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

2139 lines
58 KiB
JavaScript

/* eslint-disable no-loop-func */
/* eslint-disable default-case */
/* eslint-disable prefer-destructuring */
/* eslint-disable max-len */
/* eslint-disable camelcase */
/* eslint-disable no-undef */
on('clicked:mechaArmureARResilience', async (info) => {
const roll = info.htmlAttributes.value;
const attributs = [
'mechaArmureSystemes',
'mechaArmureResilience',
'mechaArmureResilience_max',
];
const attrs = await getAttrsAsync(attributs);
const exec = [];
const system = +attrs.mechaArmureSystemes;
const resilience = +attrs.mechaArmureResilience;
const resilienceMax = +attrs.mechaArmureResilience_max;
const difficulte = Math.floor((resilienceMax - resilience) / 2);
const cRoll = [system];
exec.push(roll);
if (cRoll.length === 0) { cRoll.push(0); }
exec.push(`{{jDivers=^{test-autoreparation}}} {{jDiversV=[[ {[[{${cRoll.join('+')}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}} {{jDivers2=^{difficulte}}} {{jDivers2V=${difficulte}}} {{rollText=[[0]]}}`);
startRoll(exec.join(' '), (results) => {
const test = results.results.jDiversV.result;
let text = '';
if (test > difficulte) {
let recup = (test - difficulte) + resilience;
if (recup > resilienceMax) { recup = resilienceMax; }
const newAttr = {};
newAttr.mechaArmureResilience = recup;
setAttrs(newAttr);
text = `${i18n_resilienceRepare} (${test - difficulte})`;
} else { text = `${i18n_resilienceRepare} (0)`; }
finishRoll(
results.rollId,
{
rollText: text,
},
);
});
});
on('clicked:mechaArmureARBlindage', async (info) => {
const roll = info.htmlAttributes.value;
const attributs = [
'mechaArmureSystemes',
'mechaArmureBlindage',
'mechaArmureBlindage_max',
];
const attrs = await getAttrsAsync(attributs);
const exec = [];
const system = +attrs.mechaArmureSystemes;
const blindage = +attrs.mechaArmureBlindage;
const blindageMax = +attrs.mechaArmureBlindage_max;
const difficulte75 = Math.floor(blindageMax * 0.75);
const difficulte50 = Math.floor(blindageMax * 0.50);
const difficulte25 = Math.floor(blindageMax * 0.25);
let difficulte;
if (blindage >= difficulte75) { difficulte = 4; } else if (blindage >= difficulte50) { difficulte = 7; } else if (blindage >= difficulte25) { difficulte = 10; } else { difficulte = 15; }
const cRoll = [system];
exec.push(roll);
if (cRoll.length === 0) { cRoll.push(0); }
exec.push(`{{jDivers=^{test-autoreparation}}} {{jDiversV=[[ {[[{${cRoll.join('+')}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}} {{jDivers2=^{difficulte}}} {{jDivers2V=${difficulte}}}`);
startRoll(exec.join(' '), (results) => {
const test = results.results.jDiversV.result;
if (test > difficulte) {
startRoll(`${roll} {{jDivers=${i18n_blindageRepare}}} {{jDiversV=[[2D6+6]]}}`, (results2) => {
let recup = blindage + Number(results2.results.jDiversV.result);
if (recup > blindageMax) { recup = blindageMax; }
const newAttr = {};
newAttr.mechaArmureBlindage = recup;
setAttrs(newAttr);
finishRoll(
results2.rollId, {},
);
});
}
finishRoll(
results.rollId, {},
);
});
});
on('clicked:manoeuvrabilite', async (info) => {
const roll = info.htmlAttributes.value;
const attributs = [
'jetModifDes',
'bonusCarac',
'caracteristique1MA',
'caracteristique2MA',
'caracteristique3MA',
'caracteristique4MA',
'mechaArmureTypeJets',
'mechaArmureManoeuvrabilite',
'mechaArmurePuissance',
'mechaArmureSenseurs',
'mechaArmureSystemes',
];
const attrs = await getAttrsAsync(attributs);
const exec = [];
const isConditionnel = false;
const type = +attrs.mechaArmureTypeJets;
const manoeuvrabilite = +attrs.mechaArmureManoeuvrabilite;
const puissance = +attrs.mechaArmurePuissance;
const senseurs = +attrs.mechaArmureSenseurs;
const systemes = +attrs.mechaArmureSystemes;
const mod = +attrs.jetModifDes;
const hasBonus = +attrs.bonusCarac;
const C1 = attrs.caracteristique1MA;
const C2 = attrs.caracteristique2MA;
const C3 = attrs.caracteristique3MA;
const C4 = attrs.caracteristique4MA;
const cRoll = [];
const cNom1 = [];
const cNom2 = [];
const bonus = [];
let OD = 0;
exec.push(roll);
exec.push('{{OD=true}}');
const attrsCarac = await getCarac(hasBonus, C1, C2, C3, C4);
if (attrsCarac.C1) {
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cNom1.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
OD += C1OD;
}
if (attrsCarac.C2) {
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cNom1.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
OD += C2OD;
}
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cNom2.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
OD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cNom2.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
OD += C4OD;
}
exec.push(`{{vOD=${OD}}}`);
exec.push(`{{cBase=${cNom1.join(' - ')}}}`);
if (hasBonus > 0) { exec.push(`{{cBonus=${cNom2.join(' - ')}}}`); }
if (mod !== 0) {
cRoll.push(mod);
exec.push(`{{mod=[[${mod}]]}}`);
}
switch (type) {
case 1:
cRoll.push(manoeuvrabilite);
exec.push(`{{vManoeuvrabilite=+${manoeuvrabilite}D6}}`);
break;
case 2:
cRoll.push(puissance);
exec.push(`{{vPuissance=+${puissance}D6}}`);
break;
case 3:
cRoll.push(senseurs);
exec.push(`{{vSenseurs=+${senseurs}D6}}`);
break;
case 4:
cRoll.push(systemes);
exec.push(`{{vSystemes=+${systemes}D6}}`);
break;
default:
break;
}
if (cRoll.length === 0) { cRoll.push(0); }
bonus.push(OD);
exec.push(`{{jet=[[ {[[{${cRoll.join('+')}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}}`);
