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16 changed files with 429 additions and 346 deletions

109
.gitignore vendored
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@ -1,108 +1 @@
# Logs .history/
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
lerna-debug.log*
package-lock.json
# Diagnostic reports (https://nodejs.org/api/report.html)
report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json
# Runtime data
pids
*.pid
*.seed
*.pid.lock
# Directory for instrumented libs generated by jscoverage/JSCover
lib-cov
# Coverage directory used by tools like istanbul
coverage
*.lcov
# nyc test coverage
.nyc_output
# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files)
.grunt
# Bower dependency directory (https://bower.io/)
bower_components
# node-waf configuration
.lock-wscript
# Compiled binary addons (https://nodejs.org/api/addons.html)
build/Release
# Dependency directories
node_modules/
jspm_packages/
# TypeScript v1 declaration files
typings/
# TypeScript cache
*.tsbuildinfo
# Optional npm cache directory
.npm
# Optional eslint cache
.eslintcache
# Microbundle cache
.rpt2_cache/
.rts2_cache_cjs/
.rts2_cache_es/
.rts2_cache_umd/
# Optional REPL history
.node_repl_history
# Output of 'npm pack'
*.tgz
# Yarn Integrity file
.yarn-integrity
# dotenv environment variables file
.env
.env.test
# parcel-bundler cache (https://parceljs.org/)
.cache
# Next.js build output
.next
# Nuxt.js build / generate output
.nuxt
dist
# Gatsby files
.cache/
# Comment in the public line in if your project uses Gatsby and *not* Next.js
# https://nextjs.org/blog/next-9-1#public-directory-support
# public
# vuepress build output
.vuepress/dist
# Serverless directories
.serverless/
# FuseBox cache
.fusebox/
# DynamoDB Local files
.dynamodb/
# TernJS port file
.tern-port
# BOL Data
#/data/

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@ -459,10 +459,10 @@
"BOL.chat.isdead": "{name} est mort !", "BOL.chat.isdead": "{name} est mort !",
"BOL.chat.epitaph": "Que son nom soit honoré sur les champs de batailles de Lémurie !", "BOL.chat.epitaph": "Que son nom soit honoré sur les champs de batailles de Lémurie !",
"BOL.chat.vitalityzero": "La Vitalité de {name} est {hp} : il va s'écrouler au sol et sombrer dans l'inconscience !", "BOL.chat.vitalityzero": "La Vitalité de {name} est {hp} : il va s'écrouler au sol et sombrer dans l'inconscience !",
"BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme pour reprendre vos esprits pendant 1 round.", "BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme/Vilainie pour reprendre vos esprits pendant 1 round.",
"BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).", "BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).",
"BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...", "BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...",
"BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme pour Défier la Mort (cf. page 58).", "BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme/Vilainie pour Défier la Mort (cf. page 58).",
"BOL.chat.alchemytitle": "Préparation Alchimique : {name}", "BOL.chat.alchemytitle": "Préparation Alchimique : {name}",
"BOL.chat.alchemypoints": "Points de Création Investis : {pcCostCurrent}", "BOL.chat.alchemypoints": "Points de Création Investis : {pcCostCurrent}",
"BOL.chat.alchemysuccess": "La préparation alchimique a été réalisée avec succès !<br>Créez l'item ou l'effet correspondant dans votre Inventaire.<br>L'avancement dans la préparation a été remis à 0.", "BOL.chat.alchemysuccess": "La préparation alchimique a été réalisée avec succès !<br>Créez l'item ou l'effet correspondant dans votre Inventaire.<br>L'avancement dans la préparation a été remis à 0.",
@ -475,19 +475,19 @@
"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible", "BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
"BOL.chat.fightoption": "Option de combat", "BOL.chat.fightoption": "Option de combat",
"BOL.chat.reroll": "Relancer (1 P. Heroisme)", "BOL.chat.reroll": "Relancer (1 P. Heroisme)",
"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme)", "BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme/Vilainie)",
"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme)", "BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme/Vilainie)",
"BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !", "BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !",
"BOL.chat.armordefault": "C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !", "BOL.chat.armordefault": "C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !",
"BOL.chat.witharmor": "Encaisser avec la protection de l'armure", "BOL.chat.witharmor": "Encaisser avec la protection de l'armure",
"BOL.chat.withoutarmor": "Encaisser sans la protection de l'armure", "BOL.chat.withoutarmor": "Encaisser sans la protection de l'armure",
"BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme)", "BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme/Vilainie)",
"BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme)", "BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme/Vilainie)",
"BOL.chat.damagesummary": "Dégats subis par {name}", "BOL.chat.damagesummary": "Dégats subis par {name}",
"BOL.chat.protectvalue": "Protection de l'armure", "BOL.chat.protectvalue": "Protection de l'armure",
"BOL.chat.noprotectvalue": "Aucune protection d'armure !", "BOL.chat.noprotectvalue": "Aucune protection d'armure !",
"BOL.chat.heroreducedamage": "Un point d'héroisme dépensé, pour une réduction des dommages supplémentaire de {total}.", "BOL.chat.heroreducedamage": "Un point d'héroisme/vilainie dépensé, pour une réduction des dommages supplémentaire de {total}.",
"BOL.chat.herosplintered": "Aucun dommage encaissé, grâce à la parade in-extremis avec {weaponHero.name}. L'arme a été détruite pendant cette parade ! Un point d'héroisme a également été dépensé.", "BOL.chat.herosplintered": "Aucun dommage encaissé, grâce à la parade in-extremis avec {weaponHero.name}. L'arme a été détruite pendant cette parade ! Un point d'héroisme/vilainie a également été dépensé.",
"BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !", "BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !",
"BOL.chat.spell": "Sort", "BOL.chat.spell": "Sort",
"BOL.chat.spellcost": "Cout en Points de Pouvoir", "BOL.chat.spellcost": "Cout en Points de Pouvoir",
@ -525,16 +525,20 @@
"BOL.chat.usedhoroscope": "Horoscope utilisé", "BOL.chat.usedhoroscope": "Horoscope utilisé",
"BOL.chat.horoscopedeleted": "Le(s) Horoscopes utilisé(s) a/ont été supprimé(s) automatiquement.", "BOL.chat.horoscopedeleted": "Le(s) Horoscopes utilisé(s) a/ont été supprimé(s) automatiquement.",
"BOL.chat.criticaloptions": "Succès critique !! Vous pouvez faire (1 option au choix) :", "BOL.chat.criticaloptions": "Succès critique !! Vous pouvez faire (1 option au choix) :",
"BOL.chat.criticalcarnage": "Faire un Carnage : vous avez une attaque gratuite supplémentaire. Cette seconde attaque ne peut bénéficier d'un Point d'Héroisme.", "BOL.chat.criticalcarnage": "Faire un Carnage : vous avez une attaque gratuite supplémentaire. Cette seconde attaque ne peut bénéficier d'un Point d'Héroisme/vilainie.",
"BOL.chat.criticalplus6": "Coup Dévastateur : +6 aux dommages (cf bouton ci-dessous).", "BOL.chat.criticalplus6": "Coup Dévastateur : +6 aux dommages (cf bouton ci-dessous).",
"BOL.chat.criticalprecise": "Coup Précis : Vous frappez pour diminuer les capacités de votre adversaire. Décrivez ce que vous faites, et si le MJ l'accepte, votre opposant subira un Dé de Malus pour les actions concernées.", "BOL.chat.criticalprecise": "Coup Précis : Vous frappez pour diminuer les capacités de votre adversaire. Décrivez ce que vous faites, et si le MJ l'accepte, votre opposant subira un Dé de Malus pour les actions concernées.",
"BOL.chat.criticalunarm": "Désarmement : Si votre adversaire a une arme en main, vous le désarmez.", "BOL.chat.criticalunarm": "Désarmement : Si votre adversaire a une arme en main, vous le désarmez.",
"BOL.chat.criticalrabble": "Massacrer la piétaille : Si vous combattez de la Piétaille, les résultats des dommages indiquent le nombre d'adversaires mis hors de combat.", "BOL.chat.criticalrabble": "Massacrer la piétaille : Si vous combattez de la Piétaille, les résultats des dommages indiquent le nombre d'adversaires mis hors de combat.",
"BOL.chat.criticalpush": "Renversement : Si la taille le permet, vous poussez votre adversaire au sol, il souffrira d'1 Dé de Malus pour toutes ses actions au round suivant.", "BOL.chat.criticalpush": "Renversement : Si la taille le permet, vous poussez votre adversaire au sol, il souffrira d'1 Dé de Malus pour toutes ses actions au round suivant.",
"BOL.chat.criticalup": "Transformer en Légendaire : En dépensant 1 point d'Héroisme, vous pouvez transformer ce Succès Héroïque en Légendaire, qui vous permet de prendre 2 options dans la liste ci-dessus (cf. bouton pour un +12 aux dommages par exemple).", "BOL.chat.criticalup": "Transformer en Légendaire : En dépensant 1 point d'Héroisme/Vilainie, vous pouvez transformer ce Succès Héroïque en Légendaire, qui vous permet de prendre 2 options dans la liste ci-dessus (cf. bouton pour un +12 aux dommages par exemple).",
"BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !", "BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire", "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.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)", "BOL.dialog.veryeasy": "Trés Facile (+2)",
"BOL.dialog.easy": "Facile (+1)", "BOL.dialog.easy": "Facile (+1)",
@ -573,6 +577,6 @@
"BOL.chat.welcome3": "Les cartes intégrées au système le sont grace à l'aimable autorisation de leur auteur Guillaume Tavernier et des éditions Ludospherik. Merci à eux !.", "BOL.chat.welcome3": "Les cartes intégrées au système le sont grace à l'aimable autorisation de leur auteur Guillaume Tavernier et des éditions Ludospherik. Merci à eux !.",
"BOL.chat.welcome4": "Tout le support et le suivi de ce système est disponible via le <a href='https://discord.gg/pPSDNJk'>Discord Foundry FR</a>.", "BOL.chat.welcome4": "Tout le support et le suivi de ce système est disponible via le <a href='https://discord.gg/pPSDNJk'>Discord Foundry FR</a>.",
"BOL.chat.welcome5": "Consulter l'aide en ligne pour plus d'informations : @UUID[Compendium.bol.aides-de-jeu.97rugQOtiwt8zPfQ]{Aide du Jeu}.", "BOL.chat.welcome5": "Consulter l'aide en ligne pour plus d'informations : @UUID[Compendium.bol.aides-de-jeu.97rugQOtiwt8zPfQ]{Aide du Jeu}.",
"BOL.chat.welcome6": "Bon jeu en Lemurie !" "BOL.chat.welcome6": "Bon jeu en Lemurie !",
"BOL.chat.nodamage": "Ne pas appliquer les dommages"
} }

