Files
roll20-character-sheets-tester/Knight/pug/js/rolls/pj/combatContact.js
T

991 lines
31 KiB
JavaScript

/* eslint-disable max-len */
/* eslint-disable prefer-destructuring */
/* eslint-disable camelcase */
/* eslint-disable no-undef */
const rollCombatContact = ['poingContact', 'poingMAContact', 'pSContact', 'mEContact', 'repeating_armeCaC:armecontact'];
rollCombatContact.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value;
let id = '';
let firstExec = [];
let exec = [];
firstExec.push(roll);
let hasArmure = true;
let hasOptions = true;
let hasSpecial = true;
let prefix = '';
let name = '';
let portee = '';
let dEffets = [];
let dEffetsValue = [];
let AS = [];
let AO = [];
let special = [];
let specialValue = [];
let baseDegats = 0;
let baseViolence = 0;
let diceDegats = 0;
let diceViolence = 0;
let bDegats = [];
const bViolence = [];
let listAttrs = [
'force',
`${ODValue.force}`,
'discretion',
`${ODValue.discretion}`,
'dexterite',
`${ODValue.dexterite}`,
'tir',
`${ODValue.tir}`,
'combat',
`${ODValue.combat}`,
'energiePJ',
'espoir',
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
];
listAttrs = listAttrs.concat(listArmure, listArmureLegende, listStyle, listBase);
switch (button) {
case 'poingContact':
name = `{{special1=${i18n_coupPoing}}}`;
prefix = 'poingC';
listAttrs.push('poingCcaracteristique1Equipement');
listAttrs.push('poingCcaracteristique2Equipement');
listAttrs.push('poingCcaracteristique3Equipement');
listAttrs.push('poingCcaracteristique4Equipement');
baseDegats = 0;
baseViolence = 0;
diceDegats = 0;
bDegats.push(0);
diceViolence = 0;
bViolence.push(1);
hasOptions = false;
hasSpecial = false;
break;
case 'poingMAContact':
name = `{{special1=${i18n_coupPoing}}}`;
prefix = 'poingMAC';
special = wpnSpecial.map((a) => `${prefix}${a}`);
specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
listAttrs.push('poingMACcaracteristique1Equipement');
listAttrs.push('poingMACcaracteristique2Equipement');
listAttrs.push('poingMACcaracteristique3Equipement');
listAttrs.push('poingMACcaracteristique4Equipement');
listAttrs = listAttrs.concat(special, specialValue);
baseDegats = 1;
baseViolence = 0;
diceDegats = 1;
bDegats.push(0);
diceViolence = 0;
bViolence.push(1);
hasOptions = false;
break;
case 'pSContact':
name = `{{special1=${i18n_couteauService}}}`;
prefix = 'pSC';
dEffets = wpnEffects.map((a) => `${prefix}${a}`);
dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
AS = wpnAmeliorationS.map((a) => `${prefix}${a}`);
AO = wpnAmeliorationO.map((a) => `${prefix}${a}`);
special = wpnSpecial.map((a) => `${prefix}${a}`);
specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
listAttrs.push('pSCcaracteristique1Equipement');
listAttrs.push('pSCcaracteristique2Equipement');
listAttrs.push('pSCcaracteristique3Equipement');
listAttrs.push('pSCcaracteristique4Equipement');
listAttrs.push('pSCcaracteristiqueSPrecis');
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AS, AO, special, specialValue);
baseDegats = 1;
baseViolence = 0;
diceDegats = 1;
bDegats.push(0);
diceViolence = 0;
bViolence.push(1);
break;
case 'mEContact':
name = `{{special1=${i18n_marteauEpieuC}}}`;
prefix = 'mEC';
dEffets = wpnEffects.map((a) => `${prefix}${a}`);
dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
AS = wpnAmeliorationS.map((a) => `${prefix}${a}`);
AO = wpnAmeliorationO.map((a) => `${prefix}${a}`);
special = wpnSpecial.map((a) => `${prefix}${a}`);
specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
listAttrs.push('mECcaracteristique1Equipement');
