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95 Commits

Author SHA1 Message Date
f6554f6945 New release 2023-02-03 23:55:59 +01:00
fbe232266f Spell changes to support v1.7 2023-02-01 10:16:21 +01:00
4b9c3bcd1e Spell changes to support v1.7 2023-02-01 10:15:56 +01:00
05f09aa3f5 Add dice selection 2023-01-26 20:50:56 +01:00
727db74545 Update sheet 2023-01-23 20:50:48 +01:00
ccb3a458c0 Add pages 2023-01-05 17:00:11 +01:00
1ac9605f08 Fix init creature + minor changes 2023-01-04 09:57:13 +01:00
1bbefd3499 Astrologie ! 2022-12-25 18:00:42 +01:00
bcb377db7a Gestion de l'astrologie 2022-12-23 23:24:09 +01:00
7a8cf9f8fd Welcome page and init info message 2022-12-23 16:38:41 +01:00
d74f7784bb Fix bougette sur PNJ/Creatures 2022-12-04 13:49:00 +01:00
6d6fec99b0 Fix bougette sur PNJ/Creatures 2022-12-04 13:48:37 +01:00
884823a1bc Init again !!!! 2022-12-02 13:16:42 +01:00
399c22d623 Init again !!!! 2022-12-02 13:15:48 +01:00
085265df5d initiative bugfix 2022-12-01 23:57:33 +01:00
593db9ba5b initiative bugfix 2022-12-01 23:46:27 +01:00
ac96f3ca67 Enhance initiative + fix combat 2022-11-30 20:58:27 +01:00
b2fe67ab05 Enhance tokens/actor management + auto effects 2022-11-30 12:12:44 +01:00
47178d7359 Use bougette v1.2 2022-11-29 15:23:05 +01:00
e1c7304551 Add a PC list summary 2022-11-25 20:47:28 +01:00
7b4e5bcbfa Add a PC list summary 2022-11-25 15:50:12 +01:00
31bd83b0ab Add a PC list summary 2022-11-25 15:50:07 +01:00
e35187433e Fix malus dice (again) and scroll rendering 2022-11-25 14:24:03 +01:00
5e7dc3ad9d Display effects in main sheet (left) and manage it for defense and damages 2022-11-25 08:49:37 +01:00
add6893864 Logo is rotating again 2022-11-25 07:37:44 +01:00
3a591e750a Ajout aide + effets 2022-11-23 21:37:46 +01:00
fe1cda67c4 Ajout aide + effets 2022-11-23 21:34:51 +01:00
985aba0318 Various enhancements 2022-11-23 15:30:31 +01:00
5d8cc300e9 Various enhancements 2022-11-23 15:27:08 +01:00
aa27168c2b fix flaws usage 2022-11-19 22:00:14 +01:00
1135e3aff2 fix flaws usage 2022-11-19 21:56:51 +01:00
30e316d34e Remove to chat button 2022-11-19 19:22:16 +01:00
f3bd84c5c9 Corrections sur creatures/npc et armes de vehicules 2022-10-10 14:14:32 +02:00
985d393de5 Corrections sur creatures/npc et armes de vehicules 2022-10-10 08:46:41 +02:00
815b5ff2ac Ajout distance 2022-10-08 17:43:09 +02:00
edf8325109 Inc version 2022-09-28 23:26:41 +02:00
895aa01419 Enable links in editor 2022-09-27 20:47:30 +02:00
9631e5e72a Merge conteneur 2022-09-26 08:28:47 +02:00
716cc53b29 Merge conteneur 2022-09-26 08:24:39 +02:00
44952d4410 Fix hotbar + tooltip 2022-09-25 21:14:39 +02:00
a7991bce92 Fix hotbar + tooltip 2022-09-25 21:13:15 +02:00
a1c20019e8 v10 init fix 2022-09-19 23:23:54 +02:00
af8576a4a1 Fix initfor combat 2022-09-09 23:49:01 +02:00
6c35ddfb0b rework ID 2022-09-02 17:31:12 +02:00
0cbcaee45e rework ID 2022-09-02 16:21:18 +02:00
904ff821e1 rework ID 2022-09-02 16:19:16 +02:00
5c13cde07a rework ID 2022-09-02 16:08:56 +02:00
51c1e205e9 rework ID 2022-09-01 22:40:29 +02:00
90a83f4571 rework ID 2022-09-01 22:23:58 +02:00
3311bc091a rework ID 2022-09-01 21:26:10 +02:00
fa8f9869a6 v10 sync 2022-08-31 23:00:41 +02:00
36b905134e v10 sync 2022-08-31 22:46:19 +02:00
eeb0a906e7 v10 sync 2022-08-31 22:24:56 +02:00
c552411d61 Allow configurable logo 2022-07-17 18:24:29 +02:00
d3ae59f70d Allow configurable logo 2022-07-17 18:20:05 +02:00
cf7d76fdba Fix d6BB combat roll 2022-07-16 11:06:34 +02:00
89ec404ca8 v10 branch - Update manifest 2022-07-16 11:05:15 +02:00
8f60aa95ee Fix d6BB combat roll 2022-07-16 11:03:33 +02:00
d888c6a2eb v10 branch - Update manifest 2022-07-13 08:07:16 +02:00
165e41fef6 v10 branch - Update manifest 2022-07-13 08:07:04 +02:00
19bb0798c8 Sync 2022-07-07 13:33:31 +02:00
05f044bc7c Foundry v10 version 2022-07-01 16:30:21 +02:00
996ac1c88d Foundry v10 version 2022-07-01 16:00:49 +02:00
cc1964093d Foundry v10 version 2022-07-01 15:48:54 +02:00
d27b78d1d2 Review fight automation + alchimie 2022-06-11 20:56:35 +02:00
7259d3dc21 Review fight automation 2022-06-11 10:21:18 +02:00
ef5cf6f393 BoL Migration 2022-05-24 23:27:33 +02:00
3e50a9135f Various fixes 2022-05-23 18:38:51 +02:00
82c902099f Fix sur points de creation 2022-05-23 16:12:53 +02:00
c26e43bac7 Fix files 2022-05-21 17:57:04 +02:00
4159b6b181 Fix files 2022-05-21 17:56:52 +02:00
45cb082d8e Start adv generator 2022-05-20 21:54:17 +02:00
2637f698ad Start adv generator 2022-05-20 21:50:18 +02:00
9b8762300e Start adv generator 2022-05-20 00:00:49 +02:00
dfac102925 Start adv generator 2022-05-19 23:30:29 +02:00
fad281a7b3 Sync german translations + some fixes in compendium 2022-05-13 16:20:45 +02:00
1191442f04 Merge pull request #17 from gsterling/master
German welcome message
2022-05-13 16:15:36 +02:00
fe93888c1b add mentions for truant spiele for the the german version 2022-05-13 15:38:16 +02:00
127f200c27 add german welcome message 2022-05-13 15:34:04 +02:00
b078ffa992 Translate welcome message 2022-05-12 23:21:00 +02:00
d713066b5c update De translation 2022-05-12 19:38:41 +02:00
7adfbfe148 Merge pull request #15 from gsterling/master
Add newest german translations.
2022-05-12 19:37:59 +02:00
2186d986ca Merge branch 'master' of https://github.com/ZigmundKreud/bol 2022-05-12 19:31:11 +02:00
590fba0cbd add german char bio translations 2022-05-12 19:26:16 +02:00
0c9e598958 add additional german translations 2022-05-12 19:18:55 +02:00
049604ce98 Add new translation keys 2022-05-12 10:15:21 +02:00
471a18cd14 Enhance localization stuff 2022-05-12 08:25:55 +02:00
58c781f2f2 Enhance localization stuff 2022-05-11 22:07:03 +02:00
c9722b9b04 Enhance localization stuff 2022-05-11 22:05:35 +02:00
44ce88dd17 Enhance localization stuff 2022-05-11 19:29:32 +02:00
a31fe251e0 Add german translation 2022-05-11 15:20:02 +02:00
76a050b023 Merge pull request #13 from gsterling/master
add german translation
2022-05-11 15:19:37 +02:00
b68a6dbd23 add german translation 2022-05-11 13:14:58 +02:00
34c7024191 Advantage! 2022-05-10 23:04:04 +02:00
33da01707d Advantage! 2022-05-10 22:27:21 +02:00
115 changed files with 5942 additions and 6440 deletions

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@ -40,4 +40,4 @@ Maps : Emmanuel Roudier.
# Developmement
Zigmund, LeRatierBretonnien
LeRatierBretonnien, Zigmund (historical)

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assets/bol_monnaies_v1_2.pdf Executable file

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14
changelog.md Normal file
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@ -0,0 +1,14 @@
# v10.4.0
- Ajout de la gestion d'effets
- Aide intégré
- Intégration du PDF de la bougette
# v10.3.3
- Nouvelles clés de traduction
- Lorsqu'une arme a un dé bonus, prise en compte plus claire du dé bonus et affichage de l'information dans la fenêtre de jet
- Lorsqu'une arme relance les 1 sur ses dégats, l'information est affichée dans le tchat
- Termes corrects pour les PNJs (ie rival)
- Nouveaux équipements issus du Dieu Voilé

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@ -59,8 +59,6 @@ a:hover {
top: -50px;
left: calc(50% - 100px);
opacity: 0.7;
-webkit-animation: rotation 10s infinite linear;
animation: rotation 10s infinite linear;
}
#pause h3 {
font-family: "IMFellDWPicaSC-Regular", serif;
@ -389,16 +387,16 @@ ul.no-bullets {
background-color: lightgray;
}
.bol h1.form-header {
font-size: 2.5em;
font-size: 2.2em;
font-weight: 700;
}
.bol h2.form-header {
font-size: 2em;
font-size: 1.8em;
font-weight: 500;
border-bottom: 1px groove #eeede0;
}
.bol h3.form-header {
font-size: 1.5em;
font-size: 1.2em;
font-weight: 500;
border-bottom: 1px groove #eeede0;
}
@ -444,12 +442,16 @@ ul.no-bullets {
.bol .inc-dec-btns {
color: #4b4a44;
}
.summmary-number {
padding-left: 4rem;
}
/* Items List */
.items-list {
list-style: none;
margin: 7px 0;
padding: 0;
overflow-y: auto;
overflow-y:hidden;
/*overflow-y: auto;*/
}
.items-list .item-header {
font-family: 'Signika', sans-serif;
@ -520,6 +522,18 @@ ul.no-bullets {
.items-list .item .item-control {
color: #4b4a44;
}
.items-list .item-name-fixed-medium {
min-width: 8rem;
width: 8rem;
}
.items-list .item-field-fixed-short {
max-width: 3rem;
min-width: 3rem;
width: 3rem;
}
.bougette-dice-img {
color:rgba(150, 44, 44, 0.70);
}
/* ----------------------------------------- */
/* Premade colors */
@ -769,7 +783,7 @@ body.system-bol img#logo {
min-height: 700px;
height: 700px;
}
.bol.sheet.actor .window-content form {
.bol.sheet.actor .window-content .bol-actor-form {
background-image: url("/systems/bol/ui/logo.webp");
background-repeat: no-repeat;
background-size: 190px 115px;
@ -855,11 +869,30 @@ body.system-bol img#logo {
font-weight: bold;
color: #4b4a44;
}
.bol.sheet.actor .bonus-text {
margin-top: 7px;
}
.bol.sheet.actor .stat-value {
font-size: 1.5rem;
font-weight: bold;
color: darkred;
}
.bol.sheet.actor .resource-bonus {
font-weight: bold;
color: darkred;
}
.bol.sheet.actor .resources-value {
background-color:#2a2a2a30;
border-color: #003c1e;
margin-top: 4px;
border-radius: 0.5rem;
}
.bol.sheet.actor .resources-novalue {
background-color:#2a2a2a00;
border-color: #003c1e;
margin-top: 4px;
border-radius: 0.5rem;
}
.bol.sheet.actor .stat-roll {
font-size: 1.5rem;
color: #4b4a44;
@ -1032,3 +1065,13 @@ body.system-bol img#logo {
.bol-hud-menu label {
font-size: 0.75rem;
}
.bol-margin-tb-2 {
margin-top: 2px;
margin-bottom: 2px;
}
.character-summary-container {
  opacity: 0.95;
}
.character-summary-rollable {
text-decoration: underline;
}

4
images/.directory Normal file
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@ -0,0 +1,4 @@
[Dolphin]
Timestamp=2022,7,17,14,58,4.757
Version=4
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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458
lang/de.json Normal file
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@ -0,0 +1,458 @@
{
"ACTOR.TypeCharacter": "Charakter",
"ACTOR.TypeEncounter": "NSC",
"ITEM.TypeItem": "Objekt",
"ITEM.TypeFeature": "Eigenschaft",
"ITEM.TypeWeapon": "Waffe",
"ITEM.TypeArmor": "Rüstung",
"BOL.attributes.vigor": "Stärke",
"BOL.attributes.halfvigor" : "Demi-vigueur",
"BOL.attributes.agility": "Geschicklichkeit",
"BOL.attributes.mind": "Verstand",
"BOL.attributes.appeal": "Auftreten",
"BOL.aptitudes.init": "Initiative",
"BOL.aptitudes.melee": "Nahkampf",
"BOL.aptitudes.ranged": "Fernkampf",
"BOL.aptitudes.def": "Verteidigung",
"BOL.aptitudes.prot": "Schutz",
"BOL.resources.hp": "Lebensblut",
"BOL.resources.hero": "Heldenpunkte",
"BOL.resources.faith": "Glaube",
"BOL.resources.creation": "Erschaffung",
"BOL.resources.power": "Arkane Macht",
"BOL.resources.villainy": "Boshaftigkeit",
"BOL.resources.alchemypoints": "Alchemiepunkte",
"BOL.traits.xp": "Erfahrung",
"BOL.ui.tab.stats": "Attribute",
"BOL.ui.tab.combat": "Kampf",
"BOL.ui.tab.actions": "Aktionen",
"BOL.ui.tab.features": "Eigenschaften",
"BOL.ui.tab.equipment": "Ausrüstung",
"BOL.ui.tab.description": "Beschreibung",
"BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Zaubersprüche & Alchemie",
"BOL.ui.properties": "Eigenschaften",
"BOL.ui.description": "Beschreibung",
"BOL.ui.actions": "Aktionen",
"BOL.ui.capacities": "Fähigkeiten",
"BOL.ui.capacityProperties": "Fähigkeitenseigenschaften",
"BOL.ui.damages": "Schaden",
"BOL.ui.details": "Details",
"BOL.ui.category": "Kategorie",
"BOL.ui.subcategory": "Unterkategorie",
"BOL.ui.type": "Typ",
"BOL.ui.subtype": "Untertyp",
"BOL.ui.attribute" : "Attribut",
"BOL.ui.aptitude" : "Einstellungen",
"BOL.ui.advantages" : "Vorteile/Nachteile",
"BOL.ui.modifiers": "Modifikatoren",
"BOL.ui.item": "Objekt",
"BOL.ui.edit": "Ändern",
"BOL.ui.unequip": "Ablegen",
"BOL.ui.equip": "Anlegen",
"BOL.ui.delete": "Löschen",
"BOL.ui.roll" : "Würfeln",
"BOL.ui.equipment" : "Ausrüstung",
"BOL.ui.equipmentProperties" : "Ausrüstungseigenschaften",
"BOL.ui.weaponAttack" : "Waffenangriff",
"BOL.ui.weaponProperties" : "Waffeneigenschaften",
"BOL.ui.protectionProperties" : "Schutzeigenschaften",
"BOL.ui.magicalProperties" : "Magieeigenschaften",
"BOL.ui.capacatyProperties" : "Fähigkeiteneigenschaften",
"BOL.ui.alchemyProperties": "Alchemieeigenschaften",
"BOL.ui.armor" : "Rüstung",
"BOL.ui.reach" : "Reichweite",
"BOL.ui.weapon" : "Waffe",
"BOL.ui.melee" : "Nahkampf",
"BOL.ui.ranged" : "Fernkampf",
"BOL.ui.protection" : "Schutz",
"BOL.ui.shield" : "Schild",
"BOL.ui.blocking" : "Blocken",
"BOL.ui.range" : "Reichweite",
"BOL.ui.quantity" : "Menge",
"BOL.ui.qty" : "Anz.",
"BOL.ui.slot" : "Slot",
"BOL.ui.weight" : "Gewicht",
"BOL.ui.price": "Preis",
"BOL.ui.cancel": "Abbrechen",
"BOL.ui.submit": "OK",
"BOL.ui.attributeCheck" : "Attributsprobe",
"BOL.ui.aptitudeCheck" : "Fähigkeitsprobe",
"BOL.ui.weaponCheck" : "Waffenprobe",
"BOL.ui.spellCheck" : "Zauberprobe",
"BOL.ui.careers" : "Laufbahnen",
"BOL.ui.boons" : "Gaben",
"BOL.ui.flaws" : "Schwächen",
"BOL.ui.rank" : "Rang",
"BOL.ui.success" : "Erfolg",
"BOL.ui.failure" : "Fehlschlag",
"BOL.ui.fumble" : "Kritischer Fehlschlag",
"BOL.ui.critical" : "Mächtiger Erfolg",
"BOL.ui.criticallegend" : "Legendärer Erfolg",
"BOL.ui.maneuvers" : "Kampfmanöver",
"BOL.ui.stacksize" : "Stapelgröße (max)",
"BOL.ui.weapons" : "Waffen",
"BOL.ui.protections" : "Schutz",
"BOL.ui.ammos" : "Munition",
"BOL.ui.containers" : "Behälter",
"BOL.ui.treasure" : "Schätze",
"BOL.ui.vehicles" : "Fahrzeuge/Reittiere",
"BOL.ui.misc" : "Verschiedenes",
"BOL.ui.vehicleProperties" : "Fahrzeugeigenschaften",
"BOL.ui.speed" : "Geschwindigkeit",
"BOL.ui.noWeaponName" : "Unbekannte Waffe",
"BOL.ui.targetDefence": "Verteidigung",
"BOL.ui.applyShieldMalus": "Schildmalus anwenden",
"BOL.ui.shieldMalus": "Schildmalus",
"BOL.ui.defenseScore": "Verteidigungswert",
"BOL.ui.defender": "Verteidiger",
"BOL.ui.difficulty": "Schwierigkeit",
"BOL.ui.spellProperties": "Zaubereigenschaften",
"BOL.ui.duration": "Dauer",
"BOL.ui.spellkeep": "Aufrechterhalten",
"BOL.ui.concentrate": "Konzentrieren",
"BOL.ui.registerInit": "Register Init.",
"BOL.ui.isSorcerer": "Ist Zauberer?",
"BOL.ui.isAlchemist": "Ist Alchemist?",
"BOL.ui.isPriest": "Ist Priester/Druide?",
"BOL.ui.circle": "Kreis",
"BOL.ui.spells": "Zaubersprüche",
"BOL.ui.focusSpell": "Zauberspruch wirken",
"BOL.ui.sorcererRank" : "Zaubererrang",
"BOL.ui.alchemistRank": "Alchemistenrang",
"BOL.ui.mandatoryconditions": "Benötigte Vorraussetzungen",
"BOL.ui.optionnalconditions": "Optionale Vorraussetzungen",
"BOL.ui.ppcost": "Arkane Macht-Kosten",
"BOL.ui.ppAvailable": "Verfügbare Arkane Macht",
"BOL.ui.pccost": "Creation Points cost",
"BOL.ui.pcnow": "Actual Creation Points",
"BOL.ui.alchemyType": "Typ",
"BOL.ui.alchemy": "Alchemie",
"BOL.ui.makeAlchemy": "Alchemika herstellen",
"BOL.ui.alchemyCostTotal": "Alchemiepunkte ingesamt",
"BOL.ui.alchemyInvest": "Alchemiepunkte investieren",
"BOL.ui.alchemyCurrent": "Aktuelle Alchemiepunkte in Objekten",
"BOL.ui.advance": "Status",
"BOL.ui.isadvantage": "Gibt zusätzlichen Würfel?",
"BOL.ui.isbonusdice": "Gibt zusätzlichen Würfel?",
"BOL.ui.ismalusdice": "Gibt zusätzlichen Würfel?",
"BOL.ui.bonusmalus": "Zusätzliche Boni/Mali?",
"BOL.ui.nbdices": "Anzahl der Würfel",
"BOL.ui.totalmod": "Kompletter Mod.",
"BOL.ui.rangeModifiers": "Reichweitenmodifikator",
"BOL.ui.money": "Gold",
"BOL.ui.moneyTitle": "Gold & Schätze",
"BOL.ui.fightOption": "Kampfoptionen",
"BOL.ui.none": "Nichts",
"BOL.ui.fightOptionType": "Kampfoptionstypen",
"BOL.ui.activated": "Aktiviert",
"BOL.ui.deactivated": "Deaktiviert",
"BOL.ui.status": "Status",
"BOL.ui.toactivated": "Aktiv (>Deaktivieren)",
"BOL.ui.todeactivated": "Inaktiv (>Aktivieren)",
"BOL.ui.armorAgiMalus": "Rüschtung+Schild-Malus (Geschick)",
"BOL.ui.armorInitMalus": "Rüstungsmalus (Init)",
"BOL.ui.attackValue": "Angriffswert",
"BOL.featureCategory.origins": "Herkünfte",
"BOL.featureCategory.races": "Rassen",
"BOL.featureCategory.careers": "Laufbahnen",
"BOL.featureCategory.boons": "Gaben",
"BOL.featureCategory.flaws": "Schwächen",
"BOL.featureCategory.languages": "Sprachen",
"BOL.featureCategory.fightoptions": "Kampfoptionen",
"BOL.featureSubtypes.origin": "Herkunft",
"BOL.featureSubtypes.race": "Rasse",
"BOL.featureSubtypes.career": "Laufbahn",
"BOL.featureSubtypes.boon": "Gabe",
"BOL.featureSubtypes.flaw": "Schwäche",
"BOL.featureSubtypes.language": "Sprache",
"BOL.featureSubtypes.gods": "Glauben & Götter",
"BOL.featureSubtypes.fightOption": "Kampfoption",
"BOL.bougette.nomoney": "Mittellos",
"BOL.bougette.tolive": "Zum Überleben",
"BOL.bougette.easylife": "Einfaches Leben",
"BOL.bougette.luxury" : "Luxuriöses Leben",
"BOL.bougette.rich": "Reich!",
"BOL.fightOptionTypes.armor": "Angriff um die Rüstung zu umgehen",
"BOL.fightOptionTypes.intrepid": "Rücksichtsloser Angriff",
"BOL.fightOptionTypes.twoweaponsdef": "Kampf mit zwei Waffen (Verteidigung)",
"BOL.fightOptionTypes.twoweaponsatt": "Kampf mit zwei Waffen (Angriff)",
"BOL.fightOptionTypes.fulldefense": "Volle Verteidigung",
"BOL.fightOptionTypes.defense": "Verteidigungshaltung",
"BOL.fightOptionTypes.attack": "Angriffshaltung",
"BOL.itemCategory.object": "Objekt",
"BOL.itemCategory.equipment": "Ausrüstung",
"BOL.itemCategory.consumable": "Verbrauchsgut",
"BOL.itemCategory.spell": "Zauber",
"BOL.itemCategory.vehicle": "Fahrzeug/Reittier",
"BOL.itemCategory.other": "Verschiedenes",
"BOL.itemCategory.capacity" : "Fähigkeiten",
"BOL.itemCategory.alchemy": "Alchemie",
"BOL.combatCategory.protections": "Schutz",
"BOL.combatCategory.shields": "Schilde",
"BOL.combatCategory.melee": "Nahkampfwaffen",
"BOL.combatCategory.ranged": "Fernkampfwaffen",
"BOL.combatCategory.fightOptions": "Kampfoptionen",
"BOL.combatCategory.natural": "Natürliche Waffen",
"BOL.equipmentCategory.weapon": "Waffe",
"BOL.equipmentCategory.armor": "Rüstung",
"BOL.equipmentCategory.protection": "Schutz",
"BOL.equipmentCategory.shield": "Schild",
"BOL.equipmentCategory.helm": "Helm",
"BOL.equipmentCategory.jewel": "Schmuck",
"BOL.equipmentCategory.scroll": "Schriftrolle",
"BOL.equipmentCategory.ammunition": "Munition",
"BOL.equipmentCategory.container": "Behälter",
"BOL.equipmentCategory.currency": "Gold",
"BOL.equipmentCategory.other": "Verschiedenes",
"BOL.protectionCategory.armor": "Rüstung",
"BOL.protectionCategory.shield": "Schild",
"BOL.protectionCategory.helm": "Helm",
"BOL.protectionCategory.other": "Verschiedenes",
"BOL.spellItem.charm": "Zauber",
"BOL.spellItem.circle1": "Erster Kreis",
"BOL.spellItem.circle2": "Zweiter Kreis",
"BOL.spellItem.circle3": "Dritter Kreis",
"BOL.alchemyItem.common": "Häufig",
"BOL.alchemyItem.scarce": "Selten",
"BOL.alchemyItem.legend": "Legendär",
"BOL.alchemyItem.mythic": "Mystisch",
"BOL.weaponCategory.melee": "Nahkampf",
"BOL.weaponCategory.ranged": "Fernkampf",
"BOL.weaponCategory.other": "Verschiedenes",
"BOL.itemProperty.damageMultiplier": "Schadensmultiplikator",
"BOL.itemProperty.attackBonusDice": "Angriffsbonuswürfel",
"BOL.itemProperty.equipable": "Ausrüstbar",
"BOL.itemProperty.protection": "Schutz",
"BOL.itemProperty.blocking": "Blocken",
"BOL.itemProperty.magical": "Magisch",
"BOL.itemProperty.magicalProperties": "Magische Eigenschaften",
"BOL.itemProperty.concealable": "Versteckbar",
"BOL.itemProperty.2H": "Zweihändig",
"BOL.itemProperty.helm": "Helm",
"BOL.itemProperty.improvised": "Improvisiert",
"BOL.itemProperty.shield": "Schild",
"BOL.itemProperty.melee": "Nahkampf",
"BOL.itemProperty.throwable": "Werfbar",
"BOL.itemProperty.ignoreshield": "Ignoriert Schilde",
"BOL.itemProperty.bashing": "Nicht-tödlicher Schaden",
"BOL.itemProperty.stackable": "Stapelbar",
"BOL.itemProperty.ranged": "Fernkampf",
"BOL.itemProperty.weapon": "Waffe",
"BOL.itemProperty.reloadable": "Nachladbar",
"BOL.itemProperty.worn": "Angelegt",
"BOL.itemProperty.spell" : "Zauber",
"BOL.itemProperty.armor" : "Rüstung",
"BOL.itemProperty.consumable" : "Verbrauchsgut",
"BOL.itemProperty.bow" : "Bogen",
"BOL.itemProperty.crossbow" : "Armbrust",
"BOL.itemProperty.throwing" : "Wurfwaffe",
"BOL.itemProperty.activable" : "Aktivierbar",
"BOL.itemProperty.powder" : "Schießpulverwaffe",
"BOL.itemProperty.attackAttribute" : "Angriff (Attribut)",
"BOL.itemProperty.attackAptitude" : "Angriff (Fähigkeit)",
"BOL.itemProperty.attackModifiers" : "Angriff (Modifikatoren)",
"BOL.itemProperty.attackReroll1" : "Angriff (bei 1 erneut würfeln)",
"BOL.itemProperty.damage" : "Schaden (Sch)",
"BOL.itemProperty.damageModifiers" : "Schaden (Modifikatoren)",
"BOL.itemProperty.damageAttribute" : "Schaden (Attribut)",
"BOL.itemProperty.damageSpecial" : "Schaden (Spezial)",
"BOL.itemProperty.damageReroll1" : "bei 1 erneut würfeln",
"BOL.itemProperty.range" : "Reichweite (in m)",
"BOL.itemProperty.soakFormula": "Auslösen (Formel)",
"BOL.itemProperty.soakModifiers": "Auslösen (Modifikatoren)",
"BOL.itemProperty.soakValue": "Auslösen (Wert)",
"BOL.itemProperty.armorQuality": "Rüstungsqualität",
"BOL.itemProperty.blockingMalus" : "Blockmalus",
"BOL.itemProperty.blockingAttacksBlocked" : "Angriff geblockt",
"BOL.itemProperty.blocking1Attack" : "Ein Angriff blocken",
"BOL.itemProperty.blockingAllAttacks" : "Alle Angriffe blocken",
"BOL.itemProperty.slot" : "Slotplatz",
"BOL.itemProperty.reload": "Nachladen (Aktion)",
"BOL.itemProperty.weaponSize" : "Waffengröße",
"BOL.itemProperty.difficulty": "Schwierigkeit",
"BOL.itemProperty.natural": "Natürliche Waffe",
"BOL.itemProperty.onlymodifier": "Nur Modifikator (d.h. Angriffe von Kreaturen)",
"BOL.itemStat.quantity": "Anzahl",
"BOL.itemStat.weight": "Gewicht",
"BOL.itemStat.price": "Preis",
"BOL.itemStat.range": "Reichweite",
"BOL.itemStat.damage": "Schaden",
"BOL.itemStat.reload": "Nachladen (Aktion)",
"BOL.itemStat.soak": "Auslösen",
"BOL.itemStat.blocking": "Blocken",
"BOL.itemStat.modifiers": "Modifikatoren",
"BOL.weaponSize.unarmed" : "Unbewaffnet",
"BOL.weaponSize.improvised" : "Improvisiert",
"BOL.weaponSize.light" : "Leicht",
"BOL.weaponSize.medium" : "Mittel",
"BOL.weaponSize.heavy" : "Schwer",
"BOL.itemModifiers.init": "Malus (Initiative)",
"BOL.itemModifiers.social": "Malus (Sozial)",
"BOL.itemModifiers.agility": "Malus (Geschick)",
"BOL.itemModifiers.powercost": "Malus (Zusatzkosten Arkane Macht)",
"BOL.itemBlocking.malus": "Sozial",
"BOL.itemBlocking.nbAttacksPerRound": "Beweglichkeit",
"BOL.soakFormula.none" : "-",
"BOL.soakFormula.light" : "Leicht (Verhindert d6-3 erlittenen Schaden)",
"BOL.soakFormula.medium" : "Mittel (Verhindert d6-2 erlittenen Schaden)",
"BOL.soakFormula.heavy" : "Schwer (Verhindert d6-1 erlittenen Schaden)",
"BOL.armorQuality.none" : "-",
"BOL.armorQuality.light" : "Leicht",
"BOL.armorQuality.lightQ" : "Leicht Qualität",
"BOL.armorQuality.lightSup" : "Leicht Überlegen",
"BOL.armorQuality.lightLeg" : "Leicht Legendär",
"BOL.armorQuality.medium" : "Mittel",
"BOL.armorQuality.mediumQ" : "Mittel Qualität",
"BOL.armorQuality.mediumSup" : "Mittel Überlegen",
"BOL.armorQuality.mediumLeg" : "Mittel Legendär",
"BOL.armorQuality.heavy" : "Schwer",
"BOL.armorQuality.heavyQ" : "Schwer Qualität",
"BOL.armorQuality.heavySup" : "Schwer Überlegen",
"BOL.armorQuality.heavyLeg" : "Schwer Legendär",
"BOL.equipmentSlots.none" : "-",
"BOL.equipmentSlots.head" : "Kopf",
"BOL.equipmentSlots.neck" : "Hals",
"BOL.equipmentSlots.shoulders" : "Schultern",
"BOL.equipmentSlots.body" : "Körper",
"BOL.equipmentSlots.rhand" : "Rechte Hand",
"BOL.equipmentSlots.lhand" : "Linke Hand",
"BOL.equipmentSlots.2hands" : "Zweihändig",
"BOL.equipmentSlots.rarm" : "Rechter Arm",
"BOL.equipmentSlots.larm" : "Linker Arm",
"BOL.equipmentSlots.chest" : "Torso",
"BOL.equipmentSlots.belt" : "Gürtel",
"BOL.equipmentSlots.legs" : "Beine",
"BOL.equipmentSlots.feet" : "Füße",
"BOL.equipmentSlots.finder" : "Finger",
"BOL.equipmentSlots.ear" : "Ohr",
"BOL.vehicleCategory.mount" : "Reittier",
"BOL.vehicleCategory.flying" : "Fluggerät",
"BOL.vehicleCategory.boat" : "Schiff",
"BOL.vehicleCategory.other" : "Anderes",
"BOL.range.PointBlank": "Direkt",
"BOL.range.Short": "Kurz",
"BOL.range.Medium": "Mittel",
"BOL.range.Long": "Weit",
"BOL.range.VeryLong": "Sehr weit",
"BOL.range.Extreme": "Extrem weit",
"BOL.range.Maximum": "Maximale Reichweite",
"BOL.notification.MacroMultipleTokensSelected": "Du hast mehrere Token ausgewählt",
"BOL.notification.MacroNoActorAvailable": "Es konnte kein Akteur gefunden werden",
"BOL.notification.MacroNoTokenSelected": "Du musst einen Token auswählen",
"BOL.size.tiny": "Winzig",
"BOL.size.verysmall": "Sehr klein",
"BOL.size.small" : "Klein",
"BOL.size.medium" : "Mittel",
"BOL.size.large" : "Groß",
"BOL.size.verylarge": "Sehr groß",
"BOL.size.huge" :"Riesig",
"BOL.size.massive" : "Massiv",
"BOL.size.enormous": "Enorm",
"BOL.size.gigantic": "Gigantisch",
"BOL.size.immense": "Immens",
"BOL.size.colossal": "Kolossal",
"BOL.chat.fightactive": "{name} aktiviert die Kampfoption {foName} für diese Runde!",
"BOL.chat.fightunactive": "{name} deaktiviert die Kampfoption {foName} für diese Runde!",
"BOL.chat.isdead": "{name} ist tot!",
"BOL.chat.epitaph": "Möge sein Name auf den Schlachtfeldern Lemurias in Ehren gehalten werden.!",
"BOL.chat.vitalityzero": "Das Lebensblut von {name} ist {hp}: {name} geht zu Boden und wird bewusstlos!",
"BOL.chat.vitalityheroism": "Gib einen Heldenpunkt aus um für eine Runde wieder auf die Beine zu kommen.",
"BOL.chat.vitalityheroismhint": "Dadurch steigt dein Lebensblut auf das Maximum geteilt durch 2 (aufgerundet).",
"BOL.chat.vitalitydying": "Das Lebensblut von {name} ist {hp}! {name} stirbt...",
"BOL.chat.vitalitydyingheroism": "Gib einen Heldenpunkt aus um den Tod herauszufordern.",
"BOL.chat.alchemytitle": "Alchemiepräparat: {name}",
"BOL.chat.alchemypoints": "Investierte Charaktererschaffungspunkte: {pcCostCurrent}",
"BOL.chat.alchemysuccess": "Das alchemistische Präparat wurde erfolgreich abgeschlossen!<br>Erstelle den entsprechenden Gegenstand oder Effekt in deinem Inventar.<br>Der Vorbereitungsfortschritt wurde auf 0 zurückgesetzt.",
"BOL.chat.alchemyfailure": "Das Alchemistische Präparat ist fehlgeschlagen!<br>Der Fortschritt wurde auf 0 zurückgesetzt.",
"BOL.chat.rolldamage": "Schaden auswürfeln",
"BOL.chat.rolldamage6": "Schaden auswürfeln +6",
"BOL.chat.rolldamage12": "Schaden auswürfeln +12 (1 Heldenpunkt)",
"BOL.chat.damageresult": "Schaden von {name}: {total}",
"BOL.chat.damagetarget": "Ziel: {target}",
"BOL.chat.applydamagetotarget": "Schaden auf Ziel anwenden",
"BOL.chat.fightoption": "Kampfoption",
"BOL.chat.reroll": "Erneut Würfeln (1 Heldenpunkt)",
"BOL.chat.toheroic": "In mächtigen Erfolg umwandeln (1 Heldenpunkt)",
"BOL.chat.tolegend": "In legendären Erfolg umwandeln (1 Heldenpunkt)",
"BOL.chat.hurttitle": "{name} wird {damageTotal} Schaden erleiden!",
"BOL.chat.armordefault": "Dieser Angriff richtet sich gegen Fehler in deiner Rüstung. Du musst den Schaden ohne den Schutz deiner Rüstung einstecken!",
"BOL.chat.witharmor": "Schaden MIT Rüstungsschutz anwenden",
"BOL.chat.withoutarmor": "Schaden OHNE Rüstungsschutz anwenden",
"BOL.chat.shakeoff": "Nur ein Kratzer (1 Heldenpunkt)",
"BOL.chat.splinteredshield": "Opfere dein Schild/Schwert {name} (1 Heldenpunkt)",
"BOL.chat.damagesummary": "Schaden durch {name} erlitten",
"BOL.chat.protectvalue": "Rüstungsschutz",
"BOL.chat.noprotectvalue": "Kein Rüstungsschutz!",
"BOL.chat.heroreducedamage": "Gib einen Heldenpunkt aus um eine zusätzliche Schadensreduktion von {total} zu bekommen.",
"BOL.chat.herosplintered": "Du hast keinen Schaden eingesteckt dank {weaponHero.name}. Leider wurde es während der Parade zerstört. Du hast einen Heldenpunkt verloren.",
"BOL.chat.finaldamage": "Endergebnis: {finalDamage} Schaden!",
"BOL.chat.spell": "Zauber",
"BOL.chat.spellcost": "Arkane Macht-Kosten",
"BOL.chat.spellremaining": "Verbleibende Arkane Macht",
"BOL.dialog.soeasy": "Trivial (+4)",
"BOL.dialog.veryeasy": "Sehr leicht (+2)",
"BOL.dialog.easy": "Leicht (+1)",
"BOL.dialog.moderate": "Normal (0)",
"BOL.dialog.hard": "Knifflig (-1)",
"BOL.dialog.tough": "Schwierig (-2)",
"BOL.dialog.demanding": "Sehr Schwierig (-4)",
"BOL.dialog.formidable": "Herausfordernd (-6)",
"BOL.dialog.heroic": "Heldenhaft (-8)",
"BOL.dialog.mythic": "Mystisch (-10)",
"BOL.dialog.divine": "Göttlich (-12)",
"BOL.dialog.pointblank": "Direkt (+1)",
"BOL.dialog.close": "Kurz (0)",
"BOL.dialog.medium": "Mittel (-1)",
"BOL.dialog.long": "Weit (-2)",
"BOL.dialog.distant": "Sehr Weit (-4)",
"BOL.dialog.extreme": "Extrem Weit (-6)",
"BOL.dialog.utmost": "Maximale Reichweite (-8)",
"BOL.ui.name": "Name",
"BOL.ui.xp": "Erfahrung",
"BOL.ui.xpspent": "Ausgegeben",
"BOL.ui.xptotal": "Insgesamt",
"BOL.ui.biosize": "Größe",
"BOL.ui.bioweight": "Gewicht",
"BOL.ui.bioage": "Alter",
"BOL.ui.biohair": "Haare",
"BOL.ui.bioeyes": "Augen",
"BOL.ui.biosigns": "Erkennungszeichen",
"BOL.ui.biodescription": "Beschreibung",
"BOL.ui.bionotes": "Notizen",
"BOL.chat.welcome1": "Willkommen zu Barbarians of Lemuria (französische Ludospherik-Version, deutsche Übersetzung von Truant Spiele)",
"BOL.chat.welcome2": "Zum Spielen werden zwingend die passenden BoL Bücher benötigt. Die französischen Originalbücher für dieses System gibt es hier: http://www.ludospherik.fr/content/14-barbarians-of-lemuria<br>Die deutsche Übersetzung gibt es bei Truant Spiele: https://truant.com/produkt/barbarians-of-lemuria-2",
"BOL.chat.welcome3": "Die enthaltenen Karten wurden von Guillaume Tavernier und Ludospherik zur Verfügung gestellt. Vielen Dank dafür!",
"BOL.chat.welcome4": "Im Discord findet ihr Support für die FoundryVTT-Implementierung dieses Systems: https://discord.gg/pPSDNJk",
"BOL.chat.welcome5": "Auf ein gutes Spiel in Lemuria!"
}

