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41 Commits

Author SHA1 Message Date
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
89ec404ca8 v10 branch - Update manifest 2022-07-16 11:05:15 +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
75 changed files with 1744 additions and 771 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_1.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;
@ -520,7 +522,10 @@ ul.no-bullets {
.items-list .item .item-control {
color: #4b4a44;
}
.items-list .item-name-fixed-medium {
min-width: 8rem;
width: 8rem;
}
/* ----------------------------------------- */
/* Premade colors */
/* ----------------------------------------- */
@ -1051,3 +1056,10 @@ 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;
}

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@ -151,6 +151,7 @@
"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": "Origins",
"BOL.featureCategory.races": "Races",

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",
@ -151,6 +157,22 @@
"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.featureCategory.origins": "Origines",
"BOL.featureCategory.races": "Races",
"BOL.featureCategory.careers": "Carrières",
@ -163,6 +185,7 @@
"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",
@ -171,6 +194,10 @@
"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.fightOptionTypes.armor": "Attaque au défaut d'armure",
"BOL.fightOptionTypes.intrepid": "Attaque intrépide",
"BOL.fightOptionTypes.twoweaponsdef": "Combat à 2 armes (Défense)",
@ -178,6 +205,7 @@
"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",
@ -186,12 +214,15 @@
"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",
@ -203,21 +234,26 @@
"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",
@ -270,6 +306,18 @@
"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",
@ -279,21 +327,26 @@
"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",
@ -307,6 +360,7 @@
"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",
@ -323,10 +377,12 @@
"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",
@ -334,6 +390,7 @@
"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",
@ -391,7 +448,23 @@
"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.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)",
"BOL.dialog.easy": "Facile (+1)",
@ -426,9 +499,10 @@
"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 l'éditeur : http://www.ludospherik.fr/content/14-barbarians-of-lemuria",
"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 Discord Foundry FR : https://discord.gg/pPSDNJk",
"BOL.chat.welcome5": "Bon jeu en Lemurie !"
"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 !"
}

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@ -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" }]
@ -73,10 +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;
@ -115,17 +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
@ -134,20 +134,24 @@ 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.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.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.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.isPriest = this.actor.isPriest()

View File

@ -9,60 +9,76 @@ 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
}
/* -------------------------------------------- */
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 +87,35 @@ 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 +124,14 @@ 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 +140,14 @@ 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 +155,15 @@ 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 +172,18 @@ 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 +198,13 @@ 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
}
}
@ -189,112 +212,118 @@ 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 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.itemData.filter(i => i.type === "feature" && i.data.subtype === "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
}
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
}
@ -304,18 +333,35 @@ 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 = actor.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
@ -324,8 +370,8 @@ 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
@ -333,31 +379,31 @@ 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 }])
}
}
/*-------------------------------------------- */
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 !")
}
@ -366,47 +412,48 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
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;
if (this.villainy == 'character') {
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
}
@ -452,6 +499,11 @@ export class BoLActor extends Actor {
"label": "BOL.featureSubtypes.gods",
"ranked": false,
"items": this.godsfaith
},
"boleffects": {
"label": "BOL.featureSubtypes.effects",
"ranked": false,
"items": this.boleffects
}
}
}
@ -467,6 +519,15 @@ 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,
@ -506,39 +567,17 @@ 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" })
}
}
@ -554,13 +593,13 @@ export class BoLActor extends Actor {
async manageHealthState() {
let hpID = "lastHP" + this.id
let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.data.data.resources.hp.value && game.user.isGM ) { // Only GM sends this
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)
if (this.system.resources.hp.value <= 0) {
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 })
})
}
}
@ -568,46 +607,46 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
registerInit(initScore, isCritical, isFumble) {
this.update({ 'data.combat.lastinit': initScore, 'data.combat.iscritical': isCritical, 'data.combat.isfumble': isFumble })
this.update({ 'system.combat.lastinit': initScore, 'system.combat.iscritical': isCritical, 'system.combat.isfumble': isFumble })
}
/*-------------------------------------------- */
getLastInitData() {
return this.data.data.combat
return this.system.combat
}
/*-------------------------------------------- */
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 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 == "") {
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de formule pour la protection !`)
} else {
formula += "+" + " max(" + protect.data.properties.soak.formula +",0)"
formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
}
} else {
if (protect.data.properties.soak.value == undefined) {
if (protect.system.properties.soak.value == undefined) {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de valeur fixe pour la protection !`)
} else {
formula += "+ " + protect.data.properties.soak.value
formula += "+ " + protect.system.properties.soak.value
}
}
}
@ -618,9 +657,9 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
rollProtection(itemId) {
let armor = duplicate(this.data.items.get(itemId))
let armor = duplicate(this.items.get(itemId))
if (armor) {
let armorFormula = "max("+armor.data.properties.soak.formula + ", 0)"
let armorFormula = "max(" + armor.system.properties.soak.formula + ", 0)"
let rollArmor = new Roll(armorFormula)
rollArmor.roll({ async: false }).toMessage()
}
@ -628,7 +667,7 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
rollWeaponDamage(itemId) {
let weapon = duplicate(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, actorId: this.id, actor: this })
r.setSuccess(true)
@ -638,10 +677,10 @@ 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"
@ -49,7 +50,9 @@ 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 });
@ -79,6 +82,7 @@ function registerUsageCount( registerKey ) {
name: "Unique world key",
scope: "world",
config: false,
default: "",
type: String
});
@ -88,7 +92,10 @@ 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)
}
}
@ -103,7 +110,8 @@ function welcomeMessage() {
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") + "</p>"
game.i18n.localize("BOL.chat.welcome5") + "<br>" +
game.i18n.localize("BOL.chat.welcome6")
} )
}