listAttrs.push('mECcaracteristique2Equipement');
listAttrs.push('mECcaracteristique3Equipement');
listAttrs.push('mECcaracteristique4Equipement');
listAttrs.push('mECcaracteristiqueSPrecis');
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AS, AO, special, specialValue);
baseDegats = 3;
baseViolence = 1;
diceDegats = 3;
bDegats.push(0);
diceViolence = 1;
bViolence.push(0);
break;
case 'repeating_armeCaC:armecontact':
id = info.triggerName.split('_')[2];
prefix = `repeating_armeCaC_${id}_`;
dEffets = wpnEffects.map((a) => `${prefix}${a}`);
dEffetsValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
AS = wpnAmeliorationS.map((a) => `${prefix}${a}`);
AO = wpnAmeliorationO.map((a) => `${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}caracteristiqueSPrecis`);
listAttrs.push(`${prefix}ArmeCaC`);
listAttrs.push(`${prefix}armeCaCPortee`);
listAttrs.push(`${prefix}armeCaCDegat`);
listAttrs.push(`${prefix}armeCaCViolence`);
listAttrs.push(`${prefix}armeCaCBDegat`);
listAttrs.push(`${prefix}armeCaCBViolence`);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AS, AO, special, specialValue);
break;
default:
name = '';
prefix = '';
special = [];
specialValue = [];
listAttrs = listAttrs.concat(special, specialValue);
baseDegats = 0;
baseViolence = 0;
diceDegats = 0;
bDegats.push(0);
diceViolence = 0;
bViolence.push(0);
hasOptions = false;
break;
}
const attrs = await getAttrsAsync(listAttrs);
const armure = attrs.armure;
const armureL = attrs.armureLegende;
const mod = +attrs.jetModifDes;
const hasBonus = attrs.bonusCarac;
if (button === 'repeating_armeCaC:armecontact') {
name = attrs[`${prefix}ArmeCaC`] || '';
portee = attrs[`${prefix}armeCaCPortee`] || '^{portee-contact}';
exec.push(`{{special1=${name}}}`);
exec.push(`{{portee=^{portee} ${portee}}}`);
baseDegats = Number(attrs[`${prefix}armeCaCDegat`]) || 0;
baseViolence = Number(attrs[`${prefix}armeCaCViolence`]) || 0;
diceDegats = Number(attrs[`${prefix}armeCaCDegat`]) || 0;
bDegats.push(Number(attrs[`${prefix}armeCaCBDegat`]) || 0);
diceViolence = Number(attrs[`${prefix}armeCaCViolence`]) || 0;
bViolence.push(Number(attrs[`${prefix}armeCaCBViolence`]) || 0);
}
const C1 = attrs[`${prefix}caracteristique1Equipement`] || '0';
const C2 = attrs[`${prefix}caracteristique2Equipement`] || '0';
const C3 = attrs[`${prefix}caracteristique3Equipement`] || '0';
const C4 = attrs[`${prefix}caracteristique4Equipement`] || '0';
const CPrecis = attrs[`${prefix}caracteristiqueSPrecis`] || '0';
const attrsCarac = await getCarac(hasBonus, C1, C2, C3, C4, CPrecis);
const CPrecisValues = {
nom: '0',
base: 0,
};
if (attrsCarac.CO1) {
CPrecisValues.nom = attrsCarac.CO1Nom;
CPrecisValues.base = attrsCarac.CO1Base;
}
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;
let degats = [];
let violence = [];
let ODBarbarian = [];
let ODMALBarbarian = [];
let ODRogue = [];
let ODMALRogue = [];
let ODShaman = [];
let ODMALShaman = [];
const ODWarrior = [];
const ODMALWarrior = [];
const vForce = +attrs.force;
const oForce = +attrs[`${ODValue.force}`];
const vDiscretion = +attrs.discretion;
const oDiscretion = +attrs[`${ODValue.discretion}`];
const vDexterite = +attrs.dexterite;
const oDexterite = +attrs[`${ODValue.dexterite}`];
const vTir = +attrs.tir;
const oTir = +attrs[`${ODValue.tir}`];
const vCombat = +attrs.combat;
const oCombat = +attrs[`${ODValue.combat}`];
let attaquesSurprises = [];
let attaquesSurprisesValue = [];
let attaquesSurprisesCondition = '';
let eASAssassin = '';
let eASAssassinValue = 0;
let isSurprise = false;
let isAssistantAttaque = false;
