauTenebres',
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'equilibreBalance',
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];
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listAttrs = listAttrs.concat(listArmure, listArmureLegende, listStyle, listBase);
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let prefix = '';
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let id = '';
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let name = '';
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let portee = '';
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let dEffets = [];
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let dEffetsValue = [];
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let AA = [];
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let AAValue = [];
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let special = [];
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let specialValue = [];
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let baseDegats = 0;
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let baseViolence = 0;
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let diceDegats = 0;
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let diceViolence = 0;
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let bDegats = [];
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const bViolence = [];
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switch (button) {
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case 'pSDistance':
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name = i18n_pistoletService;
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prefix = 'pS';
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dEffets = wpnEffects.map((a) => `${prefix}${a}`);
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dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
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AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
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AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
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special = wpnSpecial.map((a) => `${prefix}${a}`);
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specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
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listAttrs.push('pScaracteristique1Equipement');
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listAttrs.push('pScaracteristique2Equipement');
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listAttrs.push('pScaracteristique3Equipement');
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listAttrs.push('pScaracteristique4Equipement');
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listAttrs.push('pSpilonnage');
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listAttrs.push('pSpilonnageType');
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baseDegats = 2;
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baseViolence = 1;
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diceDegats = 2;
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bDegats.push(6);
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diceViolence = 1;
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bViolence.push(0);
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listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
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break;
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case 'mEDistance':
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name = i18n_marteauEpieuD;
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prefix = 'mE';
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dEffets = wpnEffects.map((a) => `${prefix}${a}`);
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dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
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AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
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AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
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special = wpnSpecial.map((a) => `${prefix}${a}`);
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specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
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listAttrs.push('mEcaracteristique1Equipement');
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listAttrs.push('mEcaracteristique2Equipement');
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listAttrs.push('mEcaracteristique3Equipement');
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listAttrs.push('mEcaracteristique4Equipement');
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listAttrs.push('mEpilonnage');
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listAttrs.push('mEpilonnageType');
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baseDegats = 3;
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baseViolence = 3;
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diceDegats = 3;