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@ -60,6 +60,12 @@ export class BoLActorSheet extends ActorSheet {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
this.actor.spendAlchemyPoint(li.data("itemId"), 1) this.actor.spendAlchemyPoint(li.data("itemId"), 1)
}) })
html.find(".inc-dec-btns-resource").click((ev) => {
const dataset = ev.currentTarget.dataset;
const target = dataset.target
const incr = parseInt(dataset.incr)
this.actor.incDecResources(target, incr)
})
// Incr./Decr. career ranks // Incr./Decr. career ranks
html.find(".inc-dec-btns").click((ev) => { html.find(".inc-dec-btns").click((ev) => {

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@ -22,6 +22,17 @@ export class BoLActor extends Actor {
super.prepareData() super.prepareData()
} }
/* -------------------------------------------- */
isHeroAdversary() {
if (this.type === 'character') {
return true
}
if (this.type === 'encounter' && this.chartype == "adversary") {
return true
}
return false
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getCharType() { getCharType() {
if (this.type === 'character') { if (this.type === 'character') {
@ -32,18 +43,18 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getVillainy() { getVillainy() {
if (this.type === 'character') { if (this.type === 'encounter' && this.chartype == "adversary") {
return false return true
} }
return true return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getBougette() { getBougette() {
if ( this.type == "character") { if (this.type == "character") {
let b = duplicate(this.system.bougette) let b = duplicate(this.system.bougette)
b.label = game.i18n.localize( game.bol.config.bougetteState[String(this.system.bougette.value)] ) 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.diceImg = "icons/dice/" + game.bol.config.bougetteDice[String(this.system.bougette.value)] + "black.svg"
return b return b
} }
return undefined return undefined
@ -51,9 +62,9 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollBougette() { async rollBougette() {
if ( this.type == "character") { if (this.type == "character") {
let attribute = duplicate(this.system.attributes.vigor) 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)] rollData.formula = game.bol.config.bougetteDice[String(this.system.bougette.value)]
let r = new BoLDefaultRoll(rollData) let r = new BoLDefaultRoll(rollData)
r.roll() r.roll()
@ -62,23 +73,25 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
decBougette() { decBougette() {
if ( this.type == "character") { if (this.type == "character") {
let bougette = duplicate(this.system.bougette) let bougette = duplicate(this.system.bougette)
bougette.value = Math.max( Number(bougette.value) - 1, 0) bougette.value = Math.max(Number(bougette.value) - 1, 0)
this.update( { 'system.bougette': bougette } ) this.update({ 'system.bougette': bougette })
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
updateResourcesData() { updateResourcesData() {
if (this.type == 'character') { if (this.type == 'character') {
let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus
if (this.system.resources.hp.max != newVitality) { if (this.system.resources.hp.max != newVitality) {
this.update({ 'system.resources.hp.max': newVitality }) let actor = this
setTimeout( function() { actor.update({ 'system.resources.hp.max': newVitality }) }, 800 )
} }
let newPower = 10 + this.system.attributes.mind.value + this.system.resources.power.bonus let newPower = 10 + this.system.attributes.mind.value + this.system.resources.power.bonus
if (this.system.resources.power.max != newPower) { if (this.system.resources.power.max != newPower) {
this.update({ 'system.resources.power.max': newPower }) let actor = this
setTimeout( function() { actor.update({ 'system.resources.power.max': newPower }) }, 800 )
} }
} }
} }
@ -89,8 +102,10 @@ export class BoLActor extends Actor {
} else { } else {
super.prepareDerivedData() super.prepareDerivedData()
this.updateResourcesData() if (this.id) {
this.manageHealthState(); this.updateResourcesData()
this.manageHealthState()
}
} }
} }
@ -98,11 +113,29 @@ export class BoLActor extends Actor {
get details() { get details() {
return this.system.details return this.system.details
} }
addEffectModifiers( myList, dataPath) {
for (let attr of myList) {
attr.numModifier = 0
attr.diceModifier = ""
let effects = this.items.filter( i => i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier == dataPath+attr.key)
for (let effect of effects) {
if ( Number(effect.system.properties.modifier)) {
attr.numModifier += Number(effect.system.properties.modifier)
} else {
attr.diceModifier += "+"+effect.system.properties.modifier
}
}
}
}
get attributes() { get attributes() {
return Object.values(this.system.attributes) let attrList = duplicate(Object.values(this.system.attributes))
this.addEffectModifiers(attrList, "system.attributes.")
return attrList
} }
get aptitudes() { get aptitudes() {
return Object.values(this.system.aptitudes) let aptList = Object.values(this.system.aptitudes)
this.addEffectModifiers(aptList, "system.aptitudes.")
return aptList
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -137,7 +170,7 @@ export class BoLActor extends Actor {
} }
// Apply defense effects // Apply defense effects
for (let i of this.items) { 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) defMod += Number(i.system.properties.modifier)
} }
} }
@ -230,19 +263,18 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */ /*-------------------------------------------- */
get armorMalusValue() { // used for Fight Options get armorMalusValue() { // used for Fight Options
for (let armor of this.armors) { for (let armor of this.armors) {
if (armor.system.properties.armorQuality.includes("light")) { if (armor.system.properties.armorQuality?.includes("light")) {
return 1 return 1
} }
if (armor.system.properties.armorQuality.includes("medium")) { if (armor.system.properties.armorQuality?.includes("medium")) {
return 2 return 2
} }
if (armor.system.properties.armorQuality.includes("heavy")) { if (armor.system.properties.armorQuality?.includes("heavy")) {
return 3 return 3
} }
} }
return 0 return 0
} }
get resources() { get resources() {
return Object.values(this.system.resources) return Object.values(this.system.resources)
} }
@ -389,7 +421,7 @@ export class BoLActor extends Actor {
} }
// Apply vigor effects // Apply vigor effects
for (let i of this.items) { 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) attrDamageValue += Number(i.system.properties.modifier)
} }
} }
@ -432,25 +464,25 @@ export class BoLActor extends Actor {
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }]) this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }])
} }
} }
/*-------------------------------------------- */ /*-------------------------------------------- */
spentAstrologyPoints(points) { spentAstrologyPoints(points) {
let astrology = duplicate(this.system.resources.astrologypoints) let astrology = duplicate(this.system.resources.astrologypoints)
astrology.value -= points astrology.value -= points
astrology.value = Math.max(astrology.value,0) astrology.value = Math.max(astrology.value, 0)
this.update( { 'system.resources.astrologypoints': astrology} ) this.update({ 'system.resources.astrologypoints': astrology })
} }
/*-------------------------------------------- */ /*-------------------------------------------- */
getHoroscopesBonus() { getHoroscopesBonus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "favorable") && it.system.properties.horoscopeanswer == "favorable")
return astro return astro
} }
/*-------------------------------------------- */ /*-------------------------------------------- */
getHoroscopesMalus() { getHoroscopesMalus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "unfavorable") && it.system.properties.horoscopeanswer == "unfavorable")
return astro return astro
} }
@ -458,26 +490,28 @@ export class BoLActor extends Actor {
manageHoroscope(rollData) { manageHoroscope(rollData) {
//Spent points //Spent points
this.spentAstrologyPoints(rollData.astrologyPointsCost) this.spentAstrologyPoints(rollData.astrologyPointsCost)
if ( rollData.horoscopeType == "minor") { if (rollData.horoscopeType == "minor") {
let horoscope = { name: "SITUATION A SPECIFIER", type :"feature", let horoscope = {
name: "SITUATION A SPECIFIER", type: "feature",
img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp", img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp",
system :{subtype: "horoscope", properties: { system: {
ishoroscopemajor: false, subtype: "horoscope", properties: {
horoscopeanswer: (rollData.isSuccess) ? "favorable": "unfavorable", ishoroscopemajor: false,
rank: rollData.careerBonus horoscopeanswer: (rollData.isSuccess) ? "favorable" : "unfavorable",