let isAntiAnatheme = false;
let isCadence = false;
let isChromee = false;
let sCadence = 0;
let vCadence = 0;
let isChoc = false;
let isDestructeur = false;
let vDestructeur = 0;
let isLeste = false;
let isFureur = false;
let isMeurtrier = false;
let vMeurtrier = 0;
let nowSilencieux = false;
let isObliteration = false;
let isOrfevrerie = false;
let isTenebricide = false;
let isUltraviolence = false;
let isCheneSculpte = false;
let vCheneSculpte = 0;
let isArmeAzurine = false;
let vArmeAzurine = 0;
let isArmeRougeSang = false;
let vArmeRougeSang = 0;
let isGriffureGravee = false;
let vGriffureGravee = 0;
let isMasqueBrise = false;
let vMasqueBrise = 0;
let isRouagesCasses = false;
let vRouagesCasses = 0;
let lumiere = '';
let isELumiere = false;
let isASLumiere = false;
let lumiereValue = 0;
let isEAkimbo = false;
let isEAmbidextrie = false;
let isELourd = false;
let isEDeuxMains = false;
let isAAgressive = false;
let isASoeur = false;
let isAJumelle = false;
let isAProtectrice = false;
let isAAllegee = false;
let pasEnergie = false;
let sEnergieText = '';
const energie = attrs.energiePJ;
const espoir = attrs.espoir;
const devaste = +attrs.devasterAnatheme;
const bourreau = +attrs.bourreauTenebres;
const equilibre = +attrs.equilibreBalance;
let autresEffets = [];
let autresAmeliorationsS = [];
let autresAmeliorationsO = [];
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 DE BASE
let dForce = vForce;
if (hasArmure) { dForce += oForce * 3; }
bDegats.push(dForce);
exec.push(`{{vForce=${dForce}}}`);
// FIN GESTION DES BONUS DE BASE
// GESTION DES BONUS DES OD
if (oDiscretion >= 2 && hasArmure) {
let bODDiscretion = vDiscretion;
attaquesSurprises.push(i18n_odDiscretion);
if (oDiscretion >= 5) { bODDiscretion += vDiscretion + oDiscretion; }
attaquesSurprisesValue.push(bODDiscretion);
attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`;
}
// FIN DE GESTION DES BONUS DES OD
let effets = [];
let ameliorationsS = [];
let ameliorationsO = [];
if (hasOptions) {
// GESTION DES EFFETS
effets = getWeaponsEffects(prefix, attrs, hasArmure, armure, vForce, vDexterite, oDexterite, vDiscretion, oDiscretion, vTir, oTir);
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;
sCadence = effets.sCadence;
vCadence = effets.vCadence;
isChoc = effets.isChoc;
isDestructeur = effets.isDestructeur;
vDestructeur = effets.vDestructeur;
isEDeuxMains = effets.isDeuxMains;
isELourd = effets.isLourd;
isLeste = effets.isLeste;
isMeurtrier = effets.isMeurtrier;
vMeurtrier = effets.vMeurtrier;
nowSilencieux = effets.nowSilencieux;
isOrfevrerie = effets.isOrfevrerie;
isTenebricide = effets.isTenebricide;
isObliteration = effets.isObliteration;
isFureur = effets.isFureur;
isUltraviolence = effets.isUltraviolence;
lumiere = effets.eLumiere;
isELumiere = effets.isELumiere;
lumiereValue = Number(effets.eLumiereValue);
isEAkimbo = effets.isAkimbo;
isEAmbidextrie = effets.isAmbidextrie;
if (effets.isConditionnelA) { isConditionnelA = true; }
if (effets.isConditionnelD) { isConditionnelD = true; }
if (effets.isConditionnelV) { isConditionnelV = true; }
// FIN GESTION DES EFFETS
// GESTION DES AMELIORATIONS STRUCTURELLES
ameliorationsS = getWeaponsContactAS(prefix, attrs, hasArmure, nowSilencieux, isMeurtrier, isAssistantAttaque, isChoc, isLeste, isOrfevrerie, vForce, vDexterite, oDexterite, vDiscretion, oDiscretion, vCombat, oCombat);
autresAmeliorationsS = autresAmeliorationsS.concat(ameliorationsS.autresAmeliorations);
bonus = bonus.concat(ameliorationsS.bAttaque);
baseDegats += ameliorationsS.diceDegats;
