Compare commits

..

76 Commits

Author SHA1 Message Date
8fcb17b566 Update v11 2023-06-22 23:05:04 +02:00
ad79dbb015 New combat options 2023-06-22 20:36:40 +02:00
73ccf44dd4 New combat options 2023-06-22 20:34:17 +02:00
ec3649799f v10/v11 compat 2023-05-25 16:29:43 +02:00
3f5f090bb9 Points de creation OK again 2023-05-24 14:00:24 +02:00
268ac0a25a Review initiative 2023-05-01 18:50:32 +02:00
59ee6684ab Fix #19 - Horoscope majeur 2023-04-29 21:48:51 +02:00
41fbc094bb Combat Tracker + power enhancements 2023-04-06 20:15:04 +02:00
5b91041a3f Fix options de combat 2023-04-04 13:41:22 +02:00
e7f3851daa Fix dice default 2023-03-29 23:04:02 +02:00
75d562f922 Nouvelle option d'ignorer les dommages 2023-03-25 08:42:14 +01:00
ba7e25e8c7 Fix and +/- 2023-03-18 13:51:46 +01:00
83d3f17dd0 Messages de recuperation 2023-03-18 10:24:30 +01:00
0c502a2188 Meilleure gestion initiative 2023-03-15 17:35:07 +01:00
5df2b7e624 Minot fixes 2023-02-19 19:35:03 +01:00
f6554f6945 New release 2023-02-03 23:55:59 +01:00
fbe232266f Spell changes to support v1.7 2023-02-01 10:16:21 +01:00
4b9c3bcd1e Spell changes to support v1.7 2023-02-01 10:15:56 +01:00
05f09aa3f5 Add dice selection 2023-01-26 20:50:56 +01:00
727db74545 Update sheet 2023-01-23 20:50:48 +01:00
ccb3a458c0 Add pages 2023-01-05 17:00:11 +01:00
1ac9605f08 Fix init creature + minor changes 2023-01-04 09:57:13 +01:00
1bbefd3499 Astrologie ! 2022-12-25 18:00:42 +01:00
bcb377db7a Gestion de l'astrologie 2022-12-23 23:24:09 +01:00
7a8cf9f8fd Welcome page and init info message 2022-12-23 16:38:41 +01:00
d74f7784bb Fix bougette sur PNJ/Creatures 2022-12-04 13:49:00 +01:00
6d6fec99b0 Fix bougette sur PNJ/Creatures 2022-12-04 13:48:37 +01:00
884823a1bc Init again !!!! 2022-12-02 13:16:42 +01:00
399c22d623 Init again !!!! 2022-12-02 13:15:48 +01:00
085265df5d initiative bugfix 2022-12-01 23:57:33 +01:00
593db9ba5b initiative bugfix 2022-12-01 23:46:27 +01:00
ac96f3ca67 Enhance initiative + fix combat 2022-11-30 20:58:27 +01:00
b2fe67ab05 Enhance tokens/actor management + auto effects 2022-11-30 12:12:44 +01:00
47178d7359 Use bougette v1.2 2022-11-29 15:23:05 +01:00
e1c7304551 Add a PC list summary 2022-11-25 20:47:28 +01:00
7b4e5bcbfa Add a PC list summary 2022-11-25 15:50:12 +01:00
31bd83b0ab Add a PC list summary 2022-11-25 15:50:07 +01:00
e35187433e Fix malus dice (again) and scroll rendering 2022-11-25 14:24:03 +01:00
5e7dc3ad9d Display effects in main sheet (left) and manage it for defense and damages 2022-11-25 08:49:37 +01:00
add6893864 Logo is rotating again 2022-11-25 07:37:44 +01:00
3a591e750a Ajout aide + effets 2022-11-23 21:37:46 +01:00
fe1cda67c4 Ajout aide + effets 2022-11-23 21:34:51 +01:00
985aba0318 Various enhancements 2022-11-23 15:30:31 +01:00
5d8cc300e9 Various enhancements 2022-11-23 15:27:08 +01:00
aa27168c2b fix flaws usage 2022-11-19 22:00:14 +01:00
1135e3aff2 fix flaws usage 2022-11-19 21:56:51 +01:00
30e316d34e Remove to chat button 2022-11-19 19:22:16 +01:00
f3bd84c5c9 Corrections sur creatures/npc et armes de vehicules 2022-10-10 14:14:32 +02:00
985d393de5 Corrections sur creatures/npc et armes de vehicules 2022-10-10 08:46:41 +02:00
815b5ff2ac Ajout distance 2022-10-08 17:43:09 +02:00
edf8325109 Inc version 2022-09-28 23:26:41 +02:00
895aa01419 Enable links in editor 2022-09-27 20:47:30 +02:00
9631e5e72a Merge conteneur 2022-09-26 08:28:47 +02:00
716cc53b29 Merge conteneur 2022-09-26 08:24:39 +02:00
44952d4410 Fix hotbar + tooltip 2022-09-25 21:14:39 +02:00
a7991bce92 Fix hotbar + tooltip 2022-09-25 21:13:15 +02:00
a1c20019e8 v10 init fix 2022-09-19 23:23:54 +02:00
af8576a4a1 Fix initfor combat 2022-09-09 23:49:01 +02:00
6c35ddfb0b rework ID 2022-09-02 17:31:12 +02:00
0cbcaee45e rework ID 2022-09-02 16:21:18 +02:00
904ff821e1 rework ID 2022-09-02 16:19:16 +02:00
5c13cde07a rework ID 2022-09-02 16:08:56 +02:00
51c1e205e9 rework ID 2022-09-01 22:40:29 +02:00
90a83f4571 rework ID 2022-09-01 22:23:58 +02:00
3311bc091a rework ID 2022-09-01 21:26:10 +02:00
fa8f9869a6 v10 sync 2022-08-31 23:00:41 +02:00
36b905134e v10 sync 2022-08-31 22:46:19 +02:00
eeb0a906e7 v10 sync 2022-08-31 22:24:56 +02:00
c552411d61 Allow configurable logo 2022-07-17 18:24:29 +02:00
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
105 changed files with 4223 additions and 6258 deletions

109
.gitignore vendored
View File

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

View File

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

BIN
assets/bol_monnaies_v1_2.pdf Executable file

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 253 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 287 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 104 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 265 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 127 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 541 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 207 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 109 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 131 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 227 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 174 KiB

14
changelog.md Normal file
View File

@ -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

View File

@ -59,8 +59,6 @@ a:hover {
top: -50px; top: -50px;
left: calc(50% - 100px); left: calc(50% - 100px);
opacity: 0.7; opacity: 0.7;
-webkit-animation: rotation 10s infinite linear;
animation: rotation 10s infinite linear;
} }
#pause h3 { #pause h3 {
font-family: "IMFellDWPicaSC-Regular", serif; font-family: "IMFellDWPicaSC-Regular", serif;
@ -389,16 +387,16 @@ ul.no-bullets {
background-color: lightgray; background-color: lightgray;
} }
.bol h1.form-header { .bol h1.form-header {
font-size: 2.5em; font-size: 2.2em;
font-weight: 700; font-weight: 700;
} }
.bol h2.form-header { .bol h2.form-header {
font-size: 2em; font-size: 1.8em;
font-weight: 500; font-weight: 500;
border-bottom: 1px groove #eeede0; border-bottom: 1px groove #eeede0;
} }
.bol h3.form-header { .bol h3.form-header {
font-size: 1.5em; font-size: 1.2em;
font-weight: 500; font-weight: 500;
border-bottom: 1px groove #eeede0; border-bottom: 1px groove #eeede0;
} }
@ -444,12 +442,16 @@ ul.no-bullets {
.bol .inc-dec-btns { .bol .inc-dec-btns {
color: #4b4a44; color: #4b4a44;
} }
.summmary-number {
padding-left: 4rem;
}
/* Items List */ /* Items List */
.items-list { .items-list {
list-style: none; list-style: none;
margin: 7px 0; margin: 7px 0;
padding: 0; padding: 0;
overflow-y: auto; overflow-y:hidden;
/*overflow-y: auto;*/
} }
.items-list .item-header { .items-list .item-header {
font-family: 'Signika', sans-serif; font-family: 'Signika', sans-serif;
@ -520,6 +522,18 @@ ul.no-bullets {
.items-list .item .item-control { .items-list .item .item-control {
color: #4b4a44; color: #4b4a44;
} }
.items-list .item-name-fixed-medium {
min-width: 8rem;
width: 8rem;
}
.items-list .item-field-fixed-short {
max-width: 3rem;
min-width: 3rem;
width: 3rem;
}
.bougette-dice-img {
color:rgba(150, 44, 44, 0.70);
}
/* ----------------------------------------- */ /* ----------------------------------------- */
/* Premade colors */ /* Premade colors */
@ -1051,3 +1065,13 @@ body.system-bol img#logo {
.bol-hud-menu label { .bol-hud-menu label {
font-size: 0.75rem; font-size: 0.75rem;
} }
.bol-margin-tb-2 {
margin-top: 2px;
margin-bottom: 2px;
}
.character-summary-container {
  opacity: 0.95;
}
.character-summary-rollable {
text-decoration: underline;
}

File diff suppressed because it is too large Load Diff

Before

Width:  |  Height:  |  Size: 372 KiB

View File

@ -156,6 +156,7 @@
"BOL.ui.armorAgiMalus": "Rüschtung+Schild-Malus (Geschick)", "BOL.ui.armorAgiMalus": "Rüschtung+Schild-Malus (Geschick)",
"BOL.ui.armorInitMalus": "Rüstungsmalus (Init)", "BOL.ui.armorInitMalus": "Rüstungsmalus (Init)",
"BOL.ui.attackValue": "Angriffswert", "BOL.ui.attackValue": "Angriffswert",
"BOL.ui.initMalus": "Init malus",
"BOL.featureCategory.origins": "Herkünfte", "BOL.featureCategory.origins": "Herkünfte",
"BOL.featureCategory.races": "Rassen", "BOL.featureCategory.races": "Rassen",

View File

@ -33,6 +33,7 @@
"BOL.ui.tab.description": "Description", "BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details", "BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Spells & Alchemy", "BOL.ui.tab.spellalchemy": "Spells & Alchemy",
"BOL.ui.tab.astrologer": "Astrologer",
"BOL.ui.properties": "Properties", "BOL.ui.properties": "Properties",
"BOL.ui.description": "Description", "BOL.ui.description": "Description",
@ -115,6 +116,7 @@
"BOL.ui.isSorcerer": "Is Sorcerer ?", "BOL.ui.isSorcerer": "Is Sorcerer ?",
"BOL.ui.isAlchemist": "Is Alchemist ?", "BOL.ui.isAlchemist": "Is Alchemist ?",
"BOL.ui.isPriest": "Is Priest/Druid ?", "BOL.ui.isPriest": "Is Priest/Druid ?",
"BOL.ui.isAstrologer": "Is Astrologer?",
"BOL.ui.circle": "Circle", "BOL.ui.circle": "Circle",
"BOL.ui.spells": "Spells", "BOL.ui.spells": "Spells",
"BOL.ui.focusSpell": "Cast a spell", "BOL.ui.focusSpell": "Cast a spell",
@ -151,6 +153,9 @@
"BOL.ui.armorAgiMalus": "Armor+Shield Modifier (Agi)", "BOL.ui.armorAgiMalus": "Armor+Shield Modifier (Agi)",
"BOL.ui.armorInitMalus": "Armor Modifier (Init)", "BOL.ui.armorInitMalus": "Armor Modifier (Init)",
"BOL.ui.attackValue": "Attack Value", "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.ui.initMalus": "Init malus",
"BOL.ui.isspecial": "Spécial ?",
"BOL.featureCategory.origins": "Origins", "BOL.featureCategory.origins": "Origins",
"BOL.featureCategory.races": "Races", "BOL.featureCategory.races": "Races",
@ -182,6 +187,7 @@
"BOL.fightOptionTypes.fulldefense": "Full Defense", "BOL.fightOptionTypes.fulldefense": "Full Defense",
"BOL.fightOptionTypes.defense": "Defensive Posture", "BOL.fightOptionTypes.defense": "Defensive Posture",
"BOL.fightOptionTypes.attack": "Offensive Posture", "BOL.fightOptionTypes.attack": "Offensive Posture",
"BOL.fightOptionTypes.other": "Other",
"BOL.itemCategory.object": "Object", "BOL.itemCategory.object": "Object",
"BOL.itemCategory.equipment": "Equipment", "BOL.itemCategory.equipment": "Equipment",