} rank: rollData.careerBonus
}
} }
} }
this.createEmbeddedDocuments('Item', [horoscope]) this.createEmbeddedDocuments('Item', [horoscope])
} }
if ( rollData.horoscopeType == "major" ) { if (rollData.horoscopeType == "major") {
if ( rollData.isSuccess) { if (rollData.isSuccess) {
this.subHeroPoints(1) this.subHeroPoints(1)
} else { } else {
this.addHeroPoints(1) this.addHeroPoints(1)
} }
} }
if ( rollData.horoscopeType == "majorgroup" ) { if (rollData.horoscopeType == "majorgroup") {
let rID = randomID(16) let rID = randomID(16)
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group")) let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
horoscopes[rID] = { horoscopes[rID] = {
@ -485,7 +519,7 @@ export class BoLActor extends Actor {
name: game.i18n.localize("BOL.ui.groupHoroscope") + this.name, name: game.i18n.localize("BOL.ui.groupHoroscope") + this.name,
maxDice: rollData.careerBonus, maxDice: rollData.careerBonus,
availableDice: rollData.careerBonus, availableDice: rollData.careerBonus,
type: (rollData.isSuccess) ? "bonus": "malus" type: (rollData.isSuccess) ? "bonus" : "malus"
} }
game.settings.set("bol", "horoscope-group", horoscopes) game.settings.set("bol", "horoscope-group", horoscopes)
} }
@ -497,10 +531,10 @@ export class BoLActor extends Actor {
return this.system.resources.astrologypoints.value return this.system.resources.astrologypoints.value
} }
/*-------------------------------------------- */ /*-------------------------------------------- */
removeHoroscopeMinor( rollData) { removeHoroscopeMinor(rollData) {
let toDel = [] let toDel = []
for(let horo of rollData.selectedHoroscope) { for (let horo of rollData.selectedHoroscope) {
toDel.push( horo._id ) toDel.push(horo._id)
} }
if (toDel.length > 0) { if (toDel.length > 0) {
this.deleteEmbeddedDocuments('Item', toDel) this.deleteEmbeddedDocuments('Item', toDel)
@ -519,7 +553,7 @@ export class BoLActor extends Actor {
newPC = alchemy.system.properties.pccurrent + pcCost newPC = alchemy.system.properties.pccurrent + pcCost
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }]) await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }])
} else { } else {
ui.notifications.warn( game.i18n.localize("BOL.ui.nomorealchemypoints") ) ui.notifications.warn(game.i18n.localize("BOL.ui.nomorealchemypoints"))
} }
} }
} }
@ -716,30 +750,30 @@ export class BoLActor extends Actor {
let lastHP = await this.getFlag("world", hpID) let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this
await this.setFlag("world", hpID, this.system.resources.hp.value) await this.setFlag("world", hpID, this.system.resources.hp.value)
let prone = this.effects.find( ef => ef.label == "EFFECT.StatusProne") let prone = this.effects.find(ef => ef.label == "EFFECT.StatusProne")
let dead = this.effects.find( ef => ef.label == "EFFECT.StatusDead") let dead = this.effects.find(ef => ef.label == "EFFECT.StatusDead")
if (this.system.resources.hp.value <= 0) { if (this.system.resources.hp.value <= 0) {
if ( !prone) { if (!prone) {
await this.createEmbeddedDocuments("ActiveEffect", [ 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", [ 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({ ChatMessage.create({
alias: this.name, alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value }) content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value, isHeroAdversary: this.isHeroAdversary() })
}) })
} else { } else {
if ( prone ) { if (prone) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ prone.id ] ) await this.deleteEmbeddedDocuments("ActiveEffect", [prone.id])
} }
if ( dead ) { if (dead) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ dead.id ] ) await this.deleteEmbeddedDocuments("ActiveEffect", [dead.id])
} }
} }
} }
@ -751,9 +785,45 @@ export class BoLActor extends Actor {
await this.setFlag("world", "last-initiative", rollData) 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.ceil(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() { clearInitiative() {
this.unsetFlag("world", "last-initiative" ) this.unsetFlag("world", "last-initiative")
} }
/*-------------------------------------------- */ /*-------------------------------------------- */
@ -763,52 +833,81 @@ export class BoLActor extends Actor {
} }
return game.bol.config.creatureSize["medium"].order // Medium size per default return game.bol.config.creatureSize["medium"].order // Medium size per default
} }
/*-------------------------------------------- */
checkNumeric(myObject) {
if ( myObject) {
for (let key in myObject) {
if ( myObject[key].value === null ) {
myObject[key].value = 0
}
if ( myObject[key].value === NaN ) {
myObject[key].value = 0
}
}
}
}
/*-------------------------------------------- */ /*-------------------------------------------- */
getInitiativeRank(rollData = undefined, isCombat = false) { _preUpdate(data, options, userId) {
if (!rollData) { if (data.system?.attributes) {
rollData = this.getFlag("world", "last-initiative") this.checkNumeric(data.system.attributes)
}
if (data.system?.aptitudes) {
this.checkNumeric(data.system.aptitudes)
}
if (data.system?.resources) {
this.checkNumeric(data.system.resources)
}
super._preUpdate(data, options, userId)
}
/*-------------------------------------------- */
getInitiativeRank(rollData = undefined, isCombat = false, combatData) {
if (!rollData) {
rollData = this.getFlag("world", "last-initiative")
} }
let fvttInit = 4 // Pietaille par defaut let fvttInit = 4 // Pietaille par defaut
if (this.type == 'character' ) { if (this.type == 'character') {
fvttInit = 5 fvttInit = 5
if (!rollData) {
fvttInit = -1 fvttInit = -1
if ( isCombat ) { if (!rollData) {
ui.notifications.warn(game.i18n.localize("BOL.ui.warninitiative")) if (isCombat) {
if (game.user.isGM ) {
game.socket.emit("system.bol", { name: "msg_request_init_roll", data: { actorId: this.id, combatData : combatData } })
}
} }
} else { } else {
if (rollData.isLegendary) { if (rollData.isLegendary) {
fvttInit = 10 fvttInit = 10
} else if (rollData.isCritical) { } else if (rollData.isCritical) {
fvttInit = 9 fvttInit = 9
} else if (rollData.isSuccess ) { } else if (rollData.isSuccess) {
fvttInit = 8 fvttInit = 8
} else if (rollData.isFumble) { } else if (rollData.isFumble) {
fvttInit = 3 fvttInit = 3
} }
} }
} }
if ( this.getCharType() == 'adversary') { if (this.getCharType() == 'adversary') {
fvttInit = 7 fvttInit = 7
} }
if ( this.getCharType() == 'tough') { if (this.getCharType() == 'tough') {
fvttInit = 6 fvttInit = 6
} }
if ( this.getCharType() == 'creature') { if (this.getCharType() == 'creature') {
let mySize = this.getSize() let mySize = this.getSize()
let sizeSmall = game.bol.config.creatureSize["small"].order let sizeSmall = game.bol.config.creatureSize["small"].order
let sizeMedium = game.bol.config.creatureSize["medium"].order let sizeMedium = game.bol.config.creatureSize["medium"].order
if ( mySize >= sizeSmall && mySize <= sizeMedium) { if (mySize >= sizeSmall && mySize <= sizeMedium) {
fvttInit = 6 fvttInit = 6
} }
if ( mySize > sizeMedium) { if (mySize > sizeMedium) {
fvttInit = 7 fvttInit = 7
} }
} }
return fvttInit return fvttInit
} }
/*-------------------------------------------- */ /*-------------------------------------------- */
async subHeroPoints(nb) { async subHeroPoints(nb) {
let newHeroP = this.system.resources.hero.value - nb; let newHeroP = this.system.resources.hero.value - nb;
@ -822,6 +921,11 @@ export class BoLActor extends Actor {
await this.update({ 'system.resources.hero.value': newHeroP }); await this.update({ 'system.resources.hero.value': newHeroP });
} }
/*-------------------------------------------- */
incDecResources(target, value) {
let newValue = this.system.resources[target].value + value
this.update({ [`system.resources.${target}.value`]: newValue })
}
/*-------------------------------------------- */ /*-------------------------------------------- */
async sufferDamage(damage) { async sufferDamage(damage) {
let newHP = this.system.resources.hp.value - damage let newHP = this.system.resources.hp.value - damage
@ -838,13 +942,13 @@ export class BoLActor extends Actor {
} else if (protect.system.subtype == 'armor') { } else if (protect.system.subtype == 'armor') {
if (BoLUtility.getRollArmor()) { if (BoLUtility.getRollArmor()) {
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") { 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 { } else {
formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)" formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
} }
} else { } else {
if (protect.system.properties.soak.value == undefined) { 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 { } else {
formula += "+ " + protect.system.properties.soak.value formula += "+ " + protect.system.properties.soak.value
} }