diceDegats += ameliorationsS.diceDegats;
bDegats = bDegats.concat(ameliorationsS.bDegats);
isAAgressive = ameliorationsS.isAgressive;
isASoeur = ameliorationsS.isSoeur;
isAProtectrice = ameliorationsS.isProtectrice;
isAJumelle = ameliorationsS.isJumelle;
isAAllegee = ameliorationsS.isAllegee;
if (lumiereValue >= ameliorationsS.aLumiereValue) { autresAmeliorationsS.push(ameliorationsS.aLumiere); } else if (ameliorationsS.aLumiereValue > 0) {
lumiere = `${ameliorationsS.aLumiere} (${i18n_lumiere} ${ameliorationsS.aLumiereValue})`;
lumiereValue = ameliorationsS.aLumiereValue;
isASLumiere = true;
isELumiere = false;
}
if (attaquesSurprisesCondition === '' && ameliorationsS.attaquesSurprisesCondition !== '') { attaquesSurprisesCondition = ameliorationsS.attaquesSurprisesCondition; }
attaquesSurprises = attaquesSurprises.concat(ameliorationsS.attaquesSurprises);
attaquesSurprisesValue = attaquesSurprisesValue.concat(ameliorationsS.attaquesSurprisesValue);
if (ameliorationsS.isConditionnelA) { isConditionnelA = true; }
if (ameliorationsS.isConditionnelD) { isConditionnelD = true; }
if (ameliorationsS.isConditionnelV) { isConditionnelV = true; }
// FIN GESTION DES AMELIORATIONS STRUCTURELLES
// GESTION DES AMELIORATIONS ORNEMENTALES
ameliorationsO = getWeaponsContactAO(prefix, attrs, isCadence, vCadence, isObliteration, isAntiAnatheme);
if (ameliorationsO.isChromee) {
sCadence = ameliorationsO.rCadence;
isChromee = ameliorationsO.isChromee;
vCadence = ameliorationsO.vCadence;
}
if (lumiereValue >= ameliorationsO.aLumiereValue) {
lumiereValue += Number(ameliorationsO.aLumiereValue);
autresAmeliorationsO.push(ameliorationsO.aLumiere);
} else {
lumiere = `${ameliorationsO.aLumiere} (${i18n_lumiere} ${ameliorationsO.aLumiereValue})`;
lumiereValue = ameliorationsO.aLumiereValue;
}
if (isObliteration === false) { isObliteration = ameliorationsO.isObliteration; }
if (ameliorationsO.isConditionnelA) { isConditionnelA = true; }
if (ameliorationsO.isConditionnelD) { isConditionnelD = true; }
if (ameliorationsO.isConditionnelV) { isConditionnelV = true; }
isArmeAzurine = ameliorationsO.isArmeAzurine;
vArmeAzurine = ameliorationsO.vArmeAzurine;
isArmeRougeSang = ameliorationsO.isArmeRougeSang;
vArmeRougeSang = ameliorationsO.vArmeRougeSang;
isCheneSculpte = ameliorationsO.isCheneSculpte;
vCheneSculpte = ameliorationsO.vCheneSculpte;
isGriffureGravee = ameliorationsO.isGriffureGravee;
vGriffureGravee = ameliorationsO.vGriffureGravee;
isMasqueBrise = ameliorationsO.isMasqueBrise;
vMasqueBrise = ameliorationsO.vMasqueBrise;
isRouagesCasses = ameliorationsO.isRouagesCasses;
vRouagesCasses = ameliorationsO.vRouagesCasses;
autresAmeliorationsO = autresAmeliorationsO.concat(ameliorationsO.autresAmeliorations);
baseDegats += ameliorationsO.diceDegats;
baseViolence += ameliorationsO.diceViolence;
diceDegats += ameliorationsO.diceDegats;
bDegats = bDegats.concat(ameliorationsO.bDegats);
diceViolence += ameliorationsO.diceViolence;
// FIN GESTION DES AMELIORATIONS ORNEMENTALES
} else if (armure === 'berserk') {
isConditionnelD = true;
isConditionnelV = true;
exec.push(`{{antiAnatheme=${i18n_antiAnatheme}}} {{antiAnathemeCondition=${i18n_antiAnathemeCondition}}}`);
isAntiAnatheme = true;
isTenebricide = true;
}
// GESTION DU STYLE
const getStyle = getStyleContactMod(attrs, CPrecisValues, baseDegats, baseViolence, hasArmure, oCombat, isEAkimbo, isEAmbidextrie, isAAgressive, isAJumelle, isASoeur, isAProtectrice, isEDeuxMains, isAAllegee, isELourd);
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
diceDegats += getStyle.diceDegats;