View File

@ -1,111 +1,112 @@
{
"ACTOR.TypeCharacter": "Personnage",
"ACTOR.TypeEncounter": "Rencontre",
"ITEM.TypeItem": "Objet",
"ITEM.TypeFeature": "Trait",
"ITEM.TypeWeapon": "Arme",
"ITEM.TypeArmor": "Armure",
"ACTOR.TypeCharacter": "Character",
"ACTOR.TypeEncounter": "Encounter",
"ITEM.TypeItem": "Item",
"ITEM.TypeFeature": "Feature",
"ITEM.TypeWeapon": "Weapon",
"ITEM.TypeArmor": "Armor",
"BOL.attributes.vigor": "Vigueur",
"BOL.attributes.halfvigor" : "Demi-vigueur",
"BOL.attributes.agility": "Agilité",
"BOL.attributes.mind": "Esprit",
"BOL.attributes.appeal": "Aura",
"BOL.attributes.vigor": "Vigor",
"BOL.attributes.halfvigor" : "Half-Vigor",
"BOL.attributes.agility": "Agility",
"BOL.attributes.mind": "Mind",
"BOL.attributes.appeal": "Appeal",
"BOL.aptitudes.init": "Initiative",
"BOL.aptitudes.melee": "Mêlée",
"BOL.aptitudes.ranged": "Tir",
"BOL.aptitudes.def": "Défense",
"BOL.aptitudes.melee": "Melee",
"BOL.aptitudes.ranged": "Ranged",
"BOL.aptitudes.def": "Defense",
"BOL.aptitudes.prot": "Protection",
"BOL.resources.hp": "Vitalité",
"BOL.resources.hero": "Héroïsme",
"BOL.resources.faith": "Foi",
"BOL.resources.creation": "Création",
"BOL.resources.power": "Pouvoir",
"BOL.resources.villainy": "Vilénie",
"BOL.resources.hp": "Vitality",
"BOL.resources.hero": "Hero",
"BOL.resources.faith": "Faith",
"BOL.resources.creation": "Creation",
"BOL.resources.power": "Power",
"BOL.resources.villainy": "Villany",
"BOL.resources.alchemypoints": "Alchemy Points",
"BOL.traits.xp": "Expérience",
"BOL.traits.xp": "Experience",
"BOL.ui.tab.stats": "Attributs",
"BOL.ui.tab.stats": "Attributes",
"BOL.ui.tab.combat": "Combat",
"BOL.ui.tab.actions": "Actions",
"BOL.ui.tab.features": "Traits",
"BOL.ui.tab.equipment": "Equipement",
"BOL.ui.tab.equipment": "Equipment",
"BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Spells&Alchemy",
"BOL.ui.tab.spellalchemy": "Spells & Alchemy",
"BOL.ui.tab.astrologer": "Astrologer",
"BOL.ui.properties": "Propriétés",
"BOL.ui.properties": "Properties",
"BOL.ui.description": "Description",
"BOL.ui.actions": "Actions",
"BOL.ui.capacities": "Capacités",
"BOL.ui.damages": "Dommages",
"BOL.ui.details": "Détails",
"BOL.ui.category": "Catégorie",
"BOL.ui.subcategory": "Sous-catégorie",
"BOL.ui.capacities": "Capacity",
"BOL.ui.damages": "Damage",
"BOL.ui.details": "Details",
"BOL.ui.category": "Category",
"BOL.ui.subcategory": "Sub-Category",
"BOL.ui.type": "Type",
"BOL.ui.subtype": "Sous-type",
"BOL.ui.attribute" : "Attribut",
"BOL.ui.subtype": "Subtype",
"BOL.ui.attribute" : "Attribute",
"BOL.ui.aptitude" : "Aptitude",
"BOL.ui.advantages" : "Avantages/Désavantages",
"BOL.ui.modifiers": "Modificateurs",
"BOL.ui.item": "Objet",
"BOL.ui.edit": "Editer",
"BOL.ui.unequip": "Déséquiper",
"BOL.ui.equip": "Équiper",
"BOL.ui.delete": "Supprimer",
"BOL.ui.roll" : "Utiliser",
"BOL.ui.equipment" : "Équipement",
"BOL.ui.equipmentProperties" : "Propiétés d'équipement",
"BOL.ui.advantages" : "Boons/Flaws",
"BOL.ui.modifiers": "Modifiers",
"BOL.ui.item": "Item",
"BOL.ui.edit": "Edit",
"BOL.ui.unequip": "Unequip",
"BOL.ui.equip": "Equip",
"BOL.ui.delete": "Delete",
"BOL.ui.roll" : "Roll",
"BOL.ui.equipment" : "Equipment",
"BOL.ui.equipmentProperties" : "Equipment properties",
"BOL.ui.weaponAttack" : "Weapon attack",
"BOL.ui.weaponProperties" : "Propiétés offensives",
"BOL.ui.protectionProperties" : "Protection",
"BOL.ui.magicalProperties" : "Propriétés magiques",
"BOL.ui.weaponProperties" : "Weapon properties",
"BOL.ui.protectionProperties" : "Protection properties",
"BOL.ui.magicalProperties" : "Magical properties",
"BOL.ui.alchemyProperties": "Alchemy properties",
"BOL.ui.armor" : "Armure",
"BOL.ui.reach" : "Allonge",
"BOL.ui.weapon" : "Arme",
"BOL.ui.melee" : "Arme de contact",
"BOL.ui.ranged" : "Arme à distance",
"BOL.ui.armor" : "Armor",
"BOL.ui.reach" : "Reach",
"BOL.ui.weapon" : "Weapon",
"BOL.ui.melee" : "Melee",
"BOL.ui.ranged" : "Ranged",
"BOL.ui.protection" : "Protection",
"BOL.ui.shield" : "Bouclier",
"BOL.ui.blocking" : "Blocage",
"BOL.ui.range" : "Portée",
"BOL.ui.quantity" : "Quantité",
"BOL.ui.qty" : "Qté",
"BOL.ui.slot" : "Empl.",
"BOL.ui.weight" : "Poids",
"BOL.ui.price": "Prix",
"BOL.ui.cancel": "Annuler",
"BOL.ui.shield" : "Shield",
"BOL.ui.blocking" : "Blocking",
"BOL.ui.range" : "Range",
"BOL.ui.quantity" : "Quantity",
"BOL.ui.qty" : "Qty",
"BOL.ui.slot" : "Slot",
"BOL.ui.weight" : "Weight",
"BOL.ui.price": "Price",
"BOL.ui.cancel": "Cancel",
"BOL.ui.submit": "OK",
"BOL.ui.attributeCheck" : "Test d'attribut",
"BOL.ui.aptitudeCheck" : "Test d'aptitude",
"BOL.ui.weaponCheck" : "Jet d'attaque",
"BOL.ui.spellCheck" : "Jet de sort",
"BOL.ui.careers" : "Carrières",
"BOL.ui.boons" : "Avantages",
"BOL.ui.flaws" : "Désavantages",
"BOL.ui.rank" : "Rang",
"BOL.ui.success" : "Succès",
"BOL.ui.failure" : "Échec",
"BOL.ui.fumble" : "Échec critique",
"BOL.ui.critical" : "Succès critique",
"BOL.ui.maneuvers" : "Actions de combat",
"BOL.ui.stacksize" : "Taille de pile (max)",
"BOL.ui.weapons" : "Armes",
"BOL.ui.protections" : "Protections",
"BOL.ui.ammos" : "Munitions",
"BOL.ui.containers" : "Conteneurs",
"BOL.ui.treasure" : "Trésor",
"BOL.ui.vehicles" : "Véhicules/Montures",
"BOL.ui.misc" : "Divers",
"BOL.ui.vehicleProperties" : " Propriétés de véhicule",
"BOL.ui.speed" : "Vitesse",
"BOL.ui.noWeaponName" : "Arme Inconnue",
"BOL.ui.targetDefence": "Défense",
"BOL.ui.applyShieldMalus": "Appliquer le Malus de Petit Bouclier",
"BOL.ui.shieldMalus": "Malus de Bouclier",
"BOL.ui.defenseScore": "Score de Defense",
"BOL.ui.defender": "Défenseur",
"BOL.ui.attributeCheck" : "Attribute Check",
"BOL.ui.aptitudeCheck" : "Aptitude Check",
"BOL.ui.weaponCheck" : "Weapon Check",
"BOL.ui.spellCheck" : "Spell Check",
"BOL.ui.careers" : "Careers",
"BOL.ui.boons" : "Boons",
"BOL.ui.flaws" : "Flaws",
"BOL.ui.rank" : "Rank",
"BOL.ui.success" : "Success",
"BOL.ui.failure" : "Failure",
"BOL.ui.fumble" : "Fumble",
"BOL.ui.critical" : "Critical Success",
"BOL.ui.maneuvers" : "Maneuvers",
"BOL.ui.stacksize" : "Stack Size (max)",
"BOL.ui.weapons" : "Weapons",
"BOL.ui.protections" : "Protection",
"BOL.ui.ammos" : "Ammo",
"BOL.ui.containers" : "Container",
"BOL.ui.treasure" : "Treasure",
"BOL.ui.vehicles" : "Vehicles/Mounts",
"BOL.ui.misc" : "Misc",
"BOL.ui.vehicleProperties" : "Vehicle properties",
"BOL.ui.speed" : "Speed",
"BOL.ui.noWeaponName" : "Weapon Name",
"BOL.ui.targetDefence": "Defense",
"BOL.ui.applyShieldMalus": "Apply Shield Modifier",
"BOL.ui.shieldMalus": "Shield Modifier",
"BOL.ui.defenseScore": "Defense Score",
"BOL.ui.defender": "Defender",
"BOL.ui.difficulty": "Difficulty",
"BOL.ui.spellProperties": "Spell Properties",
"BOL.ui.duration": "Duration",
@ -115,13 +116,14 @@
"BOL.ui.isSorcerer": "Is Sorcerer ?",
"BOL.ui.isAlchemist": "Is Alchemist ?",
"BOL.ui.isPriest": "Is Priest/Druid ?",
"BOL.ui.isAstrologer": "Is Astrologer?",
"BOL.ui.circle": "Circle",
"BOL.ui.spells": "Spells",
"BOL.ui.focusSpell": "Cast a spell",
"BOL.ui.sorcererRank" : "Sorcerer Rank",
"BOL.ui.alchemistRank": "Alchemist Rank",
"BOL.ui.mandatoryconditions": "Mandatory conditions",
"BOL.ui.optionnalconditions": "Optionnal conditions",
"BOL.ui.optionnalconditions": "Optional conditions",
"BOL.ui.ppcost": "Power Points cost",
"BOL.ui.ppAvailable": "Available Power Points",
"BOL.ui.pccost": "Creation Points cost",
@ -134,38 +136,39 @@
"BOL.ui.alchemyCurrent": "Current Alchemy Points in Object",
"BOL.ui.advance": "Status",
"BOL.ui.isadvantage": "Provides a bonus dice?",
"BOL.ui.bonusmalus": "Additionnal bonus/malus",
"BOL.ui.nbdices": "Number of Dices",
"BOL.ui.bonusmalus": "Additional bonus/penalty",
"BOL.ui.nbdices": "Number of Dice",
"BOL.ui.totalmod": "Total Mod.",
"BOL.ui.rangeModifiers": "Range modifier",
"BOL.ui.money": "Bougette",
"BOL.ui.money": "Money",
"BOL.ui.moneyTitle": "Gold & Treasure",
"BOL.ui.fightOption": "Fight Options",
"BOL.ui.none": "None",
"BOL.ui.fightOptionType": "Fight Options types",
"BOL.ui.fightOptionType": "Fight Option types",
"BOL.ui.activated": "Activated",
"BOL.ui.deactivated": "Deactivated",
"BOL.ui.status": "Status",
"BOL.ui.toactivated": "Active (>Désactiver)",
"BOL.ui.todeactivated": "Inactive (>Activer)",
"BOL.ui.armorAgiMalus": "Armor+Shield Malus (Agi)",
"BOL.ui.armorInitMalus": "Armor Malus (Init)",
"BOL.ui.attackValue": "Attack value",
"BOL.ui.toactivated": "Active (>Deactivated)",
"BOL.ui.todeactivated": "Inactive (>Active)",
"BOL.ui.armorAgiMalus": "Armor+Shield Modifier (Agi)",
"BOL.ui.armorInitMalus": "Armor Modifier (Init)",
"BOL.ui.attackValue": "Attack Value",
"BOL.ui.weaponbonus": "Cette arme bénéficie déja d'un Dé de Bonus (Arme Favorite prise en compte, par exemple)",
"BOL.featureCategory.origins": "Origines",
"BOL.featureCategory.origins": "Origins",
"BOL.featureCategory.races": "Races",
"BOL.featureCategory.careers": "Carrières",
"BOL.featureCategory.boons": "Avantages",
"BOL.featureCategory.flaws": "Désavantages",
"BOL.featureCategory.languages": "Langages",
"BOL.featureCategory.careers": "Careers",
"BOL.featureCategory.boons": "Boons",
"BOL.featureCategory.flaws": "Flaws",
"BOL.featureCategory.languages": "Languages",
"BOL.featureCategory.fightoptions": "Fight Options",
"BOL.featureSubtypes.origin": "Origine",
"BOL.featureSubtypes.origin": "Origin",
"BOL.featureSubtypes.race": "Race",
"BOL.featureSubtypes.career": "Carrière",
"BOL.featureSubtypes.boon": "Avantage",
"BOL.featureSubtypes.flaw": "Désavantage",
"BOL.featureSubtypes.language": "Langage",
"BOL.featureSubtypes.career": "Career",
"BOL.featureSubtypes.boon": "Boon",
"BOL.featureSubtypes.flaw": "Flaw",
"BOL.featureSubtypes.language": "Language",
"BOL.featureSubtypes.gods": "Faith & Gods",
"BOL.featureSubtypes.fightOption": "Combat Option",
@ -175,46 +178,46 @@
"BOL.bougette.luxury" : "Luxury life",
"BOL.bougette.rich": "Rich!",
"BOL.fightOptionTypes.armor": "Attaque au défaut d'armure",
"BOL.fightOptionTypes.intrepid": "Attaque intrépide",
"BOL.fightOptionTypes.twoweaponsdef": "Combat à 2 armes (Défense)",
"BOL.fightOptionTypes.twoweaponsatt": "Combat à 2 armes (Attaque)",
"BOL.fightOptionTypes.fulldefense": "Défense totale",
"BOL.fightOptionTypes.defense": "Posture défensive",
"BOL.fightOptionTypes.attack": "Posture offensive",
"BOL.fightOptionTypes.armor": "Armor Attack Option",
"BOL.fightOptionTypes.intrepid": "Fearless Attack",
"BOL.fightOptionTypes.twoweaponsdef": "Two Weapon (Defense)",
"BOL.fightOptionTypes.twoweaponsatt": "Two Weapon (Attack)",
"BOL.fightOptionTypes.fulldefense": "Full Defense",
"BOL.fightOptionTypes.defense": "Defensive Posture",
"BOL.fightOptionTypes.attack": "Offensive Posture",
"BOL.itemCategory.object": "Objet",
"BOL.itemCategory.equipment": "Équipement",
"BOL.itemCategory.consumable": "Consommable",
"BOL.itemCategory.spell": "Sort",
"BOL.itemCategory.vehicle": "Monture/Véhicule",
"BOL.itemCategory.other": "Autre",
"BOL.itemCategory.capacity" : "Capacité",
"BOL.itemCategory.object": "Object",
"BOL.itemCategory.equipment": "Equipment",
"BOL.itemCategory.consumable": "Consumable",
"BOL.itemCategory.spell": "Spell",
"BOL.itemCategory.vehicle": "Mount/Vehicle",
"BOL.itemCategory.other": "Other",
"BOL.itemCategory.capacity" : "Capacity",
"BOL.itemCategory.alchemy": "Alchemy",
"BOL.combatCategory.protections": "Protections",
"BOL.combatCategory.shields": "Boucliers",
"BOL.combatCategory.melee": "Armes de contact",
"BOL.combatCategory.ranged": "Armes à distance",
"BOL.combatCategory.shields": "Shields",
"BOL.combatCategory.melee": "Melee",
"BOL.combatCategory.ranged": "Ranged",
"BOL.combatCategory.fightOptions": "Fight options",
"BOL.combatCategory.natural": "Natural Weapons",
"BOL.equipmentCategory.weapon": "Arme",
"BOL.equipmentCategory.armor": "Armure",
"BOL.equipmentCategory.weapon": "Weapon",
"BOL.equipmentCategory.armor": "Armor",
"BOL.equipmentCategory.protection": "Protection",
"BOL.equipmentCategory.shield": "Bouclier",
"BOL.equipmentCategory.helm": "Casque",
"BOL.equipmentCategory.jewel": "Bijou",
"BOL.equipmentCategory.scroll": "Parchemin",
"BOL.equipmentCategory.ammunition": "Munition",
"BOL.equipmentCategory.container": "Conteneur",
"BOL.equipmentCategory.currency": "Monnaie",
"BOL.equipmentCategory.other": "Autre",
"BOL.equipmentCategory.shield": "Shield",
"BOL.equipmentCategory.helm": "Helm",
"BOL.equipmentCategory.jewel": "Jewel",
"BOL.equipmentCategory.scroll": "Scroll",
"BOL.equipmentCategory.ammunition": "Ammunition",
"BOL.equipmentCategory.container": "Container",
"BOL.equipmentCategory.currency": "Money",
"BOL.equipmentCategory.other": "Other",
"BOL.protectionCategory.armor": "Armure",
"BOL.protectionCategory.shield": "Bouclier",
"BOL.protectionCategory.helm": "Casque",
"BOL.protectionCategory.other": "Autre",
"BOL.protectionCategory.armor": "Armor",
"BOL.protectionCategory.shield": "Shield",
"BOL.protectionCategory.helm": "Helm",
"BOL.protectionCategory.other": "Other",
"BOL.spellItem.charm": "Charm",
"BOL.spellItem.circle1": "First Circle",
@ -226,140 +229,140 @@
"BOL.alchemyItem.legend": "Legendary",
"BOL.alchemyItem.mythic": "Mythic",
"BOL.weaponCategory.melee": "Arme de mêlée",
"BOL.weaponCategory.ranged": "Arme de tir",
"BOL.weaponCategory.other": "Autre",
"BOL.weaponCategory.melee": "Melee",
"BOL.weaponCategory.ranged": "Ranged",
"BOL.weaponCategory.other": "Other",
"BOL.itemProperty.damageMultiplier": "Damages Multiplier",
"BOL.itemProperty.damageMultiplier": "Damage Multiplier",
"BOL.itemProperty.attackBonusDice": "Attack Bonus Dice",
"BOL.itemProperty.equipable": "Équipable",
"BOL.itemProperty.equipable": "Equipable",
"BOL.itemProperty.protection": "Protection",
"BOL.itemProperty.blocking": "Blocage",
"BOL.itemProperty.magical": "Magique",
"BOL.itemProperty.concealable": "Dissimulable",
"BOL.itemProperty.2H": "Arme à 2 mains",
"BOL.itemProperty.helm": "Casque",
"BOL.itemProperty.improvised": "Improvisée",
"BOL.itemProperty.shield": "Bouclier",
"BOL.itemProperty.melee": "Arme de contact",
"BOL.itemProperty.throwable": "Peut être lancée",
"BOL.itemProperty.ignoreshield": "Ignore les boucliers",
"BOL.itemProperty.bashing": "Dégâts non létaux",
"BOL.itemProperty.stackable": "Empilable",
"BOL.itemProperty.ranged": "A distance",
"BOL.itemProperty.weapon": "Offensive",
"BOL.itemProperty.reloadable": "Rechargeable",
"BOL.itemProperty.worn": "Équipé",
"BOL.itemProperty.spell" : "Sort",
"BOL.itemProperty.armor" : "Armure",
"BOL.itemProperty.consumable" : "Consommable",
"BOL.itemProperty.bow" : "Arc",
"BOL.itemProperty.crossbow" : "Arbalète",
"BOL.itemProperty.throwing" : "Arme de jet",
"BOL.itemProperty.blocking": "Blocking",
"BOL.itemProperty.magical": "Magical",
"BOL.itemProperty.concealable": "Concealable",
"BOL.itemProperty.2H": "2H Weapon",
"BOL.itemProperty.helm": "Helm",
"BOL.itemProperty.improvised": "Improvised",
"BOL.itemProperty.shield": "Shield",
"BOL.itemProperty.melee": "Melee",
"BOL.itemProperty.throwable": "Throwable",
"BOL.itemProperty.ignoreshield": "Ignore Shield",
"BOL.itemProperty.bashing": "Bashing",
"BOL.itemProperty.stackable": "Stackable",
"BOL.itemProperty.ranged": "Ranged",
"BOL.itemProperty.weapon": "Weapon",
"BOL.itemProperty.reloadable": "Reloadable",
"BOL.itemProperty.worn": "Equipped",
"BOL.itemProperty.spell" : "Spell",
"BOL.itemProperty.armor" : "Armor",
"BOL.itemProperty.consumable" : "Consumable",
"BOL.itemProperty.bow" : "Bow",
"BOL.itemProperty.crossbow" : "Crossbow",
"BOL.itemProperty.throwing" : "Throwing",
"BOL.itemProperty.activable" : "Activable",
"BOL.itemProperty.powder" : "Arme à poudre",
"BOL.itemProperty.attackAttribute" : "Attaque (Attribut)",
"BOL.itemProperty.attackAptitude" : "Attaque (Aptitude)",
"BOL.itemProperty.attackModifiers" : "Attaque (Modificateurs)",
"BOL.itemProperty.attackReroll1" : "Attaque (Relancer les 1)",
"BOL.itemProperty.damage" : "Dommages (Dés)",
"BOL.itemProperty.damageModifiers" : "Dommages (Modificateurs)",
"BOL.itemProperty.damageAttribute" : "Dommages (Attribut)",
"BOL.itemProperty.damageSpecial" : "Dommages (Spécial)",
"BOL.itemProperty.damageReroll1" : "Relancer les 1",
"BOL.itemProperty.range" : "Portée (en m)",
"BOL.itemProperty.soakFormula": "Encaissement (Formule)",
"BOL.itemProperty.soakModifiers": "Encaissement (Modificateur)",
"BOL.itemProperty.soakValue": "Encaissement (Valeur par défaut)",
"BOL.itemProperty.armorQuality": "Qualité d'armure",
"BOL.itemProperty.blockingMalus" : "Malus de blocage",
"BOL.itemProperty.blockingAttacksBlocked" : "Attaques bloquée",
"BOL.itemProperty.blocking1Attack" : "Bloque 1 attaque",
"BOL.itemProperty.blockingAllAttacks" : "Bloque toutes les attaques",
"BOL.itemProperty.slot" : "Emplacement utilisé",
"BOL.itemProperty.reload": "Rechargement (Actions)",
"BOL.itemProperty.weaponSize" : "Classe d'arme",
"BOL.itemProperty.powder" : "Powder",
"BOL.itemProperty.attackAttribute" : "Attack (Attribute)",
"BOL.itemProperty.attackAptitude" : "Attack (Aptitude)",
"BOL.itemProperty.attackModifiers" : "Attack (Modifiers)",
"BOL.itemProperty.attackReroll1" : "Attack (Reroll 1's)",
"BOL.itemProperty.damage" : "Damage (Dmg)",
"BOL.itemProperty.damageModifiers" : "Damage (Modifiers)",
"BOL.itemProperty.damageAttribute" : "Damage (Attribute)",
"BOL.itemProperty.damageSpecial" : "Damage (Special)",
"BOL.itemProperty.damageReroll1" : "Reroll 1's",
"BOL.itemProperty.range" : "Range (in m)",
"BOL.itemProperty.soakFormula": "Soak (Formula)",
"BOL.itemProperty.soakModifiers": "Soak (Modifiers)",
"BOL.itemProperty.soakValue": "Soak (Default Value)",
"BOL.itemProperty.armorQuality": "Armor Quality",
"BOL.itemProperty.blockingMalus" : "Blocking Modifier",
"BOL.itemProperty.blockingAttacksBlocked" : "Attacks blocked",
"BOL.itemProperty.blocking1Attack" : "Block 1 attack",
"BOL.itemProperty.blockingAllAttacks" : "Block all attacks",
"BOL.itemProperty.slot" : "Slot",
"BOL.itemProperty.reload": "Reload (Actions)",
"BOL.itemProperty.weaponSize" : "Weapon Size",
"BOL.itemProperty.difficulty": "Difficulty",
"BOL.itemProperty.natural": "Natural weapon",
"BOL.itemProperty.onlymodifier": "Modifier only (ie creatures attacks)",
"BOL.itemStat.quantity": "Quantité",
"BOL.itemStat.weight": "Poids",
"BOL.itemStat.price": "Prix",
"BOL.itemStat.range": "Portée",
"BOL.itemStat.damage": "Dommages",
"BOL.itemStat.reload": "Rechargement (Actions)",
"BOL.itemStat.soak": "Valeur de protection",
"BOL.itemStat.blocking": "Bloquage",
"BOL.itemStat.modifiers": "Modificateurs",
"BOL.itemStat.quantity": "Quantity",
"BOL.itemStat.weight": "Weight",
"BOL.itemStat.price": "Price",
"BOL.itemStat.range": "Range",
"BOL.itemStat.damage": "Damage",
"BOL.itemStat.reload": "Reload (Actions)",
"BOL.itemStat.soak": "Soak",
"BOL.itemStat.blocking": "Blocking",
"BOL.itemStat.modifiers": "Modifiers",
"BOL.weaponSize.unarmed" : "Mains nues",
"BOL.weaponSize.improvised" : "Arme improvisée",
"BOL.weaponSize.light" : "Légère",
"BOL.weaponSize.medium" : "Moyenne",
"BOL.weaponSize.heavy" : "Lourde",
"BOL.weaponSize.unarmed" : "Unarmed",
"BOL.weaponSize.improvised" : "Improvised",
"BOL.weaponSize.light" : "Light",
"BOL.weaponSize.medium" : "Medium",
"BOL.weaponSize.heavy" : "heavy",
"BOL.itemModifiers.init": "Malus (Initiative)",
"BOL.itemModifiers.social": "Malus (Social)",
"BOL.itemModifiers.agility": "Malus (Agilité)",
"BOL.itemModifiers.powercost": "Malus (Coût supplémentaire en PP)",
"BOL.itemModifiers.init": "Modifier (Initiative)",
"BOL.itemModifiers.social": "Modifier (Social)",
"BOL.itemModifiers.agility": "Modifier (Agility)",
"BOL.itemModifiers.powercost": "Modifier (Additional Cost in PP)",
"BOL.itemBlocking.malus": "Social",
"BOL.itemBlocking.nbAttacksPerRound": "Agilité",
"BOL.itemBlocking.malus": "Modifier",
"BOL.itemBlocking.nbAttacksPerRound": "Agility",
"BOL.soakFormula.none" : "-",
"BOL.soakFormula.light" : "Légère (Annule d6-3 dégâts subis)",
"BOL.soakFormula.medium" : "Moyenne (Annule d6-2 dégâts subis)",
"BOL.soakFormula.heavy" : "Lourde (Annule d6-1 dégâts subis)",
"BOL.soakFormula.light" : "Light (Cancels d6-3 damage)",
"BOL.soakFormula.medium" : "Medium (Cancels d6-2 damage)",
"BOL.soakFormula.heavy" : "Heavy (Cancels d6-1 damage)",
"BOL.armorQuality.none" : "-",
"BOL.armorQuality.light" : "Légère",
"BOL.armorQuality.lightQ" : "Légère de qualité",
"BOL.armorQuality.lightSup" : "Légère Supérieure",
"BOL.armorQuality.lightLeg" : "Légère Légendaire",
"BOL.armorQuality.medium" : "Moyenne",
"BOL.armorQuality.mediumQ" : "Moyenne de qualité",
"BOL.armorQuality.mediumSup" : "Moyenne Supérieure",
"BOL.armorQuality.mediumLeg" : "Moyenne Légendaire",
"BOL.armorQuality.heavy" : "Lourde",
"BOL.armorQuality.heavyQ" : "Lourde de qualité",
"BOL.armorQuality.heavySup" : "Lourde Supérieure",
"BOL.armorQuality.heavyLeg" : "Lourde Légendaire",
"BOL.armorQuality.light" : "Light",
"BOL.armorQuality.lightQ" : "Light Quality",
"BOL.armorQuality.lightSup" : "Light Superior",
"BOL.armorQuality.lightLeg" : "Light Legendary",
"BOL.armorQuality.medium" : "Medium",
"BOL.armorQuality.mediumQ" : "Medium Quality",
"BOL.armorQuality.mediumSup" : "Medium Superior",
"BOL.armorQuality.mediumLeg" : "Medium Legendary",
"BOL.armorQuality.heavy" : "Heavy",
"BOL.armorQuality.heavyQ" : "Heavy Quality",
"BOL.armorQuality.heavySup" : "Heavy Superior",
"BOL.armorQuality.heavyLeg" : "Heavy Legendary",
"BOL.equipmentSlots.none" : "-",
"BOL.equipmentSlots.head" : "Tête",
"BOL.equipmentSlots.neck" : "Cou",
"BOL.equipmentSlots.shoulders" : "Épaules",
"BOL.equipmentSlots.body" : "Corps",
"BOL.equipmentSlots.rhand" : "Main droite",
"BOL.equipmentSlots.lhand" : "Main gauche",
"BOL.equipmentSlots.2hands" : "2 mains",
"BOL.equipmentSlots.rarm" : "Bras droit",
"BOL.equipmentSlots.larm" : "Bras gauche",
"BOL.equipmentSlots.chest" : "Torse",
"BOL.equipmentSlots.belt" : "Ceinture",
"BOL.equipmentSlots.legs" : "Jambes",
"BOL.equipmentSlots.feet" : "Pieds",
"BOL.equipmentSlots.finder" : "Doigt",
"BOL.equipmentSlots.ear" : "Oreille",
"BOL.equipmentSlots.head" : "Head",
"BOL.equipmentSlots.neck" : "Neck",
"BOL.equipmentSlots.shoulders" : "Shoulders",
"BOL.equipmentSlots.body" : "Body",
"BOL.equipmentSlots.rhand" : "Right hand",
"BOL.equipmentSlots.lhand" : "Left hand",
"BOL.equipmentSlots.2hands" : "2 hands",
"BOL.equipmentSlots.rarm" : "Right arm",
"BOL.equipmentSlots.larm" : "Left arm",
"BOL.equipmentSlots.chest" : "Chest",
"BOL.equipmentSlots.belt" : "Belt",
"BOL.equipmentSlots.legs" : "Legs",
"BOL.equipmentSlots.feet" : "Feet",
"BOL.equipmentSlots.finder" : "Finger",
"BOL.equipmentSlots.ear" : "Ear",
"BOL.vehicleCategory.mount" : "Monture terrestre",
"BOL.vehicleCategory.flying" : "Monture volante",
"BOL.vehicleCategory.boat" : "Bateau",
"BOL.vehicleCategory.other" : "Autre",
"BOL.vehicleCategory.mount" : "Ground Mount",
"BOL.vehicleCategory.flying" : "Flying Mount",
"BOL.vehicleCategory.boat" : "Boat",
"BOL.vehicleCategory.other" : "Other",
"BOL.range.PointBlank": "Bout portant",
"BOL.range.Short": "Courte",
"BOL.range.Medium": "Moyenne",
"BOL.range.PointBlank": "Point Blank",
"BOL.range.Short": "Short",
"BOL.range.Medium": "Medium",
"BOL.range.Long": "Long",
"BOL.range.VeryLong": "Très longue",
"BOL.range.Extreme": "Extrême",
"BOL.range.Maximum": "Maximale",
"BOL.range.VeryLong": "Very Long",
"BOL.range.Extreme": "Extreme",
"BOL.range.Maximum": "Maximum",
"BOL.notification.MacroMultipleTokensSelected": "Vous avez sélectionné plusieurs tokens",
"BOL.notification.MacroNoActorAvailable": "Aucun acteur n'a pu être ciblé",
"BOL.notification.MacroNoTokenSelected": "Vous devez sélectionner un token",
"BOL.notification.MacroMultipleTokensSelected": "You have selected several tokens!",
"BOL.notification.MacroNoActorAvailable": "No actor could be targeted!",
"BOL.notification.MacroNoTokenSelected": "You must select a token!",
"BOL.size.tiny": "Tiny",
"BOL.size.verysmall": "Very Small",
@ -372,6 +375,84 @@
"BOL.size.enormous": "Enormous",
"BOL.size.gigantic": "Gigantic",
"BOL.size.immense": "Immense",
"BOL.size.colossal": "Colossal"
"BOL.size.colossal": "Colossal",
"BOL.chat.fightactive": "{name} activates the fight option {foName} for this round !",
"BOL.chat.fightunactive": "{name} deactivates the fight option {foName} for this round !",
"BOL.chat.isdead": "{name} is dead !",
"BOL.chat.epitaph": "Keep his name and memory in honor !",
"BOL.chat.vitalityzero": "Lifeblood of {name} is now {hp} : he is going to fall unconscious !",
"BOL.chat.vitalityheroism": "You can spent 1 Hero Point to raise up for 1 round.",
"BOL.chat.vitalityheroismhint": "In this case, your lifeblood raises up to its maximum divided by 2.",
"BOL.chat.vitalitydying": "Lifeblood of {name} is now {hp} ! He is dying ...",
"BOL.chat.vitalitydyingheroism": "You can spent 1 Hero Point to Defy Death.",
"BOL.chat.alchemytitle": "Alchemy recipe : {name}",
"BOL.chat.alchemypoints": "Craft Points cost : {pcCostCurrent}",
"BOL.chat.alchemysuccess": "The alchemy recipe is a success !<br>Create the relevant item/effect in your Inventory.<br>Stage counter has been resetted.",
"BOL.chat.alchemyfailure": "The alchemy recipe has failed !<br>Stage counter has been resetted.",
"BOL.chat.rolldamage": "Roll for damages",
"BOL.chat.rolldamage6": "Roll for damages +6",
"BOL.chat.rolldamage12": "Roll for damages +12 (1 HP)",
"BOL.chat.damageresult": "Damages of {name} : {total}",
"BOL.chat.damagetarget": "Target : {target}",
"BOL.chat.applydamagetotarget": "Apply damages to the target",
"BOL.chat.fightoption": "Combat options",
"BOL.chat.reroll": "Reroll (1 HP)",
"BOL.chat.toheroic": "Convert to Mighty success (1 HP)",
"BOL.chat.tolegend": "Convert to Legendary succes (1 HP)",
"BOL.chat.hurttitle": "{name} is going to receive {damageTotal} damages !",
"BOL.chat.armordefault": "This attack is bypassing armor : armor is not used to reduce damages !",
"BOL.chat.witharmor": "Hit with armor",
"BOL.chat.withoutarmor": "Hit without armor",
"BOL.chat.shakeoff": "Shake off Wounds (1 HP)",
"BOL.chat.splinteredshield": "Splintered Shield/Sword {name} (1 HP)",
"BOL.chat.damagesummary": "Damages received by {name}",
"BOL.chat.protectvalue": "Armor protect",
"BOL.chat.noprotectvalue": "No armor !",
"BOL.chat.heroreducedamage": "One Hero Point has been spent, for reducing damges by {total}.",
"BOL.chat.herosplintered": "No damages received, thanks to splintered shield/sword with {weaponHero.name}. The weapon/shield has been destroyed ! One HP point has been spent also.",
"BOL.chat.finaldamage": "Final Damage : {finalDamage} damages !",
"BOL.chat.spell": "Spell",
"BOL.chat.spellcost": "Power Points cost",
"BOL.chat.spellremaining": "Remaining Power Points",
"BOL.dialog.soeasy": "So easy (+4)",
"BOL.dialog.veryeasy": "Very easy (+2)",
"BOL.dialog.easy": "Easy (+1)",
"BOL.dialog.moderate": "Moderate (0)",
"BOL.dialog.hard": "Hard (-1)",
"BOL.dialog.tough": "Tough (-2)",
"BOL.dialog.demanding": "Demanding (-4)",
"BOL.dialog.formidable": "Formidable (-6)",
"BOL.dialog.heroic": "Heroic (-8)",
"BOL.dialog.mythic": "Mythic (-10)",
"BOL.dialog.divine": "Divine (-12)",
"BOL.dialog.pointblank": "Point blank (+1)",
"BOL.dialog.close": "Close (0)",
"BOL.dialog.medium": "Medium (-1))",
"BOL.dialog.long": "Long (-2)",
"BOL.dialog.distant": "Distant (-4)",
"BOL.dialog.extreme": "Extreme (-6)",
"BOL.dialog.utmost": "Utmost (-8)",
"BOL.ui.name": "Name",
"BOL.ui.xp": "Experience",
"BOL.ui.xpspent": "Spent",
"BOL.ui.xptotal": "Total",
"BOL.ui.biosize": "Size",
"BOL.ui.bioweight": "Weight",
"BOL.ui.bioage": "Age",
"BOL.ui.biohair": "Hair",
"BOL.ui.bioeyes": "Eyes",
"BOL.ui.biosigns": "Signs",
"BOL.ui.biodescription": "Description",
"BOL.ui.bionotes": "Notes",
"BOL.chat.welcome1": "Welcome to Barbarians of Lemuria (Ludospherik version)",
"BOL.chat.welcome2": "Books are necessary to play, and ca be found here : http://www.ludospherik.fr/content/14-barbarians-of-lemuria",
"BOL.chat.welcome3": "The integrated maps are authorized by Guillaume Tavernier and Ludospherik. Thanks to them !.",
"BOL.chat.welcome4": "All support for this system is available on this Discord server : https://discord.gg/pPSDNJk",
"BOL.chat.welcome5": "Good game in Lemuria !"
}