View File

@ -33,11 +33,11 @@ export class BoLRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
static buildHoroscopeGroupList() { static buildHoroscopeGroupList() {
let horoscopes = game.settings.get("bol", "horoscope-group") let horoscopes = game.settings.get("bol", "horoscope-group")
let horoList = [ { id: -1, name: "Aucun", type: "malus", nbDice: 0 }] let horoList = [{ id: -1, name: "Aucun", type: "malus", nbDice: 0 }]
for (let id in horoscopes) { for (let id in horoscopes) {
let horo = horoscopes[id] let horo = horoscopes[id]
for (let i=0; i<horo.availableDice; i++) { for (let i = 0; i < horo.availableDice; i++) {
horoList.push( { id: id, name: horo.name, type: horo.type, nbDice: i+1}) horoList.push({ id: id, name: horo.name, type: horo.type, nbDice: i + 1 })
} }
} }
return horoList return horoList
@ -78,7 +78,7 @@ export class BoLRoll {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static attributeCheck(actor, key) { static attributeCheck(actor, key, event, combatData) {
let attribute = eval(`actor.system.attributes.${key}`) let attribute = eval(`actor.system.attributes.${key}`)
@ -91,7 +91,7 @@ export class BoLRoll {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static aptitudeCheck(actor, key) { static aptitudeCheck(actor, key, event, combatData) {
let aptitude = eval(`actor.system.aptitudes.${key}`) let aptitude = eval(`actor.system.aptitudes.${key}`)
let attrKey = this.getDefaultAttribute(key) let attrKey = this.getDefaultAttribute(key)
@ -101,6 +101,7 @@ export class BoLRoll {
rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
rollData.combatData = combatData // For initiative mainly
return this.displayRollDialog(rollData) return this.displayRollDialog(rollData)
} }
@ -219,8 +220,8 @@ export class BoLRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
static horoscopeCheck(actor, event, horoscopeType) { static horoscopeCheck(actor, event, horoscopeType) {
let cost = (horoscopeType == "minor") ? 1 : 2 let cost = (horoscopeType == "minor") ? 1 : 2
if (cost > actor.getAstrologyPoints() ) { if (cost > actor.getAstrologyPoints()) {
ui.notifications.warn(game.i18n.localize("BOL.ui.astrologyNoPoints")) ui.notifications.warn(game.i18n.localize("BOL.ui.astrologyNoPoints"))
return return
} }
@ -228,7 +229,7 @@ export class BoLRoll {
rollData.careerBonus = actor.getAstrologerBonus() rollData.careerBonus = actor.getAstrologerBonus()
rollData.horoscopeType = horoscopeType rollData.horoscopeType = horoscopeType
rollData.horoscopeTypeLabel = "BOL.ui."+horoscopeType rollData.horoscopeTypeLabel = "BOL.ui." + horoscopeType
rollData.astrologyPointsCost = cost rollData.astrologyPointsCost = cost
rollData.label = game.i18n.localize('BOL.ui.makeHoroscope') rollData.label = game.i18n.localize('BOL.ui.makeHoroscope')
rollData.description = game.i18n.localize('BOL.ui.makeHoroscope') + " " + game.i18n.localize(rollData.horoscopeTypeLabel) rollData.description = game.i18n.localize('BOL.ui.makeHoroscope') + " " + game.i18n.localize(rollData.horoscopeTypeLabel)
@ -283,7 +284,7 @@ export class BoLRoll {
for (let effect of this.rollData.bolApplicableEffects) { for (let effect of this.rollData.bolApplicableEffects) {
if (effect.system.properties.modifier == "1B") { if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice++; this.rollData.bmDice++;
} else if (effect.system.properties.modifier == "1B") { } else if (effect.system.properties.modifier == "2B") {
this.rollData.bmDice += 2; this.rollData.bmDice += 2;
} else if (effect.system.properties.modifier == "1M") { } else if (effect.system.properties.modifier == "1M") {
this.rollData.bmDice--; this.rollData.bmDice--;
@ -295,7 +296,7 @@ export class BoLRoll {
} }
this.rollData.bmDice += this.rollData.horoscopeBonus this.rollData.bmDice += this.rollData.horoscopeBonus
this.rollData.bmDice -= this.rollData.horoscopeMalus this.rollData.bmDice -= this.rollData.horoscopeMalus
if ( this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) { if (this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) {
let horo = this.rollData.horoscopeGroupList[this.rollData.selectedGroupHoroscopeIndex] let horo = this.rollData.horoscopeGroupList[this.rollData.selectedGroupHoroscopeIndex]
this.rollData.bmDice += (horo.type == "malus") ? -horo.nbDice : horo.nbDice; this.rollData.bmDice += (horo.type == "malus") ? -horo.nbDice : horo.nbDice;
} }
@ -449,8 +450,8 @@ export class BoLRoll {
html.find('#horoscope-bonus-applied').change((event) => { html.find('#horoscope-bonus-applied').change((event) => {
this.rollData.selectedHoroscope = [] this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) { for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push( duplicate(this.rollData.horoscopeBonusList[Number(option.index)]) ) this.rollData.selectedHoroscope.push(duplicate(this.rollData.horoscopeBonusList[Number(option.index)]))
} }
let horoscopes = $('#horoscope-bonus-applied').val() let horoscopes = $('#horoscope-bonus-applied').val()
this.rollData.horoscopeBonus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length this.rollData.horoscopeBonus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice() this.updateTotalDice()
@ -459,8 +460,8 @@ export class BoLRoll {
html.find('#horoscope-malus-applied').change((event) => { html.find('#horoscope-malus-applied').change((event) => {
this.rollData.selectedHoroscope = [] this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) { for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push( duplicate(this.rollData.horoscopeBonusList[Number(option.index)]) ) this.rollData.selectedHoroscope.push(duplicate(this.rollData.horoscopeBonusList[Number(option.index)]))
} }
let horoscopes = $('#horoscope-malus-applied').val() let horoscopes = $('#horoscope-malus-applied').val()
this.rollData.horoscopeMalus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length this.rollData.horoscopeMalus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice() this.updateTotalDice()
@ -469,7 +470,7 @@ export class BoLRoll {