exec.push(`{{tBonus=[[${bonus.join('+')}+0]]}}`);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
if (isConditionnel === true) { exec.push('{{conditionnel=true}}'); }
log(exec);
startRoll(exec.join(' '), (results) => {
const tJet = results.results.jet.result;
const tBonus = results.results.tBonus.result;
const tExploit = results.results.Exploit.result;
const total = tJet + tBonus;
finishRoll(
results.rollId,
{
jet: total,
},
);
if (tJet !== 0 && tJet === tExploit) {
startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}{{jet=[[ {[[{${cRoll.join('+')}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}}`, (exploit) => {
const tExploit2 = exploit.results.jet.result;
finishRoll(
exploit.rollId,
{
jet: tExploit2,
},
);
});
}
});
});
const rollMAImprovise = 14;
for (let i = 0; i < rollMAImprovise; i += 1) {
const str = `MAAI${i}`;
const strDgts = `dgts${i}`;
const strViolence = `violence${i}`;
on(`clicked:${str}`, async (info) => {
const roll = info.htmlAttributes.value;
let attributs = [
'mechaArmurePuissance',
'MAUtilisationArmeAI',
'jetModifDes',
'bonusCarac',
'caracteristique3ArmeImprovisee',
'caracteristique4ArmeImprovisee',
'force',
`${ODValue.force}`,
'discretion',
`${ODValue.discretion}`,
'tir',
`${ODValue.tir}`,
'combat',
`${ODValue.combat}`,
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
'MADDjinnWraithActive',
];
const arme = [];
arme.push(strDgts);
arme.push(strViolence);
attributs = attributs.concat(arme, listStyle);
const attrs = await getAttrsAsync(attributs);
let exec = [];
exec.push(roll);
const isConditionnelD = false;
const cBase = [];
const cBonus = [];
let cRoll = [];
const bonus = [];
let OD = 0;
const wraith = attrs.MADDjinnWraithActive;
const type = attrs.MAUtilisationArmeAI;
const mod = +attrs.jetModifDes;
const hasBonus = +attrs.bonusCarac;
const baseDegats = +attrs[strDgts].split('D')[0];
const baseViolence = +attrs[strViolence].split('D')[0];
let diceDegats = baseDegats;
let diceViolence = baseDegats;
const bDegats = [];
const bViolence = [];
let degats = [];
let violence = [];
let C1Nom;
let C2Nom;
const C3 = attrs.caracteristique3ArmeImprovisee;
const C4 = attrs.caracteristique4ArmeImprovisee;
if (type === '&{template:mechaArmure} {{special1=@{mechaArmureNom}}} {{portee=^{portee-contact}}}') {
C1Nom = 'force';
C2Nom = 'combat';
} else {
C1Nom = 'force';
C2Nom = 'tir';
}
const attaquesSurprises = [];
const attaquesSurprisesValue = [];
const attaquesSurprisesCondition = '';
const devaste = +attrs.devasterAnatheme;
const bourreau = +attrs.bourreauTenebres;
const equilibre = +attrs.equilibreBalance;
let isSurprise = false;
const autresEffets = [];
exec.push('{{OD=true}}');
const C1Value = +attrs[C1Nom];
const C1OD = +attrs[ODValue[C1Nom]];
cBase.push(CaracNom[C1Nom]);
cRoll.push(C1Value);
OD += C1OD;
const C2Value = +attrs[C2Nom];
const C2OD = +attrs[ODValue[C2Nom]];
cBase.push(CaracNom[C2Nom]);
cRoll.push(C2Value);
OD += C2OD;
const attrsCarac = await getCarac(hasBonus, '0', '0', C3, C4);
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
OD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
OD += C4OD;
}
exec.push(`{{vOD=${OD}}}`);
if (mod !== 0) {
cRoll.push(mod);
exec.push(`{{mod=${mod}}}`);
}
// GESTION DU STYLE
let getStyle;
if (type === '&{template:combat} {{portee=^{portee-contact}}}') {
getStyle = getStyleContactMod(attrs, '', baseDegats, baseViolence, true, 0, false, false, false, false, false, false, false, false, false);
} else {
getStyle = getStyleDistanceMod(attrs, baseDegats, baseViolence, 0, 0, true, 0, false, false, false, false);
}
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
diceDegats += getStyle.diceDegats;
diceViolence += getStyle.diceViolence;
// FIN GESTION DU STYLE
if (wraith !== '0') {
cRoll.push(+attrs.discretion);
cBonus.push(+attrs[ODValue.discretion]);
bDegats.push(+attrs.discretion);
bDegats.push(+attrs[ODValue.discretion]);
exec.push(`{{vWraithA=${+attrs.discretion}D6+${+attrs[ODValue.discretion]}}} {{vWraithD=[[${+attrs.discretion}+${+attrs[ODValue.discretion]}]]}}`);
}
if (cRoll.length === 0) { cRoll.push(0); }
if (bonus.length === 0) { bonus.push(0); }
bonus.push(OD);
degats.push(`${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=${cBonus.join(' - ')}}}`); }
cRoll.push(Number(attrs.mechaArmurePuissance));
exec.push(`{{vPuissance=+${Number(attrs.mechaArmurePuissance)}D}}`);
const pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
const malusRoll = 0;
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
const baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats.join('+')}]]}}`);
exec.push(`{{violence=[[${violence.join('+')}]]}}`);
autresEffets.push(i18n_antiVehicule);
autresEffets.push(`${i18n_dispersion} 9 (sur les ennemis de taille < 6m)`);
if (attaquesSurprises.length > 0) {
exec.push(`{{attaqueSurprise=${attaquesSurprises.join('\n+')}}}`);
exec.push(`{{attaqueSurpriseValue=[[${attaquesSurprisesValue.join('+')}]]}}`);
exec.push(attaquesSurprisesCondition);
isSurprise = true;
}
if (devaste || bourreau || equilibre) {
const herauts = [];
if (devaste) { herauts.push(i18n_devasterAnatheme); }
if (bourreau) { herauts.push(i18n_bourreauTenebres); }
if (equilibre) { herauts.push(i18n_equilibrerBalance); }
exec.push(`{{herauts=${herauts.join(' / ')}}}`);
}
if (autresEffets.length > 0) {
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
}
if (isConditionnelD) { exec.push('{{degatsConditionnel=true}}'); }
const finalRoll = await startRoll(exec.join(' '));
const tJet = finalRoll.results.jet.result;