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' };
}
/* -------------------------------------------- */
@ -16,26 +16,56 @@ 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.${key}`)
let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
let description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
/* -------------------------------------------- */
static getCommonRollData(actor, mode, attribute, aptitude = undefined ) {
let rollData = {
mode: "attribute",
mode: mode,
actorId: actor.id,
img: actor.img,
attribute: attribute,
attrValue: attribute.value,
aptValue: 0,
label: label,
careerBonus: 0,
description: description,
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
mod: 0
adv: "0",
mod: 0,
modRanged: 0,
aptValue: 0,
bolEffects: actor.boleffects
}
if (aptitude) {
rollData.aptitude = aptitude
rollData.aptValue = aptitude.value
}
rollData.bolApplicableEffects = this.updateApplicableEffects(rollData)
return rollData
}
/* -------------------------------------------- */
static attributeCheck(actor, key) {
let attribute = eval(`actor.system.attributes.${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)
}
@ -43,28 +73,54 @@ 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,
img: actor.img,
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 (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
})
})
}
}
/* -------------------------------------------- */
@ -72,40 +128,34 @@ export class BoLRoll {
let target = BoLUtility.getTarget()
let weaponData = weapon.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,
img: actor.img,
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")
@ -127,60 +177,46 @@ export class BoLRoll {
return;
}
alchemy = duplicate(alchemy)
let alchemyData = alchemy.data
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,
img: actor.img,
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,
}
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!", alchemyDef);
return this.displayRollDialog(alchemyDef);
}
/* -------------------------------------------- */
static spellCheckWithSpell( actor, spell ) {
let spellDef = {
mode: "spell",
actorId: actor.id,
img: actor.img,
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.properties.ppcost),
mod: Number(spell.data.properties.difficulty),
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: spell.name,
description: game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name,
}
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(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
}
@ -200,8 +236,29 @@ 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)
}
}
// 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 {
@ -209,12 +266,19 @@ 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.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)
}
/* -------------------------------------------- */
@ -226,20 +290,20 @@ 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
}
}
@ -289,15 +353,17 @@ 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
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
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()
})
@ -339,16 +405,20 @@ export class BoLRoll {
/* -------------------------------------------- */
static preProcessWeapon(rollData, defender) {
if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.data.properties.attackModifiers ?? 0;
rollData.attackBonusDice = rollData.weapon.data.properties.attackBonusDice
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 = 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
}
}
@ -424,17 +494,18 @@ 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.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 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 + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
rollData.formula = formula
rollData.modifiers = modifiers
@ -488,6 +559,9 @@ export class BoLDefaultRoll {
this.rollData.isLegendary = false
this.rollData.isFumble = (diceTotal === 2)
this.rollData.isFailure = !this.rollData.isSuccess
//this.rollData.isRealCritical = true
//this.rollData.isFumble = true
let actor = game.actors.get( this.rollData.actorId)
if (this.rollData.reroll == undefined) {
@ -571,16 +645,8 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
getDamageAttributeValue(attrDamage, actorId = undefined) {
let attrDamageValue = 0
let actor = game.actors.get( (actorId) ? actorId: 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
return actor.getDamageAttributeValue( attrDamage )
}
/* -------------------------------------------- */
@ -598,8 +664,8 @@ export class BoLDefaultRoll {
if (this.rollData.damageMode == 'damage-plus-12') {
bonusDmg = 12
}
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.properties.damageAttribute)
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.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)

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

@ -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 +1,66 @@
/* -------------------------------------------- */
import { BoLUtility } from "./bol-utility.js";
import { BoLRoll } from "../controllers/bol-rolls.js";
/* -------------------------------------------- */
export class BoLCharacterSummary extends Application {
/* -------------------------------------------- */
static displayPCSummary(){
let pcList = new BoLCharacterSummary()
pcList.render(true)
}
/* -------------------------------------------- */
static createSummaryPos() {
return { top: 200, left: 200 };
}
/* -------------------------------------------- */
constructor() {
if ( !game.user.isGM ) { // Uniquement si GM
return;
}
super();
}
/* -------------------------------------------- */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/bol/templates/apps/character-summary-template.html",
popOut: true,
resizable: true,
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.config = game.bol.config
return formData
}
/* -------------------------------------------- */
/** @override */
async activateListeners(html) {
super.activateListeners(html);
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)
}
})
}
}

View File

@ -15,7 +15,7 @@ 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;
@ -24,6 +24,7 @@ export class BoLCombatManager extends Combat {
for (let cId = 0; cId < ids.length; cId++) {
const combatant = this.combatants.get(ids[cId]);
let fvttInit = 5
//console.log("TYPE", combatant.actor.type)
if (combatant.actor.type == 'character') {
let initData = combatant.actor.getLastInitData()
console.log("Init data !!!", initData)
@ -37,11 +38,12 @@ export class BoLCombatManager extends Combat {
fvttInit = 3
}
} else {
fvttInit = 4 // Pietaille par defaut
if ( combatant.actor.getSubtype == 'adversary') {
fvttInit = 4 // Pietaille par defautco
//console.log("ACTOR", combatant.actor.getCharType())
if ( combatant.actor.getCharType() == 'adversary') {
fvttInit = 7
}
if ( combatant.actor.getSubtype == 'tough') {
if ( combatant.actor.getCharType() == 'tough') {
fvttInit = 6
}
}

View File

@ -1,5 +1,6 @@
/* -------------------------------------------- */
import { BoLAdventureGenerator } from "./bol-adventure-generator.js"
import { BoLCharacterSummary } from "./bol-character-summary.js"
/* -------------------------------------------- */
export class BoLCommands {
@ -8,6 +9,7 @@ export class BoLCommands {
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
}

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 */
@ -76,10 +56,10 @@ export class BoLHotbar {
return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`)
}
// 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

@ -159,7 +159,7 @@ export class BoLUtility {
let users = []
for (let user of game.users) {
if (!user.isGM && user.name != name) {
users.push(user.data._id)
users.push(user.id)
}
}
return users
@ -442,8 +442,8 @@ 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,

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 +268,8 @@ 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",
}
BOL.fightOptionTypes = {
@ -305,4 +319,20 @@ BOL.creatureSize = {
"colossal": "BOL.size.colossal"
}
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.debug = false;

View File

@ -103,6 +103,12 @@ 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];
})

View File

@ -18,6 +18,9 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/actor/parts/tabs/actor-biodata.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",
@ -33,9 +36,11 @@ 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",
// DIALOGS
"systems/bol/templates/chat/rolls/attack-damage-card.hbs",
@ -46,6 +51,7 @@ export const preloadHandlebarsTemplates = async function () {
"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",