576
lang/fr-honor.json Normal file
View File

@ -0,0 +1,576 @@
{
"ACTOR.TypeCharacter": "Personnage",
"ACTOR.TypeEncounter": "Rencontre",
"ACTOR.TypeVehicle": "Véhicule",
"ITEM.TypeItem": "Objet",
"ITEM.TypeFeature": "Trait",
"ITEM.TypeWeapon": "Arme",
"ITEM.TypeArmor": "Armure",
"BOL.attributes.vigor": "Vigueur",
"BOL.attributes.halfvigor": "Demi-vigueur",
"BOL.attributes.agility": "Agilité",
"BOL.attributes.mind": "Esprit",
"BOL.attributes.appeal": "Aura",
"BOL.attributes.hull": "Coque",
"BOL.attributes.crew": "Equipage",
"BOL.attributes.resources": "Resources",
"BOL.attributes.row": "Rames",
"BOL.aptitudes.init": "Initiative",
"BOL.aptitudes.melee": "Mêlée",
"BOL.aptitudes.ranged": "Tir",
"BOL.aptitudes.def": "Défense",
"BOL.aptitudes.prot": "Protection",
"BOL.resources.hp": "Vitalité",
"BOL.resources.hero": "Héroïsme",
"BOL.resources.faith": "Foi",
"BOL.resources.creation": "Création",
"BOL.resources.power": "Pouvoir",
"BOL.resources.villainy": "Vilénie",
"BOL.resources.alchemypoints": "Points de Creation",
"BOL.resources.astrologypoints": "Points d'Astrologie",
"BOL.traits.xp": "Expérience",
"BOL.ui.tab.stats": "Attributs",
"BOL.ui.tab.combat": "Combat",
"BOL.ui.tab.actions": "Actions",
"BOL.ui.tab.features": "Traits",
"BOL.ui.tab.equipment": "Equipement",
"BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Mystères",
"BOL.ui.astrologerPoints": "Points d'Astrologie",
"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
"BOL.ui.answer": "Réponse",
"BOL.ui.horoscopefavorable": "Favorable (1dB)",
"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
"BOL.ui.horoscopes": "Horoscopes",
"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
"BOL.ui.properties": "Propriétés",
"BOL.ui.description": "Description",
"BOL.ui.actions": "Actions",
"BOL.ui.capacities": "Capacités",
"BOL.ui.damages": "Dommages",
"BOL.ui.details": "Détails",
"BOL.ui.category": "Catégorie",
"BOL.ui.subcategory": "Sous-catégorie",
"BOL.ui.type": "Type",
"BOL.ui.subtype": "Sous-type",
"BOL.ui.attribute": "Attribut",
"BOL.ui.aptitude": "Aptitude",
"BOL.ui.advantages": "Avantages/Désavantages",
"BOL.ui.modifiers": "Modificateurs",
"BOL.ui.item": "Objet",
"BOL.ui.edit": "Editer",
"BOL.ui.unequip": "Déséquiper",
"BOL.ui.equip": "Équiper",
"BOL.ui.delete": "Supprimer",
"BOL.ui.roll": "Utiliser",
"BOL.ui.equipment": "Équipement",
"BOL.ui.equipmentProperties": "Propriétés d'équipement",
"BOL.ui.weaponAttack": "Attaque d'arme",
"BOL.ui.weaponProperties": "Propriétés offensives",
"BOL.ui.protectionProperties": "Protection",
"BOL.ui.magicalProperties": "Propriétés magiques",
"BOL.ui.capacityProperties": "Propriétés de capacité",
"BOL.ui.alchemyProperties": "Propriétés des Préparations Alchimiques",
"BOL.ui.armor": "Armure",
"BOL.ui.reach": "Allonge",
"BOL.ui.weapon": "Arme",
"BOL.ui.melee": "Arme de contact",
"BOL.ui.ranged": "Arme à distance",
"BOL.ui.protection": "Protection",
"BOL.ui.shield": "Bouclier",
"BOL.ui.blocking": "Blocage",
"BOL.ui.range": "Portée",
"BOL.ui.quantity": "Quantité",
"BOL.ui.qty": "Qté",
"BOL.ui.slot": "Empl.",
"BOL.ui.weight": "Poids",
"BOL.ui.price": "Prix",
"BOL.ui.cancel": "Annuler",
"BOL.ui.submit": "OK",
"BOL.ui.attributeCheck": "Test d'attribut",
"BOL.ui.aptitudeCheck": "Test d'aptitude",
"BOL.ui.weaponCheck": "Jet d'attaque",
"BOL.ui.spellCheck": "Jet de sort",
"BOL.ui.careers": "Carrières",
"BOL.ui.boons": "Avantages",
"BOL.ui.flaws": "Désavantages",
"BOL.ui.rank": "Rang",
"BOL.ui.success": "Succès",
"BOL.ui.failure": "Échec",
"BOL.ui.fumble": "Échec critique",
"BOL.ui.critical": "Succès Héroïque",
"BOL.ui.criticallegend": "Succès Légendaire !",
"BOL.ui.maneuvers": "Actions de combat",
"BOL.ui.stacksize": "Taille de pile (max)",
"BOL.ui.weapons": "Armes",
"BOL.ui.protections": "Protections",
"BOL.ui.ammos": "Munitions",
"BOL.ui.containers": "Conteneurs",
"BOL.ui.treasure": "Trésor",
"BOL.ui.vehicles": "Véhicules/Montures",
"BOL.ui.misc": "Divers",
"BOL.ui.vehicleProperties": " Propriétés de véhicule",
"BOL.ui.speed": "Vitesse",
"BOL.ui.noWeaponName": "Arme Inconnue",
"BOL.ui.targetDefence": "Défense",
"BOL.ui.applyShieldMalus": "Appliquer le Malus de Petit Bouclier",
"BOL.ui.shieldMalus": "Malus de Bouclier",
"BOL.ui.defenseScore": "Score de Defense",
"BOL.ui.defender": "Défenseur",
"BOL.ui.difficulty": "Difficulté",
"BOL.ui.spellProperties": "Propriétés du Sort",
"BOL.ui.duration": "Durée",
"BOL.ui.spellkeep": "Prolongation",
"BOL.ui.concentrate": "Concentration",
"BOL.ui.registerInit": "Enregistrer comme Init. de combat",
"BOL.ui.isSorcerer": "Carrière de Sorcier ?",
"BOL.ui.isAlchemist": "Carrière d'Alchimiste ?",
"BOL.ui.isPriest": "Carrière de Prêtre/Druide ?",
"BOL.ui.isAstrologer": "Carrière d'Astrologue?",
"BOL.ui.circle": "Cercle",
"BOL.ui.spells": "Sorts",
"BOL.ui.focusSpell": "Lance un sort",
"BOL.ui.sorcererRank": "Rang du Sorcier",
"BOL.ui.alchemistRank": "Rang de l'Alchimiste",
"BOL.ui.mandatoryconditions": "Conditions obligatoires",
"BOL.ui.optionnalconditions": "Conditions optionnelles",
"BOL.ui.ppcost": "Cout en Points de Pouvoir",
"BOL.ui.ppAvailable": "Points de Pouvoir actuels",
"BOL.ui.pccost": "Coût en Points de Création",
"BOL.ui.pcnow": "Points de Création actuels",
"BOL.ui.alchemyType": "Type",
"BOL.ui.alchemy": "Préparations Alchimiques",
"BOL.ui.makeAlchemy": "Réaliser une Préparation Alchmique",
"BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation",
"BOL.ui.alchemyInvest": "Points de Création investis",
"BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation",
"BOL.ui.astrology": "Astrologie et Horoscopes",
"BOL.ui.astrologyMinor": "Etablir un Horoscope Mineur",
"BOL.ui.astrologyMajor": "Etablir un Horoscope Majeur",
"BOL.ui.astrologyMajorGroup": "Etablir un Horoscope Majeur de Groupe",
"BOL.ui.makeHoroscope": "Etablir un Horoscope",
"BOL.ui.astrologerRank": "Rang de l'Astrologue",
"BOL.ui.horoscopeCost": "Cout en Points d'Astrologie",
"BOL.ui.minor": "Mineur",
"BOL.ui.major": "Majeur",
"BOL.ui.majorgroup": "Majeur de Groupe",
"BOL.ui.horoscopeGroup": "Horoscopes de Groupe",
"BOL.ui.horoscopeDiceRemaining": "Dés restants",
"BOL.ui.horoscopeDiceMax": "Dés Max",
"BOL.ui.astrologyNoPoints": "Vous n'avez pas assez de Points d'Astrologie!",
"BOL.ui.advance": "Avancement",
"BOL.ui.isbonusdice": "Fourni un dé bonus?",
"BOL.ui.ismalusdice": "Fourni un dé malus?",
"BOL.ui.bonusmalus": "Dés Bonus/Malus additionnels",
"BOL.ui.nbdices": "Nombre de dés",
"BOL.ui.totalmod": "Total Mod.",
"BOL.ui.rangeModifiers": "Mod. de Portée",
"BOL.ui.money": "Bougette",
"BOL.ui.moneyTitle": "Or et Piecettes",
"BOL.ui.fightOption": "Options de Combat",
"BOL.ui.none": "Aucune",
"BOL.ui.fightOptionType": "Types d'options de Combat",
"BOL.ui.activated": "Active",
"BOL.ui.deactivated": "Inactive",
"BOL.ui.toactivated": "Active (>Désactiver)",
"BOL.ui.todeactivated": "Inactive (>Activer)",
"BOL.ui.status": "Statut",
"BOL.ui.armorAgiMalus": "Malus d'Armure+Bouclier (Agi)",
"BOL.ui.armorInitMalus": "Malus d'Armure (Init)",
"BOL.ui.attackValue": "Valeur d'attaque",
"BOL.ui.vehicleWeapons": "Armes de véhicules",
"BOL.ui.hullDamage": "D.coque",
"BOL.ui.crewDamage": "D.équipage",
"BOL.ui.fireDamage": "Feu ?",
"BOL.ui.weaponbonus": "Cette arme bénéficie déja d'un Dé de Bonus (Arme Favorite prise en compte, par exemple)",
"BOL.ui.creature": "Creature",
"BOL.ui.rabble": "Piétaille",
"BOL.ui.tough": "Coriace",
"BOL.ui.villain": "Rival",
"BOL.ui.attributaptitude": "Attribut ou Aptitude",
"BOL.ui.always": "Tout les jets (ie toujours)",
"BOL.ui.effectbonusmalus": "Bonus ou Malus à appliquer",
"BOL.ui.boleffects": "Effets (automatiques)",
"BOL.ui.modifier": "Modificateur",
"BOL.ui.effects": "Effets en cours",
"BOL.ui.pcname": "PJs",
"BOL.ui.npcname": "PNJs",
"BOL.ui.pclistbutton": "Vue compacte",
"BOL.ui.noactorfound": "PNJ inconnu, le PNJ doit être présent dans le monde pour s'afficher ici.",
"BOL.ui.deletetitle": "Suppression",
"BOL.ui.confirmdelete": "Vous êtes sûr de vouloir supprimer cet item ?",
"BOL.ui.nomorealchemypoints": "Plus assez de Points de Création !",
"BOL.ui.armornoformula": "L'armure {protect.name} n'a pas de formule pour la protection !",
"BOL.ui.selectactor": "Selectionnez votre personnage pour utiliser la macro",
"BOL.ui.itemnotfound": "Impossible de trouver l'objet de cette macro",
"BOL.ui.noinit": "Pas d'initiative trouvée, veuillez en enregistrer une.",
"BOL.ui.warninitiative": "Votre initiative n'est pas disponible. Effectuez un jet d'Initiative pour ce combat.",
"BOL.featureCategory.origins": "Origines",
"BOL.featureCategory.races": "Races",
"BOL.featureCategory.careers": "Carrières",
"BOL.featureCategory.boons": "Avantages",
"BOL.featureCategory.flaws": "Désavantages",
"BOL.featureCategory.languages": "Langues",
"BOL.featureCategory.fightoptions": "Options de Combat",
"BOL.bougette.nomoney": "A sec",
"BOL.bougette.tolive": "De quoi vivre",
"BOL.bougette.easylife": "A l'aise",
"BOL.bougette.luxury": "Luxe&Volupté",
"BOL.bougette.rich": "Richissime",
"BOL.featureSubtypes.origin": "Origine",
"BOL.featureSubtypes.race": "Race",
"BOL.featureSubtypes.career": "Carrière",
"BOL.featureSubtypes.boon": "Avantage",
"BOL.featureSubtypes.flaw": "Désavantage",
"BOL.featureSubtypes.language": "Langue",
"BOL.featureSubtypes.gods": "Dieux & Foi",
"BOL.featureSubtypes.fightOption": "Option de Combat",
"BOL.featureSubtypes.effect": "Effet",
"BOL.featureSubtypes.effects": "Effets",
"BOL.featureSubtypes.boleffect": "Effet",
"BOL.featureSubtypes.horoscope": "Horoscope",
"BOL.fightOptionTypes.armor": "Attaque au défaut d'armure",
"BOL.fightOptionTypes.intrepid": "Attaque intrépide",
"BOL.fightOptionTypes.twoweaponsdef": "Combat à 2 armes (Défense)",
"BOL.fightOptionTypes.twoweaponsatt": "Combat à 2 armes (Attaque)",
"BOL.fightOptionTypes.fulldefense": "Défense totale",
"BOL.fightOptionTypes.defense": "Posture défensive",
"BOL.fightOptionTypes.attack": "Posture offensive",
"BOL.itemCategory.object": "Objet",
"BOL.itemCategory.equipment": "Équipement",
"BOL.itemCategory.consumable": "Consommable",
"BOL.itemCategory.spell": "Sort",
"BOL.itemCategory.vehicle": "Monture/Véhicule",
"BOL.itemCategory.other": "Autre",
"BOL.itemCategory.capacity": "Capacité",
"BOL.itemCategory.alchemy": "Préparation Alchimique",
"BOL.itemCategory.vehicleweapon": "Armes de Véhicule",
"BOL.combatCategory.protections": "Protections",
"BOL.combatCategory.shields": "Boucliers",
"BOL.combatCategory.melee": "Armes de contact",
"BOL.combatCategory.ranged": "Armes à distance",
"BOL.combatCategory.fightOptions": "Options de combat",
"BOL.combatCategory.natural": "Armes Naturelless",
"BOL.equipmentCategory.weapon": "Arme",
"BOL.equipmentCategory.armor": "Armure",
"BOL.equipmentCategory.protection": "Protection",
"BOL.equipmentCategory.shield": "Bouclier",
"BOL.equipmentCategory.helm": "Casque",
"BOL.equipmentCategory.jewel": "Bijou",
"BOL.equipmentCategory.scroll": "Parchemin",
"BOL.equipmentCategory.ammunition": "Munition",
"BOL.equipmentCategory.container": "Conteneur",
"BOL.equipmentCategory.currency": "Monnaie",
"BOL.equipmentCategory.other": "Autre",
"BOL.protectionCategory.armor": "Armure",
"BOL.protectionCategory.shield": "Bouclier",
"BOL.protectionCategory.helm": "Casque",
"BOL.protectionCategory.other": "Autre",
"BOL.spellItem.charm": "Charme",
"BOL.spellItem.circle1": "Premier Cercle",
"BOL.spellItem.circle2": "Second Cercle",
"BOL.spellItem.circle3": "Troisième Cercle",
"BOL.alchemyItem.common": "Courante",
"BOL.alchemyItem.scarce": "Rare",
"BOL.alchemyItem.legend": "Légendaire",
"BOL.alchemyItem.mythic": "Mythique",
"BOL.weaponCategory.melee": "Arme de mêlée",
"BOL.weaponCategory.ranged": "Arme de tir",
"BOL.weaponCategory.other": "Autre",
"BOL.itemProperty.damageMultiplier": "Multiplicateur de dommages",
"BOL.itemProperty.attackBonusDice": "Dé de Bonus d'attaque",
"BOL.itemProperty.equipable": "Équipable",
"BOL.itemProperty.protection": "Protection",
"BOL.itemProperty.blocking": "Blocage",
"BOL.itemProperty.magical": "Magique",
"BOL.itemProperty.concealable": "Dissimulable",
"BOL.itemProperty.2H": "Arme à 2 mains",
"BOL.itemProperty.helm": "Casque",
"BOL.itemProperty.improvised": "Improvisée",
"BOL.itemProperty.shield": "Bouclier",
"BOL.itemProperty.melee": "Arme de contact",
"BOL.itemProperty.throwable": "Peut être lancée",
"BOL.itemProperty.ignoreshield": "Ignore les boucliers",
"BOL.itemProperty.bashing": "Dégâts non létaux",
"BOL.itemProperty.stackable": "Empilable",
"BOL.itemProperty.ranged": "A distance",
"BOL.itemProperty.weapon": "Offensive",
"BOL.itemProperty.reloadable": "Rechargeable",
"BOL.itemProperty.worn": "Équipé",
"BOL.itemProperty.spell": "Sort",
"BOL.itemProperty.armor": "Armure",
"BOL.itemProperty.consumable": "Consommable",
"BOL.itemProperty.bow": "Arc",
"BOL.itemProperty.crossbow": "Arbalète",
"BOL.itemProperty.throwing": "Arme de jet",
"BOL.itemProperty.activable": "Activable",
"BOL.itemProperty.powder": "Arme à poudre",
"BOL.itemProperty.attackAttribute": "Attaque (Attribut)",
"BOL.itemProperty.attackAptitude": "Attaque (Aptitude)",
"BOL.itemProperty.attackModifiers": "Attaque (Modificateurs)",
"BOL.itemProperty.attackReroll1": "Attaque (Relancer les 1)",
"BOL.itemProperty.damage": "Dommages (Dés)",
"BOL.itemProperty.damageModifiers": "Dommages (Modificateurs)",
"BOL.itemProperty.damageAttribute": "Dommages (Attribut)",
"BOL.itemProperty.damageSpecial": "Dommages (Spécial)",
"BOL.itemProperty.damageReroll1": "Relancer les 1",
"BOL.itemProperty.range": "Portée (en m)",
"BOL.itemProperty.soakFormula": "Encaissement (Formule)",
"BOL.itemProperty.soakModifiers": "Encaissement (Modificateur)",
"BOL.itemProperty.soakValue": "Encaissement (Valeur par défaut)",
"BOL.itemProperty.armorQuality": "Qualité d'armure",
"BOL.itemProperty.blockingMalus": "Malus de blocage",
"BOL.itemProperty.blockingAttacksBlocked": "Attaques bloquée",
"BOL.itemProperty.blocking1Attack": "Bloque 1 attaque",
"BOL.itemProperty.blockingAllAttacks": "Bloque toutes les attaques",
"BOL.itemProperty.slot": "Emplacement utilisé",
"BOL.itemProperty.reload": "Rechargement (Actions)",
"BOL.itemProperty.weaponSize": "Classe d'arme",
"BOL.itemProperty.difficulty": "Difficulté",
"BOL.itemProperty.natural": "Arme naturelle",
"BOL.itemProperty.onlymodifier": "Modificateur uniquement (ie attaques de créatures)",
"BOL.itemProperty.vehicleDamageType": "Type de dommages de véhicules",
"BOL.itemProperty.isfiredamage": "Dommages de Feu",
"BOL.itemProperty.ishulldamage": "Dommages à la coque",
"BOL.itemProperty.iscrewdamage": "Dommages à l'équipage",
"BOL.itemProperty.hulldamage": "Valeur des dommages à la coque",
"BOL.itemProperty.crewdamage": "Valeur des dommages à l'équipage",
"BOL.itemProperty.hullDamageMultiplier": "Multiplicateur",
"BOL.itemProperty.crewDamageMultiplier": "Multiplicateur",
"BOL.itemProperty.isboarding": "Abordage",
"BOL.itemProperty.isspur": "Eperonnage",
"BOL.itemProperty.isbreakrow": "Briser les rames",
"BOL.itemStat.quantity": "Quantité",
"BOL.itemStat.weight": "Poids",
"BOL.itemStat.price": "Prix",
"BOL.itemStat.range": "Portée",
"BOL.itemStat.damage": "Dommages",
"BOL.itemStat.reload": "Rechargement (Actions)",
"BOL.itemStat.soak": "Valeur de protection",
"BOL.itemStat.blocking": "Bloquage",
"BOL.itemStat.modifiers": "Modificateurs",
"BOL.weaponSize.unarmed": "Mains nues",
"BOL.weaponSize.improvised": "Arme improvisée",
"BOL.weaponSize.light": "Légère",
"BOL.weaponSize.medium": "Moyenne",
"BOL.weaponSize.heavy": "Lourde",
"BOL.itemModifiers.init": "Malus (Initiative)",
"BOL.itemModifiers.social": "Malus (Social)",
"BOL.itemModifiers.agility": "Malus (Agilité)",
"BOL.itemModifiers.powercost": "Malus (Coût supplémentaire en PP)",
"BOL.itemBlocking.malus": "Social",
"BOL.itemBlocking.nbAttacksPerRound": "Agilité",
"BOL.soakFormula.none": "-",
"BOL.soakFormula.light": "Légère (Annule d6-3 dégâts subis)",
"BOL.soakFormula.medium": "Moyenne (Annule d6-2 dégâts subis)",
"BOL.soakFormula.heavy": "Lourde (Annule d6-1 dégâts subis)",
"BOL.armorQuality.none": "-",
"BOL.armorQuality.light": "Légère",
"BOL.armorQuality.lightQ": "Légère de qualité",
"BOL.armorQuality.lightSup": "Légère Supérieure",
"BOL.armorQuality.lightLeg": "Légère Légendaire",
"BOL.armorQuality.medium": "Moyenne",
"BOL.armorQuality.mediumQ": "Moyenne de qualité",
"BOL.armorQuality.mediumSup": "Moyenne Supérieure",
"BOL.armorQuality.mediumLeg": "Moyenne Légendaire",
"BOL.armorQuality.heavy": "Lourde",
"BOL.armorQuality.heavyQ": "Lourde de qualité",
"BOL.armorQuality.heavySup": "Lourde Supérieure",
"BOL.armorQuality.heavyLeg": "Lourde Légendaire",
"BOL.equipmentSlots.none": "-",
"BOL.equipmentSlots.head": "Tête",
"BOL.equipmentSlots.neck": "Cou",
"BOL.equipmentSlots.shoulders": "Épaules",
"BOL.equipmentSlots.body": "Corps",
"BOL.equipmentSlots.rhand": "Main droite",
"BOL.equipmentSlots.lhand": "Main gauche",
"BOL.equipmentSlots.2hands": "2 mains",
"BOL.equipmentSlots.rarm": "Bras droit",
"BOL.equipmentSlots.larm": "Bras gauche",
"BOL.equipmentSlots.chest": "Torse",
"BOL.equipmentSlots.belt": "Ceinture",
"BOL.equipmentSlots.legs": "Jambes",
"BOL.equipmentSlots.feet": "Pieds",
"BOL.equipmentSlots.finder": "Doigt",
"BOL.equipmentSlots.ear": "Oreille",
"BOL.vehicleCategory.mount": "Monture terrestre",
"BOL.vehicleCategory.flying": "Monture volante",
"BOL.vehicleCategory.boat": "Bateau",
"BOL.vehicleCategory.other": "Autre",
"BOL.range.PointBlank": "Bout portant",
"BOL.range.Short": "Courte",
"BOL.range.Medium": "Moyenne",
"BOL.range.Long": "Long",
"BOL.range.VeryLong": "Très longue",
"BOL.range.Extreme": "Extrême",
"BOL.range.Maximum": "Maximale",
"BOL.notification.MacroMultipleTokensSelected": "Vous avez sélectionné plusieurs tokens",
"BOL.notification.MacroNoActorAvailable": "Aucun acteur n'a pu être ciblé",
"BOL.notification.MacroNoTokenSelected": "Vous devez sélectionner un token",
"BOL.size.tiny": "Minuscule",
"BOL.size.verysmall": "Très petite",
"BOL.size.small": "Petite",
"BOL.size.medium": "Moyenne",
"BOL.size.large": "Grande",
"BOL.size.verylarge": "Très grande",
"BOL.size.huge": "Enorme",
"BOL.size.massive": "Massive",
"BOL.size.enormous": "Colossale",
"BOL.size.gigantic": "Gigantesque",
"BOL.size.immense": "Immense",
"BOL.size.colossal": "Monstrueuse",
"BOL.chat.fightactive": "{name} active son option de combat {foName} pour ce round !",
"BOL.chat.fightunactive": "{name} désactive son option de combat {foName} pour ce round !",
"BOL.chat.isdead": "{name} est mort !",
"BOL.chat.epitaph": "Que son nom soit honoré sur les champs de batailles de Lémurie !",
"BOL.chat.vitalityzero": "La Vitalité de {name} est {hp} : il va s'écrouler au sol et sombrer dans l'inconscience !",
"BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme pour reprendre vos esprits pendant 1 round.",
"BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).",
"BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...",
"BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme pour Défier la Mort (cf. page 58).",
"BOL.chat.alchemytitle": "Préparation Alchimique : {name}",
"BOL.chat.alchemypoints": "Points de Création Investis : {pcCostCurrent}",
"BOL.chat.alchemysuccess": "La préparation alchimique a été réalisée avec succès !<br>Créez l'item ou l'effet correspondant dans votre Inventaire.<br>L'avancement dans la préparation a été remis à 0.",
"BOL.chat.alchemyfailure": "La préparation alchimique a échouée !<br>L'avancement dans la préparation a été remis à 0.",
"BOL.chat.rolldamage": "Lancer les dommages",
"BOL.chat.rolldamage6": "Lancer les dommages +6",
"BOL.chat.rolldamage12": "Dommages +12 (1 Pt. d'Heroisme)",
"BOL.chat.damageresult": "Dommages de {name} : {total}",
"BOL.chat.damagetarget": "Cible : {target}",
"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
"BOL.chat.fightoption": "Option de combat",
"BOL.chat.reroll": "Relancer (1 P. Heroisme)",
"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme)",
"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme)",
"BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !",
"BOL.chat.armordefault": "C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !",
"BOL.chat.witharmor": "Encaisser avec la protection de l'armure",
"BOL.chat.withoutarmor": "Encaisser sans la protection de l'armure",
"BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme)",
"BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme)",
"BOL.chat.damagesummary": "Dégats subis par {name}",
"BOL.chat.protectvalue": "Protection de l'armure",
"BOL.chat.noprotectvalue": "Aucune protection d'armure !",
"BOL.chat.heroreducedamage": "Un point d'héroisme dépensé, pour une réduction des dommages supplémentaire de {total}.",
"BOL.chat.herosplintered": "Aucun dommage encaissé, grâce à la parade in-extremis avec {weaponHero.name}. L'arme a été détruite pendant cette parade ! Un point d'héroisme a également été dépensé.",
"BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !",
"BOL.chat.spell": "Sort",
"BOL.chat.spellcost": "Cout en Points de Pouvoir",
"BOL.chat.spellremaining": "Points de Pouvoir restants",
"BOL.chat.nodamagesummary": "Aucun dégats n'a été subi ....",
"BOL.chat.damageresume": "{name} a subi des blessures ...",
"BOL.chat.fumblemessage": "Si vous acceptez les conséquences d'un echec catastrophique (au choix du MJ), vous pourrez bénéficier d'1 point d'Héroïsme supplémentaire",
"BOL.chat.rangeinfo": "Tir/Lancer de {attackerName} vers {defenderName}",
"BOL.chat.rangeweaponinfo": "Arme : {weaponName} - Portée de base {weaponRange}",
"BOL.chat.rangeout": "Modificateur : Hors de portée",
"BOL.chat.range0": "Modificateur : Bout portant (+1)",
"BOL.chat.range1": "Modificateur : Portée courte (0)",
"BOL.chat.range2": "Modificateur : Portée moyenne (-1)",
"BOL.chat.range3": "Modificateur : Portée longue (-2)",
"BOL.chat.range4": "Modificateur : Portée très longue (-4)",
"BOL.chat.range5": "Modificateur : Portée extrême (-6)",
"BOL.chat.range6": "Modificateur : Portée maximale (-8)",
"BOL.chat.rangeprefix": "Distance évaluée : ",
"BOL.chat.rangevisible": "La ligne de vue est dégagée entre les protagonistes.",
"BOL.chat.rangenotvisible": "La ligne de vue est bloquée entre les protagonistes.",
"BOL.chat.rangetitle": "Information MJ",
"BOL.chat.weaponreroll1": "Pour information, cette arme relance les 1 sur ses dégâts.",
"BOL.chat.rollbougette": "Jet de Bougette",
"BOL.chat.bougettesuccess": "Votre bougette reste inchangée !",
"BOL.chat.bougettefailure": "Vous avez trop dépensé, votre bougette s'est réduite...",
"BOL.chat.initiative": "Rang d'intiative (10 à 1)",
"BOL.chat.horoscope": "Horoscope",
"BOL.chat.horoscopepoints": "Coût : {points} Points d'Astrologie",
"BOL.chat.horoscopeminorsuccess": "Votre horoscope mineur est un succès : éditez le nom de l'horoscope sur votre fiche. Vous bénéficiez d'1 dé Bonus pour cette situation.",
"BOL.chat.horoscopeminorfailure": "Votre horoscope mineur est un échec : éditez le nom de l'horoscope sur votre fiche. Vous souffrez d'1 dé Malus pour cette situation.",
"BOL.chat.horoscopemajorsuccess": "Votre horoscope majeur est un succès : vous bénéficiez d'1 point d'Héroisme pour cette aventure. Ce point a été ajouté automatiquement.",
"BOL.chat.horoscopemajorfailure": "Votre horoscope majeur est un échec : vous perdez 1 point d'Héroisme pour cette aventure. Ce point a été enlevé automatiquement.",
"BOL.chat.horoscopemajorgroupsuccess": "Votre horoscope majeur de groupe est un succès. Vous et vos amis bénéficiez de {careerBonus} dés bonus pendant cette aventure.",
"BOL.chat.horoscopemajorgroupfailure": "Votre horoscope majeur de groupe est un échec. Vous et vos amis souffrez de {careerBonus} dés malus pendant cette aventure.",
"BOL.chat.usedhoroscope": "Horoscope utilisé",
"BOL.chat.horoscopedeleted": "Le(s) Horoscopes utilisé(s) a/ont été supprimé(s) automatiquement.",
"BOL.chat.criticaloptions": "Succès critique !! Vous pouvez faire (1 option au choix) :",
"BOL.chat.criticalcarnage": "Faire un Carnage : vous avez une attaque gratuite supplémentaire. Cette seconde attaque ne peut bénéficier d'un Point d'Héroisme.",
"BOL.chat.criticalplus6": "Coup Dévastateur : +6 aux dommages (cf bouton ci-dessous).",
"BOL.chat.criticalprecise": "Coup Précis : Vous frappez pour diminuer les capacités de votre adversaire. Décrivez ce que vous faites, et si le MJ l'accepte, votre opposant subira un Dé de Malus pour les actions concernées.",
"BOL.chat.criticalunarm": "Désarmement : Si votre adversaire a une arme en main, vous le désarmez.",
"BOL.chat.criticalrabble": "Massacrer la piétaille : Si vous combattez de la Piétaille, les résultats des dommages indiquent le nombre d'adversaires mis hors de combat.",
"BOL.chat.criticalpush": "Renversement : Si la taille le permet, vous poussez votre adversaire au sol, il souffrira d'1 Dé de Malus pour toutes ses actions au round suivant.",
"BOL.chat.criticalup": "Transformer en Légendaire : En dépensant 1 point d'Héroisme, vous pouvez transformer ce Succès Héroïque en Légendaire, qui vous permet de prendre 2 options dans la liste ci-dessus (cf. bouton pour un +12 aux dommages par exemple).",
"BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)",
"BOL.dialog.easy": "Facile (+1)",
"BOL.dialog.moderate": "Moyenne (0)",
"BOL.dialog.hard": "Ardue (-1)",
"BOL.dialog.tough": "Difficile (-2)",
"BOL.dialog.demanding": "Très Difficile (-4)",
"BOL.dialog.formidable": "Impossible (-6)",
"BOL.dialog.heroic": "Héroïque (-8)",
"BOL.dialog.mythic": "Mythique (-10)",
"BOL.dialog.divine": "Divine (-12)",
"BOL.dialog.pointblank": "Bout portant (+1)",
"BOL.dialog.close": "Courte (0)",
"BOL.dialog.medium": "Moyenne (-1))",
"BOL.dialog.long": "Longue (-2)",
"BOL.dialog.distant": "Très longue (-4)",
"BOL.dialog.extreme": "Extrême (-6)",
"BOL.dialog.utmost": "Maximale (-8)",
"BOL.ui.name": "Nom",
"BOL.ui.xp": "Experience",
"BOL.ui.xpspent": "Dépensée",
"BOL.ui.xptotal": "Totale",
"BOL.ui.biosize": "Taille",
"BOL.ui.bioweight": "Poids",
"BOL.ui.bioage": "Age",
"BOL.ui.biohair": "Cheveux",
"BOL.ui.bioeyes": "Yeux",
"BOL.ui.biosigns": "Signes distinctifs",
"BOL.ui.biodescription": "Description",
"BOL.ui.bionotes": "Notes",
"BOL.chat.welcome1": "Bienvenue dans Barbarians of Lemuria (Ludospherik version)",
"BOL.chat.welcome2": "Les livres nécessaires pour jouer sont disponibles sur le site de <a href='http://www.ludospherik.fr/content/14-barbarians-of-lemuria'>l'éditeur Ludospherik.</a>",
"BOL.chat.welcome3": "Les cartes intégrées au système le sont grace à l'aimable autorisation de leur auteur Guillaume Tavernier et des éditions Ludospherik. Merci à eux !.",
"BOL.chat.welcome4": "Tout le support et le suivi de ce système est disponible via le <a href='https://discord.gg/pPSDNJk'>Discord Foundry FR</a>.",
"BOL.chat.welcome5": "Consulter l'aide en ligne pour plus d'informations : @UUID[Compendium.bol.aides-de-jeu.97rugQOtiwt8zPfQ]{Aide du Jeu}.",
"BOL.chat.welcome6": "Bon jeu en Lemurie !"
}