const rJet = finalRoll.results.jet.dice;
const tBonus = finalRoll.results.bonus.result;
const tExploit = finalRoll.results.Exploit.result;
const rDegats = finalRoll.results.degats.dice;
const rViolence = finalRoll.results.violence.dice;
const tDegats = finalRoll.results.degats.result;
const tViolence = finalRoll.results.violence.result;
const conditions = {
bourreau,
devaste,
equilibre,
isSurprise,
};
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions);
finishRoll(finalRoll.rollId, computed);
if (tJet !== 0 && computed.basejet === tExploit) {
const exploitRoll = await startRoll(`@{jetGM} &{template:mechaArmure} {{special1=@{mechaArmureNom}}} {{special1B=${i18n_exploit}}}${jet}`);
const rExploit = exploitRoll.results.jet.dice;
const exploitPairOrImpair = 0;
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
const vC = valeurCourante;
let nV = 0;
if (vC % 2 === exploitPairOrImpair) {
nV = 1;
}
return accumulateur + nV;
}, 0);
const exploitComputed = {
jet: jetExploit,
};
finishRoll(exploitRoll.rollId, exploitComputed);
}
});
}
const rollArchangel = ['MAAGOffering', 'MAAGCurse', 'MAARMiracle', 'MAACanonNoe'];
rollArchangel.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value.split(';');
const exec = [];
const base = roll[0];
let noyaux;
let armure;
let blindage;
let sante;
let duree;
let resilience;
let choc;
exec.push(base);
let attrs = [];
switch (button) {
case 'MAAGOffering':
attrs = await getAttrsAsync([roll[1]]);
noyaux = +attrs[roll[1]];
degats = roll[2];
duree = roll[3];
exec.push(`{{jDivers=^{duree-en-tours}}} {{jDiversV=[[${duree}]]}} {{jDivers3F12=^{si-bonus-degats-violence}}} {{jDiver3F12V=[[${degats}]]}}`);
if (noyaux >= 2) { exec.push(`{{jDivers2=^{noyaux-depenses}}} {{jDivers2V=${noyaux}}}`); } else { exec.push(`{{jDivers2=^{noyau-depense}}} {{jDivers2V=${noyaux}}}`); }
break;
case 'MAAGCurse':
attrs = await getAttrsAsync([roll[1]]);
noyaux = +attrs[roll[1]];
degats = roll[2];
resilience = roll[3];
choc = roll[4];
exec.push(`{{jDivers3F12=^{si-malus-degats-violence}}} {{jDiver3F12V=[[${degats}]]}} {{jDivers4F12=^{si-baisse-resilience}}} {{jDiver4F12V=[[${resilience}]] / 3}} {{jDivers5F12=^{si-choc}}} {{jDiver5F12V=[[${choc}]]}}`);
if (noyaux >= 2) { exec.push(`{{jDivers2=^{noyaux-depenses}}} {{jDivers2V=${noyaux}}}`); } else { exec.push(`{{jDivers2=^{noyau-depense}}} {{jDivers2V=${noyaux}}}`); }
break;
case 'MAARMiracle':
attrs = await getAttrsAsync([
roll[1],
roll[2],
roll[3],
roll[4],
]);
sante = attrs[roll[1]];
armure = attrs[roll[2]];
blindage = attrs[roll[3]];
resilience = attrs[roll[4]];
duree = roll[5];
exec.push(`{{jDivers=^{duree-en-tours}}} {{jDiversV=[[${duree}]]}} {{jDivers2F12=^{armure}}} {{jDivers2F12V=[[${armure}]]}} {{jDivers3F12=^{sante}}} {{jDiver3F12V=[[${sante}]]}} {{jDivers4F12=^{blindage}}} {{jDiver4F12V=[[${blindage}]]}} {{jDivers5F12=^{resilience}}} {{jDiver5F12V=${resilience}}}`);
log(exec);
break;
case 'MAACanonNoe':
attrs = await getAttrsAsync([
roll[1],
roll[2],
roll[3],
]);
armure = attrs[roll[1]];
blindage = attrs[roll[2]];
resilience = attrs[roll[3]];
exec.push(`{{jDivers=^{armure}}} {{jDiversV=${armure}}} {{jDivers2=^{blindage}}} {{jDivers2V=${blindage}}} {{jDivers3=^{resilience}}} {{jDivers3V=[[${resilience}]]}}`);
break;
default:
armure = 0;
blindage = 0;
resilience = 0;
break;
}
startRoll(exec.join(' '), (results) => {
finishRoll(
results.rollId, {},
);
});
});
});
const rollCombatArchangel = ['MAACanonMetatron'];
rollCombatArchangel.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value.split(';');
let exec = [];
let listAttrs = [];
let attrs = [];
let attrsCarac = [];
const base = roll[0];
let mod;
let C1;
let C2;
let C3;
let C4;
let bCarac;
let pairOrImpair;
let malusRoll;
let total;
let jet;
let baseJet;
let cRoll = [];
const rollBonus = [];
const cBase = [];
const cBonus = [];
let cOD = 0;
let degats;
let bDegats;
let violence;
let bViolence;
let getStyle;
let autresEffets = [];
exec.push(base);
switch (button) {
case 'MAACanonMetatron':
listAttrs = [
'mechaArmurePuissance',
'bonusCarac',
'jetModifDes',
'canonMetatronCaracteristique1',
'canonMetatronCaracteristique2',
'canonMetatronCaracteristique3',
'canonMetatronCaracteristique4',
roll[1],
roll[2],
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
];
listAttrs = listAttrs.concat(listStyle);
attrs = await getAttrsAsync(listAttrs);
bCarac = attrs.bonusCarac;
mod = +attrs.jetModifDes;
C1 = attrs.canonMetatronCaracteristique1;
C2 = attrs.canonMetatronCaracteristique2;
C3 = attrs.canonMetatronCaracteristique3;
C4 = attrs.canonMetatronCaracteristique4;
attrsCarac = await getCarac(bCarac, C1, C2, C3, C4);
if (attrsCarac.C1) {
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cBase.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
cOD += C1OD;
}
if (attrsCarac.C2) {
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cBase.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
cOD += C2OD;
}
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
cOD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
cOD += C4OD;
}
degats = Number(attrs[roll[1]].split('D')[0]);
bDegats = Number(attrs[roll[1]].split('D')[1].split('+')[1]) || 0;
violence = Number(attrs[roll[2]].split('D')[0]);
bViolence = Number(attrs[roll[2]].split('D')[1].split('+')[1]) || 0;
if (cBase.length > 0) { exec.push(cBase.join(' - ')); }
if (cBonus.length > 0) { exec.push(cBonus.join(' - ')); }