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{
"ACTOR.TypeCharacter": "Personnage",
"ACTOR.TypeEncounter": "Rencontre",
"ACTOR.TypeVehicle": "Véhicule",
"ITEM.TypeItem": "Objet",
"ITEM.TypeFeature": "Trait",
"ITEM.TypeWeapon": "Arme",
"ITEM.TypeArmor": "Armure",
"BOL.attributes.vigor": "Vigueur",
"BOL.attributes.halfvigor": "Demi-vigueur",
"BOL.attributes.agility": "Agilité",
"BOL.attributes.mind": "Esprit",
"BOL.attributes.appeal": "Aura",
"BOL.attributes.hull": "Coque",
"BOL.attributes.crew": "Equipage",
"BOL.attributes.resources": "Resources",
"BOL.attributes.row": "Rames",
"BOL.aptitudes.init": "Initiative",
"BOL.aptitudes.melee": "Mêlée",
"BOL.aptitudes.ranged": "Tir",
"BOL.aptitudes.def": "Défense",
"BOL.aptitudes.prot": "Protection",
"BOL.resources.hp": "Vitalité",
"BOL.resources.hero": "Héroïsme",
"BOL.resources.faith": "Foi",
"BOL.resources.creation": "Création",
"BOL.resources.power": "Pouvoir",
"BOL.resources.villainy": "Vilénie",
"BOL.resources.alchemypoints": "Points de Creation",
"BOL.resources.astrologypoints": "Points d'Astrologie",
"BOL.traits.xp": "Expérience",
"BOL.ui.tab.stats": "Attributs",
"BOL.ui.tab.combat": "Combat",
"BOL.ui.tab.actions": "Actions",
"BOL.ui.tab.features": "Traits",
"BOL.ui.tab.equipment": "Equipement",
"BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Mystères",
"BOL.ui.astrologerPoints": "Points d'Astrologie",
"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
"BOL.ui.answer": "Réponse",
"BOL.ui.horoscopefavorable": "Favorable (1dB)",
"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
"BOL.ui.horoscopes": "Horoscopes",
"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
"BOL.ui.properties": "Propriétés",
"BOL.ui.description": "Description",
"BOL.ui.actions": "Actions",
"BOL.ui.capacities": "Capacités",
"BOL.ui.damages": "Dommages",
"BOL.ui.details": "Détails",
"BOL.ui.category": "Catégorie",
"BOL.ui.subcategory": "Sous-catégorie",
"BOL.ui.type": "Type",
"BOL.ui.subtype": "Sous-type",
"BOL.ui.attribute": "Attribut",
"BOL.ui.aptitude": "Aptitude",
"BOL.ui.advantages": "Avantages/Désavantages",
"BOL.ui.modifiers": "Modificateurs",
"BOL.ui.item": "Objet",
"BOL.ui.edit": "Editer",
"BOL.ui.unequip": "Déséquiper",
"BOL.ui.equip": "Équiper",
"BOL.ui.delete": "Supprimer",
"BOL.ui.roll": "Utiliser",
"BOL.ui.equipment": "Équipement",
"BOL.ui.equipmentProperties": "Propriétés d'équipement",
"BOL.ui.weaponAttack": "Attaque d'arme",
"BOL.ui.weaponProperties": "Propriétés offensives",
"BOL.ui.protectionProperties": "Protection",
"BOL.ui.magicalProperties": "Propriétés magiques",
"BOL.ui.capacityProperties": "Propriétés de capacité",
"BOL.ui.alchemyProperties": "Propriétés des Préparations Alchimiques",
"BOL.ui.armor": "Armure",
"BOL.ui.reach": "Allonge",
"BOL.ui.weapon": "Arme",
"BOL.ui.melee": "Arme de contact",
"BOL.ui.ranged": "Arme à distance",
"BOL.ui.protection": "Protection",
"BOL.ui.shield": "Bouclier",
"BOL.ui.blocking": "Blocage",
"BOL.ui.range": "Portée",
"BOL.ui.quantity": "Quantité",
"BOL.ui.qty": "Qté",
"BOL.ui.slot": "Empl.",
"BOL.ui.weight": "Poids",
"BOL.ui.price": "Prix",
"BOL.ui.cancel": "Annuler",
"BOL.ui.submit": "OK",
"BOL.ui.attributeCheck": "Test d'attribut",
"BOL.ui.aptitudeCheck": "Test d'aptitude",
"BOL.ui.weaponCheck": "Jet d'attaque",
"BOL.ui.spellCheck": "Jet de sort",
"BOL.ui.careers": "Carrières",
"BOL.ui.boons": "Avantages",
"BOL.ui.flaws": "Désavantages",
"BOL.ui.rank": "Rang",
"BOL.ui.success": "Succès",
"BOL.ui.failure": "Échec",
"BOL.ui.fumble": "Échec critique",
"BOL.ui.critical": "Succès Héroïque",
"BOL.ui.criticallegend": "Succès Légendaire !",
"BOL.ui.maneuvers": "Actions de combat",
"BOL.ui.stacksize": "Taille de pile (max)",
"BOL.ui.weapons": "Armes",
"BOL.ui.protections": "Protections",
"BOL.ui.ammos": "Munitions",
"BOL.ui.containers": "Conteneurs",
"BOL.ui.treasure": "Trésor",
"BOL.ui.vehicles": "Véhicules/Montures",
"BOL.ui.misc": "Divers",
"BOL.ui.vehicleProperties": " Propriétés de véhicule",
"BOL.ui.speed": "Vitesse",
"BOL.ui.noWeaponName": "Arme Inconnue",
"BOL.ui.targetDefence": "Défense",
"BOL.ui.applyShieldMalus": "Appliquer le Malus de Petit Bouclier",
"BOL.ui.shieldMalus": "Malus de Bouclier",
"BOL.ui.defenseScore": "Score de Defense",
"BOL.ui.defender": "Défenseur",
"BOL.ui.difficulty": "Difficulté",
"BOL.ui.spellProperties": "Propriétés du Sort",
"BOL.ui.duration": "Durée",
"BOL.ui.spellkeep": "Prolongation",
"BOL.ui.concentrate": "Concentration",
"BOL.ui.registerInit": "Enregistrer comme Init. de combat",
"BOL.ui.isSorcerer": "Carrière de Sorcier ?",
"BOL.ui.isAlchemist": "Carrière d'Alchimiste ?",
"BOL.ui.isPriest": "Carrière de Prêtre/Druide ?",
"BOL.ui.isAstrologer": "Carrière d'Astrologue?",
"BOL.ui.circle": "Cercle",
"BOL.ui.spells": "Sorts",
"BOL.ui.focusSpell": "Lance un sort",
"BOL.ui.sorcererRank": "Rang du Sorcier",
"BOL.ui.alchemistRank": "Rang de l'Alchimiste",
"BOL.ui.mandatoryconditions": "Conditions obligatoires",
"BOL.ui.optionnalconditions": "Conditions optionnelles",
"BOL.ui.ppcost": "Cout en Points de Pouvoir",
"BOL.ui.ppAvailable": "Points de Pouvoir actuels",
"BOL.ui.pccost": "Coût en Points de Création",
"BOL.ui.pcnow": "Points de Création actuels",
"BOL.ui.alchemyType": "Type",
"BOL.ui.alchemy": "Préparations Alchimiques",
"BOL.ui.makeAlchemy": "Réaliser une Préparation Alchmique",
"BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation",
"BOL.ui.alchemyInvest": "Points de Création investis",
"BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation",
"BOL.ui.astrology": "Astrologie et Horoscopes",
"BOL.ui.astrologyMinor": "Etablir un Horoscope Mineur",
"BOL.ui.astrologyMajor": "Etablir un Horoscope Majeur",
"BOL.ui.astrologyMajorGroup": "Etablir un Horoscope Majeur de Groupe",
"BOL.ui.makeHoroscope": "Etablir un Horoscope",
"BOL.ui.astrologerRank": "Rang de l'Astrologue",
"BOL.ui.horoscopeCost": "Cout en Points d'Astrologie",
"BOL.ui.minor": "Mineur",
"BOL.ui.major": "Majeur",
"BOL.ui.majorgroup": "Majeur de Groupe",
"BOL.ui.horoscopeGroup": "Horoscopes de Groupe",
"BOL.ui.horoscopeDiceRemaining": "Dés restants",
"BOL.ui.horoscopeDiceMax": "Dés Max",
"BOL.ui.astrologyNoPoints": "Vous n'avez pas assez de Points d'Astrologie!",
"BOL.ui.advance": "Avancement",
"BOL.ui.isbonusdice": "Fourni un dé bonus?",
"BOL.ui.ismalusdice": "Fourni un dé malus?",
"BOL.ui.bonusmalus": "Dés Bonus/Malus additionnels",
"BOL.ui.nbdices": "Nombre de dés",
"BOL.ui.totalmod": "Total Mod.",
"BOL.ui.rangeModifiers": "Mod. de Portée",
"BOL.ui.money": "Bougette",
"BOL.ui.moneyTitle": "Or et Piecettes",
"BOL.ui.fightOption": "Options de Combat",
"BOL.ui.none": "Aucune",
"BOL.ui.fightOptionType": "Types d'options de Combat",
"BOL.ui.activated": "Active",
"BOL.ui.deactivated": "Inactive",
"BOL.ui.toactivated": "Active (>Désactiver)",
"BOL.ui.todeactivated": "Inactive (>Activer)",
"BOL.ui.status": "Statut",
"BOL.ui.armorAgiMalus": "Malus d'Armure+Bouclier (Agi)",
"BOL.ui.armorInitMalus": "Malus d'Armure (Init)",
"BOL.ui.attackValue": "Valeur d'attaque",
"BOL.ui.vehicleWeapons": "Armes de véhicules",
"BOL.ui.hullDamage": "D.coque",
"BOL.ui.crewDamage": "D.équipage",
"BOL.ui.fireDamage": "Feu ?",
"BOL.ui.weaponbonus": "Cette arme bénéficie déja d'un Dé de Bonus (Arme Favorite prise en compte, par exemple)",
"BOL.ui.creature": "Creature",
"BOL.ui.rabble": "Piétaille",
"BOL.ui.tough": "Coriace",
"BOL.ui.villain": "Rival",
"BOL.ui.attributaptitude": "Attribut ou Aptitude",
"BOL.ui.always": "Tout les jets (ie toujours)",
"BOL.ui.effectbonusmalus": "Bonus ou Malus à appliquer",
"BOL.ui.boleffects": "Effets (automatiques)",
"BOL.ui.modifier": "Modificateur",
"BOL.ui.effects": "Effets en cours",
"BOL.ui.pcname": "PJs",
"BOL.ui.npcname": "PNJs",
"BOL.ui.pclistbutton": "Vue compacte",
"BOL.ui.noactorfound": "PNJ inconnu, le PNJ doit être présent dans le monde pour s'afficher ici.",
"BOL.ui.deletetitle": "Suppression",
"BOL.ui.confirmdelete": "Vous êtes sûr de vouloir supprimer cet item ?",
"BOL.ui.nomorealchemypoints": "Plus assez de Points de Création !",
"BOL.ui.armornoformula": "L'armure {protect.name} n'a pas de formule pour la protection !",
"BOL.ui.selectactor": "Selectionnez votre personnage pour utiliser la macro",
"BOL.ui.itemnotfound": "Impossible de trouver l'objet de cette macro",
"BOL.ui.noinit": "Pas d'initiative trouvée, veuillez en enregistrer une.",
"BOL.ui.warninitiative": "Votre initiative n'est pas disponible. Effectuez un jet d'Initiative pour ce combat.",
"BOL.featureCategory.origins": "Origines",
"BOL.featureCategory.races": "Races",
"BOL.featureCategory.careers": "Carrières",
"BOL.featureCategory.boons": "Avantages",
"BOL.featureCategory.flaws": "Désavantages",
"BOL.featureCategory.languages": "Langues",
"BOL.featureCategory.fightoptions": "Options de Combat",
"BOL.bougette.nomoney": "A sec",
"BOL.bougette.tolive": "De quoi vivre",
"BOL.bougette.easylife": "A l'aise",
"BOL.bougette.luxury": "Luxe&Volupté",
"BOL.bougette.rich": "Richissime",
"BOL.featureSubtypes.origin": "Origine",
"BOL.featureSubtypes.race": "Race",
"BOL.featureSubtypes.career": "Carrière",
"BOL.featureSubtypes.boon": "Avantage",
"BOL.featureSubtypes.flaw": "Désavantage",
"BOL.featureSubtypes.language": "Langue",
"BOL.featureSubtypes.gods": "Dieux & Foi",
"BOL.featureSubtypes.fightOption": "Option de Combat",
"BOL.featureSubtypes.effect": "Effet",
"BOL.featureSubtypes.effects": "Effets",
"BOL.featureSubtypes.boleffect": "Effet",
"BOL.featureSubtypes.horoscope": "Horoscope",
"BOL.fightOptionTypes.armor": "Attaque au défaut d'armure",
"BOL.fightOptionTypes.intrepid": "Attaque intrépide",
"BOL.fightOptionTypes.twoweaponsdef": "Combat à 2 armes (Défense)",
"BOL.fightOptionTypes.twoweaponsatt": "Combat à 2 armes (Attaque)",
"BOL.fightOptionTypes.fulldefense": "Défense totale",
"BOL.fightOptionTypes.defense": "Posture défensive",
"BOL.fightOptionTypes.attack": "Posture offensive",
"BOL.itemCategory.object": "Objet",
"BOL.itemCategory.equipment": "Équipement",
"BOL.itemCategory.consumable": "Consommable",
"BOL.itemCategory.spell": "Sort",
"BOL.itemCategory.vehicle": "Monture/Véhicule",
"BOL.itemCategory.other": "Autre",
"BOL.itemCategory.capacity": "Capacité",
"BOL.itemCategory.alchemy": "Préparation Alchimique",
"BOL.itemCategory.vehicleweapon": "Armes de Véhicule",
"BOL.combatCategory.protections": "Protections",
"BOL.combatCategory.shields": "Boucliers",
"BOL.combatCategory.melee": "Armes de contact",
"BOL.combatCategory.ranged": "Armes à distance",
"BOL.combatCategory.fightOptions": "Options de combat",
"BOL.combatCategory.natural": "Armes Naturelless",
"BOL.equipmentCategory.weapon": "Arme",
"BOL.equipmentCategory.armor": "Armure",
"BOL.equipmentCategory.protection": "Protection",
"BOL.equipmentCategory.shield": "Bouclier",
"BOL.equipmentCategory.helm": "Casque",
"BOL.equipmentCategory.jewel": "Bijou",
"BOL.equipmentCategory.scroll": "Parchemin",
"BOL.equipmentCategory.ammunition": "Munition",
"BOL.equipmentCategory.container": "Conteneur",
"BOL.equipmentCategory.currency": "Monnaie",
"BOL.equipmentCategory.other": "Autre",
"BOL.protectionCategory.armor": "Armure",
"BOL.protectionCategory.shield": "Bouclier",
"BOL.protectionCategory.helm": "Casque",
"BOL.protectionCategory.other": "Autre",
"BOL.spellItem.charm": "Charme",
"BOL.spellItem.circle1": "Premier Cercle",
"BOL.spellItem.circle2": "Second Cercle",
"BOL.spellItem.circle3": "Troisième Cercle",
"BOL.alchemyItem.common": "Courante",
"BOL.alchemyItem.scarce": "Rare",
"BOL.alchemyItem.legend": "Légendaire",
"BOL.alchemyItem.mythic": "Mythique",
"BOL.weaponCategory.melee": "Arme de mêlée",
"BOL.weaponCategory.ranged": "Arme de tir",
"BOL.weaponCategory.other": "Autre",
"BOL.itemProperty.damageMultiplier": "Multiplicateur de dommages",
"BOL.itemProperty.attackBonusDice": "Dé de Bonus d'attaque",
"BOL.itemProperty.equipable": "Équipable",
"BOL.itemProperty.protection": "Protection",
"BOL.itemProperty.blocking": "Blocage",
"BOL.itemProperty.magical": "Magique",
"BOL.itemProperty.concealable": "Dissimulable",
"BOL.itemProperty.2H": "Arme à 2 mains",
"BOL.itemProperty.helm": "Casque",
"BOL.itemProperty.improvised": "Improvisée",
"BOL.itemProperty.shield": "Bouclier",
"BOL.itemProperty.melee": "Arme de contact",
"BOL.itemProperty.throwable": "Peut être lancée",
"BOL.itemProperty.ignoreshield": "Ignore les boucliers",
"BOL.itemProperty.bashing": "Dégâts non létaux",
"BOL.itemProperty.stackable": "Empilable",
"BOL.itemProperty.ranged": "A distance",
"BOL.itemProperty.weapon": "Offensive",
"BOL.itemProperty.reloadable": "Rechargeable",
"BOL.itemProperty.worn": "Équipé",
"BOL.itemProperty.spell": "Sort",
"BOL.itemProperty.armor": "Armure",
"BOL.itemProperty.consumable": "Consommable",
"BOL.itemProperty.bow": "Arc",
"BOL.itemProperty.crossbow": "Arbalète",
"BOL.itemProperty.throwing": "Arme de jet",
"BOL.itemProperty.activable": "Activable",
"BOL.itemProperty.powder": "Arme à poudre",
"BOL.itemProperty.attackAttribute": "Attaque (Attribut)",
"BOL.itemProperty.attackAptitude": "Attaque (Aptitude)",
"BOL.itemProperty.attackModifiers": "Attaque (Modificateurs)",
"BOL.itemProperty.attackReroll1": "Attaque (Relancer les 1)",
"BOL.itemProperty.damage": "Dommages (Dés)",
"BOL.itemProperty.damageModifiers": "Dommages (Modificateurs)",
"BOL.itemProperty.damageAttribute": "Dommages (Attribut)",
"BOL.itemProperty.damageSpecial": "Dommages (Spécial)",
"BOL.itemProperty.damageReroll1": "Relancer les 1",
"BOL.itemProperty.range": "Portée (en m)",
"BOL.itemProperty.soakFormula": "Encaissement (Formule)",
"BOL.itemProperty.soakModifiers": "Encaissement (Modificateur)",
"BOL.itemProperty.soakValue": "Encaissement (Valeur par défaut)",
"BOL.itemProperty.armorQuality": "Qualité d'armure",
"BOL.itemProperty.blockingMalus": "Malus de blocage",
"BOL.itemProperty.blockingAttacksBlocked": "Attaques bloquée",
"BOL.itemProperty.blocking1Attack": "Bloque 1 attaque",
"BOL.itemProperty.blockingAllAttacks": "Bloque toutes les attaques",
"BOL.itemProperty.slot": "Emplacement utilisé",
"BOL.itemProperty.reload": "Rechargement (Actions)",
"BOL.itemProperty.weaponSize": "Classe d'arme",
"BOL.itemProperty.difficulty": "Difficulté",
"BOL.itemProperty.natural": "Arme naturelle",
"BOL.itemProperty.onlymodifier": "Modificateur uniquement (ie attaques de créatures)",
"BOL.itemProperty.vehicleDamageType": "Type de dommages de véhicules",
"BOL.itemProperty.isfiredamage": "Dommages de Feu",
"BOL.itemProperty.ishulldamage": "Dommages à la coque",
"BOL.itemProperty.iscrewdamage": "Dommages à l'équipage",
"BOL.itemProperty.hulldamage": "Valeur des dommages à la coque",
"BOL.itemProperty.crewdamage": "Valeur des dommages à l'équipage",
"BOL.itemProperty.hullDamageMultiplier": "Multiplicateur",
"BOL.itemProperty.crewDamageMultiplier": "Multiplicateur",
"BOL.itemProperty.isboarding": "Abordage",
"BOL.itemProperty.isspur": "Eperonnage",
"BOL.itemProperty.isbreakrow": "Briser les rames",
"BOL.itemStat.quantity": "Quantité",
"BOL.itemStat.weight": "Poids",
"BOL.itemStat.price": "Prix",
"BOL.itemStat.range": "Portée",
"BOL.itemStat.damage": "Dommages",
"BOL.itemStat.reload": "Rechargement (Actions)",
"BOL.itemStat.soak": "Valeur de protection",
"BOL.itemStat.blocking": "Bloquage",
"BOL.itemStat.modifiers": "Modificateurs",
"BOL.weaponSize.unarmed": "Mains nues",
"BOL.weaponSize.improvised": "Arme improvisée",
"BOL.weaponSize.light": "Légère",
"BOL.weaponSize.medium": "Moyenne",
"BOL.weaponSize.heavy": "Lourde",
"BOL.itemModifiers.init": "Malus (Initiative)",
"BOL.itemModifiers.social": "Malus (Social)",
"BOL.itemModifiers.agility": "Malus (Agilité)",
"BOL.itemModifiers.powercost": "Malus (Coût supplémentaire en PP)",
"BOL.itemBlocking.malus": "Social",
"BOL.itemBlocking.nbAttacksPerRound": "Agilité",
"BOL.soakFormula.none": "-",
"BOL.soakFormula.light": "Légère (Annule d6-3 dégâts subis)",
"BOL.soakFormula.medium": "Moyenne (Annule d6-2 dégâts subis)",
"BOL.soakFormula.heavy": "Lourde (Annule d6-1 dégâts subis)",
"BOL.armorQuality.none": "-",
"BOL.armorQuality.light": "Légère",
"BOL.armorQuality.lightQ": "Légère de qualité",
"BOL.armorQuality.lightSup": "Légère Supérieure",
"BOL.armorQuality.lightLeg": "Légère Légendaire",
"BOL.armorQuality.medium": "Moyenne",
"BOL.armorQuality.mediumQ": "Moyenne de qualité",
"BOL.armorQuality.mediumSup": "Moyenne Supérieure",
"BOL.armorQuality.mediumLeg": "Moyenne Légendaire",
"BOL.armorQuality.heavy": "Lourde",
"BOL.armorQuality.heavyQ": "Lourde de qualité",
"BOL.armorQuality.heavySup": "Lourde Supérieure",
"BOL.armorQuality.heavyLeg": "Lourde Légendaire",
"BOL.equipmentSlots.none": "-",
"BOL.equipmentSlots.head": "Tête",
"BOL.equipmentSlots.neck": "Cou",
"BOL.equipmentSlots.shoulders": "Épaules",
"BOL.equipmentSlots.body": "Corps",
"BOL.equipmentSlots.rhand": "Main droite",
"BOL.equipmentSlots.lhand": "Main gauche",
"BOL.equipmentSlots.2hands": "2 mains",
"BOL.equipmentSlots.rarm": "Bras droit",
"BOL.equipmentSlots.larm": "Bras gauche",
"BOL.equipmentSlots.chest": "Torse",
"BOL.equipmentSlots.belt": "Ceinture",
"BOL.equipmentSlots.legs": "Jambes",
"BOL.equipmentSlots.feet": "Pieds",
"BOL.equipmentSlots.finder": "Doigt",
"BOL.equipmentSlots.ear": "Oreille",
"BOL.vehicleCategory.mount": "Monture terrestre",
"BOL.vehicleCategory.flying": "Monture volante",
"BOL.vehicleCategory.boat": "Bateau",
"BOL.vehicleCategory.other": "Autre",
"BOL.range.PointBlank": "Bout portant",
"BOL.range.Short": "Courte",
"BOL.range.Medium": "Moyenne",
"BOL.range.Long": "Long",
"BOL.range.VeryLong": "Très longue",
"BOL.range.Extreme": "Extrême",
"BOL.range.Maximum": "Maximale",
"BOL.notification.MacroMultipleTokensSelected": "Vous avez sélectionné plusieurs tokens",
"BOL.notification.MacroNoActorAvailable": "Aucun acteur n'a pu être ciblé",
"BOL.notification.MacroNoTokenSelected": "Vous devez sélectionner un token",
"BOL.size.tiny": "Minuscule",
"BOL.size.verysmall": "Très petite",
"BOL.size.small": "Petite",
"BOL.size.medium": "Moyenne",
"BOL.size.large": "Grande",
"BOL.size.verylarge": "Très grande",
"BOL.size.huge": "Enorme",
"BOL.size.massive": "Massive",
"BOL.size.enormous": "Colossale",
"BOL.size.gigantic": "Gigantesque",
"BOL.size.immense": "Immense",
"BOL.size.colossal": "Monstrueuse",
"BOL.chat.fightactive": "{name} active son option de combat {foName} pour ce round !",
"BOL.chat.fightunactive": "{name} désactive son option de combat {foName} pour ce round !",
"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.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.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.",
"BOL.chat.alchemyfailure": "La préparation alchimique a échouée !<br>L'avancement dans la préparation a été remis à 0.",
"BOL.chat.rolldamage": "Lancer les dommages",
"BOL.chat.rolldamage6": "Lancer les dommages +6",
"BOL.chat.rolldamage12": "Dommages +12 (1 Pt. d'Heroisme)",
"BOL.chat.damageresult": "Dommages de {name} : {total}",
"BOL.chat.damagetarget": "Cible : {target}",
"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.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.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.finaldamage": "Encaissement final : {finalDamage} dégats !",
"BOL.chat.spell": "Sort",
"BOL.chat.spellcost": "Cout en Points de Pouvoir",
"BOL.chat.spellremaining": "Points de Pouvoir restants",
"BOL.chat.nodamagesummary": "Aucun dégats n'a été subi ....",
"BOL.chat.damageresume": "{name} a subi des blessures ...",
"BOL.chat.fumblemessage": "Si vous acceptez les conséquences d'un echec catastrophique (au choix du MJ), vous pourrez bénéficier d'1 point d'Héroïsme supplémentaire",
"BOL.chat.rangeinfo": "Tir/Lancer de {attackerName} vers {defenderName}",
"BOL.chat.rangeweaponinfo": "Arme : {weaponName} - Portée de base {weaponRange}",
"BOL.chat.rangeout": "Modificateur : Hors de portée",
"BOL.chat.range0": "Modificateur : Bout portant (+1)",
"BOL.chat.range1": "Modificateur : Portée courte (0)",
"BOL.chat.range2": "Modificateur : Portée moyenne (-1)",
"BOL.chat.range3": "Modificateur : Portée longue (-2)",
"BOL.chat.range4": "Modificateur : Portée très longue (-4)",
"BOL.chat.range5": "Modificateur : Portée extrême (-6)",
"BOL.chat.range6": "Modificateur : Portée maximale (-8)",
"BOL.chat.rangeprefix": "Distance évaluée : ",
"BOL.chat.rangevisible": "La ligne de vue est dégagée entre les protagonistes.",
"BOL.chat.rangenotvisible": "La ligne de vue est bloquée entre les protagonistes.",
"BOL.chat.rangetitle": "Information MJ",
"BOL.chat.weaponreroll1": "Pour information, cette arme relance les 1 sur ses dégâts.",
"BOL.chat.rollbougette": "Jet de Bougette",
"BOL.chat.bougettesuccess": "Votre bougette reste inchangée !",
"BOL.chat.bougettefailure": "Vous avez trop dépensé, votre bougette s'est réduite...",
"BOL.chat.initiative": "Rang d'intiative (10 à 1)",
"BOL.chat.horoscope": "Horoscope",
"BOL.chat.horoscopepoints": "Coût : {points} Points d'Astrologie",
"BOL.chat.horoscopeminorsuccess": "Votre horoscope mineur est un succès : éditez le nom de l'horoscope sur votre fiche. Vous bénéficiez d'1 dé Bonus pour cette situation.",
"BOL.chat.horoscopeminorfailure": "Votre horoscope mineur est un échec : éditez le nom de l'horoscope sur votre fiche. Vous souffrez d'1 dé Malus pour cette situation.",
"BOL.chat.horoscopemajorsuccess": "Votre horoscope majeur est un succès : vous bénéficiez d'1 point d'Héroisme pour cette aventure. Ce point a été ajouté automatiquement.",
"BOL.chat.horoscopemajorfailure": "Votre horoscope majeur est un échec : vous perdez 1 point d'Héroisme pour cette aventure. Ce point a été enlevé automatiquement.",
"BOL.chat.horoscopemajorgroupsuccess": "Votre horoscope majeur de groupe est un succès. Vous et vos amis bénéficiez de {careerBonus} dés bonus pendant cette aventure.",
"BOL.chat.horoscopemajorgroupfailure": "Votre horoscope majeur de groupe est un échec. Vous et vos amis souffrez de {careerBonus} dés malus pendant cette aventure.",
"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.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.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)",
"BOL.dialog.easy": "Facile (+1)",
"BOL.dialog.moderate": "Moyenne (0)",
"BOL.dialog.hard": "Ardue (-1)",
"BOL.dialog.tough": "Difficile (-2)",
"BOL.dialog.demanding": "Très Difficile (-4)",
"BOL.dialog.formidable": "Impossible (-6)",
"BOL.dialog.heroic": "Héroïque (-8)",
"BOL.dialog.mythic": "Mythique (-10)",
"BOL.dialog.divine": "Divine (-12)",
"BOL.dialog.pointblank": "Bout portant (+1)",
"BOL.dialog.close": "Courte (0)",
"BOL.dialog.medium": "Moyenne (-1))",
"BOL.dialog.long": "Longue (-2)",
"BOL.dialog.distant": "Très longue (-4)",
"BOL.dialog.extreme": "Extrême (-6)",
"BOL.dialog.utmost": "Maximale (-8)",
"BOL.ui.name": "Nom",
"BOL.ui.xp": "Experience",
"BOL.ui.xpspent": "Dépensée",
"BOL.ui.xptotal": "Totale",
"BOL.ui.biosize": "Taille",
"BOL.ui.bioweight": "Poids",
"BOL.ui.bioage": "Age",
"BOL.ui.biohair": "Cheveux",
"BOL.ui.bioeyes": "Yeux",
"BOL.ui.biosigns": "Signes distinctifs",
"BOL.ui.biodescription": "Description",
"BOL.ui.bionotes": "Notes",
"BOL.chat.welcome1": "Bienvenue dans Barbarians of Lemuria (Ludospherik version)",
"BOL.chat.welcome2": "Les livres nécessaires pour jouer sont disponibles sur le site de <a href='http://www.ludospherik.fr/content/14-barbarians-of-lemuria'>l'éditeur Ludospherik.</a>",
"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 !"
}

View File

@ -1,15 +1,21 @@
{
"ACTOR.TypeCharacter": "Personnage",
"ACTOR.TypeEncounter": "Rencontre",
"ACTOR.TypeVehicle": "Véhicule",
"ITEM.TypeItem": "Objet",
"ITEM.TypeFeature": "Trait",
"ITEM.TypeWeapon": "Arme",
"ITEM.TypeArmor": "Armure",
"BOL.attributes.vigor": "Vigueur",
"BOL.attributes.halfvigor": "Demi-vigueur",
"BOL.attributes.agility": "Agilité",
"BOL.attributes.mind": "Esprit",
"BOL.attributes.appeal": "Aura",
"BOL.attributes.hull": "Coque",
"BOL.attributes.crew": "Equipage",
"BOL.attributes.resources": "Resources",
"BOL.attributes.row": "Rames",
"BOL.aptitudes.init": "Initiative",
"BOL.aptitudes.melee": "Mêlée",
"BOL.aptitudes.ranged": "Tir",
@ -22,7 +28,9 @@
"BOL.resources.power": "Pouvoir",
"BOL.resources.villainy": "Vilénie",
"BOL.resources.alchemypoints": "Points de Creation",
"BOL.resources.astrologypoints": "Points d'Astrologie",
"BOL.traits.xp": "Expérience",
"BOL.ui.tab.stats": "Attributs",
"BOL.ui.tab.combat": "Combat",
"BOL.ui.tab.actions": "Actions",
@ -30,7 +38,19 @@
"BOL.ui.tab.equipment": "Equipement",
"BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Sorts&Alchimie",
"BOL.ui.tab.spellalchemy": "Mystères",
"BOL.ui.astrologerPoints": "Points d'Astrologie",
"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
"BOL.ui.answer": "Réponse",
"BOL.ui.horoscopefavorable": "Favorable (1dB)",
"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
"BOL.ui.horoscopes": "Horoscopes",
"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
"BOL.ui.properties": "Propriétés",
"BOL.ui.description": "Description",
"BOL.ui.actions": "Actions",
@ -86,7 +106,8 @@
"BOL.ui.success": "Succès",
"BOL.ui.failure": "Échec",
"BOL.ui.fumble": "Échec critique",
"BOL.ui.critical": "Succès critique",
"BOL.ui.critical": "Succès Héroïque",
"BOL.ui.criticallegend": "Succès Légendaire !",
"BOL.ui.maneuvers": "Actions de combat",
"BOL.ui.stacksize": "Taille de pile (max)",
"BOL.ui.weapons": "Armes",
@ -107,12 +128,16 @@
"BOL.ui.difficulty": "Difficulté",
"BOL.ui.spellProperties": "Propriétés du Sort",
"BOL.ui.duration": "Durée",
"BOL.ui.spellkeep": "Prolongation",
"BOL.ui.concentrate": "Concentration",
"BOL.ui.spellkeep": "Prolongation possible ?",
"BOL.ui.concentrate": "Concentration à maintenir ?",
"BOL.ui.aggressive": "Sort aggressif ?",
"BOL.ui.registerInit": "Enregistrer comme Init. de combat",
"BOL.ui.magicnewrules": "Règles supplémentaires (cf. supplément fan-made Sorcellerie!)",
"BOL.ui.isSorcerer": "Carrière de Sorcier ?",
"BOL.ui.isAlchemist": "Carrière d'Alchimiste ?",
"BOL.ui.isPriest": "Carrière de Prêtre/Druide ?",
"BOL.ui.isAstrologer": "Carrière d'Astrologue?",
"BOL.ui.circle": "Cercle",
"BOL.ui.spells": "Sorts",
"BOL.ui.focusSpell": "Lance un sort",
@ -130,6 +155,21 @@
"BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation",
"BOL.ui.alchemyInvest": "Points de Création investis",
"BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation",
"BOL.ui.astrology": "Astrologie et Horoscopes",
"BOL.ui.astrologyMinor": "Etablir un Horoscope Mineur",
"BOL.ui.astrologyMajor": "Etablir un Horoscope Majeur",
"BOL.ui.astrologyMajorGroup": "Etablir un Horoscope Majeur de Groupe",
"BOL.ui.makeHoroscope": "Etablir un Horoscope",
"BOL.ui.astrologerRank": "Rang de l'Astrologue",
"BOL.ui.horoscopeCost": "Cout en Points d'Astrologie",
"BOL.ui.minor": "Mineur",
"BOL.ui.major": "Majeur",
"BOL.ui.majorgroup": "Majeur de Groupe",
"BOL.ui.horoscopeGroup": "Horoscopes de Groupe",
"BOL.ui.horoscopeDiceRemaining": "Dés restants",
"BOL.ui.horoscopeDiceMax": "Dés Max",
"BOL.ui.astrologyNoPoints": "Vous n'avez pas assez de Points d'Astrologie!",
"BOL.ui.advance": "Avancement",
"BOL.ui.isbonusdice": "Fourni un dé bonus?",
"BOL.ui.ismalusdice": "Fourni un dé malus?",
@ -150,6 +190,34 @@
"BOL.ui.armorAgiMalus": "Malus d'Armure+Bouclier (Agi)",
"BOL.ui.armorInitMalus": "Malus d'Armure (Init)",
"BOL.ui.attackValue": "Valeur d'attaque",
"BOL.ui.vehicleWeapons": "Armes de véhicules",
"BOL.ui.hullDamage": "D.coque",
"BOL.ui.crewDamage": "D.équipage",
"BOL.ui.fireDamage": "Feu ?",
"BOL.ui.weaponbonus": "Cette arme bénéficie déja d'un Dé de Bonus (Arme Favorite prise en compte, par exemple)",
"BOL.ui.creature": "Creature",
"BOL.ui.rabble": "Piétaille",
"BOL.ui.tough": "Coriace",
"BOL.ui.villain": "Rival",
"BOL.ui.attributaptitude": "Attribut ou Aptitude",
"BOL.ui.always": "Tout les jets (ie toujours)",
"BOL.ui.effectbonusmalus": "Bonus ou Malus à appliquer",
"BOL.ui.boleffects": "Effets (automatiques)",
"BOL.ui.modifier": "Modificateur",
"BOL.ui.effects": "Effets en cours",
"BOL.ui.pcname": "PJs",
"BOL.ui.npcname": "PNJs",
"BOL.ui.pclistbutton": "Vue compacte",
"BOL.ui.noactorfound": "PNJ inconnu, le PNJ doit être présent dans le monde pour s'afficher ici.",
"BOL.ui.deletetitle": "Suppression",
"BOL.ui.confirmdelete": "Vous êtes sûr de vouloir supprimer cet item ?",
"BOL.ui.nomorealchemypoints": "Plus assez de Points de Création !",
"BOL.ui.armornoformula": "L'armure {protect.name} n'a pas de formule pour la protection !",
"BOL.ui.selectactor": "Selectionnez votre personnage pour utiliser la macro",
"BOL.ui.itemnotfound": "Impossible de trouver l'objet de cette macro",
"BOL.ui.noinit": "Pas d'initiative trouvée, veuillez en enregistrer une.",
"BOL.ui.warninitiative": "Votre initiative n'est pas disponible. Effectuez un jet d'Initiative pour ce combat.",
"BOL.featureCategory.origins": "Origines",
"BOL.featureCategory.races": "Races",
"BOL.featureCategory.careers": "Carrières",
@ -162,6 +230,7 @@
"BOL.bougette.easylife": "A l'aise",
"BOL.bougette.luxury": "Luxe&Volupté",
"BOL.bougette.rich": "Richissime",
"BOL.featureSubtypes.origin": "Origine",
"BOL.featureSubtypes.race": "Race",
"BOL.featureSubtypes.career": "Carrière",
@ -170,6 +239,11 @@
"BOL.featureSubtypes.language": "Langue",
"BOL.featureSubtypes.gods": "Dieux & Foi",
"BOL.featureSubtypes.fightOption": "Option de Combat",
"BOL.featureSubtypes.effect": "Effet",
"BOL.featureSubtypes.effects": "Effets",
"BOL.featureSubtypes.boleffect": "Effet",
"BOL.featureSubtypes.horoscope": "Horoscope",
"BOL.fightOptionTypes.armor": "Attaque au défaut d'armure",
"BOL.fightOptionTypes.intrepid": "Attaque intrépide",
"BOL.fightOptionTypes.twoweaponsdef": "Combat à 2 armes (Défense)",
@ -177,6 +251,7 @@
"BOL.fightOptionTypes.fulldefense": "Défense totale",
"BOL.fightOptionTypes.defense": "Posture défensive",
"BOL.fightOptionTypes.attack": "Posture offensive",
"BOL.itemCategory.object": "Objet",
"BOL.itemCategory.equipment": "Équipement",
"BOL.itemCategory.consumable": "Consommable",
@ -185,12 +260,15 @@
"BOL.itemCategory.other": "Autre",
"BOL.itemCategory.capacity": "Capacité",
"BOL.itemCategory.alchemy": "Préparation Alchimique",
"BOL.itemCategory.vehicleweapon": "Armes de Véhicule",
"BOL.combatCategory.protections": "Protections",
"BOL.combatCategory.shields": "Boucliers",
"BOL.combatCategory.melee": "Armes de contact",
"BOL.combatCategory.ranged": "Armes à distance",
"BOL.combatCategory.fightOptions": "Options de combat",
"BOL.combatCategory.natural": "Armes Naturelless",
"BOL.equipmentCategory.weapon": "Arme",
"BOL.equipmentCategory.armor": "Armure",
"BOL.equipmentCategory.protection": "Protection",
@ -202,21 +280,26 @@
"BOL.equipmentCategory.container": "Conteneur",
"BOL.equipmentCategory.currency": "Monnaie",
"BOL.equipmentCategory.other": "Autre",
"BOL.protectionCategory.armor": "Armure",
"BOL.protectionCategory.shield": "Bouclier",
"BOL.protectionCategory.helm": "Casque",
"BOL.protectionCategory.other": "Autre",
"BOL.spellItem.charm": "Charme",
"BOL.spellItem.circle1": "Premier Cercle",
"BOL.spellItem.circle2": "Second Cercle",
"BOL.spellItem.circle3": "Troisième Cercle",
"BOL.alchemyItem.common": "Courante",
"BOL.alchemyItem.scarce": "Rare",
"BOL.alchemyItem.legend": "Légendaire",
"BOL.alchemyItem.mythic": "Mythique",
"BOL.weaponCategory.melee": "Arme de mêlée",
"BOL.weaponCategory.ranged": "Arme de tir",
"BOL.weaponCategory.other": "Autre",
"BOL.itemProperty.damageMultiplier": "Multiplicateur de dommages",
"BOL.itemProperty.attackBonusDice": "Dé de Bonus d'attaque",
"BOL.itemProperty.equipable": "Équipable",
@ -269,6 +352,18 @@
"BOL.itemProperty.difficulty": "Difficulté",
"BOL.itemProperty.natural": "Arme naturelle",
"BOL.itemProperty.onlymodifier": "Modificateur uniquement (ie attaques de créatures)",
"BOL.itemProperty.vehicleDamageType": "Type de dommages de véhicules",
"BOL.itemProperty.isfiredamage": "Dommages de Feu",
"BOL.itemProperty.ishulldamage": "Dommages à la coque",
"BOL.itemProperty.iscrewdamage": "Dommages à l'équipage",
"BOL.itemProperty.hulldamage": "Valeur des dommages à la coque",
"BOL.itemProperty.crewdamage": "Valeur des dommages à l'équipage",
"BOL.itemProperty.hullDamageMultiplier": "Multiplicateur",
"BOL.itemProperty.crewDamageMultiplier": "Multiplicateur",
"BOL.itemProperty.isboarding": "Abordage",
"BOL.itemProperty.isspur": "Eperonnage",
"BOL.itemProperty.isbreakrow": "Briser les rames",
"BOL.itemStat.quantity": "Quantité",
"BOL.itemStat.weight": "Poids",
"BOL.itemStat.price": "Prix",
@ -278,21 +373,26 @@
"BOL.itemStat.soak": "Valeur de protection",
"BOL.itemStat.blocking": "Bloquage",
"BOL.itemStat.modifiers": "Modificateurs",
"BOL.weaponSize.unarmed": "Mains nues",
"BOL.weaponSize.improvised": "Arme improvisée",
"BOL.weaponSize.light": "Légère",
"BOL.weaponSize.medium": "Moyenne",
"BOL.weaponSize.heavy": "Lourde",
"BOL.itemModifiers.init": "Malus (Initiative)",
"BOL.itemModifiers.social": "Malus (Social)",
"BOL.itemModifiers.agility": "Malus (Agilité)",
"BOL.itemModifiers.powercost": "Malus (Coût supplémentaire en PP)",
"BOL.itemBlocking.malus": "Social",
"BOL.itemBlocking.nbAttacksPerRound": "Agilité",
"BOL.soakFormula.none": "-",
"BOL.soakFormula.light": "Légère (Annule d6-3 dégâts subis)",
"BOL.soakFormula.medium": "Moyenne (Annule d6-2 dégâts subis)",
"BOL.soakFormula.heavy": "Lourde (Annule d6-1 dégâts subis)",
"BOL.armorQuality.none": "-",
"BOL.armorQuality.light": "Légère",
"BOL.armorQuality.lightQ": "Légère de qualité",
@ -306,6 +406,7 @@
"BOL.armorQuality.heavyQ": "Lourde de qualité",
"BOL.armorQuality.heavySup": "Lourde Supérieure",
"BOL.armorQuality.heavyLeg": "Lourde Légendaire",
"BOL.equipmentSlots.none": "-",
"BOL.equipmentSlots.head": "Tête",
"BOL.equipmentSlots.neck": "Cou",
@ -322,10 +423,12 @@
"BOL.equipmentSlots.feet": "Pieds",
"BOL.equipmentSlots.finder": "Doigt",
"BOL.equipmentSlots.ear": "Oreille",
"BOL.vehicleCategory.mount": "Monture terrestre",
"BOL.vehicleCategory.flying": "Monture volante",
"BOL.vehicleCategory.boat": "Bateau",
"BOL.vehicleCategory.other": "Autre",
"BOL.range.PointBlank": "Bout portant",
"BOL.range.Short": "Courte",
"BOL.range.Medium": "Moyenne",
@ -333,6 +436,7 @@
"BOL.range.VeryLong": "Très longue",
"BOL.range.Extreme": "Extrême",
"BOL.range.Maximum": "Maximale",
"BOL.notification.MacroMultipleTokensSelected": "Vous avez sélectionné plusieurs tokens",
"BOL.notification.MacroNoActorAvailable": "Aucun acteur n'a pu être ciblé",
"BOL.notification.MacroNoTokenSelected": "Vous devez sélectionner un token",
@ -348,5 +452,127 @@
"BOL.size.enormous": "Colossale",
"BOL.size.gigantic": "Gigantesque",
"BOL.size.immense": "Immense",
"BOL.size.colossal": "Monstrueuse"
}
"BOL.size.colossal": "Monstrueuse",
"BOL.chat.fightactive": "{name} active son option de combat {foName} pour ce round !",
"BOL.chat.fightunactive": "{name} désactive son option de combat {foName} pour ce round !",
"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.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.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.",
"BOL.chat.alchemyfailure": "La préparation alchimique a échouée !<br>L'avancement dans la préparation a été remis à 0.",
"BOL.chat.rolldamage": "Lancer les dommages",
"BOL.chat.rolldamage6": "Lancer les dommages +6",
"BOL.chat.rolldamage12": "Dommages +12 (1 Pt. d'Heroisme)",
"BOL.chat.damageresult": "Dommages de {name} : {total}",
"BOL.chat.damagetarget": "Cible : {target}",
"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.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.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.finaldamage": "Encaissement final : {finalDamage} dégats !",
"BOL.chat.spell": "Sort",
"BOL.chat.spellcost": "Cout en Points de Pouvoir",
"BOL.chat.spellremaining": "Points de Pouvoir restants",
"BOL.chat.nodamagesummary": "Aucun dégats n'a été subi ....",
"BOL.chat.damageresume": "{name} a subi des blessures ...",
"BOL.chat.fumblemessage": "Si vous acceptez les conséquences d'un echec catastrophique (au choix du MJ), vous pourrez bénéficier d'1 point d'Héroïsme supplémentaire",
"BOL.chat.rangeinfo": "Tir/Lancer de {attackerName} vers {defenderName}",
"BOL.chat.rangeweaponinfo": "Arme : {weaponName} - Portée de base {weaponRange}",
"BOL.chat.rangeout": "Modificateur : Hors de portée",
"BOL.chat.range0": "Modificateur : Bout portant (+1)",
"BOL.chat.range1": "Modificateur : Portée courte (0)",
"BOL.chat.range2": "Modificateur : Portée moyenne (-1)",
"BOL.chat.range3": "Modificateur : Portée longue (-2)",
"BOL.chat.range4": "Modificateur : Portée très longue (-4)",
"BOL.chat.range5": "Modificateur : Portée extrême (-6)",
"BOL.chat.range6": "Modificateur : Portée maximale (-8)",
"BOL.chat.rangeprefix": "Distance évaluée : ",
"BOL.chat.rangevisible": "La ligne de vue est dégagée entre les protagonistes.",
"BOL.chat.rangenotvisible": "La ligne de vue est bloquée entre les protagonistes.",
"BOL.chat.rangetitle": "Information MJ",
"BOL.chat.weaponreroll1": "Pour information, cette arme relance les 1 sur ses dégâts.",
"BOL.chat.rollbougette": "Jet de Bougette",
"BOL.chat.bougettesuccess": "Votre bougette reste inchangée !",
"BOL.chat.bougettefailure": "Vous avez trop dépensé, votre bougette s'est réduite...",
"BOL.chat.initiative": "Rang d'intiative (10 à 1)",
"BOL.chat.horoscope": "Horoscope",
"BOL.chat.horoscopepoints": "Coût : {points} Points d'Astrologie",
"BOL.chat.horoscopeminorsuccess": "Votre horoscope mineur est un succès : éditez le nom de l'horoscope sur votre fiche. Vous bénéficiez d'1 dé Bonus pour cette situation.",
"BOL.chat.horoscopeminorfailure": "Votre horoscope mineur est un échec : éditez le nom de l'horoscope sur votre fiche. Vous souffrez d'1 dé Malus pour cette situation.",
"BOL.chat.horoscopemajorsuccess": "Votre horoscope majeur est un succès : vous bénéficiez d'1 point d'Héroisme pour cette aventure. Ce point a été ajouté automatiquement.",
"BOL.chat.horoscopemajorfailure": "Votre horoscope majeur est un échec : vous perdez 1 point d'Héroisme pour cette aventure. Ce point a été enlevé automatiquement.",
"BOL.chat.horoscopemajorgroupsuccess": "Votre horoscope majeur de groupe est un succès. Vous et vos amis bénéficiez de {careerBonus} dés bonus pendant cette aventure.",
"BOL.chat.horoscopemajorgroupfailure": "Votre horoscope majeur de groupe est un échec. Vous et vos amis souffrez de {careerBonus} dés malus pendant cette aventure.",
"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.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.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)",
"BOL.dialog.easy": "Facile (+1)",
"BOL.dialog.moderate": "Moyenne (0)",
"BOL.dialog.hard": "Ardue (-1)",
"BOL.dialog.tough": "Difficile (-2)",
"BOL.dialog.demanding": "Très Difficile (-4)",
"BOL.dialog.formidable": "Impossible (-6)",
"BOL.dialog.heroic": "Héroïque (-8)",
"BOL.dialog.mythic": "Mythique (-10)",
"BOL.dialog.divine": "Divine (-12)",
"BOL.dialog.pointblank": "Bout portant (+1)",
"BOL.dialog.close": "Courte (0)",
"BOL.dialog.medium": "Moyenne (-1))",
"BOL.dialog.long": "Longue (-2)",
"BOL.dialog.distant": "Très longue (-4)",
"BOL.dialog.extreme": "Extrême (-6)",
"BOL.dialog.utmost": "Maximale (-8)",
"BOL.ui.name": "Nom",
"BOL.ui.xp": "Experience",
"BOL.ui.xpspent": "Dépensée",
"BOL.ui.xptotal": "Totale",
"BOL.ui.biosize": "Taille",
"BOL.ui.bioweight": "Poids",
"BOL.ui.bioage": "Age",
"BOL.ui.biohair": "Cheveux",
"BOL.ui.bioeyes": "Yeux",
"BOL.ui.biosigns": "Signes distinctifs",
"BOL.ui.biodescription": "Description",
"BOL.ui.bionotes": "Notes",
"BOL.chat.welcome1": "Bienvenue dans Barbarians of Lemuria (Ludospherik version)",
"BOL.chat.welcome2": "Les livres nécessaires pour jouer sont disponibles sur le site de <a href='http://www.ludospherik.fr/content/14-barbarians-of-lemuria'>l'éditeur Ludospherik.</a>",
"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 !"
}

View File

@ -12,7 +12,7 @@ export class BoLActorSheet extends ActorSheet {
return mergeObject(super.defaultOptions, {
classes: ["bol", "sheet", "actor"],
template: "systems/bol/templates/actor/actor-sheet.hbs",
width: 600,
width: 860,
height: 600,
dragDrop: [{ dragSelector: ".items-list .item", dropSelector: null }],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }]
@ -25,6 +25,13 @@ export class BoLActorSheet extends ActorSheet {
activateListeners(html) {
super.activateListeners(html);
function onLoad() {
let logoSheet = BoLUtility.getLogoActorSheet()
$(".bol-actor-form").css("backgroundImage",`url(${logoSheet})`)
}
// Setup everything onload
$(function () { onLoad(); });
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
@ -66,10 +73,9 @@ export class BoLActorSheet extends ActorSheet {
const incr = parseInt(dataset.incr)
const min = parseInt(dataset.min)
const max = parseInt(dataset.max) || 10000
const itemData = item.data;
let value = eval("itemData." + target)
let value = eval("item." + target)
value = value || 0
console.log("IncDec", item, target, value, operator, min, max)
//console.log("IncDec", item, target, value, operator, min, max)
if (operator === "minus") {
if (value >= min + incr) value -= incr;
else value = min;
@ -88,8 +94,8 @@ export class BoLActorSheet extends ActorSheet {
// Delete Inventory Item
html.find('.item-delete').click(ev => {
Dialog.confirm({
title: "Suppression",
content: `Vous êtes sûr de vouloir supprimer cet item ?`,
title: game.i18n.localize("BOL.ui.deletetitle"),
content: game.i18n.localize("BOL.ui.confirmdelete"),
yes: () => {
const li = $(ev.currentTarget).parents(".item");
this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")])
@ -108,17 +114,18 @@ export class BoLActorSheet extends ActorSheet {
/* -------------------------------------------- */
/** @override */
getData(options) {
const data = super.getData(options);
const actorData = duplicate(data.data);
async getData(options) {
const data = super.getData(options)
const actorData = duplicate(data)
let formData = duplicate(data)
formData.config = game.bol.config
formData.data = actorData.data
formData.data = actorData
formData.details = this.actor.details
formData.attributes = this.actor.attributes
formData.aptitudes = this.actor.aptitudes
formData.resources = this.actor.getResourcesFromType()
formData.xp = this.actor.system.xp
formData.equipment = this.actor.equipment
formData.equipmentCreature = this.actor.equipmentCreature
formData.weapons = this.actor.weapons
@ -127,23 +134,33 @@ export class BoLActorSheet extends ActorSheet {
formData.alchemy = this.actor.alchemy
formData.containers = this.actor.containers
formData.treasure = this.actor.treasure
formData.boleffects = this.actor.boleffects
formData.alchemyrecipe = this.actor.alchemyrecipe
formData.horoscopes = this.actor.horoscopes
formData.vehicles = this.actor.vehicles
formData.fightoptions = this.actor.fightoptions
formData.ammos = this.actor.ammos
formData.misc = this.actor.misc
formData.combat = this.actor.buildCombat()
formData.combatCreature = this.actor.buildCombatCreature()
formData.initiativeRank = this.actor.getInitiativeRank()
//formData.combatCreature = this.actor.buildCombatCreature()
formData.features = this.actor.buildFeatures()
formData.isGM = game.user.isGM
formData.options = this.options
formData.owner = this.document.isOwner
formData.editScore = this.options.editScore
formData.useBougette = BoLUtility.getUseBougette()
formData.useBougette = (this.actor.type == "character" && BoLUtility.getUseBougette()) || false
formData.bougette = this.actor.getBougette()
formData.charType = this.actor.getCharType()
formData.villainy = this.actor.getVillainy()
formData.biography = await TextEditor.enrichHTML(this.object.system.details?.biography || "", {async: true})
formData.notes = await TextEditor.enrichHTML(this.object.system.details.notes || "", {async: true})
formData.isSorcerer = this.actor.isSorcerer()
formData.isAlchemist = this.actor.isAlchemist()
formData.isAstrologer = this.actor.isAstrologer()
formData.isMysteries = formData.isSorcerer || formData.isAlchemist || formData.isAstrologer
formData.isPriest = this.actor.isPriest()
formData.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
formData.isGM = game.user.isGM
@ -225,10 +242,22 @@ export class BoLActorSheet extends ActorSheet {
case "attributexp":
this.actor.incAttributeXP(dataset.key)
break;
case "bougette":
this.actor.rollBougette()
break;
case "careerxp":
this.actor.incCareerXP( li.data("item-id"))
break;
case "horoscope-minor":
BoLRoll.horoscopeCheck(this.actor, event, "minor")
break
case "horoscope-major":
BoLRoll.horoscopeCheck(this.actor, event, "major")
break
case "horoscope-major-group":
BoLRoll.horoscopeCheck(this.actor, event, "majorgroup")
break
default: break;
}
}