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

@ -1,24 +1,25 @@
{
"name": "bol",
"id": "bol",
"title": "Barbarians of Lemuria",
"description": "The Barbarians of Lemuria system for FoundryVTT!",
"author": "LeRatierBretonnien,Zigmund",
"authors": [
{
"name": "LeRatierBretonnien"
"name": "LeRatierBretonnien",
"flags": {}
},
{
"name": "Zigmund"
"name": "Zigmund",
"flags": {}
}
],
"url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt",
"flags": {},
"version": "1.5.2",
"templateVersion": 10,
"minimumCoreVersion": "0.8.6",
"compatibleCoreVersion": "9",
"scripts": [],
"version": "10.4.3",
"compatibility": {
"minimum": "10",
"verified": "10",
"maximum": "10"
},
"esmodules": [
"module/bol.js"
],
@ -29,17 +30,20 @@
{
"lang": "en",
"name": "English",
"path": "lang/en.json"
"path": "lang/en.json",
"flags": {}
},
{
"lang": "fr",
"name": "Français",
"path": "lang/fr.json"
"path": "lang/fr.json",
"flags": {}
},
{
"lang": "de",
"name": "Deutsch",
"path": "lang/de.json"
"path": "lang/de.json",
"flags": {}
}
],
"packs": [
@ -47,64 +51,64 @@
"name": "boons",
"label": "Avantages",
"system": "bol",
"path": "./packs/boons.db",
"tag": "boon",
"path": "packs/boons.db",
"type": "Item",
"private": false
"private": false,
"flags": {}
},
{
"name": "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",
@ -112,7 +116,8 @@
"name": "aides-de-jeu",
"path": "packs/aides-de-jeu.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Cartes",
@ -120,7 +125,8 @@
"name": "cartes",
"path": "packs/cartes.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Langues",
@ -128,7 +134,8 @@
"name": "languages",
"path": "packs/languages.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Sorts",
@ -136,7 +143,8 @@
"name": "spells",
"path": "packs/spells.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Dieux",
@ -144,7 +152,8 @@
"name": "godsfaith",
"path": "packs/godsfaith.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Options de Combat",
@ -152,7 +161,8 @@
"name": "fightoptions",
"path": "packs/fightoptions.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Alchimie - Potions",
@ -160,7 +170,8 @@
"name": "potions-alchimie",
"path": "packs/potions-alchimie.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Alchimie - Objets",
@ -168,7 +179,17 @@
"name": "objets-alchimie",
"path": "packs/objets-alchimie.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
},
{
"label": "Effets - Exemples",
"type": "Item",
"name": "effets-exemples",
"path": "packs/effets-exemples.db",
"system": "bol",
"private": false,
"flags": {}
},
{
"label": "Créatures",
@ -176,18 +197,16 @@
"name": "creatures",
"path": "packs/creatures.db",
"system": "bol",
"private": false
"private": false,
"flags": {}
}
],
"system": [],
"dependencies": [],
"socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/master/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v1.5.2.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-v10.4.3.zip",
"background": "systems/images/map_lemurie.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": {
@ -101,10 +102,10 @@
"hp": {
"key": "hp",
"label": "BOL.resources.hp",
"base": 0,
"value": 0,
"base": 1,
"value": 1,
"bonus": 0,
"max": 0
"max": 1
},
"hero": {
"key": "hero",
@ -137,7 +138,7 @@
},
"character": {
"templates": [ "base" ],
"type": "player",
"chartype": "player",
"villainy": false,
"bougette": {
"state": "nomoney"
@ -157,10 +158,50 @@
},
"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

@ -7,6 +7,23 @@
<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">
@ -16,8 +33,8 @@
{{!-- 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)}}
@ -30,22 +47,21 @@
{{!-- 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>

View File

@ -6,27 +6,27 @@
<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">{{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;">{{localize "BOL.ui.xpspent"}}</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/>
<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;{{localize "BOL.ui.xptotal"}}</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/>
<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

@ -1,29 +1,29 @@
<ol class="items-list">
{{#if (ne data.type "creature")}}
{{#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="data.details.height" value="{{data.details.height}}"></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="data.details.weight" value="{{data.details.weight}}"></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="data.details.age" value="{{data.details.age}}"></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">{{localize "BOL.ui.biohair"}} </div>
<div class="item-field flex2 left"><input type="text" name="data.details.hait" value="{{data.details.hait}}"></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="data.details.eyes" value="{{data.details.eyes}}"></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">{{localize "BOL.ui.biosigns"}} </div>
<div class="item-field flex2 left"><input type="text" name="data.details.signs" value="{{data.details.signs}}"></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}}
<select class="field-value size" name="system.details.size" data-dtype="String">
{{#select details.size}}
{{#each config.creatureSize as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -40,7 +40,7 @@
</li>
</ol>
{{editor content=data.details.biography target="data.details.biography" button=true owner=owner
{{editor biography target="system.details.biography" button=true owner=owner
editable=editable}}
<ol class="items-list">
@ -49,4 +49,4 @@ editable=editable}}
<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

@ -12,8 +12,8 @@
<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}}
<select class="field-value" name="system.bougette.state" data-dtype="String">
{{#select system.bougette.state}}
{{#each config.bougetteState as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -39,26 +39,26 @@
<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 +92,32 @@
<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 +150,26 @@
<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 +202,26 @@
<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 +254,26 @@
<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 +306,26 @@
<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 +358,26 @@
<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

@ -14,10 +14,10 @@
<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>
@ -44,13 +44,13 @@
<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>

View File

@ -1,8 +1,8 @@
<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/>
<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>
@ -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>
@ -50,29 +50,29 @@
{{#if @root.isAlchemist}}
<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="data.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.data.type 'player')}}
<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="data.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{else}}
<span class="flexrow"><label class="stat-max resources-value">&nbsp;</label><input class="resource-bonus resources-novalue" type="text" value="" disabled></span>
{{/if}}
{{/if}}
<input class="resources-value" type="text" name="data.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
<input class="resources-value" type="text" name="system.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 resources-value" type="text" name="data.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.data.type 'player')}}
<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="data.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{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="data.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
<input class="resources-value" type="text" name="system.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
{{/if}}
{{/each}}

View File

@ -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>

View File

@ -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 +1,35 @@
<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.name"}}</div>
{{#each config.attackAttributes as |attr key|}}
<div class="item-field flex2">{{abbrev3 (localize attr)}}</div>
{{/each}}
{{#each config.aptitudes as |apt key|}}
<div class="item-field flex2">{{abbrev3 (localize apt)}}</div>
{{/each}}
{{#each config.resources as |res key|}}
<div class="item-field flex2">{{abbrev3 (localize res)}}</div>
{{/each}}
</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">{{pc.name}}</div>
{{#each pc.system.attributes as |attr key|}}
<div class="item-field flex2 "><a class="summary-roll" data-type="attribute" data-key="{{key}}">{{attr.value}}</a></div>
{{/each}}
{{#each pc.system.aptitudes as |apt key|}}
<div class="item-field flex2 "><a class="summary-roll" data-type="aptitude" data-key="{{key}}">{{apt.value}}</a></div>
{{/each}}
{{#each pc.system.resources as |res key|}}
<div class="item-field flex2 ">{{res.value}}/{{res.max}}</div>
{{/each}}
</li>
{{/each}}
</ol>
</form>

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

@ -1,7 +1,7 @@
<button class="chat-damage-roll" data-damage-mode="normal-damage" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage"}}</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}}">{{localize "BOL.chat.rolldamage6"}}</button>
<button class="chat-damage-roll" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage12"}}</button>
<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