getStyle = getStyleDistanceMod(attrs, degats, violence, '', '', true, 0, false, false, false, false);
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
cRoll.push(Number(attrs.mechaArmurePuissance));
exec.push(`{{vPuissance=+${Number(attrs.mechaArmurePuissance)}D}}`);
rollBonus.push(cOD);
degats += getStyle.diceDegats;
violence += getStyle.diceViolence;
if (mod !== 0) {
cRoll.push(mod);
exec.push(`{{mod=${mod}}}`);
}
pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
malusRoll = 0;
total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
if (rollBonus.length === 0) { rollBonus.push(0); }
exec.push(`{{vOD=${cOD}}}`);
exec.push(`{{bonus=[[${rollBonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats}D6+${bDegats}]]}}`);
exec.push(`{{violence=[[${violence}D6+${bViolence}]]}}`);
if (cBase.length > 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
if (cBonus.length > 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
exec.push(`{{succesConditionnel=true}} {{parasitage=${i18n_parasitage} 2}} {{parasitageCondition=${i18n_parasitageCondition}}}`);
autresEffets = [
i18n_antiVehicule,
i18n_briserResilience,
`${i18n_degatsContinus} 10 ([[1d6]] ${i18n_tours})`,
];
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
break;
}
const devaste = +attrs.devasterAnatheme;
const bourreau = +attrs.bourreauTenebres;
const equilibre = +attrs.equilibreBalance;
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=${herauts.join(' / ')}}}`);
}
const finalRoll = await startRoll(exec.join(' '));
const tJet = finalRoll.results.jet.result;
const rJet = finalRoll.results.jet.dice;
const tBonus = finalRoll.results.bonus.result;
const tExploit = finalRoll.results.Exploit.result;
const rDegats = finalRoll.results.degats.dice;
const rViolence = finalRoll.results.violence.dice;
const tDegats = finalRoll.results.degats.result;
const tViolence = finalRoll.results.violence.result;
const conditions = {
bourreau,
devaste,
equilibre,
};
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, [bDegats], tViolence, rViolence, [bViolence], conditions);
finishRoll(finalRoll.rollId, computed);
if (tJet !== 0 && computed.basejet === tExploit) {
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:mechaArmure} {{special1=@{mechaArmureNom}}} {{special1B=${i18n_exploit}}}${jet}`);
const rExploit = exploitRoll.results.jet.dice;
const exploitPairOrImpair = 0;
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
const vC = valeurCourante;
let nV = 0;
if (vC % 2 === exploitPairOrImpair) {
nV = 1;
}
return accumulateur + nV;
}, 0);
const exploitComputed = {
jet: jetExploit,
};
finishRoll(exploitRoll.rollId, exploitComputed);
}
});
});
const rollNephilim = ['MANOGInvulnerabilite', 'MANOGStationDebordement', 'MANOGStationMissile', 'MANOGStationRoquette', 'MANMJ'];
rollNephilim.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value.split(';');
const exec = [];
let attrs = [];
const base = roll[0];
let duree;
let tours;
let degats;
let violence;
let devaste = false;
let bourreau = false;
let equilibre = false;
let isMeurtrier = false;
let isFureur = false;
const effets = [];
exec.push(base);
switch (button) {
case 'MANOGInvulnerabilite':
attrs = await getAttrsAsync([roll[1]]);
duree = attrs[roll[1]];
exec.push(`{{jDivers=^{duree-en-tours}}} {{jDiversV=[[${duree}]]}}`);
break;
case 'MANOGStationDebordement':
attrs = await getAttrsAsync([roll[1]]);
tours = attrs[roll[1]];
exec.push(`{{jDivers=^{debordement}}} {{jDiversV=[[${tours}*10]]}}`);
break;
case 'MANOGStationMissile':
attrs = await getAttrsAsync([
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
]);
devaste = +attrs.devasterAnatheme;
bourreau = +attrs.bourreauTenebres;
equilibre = +attrs.equilibreBalance;
degats = roll[1];
violence = roll[2];
effets.push(i18n_antiVehicule);
effets.push(i18n_artillerie);
effets.sort();
exec.push(`{{degats=[[${degats}]]}} {{violence=[[${violence}]]}} {{effets=${effets.join(' / ')}}}`);
break;
case 'MANOGStationRoquette':
attrs = await getAttrsAsync([
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
]);
degats = roll[1];
violence = roll[2];
devaste = +attrs.devasterAnatheme;
bourreau = +attrs.bourreauTenebres;
equilibre = +attrs.equilibreBalance;
exec.push(`{{degats=[[${degats}]]}} {{violence=[[${violence}]]}}`);
break;
case 'MANMJ':
attrs = await getAttrsAsync([
roll[1],
roll[2],
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
]);
degats = attrs[roll[1]];
violence = attrs[roll[2]];
effets.push(i18n_antiVehicule);
effets.push(i18n_demoralisant);
effets.push(i18n_briserResilience);
effets.sort();
isMeurtrier = true;
isFureur = true;
exec.push(`{{degats=[[${degats}]]}} {{degatsConditionnel=true}} {{meurtrier=${i18n_meurtrier}}} {{meurtrierValue=[[2D6]]}} {{meurtrierCondition=${i18n_meurtrierCondition}}} {{violence=[[${violence}]]}} {{violenceConditionnel=true}} {{fureur=${i18n_fureur}}} {{fureurValue=[[2D6]]}} {{fureurCondition=${i18n_fureurCondition}}} {{antiAnatheme=${i18n_antiAnatheme}}} {{antiAnathemeCondition=${i18n_antiAnathemeCondition}}} {{effets=${effets.join(' / ')}}}`);
break;
}
if (devaste || bourreau || equilibre) {
const herauts = [];
if (devaste) { herauts.push(i18n_devasterAnatheme); }
if (bourreau) { herauts.push(i18n_bourreauTenebres); }
if (equilibre) { herauts.push(i18n_equilibrerBalance); }
exec.push(`{{herauts=${herauts.join(' / ')}}}`);
}
const finalRoll = await startRoll(exec.join(' '));
let computed = {};
if (button === 'MANOGStationMissile' || button === 'MANOGStationRoquette' || button === 'MANMJ') {