View File

@ -1,5 +1,6 @@
import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
import { BoLUtility } from "../system/bol-utility.js";
import { BoLRoll } from "../controllers/bol-rolls.js";
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
@ -9,60 +10,107 @@ export class BoLActor extends Actor {
/** @override */
prepareData() {
const actorData = this.data;
if (actorData.type === 'character') {
actorData.type = 'player';
actorData.villainy = false;
if (this.type === 'character') {
this.chartype = 'player'
this.villainy = false
}
if (actorData.type === 'encounter') {
actorData.type = 'tough';
actorData.villainy = true;
if (this.type === 'encounter') {
this.chartype = 'tough'
this.villainy = true
}
super.prepareData();
super.prepareData()
}
/* -------------------------------------------- */
getCharType() {
if (this.type === 'character') {
return "player"
}
return this.system.chartype
}
/* -------------------------------------------- */
getVillainy() {
if (this.type === 'character') {
return false
}
return true
}
/* -------------------------------------------- */
getBougette() {
if ( this.type == "character") {
let b = duplicate(this.system.bougette)
b.label = game.i18n.localize( game.bol.config.bougetteState[String(this.system.bougette.value)] )
b.diceImg = "icons/dice/" + game.bol.config.bougetteDice[String(this.system.bougette.value)] + "black.svg"
return b
}
return undefined
}
/* -------------------------------------------- */
async rollBougette() {
if ( this.type == "character") {
let attribute = duplicate(this.system.attributes.vigor)
let rollData = BoLRoll.getCommonRollData(this, "bougette", attribute, undefined )
rollData.formula = game.bol.config.bougetteDice[String(this.system.bougette.value)]
let r = new BoLDefaultRoll(rollData)
r.roll()
}
}
/* -------------------------------------------- */
decBougette() {
if ( this.type == "character") {
let bougette = duplicate(this.system.bougette)
bougette.value = Math.max( Number(bougette.value) - 1, 0)
this.update( { 'system.bougette': bougette } )
}
}
/* -------------------------------------------- */
updateResourcesData() {
if (this.type == 'character') {
let newVitality = 10 + this.data.data.attributes.vigor.value + this.data.data.resources.hp.bonus
if (this.data.data.resources.hp.max != newVitality) {
this.update({ 'data.resources.hp.max': newVitality });
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 newPower = 10 + this.data.data.attributes.mind.value + this.data.data.resources.power.bonus
if (this.data.data.resources.power.max != newPower) {
this.update({ 'data.resources.power.max': newPower });
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 })
}
}
}
/* -------------------------------------------- */
prepareDerivedData() {
super.prepareDerivedData()
this.updateResourcesData()
this.manageHealthState();
if (this.type == "vehicle") {
} else {
super.prepareDerivedData()
this.updateResourcesData()
this.manageHealthState();
}
}
/* -------------------------------------------- */
get itemData() {
return Array.from(this.data.items.values()).map(i => i.data)
}
get details() {
return this.data.data.details
return this.system.details
}
get attributes() {
return Object.values(this.data.data.attributes)
return Object.values(this.system.attributes)
}
get aptitudes() {
return Object.values(this.data.data.aptitudes)
return Object.values(this.system.aptitudes)
}
/* -------------------------------------------- */
clearRoundModifiers() { // Process data/items that are finished at end of a round
let foList = this.fightoptions
for (let fo of foList) {
if (fo.data.properties.used) {
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'data.properties.used': false }])
if (fo.system.properties.used) {
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'system.properties.used': false }])
}
}
}
@ -71,28 +119,35 @@ export class BoLActor extends Actor {
get defenseValue() {
let defMod = 0
let fo = this.getActiveFightOption()
if (fo && fo.data.properties.fightoptiontype == "intrepid") {
if (fo && fo.system.properties.fightoptiontype == "intrepid") {
defMod += -2
}
if (fo && fo.data.properties.fightoptiontype == "fulldefense") {
if (fo && fo.system.properties.fightoptiontype == "fulldefense") {
defMod += 2
}
if (fo && fo.data.properties.fightoptiontype == "twoweaponsdef" && !fo.data.properties.used) {
if (fo && fo.system.properties.fightoptiontype == "twoweaponsdef" && !fo.system.properties.used) {
defMod += 1
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'data.properties.used': true }])
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'system.properties.used': true }])
}
if (fo && fo.data.properties.fightoptiontype == "defense") {
if (fo && fo.system.properties.fightoptiontype == "defense") {
defMod += 1
}
if (fo && fo.data.properties.fightoptiontype == "attack") {
if (fo && fo.system.properties.fightoptiontype == "attack") {
defMod += -1
}
return this.data.data.aptitudes.def.value + defMod
// Apply defense effects
for (let i of this.items) {
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("aptitudes.def") ) {
defMod += Number(i.system.properties.modifier)
}
}
console.log("Defense : ", defMod)
return this.system.aptitudes.def.value + defMod
}
/* -------------------------------------------- */
getActiveFightOption() {
let it = this.itemData.find(i => i.type === "feature" && i.data.subtype === "fightoption" && i.data.properties.activated)
let it = this.items.find(i => i.type === "feature" && i.system.subtype === "fightoption" && i.system.properties.activated)
if (it) {
return duplicate(it)
}
@ -101,14 +156,14 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
incAttributeXP(key) {
let attr = duplicate(this.data.data.attributes[key])
let attr = duplicate(this.system.attributes[key])
if (attr) {
let nextXP = (attr.value == -1) ? 2 : attr.value + (attr.value + 1)
let xp = duplicate(this.data.data.xp)
let xp = duplicate(this.system.xp)
if (xp.total - xp.spent >= nextXP) {
attr.value += 1
xp.spent += nextXP
this.update({ [`data.attributes.${key}`]: attr, [`data.xp`]: xp })
this.update({ [`system.attributes.${key}`]: attr, [`system.xp`]: xp })
} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
@ -117,14 +172,14 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
incAptitudeXP(key) {
let apt = duplicate(this.data.data.aptitudes[key])
let apt = duplicate(this.system.aptitudes[key])
if (apt) {
let nextXP = (apt.value == -1) ? 1 : apt.value + 2
let xp = duplicate(this.data.data.xp)
let xp = duplicate(this.system.xp)
if (xp.total - xp.spent >= nextXP) {
apt.value += 1
xp.spent += nextXP
this.update({ [`data.aptitudes.${key}`]: apt, [`data.xp`]: xp })
this.update({ [`system.aptitudes.${key}`]: apt, [`system.xp`]: xp })
} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
@ -132,15 +187,15 @@ export class BoLActor extends Actor {
}
/* -------------------------------------------- */
incCareerXP(itemId) {
let career = this.data.items.get(itemId)
let career = this.items.get(itemId)
if (career) {
career = duplicate(career)
let nextXP = career.data.rank + 1
let xp = duplicate(this.data.data.xp)
let nextXP = career.system.rank + 1
let xp = duplicate(this.system.xp)
if (xp.total - xp.spent >= nextXP) {
xp.spent += nextXP
this.update({ [`data.xp`]: xp })
this.updateEmbeddedDocuments('Item', [{ _id: career._id, 'data.rank': career.data.rank + 1 }])
this.update({ [`system.xp`]: xp })
this.updateEmbeddedDocuments('Item', [{ _id: career._id, 'system.rank': career.system.rank + 1 }])
} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
@ -149,18 +204,18 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
async toggleFightOption(itemId) {
let fightOption = this.data.items.get(itemId)
let fightOption = this.items.get(itemId)
let state
let updates = []
if (fightOption) {
fightOption = duplicate(fightOption)
if (fightOption.data.properties.activated) {
if (fightOption.system.properties.activated) {
state = false
} else {
state = true
}
updates.push({ _id: fightOption._id, 'data.properties.activated': state }) // Update the selected one
updates.push({ _id: fightOption._id, 'system.properties.activated': state }) // Update the selected one
await this.updateEmbeddedDocuments("Item", updates) // Apply all changes
// Then notify
ChatMessage.create({
@ -175,13 +230,13 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
get armorMalusValue() { // used for Fight Options
for (let armor of this.armors) {
if (armor.data.properties.armorQuality.includes("light")) {
if (armor.system.properties.armorQuality.includes("light")) {
return 1
}
if (armor.data.properties.armorQuality.includes("medium")) {
if (armor.system.properties.armorQuality.includes("medium")) {
return 2
}
if (armor.data.properties.armorQuality.includes("heavy")) {
if (armor.system.properties.armorQuality.includes("heavy")) {
return 3
}
}
@ -189,109 +244,126 @@ export class BoLActor extends Actor {
}
get resources() {
return Object.values(this.data.data.resources)
return Object.values(this.system.resources)
}
get boleffects() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "boleffect")
}
get horoscopes() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "horoscope")
}
get boons() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "boon");
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "boon") || []);
}
get flaws() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "flaw");
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw") || []);
}
get careers() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "career");
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "career") || [])
}
get origins() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "origin");
return this.items.filter(i => i.type === "feature" && i.system.subtype === "origin");
}
get races() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "race");
return this.items.filter(i => i.type === "feature" && i.system.subtype === "race");
}
get languages() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "language")
return this.items.filter(i => i.type === "feature" && i.system.subtype === "language")
}
get fightoptions() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "fightoption")
return this.items.filter(i => i.type === "feature" && i.system.subtype === "fightoption")
}
get godsfaith() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "godsfaith")
}
get features() {
return this.itemData.filter(i => i.type === "feature")
return this.items.filter(i => i.type === "feature")
}
get equipment() {
return this.itemData.filter(i => i.type === "item")
return this.items.filter(i => i.type === "item")
}
get equipmentCreature() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (( i.data.subtype === "weapon" && i.data.properties.natural === true) || (i.data.subtype === "armor")) )
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && ((i.system.subtype === "weapon" && i.system.properties.natural === true) || (i.system.subtype === "armor")))
}
get armors() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "armor");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "armor");
}
get helms() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "helm");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "helm");
}
get shields() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "shield");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "shield");
}
get vehicleWeapons() {
return this.items.filter(i => i.type === "item" && i.system.category === "vehicleweapon")
}
get weapons() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "weapon");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "weapon")
}
get protections() {
return this.armors.concat(this.helms).concat(this.shields)
}
get spells() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "spell");
return this.items.filter(i => i.type === "item" && i.system.category === "spell");
}
get alchemy() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "alchemy");
return this.items.filter(i => i.type === "item" && i.system.category === "alchemy");
}
get melee() {
return this.weapons.filter(i => i.data.properties.melee === true);
return this.weapons.filter(i => i.system.properties.melee === true);
}
get natural() {
return this.weapons.filter(i => i.data.properties.natural === true);
return this.weapons.filter(i => i.system.properties.natural === true);
}
get ranged() {
return this.weapons.filter(i => i.data.properties.ranged === true);
return this.weapons.filter(i => i.system.properties.ranged === true);
}
get containers() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "container");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "container");
}
get treasure() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "currency");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "currency");
}
get vehicles() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "vehicle");
return this.items.filter(i => i.type === "item" && i.system.category === "vehicle");
}
get ammos() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "ammunition");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "ammunition");
}
get misc() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (i.data.subtype === "other" || i.data.subtype === "container" || i.data.subtype === "scroll" || i.data.subtype === "jewel"));
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && (i.system.subtype === "other" || i.system.subtype === "container" || i.system.subtype === "scroll" || i.system.subtype === "jewel"));
}
get bonusBoons() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "boon" && i.data.properties.isbonusdice);
let boons = this.items.filter(i => i.type === "feature" && i.system.subtype === "boon" && i.system.properties.isbonusdice)
return duplicate(boons || [])
}
get malusFlaws() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "flaw" && i.data.properties.ismalusdice);
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw" && i.system.properties.ismalusdice) || []);
}
isSorcerer() {
if (this.careers.find(item => item.data.properties.sorcerer == true))
if (this.careers.find(item => item.system.properties.sorcerer == true))
return true
return false
}
isAlchemist() {
if (this.careers.find(item => item.data.properties.alchemist == true))
if (this.careers.find(item => item.system.properties.alchemist == true))
return true
return false
}
isAstrologer() {
if (this.careers.find(item => item.system.properties.astrologer == true))
return true
return false
}
isPriest() {
if (this.careers.find(item => item.data.properties.priest == true))
if (this.careers.find(item => item.system.properties.priest == true))
return true
return false
}
@ -301,18 +373,35 @@ export class BoLActor extends Actor {
let armors = this.armors
let ppCostArmor = 0
for (let armor of armors) {
if (armor.data.worn) {
ppCostArmor += Number(armor.data.properties.modifiers.powercost) || 0
if (armor.system.worn) {
ppCostArmor += Number(armor.system.properties.modifiers.powercost) || 0
}
}
return ppCostArmor
}
/*-------------------------------------------- */
getDamageAttributeValue(attrDamage) {
let attrDamageValue = 0
if (attrDamage.includes("vigor")) {
attrDamageValue = this.system.attributes.vigor.value
if (attrDamage.includes("half")) {
attrDamageValue = Math.floor(attrDamageValue / 2)
}
// Apply vigor effects
for (let i of this.items) {
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("vigor") ) {
attrDamageValue += Number(i.system.properties.modifier)
}
}
}
return attrDamageValue
}
/*-------------------------------------------- */
getArmorAgiMalus() {
let malusAgi = 0
for (let armor of this.protections) {
if (armor.data.worn) {
malusAgi += Number(armor.data.properties.modifiers.agility) || 0
if (armor.system.worn) {
malusAgi += Number(armor.system.properties.modifiers.agility) || 0
}
}
return malusAgi
@ -321,8 +410,8 @@ export class BoLActor extends Actor {
getArmorInitMalus() {
let malusInit = 0
for (let armor of this.protections) {
if (armor.data.worn) {
malusInit += Number(armor.data.properties.modifiers.init) || 0
if (armor.system.worn) {
malusInit += Number(armor.system.properties.modifiers.init) || 0
}
}
return malusInit
@ -330,76 +419,162 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
spendPowerPoint(ppCost) {
let newPP = this.data.data.resources.power.value - ppCost
let newPP = this.system.resources.power.value - ppCost
newPP = (newPP < 0) ? 0 : newPP
this.update({ 'data.resources.power.value': newPP })
this.update({ 'system.resources.power.value': newPP })
return newPP
}
/*-------------------------------------------- */
resetAlchemyStatus(alchemyId) {
let alchemy = this.data.items.get(alchemyId)
let alchemy = this.items.get(alchemyId)
if (alchemy) {
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'data.properties.pccurrent': 0 }])
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }])
}
}
/*-------------------------------------------- */
spentAstrologyPoints(points) {
let astrology = duplicate(this.system.resources.astrologypoints)
astrology.value -= points
astrology.value = Math.max(astrology.value,0)
this.update( { 'system.resources.astrologypoints': astrology} )
}
/*-------------------------------------------- */
getHoroscopesBonus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "favorable")
return astro
}
/*-------------------------------------------- */
getHoroscopesMalus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "unfavorable")
return astro
}
/*-------------------------------------------- */
manageHoroscope(rollData) {
//Spent points
this.spentAstrologyPoints(rollData.astrologyPointsCost)
if ( rollData.horoscopeType == "minor") {
let horoscope = { name: "SITUATION A SPECIFIER", type :"feature",
img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp",
system :{subtype: "horoscope", properties: {
ishoroscopemajor: false,
horoscopeanswer: (rollData.isSuccess) ? "favorable": "unfavorable",
rank: rollData.careerBonus
}
}
}
this.createEmbeddedDocuments('Item', [horoscope])
}
if ( rollData.horoscopeType == "major" ) {
if ( rollData.isSuccess) {
this.subHeroPoints(1)
} else {
this.addHeroPoints(1)
}
}
if ( rollData.horoscopeType == "majorgroup" ) {
let rID = randomID(16)
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
horoscopes[rID] = {
id: rID,
name: game.i18n.localize("BOL.ui.groupHoroscope") + this.name,
maxDice: rollData.careerBonus,
availableDice: rollData.careerBonus,
type: (rollData.isSuccess) ? "bonus": "malus"
}
game.settings.set("bol", "horoscope-group", horoscopes)
}
}
/*-------------------------------------------- */
getAstrologyPoints() {
return this.system.resources.astrologypoints.value
}
/*-------------------------------------------- */
removeHoroscopeMinor( rollData) {
let toDel = []
for(let horo of rollData.selectedHoroscope) {
toDel.push( horo._id )
}
if (toDel.length > 0) {
this.deleteEmbeddedDocuments('Item', toDel)
}
}
/*-------------------------------------------- */
async spendAlchemyPoint(alchemyId, pcCost) {
let alchemy = this.data.items.get(alchemyId)
let alchemy = this.items.get(alchemyId)
if (alchemy) {
pcCost = Number(pcCost) ?? 0
if (this.data.data.resources.alchemypoints.value >= pcCost) {
let newPC = this.data.data.resources.alchemypoints.value - pcCost
if (this.system.resources.alchemypoints.value >= pcCost) {
let newPC = this.system.resources.alchemypoints.value - pcCost
newPC = (newPC < 0) ? 0 : newPC
this.update({ 'data.resources.alchemypoints.value': newPC })
newPC = alchemy.data.data.properties.pccurrent + pcCost
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'data.properties.pccurrent': newPC }])
newPC = alchemy.system.properties.pccurrent + pcCost
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }])
} else {
ui.notifications.warn("Plus assez de Points de Création !")
ui.notifications.warn( game.i18n.localize("BOL.ui.nomorealchemypoints") )
}
}
}
/*-------------------------------------------- */
getAstrologerBonus() {
let astrologer = this.careers.find(item => item.system.properties.astrologer == true)
if (astrologer) {
return astrologer.system.rank
}
return 0;
}
/*-------------------------------------------- */
getAlchemistBonus() {
let sorcerer = this.careers.find(item => item.data.properties.alchemist == true)
let sorcerer = this.careers.find(item => item.system.properties.alchemist == true)
if (sorcerer) {
return sorcerer.data.rank
return sorcerer.system.rank
}
return 0;
}
/*-------------------------------------------- */
getSorcererBonus() {
let sorcerer = this.careers.find(item => item.data.properties.sorcerer == true)
let sorcerer = this.careers.find(item => item.system.properties.sorcerer == true)
if (sorcerer) {
return sorcerer.data.rank
return sorcerer.system.rank
}
return 0;
}
/*-------------------------------------------- */
heroReroll() {
if (this.type == 'character') {
return this.data.data.resources.hero.value > 0;
return this.system.resources.hero.value > 0;
} else {
if (this.data.data.type == 'adversary') {
return this.data.data.resources.hero.value > 0;
if (this.system.villainy == 'adversary') {
return this.system.resources.hero.value > 0;
}
}
return false
}
/*-------------------------------------------- */
getResourcesFromType() {
let resources = {};
if (this.type == 'encounter') {
resources['hp'] = this.data.data.resources.hp;
if (this.data.data.type != 'base') {
resources['faith'] = this.data.data.resources.faith
resources['power'] = this.data.data.resources.power
resources['hp'] = this.system.resources.hp;
if (this.system.chartype != 'base') {
resources['faith'] = this.system.resources.faith
resources['power'] = this.system.resources.power
}
if (this.data.data.type == 'adversary') {
resources['hero'] = duplicate(this.data.data.resources.hero)
if (this.system.chartype == 'adversary') {
resources['hero'] = duplicate(this.system.resources.hero)
resources['hero'].label = "BOL.resources.villainy"
}
} else {
resources = this.data.data.resources;
resources = this.system.resources;
}
return resources
}
@ -440,6 +615,16 @@ export class BoLActor extends Actor {
"label": "BOL.featureCategory.fightoptions",
"ranked": false,
"items": this.fightoptions
},
"godsfaith": {
"label": "BOL.featureSubtypes.gods",
"ranked": false,
"items": this.godsfaith
},
"boleffects": {
"label": "BOL.featureSubtypes.effects",
"ranked": false,
"items": this.boleffects
}
}
}
@ -455,6 +640,15 @@ export class BoLActor extends Actor {
"options": false,
"items": this.melee
},
"natural": {
"label": "BOL.combatCategory.natural",
"weapon": true,
"protection": false,
"blocking": false,
"ranged": false,
"options": false,
"items": this.natural
},
"ranged": {
"label": "BOL.combatCategory.ranged",
"weapon": true,
@ -494,39 +688,17 @@ export class BoLActor extends Actor {
}
}
buildCombatCreature() {
return {
"natural": {
"label": "BOL.combatCategory.natural",
"weapon": true,
"protection": false,
"blocking": false,
"ranged": false,
"options": false,
"items": this.natural
},
"protections": {
"label": "BOL.combatCategory.protections",
"weapon": false,
"protection": true,
"blocking": false,
"ranged": false,
"options": false,
"items": this.protections
},
}
}
/*-------------------------------------------- */
buildRollList() {
let rolls = []
for (let key in this.data.data.attributes) {
let attr = this.data.data.attributes[key]
for (let key in this.system.attributes) {
let attr = this.system.attributes[key]
rolls.push({ key: key, value: attr.value, name: attr.label, type: "attribute" })
}
for (let key in this.data.data.aptitudes) {
for (let key in this.system.aptitudes) {
if (key != "def") {
let apt = this.data.data.aptitudes[key]
let apt = this.system.aptitudes[key]
rolls.push({ key: key, value: apt.value, name: apt.label, type: "aptitude" })
}
}
@ -535,67 +707,146 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
buildListeActions() {
return this.melee.concat(this.ranged)
return this.melee.concat(this.ranged).concat(this.natural)
}
/*-------------------------------------------- */
async manageHealthState() {
let hpID = "lastHP" + this.id
let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.data.data.resources.hp.value && this.isOwner ) {
await this.setFlag("world", hpID, this.data.data.resources.hp.value)
if (this.data.data.resources.hp.value <= 0) {
if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this
await this.setFlag("world", hpID, this.system.resources.hp.value)
let prone = this.effects.find( ef => ef.label == "EFFECT.StatusProne")
let dead = this.effects.find( ef => ef.label == "EFFECT.StatusDead")
if (this.system.resources.hp.value <= 0) {
if ( !prone) {
await this.createEmbeddedDocuments("ActiveEffect", [
{label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg', flags: { core: { statusId: 'prone' } } }
])
}
if ( this.system.resources.hp.value < -5 && !dead) {
await this.createEmbeddedDocuments("ActiveEffect", [
{label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg', flags: { core: { statusId: 'dead' } } }
])
}
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.data.data.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 })
})
} else {
if ( prone ) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ prone.id ] )
}
if ( dead ) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ dead.id ] )
}
}
}
}
/*-------------------------------------------- */
registerInit(initScore, isCritical, isFumble) {
this.update({ 'data.combat.lastinit': initScore, 'data.combat.iscritical': isCritical, 'data.combat.isfumble': isFumble })
async registerInit(rollData) {
rollData.actor = undefined // Cleanup if present
await this.setFlag("world", "last-initiative", rollData)
}
/*-------------------------------------------- */
getLastInitData() {
return this.data.data.combat
clearInitiative() {
this.unsetFlag("world", "last-initiative" )
}
/*-------------------------------------------- */
getSize() {
if (this.system.details.size.length > 0 && game.bol.config.creatureSize[this.system.details.size]) {
return game.bol.config.creatureSize[this.system.details.size].order
}
return game.bol.config.creatureSize["medium"].order // Medium size per default
}
/*-------------------------------------------- */
getInitiativeRank(rollData = undefined, isCombat = false) {
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 ( isCombat ) {
ui.notifications.warn(game.i18n.localize("BOL.ui.warninitiative"))
}
} else {
if (rollData.isLegendary) {
fvttInit = 10
} else if (rollData.isCritical) {
fvttInit = 9
} else if (rollData.isSuccess ) {
fvttInit = 8
} else if (rollData.isFumble) {
fvttInit = 3
}
}
}
if ( this.getCharType() == 'adversary') {
fvttInit = 7
}
if ( this.getCharType() == 'tough') {
fvttInit = 6
}
if ( this.getCharType() == 'creature') {
let mySize = this.getSize()
let sizeSmall = game.bol.config.creatureSize["small"].order
let sizeMedium = game.bol.config.creatureSize["medium"].order
if ( mySize >= sizeSmall && mySize <= sizeMedium) {
fvttInit = 6
}
if ( mySize > sizeMedium) {
fvttInit = 7
}
}
return fvttInit
}
/*-------------------------------------------- */
async subHeroPoints(nb) {
let newHeroP = this.data.data.resources.hero.value - nb;
let newHeroP = this.system.resources.hero.value - nb;
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
await this.update({ 'data.resources.hero.value': newHeroP });
await this.update({ 'system.resources.hero.value': newHeroP });
}
/*-------------------------------------------- */
async addHeroPoints(nb) {
let newHeroP = this.system.resources.hero.value + nb;
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
await this.update({ 'system.resources.hero.value': newHeroP });
}
/*-------------------------------------------- */
async sufferDamage(damage) {
let newHP = this.data.data.resources.hp.value - damage;
await this.update({ 'data.resources.hp.value': newHP });
let newHP = this.system.resources.hp.value - damage
await this.update({ 'system.resources.hp.value': newHP })
}
/* -------------------------------------------- */
getArmorFormula() {
let protectWorn = this.protections.filter(item => item.data.worn)
let protectWorn = this.protections.filter(item => item.system.worn)
let formula = ""
for (let protect of protectWorn) {
if (protect.data.subtype == 'helm') {
if (protect.system.subtype == 'helm') {
formula += "+1"
} else if (protect.data.subtype == 'armor') {
} else if (protect.system.subtype == 'armor') {
if (BoLUtility.getRollArmor()) {
if (!protect.data.properties.soak.formula || protect.data.properties.soak.formula == "") {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de formule pour la protection !`)
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
} else {
formula += "+" + protect.data.properties.soak.formula
formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
}
} else {
if (protect.data.properties.soak.value == undefined) {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de valeur fixe pour la protection !`)
if (protect.system.properties.soak.value == undefined) {
ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
} else {
formula += "+ " + protect.data.properties.soak.value
formula += "+ " + protect.system.properties.soak.value
}
}
}
@ -606,19 +857,19 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
rollProtection(itemId) {
let armor = this.data.items.get(itemId)
let armor = duplicate(this.items.get(itemId))
if (armor) {
let armorFormula = armor.data.data.properties.soak.formula;
let armorFormula = "max(" + armor.system.properties.soak.formula + ", 0)"
let rollArmor = new Roll(armorFormula)
rollArmor.roll({ async: false }).toMessage();
rollArmor.roll({ async: false }).toMessage()
}
}
/* -------------------------------------------- */
rollWeaponDamage(itemId) {
let weapon = this.data.items.get(itemId)
let weapon = duplicate(this.items.get(itemId))
if (weapon) {
let r = new BoLDefaultRoll({ id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actor: this })
let r = new BoLDefaultRoll({ id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actorId: this.id, actor: this })
r.setSuccess(true)
r.rollDamage()
}
@ -626,10 +877,10 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
toggleEquipItem(item) {
const equipable = item.data.data.properties.equipable;
const equipable = item.system.properties.equipable;
if (equipable) {
let itemData = duplicate(item.data);
itemData.data.worn = !itemData.data.worn;
let itemData = duplicate(item);
itemData.system.worn = !itemData.system.worn;
return item.update(itemData);
}
}

View File

@ -0,0 +1,229 @@
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
import { BoLRoll } from "../controllers/bol-rolls.js";
import { BoLUtility } from "../system/bol-utility.js";
export class BoLVehicleSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["bol", "sheet", "actor"],
template: "systems/bol/templates/actor/vehicle-sheet.hbs",
width: 860,
height: 600,
dragDrop: [{ dragSelector: ".items-list .item", dropSelector: null }],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }]
});
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
function onLoad() {
let logoSheet = BoLUtility.getLogoActorSheet()
$(".bol-actor-form").css("backgroundImage",`url(${logoSheet})`)
}
// Setup everything onload
$(function () { onLoad(); });
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// Add Inventory Item
html.find('.item-create').click(this._onItemCreate.bind(this));
// Update Inventory Item
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("itemId"));
item.sheet.render(true);
})
// Equip/Unequip item
html.find('.item-equip').click(this._onToggleEquip.bind(this));
html.find('.create_item').click(ev => {
this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvel Equipement", type: "item" }], { renderSheet: true });
});
html.find(".toggle-fight-option").click((ev) => {
const li = $(ev.currentTarget).parents(".item")
this.actor.toggleFightOption(li.data("itemId"))
})
html.find(".inc-dec-btns-alchemy").click((ev) => {
const li = $(ev.currentTarget).parents(".item");
this.actor.spendAlchemyPoint(li.data("itemId"), 1)
})
// Incr./Decr. career ranks
html.find(".inc-dec-btns").click((ev) => {
const li = $(ev.currentTarget).parents(".item");
if (li) {
const item = this.actor.items.get(li.data("itemId"));
if (item) {
const dataset = ev.currentTarget.dataset;
const operator = dataset.operator;
const target = dataset.target;
const incr = parseInt(dataset.incr)
const min = parseInt(dataset.min)
const max = parseInt(dataset.max) || 10000
let value = eval("item." + target)
value = value || 0
//console.log("IncDec", item, target, value, operator, min, max)
if (operator === "minus") {
if (value >= min + incr) value -= incr;
else value = min;
}
if (operator === "plus") {
if (value <= max - incr) value += incr;
else value = max;
}
let update = { [`${target}`]: value };
item.update(update);
}
}
});
// Delete Inventory Item
html.find('.item-delete').click(ev => {
Dialog.confirm({
title: "Suppression",
content: `Vous êtes sûr de vouloir supprimer cet item ?`,
yes: () => {
const li = $(ev.currentTarget).parents(".item");
this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")])
li.slideUp(200, () => this.render(false));
},
no: () => { },
defaultYes: false,
});
});
// Rollable abilities.
html.find('.rollable').click(this._onRoll.bind(this));
}
/* -------------------------------------------- */
/** @override */
async getData(options) {
const data = super.getData(options)
const actorData = duplicate(data)
let formData = duplicate(data)
formData.config = game.bol.config
formData.name = this.actor.name
formData.img = this.actor.img
formData.system = duplicate(this.actor.system)
formData.weapons = this.actor.vehicleWeapons
formData.isGM = game.user.isGM
formData.options = this.options
formData.owner = this.document.isOwner
formData.editScore = this.options.editScore
formData.description = await TextEditor.enrichHTML(this.actor.system.description, {async: true})
formData.isGM = game.user.isGM
console.log("VEHICLEDATA", formData)
return formData;
}
/* -------------------------------------------- */
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
// Get the type of item to create.
const type = header.dataset.type;
// Grab any data associated with this control.
const data = duplicate(header.dataset);
// Initialize a default name.
const name = `New ${type.capitalize()}`;
// Prepare the item object.
const itemData = {
name: name,
type: type,
data: data
};
// Remove the type from the dataset since it's in the itemData.type prop.
delete itemData.data["type"];
// Finally, create the item!
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
_onToggleEquip(event) {
event.preventDefault();
const li = $(event.currentTarget).closest(".item");
const item = this.actor.items.get(li.data("itemId"));
return this.actor.toggleEquipItem(item);
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
const element = event.currentTarget
const dataset = element.dataset
const rollType = dataset.rollType
const li = $(event.currentTarget).closest(".item")
switch (rollType) {
case "attribute":
BoLRoll.attributeCheck(this.actor, dataset.key, event)
break;
case "aptitude":
BoLRoll.aptitudeCheck(this.actor, dataset.key, event)
break;
case "weapon":
BoLRoll.weaponCheck(this.actor, event)
break;
case "spell":
BoLRoll.spellCheck(this.actor, event)
break;
case "alchemy":
BoLRoll.alchemyCheck(this.actor, event)
break;
case "protection":
this.actor.rollProtection(li.data("item-id"))
break;
case "damage":
this.actor.rollWeaponDamage(li.data("item-id"))
break;
case "aptitudexp":
this.actor.incAptitudeXP(dataset.key)
break;
case "attributexp":
this.actor.incAttributeXP(dataset.key)
break;
case "careerxp":
this.actor.incCareerXP( li.data("item-id"))
break;
default: break;
}
}
/** @override */
setPosition(options = {}) {
const position = super.setPosition(options);
const sheetBody = this.element.find(".sheet-body");
const bodyHeight = position.height - 192;
sheetBody.css("height", bodyHeight);
return position;
}
}

View File

@ -2,6 +2,7 @@
// Import Modules
import { BoLActor } from "./actor/actor.js"
import { BoLActorSheet } from "./actor/actor-sheet.js"
import { BoLVehicleSheet } from "./actor/vehicle-sheet.js"
import { BoLItem } from "./item/item.js"
import { BoLItemSheet } from "./item/item-sheet.js"
import { System, BOL } from "./system/config.js"
@ -13,6 +14,9 @@ import { BoLUtility } from "./system/bol-utility.js"
import { BoLCombatManager } from "./system/bol-combat.js"
import { BoLTokenHud } from "./system/bol-action-hud.js"
import { BoLHotbar } from "./system/bol-hotbar.js"
import { BoLAdventureGenerator } from "./system/bol-adventure-generator.js"
import { BoLCommands} from "./system/bol-commands.js"
import { BoLCharacterSummary} from "./system/bol-character-summary.js"
/* -------------------------------------------- */
Hooks.once('init', async function () {
@ -28,7 +32,7 @@ Hooks.once('init', async function () {
// Game socket
game.socket.on("system.bol", sockmsg => {
BoLUtility.onSocketMessage(sockmsg);
});
})
/**
@ -37,7 +41,7 @@ Hooks.once('init', async function () {
*/
CONFIG.Combat.initiative = {
formula: "2d6+@attributes.mind.value+@aptitudes.init.value",
decimals: 3
decimals: 2
};
// Define custom Entity classes
@ -47,7 +51,9 @@ Hooks.once('init', async function () {
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("bol", BoLActorSheet, { makeDefault: true });
Actors.registerSheet("bol", BoLActorSheet, { types: ["character", "encounter"], makeDefault: true })
Actors.registerSheet("bol", BoLVehicleSheet, { types: ["vehicle"], makeDefault: true })
Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("bol", BoLItemSheet, { makeDefault: true });
@ -55,6 +61,8 @@ Hooks.once('init', async function () {
BoLUtility.init()
BoLTokenHud.init()
BoLHotbar.init()
BoLCommands.init()
BoLAdventureGenerator.init()
// Preload Handlebars Templates
await preloadHandlebarsTemplates();
@ -75,6 +83,7 @@ function registerUsageCount( registerKey ) {
name: "Unique world key",
scope: "world",
config: false,
default: "",
type: String
});
@ -84,7 +93,10 @@ function registerUsageCount( registerKey ) {
game.settings.set(registerKey, "world-key", worldKey )
}
// Simple API counter
let regURL = `https://www.uberwald.me/fvtt_appcount/count.php?name="${registerKey}"&worldKey="${worldKey}"&version="${game.release.generation}.${game.release.build}"&system="${game.system.id}"&systemversion="${game.system.data.version}"`
let regURL = `https://www.uberwald.me/fvtt_appcount/count.php?name="${registerKey}"&worldKey="${worldKey}"&version="${game.release.generation}.${game.release.build}"&system="${game.system.id}"&systemversion="${game.system.version}"`
//$.ajaxSetup({
//headers: { 'Access-Control-Allow-Origin': '*' }
//})
$.ajax(regURL)
}
}
@ -95,19 +107,25 @@ function welcomeMessage() {
user: game.user.id,
whisper: [game.user.id],
content: `<div id="welcome-message-pegasus"><span class="rdd-roll-part">
<strong>Bienvenue dans Barbarians of Lemuria (Ludospherik version)</strong>
<p>Les livres nécessaires pour jouer sont disponibles sur le site de l'éditeur : http://www.ludospherik.fr/content/14-barbarians-of-lemuria</p>
<p>Les cartes intégrées au système le sont grace à l'aimable autorisation de leur auteur Guillaume Tavernier et des éditions Ludospherik. Merci à eux !.
<p>Tout le support et le suivi de ce système es disponible via le Discord Foundry FR : https://discord.gg/pPSDNJk </p>
<p>Bon jeu en Lemurie !</p>
` });
<strong>` + game.i18n.localize("BOL.chat.welcome1") + `</strong><p>` +
game.i18n.localize("BOL.chat.welcome2") + "<p>" +
game.i18n.localize("BOL.chat.welcome3") + "<p>" +
game.i18n.localize("BOL.chat.welcome4") + "</p>" +
game.i18n.localize("BOL.chat.welcome5") + "<br>" +
game.i18n.localize("BOL.chat.welcome6")
} )
}
/* -------------------------------------------- */
Hooks.once('ready', async function () {
BoLUtility.ready()
BoLCharacterSummary.ready()
registerUsageCount('bol')
welcomeMessage()
});
})