View File

@ -1,15 +1,21 @@
{ {
"ACTOR.TypeCharacter": "Personnage", "ACTOR.TypeCharacter": "Personnage",
"ACTOR.TypeEncounter": "Rencontre", "ACTOR.TypeEncounter": "Rencontre",
"ACTOR.TypeVehicle": "Véhicule",
"ITEM.TypeItem": "Objet", "ITEM.TypeItem": "Objet",
"ITEM.TypeFeature": "Trait", "ITEM.TypeFeature": "Trait",
"ITEM.TypeWeapon": "Arme", "ITEM.TypeWeapon": "Arme",
"ITEM.TypeArmor": "Armure", "ITEM.TypeArmor": "Armure",
"BOL.attributes.vigor": "Vigueur", "BOL.attributes.vigor": "Vigueur",
"BOL.attributes.halfvigor": "Demi-vigueur", "BOL.attributes.halfvigor": "Demi-vigueur",
"BOL.attributes.agility": "Agilité", "BOL.attributes.agility": "Agilité",
"BOL.attributes.mind": "Esprit", "BOL.attributes.mind": "Esprit",
"BOL.attributes.appeal": "Aura", "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.init": "Initiative",
"BOL.aptitudes.melee": "Mêlée", "BOL.aptitudes.melee": "Mêlée",
"BOL.aptitudes.ranged": "Tir", "BOL.aptitudes.ranged": "Tir",
@ -22,7 +28,9 @@
"BOL.resources.power": "Pouvoir", "BOL.resources.power": "Pouvoir",
"BOL.resources.villainy": "Vilénie", "BOL.resources.villainy": "Vilénie",
"BOL.resources.alchemypoints": "Points de Creation", "BOL.resources.alchemypoints": "Points de Creation",
"BOL.resources.astrologypoints": "Points d'Astrologie",
"BOL.traits.xp": "Expérience", "BOL.traits.xp": "Expérience",
"BOL.ui.tab.stats": "Attributs", "BOL.ui.tab.stats": "Attributs",
"BOL.ui.tab.combat": "Combat", "BOL.ui.tab.combat": "Combat",
"BOL.ui.tab.actions": "Actions", "BOL.ui.tab.actions": "Actions",
@ -30,7 +38,19 @@
"BOL.ui.tab.equipment": "Equipement", "BOL.ui.tab.equipment": "Equipement",
"BOL.ui.tab.description": "Description", "BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details", "BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Sorts&Alchimie", "BOL.ui.tab.spellalchemy": "Mystères",
"BOL.ui.astrologerPoints": "Points d'Astrologie",
"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
"BOL.ui.answer": "Réponse",
"BOL.ui.horoscopefavorable": "Favorable (1dB)",
"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
"BOL.ui.horoscopes": "Horoscopes",
"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
"BOL.ui.properties": "Propriétés", "BOL.ui.properties": "Propriétés",
"BOL.ui.description": "Description", "BOL.ui.description": "Description",
"BOL.ui.actions": "Actions", "BOL.ui.actions": "Actions",
@ -86,8 +106,8 @@
"BOL.ui.success": "Succès", "BOL.ui.success": "Succès",
"BOL.ui.failure": "Échec", "BOL.ui.failure": "Échec",
"BOL.ui.fumble": "Échec critique", "BOL.ui.fumble": "Échec critique",
"BOL.ui.critical": "Succès critique", "BOL.ui.critical": "Succès Héroïque",
"BOL.ui.criticallegend": "Succès légendaire !", "BOL.ui.criticallegend": "Succès Légendaire !",
"BOL.ui.maneuvers": "Actions de combat", "BOL.ui.maneuvers": "Actions de combat",
"BOL.ui.stacksize": "Taille de pile (max)", "BOL.ui.stacksize": "Taille de pile (max)",
"BOL.ui.weapons": "Armes", "BOL.ui.weapons": "Armes",
@ -108,12 +128,17 @@
"BOL.ui.difficulty": "Difficulté", "BOL.ui.difficulty": "Difficulté",
"BOL.ui.spellProperties": "Propriétés du Sort", "BOL.ui.spellProperties": "Propriétés du Sort",
"BOL.ui.duration": "Durée", "BOL.ui.duration": "Durée",
"BOL.ui.spellkeep": "Prolongation", "BOL.ui.spellkeep": "Prolongation possible ?",
"BOL.ui.concentrate": "Concentration", "BOL.ui.concentrate": "Concentration à maintenir ?",
"BOL.ui.aggressive": "Sort aggressif ?",
"BOL.ui.registerInit": "Enregistrer comme Init. de combat", "BOL.ui.registerInit": "Enregistrer comme Init. de combat",
"BOL.ui.initMalus": "Malus d'initiative",
"BOL.ui.magicnewrules": "Règles supplémentaires (cf. supplément fan-made Sorcellerie!)",
"BOL.ui.isSorcerer": "Carrière de Sorcier ?", "BOL.ui.isSorcerer": "Carrière de Sorcier ?",
"BOL.ui.isAlchemist": "Carrière d'Alchimiste ?", "BOL.ui.isAlchemist": "Carrière d'Alchimiste ?",
"BOL.ui.isPriest": "Carrière de Prêtre/Druide ?", "BOL.ui.isPriest": "Carrière de Prêtre/Druide ?",
"BOL.ui.isAstrologer": "Carrière d'Astrologue?",
"BOL.ui.circle": "Cercle", "BOL.ui.circle": "Cercle",
"BOL.ui.spells": "Sorts", "BOL.ui.spells": "Sorts",
"BOL.ui.focusSpell": "Lance un sort", "BOL.ui.focusSpell": "Lance un sort",
@ -131,6 +156,21 @@
"BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation", "BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation",
"BOL.ui.alchemyInvest": "Points de Création investis", "BOL.ui.alchemyInvest": "Points de Création investis",
"BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation", "BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation",
"BOL.ui.astrology": "Astrologie et Horoscopes",
"BOL.ui.astrologyMinor": "Etablir un Horoscope Mineur",
"BOL.ui.astrologyMajor": "Etablir un Horoscope Majeur",
"BOL.ui.astrologyMajorGroup": "Etablir un Horoscope Majeur de Groupe",
"BOL.ui.makeHoroscope": "Etablir un Horoscope",
"BOL.ui.astrologerRank": "Rang de l'Astrologue",
"BOL.ui.horoscopeCost": "Cout en Points d'Astrologie",
"BOL.ui.minor": "Mineur",
"BOL.ui.major": "Majeur",
"BOL.ui.majorgroup": "Majeur de Groupe",
"BOL.ui.horoscopeGroup": "Horoscopes de Groupe",
"BOL.ui.horoscopeDiceRemaining": "Dés restants",
"BOL.ui.horoscopeDiceMax": "Dés Max",
"BOL.ui.astrologyNoPoints": "Vous n'avez pas assez de Points d'Astrologie!",
"BOL.ui.advance": "Avancement", "BOL.ui.advance": "Avancement",
"BOL.ui.isbonusdice": "Fourni un dé bonus?", "BOL.ui.isbonusdice": "Fourni un dé bonus?",
"BOL.ui.ismalusdice": "Fourni un dé malus?", "BOL.ui.ismalusdice": "Fourni un dé malus?",
@ -151,6 +191,35 @@
"BOL.ui.armorAgiMalus": "Malus d'Armure+Bouclier (Agi)", "BOL.ui.armorAgiMalus": "Malus d'Armure+Bouclier (Agi)",
"BOL.ui.armorInitMalus": "Malus d'Armure (Init)", "BOL.ui.armorInitMalus": "Malus d'Armure (Init)",
"BOL.ui.attackValue": "Valeur d'attaque", "BOL.ui.attackValue": "Valeur d'attaque",
"BOL.ui.vehicleWeapons": "Armes de véhicules",
"BOL.ui.hullDamage": "D.coque",
"BOL.ui.crewDamage": "D.équipage",
"BOL.ui.fireDamage": "Feu ?",
"BOL.ui.weaponbonus": "Cette arme bénéficie déja d'un Dé de Bonus (Arme Favorite prise en compte, par exemple)",
"BOL.ui.creature": "Creature",
"BOL.ui.rabble": "Piétaille",
"BOL.ui.tough": "Coriace",
"BOL.ui.villain": "Rival",
"BOL.ui.attributaptitude": "Attribut ou Aptitude",
"BOL.ui.always": "Tout les jets (ie toujours)",
"BOL.ui.effectbonusmalus": "Bonus ou Malus à appliquer",
"BOL.ui.boleffects": "Effets (automatiques)",
"BOL.ui.modifier": "Modificateur",
"BOL.ui.effects": "Effets en cours",
"BOL.ui.pcname": "PJs",
"BOL.ui.npcname": "PNJs",
"BOL.ui.pclistbutton": "Vue compacte",
"BOL.ui.noactorfound": "PNJ inconnu, le PNJ doit être présent dans le monde pour s'afficher ici.",
"BOL.ui.deletetitle": "Suppression",
"BOL.ui.confirmdelete": "Vous êtes sûr de vouloir supprimer cet item ?",
"BOL.ui.nomorealchemypoints": "Plus assez de Points de Création !",
"BOL.ui.armornoformula": "L'armure {protect.name} n'a pas de formule pour la protection !",
"BOL.ui.selectactor": "Selectionnez votre personnage pour utiliser la macro",
"BOL.ui.itemnotfound": "Impossible de trouver l'objet de cette macro",
"BOL.ui.noinit": "Pas d'initiative trouvée, veuillez en enregistrer une.",
"BOL.ui.warninitiative": "Votre initiative n'est pas disponible. Effectuez un jet d'Initiative pour ce combat.",
"BOL.ui.isspecial": "Spéciale ?",
"BOL.featureCategory.origins": "Origines", "BOL.featureCategory.origins": "Origines",
"BOL.featureCategory.races": "Races", "BOL.featureCategory.races": "Races",
"BOL.featureCategory.careers": "Carrières", "BOL.featureCategory.careers": "Carrières",
@ -163,6 +232,7 @@
"BOL.bougette.easylife": "A l'aise", "BOL.bougette.easylife": "A l'aise",
"BOL.bougette.luxury": "Luxe&Volupté", "BOL.bougette.luxury": "Luxe&Volupté",
"BOL.bougette.rich": "Richissime", "BOL.bougette.rich": "Richissime",
"BOL.featureSubtypes.origin": "Origine", "BOL.featureSubtypes.origin": "Origine",
"BOL.featureSubtypes.race": "Race", "BOL.featureSubtypes.race": "Race",
"BOL.featureSubtypes.career": "Carrière", "BOL.featureSubtypes.career": "Carrière",
@ -171,6 +241,11 @@
"BOL.featureSubtypes.language": "Langue", "BOL.featureSubtypes.language": "Langue",
"BOL.featureSubtypes.gods": "Dieux & Foi", "BOL.featureSubtypes.gods": "Dieux & Foi",
"BOL.featureSubtypes.fightOption": "Option de Combat", "BOL.featureSubtypes.fightOption": "Option de Combat",
"BOL.featureSubtypes.effect": "Effet",
"BOL.featureSubtypes.effects": "Effets",
"BOL.featureSubtypes.boleffect": "Effet",
"BOL.featureSubtypes.horoscope": "Horoscope",
"BOL.fightOptionTypes.armor": "Attaque au défaut d'armure", "BOL.fightOptionTypes.armor": "Attaque au défaut d'armure",
"BOL.fightOptionTypes.intrepid": "Attaque intrépide", "BOL.fightOptionTypes.intrepid": "Attaque intrépide",
"BOL.fightOptionTypes.twoweaponsdef": "Combat à 2 armes (Défense)", "BOL.fightOptionTypes.twoweaponsdef": "Combat à 2 armes (Défense)",
@ -178,6 +253,8 @@
"BOL.fightOptionTypes.fulldefense": "Défense totale", "BOL.fightOptionTypes.fulldefense": "Défense totale",
"BOL.fightOptionTypes.defense": "Posture défensive", "BOL.fightOptionTypes.defense": "Posture défensive",
"BOL.fightOptionTypes.attack": "Posture offensive", "BOL.fightOptionTypes.attack": "Posture offensive",
"BOL.fightOptionTypes.other": "Autres",
"BOL.itemCategory.object": "Objet", "BOL.itemCategory.object": "Objet",
"BOL.itemCategory.equipment": "Équipement", "BOL.itemCategory.equipment": "Équipement",
"BOL.itemCategory.consumable": "Consommable", "BOL.itemCategory.consumable": "Consommable",
@ -186,12 +263,15 @@
"BOL.itemCategory.other": "Autre", "BOL.itemCategory.other": "Autre",
"BOL.itemCategory.capacity": "Capacité", "BOL.itemCategory.capacity": "Capacité",
"BOL.itemCategory.alchemy": "Préparation Alchimique", "BOL.itemCategory.alchemy": "Préparation Alchimique",
"BOL.itemCategory.vehicleweapon": "Armes de Véhicule",
"BOL.combatCategory.protections": "Protections", "BOL.combatCategory.protections": "Protections",
"BOL.combatCategory.shields": "Boucliers", "BOL.combatCategory.shields": "Boucliers",
"BOL.combatCategory.melee": "Armes de contact", "BOL.combatCategory.melee": "Armes de contact",
"BOL.combatCategory.ranged": "Armes à distance", "BOL.combatCategory.ranged": "Armes à distance",
"BOL.combatCategory.fightOptions": "Options de combat", "BOL.combatCategory.fightOptions": "Options de combat",
"BOL.combatCategory.natural": "Armes Naturelless", "BOL.combatCategory.natural": "Armes Naturelless",
"BOL.equipmentCategory.weapon": "Arme", "BOL.equipmentCategory.weapon": "Arme",
"BOL.equipmentCategory.armor": "Armure", "BOL.equipmentCategory.armor": "Armure",
"BOL.equipmentCategory.protection": "Protection", "BOL.equipmentCategory.protection": "Protection",
@ -203,21 +283,26 @@
"BOL.equipmentCategory.container": "Conteneur", "BOL.equipmentCategory.container": "Conteneur",
"BOL.equipmentCategory.currency": "Monnaie", "BOL.equipmentCategory.currency": "Monnaie",
"BOL.equipmentCategory.other": "Autre", "BOL.equipmentCategory.other": "Autre",
"BOL.protectionCategory.armor": "Armure", "BOL.protectionCategory.armor": "Armure",
"BOL.protectionCategory.shield": "Bouclier", "BOL.protectionCategory.shield": "Bouclier",
"BOL.protectionCategory.helm": "Casque", "BOL.protectionCategory.helm": "Casque",
"BOL.protectionCategory.other": "Autre", "BOL.protectionCategory.other": "Autre",
"BOL.spellItem.charm": "Charme", "BOL.spellItem.charm": "Charme",
"BOL.spellItem.circle1": "Premier Cercle", "BOL.spellItem.circle1": "Premier Cercle",
"BOL.spellItem.circle2": "Second Cercle", "BOL.spellItem.circle2": "Second Cercle",
"BOL.spellItem.circle3": "Troisième Cercle", "BOL.spellItem.circle3": "Troisième Cercle",
"BOL.alchemyItem.common": "Courante", "BOL.alchemyItem.common": "Courante",
"BOL.alchemyItem.scarce": "Rare", "BOL.alchemyItem.scarce": "Rare",
"BOL.alchemyItem.legend": "Légendaire", "BOL.alchemyItem.legend": "Légendaire",
"BOL.alchemyItem.mythic": "Mythique", "BOL.alchemyItem.mythic": "Mythique",
"BOL.weaponCategory.melee": "Arme de mêlée", "BOL.weaponCategory.melee": "Arme de mêlée",
"BOL.weaponCategory.ranged": "Arme de tir", "BOL.weaponCategory.ranged": "Arme de tir",
"BOL.weaponCategory.other": "Autre", "BOL.weaponCategory.other": "Autre",
"BOL.itemProperty.damageMultiplier": "Multiplicateur de dommages", "BOL.itemProperty.damageMultiplier": "Multiplicateur de dommages",
"BOL.itemProperty.attackBonusDice": "Dé de Bonus d'attaque", "BOL.itemProperty.attackBonusDice": "Dé de Bonus d'attaque",
"BOL.itemProperty.equipable": "Équipable", "BOL.itemProperty.equipable": "Équipable",
@ -270,6 +355,18 @@
"BOL.itemProperty.difficulty": "Difficulté", "BOL.itemProperty.difficulty": "Difficulté",
"BOL.itemProperty.natural": "Arme naturelle", "BOL.itemProperty.natural": "Arme naturelle",
"BOL.itemProperty.onlymodifier": "Modificateur uniquement (ie attaques de créatures)", "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.quantity": "Quantité",
"BOL.itemStat.weight": "Poids", "BOL.itemStat.weight": "Poids",
"BOL.itemStat.price": "Prix", "BOL.itemStat.price": "Prix",
@ -279,21 +376,26 @@
"BOL.itemStat.soak": "Valeur de protection", "BOL.itemStat.soak": "Valeur de protection",
"BOL.itemStat.blocking": "Bloquage", "BOL.itemStat.blocking": "Bloquage",
"BOL.itemStat.modifiers": "Modificateurs", "BOL.itemStat.modifiers": "Modificateurs",
"BOL.weaponSize.unarmed": "Mains nues", "BOL.weaponSize.unarmed": "Mains nues",
"BOL.weaponSize.improvised": "Arme improvisée", "BOL.weaponSize.improvised": "Arme improvisée",
"BOL.weaponSize.light": "Légère", "BOL.weaponSize.light": "Légère",
"BOL.weaponSize.medium": "Moyenne", "BOL.weaponSize.medium": "Moyenne",
"BOL.weaponSize.heavy": "Lourde", "BOL.weaponSize.heavy": "Lourde",
"BOL.itemModifiers.init": "Malus (Initiative)", "BOL.itemModifiers.init": "Malus (Initiative)",
"BOL.itemModifiers.social": "Malus (Social)", "BOL.itemModifiers.social": "Malus (Social)",
"BOL.itemModifiers.agility": "Malus (Agilité)", "BOL.itemModifiers.agility": "Malus (Agilité)",
"BOL.itemModifiers.powercost": "Malus (Coût supplémentaire en PP)", "BOL.itemModifiers.powercost": "Malus (Coût supplémentaire en PP)",
"BOL.itemBlocking.malus": "Social", "BOL.itemBlocking.malus": "Social",
"BOL.itemBlocking.nbAttacksPerRound": "Agilité", "BOL.itemBlocking.nbAttacksPerRound": "Agilité",
"BOL.soakFormula.none": "-", "BOL.soakFormula.none": "-",
"BOL.soakFormula.light": "Légère (Annule d6-3 dégâts subis)", "BOL.soakFormula.light": "Légère (Annule d6-3 dégâts subis)",
"BOL.soakFormula.medium": "Moyenne (Annule d6-2 dégâts subis)", "BOL.soakFormula.medium": "Moyenne (Annule d6-2 dégâts subis)",
"BOL.soakFormula.heavy": "Lourde (Annule d6-1 dégâts subis)", "BOL.soakFormula.heavy": "Lourde (Annule d6-1 dégâts subis)",
"BOL.armorQuality.none": "-", "BOL.armorQuality.none": "-",
"BOL.armorQuality.light": "Légère", "BOL.armorQuality.light": "Légère",
"BOL.armorQuality.lightQ": "Légère de qualité", "BOL.armorQuality.lightQ": "Légère de qualité",
@ -307,6 +409,7 @@
"BOL.armorQuality.heavyQ": "Lourde de qualité", "BOL.armorQuality.heavyQ": "Lourde de qualité",
"BOL.armorQuality.heavySup": "Lourde Supérieure", "BOL.armorQuality.heavySup": "Lourde Supérieure",
"BOL.armorQuality.heavyLeg": "Lourde Légendaire", "BOL.armorQuality.heavyLeg": "Lourde Légendaire",
"BOL.equipmentSlots.none": "-", "BOL.equipmentSlots.none": "-",
"BOL.equipmentSlots.head": "Tête", "BOL.equipmentSlots.head": "Tête",
"BOL.equipmentSlots.neck": "Cou", "BOL.equipmentSlots.neck": "Cou",
@ -323,10 +426,12 @@
"BOL.equipmentSlots.feet": "Pieds", "BOL.equipmentSlots.feet": "Pieds",
"BOL.equipmentSlots.finder": "Doigt", "BOL.equipmentSlots.finder": "Doigt",
"BOL.equipmentSlots.ear": "Oreille", "BOL.equipmentSlots.ear": "Oreille",
"BOL.vehicleCategory.mount": "Monture terrestre", "BOL.vehicleCategory.mount": "Monture terrestre",
"BOL.vehicleCategory.flying": "Monture volante", "BOL.vehicleCategory.flying": "Monture volante",
"BOL.vehicleCategory.boat": "Bateau", "BOL.vehicleCategory.boat": "Bateau",
"BOL.vehicleCategory.other": "Autre", "BOL.vehicleCategory.other": "Autre",
"BOL.range.PointBlank": "Bout portant", "BOL.range.PointBlank": "Bout portant",
"BOL.range.Short": "Courte", "BOL.range.Short": "Courte",
"BOL.range.Medium": "Moyenne", "BOL.range.Medium": "Moyenne",
@ -334,6 +439,7 @@
"BOL.range.VeryLong": "Très longue", "BOL.range.VeryLong": "Très longue",
"BOL.range.Extreme": "Extrême", "BOL.range.Extreme": "Extrême",
"BOL.range.Maximum": "Maximale", "BOL.range.Maximum": "Maximale",
"BOL.notification.MacroMultipleTokensSelected": "Vous avez sélectionné plusieurs tokens", "BOL.notification.MacroMultipleTokensSelected": "Vous avez sélectionné plusieurs tokens",
"BOL.notification.MacroNoActorAvailable": "Aucun acteur n'a pu être ciblé", "BOL.notification.MacroNoActorAvailable": "Aucun acteur n'a pu être ciblé",
"BOL.notification.MacroNoTokenSelected": "Vous devez sélectionner un token", "BOL.notification.MacroNoTokenSelected": "Vous devez sélectionner un token",
@ -356,10 +462,10 @@
"BOL.chat.isdead": "{name} est mort !", "BOL.chat.isdead": "{name} est mort !",
"BOL.chat.epitaph": "Que son nom soit honoré sur les champs de batailles de Lémurie !", "BOL.chat.epitaph": "Que son nom soit honoré sur les champs de batailles de Lémurie !",
"BOL.chat.vitalityzero": "La Vitalité de {name} est {hp} : il va s'écrouler au sol et sombrer dans l'inconscience !", "BOL.chat.vitalityzero": "La Vitalité de {name} est {hp} : il va s'écrouler au sol et sombrer dans l'inconscience !",
"BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme pour reprendre vos esprits pendant 1 round.", "BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme/Vilainie pour reprendre vos esprits pendant 1 round.",
"BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).", "BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).",
"BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...", "BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...",
"BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme pour Défier la Mort (cf. page 58).", "BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme/Vilainie pour Défier la Mort (cf. page 58).",
"BOL.chat.alchemytitle": "Préparation Alchimique : {name}", "BOL.chat.alchemytitle": "Préparation Alchimique : {name}",
"BOL.chat.alchemypoints": "Points de Création Investis : {pcCostCurrent}", "BOL.chat.alchemypoints": "Points de Création Investis : {pcCostCurrent}",
"BOL.chat.alchemysuccess": "La préparation alchimique a été réalisée avec succès !<br>Créez l'item ou l'effet correspondant dans votre Inventaire.<br>L'avancement dans la préparation a été remis à 0.", "BOL.chat.alchemysuccess": "La préparation alchimique a été réalisée avec succès !<br>Créez l'item ou l'effet correspondant dans votre Inventaire.<br>L'avancement dans la préparation a été remis à 0.",
@ -372,25 +478,70 @@
"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible", "BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
"BOL.chat.fightoption": "Option de combat", "BOL.chat.fightoption": "Option de combat",
"BOL.chat.reroll": "Relancer (1 P. Heroisme)", "BOL.chat.reroll": "Relancer (1 P. Heroisme)",
"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme)", "BOL.chat.heroicreminder": "En plus des actions indiquées sur les boutons ci-dessous, vous pouvez : <ul><li>Carnage : Attaquer une seconde fois le même adversaire</li><li>Coup précis : Un dé de malus à votre adversaire sur une localisation choisie</li><li>Désarmement</li><li>Massacrer la piétaille</li><li>Renversement : Renversez votre adversaire (1 taille de plus max)</li></ul>Si vous dépensez un Point dh'Eheoisme en plus, tout ces effets peuvent être doublés",
"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme)", "BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme/Vilainie)",
"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme/Vilainie)",
"BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !", "BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !",
"BOL.chat.armordefault": "C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !", "BOL.chat.armordefault": "C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !",
"BOL.chat.witharmor": "Encaisser avec la protection de l'armure", "BOL.chat.witharmor": "Encaisser avec la protection de l'armure",
"BOL.chat.withoutarmor": "Encaisser sans la protection de l'armure", "BOL.chat.withoutarmor": "Encaisser sans la protection de l'armure",
"BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme)", "BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme/Vilainie)",
"BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme)", "BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme/Vilainie)",
"BOL.chat.damagesummary": "Dégats subis par {name}", "BOL.chat.damagesummary": "Dégats subis par {name}",
"BOL.chat.protectvalue": "Protection de l'armure", "BOL.chat.protectvalue": "Protection de l'armure",
"BOL.chat.noprotectvalue": "Aucune protection d'armure !", "BOL.chat.noprotectvalue": "Aucune protection d'armure !",
"BOL.chat.heroreducedamage": "Un point d'héroisme dépensé, pour une réduction des dommages supplémentaire de {total}.", "BOL.chat.heroreducedamage": "Un point d'héroisme/vilainie dépensé, pour une réduction des dommages supplémentaire de {total}.",
"BOL.chat.herosplintered": "Aucun dommage encaissé, grâce à la parade in-extremis avec {weaponHero.name}. L'arme a été détruite pendant cette parade ! Un point d'héroisme a également été dépensé.", "BOL.chat.herosplintered": "Aucun dommage encaissé, grâce à la parade in-extremis avec {weaponHero.name}. L'arme a été détruite pendant cette parade ! Un point d'héroisme/vilainie a également été dépensé.",
"BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !", "BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !",
"BOL.chat.spell": "Sort", "BOL.chat.spell": "Sort",
"BOL.chat.spellcost": "Cout en Points de Pouvoir", "BOL.chat.spellcost": "Cout en Points de Pouvoir",
"BOL.chat.spellremaining": "Points de Pouvoir restants", "BOL.chat.spellremaining": "Points de Pouvoir restants",
"BOL.chat.nodamagesummary": "Aucun dégats n'a été subi ....", "BOL.chat.nodamagesummary": "Aucun dégats n'a été subi ....",
"BOL.chat.damageresume": "{name} a subi des blessures ...", "BOL.chat.damageresume": "{name} a subi des blessures ...",
"BOL.chat.fumblemessage": "Si vous acceptez les conséquences d'un echec catastrophique (au choix du MJ), vous pourrez bénéficier d'1 point d'Héroïsme supplémentaire",
"BOL.chat.rangeinfo": "Tir/Lancer de {attackerName} vers {defenderName}",
"BOL.chat.rangeweaponinfo": "Arme : {weaponName} - Portée de base {weaponRange}",
"BOL.chat.rangeout": "Modificateur : Hors de portée",
"BOL.chat.range0": "Modificateur : Bout portant (+1)",
"BOL.chat.range1": "Modificateur : Portée courte (0)",
"BOL.chat.range2": "Modificateur : Portée moyenne (-1)",
"BOL.chat.range3": "Modificateur : Portée longue (-2)",
"BOL.chat.range4": "Modificateur : Portée très longue (-4)",
"BOL.chat.range5": "Modificateur : Portée extrême (-6)",
"BOL.chat.range6": "Modificateur : Portée maximale (-8)",
"BOL.chat.rangeprefix": "Distance évaluée : ",
"BOL.chat.rangevisible": "La ligne de vue est dégagée entre les protagonistes.",
"BOL.chat.rangenotvisible": "La ligne de vue est bloquée entre les protagonistes.",
"BOL.chat.rangetitle": "Information MJ",
"BOL.chat.weaponreroll1": "Pour information, cette arme relance les 1 sur ses dégâts.",
"BOL.chat.rollbougette": "Jet de Bougette",
"BOL.chat.bougettesuccess": "Votre bougette reste inchangée !",
"BOL.chat.bougettefailure": "Vous avez trop dépensé, votre bougette s'est réduite...",
"BOL.chat.initiative": "Rang d'intiative (10 à 1)",
"BOL.chat.horoscope": "Horoscope",
"BOL.chat.horoscopepoints": "Coût : {points} Points d'Astrologie",
"BOL.chat.horoscopeminorsuccess": "Votre horoscope mineur est un succès : éditez le nom de l'horoscope sur votre fiche. Vous bénéficiez d'1 dé Bonus pour cette situation.",
"BOL.chat.horoscopeminorfailure": "Votre horoscope mineur est un échec : éditez le nom de l'horoscope sur votre fiche. Vous souffrez d'1 dé Malus pour cette situation.",
"BOL.chat.horoscopemajorsuccess": "Votre horoscope majeur est un succès : {horoscopeName} bénéficie d'1 point d'Héroisme de plus pour cette aventure. Ce point a été ajouté automatiquement.",
"BOL.chat.horoscopemajorfailure": "Votre horoscope majeur est un échec : {horoscopeName} a perdu 1 point d'Héroisme pour cette aventure. Ce point a été enlevé automatiquement.",
"BOL.chat.horoscopemajorgroupsuccess": "Votre horoscope majeur de groupe est un succès. Vous et vos amis bénéficiez de {careerBonus} dés bonus pendant cette aventure.",
"BOL.chat.horoscopemajorgroupfailure": "Votre horoscope majeur de groupe est un échec. Vous et vos amis souffrez de {careerBonus} dés malus pendant cette aventure.",
"BOL.chat.usedhoroscope": "Horoscope utilisé",
"BOL.chat.horoscopedeleted": "Le(s) Horoscopes utilisé(s) a/ont été supprimé(s) automatiquement.",
"BOL.chat.criticaloptions": "Succès critique !! Vous pouvez faire (1 option au choix) :",
"BOL.chat.criticalcarnage": "Faire un Carnage : vous avez une attaque gratuite supplémentaire. Cette seconde attaque ne peut bénéficier d'un Point d'Héroisme/vilainie.",
"BOL.chat.criticalplus6": "Coup Dévastateur : +6 aux dommages (cf bouton ci-dessous).",
"BOL.chat.criticalprecise": "Coup Précis : Vous frappez pour diminuer les capacités de votre adversaire. Décrivez ce que vous faites, et si le MJ l'accepte, votre opposant subira un Dé de Malus pour les actions concernées.",
"BOL.chat.criticalunarm": "Désarmement : Si votre adversaire a une arme en main, vous le désarmez.",
"BOL.chat.criticalrabble": "Massacrer la piétaille : Si vous combattez de la Piétaille, les résultats des dommages indiquent le nombre d'adversaires mis hors de combat.",
"BOL.chat.criticalpush": "Renversement : Si la taille le permet, vous poussez votre adversaire au sol, il souffrira d'1 Dé de Malus pour toutes ses actions au round suivant.",
"BOL.chat.criticalup": "Transformer en Légendaire : En dépensant 1 point d'Héroisme/Vilainie, vous pouvez transformer ce Succès Héroïque en Légendaire, qui vous permet de prendre 2 options dans la liste ci-dessus (cf. bouton pour un +12 aux dommages par exemple).",
"BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.chat.losshp": "{{name}} a perdu {lossHP} points de Vitalité. Si il se repose quelques minutes, il peut récupérer {recupHP} points de Vitalité.",
"BOL.chat.applyrecup": "Récupérer pendant quelques minutes (+{recupHP} Vitalité)",
"BOL.chat.inforecup": "{name} vient de récupérer {recupHP} points de Vitalité après quelques minutes de repos.",
"BOL.dialog.soeasy": "Inmanquable (+4)", "BOL.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)", "BOL.dialog.veryeasy": "Trés Facile (+2)",
@ -426,9 +577,10 @@
"BOL.ui.bionotes": "Notes", "BOL.ui.bionotes": "Notes",
"BOL.chat.welcome1": "Bienvenue dans Barbarians of Lemuria (Ludospherik version)", "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.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.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": "Bon jeu en Lemurie !" "BOL.chat.welcome5": "Consulter l'aide en ligne pour plus d'informations : @UUID[Compendium.bol.aides-de-jeu.97rugQOtiwt8zPfQ]{Aide du Jeu}.",
"BOL.chat.welcome6": "Bon jeu en Lemurie !",
"BOL.chat.nodamage": "Ne pas appliquer les dommages"
} }