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,
isFureur,
isMeurtrier,
};
computed = updateRoll(finalRoll, tDegats, rDegats, [], tViolence, rViolence, [], conditions);
}
finishRoll(finalRoll.rollId, computed);
});
});
const rollCombatNephilim = ['MANCanonMagma', 'MANMSurtur'];
rollCombatNephilim.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value.split(';');
let exec = [];
let listAttrs = [];
let attrs = [];
let attrsCarac = [];
const base = roll[0];
let mod;
let C1;
let C2;
let C3;
let C4;
let bCarac;
let pairOrImpair;
let malusRoll;
let total;
let jet;
let baseJet;
let cRoll = [];
const rollBonus = [];
const cBase = [];
const cBonus = [];
let cOD = 0;
let degats;
let bDegats;
let violence;
let bViolence;
let isFureur = false;
let isUltraviolence = false;
let getStyle;
let autresEffets;
exec.push(base);
switch (button) {
case 'MANCanonMagma':
listAttrs = [
roll[1],
roll[2],
'mechaArmurePuissance',
'bonusCarac',
'jetModifDes',
'canonMagmaCaracteristique1',
'canonMagmaCaracteristique2',
'canonMagmaCaracteristique3',
'canonMagmaCaracteristique4',
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
];
listAttrs = listAttrs.concat(listStyle);
attrs = await getAttrsAsync(listAttrs);
bCarac = attrs.bonusCarac;
mod = +attrs.jetModifDes;
isFureur = true;
C1 = attrs.canonMagmaCaracteristique1;
C2 = attrs.canonMagmaCaracteristique2;
C3 = attrs.canonMagmaCaracteristique3;
C4 = attrs.canonMagmaCaracteristique4;
attrsCarac = await getCarac(bCarac, C1, C2, C3, C4);
if (attrsCarac.C1) {
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cBase.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
cOD += C1OD;
}
if (attrsCarac.C2) {
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cBase.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
cOD += C2OD;
}
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
cOD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
cOD += C4OD;
}
degats = Number(attrs[roll[1]].split('D')[0]);
bDegats = Number(attrs[roll[1]].split('D')[1].split('+')[1]) || 0;
violence = Number(attrs[roll[2]].split('D')[0]);
bViolence = Number(attrs[roll[2]].split('D')[1].split('+')[1]) || 0;
getStyle = getStyleDistanceMod(attrs, degats, violence, '', '', true, 0, false, false, false, false);
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
cRoll.push(Number(attrs.mechaArmurePuissance));
exec.push(`{{vPuissance=+${Number(attrs.mechaArmurePuissance)}D}}`);
rollBonus.push(cOD);
degats += getStyle.diceDegats;
violence += getStyle.diceViolence;
pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
malusRoll = 0;
total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
if (rollBonus.length === 0) { rollBonus.push(0); }
exec.push(`{{vOD=${cOD}}}`);
exec.push(`{{bonus=[[${rollBonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats}D6+${bDegats}]]}}`);
exec.push(`{{violence=[[${violence}D6+${bViolence}]]}}`);
if (cBase.length > 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
if (cBonus.length > 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
exec.push(`{{degatsConditionnel=true}} {{violenceConditionnel=true}} {{antiAnatheme=${i18n_antiAnatheme}}} {{antiAnathemeCondition=${i18n_antiAnathemeCondition}}} {{fureur=${i18n_fureur}}} {{fureurValue=[[2D6]]}} {{fureurCondition=${i18n_fureurCondition}}}`);
autresEffets = [
`${i18n_dispersion} 12`,
i18n_briserResilience,
i18n_antiVehicule,
];
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
break;
case 'MANMSurtur':
listAttrs = [
roll[1],
roll[2],
'mechaArmurePuissance',
'bonusCarac',
'jetModifDes',
'MSurturCaracteristique1',
'MSurturCaracteristique2',
'MSurturCaracteristique3',
'MSurturCaracteristique4',
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
];
listAttrs = listAttrs.concat(listStyle);
attrs = await getAttrsAsync(listAttrs);
isUltraviolence = true;
bCarac = attrs.bonusCarac;
mod = +attrs.jetModifDes;
C1 = attrs.MSurturCaracteristique1;
C2 = attrs.MSurturCaracteristique2;
C3 = attrs.MSurturCaracteristique3;
C4 = attrs.MSurturCaracteristique4;
attrsCarac = await getCarac(bCarac, C1, C2, C3, C4);
if (attrsCarac.C1) {
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cBase.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
cOD += C1OD;
}
if (attrsCarac.C2) {
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cBase.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
cOD += C2OD;
}
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
cOD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
cOD += C4OD;
}
degats = Number(attrs[roll[1]].split('D')[0]);
bDegats = Number(attrs[roll[1]].split('D')[1].split('+')[1]) || 0;
violence = Number(attrs[roll[2]].split('D')[0]);
bViolence = Number(attrs[roll[2]].split('D')[1].split('+')[1]) || 0;
getStyle = getStyleDistanceMod(attrs, degats, violence, '', '', true, 0, false, false, false, false);
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
cRoll.push(Number(attrs.mechaArmurePuissance));
exec.push(`{{vPuissance=+${Number(attrs.mechaArmurePuissance)}D}}`);
rollBonus.push(cOD);
degats += getStyle.diceDegats;
violence += getStyle.diceViolence;
if (mod !== 0) {
cRoll.push(mod);
exec.push(`{{mod=${mod}}}`);
}
pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
malusRoll = 0;
total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
if (rollBonus.length === 0) { rollBonus.push(0); }
exec.push(`{{vOD=${cOD}}}`);
exec.push(`{{bonus=[[${rollBonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats}D6+${bDegats}]]}}`);