this.rollData.selectedGroupHoroscopeIndex = event.currentTarget.value this.rollData.selectedGroupHoroscopeIndex = event.currentTarget.value
this.updateTotalDice() this.updateTotalDice()
}) })
} }
@ -522,6 +523,7 @@ export class BoLRoll {
rollData.nbBoons = 0 rollData.nbBoons = 0
rollData.nbFlaws = 0 rollData.nbFlaws = 0
rollData.nbDice = 0 rollData.nbDice = 0
rollData.isHeroAdversary = actor.isHeroAdversary()
if (rollData.shieldBlock == 'blockall') { if (rollData.shieldBlock == 'blockall') {
rollData.shieldMalus = rollData.shieldAttackMalus; rollData.shieldMalus = rollData.shieldAttackMalus;
} else { } else {
@ -577,7 +579,7 @@ export class BoLRoll {
rollbase = 0 rollbase = 0
} }
let diceData = BoLUtility.getDiceData() let diceData = BoLUtility.getDiceData()
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier
const formula = (isMalus) ? rollData.nbDice + "d" + diceData.diceFormula + "kl2 + " + modifiers : rollData.nbDice + "d" + diceData.diceFormula + "kh2 + " + modifiers const formula = (isMalus) ? rollData.nbDice + "d" + diceData.diceFormula + "kl2 + " + modifiers : rollData.nbDice + "d" + diceData.diceFormula + "kh2 + " + modifiers
rollData.formula = formula rollData.formula = formula
@ -624,7 +626,7 @@ export class BoLDefaultRoll {
await r.roll({ "async": false }) await r.roll({ "async": false })
let diceData = BoLUtility.getDiceData() let diceData = BoLUtility.getDiceData()
console.log("DICEDATA", diceData) //console.log("DICEDATA", diceData)
const activeDice = r.terms[0].results.filter(r => r.active) const activeDice = r.terms[0].results.filter(r => r.active)
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b) const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
this.rollData.roll = r this.rollData.roll = r
@ -643,6 +645,10 @@ export class BoLDefaultRoll {
if (this.rollData.registerInit) { if (this.rollData.registerInit) {
actor.registerInit(this.rollData) actor.registerInit(this.rollData)
this.rollData.initiativeRank = actor.getInitiativeRank(this.rollData) this.rollData.initiativeRank = actor.getInitiativeRank(this.rollData)
if (this.rollData.combatData) { // If combatData present
let combat = game.combats.get(this.rollData.combatData.combatId)
combat.setInitiative(this.rollData.combatData.combatantId, this.rollData.initiativeRank)
}
} }
if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor) this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
@ -672,10 +678,10 @@ export class BoLDefaultRoll {
async sendChatMessage() { async sendChatMessage() {
let actor = BoLUtility.getActorFromRollData(this.rollData) let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildChatMessage(this.rollData).then(async msgFlavor => { this._buildChatMessage(this.rollData).then(async msgFlavor => {
//console.log("MSG", msgFlavor )
let msg = await this.rollData.roll.toMessage({ let msg = await this.rollData.roll.toMessage({
user: game.user.id, user: game.user.id,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
flavor: msgFlavor, flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }), speaker: ChatMessage.getSpeaker({ actor: actor }),
}) })
@ -761,13 +767,13 @@ export class BoLDefaultRoll {
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption) let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage) //console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
this.rollData.damageFormula = damageFormula this.rollData.damageFormula = damageFormula
this.rollData.damageRoll = new Roll(damageFormula) this.rollData.damageRoll = new Roll(damageFormula)
await this.rollData.damageRoll.roll({ "async": false }) await this.rollData.damageRoll.roll({ "async": false })
this.rollData.damageTotal = this.rollData.damageRoll.total this.rollData.damageTotal = this.rollData.damageRoll.total
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
} }
BoLUtility.cleanupButtons(this.rollData.optionsId) BoLUtility.cleanupButtons(this.rollData.optionsId)
this.sendDamageMessage() this.sendDamageMessage()

View File

@ -25,7 +25,7 @@ export class BoLCombatManager extends Combat {
// calculate initiative // calculate initiative
for (let cId = 0; cId < ids.length; cId++) { for (let cId = 0; cId < ids.length; cId++) {
const combatant = this.combatants.get(ids[cId]) const combatant = this.combatants.get(ids[cId])
let fvttInit = combatant.actor.getInitiativeRank(false, true) let fvttInit = combatant.actor.getInitiativeRank(false, true, { combatId: this.id, combatantId: combatant.id })
fvttInit += (cId / 100) fvttInit += (cId / 100)
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]); await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
} }
@ -34,22 +34,42 @@ export class BoLCombatManager extends Combat {
/************************************************************************************/ /************************************************************************************/
nextRound() { nextRound() {
let combatants = this.combatants.contents let combatants = this.combatants.contents
let autoRemoveDead = game.settings.get("bol", "auto-remove-dead") // Optionnal auto-removal of dead char.
for (let c of combatants) { for (let c of combatants) {
let actor = game.actors.get( c.actorId ) //let actor = game.actors.get(c.actorId)
actor.clearRoundModifiers() c.actor.clearRoundModifiers()
let toRemove = []
if (autoRemoveDead && c.actor.type == "encounter" && (c.actor.system.chartype == "tough" || c.actor.system.chartype == "creature" || c.actor.system.chartype == "base") && c.actor.system.resources.hp.value <= 0) {
toRemove.push( c.id || c._id)
}
//console.log("REM", autoRemoveDead, toRemove, c.actor)
if (toRemove.length>0) {
this.deleteEmbeddedDocuments('Combatant', toRemove)
}
} }
super.nextRound() 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() { _onDelete() {
let combatants = this.combatants.contents let combatants = this.combatants.contents
for (let c of combatants) { for (let c of combatants) {
let actor = game.actors.get(c.actorId) let actor = game.actors.get(c.actorId)
actor.clearInitiative() actor.clearInitiative()
actor.displayRecuperation()
} }
super._onDelete() super._onDelete()
} }
} }