@ -4,6 +4,12 @@
<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}}">

View File

@ -24,6 +24,10 @@
<h3><strong>{{description}}</strong></h3>
<div class="actions-section">
{{#if isFumble}}
{{localize "BOL.chat.fumblemessage"}}
{{/if}}
{{#if fightOption}}
<div>
{{localize "BOL.chat.fightoption"}} : {{fightOption.name}}
@ -31,6 +35,13 @@
{{/if}}
<div id="{{optionsId}}">
{{#if isRealCritical}}
<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>Succès Héroïque</a>
</div>
{{/if}}
{{#if (and isSuccess weapon)}}
{{> "systems/bol/templates/chat/rolls/attack-damage-card.hbs"}}
{{/if}}
@ -42,16 +53,18 @@
{{/if}}
{{#if reroll}}
<button class="chat-button button hero-reroll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.reroll"}}</button>
<button class="chat-button button hero-reroll bol-margin-tb-2" data-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}}">{{localize "BOL.chat.toheroic"}}</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}}">{{localize "BOL.chat.tolegend"}}</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

@ -8,7 +8,7 @@
<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}}
{{#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|}}

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 +35,8 @@
{{> "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"}}

View File

@ -32,6 +32,8 @@
{{> "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"}}

View File

@ -16,6 +16,8 @@
{{> "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"}}

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

@ -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 +56,8 @@
{{> "systems/bol/templates/dialogs/fightoptions-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"}}

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 +9,21 @@
</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}}

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>

View File

@ -1,17 +1,17 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.career'}}</h3>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.rank"}}</label>
<input type="text" name="data.rank" value="{{data.rank}}" data-dtype="Number"/>
<input type="text" name="system.rank" value="{{item.system.rank}}" data-dtype="Number"/>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isSorcerer"}}</label>
<input class="field-value" type="checkbox" name="data.properties.sorcerer" {{checked data.properties.sorcerer}}>
<input class="field-value" type="checkbox" name="system.properties.sorcerer" {{checked item.system.properties.sorcerer}}>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isAlchemist"}}</label>
<input class="field-value" type="checkbox" name="data.properties.alchemist" {{checked data.properties.alchemist}}>
<input class="field-value" type="checkbox" name="system.properties.alchemist" {{checked item.system.properties.alchemist}}>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isPriest"}}</label>
<input class="field-value" type="checkbox" name="data.properties.priest" {{checked data.properties.priest}}>
<input class="field-value" type="checkbox" name="system.properties.priest" {{checked item.system.properties.priest}}>
</div>

View File

@ -0,0 +1,27 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.effect'}}</h3>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.attributaptitude"}}</label>
<select name="system.properties.identifier" value="{{item.system.properties.identifier}}">
{{#select item.system.properties.identifier}}
<option value="always">{{localize "BOL.ui.always"}}</option>
{{#each config.attackAttributes as |value id|}}
<option value="system.attributes.{{id}}">{{localize value}}</option>
{{/each}}
{{#each config.aptitudes as |value id|}}
<option value="system.aptitudes.{{id}}">{{localize value}}</option>
{{/each}}
{{/select}}
</select>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.modifier"}}</label>
<select name="system.properties.modifier" value="{{item.system.properties.modifier}}">
{{#select item.system.properties.modifier}}
{{#each config.bolEffectModifier as |modifier id|}}
<option value="{{id}}">{{localize modifier}}</option>
{{/each}}
{{/select}}
</select>
</div>

View File

@ -3,8 +3,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.fightOptionType"}}</label>
<div class="form-fields">
<select name="data.properties.fightoptiontype" data-dtype="String">
{{#select data.properties.fightoptiontype}}
<select name="system.properties.fightoptiontype" data-dtype="String">
{{#select item.system.properties.fightoptiontype}}
{{#each config.fightOptionTypes as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
@ -14,6 +14,6 @@
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.activated"}}</label>
<input class="field-value" type="checkbox" name="data.properties.activated" {{checked data.properties.activated}}>
<input class="field-value" type="checkbox" name="system.properties.activated" {{checked item.system.properties.activated}}>
</div>

View File

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

View File

@ -1,8 +1,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.category"}}</label>
<div class="form-fields">
<select class="field-value" name="data.category" value="{{data.category}}" data-dtype="String">
{{#select data.category}}
<select class="field-value" name="system.category" value="{{item.system.category}}" data-dtype="String">
{{#select item.system.category}}
{{#each config.itemCategories as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
@ -11,18 +11,21 @@
</div>
</div>
{{#if (eq data.category "equipment")}}
{{#if (eq item.system.category "equipment")}}
{{> "systems/bol/templates/item/parts/properties/item/equipment-properties.hbs"}}
{{/if}}
{{#if (eq data.category "capacity")}}
{{#if (eq item.system.category "capacity")}}
{{> "systems/bol/templates/item/parts/properties/item/capacity-properties.hbs"}}
{{/if}}
{{#if (eq data.category "vehicle")}}
{{#if (eq item.system.category "vehicle")}}
{{> "systems/bol/templates/item/parts/properties/item/vehicle-properties.hbs"}}
{{/if}}
{{#if (eq data.category "spell")}}
{{#if (eq item.system.category "spell")}}
{{> "systems/bol/templates/item/parts/properties/item/spell-properties.hbs"}}
{{/if}}
{{#if (eq data.category "alchemy")}}
{{#if (eq item.system.category "alchemy")}}
{{> "systems/bol/templates/item/parts/properties/item/alchemy-properties.hbs"}}
{{/if}}
{{#if (eq item.system.category "vehicleweapon")}}
{{> "systems/bol/templates/item/parts/properties/item/weapon-vehicle-properties.hbs"}}
{{/if}}

View File

@ -2,8 +2,8 @@
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.alchemyType"}}</label>
<select class="field-value" name="data.properties.alchemytype" data-dtype="String">
{{#select data.properties.alchemytype}}
<select class="field-value" name="system.properties.alchemytype" data-dtype="String">
{{#select item.system.properties.alchemytype}}
{{#each config.alchemyType as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -13,8 +13,8 @@
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.difficulty"}}</label>
<select name="data.properties.difficulty" value="{{data.properties.difficulty}}">
{{#select data.properties.difficulty}}
<select name="system.properties.difficulty" value="{{item.system.properties.difficulty}}">
{{#select item.system.properties.difficulty}}
<option value="2">{{localize "BOL.dialog.veryeasy"}}</option>
<option value="1">{{localize "BOL.dialog.easy"}}</option>
<option value="0">{{localize "BOL.dialog.moderate"}}</option>
@ -29,11 +29,11 @@
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.pccost"}}</label>
<input class="field-value" type="text" name="data.properties.pccost" value="{{data.properties.pccost}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.pccost" value="{{item.system.properties.pccost}}" data-dtype="Number"/>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.pcnow"}}</label>
<input class="field-value" type="text" name="data.properties.pccurrent" value="{{data.properties.pccurrent}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.pccurrent" value="{{item.system.properties.pccurrent}}" data-dtype="Number"/>
</div>