exec.push(`{{violence=[[${violence}D6+${bViolence}]]}}`);
if (cBase.length > 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
if (cBonus.length > 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
exec.push(`{{violenceConditionnel=true}} {{ultraviolence=${i18n_ultraviolence}}} {{ultraViolenceValue=[[2D6]]}} {{ultraviolenceCondition=${i18n_ultraviolenceCondition}}}`);
autresEffets = [
i18n_demoralisant,
i18n_antiVehicule,
];
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
break;
}
const devaste = +attrs.devasterAnatheme;
const bourreau = +attrs.bourreauTenebres;
const equilibre = +attrs.equilibreBalance;
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=${herauts.join(' / ')}}}`);
}
const finalRoll = await startRoll(exec.join(' '));
const tJet = finalRoll.results.jet.result;
const rJet = finalRoll.results.jet.dice;
const tBonus = finalRoll.results.bonus.result;
const tExploit = finalRoll.results.Exploit.result;
const rDegats = finalRoll.results.degats.dice;
const rViolence = finalRoll.results.violence.dice;
const tDegats = finalRoll.results.degats.result;
const tViolence = finalRoll.results.violence.result;
const conditions = {
bourreau,
devaste,
equilibre,
isFureur,
isUltraviolence,
};
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, [bDegats], tViolence, rViolence, [bViolence], conditions);
finishRoll(finalRoll.rollId, computed);
if (tJet !== 0 && computed.basejet === tExploit) {
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:mechaArmure} {{special1=@{mechaArmureNom}}} {{special1B=${i18n_exploit}}}${jet}`);
const rExploit = exploitRoll.results.jet.dice;
const exploitPairOrImpair = 0;
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
const vC = valeurCourante;
let nV = 0;
if (vC % 2 === exploitPairOrImpair) {
nV = 1;
}
return accumulateur + nV;
}, 0);
const exploitComputed = {
jet: jetExploit,
};
finishRoll(exploitRoll.rollId, exploitComputed);
}
});
});
const rollDemon = ['MAAMI', 'MAATLA'];
rollDemon.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value.split(';');
const exec = [];
let attrs = [];
const base = roll[0];
let wraith;
let degats;
let violence;
let bDegats = 0;
let bViolence = 0;
exec.push(base);
switch (button) {
case 'MAAMI':
attrs = await getAttrsAsync([
roll[1],
roll[2],
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
'MADDjinnWraithActive',
'discretion',
`${ODValue.discretion}`,
]);
wraith = attrs.MADDjinnWraithActive;
degats = attrs[roll[1]];
violence = attrs[roll[2]];
bDegats = +degats.split('+')[1];
bViolence = +violence.split('+')[1];
if (wraith !== '0') {
degats += `+${+attrs.discretion + +attrs[ODValue.discretion]}`;
bDegats += +attrs.discretion + +attrs[ODValue.discretion];
exec.push(`{{vWraithD=[[${+attrs.discretion}+${+attrs[ODValue.discretion]}]]}}`);
}
exec.push(`{{degats=[[${degats}]]}} {{violence=[[${violence}]]}} {{effets=^{CDF-desactive-pendant} [[1D3]] ^{tours}}}`);
break;
case 'MAATLA':
attrs = await getAttrsAsync([
roll[1],
roll[2],
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
'MADDjinnWraithActive',
'discretion',
`${ODValue.discretion}`,
]);
wraith = attrs.MADDjinnWraithActive;
degats = attrs[roll[1]];
violence = attrs[roll[2]];
if (wraith !== '0') {
degats += `+${+attrs.discretion + +attrs[ODValue.discretion]}`;
bDegats += +attrs.discretion + +attrs[ODValue.discretion];
exec.push(`{{vWraithD=[[${+attrs.discretion}+${+attrs[ODValue.discretion]}]]}}`);
}
exec.push(`{{degats=[[${degats}]]}} {{violence=[[${violence}]]}} {{degatsConditionnel=true}} {{violenceConditionnel=true}} {{antiAnatheme=${i18n_antiAnatheme}}} {{antiAnathemeCondition=${i18n_antiAnathemeCondition}}} {{effets=${i18n_antiVehicule}}}`);
break;
}
if (wraith !== '0') {
exec.push('{{special2=^{module-wraith} ^{active}}}');
}
const devaste = +attrs.devasterAnatheme;
const bourreau = +attrs.bourreauTenebres;
const equilibre = +attrs.equilibreBalance;
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=${herauts.join(' / ')}}}`);
}
const finalRoll = await startRoll(exec.join(' '));
const rDegats = finalRoll.results.degats.dice;
const rViolence = finalRoll.results.violence.dice;
const tDegats = finalRoll.results.degats.result;
const tViolence = finalRoll.results.violence.result;
const conditions = {
bourreau,
devaste,
equilibre,
};
const computed = updateRoll(finalRoll, [], 0, tDegats, rDegats, [bDegats], tViolence, rViolence, [bViolence], conditions);
finishRoll(finalRoll.rollId, computed);
});
});
const rollCombatDemon = ['MADSouffle', 'MADjinnWraith', 'MADPSoniques', 'MADLCG'];
rollCombatDemon.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value.split(';');
let exec = [];
const base = roll[0];
let mod;
let C1;
let C2;
let C3;
let C4;
let bCarac;
let listAttrs = [];
let attrs = [];
let attrsCarac = [];
let pairOrImpair;
let malusRoll;
let total;
let jet;
let baseJet;
let cRoll = [];
const rollBonus = [];
const cBase = [];
const cBonus = [];
let cOD = 0;
let wraith;
let degats;
let bDegats;
let violence;
let bViolence;
let getStyle;
let autresEffets;
exec.push(base);
switch (button) {
case 'MADSouffle':
listAttrs = [
'bonusCarac',
'jetModifDes',
'mechaArmurePuissance',
'DSouffleCaracteristique1',
'DSouffleCaracteristique2',
'DSouffleCaracteristique3',
'DSouffleCaracteristique4',
roll[1],
roll[2],
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
'MADDjinnWraithActive',
'discretion',
`${ODValue.discretion}`,
];
listAttrs = listAttrs.concat(listStyle);
attrs = await getAttrsAsync(listAttrs);