View File

@ -7,7 +7,7 @@ export class BoLRoll {
/* -------------------------------------------- */
static options() {
return { classes: ["bol", "dialog"], width: 480, height: 540 };
return { classes: ["bol", "dialog"], width: 480, height: 'fit-content' };
}
/* -------------------------------------------- */
@ -16,25 +16,76 @@ export class BoLRoll {
}
/* -------------------------------------------- */
static attributeCheck(actor, key) {
static updateApplicableEffects(rollData) {
let appEffects = []
for (let effect of rollData.bolEffects) {
if (effect.system.properties.identifier == "always") {
appEffects.push(effect)
} else if (effect.system.properties.identifier.includes(rollData.attribute.key)) {
appEffects.push(effect)
} else if (rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) {
appEffects.push(effect)
}
}
return appEffects
}
let attribute = eval(`actor.data.data.attributes.${key}`)
let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
let description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
/* -------------------------------------------- */
static buildHoroscopeGroupList() {
let horoscopes = game.settings.get("bol", "horoscope-group")
let horoList = [ { id: -1, name: "Aucun", type: "malus", nbDice: 0 }]
for (let id in horoscopes) {
let horo = horoscopes[id]
for (let i=0; i<horo.availableDice; i++) {
horoList.push( { id: id, name: horo.name, type: horo.type, nbDice: i+1})
}
}
return horoList
}
/* -------------------------------------------- */
static getCommonRollData(actor, mode, attribute, aptitude = undefined) {
let rollData = {
mode: "attribute",
mode: mode,
actorId: actor.id,
tokenId: actor.token?.id,
img: actor.img,
attribute: attribute,
attrValue: attribute.value,
aptValue: 0,
label: label,
careerBonus: 0,
description: description,
horoscopeBonus: 0,
horoscopeMalus: 0,
selectedHoroscope: [],
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
mod: 0
horoscopeBonusList: actor.getHoroscopesBonus(),
horoscopeMalusList: actor.getHoroscopesMalus(),
adv: "0",
mod: 0,
modRanged: 0,
aptValue: 0,
bolEffects: actor.boleffects,
horoscopeGroupList: this.buildHoroscopeGroupList()
}
if (aptitude) {
rollData.aptitude = aptitude
rollData.aptValue = aptitude.value
}
rollData.bolApplicableEffects = this.updateApplicableEffects(rollData)
return rollData
}
/* -------------------------------------------- */
static attributeCheck(actor, key) {
let attribute = eval(`actor.system.attributes.${key}`)
let rollData = this.getCommonRollData(actor, "attribute", attribute)
rollData.description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
rollData.label = (attribute.label) ? game.i18n.localize(attribute.label) : null
console.log(">>>>>>>>>>", rollData, actor)
return this.displayRollDialog(rollData)
}
@ -42,27 +93,54 @@ export class BoLRoll {
/* -------------------------------------------- */
static aptitudeCheck(actor, key) {
let aptitude = eval(`actor.data.data.aptitudes.${key}`)
let aptitude = eval(`actor.system.aptitudes.${key}`)
let attrKey = this.getDefaultAttribute(key)
let attribute = eval(`actor.data.data.attributes.${attrKey}`)
let attribute = eval(`actor.system.attributes.${attrKey}`)
let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
return this.displayRollDialog(
{
mode: "aptitude",
actorId: actor.id,
attribute: attribute,
aptitude: aptitude,
attrValue: attribute.value,
aptValue: aptitude.value,
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: label,
careerBonus: 0,
description: description,
mod: 0
let rollData = this.getCommonRollData(actor, "aptitude", attribute, aptitude)
rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
return this.displayRollDialog(rollData)
}
/* -------------------------------------------- */
static async detectDistance(weapon, target) {
let visible, dist
if (target && (weapon.system.properties.ranged || weapon.system.properties.throwing)) {
console.log("target", target, weapon)
visible = canvas.effects.visibility.testVisibility(target.center, { object: _token })
dist = Number(canvas.grid.measureDistances([{ ray: new Ray(_token.center, target.center) }], { gridSpaces: false })).toFixed(2)
let range = Number(weapon.system.properties.range)
let rangeMsg = "BOL.chat.rangeout"
if (dist <= range) {
rangeMsg = "BOL.chat.range0"
} else if (dist < range * 2) {
rangeMsg = "BOL.chat.range1"
} else if (dist < range * 3) {
rangeMsg = "BOL.chat.range2"
} else if (dist < range * 4) {
rangeMsg = "BOL.chat.range3"
} else if (dist < range * 5) {
rangeMsg = "BOL.chat.range4"
} else if (dist < range * 6) {
rangeMsg = "BOL.chat.range5"
} else if (dist < range * 7) {
rangeMsg = "BOL.chat.range6"
}
ChatMessage.create({
content: await renderTemplate('systems/bol/templates/chat/chat-info-range.hbs', {
weapon: weapon,
attackerName: _token.actor.name,
defenderName: target.actor.name,
weaponRange: weapon.system.properties.range,
visible: visible,
distance: dist,
rangeMsg: rangeMsg
})
})
}
}
/* -------------------------------------------- */
@ -70,121 +148,126 @@ export class BoLRoll {
let target = BoLUtility.getTarget()
let weaponData = weapon.data.data
let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
let weaponData = weapon.system
let attribute = eval(`actor.system.attributes.${weaponData.properties.attackAttribute}`)
let aptitude = eval(`actor.system.aptitudes.${weaponData.properties.attackAptitude}`)
let rollData = this.getCommonRollData(actor, "weapon", attribute, aptitude)
// Compute distance
this.detectDistance(weapon, target)
// Manage specific case
let fightOption = actor.getActiveFightOption()
if (fightOption && fightOption.data.fightoptiontype == "fulldefense") {
if (fightOption && fightOption.system.fightoptiontype == "fulldefense") {
ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
return
}
// Build the roll structure
let rolldata = {
mode: "weapon",
actorId: actor.id,
weapon: weapon,
isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
targetId: target?.id,
fightOption: fightOption,
careerBonus: 0,
defenderId: target?.data?.actorId,
attribute: attribute,
aptitude: aptitude,
attrValue: attribute.value,
aptValue: aptitude.value,
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
mod: 0,
modRanged: 0,
label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
description: game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name,
}
return this.displayRollDialog(rolldata)
// Update the roll structure
rollData.weapon = weapon
rollData.isRanged = weaponData.properties.ranged || weaponData.properties.throwing
rollData.targetId = target?.id
rollData.fightOption = fightOption
rollData.defenderId = target?.actor.id
rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName')
rollData.description = game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name
return this.displayRollDialog(rollData)
}
/* -------------------------------------------- */
static weaponCheck(actor, event) {
const li = $(event.currentTarget).parents(".item")
const weapon = actor.items.get(li.data("item-id"))
let weapon = actor.items.get(li.data("item-id"))
if (!weapon) {
ui.notifications.warn("Unable to find weapon !")
return
}
weapon = duplicate(weapon)
return this.weaponCheckWithWeapon(actor, weapon)
}
/* -------------------------------------------- */
static alchemyCheck(actor, event) {
const li = $(event.currentTarget).parents(".item");
const alchemy = actor.items.get(li.data("item-id"));
let alchemy = actor.items.get(li.data("item-id"));
if (!alchemy) {
ui.notifications.warn("Unable to find Alchemy !");
return;
}
let alchemyData = alchemy.data.data
alchemy = duplicate(alchemy)
let alchemyData = alchemy.system
if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
ui.notifications.warn("Pas assez de Points de Cration investis dans la Préparation !")
ui.notifications.warn("Pas assez de Points de Création investis dans la Préparation !")
return
}
let alchemyDef = {
mode: "alchemy",
actorId: actor.id,
alchemy: alchemy,
attribute: actor.data.data.attributes.mind,
attrValue: actor.data.data.attributes.mind.value,
aptValue: 0,
careerBonus: actor.getAlchemistBonus(),
pcCost: Number(alchemyData.properties.pccost),
pcCostCurrent: Number(alchemyData.properties.pccurrent),
mod: Number(alchemyData.properties.difficulty),
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: alchemy.name,
description: game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name,
}
console.log("ALCHEMY!", alchemyDef);
return this.displayRollDialog(alchemyDef);
let rollData = this.getCommonRollData(actor, "alchemy", actor.system.attributes.mind)
rollData.alchemy = alchemy
rollData.careerBonus = actor.getAlchemistBonus()
rollData.pcCost = Number(alchemyData.properties.pccost)
rollData.pcCostCurrent = Number(alchemyData.properties.pccurrent)
rollData.mod = Number(alchemyData.properties.difficulty)
rollData.label = alchemy.name
rollData.description = game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name
console.log("ALCHEMY!", rollData);
return this.displayRollDialog(rollData);
}
/* -------------------------------------------- */
static spellCheckWithSpell( actor, spell ) {
let spellData = spell.data.data
let spellDef = {
mode: "spell",
actorId: actor.id,
spell: spell,
attribute: actor.data.data.attributes.mind,
attrValue: actor.data.data.attributes.mind.value,
aptValue: 0,
ppCurrent: Number(actor.data.data.resources.power.value),
careerBonus: actor.getSorcererBonus(),
ppCostArmor: actor.getPPCostArmor(),
ppCost: Number(spell.data.data.properties.ppcost),
mod: Number(spellData.properties.difficulty),
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: spell.name,
description: game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name,
static horoscopeCheck(actor, event, horoscopeType) {
let cost = (horoscopeType == "minor") ? 1 : 2
if (cost > actor.getAstrologyPoints() ) {
ui.notifications.warn(game.i18n.localize("BOL.ui.astrologyNoPoints"))
return
}
console.log("SPELL!", spellDef)
return this.displayRollDialog(spellDef)
let rollData = this.getCommonRollData(actor, "horoscope", actor.system.attributes.mind)
rollData.careerBonus = actor.getAstrologerBonus()
rollData.horoscopeType = horoscopeType
rollData.horoscopeTypeLabel = "BOL.ui."+horoscopeType
rollData.astrologyPointsCost = cost
rollData.label = game.i18n.localize('BOL.ui.makeHoroscope')
rollData.description = game.i18n.localize('BOL.ui.makeHoroscope') + " " + game.i18n.localize(rollData.horoscopeTypeLabel)
console.log("HOROSCOPE!", rollData);
return this.displayRollDialog(rollData);
}
/* -------------------------------------------- */
static spellCheckWithSpell(actor, spell) {
let rollData = this.getCommonRollData(actor, "spell", actor.system.attributes.mind)
rollData.spell = spell
rollData.ppCurrent = Number(actor.system.resources.power.value),
rollData.careerBonus = actor.getSorcererBonus(),
rollData.ppCostArmor = actor.getPPCostArmor(),
rollData.ppCost = Number(spell.system.properties.ppcost),
rollData.mod = Number(spell.system.properties.difficulty),
rollData.label = spell.name,
rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name
//console.log("SPELL!", spellDef)
return this.displayRollDialog(rollData)
}
/* -------------------------------------------- */
static spellCheck(actor, event) {
if (actor.data.data.resources.power.value <= 0) {
if (actor.system.resources.power.value <= 0) {
ui.notifications.warn("Plus assez de points de Pouvoir !")
return
}
const li = $(event.currentTarget).parents(".item")
const spell = actor.items.get(li.data("item-id"))
let spell = actor.items.get(li.data("item-id"))
if (!spell) {
ui.notifications.warn("Impossible de trouver ce sort !")
return
}
return this.spellCheckWithSpell( actor, spell)
spell = duplicate(spell)
return this.spellCheckWithSpell(actor, spell)
}
/* -------------------------------------------- */
@ -193,8 +276,35 @@ export class BoLRoll {
this.updateArmorMalus(this.rollData)
this.updatePPCost(this.rollData)
// get basic dices from boons/flaws
let effectModifier = 0
this.rollData.bmDice = this.rollData.nbBoons - this.rollData.nbFlaws + this.rollData.bDice - this.rollData.mDice
// add applicable bonus/malus dices effects
for (let effect of this.rollData.bolApplicableEffects) {
if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice++;
} else if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice += 2;
} else if (effect.system.properties.modifier == "1M") {
this.rollData.bmDice--;
} else if (effect.system.properties.modifier == "2M") {
this.rollData.bmDice -= 2;
} else {
effectModifier += Number(effect.system.properties.modifier)
}
}
this.rollData.bmDice += this.rollData.horoscopeBonus
this.rollData.bmDice -= this.rollData.horoscopeMalus
if ( this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) {
let horo = this.rollData.horoscopeGroupList[this.rollData.selectedGroupHoroscopeIndex]
this.rollData.bmDice += (horo.type == "malus") ? -horo.nbDice : horo.nbDice;
}
// Keep track of the final effect modifier
this.rollData.effectModifier = effectModifier
// Final number of dices
this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
// Bonus or Malus ?
if (this.rollData.bmDice == 0) {
$('#roll-nbdice').val("2")
} else {
@ -202,12 +312,19 @@ export class BoLRoll {
$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
}
let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
if ( this.rollData.weapon && this.rollData.weapon.data.data.properties.onlymodifier ) {
if (this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier) {
rollbase = ""
}
$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus)
this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus + "+" + effectModifier)
// Rebuild lits of applicable effects
let selectEffects = ""
for (let effect of this.rollData.bolApplicableEffects) {
selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>`
}
$('#applicable-effects').html(selectEffects)
}
/* -------------------------------------------- */
@ -219,20 +336,20 @@ export class BoLRoll {
let fgItem = rollData.fightOption
if (fgItem) {
console.log(fgItem)
if (fgItem.data.properties.fightoptiontype == "armordefault") {
if (fgItem.system.properties.fightoptiontype == "armordefault") {
rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus
rollData.damagesIgnoresArmor = true
}
if (fgItem.data.properties.fightoptiontype == "intrepid") {
if (fgItem.system.properties.fightoptiontype == "intrepid") {
rollData.attackModifier += 2
}
if (fgItem.data.properties.fightoptiontype == "defense") {
if (fgItem.system.properties.fightoptiontype == "defense") {
rollData.attackModifier += -1
}
if (fgItem.data.properties.fightoptiontype == "attack") {
if (fgItem.system.properties.fightoptiontype == "attack") {
rollData.attackModifier += 1
}
if (fgItem.data.properties.fightoptiontype == "twoweaponsdef" || fgItem.data.properties.fightoptiontype == "twoweaponsatt") {
if (fgItem.system.properties.fightoptiontype == "twoweaponsdef" || fgItem.system.properties.fightoptiontype == "twoweaponsatt") {
rollData.attackModifier += -1
}
}
@ -267,7 +384,7 @@ export class BoLRoll {
html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
this.rollData.ppCost = pp
this.updatePPCost( this.rollData)
this.updatePPCost(this.rollData)
})
html.find('#mod').change((event) => {
@ -281,16 +398,18 @@ export class BoLRoll {
html.find('#attr').change((event) => {
let attrKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId)
this.rollData.attribute = duplicate(actor.data.data.attributes[attrKey])
this.rollData.attrValue = actor.data.data.attributes[attrKey].value
let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.attribute = duplicate(actor.system.attributes[attrKey])
this.rollData.attrValue = actor.system.attributes[attrKey].value
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
this.updateTotalDice()
})
html.find('#apt').change((event) => {
let aptKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId)
this.rollData.aptitude = duplicate(actor.data.data.aptitudes[aptKey])
this.rollData.aptValue = actor.data.data.aptitudes[aptKey].value
let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.aptitude = duplicate(actor.system.aptitudes[aptKey])
this.rollData.aptValue = actor.system.aptitudes[aptKey].value
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
this.updateTotalDice()
})
@ -309,12 +428,12 @@ export class BoLRoll {
})
html.find('#boon').change((event) => {
let boons = $('#boon').val()
this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : Math.max(...boons.map(i => parseInt(i)))
this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : boons.length
this.updateTotalDice()
})
html.find('#flaw').change((event) => {
let flaws = $('#flaw').val()
this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : Math.max(...flaws.map(i => parseInt(i)))
this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : flaws.length
this.updateTotalDice()
})
html.find('.bdice').click((event) => {
@ -327,21 +446,50 @@ export class BoLRoll {
this.rollData.mDice = Number(event.currentTarget.value)
this.updateTotalDice()
})
html.find('#horoscope-bonus-applied').change((event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push( duplicate(this.rollData.horoscopeBonusList[Number(option.index)]) )
}
let horoscopes = $('#horoscope-bonus-applied').val()
this.rollData.horoscopeBonus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-malus-applied').change((event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push( duplicate(this.rollData.horoscopeBonusList[Number(option.index)]) )
}
let horoscopes = $('#horoscope-malus-applied').val()
this.rollData.horoscopeMalus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-group-applied').change((event) => {
this.rollData.selectedGroupHoroscopeIndex = event.currentTarget.value
this.updateTotalDice()
})
}
/* -------------------------------------------- */
static preProcessWeapon(rollData) {
static preProcessWeapon(rollData, defender) {
if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
if (rollData.defender) { // If target is selected
rollData.defence = rollData.defender.defenseValue
rollData.armorMalus = rollData.defender.armorMalusValue
rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
if (rollData.attackBonusDice) {
rollData.adv = "1B"
rollData.bDice = 1
}
if (defender) { // If target is selected
rollData.defence = defender.defenseValue
rollData.armorMalus = defender.armorMalusValue
rollData.shieldBlock = 'none'
let shields = rollData.defender.shields
let shields = defender.shields
for (let shield of shields) {
rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
rollData.shieldBlock = (shield.system.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
rollData.shieldAttackMalus = (shield.system.properties.blocking.malus) ? shield.system.properties.blocking.malus : 1;
rollData.applyShieldMalus = false
}
}
@ -355,7 +503,13 @@ export class BoLRoll {
// initialize default flags/values
const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
let actor = game.actors.get( rollData.actorId )
let actor = BoLUtility.getActorFromRollData(rollData)
let defender
if (rollData.targetId) {
let token = game.scenes.current.tokens.get(rollData.targetId)
defender = token.actor
}
rollData.careers = actor.careers
rollData.boons = actor.bonusBoons
rollData.flaws = actor.malusFlaws
@ -381,7 +535,7 @@ export class BoLRoll {
rollData.attackBonusDice = false
rollData.armorMalus = 0
// Specific stuff
this.preProcessWeapon(rollData)
this.preProcessWeapon(rollData, defender)
this.preProcessFightOption(rollData)
this.updateArmorMalus(rollData)
this.updatePPCost(rollData)
@ -411,18 +565,21 @@ export class BoLRoll {
ui.notifications.warn("Pas assez de Points de Pouvoir !")
return
}
//console.log("ROLLMALUS", rollData)
rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
const isMalus = rollData.mDice > 0
rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
const isMalus = (rollData.bmDice < 0)
//rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
let rollbase = rollData.attrValue + rollData.aptValue
if ( rollData.weapon && rollData.weapon.data.data.properties.onlymodifier ) {
if (rollData.weapon && rollData.weapon.system.properties.onlymodifier) {
rollbase = 0
}
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
}
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 formula = (isMalus) ? rollData.nbDice + "d" + diceData.diceFormula + "kl2 + " + modifiers : rollData.nbDice + "d" + diceData.diceFormula + "kh2 + " + modifiers
rollData.formula = formula
rollData.modifiers = modifiers
@ -443,7 +600,6 @@ export class BoLRoll {
export class BoLDefaultRoll {
constructor(rollData) {
BoLUtility.storeRoll(rollData)
this.rollData = rollData
if (this.rollData.isSuccess == undefined) { // First init
this.rollData.isSuccess = false;
@ -451,10 +607,10 @@ export class BoLDefaultRoll {
this.rollData.isFumble = false;
}
if (this.rollData.optionsId) {
$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
BoLUtility.cleanupButtons(this.rollData.optionsId)
}
if (this.rollData.applyId) {
$(`#${this.rollData.applyId}`).hide() // Hide the options roll buttons
BoLUtility.cleanupButtons(this.rollData.applyId)
}
this.rollData.optionsId = randomID(16)
this.rollData.applyId = randomID(16)
@ -464,60 +620,81 @@ export class BoLDefaultRoll {
async roll() {
const r = new Roll(this.rollData.formula)
// console.log("Roll formula", this.rollData.formula)
//console.log("Roll formula", this.rollData.formula)
await r.roll({ "async": false })
let diceData = BoLUtility.getDiceData()
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
this.rollData.isSuccess = (r.total >= 9)
this.rollData.isCritical = (diceTotal === 12)
this.rollData.isRealCritical = (diceTotal === 12)
this.rollData.isHeroic = (diceTotal === 12)
this.rollData.isSuccess = (r.total >= diceData.successValue)
this.rollData.isCritical = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isRealCritical = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isHeroic = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isLegendary = false
this.rollData.isFumble = (diceTotal === 2)
this.rollData.isFumble = (diceTotal <= diceData.criticalFailureValue)
this.rollData.isFailure = !this.rollData.isSuccess
let actor = game.actors.get( this.rollData.actorId)
let actor = BoLUtility.getActorFromRollData(this.rollData)
if (this.rollData.reroll == undefined) {
this.rollData.reroll = actor.heroReroll()
}
if (this.rollData.registerInit) {
actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
actor.registerInit(this.rollData)
this.rollData.initiativeRank = actor.getInitiativeRank(this.rollData)
}
if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
}
if (this.rollData.mode == "alchemy") { // PP cost management
actor.resetAlchemyStatus(this.rollData.alchemy.id)
actor.resetAlchemyStatus(this.rollData.alchemy._id)
}
if (this.rollData.mode == "bougette" && this.rollData.isFailure) {
actor.decBougette()
}
await this.sendChatMessage()
if (this.rollData.mode == "horoscope") { // PP cost management
actor.manageHoroscope(this.rollData)
}
if (this.rollData.selectedHoroscope.length > 0) { // PP cost management
actor.removeHoroscopeMinor(this.rollData)
}
if (this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) { // PP cost management
BoLUtility.removeGroupHoroscope(this.rollData)
}
}
/* -------------------------------------------- */
async sendChatMessage() {
let actor = game.actors.get( this.rollData.actorId)
this._buildChatMessage(this.rollData).then(msgFlavor => {
this.rollData.roll.toMessage({
let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildChatMessage(this.rollData).then(async 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 }),
})
msg.setFlag("world", "bol-roll-data", this.rollData)
})
}
/* -------------------------------------------- */
upgradeToLegendary() {
// Force to Critical roll
let diceData = BoLUtility.getDiceData()
let maxValue = Number(diceData.diceFormula) * 2
this.rollData.isCritical = true
this.rollData.isLegendary = true
this.rollData.isRealCritical = false
this.rollData.isSuccess = true
this.rollData.isFailure = false
this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
this.rollData.roll = new Roll(maxValue + "+" + this.rollData.modifiers)
this.rollData.reroll = false
this.sendChatMessage()
}
@ -525,17 +702,20 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
upgradeToHeroic() {
// Force to Critical roll
let diceData = BoLUtility.getDiceData()
let maxValue = Number(diceData.diceFormula) * 2
this.rollData.isCritical = true
this.rollData.isHeroic = true
this.rollData.isLegendary = false
this.rollData.isRealCritical = false
this.rollData.isSuccess = true
this.rollData.isFailure = false
this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
this.rollData.roll = new Roll(maxValue + "+" + this.rollData.modifiers)
this.rollData.reroll = false
this.sendChatMessage()
}
/* -------------------------------------------- */
setSuccess(flag) {
this.rollData.isSuccess = flag
@ -543,34 +723,29 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
async sendDamageMessage() {
let actor = game.actors.get( this.rollData.actorId)
this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
this.rollData.damageRoll.toMessage({
let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.damageRoll.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }),
flags: { msgType: "default" }
})
});
this.rollData.actor = undefined // Cleanup
msg.setFlag("world", "bol-roll-data", this.rollData)
})
}
/* -------------------------------------------- */
getDamageAttributeValue(attrDamage) {
let attrDamageValue = 0
let actor = game.actors.get( this.rollData.actorId)
if (attrDamage.includes("vigor")) {
attrDamageValue = actor.data.data.attributes.vigor.value
if (attrDamage.includes("half")) {
attrDamageValue = Math.floor(attrDamageValue / 2)
}
}
return attrDamageValue
getDamageAttributeValue(attrDamage, actorId = undefined) {
let actor = BoLUtility.getActorFromRollData(this.rollData)
return actor.getDamageAttributeValue(attrDamage)
}
/* -------------------------------------------- */
async rollDamage() {
if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
return;
return
}
if (this.rollData.isSuccess) {
@ -582,8 +757,8 @@ export class BoLDefaultRoll {
if (this.rollData.damageMode == 'damage-plus-12') {
bonusDmg = 12
}
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.data.properties.damageAttribute)
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data, this.rollData.fightOption)
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.system.properties.damageAttribute)
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
@ -594,7 +769,7 @@ export class BoLDefaultRoll {
await this.rollData.damageRoll.roll({ "async": false })
this.rollData.damageTotal = this.rollData.damageRoll.total
}
$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
BoLUtility.cleanupButtons(this.rollData.optionsId)
this.sendDamageMessage()
}
}
@ -607,8 +782,8 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
_buildChatMessage(rollData) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
return renderTemplate(rollMessageTpl, rollData);
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs'
return renderTemplate(rollMessageTpl, rollData)
}
}

View File

@ -19,43 +19,43 @@ export class BoLItemSheet extends ItemSheet {
/* -------------------------------------------- */
/** @override */
getData(options) {
const data = super.getData(options);
const itemData = data.data;
data.config = game.bol.config;
data.item = itemData;
data.data = itemData.data;
data.category = itemData.category;
data.itemProperties = this.item.itemProperties;
async getData(options) {
const data = super.getData(options)
let itemData = duplicate(data.document)
data.config = game.bol.config
data.item = itemData
data.category = itemData.system.category
data.isGM = game.user.isGM;
data.itemProperties = this.item.itemProperties;
data.description = await TextEditor.enrichHTML(this.object.system.description, {async: true})
// Dynamic default data fix/adapt
if (itemData.type == "item") {
if (!itemData.data.category) {
itemData.data.category = "equipment"
if (!itemData.system.category) {
itemData.system.category = "equipment"
}
if ( itemData.data.category == "equipment" && itemData.data.properties.equipable) {
if (!itemData.data.properties.slot) {
itemData.data.properties.slot = "-"
if ( itemData.system.category == "equipment" && itemData.system.properties.equipable) {
if (!itemData.system.properties.slot) {
itemData.system.properties.slot = "-"
}
}
if (itemData.data.category == 'spell') {
if(!itemData.data.properties.mandatoryconditions) {
itemData.data.properties.mandatoryconditions = []
if (itemData.system.category == 'spell') {
if(!itemData.system.properties.mandatoryconditions) {
itemData.system.properties.mandatoryconditions = []
}
if(!itemData.data.properties.optionnalconditions) {
itemData.data.properties.optionnalconditions = []
if(!itemData.system.properties.optionnalconditions) {
itemData.system.properties.optionnalconditions = []
}
for (let i = 0; i < 4; i++) {
itemData.data.properties.mandatoryconditions[i] = itemData.data.properties.mandatoryconditions[i] ?? ""
itemData.system.properties.mandatoryconditions[i] = itemData.system.properties.mandatoryconditions[i] ?? ""
}
for (let i = 0; i < 8; i++) {
itemData.data.properties.optionnalconditions[i] = itemData.data.properties.optionnalconditions[i] ?? ""
itemData.system.properties.optionnalconditions[i] = itemData.system.properties.optionnalconditions[i] ?? ""
}
}
} else {
if (!itemData.data.subtype) {
itemData.data.category = "origin"
if (!itemData.system.subtype) {
itemData.system.category = "origin"
}
}

View File

@ -7,21 +7,17 @@ export class BoLItem extends Item {
* Augment the basic Item data model with additional dynamic data.
*/
prepareData() {
super.prepareData();
// console.debug("Item prepareData");
// Get the Item's data
const itemData = this.data;
// console.log(itemData);
const actorData = this.actor ? this.actor.data : {};
const data = itemData.data;
}
super.prepareData()
get properties() {
return this.data.properties;
const actorData = this.actor ? this.actor.system : {}
}
/* -------------------------------------------- */
get properties() {
return this.system.properties
}
/* -------------------------------------------- */
/**
* Get the Array of item properties which are used in the small sidebar of the description tab
* @return {Array}
@ -29,11 +25,11 @@ export class BoLItem extends Item {
*/
get itemProperties() {
const props = [];
if ( this.data.type === "item" ) {
const entries = Object.entries(this.data.data.properties);
props.push(...entries.filter(e => e[1] === true).map(e => { return game.bol.config.itemProperties2[e[0]] }));
if ( this.type === "item" ) {
const entries = Object.entries(this.system.properties)
props.push(...entries.filter(e => e[1] === true).map(e => { return game.bol.config.itemProperties2[e[0]] }))
}
return props.filter(p => !!p);
return props.filter(p => !!p)
}

View File

@ -0,0 +1,620 @@
{
"titre1": [
{
"prefix": "la",
"name": "Prophétie"
},
{
"prefix": "les",
"name": "Grottes",
"isLieu": true
},
{
"prefix": "les",
"name": "Collines",
"isLieu": true
},
{
"prefix": "les",
"name": "Voleurs",
"isEnnemi": true,
"isCarriere": true
},
{
"prefix": "les",
"name": "Sorcier(s)",
"isEnnemi": true,
"isCarriere": true
},
{
"prefix": "la",
"name": "Bataille"
},
{
"prefix": "la",
"name": "Légende"
},
{
"prefix": "la",
"name": "Tour",
"isLieu": true
},
{
"prefix": "l'",
"name": "Ile",
"isLieu": true
},
{
"prefix": "les",
"name": "Pirates",
"isEnnemi": true,
"isCarriere": true
},
{
"prefix": "les",
"name": "Druide(s)",
"isEnnemi": true,
"isCarriere": true
},
{
"prefix": "le",
"name": "Navire",
"isCarriere": false
},
{
"prefix": "la",
"name": "Couronne",
"isObjet": true
},
{
"prefix": "la",
"name": "Cité",
"isLieu": true
},
{
"prefix": "le",
"name": "Désert",
"isLieu": true
},
{
"prefix": "les",
"name": "Bête(s)",
"isEnnemi": true,
"isLieu": false
},
{
"prefix": "les",
"name": "Démon(s)",
"isEnnemi": true,
"isLieu": false
},
{
"prefix": "le",
"name": "Trésor",
"isObjet": true
},
{
"prefix": "l'",
"name": "Epée",
"isObjet": true
},
{
"prefix": "l'",
"name": "Arène",
"isLieu": true
},
{
"prefix": "les",
"name": "Marais",
"isLieu": true
},
{
"prefix": "les",
"name": "Seigneur(s)",
"isEnnemi": true,
"isLieu": false
},
{
"prefix": "les",
"name": "Assassin(s)",
"isEnnemi": true,
"isCarriere": true
},
{
"prefix": "le",
"name": "Culte",
"isEnnemi": true,
"isCarriere": false
},
{
"prefix": "le",
"name": "Secret",
"isCarriere": false
},
{
"prefix": "le",
"name": "Palais",
"isLieu": true
},
{
"prefix": "la",
"name": "Mer",
"isLieu": true
},
{
"prefix": "les",
"name": "Barbares",
"isEnnemi": true,
"isCarriere": true
},
{
"prefix": "le",
"name": "Manuscrit",
"isObjet": true
},
{
"prefix": "les",
"name": "Plaines",
"isLieu": true
},
{
"prefix": "le",
"name": "Sang",
"isLieu": false
},
{
"prefix": "la",
"name": "Tombe",
"isLieu": true
},
{
"prefix": "la",
"name": "Forêt",
"isLieu": true
},
{
"prefix": "les",
"name": "Esclaves",
"isEnnemi": true,
"isCarriere": true
},
{
"prefix": "les",
"name": "Mendiant(s)",
"isEnnemi": true,
"isCarriere": true
},
{
"prefix": "les",
"name": "Montagnes",
"isCarriereLieu": true
}
],
"titre2": [
{
"prefix": "du",
"name": "mal"
},
{
"prefix": "et le",
"name": "Roi Maussade",
"isEnnemi": true
},
{
"prefix": "et la",
"name": "pestilence",
"isEnnemi": false
},
{
"prefix": "de",
"name": "Malakut",
"isLieu": true
},
{
"prefix": "d'",
"name": "Halakh",
"isLieu": true
},
{
"prefix": "d'",
"name": "Hyrdral",
"isLieu": true
},
{
"prefix": "des",
"name": "esprits abandonnés",
"isEnnemi": true
},
{
"prefix": "du",
"name": "chaos",
"isEnnemi": true
},
{
"prefix": "de la",
"name": "folie",
"isEnnemi": false
},
{
"prefix": "de",
"name": "Satarla",
"isLieu": true
},
{
"prefix": "d'",
"name": "Urceb",
"isLieu": true
},
{
"prefix": "des",
"name": "Terres Désolées",
"isLieu": true
},
{
"prefix": "de la",
"name": "mort",
"isLieu": false
},
{
"prefix": "des",
"name": "idoles impies",
"isObjet": true
},
{
"prefix": "des",
"name": "ténèbres",
"isObjet": false
},
{
"prefix": "de",
"name": "Parsool",
"isLieu": true
},
{
"prefix": "de",
"name": "Qiddesh",
"isLieu": true
},
{
"prefix": "de",
"name": "Kasht",
"isLieu": true
},
{
"prefix": "de la ",
"name": "falalité",
"isLieu": false
},
{
"prefix": "du",
"name": "Nécromant",
"isEnnemi": true
},
{
"prefix": "du",
"name": "Néant",
"isEnnemi": false
},
{
"prefix": "de",
"name": "Lysor",
"isLieu": true
},
{
"prefix": "d'",
"name": "Oosal",
"isLieu": true
},
{
"prefix": "de",
"name": "Thulé",
"isLieu": true
},
{
"prefix": "du",
"name": "désespoir",
"isLieu": false
},
{
"prefix": "du",
"name": "Dieu Bouffi",
"isEnnemi": true
},
{
"prefix": "du",
"name": "silence",
"isEnnemi": false
},
{
"prefix": "de",
"name": "Tyrus",
"isLieu": true
},
{
"prefix": "d'",
"name": "Ygddar",
"isLieu": true
},
{
"prefix": "de",
"name": "la Côte de Feu",
"isLieu": true
},
{
"prefix": "des",
"name": "ombres cruelles",
"isLieu": false
},
{
"prefix": "de la",
"name": "poussière écarlate",
"isLieu": false
},
{
"prefix": "du",
"name": "destin",
"isLieu": false
},
{
"prefix": "du",
"name": "Valgard",
"isLieu": true
},
{
"prefix": "de",
"name": "Qeb",
"isLieu": true
},
{
"prefix": "de",
"name": "la Mer Inconnue",
"isLieu": true
}
],
"mission": [
{
"name": "dattaquer un lieu."
},
{
"name": "de détruire un certain objet."
},
{
"name": "de kidnapper quelquun."
},
{
"name": "dobtenir une certaine chose."
},
{
"name": "dexplorer un lieu."
},
{
"name": "de sauver une personne."
},
{
"name": "déchapper à quelquun."
},
{
"name": "de fuir un lieu."
},
{
"name": "de trouver une personne."
},
{
"name": "de trouver un lieu."
},
{
"name": "de trouver chose."
},
{
"name": "de protéger une personne."
},
{
"name": "de protéger un lieu."
},
{
"name": "de protéger chose."
},
{
"name": "de dérober une certaine chose."
},
{
"name": "de tuer une personne."
},
{
"name": "de détruire une chose."
},
{
"name": "descorter une personne."
},
{
"name": "de transporter une chose."
}
],
"carriere": [
"Noble",
"Acrobate",
"Sorcier",
"Alchimiste",
"Esclave",
"Courtisane",
"Médecin",
"Marin",
"Érudit",
"Mendiant",
"Scribe",
"Poète",
"Forgeron",
"Prêtre",
"Danseur",
"Marchand",
"Pilote des airs",
"Fermier"
],
"lieux1": [
"Palais",
"Donjon",
"Ruines",
"Sanctuaire",
"Crypte",
"Forteresse",
"Tombeau",
"Grottes",
"Tour",
"Antre",
"Île",
"Montagne"
],
"lieux2": [
"de la mort.",
"de la destruction.",
"du désespoir.",
"des morts-vivants.",
"du sage.",
"de l'or.",
"de la tempête.",
"de la terreur.",
"descannibales.",
"du désespoir.",
"des Rois-Sorciers.",
"des âmes perdues."
],
"objets1": [
"Livre",
"Anneau",
"Coupe",
"Joyau",
"Casque",
"Parchemin",
"Couronne",
"Sceau",
"Cristal",
"Crâne",
"Épée",
"Bâton"
],
"objets2": [
"des sept sceaux.",
"de l'éternelle douleur.",
"du sang bouillonnant.",
"de la mort hideuse.",
"du pouvoir suprême.",
"du serpent sournois.",
"du plaisir infini.",
"de la richesse illusoire.",
"de la cruelle trahison.",
"du froid funeste.",
"des spectres inapaisés.",
"du mystère."
],
"motivation": [
"cest le genre de choses que fait Krongar.",
"sinon il finira en prison.",
"il est victime dun chantage.",
"il a trouvé une carte.",
"il a été maudit.",
"il a eu une vision (peut-être un soir de beuverie).",
"il a été engagé pour le faire.",
"il a surpris une conversation.",
"il a lu quelque chose dans un ancien manuscrit.",
"il est tombé accidentellement dans cette affaire.",
"il cherche à assouvir une vengeance.",
"il a ,été dupé."
],
"rival": [
"un poète obsédé.",
"un prince (esse) guerrier.",
"un ministre corrompu.",
"un sectateur fanatique.",
"un noble arrogant.",
"un étrange alchimiste.",
"un sorcier maléfique.",
"un druide cruel.",
"un marchand cupide.",
"un brigand sans foi ni loi.",
"un démon sanguinaire.",
"un fantôme errant."
],
"dieu": [
"Tharungozoth",
"Yrzlak",
"Dyr",
"Knothakon",
"Hadron",
"Shazzadion",
"Chiomalla",
"SaTel",
"Morgazzon",
"Hurm",
"Afyra",
"Grondil",
"Zaggath",
"Zalkyr",
"Fillana",
"Lilandra",
"Zylidith",
"Quathoomar",
"Iondal",
"Piandra",
"Nemmereth",
"Charkond",
"Karyzon",
"Zarymphyxos",
"Kryphondus"
],
"complique1": [
"cest toujours comme ça avec Krongar !",
"la situation réveille chez Krongar des peurs ancestrales.",
"un usurier et ses hommes de main veulent récupérer leur argent.",
"une grave épidémie ravage la région.",
"Krongar est traqué pour un crime passé.",
"les actions dun groupe de rebelles rendent la région peu sûre.",
"des hordes de guerriers envahissent la région pour la conquérir",
"un(e) ancien(ne) admirateur (trice) éconduit(e) cherche à se venger.",
"la loi locale est très sévère et interdit une chose nécessaire à laccomplissement de la mission.",
"un(e) admirateur (trice) inattendu(e) déclare son amour.",
"un rival qui fut défait autrefois réapparaît et met son grain de sel.",
"la folie de Morgazzon fait des ravages dans la région."
],
"obstacle": [
"dun ancien secret.",
"dun long voyage.",
"dune malédiction.",
"dun voleur rusé.",
"dune forte troupe de soldats.",
"dun énorme monstre.",
"dune horde de monstres.",
"dun manque de temps.",
"de gardes et de pièges magiques.",
"dune catastrophe naturelle sur le point de se produire.",
"dune énigme à résoudre.",
"dune bataille à gagner."
],
"retournement": [
"Lennemi est en fait Krongar lui-même, venu dune autre réalité !",
"Toute cette histoire était un piège machiavélique !",
"Lennemi est en fait un vieil ami ou un allié qui a comploté dans lombre !",
"Krongar est contraint de sassocier à un rival pour accomplir la mission !",
"Tout ce qui semblait ordinaire se révèle en fait surnaturel !",
"Lennemi est en fait le père, la mère, le frère ou la sœur de Krongar !",
"Une toute autre mission attend en fait notre héros !",
"Parfois, il ny a pas de retournement de situation !",
"i la mission est accomplie, cela entraînera de terribles répercussions !",
"Le destin offre à Krongar une chance daméliorer les choses, et il est renvoyé dans le temps au début de laventure. La saga recommence, mais cette fois sans retournement de situation !",
"Un ami ou un allié a trahi Krongar !",
"Les dieux sont furieux et lui imposent d'autres tâches"
],
"recompense": [
"Rien du tout ! On sest joué de lui !",
"Beaucoup moins quescompté.",
"Beaucoup moins quescompté, mais il gagne au moins la reconnaissance dune personne haut placée.",
"Beaucoup moins quescompté, mais il est marqué par les dieux (avantage).",
"La récompense escomptée.",
"La récompense escomptée, et il est marqué par les dieux (avantage).",
"La récompense escomptée, ainsi que la reconnaissance dune personne haut placée.",
"Plus quescompté.",
"Plus quescompté, ainsi que la reconnaissance dune personne haut placée.",
"Plus quescompté, et il est marqué par les dieux (avantage).",
"Plus quescompté, ainsi que la reconnaissance dune personne haut placée, et il est marqué par les dieux (avantage).",
"Une promotion... Longue vie au roi Krongar !"
]
}

View File

@ -31,7 +31,7 @@ export class BoLTokenHud {
let actionIndex = Number(event.currentTarget.attributes['data-action-index'].value)
let action = hudData.actionsList[actionIndex]
const weapon = actor.items.get( action._id )
BoLRoll.weaponCheckWithWeapon(hudData.actor, weapon)
BoLRoll.weaponCheckWithWeapon(hudData.actor, duplicate(weapon))
//console.log("Clicked", action)
} )

View File

@ -0,0 +1,86 @@
/* -------------------------------------------- */
import { BoLUtility } from "./bol-utility.js";
/* -------------------------------------------- */
export class BoLAdventureGenerator {
/* -------------------------------------------- */
static async init() {
this.adventureData = await fetchJsonWithTimeout("systems/bol/module/system/adventure_data.json")
}
/* -------------------------------------------- */
static async createAdventure() {
let roll1 = new Roll("1d" + this.adventureData.titre1.length).evaluate({ async: false })
let roll2 = new Roll("1d" + this.adventureData.titre2.length).evaluate({ async: false })
let p1 = this.adventureData.titre1[roll1.result - 1]
let p2 = this.adventureData.titre2[roll2.result - 1]
let story = {}
story.title = "Krongar et " + p1.prefix + " " + p1.name + " " + p2.prefix + " " + p2.name
let rollM = new Roll("1d" + this.adventureData.mission.length).evaluate({ async: false })
story.mission = "La mission de Krongar est de " + this.adventureData.mission[rollM.result - 1].name
if (!p1.isCarriere && !p2.isCarriere) {
let rollC = new Roll("1d" + this.adventureData.carriere.length).evaluate({ async: false })
story.carriere = "Une carrière : " + this.adventureData.carriere[rollC.result - 1]
}
if (!p1.isLieu && !p2.isLieu) {
let rollL1 = new Roll("1d" + this.adventureData.lieux1.length).evaluate({ async: false })
let rollL2 = new Roll("1d" + this.adventureData.lieux2.length).evaluate({ async: false })
story.lieu = "Un lieu : " + this.adventureData.lieux1[rollL1.result - 1] + " " + this.adventureData.lieux2[rollL2.result - 1]
}
if (!p1.isObjet && !p2.isObjet) {
let rollO1 = new Roll("1d" + this.adventureData.objets1.length).evaluate({ async: false })
let rollO2 = new Roll("1d" + this.adventureData.objets2.length).evaluate({ async: false })
story.objet = "Un objet : " + this.adventureData.objets1[rollO1.result - 1] + " " + this.adventureData.objets2[rollO2.result - 1]
}
let rollMOT = new Roll("1d" + this.adventureData.motivation.length).evaluate({ async: false })
story.motivation = "Krongar entreprend cette mission parce que " + this.adventureData.motivation[rollMOT.result - 1]
if (!p1.isEnnemi && !p2.isEnnemi) {
let rollE = new Roll("1d" + this.adventureData.rival.length).evaluate({ async: false })
story.rival = "Un rival : " + this.adventureData.rival[rollE.result - 1]
}
let rollDieu = new Roll("1d6").evaluate({ async: false })
if (rollDieu.result == 6) {
rollDieu = new Roll("1d" + this.adventureData.dieu.length).evaluate({ async: false })
story.dieu = "Un Dieu est impliqué : " + this.adventureData.dieu[rollDieu.result - 1]
}
let rollComp = new Roll("1d6").evaluate({ async: false })
if (rollComp.result >= 5) {
rollComp = new Roll("1d" + this.adventureData.complique1.length).evaluate({ async: false })
story.complication = "Une complication : " + this.adventureData.complique1[rollComp.result - 1]
}
let rollObs = new Roll("1d6").evaluate({ async: false })
if (rollObs.result >= 5) {
rollObs = new Roll("1d" + this.adventureData.obstacle.length).evaluate({ async: false })
story.obstacle = "Un obstacle : " + this.adventureData.obstacle[rollObs.result - 1]
}
let rollRet = new Roll("1d6").evaluate({ async: false })
if (rollRet.result == 6) {
rollRet = new Roll("1d" + this.adventureData.retournement.length).evaluate({ async: false })
story.retournement = "Un retournement : " + this.adventureData.retournement[rollRet.result - 1]
}
let rollRec = new Roll("1d" + this.adventureData.recompense.length).evaluate({ async: false })
story.recompense = "Pour sa peine, Krongar reçoit " + this.adventureData.recompense[rollRec.result - 1]
ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getUsers(user => user.isGM),
content: await renderTemplate('systems/bol/templates/chat/chat-adventure-result.hbs',
{ name: "Aventure !", img: "icons/commodities/gems/gem-cluster-red.webp", story : story})
})
}
}

View File

@ -40,7 +40,7 @@ export class BoLCalendar extends Application {
constructor() {
super();
// position
this.calendarPos = duplicate(game.settings.get(SYSTEM_RDD, "calendar-pos"));
this.calendarPos = duplicate(game.settings.get("bol", "calendar-pos"));
if (this.calendarPos == undefined || this.calendarPos.top == undefined) {
this.calendrierPos = BoLCalendar.createCalendarPos()
game.settings.set("bol", "calendar-pos", this.calendarPos)

View File

@ -0,0 +1,162 @@
/* -------------------------------------------- */
import { BoLUtility } from "./bol-utility.js";
import { BoLRoll } from "../controllers/bol-rolls.js";
/* -------------------------------------------- */
export class BoLCharacterSummary extends Application {
/* -------------------------------------------- */
static displayPCSummary(){
game.bol.charSummary.render(true)
}
/* -------------------------------------------- */
updatePCSummary(){
if ( this.rendered) {
this.render(true)
}
}
/* -------------------------------------------- */
static createSummaryPos() {
return { top: 200, left: 200 };
}
/* -------------------------------------------- */
static ready() {
if ( !game.user.isGM ) { // Uniquement si GM
return
}
let charSummary = new BoLCharacterSummary()
game.bol.charSummary = charSummary
}
/* -------------------------------------------- */
constructor() {
super();
//game.settings.set("world", "character-summary-data", {npcList: [], x:0, y:0})
this.settings = game.settings.get("world", "character-summary-data")
}
/* -------------------------------------------- */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/bol/templates/apps/character-summary-template.html",
popOut: true,
resizable: true,
dragDrop: [{ dragSelector: ".items-list .item", dropSelector: null }],
classes: ["bol", "dialog"], width: 820, height: 'fit-content'
})
}
/* -------------------------------------------- */
getData() {
let formData = super.getData();
formData.pcs = game.actors.filter( ac => ac.type == "character" && ac.hasPlayerOwner )
formData.npcs = []
let newList = []
let toUpdate = false
for( let actorId of this.settings.npcList ) {
let actor = game.actors.get(actorId)
if (actor) {
formData.npcs.push( actor )
newList.push(actorId)
} else {
toUpdate = true
}
}
formData.config = game.bol.config
formData.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
if ( toUpdate ) {
this.settings.npcList = newList
//console.log("Going to update ...", this.settings)
game.settings.set("world", "character-summary-data", this.settings)
}
return formData
}
/* -------------------------------------------- */
updateNPC() {
game.settings.set("world", "character-summary-data", game.bol.charSummary.settings)
game.bol.charSummary.close()
setTimeout( function() { game.bol.charSummary.render(true)}, 500)
}
/* -------------------------------------------- */
async _onDrop(event) {
//console.log("Dragged data are : ", dragData)
let data = event.dataTransfer.getData('text/plain')
let dataItem = JSON.parse( data)
let actor = fromUuidSync(dataItem.uuid)
if (actor) {
game.bol.charSummary.settings.npcList.push( actor.id )
game.bol.charSummary.updateNPC()
} else {
ui.notifications.warn( game.i18n.localize("BOL.ui.noactorfound") )
}
}
/* -------------------------------------------- */
/** @override */
async activateListeners(html) {
super.activateListeners(html);
html.find('.actor-open').click((event) => {
const li = $(event.currentTarget).parents(".item")
const actor = game.actors.get(li.data("actor-id"))
actor.sheet.render(true)
})
html.find('.summary-roll').click((event) => {
const li = $(event.currentTarget).parents(".item")
const actor = game.actors.get(li.data("actor-id"))
let type = $(event.currentTarget).data("type")
let key = $(event.currentTarget).data("key")
if ( type == "attribute") {
BoLRoll.attributeCheck(actor, key, event)
} else if (type == "aptitude") {
BoLRoll.aptitudeCheck(actor, key, event)
}
})
html.find('.actor-delete').click(event => {
const li = $(event.currentTarget).parents(".item");
let actorId = li.data("actor-id")
let newList = game.bol.charSummary.settings.npcList.filter(id => id != actorId)
game.bol.charSummary.settings.npcList = newList
game.bol.charSummary.updateNPC()
})
html.find('#horoscope-group-edit-available').change(event => {
const horoId = $(event.currentTarget).data("horo-id")
let newValue = event.currentTarget.value
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
if ( horoId && horoscopes[horoId]) {
horoscopes[horoId].availableDice = Number(newValue)
if (newValue <= 0) {
horoscopes[horoId] = undefined
}
game.settings.set("bol", "horoscope-group", horoscopes)
setTimeout(function() { BoLUtility.updateSheets()}, 800 )
}
})
html.find('#horoscope-group-edit-max').change(event => {
const horoId = $(event.currentTarget).data("horo-id")
let newValue = event.currentTarget.value
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
if ( horoId && horoscopes[horoId]) {
horoscopes[horoId].maxDice = Number(newValue)
if (newValue <= 0) {
horoscopes[horoId] = undefined
}
game.settings.set("bol", "horoscope-group", horoscopes)
setTimeout(function() { BoLUtility.updateSheets()}, 800 )
}
})
}
}

View File

@ -10,41 +10,22 @@ Init order =
3 - Echec critique
*/
import { BoLUtility } from "../system/bol-utility.js";
export class BoLCombatManager extends Combat {
/************************************************************************************/
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
console.log(`${game.data.system.data.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
// Structure input data
ids = typeof ids === "string" ? [ids] : ids;
const currentId = this.combatant._id;
//const currentId = this.combatant.id;
// calculate initiative
for (let cId = 0; cId < ids.length; cId++) {
const combatant = this.combatants.get(ids[cId]);
let fvttInit = 5
if (combatant.actor.type == 'character') {
let initData = combatant.actor.getLastInitData()
console.log("Init data !!!", initData)
if (initData.isLegendary) {
fvttInit = 10
} else if (initData.isCritical) {
fvttInit = 9
} else if (initData.lastinit >= 9) {
fvttInit = 8
} else if (initData.isFumble) {
fvttInit = 3
}
} else {
fvttInit = 4 // Pietaille par defaut
if ( combatant.actor.getSubtype == 'adversary') {
fvttInit = 7
}
if ( combatant.actor.getSubtype == 'tough') {
fvttInit = 6
}
}
const combatant = this.combatants.get(ids[cId])
let fvttInit = combatant.actor.getInitiativeRank(false, true)
fvttInit += (cId / 100)
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
}
@ -54,12 +35,21 @@ export class BoLCombatManager extends Combat {
nextRound() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get( c.data.actorId )
let actor = game.actors.get( c.actorId )
actor.clearRoundModifiers()
}
super.nextRound()
}
/************************************************************************************/
_onDelete() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.actorId)
actor.clearInitiative()
}
super._onDelete()
}
}