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bDegats.push(12);
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diceViolence = 3;
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bViolence.push(12);
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listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
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break;
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case 'repeating_armeDist:armedistance':
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id = info.triggerName.split('_')[2];
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prefix = `repeating_armeDist_${id}_`;
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dEffets = wpnEffects.map((a) => `${prefix}${a}`);
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dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
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AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
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AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
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special = wpnSpecial.map((a) => `${prefix}${a}`);
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specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
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listAttrs.push(`${prefix}caracteristique1Equipement`);
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listAttrs.push(`${prefix}caracteristique2Equipement`);
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listAttrs.push(`${prefix}caracteristique3Equipement`);
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listAttrs.push(`${prefix}caracteristique4Equipement`);
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listAttrs.push(`${prefix}pilonnage`);
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listAttrs.push(`${prefix}pilonnageType`);
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listAttrs.push(`${prefix}ArmeDist`);
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listAttrs.push(`${prefix}armeDistPortee`);
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listAttrs.push(`${prefix}armeDistDegat`);
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listAttrs.push(`${prefix}armeDistViolence`);
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listAttrs.push(`${prefix}armeDistBDegat`);
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listAttrs.push(`${prefix}armeDistBViolence`);
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listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
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break;
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case 'repeating_armeDistVehicule:armedistance':
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id = info.triggerName.split('_')[2];
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prefix = `repeating_armeDistVehicule_${id}_`;
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dEffets = wpnEffects.map((a) => `${prefix}${a}`);
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dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
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AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
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AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
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special = wpnSpecial.map((a) => `${prefix}${a}`);
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specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
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listAttrs.push(`${prefix}caracteristique1Equipement`);
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listAttrs.push(`${prefix}caracteristique2Equipement`);
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listAttrs.push(`${prefix}caracteristique3Equipement`);
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listAttrs.push(`${prefix}caracteristique4Equipement`);
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listAttrs.push(`${prefix}pilonnage`);
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listAttrs.push(`${prefix}pilonnageType`);
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listAttrs.push(`${prefix}ArmeDist`);
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listAttrs.push(`${prefix}armeDistPortee`);
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listAttrs.push(`${prefix}armeDistDegat`);
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listAttrs.push(`${prefix}armeDistViolence`);
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listAttrs.push(`${prefix}armeDistBDegat`);
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listAttrs.push(`${prefix}armeDistBViolence`);
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listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
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break;
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default:
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name = '';
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prefix = '';
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dEffets = [];