wraith = attrs.MADDjinnWraithActive;
bCarac = attrs.bonusCarac;
mod = +attrs.jetModifDes;
C1 = attrs.DSouffleCaracteristique1;
C2 = attrs.DSouffleCaracteristique2;
C3 = attrs.DSouffleCaracteristique3;
C4 = attrs.DSouffleCaracteristique4;
attrsCarac = await getCarac(bCarac, C1, C2, C3, C4);
if (attrsCarac.C1) {
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cBase.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
cOD += C1OD;
}
if (attrsCarac.C2) {
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cBase.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
cOD += C2OD;
}
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
cOD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
cOD += C4OD;
}
degats = Number(attrs[roll[1]].split('D')[0]);
bDegats = Number(attrs[roll[1]].split('D')[1].split('+')[1]) || 0;
violence = Number(attrs[roll[2]]);
bViolence = 0;
getStyle = getStyleDistanceMod(attrs, degats, violence, '', '', true, 0, false, false, false, false);
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
cRoll.push(Number(attrs.mechaArmurePuissance));
exec.push(`{{vPuissance=+${Number(attrs.mechaArmurePuissance)}D}}`);
rollBonus.push(cOD);
degats += getStyle.diceDegats;
violence += getStyle.diceViolence;
if (wraith !== '0') {
cRoll.push(+attrs.discretion);
rollBonus.push(+attrs[ODValue.discretion]);
bDegats += +attrs.discretion + +attrs[ODValue.discretion];
exec.push(`{{vWraithA=${+attrs.discretion}D6+${+attrs[ODValue.discretion]}}} {{vWraithD=[[${+attrs.discretion}+${+attrs[ODValue.discretion]}]]}}`);
}
pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
malusRoll = 0;
total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
if (rollBonus.length === 0) { rollBonus.push(0); }
exec.push(`{{vOD=${cOD}}}`);
exec.push(`{{bonus=[[${rollBonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats}D6+${bDegats}]]}}`);
exec.push(`{{violence=[[${violence}D6+${bViolence}]]}}`);
if (cBase.length > 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
if (cBonus.length > 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
autresEffets = [
`${i18n_parasitage} 2`,
i18n_briserResilience,
i18n_antiVehicule,
];
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
break;
case 'MADjinnWraith':
listAttrs = [
'jetModifDes',
'bonusCarac',
'mechaArmureManoeuvrabilite',
'MADDjinnWraithActive',
'caracteristiqueWraith2',
'caracteristiqueWraith3',
'caracteristiqueWraith4',
roll[1],
roll[2],
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
];
attrs = await getAttrsAsync(listAttrs);
wraith = attrs.MADDjinnWraithActive;
bCarac = attrs.bonusCarac;
mod = +attrs.jetModifDes;
C1 = '@{discretion}';
C2 = attrs.caracteristiqueWraith2;
C3 = attrs.caracteristiqueWraith3;
C4 = attrs.caracteristiqueWraith4;
attrsCarac = await getCarac(bCarac, C1, C2, C3, C4);
if (attrsCarac.C1) {
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cBase.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
cOD += C1OD;
}
if (attrsCarac.C2) {
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cBase.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
cOD += C2OD;
}
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
cOD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
cOD += C4OD;
}
cRoll.push(Number(attrs.mechaArmureManoeuvrabilite));
exec.push(`{{vManoeuvrabilite=+${Number(attrs.mechaArmureManoeuvrabilite)}D}}`);
rollBonus.push(cOD);
pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
malusRoll = 0;
total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
if (rollBonus.length === 0) { rollBonus.push(0); }
exec.push(`{{vOD=${cOD}}}`);
exec.push(`{{bonus=[[${rollBonus.join('+')}]]}}`);
if (cBase.length > 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
if (cBonus.length > 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
break;
case 'MADPSoniques':
listAttrs = [
'jetModifDes',
'bonusCarac',
'mechaArmurePuissance',
'APoingsCaracteristique1',
'APoingsCaracteristique2',
'APoingsCaracteristique3',
'APoingsCaracteristique4',
roll[1],
roll[2],
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
'MADDjinnWraithActive',
'discretion',
`${ODValue.discretion}`,
];
listAttrs = listAttrs.concat(listStyle);
attrs = await getAttrsAsync(listAttrs);
wraith = attrs.MADDjinnWraithActive;
bCarac = attrs.bonusCarac;
mod = +attrs.jetModifDes;
C1 = attrs.APoingsCaracteristique1;
C2 = attrs.APoingsCaracteristique2;
C3 = attrs.APoingsCaracteristique3;
C4 = attrs.APoingsCaracteristique4;
attrsCarac = await getCarac(bCarac, C1, C2, C3, C4);
if (attrsCarac.C1) {
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cBase.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
cOD += C1OD;
}
if (attrsCarac.C2) {
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cBase.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
cOD += C2OD;
}
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
cOD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
cOD += C4OD;
}
degats = Number(attrs[roll[1]].split('D')[0]);
bDegats = Number(attrs[roll[1]].split('D')[1].split('+')[1]) || 0;
violence = Number(attrs[roll[2]].split('D')[0]);
bViolence = Number(attrs[roll[2]].split('D')[1].split('+')[1]) || 0;
getStyle = getStyleDistanceMod(attrs, degats, violence, '', '', true, 0, false, false, false, false);
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
cRoll.push(Number(attrs.mechaArmurePuissance));
exec.push(`{{vPuissance=+${Number(attrs.mechaArmurePuissance)}D}}`);
rollBonus.push(cOD);