View File

@ -12,7 +12,7 @@ export class BoLActorSheet extends ActorSheet {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["bol", "sheet", "actor"], classes: ["bol", "sheet", "actor"],
template: "systems/bol/templates/actor/actor-sheet.hbs", template: "systems/bol/templates/actor/actor-sheet.hbs",
width: 600, width: 860,
height: 600, height: 600,
dragDrop: [{ dragSelector: ".items-list .item", dropSelector: null }], dragDrop: [{ dragSelector: ".items-list .item", dropSelector: null }],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }] tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }]
@ -60,6 +60,12 @@ export class BoLActorSheet extends ActorSheet {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
this.actor.spendAlchemyPoint(li.data("itemId"), 1) this.actor.spendAlchemyPoint(li.data("itemId"), 1)
}) })
html.find(".inc-dec-btns-resource").click((ev) => {
const dataset = ev.currentTarget.dataset;
const target = dataset.target
const incr = parseInt(dataset.incr)
this.actor.incDecResources(target, incr)
})
// Incr./Decr. career ranks // Incr./Decr. career ranks
html.find(".inc-dec-btns").click((ev) => { html.find(".inc-dec-btns").click((ev) => {
@ -73,10 +79,9 @@ export class BoLActorSheet extends ActorSheet {
const incr = parseInt(dataset.incr) const incr = parseInt(dataset.incr)
const min = parseInt(dataset.min) const min = parseInt(dataset.min)
const max = parseInt(dataset.max) || 10000 const max = parseInt(dataset.max) || 10000
const itemData = item.data; let value = eval("item." + target)
let value = eval("itemData." + target)
value = value || 0 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 (operator === "minus") {
if (value >= min + incr) value -= incr; if (value >= min + incr) value -= incr;
else value = min; else value = min;
@ -95,8 +100,8 @@ export class BoLActorSheet extends ActorSheet {
// Delete Inventory Item // Delete Inventory Item
html.find('.item-delete').click(ev => { html.find('.item-delete').click(ev => {
Dialog.confirm({ Dialog.confirm({
title: "Suppression", title: game.i18n.localize("BOL.ui.deletetitle"),
content: `Vous êtes sûr de vouloir supprimer cet item ?`, content: game.i18n.localize("BOL.ui.confirmdelete"),
yes: () => { yes: () => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")]) this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")])
@ -115,17 +120,18 @@ export class BoLActorSheet extends ActorSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
getData(options) { async getData(options) {
const data = super.getData(options); const data = super.getData(options)
const actorData = duplicate(data.data); const actorData = duplicate(data)
let formData = duplicate(data) let formData = duplicate(data)
formData.config = game.bol.config formData.config = game.bol.config
formData.data = actorData.data formData.data = actorData
formData.details = this.actor.details formData.details = this.actor.details
formData.attributes = this.actor.attributes formData.attributes = this.actor.attributes
formData.aptitudes = this.actor.aptitudes formData.aptitudes = this.actor.aptitudes
formData.resources = this.actor.getResourcesFromType() formData.resources = this.actor.getResourcesFromType()
formData.xp = this.actor.system.xp
formData.equipment = this.actor.equipment formData.equipment = this.actor.equipment
formData.equipmentCreature = this.actor.equipmentCreature formData.equipmentCreature = this.actor.equipmentCreature
formData.weapons = this.actor.weapons formData.weapons = this.actor.weapons
@ -134,23 +140,33 @@ export class BoLActorSheet extends ActorSheet {
formData.alchemy = this.actor.alchemy formData.alchemy = this.actor.alchemy
formData.containers = this.actor.containers formData.containers = this.actor.containers
formData.treasure = this.actor.treasure formData.treasure = this.actor.treasure
formData.boleffects = this.actor.boleffects
formData.alchemyrecipe = this.actor.alchemyrecipe formData.alchemyrecipe = this.actor.alchemyrecipe
formData.horoscopes = this.actor.horoscopes
formData.vehicles = this.actor.vehicles formData.vehicles = this.actor.vehicles
formData.fightoptions = this.actor.fightoptions formData.fightoptions = this.actor.fightoptions
formData.ammos = this.actor.ammos formData.ammos = this.actor.ammos
formData.misc = this.actor.misc formData.misc = this.actor.misc
formData.combat = this.actor.buildCombat() formData.combat = this.actor.buildCombat()
formData.combatCreature = this.actor.buildCombatCreature() formData.initiativeRank = this.actor.getInitiativeRank()
//formData.combatCreature = this.actor.buildCombatCreature()
formData.features = this.actor.buildFeatures() formData.features = this.actor.buildFeatures()
formData.isGM = game.user.isGM formData.isGM = game.user.isGM
formData.options = this.options formData.options = this.options
formData.owner = this.document.isOwner formData.owner = this.document.isOwner
formData.editScore = this.options.editScore formData.editScore = this.options.editScore
formData.useBougette = BoLUtility.getUseBougette() formData.useBougette = (this.actor.type == "character" && BoLUtility.getUseBougette()) || false
formData.bougette = this.actor.getBougette()
formData.charType = this.actor.getCharType()
formData.villainy = this.actor.getVillainy()
formData.biography = await TextEditor.enrichHTML(this.object.system.details?.biography || "", {async: true})
formData.notes = await TextEditor.enrichHTML(this.object.system.details.notes || "", {async: true})
formData.isSorcerer = this.actor.isSorcerer() formData.isSorcerer = this.actor.isSorcerer()
formData.isAlchemist = this.actor.isAlchemist() formData.isAlchemist = this.actor.isAlchemist()
formData.isAstrologer = this.actor.isAstrologer()
formData.isMysteries = formData.isSorcerer || formData.isAlchemist || formData.isAstrologer
formData.isPriest = this.actor.isPriest() formData.isPriest = this.actor.isPriest()
formData.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
formData.isGM = game.user.isGM formData.isGM = game.user.isGM
@ -232,10 +248,22 @@ export class BoLActorSheet extends ActorSheet {
case "attributexp": case "attributexp":
this.actor.incAttributeXP(dataset.key) this.actor.incAttributeXP(dataset.key)
break; break;
case "bougette":
this.actor.rollBougette()
break;
case "careerxp": case "careerxp":
this.actor.incCareerXP( li.data("item-id")) this.actor.incCareerXP( li.data("item-id"))
break; break;
case "horoscope-minor":
BoLRoll.horoscopeCheck(this.actor, event, "minor")
break
case "horoscope-major":
BoLRoll.horoscopeCheck(this.actor, event, "major")
break
case "horoscope-major-group":
BoLRoll.horoscopeCheck(this.actor, event, "majorgroup")
break
default: break; default: break;
} }
} }

File diff suppressed because it is too large Load Diff

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 Modules
import { BoLActor } from "./actor/actor.js" import { BoLActor } from "./actor/actor.js"
import { BoLActorSheet } from "./actor/actor-sheet.js" import { BoLActorSheet } from "./actor/actor-sheet.js"
import { BoLVehicleSheet } from "./actor/vehicle-sheet.js"
import { BoLItem } from "./item/item.js" import { BoLItem } from "./item/item.js"
import { BoLItemSheet } from "./item/item-sheet.js" import { BoLItemSheet } from "./item/item-sheet.js"
import { System, BOL } from "./system/config.js" import { System, BOL } from "./system/config.js"
@ -15,6 +16,7 @@ import { BoLTokenHud } from "./system/bol-action-hud.js"
import { BoLHotbar } from "./system/bol-hotbar.js" import { BoLHotbar } from "./system/bol-hotbar.js"
import { BoLAdventureGenerator } from "./system/bol-adventure-generator.js" import { BoLAdventureGenerator } from "./system/bol-adventure-generator.js"
import { BoLCommands} from "./system/bol-commands.js" import { BoLCommands} from "./system/bol-commands.js"
import { BoLCharacterSummary} from "./system/bol-character-summary.js"
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.once('init', async function () { Hooks.once('init', async function () {
@ -39,7 +41,7 @@ Hooks.once('init', async function () {
*/ */
CONFIG.Combat.initiative = { CONFIG.Combat.initiative = {
formula: "2d6+@attributes.mind.value+@aptitudes.init.value", formula: "2d6+@attributes.mind.value+@aptitudes.init.value",
decimals: 3 decimals: 2
}; };
// Define custom Entity classes // Define custom Entity classes
@ -49,7 +51,9 @@ Hooks.once('init', async function () {
// Register sheet application classes // Register sheet application classes
Actors.unregisterSheet("core", ActorSheet); 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.unregisterSheet("core", ItemSheet);
Items.registerSheet("bol", BoLItemSheet, { makeDefault: true }); Items.registerSheet("bol", BoLItemSheet, { makeDefault: true });
@ -79,6 +83,7 @@ function registerUsageCount( registerKey ) {
name: "Unique world key", name: "Unique world key",
scope: "world", scope: "world",
config: false, config: false,
default: "",
type: String type: String
}); });
@ -88,7 +93,10 @@ function registerUsageCount( registerKey ) {
game.settings.set(registerKey, "world-key", worldKey ) game.settings.set(registerKey, "world-key", worldKey )
} }
// Simple API counter // 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) $.ajax(regURL)
} }
} }
@ -103,14 +111,18 @@ function welcomeMessage() {
game.i18n.localize("BOL.chat.welcome2") + "<p>" + game.i18n.localize("BOL.chat.welcome2") + "<p>" +
game.i18n.localize("BOL.chat.welcome3") + "<p>" + game.i18n.localize("BOL.chat.welcome3") + "<p>" +
game.i18n.localize("BOL.chat.welcome4") + "</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")
} ) } )
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.once('ready', async function () { Hooks.once('ready', async function () {
BoLUtility.ready() BoLUtility.ready()
registerUsageCount('bol') BoLCharacterSummary.ready()
registerUsageCount(game.system.id)
welcomeMessage() welcomeMessage()

