Files
roll20-character-sheets/Knight/pug/js/rolls/pj/combatDistance.js
T
2024-12-13 15:31:25 +01:00

868 lines
27 KiB
JavaScript

/* eslint-disable linebreak-style */
/* eslint-disable max-len */
/* eslint-disable prefer-destructuring */
/* eslint-disable camelcase */
/* eslint-disable no-undef */
const rollCombatDistance = ['pSDistance', 'mEDistance', 'repeating_armeDist:armedistance', 'repeating_armeDistVehicule:armedistance'];
rollCombatDistance.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value;
let firstExec = [];
let exec = [];
firstExec.push(roll);
let hasArmure = true;
let listAttrs = [
'espoir',
'energiePJ',
'force',
'discretion',
`${ODValue.discretion}`,
'dexterite',
`${ODValue.dexterite}`,
'tir',
`${ODValue.tir}`,
'aura',
`${ODValue.aura}`,
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
];
listAttrs = listAttrs.concat(listArmure, listArmureLegende, listStyle, listBase);
let prefix = '';
let id = '';
let name = '';
let portee = '';
let dEffets = [];
let dEffetsValue = [];
let AA = [];
let AAValue = [];
let special = [];
let specialValue = [];
let baseDegats = 0;
let baseViolence = 0;
let diceDegats = 0;
let diceViolence = 0;
let bDegats = [];
const bViolence = [];
switch (button) {
case 'pSDistance':
name = i18n_pistoletService;
prefix = 'pS';
dEffets = wpnEffects.map((a) => `${prefix}${a}`);
dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
special = wpnSpecial.map((a) => `${prefix}${a}`);
specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
listAttrs.push('pScaracteristique1Equipement');
listAttrs.push('pScaracteristique2Equipement');
listAttrs.push('pScaracteristique3Equipement');
listAttrs.push('pScaracteristique4Equipement');
listAttrs.push('pSpilonnage');
listAttrs.push('pSpilonnageType');
baseDegats = 2;
baseViolence = 1;
diceDegats = 2;
bDegats.push(6);
diceViolence = 1;
bViolence.push(0);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
break;
case 'mEDistance':
name = i18n_marteauEpieuD;
prefix = 'mE';
dEffets = wpnEffects.map((a) => `${prefix}${a}`);
dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
special = wpnSpecial.map((a) => `${prefix}${a}`);
specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
listAttrs.push('mEcaracteristique1Equipement');
listAttrs.push('mEcaracteristique2Equipement');
listAttrs.push('mEcaracteristique3Equipement');
listAttrs.push('mEcaracteristique4Equipement');
listAttrs.push('mEpilonnage');
listAttrs.push('mEpilonnageType');
baseDegats = 3;
baseViolence = 3;
diceDegats = 3;
bDegats.push(12);
diceViolence = 3;
bViolence.push(12);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
break;
case 'repeating_armeDist:armedistance':
id = info.triggerName.split('_')[2];
prefix = `repeating_armeDist_${id}_`;
dEffets = wpnEffects.map((a) => `${prefix}${a}`);
dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
special = wpnSpecial.map((a) => `${prefix}${a}`);
specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
listAttrs.push(`${prefix}caracteristique1Equipement`);
listAttrs.push(`${prefix}caracteristique2Equipement`);
listAttrs.push(`${prefix}caracteristique3Equipement`);
listAttrs.push(`${prefix}caracteristique4Equipement`);
listAttrs.push(`${prefix}pilonnage`);
listAttrs.push(`${prefix}pilonnageType`);
listAttrs.push(`${prefix}ArmeDist`);
listAttrs.push(`${prefix}armeDistPortee`);
listAttrs.push(`${prefix}armeDistDegat`);
listAttrs.push(`${prefix}armeDistViolence`);
listAttrs.push(`${prefix}armeDistBDegat`);
listAttrs.push(`${prefix}armeDistBViolence`);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
break;
case 'repeating_armeDistVehicule:armedistance':
id = info.triggerName.split('_')[2];
prefix = `repeating_armeDistVehicule_${id}_`;
dEffets = wpnEffects.map((a) => `${prefix}${a}`);
dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
special = wpnSpecial.map((a) => `${prefix}${a}`);
specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
listAttrs.push(`${prefix}caracteristique1Equipement`);
listAttrs.push(`${prefix}caracteristique2Equipement`);
listAttrs.push(`${prefix}caracteristique3Equipement`);
listAttrs.push(`${prefix}caracteristique4Equipement`);
listAttrs.push(`${prefix}pilonnage`);
listAttrs.push(`${prefix}pilonnageType`);
listAttrs.push(`${prefix}ArmeDist`);
listAttrs.push(`${prefix}armeDistPortee`);
listAttrs.push(`${prefix}armeDistDegat`);
listAttrs.push(`${prefix}armeDistViolence`);
listAttrs.push(`${prefix}armeDistBDegat`);
listAttrs.push(`${prefix}armeDistBViolence`);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
break;
default:
name = '';
prefix = '';
dEffets = [];
dEffetsValue = [];
AA = [];
AAValue = [];
special = [];
specialValue = [];
baseDegats = 0;
baseViolence = 0;
diceDegats = 0;
bDegats.push(0);
diceViolence = 0;
bViolence.push(0);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
break;
}
const attrs = await getAttrsAsync(listAttrs);
const armure = attrs.armure;
const armureL = attrs.armureLegende;
if (button === 'repeating_armeDist:armedistance' || button === 'repeating_armeDistVehicule:armedistance') {
name = attrs[`${prefix}ArmeDist`] || '';
portee = attrs[`${prefix}armeDistPortee`] || '^{portee-contact}';
exec.push(`{{special1=${name}}}`);
exec.push(`{{portee=^{portee} ${portee}}}`);
baseDegats = Number(attrs[`${prefix}armeDistDegat`]) || 0;
baseViolence = Number(attrs[`${prefix}armeDistViolence`]) || 0;
diceDegats = Number(attrs[`${prefix}armeDistDegat`]) || 0;
bDegats.push(Number(attrs[`${prefix}armeDistBDegat`]) || 0);
diceViolence = Number(attrs[`${prefix}armeDistViolence`]) || 0;
bViolence.push(Number(attrs[`${prefix}armeDistBViolence`]) || 0);
}
const C1 = attrs[`${prefix}caracteristique1Equipement`] || '0';
const C2 = attrs[`${prefix}caracteristique2Equipement`] || '0';
const C3 = attrs[`${prefix}caracteristique3Equipement`] || '0';
const C4 = attrs[`${prefix}caracteristique4Equipement`] || '0';
const vPilonnage = attrs[`${prefix}pilonnage`] || 0;
const vPilonnageType = attrs[`${prefix}pilonnageType`] || 0;
if (armure === 'sans' || armure === 'guardian') { hasArmure = false; }
let isConditionnelA = false;
let isConditionnelD = false;
let isConditionnelV = false;
const cBase = [];
const cBonus = [];
let cRoll = [];
let bonus = [];
let OD = 0;
const mod = +attrs.jetModifDes;
const hasBonus = attrs.bonusCarac;
let degats = [];
let violence = [];
const attrsCarac = await getCarac(hasBonus, C1, C2, C3, C4);
let ODBarbarian = [];
let ODMALBarbarian = [];
let ODRogue = [];
let ODMALRogue = [];
let ODShaman = [];
let ODMALShaman = [];
const ODWarrior = [];
const ODMALWarrior = [];
const vForce = +attrs.force;
const vDiscretion = +attrs.discretion;
const oDiscretion = +attrs[`${ODValue.discretion}`];
const vDexterite = +attrs.dexterite;
const oDexterite = +attrs[`${ODValue.dexterite}`];
const vTir = +attrs.tir;
const oTir = +attrs[`${ODValue.tir}`];
const vAura = +attrs.aura;
const oAura = +attrs[`${ODValue.aura}`];
let attaquesSurprises = [];
let attaquesSurprisesValue = [];
let attaquesSurprisesCondition = '';
let eASAssassin = '';
let eASAssassinValue = 0;
let isSurprise = false;
let isAssistantAttaque = false;
let isAntiAnatheme = false;
let isCadence = false;
let vCadence = 0;
let isDeuxMains = false;
let isDestructeur = false;
let vDestructeur = 0;
let isFureur = false;
let isMeurtrier = false;
let vMeurtrier = 0;
let nowSilencieux = false;
let isObliteration = false;
let isTenebricide = false;
let isTirRafale = false;
let isUltraviolence = false;
let isLourd = false;
let isELumiere = false;
let lumiereValue = 0;
let isEAkimbo = false;
let isEAmbidextrie = false;
let isTirSecurite = false;
let isBourreau = false;
let isDevastation = false;
let isGuidage = false;
let isRegularite = false;
let eBourreauValue = 0;
let eDevastationValue = 0;