View File

@ -3,23 +3,23 @@
<label class="property-label">{{localize "BOL.ui.type"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.weapon" {{checked data.properties.weapon}}> {{localize "BOL.itemProperty.weapon"}}
<input class="field-value" type="checkbox" name="system.properties.weapon" {{checked item.system.properties.weapon}}> {{localize "BOL.itemProperty.weapon"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.protection" {{checked data.properties.protection}}> {{localize "BOL.itemProperty.protection"}}
<input class="field-value" type="checkbox" name="system.properties.protection" {{checked item.system.properties.protection}}> {{localize "BOL.itemProperty.protection"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.magical" {{checked data.properties.magical}}> {{localize "BOL.itemProperty.magical"}}
<input class="field-value" type="checkbox" name="system.properties.magical" {{checked item.system.properties.magical}}> {{localize "BOL.itemProperty.magical"}}
</label>
</div>
</div>
{{#if data.properties.weapon}}
{{#if item.system.properties.weapon}}
{{> "systems/bol/templates/item/parts/properties/item/weapon-properties.hbs"}}
{{/if}}
{{#if data.properties.protection}}
{{#if item.system.properties.protection}}
{{> "systems/bol/templates/item/parts/properties/item/protection-properties.hbs"}}
{{/if}}
{{#if data.properties.magical}}
{{#if item.system.properties.magical}}
{{> "systems/bol/templates/item/parts/properties/item/magical-properties.hbs"}}
{{/if}}

View File

@ -3,8 +3,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.subtype"}}</label>
<div class="form-fields">
<select name="data.subtype" data-dtype="String">
{{#select data.subtype}}
<select name="system.subtype" data-dtype="String">
{{#select item.system.subtype}}
{{#each config.itemSubtypes as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
@ -17,13 +17,13 @@
<label class="property-label">{{localize "BOL.ui.capacities"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.weapon" {{checked data.properties.weapon}}> {{localize "BOL.itemProperty.weapon"}}
<input class="field-value" type="checkbox" name="system.properties.weapon" {{checked item.system.properties.weapon}}> {{localize "BOL.itemProperty.weapon"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.protection" {{checked data.properties.protection}}> {{localize "BOL.itemProperty.protection"}}
<input class="field-value" type="checkbox" name="system.properties.protection" {{checked item.system.properties.protection}}> {{localize "BOL.itemProperty.protection"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.magical" {{checked data.properties.magical}}> {{localize "BOL.itemProperty.magical"}}
<input class="field-value" type="checkbox" name="system.properties.magical" {{checked item.system.properties.magical}}> {{localize "BOL.itemProperty.magical"}}
</label>
</div>
</div>
@ -32,31 +32,31 @@
<label class="property-label">{{localize "BOL.ui.properties"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.equipable" {{checked data.properties.equipable}}> {{localize "BOL.itemProperty.equipable"}}
<input class="field-value" type="checkbox" name="system.properties.equipable" {{checked item.system.properties.equipable}}> {{localize "BOL.itemProperty.equipable"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.stackable" {{checked data.properties.stackable}}> {{localize "BOL.itemProperty.stackable"}}
<input class="field-value" type="checkbox" name="system.properties.stackable" {{checked item.system.properties.stackable}}> {{localize "BOL.itemProperty.stackable"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.consumable" {{checked data.properties.consumable}}> {{localize "BOL.itemProperty.consumable"}}
<input class="field-value" type="checkbox" name="system.properties.consumable" {{checked item.system.properties.consumable}}> {{localize "BOL.itemProperty.consumable"}}
</label>
</div>
</div>
<hr/>
{{#if data.properties.equipable}}
{{#if item.system.properties.equipable}}
<div class="form-group">
<label>{{localize "BOL.itemProperty.worn"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.worn" {{checked data.worn}}> {{localize "BOL.itemProperty.worn"}}
<input class="field-value" type="checkbox" name="system.worn" {{checked item.system.worn}}> {{localize "BOL.itemProperty.worn"}}
</label>
</div>
</div>
<div class="form-group">
<label>{{localize "BOL.itemProperty.slot"}}</label>
<div class="form-fields center">
<select class="field-value" name="data.properties.slot" data-dtype="String">
{{#select data.properties.slot}}
<select class="field-value" name="system.properties.slot" data-dtype="String">
{{#select item.system.properties.slot}}
{{#each config.equipmentSlots as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -66,41 +66,34 @@
</div>
{{/if}}
{{#if data.properties.stackable}}
{{#if item.system.properties.stackable}}
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.quantity"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.quantity" value="{{data.quantity}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.quantity" value="{{item.system.quantity}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.stacksize"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.properties.stacksize" value="{{data.properties.stacksize}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.stacksize" value="{{item.system.properties.stacksize}}" data-dtype="Number"/>
</div>
</div>
{{/if}}
<!--<div class="form-group">-->
<!-- <label class="property-label">{{!localize "BOL.ui.weight"}}</label>-->
<!-- <div class="form-fields">-->
<!-- <input class="field-value" type="text" name="data.weight" value="{{!data.weight}}" data-dtype="Number"/>-->
<!-- </div>-->
<!--</div>-->
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.price"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.price" value="{{data.price}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.price" value="{{item.system.price}}" data-dtype="Number"/>
</div>
</div>
{{#if data.properties.weapon}}
{{#if item.system.properties.weapon}}
{{> "systems/bol/templates/item/parts/properties/item/weapon-properties.hbs"}}
{{/if}}
{{#if data.properties.protection}}
{{#if item.system.properties.protection}}
{{> "systems/bol/templates/item/parts/properties/item/protection-properties.hbs"}}
{{/if}}
{{#if data.properties.magical}}
{{#if item.system.properties.magical}}
{{> "systems/bol/templates/item/parts/properties/item/magical-properties.hbs"}}
{{/if}}

