Messages de recuperation

This commit is contained in:
LeRatierBretonnien 2023-03-18 10:24:30 +01:00
parent 0c502a2188
commit 83d3f17dd0
7 changed files with 193 additions and 115 deletions

View File

@ -535,6 +535,10 @@
"BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.chat.losshp": "{name}} a perdu {lossHP} points de Vitalité. Si il se repose quelques minutes, il peut récupérer {recupHP} points de Vitalité.",
"BOL.chat.applyrecup": "Récupérer pendant quelques minutes (+{recupHP} Vitalité)",
"BOL.chat.inforecup": "{name} vient de récupérer {recupHP} points de Vitalité après quelques minutes de repos.",
"BOL.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)",
"BOL.dialog.easy": "Facile (+1)",

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@ -40,10 +40,10 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
getBougette() {
if ( this.type == "character") {
if (this.type == "character") {
let b = duplicate(this.system.bougette)
b.label = game.i18n.localize( game.bol.config.bougetteState[String(this.system.bougette.value)] )
b.diceImg = "icons/dice/" + game.bol.config.bougetteDice[String(this.system.bougette.value)] + "black.svg"
b.label = game.i18n.localize(game.bol.config.bougetteState[String(this.system.bougette.value)])
b.diceImg = "icons/dice/" + game.bol.config.bougetteDice[String(this.system.bougette.value)] + "black.svg"
return b
}
return undefined
@ -51,9 +51,9 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
async rollBougette() {
if ( this.type == "character") {
if (this.type == "character") {
let attribute = duplicate(this.system.attributes.vigor)
let rollData = BoLRoll.getCommonRollData(this, "bougette", attribute, undefined )
let rollData = BoLRoll.getCommonRollData(this, "bougette", attribute, undefined)
rollData.formula = game.bol.config.bougetteDice[String(this.system.bougette.value)]
let r = new BoLDefaultRoll(rollData)
r.roll()
@ -62,13 +62,13 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
decBougette() {
if ( this.type == "character") {
let bougette = duplicate(this.system.bougette)
bougette.value = Math.max( Number(bougette.value) - 1, 0)
this.update( { 'system.bougette': bougette } )
if (this.type == "character") {
let bougette = duplicate(this.system.bougette)
bougette.value = Math.max(Number(bougette.value) - 1, 0)
this.update({ 'system.bougette': bougette })
}
}
/* -------------------------------------------- */
updateResourcesData() {
if (this.type == 'character') {
@ -137,7 +137,7 @@ export class BoLActor extends Actor {
}
// Apply defense effects
for (let i of this.items) {
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("aptitudes.def") ) {
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("aptitudes.def")) {
defMod += Number(i.system.properties.modifier)
}
}
@ -389,7 +389,7 @@ export class BoLActor extends Actor {
}
// Apply vigor effects
for (let i of this.items) {
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("vigor") ) {
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("vigor")) {
attrDamageValue += Number(i.system.properties.modifier)
}
}
@ -432,25 +432,25 @@ export class BoLActor extends Actor {
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }])
}
}
/*-------------------------------------------- */
spentAstrologyPoints(points) {
let astrology = duplicate(this.system.resources.astrologypoints)
astrology.value -= points
astrology.value = Math.max(astrology.value,0)
this.update( { 'system.resources.astrologypoints': astrology} )
astrology.value = Math.max(astrology.value, 0)
this.update({ 'system.resources.astrologypoints': astrology })
}
/*-------------------------------------------- */
getHoroscopesBonus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "favorable")
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "favorable")
return astro
}
/*-------------------------------------------- */