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dEffetsValue = [];
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AA = [];
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AAValue = [];
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special = [];
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specialValue = [];
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baseDegats = 0;
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baseViolence = 0;
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diceDegats = 0;
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bDegats.push(0);
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diceViolence = 0;
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bViolence.push(0);
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listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
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break;
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}
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const attrs = await getAttrsAsync(listAttrs);
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const armure = attrs.armure;
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const armureL = attrs.armureLegende;
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if (button === 'repeating_armeDist:armedistance' || button === 'repeating_armeDistVehicule:armedistance') {
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name = attrs[`${prefix}ArmeDist`] || '';
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portee = attrs[`${prefix}armeDistPortee`] || '^{portee-contact}';
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exec.push(`{{special1=${name}}}`);
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exec.push(`{{portee=^{portee} ${portee}}}`);
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baseDegats = Number(attrs[`${prefix}armeDistDegat`]) || 0;
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baseViolence = Number(attrs[`${prefix}armeDistViolence`]) || 0;
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diceDegats = Number(attrs[`${prefix}armeDistDegat`]) || 0;
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bDegats.push(Number(attrs[`${prefix}armeDistBDegat`]) || 0);
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diceViolence = Number(attrs[`${prefix}armeDistViolence`]) || 0;
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bViolence.push(Number(attrs[`${prefix}armeDistBViolence`]) || 0);
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}
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const C1 = attrs[`${prefix}caracteristique1Equipement`] || '0';
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const C2 = attrs[`${prefix}caracteristique2Equipement`] || '0';
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const C3 = attrs[`${prefix}caracteristique3Equipement`] || '0';
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const C4 = attrs[`${prefix}caracteristique4Equipement`] || '0';
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const vPilonnage = attrs[`${prefix}pilonnage`] || 0;
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const vPilonnageType = attrs[`${prefix}pilonnageType`] || 0;
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if (armure === 'sans' || armure === 'guardian') { hasArmure = false; }
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let isConditionnelA = false;
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let isConditionnelD = false;
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let isConditionnelV = false;
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const cBase = [];
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const cBonus = [];
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let cRoll = [];
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let bonus = [];
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let OD = 0;
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const mod = +attrs.jetModifDes;
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const hasBonus = attrs.bonusCarac;
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let degats = [];
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let violence = [];
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const attrsCarac = await getCarac(hasBonus, C1, C2, C3, C4);
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let ODBarbarian = [];
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let ODMALBarbarian = [];
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let ODRogue = [];
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let ODMALRogue = [];
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let ODShaman = [];
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let ODMALShaman = [];
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const ODWarrior = [];
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const ODMALWarrior = [];
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const vForce = +attrs.force;
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const vDiscretion = +attrs.discretion;