View File

@ -3,31 +3,24 @@
<label>{{localize "BOL.ui.subtype"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.armor" {{checked data.properties.armor}}> {{localize "BOL.itemProperty.armor"}}
<input class="field-value" type="checkbox" name="system.properties.armor" {{checked item.system.properties.armor}}> {{localize "BOL.itemProperty.armor"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.shield" {{checked data.properties.shield}}> {{localize "BOL.itemProperty.shield"}}
<input class="field-value" type="checkbox" name="system.properties.shield" {{checked item.system.properties.shield}}> {{localize "BOL.itemProperty.shield"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.helm" {{checked data.properties.helm}}> {{localize "BOL.itemProperty.helm"}}
<input class="field-value" type="checkbox" name="system.properties.helm" {{checked item.system.properties.helm}}> {{localize "BOL.itemProperty.helm"}}
</label>
</div>
</div>
<hr/>
<!--<div class="form-group">-->
<!-- <label>{{!localize "BOL.ui.properties"}}</label>-->
<!-- <div class="form-fields">-->
<!-- <label class="checkbox">-->
<!-- <input class="field-value" type="checkbox" name="data.properties.throwable" {{!checked data.properties.throwable}}> {{!localize "BOL.itemProperty.throwable"}}-->
<!-- </label>-->
<!-- </div>-->
<!--</div>-->
{{#if data.properties.armor}}
{{#if item.system.properties.armor}}
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.armorQuality"}}</label>
<div class="form-fields center">
<select class="field-value armorQuality" name="data.properties.armorQuality" data-dtype="String">
{{#select data.properties.armorQuality}}
<select class="field-value armorQuality" name="system.properties.armorQuality" data-dtype="String">
{{#select item.system.properties.armorQuality}}
{{#each config.armorQualities as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -38,41 +31,41 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.soakFormula"}}</label>
<div class="form-fields">
<input class="field-value soakFormula" type="text" name="data.properties.soak.formula" value="{{data.properties.soak.formula}}" data-dtype="String"/>
<input class="field-value soakFormula" type="text" name="system.properties.soak.formula" value="{{item.system.properties.soak.formula}}" data-dtype="String"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.soakValue"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.properties.soak.value" value="{{data.properties.soak.value}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.soak.value" value="{{item.system.properties.soak.value}}" data-dtype="Number"/>
</div>
</div>
{{/if}}
{{#if data.properties.helm}}
{{#if item.system.properties.helm}}
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.soakModifiers"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.properties.soak.modifier" value="{{data.properties.soak.modifier}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.soak.modifier" value="{{item.system.properties.soak.modifier}}" data-dtype="Number"/>
</div>
</div>
{{/if}}
{{#if data.properties.shield}}
{{#if item.system.properties.shield}}
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.blockingMalus"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.properties.blocking.malus" value="{{data.properties.blocking.malus}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.blocking.malus" value="{{item.system.properties.blocking.malus}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.blockingAttacksBlocked"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.blocking.blocking1" {{checked data.properties.blocking.blocking1}}> {{localize "BOL.itemProperty.blocking1Attack"}}
<input class="field-value" type="checkbox" name="system.properties.blocking.blocking1" {{checked item.system.properties.blocking.blocking1}}> {{localize "BOL.itemProperty.blocking1Attack"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.blocking.blockingAll" {{checked data.properties.blocking.blockingAll}}> {{localize "BOL.itemProperty.blockingAllAttacks"}}
<input class="field-value" type="checkbox" name="system.properties.blocking.blockingAll" {{checked item.system.properties.blocking.blockingAll}}> {{localize "BOL.itemProperty.blockingAllAttacks"}}
</label>
</div>
</div>
@ -83,26 +76,26 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.itemModifiers.init"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.properties.modifiers.init" value="{{data.properties.modifiers.c}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.modifiers.init" value="{{item.system.properties.modifiers.c}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemModifiers.agility"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.properties.modifiers.agility" value="{{data.properties.modifiers.agility}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.modifiers.agility" value="{{item.system.properties.modifiers.agility}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemModifiers.powercost"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.properties.modifiers.powercost" value="{{data.properties.modifiers.powercost}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.modifiers.powercost" value="{{item.system.properties.modifiers.powercost}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemModifiers.social"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.modifiers.social" {{checked data.properties.modifiers.social}}>
<input class="field-value" type="checkbox" name="system.properties.modifiers.social" {{checked item.system.properties.modifiers.social}}>
</label>
</div>
</div>

View File

@ -2,8 +2,8 @@
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.circle"}}</label>
<select class="field-value" name="data.properties.circle" data-dtype="Number">
{{#select data.properties.circle}}
<select class="field-value" name="system.properties.circle" data-dtype="Number">
{{#select item.system.properties.circle}}
{{#each config.spellType as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -13,8 +13,8 @@
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.difficulty"}}</label>
<select name="data.properties.difficulty" value="{{data.properties.difficulty}}">
{{#select data.properties.difficulty}}
<select name="system.properties.difficulty" value="{{item.system.properties.difficulty}}">
{{#select item.system.properties.difficulty}}
<option value="2">{{localize "BOL.dialog.veryeasy"}}</option>
<option value="1">{{localize "BOL.dialog.easy"}}</option>
<option value="0">{{localize "BOL.dialog.moderate"}}</option>
@ -29,18 +29,18 @@
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.ppcost"}}</label>
<input class="field-value" type="text" name="data.properties.ppcost" value="{{data.properties.ppcost}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.ppcost" value="{{item.system.properties.ppcost}}" data-dtype="Number"/>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.duration"}}</label>
<input class="field-value" type="text" name="data.properties.duration" value="{{data.properties.duration}}" data-dtype="String"/>
<input class="field-value" type="text" name="system.properties.duration" value="{{item.system.properties.duration}}" data-dtype="String"/>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.mandatoryconditions"}}</label>
<select class="field-value" name="data.properties.nbmandatoryconditions" data-dtype="Number">
{{#select data.properties.nbmandatoryconditions}}
<select class="field-value" name="system.properties.nbmandatoryconditions" data-dtype="Number">
{{#select item.system.properties.nbmandatoryconditions}}
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
@ -49,19 +49,19 @@
</select>
</div>
{{#each data.properties.mandatoryconditions as |cond idx|}}
{{#if (lt idx @root.data.properties.nbmandatoryconditions)}}
{{#each item.system.properties.mandatoryconditions as |cond idx|}}
{{#if (lt idx @root.item.system.properties.nbmandatoryconditions)}}
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.mandatoryconditions"}} {{add idx 1}}</label>
<input class="field-value" type="text" name="data.properties.mandatoryconditions.{{idx}}" value="{{cond}}" data-dtype="String"/>
<input class="field-value" type="text" name="system.properties.mandatoryconditions.{{idx}}" value="{{cond}}" data-dtype="String"/>
</div>
{{/if}}
{{/each}}
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.optionnalconditions"}}</label>
<select class="field-value" name="data.properties.nboptionnalconditions" data-dtype="Number">
{{#select data.properties.nboptionnalconditions}}
<select class="field-value" name="system.properties.nboptionnalconditions" data-dtype="Number">
{{#select item.system.properties.nboptionnalconditions}}
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
@ -74,11 +74,11 @@
</select>
</div>
{{#each data.properties.optionnalconditions as |cond idx|}}
{{#if (lt idx @root.data.properties.nboptionnalconditions)}}
{{#each item.system.optionnalconditions as |cond idx|}}
{{#if (lt idx @root.item.system.properties.nboptionnalconditions)}}
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.optionnalconditions"}} {{add idx 1}}</label>
<input class="field-value" type="text" name="data.properties.optionnalconditions.{{idx}}" value="{{cond}}" data-dtype="String"/>
<input class="field-value" type="text" name="system.properties.optionnalconditions.{{idx}}" value="{{cond}}" data-dtype="String"/>
</div>
{{/if}}
{{/each}}
@ -86,12 +86,12 @@
<div class="property flexrow">
<div class="form-fields center">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.spellkeep" {{checked data.properties.spellkeep}}> {{localize "BOL.ui.spellkeep"}}
<input class="field-value" type="checkbox" name="system.properties.spellkeep" {{checked item.system.properties.spellkeep}}> {{localize "BOL.ui.spellkeep"}}
</label>
</div>
<div class="form-fields center">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.concentrate" {{checked data.properties.concentrate}}> {{localize "BOL.ui.concentrate"}}
<input class="field-value" type="checkbox" name="system.properties.concentrate" {{checked item.system.properties.concentrate}}> {{localize "BOL.ui.concentrate"}}
</label>
</div>
</div>

