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

867 lines
30 KiB
JavaScript

const rollCombatDistance = ["pSDistance", "mEDistance", "repeating_armeDist:armedistance", "repeating_armeDistVehicule:armedistance"];
rollCombatDistance.forEach(button => {
on(`clicked:${button}`, async function(info) {
let roll = info.htmlAttributes.value;
let armure = donneesPJ["Armure"];
let armureL = donneesPJ["ArmureLegende"];
let firstExec = [];
let exec = [];
firstExec.push(roll);
var hasArmure = true;
let listAttrs = [];
let prefix = "";
let id = "";
var name = "";
var portee = "";
let dEffets = [];
let dEffetsValue = [];
let AA = [];
let AAValue = [];
let special = [];
let specialValue = [];
let baseDegats = 0;
let baseViolence = 0;
let diceDegats = 0;
let diceViolence = 0;
let bDegats = [];
let bViolence = [];
switch(button) {
case "pSDistance":
name = i18n_pistoletService;
prefix = "pS";
dEffets = wpnEffects.map(a => `${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}${a}`);
listAttrs.push("pScaracteristique1Equipement");
listAttrs.push("pScaracteristique2Equipement");
listAttrs.push("pScaracteristique3Equipement");
listAttrs.push("pScaracteristique4Equipement");
listAttrs.push("pSpilonnage");
baseDegats = 2;
baseViolence = 1;
diceDegats = 2;
bDegats.push(6);
diceViolence = 1;
bViolence.push(0);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
break;
case "mEDistance":
name = i18n_marteauEpieuD;
prefix = "mE";
dEffets = wpnEffects.map(a => `${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}${a}`);
listAttrs.push("mEcaracteristique1Equipement");
listAttrs.push("mEcaracteristique2Equipement");
listAttrs.push("mEcaracteristique3Equipement");
listAttrs.push("mEcaracteristique4Equipement");
listAttrs.push("mEpilonnage");
baseDegats = 3;
baseViolence = 3;
diceDegats = 3;
bDegats.push(12);
diceViolence = 3;
bViolence.push(12);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
break;
case "repeating_armeDist:armedistance":
id = info.triggerName.split("_")[2];
prefix = `repeating_armeDist_${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}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}ArmeDist`);
listAttrs.push(`${prefix}armeDistPortee`);
listAttrs.push(`${prefix}armeDistDegat`);
listAttrs.push(`${prefix}armeDistViolence`);
listAttrs.push(`${prefix}armeDistBDegat`);
listAttrs.push(`${prefix}armeDistBViolence`);
listAttrs = listAttrs.concat(dEffets, dEffetsValue, AA, AAValue, special, specialValue);
break;
}
let attrs = await asw.getAttrs(listAttrs);
if(button == "repeating_armeDist:armedistance" || button == "repeating_armeDistVehicule:armedistance") {
name = attrs[`${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[`${prefix}armeDistBViolence`]) || 0);
}
let C1 = attrs[`${prefix}caracteristique1Equipement`] || "0";
let C2 = attrs[`${prefix}caracteristique2Equipement`] || "0";
let C3 = attrs[`${prefix}caracteristique3Equipement`] || "0";
let C4 = attrs[`${prefix}caracteristique4Equipement`] || "0";
let vPilonnage = attrs[`${prefix}pilonnage`] || 0;
if(armure == "sans" || armure == "guardian")
hasArmure = false;
let isConditionnelA = false;
let isConditionnelD = false;
let isConditionnelV = false;
let cBase = [];
let cBonus = [];
let cRoll = [];
let bonus = [];
let OD = 0;
let mod = PJData["jetModifDes"];
let hasBonus = PJData["bonusCarac"];
let degats = [];
let violence = [];
let C1Nom = "";
let C2Nom = "";
let C3Nom = "";
let C4Nom = "";