View File

@ -0,0 +1,110 @@
/* -------------------------------------------- */
import { BoLAdventureGenerator } from "./bol-adventure-generator.js"
import { BoLCharacterSummary } from "./bol-character-summary.js"
/* -------------------------------------------- */
export class BoLCommands {
static init() {
if (!game.bol.commands) {
const bolCommands = new BoLCommands()
bolCommands.registerCommand({ path: ["/adventure"], func: (content, msg, params) => BoLAdventureGenerator.createAdventure(), descr: "Nouvelle idée d'aventure!" });
bolCommands.registerCommand({ path: ["/pcview"], func: (content, msg, params) => BoLCharacterSummary.displayPCSummary(), descr: "Affiche la liste des PJs!" });
game.bol.commands = bolCommands
}
Hooks.on("chatMessage", (html, content, msg) => {
if (content[0] == '/') {
let regExp = /(\S+)/g;
let commands = content.match(regExp);
if (game.bol.commands.processChatCommand(commands, content, msg)) {
return false;
}
}
return true
})
}
constructor() {
this.commandsTable = {}
}
/* -------------------------------------------- */
registerCommand(command) {
this._addCommand(this.commandsTable, command.path, '', command);
}
/* -------------------------------------------- */
_addCommand(targetTable, path, fullPath, command) {
if (!this._validateCommand(targetTable, path, command)) {
return;
}
const term = path[0];
fullPath = fullPath + term + ' '
if (path.length == 1) {
command.descr = `<strong>${fullPath}</strong>: ${command.descr}`;
targetTable[term] = command;
}
else {
if (!targetTable[term]) {
targetTable[term] = { subTable: {} };
}
this._addCommand(targetTable[term].subTable, path.slice(1), fullPath, command)
}
}
/* -------------------------------------------- */
_validateCommand(targetTable, path, command) {
if (path.length > 0 && path[0] && command.descr && (path.length != 1 || targetTable[path[0]] == undefined)) {
return true;
}
console.warn("bolCommands._validateCommand failed ", targetTable, path, command);
return false;
}
/* -------------------------------------------- */
/* Manage chat commands */
processChatCommand(commandLine, content = '', msg = {}) {
// Setup new message's visibility
let rollMode = game.settings.get("core", "rollMode");
if (["gmroll", "blindroll"].includes(rollMode)) msg["whisper"] = ChatMessage.getWhisperRecipients("GM");
if (rollMode === "blindroll") msg["blind"] = true;
msg["type"] = 0;
let command = commandLine[0].toLowerCase();
let params = commandLine.slice(1);
return this.process(command, params, content, msg);
}
/* -------------------------------------------- */
process(command, params, content, msg) {
return this._processCommand(this.commandsTable, command, params, content, msg);
}
/* -------------------------------------------- */
_processCommand(commandsTable, name, params, content = '', msg = {}, path = "") {
console.log("===> Processing command")
let command = commandsTable[name];
path = path + name + " ";
if (command && command.subTable) {
if (params[0]) {
return this._processCommand(command.subTable, params[0], params.slice(1), content, msg, path)
}
else {
this.help(msg, command.subTable);
return true;
}
}
if (command && command.func) {
const result = command.func(content, msg, params);
if (result == false) {
BoLCommands._chatAnswer(msg, command.descr);
}
return true;
}
return false;
}
}

View File

@ -2,6 +2,21 @@ import { BoLRoll } from "../controllers/bol-rolls.js";
export class BoLHotbar {
static async assignToHotBar( item, slot) {
let command = `game.bol.BoLHotbar.rollMacro("${item.name}", "${item.type}");`
let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command))
if (!macro) {
macro = await Macro.create({
name: item.name,
type: "script",
img: item.img,
command: command
}, { displaySheet: false })
}
await game.user.assignHotbarMacro(macro, slot);
}
/**
* Create a macro when dropping an entity on the hotbar
* Item - open roll dialog for item
@ -10,55 +25,20 @@ export class BoLHotbar {
*/
static init( ) {
Hooks.on("hotbarDrop", async (bar, documentData, slot) => {
Hooks.on("hotbarDrop", (bar, documentData, slot) => {
// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
if (documentData.type == "Item") {
console.log("Drop done !!!", bar, documentData, slot)
let item = documentData.data
let command = `game.bol.BoLHotbar.rollMacro("${item.name}", "${item.type}");`
let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command))
if (!macro) {
macro = await Macro.create({
name: item.name,
type: "script",
img: item.img,
command: command
}, { displaySheet: false })
let item = fromUuidSync(documentData.uuid)
if (item == undefined) {
item = this.actor.items.get(documentData.uuid)
}
game.user.assignHotbarMacro(macro, slot);
}
// Create a macro to open the actor sheet of the actor dropped on the hotbar
else if (documentData.type == "Actor") {
let actor = game.actors.get(documentData.id);
let command = `game.actors.get("${documentData.id}").sheet.render(true)`
let macro = game.macros.contents.find(m => (m.name === actor.name) && (m.command === command));
if (!macro) {
macro = await Macro.create({
name: actor.data.name,
type: "script",
img: actor.data.img,
command: command
}, { displaySheet: false })
game.user.assignHotbarMacro(macro, slot);
if (item && (item.system.subtype === "weapon" || item.system.category === "spell")) {
this.assignToHotBar( item, slot )
return false
}
}
// Create a macro to open the journal sheet of the journal dropped on the hotbar
else if (documentData.type == "JournalEntry") {
let journal = game.journal.get(documentData.id);
let command = `game.journal.get("${documentData.id}").sheet.render(true)`
let macro = game.macros.contents.find(m => (m.name === journal.name) && (m.command === command));
if (!macro) {
macro = await Macro.create({
name: journal.data.name,
type: "script",
img: "systems/bol/icons/images/icone_parchement_vierge.webp",
command: command
}, { displaySheet: false })
game.user.assignHotbarMacro(macro, slot);
}
}
return false;
});
return true
})
}
/** Roll macro */
@ -68,18 +48,18 @@ export class BoLHotbar {
if (speaker.token) actor = game.actors.tokens[speaker.token]
if (!actor) actor = game.actors.get(speaker.actor)
if (!actor) {
return ui.notifications.warn(`Selectionnez votre personnage pour utiliser la macro`)
return ui.notifications.warn( game.i18n.localize("BOL.ui.selectactor") )
}
let item = actor.items.find(it => it.name === itemName && it.type == itemType)
if (!item ) {
return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`)
return ui.notifications.warn( game.i18n.localize("BOL.ui.itemnotfound") )
}
// Trigger the item roll
if (item.data.data.category === "equipment" && item.data.data.subtype === "weapon") {
if (item.system.category === "equipment" && item.system.subtype === "weapon") {
return BoLRoll.weaponCheckWithWeapon( actor, item)
}
if (item.data.data.category === "spell") {
if (item.system.category === "spell") {
return BoLRoll.spellCheckWithSpell( actor, item)
}
}

View File

@ -18,7 +18,7 @@ export class BoLUtility {
default: true,
type: Boolean,
onChange: lang => window.location.reload()
});
})
game.settings.register("bol", "useBougette", {
name: "Utiliser la Bougette (règle fan-made)",
hint: "Utilise un indicateur de Bougette, comme décrit dans l'aide de jeu Gold&Glory du RatierBretonnien (https://www.lahiette.com/leratierbretonnien/)",
@ -27,14 +27,132 @@ export class BoLUtility {
default: false,
type: Boolean,
onChange: lang => window.location.reload()
});
})
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",
type: String,
choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
onChange: value => {
BoLUtility.setDiceFormula(value)
}
})
game.settings.register("bol", "dice-success-value", {
name: "Seuil de succès",
hint: "Sélectionne le seuil de succès (9 par défaut pour 2d6)",
scope: "world",
config: true,
default: 9,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setSuccessValue(value)
}
})
game.settings.register("bol", "dice-critical-success-value", {
name: "Valeur min de réussite critique",
hint: "Indique le seuil minimum de réussite critique (12 par défaut pour 2d6). Si les réussites critiques sont sur 19 et 20, alors indiquez 19.",
scope: "world",
config: true,
default: 12,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setCriticalSuccessValue(value)
}
})
game.settings.register("bol", "dice-critical-failure-value", {
name: "Valeur max d'échec critique",
hint: "Indique le seuil maximum d'échec critique (2 par défaut pour 2d6). Si les échecs critiques sont sur 2 et 3, alors indiquez 3.",
scope: "world",
config: true,
default: 2,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setCriticalFailureValue(value)
}
})
game.settings.register("world", "character-summary-data", {
name: "character-summary-data",
scope: "world",
config: false,
default: { npcList: [], x: 200, y: 200 },
type: Object
})
game.settings.register("bol", "logoActorSheet", {
name: "Chemin du logo des fiches de perso",
hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)",
scope: "world",
config: true,
default: "/systems/bol/ui/logo.webp",
type: String,
onChange: lang => window.location.reload()
})
game.settings.register("bol", "logoTopLeft", {
name: "Chemin du logo haut gauche",
hint: "Vous pouvez changer le logo BoL en haut à gauche de chaque écran (idéalement 718 x 416, défaut : /systems/bol/ui/logo2.webp)",
scope: "world",
config: true,
default: "/systems/bol/ui/logo2.webp",
type: String,
onChange: lang => window.location.reload()
})
game.settings.register("bol", "horoscope-group", {
name: "horoscope-group",
scope: "world",
config: false,
default: {},
type: Object
})
this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
this.actorSheetLogo = game.settings.get("bol", "logoActorSheet") || "/systems/bol/ui/logo.webp"
this.logoTopLeft = game.settings.get("bol", "logoTopLeft") || "/systems/bol/ui/logo2.webp"
this.diceFormula = game.settings.get("bol", "dice-formula")
this.successValue = Number(game.settings.get("bol", "dice-success-value"))
this.criticalSuccessValue = Number(game.settings.get("bol", "dice-critical-success-value"))
this.criticalFailureValue = Number(game.settings.get("bol", "dice-critical-failure-value"))
}
/* -------------------------------------------- */
static setDiceFormula(value) {
this.diceFormula = value
}
static setSuccessValue(value) {
this.successValue = Number(value)
}
static setCriticalSuccessValue(value) {
this.criticalSuccessValue = Number(value)
}
static setCriticalFailureValue(value) {
this.criticalFailureValue = Number(value)
}
static getDiceData() {
return {
diceFormula: this.diceFormula,
successValue : this.successValue,
criticalSuccessValue: this.criticalSuccessValue,
criticalFailureValue: this.criticalFailureValue
}
}
/* -------------------------------------------- */
static getRollArmor() {
return this.rollArmor
@ -43,9 +161,32 @@ export class BoLUtility {
static getUseBougette() {
return this.useBougette
}
/* -------------------------------------------- */
static getLogoActorSheet() {
return this.actorSheetLogo
}
/* -------------------------------------------- */
static getLogoTopLeft() {
return this.logoTopLeft
}
/* -------------------------------------------- */
static getActorFromRollData(rollData) {
let actor = game.actors.get(rollData.actorId)
if (rollData.tokenId) {
let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId)
if (token) {
actor = token.actor
}
}
return actor
}
/* -------------------------------------------- */
static async ready() {
//$("#logo").attr("src", this.getLogoTopLeft() )
$("#logo").css("content", `url(${this.getLogoTopLeft()})`)
CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
}
/* -------------------------------------------- */
@ -63,12 +204,12 @@ export class BoLUtility {
/* -------------------------------------------- */
static storeRoll(roll) {
this.lastRoll = roll
this.rollTab[roll.id] = roll
}
/* -------------------------------------------- */
static getLastRoll() {
return this.lastRoll
static getRoll(rollId) {
return this.rollTab[roll.id]
}
/* -------------------------------------------- */
@ -127,16 +268,16 @@ export class BoLUtility {
return undefined;
}
/* -------------------------------------------- */
static getOtherWhisperRecipients( name) {
static getOtherWhisperRecipients(name) {
let users = []
for( let user of game.users) {
if ( !user.isGM && user.name != name) {
users.push( user.data._id)
for (let user of game.users) {
if (!user.isGM && user.name != name) {
users.push(user.id)
}
}
return users
}
/* -------------------------------------------- */
static getWhisperRecipientsAndGMs(name) {
let recep1 = ChatMessage.getWhisperRecipients(name) || [];
@ -173,35 +314,47 @@ export class BoLUtility {
//console.log("FOUND 1!!! ", actor)
if (actor && actor.isOwner) return
else if (game.user.isGM || data.author.id === game.user.id) return
const divButtons = chatCard.find('.actions-section')
console.log("FOUND 2!! ", divButtons)
divButtons.hide()
}
}
/* -------------------------------------------- */
static getRollDataFromMessage(event) {
let messageId = BoLUtility.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId)
return message.getFlag("world", "bol-roll-data")
}
/* -------------------------------------------- */
static cleanupButtons(id) {
$(`#${id}`).hide() // Hide the options roll buttons
game.socket.emit("system.bol", { name: "msg_cleanup_buttons", data: { id: id } })
}
/* -------------------------------------------- */
static async chatListeners(html) {
// Damage handling
html.on("click", '.chat-damage-apply', event => {
let rollData = BoLUtility.getLastRoll()
$(`#${rollData.applyId}`).hide()
let rollData = BoLUtility.getRollDataFromMessage(event)
BoLUtility.cleanupButtons(rollData.applyId)
BoLUtility.sendAttackSuccess(rollData)
});
html.on("click", '.chat-damage-roll', event => {
event.preventDefault();
let rollData = BoLUtility.getLastRoll()
rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value;
event.preventDefault()
let rollData = BoLUtility.getRollDataFromMessage(event)
rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value
let bolRoll = new BoLDefaultRoll(rollData)
bolRoll.rollDamage()
});
html.on("click", '.transform-legendary-roll', event => {
event.preventDefault();
let rollData = BoLUtility.getLastRoll()
let actor = game.actors.get( rollData.actorId)
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get(rollData.actorId)
actor.subHeroPoints(1)
let r = new BoLDefaultRoll(rollData)
r.upgradeToLegendary()
@ -209,8 +362,8 @@ export class BoLUtility {
html.on("click", '.transform-heroic-roll', event => {
event.preventDefault();
let rollData = BoLUtility.getLastRoll()
let actor = game.actors.get( rollData.actorId)
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get(rollData.actorId)
actor.subHeroPoints(1)
let r = new BoLDefaultRoll(rollData)
r.upgradeToHeroic()
@ -218,8 +371,8 @@ export class BoLUtility {
html.on("click", '.hero-reroll', event => {
event.preventDefault();
let rollData = BoLUtility.getLastRoll()
let actor = game.actors.get( rollData.actorId)
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get(rollData.actorId)
actor.subHeroPoints(1)
rollData.reroll = false // Disable reroll option for second roll
let r = new BoLDefaultRoll(rollData)
@ -231,24 +384,24 @@ export class BoLUtility {
let attackId = event.currentTarget.attributes['data-attack-id'].value
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
// Remove message for all
let msgId = BoLUtility.findChatMessageId(event.currentTarget)
if (game.user.isGM) {
console.log("Process handling !!! -> GM direct damage handling")
BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId)
BoLUtility.processDamageHandling(attackId, defenseMode, weaponId, msgId)
} else {
console.log("Process handling !!! -> socket emit")
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { event: event, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } });
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
}
});
})
}
/* -------------------------------------------- */
static async processDamageHandling(event, attackId, defenseMode, weaponId = -1) {
static async processDamageHandling(attackId, defenseMode, weaponId = -1, msgId) {
if (!game.user.isGM) {
return;
return
}
BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget));
console.log("Damage Handling", event, attackId, defenseMode, weaponId)
BoLUtility.removeChatMessageId(msgId)
console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this
let attackDef = this.attackStore[attackId]
if (attackDef && attackDef.defenderId) {
@ -256,54 +409,70 @@ export class BoLUtility {
return
} // ?? Why ???
attackDef.defenseDone = true
attackDef.defenseMode = defenseMode;
let defender = game.actors.get(attackDef.defenderId)
attackDef.defenseMode = defenseMode
let token = game.scenes.current.tokens.get(attackDef.targetId)
let defender = token.actor
if (defenseMode == 'damage-with-armor') {
let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll( { async: false } )
console.log("Armor roll ", attackDef.rollArmor)
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect;
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
defender.sufferDamage(attackDef.finalDamage);
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)
}
if (defenseMode == 'damage-without-armor') {
attackDef.finalDamage = attackDef.damageRoll.total;
defender.sufferDamage(attackDef.finalDamage);
attackDef.finalDamage = attackDef.damageTotal
defender.sufferDamage(attackDef.finalDamage)
}
if (defenseMode == 'hero-reduce-damage') {
let armorFormula = defender.getArmorFormula();
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.damageRoll.total - attackDef.rollHero.total - attackDef.armorProtect;
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
defender.sufferDamage(attackDef.finalDamage);
defender.subHeroPoints(1);
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)
defender.subHeroPoints(1)
}
if (defenseMode == 'hero-in-extremis') {
attackDef.finalDamage = 0;
attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId);
defender.deleteEmbeddedDocuments("Item", [weaponId]);
}
let defenderUser
for (let user of game.users) {
if (user.character && user.character.id == defender.id) {
defenderUser = user
}
}
let damageResults = {
attackId: attackDef.id,
attacker: attackDef.attacker,
rollArmor: attackDef.rollArmor,
rollHero: attackDef.rollHero,
weaponHero: attackDef.weaponHero,
armorProtect: attackDef.armorProtect,
name: defender.name,
defender: defender,
defenseMode: attackDef.defenseMode,
finalDamage: attackDef.finalDamage
}
ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', {
attackId: attackDef.id,
attacker: attackDef.attacker,
rollArmor: attackDef.rollArmor,
rollHero: attackDef.rollHero,
weaponHero: attackDef.weaponHero,
armorProtect: attackDef.armorProtect,
defender: defender,
defenseMode: attackDef.defenseMode,
finalDamage: attackDef.finalDamage
})
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', damageResults)
})
console.log("Defender data : ", defenderUser)
ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getOtherWhisperRecipients(defenderUser?.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-summary-card.hbs', damageResults)
})
}
}
@ -386,8 +555,8 @@ export class BoLUtility {
}
// Build and send the defense message to the relevant people (ie GM + defender)
let defender = game.actors.get(attackDef.defenderId)
let defenderWeapons = defender.weapons
console.log("DEF WEP", attackDef)
console.log("DEF WEP", attackDef, defender)
let defenderWeapons = defender.weapons || []
this.attackStore[attackDef.id] = attackDef // Store !
ChatMessage.create({
alias: defender.name,
@ -408,15 +577,18 @@ export class BoLUtility {
if (sockmsg.name == "msg_attack_success") {
BoLUtility.processAttackSuccess(sockmsg.data)
}
if (sockmsg.name == "msg_cleanup_buttons") {
$(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons
}
if (sockmsg.name == "msg_damage_handling") {
BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId)
}
}
/* -------------------------------------------- */
static computeSpellCost(spell, nbOptCond = 0) {
let pp = spell.data.data.properties.ppcost
let minpp = __circle2minpp[spell.data.data.properties.circle]
let pp = spell.data.properties.ppcost
let minpp = __circle2minpp[spell.data.properties.circle]
pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
return pp
}
@ -441,11 +613,11 @@ export class BoLUtility {
let postForm = 'kh' + nbDice
let modIndex = 3
// Upgrade damage if needed
if ( upgradeDamage && ( !res[3] || res[3]=="") ) {
if (upgradeDamage && (!res[3] || res[3] == "")) {
res[3] = "B" // Upgrade to bonus
}
if (res[3]) {
if ( upgradeDamage && res[3] == 'M') {
if (upgradeDamage && res[3] == 'M') {
res[3] = "" // Disable lamlus for upgradeDamage
}
if (res[3] == 'M') {
@ -453,11 +625,21 @@ export class BoLUtility {
nbDice++
modIndex = 4
}
if (res[3] == 'MM') {
postForm = 'kl' + nbDice
nbDice += 2
modIndex = 4
}
if (res[3] == 'B') {
postForm = 'kh' + nbDice
nbDice++
modIndex = 4
}
if (res[3] == 'BB') {
postForm = 'kh' + nbDice
nbDice += 2
modIndex = 4
}
}
formula = "(" + nbDice + "d" + res[2] + reroll + postForm + "+" + modifier + ") *" + multiplier
}
@ -465,31 +647,53 @@ export class BoLUtility {
}
/* -------------------------------------------- */
static async confirmDelete(actorSheet, li) {
let itemId = li.data("item-id");
let msgTxt = "<p>Are you sure to remove this Item ?";
let buttons = {
delete: {
icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it",
callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
li.slideUp(200, () => actorSheet.render(false));
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel"
}
}
msgTxt += "</p>";
let d = new Dialog({
title: "Confirm removal",
content: msgTxt,
buttons: buttons,
default: "cancel"
});
d.render(true);
static async loadCompendiumData(compendium) {
const pack = game.packs.get(compendium);
return await pack?.getDocuments() ?? [];
}
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await this.loadCompendiumData(compendium);
return compendiumData.filter(filter);
}
/* -------------------------------------------- */
static async searchItem(dataItem) {
let item
if (dataItem.pack) {
let id = dataItem.id || dataItem._id
let items = await this.loadCompendium(dataItem.pack, item => item.id == id)
item = items[0] || undefined
} else {
item = game.items.get(dataItem.id)
}
return item
}
/* -------------------------------------------- */
static updateSheets() {
// Then force opened actor refresh if needed
for (let actor of game.actors) {
if (actor.sheet.rendered) {
actor.sheet.render()
}
}
game.bol.charSummary.updatePCSummary() // Refresh if needed
}
/* -------------------------------------------- */
static removeGroupHoroscope(rollData) {
let horo = rollData.horoscopeGroupList[rollData.selectedGroupHoroscopeIndex]
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
let toChange = duplicate(horoscopes[horo.id])
toChange.availableDice -= horo.nbDice // Remove the dice
if (toChange.availableDice <= 0) {
horoscopes[horo.id] = undefined
} else {
horoscopes[horo.id] = toChange
}
game.settings.set("bol", "horoscope-group", horoscopes)
this.updateSheets()
}
}

View File

@ -25,6 +25,10 @@ BOL.damageMultiplier = {
"2": "x2",
"3": "x3",
"4": "x4",
"5": "x5",
"6": "x6",
"7": "7",
"8": "x8"
}
BOL.spellType = {
@ -111,6 +115,14 @@ BOL.aptitudes = {
"def" : "BOL.aptitudes.def"
}
BOL.resources = {
"hp" : "BOL.resources.hp",
"hero" : "BOL.resources.hero",
"faith" : "BOL.resources.faith",
"power" : "BOL.resources.power",
"alchemypoints" : "BOL.resources.alchemypoints"
}
BOL.weaponSizes = {
"unarmed" : "BOL.weaponSize.unarmed",
"improvised" : "BOL.weaponSize.improvised",
@ -131,6 +143,7 @@ BOL.itemCategories = {
"spell" : "BOL.itemCategory.spell",
"alchemy" : "BOL.itemCategory.alchemy",
"vehicle" : "BOL.itemCategory.vehicle",
"vehicleweapon": "BOL.itemCategory.vehicleweapon",
"other" : "BOL.itemCategory.other"
}
@ -255,7 +268,9 @@ BOL.featureSubtypes = {
"flaw" : "BOL.featureSubtypes.flaw",
"language" : "BOL.featureSubtypes.language",
"godsfaith" : "BOL.featureSubtypes.gods",
"fightoption" : "BOL.featureSubtypes.fightOption"
"fightoption" : "BOL.featureSubtypes.fightOption",
"boleffect": "BOL.featureSubtypes.effect",
"horoscope": "BOL.featureSubtypes.horoscope",
}
BOL.fightOptionTypes = {
@ -283,26 +298,163 @@ BOL.actorIcons = {
}
BOL.bougetteState = {
"nomoney": "BOL.bougette.nomoney",
"tolive": "BOL.bougette.tolive",
"easylife": "BOL.bougette.easylife",
"luxury": "BOL.bougette.luxury",
"rich": "BOL.bougette.rich"
"0": "BOL.bougette.nomoney",
"1": "BOL.bougette.tolive",
"2": "BOL.bougette.easylife",
"3": "BOL.bougette.luxury",
"4": "BOL.bougette.rich"
}
BOL.bougetteDice = {
"0": "0",
"1": "2d6-1",
"2": "2d6",
"3": "2d6+1",
"4": "2d6+2"
}
BOL.creatureSize = {
"tiny": "BOL.size.tiny",
"verysmall": "BOL.size.verysmall",
"small": "BOL.size.small",
"medium": "BOL.size.medium",
"large": "BOL.size.large",
"verylarge": "BOL.size.verylarge",
"huge": "BOL.size.huge",
"massive": "BOL.size.massive",
"enormous": "BOL.size.enormous",
"gigantic": "BOL.size.gigantic",
"immense": "BOL.size.immense",
"colossal": "BOL.size.colossal"
"tiny": {order: 1, label: "BOL.size.tiny"},
"verysmall": {order: 2, label: "BOL.size.verysmall"},
"small": {order: 3, label: "BOL.size.small"},
"medium": {order: 4, label: "BOL.size.medium"},
"large": {order: 5, label: "BOL.size.large"},
"verylarge": {order: 6, label: "BOL.size.verylarge"},
"huge": {order: 7, label: "BOL.size.huge"},
"massive": {order: 8, label: "BOL.size.massive"},
"enormous": {order: 9, label: "BOL.size.enormous"},
"gigantic": {order: 10, label: "BOL.size.gigantic"},
"immense": {order: 11, label: "BOL.size.immense"},
"colossal": {order: 12, label: "BOL.size.colossal"}
}
BOL.horoscopeAnswer = {
"favorable": "BOL.ui.horoscopefavorable",
"unfavorable": "BOL.ui.horoscopeunfavorable",
}
BOL.bolEffectModifier = {
"-8": "-8",
"-6": "-6",
"-4": "-4",
"-2": "-2",
"-1": "-1",
"1B": "1B",
"2B": "2B",
"1M": "1M",
"2M": "2M",
"+1": "+1",
"+2": "+2",
"+4": "+4",
"+6": "+6",
"+8": "+8",
}
BOL.statusEffects = [
{
"id": "dead",
"label": "EFFECT.StatusDead",
"icon": "icons/svg/skull.svg"
},
{
"id": "unconscious",
"label": "EFFECT.StatusUnconscious",
"icon": "icons/svg/unconscious.svg"
},
{
"id": "sleep",
"label": "EFFECT.StatusAsleep",
"icon": "icons/svg/sleep.svg"
},
{
"id": "stun",
"label": "EFFECT.StatusStunned",
"icon": "icons/svg/daze.svg"
},
{
"id": "prone",
"label": "EFFECT.StatusProne",
"icon": "icons/svg/falling.svg"
},
{
"id": "restrain",
"label": "EFFECT.StatusRestrained",
"icon": "icons/svg/net.svg"
},
{
"id": "paralysis",
"label": "EFFECT.StatusParalysis",
"icon": "icons/svg/paralysis.svg"
},
{
"id": "fly",
"label": "EFFECT.StatusFlying",
"icon": "icons/svg/wing.svg"
},
{
"id": "blind",
"label": "EFFECT.StatusBlind",
"icon": "icons/svg/blind.svg"
},
{
"id": "deaf",
"label": "EFFECT.StatusDeaf",
"icon": "icons/svg/deaf.svg"
},
{
"id": "silence",
"label": "EFFECT.StatusSilenced",
"icon": "icons/svg/silenced.svg"
},
{
"id": "fear",
"label": "EFFECT.StatusFear",
"icon": "icons/svg/terror.svg"
},
{
"id": "burning",
"label": "EFFECT.StatusBurning",
"icon": "icons/svg/fire.svg"
},
{
"id": "frozen",
"label": "EFFECT.StatusFrozen",
"icon": "icons/svg/frozen.svg"
},
{
"id": "shock",
"label": "EFFECT.StatusShocked",
"icon": "icons/svg/lightning.svg"
},
{
"id": "disease",
"label": "EFFECT.StatusDisease",
"icon": "icons/svg/biohazard.svg"
},
{
"id": "poison",
"label": "EFFECT.StatusPoison",
"icon": "icons/svg/poison.svg"
},
{
"id": "curse",
"label": "EFFECT.StatusCursed",
"icon": "icons/svg/sun.svg"
},
{
"id": "invisible",
"label": "EFFECT.StatusInvisible",
"icon": "icons/svg/invisible.svg"
},
{
"id": "target",
"label": "EFFECT.StatusTarget",
"icon": "icons/svg/target.svg"
},
{
"id": "eye",
"label": "EFFECT.StatusMarked",
"icon": "icons/svg/eye.svg"
}
]
BOL.debug = false;

View File

@ -76,6 +76,10 @@ export const registerHandlebarsHelpers = function () {
Handlebars.registerHelper('count', function (list) {
return list.length;
})
Handlebars.registerHelper('countKeys', function (obj) {
return Object.keys(obj).length;
})
Handlebars.registerHelper('isEnabled', function (configKey) {
return game.settings.get("bol", configKey);
})
@ -103,6 +107,12 @@ export const registerHandlebarsHelpers = function () {
Handlebars.registerHelper('sub', function (a, b) {
return parseInt(a) - parseInt(b);
})
Handlebars.registerHelper('abbrev2', function (a) {
return a.substring(0,2);
})
Handlebars.registerHelper('abbrev3', function (a) {
return a.substring(0,3);
})
Handlebars.registerHelper('valueAtIndex', function (arr, idx) {
return arr[idx];
})
@ -123,7 +133,14 @@ export const registerHandlebarsHelpers = function () {
}
return false
})
Handlebars.registerHelper('upperFirst', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase() + text.slice(1)
})
Handlebars.registerHelper('upperFirstOnly', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase()
})
}

View File

@ -75,4 +75,18 @@ export default function registerHooks() {
}
return false;
});
/********************************************************************************** */
Hooks.on("renderActorDirectory", (app, html, data) => {
if (game.user.isGM) {
const button = document.createElement('button');
button.style.width = '95%';
button.innerHTML = game.i18n.localize("BOL.ui.pclistbutton")
button.addEventListener('click', () => {
game.bol.charSummary.render(true)
})
html.find('.header-actions').after(button)
}
})
}

View File

@ -16,8 +16,12 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/actor/parts/tabs/actor-equipment.hbs",
"systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs",
"systems/bol/templates/actor/parts/tabs/actor-biodata.hbs",
"systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs",
"systems/bol/templates/actor/parts/tabs/creature-stats.hbs",
"systems/bol/templates/actor/parts/tabs/creature-actions.hbs",
"systems/bol/templates/actor/parts/tabs/vehicle-stats.hbs",
"systems/bol/templates/actor/parts/tabs/vehicle-description.hbs",
"systems/bol/templates/actor/parts/tabs/vehicle-weapons.hbs",
// ITEMS
"systems/bol/templates/item/parts/item-header.hbs",
"systems/bol/templates/item/parts/properties/feature-properties.hbs",
@ -33,23 +37,30 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/item/parts/properties/feature/career-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/boon-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/flaw-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/effect-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/origin-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/race-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/fightoption-properties.hbs",
"systems/bol/templates/item/parts/properties/item/weapon-vehicle-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/horoscope-properties.hbs",
// DIALOGS
"systems/bol/templates/chat/rolls/attack-damage-card.hbs",
"systems/bol/templates/chat/rolls/spell-roll-card.hbs",
"systems/bol/templates/chat/rolls/alchemy-roll-card.hbs",
"systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs",
"systems/bol/templates/chat/rolls/horoscope-roll-card.hbs",
"systems/bol/templates/dialogs/aptitude-roll-part.hbs",
"systems/bol/templates/dialogs/attribute-roll-part.hbs",
"systems/bol/templates/dialogs/mod-roll-part.hbs",
"systems/bol/templates/dialogs/adv-roll-part.hbs",
"systems/bol/templates/dialogs/career-roll-part.hbs",
"systems/bol/templates/dialogs/effect-roll-part.hbs",
"systems/bol/templates/dialogs/boons-roll-part.hbs",
"systems/bol/templates/dialogs/flaws-roll-part.hbs",
"systems/bol/templates/dialogs/total-roll-part.hbs",
"systems/bol/templates/dialogs/fightoptions-roll-part.hbs",
"systems/bol/templates/dialogs/horoscope-roll-part.hbs"
];
// Load the template parts

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

4
packs/effets-exemples.db Normal file
View File

@ -0,0 +1,4 @@
{"name":"Vigueur -1","type":"feature","img":"icons/consumables/potions/bottle-conical-corked-labeled-skull-poison-green.webp","system":{"category":null,"subtype":"boleffect","description":"","properties":{"ismalusdice":false,"bonusmalus":-2,"identifier":"system.attributes.vigor","modifier":"-1"},"rank":0},"effects":[],"flags":{"core":{"sourceId":"Item.6fTZ6hOKR4pWbWOe"}},"_stats":{"systemId":"bol","systemVersion":"10.3.3","coreVersion":"10.290","createdTime":1669218607632,"modifiedTime":1669234720255,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"6fTZ6hOKR4pWbWOe","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Esprit -1","type":"feature","img":"icons/consumables/potions/bottle-conical-corked-labeled-skull-poison-green.webp","system":{"category":null,"subtype":"boleffect","description":"","properties":{"ismalusdice":false,"bonusmalus":-2,"identifier":"system.attributes.mind","modifier":"-1"},"rank":0},"effects":[],"flags":{"core":{"sourceId":"Item.6fTZ6hOKR4pWbWOe"}},"_stats":{"systemId":"bol","systemVersion":"10.3.3","coreVersion":"10.290","createdTime":1669218607632,"modifiedTime":1669234720255,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"V2geomwPtTBnBeQW","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Agilité -1","type":"feature","img":"icons/consumables/potions/bottle-conical-corked-labeled-skull-poison-green.webp","system":{"category":null,"subtype":"boleffect","description":"","properties":{"ismalusdice":false,"bonusmalus":-2,"identifier":"system.attributes.agility","modifier":"-1"},"rank":0},"effects":[],"flags":{"core":{"sourceId":"Item.6fTZ6hOKR4pWbWOe"}},"_stats":{"systemId":"bol","systemVersion":"10.3.3","coreVersion":"10.290","createdTime":1669218607632,"modifiedTime":1669234720255,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"eXPNwGQiwnIiGYaK","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Aura -1","type":"feature","img":"icons/consumables/potions/bottle-conical-corked-labeled-skull-poison-green.webp","system":{"category":null,"subtype":"boleffect","description":"","properties":{"ismalusdice":false,"bonusmalus":-2,"identifier":"system.attributes.appeal","modifier":"-1"},"rank":0},"effects":[],"flags":{"core":{"sourceId":"Item.6fTZ6hOKR4pWbWOe"}},"_stats":{"systemId":"bol","systemVersion":"10.3.3","coreVersion":"10.290","createdTime":1669218607632,"modifiedTime":1669234720256,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"zwSNMO9HpiqUCMt8","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}

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@ -1,4 +1,4 @@
{"_id":"19p4FnLRVdw6cx7Y","name":"Arbalète","type":"item","img":"icons/weapons/crossbows/crossbow-blue.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arbalète</h1><p>une arme de tir qui nécessite peu dentraînement et offre beaucoup de puissance. Les lourds projectiles tirés par une arbalète portent le nom de carreaux. Il faut un round complet pour charger une arbalète.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":30,"reload":1,"slot":"2hands","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"weaponSize":"medium","attackBonusDice":false,"damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"19p4FnLRVdw6cx7Y","name":"Arbalète","type":"item","img":"icons/weapons/crossbows/crossbow-blue.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Arbalète</h1><p>une arme de tir qui nécessite peu dentraînement et offre beaucoup de puissance. Les lourds projectiles tirés par une arbalète portent le nom de carreaux. Il faut un round complet pour charger une arbalète.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":30,"reload":1,"slot":"2hands","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"weaponSize":"medium","attackBonusDice":false,"damageMultiplier":"1","natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":null,"modifiedTime":1669209273712,"lastModifiedBy":"zN9ZZg5J7XzNELjd"}}
{"_id":"3U9Gl7g8D5Ih72HQ","name":"Hache","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hache</h1><p>un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"3UUZjuD4Esgj4ENP","name":"Épée","type":"item","img":"icons/weapons/swords/greatsword-guard-gem-blue.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Épée</h1><p>larme favorite des héros. Elle se décline en différents modèles utilisés un peu partout en Lémurie, comme les sabres dabordage, les tulwars, les cimeterres ou les épées longues. Inscrivez le nom de larme que vous voulez sur la fiche de votre personnage en fonction de limage que vous vous faites de ce dernier. Mais au final, une épée reste une longue lame utilisée pour tuer lennemi.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"3xSSlnw9CDhwg67c","name":"Lance","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Lance</h1><p>une hampe de bois de 1,80 m de long (parfois davantage), pourvue dune pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":6,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
@ -6,6 +6,8 @@
{"_id":"4GyTrBGnvlyqoh38","name":"Dague","type":"item","img":"icons/weapons/daggers/dagger-jeweled-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien quutilisées au corps à corps. Facilement dissimulable, la dague est larme favorite des truands et des assassins.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"4NEaikxe0k1vzeqI","name":"Morgenstern","type":"item","img":"icons/weapons/maces/flail-spiked-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Morgenstern</h1><p>une grosse boule de métal hérissée de pointes, montée à lextrémité dune longue hampe de 1,20 à 1,50 m de long. Rudimentaire, mais efficace.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"heavy","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"name":"Lance (Lancer)","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Lance</h1><p>une hampe de bois de 1,80 m de long (parfois davantage), pourvue dune pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":6,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.3xSSlnw9CDhwg67c"}},"_id":"4k3SUYYCnqc9uNCm"}
{"name":"Projectiles","type":"item","img":"icons/weapons/artillery/ballista-wood-green.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>L&rsquo;&eacute;quipage du navire envoie une vol&eacute;e de projectiles (javelines, fl&egrave;ches, billes de fronde) sur le vaisseau ennemi, &agrave; condition que ce dernier se trouve au maximum &agrave; port&eacute;e Longue.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":false,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335829,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"55CWxwKSYgBCbLrG","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Cimeterre","type":"item","img":"icons/weapons/swords/scimitar-guard-red.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.3UUZjuD4Esgj4ENP"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Épée</h1><p>larme favorite des héros. Elle se décline en différents modèles utilisés un peu partout en Lémurie, comme les sabres dabordage, les tulwars, les cimeterres ou les épées longues. Inscrivez le nom de larme que vous voulez sur la fiche de votre personnage en fonction de limage que vous vous faites de ce dernier. Mais au final, une épée reste une longue lame utilisée pour tuer lennemi.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":1,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669206284323,"modifiedTime":1669206324202,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"9WkrG0m6w04nq2CG"}
{"name":"Massue (Lancer)","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Massue</h1><p>la version lourde du gourdin. Une massue consiste en un solide manche en bois dont lextrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, doù son autre nom de casse-tête.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.pncWIrD5z7mk6dbc"}},"_id":"9dk1DqMpZXCgvS2r"}
{"_id":"9mDDJnPsOCZRGPJN","name":"Gourdin","type":"item","img":"icons/weapons/clubs/club-barbed-square-black.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Gourdin</h1><p>cest larme la plus rudimentaire qui soit. Un gourdin consiste généralement en un bâton de bois noueux, extrêmement dur et mesurant moins de 90 cm de long. Par commodité, on regroupe sous ce terme toute autre arme contondante du même genre (matraque, etc.). Il est possible dutiliser un gourdin pour infliger des dégâts non létaux et assommer son ennemi plutôt que de le tuer.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6M","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"AMDFMOvMhdapUJJF","name":"Dague (Lancer)","type":"item","img":"icons/weapons/daggers/dagger-jeweled-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien quutilisées au corps à corps. Facilement dissimulable, la dague est larme favorite des truands et des assassins.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.4GyTrBGnvlyqoh38"}}}
@ -15,16 +17,22 @@
{"name":"Masse darmes (Lancer)","type":"item","img":"icons/weapons/maces/mace-flanged-steel.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Masse darmes</h1><p>cette arme a la même forme quun gourdin, mais possède une tête en métal, souvent agrémentée de pointes ou dailettes pour plus defficacité. Les masses darmes à une main peuvent se lancer, mais à courte distance, car elles ne sont pas vraiment prévues pour cet usage.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":1.5,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.AUqk1SXktM4iDXvr"}},"_id":"BcYQ4pigZSXp1jWb"}
{"_id":"D1UjDptdZGFg6Ggx","name":"Hache (Lancer)","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hache</h1><p>un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.3U9Gl7g8D5Ih72HQ"}}}
{"_id":"E8XHWMpwVHjPZV3M","name":"Hâche à deux mains","type":"item","img":"icons/weapons/axes/axe-double-brown.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hâche à deux mains</h1><p>Une lourde hache sutilisant à deux mains.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"heavy","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Catapulte (Pierre)","type":"item","img":"icons/weapons/artillery/catapult-simple.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>Les catapultes peuvent tirer des pierres ou des pots de goudron enflamm&eacute; jusqu&rsquo;&agrave; une port&eacute;e<br>Extr&ecirc;me. Les pierres font des d&eacute;g&acirc;ts &agrave; la coque et au gr&eacute;ement du navire, mais peuvent aussi<br>tuer des matelots. Un pot &agrave; feu qui explose sur le pont arrose la coque et l&rsquo;&eacute;quipage de goudron<br>enflamm&eacute;, qui continue &agrave; br&ucirc;ler jusqu&rsquo;&agrave; ce que l&rsquo;incendie soit ma&icirc;tris&eacute;.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":true,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d3","crewDamageMultiplier":"1"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"FEEgNQr54HLmbxb4","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"_id":"G0qpJmjQPSJshPsC","name":"Bâton-Fronde","type":"item","img":"icons/weapons/slings/slingshot-wood.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Bâton-Fronde</h1><p>Version plus puissante de la fronde, montée au bout dun bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6M","range":18,"reload":0,"slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"Gm8Qpfuay4hu2ihq","name":"Grand bouclier","type":"item","img":"icons/equipment/shield/wardoor-wooden-boss-brown.webp","data":{"category":"equipment","subtype":"shield","description":"<h1>Grand bouclier</h1><p>Un personnage ne peut bénéficier de son bouclier que sil est conscient de lattaque qui le vise, et donc sil est prêt à la parer.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":false,"helm":false,"shield":true,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"agility":-1,"init":0,"powercost":0,"social":false},"blocking":{"malus":-1,"nbAttacksPerRound":"1","blocking1":false,"blockingAll":true},"slot":"none"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Armes Improvisée (Lancer)","type":"item","img":"icons/tools/cooking/knife-cleaver-steel-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"improvised","damage":"d3","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false,"range":null},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}},"_id":"Oe330qkRSJAQ88mX"}
{"name":"Abordage","type":"item","img":"icons/weapons/swords/scimitar-guard-gold.webp","system":{"category":"vehicleweapon","subtype":"weapon","description":"<p>Une action d&rsquo;Abordage peut &ecirc;tre tent&eacute;e si deux navires sont bloqu&eacute;s l&rsquo;un contre l&rsquo;autre suite &agrave; une action r&eacute;ussie d&rsquo;&Eacute;peronner ou de Lancer les grappins. L&rsquo;Abordage est la seule action pour laquelle il n&rsquo;y a pas de limite aux points de ressources que vous pouvez engager afin d&rsquo;avoir un bonus au jet d&rsquo;attaque. L&rsquo;Abordage est aussi l&rsquo;occasion pour des h&eacute;ros d&rsquo;entreprendre des Actions h&eacute;ro&iuml;ques en mer, de la m&ecirc;me fa&ccedil;on qu&rsquo;ils peuvent le faire lors de batailles terrestres. Ces actions formeront une petite aventure &agrave; part enti&egrave;re, par exemple si les h&eacute;ros doivent fouiller le navire ennemi tout en affrontant son &eacute;quipage.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":false,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1","isboarding":true,"isspur":false,"isbreakrow":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1665332723905,"modifiedTime":1669197331084,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"_id":"Oyz8RcFNq6MzDUBO","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
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{"name":"Couteau de Lancer","type":"item","img":"icons/weapons/daggers/dagger-twin-curved-black.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.4GyTrBGnvlyqoh38"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien quutilisées au corps à corps. Facilement dissimulable, la dague est larme favorite des truands et des assassins.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":2,"weight":null,"price":0,"worn":false},"ownership":{"kQghu0tL1dft5xLu":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669209202825,"modifiedTime":1669209256671,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"W3q72Hop6XYopxpU"}
{"name":"Gourdin Clouté","type":"item","img":"icons/weapons/clubs/club-barbed-square-black.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.9mDDJnPsOCZRGPJN"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Gourdin</h1><p>cest larme la plus rudimentaire qui soit. Un gourdin consiste généralement en un bâton de bois noueux, extrêmement dur et mesurant moins de 90 cm de long. Par commodité, on regroupe sous ce terme toute autre arme contondante du même genre (matraque, etc.). Il est possible dutiliser un gourdin pour infliger des dégâts non létaux et assommer son ennemi plutôt que de le tuer.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":2,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669208789210,"modifiedTime":1669208814086,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"Wq2zN2XVbYwqw2ki"}
{"name":"Bottes","type":"item","img":"icons/equipment/feet/boots-collared-leather-brown.webp","data":{"category":"equipment","subtype":"armor","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"X3AR5En9mQhGUrOA"}
{"_id":"Z2AaQKweMljBAgt6","name":"Arc","type":"item","img":"icons/weapons/bows/longbow-leather-green.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arc</h1><p>une longue tige flexible en bois dont les extrémités sont reliées par une corde et qui permet de tirer des flèches. Il existe différentes formes darcs.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":22,"reload":0,"slot":"none","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"medium","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"name":"Sac","type":"item","img":"icons/containers/bags/pack-leather-black-brown.webp","data":{"category":"equipment","subtype":"container","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"aclqGClakTbXVwAK"}
{"name":"Briser les Rames","type":"item","img":"icons/tools/nautical/steering-wheel.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>Le navire attaquant fr&ocirc;le le navire ennemi dans le but de briser ses rang&eacute;es de rames afin de<br>l&rsquo;immobiliser sans le couler. Pour cette man&oelig;uvre, les navires doivent commencer le round &agrave; Bout<br>portant ou &agrave; port&eacute;e Courte. L&rsquo;attaquant effectue un jet d&rsquo;action. Le d&eacute;fenseur peut utiliser ses<br>ressources pour &eacute;viter l&rsquo;attaque (ce qui lui octroie un bonus en d&eacute;fense).</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":true,"iscrewdamage":false,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1","isboarding":false,"isspur":false,"isbreakrow":true},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"c8XSKMNX8hFr1Lgf","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"_id":"cS2LGlXLZegvRGOo","name":"Arbalète lourde","type":"item","img":"icons/weapons/crossbows/crossbow-golden-bolt.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arbalète lourde</h1><p>plus lourde et plus puissante quune arbalète normale, larbalète lourde est peu usitée en Lémurie, sauf comme arme de siège portative. Il faut 2 rounds complets pour charger une arbalète lourde.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6B","range":45,"reload":2,"slot":"none","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"heavy","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"d7UV55xQXXfMiGQI","name":"Fronde","type":"item","img":"icons/weapons/slings/slingshot-wood.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Fronde</h1><p>simple pièce de cuir équipée de lanières, une fronde permet de projeter de petites pierres ou des billes de plomb avec une certaine force. Cest une arme peu coûteuse et facile à fabriquer. Il existe une version plus puissante, montée au bout dun bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6M","range":9,"reload":0,"slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"unarmed","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"gCbETPg0ROGdDfHS","name":"Arc Ghataï","type":"item","img":"icons/weapons/bows/longbow-recurve-brown.webp","data":{"category":"equipment","subtype":"weapon","description":"<p>L&rsquo;arme embl&eacute;matique des Ghata&iuml; est un arc composite, particuli&egrave;rement adapt&eacute; pour des cavaliers. Les archers de cavalerie forment le gros des forces gatha&iuml;, qui utilisent des tactiques de harc&egrave;lement plut&ocirc;t que de charge frontale.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"unarmed","damage":"d6","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"slot":"2hands","bashing":false,"throwable":false,"range":22},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"vpqjUad9wWS9Gk5R":3},"flags":{"core":{"sourceId":"Item.ltAvk5pqfNeqF8gO"}}}
@ -35,8 +43,10 @@
{"_id":"pncWIrD5z7mk6dbc","name":"Massue","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Massue</h1><p>la version lourde du gourdin. Une massue consiste en un solide manche en bois dont lextrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, doù son autre nom de casse-tête.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"qG5Jlhjjh7vDtBB1","name":"Fléau","type":"item","img":"icons/weapons/maces/flail-triple-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Fléau</h1><p>un fléau consiste en un manche de bois prolongé dune chaîne, à lextrémité de laquelle est fixée une boule hérissée de pointes métalliques. Les fléaux ne sont pas des armes employées couramment en Lémurie, mais les gladiateurs en utilisent parfois dans les arènes. Les attaques au fléau ignorent le bonus en défense accordé par lemploi dun bouclier.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":true,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"rVLqiqxtfsZ7z6Hw","name":"Rapière","type":"item","img":"icons/weapons/swords/greatsword-flamberge.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Rapière</h1><p>cette épée fine et légère est essentiellement utilisée par les bellâtres et les courtisans des cités-états de Lémurie, chez qui lescrime a été élevé au rang dart. La rapière sutilise généralement en conjonction avec une dague de parade (aussi appelée main gauche), un petit bouclier, ou une simple cape roulée en boule.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6M","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"name":"Crache Feu","type":"item","img":"icons/weapons/artillery/cannon-engraved-gold.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>L&rsquo;usage de cet appareil d&rsquo;alchimiste exige des comp&eacute;tences particuli&egrave;res. Sa conception comme<br>la formule du produit qui l&rsquo;alimente sont des secrets jalousement gard&eacute;s. Le crache-feu est un<br>gros r&eacute;servoir pressuris&eacute; &eacute;quip&eacute; d&rsquo;un tube &agrave; son sommet. La machine tire un jet de liquide br&ucirc;lant<br>&agrave; de grandes distances (jusqu&rsquo;&agrave; port&eacute;e Longue).</p>\n<p>Les flammes sont presque impossibles &agrave; &eacute;teindre.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":true,"ishulldamage":true,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1","isboarding":false,"isspur":false,"isbreakrow":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"uBTjNOW9I8dAJPdv","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"_id":"vN3CHxyOrXuXHQRY","name":"Bâton","type":"item","img":"icons/weapons/staves/staff-simple-gold.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Bâton</h1><p>une longueur de bois robuste (environ 1,80 m de hauteur), qui sert aussi bien de bâton de marche que darme.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6","slot":"none","throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"damageAttribute":"vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"unarmed","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"name":"Somnifère","type":"item","img":"icons/consumables/potions/bottle-bulb-corked-labeled-blue.webp","data":{"category":"equipment","subtype":"other","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"vgJSyqc6VVxfbWsC"}
{"name":"Catapulte (Feu)","type":"item","img":"icons/weapons/artillery/catapult-simple.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>Les catapultes peuvent tirer des pierres ou des pots de goudron enflamm&eacute; jusqu&rsquo;&agrave; une port&eacute;e<br>Extr&ecirc;me. Les pierres font des d&eacute;g&acirc;ts &agrave; la coque et au gr&eacute;ement du navire, mais peuvent aussi<br>tuer des matelots. Un pot &agrave; feu qui explose sur le pont arrose la coque et l&rsquo;&eacute;quipage de goudron<br>enflamm&eacute;, qui continue &agrave; br&ucirc;ler jusqu&rsquo;&agrave; ce que l&rsquo;incendie soit ma&icirc;tris&eacute;.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":true,"ishulldamage":true,"iscrewdamage":true,"hulldamage":"d3","hullDamageMultiplier":"1","crewdamage":"d3","crewDamageMultiplier":"1"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"vgyGk9PEKJOqfZH2","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Lanterne + Huile + Silex","type":"item","img":"icons/sundries/lights/lantern-iron-yellow.webp","data":{"category":"equipment","subtype":"other","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"x86khXdimiKSujjy"}
{"_id":"xH95daHpPAQWuiYp","name":"Arme dhast","type":"item","img":"icons/weapons/polearms/halberd-crescent-small-spiked.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arme dhast</h1><p>ce nom recouvre une catégorie darmes possédant toutes un fer destiné à frapper, fixé au bout dune longue hampe en bois, qui offre à son utilisateur une grande allonge. Selon leur forme, ces armes à deux mains portent le nom de hallebarde, coutille, guisarme, vouge…</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"damageAttribute":"vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"unarmed","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"xYWeGSCfnPwTq0rV","name":"Épée à deux mains","type":"item","img":"icons/weapons/swords/greatsword-crossguard-silver.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Épée à deux mains</h1><p>Une lourde épée pouvant mesurer jusquà 1,80 m de long pour les plus grandes, et sutilisant à deux mains. Elle peut porter différents noms selon les modèles : claymore, espadon, épée bâtarde…</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"heavy","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}