View File

@ -7,7 +7,7 @@ export class BoLRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
static options() { static options() {
return { classes: ["bol", "dialog"], width: 480, height: 540 }; return { classes: ["bol", "dialog"], width: 480, height: 'fit-content' };
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -16,55 +16,132 @@ 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.${key}`) /* -------------------------------------------- */
let label = (attribute.label) ? game.i18n.localize(attribute.label) : null static buildHoroscopeGroupList() {
let description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) let horoscopes = game.settings.get("bol", "horoscope-group")
let horoList = [{ id: -1, name: "Aucun", type: "malus", nbDice: 0 }]
for (let id in horoscopes) {
let horo = horoscopes[id]
for (let i = 0; i < horo.availableDice; i++) {
horoList.push({ id: id, name: horo.name, type: horo.type, nbDice: i + 1 })
}
}
return horoList
}
/* -------------------------------------------- */
static getCommonRollData(actor, mode, attribute, aptitude = undefined) {
let rollData = { let rollData = {
mode: "attribute", mode: mode,
actorId: actor.id, actorId: actor.id,
tokenId: actor.token?.id,
img: actor.img, img: actor.img,
attribute: attribute, attribute: attribute,
attrValue: attribute.value, attrValue: attribute.value,
aptValue: 0, aptValue: 0,
label: label,
careerBonus: 0, careerBonus: 0,
description: description, horoscopeBonus: 0,
horoscopeMalus: 0,
selectedHoroscope: [],
armorAgiMalus: actor.getArmorAgiMalus(), armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(), armorInitMalus: actor.getArmorInitMalus(),
mod: 0 horoscopeBonusList: actor.getHoroscopesBonus(),
horoscopeMalusList: actor.getHoroscopesMalus(),
adv: "0",
mod: 0,
modRanged: 0,
aptValue: 0,
bolEffects: actor.boleffects,
horoscopeGroupList: this.buildHoroscopeGroupList()
} }
if (aptitude) {
rollData.aptitude = aptitude
rollData.aptValue = aptitude.value
}
rollData.bolApplicableEffects = this.updateApplicableEffects(rollData)
return rollData
}
/* -------------------------------------------- */
static attributeCheck(actor, key, event, combatData) {
let attribute = eval(`actor.system.attributes.${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) console.log(">>>>>>>>>>", rollData, actor)
return this.displayRollDialog(rollData) return this.displayRollDialog(rollData)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static aptitudeCheck(actor, key) { static aptitudeCheck(actor, key, event, combatData) {
let aptitude = eval(`actor.data.data.aptitudes.${key}`) let aptitude = eval(`actor.system.aptitudes.${key}`)
let attrKey = this.getDefaultAttribute(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 rollData = this.getCommonRollData(actor, "aptitude", attribute, aptitude)
let description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
return this.displayRollDialog( rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
{ rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
mode: "aptitude", rollData.combatData = combatData // For initiative mainly
actorId: actor.id,
img: actor.img, return this.displayRollDialog(rollData)
attribute: attribute, }
aptitude: aptitude,
attrValue: attribute.value, /* -------------------------------------------- */
aptValue: aptitude.value, static async detectDistance(weapon, target) {
armorAgiMalus: actor.getArmorAgiMalus(), let visible, dist
armorInitMalus: actor.getArmorInitMalus(), if (target && (weapon.system.properties.ranged || weapon.system.properties.throwing)) {
label: label, console.log("target", target, weapon)
careerBonus: 0, visible = canvas.effects.visibility.testVisibility(target.center, { object: _token })
description: description, dist = Number(canvas.grid.measureDistances([{ ray: new Ray(_token.center, target.center) }], { gridSpaces: false })).toFixed(2)
mod: 0 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 +149,34 @@ export class BoLRoll {
let target = BoLUtility.getTarget() let target = BoLUtility.getTarget()
let weaponData = weapon.data let weaponData = weapon.system
let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`) let attribute = eval(`actor.system.attributes.${weaponData.properties.attackAttribute}`)
let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`) let aptitude = eval(`actor.system.aptitudes.${weaponData.properties.attackAptitude}`)
let rollData = this.getCommonRollData(actor, "weapon", attribute, aptitude)
// Compute distance
this.detectDistance(weapon, target)
// Manage specific case // Manage specific case
let fightOption = actor.getActiveFightOption() let fightOption = actor.getActiveFightOption()
if (fightOption && fightOption.data.fightoptiontype == "fulldefense") { if (fightOption && fightOption.system.properties.fightoptiontype == "fulldefense") {
ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`) ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
return return
} }
// Build the roll structure
let rolldata = { // Update the roll structure
mode: "weapon", rollData.weapon = weapon
actorId: actor.id, rollData.isRanged = weaponData.properties.ranged || weaponData.properties.throwing
img: actor.img, rollData.targetId = target?.id
weapon: weapon, rollData.fightOption = fightOption
isRanged: weaponData.properties.ranged || weaponData.properties.throwing, rollData.defenderId = target?.actor.id
targetId: target?.id, rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName')
fightOption: fightOption, rollData.description = game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name
careerBonus: 0,
defenderId: target?.data?.actorId, return this.displayRollDialog(rollData)
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)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static weaponCheck(actor, event) { static weaponCheck(actor, event) {
const li = $(event.currentTarget).parents(".item") const li = $(event.currentTarget).parents(".item")
@ -127,60 +198,70 @@ export class BoLRoll {
return; return;
} }
alchemy = duplicate(alchemy) alchemy = duplicate(alchemy)
let alchemyData = alchemy.data let alchemyData = alchemy.system
if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) { 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 return
} }
let alchemyDef = { let rollData = this.getCommonRollData(actor, "alchemy", actor.system.attributes.mind)
mode: "alchemy",
actorId: actor.id, rollData.alchemy = alchemy
img: actor.img, rollData.careerBonus = actor.getAlchemistBonus()
alchemy: alchemy, rollData.pcCost = Number(alchemyData.properties.pccost)
attribute: actor.data.data.attributes.mind, rollData.pcCostCurrent = Number(alchemyData.properties.pccurrent)
attrValue: actor.data.data.attributes.mind.value, rollData.mod = Number(alchemyData.properties.difficulty)
aptValue: 0, rollData.label = alchemy.name
careerBonus: actor.getAlchemistBonus(), rollData.description = game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name
pcCost: Number(alchemyData.properties.pccost),
pcCostCurrent: Number(alchemyData.properties.pccurrent), console.log("ALCHEMY!", rollData);
mod: Number(alchemyData.properties.difficulty), return this.displayRollDialog(rollData);
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: alchemy.name,
description: game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name,
}
console.log("ALCHEMY!", alchemyDef);
return this.displayRollDialog(alchemyDef);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static spellCheckWithSpell( actor, spell ) { static horoscopeCheck(actor, event, horoscopeType) {
let spellDef = {
mode: "spell", let target = BoLUtility.getTarget()
actorId: actor.id,
img: actor.img, let cost = (horoscopeType == "minor") ? 1 : 2
spell: spell, if (cost > actor.getAstrologyPoints()) {
attribute: actor.data.data.attributes.mind, ui.notifications.warn(game.i18n.localize("BOL.ui.astrologyNoPoints"))
attrValue: actor.data.data.attributes.mind.value, return
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, "horoscope", actor.system.attributes.mind)
rollData.careerBonus = actor.getAstrologerBonus()
rollData.horoscopeType = horoscopeType
rollData.horoscopeTypeLabel = "BOL.ui." + horoscopeType
rollData.astrologyPointsCost = cost
rollData.label = game.i18n.localize('BOL.ui.makeHoroscope')
rollData.description = game.i18n.localize('BOL.ui.makeHoroscope') + " " + game.i18n.localize(rollData.horoscopeTypeLabel)
rollData.targetId = target?.id
console.log("HOROSCOPE!", rollData);
return this.displayRollDialog(rollData);
}
/* -------------------------------------------- */
static spellCheckWithSpell(actor, spell) {
let rollData = this.getCommonRollData(actor, "spell", actor.system.attributes.mind)
rollData.spell = spell
rollData.ppCurrent = Number(actor.system.resources.power.value),
rollData.careerBonus = actor.getSorcererBonus(),
rollData.ppCostArmor = actor.getPPCostArmor(),
rollData.ppCost = Number(spell.system.properties.ppcost),
rollData.mod = Number(spell.system.properties.difficulty),
rollData.label = spell.name,
rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name
//console.log("SPELL!", spellDef) //console.log("SPELL!", spellDef)
return this.displayRollDialog(spellDef) return this.displayRollDialog(rollData)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static spellCheck(actor, event) { 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 !") ui.notifications.warn("Plus assez de points de Pouvoir !")
return return
} }
@ -191,7 +272,7 @@ export class BoLRoll {
return return
} }
spell = duplicate(spell) spell = duplicate(spell)
return this.spellCheckWithSpell( actor, spell) return this.spellCheckWithSpell(actor, spell)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -200,8 +281,35 @@ export class BoLRoll {
this.updateArmorMalus(this.rollData) this.updateArmorMalus(this.rollData)
this.updatePPCost(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 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 == "2B") {
this.rollData.bmDice += 2;
} else if (effect.system.properties.modifier == "1M") {
this.rollData.bmDice--;
} else if (effect.system.properties.modifier == "2M") {
this.rollData.bmDice -= 2;
} else {
effectModifier += Number(effect.system.properties.modifier)
}
}
this.rollData.bmDice += this.rollData.horoscopeBonus
this.rollData.bmDice -= this.rollData.horoscopeMalus
if (this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) {
let horo = this.rollData.horoscopeGroupList[this.rollData.selectedGroupHoroscopeIndex]
this.rollData.bmDice += (horo.type == "malus") ? -horo.nbDice : horo.nbDice;
}
// Keep track of the final effect modifier
this.rollData.effectModifier = effectModifier
// Final number of dices
this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice) this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
// Bonus or Malus ?
if (this.rollData.bmDice == 0) { if (this.rollData.bmDice == 0) {
$('#roll-nbdice').val("2") $('#roll-nbdice').val("2")
} else { } else {
@ -209,12 +317,19 @@ export class BoLRoll {
$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter) $('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
} }
let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue 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 = "" rollbase = ""
} }
$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" + $('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" + this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus) this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus + "+" + effectModifier)
// Rebuild lits of applicable effects
let selectEffects = ""
for (let effect of this.rollData.bolApplicableEffects) {
selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>`
}
$('#applicable-effects').html(selectEffects)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -226,20 +341,20 @@ export class BoLRoll {
let fgItem = rollData.fightOption let fgItem = rollData.fightOption
if (fgItem) { if (fgItem) {
console.log(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.modArmorMalus = rollData.armorMalus // Activate the armor malus
rollData.damagesIgnoresArmor = true rollData.damagesIgnoresArmor = true
} }
if (fgItem.data.properties.fightoptiontype == "intrepid") { if (fgItem.system.properties.fightoptiontype == "intrepid") {
rollData.attackModifier += 2 rollData.attackModifier += 2
} }
if (fgItem.data.properties.fightoptiontype == "defense") { if (fgItem.system.properties.fightoptiontype == "defense") {
rollData.attackModifier += -1 rollData.attackModifier += -1
} }
if (fgItem.data.properties.fightoptiontype == "attack") { if (fgItem.system.properties.fightoptiontype == "attack") {
rollData.attackModifier += 1 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 rollData.attackModifier += -1
} }
} }
@ -274,7 +389,7 @@ export class BoLRoll {
html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length) let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
this.rollData.ppCost = pp this.rollData.ppCost = pp
this.updatePPCost( this.rollData) this.updatePPCost(this.rollData)
}) })
html.find('#mod').change((event) => { html.find('#mod').change((event) => {
@ -288,16 +403,18 @@ export class BoLRoll {
html.find('#attr').change((event) => { html.find('#attr').change((event) => {
let attrKey = event.currentTarget.value let attrKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.attribute = duplicate(actor.data.data.attributes[attrKey]) this.rollData.attribute = duplicate(actor.system.attributes[attrKey])
this.rollData.attrValue = actor.data.data.attributes[attrKey].value this.rollData.attrValue = actor.system.attributes[attrKey].value
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
this.updateTotalDice() this.updateTotalDice()
}) })
html.find('#apt').change((event) => { html.find('#apt').change((event) => {
let aptKey = event.currentTarget.value let aptKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.aptitude = duplicate(actor.data.data.aptitudes[aptKey]) this.rollData.aptitude = duplicate(actor.system.aptitudes[aptKey])
this.rollData.aptValue = actor.data.data.aptitudes[aptKey].value this.rollData.aptValue = actor.system.aptitudes[aptKey].value
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
this.updateTotalDice() this.updateTotalDice()
}) })
@ -334,21 +451,50 @@ export class BoLRoll {
this.rollData.mDice = Number(event.currentTarget.value) this.rollData.mDice = Number(event.currentTarget.value)
this.updateTotalDice() this.updateTotalDice()
}) })
html.find('#horoscope-bonus-applied').change((event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push(duplicate(this.rollData.horoscopeBonusList[Number(option.index)]))
}
let horoscopes = $('#horoscope-bonus-applied').val()
this.rollData.horoscopeBonus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-malus-applied').change((event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push(duplicate(this.rollData.horoscopeBonusList[Number(option.index)]))
}
let horoscopes = $('#horoscope-malus-applied').val()
this.rollData.horoscopeMalus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-group-applied').change((event) => {
this.rollData.selectedGroupHoroscopeIndex = event.currentTarget.value
this.updateTotalDice()
})
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static preProcessWeapon(rollData, defender) { static preProcessWeapon(rollData, defender) {
if (rollData.mode == "weapon") { if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.data.properties.attackModifiers ?? 0; rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
rollData.attackBonusDice = rollData.weapon.data.properties.attackBonusDice rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
if (rollData.attackBonusDice) {
rollData.adv = "1B"
rollData.bDice = 1
}
if (defender) { // If target is selected if (defender) { // If target is selected
rollData.defence = defender.defenseValue rollData.defence = defender.defenseValue
rollData.armorMalus = defender.armorMalusValue rollData.armorMalus = defender.armorMalusValue
rollData.shieldBlock = 'none' rollData.shieldBlock = 'none'
let shields = defender.shields let shields = defender.shields
for (let shield of shields) { for (let shield of shields) {
rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone'; rollData.shieldBlock = (shield.system.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1; rollData.shieldAttackMalus = (shield.system.properties.blocking.malus) ? shield.system.properties.blocking.malus : 1;
rollData.applyShieldMalus = false rollData.applyShieldMalus = false
} }
} }
@ -362,9 +508,9 @@ export class BoLRoll {
// initialize default flags/values // initialize default flags/values
const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs` const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
let actor = game.actors.get( rollData.actorId ) let actor = BoLUtility.getActorFromRollData(rollData)
let defender let defender
if ( rollData.targetId) { if (rollData.targetId) {
let token = game.scenes.current.tokens.get(rollData.targetId) let token = game.scenes.current.tokens.get(rollData.targetId)
defender = token.actor defender = token.actor
} }
@ -381,6 +527,7 @@ export class BoLRoll {
rollData.nbBoons = 0 rollData.nbBoons = 0
rollData.nbFlaws = 0 rollData.nbFlaws = 0
rollData.nbDice = 0 rollData.nbDice = 0
rollData.isHeroAdversary = actor.isHeroAdversary()
if (rollData.shieldBlock == 'blockall') { if (rollData.shieldBlock == 'blockall') {
rollData.shieldMalus = rollData.shieldAttackMalus; rollData.shieldMalus = rollData.shieldAttackMalus;
} else { } else {
@ -424,18 +571,22 @@ export class BoLRoll {
ui.notifications.warn("Pas assez de Points de Pouvoir !") ui.notifications.warn("Pas assez de Points de Pouvoir !")
return return
} }
//console.log("ROLLMALUS", rollData)
rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false; rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
const isMalus = rollData.mDice > 0 const isMalus = (rollData.bmDice < 0)
rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0 //rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
let rollbase = rollData.attrValue + rollData.aptValue let rollbase = rollData.attrValue + rollData.aptValue
if ( rollData.weapon && rollData.weapon.data.properties.onlymodifier ) { if (rollData.weapon && rollData.weapon.system.properties.onlymodifier) {
rollbase = 0 rollbase = 0
} }
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers let diceData = BoLUtility.getDiceData()
let malusInit = rollData.combatData?.malusInit || 0
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier - malusInit
const formula = (isMalus) ? rollData.nbDice + "d" + diceData.diceFormula + "kl2 + " + modifiers : rollData.nbDice + "d" + diceData.diceFormula + "kh2 + " + modifiers
rollData.formula = formula rollData.formula = formula
rollData.modifiers = modifiers rollData.modifiers = modifiers
@ -463,10 +614,10 @@ export class BoLDefaultRoll {
this.rollData.isFumble = false; this.rollData.isFumble = false;
} }
if (this.rollData.optionsId) { if (this.rollData.optionsId) {
BoLUtility.cleanupButtons( this.rollData.optionsId) BoLUtility.cleanupButtons(this.rollData.optionsId)
} }
if (this.rollData.applyId) { if (this.rollData.applyId) {
BoLUtility.cleanupButtons( this.rollData.applyId) BoLUtility.cleanupButtons(this.rollData.applyId)
} }
this.rollData.optionsId = randomID(16) this.rollData.optionsId = randomID(16)
this.rollData.applyId = randomID(16) this.rollData.applyId = randomID(16)
@ -476,48 +627,71 @@ export class BoLDefaultRoll {
async roll() { async roll() {
const r = new Roll(this.rollData.formula) const r = new Roll(this.rollData.formula)
// console.log("Roll formula", this.rollData.formula) //console.log("Roll formula", this.rollData.formula)
await r.roll({ "async": false }) await r.roll({ "async": false })
let diceData = BoLUtility.getDiceData()
//console.log("DICEDATA", diceData)
const activeDice = r.terms[0].results.filter(r => r.active) const activeDice = r.terms[0].results.filter(r => r.active)
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b) const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
this.rollData.roll = r this.rollData.roll = r
this.rollData.isSuccess = (r.total >= 9) this.rollData.isSuccess = (r.total >= diceData.successValue)
this.rollData.isCritical = (diceTotal === 12) this.rollData.isCritical = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isRealCritical = (diceTotal === 12) this.rollData.isRealCritical = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isHeroic = (diceTotal === 12) this.rollData.isHeroic = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isLegendary = false this.rollData.isLegendary = false
this.rollData.isFumble = (diceTotal === 2) this.rollData.isFumble = (diceTotal <= diceData.criticalFailureValue)
this.rollData.isFailure = !this.rollData.isSuccess this.rollData.isFailure = !this.rollData.isSuccess
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
if (this.rollData.reroll == undefined) { if (this.rollData.reroll == undefined) {
this.rollData.reroll = actor.heroReroll() this.rollData.reroll = actor.heroReroll()
} }
if (this.rollData.registerInit) { if (this.rollData.registerInit) {
actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble) await actor.registerInit(this.rollData)
this.rollData.initiativeRank = actor.getInitiativeRank(this.rollData)
if (this.rollData.combatData) { // If combatData present
let combat = game.combats.get(this.rollData.combatData.combatId)
console.log("SET INIT!!!!!", this.rollData.initiativeRank)
combat.setInitiative(this.rollData.combatData.combatantId, this.rollData.initiativeRank)
}
} }
if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor) this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
} }
if (this.rollData.mode == "alchemy") { // PP cost management if (this.rollData.mode == "alchemy") { // PP cost management
actor.resetAlchemyStatus(this.rollData.alchemy._id) actor.resetAlchemyStatus(this.rollData.alchemy._id)
} }
if (this.rollData.mode == "bougette" && this.rollData.isFailure) {
actor.decBougette()
}
await this.sendChatMessage() await this.sendChatMessage()
if (this.rollData.mode == "horoscope") { // PP cost management
actor.manageHoroscope(this.rollData)
}
if (this.rollData.selectedHoroscope.length > 0) { // PP cost management
actor.removeHoroscopeMinor(this.rollData)
}
if (this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) { // PP cost management
BoLUtility.removeGroupHoroscope(this.rollData)
}
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async sendChatMessage() { async sendChatMessage() {
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildChatMessage(this.rollData).then( async msgFlavor => { this._buildChatMessage(this.rollData).then(async msgFlavor => {
//console.log("MSG", msgFlavor )
let msg = await this.rollData.roll.toMessage({ let msg = await this.rollData.roll.toMessage({
user: game.user.id, user: game.user.id,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
flavor: msgFlavor, flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }), speaker: ChatMessage.getSpeaker({ actor: actor }),
}) })
this.rollData.roll = duplicate(this.rollData.roll) // Remove object, keep data (v111 ready)
msg.setFlag("world", "bol-roll-data", this.rollData) msg.setFlag("world", "bol-roll-data", this.rollData)
}) })
} }
@ -525,12 +699,15 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
upgradeToLegendary() { upgradeToLegendary() {
// Force to Critical roll // Force to Critical roll
let diceData = BoLUtility.getDiceData()
let maxValue = Number(diceData.diceFormula) * 2
this.rollData.isCritical = true this.rollData.isCritical = true
this.rollData.isLegendary = true this.rollData.isLegendary = true
this.rollData.isRealCritical = false this.rollData.isRealCritical = false
this.rollData.isSuccess = true this.rollData.isSuccess = true
this.rollData.isFailure = false this.rollData.isFailure = false
this.rollData.roll = new Roll("12+" + this.rollData.modifiers) this.rollData.roll = new Roll(maxValue + "+" + this.rollData.modifiers)
this.rollData.reroll = false this.rollData.reroll = false
this.sendChatMessage() this.sendChatMessage()
} }
@ -538,17 +715,20 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
upgradeToHeroic() { upgradeToHeroic() {
// Force to Critical roll // Force to Critical roll
let diceData = BoLUtility.getDiceData()
let maxValue = Number(diceData.diceFormula) * 2
this.rollData.isCritical = true this.rollData.isCritical = true
this.rollData.isHeroic = true this.rollData.isHeroic = true
this.rollData.isLegendary = false this.rollData.isLegendary = false
this.rollData.isRealCritical = false this.rollData.isRealCritical = false
this.rollData.isSuccess = true this.rollData.isSuccess = true
this.rollData.isFailure = false this.rollData.isFailure = false
this.rollData.roll = new Roll("12+" + this.rollData.modifiers) this.rollData.roll = new Roll(maxValue + "+" + this.rollData.modifiers)
this.rollData.reroll = false this.rollData.reroll = false
this.sendChatMessage() this.sendChatMessage()
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
setSuccess(flag) { setSuccess(flag) {
this.rollData.isSuccess = flag this.rollData.isSuccess = flag
@ -556,7 +736,7 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
async sendDamageMessage() { async sendDamageMessage() {
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildDamageChatMessage(this.rollData).then(async msgFlavor => { this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.damageRoll.toMessage({ let msg = await this.rollData.damageRoll.toMessage({
user: game.user.id, user: game.user.id,
@ -564,6 +744,7 @@ export class BoLDefaultRoll {
speaker: ChatMessage.getSpeaker({ actor: actor }), speaker: ChatMessage.getSpeaker({ actor: actor }),
flags: { msgType: "default" } flags: { msgType: "default" }
}) })
this.rollData.damageRoll = duplicate(this.rollData.damageRoll)
this.rollData.actor = undefined // Cleanup this.rollData.actor = undefined // Cleanup
msg.setFlag("world", "bol-roll-data", this.rollData) msg.setFlag("world", "bol-roll-data", this.rollData)
}) })
@ -571,16 +752,8 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
getDamageAttributeValue(attrDamage, actorId = undefined) { getDamageAttributeValue(attrDamage, actorId = undefined) {
let attrDamageValue = 0 let actor = BoLUtility.getActorFromRollData(this.rollData)
return actor.getDamageAttributeValue(attrDamage)
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
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -598,17 +771,17 @@ export class BoLDefaultRoll {
if (this.rollData.damageMode == 'damage-plus-12') { if (this.rollData.damageMode == 'damage-plus-12') {
bonusDmg = 12 bonusDmg = 12
} }
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.properties.damageAttribute) let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.system.properties.damageAttribute)
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data, this.rollData.fightOption) let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage) //console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
this.rollData.damageFormula = damageFormula this.rollData.damageFormula = damageFormula
this.rollData.damageRoll = new Roll(damageFormula) this.rollData.damageRoll = new Roll(damageFormula)
await this.rollData.damageRoll.roll({ "async": false }) await this.rollData.damageRoll.roll({ "async": false })
this.rollData.damageTotal = this.rollData.damageRoll.total this.rollData.damageTotal = this.rollData.damageRoll.total
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
} }
BoLUtility.cleanupButtons(this.rollData.optionsId) BoLUtility.cleanupButtons(this.rollData.optionsId)
this.sendDamageMessage() this.sendDamageMessage()
@ -623,8 +796,8 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
_buildChatMessage(rollData) { _buildChatMessage(rollData) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs'; const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs'
return renderTemplate(rollMessageTpl, rollData); return renderTemplate(rollMessageTpl, rollData)
} }
} }

View File

@ -19,43 +19,43 @@ export class BoLItemSheet extends ItemSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
getData(options) { async getData(options) {
const data = super.getData(options); const data = super.getData(options)
const itemData = data.data; let itemData = duplicate(data.document)
data.config = game.bol.config; data.config = game.bol.config
data.item = itemData; data.item = itemData
data.data = itemData.data; data.category = itemData.system.category
data.category = itemData.category;
data.itemProperties = this.item.itemProperties;
data.isGM = game.user.isGM; 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 // Dynamic default data fix/adapt
if (itemData.type == "item") { if (itemData.type == "item") {
if (!itemData.data.category) { if (!itemData.system.category) {
itemData.data.category = "equipment" itemData.system.category = "equipment"
} }
if ( itemData.data.category == "equipment" && itemData.data.properties.equipable) { if ( itemData.system.category == "equipment" && itemData.system.properties.equipable) {
if (!itemData.data.properties.slot) { if (!itemData.system.properties.slot) {
itemData.data.properties.slot = "-" itemData.system.properties.slot = "-"
} }
} }
if (itemData.data.category == 'spell') { if (itemData.system.category == 'spell') {
if(!itemData.data.properties.mandatoryconditions) { if(!itemData.system.properties.mandatoryconditions) {
itemData.data.properties.mandatoryconditions = [] itemData.system.properties.mandatoryconditions = []
} }
if(!itemData.data.properties.optionnalconditions) { if(!itemData.system.properties.optionnalconditions) {
itemData.data.properties.optionnalconditions = [] itemData.system.properties.optionnalconditions = []
} }
for (let i = 0; i < 4; i++) { 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++) { 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 { } else {
if (!itemData.data.subtype) { if (!itemData.system.subtype) {
itemData.data.category = "origin" 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. * Augment the basic Item data model with additional dynamic data.
*/ */
prepareData() { prepareData() {
super.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;
}
get properties() { const actorData = this.actor ? this.actor.system : {}
return this.data.properties;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
get properties() {
return this.system.properties
}
/* -------------------------------------------- */
/** /**
* Get the Array of item properties which are used in the small sidebar of the description tab * Get the Array of item properties which are used in the small sidebar of the description tab
* @return {Array} * @return {Array}
@ -29,11 +25,11 @@ export class BoLItem extends Item {
*/ */
get itemProperties() { get itemProperties() {
const props = []; const props = [];
if ( this.data.type === "item" ) { if ( this.type === "item" ) {
const entries = Object.entries(this.data.data.properties); const entries = Object.entries(this.system.properties)
props.push(...entries.filter(e => e[1] === true).map(e => { return game.bol.config.itemProperties2[e[0]] })); 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() { constructor() {
super(); super();
// position // 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) { if (this.calendarPos == undefined || this.calendarPos.top == undefined) {
this.calendrierPos = BoLCalendar.createCalendarPos() this.calendrierPos = BoLCalendar.createCalendarPos()
game.settings.set("bol", "calendar-pos", this.calendarPos) game.settings.set("bol", "calendar-pos", this.calendarPos)