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const oDiscretion = +attrs[`${ODValue.discretion}`];
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const vDexterite = +attrs.dexterite;
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const oDexterite = +attrs[`${ODValue.dexterite}`];
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const vTir = +attrs.tir;
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const oTir = +attrs[`${ODValue.tir}`];
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const vAura = +attrs.aura;
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const oAura = +attrs[`${ODValue.aura}`];
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let attaquesSurprises = [];
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let attaquesSurprisesValue = [];
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let attaquesSurprisesCondition = '';
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let eASAssassin = '';
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let eASAssassinValue = 0;
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let isSurprise = false;
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let isAssistantAttaque = false;
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let isAntiAnatheme = false;
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let isCadence = false;
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let vCadence = 0;
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let isDeuxMains = false;
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let isDestructeur = false;
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let vDestructeur = 0;
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let isFureur = false;
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let isMeurtrier = false;
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let vMeurtrier = 0;
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let nowSilencieux = false;
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let isObliteration = false;
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let isTenebricide = false;
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let isTirRafale = false;
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let isUltraviolence = false;
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let isLourd = false;
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let isELumiere = false;
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let lumiereValue = 0;
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let isEAkimbo = false;
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let isEAmbidextrie = false;
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let isTirSecurite = false;
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let isBourreau = false;
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let isDevastation = false;
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let isGuidage = false;
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let isRegularite = false;
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let eBourreauValue = 0;
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let eDevastationValue = 0;
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let pasEnergie = false;
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let sEnergieText = '';
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let hasEnergieRetiree = false;
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let energieIsEspoir = false;
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let vEnergieRetiree = 0;
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const energie = attrs.energiePJ;
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const espoir = attrs.espoir;
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const devaste = +attrs.devasterAnatheme;
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const bourreau = +attrs.bourreauTenebres;
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const equilibre = +attrs.equilibreBalance;
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let autresEffets = [];
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let autresAmeliorationsA = [];
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const autresSpecial = [];
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if (hasArmure) { exec.push('{{OD=true}}'); }
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let C1Nom = '';
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let C2Nom = '';
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let C3Nom = '';
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let C4Nom = '';
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if (attrsCarac.C1) {
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C1Nom = attrsCarac.C1Brut;
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const C1Value = attrsCarac.C1Base;
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const C1OD = attrsCarac.C1OD;
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cBase.push(attrsCarac.C1Nom);
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cRoll.push(C1Value);
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if (hasArmure) { OD += C1OD; }