let ODBarbarian = [];
let ODMALBarbarian = [];
let ODShaman = [];
let ODMALShaman = [];
let ODWarrior = [];
let ODMALWarrior = [];
let vForce = CaracValue["force"].value;
let vDiscretion = CaracValue["discretion"].value;
let oDiscretion = CaracValue["discretion"].VraiOD;
let vDexterite = CaracValue["dexterite"].value;
let oDexterite = CaracValue["dexterite"].VraiOD;
let vTir = CaracValue["tir"].value;
let oTir = CaracValue["tir"].VraiOD;
let attaquesSurprises = [];
let attaquesSurprisesValue = [];
let attaquesSurprisesCondition = "";
let eASAssassin = "";
let eASAssassinValue = 0;
let isAssistantAttaque = false;
let isAntiAnatheme = false;
let isCadence = false;
let sCadence = 0;
let vCadence = 0;
let isChoc = false;
let isDeuxMains = false;
let isDestructeur = false;
let vDestructeur = 0;
let isLeste = false;
let isLourd = false;
let isMeurtrier = false;
let vMeurtrier = 0;
let nowSilencieux = false;
let isObliteration = false;
let isOrfevrerie = false;
let isTenebricide = false;
let isTirRafale = false;
let isChambreDouble = false;
let lumiere = "";
let isELumiere = false
let lumiereValue = 0;
let isEAkimbo = false;
let isEAmbidextrie = false;
let pasEnergie = false;
let sEnergieText = "";
let energie = PJData["energiePJ"];
let espoir = PJData["espoir"];
let autresEffets = [];
let autresAmeliorationsA = [];
let autresSpecial = [];
if(hasArmure)
exec.push("{{OD=true}}");
if(C1 != "0") {
C1Nom = C1.slice(2, -1);
let C1Value = Number(CaracValue[C1Nom].value);
let C1OD = Number(CaracValue[C1Nom].OD);
cBase.push(CaracNom[C1Nom]);
cRoll.push(C1Value);
if(hasArmure)
OD += C1OD;
};
if(C2 != "0") {
C2Nom = C2.slice(2, -1);
let C2Value = Number(CaracValue[C2Nom].value);
let C2OD = Number(CaracValue[C2Nom].OD);
cBase.push(CaracNom[C2Nom]);
cRoll.push(C2Value);
if(hasArmure)
OD += C2OD;
}
if(hasBonus == 1 || hasBonus == 2) {
if(C3 != "0") {
C3Nom = C3.slice(2, -1);
let C3Value = Number(CaracValue[C3Nom].value);
let C3OD = Number(CaracValue[C3Nom].OD);
cBonus.push(CaracNom[C3Nom]);
cRoll.push(C3Value);
if(hasArmure)
OD += C3OD;
}
if(hasBonus == 2) {
if(C4 != "0") {
C4Nom = C4.slice(2, -1);
let C4Value = Number(CaracValue[C4Nom].value);
let C4OD = Number(CaracValue[C4Nom].OD);
cBonus.push(CaracNom[C4Nom]);
cRoll.push(C4Value);
if(hasArmure)
OD += C4OD;
}
}
}
if(OD.length == 0)
exec.push("{{vOD=0}}");
else
exec.push("{{vOD="+OD+"}}");
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
var 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;
isDeuxMains = effets.isDeuxMains;
isLourd = effets.isLourd;
isLeste = effets.isLeste;
isMeurtrier = effets.isMeurtrier;
vMeurtrier = effets.vMeurtrier;
nowSilencieux = effets.nowSilencieux;
isOrfevrerie = effets.isOrfevrerie;
isTenebricide = effets.isTenebricide;
isObliteration = effets.isObliteration;
isTirRafale = effets.isTirRafale;
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 D'ARMES
var 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 = false;
isChambreDouble = ameliorationsA.isChambreDouble;
sCadence = ameliorationsA.rChambreDouble;
}
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
let getStyle = getStyleDistanceMod(PJData, baseDegats, baseViolence, vPilonnage, hasArmure, oTir, isEAkimbo, isEAmbidextrie, isDeuxMains, isLourd);
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
diceDegats += getStyle.diceDegats;
diceViolence += getStyle.diceViolence;
//FIN GESTION DU STYLE
//GESTION DES BONUS SPECIAUX