View File

@ -3,8 +3,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.subtype"}}</label>
<div class="form-fields">
<select name="data.subtype" data-dtype="String">
{{#select data.subtype}}
<select name="system.subtype" data-dtype="String">
{{#select item.system.subtype}}
{{#each config.vehicleSubtypes as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
@ -16,13 +16,13 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.speed"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.properties.speed" value="{{data.properties.speed}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.speed" value="{{item.system.properties.speed}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.price"}}</label>
<div class="form-fields">
<input class="field-value" type="text" name="data.price" value="{{data.price}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.price" value="{{item.system.price}}" data-dtype="Number"/>
</div>
</div>

View File

@ -3,16 +3,16 @@
<label>{{localize "BOL.ui.reach"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.melee" {{checked data.properties.melee}}> {{localize "BOL.itemProperty.melee"}}
<input class="field-value" type="checkbox" name="system.properties.melee" {{checked item.system.properties.melee}}> {{localize "BOL.itemProperty.melee"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.ranged" {{checked data.properties.ranged}}> {{localize "BOL.itemProperty.ranged"}}
<input class="field-value" type="checkbox" name="system.properties.ranged" {{checked item.system.properties.ranged}}> {{localize "BOL.itemProperty.ranged"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.throwing" {{checked data.properties.throwing}}> {{localize "BOL.itemProperty.throwing"}}
<input class="field-value" type="checkbox" name="system.properties.throwing" {{checked item.system.properties.throwing}}> {{localize "BOL.itemProperty.throwing"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.natural" {{checked data.properties.natural}}> {{localize "BOL.itemProperty.natural"}}
<input class="field-value" type="checkbox" name="system.properties.natural" {{checked item.system.properties.natural}}> {{localize "BOL.itemProperty.natural"}}
</label>
</div>
</div>
@ -21,44 +21,44 @@
<label>{{localize "BOL.ui.properties"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.2H" {{checked data.properties.2H}}> {{localize "BOL.itemProperty.2H"}}
<input class="field-value" type="checkbox" name="system.properties.2H" {{checked item.system.properties.2H}}> {{localize "BOL.itemProperty.2H"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.concealable" {{checked data.properties.concealable}}> {{localize "BOL.itemProperty.concealable"}}
<input class="field-value" type="checkbox" name="system.properties.concealable" {{checked item.system.properties.concealable}}> {{localize "BOL.itemProperty.concealable"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.ignoreshield" {{checked data.properties.ignoreshield}}> {{localize "BOL.itemProperty.ignoreshield"}}
<input class="field-value" type="checkbox" name="system.properties.ignoreshield" {{checked item.system.properties.ignoreshield}}> {{localize "BOL.itemProperty.ignoreshield"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.attackBonusDice" {{checked data.properties.attackBonusDice}}> {{localize "BOL.itemProperty.attackBonusDice"}}
<input class="field-value" type="checkbox" name="system.properties.attackBonusDice" {{checked item.system.properties.attackBonusDice}}> {{localize "BOL.itemProperty.attackBonusDice"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.onlymodifier" {{checked data.properties.onlymodifier}}> {{localize "BOL.itemProperty.onlymodifier"}}
<input class="field-value" type="checkbox" name="system.properties.onlymodifier" {{checked item.system.properties.onlymodifier}}> {{localize "BOL.itemProperty.onlymodifier"}}
</label>
{{#if data.properties.ranged}}
{{#if item.system.properties.ranged}}
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.reloadable" {{checked data.properties.reloadable}}> {{localize "BOL.itemProperty.reloadable"}}
<input class="field-value" type="checkbox" name="system.properties.reloadable" {{checked item.system.properties.reloadable}}> {{localize "BOL.itemProperty.reloadable"}}
</label>
{{/if}}
{{#if data.properties.melee}}
{{#if item.system.properties.melee}}
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.bashing" {{checked data.properties.bashing}}> {{localize "BOL.itemProperty.bashing"}}
<input class="field-value" type="checkbox" name="system.properties.bashing" {{checked item.system.properties.bashing}}> {{localize "BOL.itemProperty.bashing"}}
</label>
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.throwable" {{checked data.properties.throwable}}> {{localize "BOL.itemProperty.throwable"}}
<input class="field-value" type="checkbox" name="system.properties.throwable" {{checked item.system.properties.throwable}}> {{localize "BOL.itemProperty.throwable"}}
</label>
{{/if}}
</div>
</div>
<hr/>
{{#if (not data.properties.onlymodifier)}}
{{#if (not item.system.properties.onlymodifier)}}
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.attackAttribute"}}</label>
<div class="form-fields center">
<select class="field-value" name="data.properties.attackAttribute" data-dtype="String">
{{#select data.properties.attackAttribute}}
<select class="field-value" name="system.properties.attackAttribute" data-dtype="String">
{{#select item.system.properties.attackAttribute}}
{{#each config.attackAttributes as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -69,8 +69,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.attackAptitude"}}</label>
<div class="form-fields center">
<select class="field-value" name="data.properties.attackAptitude" data-dtype="String">
{{#select data.properties.attackAptitude}}
<select class="field-value" name="system.properties.attackAptitude" data-dtype="String">
{{#select item.system.properties.attackAptitude}}
{{#each config.attackAptitudes as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -82,15 +82,15 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.attackModifiers"}}</label>
<div class="form-fields center">
<input class="field-value" type="text" name="data.properties.attackModifiers" value="{{data.properties.attackModifiers}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.attackModifiers" value="{{item.system.properties.attackModifiers}}" data-dtype="Number"/>
</div>
</div>
<hr/>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.weaponSize"}}</label>
<div class="form-fields">
<select class="field-value" name="data.properties.weaponSize" data-dtype="String">
{{#select data.properties.weaponSize}}
<select class="field-value" name="system.properties.weaponSize" data-dtype="String">
{{#select item.system.properties.weaponSize}}
{{#each config.weaponSizes as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -101,8 +101,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.damage"}}</label>
<div class="form-fields">
<select class="field-value" name="data.properties.damage" data-dtype="String">
{{#select data.properties.damage}}
<select class="field-value" name="system.properties.damage" data-dtype="String">
{{#select item.system.properties.damage}}
{{#each config.damageValues as |value id|}}
<option value="{{id}}">{{value}}</option>
{{/each}}
@ -113,8 +113,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.damageAttribute"}}</label>
<div class="form-fields center">
<select class="field-value" name="data.properties.damageAttribute" data-dtype="String">
{{#select data.properties.damageAttribute}}
<select class="field-value" name="system.properties.damageAttribute" data-dtype="String">
{{#select item.system.properties.damageAttribute}}
{{#each config.damageAttributes as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -125,14 +125,14 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.damageModifiers"}}</label>
<div class="form-fields center">
<input class="field-value" type="text" name="data.properties.damageModifiers" value="{{data.properties.damageModifiers}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.damageModifiers" value="{{item.system.properties.damageModifiers}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.damageMultiplier"}}</label>
<div class="form-fields center">
<select class="field-value" name="data.properties.damageMultiplier" data-dtype="String">
{{#select data.properties.damageMultiplier}}
<select class="field-value" name="system.properties.damageMultiplier" data-dtype="String">
{{#select item.system.properties.damageMultiplier}}
{{#each config.damageMultiplier as |value id|}}
<option value="{{id}}">{{value}}</option>
{{/each}}
@ -144,17 +144,17 @@
<label class="property-label">{{localize "BOL.itemProperty.damageSpecial"}}</label>
<div class="form-fields center">
<label class="checkbox">
<input class="field-value" type="checkbox" name="data.properties.damageReroll1" {{checked data.properties.damageReroll1}}> {{localize "BOL.itemProperty.damageReroll1"}}
<input class="field-value" type="checkbox" name="system.properties.damageReroll1" {{checked item.system.properties.damageReroll1}}> {{localize "BOL.itemProperty.damageReroll1"}}
</label>
</div>
</div>
{{#if (or data.properties.throwing (or data.properties.ranged data.properties.throwable))}}
{{#if (or item.system.properties.throwing (or item.system.properties.ranged item.system.properties.throwable))}}
<hr/>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.range"}}</label>
<div class="form-fields center">
<input class="field-value" type="text" name="data.properties.range" value="{{data.properties.range}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.range" value="{{item.system.properties.range}}" data-dtype="Number"/>
</div>
</div>
{{/if}}
@ -162,7 +162,7 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.reload"}}</label>
<div class="form-fields center">
<input class="field-value" type="text" name="data.properties.reload" value="{{data.properties.reload}}" data-dtype="Number"/>
<input class="field-value" type="text" name="system.properties.reload" value="{{item.system.properties.reload}}" data-dtype="Number"/>
</div>
</div>
{{/if}}