degats += getStyle.diceDegats;
violence += getStyle.diceViolence;
if (wraith !== '0') {
cRoll.push(+attrs.discretion);
rollBonus.push(+attrs[ODValue.discretion]);
bDegats += +attrs.discretion + +attrs[ODValue.discretion];
exec.push(`{{vWraithA=${+attrs.discretion}D6+${+attrs[ODValue.discretion]}}} {{vWraithD=[[${+attrs.discretion}+${+attrs[ODValue.discretion]}]]}}`);
}
pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
malusRoll = 0;
total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
if (rollBonus.length === 0) { rollBonus.push(0); }
exec.push(`{{vOD=${cOD}}}`);
exec.push(`{{bonus=[[${rollBonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats}D6+${bDegats}]]}}`);
exec.push(`{{violence=[[${violence}D6+${bViolence}]]}}`);
if (cBase.length > 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
if (cBonus.length > 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
autresEffets = [
i18n_antiVehicule,
i18n_poingsSoniques,
];
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
break;
case 'MADLCG':
listAttrs = [
'jetModifDes',
'bonusCarac',
'mechaArmurePuissance',
'LCGCaracteristique1',
'LCGCaracteristique2',
'LCGCaracteristique3',
'LCGCaracteristique4',
roll[1],
roll[2],
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
'MADDjinnWraithActive',
'discretion',
`${ODValue.discretion}`,
];
listAttrs = listAttrs.concat(listStyle);
attrs = await getAttrsAsync(listAttrs);
wraith = attrs.MADDjinnWraithActive;
bCarac = attrs.bonusCarac;
mod = +attrs.jetModifDes;
C1 = attrs.LCGCaracteristique1;
C2 = attrs.LCGCaracteristique2;
C3 = attrs.LCGCaracteristique3;
C4 = attrs.LCGCaracteristique4;
attrsCarac = await getCarac(bCarac, C1, C2, C3, C4);
if (attrsCarac.C1) {
const C1Value = attrsCarac.C1Base;
const C1OD = attrsCarac.C1OD;
cBase.push(attrsCarac.C1Nom);
cRoll.push(C1Value);
cOD += C1OD;
}
if (attrsCarac.C2) {
const C2Value = attrsCarac.C2Base;
const C2OD = attrsCarac.C2OD;
cBase.push(attrsCarac.C2Nom);
cRoll.push(C2Value);
cOD += C2OD;
}
if (attrsCarac.C3) {
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
cOD += C3OD;
}
if (attrsCarac.C4) {
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
cOD += C4OD;
}
degats = Number(attrs[roll[1]].split('D')[0]);
bDegats = Number(attrs[roll[1]].split('D')[1].split('+')[1]) || 0;
violence = Number(attrs[roll[2]].split('D')[0]);
bViolence = Number(attrs[roll[2]].split('D')[1].split('+')[1]) || 0;
getStyle = getStyleDistanceMod(attrs, degats, violence, '', '', true, 0, false, false, false, false);
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
cRoll.push(Number(attrs.mechaArmurePuissance));
exec.push(`{{vPuissance=+${Number(attrs.mechaArmurePuissance)}D}}`);
rollBonus.push(cOD);
degats += getStyle.diceDegats;
violence += getStyle.diceViolence;
if (mod !== 0) {
cRoll.push(mod);
exec.push(`{{mod=${mod}}}`);
}
if (wraith !== '0') {
cRoll.push(+attrs.discretion);
rollBonus.push(+attrs[ODValue.discretion]);
bDegats += +attrs.discretion + +attrs[ODValue.discretion];
exec.push(`{{vWraithA=${+attrs.discretion}D6+${+attrs[ODValue.discretion]}}} {{vWraithD=[[${+attrs.discretion}+${+attrs[ODValue.discretion]}]]}}`);
}
pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
malusRoll = 0;
total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
if (cOD.length === 0) { cOD.push(0); }
if (rollBonus.length === 0) { rollBonus.push(0); }
exec.push(`{{vOD=${cOD}}}`);
exec.push(`{{bonus=[[${rollBonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats}D6+${bDegats}]]}}`);
exec.push(`{{violence=[[${violence}D6+${bViolence}]]}}`);
if (cBase.length > 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
if (cBonus.length > 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
autresEffets = [
`(${i18n_penetrant} 10)`,
i18n_antiVehicule,
`(${i18n_ignoreCDF})`,
];
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
break;
}
const devaste = +attrs.devasterAnatheme;
const bourreau = +attrs.bourreauTenebres;
const equilibre = +attrs.equilibreBalance;
if (button !== 'MADjinnWraith') {
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=${herauts.join(' / ')}}}`);
}
}
if (wraith !== '0') {
exec.push('{{special2=^{module-wraith} ^{active}}}');
}
const finalRoll = await startRoll(exec.join(' '));
const tJet = finalRoll.results.jet.result;
const rJet = finalRoll.results.jet.dice;
const tBonus = finalRoll.results.bonus.result;
const tExploit = finalRoll.results.Exploit.result;
let rDegats = [];
let tDegats = 0;
let rViolence = [];
let tViolence = 0;
let conditions = {};
if (button !== 'MADjinnWraith') {
rDegats = finalRoll.results.degats.dice;
rViolence = finalRoll.results.violence.dice;
tDegats = finalRoll.results.degats.result;
tViolence = finalRoll.results.violence.result;
conditions = {
bourreau,
devaste,
equilibre,
};
}
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, [bDegats], tViolence, rViolence, [bViolence], conditions);
finishRoll(finalRoll.rollId, computed);
if (tJet !== 0 && computed.basejet === tExploit) {
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:mechaArmure} {{special1=@{mechaArmureNom}}} {{special1B=${i18n_exploit}}}${jet}`);
const rExploit = exploitRoll.results.jet.dice;
const exploitPairOrImpair = 0;
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
const vC = valeurCourante;
let nV = 0;
if (vC % 2 === exploitPairOrImpair) {
nV = 1;
}
return accumulateur + nV;
}, 0);
const exploitComputed = {
jet: jetExploit,
};
finishRoll(exploitRoll.rollId, exploitComputed);
}
});
});