View File

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

View File

@ -10,41 +10,25 @@ Init order =
3 - Echec critique 3 - Echec critique
*/ */
import { BoLUtility } from "../system/bol-utility.js";
export class BoLCombatManager extends Combat { export class BoLCombatManager extends Combat {
/************************************************************************************/ /************************************************************************************/
async rollInitiative(ids, formula = undefined, messageOptions = {}) { 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 // Structure input data
ids = typeof ids === "string" ? [ids] : ids; ids = typeof ids === "string" ? [ids] : ids;
const currentId = this.combatant._id; // Get initiative malus from tough/adversary
let malusInit = 0
for (let combatant of this.combatants) {
malusInit = Math.max(malusInit, combatant.actor.getInitiativeMalus())
}
// calculate initiative // calculate initiative
for (let cId = 0; cId < ids.length; cId++) { for (let cId = 0; cId < ids.length; cId++) {
const combatant = this.combatants.get(ids[cId]); const combatant = this.combatants.get(ids[cId])
let fvttInit = 5 let fvttInit = combatant.actor.getInitiativeRank(false, true, { combatId: this.id, combatantId: combatant.id, malusInit })
if (combatant.actor.type == 'character') {
let initData = combatant.actor.getLastInitData()
console.log("Init data !!!", initData)
if (initData.isLegendary) {
fvttInit = 10
} else if (initData.isCritical) {
fvttInit = 9
} else if (initData.lastinit >= 9) {
fvttInit = 8
} else if (initData.isFumble) {
fvttInit = 3
}
} else {
fvttInit = 4 // Pietaille par defaut
if ( combatant.actor.getSubtype == 'adversary') {
fvttInit = 7
}
if ( combatant.actor.getSubtype == 'tough') {
fvttInit = 6
}
}
fvttInit += (cId / 100) fvttInit += (cId / 100)
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]); await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
} }
@ -52,14 +36,49 @@ export class BoLCombatManager extends Combat {
/************************************************************************************/ /************************************************************************************/
nextRound() { nextRound() {
let combatants = this.combatants.contents if (game.user.isGM) {
for (let c of combatants) { let combatants = this.combatants.contents
let actor = game.actors.get( c.data.actorId ) let autoRemoveDead = game.settings.get("bol", "auto-remove-dead") // Optionnal auto-removal of dead char.
actor.clearRoundModifiers() for (let c of combatants) {
//let actor = game.actors.get(c.actorId)
c.actor.clearRoundModifiers()
let toRemove = []
if (autoRemoveDead && c.actor.type == "encounter" && (c.actor.system.chartype == "tough" || c.actor.system.chartype == "creature" || c.actor.system.chartype == "base") && c.actor.system.resources.hp.value <= 0) {
toRemove.push(c.id || c._id)
}
//console.log("REM", autoRemoveDead, toRemove, c.actor)
if (toRemove.length > 0) {
this.deleteEmbeddedDocuments('Combatant', toRemove)
}
}
} }
super.nextRound() super.nextRound()
} }
/************************************************************************************/
startCombat() {
if (game.user.isGM) {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.actorId)
actor.storeVitaliteCombat()
}
}
return super.startCombat()
}
/*-***********************************************************************************/
_onDelete() {
if (game.user.isGM) {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.actorId)
actor.clearInitiative()
actor.displayRecuperation()
}
}
super._onDelete()
}
} }

View File

@ -1,5 +1,6 @@
/* -------------------------------------------- */ /* -------------------------------------------- */
import { BoLAdventureGenerator } from "./bol-adventure-generator.js" import { BoLAdventureGenerator } from "./bol-adventure-generator.js"
import { BoLCharacterSummary } from "./bol-character-summary.js"
/* -------------------------------------------- */ /* -------------------------------------------- */
export class BoLCommands { export class BoLCommands {
@ -8,6 +9,7 @@ export class BoLCommands {
if (!game.bol.commands) { if (!game.bol.commands) {
const bolCommands = new BoLCommands() const bolCommands = new BoLCommands()
bolCommands.registerCommand({ path: ["/adventure"], func: (content, msg, params) => BoLAdventureGenerator.createAdventure(), descr: "Nouvelle idée d'aventure!" }); 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 game.bol.commands = bolCommands
} }

View File

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

View File

@ -1,15 +1,13 @@
import { BoLDefaultRoll } from "../controllers/bol-rolls.js"; import { BoLRoll, BoLDefaultRoll } from "../controllers/bol-rolls.js";
// Spell circle to min PP cost // Spell circle to min PP cost
const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 } const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 }
const __validDices = {"6": 1, "8": 1, "10": 1, "12": 1}
export class BoLUtility { export class BoLUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static init() { static init() {
this.attackStore = {}
game.settings.register("bol", "rollArmor", { game.settings.register("bol", "rollArmor", {
name: "Effectuer des jets pour les armures", name: "Effectuer des jets pour les armures",
hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)", hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
@ -28,6 +26,81 @@ export class BoLUtility {
type: Boolean, type: Boolean,
onChange: lang => window.location.reload() onChange: lang => window.location.reload()
}) })
game.settings.register("bol", "auto-remove-dead", {
name: "Enlever les PNJs morts automatiquement au round suivant",
hint: "Supprime les PNJ (piétaille, créatures, coriaces) automatiquement du combat lorsqu'ils sont à 0 Vitalité ou moins, lors du passage au round suivant",
scope: "world",
config: true,
default: false,
type: Boolean
})
game.settings.register("bol", "dice-formula", {
name: "Formule de dés",
hint: "Sélectionne la formule de dés (par défaut 2d6)",
scope: "world",
config: true,
default: "6",
type: String,
choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
onChange: value => {
BoLUtility.setDiceFormula(value)
}
})
game.settings.register("bol", "dice-success-value", {
name: "Seuil de succès",
hint: "Sélectionne le seuil de succès (9 par défaut pour 2d6)",
scope: "world",
config: true,
default: 9,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setSuccessValue(value)
}
})
game.settings.register("bol", "dice-critical-success-value", {
name: "Valeur min de réussite critique",
hint: "Indique le seuil minimum de réussite critique (12 par défaut pour 2d6). Si les réussites critiques sont sur 19 et 20, alors indiquez 19.",
scope: "world",
config: true,
default: 12,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setCriticalSuccessValue(value)
}
})
game.settings.register("bol", "dice-critical-failure-value", {
name: "Valeur max d'échec critique",
hint: "Indique le seuil maximum d'échec critique (2 par défaut pour 2d6). Si les échecs critiques sont sur 2 et 3, alors indiquez 3.",
scope: "world",
config: true,
default: 2,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setCriticalFailureValue(value)
}
})
game.settings.register("world", "character-summary-data", {
name: "character-summary-data",
scope: "world",
config: false,
default: { npcList: [], x: 200, y: 200 },
type: Object
})
game.settings.register("bol", "logoActorSheet", { game.settings.register("bol", "logoActorSheet", {
name: "Chemin du logo des fiches de perso", name: "Chemin du logo des fiches de perso",
hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)", hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)",
@ -46,13 +119,50 @@ export class BoLUtility {
type: String, type: String,
onChange: lang => window.location.reload() onChange: lang => window.location.reload()
}) })
game.settings.register("bol", "horoscope-group", {
name: "horoscope-group",
scope: "world",
config: false,
default: {},
type: Object
})
this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
this.actorSheetLogo = game.settings.get("bol", "logoActorSheet") || "/systems/bol/ui/logo.webp" this.actorSheetLogo = game.settings.get("bol", "logoActorSheet") || "/systems/bol/ui/logo.webp"
this.logoTopLeft = game.settings.get("bol", "logoTopLeft") || "/systems/bol/ui/logo2.webp" this.logoTopLeft = game.settings.get("bol", "logoTopLeft") || "/systems/bol/ui/logo2.webp"
this.diceFormula = game.settings.get("bol", "dice-formula")
this.successValue = Number(game.settings.get("bol", "dice-success-value"))
this.criticalSuccessValue = Number(game.settings.get("bol", "dice-critical-success-value"))
this.criticalFailureValue = Number(game.settings.get("bol", "dice-critical-failure-value"))
} }
/* -------------------------------------------- */
static setDiceFormula(value) {
this.diceFormula = value
}
static setSuccessValue(value) {
this.successValue = Number(value)
}
static setCriticalSuccessValue(value) {
this.criticalSuccessValue = Number(value)
}
static setCriticalFailureValue(value) {
this.criticalFailureValue = Number(value)
}
static getDiceData() {
let df = this.diceFormula
if ( !__validDices[String(this.diceFormula)]) {
df = "6"
}
return {
diceFormula: df,
successValue : this.successValue,
criticalSuccessValue: this.criticalSuccessValue,
criticalFailureValue: this.criticalFailureValue
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static getRollArmor() { static getRollArmor() {
return this.rollArmor return this.rollArmor
@ -69,34 +179,24 @@ export class BoLUtility {
static getLogoTopLeft() { static getLogoTopLeft() {
return this.logoTopLeft return this.logoTopLeft
} }
/* -------------------------------------------- */
static getActorFromRollData(rollData) {
let actor = game.actors.get(rollData.actorId)
if (rollData.tokenId) {
let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId)
if (token) {
actor = token.actor
}
}
return actor
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async ready() { static async ready() {
//$("#logo").attr("src", this.getLogoTopLeft() ) //$("#logo").attr("src", this.getLogoTopLeft() )
$("#logo").css("content",`url(${this.getLogoTopLeft()})`) $("#logo").css("content", `url(${this.getLogoTopLeft()})`)
}
/* -------------------------------------------- */ CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
static templateData(it) {
return BoLUtility.data(it)?.data ?? {}
}
/* -------------------------------------------- */
static data(it) {
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
return it.data;
}
return it;
}
/* -------------------------------------------- */
static storeRoll(roll) {
this.rollTab[roll.id] = roll
}
/* -------------------------------------------- */
static getRoll(rollId) {
return this.rollTab[roll.id]
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -143,7 +243,7 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getUsers(filter) { static getUsers(filter) {
return game.users.filter(filter).map(user => user.data._id); return game.users.filter(filter).map(user => user.id);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) { static getWhisperRecipients(rollMode, name) {
@ -159,7 +259,7 @@ export class BoLUtility {
let users = [] let users = []
for (let user of game.users) { for (let user of game.users) {
if (!user.isGM && user.name != name) { if (!user.isGM && user.name != name) {
users.push(user.data._id) users.push(user.id)
} }
} }
return users return users
@ -181,13 +281,13 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static sendAttackSuccess(attackDef) { static sendAttackSuccess(rollData) {
if (attackDef.targetId) { if (rollData.targetId) {
// Broadcast to GM or process it directly in case of GM defense // Broadcast to GM or process it directly in case of GM defense
if (!game.user.isGM) { if (!game.user.isGM) {
game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(attackDef) }) game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(rollData) })
} else { } else {
BoLUtility.processAttackSuccess(attackDef) BoLUtility.processAttackSuccess(rollData)
} }
} }
} }
@ -213,6 +313,14 @@ export class BoLUtility {
let message = game.messages.get(messageId) let message = game.messages.get(messageId)
return message.getFlag("world", "bol-roll-data") return message.getFlag("world", "bol-roll-data")
} }
/* -------------------------------------------- */
static requestInitRoll(actorId, combatData ) {
let actor = game.actors.get( actorId )
if (actor && actor.isOwner) {
ui.notifications.info(game.i18n.localize("BOL.ui.warninitiative"))
BoLRoll.aptitudeCheck(actor, "init", undefined, combatData)
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static cleanupButtons(id) { static cleanupButtons(id) {
@ -271,7 +379,7 @@ export class BoLUtility {
let attackId = event.currentTarget.attributes['data-attack-id'].value let attackId = event.currentTarget.attributes['data-attack-id'].value
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1 let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
// Remove message for all // Remove message for all
let msgId = BoLUtility.findChatMessageId(event.currentTarget) let msgId = BoLUtility.findChatMessageId(event.currentTarget)
if (game.user.isGM) { if (game.user.isGM) {
@ -280,6 +388,19 @@ export class BoLUtility {
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } }) game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
} }
}) })
html.on("click", '.recup-vitalite', event => {
event.preventDefault()
let actorId = event.currentTarget.attributes['data-actor-id'].value
let recupHP = event.currentTarget.attributes['data-recup-hp'].value
let actor = game.actors.get(actorId)
let messageId = BoLUtility.findChatMessageId(event.currentTarget)
BoLUtility.removeChatMessageId(messageId)
actor.applyRecuperation(recupHP)
})
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -287,68 +408,70 @@ export class BoLUtility {
if (!game.user.isGM) { if (!game.user.isGM) {
return return
} }
BoLUtility.removeChatMessageId( msgId ) let message = game.messages.get(msgId)
let rollData = message.getFlag("world", "bol-roll-data")
BoLUtility.removeChatMessageId(msgId)
console.log("Damage Handling", attackId, defenseMode, weaponId) console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this // Only GM process this
let attackDef = this.attackStore[attackId] if (rollData && rollData.defenderId) {
if (attackDef && attackDef.defenderId) { if (rollData.defenseDone || defenseMode == 'damage-not-applied') {
if (attackDef.defenseDone) {
return return
} // ?? Why ??? } // ?? Why ???
attackDef.defenseDone = true rollData.defenseDone = true
attackDef.defenseMode = defenseMode rollData.defenseMode = defenseMode
let token = game.scenes.current.tokens.get(attackDef.targetId) let token = game.scenes.current.tokens.get(rollData.targetId)
let defender = token.actor let defender = token.actor
if (defenseMode == 'damage-with-armor') { if (defenseMode == 'damage-with-armor') {
let armorFormula = defender.getArmorFormula() let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula) rollData.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll({ async: false }) rollData.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
console.log("Armor roll -> result ", attackDef) console.log("Armor roll -> result ", rollData)
} }
if (defenseMode == 'damage-without-armor') { if (defenseMode == 'damage-without-armor') {
attackDef.finalDamage = attackDef.damageTotal rollData.finalDamage = atrollDatatackDef.damageTotal
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
} }
if (defenseMode == 'hero-reduce-damage') { if (defenseMode == 'hero-reduce-damage') {
let armorFormula = defender.getArmorFormula() let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula) rollData.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll({ async: false }) rollData.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
attackDef.rollHero = new Roll("1d6") rollData.rollHero = new Roll("1d6")
attackDef.rollHero.roll({ async: false }) rollData.rollHero.roll({ async: false })
attackDef.finalDamage = attackDef.damageTotal - attackDef.rollHero.total - attackDef.armorProtect rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
defender.subHeroPoints(1) defender.subHeroPoints(1)
} }
if (defenseMode == 'hero-in-extremis') { if (defenseMode == 'hero-in-extremis') {
attackDef.finalDamage = 0; rollData.finalDamage = 0;
attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId); rollData.weaponHero = defender.weapons.find(item => item._id == weaponId);
defender.deleteEmbeddedDocuments("Item", [weaponId]); defender.deleteEmbeddedDocuments("Item", [weaponId]);
} }
let defenderUser let defenderUser
for (let user of game.users) { for (let user of game.users) {
if ( user.character && user.character.id == defender.id ) { if (user.character && user.character.id == defender.id) {
defenderUser = user defenderUser = user
} }
} }
let damageResults = { let damageResults = {
attackId: attackDef.id, attackId: rollData.id,
attacker: attackDef.attacker, attacker: rollData.attacker,
rollArmor: attackDef.rollArmor, rollArmor: rollData.rollArmor,
rollHero: attackDef.rollHero, rollHero: rollData.rollHero,
weaponHero: attackDef.weaponHero, weaponHero: rollData.weaponHero,
armorProtect: attackDef.armorProtect, armorProtect: rollData.armorProtect,
name: defender.name, name: defender.name,
defender: defender, defender: defender,
defenseMode: attackDef.defenseMode, defenseMode: rollData.defenseMode,
finalDamage: attackDef.finalDamage finalDamage: rollData.finalDamage
} }
ChatMessage.create({ ChatMessage.create({
alias: defender.name, alias: defender.name,
@ -392,7 +515,7 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isRangedWeapon(weapon) { static isRangedWeapon(weapon) {
return weapon.data.type == 'ranged' || weapon.data.thrown; return weapon.system.type == 'ranged' || weapon.system.thrown;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -435,28 +558,28 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async processAttackSuccess(attackDef) { static async processAttackSuccess(rollData) {
console.log("Attack success processing", attackDef) console.log("Attack success processing", rollData)
if (!game.user.isGM || !attackDef.defenderId) { // Only GM process this if (!game.user.isGM || !rollData.defenderId) { // Only GM process this
return return
} }
// Build and send the defense message to the relevant people (ie GM + defender) // Build and send the defense message to the relevant people (ie GM + defender)
let defender = game.actors.get(attackDef.defenderId) let defender = game.actors.get(rollData.defenderId)
let defenderWeapons = defender.weapons let defenderWeapons = defender.weapons || []
console.log("DEF WEP", attackDef) let msg = await ChatMessage.create({
this.attackStore[attackDef.id] = attackDef // Store !
ChatMessage.create({
alias: defender.name, alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', { content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
attackId: attackDef.id, attackId: rollData.id,
attacker: attackDef.attacker, attacker: rollData.attacker,
defender: defender, defender: defender,
defenderWeapons: defenderWeapons, defenderWeapons: defenderWeapons,
damageTotal: attackDef.damageRoll.total, damageTotal: rollData.damageTotal,
damagesIgnoresArmor: attackDef.damagesIgnoresArmor, damagesIgnoresArmor: rollData.damagesIgnoresArmor,
}) })
}) })
msg.setFlag("world", "bol-roll-data", rollData)
console.log("DEF WEP", rollData, defender)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -467,6 +590,9 @@ export class BoLUtility {
if (sockmsg.name == "msg_cleanup_buttons") { if (sockmsg.name == "msg_cleanup_buttons") {
$(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons $(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons
} }
if (sockmsg.name == "msg_request_init_roll") {
this.requestInitRoll( sockmsg.data.actorId, sockmsg.data.combatData)
}
if (sockmsg.name == "msg_damage_handling") { if (sockmsg.name == "msg_damage_handling") {
BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId) BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId)
} }
@ -474,15 +600,15 @@ export class BoLUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static computeSpellCost(spell, nbOptCond = 0) { static computeSpellCost(spell, nbOptCond = 0) {
let pp = spell.data.properties.ppcost let pp = spell.system.properties.ppcost
let minpp = __circle2minpp[spell.data.properties.circle] let minpp = __circle2minpp[spell.system.properties.circle]
pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
return pp return pp
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getDamageFormula(weaponData, fightOption) { static getDamageFormula(weaponData, fightOption) {
let upgradeDamage = (fightOption && fightOption.data.properties.fightoptiontype == "twoweaponsatt") let upgradeDamage = (fightOption && fightOption.system.properties.fightoptiontype == "twoweaponsatt")
let damageString = weaponData.properties.damage let damageString = weaponData.properties.damage
let modifier = weaponData.properties.damageModifiers ?? 0 let modifier = weaponData.properties.damageModifiers ?? 0
let multiplier = weaponData.properties.damageMultiplier ?? 1 let multiplier = weaponData.properties.damageMultiplier ?? 1
@ -534,31 +660,53 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async confirmDelete(actorSheet, li) { static async loadCompendiumData(compendium) {
let itemId = li.data("item-id"); const pack = game.packs.get(compendium);
let msgTxt = "<p>Are you sure to remove this Item ?"; return await pack?.getDocuments() ?? [];
let buttons = {
delete: {
icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it",
callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
li.slideUp(200, () => actorSheet.render(false));
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel"
}
}
msgTxt += "</p>";
let d = new Dialog({
title: "Confirm removal",
content: msgTxt,
buttons: buttons,
default: "cancel"
});
d.render(true);
} }
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await this.loadCompendiumData(compendium);
return compendiumData.filter(filter);
}
/* -------------------------------------------- */
static async searchItem(dataItem) {
let item
if (dataItem.pack) {
let id = dataItem.id || dataItem._id
let items = await this.loadCompendium(dataItem.pack, item => item.id == id)
item = items[0] || undefined
} else {
item = game.items.get(dataItem.id)
}
return item
}
/* -------------------------------------------- */
static updateSheets() {
// Then force opened actor refresh if needed
for (let actor of game.actors) {
if (actor.sheet.rendered) {
actor.sheet.render()
}
}
game.bol.charSummary.updatePCSummary() // Refresh if needed
}
/* -------------------------------------------- */
static removeGroupHoroscope(rollData) {
let horo = rollData.horoscopeGroupList[rollData.selectedGroupHoroscopeIndex]
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
let toChange = duplicate(horoscopes[horo.id])
toChange.availableDice -= horo.nbDice // Remove the dice
if (toChange.availableDice <= 0) {
horoscopes[horo.id] = undefined
} else {
horoscopes[horo.id] = toChange
}
game.settings.set("bol", "horoscope-group", horoscopes)
this.updateSheets()
}
} }