let sBonusDegats = isApplied(attrs[`${prefix}BDDiversTotal`]);
let sBonusDegatsD6 = attrs[`${prefix}BDDiversD6`];
let sBonusDegatsFixe = attrs[`${prefix}BDDiversFixe`];
let sBonusViolence = isApplied(attrs[`${prefix}BVDiversTotal`]);
let sBonusViolenceD6 = attrs[`${prefix}BVDiversD6`];
let sBonusViolenceFixe = attrs[`${prefix}BVDiversFixe`];
let sEnergie = isApplied(attrs[`${prefix}energie`]);
let sEnergieValue = attrs[`${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+")");
var 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+")");
var 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
let armorBonus = getArmorBonus(PJData, armure, isELumiere, false, vDiscretion, oDiscretion, hasBonus, C1Nom, C2Nom, C3Nom, C4Nom);
exec = exec.concat(armorBonus.exec);
cRoll = cRoll.concat(armorBonus.cRoll);
if(isConditionnelA == false)
isConditionnelA = armorBonus.isConditionnelA;
if(isConditionnelD == false)
isConditionnelD = armorBonus.isConditionnelD;
attaquesSurprises = armorBonus.attaquesSurprises.concat(attaquesSurprises);
attaquesSurprisesValue = armorBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
if(attaquesSurprisesCondition == "")
attaquesSurprisesCondition = armorBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition);
diceDegats += Number(armorBonus.diceDegats);
diceViolence += Number(armorBonus.diceViolence);
ODBarbarian = ODBarbarian.concat(armorBonus.ODBarbarian);
ODShaman = ODShaman.concat(armorBonus.ODShaman);
ODWarrior = ODWarrior.concat(armorBonus.ODWarrior);
let MALBonus = getMALBonus(PJData, armureL, isELumiere, false, vDiscretion, oDiscretion, hasBonus, C1Nom, C2Nom, C3Nom, C4Nom);
exec = exec.concat(MALBonus.exec);
cRoll = cRoll.concat(MALBonus.cRoll);
if(isConditionnelA == false)
isConditionnelA = MALBonus.isConditionnelA;
if(isConditionnelD == false)
isConditionnelD = MALBonus.isConditionnelD;
attaquesSurprises = MALBonus.attaquesSurprises.concat(attaquesSurprises);
attaquesSurprisesValue = MALBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
if(attaquesSurprisesCondition == "")
attaquesSurprisesCondition = MALBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition);
diceDegats += Number(MALBonus.diceDegats);
diceViolence += Number(MALBonus.diceViolence);
ODMALBarbarian = ODMALBarbarian.concat(MALBonus.ODMALBarbarian);
ODMALShaman = ODMALShaman.concat(MALBonus.ODMALShaman);
ODMALWarrior = ODMALWarrior.concat(MALBonus.ODMALWarrior);
//FIN GESTION DES BONUS D'ARMURE
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(ODShaman);
bonus = bonus.concat(ODMALShaman);
bonus = bonus.concat(ODWarrior);
bonus = bonus.concat(ODMALWarrior);
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(" - ")+"}}");
var 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(isTenebricide) {
let degatsTenebricide = [];
let ASTenebricide = [];
let ASValueTenebricide = [];
let violenceTenebricide = [];
let diceDegatsTenebricide = Math.floor(diceDegats/2);
let diceViolenceTenebricide = Math.floor(diceViolence/2);
degatsTenebricide.push(diceDegatsTenebricide+"D6");
degatsTenebricide = degatsTenebricide.concat(bDegats);
violenceTenebricide.push(diceViolenceTenebricide+"D6");
violenceTenebricide = violenceTenebricide.concat(bViolence);
exec.push("{{tenebricideValueD=[["+degatsTenebricide.join("+")+"]]}}");
exec.push("{{tenebricideValueV=[["+violenceTenebricide.join("+")+"]]}}");
if(eASAssassinValue > 0) {