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}
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if (attrsCarac.C2) {
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C2Nom = attrsCarac.C2Brut;
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const C2Value = attrsCarac.C2Base;
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const C2OD = attrsCarac.C2OD;
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cBase.push(attrsCarac.C2Nom);
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cRoll.push(C2Value);
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if (hasArmure) { OD += C2OD; }
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}
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if (attrsCarac.C3) {
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C3Nom = attrsCarac.C3Brut;
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const C3Value = attrsCarac.C3Base;
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const C3OD = attrsCarac.C3OD;
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cBonus.push(attrsCarac.C3Nom);
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cRoll.push(C3Value);
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if (hasArmure) { OD += C3OD; }
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}
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if (attrsCarac.C4) {
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C4Nom = attrsCarac.C4Brut;
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const C4Value = attrsCarac.C4Base;
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const C4OD = attrsCarac.C4OD;
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cBonus.push(attrsCarac.C4Nom);
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cRoll.push(C4Value);
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if (hasArmure) { OD += C4OD; }
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}
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if (mod !== 0) {
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cRoll.push(mod);
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exec.push(`{{mod=${mod}}}`);
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}
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// GESTION DES BONUS DES OD
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if (oDiscretion >= 2 && hasArmure) {
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let bODDiscretion = vDiscretion;
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attaquesSurprises.push(i18n_odDiscretion);
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if (oDiscretion >= 5) { bODDiscretion += vDiscretion + oDiscretion; }
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attaquesSurprisesValue.push(bODDiscretion);
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attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`;
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}
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// FIN DE GESTION DES BONUS DES OD
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// GESTION DES EFFETS
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const effets = getWeaponsEffects(prefix, attrs, hasArmure, armure, vForce, vDexterite, oDexterite, vDiscretion, oDiscretion, vTir, oTir, vAura, oAura);
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bDegats = bDegats.concat(effets.bDegats);
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eASAssassin = effets.eASAssassin;
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eASAssassinValue = effets.eASAssassinValue;
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if (attaquesSurprisesCondition === '' && effets.attaquesSurprisesCondition !== '') { attaquesSurprisesCondition = effets.attaquesSurprisesCondition; }
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attaquesSurprises = attaquesSurprises.concat(effets.attaquesSurprises);
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attaquesSurprisesValue = attaquesSurprisesValue.concat(effets.attaquesSurprisesValue);
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autresEffets = autresEffets.concat(effets.autresEffets);
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isAntiAnatheme = effets.isAntiAnatheme;
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isAssistantAttaque = effets.isAssistantAttaque;
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isCadence = effets.isCadence;
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vCadence = effets.vCadence;
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isDestructeur = effets.isDestructeur;
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vDestructeur = effets.vDestructeur;
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isDeuxMains = effets.isDeuxMains;
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isLourd = effets.isLourd;
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isMeurtrier = effets.isMeurtrier;
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vMeurtrier = effets.vMeurtrier;
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nowSilencieux = effets.nowSilencieux;
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isTenebricide = effets.isTenebricide;