getHoroscopesMalus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "unfavorable")
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "unfavorable")
return astro
}
@ -458,26 +458,28 @@ export class BoLActor extends Actor {
manageHoroscope(rollData) {
//Spent points
this.spentAstrologyPoints(rollData.astrologyPointsCost)
if ( rollData.horoscopeType == "minor") {
let horoscope = { name: "SITUATION A SPECIFIER", type :"feature",
if (rollData.horoscopeType == "minor") {
let horoscope = {
name: "SITUATION A SPECIFIER", type: "feature",
img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp",
system :{subtype: "horoscope", properties: {
ishoroscopemajor: false,
horoscopeanswer: (rollData.isSuccess) ? "favorable": "unfavorable",
rank: rollData.careerBonus
}
system: {
subtype: "horoscope", properties: {
ishoroscopemajor: false,
horoscopeanswer: (rollData.isSuccess) ? "favorable" : "unfavorable",
rank: rollData.careerBonus
}
}
}
this.createEmbeddedDocuments('Item', [horoscope])
}
if ( rollData.horoscopeType == "major" ) {
if ( rollData.isSuccess) {
if (rollData.horoscopeType == "major") {
if (rollData.isSuccess) {
this.subHeroPoints(1)
} else {
this.addHeroPoints(1)
}
}
}
if ( rollData.horoscopeType == "majorgroup" ) {
if (rollData.horoscopeType == "majorgroup") {
let rID = randomID(16)
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
horoscopes[rID] = {
@ -485,7 +487,7 @@ export class BoLActor extends Actor {
name: game.i18n.localize("BOL.ui.groupHoroscope") + this.name,
maxDice: rollData.careerBonus,
availableDice: rollData.careerBonus,
type: (rollData.isSuccess) ? "bonus": "malus"
type: (rollData.isSuccess) ? "bonus" : "malus"
}
game.settings.set("bol", "horoscope-group", horoscopes)
}
@ -497,10 +499,10 @@ export class BoLActor extends Actor {
return this.system.resources.astrologypoints.value
}
/*-------------------------------------------- */
removeHoroscopeMinor( rollData) {
removeHoroscopeMinor(rollData) {
let toDel = []
for(let horo of rollData.selectedHoroscope) {
toDel.push( horo._id )
for (let horo of rollData.selectedHoroscope) {
toDel.push(horo._id)
}
if (toDel.length > 0) {
this.deleteEmbeddedDocuments('Item', toDel)
@ -519,7 +521,7 @@ export class BoLActor extends Actor {
newPC = alchemy.system.properties.pccurrent + pcCost
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }])
} else {
ui.notifications.warn( game.i18n.localize("BOL.ui.nomorealchemypoints") )
ui.notifications.warn(game.i18n.localize("BOL.ui.nomorealchemypoints"))
}
}
}
@ -716,17 +718,17 @@ export class BoLActor extends Actor {
let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this
await this.setFlag("world", hpID, this.system.resources.hp.value)
let prone = this.effects.find( ef => ef.label == "EFFECT.StatusProne")
let dead = this.effects.find( ef => ef.label == "EFFECT.StatusDead")
let prone = this.effects.find(ef => ef.label == "EFFECT.StatusProne")
let dead = this.effects.find(ef => ef.label == "EFFECT.StatusDead")
if (this.system.resources.hp.value <= 0) {
if ( !prone) {
if (!prone) {
await this.createEmbeddedDocuments("ActiveEffect", [
{label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg', flags: { core: { statusId: 'prone' } } }
{ label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg', flags: { core: { statusId: 'prone' } } }
])
}
if ( this.system.resources.hp.value < -5 && !dead) {
if (this.system.resources.hp.value < -5 && !dead) {
await this.createEmbeddedDocuments("ActiveEffect", [
{label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg', flags: { core: { statusId: 'dead' } } }
{ label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg', flags: { core: { statusId: 'dead' } } }
])
}
ChatMessage.create({
@ -735,11 +737,11 @@ export class BoLActor extends Actor {
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value })
})
} else {
if ( prone ) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ prone.id ] )
if (prone) {