eAssassinTenebricideValue = Math.ceil(eASAssassinValue/2);
ASTenebricide.unshift(eASAssassin);
ASValueTenebricide.unshift(eAssassinTenebricideValue+"D6");
if(attaquesSurprises.length > 0) {
ASTenebricide = ASTenebricide.concat(attaquesSurprises);
ASValueTenebricide = ASValueTenebricide.concat(attaquesSurprisesValue);
}
exec.push("{{tenebricideAS="+ASTenebricide.join("\n+")+"}}");
exec.push("{{tenebricideASValue=[["+ASValueTenebricide.join("+")+"]]}}");
} else if(attaquesSurprises.length > 0) {
ASTenebricide = ASTenebricide.concat(attaquesSurprises);
ASValueTenebricide = ASValueTenebricide.concat(attaquesSurprisesValue);
exec.push("{{tenebricideAS="+ASTenebricide.join("\n+")+"}}");
exec.push("{{tenebricideASValue=[["+ASValueTenebricide.join("+")+"]]}}");
}
}
if(isObliteration) {
let ASObliteration = [];
let ASValueObliteration = [];
diceDegatsObliteration = diceDegats*6;
degatsFObliteration = _.reduce(bDegats, function(n1, n2){return Number(n1) + Number(n2);});
let 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, function(n1, n2){ return 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, function(n1, n2){ return n1 + n2; }, 0)+"}}");
}
}
if(isCadence) {
exec.push("{{rCadence="+i18n_cadence+" "+vCadence+" "+i18n_inclus+"}}");
exec.push("{{vCadence="+sCadence+"D}}");
}
if(isChambreDouble) {
exec.push("{{rCadence="+i18n_chambreDouble+" ("+i18n_cadence+" 2) "+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);
}
if(isELumiere)
autresEffets.push(i18n_lumiere+" "+lumiereValue);
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);
if(pasEnergie == false) {
startRoll(exec.join(" "), (results) => {
let tJet = results.results.jet.result;
let tBonus = results.results.bonus.result;
let tExploit = results.results.Exploit.result;
let tMeurtrier = results.results.meurtrierValue;
let vTMeurtrier = 0;
if(tMeurtrier != undefined)
vTMeurtrier = tMeurtrier.dice[0];
let tDestructeur = results.results.destructeurValue;
let vTDestructeur = 0;
if(tDestructeur != undefined)
vTDestructeur = tDestructeur.dice[0];
let tFureur = results.results.fureurValue;
let vTFureur = 0;
if(tFureur != undefined)
vTFureur = tFureur.dice[0]+tFureur.dice[1];
let tUltraviolence = results.results.ultraviolenceValue;
let vTUltraviolence = 0;
if(tUltraviolence != undefined)
vTUltraviolence = tUltraviolence.dice[0];
finishRoll(
results.rollId,
{
jet:tJet+tBonus,
meurtrierValue:vTMeurtrier,
destructeurValue:vTDestructeur,
fureurValue:vTFureur,
ultraviolenceValue:vTUltraviolence,
}
);
if(tJet != 0 && tJet == tExploit) {
startRoll(roll+"@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1="+i18n_exploit+"}}"+jet, (exploit) => {
let tExploit = exploit.results.jet.result;
finishRoll(
exploit.rollId,
{
jet:tExploit
}
);
});
}
if(sEnergie != "0") {
if(armure == "berserk") {
setAttrs({
espoir: newEnergie
});
} else {
setAttrs({
energiePJ: newEnergie
});
}
if(newEnergie == 0) {
startRoll("@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1="+name+"}} {{text="+sEnergieText+"}}", (exploit) => {
finishRoll(
exploit.rollId,{}
);
});
}
}
});
} else {
if(button == "repeating_armeCaC:armecontact") {
startRoll("@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1="+name+"}} {{text="+sEnergieText+"}}", (text) => {
finishRoll(
text.rollId,{}
);
});
} else {
startRoll("@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1="+name+"}} {{text="+sEnergieText+"}}", (text) => {
finishRoll(
text.rollId,{}
);
});
}
}
});
});