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isFureur = effets.isFureur;
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isUltraviolence = effets.isUltraviolence;
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isObliteration = effets.isObliteration;
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isTirRafale = effets.isTirRafale;
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isELumiere = effets.isELumiere;
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lumiereValue = Number(effets.eLumiereValue);
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isEAkimbo = effets.isAkimbo;
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isEAmbidextrie = effets.isAmbidextrie;
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isTirSecurite = effets.isTirSecurite;
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isBourreau = effets.isBourreau;
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isDevastation = effets.isDevastation;
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isGuidage = effets.isGuidage;
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isRegularite = effets.isRegularite;
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eBourreauValue = effets.vBourreau;
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eDevastationValue = effets.vDevastation;
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if (effets.isConditionnelA) { isConditionnelA = true; }
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if (effets.isConditionnelD) { isConditionnelD = true; }
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if (effets.isConditionnelV) { isConditionnelV = true; }
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// FIN GESTION DES EFFETS
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// GESTION DES AMELIORATIONS D'ARMES
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const ameliorationsA = getWeaponsDistanceAA(prefix, attrs, vDiscretion, oDiscretion, isAssistantAttaque, eASAssassinValue, isCadence, vCadence, nowSilencieux, isTirRafale, isObliteration, isAntiAnatheme);
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exec = exec.concat(ameliorationsA.exec);
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bonus = bonus.concat(ameliorationsA.bonus);
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baseDegats += ameliorationsA.diceDegats;
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baseViolence += ameliorationsA.diceViolence;
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diceDegats += ameliorationsA.diceDegats;
|
|
diceViolence += ameliorationsA.diceViolence;
|
|
|
|
bDegats = bDegats.concat(ameliorationsA.bDegats);
|
|
|
|
attaquesSurprises = attaquesSurprises.concat(ameliorationsA.attaquesSurprises);
|
|
attaquesSurprisesValue = attaquesSurprisesValue.concat(ameliorationsA.attaquesSurprisesValue);
|
|
|
|
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = ameliorationsA.attaquesSurprisesCondition; }
|
|
|
|
if (ameliorationsA.isChambreDouble) {
|
|
isCadence = true;
|
|
vCadence = ameliorationsA.vCadence;
|
|
}
|
|
|
|
if (ameliorationsA.isJAkimbo) { isEAkimbo = ameliorationsA.isJAkimbo; }
|
|
|
|
if (ameliorationsA.isJAmbidextre) { isEAmbidextrie = ameliorationsA.isJAmbidextre; }
|
|
|
|
autresEffets = autresEffets.concat(ameliorationsA.autresEffets);
|
|
autresAmeliorationsA = autresAmeliorationsA.concat(ameliorationsA.autresAmeliorations);
|
|
|
|
if (ameliorationsA.aASAssassin !== '') {
|
|
eASAssassin = ameliorationsA.aASAssassin;
|
|
eASAssassinValue = ameliorationsA.aASAssassinValue;
|
|
}
|
|
|
|
if (ameliorationsA.isConditionnelA) { isConditionnelA = true; }
|
|
|
|
if (ameliorationsA.isConditionnelD) { isConditionnelD = true; }
|
|
|
|
if (ameliorationsA.isConditionnelV) { isConditionnelV = true; }
|
|
|
|
// FIN GESTION DES AMELIORATIONS D'ARMES
|
|
|
|
// GESTION DU STYLE
|
|
|
|
const getStyle = getStyleDistanceMod(attrs, baseDegats, baseViolence, vPilonnage, vPilonnageType, hasArmure, oTir, isEAkimbo, isEAmbidextrie, isDeuxMains, isLourd, isTirSecurite);
|
|
|
|
exec = exec.concat(getStyle.exec);
|
|
cRoll = cRoll.concat(getStyle.cRoll);
|
|
diceDegats += getStyle.diceDegats;
|
|
diceViolence += getStyle.diceViolence;
|
|
|
|
// FIN GESTION DU STYLE
|
|
|
|
// GESTION DES BONUS SPECIAUX
|
|
|
|
const sBonusDegats = isApplied(attrs[`${prefix}BDDiversTotal`]);
|
|
const sBonusDegatsD6 = attrs[`${prefix}BDDiversD6`];
|
|
const sBonusDegatsFixe = attrs[`${prefix}BDDiversFixe`];
|
|
|
|
const sBonusViolence = isApplied(attrs[`${prefix}BVDiversTotal`]);
|
|
const sBonusViolenceD6 = attrs[`${prefix}BVDiversD6`];
|
|
const sBonusViolenceFixe = attrs[`${prefix}BVDiversFixe`];
|
|
|
|
const sEnergie = isApplied(attrs[`${prefix}energie`]);
|
|
const sEnergieValue = attrs[`${prefix}energieValue`];
|
|
let newEnergie = 0;
|
|
|
|
if (sBonusDegats) {
|
|
exec.push(`{{vMSpecialD=+${sBonusDegatsD6}D6+${sBonusDegatsFixe}}}`);
|
|
diceDegats += Number(sBonusDegatsD6);
|
|
bDegats.push(sBonusDegatsFixe);
|
|
}
|
|
|
|
if (sBonusViolence) {
|
|
exec.push(`{{vMSpecialV=+${sBonusViolenceD6}D6+${sBonusViolenceFixe}}}`);
|
|
diceViolence += Number(sBonusViolenceD6);
|
|