View File

@ -25,6 +25,10 @@ BOL.damageMultiplier = {
"2": "x2", "2": "x2",
"3": "x3", "3": "x3",
"4": "x4", "4": "x4",
"5": "x5",
"6": "x6",
"7": "7",
"8": "x8"
} }
BOL.spellType = { BOL.spellType = {
@ -111,6 +115,14 @@ BOL.aptitudes = {
"def" : "BOL.aptitudes.def" "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 = { BOL.weaponSizes = {
"unarmed" : "BOL.weaponSize.unarmed", "unarmed" : "BOL.weaponSize.unarmed",
"improvised" : "BOL.weaponSize.improvised", "improvised" : "BOL.weaponSize.improvised",
@ -131,6 +143,7 @@ BOL.itemCategories = {
"spell" : "BOL.itemCategory.spell", "spell" : "BOL.itemCategory.spell",
"alchemy" : "BOL.itemCategory.alchemy", "alchemy" : "BOL.itemCategory.alchemy",
"vehicle" : "BOL.itemCategory.vehicle", "vehicle" : "BOL.itemCategory.vehicle",
"vehicleweapon": "BOL.itemCategory.vehicleweapon",
"other" : "BOL.itemCategory.other" "other" : "BOL.itemCategory.other"
} }
@ -255,7 +268,9 @@ BOL.featureSubtypes = {
"flaw" : "BOL.featureSubtypes.flaw", "flaw" : "BOL.featureSubtypes.flaw",
"language" : "BOL.featureSubtypes.language", "language" : "BOL.featureSubtypes.language",
"godsfaith" : "BOL.featureSubtypes.gods", "godsfaith" : "BOL.featureSubtypes.gods",
"fightoption" : "BOL.featureSubtypes.fightOption" "fightoption" : "BOL.featureSubtypes.fightOption",
"boleffect": "BOL.featureSubtypes.effect",
"horoscope": "BOL.featureSubtypes.horoscope",
} }
BOL.fightOptionTypes = { BOL.fightOptionTypes = {
@ -266,6 +281,7 @@ BOL.fightOptionTypes = {
"fulldefense": "BOL.fightOptionTypes.fulldefense", "fulldefense": "BOL.fightOptionTypes.fulldefense",
"defense": "BOL.fightOptionTypes.defense", "defense": "BOL.fightOptionTypes.defense",
"attack": "BOL.fightOptionTypes.attack", "attack": "BOL.fightOptionTypes.attack",
"other": "BOL.fightOptionTypes.other"
} }
BOL.itemIcons = { BOL.itemIcons = {
@ -283,26 +299,163 @@ BOL.actorIcons = {
} }
BOL.bougetteState = { BOL.bougetteState = {
"nomoney": "BOL.bougette.nomoney", "0": "BOL.bougette.nomoney",
"tolive": "BOL.bougette.tolive", "1": "BOL.bougette.tolive",
"easylife": "BOL.bougette.easylife", "2": "BOL.bougette.easylife",
"luxury": "BOL.bougette.luxury", "3": "BOL.bougette.luxury",
"rich": "BOL.bougette.rich" "4": "BOL.bougette.rich"
}
BOL.bougetteDice = {
"0": "0",
"1": "2d6-1",
"2": "2d6",
"3": "2d6+1",
"4": "2d6+2"
} }
BOL.creatureSize = { BOL.creatureSize = {
"tiny": "BOL.size.tiny", "tiny": {order: 1, label: "BOL.size.tiny"},
"verysmall": "BOL.size.verysmall", "verysmall": {order: 2, label: "BOL.size.verysmall"},
"small": "BOL.size.small", "small": {order: 3, label: "BOL.size.small"},
"medium": "BOL.size.medium", "medium": {order: 4, label: "BOL.size.medium"},
"large": "BOL.size.large", "large": {order: 5, label: "BOL.size.large"},
"verylarge": "BOL.size.verylarge", "verylarge": {order: 6, label: "BOL.size.verylarge"},
"huge": "BOL.size.huge", "huge": {order: 7, label: "BOL.size.huge"},
"massive": "BOL.size.massive", "massive": {order: 8, label: "BOL.size.massive"},
"enormous": "BOL.size.enormous", "enormous": {order: 9, label: "BOL.size.enormous"},
"gigantic": "BOL.size.gigantic", "gigantic": {order: 10, label: "BOL.size.gigantic"},
"immense": "BOL.size.immense", "immense": {order: 11, label: "BOL.size.immense"},
"colossal": "BOL.size.colossal" "colossal": {order: 12, label: "BOL.size.colossal"}
} }
BOL.horoscopeAnswer = {
"favorable": "BOL.ui.horoscopefavorable",
"unfavorable": "BOL.ui.horoscopeunfavorable",
}
BOL.bolEffectModifier = {
"-8": "-8",
"-6": "-6",
"-4": "-4",
"-2": "-2",
"-1": "-1",
"1B": "1B",
"2B": "2B",
"1M": "1M",
"2M": "2M",
"+1": "+1",
"+2": "+2",
"+4": "+4",
"+6": "+6",
"+8": "+8",
}
BOL.statusEffects = [
{
"id": "dead",
"label": "EFFECT.StatusDead",
"icon": "icons/svg/skull.svg"
},
{
"id": "unconscious",
"label": "EFFECT.StatusUnconscious",
"icon": "icons/svg/unconscious.svg"
},
{
"id": "sleep",
"label": "EFFECT.StatusAsleep",
"icon": "icons/svg/sleep.svg"
},
{
"id": "stun",
"label": "EFFECT.StatusStunned",
"icon": "icons/svg/daze.svg"
},
{
"id": "prone",
"label": "EFFECT.StatusProne",
"icon": "icons/svg/falling.svg"
},
{
"id": "restrain",
"label": "EFFECT.StatusRestrained",
"icon": "icons/svg/net.svg"
},
{
"id": "paralysis",
"label": "EFFECT.StatusParalysis",
"icon": "icons/svg/paralysis.svg"
},
{
"id": "fly",
"label": "EFFECT.StatusFlying",
"icon": "icons/svg/wing.svg"
},
{
"id": "blind",
"label": "EFFECT.StatusBlind",
"icon": "icons/svg/blind.svg"
},
{
"id": "deaf",
"label": "EFFECT.StatusDeaf",
"icon": "icons/svg/deaf.svg"
},
{
"id": "silence",
"label": "EFFECT.StatusSilenced",
"icon": "icons/svg/silenced.svg"
},
{
"id": "fear",
"label": "EFFECT.StatusFear",
"icon": "icons/svg/terror.svg"
},
{
"id": "burning",
"label": "EFFECT.StatusBurning",
"icon": "icons/svg/fire.svg"
},
{
"id": "frozen",
"label": "EFFECT.StatusFrozen",
"icon": "icons/svg/frozen.svg"
},
{
"id": "shock",
"label": "EFFECT.StatusShocked",
"icon": "icons/svg/lightning.svg"
},
{
"id": "disease",
"label": "EFFECT.StatusDisease",
"icon": "icons/svg/biohazard.svg"
},
{
"id": "poison",
"label": "EFFECT.StatusPoison",
"icon": "icons/svg/poison.svg"
},
{
"id": "curse",
"label": "EFFECT.StatusCursed",
"icon": "icons/svg/sun.svg"
},
{
"id": "invisible",
"label": "EFFECT.StatusInvisible",
"icon": "icons/svg/invisible.svg"
},
{
"id": "target",
"label": "EFFECT.StatusTarget",
"icon": "icons/svg/target.svg"
},
{
"id": "eye",
"label": "EFFECT.StatusMarked",
"icon": "icons/svg/eye.svg"
}
]
BOL.debug = false; BOL.debug = false;

View File

@ -76,6 +76,10 @@ export const registerHandlebarsHelpers = function () {
Handlebars.registerHelper('count', function (list) { Handlebars.registerHelper('count', function (list) {
return list.length; return list.length;
}) })
Handlebars.registerHelper('countKeys', function (obj) {
return Object.keys(obj).length;
})
Handlebars.registerHelper('isEnabled', function (configKey) { Handlebars.registerHelper('isEnabled', function (configKey) {
return game.settings.get("bol", configKey); return game.settings.get("bol", configKey);
}) })
@ -103,12 +107,18 @@ export const registerHandlebarsHelpers = function () {
Handlebars.registerHelper('sub', function (a, b) { Handlebars.registerHelper('sub', function (a, b) {
return parseInt(a) - parseInt(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) { Handlebars.registerHelper('valueAtIndex', function (arr, idx) {
return arr[idx]; return arr[idx];
}) })
Handlebars.registerHelper('includesKey', function (items, type, key) { Handlebars.registerHelper('includesKey', function (items, type, key) {
// console.log(items); // console.log(items);
return items.filter(i => i.type === type).map(i => i.data.key).includes(key); return items.filter(i => i.type === type).map(i => i.system.key).includes(key);
}) })
Handlebars.registerHelper('includes', function (array, val) { Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val); return array.includes(val);
@ -123,7 +133,14 @@ export const registerHandlebarsHelpers = function () {
} }
return false return false
}) })
Handlebars.registerHelper('upperFirst', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase() + text.slice(1)
})
Handlebars.registerHelper('upperFirstOnly', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase()
})
} }

View File

@ -49,7 +49,7 @@ export default function registerHooks() {
let macro = game.macros.entities.find(m => (m.name === actor.name) && (m.command === command)); let macro = game.macros.entities.find(m => (m.name === actor.name) && (m.command === command));
if (!macro) { if (!macro) {
macro = await Macro.create({ macro = await Macro.create({
name: actor.data.name, name: actor.name,
type: "script", type: "script",
img: "icons/svg/dice-target.svg", img: "icons/svg/dice-target.svg",
command: command command: command
@ -65,9 +65,9 @@ export default function registerHooks() {
let macro = game.macros.entities.find(m => (m.name === journal.name) && (m.command === command)); let macro = game.macros.entities.find(m => (m.name === journal.name) && (m.command === command));
if (!macro) { if (!macro) {
macro = await Macro.create({ macro = await Macro.create({
name: journal.data.name, name: journal.name,
type: "script", type: "script",
img: (journal.data.img) ? journal.data.img : "icons/svg/book.svg", img: (journal.img) ? journal.img : "icons/svg/book.svg",
command: command command: command
}, {displaySheet: false}) }, {displaySheet: false})
game.user.assignHotbarMacro(macro, slot); game.user.assignHotbarMacro(macro, slot);
@ -75,4 +75,18 @@ export default function registerHooks() {
} }
return false; return false;
}); });
/********************************************************************************** */
Hooks.on("renderActorDirectory", (app, html, data) => {
if (game.user.isGM) {
const button = document.createElement('button');
button.style.width = '95%';
button.innerHTML = game.i18n.localize("BOL.ui.pclistbutton")
button.addEventListener('click', () => {
game.bol.charSummary.render(true)
})
html.find('.header-actions').after(button)
}
})
} }