View File

@ -1,4 +1,4 @@
import { BoLDefaultRoll } from "../controllers/bol-rolls.js"; import { BoLRoll, BoLDefaultRoll } from "../controllers/bol-rolls.js";
// Spell circle to min PP cost // Spell circle to min PP cost
const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 } const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 }
@ -8,8 +8,6 @@ export class BoLUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static init() { static init() {
this.attackStore = {}
game.settings.register("bol", "rollArmor", { game.settings.register("bol", "rollArmor", {
name: "Effectuer des jets pour les armures", name: "Effectuer des jets pour les armures",
hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)", hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
@ -28,12 +26,20 @@ export class BoLUtility {
type: Boolean, type: Boolean,
onChange: lang => window.location.reload() onChange: lang => window.location.reload()
}) })
game.settings.register("bol", "auto-remove-dead", {
name: "Enlever les PNJs morts automatiquement",
hint: "Supprime les PNJ (piétaille, créatures, coriaces) automatiquement du combat lorsqu'ils sont à 0 Vitalité ou moins",
scope: "world",
config: true,
default: false,
type: Boolean
})
game.settings.register("bol", "dice-formula", { game.settings.register("bol", "dice-formula", {
name: "Formule de dés", name: "Formule de dés",
hint: "Sélectionne la formule de dés (par défaut 2d6)", hint: "Sélectionne la formule de dés (par défaut 2d6)",
scope: "world", scope: "world",
config: true, config: true,
default: "2d6", default: "6",
type: String, type: String,
choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"}, choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
onChange: value => { onChange: value => {
@ -151,7 +157,7 @@ export class BoLUtility {
df = "6" df = "6"
} }
return { return {
diceFormula: this.diceFormula, diceFormula: df,
successValue : this.successValue, successValue : this.successValue,
criticalSuccessValue: this.criticalSuccessValue, criticalSuccessValue: this.criticalSuccessValue,
criticalFailureValue: this.criticalFailureValue criticalFailureValue: this.criticalFailureValue
@ -193,29 +199,6 @@ export class BoLUtility {
CONFIG.statusEffects = duplicate(game.bol.config.statusEffects) CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
} }
/* -------------------------------------------- */
static templateData(it) {
return BoLUtility.data(it)?.data ?? {}
}
/* -------------------------------------------- */
static data(it) {
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
return it.data;
}
return it;
}
/* -------------------------------------------- */
static storeRoll(roll) {
this.rollTab[roll.id] = roll
}
/* -------------------------------------------- */
static getRoll(rollId) {
return this.rollTab[roll.id]
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static createDirectOptionList(min, max) { static createDirectOptionList(min, max) {
let options = {}; let options = {};
@ -260,7 +243,7 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getUsers(filter) { static getUsers(filter) {
return game.users.filter(filter).map(user => user.data._id); return game.users.filter(filter).map(user => user.id);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) { static getWhisperRecipients(rollMode, name) {
@ -298,13 +281,13 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static sendAttackSuccess(attackDef) { static sendAttackSuccess(rollData) {
if (attackDef.targetId) { if (rollData.targetId) {
// Broadcast to GM or process it directly in case of GM defense // Broadcast to GM or process it directly in case of GM defense
if (!game.user.isGM) { 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 { } else {
BoLUtility.processAttackSuccess(attackDef) BoLUtility.processAttackSuccess(rollData)
} }
} }
} }
@ -330,6 +313,14 @@ export class BoLUtility {
let message = game.messages.get(messageId) let message = game.messages.get(messageId)
return message.getFlag("world", "bol-roll-data") return message.getFlag("world", "bol-roll-data")
} }
/* -------------------------------------------- */
static requestInitRoll(actorId, combatData ) {
let actor = game.actors.get( actorId )
if (actor && actor.isOwner) {
ui.notifications.info(game.i18n.localize("BOL.ui.warninitiative"))
BoLRoll.aptitudeCheck(actor, "init", undefined, combatData)
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static cleanupButtons(id) { static cleanupButtons(id) {
@ -397,6 +388,19 @@ export class BoLUtility {
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } }) 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 +408,50 @@ export class BoLUtility {
if (!game.user.isGM) { if (!game.user.isGM) {
return return
} }
let message = game.messages.get(msgId)
let rollData = message.getFlag("world", "bol-roll-data")
BoLUtility.removeChatMessageId(msgId) BoLUtility.removeChatMessageId(msgId)
console.log("Damage Handling", attackId, defenseMode, weaponId) console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this // Only GM process this
let attackDef = this.attackStore[attackId] if (rollData && rollData.defenderId) {
if (attackDef && attackDef.defenderId) { if (rollData.defenseDone || defenseMode == 'damage-not-applied') {
if (attackDef.defenseDone) {
return return
} // ?? Why ??? } // ?? Why ???
attackDef.defenseDone = true rollData.defenseDone = true
attackDef.defenseMode = defenseMode rollData.defenseMode = defenseMode
let token = game.scenes.current.tokens.get(attackDef.targetId) let token = game.scenes.current.tokens.get(rollData.targetId)
let defender = token.actor let defender = token.actor
if (defenseMode == 'damage-with-armor') { if (defenseMode == 'damage-with-armor') {
let armorFormula = defender.getArmorFormula() let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula) rollData.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll({ async: false }) rollData.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
console.log("Armor roll -> result ", attackDef) console.log("Armor roll -> result ", rollData)
} }
if (defenseMode == 'damage-without-armor') { if (defenseMode == 'damage-without-armor') {
attackDef.finalDamage = attackDef.damageTotal rollData.finalDamage = atrollDatatackDef.damageTotal
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
} }
if (defenseMode == 'hero-reduce-damage') { if (defenseMode == 'hero-reduce-damage') {
let armorFormula = defender.getArmorFormula() let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula) rollData.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll({ async: false }) rollData.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
attackDef.rollHero = new Roll("1d6") rollData.rollHero = new Roll("1d6")
attackDef.rollHero.roll({ async: false }) rollData.rollHero.roll({ async: false })
attackDef.finalDamage = attackDef.damageTotal - attackDef.rollHero.total - attackDef.armorProtect rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
defender.subHeroPoints(1) defender.subHeroPoints(1)
} }
if (defenseMode == 'hero-in-extremis') { if (defenseMode == 'hero-in-extremis') {
attackDef.finalDamage = 0; rollData.finalDamage = 0;
attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId); rollData.weaponHero = defender.weapons.find(item => item._id == weaponId);
defender.deleteEmbeddedDocuments("Item", [weaponId]); defender.deleteEmbeddedDocuments("Item", [weaponId]);
} }
@ -456,16 +462,16 @@ export class BoLUtility {
} }
} }
let damageResults = { let damageResults = {
attackId: attackDef.id, attackId: rollData.id,
attacker: attackDef.attacker, attacker: rollData.attacker,
rollArmor: attackDef.rollArmor, rollArmor: rollData.rollArmor,
rollHero: attackDef.rollHero, rollHero: rollData.rollHero,
weaponHero: attackDef.weaponHero, weaponHero: rollData.weaponHero,
armorProtect: attackDef.armorProtect, armorProtect: rollData.armorProtect,
name: defender.name, name: defender.name,
defender: defender, defender: defender,
defenseMode: attackDef.defenseMode, defenseMode: rollData.defenseMode,
finalDamage: attackDef.finalDamage finalDamage: rollData.finalDamage
} }
ChatMessage.create({ ChatMessage.create({
alias: defender.name, alias: defender.name,
@ -509,7 +515,7 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isRangedWeapon(weapon) { static isRangedWeapon(weapon) {
return weapon.data.type == 'ranged' || weapon.data.thrown; return weapon.system.type == 'ranged' || weapon.system.thrown;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -552,28 +558,28 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async processAttackSuccess(attackDef) { static async processAttackSuccess(rollData) {
console.log("Attack success processing", attackDef) console.log("Attack success processing", rollData)
if (!game.user.isGM || !attackDef.defenderId) { // Only GM process this if (!game.user.isGM || !rollData.defenderId) { // Only GM process this
return return
} }
// Build and send the defense message to the relevant people (ie GM + defender) // Build and send the defense message to the relevant people (ie GM + defender)
let defender = game.actors.get(attackDef.defenderId) let defender = game.actors.get(rollData.defenderId)
console.log("DEF WEP", attackDef, defender)
let defenderWeapons = defender.weapons || [] let defenderWeapons = defender.weapons || []
this.attackStore[attackDef.id] = attackDef // Store ! let msg = await ChatMessage.create({
ChatMessage.create({
alias: defender.name, alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', { content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
attackId: attackDef.id, attackId: rollData.id,
attacker: attackDef.attacker, attacker: rollData.attacker,
defender: defender, defender: defender,
defenderWeapons: defenderWeapons, defenderWeapons: defenderWeapons,
damageTotal: attackDef.damageRoll.total, damageTotal: rollData.damageTotal,
damagesIgnoresArmor: attackDef.damagesIgnoresArmor, damagesIgnoresArmor: rollData.damagesIgnoresArmor,
}) })
}) })
msg.setFlag("world", "bol-roll-data", rollData)
console.log("DEF WEP", rollData, defender)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -584,6 +590,9 @@ export class BoLUtility {
if (sockmsg.name == "msg_cleanup_buttons") { if (sockmsg.name == "msg_cleanup_buttons") {
$(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons $(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons
} }
if (sockmsg.name == "msg_request_init_roll") {
this.requestInitRoll( sockmsg.data.actorId, sockmsg.data.combatData)
}
if (sockmsg.name == "msg_damage_handling") { if (sockmsg.name == "msg_damage_handling") {
BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId) BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId)
} }
@ -591,15 +600,15 @@ export class BoLUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static computeSpellCost(spell, nbOptCond = 0) { static computeSpellCost(spell, nbOptCond = 0) {
let pp = spell.data.properties.ppcost let pp = spell.system.properties.ppcost
let minpp = __circle2minpp[spell.data.properties.circle] let minpp = __circle2minpp[spell.system.properties.circle]
pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
return pp return pp
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getDamageFormula(weaponData, fightOption) { static getDamageFormula(weaponData, fightOption) {
let upgradeDamage = (fightOption && fightOption.data.properties.fightoptiontype == "twoweaponsatt") let upgradeDamage = (fightOption && fightOption.system.properties.fightoptiontype == "twoweaponsatt")
let damageString = weaponData.properties.damage let damageString = weaponData.properties.damage
let modifier = weaponData.properties.damageModifiers ?? 0 let modifier = weaponData.properties.damageModifiers ?? 0
let multiplier = weaponData.properties.damageMultiplier ?? 1 let multiplier = weaponData.properties.damageMultiplier ?? 1

