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16 changed files with 429 additions and 346 deletions

109
.gitignore vendored
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@ -1,108 +1 @@
# Logs
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/
.history/

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@ -459,10 +459,10 @@
"BOL.chat.isdead": "{name} est mort !",
"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.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.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.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.",
@ -475,19 +475,19 @@
"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
"BOL.chat.fightoption": "Option de combat",
"BOL.chat.reroll": "Relancer (1 P. Heroisme)",
"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme)",
"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme)",
"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme/Vilainie)",
"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme/Vilainie)",
"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.witharmor": "Encaisser avec 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.splinteredshield": "Parade in Extremis avec {name} (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/Vilainie)",
"BOL.chat.damagesummary": "Dégats subis par {name}",
"BOL.chat.protectvalue": "Protection de l'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.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.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/vilainie a également été dépensé.",
"BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !",
"BOL.chat.spell": "Sort",
"BOL.chat.spellcost": "Cout en Points de Pouvoir",
@ -525,16 +525,20 @@
"BOL.chat.usedhoroscope": "Horoscope utilisé",
"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.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.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.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.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.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)",
@ -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.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.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");
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
html.find(".inc-dec-btns").click((ev) => {

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@ -22,6 +22,17 @@ export class BoLActor extends Actor {
super.prepareData()
}
/* -------------------------------------------- */
isHeroAdversary() {
if (this.type === 'character') {
return true
}
if (this.type === 'encounter' && this.chartype == "adversary") {
return true
}
return false
}
/* -------------------------------------------- */
getCharType() {
if (this.type === 'character') {
@ -32,11 +43,11 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
getVillainy() {
if (this.type === 'character') {
return false
}
if (this.type === 'encounter' && this.chartype == "adversary") {
return true
}
return false
}
/* -------------------------------------------- */
getBougette() {
@ -74,11 +85,13 @@ export class BoLActor extends Actor {
if (this.type == 'character') {
let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus
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
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 {
super.prepareDerivedData()
if (this.id) {
this.updateResourcesData()
this.manageHealthState();
this.manageHealthState()
}
}
}
@ -98,11 +113,29 @@ export class BoLActor extends Actor {
get 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() {
return Object.values(this.system.attributes)
let attrList = duplicate(Object.values(this.system.attributes))
this.addEffectModifiers(attrList, "system.attributes.")
return attrList
}
get aptitudes() {
return Object.values(this.system.aptitudes)
let aptList = Object.values(this.system.aptitudes)
this.addEffectModifiers(aptList, "system.aptitudes.")
return aptList
}
/* -------------------------------------------- */
@ -230,19 +263,18 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
get armorMalusValue() { // used for Fight Options
for (let armor of this.armors) {
if (armor.system.properties.armorQuality.includes("light")) {
if (armor.system.properties.armorQuality?.includes("light")) {
return 1
}
if (armor.system.properties.armorQuality.includes("medium")) {
if (armor.system.properties.armorQuality?.includes("medium")) {
return 2
}
if (armor.system.properties.armorQuality.includes("heavy")) {
if (armor.system.properties.armorQuality?.includes("heavy")) {
return 3
}
}
return 0
}
get resources() {
return Object.values(this.system.resources)
}
@ -459,9 +491,11 @@ export class BoLActor extends Actor {
//Spent points
this.spentAstrologyPoints(rollData.astrologyPointsCost)
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",
system :{subtype: "horoscope", properties: {
system: {
subtype: "horoscope", properties: {
ishoroscopemajor: false,
horoscopeanswer: (rollData.isSuccess) ? "favorable" : "unfavorable",
rank: rollData.careerBonus
@ -732,7 +766,7 @@ export class BoLActor extends Actor {
ChatMessage.create({
alias: 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 {
if (prone) {
@ -751,6 +785,42 @@ 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.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() {
this.unsetFlag("world", "last-initiative")
@ -763,19 +833,48 @@ export class BoLActor extends Actor {
}
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 (data.system?.attributes) {
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
if (this.type == 'character') {
fvttInit = 5
if (!rollData) {
fvttInit = -1
if (!rollData) {
if (isCombat) {
ui.notifications.warn(game.i18n.localize("BOL.ui.warninitiative"))
if (game.user.isGM ) {
game.socket.emit("system.bol", { name: "msg_request_init_roll", data: { actorId: this.id, combatData : combatData } })
}
}
} else {
if (rollData.isLegendary) {
@ -822,6 +921,11 @@ export class BoLActor extends Actor {
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) {
let newHP = this.system.resources.hp.value - damage