View File

@ -1,17 +1,17 @@
{"name":"Pinxi","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}},"_id":"4CZOPpGP1YzYGLSB"}
{"name":"Céruléen","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.2dZ1OrZgx6M47jl5"}},"_id":"61dDXTOhyN3VLHny"}
{"name":"Yggdari","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.emz8WuzZsArE0v2U"}},"_id":"8LKy7DkKy8Cd3QuX"}
{"name":"Beshaari","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.kzOlopZyDtVZHqca"}},"_id":"9PDA54isBWhIFGqw"}
{"name":"Chant du Vent","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.Q9oqF2G0xqPzS08z"}},"_id":"AiG20gJfHhxWNF5v"}
{"name":"Wei","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}},"_id":"LpdWKjWDblL4lVG8"}
{"name":"Lemurien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.XDWxHZYrzDyAKPrC"}},"_id":"RzrUDaHczkxVvk1b"}
{"name":"Malakutien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.8PUJGWZtZeARrV5C"}},"_id":"SlDoVbJ5ndxbDVFR"}
{"name":"Valgardien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.Kqy1EMnW5cygirUn"}},"_id":"Td6HDtdzJ2nlGDWa"}
{"name":"Festroli","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.0qYsNoL6d0rhLPKl"}},"_id":"cqJnm3azUpN4GiD5"}
{"name":"Shamite","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.hDyBLMY9ZDkcKEBs"}},"_id":"dyJoULpfzwZMlJrr"}
{"name":"Axien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.b0e4uZzlo4DFP2gv"}},"_id":"nMboUYMjDqzfASMM"}
{"name":"Kashtien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.RWHkb4OkXhZfURmw"}},"_id":"pUaLtMJVL0xhy2GM"}
{"name":"Argot des Mers","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}},"_id":"tXDz4UokSbGh6Rhw"}
{"name":"Grooth","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.OpUZ9bTcD7k8iGd1"}},"_id":"u5RK8dQRbcwHtcbM"}
{"name":"Ghatai","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}},"_id":"vaAQiuAHdyQrQiUX"}
{"name":"Démonique","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.fjq6EF5RN8JXr5vT"}},"_id":"zNHxODKXOL4LtYMe"}
{"_id":"4CZOPpGP1YzYGLSB","name":"Pinxi","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>la langue des Xi Lu, encore commun&eacute;ment parl&eacute;e par cette ethnie, m&ecirc;me si la plupart des Xi&nbsp;Lu apprennent au moins des rudiments de gatha&iuml;, la langue officielle du gouvernement du grand khan.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}}}
{"_id":"61dDXTOhyN3VLHny","name":"Céruléen","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Les nomades bleus parlent leur&nbsp;propre langue, qui n&rsquo;a pas de forme &eacute;crite. Les&nbsp;marchands d&rsquo;Oomis apprennent souvent le&nbsp;c&eacute;rul&eacute;en.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.2dZ1OrZgx6M47jl5"}}}
{"_id":"8LKy7DkKy8Cd3QuX","name":"Yggdari","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>C&rsquo;est le nom de l&rsquo;ancienne langue des&nbsp;hommes (aussi appel&eacute;e langue des Anciens). Peu&nbsp;d&rsquo;individus la parlent aujourd&rsquo;hui, et encore moins&nbsp;peuvent la lire. Il arrive cependant que d&rsquo;antiques&nbsp;textes soient retrouv&eacute;s dans les ruines d&rsquo;Ygddar,&nbsp;de Qiddesh, de Qeb, de Qar ou d&rsquo;Oosal, mais leur&nbsp;traduction requiert g&eacute;n&eacute;ralement les services d&rsquo;un&nbsp;scribe particuli&egrave;rement comp&eacute;tent.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.emz8WuzZsArE0v2U"}}}
{"_id":"9PDA54isBWhIFGqw","name":"Beshaari","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Les nomades du d&eacute;sert de Beshaar&nbsp;parlent et &eacute;crivent leur propre langue. La plupart&nbsp;des habitants d&rsquo;Halakh parlent le beshaari en plus&nbsp;du l&eacute;murien.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.kzOlopZyDtVZHqca"}}}
{"_id":"AiG20gJfHhxWNF5v","name":"Chant du Vent","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>La langue chantante des&nbsp;hommes-oiseaux peut &eacute;voquer tour &agrave; tour le son&nbsp;de la brise se faufilant entre les rochers escarp&eacute;s&nbsp;des sommets et le sifflement des bourrasques&nbsp;s&rsquo;engouffrant dans les canyons montagneux et les&nbsp;cavernes. Cette langue est tr&egrave;s difficile &agrave; parler&nbsp;correctement pour un &eacute;tranger. Elle poss&egrave;de une&nbsp;forme &eacute;crite, qui est tout aussi difficile &agrave; ma&icirc;triser&nbsp;et &agrave; traduire.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.Q9oqF2G0xqPzS08z"}}}
{"_id":"LpdWKjWDblL4lVG8","name":"Wei","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Les Wei poss&egrave;dent leur propre langue, difficile &agrave; ma&icirc;triser pour des &eacute;trangers en raison de&nbsp;ses sonorit&eacute;s particuli&egrave;res, avec un emploi abondant de claquements de langue. Les Wei n&rsquo;ont pas&nbsp;d&rsquo;&eacute;criture ; leur culture repose sur la transmission orale des savoirs et des coutumes.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}}}
{"_id":"RzrUDaHczkxVvk1b","name":"Lemurien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>La langue la plus commun&eacute;ment&nbsp;parl&eacute;e en L&eacute;murie. Chaque cit&eacute; parle cependant&nbsp;son propre dialecte l&eacute;murien, ce qui veut dire&nbsp;qu&rsquo;un voyageur aura parfois du mal &agrave; comprendre&nbsp;les gens du coin. Le MJ pourra &agrave; l&rsquo;occasion vous&nbsp;demander de r&eacute;ussir un jet d&rsquo;esprit pour communiquer avec des gens d&rsquo;autres cit&eacute;s que la v&ocirc;tre.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.XDWxHZYrzDyAKPrC"}}}
{"_id":"SlDoVbJ5ndxbDVFR","name":"Malakutien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Lles habitants de Malakut et de la&nbsp;r&eacute;gion environnante parlent leur propre langue.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.8PUJGWZtZeARrV5C"}}}
{"_id":"Td6HDtdzJ2nlGDWa","name":"Valgardien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Les gens du Valgard parlent et&nbsp;&eacute;crivent leur propre langue, qui est &eacute;tonnamment&nbsp;&eacute;labor&eacute;e.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.Kqy1EMnW5cygirUn"}}}
{"_id":"cqJnm3azUpN4GiD5","name":"Festreli","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>A l&rsquo;origine, le festreli &eacute;tait un dialecte&nbsp;du l&eacute;murien, mais il s&rsquo;en est tellement &eacute;loign&eacute;&nbsp;qu&rsquo;il est &agrave; pr&eacute;sent devenu presque inintelligible&nbsp;pour des locuteurs du l&eacute;murien.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.0qYsNoL6d0rhLPKl"}}}
{"_id":"dyJoULpfzwZMlJrr","name":"Shamite","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Les habitants de Shamballah et de la&nbsp;r&eacute;gion environnante parlent leur propre langue.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.hDyBLMY9ZDkcKEBs"}}}
{"_id":"nMboUYMjDqzfASMM","name":"Axien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>L&rsquo;axien est la langue des tribus barbares qui vivent dans la cha&icirc;ne de l&rsquo;Axos. Cette langue reste plut&ocirc;t confin&eacute;e &agrave; cette r&eacute;gion montagneuse,&nbsp;&nbsp;mais on raconte que d&rsquo;anciens textes datant de l&rsquo;&eacute;poque lointaine o&ugrave; l&rsquo;axien &eacute;tait plus largement&nbsp;r&eacute;pandu seraient entrepos&eacute;s dans des grottes&nbsp;oubli&eacute;es au c&oelig;ur des montagnes.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.b0e4uZzlo4DFP2gv"}}}
{"_id":"pUaLtMJVL0xhy2GM","name":"Kashtien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Les habitants des marais de Kasht&nbsp;ont leur propre langue, dont chaque tribu utilise&nbsp;une variante qui lui est propre.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.RWHkb4OkXhZfURmw"}}}
{"_id":"tXDz4UokSbGh6Rhw","name":"Argot des Mers","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Les &icirc;les du Cr&acirc;ne, &agrave; la population&nbsp;h&eacute;t&eacute;roclite en provenance des quatre coins du&nbsp;monde, ont d&eacute;velopp&eacute; leur propre langue, un&nbsp;assemblage bigarr&eacute; d&rsquo;influences diverses. Il n&rsquo;en&nbsp;existe pas de forme &eacute;crite.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}}}
{"_id":"u5RK8dQRbcwHtcbM","name":"Grooth","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Il ne s&rsquo;agit pas d&rsquo;une langue &agrave;&nbsp;proprement parler, mais plut&ocirc;t d&rsquo;un langage&nbsp;rudimentaire fait de grognements, de grimaces,&nbsp;de tapements du pied et de grands mouvements&nbsp;simiesques. Ce langage n&rsquo;a pas de forme &eacute;crite et&nbsp;est totalement inusit&eacute; en dehors des tribus des&nbsp;grooth.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.OpUZ9bTcD7k8iGd1"}}}
{"_id":"vaAQiuAHdyQrQiUX","name":"Ghatai","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>Langue des nomades du sud du Khanat, le ghata&iuml; s&rsquo;apparente &agrave; un dialecte ancien du&nbsp;l&eacute;murien, avec de nombreux emprunts au pinxi (cf. ci-dessous), pour le vocabulaire notamment. Avec&nbsp;un peu d&rsquo; effort et beaucoup de patience, un locuteur du l&eacute;murien sera en mesure de communiquer de&nbsp;mani&egrave;re rudimentaire avec des gens qui parlent le ghata&iuml;. Cette langue, qui &agrave; l&rsquo;origine ne poss&eacute;dait pas&nbsp;son propre syst&egrave;me d&rsquo;&eacute;criture, utilise d&eacute;sormais celui du pinxi.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}}}
{"_id":"zNHxODKXOL4LtYMe","name":"Démonique","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"<p>C&rsquo;est l&rsquo;ancienne langue des Rois-&nbsp;Sorciers, dans laquelle sont r&eacute;dig&eacute;s tous les&nbsp;textes remontant &agrave; leur &eacute;poque. Les magiciens,&nbsp;alchimistes, druides et pr&ecirc;tres doivent apprendre&nbsp;le d&eacute;monique s&rsquo;ils veulent pouvoir utiliser les&nbsp;puissants sortil&egrave;ges et recettes alchimiques de&nbsp;cette antique race. Ce langage est particuli&egrave;rement&nbsp;ardu et ses formes orale et &eacute;crite exigent d&rsquo;&ecirc;tre&nbsp;apprises s&eacute;par&eacute;ment. Les magiciens de Zalut&nbsp;conversent toujours en d&eacute;monique, &agrave; moins de&nbsp;devoir parler &agrave; des &eacute;trangers.</p>","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.fjq6EF5RN8JXr5vT"}}}

42
packs/objets-alchimie.db Normal file
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@ -0,0 +1,42 @@
{"name":"Serrure ou piège élaboré","type":"item","img":"icons/environment/traps/saw-steel.webp","data":{"category":"alchemy","subtype":"armor","description":"<p>-4 pour les&nbsp;crocheter/d&eacute;samorcer ; un pi&egrave;ge inflige d6+1&nbsp;points de d&eacute;g&acirc;ts</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"scarce","difficulty":"-1","pccost":2,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"0Yhn3r8AFsKXEKeS"}
{"name":"Lance-éclair","type":"item","img":"icons/weapons/crossbows/handcrossbow-green.webp","data":{"category":"alchemy","subtype":"armor","description":"<p>une arme qui a vaguement&nbsp;la forme d&rsquo;une arbal&egrave;te et projette un &eacute;clair.&nbsp;Facteur de port&eacute;e : 75 m ; d6 x2 points de&nbsp;d&eacute;g&acirc;ts ignorant les armure</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"legend","difficulty":"-2","pccost":4,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"1JMT3kjaWSP8umZ4"}
{"name":"Armure Mythique","type":"item","img":"icons/equipment/chest/breastplate-helmet-metal.webp","data":{"category":"alchemy","subtype":"armor","description":"<p>comme une armure&nbsp;l&eacute;gendaire, mais sans malus d&rsquo;agilit&eacute; ; un&nbsp;h&eacute;ros pourrait m&ecirc;me nager en portant cette&nbsp;armure</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"mythic","difficulty":"-4","pccost":8,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"1VKW5IwOhopbnD70"}
{"name":"Horloge","type":"item","img":"icons/sundries/misc/hourglass-wood.webp","data":{"category":"alchemy","subtype":"armor","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"scarce","difficulty":"-1","pccost":2,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"2vB2YGtQUh2Uv1Fm"}
{"name":"Habitation intelligente","type":"item","img":"icons/environment/settlement/hut.webp","data":{"category":"alchemy","subtype":"armor","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"mythic","difficulty":"-4","pccost":8,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"4loLeFR0iwfUnPuK"}
{"name":"Création par croisement et hybridation de plantes ou danimaux mortellement dangereux","type":"item","img":"icons/commodities/flowers/cornflower-gold.webp","data":{"category":"alchemy","subtype":"armor","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"legend","difficulty":"-2","pccost":4,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"4siOagfdWzjP5zH7"}
{"name":"Substance chimique luminescente","type":"item","img":"icons/consumables/potions/flask-corked-yellow-glow.webp","data":{"category":"alchemy","subtype":"armor","description":"<p>produit&nbsp;de la lumi&egrave;re pour une demi-journ&eacute;e</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"scarce","difficulty":"-1","pccost":2,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"4tw89CLuUKdEPTjP"}
{"name":"Ceinture dallanium","type":"item","img":"icons/equipment/waist/belt-buckle-spiral-blue.webp","data":{"category":"alchemy","subtype":"armor","description":"<p>permet de flotter dans&nbsp;les airs</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"legend","difficulty":"-2","pccost":4,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"5mTphkODHSGq3nSQ"}
{"name":"Outil","type":"item","img":"icons/tools/hand/hammer-mason-white-grey.webp","data":{"category":"alchemy","subtype":"armor","description":"<p>Les armes et armures de cette qualit&eacute;&nbsp;permettent, une fois par round, de relancer un 1&nbsp;obtenu sur un jet de d&eacute;g&acirc;ts/de protection.</p>\n<p>En dehors des armes, les autres cr&eacute;ations&nbsp;infligeant des d&eacute;g&acirc;ts ou soignant des blessures&nbsp;provoquent respectivement la perte ou la&nbsp;r&eacute;cup&eacute;ration de d3 points de vitalit&eacute;.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"common","difficulty":"0","pccost":1,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"9Q5RVK5vLFffDzbF"}
{"name":"Allume-feu","type":"item","img":"icons/tools/laboratory/bowl-liquid-orange.webp","data":{"category":"alchemy","subtype":"armor","description":"<p>permet d&rsquo;allumer un feu&nbsp;facilement et rapidement</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"alchemytype":"scarce","difficulty":"-1","pccost":2,"pccurrent":0},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.my6uixIzYHN3qrzY"}},"_id":"BPWbng0g7yGicbo1"}
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37
packs/potions-alchimie.db Normal file
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View File

@ -1,24 +1,24 @@
{
"name": "bol",
"id": "bol",
"title": "Barbarians of Lemuria",
"description": "The Barbarians of Lemuria system for FoundryVTT!",
"author": "Zigmund,LeRatierBretonnien",
"authors": [
{
"name": "Zigmund"
"name": "LeRatierBretonnien",
"flags": {}
},
{
"name": "LeRatierBretonnien"
"name": "Zigmund",
"flags": {}
}
],
"url": "https://github.com/ZigmundKreud/bol",
"url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt",
"flags": {},
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"minimumCoreVersion": "0.8.6",
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"compatibility": {
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"verified": "10"
},
"esmodules": [
"module/bol.js"
],
@ -29,12 +29,20 @@
{
"lang": "en",
"name": "English",
"path": "lang/en.json"
"path": "lang/en.json",
"flags": {}
},
{
"lang": "fr",
"name": "Français",
"path": "lang/fr.json"
"name": "Français (BoL)",
"path": "lang/fr.json",
"flags": {}
},
{
"lang": "de",
"name": "Deutsch",
"path": "lang/de.json",
"flags": {}
}
],
"packs": [
@ -42,64 +50,64 @@
"name": "boons",
"label": "Avantages",
"system": "bol",
"path": "./packs/boons.db",
"tag": "boon",
"path": "packs/boons.db",
"type": "Item",
"private": false
"private": false,
"flags": {}
},
{
"name": "boons",
"name": "boonsflawscreatures",
"label": "Avantages/Désavantages de Créatures",
"system": "bol",
"path": "./packs/boonsflawscreatures.db",
"tag": "boon",
"path": "packs/boonsflawscreatures.db",
"type": "Item",
"private": false
"private": false,
"flags": {}
},
{
"name": "flaws",
"label": "Désavantages",
"system": "bol",
"path": "./packs/flaws.db",
"tag": "flaw",
"path": "packs/flaws.db",
"type": "Item",
"private": false
"private": false,
"flags": {}
},
{
"name": "careers",
"label": "Carrières héroïques",
"system": "bol",
"path": "./packs/careers.db",
"tag": "career",
"path": "packs/careers.db",
"type": "Item",
"private": false
"private": false,
"flags": {}
},
{
"name": "origins",
"label": "Origines",
"system": "bol",
"path": "./packs/origins.db",
"tag": "origin",
"path": "packs/origins.db",
"type": "Item",
"private": false
"private": false,
"flags": {}
},
{
"name": "races",
"label": "Races",
"system": "bol",
"path": "./packs/races.db",
"tag": "race",
"path": "packs/races.db",
"type": "Item",
"private": false
"private": false,
"flags": {}
},
{
"name": "equipment",
"label": "Equipement",
"system": "bol",
"path": "./packs/equipment.db",
"tag": "item",
"path": "packs/equipment.db",
"type": "Item",
"private": false
"private": false,
"flags": {}
},
{
"label": "Aides de Jeu",
@ -107,7 +115,8 @@
"name": "aides-de-jeu",
"path": "packs/aides-de-jeu.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Cartes",
@ -115,7 +124,8 @@
"name": "cartes",
"path": "packs/cartes.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Langues",
@ -123,7 +133,8 @@
"name": "languages",
"path": "packs/languages.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Sorts",
@ -131,7 +142,8 @@
"name": "spells",
"path": "packs/spells.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Dieux",
@ -139,7 +151,8 @@
"name": "godsfaith",
"path": "packs/godsfaith.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Options de Combat",
@ -147,7 +160,35 @@
"name": "fightoptions",
"path": "packs/fightoptions.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Alchimie - Potions",
"type": "Item",
"name": "potions-alchimie",
"path": "packs/potions-alchimie.db",
"system": "bol",
"private": false,
"flags": {}
},
{
"label": "Alchimie - Objets",
"type": "Item",
"name": "objets-alchimie",
"path": "packs/objets-alchimie.db",
"system": "bol",
"private": false,
"flags": {}
},
{
"label": "Effets - Exemples",
"type": "Item",
"name": "effets-exemples",
"path": "packs/effets-exemples.db",
"system": "bol",
"private": false,
"flags": {}
},
{
"label": "Créatures",
@ -155,18 +196,16 @@
"name": "creatures",
"path": "packs/creatures.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
}
],
"system": [],
"dependencies": [],
"socket": true,
"manifest": "https://raw.githubusercontent.com/ZigmundKreud/bol/master/system.json",
"download": "https://github.com/ZigmundKreud/bol/archive/refs/heads/master.zip",
"protected": false,
"background": "images/map_lemurie.webp",
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.6.zip",
"background": "systems/bol/ui/page_accueil.webp",
"gridDistance": 1.5,
"gridUnits": "m",
"primaryTokenAttribute": "resources.hp",
"secondaryTokenAttribute": "resources.hero"
}
}

View File

@ -2,7 +2,8 @@
"Actor": {
"types": [
"character",
"encounter"
"encounter",
"vehicle"
],
"templates": {
"base": {
@ -101,26 +102,30 @@
"hp": {
"key": "hp",
"label": "BOL.resources.hp",
"base": 0,
"value": 0,
"ismain": true,
"base": 1,
"value": 1,
"bonus": 0,
"max": 0
"max": 1
},
"hero": {
"key": "hero",
"label": "BOL.resources.hero",
"ismain": true,
"value": 5,
"max": 5
},
"faith": {
"key": "faith",
"label": "BOL.resources.faith",
"ismain": true,
"value": 0,
"max": 0
},
"power": {
"key": "power",
"label": "BOL.resources.power",
"ismain": true,
"value": 0,
"bonus": 0,
"max": 0
@ -128,6 +133,15 @@
"alchemypoints": {
"key": "alchemypoints",
"label": "BOL.resources.alchemypoints",
"ismain": false,
"value": 0,
"bonus": 0,
"max": 0
},
"astrologypoints": {
"key": "astrologypoints",
"label": "BOL.resources.astrologypoints",
"ismain": false,
"value": 0,
"bonus": 0,
"max": 0
@ -137,10 +151,11 @@
},
"character": {
"templates": [ "base" ],
"type": "player",
"chartype": "player",
"villainy": false,
"bougette": {
"state": "nomoney"
"state": "nomoney",
"value": 0
},
"xp": {
"key": "xp",
@ -157,10 +172,50 @@
},
"encounter": {
"templates": [ "base" ],
"type": "tough",
"chartype": "tough",
"villainy": false,
"size": "",
"environment": ""
},
"vehicle": {
"vehicletype": "boat",
"attributes": {
"hull": {
"key": "hull",
"label": "BOL.attributes.hull",
"value": 0,
"min": 0,
"max": 5
},
"crew": {
"key": "crew",
"label": "BOL.attributes.crew",
"value": 0,
"min": 0,
"max": 5
},
"resources": {
"key": "resources",
"label": "BOL.attributes.resources",
"value": 0,
"min": 0,
"max": 5
}
},
"row": {
"key": "row",
"label": "BOL.attributes.row",
"value": 0,
"min": 0,
"max": 5
},
"spur": {
"value": ""
},
"status": {
},
"description": ""
}
},
"Item": {

View File

@ -1,10 +1,29 @@
<form class="{{cssClass}} flexcol" autocomplete="off">
<form class="{{cssClass}} flexcol bol-actor-form" autocomplete="off">
<!--<img class="system-img" src="/systems/bol/ui/logo.webp" height="115" width="190"/> -->
<div class="wrap flexrow">
{{!-- Sidebar --}}
<div class="sidebar flex0">
<div class="sidebar flex0 bol-actor-sidebar">
<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100"
style="border:1px outset lightgray; box-shadow: 5px 5px 5px gray" />
<div></div>
{{#if (count boleffects)}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex2">{{localize "BOL.ui.effects"}}</div>
</li>
{{#each boleffects as |effect keyEffect|}}
<li class="item flexrow" data-item-id="{{effect.id}}">
<div class="item-image"><img src="{{effect.img}}" title="{{effect.name}}"/></div>
<h4 class="item-name flex2"><a class="item-edit">{{effect.name}}</a></h4>
</li>
{{/each}}
</ol>
{{/if}}
</div>
<div class="main flex1">
@ -14,11 +33,11 @@
{{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="stats">{{localize "BOL.ui.tab.stats"}}</a>
<a class="item" data-tab="actions">{{localize "BOL.ui.tab.actions"}}</a>
{{#if (ne data.type "creature")}}
{{#if (ne charType "creature")}}
<a class="item" data-tab="actions">{{localize "BOL.ui.tab.actions"}}</a>
<a class="item" data-tab="features">{{localize "BOL.ui.tab.features"}}</a>
<a class="item" data-tab="equipment">{{localize "BOL.ui.tab.equipment"}}</a>
{{#if (or isSorcerer isAlchemist)}}
{{#if isMysteries}}
<a class="item" data-tab="spellalchemy">{{localize "BOL.ui.tab.spellalchemy"}}</a>
{{/if}}
{{/if}}
@ -28,27 +47,26 @@
{{!-- Sheet Body --}}
<section class="sheet-body">
<div class="tab stats" data-group="primary" data-tab="stats">
{{#if (eq data.type "creature")}}
{{#if (eq charType "creature")}}
{{>"systems/bol/templates/actor/parts/tabs/creature-stats.hbs"}}
{{> "systems/bol/templates/actor/parts/tabs/creature-actions.hbs"}}
{{else}}
{{>"systems/bol/templates/actor/parts/tabs/actor-stats.hbs"}}
{{/if}}
</div>
{{#if (ne charType "creature")}}
<div class="tab actions" data-group="primary" data-tab="actions">
{{#if (eq data.type "creature")}}
{{> "systems/bol/templates/actor/parts/tabs/creature-actions.hbs"}}
{{else}}
{{> "systems/bol/templates/actor/parts/tabs/actor-actions.hbs"}}
{{/if}}
</div>
{{/if}}
{{#if (ne data.type "creature")}}
{{#if (ne charType "creature")}}
<div class="tab features" data-group="primary" data-tab="features">
{{> "systems/bol/templates/actor/parts/tabs/actor-features.hbs"}}
</div>
{{#if (or isSorcerer isAlchemist)}}
{{#if isMysteries}}
<div class="tab features" data-group="primary" data-tab="spellalchemy">
{{> "systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs"}}
</div>

View File

@ -2,31 +2,31 @@
<header class="sheet-header">
<div class="header-field flex1">
<div class="header-field-group flexrow">
<label class="header-field-label flex2">Nom</label><br/>
<label class="header-field-label flex2">{{localize "BOL.ui.name"}}</label><br/>
<input class="charname flex6" name="name" type="text" value="{{actor.name}}" placeholder="Name"/>
</div>
{{#if (eq data.type "player")}}
{{#if (eq charType "player")}}
<div class="header-field-group flexrow">
<label class="header-field-label flex2">Experience</label><br/>
<label class="header-field-label flex2">{{localize "BOL.ui.xp"}}</label><br/>
<div class="header-field-group flex3">
<label class="header-field-label flex1" style="font-size: 1.5em; color:#606060;">Dépensée</label><br/>
<input class="header-field-value flex1" type="text" name="data.xp.spent" value="{{numberFormat data.xp.spent decimals=0 sign=false}}" data-dtype="Number"/><br/>
<label class="header-field-label flex1" style="font-size: 1.5em; color:#606060;">{{localize "BOL.ui.xpspent"}}</label><br/>
<input class="header-field-value flex1" type="text" name="system.xp.spent" value="{{numberFormat xp.spent decimals=0 sign=false}}" data-dtype="Number"/><br/>
</div>
<div class="header-field-group flex3">
<label class="header-field-label flex1" style="font-size: 1.5em; color:#606060;">&nbsp;Totale</label><br/>
<input class="header-field-value flex1" type="text" name="data.xp.total" value="{{numberFormat data.xp.total decimals=0 sign=false}}" data-dtype="Number"/><br/>
<label class="header-field-label flex1" style="font-size: 1.5em; color:#606060;">&nbsp;{{localize "BOL.ui.xptotal"}}</label><br/>
<input class="header-field-value flex1" type="text" name="system.xp.total" value="{{numberFormat xp.total decimals=0 sign=false}}" data-dtype="Number"/><br/>
</div>
</div>
{{else}}
<div class="header-field-group flexrow">
<label class="header-field-label flex2">Type : </label><br/>
<select class="field-value" name="data.type" data-dtype="String">
{{#select data.type}}
<option value="creature">Créature</option>
<option value="base">Piétaille</option>
<option value="tough">Coriace</option>
<option value="adversary">Adversaire</option>
<select class="field-value" name="system.chartype" data-dtype="String">
{{#select charType}}
<option value="creature">{{localize "BOL.ui.creature"}}</option>
<option value="base">{{localize "BOL.ui.rabble"}}</option>
<option value="tough">{{localize "BOL.ui.tough"}}</option>
<option value="adversary">{{localize "BOL.ui.villain"}}</option>
{{/select}}
</select>
</div>

View File

@ -12,14 +12,14 @@
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-image" ><img src="{{item.img}}" title="{{item.name}}"/></div>
<h4 class="item-name flex2">{{#if ../weapon}}<a class="rollable" data-roll-type="weapon">{{/if}}{{item.name}}{{#if ../weapon}}</a>{{/if}}</h4>
{{#if ../protection}}<div class="item-field"><a class="rollable" data-roll-type="protection">{{item.data.properties.soak.formula}}</a> / {{item.data.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.data.properties.blocking.malus}}</div>{{/if}}
{{#if ../protection}}<div class="item-field"><a class="rollable" data-roll-type="protection">{{item.system.properties.soak.formula}}</a> / {{item.system.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.system.properties.blocking.malus}}</div>{{/if}}
{{#if ../weapon}}<div class="item-field"><a class="rollable" data-roll-type="damage">
{{item.data.properties.damage}}+{{item.data.properties.damageModifiers}} x{{item.data.properties.damageMultiplier}}
{{item.system.properties.damage}}+{{item.system.properties.damageModifiers}}x{{item.system.properties.damageMultiplier}}
</a></div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.data.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.system.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if ../options}}<div class="item-field">
{{#if item.data.properties.activated}}
{{#if item.system.properties.activated}}
<a class="toggle-fight-option">{{localize "BOL.ui.toactivated"}}</a>
{{else}}
<a class="toggle-fight-option">{{localize "BOL.ui.todeactivated"}}</a>

View File

@ -1,52 +1,124 @@
<ol class="items-list">
{{#if (ne data.type "creature")}}
<li class="item flexrow item-header">
<div class="item-name left">Taille </div>
<div class="item-field flex2 left"><input type="text" name="data.details.height" value="{{data.details.height}}"></div>
<div class="item-name right">Poids </div>
<div class="item-field flex2 "><input type="text" name="data.details.weight" value="{{data.details.weight}}"></div>
<div class="item-name right">Age </div>
<div class="item-field flex2 "><input type="text" name="data.details.age" value="{{data.details.age}}"></div>
<ol class='items-list'>
{{#if (ne charType 'creature')}}
<li class='item flexrow item-header'>
<div class='item-name left'>
{{localize 'BOL.ui.biosize'}}
</div>
<div class='item-field flex2 left'>
<input
type='text'
name='system.details.height'
value="{{details.height}}"
/>
</div>
<div class='item-name right'>
{{localize 'BOL.ui.bioweight'}}
</div>
<div class='item-field flex2'>
<input
type='text'
name='system.details.weight'
value="{{details.weight}}"
/>
</div>
<div class='item-name right'>
{{localize 'BOL.ui.bioage'}}
</div>
<div class='item-field flex2'>
<input type='text' name='system.details.age' value="{{details.age}}" />
</div>
</li>
<li class="item flexrow item-header">
<div class="item-name left">Cheveux </div>
<div class="item-field flex2 left"><input type="text" name="data.details.hait" value="{{data.details.hait}}"></div>
<div class="item-name right">Yeux </div>
<div class="item-field flex2 "><input type="text" name="data.details.eyes" value="{{data.details.eyes}}"></div>
<li class='item flexrow item-header'>
<div class='item-name left'>
{{localize 'BOL.ui.biohair'}}
</div>
<div class='item-field flex2 left'>
<input
type='text'
name='system.details.hait'
value="{{details.hait}}"
/>
</div>
<div class='item-name right'>
{{localize 'BOL.ui.bioeyes'}}
</div>
<div class='item-field flex2'>
<input
type='text'
name='system.details.eyes'
value="{{details.eyes}}"
/>
</div>
</li>
<li class="item flexrow item-header">
<div class="item-name left">Signes distinctifs </div>
<div class="item-field flex2 left"><input type="text" name="data.details.signs" value="{{data.details.signs}}"></div>
<li class='item flexrow item-header'>
<div class='item-name left'>
{{localize 'BOL.ui.biosigns'}}
</div>
<div class='item-field flex2 left'>
<input
type='text'
name='system.details.signs'
value="{{details.signs}}"
/>
</div>
</li>
{{else}}
<li class="item flexrow item-header">
<div class="item-name left">Taille </div>
<div class="form-fields center">
<select class="field-value size" name="data.details.size" data-dtype="String">
{{#select data.details.size}}
{{#each config.creatureSize as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
{{/select}}
<li class='item flexrow item-header'>
<div class='item-name left'>
Taille
</div>
<div class='form-fields center'>
<select
class='field-value size'
name='system.details.size'
data-dtype='String'
>
{{#select details.size}}
{{#each config.creatureSize as |sizeData id|}}
<option value="{{id}}">
{{localize sizeData.label}}
</option>
{{/each}}
{{/select}}
</select>
</div>
</li>
{{/if}}
</ol>
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">Description</div>
<div class="item-field flex1 right"></div>
</ol>
{{#if (and (not isAstrologer) (countKeys horoscopeGroupList))}}
{{> "systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs"}}
{{/if}}
<ol class='items-list'>
<li class='item flexrow item-header'>
<div class='item-name flex4 left'>
{{localize 'BOL.ui.biodescription'}}
</div>
<div class='item-field flex1 right'></div>
</li>
</ol>
{{editor content=data.details.biography target="data.details.biography" button=true owner=owner
editable=editable}}
{{editor
biography
target='system.details.biography'
button=true
owner=owner
editable=editable
}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">Notes</div>
<div class="item-field flex1 right"></div>
<ol class='items-list'>
<li class='item flexrow item-header'>
<div class='item-name flex4 left'>
{{localize 'BOL.ui.bionotes'}}
</div>
<div class='item-field flex1 right'></div>
</li>
</ol>
{{editor content=data.details.notes target="data.details.notes" button=true owner=owner editable=editable}}
{{editor
notes
target='system.details.notes'
button=true
owner=owner
editable=editable
}}

View File

@ -21,10 +21,10 @@
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-image {{#if ../weapon}}roll-weapon{{/if}}"><img src="{{item.img}}" title="{{item.name}}"/></div>
<h4 class="item-name flex2"><a class="item-edit">{{item.name}}</a></h4>
{{#if ../protection}}<div class="item-field">{{item.data.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.data.properties.blocking.malus}}</div>{{/if}}
{{#if ../weapon}}<div class="item-field">{{item.data.properties.damage}}</div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.data.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if ../protection}}<div class="item-field">{{item.system.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.system.properties.blocking.malus}}</div>{{/if}}
{{#if ../weapon}}<div class="item-field">{{item.system.properties.damage}}</div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.system.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
</li>
{{/each}}
</ol>

View File

@ -1,27 +1,34 @@
<!--ARMES-->
<button class="create_item">Créer un Equipement</button>
{{#if useBougette}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.moneyTitle"}}</div>
<div class="item-name flex4 left">&nbsp;</div>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/containers/bags/coinpouch-simple-leather-brown.webp" title="{{localize "BOL.ui.money"}}" /></div>
{{localize "BOL.ui.money"}}
</h4>
<select class="field-value" name="data.bougette.state" data-dtype="String">
{{#select data.bougette.state}}
{{#each config.bougetteState as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
{{/select}}
</select>
</li>
</ol>
{{/if}}
{{#if useBougette}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.moneyTitle"}}</div>
<div class="item-name flex4 left">&nbsp;</div>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/containers/bags/coinpouch-simple-leather-brown.webp" title="{{localize "BOL.ui.money"}}" /></div>
{{localize "BOL.ui.money"}}
</h4>
<div class="item-image">
<a class="bougette-roll rollable" data-roll-type="bougette"><i class="darkgreen fas fa-dice"></i></a>
</div>
{{#if isGM}}
<select class="field-value" name="system.bougette.value" data-dtype="String">
{{#select bougette.value}}
{{#each config.bougetteState as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
{{/select}}
</select>
{{else}}
<label class="">{{localize bougette.label}}</label></a>
{{/if}}
</li>
</ol>
{{/if}}
<ol class="items-list">
<li class="item flexrow item-header">
@ -39,26 +46,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -92,32 +99,32 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field"
style="font-size: smaller; font-style: italic; color:#4b4a44">{{data.properties.soak.formula}}</span>
style="font-size: smaller; font-style: italic; color:#4b4a44">{{system.properties.soak.formula}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -150,26 +157,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -202,26 +209,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="system-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -254,26 +261,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -306,26 +313,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -358,26 +365,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}

View File

@ -16,25 +16,24 @@
</h4>
<div class="item-field group-btns center flex2">
{{#if (equals key "careers")}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.rank" data-incr="1" data-min="0" data-max="5"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.rank}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.rank" data-incr="1" data-min="0" data-max="5"><i class="fas fa-plus-square"></i></a>
<a class="inc-dec-btns" data-operator="minus" data-target="system.rank" data-incr="1" data-min="0" data-max="5"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.rank}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.rank" data-incr="1" data-min="0" data-max="5"><i class="fas fa-plus-square"></i></a>
<span class="item-field">&nbsp;&nbsp;</span>&nbsp;
<span class="tooltip-container">
<span class="stat-roll rollable" title="XP" data-roll-type="careerxp" data-key="{{key}}">
<i class="xp-next fas fa-arrow-up"></i></span>
<span class="tooltiptext">
{{#if (eq data.rank 0)}}
{{#if (eq system.rank 0)}}
1 XP
{{else}}
{{add data.rank 1}} XP
{{add system.rank 1}} XP
{{/if}}
</span>
</span>
{{/if}}
</div>
<div class="item-field flex1 right">
<a class="item-control item-log" title="Log Item"><i class="far fa-comment"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>