await this.deleteEmbeddedDocuments("ActiveEffect", [prone.id])
}
if ( dead ) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ dead.id ] )
if (dead) {
await this.deleteEmbeddedDocuments("ActiveEffect", [dead.id])
}
}
}
@ -751,9 +753,45 @@ export class BoLActor extends Actor {
await this.setFlag("world", "last-initiative", rollData)
}
/*-------------------------------------------- */
storeVitaliteCombat() {
this.setFlag("world", "vitalite-before-combat", duplicate(this.system.resources.hp))
}
/*-------------------------------------------- */
async displayRecuperation() {
let previousHP = this.getFlag("world", "vitalite-before-combat")
let lossHP = previousHP.value - this.system.resources.hp.value
console.log(">>>>> RECUP INFO", previousHP, this.system.resources.hp.value)
if (previousHP && lossHP > 0 && this.system.resources.hp.value > 0) {
let msg = await ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', {
name: this.name,
actorId: this.id,
lossHP: lossHP,
recupHP: Math.floor(lossHP / 2)
})
})
}
this.unsetFlag("world", "vitalite-before-combat")
}
/*-------------------------------------------- */
async applyRecuperation(recupHP) {
let hp = duplicate(this.system.resources.hp)
hp.value += recupHP
hp.value = Math.min(hp.value, hp.max)
this.update({ 'system.resources.hp': hp })
let msg = await ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: game.i18n.format( "BOL.chat.inforecup", {name: this.name, recupHP: recupHP} )
})
}
/*-------------------------------------------- */
clearInitiative() {
this.unsetFlag("world", "last-initiative" )
this.unsetFlag("world", "last-initiative")
}
/*-------------------------------------------- */
@ -766,50 +804,50 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
getInitiativeRank(rollData = undefined, isCombat = false, combatData) {
if (!rollData) {
if (!rollData) {
rollData = this.getFlag("world", "last-initiative")
}
let fvttInit = 4 // Pietaille par defaut
if (this.type == 'character' ) {
if (this.type == 'character') {
fvttInit = 5
if (!rollData) {
if (!rollData) {
fvttInit = -1
if ( isCombat ) {
if (isCombat) {
ui.notifications.info(game.i18n.localize("BOL.ui.warninitiative"))
BoLRoll.aptitudeCheck(this, "init", undefined, combatData )
BoLRoll.aptitudeCheck(this, "init", undefined, combatData)
}
} else {
if (rollData.isLegendary) {
fvttInit = 10
} else if (rollData.isCritical) {
fvttInit = 9
} else if (rollData.isSuccess ) {
} else if (rollData.isSuccess) {
fvttInit = 8
} else if (rollData.isFumble) {
fvttInit = 3
}
}
}
}
if ( this.getCharType() == 'adversary') {
if (this.getCharType() == 'adversary') {
fvttInit = 7
}
if ( this.getCharType() == 'tough') {
}
if (this.getCharType() == 'tough') {
fvttInit = 6
}
if ( this.getCharType() == 'creature') {
if (this.getCharType() == 'creature') {
let mySize = this.getSize()
let sizeSmall = game.bol.config.creatureSize["small"].order
let sizeMedium = game.bol.config.creatureSize["medium"].order
if ( mySize >= sizeSmall && mySize <= sizeMedium) {
if (mySize >= sizeSmall && mySize <= sizeMedium) {
fvttInit = 6
}
if ( mySize > sizeMedium) {
if (mySize > sizeMedium) {
fvttInit = 7
}
}
return fvttInit
}
/*-------------------------------------------- */
async subHeroPoints(nb) {
let newHeroP = this.system.resources.hero.value - nb;
@ -839,13 +877,13 @@ export class BoLActor extends Actor {
} else if (protect.system.subtype == 'armor') {
if (BoLUtility.getRollArmor()) {
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
ui.notifications.warn(game.i18n.localize("BOL.ui.armornoformula", protect.name))
} else {
formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
}
} else {
if (protect.system.properties.soak.value == undefined) {
ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
ui.notifications.warn(game.i18n.localize("BOL.ui.armornoformula", protect.name))
} else {
formula += "+ " + protect.system.properties.soak.value
}