diceViolence += getStyle.diceViolence;
autresAmeliorationsS = autresAmeliorationsS.concat(getStyle.autresAmeliorationsS);
// FIN GESTION DU STYLE
let sEnergie = false;
let newEnergie = 0;
if (hasSpecial) {
// GESTION DES BONUS SPECIAUX
const sBonusDegats = isApplied(attrs[`${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[`${prefix}BVDiversFixe`];
if (button !== 'poingMAContact') { sEnergie = isApplied(attrs[`${prefix}energie`]); }
const sEnergieValue = attrs[`${prefix}energieValue`];
if (sBonusDegats) {
exec.push(`{{vMSpecialD=+${sBonusDegatsD6}D6+${sBonusDegatsFixe}}}`);
diceDegats += Number(sBonusDegatsD6);
bDegats.push(sBonusDegatsFixe);
}
if (sBonusViolence) {
exec.push(`{{vMSpecialV=+${sBonusViolenceD6}D6+${sBonusViolenceFixe}}}`);
diceViolence += Number(sBonusViolenceD6);
bViolence.push(sBonusViolenceFixe);
}
if (sEnergie) {
if (armure === 'berserk') {
let sEspoirValue = Math.floor((Number(sEnergieValue) / 2) - 1);
if (sEspoirValue < 1) { sEspoirValue = 1; }
autresSpecial.push(`${i18n_espoirRetire} (${sEspoirValue})`);
newEnergie = Number(espoir) - Number(sEspoirValue);
if (newEnergie === 0) {
sEnergieText = i18n_plusEspoir;
} else if (newEnergie < 0) {
newEnergie = 0;
sEnergieText = i18n_pasEspoir;
pasEnergie = true;
}
} else {
autresSpecial.push(`${i18n_energieRetiree} (${sEnergieValue})`);
newEnergie = Number(energie) - Number(sEnergieValue);
if (newEnergie === 0) {
sEnergieText = i18n_plusEnergie;
} else if (newEnergie < 0) {
newEnergie = 0;
sEnergieText = i18n_pasEnergie;
pasEnergie = true;
}
}
exec.push(`{{energieR=${newEnergie}}}`);
}
// FIN DE GESTION DES BONUS SPECIAUX
}
// GESTION DES BONUS D'ARMURE
const armorBonus = getArmorBonus(attrs, armure, isELumiere, isASLumiere, vDiscretion, oDiscretion, hasBonus, C1Nom, C2Nom, C3Nom, C4Nom, autresEffets);
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 = getMALBonus(attrs, armureL, isELumiere, isASLumiere, vDiscretion, oDiscretion, hasBonus, C1Nom, C2Nom, C3Nom, C4Nom, autresEffets);
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=${cBonus.join(' - ')}}}`); }
const jet = `{{jet=[[ {{[[{${cRoll.join('+')}-${sCadence}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0}]]}}`;
firstExec.push(jet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
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=${attaquesSurprises.join('\n+')}}}`);
exec.push(`{{obliterationASValue=${_.reduce(ASValueObliteration, (n1, n2) => n1 + n2, 0)}}}`);
}
if (isArmeAzurine) { exec.push(`{{obliterationArmeAzurineValue=${vArmeAzurine * 6}}}`); }
if (isArmeRougeSang) { exec.push(`{{obliterationArmeRougeSangValue=${vArmeRougeSang * 6}}}`); }
if (isCheneSculpte) { exec.push(`{{obliterationCheneSculpteValue=${vCheneSculpte * 6}}}`); }
if (isGriffureGravee) { exec.push(`{{obliterationGriffureGraveeValue=${vGriffureGravee * 6}}}`); }
if (isMasqueBrise) { exec.push(`{{obliterationMasqueBriseValue=${vMasqueBrise * 6}}}`); }
if (isRouagesCasses) { exec.push(`{{obliterationRouagesCassesValue=${vRouagesCasses * 6}}}`); }
}
if (isCadence) {
exec.push(`{{rCadence=${i18n_cadence} ${vCadence} ${i18n_inclus}}}`);
exec.push(`{{vCadence=${sCadence}D}}`);
}
if (isChromee) {
exec.push(`{{rCadence=${i18n_chromee} (${i18n_cadence} ${vCadence}) ${i18n_inclus}}}`);
exec.push(`{{vCadence=${sCadence}D}}`);
}
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=${attaquesSurprises.join('\n+')}}}`);
exec.push('{{tenebricideASValue=[[0]]}}');
}
if (isMeurtrier) { firstExec.push('{{tMeurtrierValue=[[0]]}}'); }