View File

@ -0,0 +1,26 @@
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.horoscopeGroup"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.type"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.horoscopeDiceRemaining"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.horoscopeDiceMax"}}</div>
<div class="item-field flex1 right"></div>
</li>
{{#each horoscopeGroupList as |horo id|}}
<li class="item flexrow" data-item-id="{{horo.id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-red.webp" /></div>{{horo.name}}
</h4>
<div class="item-field flex2 center">
<span class="item-field">{{upperFirst horo.type}}</span>
</div>
<div class="item-field flex2 center">
<span class="item-field">{{horo.availableDice}}</span>
</div>
<div class="item-field flex2 center">
<span class="item-field">{{horo.maxDice}}</span>
</div>
<div class="item-field flex1 right"></div>
</li>
{{/each}}
</ol>

View File

@ -14,13 +14,14 @@
<a class="rollable" data-roll-type="spell">{{item.name}}</a>
</h4>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.properties.circle}}</span>
<span class="item-field">{{item.system.properties.circle}}</span>
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.properties.difficulty}}</span>
<span class="item-field">{{item.system.properties.difficulty}}</span>
</div>
<div class="item-field flex1 right">
<a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a>
&nbsp;
<a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div>
</li>
@ -44,22 +45,90 @@
<a class="rollable" data-roll-type="alchemy">{{item.name}}</a>
</h4>
<div class="item-field flex1 center">
<span class="item-field">{{localize (concat "BOL.alchemyItem." item.data.properties.alchemytype)}}</span>
<span class="item-field">{{localize (concat "BOL.alchemyItem." item.system.properties.alchemytype)}}</span>
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.properties.difficulty}}</span>
<span class="item-field">{{item.system.properties.difficulty}}</span>
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.properties.pccurrent}} / {{item.data.properties.pccost}}</span>
<span class="item-field">{{item.system.properties.pccurrent}} / {{item.system.properties.pccost}}</span>
</div>
<div class="item-field flex1 center">
<a class="inc-dec-btns-alchemy"><i class="fas fa-plus-square"></i></a>
</div>
<div class="item-field flex1 right">
<a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a>
&nbsp;
<a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
{{/if}}
<!--ASTROLOGIE-->
{{#if isAstrologer}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.astrologerPoints"}}</div>
<div class="item-name flex4 left">&nbsp;</div>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/hand-eye-fire-blue.webp" /></div>
{{localize "BOL.ui.astrologerPointsLabel"}}
</h4>
<input class="field-value" type="text" name="system.resources.astrologypoints.value" value="{{resources.astrologypoints.value}}" data-dtype="Number"/>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-teal.webp" /></div>
<a class="rollable" data-roll-type="horoscope-minor">{{localize "BOL.ui.astrologyMinor"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-red.webp" /></div>
<a class="rollable" data-roll-type="horoscope-major">{{localize "BOL.ui.astrologyMajor"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-red.webp" /></div>
<a class="rollable" data-roll-type="horoscope-major-group">{{localize "BOL.ui.astrologyMajorGroup"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
</li>
</ol>
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.astrology"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.type"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.answer"}}</div>
<div class="item-field flex1 right"></div>
</li>
{{#each horoscopes as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="{{item.img}}" title="{{item.name}}"/></div>{{item.name}}
</h4>
<div class="item-field flex2 center">
{{#if item.system.properties.ishoroscopemajor}}
<span class="item-field">Majeur (de groupe)</span>
{{else}}
<span class="item-field">Mineur</span>
{{/if}}
</div>
<div class="item-field flex2 center">
<span class="item-field">{{localize (concat 'BOL.ui.horoscope' item.system.properties.horoscopeanswer)}}</span>
</div>
<div class="item-field flex1 right">
<a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a>
&nbsp;
<a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
{{> "systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs"}}
{{/if}}

View File

@ -1,9 +1,9 @@
<div class="attributes flexrow">
{{#each data.attributes as |attribute id|}}
{{#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="data.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}}">
<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>
<span class="tooltip-container">
@ -22,10 +22,10 @@
</div>
<hr/>
<div class="aptitudes flexrow">
{{#each data.aptitudes as |aptitude id|}}
{{#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/>
<input class="stat-value rounded-border" type="text" name="data.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}}">
<i class="darkgreen fas fa-dice"></i>
</span>
@ -46,30 +46,19 @@
<hr/>
<div class="resources flexrow">
{{#each resources as |resource id|}}
{{#if (eq resource.key "alchemypoints")}}
{{#if @root.isAlchemist}}
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize label}}</label><br/>
<input class="stat-value" type="text" name="data.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.data.type 'player')}}
{{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max">Bonus:</label><input class="stat-max" type="text" name="data.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{/if}}
{{/if}}
<input class="stat-max" type="text" name="data.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
{{/if}}
{{else}}
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize label}}</label><br/>
<input class="stat-value" type="text" name="data.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.data.type 'player')}}
{{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max">Bonus:</label><input class="stat-max" type="text" name="data.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{/if}}
{{/if}}
<input class="stat-max" type="text" name="data.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
{{#if resource.ismain}}
<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"/>
{{#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>
{{else}}
<span class="flexrow"><label class="stat-max">&nbsp;</label><input class="resource-bonus resources-novalue" type="text" value="" disabled></span>
{{/if}}
{{/if}}
<input class="resources-value" type="text" name="system.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
{{/if}}
{{/each}}
</div>

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@ -1,5 +1,7 @@
{{#each combatCreature as |combatType id|}}
{{#each combat as |combatType id|}}
<ol class="items-list">
{{#if (isEmpty combatType.items)}}
{{else}}
<li class="item flexrow item-header">
<div class="item-name flex2">{{localize combatType.label}}</div>
{{#if protection}}<div class="item-field">{{localize "BOL.ui.protection"}}</div>{{/if}}
@ -8,16 +10,17 @@
{{#if ranged}}<div class="item-field">{{localize "BOL.ui.range"}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if options}}<div class="item-field">{{localize "BOL.ui.status"}}</div>{{else}}<div class="item-field"></div>{{/if}}
</li>
{{/if}}
{{#each combatType.items as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-image" ><img src="{{item.img}}" title="{{item.name}}"/></div>
<h4 class="item-name flex2">{{#if ../weapon}}<a class="rollable" data-roll-type="weapon">{{/if}}{{item.name}}{{#if ../weapon}}</a>{{/if}}</h4>
{{#if ../protection}}<div class="item-field"><a class="rollable" data-roll-type="protection">{{item.data.properties.soak.formula}}</a> / {{item.data.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.data.properties.blocking.malus}}</div>{{/if}}
{{#if ../weapon}}<div class="item-field"><a class="rollable" data-roll-type="damage">{{item.data.properties.damage}}+{{item.data.properties.damageModifiers}} x{{item.data.properties.damageMultiplier}}</a></div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.data.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if ../protection}}<div class="item-field"><a class="rollable" data-roll-type="protection">{{item.system.properties.soak.formula}}</a> / {{item.system.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.system.properties.blocking.malus}}</div>{{/if}}
{{#if ../weapon}}<div class="item-field"><a class="rollable" data-roll-type="damage">{{item.system.properties.damage}}+{{item.system.properties.damageModifiers}} x{{item.system.properties.damageMultiplier}}</a></div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.system.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if ../options}}<div class="item-field">
{{#if item.data.properties.activated}}
{{#if item.system.properties.activated}}
<a class="toggle-fight-option">{{localize "BOL.ui.toactivated"}}</a>
{{else}}
<a class="toggle-fight-option">{{localize "BOL.ui.todeactivated"}}</a>

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@ -1,9 +1,9 @@
<div class="attributes flexrow">
{{#each data.attributes as |attribute id|}}
{{#each attributes as |attribute id|}}
{{#if (ne id "appeal")}}
<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="data.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><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>
@ -15,18 +15,16 @@
<div class="aptitudes flexrow">
<div class="aptitude stat flex1 flex-group-center">
<div class="stat-label"><a class="rollable" data-roll-type="aptitude" data-roll="2d6+@aptitudes.def.value" data-adv="0" data-key="def">{{localize "BOL.aptitudes.def"}}</a></label><br/>
<input class="stat-value rounded-border" type="text" name="data.aptitudes.def.value" value="{{numberFormat aptitudes.3.value decimals=0 sign=true}}" data-dtype="Number"/><br/>
<input class="stat-value rounded-border" type="text" name="system.aptitudes.def.value" value="{{numberFormat aptitudes.3.value decimals=0 sign=true}}" data-dtype="Number"/><br/>
<span class="stat-roll rollable" title="2d6" data-roll-type="aptitude" data-roll="2d6+@aptitudes.def.value" data-adv="0" data-key="def">
<i class="darkgreen fas fa-dice"></i>
</span>
</div>
</div>
</div>
<hr/>
<div class="resources flexrow">
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize "BOL.resources.hp"}}</label><br/>
<input class="stat-value" type="text" name="data.resources.hp.value" value="{{numberFormat resources.hp.value decimals=0 sign=false}}" data-dtype="Number"/>
<input class="stat-max" type="text" name="data.resources.hp.max" value="{{numberFormat resources.hp.max decimals=0 sign=false}}" data-dtype="Number"/>
<input class="stat-value" type="text" name="system.resources.hp.value" value="{{numberFormat resources.hp.value decimals=0 sign=false}}" data-dtype="Number"/>
<input class="stat-max" type="text" name="system.resources.hp.max" value="{{numberFormat resources.hp.max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
</div>
<hr/>

View File

@ -0,0 +1,10 @@
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.biodescription"}}</div>
<div class="item-field flex1 right"></div>
</li>
</ol>
{{editor description target="system.description" button=true owner=owner
editable=editable}}

View File

@ -0,0 +1,24 @@
<hr />
<div class="resources flexrow">
{{#each system.attributes as |attr key|}}
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize attr.label}}</label><br />
<input class="stat-value resources-value" type="text" name="system.attributes.{{key}}.value"
value="{{numberFormat attr.value decimals=0 sign=false}}" data-dtype="Number" />
<input class="resources-value" type="text" name="system.attributes.{{key}}.max"
value="{{numberFormat attr.max decimals=0 sign=false}}" data-dtype="Number" />
</div>
{{/each}}
{{#if (eq system.vehicletype "boat")}}
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize system.row.label}}</label><br />
<input class="stat-value resources-value" type="text" name="system.row.value"
value="{{numberFormat system.row.value decimals=0 sign=false}}" data-dtype="Number" />
<input class="resources-value" type="text" name="system.row.max"
value="{{numberFormat system.row.max decimals=0 sign=false}}" data-dtype="Number" />
</div>
{{/if}}
</div>

View File

@ -0,0 +1,30 @@
<div class="item-name flex4 left">{{localize "BOL.ui.vehicleWeapons"}}</div>
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.weapons"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.hullDamage"}}</div>
<div class="item-field flex1 center">{{localize "BOL.ui.crewDamage"}}</div>
<div class="item-field flex1 center">{{localize "BOL.ui.fireDamage"}}</div>
<div class="item-field flex1 right"></div>
</li>
{{#each weapons as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="{{item.img}}" title="{{item.name}}" /></div>
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex1 center">
<span class="item-field">{{item.system.properties.hulldamage}}</span>
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.system.properties.crewdamage}}</span>
</div>
<div class="item-field flex1 center">
<span class="item-field">{{#if item.system.properties.isfiredamage}}X{{else}}-{{/if}}</span>
</div>
<div class="item-field flex1 right">
<a class="item-control item-delete" title="{{localize " BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>

View File

@ -0,0 +1,66 @@
<form class="{{cssClass}} flexcol bol-actor-form" autocomplete="off">
<!--<img class="system-img" src="/systems/bol/ui/logo.webp" height="115" width="190"/> -->
<div class="wrap flexrow">
{{!-- Sidebar --}}
<div class="sidebar flex0 bol-actor-sidebar">
<img class="profile-img" src="{{img}}" data-edit="img" title="{{name}}" height="100" width="100"
style="border:1px outset lightgray; box-shadow: 5px 5px 5px gray" />
</div>
<div class="main flex1">
{{!-- Sheet Header --}}
<header class="sheet-header">
<div class="header-field flex1">
<div class="header-field-group flexrow">
<label class="header-field-label flex2">{{localize "BOL.ui.name"}}</label><br/>
<input class="charname flex6" name="name" type="text" value="{{name}}" placeholder="Name"/>
</div>
<div class="header-field-group flexrow">
<label class="header-field-label flex2">Type : </label><br/>
<select class="field-value" name="system.vehicletype" data-dtype="String">
{{#select system.vehicletype}}
<option value="boat">Navire</option>
<option value="flyingboat">Nef Volante</option>
<option value="chariot">Chariot/Carriole</option>
<option value="other">Autre</option>
{{/select}}
</select>
</div>
</div>
</header>
{{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
<a class="item" data-tab="stats">{{localize "BOL.ui.tab.stats"}}</a>
<a class="item" data-tab="description">{{localize "BOL.ui.tab.description"}}</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
<div class="tab stats" data-group="primary" data-tab="stats">
{{>"systems/bol/templates/actor/parts/tabs/vehicle-stats.hbs"}}
{{>"systems/bol/templates/actor/parts/tabs/vehicle-weapons.hbs"}}
</div>
<div class="tab description" data-group="primary" data-tab="description">
{{> "systems/bol/templates/actor/parts/tabs/vehicle-description.hbs"}}
</div>
</section>
</div>
</div>
<div class="bol-footer flexrow">
<div class="footer-left flex1">
<img src="/systems/bol/ui/banner.webp" />
</div>
<div class="footer-center flex1"></div>
<div class="footer-right flex1">
<img src="/systems/bol/ui/banner.webp" />
</div>
</div>
</form>

View File

@ -0,0 +1,112 @@
<form class="{{cssClass}} flexcol character-summary-container" autocomplete="off">
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-field item-name item-name-fixed-medium">{{localize "BOL.ui.pcname"}}</div>
{{#each config.attackAttributes as |attr key|}}
<div class="item-field flex2 item-field-fixed-short">{{abbrev3 (localize attr)}}</div>
{{/each}}
{{#each config.aptitudes as |apt key|}}
<div class="item-field flex2 item-field-fixed-short">{{abbrev3 (localize apt)}}</div>
{{/each}}
{{#each config.resources as |res key|}}
<div class="item-field flex2 item-field-fixed-short">{{abbrev3 (localize res)}}</div>
{{/each}}
<div class="item-field flex1 right">
</div>
</li>
{{#each pcs as |pc key|}}
<li class="item flexrow" data-actor-id="{{pc.id}}">
<div class="item-field item-name item-name-fixed-medium">
<a class="actor-open character-summary-rollable">{{pc.name}}</a>
</div>
{{#each pc.system.attributes as |attr key|}}
<div class="item-field flex2 item-field-fixed-short">
<a class="summary-roll character-summary-rollable" data-type="attribute" data-key="{{key}}">{{attr.value}}</a>
</div>
{{/each}}
{{#each pc.system.aptitudes as |apt key|}}
<div class="item-field flex item-field-fixed-short">
<a class="summary-roll character-summary-rollable" data-type="aptitude" data-key="{{key}}">{{apt.value}}</a>
</div>
{{/each}}
{{#each pc.system.resources as |res key|}}
<div class="item-field flex2 item-field-fixed-short">{{res.value}}/{{res.max}}</div>
{{/each}}
<div class="item-field flex1 right">
</div>
</li>
{{/each}}
<li class="item flexrow item-header">
<div class="item-field item-name item-name-fixed-medium">{{localize "BOL.ui.npcname"}}</div>
{{#each config.attackAttributes as |attr key|}}
<div class="item-field flex2 item-field-fixed-short">{{abbrev3 (localize attr)}}</div>
{{/each}}
{{#each config.aptitudes as |apt key|}}
<div class="item-field flex2 item-field-fixed-short">{{abbrev3 (localize apt)}}</div>
{{/each}}
{{#each config.resources as |res key|}}
<div class="item-field flex2 item-field-fixed-short">{{abbrev3 (localize res)}}</div>
{{/each}}
<div class="item-field flex1 right">
</div>
</li>
{{#each npcs as |pc key|}}
<li class="item flexrow" data-actor-id="{{pc.id}}">
<div class="item-field item-name item-name-fixed-medium">
<a class="actor-open character-summary-rollable">{{pc.name}}</a>
</div>
{{#each pc.system.attributes as |attr key|}}
<div class="item-field flex2 item-field-fixed-short">
<a class="summary-roll character-summary-rollable" data-type="attribute" data-key="{{key}}">{{attr.value}}</a>
</div>
{{/each}}
{{#each pc.system.aptitudes as |apt key|}}
<div class="item-field flex item-field-fixed-short">
<a class="summary-roll character-summary-rollable" data-type="aptitude" data-key="{{key}}">{{apt.value}}</a>
</div>
{{/each}}
{{#each pc.system.resources as |res key|}}
<div class="item-field flex2 item-field-fixed-short">{{res.value}}/{{res.max}}</div>
{{/each}}
<div class="item-field flex1 right">
<a class="item-control actor-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
{{#if (countKeys horoscopeGroupList)}}
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.horoscopeGroup"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.type"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.horoscopeDiceRemaining"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.horoscopeDiceMax"}}</div>
<div class="item-field flex1 right"></div>
</li>
{{#each horoscopeGroupList as |horo id|}}
<li class="item flexrow" data-item-id="{{horo.id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-red.webp" /></div>{{horo.name}}
</h4>
<div class="item-field flex2 center">
<span class="item-field">{{upperFirst horo.type}}</span>
</div>
<div class="item-field flex2 center">
<input class="field-value" type="text" id="horoscope-group-edit-available" value="{{horo.availableDice}}" data-horo-id="{{id}}" data-type="Number">
</div>
<div class="item-field flex2 center">
<input class="field-value" type="text" id="horoscope-group-edit-max" value="{{horo.maxDice}}" data-horo-id="{{id}}" data-type="Number">
</div>
<div class="item-field flex1 right"></div>
</li>
{{/each}}
{{/if}}
</ol>
</form>

View File

@ -5,10 +5,9 @@
<div class="flexrow">
{{#if state}}
{{name}} active son option de combat {{foName}} pour ce round !
{{localize "BOL.chat.fightactive" name=name foName=foName}}
{{else}}
{{name}} désactive son option de combat {{foName}} pour ce round !
{{localize "BOL.chat.fightunactive" name=name foName=foName}}
{{/if}}
</div>

View File

@ -0,0 +1,33 @@
<div>
<img class="chat-icon" src="{{img}}" alt="{{name}}"/>
<h2 class="bad"><strong>{{story.title}}</strong></h2>
</div>
<div class="flexrow">
<br>{{story.mission}}
{{#if story.carriere}}
<br>{{story.carriere}}
{{/if}}
{{#if story.lieu}}
<br>{{story.lieu}}
{{/if}}
{{#if story.objet}}
<br>{{story.objet}}
{{/if}}
<br>{{story.motivation}}
{{#if story.rival}}
<br>{{story.rival}}
{{/if}}
{{#if story.dieu}}
<br>{{story.dieu}}
{{/if}}
{{#if story.complication}}
<br>{{story.complication}}
{{/if}}
{{#if story.retournement}}
<br>{{story.retournement}}
{{/if}}
<br>{{story.recompense}}
</div>

View File

@ -0,0 +1,19 @@
<div>
<img class="chat-icon" src="{{weapon.img}}" alt="{{weapon.name}}"/>
<h2 class="bad"><strong>{{localize "BOL.chat.rangetitle"}}</strong></h2>
</div>
<div class="flexrow">
{{localize "BOL.chat.rangeinfo" attackerName=attackerName defenderName=defenderName}}
{{#if visible}}
<br>{{localize "BOL.chat.rangevisible"}}
{{else}}
<br>{{localize "BOL.chat.rangenotvisible"}}
{{/if}}
<br>{{localize "BOL.chat.rangeweaponinfo" weaponName=weapon.name weaponRange=weaponRange}} m.
<br>{{localize "BOL.chat.rangeprefix"}} {{distance}} m.
<br>{{localize rangeMsg}}
</div>

View File

@ -6,17 +6,17 @@
<div class="flexrow">
{{#if (eq hp 0)}}
La Vitalité de {{name}} est {{hp}} : il va s'écrouler au sol et sombrer dans l'inconscience !
<br>Vous pouvez dépenser 1 Point d'Héroisme pour reprendre vos esprits pendant 1 round.
<br>Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).
{{localize "BOL.chat.vitalityzero" name=name hp=hp}}
<br>{{localize "BOL.chat.vitalityheroism"}}
<br>{{localize "BOL.chat.vitalityheroismhint"}}
{{else}}
La Vitalité de {{name}} est de {{hp}} ! Il est mourant ...
<br>Vous pouvez cependant dépenser 1 Point d'Héroisme pour Défier la Mort (cf. page 58).
{{localize "BOL.chat.vitalitydying" name=name hp=hp}}
<br>{{localize "BOL.chat.vitalitydyingheroism"}}
{{/if}}
{{#if (lt hp -5)}}
<br><strong>{{name}} est mort ! </strong>
<br>Que son nom soit honoré sur les champs de batailles de Lémurie !
<br><strong>{{localize "BOL.chat.isdead" name=name}}</strong>
<br>{{localize "BOL.chat.epitaph"}}
{{/if}}
</div>

View File

@ -1,11 +1,8 @@
<h4><strong>Préparation Alchimique : {{alchemy.name}}</strong></h4>
<h4><strong>Points de Création Investis : {{pcCostCurrent}}</strong></h4>
<h4><strong>{{localize "BOL.chat.alchemytitle" name=alchemy.name}}</strong></h4>
<h4><strong>{{localize "BOL.chat.alchemypoints" pcCostCurrent=pcCostCurrent}}</strong></h4>
{{#if isSuccess}}
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.
{{localize "BOL.chat.alchemysuccess"}}
{{else}}
La préparation alchimique a échouée !
<br>L'avancement dans la préparation a été remis à 0.
{{localize "BOL.chat.alchemyfailure"}}
{{/if}}

View File

@ -1,7 +1,7 @@
<button class="chat-damage-roll" data-damage-mode="normal-damage" data-attack-id="{{id}}">Lancer les dommages</button>
<button class="chat-damage-roll bol-margin-tb-2" data-damage-mode="normal-damage" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage"}}</button>
{{#if isCritical}}
<button class="chat-damage-roll" data-damage-mode="damage-plus-6" data-attack-id="{{id}}">Lancer les dommages +6</button>
<button class="chat-damage-roll" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">Dommages +12 (1 Pt. d'Heroisme)</button>
{{#if isCritical}}
<button class="chat-damage-roll bol-margin-tb-2 " data-damage-mode="damage-plus-6" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage6"}}</button>
<button class="chat-damage-roll bol-margin-tb-2" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage12"}}</button>
{{/if}}

View File

@ -1,13 +1,19 @@
<img class="chat-icon" src="{{weapon.img}}" alt="{{weapon.name}}"/>
<h3><strong>Dommages de {{weapon.name}} : {{damageRoll.total}}</strong></h3>
<h3><strong>{{localize "BOL.chat.damageresult" name=weapon.name total=damageRoll.total}}</strong></h3>
{{#if defender}}
<h3><strong>Cible : {{defender.name}}</strong></h3>
<h3><strong>{{localize "BOL.chat.damagetarget" target=defender.name}}</strong></h3>
{{/if}}
{{#if weapon.system.properties.damageReroll1}}
<div>
<label>{{localize "BOL.chat.weaponreroll1"}}</label>
</div>
{{/if}}
<div class="actions-section">
{{#if targetId}}
<div id="{{applyId}}">
<button class="chat-damage-apply" data-attack-id="{{id}}">Appliquer les dommages à la cible</button>
<button class="chat-damage-apply" data-attack-id="{{id}}">{{localize "BOL.chat.applydamagetotarget"}}</button>
</div>
<br>
{{/if}}

View File

@ -1,9 +1,13 @@
<div>
{{#if isSuccess}}
{{#if isCritical}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.critical"}}...
{{#if isLegendary}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.criticallegend"}}...
{{else}}
<h2 class="success"><i class="fas fa-check"></i>&nbsp;{{localize "BOL.ui.success"}}...
{{#if isCritical}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.critical"}}...
{{else}}
<h2 class="success"><i class="fas fa-check"></i>&nbsp;{{localize "BOL.ui.success"}}...
{{/if}}
{{/if}}
{{/if}}
{{#if isFailure}}
@ -13,20 +17,54 @@
<h2 class="failure"><i class="fas fa-times"></i>&nbsp;{{localize "BOL.ui.failure"}}...
{{/if}}
{{/if}}
<img class="chat-icon" src="{{actor.img}}" alt="{{actor.name}}"/>
<img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/>
</h2>
</div>
<h3><strong>{{description}}</strong></h3>
<div class="actions-section">
{{#if isFumble}}
{{localize "BOL.chat.fumblemessage"}}
{{/if}}
{{#if fightOption}}
<div>
Option de combat : {{fightOption.name}}
{{localize "BOL.chat.fightoption"}} : {{fightOption.name}}
</div>
{{/if}}
{{#if initiativeRank}}
<div>
{{localize "BOL.chat.initiative"}}: {{initiativeRank}}
</div>
{{/if}}
{{#if (eq mode "bougette")}}
<div>
{{localize "BOL.chat.rollbougette"}} :
{{#if isSuccess}}
{{localize "BOL.chat.bougettesuccess"}}
{{else}}
{{localize "BOL.chat.bougettefailure"}}
{{/if}}
</div>
{{/if}}
<div id="{{optionsId}}">
{{#if isCritical}}
<div>
{{localize "BOL.chat.criticalinfo"}}
</div>
<div class="bol-margin-tb-2">
<a class="content-link" draggable="true" data-uuid="Compendium.bol.aides-de-jeu.Yl1RKQb0BjVUtilk" data-id="Yl1RKQb0BjVUtilk" data-type="JournalEntry" data-pack="bol.aides-de-jeu" data-tooltip="un journal">
<i class="fas fa-book-open"></i>{{localize "BOL.chat.criticalbuttonjournal"}}</a>
</div>
{{/if}}
{{#if (and isSuccess weapon)}}
{{> "systems/bol/templates/chat/rolls/attack-damage-card.hbs"}}
{{/if}}
@ -36,18 +74,27 @@
{{#if alchemy}}
{{> "systems/bol/templates/chat/rolls/alchemy-roll-card.hbs"}}
{{/if}}
{{#if (eq mode "horoscope")}}
{{> "systems/bol/templates/chat/rolls/horoscope-roll-card.hbs"}}
{{/if}}
{{#if (count selectedHoroscope)}}
{{> "systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs"}}
{{/if}}
{{#if reroll}}
<button class="chat-button button hero-reroll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Relancer (1 P. Heroisme)</button>
<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>
{{/if}}
{{#if (and isSuccess (not isCritical))}}
<button class="chat-button button transform-heroic-roll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Transformer en succés Héroïque (1 P. Héroisme)</button>
<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>
{{/if}}
{{#if isRealCritical}}
<button class="chat-button button transform-legendary-roll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Transformer en succes Légendaire (1 P. Heroisme)</button>
<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>
{{/if}}
<br>
</div>
</div>

View File

@ -1,18 +1,18 @@
<img class="chat-icon" src="{{defender.img}}" alt="{{defender.name}}"/>
{{defender.name}} va encaisser {{damageTotal}} dégats !
{{localize "BOL.chat.hurttitle" name=defender.name damageTotal=damageTotal}}
{{#if damagesIgnoresArmor}}
<br>C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !
<br>{{localize "BOL.chat.armordefault"}}
{{/if}}
<button class="damage-handling" data-defense-mode="damage-with-armor" data-attack-id="{{attackId}}">Encaisser avec la protection de l'armure</button>
<button class="damage-handling" data-defense-mode="damage-without-armor" data-attack-id="{{attackId}}">Encaisser sans la protection de l'armure</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>
{{#if defender.data.data.resources.hero.value}}
<button class="damage-handling" data-defense-mode="hero-reduce-damage" data-attack-id="{{attackId}}">Juste une égratignure (1 Point d'Héroisme)</button>
{{#if defender.system.resources.hero.value}}
<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}}">Parade in Extremis avec {{weapon.name}} (1 Point d'Héroisme)</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}}
{{/if}}

View File

@ -1,23 +1,22 @@
<img class="chat-icon" src="{{defender.img}}" alt="{{defender.name}}"/>
<h3>Dégats subis par {{defender.name}}</h3>
<h3>{{localize "BOL.chat.damagesummary" name=name}}</h3>
<ul>
<li>
{{#if (eq defenseMode "damage-with-armor")}}
Protection de l'armure : {{armorProtect}}.
{{localize "BOL.chat.protectvalue"}} : {{armorProtect}}.
{{/if}}
{{#if (eq defenseMode "damage-without-armor")}}
Aucune protection d'armure !
{{localize "BOL.chat.noprotectvalue"}}
{{/if}}
{{#if (eq defenseMode "hero-reduce-damage")}}
Protection de l'armure : {{armorProtect}}.
Un point d'héroisme dépensé, pour une réduction des dommages supplémentaire de {{rollHero.total}}.
{{localize "BOL.chat.protectvalue"}} : {{armorProtect}}.
{{localize "BOL.chat.heroreducedamage" total=rollHero.total}}
{{/if}}
{{#if (eq defenseMode "hero-in-extremis")}}
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.
{{localize "BOL.chat.herosplintered" name=weaponHero.name}}
{{/if}}
</li>
<li>
Encaissement final : {{finalDamage}} dégats !
{{localize "BOL.chat.finaldamage" finalDamage=finalDamage}}
</li>
</ul>

View File

@ -0,0 +1,11 @@
<img class="chat-icon" src="{{defender.img}}" alt="{{defender.name}}"/>
<h3>{{localize "BOL.chat.damagesummary" name=name}}</h3>
<ul>
<li>
{{#if (eq finalDamage 0)}}
{{localize "BOL.chat.nodamagesummary"}}
{{else}}
{{localize "BOL.chat.damageresume" name=name}}
{{/if}}
</li>
</ul>

View File

@ -0,0 +1,26 @@
<h4><strong>{{localize "BOL.chat.horoscope"}} {{localize horoscopeTypeLabel}}</strong></h4>
<h4><strong>{{localize "BOL.chat.horoscopepoints" points=astrologyPointsCost}}</strong></h4>
{{#if (eq horoscopeType "minor")}}
{{#if isSuccess}}
{{localize "BOL.chat.horoscopeminorsuccess"}}
{{else}}
{{localize "BOL.chat.horoscopeminorfailure"}}
{{/if}}
{{/if}}
{{#if (eq horoscopeType "major")}}
{{#if isSuccess}}
{{localize "BOL.chat.horoscopemajorsuccess"}}
{{else}}
{{localize "BOL.chat.horoscopemajorfailure"}}
{{/if}}
{{/if}}
{{#if (eq horoscopeType "majorgroup")}}
{{#if isSuccess}}
{{localize "BOL.chat.horoscopemajorgroupsuccess" careerBonus=careerBonus}}
{{else}}
{{localize "BOL.chat.horoscopemajorgroupfailure" careerBonus=careerBonus}}
{{/if}}
{{/if}}

View File

@ -0,0 +1,8 @@
<div>
{{#each selectedHoroscope as |horo id|}}
{{localize "BOL.chat.usedhoroscope"}} : {{horo.name}}
{{/each}}
</div>
<div>{{localize "BOL.chat.horoscopedeleted"}}</div>

View File

@ -1,4 +1,4 @@
<h4><strong>Sort : {{spell.name}}</strong></h4>
<h4><strong>Cout en Points de Pouvoir : {{ppCost}}</strong></h4>
<h4><strong>Points de Pouvoir restants : {{sub ppCurrent ppCost}}</strong></h4>
<h4><strong>{{localize "BOL.chat.spell"}} : {{spell.name}}</strong></h4>
<h4><strong>{{localize "BOL.chat.spellcost"}} : {{ppCost}}</strong></h4>
<h4><strong>{{localize "BOL.chat.spellremaining"}} : {{remainingPP}}</strong></h4>

View File

@ -5,7 +5,15 @@
<div class="flex1 center cell">
<input type="radio" class="bdice" name="adv" value="1" {{#if (eq adv "1B")}}checked{{/if}}/>+1dB<br />
<input type="radio" class="bdice" name="adv" value="2" {{#if (eq adv "2B")}}checked{{/if}}/>+2dB<br />
<input type="radio" class="bdice" name="adv" value="0" {{#if (eq adv "0")}}checked{{/if}}/>0<br />
<input type="radio" class="mdice" name="adv" value="1" {{#if (eq adv "1M")}}checked{{/if}}/>+1dM<br />
<input type="radio" class="mdice" name="adv" value="2" {{#if (eq adv "2M")}}checked{{/if}}/>+2dM<br />
</div>
</div>
{{#if attackBonusDice}}
<div class="flexrow" style="margin-bottom: 1px;">
<label class="flex-group-center">{{localize 'BOL.ui.weaponbonus'}}</label>
</div>
{{/if}}

View File

@ -35,6 +35,10 @@
{{> "systems/bol/templates/dialogs/flaws-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

View File

@ -32,6 +32,10 @@
{{> "systems/bol/templates/dialogs/flaws-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

View File

@ -16,6 +16,10 @@
{{> "systems/bol/templates/dialogs/flaws-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

View File

@ -1,5 +1,5 @@
<div class="flexrow box-roll">
<div class="flex1 center bg-darkred">
<div class="flex1 center bg-darkred" >
<label for="attr">{{localize 'BOL.ui.attribute'}}</label>
</div>
<div class="flex1 center cell">

View File

@ -1,6 +1,6 @@
{{#if (count boons)}}
<div class="flexrow roll-box" >
<div class="flex1 center bg-darkred">
<div class="flex1 center bg-darkred" data-tooltip-direction="LEFT" data-tooltip="Click-gauche pour sélectionner, CTRL+Click gauche pour déselectionner">
<label for="mod">{{localize 'BOL.ui.boons'}}</label>
</div>
<div class="flex1 center cell">

View File

@ -1,12 +1,12 @@
{{#if careers}}
<div class="flexrow roll-box">
<div class="flex1 center bg-darkred">
<div class="flex1 center bg-darkred" data-tooltip-direction="LEFT" data-tooltip="Click-gauche pour selectionner, CTRL+Click gauche pour déselectionner">
<label for="mod">{{localize 'BOL.ui.careers'}}</label>
</div>
<div class="flex1 center cell">
<select class="flex1" name="career" id="career" data-type="String" multiple>
{{#each careers as | career id|}}
<option value="{{career.data.rank}}">{{career.name}} ({{numberFormat career.data.rank decimals=0 sign=true}})</option>
<option value="{{career.system.rank}}">{{career.name}} ({{numberFormat career.system.rank decimals=0 sign=true}})</option>
{{/each}}
</select>
</div>

View File

@ -0,0 +1,14 @@
{{#if (count bolEffects)}}
<div class="flexrow roll-box" >
<div class="flex1 center bg-darkred">
<label for="mod">{{localize 'BOL.ui.boleffects'}}</label>
</div>
<div class="flex1 center cell">
<select disabled class="flex1" name="applicable-effects" id="applicable-effects" data-type="String" multiple>
{{#each bolApplicableEffects as |effect id|}}
<option value="{{id}}" selected >{{effect.name}} ({{effect.system.properties.modifier}})</option>
{{/each}}
</select>
</div>
</div>
{{/if}}

View File

@ -1,6 +1,6 @@
{{#if (count flaws)}}
<div class="flexrow roll-box">
<div class="flex1 center bg-darkred">
<div class="flex1 center bg-darkred" data-tooltip-direction="LEFT" data-tooltip="Click-gauche pour selectionner, CTRL+Click gauche pour déselectionner">
<label for="mod">{{localize 'BOL.ui.flaws'}}</label>
</div>
<div class="flex1 center cell">

View File

@ -0,0 +1,39 @@
<form class="{{cssClass}}" autocomplete="off">
{{!-- Sheet Header --}}
<header class="sheet-header">
<div class="row flexrow table-header">
<div class="flex1 center">
<h3>{{localize 'BOL.ui.makeHoroscope'}} {{localize horoscopeTypeLabel}}</h3>
</div>
</div>
</header>
{{> "systems/bol/templates/dialogs/attribute-roll-part.hbs"}}
<div class="flexrow" style="margin-bottom: 1px;">
<div class="flex1 center bg-darkred">
<label for="mod">{{localize 'BOL.ui.astrologerRank'}}</label>
</div>
<div class="flex1 center cell">{{careerBonus}}</div>
</div>
<div class="flexrow" style="margin-bottom: 1px;">
<div class="flex1 center bg-darkred">
<label for="mod">{{localize 'BOL.ui.horoscopeCost'}}</label>
</div>
<div class="flex1 center cell" id="astrologyPointsCost">{{astrologyPointsCost}}</div>
</div>
{{> "systems/bol/templates/dialogs/boons-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/flaws-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/total-roll-part.hbs"}}
</form>

View File

@ -0,0 +1,73 @@
{{#if (count horoscopeBonusList)}}
<div class='flexrow roll-box'>
<div class='flex1 center bg-darkred'>
<label for='mod'>
{{localize 'BOL.ui.horoscopesBonus'}}
</label>
</div>
<div class='flex1 center cell'>
<select
class='flex1'
name='horoscope-bonus-applied'
id='horoscope-bonus-applied'
data-type='String'
multiple
>
{{#each horoscopeBonusList as |horoscope id|}}
<option value="{{id}}">
{{horoscope.name}}
</option>
{{/each}}
</select>
</div>
</div>
{{/if}}
{{#if (count horoscopeMalusList)}}
<div class='flexrow roll-box'>
<div class='flex1 center bg-darkred'>
<label for='mod'>
{{localize 'BOL.ui.horoscopesMalus'}}
</label>
</div>
<div class='flex1 center cell'>
<select
class='flex1'
name='horoscope-malus-applied'
id='horoscope-malus-applied'
data-type='String'
multiple
>
{{#each horoscopeMalusList as |horoscope id|}}
<option value="{{id}}">
{{horoscope.name}}
</option>
{{/each}}
</select>
</div>
</div>
{{/if}}
{{#if (countKeys horoscopeGroupList)}}
<div class='flexrow roll-box'>
<div class='flex1 center bg-darkred'>
<label for='mod'>
{{localize 'BOL.ui.horoscopeGroup'}}
</label>
</div>
<div class='flex1 center cell'>
<select
class='flex1'
name='horoscope-group-applied'
id='horoscope-group-applied'
data-type='String'
>
{{#each horoscopeGroupList as |horoscope index|}}
<option value="{{index}}">
{{horoscope.nbDice}}d{{upperFirstOnly horoscope.type}} - {{horoscope.name}}
</option>
{{/each}}
</select>
</div>
</div>
{{/if}}

View File

@ -6,13 +6,13 @@
<div class="flex1 center cell">
<select name="modRanged" id="modRanged" value="{{mod}}">
{{#select modRanged}}
<option value="1">Bout portant (+1)</option>
<option value="0">Courte (0)</option>
<option value="-1">Moyenne (-1)</option>
<option value="-2">Longue (-2)</option>
<option value="-4">Très longue (-4)</option>
<option value="-6">Extrême (-6)</option>
<option value="-8">Maximale (-8)</option>
<option value="1">{{localize "BOL.dialog.pointblank"}}</option>
<option value="0">{{localize "BOL.dialog.close"}}</option>
<option value="-1">{{localize "BOL.dialog.medium"}}</option>
<option value="-2">{{localize "BOL.dialog.long"}}</option>
<option value="-4">{{localize "BOL.dialog.distant"}}</option>
<option value="-6">{{localize "BOL.dialog.extreme"}}</option>
<option value="-8">{{localize "BOL.dialog.utmost"}}</option>
{{/select}}
</select>
</div>
@ -44,17 +44,17 @@
<div class="flex1 center cell">
<select name="mod" id="mod" value="{{mod}}">
{{#select mod}}
<option value="4">Inmanquable (+4)</option>
<option value="2">Trés Facile (+2)</option>
<option value="1">Facile (+1)</option>
<option value="0">Moyenne (0)</option>
<option value="-1">Ardue (-1)</option>
<option value="-2">Difficile (-2)</option>
<option value="-4">Très Difficile (-4)</option>
<option value="-6">Impossible (-6)</option>
<option value="-8">Héroïque (-8)</option>
<option value="-10">Mythique (-10)</option>
<option value="-12">Divine (-12)</option>
<option value="4">{{localize "BOL.dialog.soeasy"}}</option>
<option value="2">{{localize "BOL.dialog.veryeasy"}}</option>
<option value="1">{{localize "BOL.dialog.easy"}}</option>
<option value="0">{{localize "BOL.dialog.moderate"}}</option>
<option value="-1">{{localize "BOL.dialog.hard"}}</option>
<option value="-2">{{localize "BOL.dialog.tough"}}</option>
<option value="-4">{{localize "BOL.dialog.demanding"}}</option>
<option value="-6">{{localize "BOL.dialog.formidable"}}</option>
<option value="-8">{{localize "BOL.dialog.heroic"}}</option>
<option value="-10">{{localize "BOL.dialog.mythic"}}</option>
<option value="-12">{{localize "BOL.dialog.divine"}}</option>
{{/select}}
</select>
</div>

View File

@ -65,6 +65,8 @@
{{> "systems/bol/templates/dialogs/flaws-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

View File

@ -8,7 +8,7 @@
</div>
</header>
{{#if weapon.data.data.properties.onlymodifier}}
{{#if weapon.system.properties.onlymodifier}}
{{else}}
{{> "systems/bol/templates/dialogs/attribute-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/aptitude-roll-part.hbs"}}
@ -18,7 +18,7 @@
<div class="flex1 center bg-darkred">
<label for="mod">{{localize 'BOL.ui.attackValue'}}</label>
</div>
<div class="flex1 center cell">{{weapon.data.data.properties.attackModifiers}}</div>
<div class="flex1 center cell">{{weapon.system.properties.attackModifiers}}</div>
</div>
<div class="flexrow roll-box" >
@ -56,6 +56,10 @@
{{> "systems/bol/templates/dialogs/fightoptions-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

View File

@ -20,7 +20,7 @@
</div>
{{/if}}
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}}
{{editor description target="system.description" button=true owner=owner editable=editable}}
</div>
<div class="tab properties" data-group="primary" data-tab="properties">
{{#if (eq item.type "item")}}

View File

@ -1,7 +1,7 @@
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.subtype"}}</label>
<select name="data.subtype" value="{{data.subtype}}" data-dtype="String">
{{#select data.subtype}}
<select name="system.subtype" value="{{item.system.subtype}}" data-dtype="String">
{{#select item.system.subtype}}
{{#each config.featureSubtypes as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
@ -9,18 +9,24 @@
</select>
</div>
{{#if (equals data.subtype "career")}}
{{#if (equals item.system.subtype "career")}}
{{> "systems/bol/templates/item/parts/properties/feature/career-properties.hbs"}}
{{/if}}
{{#if (equals data.subtype "fightoption")}}
{{#if (equals item.system.subtype "fightoption")}}
{{> "systems/bol/templates/item/parts/properties/feature/fightoption-properties.hbs"}}
{{/if}}
{{!#if (equals data.subtype "race")}}
{{!> "systems/bol/templates/item/parts/properties/feature/race-properties.hbs"}}
{{!/if}}
{{#if (equals data.subtype "boon")}}
{{#if (equals item.system.subtype "boon")}}
{{> "systems/bol/templates/item/parts/properties/feature/boon-properties.hbs"}}
{{/if}}
{{#if (equals data.subtype "flaw")}}
{{#if (equals item.system.subtype "flaw")}}
{{> "systems/bol/templates/item/parts/properties/feature/flaw-properties.hbs"}}
{{/if}}
{{#if (equals item.system.subtype "boleffect")}}
{{> "systems/bol/templates/item/parts/properties/feature/effect-properties.hbs"}}
{{/if}}
{{#if (equals item.system.subtype "horoscope")}}
{{> "systems/bol/templates/item/parts/properties/feature/horoscope-properties.hbs"}}
{{/if}}

View File

@ -1,5 +1,5 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.boon'}}</h3>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isbonusdice"}}</label>
<input class="field-value" type="checkbox" name="data.properties.isbonusdice" {{checked data.properties.isbonusdice}}>
<input class="field-value" type="checkbox" name="system.properties.isbonusdice" {{checked item.system.properties.isbonusdice}}>
</div>

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