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@ -78,7 +78,7 @@ export class BoLRoll {
}
/* -------------------------------------------- */
static attributeCheck(actor, key) {
static attributeCheck(actor, key, event, combatData) {
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 attrKey = this.getDefaultAttribute(key)
@ -101,6 +101,7 @@ export class BoLRoll {
rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
rollData.combatData = combatData // For initiative mainly
return this.displayRollDialog(rollData)
}
@ -283,7 +284,7 @@ export class BoLRoll {
for (let effect of this.rollData.bolApplicableEffects) {
if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice++;
} else if (effect.system.properties.modifier == "1B") {
} else if (effect.system.properties.modifier == "2B") {
this.rollData.bmDice += 2;
} else if (effect.system.properties.modifier == "1M") {
this.rollData.bmDice--;
@ -522,6 +523,7 @@ export class BoLRoll {
rollData.nbBoons = 0
rollData.nbFlaws = 0
rollData.nbDice = 0
rollData.isHeroAdversary = actor.isHeroAdversary()
if (rollData.shieldBlock == 'blockall') {
rollData.shieldMalus = rollData.shieldAttackMalus;
} else {
@ -624,7 +626,7 @@ export class BoLDefaultRoll {
await r.roll({ "async": false })
let diceData = BoLUtility.getDiceData()
console.log("DICEDATA", diceData)
//console.log("DICEDATA", diceData)
const activeDice = r.terms[0].results.filter(r => r.active)
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
this.rollData.roll = r
@ -643,6 +645,10 @@ export class BoLDefaultRoll {
if (this.rollData.registerInit) {
actor.registerInit(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
this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
@ -672,10 +678,10 @@ export class BoLDefaultRoll {
async sendChatMessage() {
let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildChatMessage(this.rollData).then(async msgFlavor => {
//console.log("MSG", msgFlavor )
let msg = await this.rollData.roll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }),
})
@ -761,13 +767,13 @@ 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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@ -25,7 +25,7 @@ export class BoLCombatManager extends Combat {
// calculate initiative
for (let cId = 0; cId < ids.length; 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)
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
}
@ -34,19 +34,39 @@ export class BoLCombatManager extends Combat {
/************************************************************************************/
nextRound() {
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) {
let actor = game.actors.get( c.actorId )
actor.clearRoundModifiers()
//let actor = game.actors.get(c.actorId)
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()
}
/************************************************************************************/
startCombat() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.actorId)
actor.storeVitaliteCombat()
}
return super.startCombat()
}
/************************************************************************************/
_onDelete() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.actorId)
actor.clearInitiative()
actor.displayRecuperation()
}
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
const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 }
@ -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)",
@ -28,12 +26,20 @@ export class BoLUtility {
type: Boolean,
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", {
name: "Formule de dés",
hint: "Sélectionne la formule de dés (par défaut 2d6)",
scope: "world",
config: true,
default: "2d6",
default: "6",
type: String,
choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
onChange: value => {
@ -151,7 +157,7 @@ export class BoLUtility {
df = "6"
}
return {
diceFormula: this.diceFormula,
diceFormula: df,
successValue : this.successValue,
criticalSuccessValue: this.criticalSuccessValue,
criticalFailureValue: this.criticalFailureValue
@ -193,29 +199,6 @@ export class BoLUtility {
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) {
let options = {};
@ -260,7 +243,7 @@ export class BoLUtility {
}
/* -------------------------------------------- */
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) {
@ -298,13 +281,13 @@ 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)
}
}
}
@ -330,6 +313,14 @@ export class BoLUtility {
let message = game.messages.get(messageId)
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) {
@ -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 } })
}
})
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) {
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 || defenseMode == 'damage-not-applied') {
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 +462,16 @@ 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,
@ -509,7 +515,7 @@ export class BoLUtility {
}
/* -------------------------------------------- */
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) {
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)
}
/* -------------------------------------------- */
@ -584,6 +590,9 @@ export class BoLUtility {
if (sockmsg.name == "msg_cleanup_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") {
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) {
let pp = spell.data.properties.ppcost
let minpp = __circle2minpp[spell.data.properties.circle]
let pp = spell.system.properties.ppcost
let minpp = __circle2minpp[spell.system.properties.circle]
pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
return pp
}
/* -------------------------------------------- */
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 modifier = weaponData.properties.damageModifiers ?? 0
let multiplier = weaponData.properties.damageMultiplier ?? 1