if (isDestructeur) { firstExec.push('{{tDestructeurValue=[[0]]}}'); }
if (isFureur) { firstExec.push('{{tFureurValue=[[0]]}}'); }
if (isUltraviolence) { firstExec.push('{{tUltraviolenceValue=[[0]]}}'); }
if (isCheneSculpte) { firstExec.push('{{tCheneSculpteValue=[[0]]}}'); }
}
if (isELumiere) { autresEffets.push(`${i18n_lumiere} ${lumiereValue}`); } else if (isASLumiere) { autresAmeliorationsS.push(lumiere); }
if (autresEffets.length > 0) {
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
}
if (autresAmeliorationsS.length > 0) {
autresAmeliorationsS.sort();
exec.push(`{{ameliorationsS=${autresAmeliorationsS.join(' / ')}}}`);
}
if (autresAmeliorationsO.length > 0) {
autresAmeliorationsO.sort();
exec.push(`{{ameliorationsO=${autresAmeliorationsO.join(' / ')}}}`);
}
if (autresSpecial.length > 0) {
autresSpecial.sort();
exec.push(`{{special=${autresSpecial.join(' / ')}}}`);
}
if (isConditionnelA) { exec.push('{{succesConditionnel=true}}'); }
if (isConditionnelD) { exec.push('{{degatsConditionnel=true}}'); }
if (isConditionnelV) { exec.push('{{violenceConditionnel=true}}'); }
if (hasOptions) {
if (effets.exec) { exec = exec.concat(effets.exec); }
if (effets.firstExec) { firstExec = firstExec.concat(effets.firstExec); }
if (ameliorationsS.exec) { exec = exec.concat(ameliorationsS.exec); }
if (ameliorationsO.exec) { exec = exec.concat(ameliorationsO.exec); }
if (ameliorationsO.firstExec) { firstExec = firstExec.concat(ameliorationsO.firstExec); }
}
if (devaste || bourreau || equilibre) {
const herauts = [];
if (devaste) { herauts.push(i18n_devasterAnatheme); }
if (bourreau) { herauts.push(i18n_bourreauTenebres); }
if (equilibre) { herauts.push(i18n_equilibrerBalance); }
exec.push(`{{herauts=${herauts.join(' / ')}}}`);
}
exec = firstExec.concat(exec);
// ROLL
let finalRoll;
if (pasEnergie === false) {
finalRoll = await startRoll(exec.join(' '));
const rDegats = finalRoll.results.degats.dice;
const rViolence = finalRoll.results.violence.dice;
const tJet = finalRoll.results.jet.result;
const tBonus = finalRoll.results.bonus.result;
const tExploit = finalRoll.results.Exploit.result;
const tDegats = finalRoll.results.degats.result;
const tViolence = finalRoll.results.violence.result;
const conditions = {
bourreau,
devaste,
equilibre,
isTenebricide,
isSurprise,
isDestructeur,
isFureur,
isMeurtrier,
isUltraviolence,
isArmeAzurine,
isArmeRougeSang,
isCheneSculpte,
isGriffureGravee,
isMasqueBrise,
isRouagesCasses,
};
const computed = updateRoll(finalRoll, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions);
const finalComputed = {
jet: tJet + tBonus,
};
Object.assign(finalComputed, computed);
finishRoll(finalRoll.rollId, finalComputed);
if (tJet !== 0 && tJet === tExploit) {
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}${jet}`);
const tRExploit = exploitRoll.results.jet.result;
const exploitComputed = {
jet: tRExploit,
};
finishRoll(exploitRoll.rollId, exploitComputed);
}
if (sEnergie !== false) {
if (armure === 'berserk') {
setAttrs({ espoir: newEnergie });
} else {
setAttrs({ energiePJ: newEnergie });
}
if (newEnergie === 0) {
const noEnergieRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{text=${sEnergieText}}}${name}`);
finishRoll(noEnergieRoll.rollId, {});
}
}
} else if (button === 'repeating_armeCaC:armecontact') {
finalRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{text=${sEnergieText}}}${name}`);
finishRoll(finalRoll.rollId, {});
} else {
finalRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{text=${sEnergieText}}}${name}`);
finishRoll(finalRoll.rollId, {});
}
});
// ROLL
});