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@ -766,13 +766,13 @@ export class BoLDefaultRoll {
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
this.rollData.damageFormula = damageFormula
this.rollData.damageRoll = new Roll(damageFormula)
await this.rollData.damageRoll.roll({ "async": false })
this.rollData.damageTotal = this.rollData.damageRoll.total
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
}
BoLUtility.cleanupButtons(this.rollData.optionsId)
this.sendDamageMessage()

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@ -40,6 +40,16 @@ export class BoLCombatManager extends Combat {
}
super.nextRound()
}
/************************************************************************************/
startCombat() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get( c.actorId )
actor.storeVitaliteCombat()
}
return super.startCombat()
}
/************************************************************************************/
_onDelete() {
@ -47,6 +57,7 @@ export class BoLCombatManager extends Combat {
for (let c of combatants) {
let actor = game.actors.get(c.actorId)
actor.clearInitiative()
actor.displayRecuperation()
}
super._onDelete()
}

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@ -8,8 +8,6 @@ export class BoLUtility {
/* -------------------------------------------- */
static init() {
this.attackStore = {}
game.settings.register("bol", "rollArmor", {
name: "Effectuer des jets pour les armures",
hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
@ -298,13 +296,13 @@ export class BoLUtility {
}
/* -------------------------------------------- */
static sendAttackSuccess(attackDef) {
if (attackDef.targetId) {
static sendAttackSuccess(rollData) {
if (rollData.targetId) {
// Broadcast to GM or process it directly in case of GM defense
if (!game.user.isGM) {
game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(attackDef) })
game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(rollData) })
} else {
BoLUtility.processAttackSuccess(attackDef)
BoLUtility.processAttackSuccess(rollData)
}
}
}
@ -397,6 +395,19 @@ export class BoLUtility {
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
}
})
html.on("click", '.recup-vitalite', event => {
event.preventDefault()
let actorId = event.currentTarget.attributes['data-actor-id'].value
let recupHP = event.currentTarget.attributes['data-recup-hp'].value
let actor = game.actors.get(actorId)
let messageId = BoLUtility.findChatMessageId(event.currentTarget)
BoLUtility.removeChatMessageId(messageId)
actor.applyRecuperation(recupHP)
})
}
/* -------------------------------------------- */
@ -404,48 +415,50 @@ export class BoLUtility {
if (!game.user.isGM) {
return
}
let message = game.messages.get(msgId)
let rollData = message.getFlag("world", "bol-roll-data")
BoLUtility.removeChatMessageId(msgId)
console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this
let attackDef = this.attackStore[attackId]
if (attackDef && attackDef.defenderId) {
if (attackDef.defenseDone) {
if (rollData && rollData.defenderId) {
if (rollData.defenseDone) {
return
} // ?? Why ???
attackDef.defenseDone = true
attackDef.defenseMode = defenseMode
let token = game.scenes.current.tokens.get(attackDef.targetId)
rollData.defenseDone = true
rollData.defenseMode = defenseMode
let token = game.scenes.current.tokens.get(rollData.targetId)
let defender = token.actor
if (defenseMode == 'damage-with-armor') {
let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
defender.sufferDamage(attackDef.finalDamage)
console.log("Armor roll -> result ", attackDef)
rollData.rollArmor = new Roll(armorFormula)
rollData.rollArmor.roll({ async: false })
rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(rollData.finalDamage)
console.log("Armor roll -> result ", rollData)
}
if (defenseMode == 'damage-without-armor') {
attackDef.finalDamage = attackDef.damageTotal
defender.sufferDamage(attackDef.finalDamage)
rollData.finalDamage = atrollDatatackDef.damageTotal