View File

@ -118,7 +118,7 @@ export const registerHandlebarsHelpers = function () {
})
Handlebars.registerHelper('includesKey', function (items, type, key) {
// 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) {
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));
if (!macro) {
macro = await Macro.create({
name: actor.data.name,
name: actor.name,
type: "script",
img: "icons/svg/dice-target.svg",
command: command
@ -65,9 +65,9 @@ export default function registerHooks() {
let macro = game.macros.entities.find(m => (m.name === journal.name) && (m.command === command));
if (!macro) {
macro = await Macro.create({
name: journal.data.name,
name: journal.name,
type: "script",
img: (journal.data.img) ? journal.data.img : "icons/svg/book.svg",
img: (journal.img) ? journal.img : "icons/svg/book.svg",
command: command
}, {displaySheet: false})
game.user.assignHotbarMacro(macro, slot);

View File

@ -37,13 +37,13 @@ export class Macros {
};
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 description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ;
BoLRoll.attributeRollDialog(actor, actorData, attribute, rollLabel, description, adv, mod);
}
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 description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ;
BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod);

View File

@ -14,7 +14,7 @@
],
"url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt",
"version": "10.5.7",
"version": "10.5.14",
"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-v10.5.7.zip",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.14.zip",
"background": "systems/bol/ui/page_accueil.webp",
"gridDistance": 1.5,
"gridUnits": "m",

View File

@ -1,8 +1,18 @@
<div class="attributes flexrow">
{{#each attributes as |attribute id|}}
<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/>
<input class="stat-value rounded" type="text" name="system.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><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>
{{#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}}">
<i class="darkgreen fas fa-dice"></i>
</span>
@ -24,8 +34,17 @@
<div class="aptitudes flexrow">
{{#each aptitudes as |aptitude id|}}
<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/>
<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>
</span>
@ -50,6 +69,10 @@
<div class="resource stat flex1 flex-group-center">
<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"/>
<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 (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>

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

@ -5,6 +5,7 @@
<div class="flexrow">
{{#if isHeroAdversary}}
{{#if (eq hp 0)}}
{{localize "BOL.chat.vitalityzero" name=name hp=hp}}
<br>{{localize "BOL.chat.vitalityheroism"}}
@ -18,6 +19,10 @@
<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>

View File

@ -1,20 +1,20 @@
<div>
{{#if isSuccess}}
{{#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}}
{{#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}}
<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 isFailure}}
{{#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}}
<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}}
<img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/>
@ -52,9 +52,6 @@
{{/if}}
<div id="{{optionsId}}">
{{#if isCritical}}
<div>
{{localize "BOL.chat.criticalinfo"}}
@ -83,14 +80,14 @@
{{/if}}
{{#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 (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 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}}
<br>

View File

@ -6,13 +6,17 @@
{{/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-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}}
{{#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|}}
<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}}
{{/if}}
{{/if}}
<button class="damage-handling" data-defense-mode="damage-not-applied" data-attack-id="{{attackId}}">{{localize "BOL.chat.nodamage"}}</button>