bViolence.push(sBonusViolenceFixe);
|
|
}
|
|
|
|
if (isGuidage) {
|
|
if (armure === 'berserk') {
|
|
let sEspoirValue = Math.floor((5 / 2) - 1);
|
|
|
|
if (sEspoirValue < 1) { sEspoirValue = 1; }
|
|
|
|
hasEnergieRetiree = true;
|
|
energieIsEspoir = true;
|
|
vEnergieRetiree += sEspoirValue;
|
|
} else {
|
|
hasEnergieRetiree = true;
|
|
vEnergieRetiree += 5;
|
|
}
|
|
}
|
|
|
|
if (sEnergie) {
|
|
if (armure === 'berserk') {
|
|
let sEspoirValue = Math.floor((Number(sEnergieValue) / 2) - 1);
|
|
|
|
if (sEspoirValue < 1) { sEspoirValue = 1; }
|
|
|
|
hasEnergieRetiree = true;
|
|
energieIsEspoir = true;
|
|
vEnergieRetiree += sEspoirValue;
|
|
} else {
|
|
hasEnergieRetiree = true;
|
|
vEnergieRetiree += +sEnergieValue;
|
|
}
|
|
}
|
|
|
|
if (hasEnergieRetiree) {
|
|
if (energieIsEspoir) {
|
|
newEnergie = Number(espoir) - Number(vEnergieRetiree);
|
|
|
|
autresSpecial.push(`${i18n_espoirRetire} (${vEnergieRetiree})`);
|
|
|
|
if (newEnergie === 0) {
|
|
sEnergieText = i18n_plusEspoir;
|
|
} else if (newEnergie < 0) {
|
|
newEnergie = 0;
|
|
sEnergieText = i18n_pasEspoir;
|
|
pasEnergie = true;
|
|
}
|
|
} else {
|
|
newEnergie = Number(energie) - Number(vEnergieRetiree);
|
|
|
|
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
|
|
|
|
if (newEnergie === 0) {
|
|
sEnergieText = i18n_plusEnergie;
|
|
} else if (newEnergie < 0) {
|
|
newEnergie = 0;
|
|
sEnergieText = i18n_pasEnergie;
|
|
pasEnergie = true;
|
|
}
|
|
}
|
|
|
|
exec.push(`{{energieR=${newEnergie}}}`);
|
|
}
|
|
|
|
// FIN DE GESTION DES BONUS SPECIAUX
|
|
|
|
// GESTION DES BONUS D'ARMURE
|
|
|
|
const armorBonus = await getArmorBonus(attrs, armure, isELumiere, false, vDiscretion, oDiscretion, hasBonus, C1Nom, C2Nom, C3Nom, C4Nom, autresEffets, false, true);
|
|
|
|
exec = exec.concat(armorBonus.exec);
|
|
cRoll = cRoll.concat(armorBonus.cRoll);
|
|
|
|
diceDegats += Number(armorBonus.diceDegats);
|
|
bDegats = bDegats.concat(armorBonus.bDegats);
|
|
diceViolence += Number(armorBonus.diceViolence);
|
|
|
|
ODBarbarian = ODBarbarian.concat(armorBonus.ODBarbarian);
|
|
ODRogue = ODRogue.concat(armorBonus.ODRogue);
|
|
ODShaman = ODShaman.concat(armorBonus.ODShaman);
|
|
ODWarrior.push(armorBonus.ODWarrior);
|
|
|
|
autresEffets = autresEffets.concat(armorBonus.autresEffets);
|
|
|
|
const MALBonus = await getMALBonus(attrs, armureL, isELumiere, false, vDiscretion, oDiscretion, hasBonus, C1Nom, C2Nom, C3Nom, C4Nom, autresEffets, false, true);
|
|
|
|
exec = exec.concat(MALBonus.exec);
|
|
cRoll = cRoll.concat(MALBonus.cRoll);
|
|
|
|
diceDegats += Number(MALBonus.diceDegats);
|
|
bDegats = bDegats.concat(MALBonus.bDegats);
|
|
diceViolence += Number(MALBonus.diceViolence);
|
|
|
|
ODMALBarbarian = ODMALBarbarian.concat(MALBonus.ODMALBarbarian);
|
|
ODMALRogue = ODMALRogue.concat(MALBonus.ODMALRogue);
|
|
ODMALShaman = ODMALShaman.concat(MALBonus.ODMALShaman);
|
|
ODMALWarrior.push(MALBonus.ODMALWarrior);
|
|
|
|
autresEffets = autresEffets.concat(MALBonus.autresEffets);
|
|
|
|
// FIN GESTION DES BONUS D'ARMURE
|
|
OD -= armorBonus.ODWarrior;
|
|
OD -= MALBonus.ODMALWarrior;
|
|
|
|
exec.push(`{{vOD=${OD}}}`);
|
|
|
|
if (cRoll.length === 0) { cRoll.push(0); }
|
|
|
|
if (bonus.length === 0) { bonus.push(0); }
|
|
|
|
bonus = bonus.concat(OD);
|
|
bonus = bonus.concat(ODBarbarian);
|
|
bonus = bonus.concat(ODMALBarbarian);
|
|
bonus = bonus.concat(ODRogue);
|
|
bonus = bonus.concat(ODMALRogue);
|
|
bonus = bonus.concat(ODShaman);
|
|
bonus = bonus.concat(ODMALShaman);
|
|
bonus = bonus.concat(ODWarrior);
|
|
bonus = bonus.concat(ODMALWarrior);
|
|
|
|
if (diceDegats < 0) { diceDegats = 0; }
|
|
|
|
if (diceViolence < 0) { diceViolence = 0; }
|
|
|
|
degats.push(`${diceDegats}D6`);
|
|
degats = degats.concat(bDegats);
|
|
|
|
violence.push(`${diceViolence}D6`);
|
|
violence = violence.concat(bViolence);
|
|
|
|
if (cBase.length !== 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
|
|
|
|
if (cBonus.length !== 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
|
|
|
|
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
|
|
|
const malusRoll = isCadence === true ? 3 : 0;
|
|
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
|
|
|
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
|
const baseJet = '{{basejet=[[0]]}}';
|
|
|
|
firstExec.push(jet);
|
|
firstExec.push(baseJet);
|
|
exec.push(`{{Exploit=[[${total}]]}}`);
|
|
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
|
|
|
exec.push(`{{degats=[[${degats.join('+')}]]}}`);
|
|
exec.push(`{{violence=[[${violence.join('+')}]]}}`);
|
|
|
|
if (isObliteration) {
|
|
let ASObliteration = [];
|
|
let ASValueObliteration = [];
|
|
|
|
diceDegatsObliteration = diceDegats * 6;
|
|
|
|
degatsFObliteration = _.reduce(bDegats, (n1, n2) => Number(n1) + Number(n2));
|
|
|
|
const vObliteration = diceDegatsObliteration + degatsFObliteration;
|
|
|
|
exec.push(`{{obliterationValue=${vObliteration}}}`);
|
|
|
|
if (isMeurtrier) { exec.push(`{{obliterationMeurtrierValue=${vMeurtrier * 6}}}`); }
|
|
|
|
if (isDestructeur) { exec.push(`{{obliterationDestructeurValue=${vDestructeur * 6}}}`); }
|
|
|
|
if (eASAssassinValue > 0) {
|
|
eAssassinTenebricideValue = eASAssassinValue * 6;
|
|
|
|