let pasEnergie = false;
let sEnergieText = '';
let hasEnergieRetiree = false;
let energieIsEspoir = false;
let vEnergieRetiree = 0;
const energie = attrs.energiePJ;
const espoir = attrs.espoir;
const devaste = +attrs.devasterAnatheme;
const bourreau = +attrs.bourreauTenebres;
const equilibre = +attrs.equilibreBalance;
let autresEffets = [];
let autresAmeliorationsA = [];
const autresSpecial = [];
if (hasArmure) { exec.push('{{OD=true}}'); }
let C1Nom = '';
let C2Nom = '';
let C3Nom = '';
let C4Nom = '';
if (attrsCarac.C1) {
C1Nom = attrsCarac.C1Brut;
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cBase.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
if (hasArmure) { OD += C1OD; }
}
if (attrsCarac.C2) {
C2Nom = attrsCarac.C2Brut;
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cBase.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
if (hasArmure) { OD += C2OD; }
}
if (attrsCarac.C3) {
C3Nom = attrsCarac.C3Brut;
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
if (hasArmure) { OD += C3OD; }
}
if (attrsCarac.C4) {
C4Nom = attrsCarac.C4Brut;
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
if (hasArmure) { OD += C4OD; }
}
if (mod !== 0) {
cRoll.push(mod);
exec.push(`{{mod=${mod}}}`);
}
// GESTION DES BONUS DES OD
if (oDiscretion >= 2 && hasArmure) {
let bODDiscretion = vDiscretion;
attaquesSurprises.push(i18n_odDiscretion);
if (oDiscretion >= 5) { bODDiscretion += vDiscretion + oDiscretion; }
attaquesSurprisesValue.push(bODDiscretion);
attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`;
}
// FIN DE GESTION DES BONUS DES OD
// GESTION DES EFFETS
const effets = getWeaponsEffects(prefix, attrs, hasArmure, armure, vForce, vDexterite, oDexterite, vDiscretion, oDiscretion, vTir, oTir, vAura, oAura);
bDegats = bDegats.concat(effets.bDegats);
eASAssassin = effets.eASAssassin;
eASAssassinValue = effets.eASAssassinValue;
if (attaquesSurprisesCondition === '' && effets.attaquesSurprisesCondition !== '') { attaquesSurprisesCondition = effets.attaquesSurprisesCondition; }
attaquesSurprises = attaquesSurprises.concat(effets.attaquesSurprises);
attaquesSurprisesValue = attaquesSurprisesValue.concat(effets.attaquesSurprisesValue);
autresEffets = autresEffets.concat(effets.autresEffets);
isAntiAnatheme = effets.isAntiAnatheme;
isAssistantAttaque = effets.isAssistantAttaque;
isCadence = effets.isCadence;
vCadence = effets.vCadence;
isDestructeur = effets.isDestructeur;
vDestructeur = effets.vDestructeur;
isDeuxMains = effets.isDeuxMains;
isLourd = effets.isLourd;
isMeurtrier = effets.isMeurtrier;
vMeurtrier = effets.vMeurtrier;
nowSilencieux = effets.nowSilencieux;
isTenebricide = effets.isTenebricide;
isFureur = effets.isFureur;
isUltraviolence = effets.isUltraviolence;
isObliteration = effets.isObliteration;
isTirRafale = effets.isTirRafale;
isELumiere = effets.isELumiere;
lumiereValue = Number(effets.eLumiereValue);
isEAkimbo = effets.isAkimbo;
isEAmbidextrie = effets.isAmbidextrie;
isTirSecurite = effets.isTirSecurite;
isBourreau = effets.isBourreau;
isDevastation = effets.isDevastation;
isGuidage = effets.isGuidage;
isRegularite = effets.isRegularite;
eBourreauValue = effets.vBourreau;
eDevastationValue = effets.vDevastation;
if (effets.isConditionnelA) { isConditionnelA = true; }
if (effets.isConditionnelD) { isConditionnelD = true; }
if (effets.isConditionnelV) { isConditionnelV = true; }
// FIN GESTION DES EFFETS
// GESTION DES AMELIORATIONS D'ARMES
const ameliorationsA = getWeaponsDistanceAA(prefix, attrs, vDiscretion, oDiscretion, isAssistantAttaque, eASAssassinValue, isCadence, vCadence, nowSilencieux, isTirRafale, isObliteration, isAntiAnatheme);
exec = exec.concat(ameliorationsA.exec);
bonus = bonus.concat(ameliorationsA.bonus);
baseDegats += ameliorationsA.diceDegats;
baseViolence += ameliorationsA.diceViolence;
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, {});
}
});
});