View File

@ -118,7 +118,7 @@ export const registerHandlebarsHelpers = function () {
}) })
Handlebars.registerHelper('includesKey', function (items, type, key) { Handlebars.registerHelper('includesKey', function (items, type, key) {
// console.log(items); // console.log(items);
return items.filter(i => i.type === type).map(i => i.data.key).includes(key); return items.filter(i => i.type === type).map(i => i.system.key).includes(key);
}) })
Handlebars.registerHelper('includes', function (array, val) { Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val); return array.includes(val);

View File

@ -49,7 +49,7 @@ export default function registerHooks() {
let macro = game.macros.entities.find(m => (m.name === actor.name) && (m.command === command)); let macro = game.macros.entities.find(m => (m.name === actor.name) && (m.command === command));
if (!macro) { if (!macro) {
macro = await Macro.create({ macro = await Macro.create({
name: actor.data.name, name: actor.name,
type: "script", type: "script",
img: "icons/svg/dice-target.svg", img: "icons/svg/dice-target.svg",
command: command command: command
@ -65,9 +65,9 @@ export default function registerHooks() {
let macro = game.macros.entities.find(m => (m.name === journal.name) && (m.command === command)); let macro = game.macros.entities.find(m => (m.name === journal.name) && (m.command === command));
if (!macro) { if (!macro) {
macro = await Macro.create({ macro = await Macro.create({
name: journal.data.name, name: journal.name,
type: "script", type: "script",
img: (journal.data.img) ? journal.data.img : "icons/svg/book.svg", img: (journal.img) ? journal.img : "icons/svg/book.svg",
command: command command: command
}, {displaySheet: false}) }, {displaySheet: false})
game.user.assignHotbarMacro(macro, slot); game.user.assignHotbarMacro(macro, slot);

View File

@ -37,13 +37,13 @@ export class Macros {
}; };
if(rollType === "attribute") { if(rollType === "attribute") {
let attribute = eval(`actor.data.data.attributes.${key}`); let attribute = eval(`actor.system.attributes.${key}`);
let rollLabel = (attribute.label) ? game.i18n.localize(attribute.label) : null; let rollLabel = (attribute.label) ? game.i18n.localize(attribute.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ; let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ;
BoLRoll.attributeRollDialog(actor, actorData, attribute, rollLabel, description, adv, mod); BoLRoll.attributeRollDialog(actor, actorData, attribute, rollLabel, description, adv, mod);
} }
else if(rollType === "aptitude") { else if(rollType === "aptitude") {
let aptitude = eval(`actor.data.data.aptitudes.${key}`); let aptitude = eval(`actor.system.aptitudes.${key}`);
let rollLabel = (aptitude.label) ? game.i18n.localize(aptitude.label) : null; let rollLabel = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ; let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ;
BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod); BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod);

View File

@ -14,7 +14,7 @@
], ],
"url": "https://www.uberwald.me/gitea/public/bol", "url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt", "license": "LICENSE.txt",
"version": "10.5.7", "version": "10.5.14",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10" "verified": "10"
@ -202,7 +202,7 @@
], ],
"socket": true, "socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json", "manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.7.zip", "download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.14.zip",
"background": "systems/bol/ui/page_accueil.webp", "background": "systems/bol/ui/page_accueil.webp",
"gridDistance": 1.5, "gridDistance": 1.5,
"gridUnits": "m", "gridUnits": "m",