ASObliteration.unshift(eASAssassin);
|
|
ASValueObliteration.unshift(eAssassinTenebricideValue);
|
|
|
|
if (attaquesSurprises.length > 0) {
|
|
ASObliteration = ASObliteration.concat(attaquesSurprises);
|
|
ASValueObliteration = ASValueObliteration.concat(attaquesSurprisesValue);
|
|
}
|
|
|
|
exec.push(`{{obliterationAS=${ASObliteration.join('\n+')}}}`);
|
|
exec.push(`{{obliterationASValue=${_.reduce(ASValueObliteration, (n1, n2) => n1 + n2, 0)}}}`);
|
|
} else if (attaquesSurprises.length > 0) {
|
|
ASObliteration = ASObliteration.concat(attaquesSurprises);
|
|
ASValueObliteration = ASValueObliteration.concat(attaquesSurprisesValue);
|
|
|
|
exec.push(`{{obliterationAS=${ASTenebricide.join('\n+')}}}`);
|
|
exec.push(`{{obliterationASValue=${_.reduce(ASValueObliteration, (n1, n2) => n1 + n2, 0)}}}`);
|
|
}
|
|
}
|
|
|
|
if (eASAssassinValue > 0) {
|
|
attaquesSurprises.unshift(eASAssassin);
|
|
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
|
|
}
|
|
|
|
if (attaquesSurprises.length > 0) {
|
|
exec.push(`{{attaqueSurprise=${attaquesSurprises.join('\n+')}}}`);
|
|
exec.push(`{{attaqueSurpriseValue=[[${attaquesSurprisesValue.join('+')}]]}}`);
|
|
exec.push(attaquesSurprisesCondition);
|
|
isSurprise = true;
|
|
}
|
|
|
|
if (isTenebricide) {
|
|
exec.push(`{{tenebricide=${i18n_tenebricide}}} {{tenebricideConditionD=${i18n_tenebricideConditionD}}} {{tenebricideConditionV=${i18n_tenebricideConditionV}}}`);
|
|
exec.push('{{tenebricideValueD=[[0]]}}');
|
|
exec.push('{{tenebricideValueV=[[0]]}}');
|
|
|
|
if (attaquesSurprises.length > 0) {
|
|
exec.push(`{{tenebricideAS=${attaquesSurprises.join('\n+')}}}`);
|
|
exec.push('{{tenebricideASValue=[[0]]}}');
|
|
}
|
|
|
|
if (isMeurtrier) { firstExec.push('{{tMeurtrierValue=[[0]]}}'); }
|
|
if (isDestructeur) { firstExec.push('{{tDestructeurValue=[[0]]}}'); }
|
|
if (isFureur) { firstExec.push('{{tFureurValue=[[0]]}}'); }
|
|
if (isUltraviolence) { firstExec.push('{{tUltraviolenceValue=[[0]]}}'); }
|
|
}
|
|
|
|
if (isELumiere) { autresEffets.push(`${i18n_lumiere} ${lumiereValue}`); }
|
|
|
|
if (devaste || bourreau || equilibre) {
|
|
const herauts = [];
|
|
|
|
if (devaste) { herauts.push(i18n_devasterAnatheme); }
|
|
if (bourreau) { herauts.push(i18n_bourreauTenebres); }
|
|
if (equilibre) { herauts.push(i18n_equilibrerBalance); }
|
|
|
|
exec.push(`{{herauts=${herauts.join(' / ')}}}`);
|
|
}
|
|
|
|
if (autresEffets.length > 0) {
|
|
autresEffets.sort();
|
|
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
|
|
}
|
|
|
|
if (autresAmeliorationsA.length > 0) {
|
|
autresAmeliorationsA.sort();
|
|
exec.push(`{{ameliorations=${autresAmeliorationsA.join(' / ')}}}`);
|
|
}
|
|
|
|
if (autresSpecial.length > 0) {
|
|
autresSpecial.sort();
|
|
exec.push(`{{special=${autresSpecial.join(' / ')}}}`);
|
|
}
|
|
|
|
if (isConditionnelA) { exec.push('{{succesConditionnel=true}}'); }
|
|
|
|
if (isConditionnelD) { exec.push('{{degatsConditionnel=true}}'); }
|
|
|
|
if (isConditionnelV) { exec.push('{{violenceConditionnel=true}}'); }
|
|
|
|
if (effets.exec) { exec = exec.concat(effets.exec); }
|
|
|
|
if (effets.firstExec) { firstExec = firstExec.concat(effets.firstExec); }
|
|
|
|
exec = firstExec.concat(exec);
|
|
|
|
// ROLL
|
|
let finalRoll;
|
|
|
|
if (pasEnergie === false) {
|
|
if (isBourreau && !bourreau && !equilibre) { exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauValue} ${i18n_inclus}}}`); }
|
|
if (isDevastation && !devaste && !equilibre) { exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationValue} ${i18n_inclus}}}`); }
|
|
|
|
finalRoll = await startRoll(exec.join(' '));
|
|
const rJet = finalRoll.results.jet.dice;
|
|
|
|
const tBonus = finalRoll.results.bonus.result;
|
|
|
|
const rDegats = finalRoll.results.degats.dice;
|
|
const rViolence = finalRoll.results.violence.dice;
|
|
|
|
const tDegats = finalRoll.results.degats.result;
|
|
const tViolence = finalRoll.results.violence.result;
|
|
|
|
const conditions = {
|
|
bourreau,
|
|
devaste,
|
|
equilibre,
|
|
isTenebricide,
|
|
isSurprise,
|
|
isDestructeur,
|
|
isFureur,
|
|
isMeurtrier,
|
|
isUltraviolence,
|
|
isBourreau,
|
|
isDevastation,
|
|
isRegularite,
|
|
isGuidage,
|
|
};
|
|
|
|
const conditionsValues = {
|
|
eBourreauValue,
|
|
eDevastationValue,
|
|
};
|
|
|
|
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions, conditionsValues);
|
|
|
|
finishRoll(finalRoll.rollId, computed);
|
|
|
|
await postRoll(computed, roll, jet, finalRoll, conditions);
|
|
|
|
if (hasEnergieRetiree) {
|
|
if (energieIsEspoir) {
|
|
setAttrs({ espoir: newEnergie });
|
|
} else {
|
|
setAttrs({ energiePJ: newEnergie });
|
|
}
|
|
|
|
if (newEnergie === 0) {
|
|
const noEnergieRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{text=${sEnergieText}}}${name}`);
|
|
finishRoll(noEnergieRoll.rollId, {});
|
|
}
|
|
}
|
|
} else if (button === 'repeating_armeCaC:armecontact') {
|
|
finalRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${name}}} {{text=${sEnergieText}}}`);
|
|
finishRoll(finalRoll.rollId, {});
|
|
} else {
|
|
finalRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${name}}} {{text=${sEnergieText}}}`);
|
|
finishRoll(finalRoll.rollId, {});
|
|
}
|
|
});
|
|
});
|