defender.sufferDamage(rollData.finalDamage)
}
if (defenseMode == 'hero-reduce-damage') {
let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
attackDef.rollHero = new Roll("1d6")
attackDef.rollHero.roll({ async: false })
attackDef.finalDamage = attackDef.damageTotal - attackDef.rollHero.total - attackDef.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
defender.sufferDamage(attackDef.finalDamage)
rollData.rollArmor = new Roll(armorFormula)
rollData.rollArmor.roll({ async: false })
rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
rollData.rollHero = new Roll("1d6")
rollData.rollHero.roll({ async: false })
rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect
rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(rollData.finalDamage)
defender.subHeroPoints(1)
}
if (defenseMode == 'hero-in-extremis') {
attackDef.finalDamage = 0;
attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId);
rollData.finalDamage = 0;
rollData.weaponHero = defender.weapons.find(item => item._id == weaponId);
defender.deleteEmbeddedDocuments("Item", [weaponId]);
}
@ -456,16 +469,16 @@ export class BoLUtility {
}
}
let damageResults = {
attackId: attackDef.id,
attacker: attackDef.attacker,
rollArmor: attackDef.rollArmor,
rollHero: attackDef.rollHero,
weaponHero: attackDef.weaponHero,
armorProtect: attackDef.armorProtect,
attackId: rollData.id,
attacker: rollData.attacker,
rollArmor: rollData.rollArmor,
rollHero: rollData.rollHero,
weaponHero: rollData.weaponHero,
armorProtect: rollData.armorProtect,
name: defender.name,
defender: defender,
defenseMode: attackDef.defenseMode,
finalDamage: attackDef.finalDamage
defenseMode: rollData.defenseMode,
finalDamage: rollData.finalDamage
}
ChatMessage.create({
alias: defender.name,
@ -552,28 +565,28 @@ export class BoLUtility {
}
/* -------------------------------------------- */
static async processAttackSuccess(attackDef) {
console.log("Attack success processing", attackDef)
if (!game.user.isGM || !attackDef.defenderId) { // Only GM process this
static async processAttackSuccess(rollData) {
console.log("Attack success processing", rollData)
if (!game.user.isGM || !rollData.defenderId) { // Only GM process this
return
}
// Build and send the defense message to the relevant people (ie GM + defender)
let defender = game.actors.get(attackDef.defenderId)
console.log("DEF WEP", attackDef, defender)
let defender = game.actors.get(rollData.defenderId)
let defenderWeapons = defender.weapons || []
this.attackStore[attackDef.id] = attackDef // Store !
ChatMessage.create({
let msg = await ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
attackId: attackDef.id,
attacker: attackDef.attacker,
attackId: rollData.id,
attacker: rollData.attacker,
defender: defender,
defenderWeapons: defenderWeapons,
damageTotal: attackDef.damageRoll.total,
damagesIgnoresArmor: attackDef.damagesIgnoresArmor,
damageTotal: rollData.damageTotal,
damagesIgnoresArmor: rollData.damagesIgnoresArmor,
})
})
msg.setFlag("world", "bol-roll-data", rollData)
console.log("DEF WEP", rollData, defender)
}
/* -------------------------------------------- */

View File

@ -14,7 +14,7 @@
],
"url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt",
"version": "10.5.8",
"version": "10.5.9",
"compatibility": {
"minimum": "10",
"verified": "10"
@ -202,7 +202,7 @@
],
"socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.8.zip",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.9.zip",
"background": "systems/bol/ui/page_accueil.webp",
"gridDistance": 1.5,
"gridUnits": "m",

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@ -0,0 +1,12 @@
<div>
<img class="chat-icon" src="{{img}}" alt="{{name}}"/>
<h2 class="bad"><strong>{{name}}</strong></h2>
</div>
<div class="flexrow">
{{localize "BOL.chat.losshp" lossHP=lossHP recupHP=recupHP}}
<button class="recup-vitalite" data-actor-id="{{actorId}}" data-recup-hp="{{recupHP}}">{{localize "BOL.chat.applyrecup" recupHP=recupHP}}</button>
</div>