View File

@ -0,0 +1,93 @@
<h3 class="form-header">{{localize "BOL.ui.weaponProperties"}}</h3>
<hr/>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.vehicleDamageType"}}</label>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="system.properties.isfiredamage" {{checked item.system.properties.isfiredamage}}> {{localize "BOL.itemProperty.isfiredamage"}}
</label>
</div>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="system.properties.ishulldamage" {{checked item.system.properties.ishulldamage}}> {{localize "BOL.itemProperty.ishulldamage"}}
</label>
</div>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="system.properties.iscrewdamage" {{checked item.system.properties.iscrewdamage}}> {{localize "BOL.itemProperty.iscrewdamage"}}
</label>
</div>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="system.properties.isboarding" {{checked item.system.properties.isboarding}}> {{localize "BOL.itemProperty.isboarding"}}
</label>
</div>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="system.properties.isspur" {{checked item.system.properties.isspur}}> {{localize "BOL.itemProperty.isspur"}}
</label>
</div>
<div class="form-fields">
<label class="checkbox">
<input class="field-value" type="checkbox" name="system.properties.isbreakrow" {{checked item.system.properties.isbreakrow}}> {{localize "BOL.itemProperty.isbreakrow"}}
</label>
</div>
</div>
{{#if item.system.properties.ishulldamage}}
<hr/>
<h3 class="form-header">{{localize "BOL.itemProperty.hulldamage"}}</h3>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.hulldamage"}}</label>
<div class="form-fields">
<select class="field-value" name="system.properties.hulldamage" data-dtype="String">
{{#select item.system.properties.hulldamage}}
{{#each config.damageValues as |value id|}}
<option value="{{id}}">{{value}}</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.hullDamageMultiplier"}}</label>
<div class="form-fields center">
<select class="field-value" name="system.properties.hullDamageMultiplier" data-dtype="String">
{{#select item.system.properties.hullDamageMultiplier}}
{{#each config.damageMultiplier as |value id|}}
<option value="{{id}}">{{value}}</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
{{/if}}
{{#if item.system.properties.iscrewdamage}}
<hr/>
<h3 class="form-header">{{localize "BOL.itemProperty.crewdamage"}}</h3>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.crewdamage"}}</label>
<div class="form-fields">
<select class="field-value" name="system.properties.crewdamage" data-dtype="String">
{{#select item.system.properties.crewdamage}}
{{#each config.damageValues as |value id|}}
<option value="{{id}}">{{value}}</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
<div class="form-group">
<label class="property-label">{{localize "BOL.itemProperty.crewDamageMultiplier"}}</label>
<div class="form-fields center">
<select class="field-value" name="system.properties.crewDamageMultiplier" data-dtype="String">
{{#select item.system.properties.crewDamageMultiplier}}
{{#each config.damageMultiplier as |value id|}}
<option value="{{id}}">{{value}}</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
{{/if}}