View File

@ -1,8 +1,18 @@
<div class="attributes flexrow"> <div class="attributes flexrow">
{{#each attributes as |attribute id|}} {{#each attributes as |attribute id|}}
<div class="attribute stat flex1 flex-group-center {{key}}"> <div class="attribute stat flex1 flex-group-center {{key}}">
<label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/> <label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label>
<input class="stat-value rounded" type="text" name="system.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/> {{#if attribute.numModifier}}
<label class="stat-value rounded">{{attribute.numModifier}}</label>
{{/if}}
{{#if (count attribute.diceModifier)}}
<label class="stat-value rounded">{{attribute.diceModifier}}</label>
{{/if}}
<br/>
<input class="stat-value rounded" type="text" name="system.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/>
<br/>
<span class="stat-roll rollable" title="2d6" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}"> <span class="stat-roll rollable" title="2d6" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">
<i class="darkgreen fas fa-dice"></i> <i class="darkgreen fas fa-dice"></i>
</span> </span>
@ -24,8 +34,17 @@
<div class="aptitudes flexrow"> <div class="aptitudes flexrow">
{{#each aptitudes as |aptitude id|}} {{#each aptitudes as |aptitude id|}}
<div class="aptitude stat flex1 flex-group-center"> <div class="aptitude stat flex1 flex-group-center">
<label class="stat-label"><a class="rollable" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/> <label class="stat-label"><a class="rollable" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label>
{{#if aptitude.numModifier}}
<label class="stat-value rounded">{{aptitude.numModifier}}</label>
{{/if}}
{{#if (count aptitude.diceModifier)}}
<label class="stat-value rounded">{{aptitude.diceModifier}}</label>
{{/if}}
<br/>
<input class="stat-value rounded-border" type="text" name="system.aptitudes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/> <input class="stat-value rounded-border" type="text" name="system.aptitudes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/>
<span class="stat-roll rollable" title="2d6" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}"> <span class="stat-roll rollable" title="2d6" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">
<i class="darkgreen fas fa-dice"></i> <i class="darkgreen fas fa-dice"></i>
</span> </span>
@ -50,6 +69,10 @@
<div class="resource stat flex1 flex-group-center"> <div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize label}}</label><br/> <label class="stat-label">{{localize label}}</label><br/>
<input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/> <input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
<a class="inc-dec-btns-resource" data-target="{{key}}" data-incr="-1"><i class="fas fa-minus-square"></i></a>&nbsp;
<a class="inc-dec-btns-resource" data-target="{{key}}" data-incr="1"><i class="fas fa-plus-square"></i></a>&nbsp;
{{#if (eq @root.charType 'player')}} {{#if (eq @root.charType 'player')}}
{{#if (exists bonus)}} {{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span> <span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>

View File

@ -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>

View File

@ -4,20 +4,25 @@
</div> </div>
<div class="flexrow"> <div class="flexrow">
{{#if (eq hp 0)}}
{{localize "BOL.chat.vitalityzero" name=name hp=hp}}
<br>{{localize "BOL.chat.vitalityheroism"}}
<br>{{localize "BOL.chat.vitalityheroismhint"}}
{{else}}
{{localize "BOL.chat.vitalitydying" name=name hp=hp}}
<br>{{localize "BOL.chat.vitalitydyingheroism"}}
{{/if}}
{{#if (lt hp -5)}} {{#if isHeroAdversary}}
<br><strong>{{localize "BOL.chat.isdead" name=name}}</strong> {{#if (eq hp 0)}}
<br>{{localize "BOL.chat.epitaph"}} {{localize "BOL.chat.vitalityzero" name=name hp=hp}}
{{/if}} <br>{{localize "BOL.chat.vitalityheroism"}}
<br>{{localize "BOL.chat.vitalityheroismhint"}}
{{else}}
{{localize "BOL.chat.vitalitydying" name=name hp=hp}}
<br>{{localize "BOL.chat.vitalitydyingheroism"}}
{{/if}}
{{#if (lt hp -5)}}
<br><strong>{{localize "BOL.chat.isdead" name=name}}</strong>
<br>{{localize "BOL.chat.epitaph"}}
{{/if}}
{{else}}
<br><strong>{{localize "BOL.chat.isdead" name=name}}</strong>
<br>{{localize "BOL.chat.epitaph"}}
{{/if}}
</div> </div>

View File

@ -1,20 +1,20 @@
<div> <div>
{{#if isSuccess}} {{#if isSuccess}}
{{#if isLegendary}} {{#if isLegendary}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.criticallegend"}}... <h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.criticallegend"}}...
{{else}} {{else}}
{{#if isCritical}} {{#if isCritical}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.critical"}}... <h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.critical"}}...
{{else}} {{else}}
<h2 class="success"><i class="fas fa-check"></i>&nbsp;{{localize "BOL.ui.success"}}... <h2 class="success"><i class="fas fa-check"></i> {{localize "BOL.ui.success"}}...
{{/if}} {{/if}}
{{/if}} {{/if}}
{{/if}} {{/if}}
{{#if isFailure}} {{#if isFailure}}
{{#if isFumble}} {{#if isFumble}}
<h2 class="failure fumble"><i class="fas fa-skull-crossbones"></i>&nbsp;{{localize "BOL.ui.fumble"}}... <h2 class="failure fumble"><i class="fas fa-skull-crossbones"></i> {{localize "BOL.ui.fumble"}}...
{{else}} {{else}}
<h2 class="failure"><i class="fas fa-times"></i>&nbsp;{{localize "BOL.ui.failure"}}... <h2 class="failure"><i class="fas fa-times"></i> {{localize "BOL.ui.failure"}}...
{{/if}} {{/if}}
{{/if}} {{/if}}
<img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/> <img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/>
@ -52,9 +52,6 @@
{{/if}} {{/if}}
<div id="{{optionsId}}"> <div id="{{optionsId}}">
{{#if isCritical}} {{#if isCritical}}
<div> <div>
{{localize "BOL.chat.criticalinfo"}} {{localize "BOL.chat.criticalinfo"}}
@ -83,14 +80,14 @@
{{/if}} {{/if}}
{{#if reroll}} {{#if reroll}}
<button class="chat-button button hero-reroll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.reroll"}}</button> <button class="chat-button button hero-reroll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.reroll"}}</button>
{{/if}} {{/if}}
{{#if (and isSuccess (not isCritical))}} {{#if (and isSuccess (not isCritical))}}
<button class="chat-button button transform-heroic-roll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.toheroic"}}</button> <button class="chat-button button transform-heroic-roll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.toheroic"}}</button>
{{/if}} {{/if}}
{{#if isRealCritical}} {{#if isRealCritical}}
<button class="chat-button button transform-legendary-roll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.tolegend"}}</button> <button class="chat-button button transform-legendary-roll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.tolegend"}}</button>
{{/if}} {{/if}}
<br> <br>

View File

@ -6,13 +6,17 @@
{{/if}} {{/if}}
<button class="damage-handling" data-defense-mode="damage-with-armor" data-attack-id="{{attackId}}">{{localize "BOL.chat.witharmor"}}</button> <button class="damage-handling" data-defense-mode="damage-with-armor" data-attack-id="{{attackId}}">{{localize "BOL.chat.witharmor"}}</button>
<button class="damage-handling" data-defense-mode="damage-without-armor" data-attack-id="{{attackId}}">{{localize "BOL.chat.withoutarmor"}}</button> <button class="damage-handling" data-defense-mode="damage-without-armor" data-attack--id="{{attackId}}">{{localize "BOL.chat.withoutarmor"}}</button>
{{#if defender.system.resources.hero.value}} {{#if isHeroAdversary}}
<button class="damage-handling" data-defense-mode="hero-reduce-damage" data-attack-id="{{attackId}}">{{localize "BOL.chat.shakeoff"}}</button> {{#if (gt defender.system.resources.hero.value 0)}}
<button class="damage-handling" data-defense-mode="hero-reduce-damage" data-attack-id="{{attackId}}">{{localize "BOL.chat.shakeoff"}}</button>
{{#each defenderWeapons as |weapon idx|}} {{#each defenderWeapons as |weapon idx|}}
<button class="damage-handling" data-defense-mode="hero-in-extremis" data-attack-id="{{@root.attackId}}" data-weapon-id="{{weapon._id}}">{{localize "BOL.chat.splinteredshield" name=weapon.name}}</button> <button class="damage-handling" data-defense-mode="hero-in-extremis" data-attack-id="{{@root.attackId}}" data-weapon-id="{{weapon._id}}">{{localize "BOL.chat.splinteredshield" name=weapon.name}}</button>
{{/each}} {{/each}}
{{/if}}
{{/if}}
<button class="damage-handling" data-defense-mode="damage-not-applied" data-attack-id="{{attackId}}">{{localize "BOL.chat.nodamage"}}</button>
{{/if}}