View File

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

View File

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

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

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}}

View File

@ -1,44 +1,54 @@
{"_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":{"core":{"sourceId":"Compendium.bol.equipment.19p4FnLRVdw6cx7Y"}},"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":"10.5.6","coreVersion":"10.291","createdTime":1676829093877,"modifiedTime":1676829219958,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":"3U9Gl7g8D5Ih72HQ","name":"Hache","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.3U9Gl7g8D5Ih72HQ"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093877,"modifiedTime":1676829219963,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":"3UUZjuD4Esgj4ENP","name":"Épée","type":"item","img":"icons/weapons/swords/greatsword-guard-gem-blue.webp","effects":[],"folder":null,"sort":0,"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":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093877,"modifiedTime":1676829219962,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"_id":"3xSSlnw9CDhwg67c","name":"Lance","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.3xSSlnw9CDhwg67c"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093877,"modifiedTime":1676829219964,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"42mZZxenOD5tDtog","name":"Javelot","type":"item","img":"icons/weapons/polearms/javelin-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Javelot</h1><p>une arme de jet constituée dune courte hampe surmontée dune tête pointue. En général, un guerrier qui utilise le javelot en emporte deux ou trois avec lui. Cette arme a la faveur des hommes-oiseaux de lAxos.</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":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"damage":"d6M","range":6,"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":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} {"_id":"42mZZxenOD5tDtog","name":"Javelot","type":"item","img":"icons/weapons/polearms/javelin-simple.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.42mZZxenOD5tDtog"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Javelot</h1><p>une arme de jet constituée dune courte hampe surmontée dune tête pointue. En général, un guerrier qui utilise le javelot en emporte deux ou trois avec lui. Cette arme a la faveur des hommes-oiseaux de lAxos.</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":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"damage":"d6M","range":6,"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093877,"modifiedTime":1676829219964,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":"4GyTrBGnvlyqoh38","name":"Dague","type":"item","img":"icons/weapons/daggers/dagger-jeweled-purple.webp","effects":[],"folder":null,"sort":0,"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":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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093878,"modifiedTime":1676829219961,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"_id":"4NEaikxe0k1vzeqI","name":"Morgenstern","type":"item","img":"icons/weapons/maces/flail-spiked-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.4NEaikxe0k1vzeqI"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093878,"modifiedTime":1676829219965,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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":"Lance (Lancer)","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.3xSSlnw9CDhwg67c"}},"_id":"4k3SUYYCnqc9uNCm","system":{"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},"ownership":{"kQghu0tL1dft5xLu":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093878,"modifiedTime":1676829219964,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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"} {"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":{"core":{"sourceId":"Compendium.bol.equipment.55CWxwKSYgBCbLrG"}},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1665332723905,"modifiedTime":1676829219966,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"55CWxwKSYgBCbLrG","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"_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":{}} {"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":"10.5.6","coreVersion":"10.291","createdTime":1669206284323,"modifiedTime":1676829219960,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"_id":"9WkrG0m6w04nq2CG"}
{"_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"}}} {"name":"Massue (Lancer)","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.pncWIrD5z7mk6dbc"}},"_id":"9dk1DqMpZXCgvS2r","system":{"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},"ownership":{"kQghu0tL1dft5xLu":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093879,"modifiedTime":1676829219965,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"AQu9KVm0hAdwUBWV","name":"Fouet","type":"item","img":"icons/weapons/misc/whip-red-yellow.webp","data":{"category":"equipment","subtype":"weapon","description":"<p><span dir=\"ltr\" style=\"left: 609.197px; top: 442.965px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.92363);\" role=\"presentation\">Outil indispensable pour des &eacute;leveurs, </span><span dir=\"ltr\" style=\"left: 595.026px; top: 466.304px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.930262);\" role=\"presentation\">le fouet peut devenir une v&eacute;ritable arme </span><span dir=\"ltr\" style=\"left: 595.026px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.868979);\" role=\"presentation\">de</span><span dir=\"ltr\" style=\"left: 610.059px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 621.719px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.924893);\" role=\"presentation\">guerre</span><span dir=\"ltr\" style=\"left: 665.004px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 676.664px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.954368);\" role=\"presentation\">entre</span><span dir=\"ltr\" style=\"left: 711.626px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 723.286px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.83588);\" role=\"presentation\">des</span><span dir=\"ltr\" style=\"left: 743.709px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 755.369px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.956849);\" role=\"presentation\">mains</span><span dir=\"ltr\" style=\"left: 797.279px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 808.939px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.889718);\" role=\"presentation\">expertes. </span><span dir=\"ltr\" style=\"left: 595.026px; top: 512.98px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.955811);\" role=\"presentation\">Certains cavaliers ghata&iuml; s&rsquo;en sont fait </span><span dir=\"ltr\" style=\"left: 595.026px; top: 536.319px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.901031);\" role=\"presentation\">une sp&eacute;cialit&eacute;.</span></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,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damage":"d6M","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"slot":"none","bashing":false,"throwable":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"vpqjUad9wWS9Gk5R":3},"flags":{"core":{"sourceId":"Item.3skum93qKmROU62c"}}} {"_id":"9mDDJnPsOCZRGPJN","name":"Gourdin","type":"item","img":"icons/weapons/clubs/club-barbed-square-black.webp","effects":[],"folder":null,"sort":0,"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":"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093879,"modifiedTime":1676829219962,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"ASQ7aSeqgUqKubY2","name":"Armure lourde","type":"item","img":"icons/equipment/chest/breastplate-metal-scaled-grey.webp","data":{"category":"equipment","subtype":"armor","description":"<h1>Armure lourde</h1><p>Ce type darmure est porté par des gladiateurs, des chevaliers partant à la guerre, ou par ceux prévoyant de participer à une bataille sanglante dans un proche avenir. Ce n est pas une armure que lon peut porter la journée entière, et encore moins pour voyager ou sadonner aux activités ordinaires du quotidien. Il peut sagir dun haubert de mailles descendant jusquaux genoux ou dune cuirasse en acier, complétée de grèves et de gantelets, ou encore dune brigandine (une veste de cuir cousue de plaques de métal) avec gantelets et hautes bottes.</p><p>Un personnage portant une armure lourde peut généralement ôter certaines parties de celle-ci pour la transformer en armure moyenne sil le souhaite.</p><p>Les personnages ayant moins de 0 en vigueur ne peuvent pas porter darmure lourde (ils ne sont pas assez robustes pour supporter un pareil attirail).</p><h2>Effets des armures lourdes</h2><ul><li>protection d6-1 (0-5 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure lourde offre 3 points de protection ;</li><li>le port dune armure lourde saccompagne dun malus de -2 en agilité du fait de l encombrement ;</li><li>le port dune armure lourde handicape un sorcier et augmente de 3 points de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"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,"modifiers":{"social":true,"agility":-2,"powercost":3,"init":0},"soak":{"formula":"1d6-1","value":1},"slot":"none","armorQuality":"heavy"},"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","effects":[],"folder":null,"sort":0,"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},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"kQghu0tL1dft5xLu":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093879,"modifiedTime":1676829219961,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"AUqk1SXktM4iDXvr","name":"Masse darmes","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":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":1.5,"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":"AQu9KVm0hAdwUBWV","name":"Fouet","type":"item","img":"icons/weapons/misc/whip-red-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.3skum93qKmROU62c"}},"system":{"category":"equipment","subtype":"weapon","description":"<p><span dir=\"ltr\" style=\"left: 609.197px; top: 442.965px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.92363);\" role=\"presentation\">Outil indispensable pour des &eacute;leveurs, </span><span dir=\"ltr\" style=\"left: 595.026px; top: 466.304px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.930262);\" role=\"presentation\">le fouet peut devenir une v&eacute;ritable arme </span><span dir=\"ltr\" style=\"left: 595.026px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.868979);\" role=\"presentation\">de</span><span dir=\"ltr\" style=\"left: 610.059px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 621.719px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.924893);\" role=\"presentation\">guerre</span><span dir=\"ltr\" style=\"left: 665.004px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 676.664px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.954368);\" role=\"presentation\">entre</span><span dir=\"ltr\" style=\"left: 711.626px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 723.286px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.83588);\" role=\"presentation\">des</span><span dir=\"ltr\" style=\"left: 743.709px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 755.369px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.956849);\" role=\"presentation\">mains</span><span dir=\"ltr\" style=\"left: 797.279px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 808.939px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.889718);\" role=\"presentation\">expertes. </span><span dir=\"ltr\" style=\"left: 595.026px; top: 512.98px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.955811);\" role=\"presentation\">Certains cavaliers ghata&iuml; s&rsquo;en sont fait </span><span dir=\"ltr\" style=\"left: 595.026px; top: 536.319px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.901031);\" role=\"presentation\">une sp&eacute;cialit&eacute;.</span></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,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damage":"d6M","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"slot":"none","bashing":false,"throwable":false},"quantity":1,"weight":0,"price":0,"worn":false},"ownership":{"default":0,"vpqjUad9wWS9Gk5R":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093879,"modifiedTime":1676829219962,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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":"ASQ7aSeqgUqKubY2","name":"Armure lourde","type":"item","img":"icons/equipment/chest/breastplate-metal-scaled-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.ASQ7aSeqgUqKubY2"}},"system":{"category":"equipment","subtype":"armor","description":"<h1>Armure lourde</h1><p>Ce type darmure est porté par des gladiateurs, des chevaliers partant à la guerre, ou par ceux prévoyant de participer à une bataille sanglante dans un proche avenir. Ce n est pas une armure que lon peut porter la journée entière, et encore moins pour voyager ou sadonner aux activités ordinaires du quotidien. Il peut sagir dun haubert de mailles descendant jusquaux genoux ou dune cuirasse en acier, complétée de grèves et de gantelets, ou encore dune brigandine (une veste de cuir cousue de plaques de métal) avec gantelets et hautes bottes.</p><p>Un personnage portant une armure lourde peut généralement ôter certaines parties de celle-ci pour la transformer en armure moyenne sil le souhaite.</p><p>Les personnages ayant moins de 0 en vigueur ne peuvent pas porter darmure lourde (ils ne sont pas assez robustes pour supporter un pareil attirail).</p><h2>Effets des armures lourdes</h2><ul><li>protection d6-1 (0-5 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure lourde offre 3 points de protection ;</li><li>le port dune armure lourde saccompagne dun malus de -2 en agilité du fait de l encombrement ;</li><li>le port dune armure lourde handicape un sorcier et augmente de 3 points de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"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,"modifiers":{"social":true,"agility":-2,"powercost":3,"init":0},"soak":{"formula":"1d6-1","value":1},"slot":"none","armorQuality":"heavy"},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093880,"modifiedTime":1676829219959,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":"AUqk1SXktM4iDXvr","name":"Masse darmes","type":"item","img":"icons/weapons/maces/mace-flanged-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.AUqk1SXktM4iDXvr"}},"system":{"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":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":1.5,"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093880,"modifiedTime":1676829219965,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"name":"Masse darmes (Lancer)","type":"item","img":"icons/weapons/maces/mace-flanged-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.AUqk1SXktM4iDXvr"}},"_id":"BcYQ4pigZSXp1jWb","system":{"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},"ownership":{"kQghu0tL1dft5xLu":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093880,"modifiedTime":1676829219965,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":"D1UjDptdZGFg6Ggx","name":"Hache (Lancer)","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.3U9Gl7g8D5Ih72HQ"}},"system":{"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},"ownership":{"kQghu0tL1dft5xLu":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093880,"modifiedTime":1676829219963,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"_id":"E8XHWMpwVHjPZV3M","name":"Hâche à deux mains","type":"item","img":"icons/weapons/axes/axe-double-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.E8XHWMpwVHjPZV3M"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093880,"modifiedTime":1676829219964,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"name":"Outils de Crochetage","type":"item","img":"icons/sundries/misc/key-angular-white.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":"HZpsorw1Okd07bvh"} {"name":"Kriss","type":"item","img":"icons/weapons/daggers/dagger-jeweled-purple.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":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":1,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":true},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1662130019228,"modifiedTime":1676829219964,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"_id":"EbvPPc9hFGudZYeP"}
{"_id":"LDklxAUh1IPNPnyi","name":"Mains Nues","type":"item","img":"icons/skills/melee/unarmed-punch-fist.webp","data":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":false,"melee":true,"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":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"unarmed","damage":"d3","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}}} {"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":{"core":{"sourceId":"Compendium.bol.equipment.FEEgNQr54HLmbxb4"}},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1665332723905,"modifiedTime":1676829219960,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"FEEgNQr54HLmbxb4","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Corde + Grappin","type":"item","img":"icons/sundries/survival/rope-wrapped-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":"NRBT2VmdzhjDL4fW"} {"_id":"G0qpJmjQPSJshPsC","name":"Bâton-Fronde","type":"item","img":"icons/weapons/slings/slingshot-wood.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.G0qpJmjQPSJshPsC"}},"system":{"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,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093880,"modifiedTime":1676829219959,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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"} {"_id":"Gm8Qpfuay4hu2ihq","name":"Grand bouclier","type":"item","img":"icons/equipment/shield/wardoor-wooden-boss-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.Gm8Qpfuay4hu2ihq"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093880,"modifiedTime":1676829219963,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"name":"Armes Improvisée","type":"item","img":"icons/tools/hand/shovel-spade-steel-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":false,"melee":true,"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":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"improvised","damage":"d3","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}},"_id":"RNHBCCGlpPNIkbFu"} {"name":"Outils de Crochetage","type":"item","img":"icons/sundries/misc/key-angular-white.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"HZpsorw1Okd07bvh","system":{"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},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093881,"modifiedTime":1676829219966,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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":"LDklxAUh1IPNPnyi","name":"Mains Nues","type":"item","img":"icons/skills/melee/unarmed-punch-fist.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}},"system":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":false,"melee":true,"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":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"unarmed","damage":"d3","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false},"quantity":1,"weight":0,"price":0,"worn":false},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093881,"modifiedTime":1676829219965,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":"Corde + Grappin","type":"item","img":"icons/sundries/survival/rope-wrapped-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"NRBT2VmdzhjDL4fW","system":{"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},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093882,"modifiedTime":1676829219960,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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":"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":{"core":{"sourceId":"Compendium.bol.equipment.Oyz8RcFNq6MzDUBO"}},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1665332723905,"modifiedTime":1676829219957,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"Oyz8RcFNq6MzDUBO","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":{}} {"name":"Armes Improvisée","type":"item","img":"icons/tools/hand/shovel-spade-steel-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}},"_id":"RNHBCCGlpPNIkbFu","system":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":false,"melee":true,"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":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"improvised","damage":"d3","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false,"natural":false,"onlymodifier":false},"quantity":1,"weight":0,"price":0,"worn":false},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093882,"modifiedTime":1676829219959,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"name":"Armes Improvisée (Lancer)","type":"item","img":"icons/tools/cooking/knife-cleaver-steel-grey.webp","effects":[],"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}},"system":{"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},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1669197361967,"modifiedTime":1676829219959,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"_id":"URCyzJr7vFAIuN3b"}
{"_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"}}} {"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":"10.5.6","coreVersion":"10.291","createdTime":1669209202825,"modifiedTime":1676829219960,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"_id":"W3q72Hop6XYopxpU"}
{"_id":"jjdzMgx8zru2A28V","name":"Armure moyenne","type":"item","img":"icons/equipment/chest/breastplate-layered-leather-studded-black.webp","data":{"category":"equipment","subtype":"armor","description":"<h1>Armure moyenne</h1><p>Ce type darmure, compromis entre la maniabilité de larmure légère et la protection de larmure lourde, est le choix favori des aventuriers qui sattendent à affronter des combats de manière régulière. Il peut sagir dune armure de cuir couvrant la majeure partie du corps, avec des parties en cuir bouilli pour protéger les points vitaux, ou dune armure mêlant le cuir et la cotte de mailles, ou encore dune cuirasse en acier, simple mais efficace.</p><p>Un personnage portant une armure moyenne peut généralement en ôter certaines parties pour la transformer en armure légère sil le souhaite.</p><h2>Effets des armures moyennes</h2><ul><li>protection d6-2 (0-4 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure moyenne offre 2 points de protection ;</li><li>le port dune armure moyenne saccompagne dun malus de -1 en agilité du fait de lencombrement ;</li><li>le port dune armure moyenne handicape un sorcier et augmente de 2 points de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"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,"modifiers":{"social":true,"agility":-1,"powercost":2,"init":0},"soak":{"formula":"1d6-2","value":2},"slot":"none","armorQuality":"medium"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} {"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":"10.5.6","coreVersion":"10.291","createdTime":1669208789210,"modifiedTime":1676829219962,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"_id":"Wq2zN2XVbYwqw2ki"}
{"_id":"me4GVat8gcs94hri","name":"Armure légère","type":"item","img":"icons/equipment/chest/shirt-simple-grey.webp","data":{"category":"equipment","subtype":"armor","description":"<h1>Amure légère</h1><p>Si votre personnage préfère éviter les combats mais sait quil risque de ne pas y couper, vous souhaiterez peut-être quil bénéficie au moins dune petite protection. La catégorie des armures légères comprend les différentes sortes darmures de cuir et les chemises de mailles. Votre personnage pourrait ainsi porter un robuste gilet et des brassards en cuir, ou un pourpoint doublé, accompagné de bottes et de gants en cuir souple. À moins que vous ne décidiez quil soit vêtu dune légère chemise de mailles et de rien dautre.</p><p>Une armure légère est généralement dissimulable (à moins dêtre inspecté de près ou davoir affaire à lœil exercé dun soldat vétéran) et ne vous désigne pas au premier regard comme un guerrier.</p><h2>Effets des armures légères</h2><ul><li>protection d6-3 (0-3 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure légère offre 1 point de protection ;</li><li>le port dune armure légère handicape un sorcier et augmente de 1 point de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"d6B":false,"d6M":false,"stackable":false,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"social":true,"agility":0,"powercost":1,"init":0},"soak":{"formula":"1d6-3","value":1},"slot":"none","armorQuality":"light"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} {"name":"Bottes","type":"item","img":"icons/equipment/feet/boots-collared-leather-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"X3AR5En9mQhGUrOA","system":{"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},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093882,"modifiedTime":1676829219960,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"name":"Tenue de Marchand","type":"item","img":"icons/equipment/shoulder/cloak-plain-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":"oRhIBU041D3QEYaX"} {"_id":"Z2AaQKweMljBAgt6","name":"Arc","type":"item","img":"icons/weapons/bows/longbow-leather-green.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.Z2AaQKweMljBAgt6"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093882,"modifiedTime":1676829219958,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"obNHhN1wvcWFaVrS","name":"Petit bouclier","type":"item","img":"icons/equipment/shield/buckler-wooden-boss-brown.webp","data":{"category":"equipment","subtype":"shield","description":"<h1>Petit 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,"blocking":{"malus":-1,"nbAttacksPerRound":"1","blocking1":true,"blockingAll":false},"slot":"none","modifiers":{"init":null,"agility":null,"powercost":null,"social":false}},"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","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"aclqGClakTbXVwAK","system":{"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},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093882,"modifiedTime":1676829219966,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"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":{"core":{"sourceId":"Compendium.bol.equipment.c8XSKMNX8hFr1Lgf"}},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1665332723905,"modifiedTime":1676829219960,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"c8XSKMNX8hFr1Lgf","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"_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":"cS2LGlXLZegvRGOo","name":"Arbalète lourde","type":"item","img":"icons/weapons/crossbows/crossbow-golden-bolt.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.cS2LGlXLZegvRGOo"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093883,"modifiedTime":1676829219958,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"_id":"d7UV55xQXXfMiGQI","name":"Fronde","type":"item","img":"icons/weapons/slings/slingshot-wood.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.d7UV55xQXXfMiGQI"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093883,"modifiedTime":1676829219962,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"_id":"gCbETPg0ROGdDfHS","name":"Arc Ghataï","type":"item","img":"icons/weapons/bows/longbow-recurve-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.ltAvk5pqfNeqF8gO"}},"system":{"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},"ownership":{"default":0,"vpqjUad9wWS9Gk5R":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093883,"modifiedTime":1676829219958,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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"} {"_id":"jjdzMgx8zru2A28V","name":"Armure moyenne","type":"item","img":"icons/equipment/chest/breastplate-layered-leather-studded-black.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.jjdzMgx8zru2A28V"}},"system":{"category":"equipment","subtype":"armor","description":"<h1>Armure moyenne</h1><p>Ce type darmure, compromis entre la maniabilité de larmure légère et la protection de larmure lourde, est le choix favori des aventuriers qui sattendent à affronter des combats de manière régulière. Il peut sagir dune armure de cuir couvrant la majeure partie du corps, avec des parties en cuir bouilli pour protéger les points vitaux, ou dune armure mêlant le cuir et la cotte de mailles, ou encore dune cuirasse en acier, simple mais efficace.</p><p>Un personnage portant une armure moyenne peut généralement en ôter certaines parties pour la transformer en armure légère sil le souhaite.</p><h2>Effets des armures moyennes</h2><ul><li>protection d6-2 (0-4 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure moyenne offre 2 points de protection ;</li><li>le port dune armure moyenne saccompagne dun malus de -1 en agilité du fait de lencombrement ;</li><li>le port dune armure moyenne handicape un sorcier et augmente de 2 points de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"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,"modifiers":{"social":true,"agility":-1,"powercost":2,"init":0},"soak":{"formula":"1d6-2","value":2},"slot":"none","armorQuality":"medium"},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093883,"modifiedTime":1676829219959,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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":"me4GVat8gcs94hri","name":"Armure légère","type":"item","img":"icons/equipment/chest/shirt-simple-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.me4GVat8gcs94hri"}},"system":{"category":"equipment","subtype":"armor","description":"<h1>Amure légère</h1><p>Si votre personnage préfère éviter les combats mais sait quil risque de ne pas y couper, vous souhaiterez peut-être quil bénéficie au moins dune petite protection. La catégorie des armures légères comprend les différentes sortes darmures de cuir et les chemises de mailles. Votre personnage pourrait ainsi porter un robuste gilet et des brassards en cuir, ou un pourpoint doublé, accompagné de bottes et de gants en cuir souple. À moins que vous ne décidiez quil soit vêtu dune légère chemise de mailles et de rien dautre.</p><p>Une armure légère est généralement dissimulable (à moins dêtre inspecté de près ou davoir affaire à lœil exercé dun soldat vétéran) et ne vous désigne pas au premier regard comme un guerrier.</p><h2>Effets des armures légères</h2><ul><li>protection d6-3 (0-3 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure légère offre 1 point de protection ;</li><li>le port dune armure légère handicape un sorcier et augmente de 1 point de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"d6B":false,"d6M":false,"stackable":false,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"social":true,"agility":0,"powercost":1,"init":0},"soak":{"formula":"1d6-3","value":1},"slot":"none","armorQuality":"light"},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093883,"modifiedTime":1676829219959,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"name":"Tenue de Marchand","type":"item","img":"icons/equipment/shoulder/cloak-plain-leather-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"oRhIBU041D3QEYaX","system":{"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},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093883,"modifiedTime":1676829219966,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_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":{}} {"_id":"obNHhN1wvcWFaVrS","name":"Petit bouclier","type":"item","img":"icons/equipment/shield/buckler-wooden-boss-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.obNHhN1wvcWFaVrS"}},"system":{"category":"equipment","subtype":"shield","description":"<h1>Petit 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,"blocking":{"malus":-1,"nbAttacksPerRound":"1","blocking1":true,"blockingAll":false},"slot":"none","modifiers":{"init":null,"agility":null,"powercost":null,"social":false}},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093883,"modifiedTime":1676829219966,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"yDmQXkTLeaPTF44S","name":"Fléchettes","type":"item","img":"icons/weapons/thrown/dart-feathered.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Fléchettes</h1><p>de petits projectiles ressemblant à des flèches miniatures, destinés à être lancés à la main. En général, un personnage qui utilise des fléchettes en possède un petit stock.</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":false,"stackable":true,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"damage":"d6M","range":6,"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":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} {"_id":"pncWIrD5z7mk6dbc","name":"Massue","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.pncWIrD5z7mk6dbc"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093884,"modifiedTime":1676829219965,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"zAuda7upJnZW8EZf","name":"Casque","type":"item","img":"icons/equipment/head/helm-barbute-horned-grey.webp","data":{"category":"equipment","subtype":"helm","description":"<h1>Casque</h1><p>Si vous êtes équipé dun casque, celui-ci ajoute +1 à la protection de votre armure, dans le cas où vous en portez une. Si vous portez par exemple une armure légère et un casque, votre dé de protection sera égal à d6-2 (d6-1 en armure moyenne et d6 en armure lourde).</p><p>En revanche, un casque vous inflige un malus à linitiative (il est plus difficile de remarquer ce qui se passe autour de vous avec un casque qui limite votre champ de vision), ainsi que dans certaines situations sociales.</p><p>En général, un héros ne porte pas son casque en permanence et ne le met que lorsquil se prépare au combat.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":false,"helm":true,"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,"modifiers":{"social":true,"init":-1,"agility":0,"powercost":0},"soak":{"formula":"+1","value":1,"modifier":null},"slot":"none"},"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","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.qG5Jlhjjh7vDtBB1"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093884,"modifiedTime":1676829219962,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"rVLqiqxtfsZ7z6Hw","name":"Rapière","type":"item","img":"icons/weapons/swords/greatsword-flamberge.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.rVLqiqxtfsZ7z6Hw"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093884,"modifiedTime":1676829219966,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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":{"core":{"sourceId":"Compendium.bol.equipment.uBTjNOW9I8dAJPdv"}},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1665332723905,"modifiedTime":1676829219961,"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","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.vN3CHxyOrXuXHQRY"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093884,"modifiedTime":1676829219959,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"name":"Somnifère","type":"item","img":"icons/consumables/potions/bottle-bulb-corked-labeled-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"vgJSyqc6VVxfbWsC","system":{"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},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093884,"modifiedTime":1676829219966,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"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":{"core":{"sourceId":"Compendium.bol.equipment.vgyGk9PEKJOqfZH2"}},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1665332723905,"modifiedTime":1676829219960,"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","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"x86khXdimiKSujjy","system":{"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},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093885,"modifiedTime":1676829219965,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"xH95daHpPAQWuiYp","name":"Arme dhast","type":"item","img":"icons/weapons/polearms/halberd-crescent-small-spiked.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.xH95daHpPAQWuiYp"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093885,"modifiedTime":1676829219958,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"xYWeGSCfnPwTq0rV","name":"Épée à deux mains","type":"item","img":"icons/weapons/swords/greatsword-crossguard-silver.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.xYWeGSCfnPwTq0rV"}},"system":{"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093885,"modifiedTime":1676829219962,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"yDmQXkTLeaPTF44S","name":"Fléchettes","type":"item","img":"icons/weapons/thrown/dart-feathered.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.yDmQXkTLeaPTF44S"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Fléchettes</h1><p>de petits projectiles ressemblant à des flèches miniatures, destinés à être lancés à la main. En général, un personnage qui utilise des fléchettes en possède un petit stock.</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":false,"stackable":true,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"damage":"d6M","range":6,"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},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093885,"modifiedTime":1676829219962,"lastModifiedBy":"kQghu0tL1dft5xLu"}}
{"_id":"zAuda7upJnZW8EZf","name":"Casque","type":"item","img":"icons/equipment/head/helm-barbute-horned-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.bol.equipment.zAuda7upJnZW8EZf"}},"system":{"category":"equipment","subtype":"helm","description":"<h1>Casque</h1><p>Si vous êtes équipé dun casque, celui-ci ajoute +1 à la protection de votre armure, dans le cas où vous en portez une. Si vous portez par exemple une armure légère et un casque, votre dé de protection sera égal à d6-2 (d6-1 en armure moyenne et d6 en armure lourde).</p><p>En revanche, un casque vous inflige un malus à linitiative (il est plus difficile de remarquer ce qui se passe autour de vous avec un casque qui limite votre champ de vision), ainsi que dans certaines situations sociales.</p><p>En général, un héros ne porte pas son casque en permanence et ne le met que lorsquil se prépare au combat.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":false,"helm":true,"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,"modifiers":{"social":true,"init":null,"agility":0,"powercost":0},"soak":{"formula":"+1","value":1,"modifier":null},"slot":"none"},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.5.6","coreVersion":"10.291","createdTime":1676829093886,"modifiedTime":1676829219960,"lastModifiedBy":"kQghu0tL1dft5xLu"}}

View File

@ -1,7 +1,30 @@
{"_id":"4VsEmcj4YpdAaaZY","name":"Attaque au Défaut d'armure","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous visez une zone du corps non prot&eacute;g&eacute;e ou&nbsp;un point faible de l&rsquo;armure de votre adversaire.</p>\n<p>Appliquez la valeur de protection fixe de l&rsquo;armure comme malus &agrave; votre jet d&rsquo;attaque (-1 pour une armure l&eacute;g&egrave;re, -2 pour une armure moyenne et -3 pour une armure lourde). Si votre attaque passe malgr&eacute; ce malus, les d&eacute;g&acirc;ts de votre coup ignorent la protection de l&rsquo;armure.</p>\n<p>Si le MJ l&rsquo;accepte, cette option de combat pourra &eacute;galement permettre de trouver le d&eacute;faut de l&rsquo;armure naturelle d&rsquo;une cr&eacute;ature.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"armordefault","activated":false},"rank":0,"fightoptiontype":"armordefault"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.3nzfQvMvkK4ujRqI"}}} {"name":"La Passe du Khastok","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un Khastok de Malakut. Vous fauchez les jambes (ou les membres inf&eacute;rieurs) de<br>votre adversaire.</p>\n<p>Votre attaque souffre d&rsquo;un malus de -2, mais si elle occasionne des d&eacute;g&acirc;ts, la cible doit r&eacute;ussir un test d&rsquo;Agilit&eacute;, avec votre score de M&ecirc;l&eacute;e en malus ou tomber au sol.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965170,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"4EmWdK1cv7EX0X3E"}
{"name":"Posture Défensive","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous choisissez d&rsquo;adopter une attitude prudente, en restant toujours pr&ecirc;t &agrave; parer ou &agrave; esquiver l&rsquo;attaque de votre adversaire. Combattre en posture d&eacute;fensive vous conf&egrave;re un bonus de +1 en d&eacute;fense, mais vous subissez un malus de -1 &agrave; votre jet d&rsquo;attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"defense","activated":false},"rank":0,"fightoptiontype":"defense"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.CS1fCtHTxp5v1krr"}},"_id":"FQPqaB86ZkRzsKwG"} {"name":"Le Saut du Voleur (Distraire)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous faites une man&oelig;uvre ayant pour &nbsp;objectif de distraire l&rsquo;adversaire. Vous ne portez pas<br>d&rsquo;attaque.</p>\n<p>Si vous r&eacute;ussissez un test de R&eacute;action (Esprit+Initiative) avec l&rsquo;Esprit de votre cible en malus, elle<br>subit un malus de -1 pour toutes ses actions dans le round en cours.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965165,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"5L42okgdCMC8MZb6"}
{"name":"Défense Totale","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous consacrez votre round &agrave; esquiver, parer et vous prot&eacute;ger des coups. Vous n&rsquo; effectuez pas d&rsquo;attaque durant le round, mais b&eacute;n&eacute;ficiez d&rsquo;un bonus de +2 en d&eacute;fense, qui s&rsquo;ajoute &eacute;ventuellement &agrave; celui que pourrait vous apporter un bouclier ou une arme secondaire de parade.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"fulldefense","activated":false},"rank":0,"fightoptiontype":"fulldefense"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.t8v7isBpnFzAbmUI"}},"_id":"JRboSn5RuGILpH0B"} {"name":"La Fureur de Charkond (Intimider)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous faites une man&oelig;uvre physique dans l&rsquo;objectif d&rsquo;impressionner votre adversaire en lieu et place de votre attaque.</p>\n<p>Si vous r&eacute;ussissez un test de Vigueur+M&ecirc;l&eacute;e, avec l&rsquo;Esprit de votre cible en malus, elle subit un malus de -2 sur tout ses tests d&rsquo;attaque pour le reste du round. Ne fonctionne que sur un adversaire sur lequel l&rsquo;Intimidation est applicable, donc en g&eacute;n&eacute;ral ne fonctionne pas sur les cr&eacute;atures.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965166,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"6D42OgoKxwtV5tDD"}
{"name":"Combat à Deux Armes (Défensif)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes l&eacute;g&egrave;res&nbsp;ou moyennes.</p>\n<p>Vous attaquez avec une arme et parez avec l&rsquo;autre. Vous consid&eacute;rez l&rsquo;arme de parade comme l&rsquo;&eacute;quivalent d&rsquo;un petit bouclier (+1 en d&eacute;fense contre une attaque), mais vous subissez un malus de -1 sur votre jet d&rsquo;attaque avec votre autre arme.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"twoweaponsdef","activated":false},"rank":0,"fightoptiontype":"twoweapons"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"_id":"JtU8EmKuda0M4Onv"} {"name":"Les Poignards de Karyzon (Lancer x2)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec deux Couteaux ou Poignards de lancer. Arm&eacute; d&rsquo;un Poignard dans chaque main, vous<br>les lancez sur 2 cibles diff&eacute;rentes en m&ecirc;me temps</p>\n<p>Chaque attaque &nbsp;est &nbsp;r&eacute;solue s&eacute;par&eacute;ment et souffre d&rsquo;un malus de -2.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965173,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"6tiu12ROxOPE31qU"}
{"_id":"a3Ev9xm8aM9kAmi3","name":"Attaque Intrépide","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous attaquez avec la plus extr&ecirc;me t&eacute;m&eacute;rit&eacute;.</p>\n<p>Vous ne b&eacute;n&eacute;ficiez pas de l&rsquo;&eacute;ventuel bonus d&rsquo;un&nbsp;bouclier ou d&rsquo;une arme secondaire de parade et subissez un malus de -2 &agrave; la d&eacute;fense. En revanche,&nbsp;vous b&eacute;n&eacute;ficiez d&rsquo;un bonus de +2 au jet d&rsquo;attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"intrepid","activated":false},"rank":0,"fightoptiontype":"intrepid"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.589BS9KBGnUazrFA"}}} {"name":"Le Halakh-Kriss (Spéciale Kriss)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un Kriss d&rsquo;Halakh. Vous portez un coup vicieux &agrave; votre adversaire.</p>\n<p>Votre attaque souffre d&rsquo;un malus de -1, mais si elle r&eacute;ussit, vous augmentez les d&eacute;g&acirc;ts de 1 point.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965169,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"6zSkgyYkk7EV4BGU"}
{"name":"Posture Offensive","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous vous concentrez sur l&rsquo;attaque, au d&eacute;triment&nbsp;de votre d&eacute;fense. Cette option vous conf&egrave;re un bonus de +1 au jet d&rsquo;attaque, mais vous subissez un malus de -1 en d&eacute;fense.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"attack","activated":false},"rank":0,"fightoptiontype":"attack"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.BF7F5WvL1pbWVHNq"}},"_id":"hgUHJP6JFxbeiRQL"} {"name":"Le Plomb de lAxos (Fronde Axos)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec une Fronde de l&rsquo;Axos. Vous faites tournoyer votre fronde &agrave; grande vitesse.</p>\n<p>Votre tir souffre d&rsquo;un malus de -2, mais vos d&eacute;g&acirc;ts b&eacute;n&eacute;ficient de la vigueur enti&egrave;re &agrave; la place de la moiti&eacute; de la Vigueur.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965169,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"8p1EsWyLxvmrXc7p"}
{"name":"Combat à Deux Armes (Offensif)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes l&eacute;g&egrave;res&nbsp;ou moyennes.</p>\n<p><span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\">Vous attaquez avec vos deux armes. </span><span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\">Vous n&rsquo;effectuez qu&rsquo;un seul jet d&rsquo;attaque avec un </span>malus de -1, mais vous infligez des d&eacute;g&acirc;ts comme&nbsp;si vous maniez une arme moyenne (si vous utilisez deux armes l&eacute;g&egrave;res) ou une arme lourde (si vous&nbsp;utilisez une arme moyenne et une arme l&eacute;g&egrave;re, ou deux armes moyennes).</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"twoweaponsatt","activated":false},"rank":0,"fightoptiontype":"twoweapons"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"_id":"wM4ZIVSSKApgzEmN"} {"name":"Le Coup de Mangaï (Entraver - Fouet)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un fouet. Vous fouettez votre adversaire pour le g&ecirc;ner et l&rsquo;entraver.</p>\n<p>Votre attaque souffre d&rsquo;un malus de -2, mais si elle r&eacute;ussit, votre fouet s&rsquo;enroule autour d&rsquo;un membre de votre cible. Tant que vous maintenez le fouet, elle subit un malus de -2 pour toutes ses actions, et -1 en d&eacute;fense. En lieu et place d&rsquo;une attaque, la cible peut tenter de se lib&eacute;rer en r&eacute;ussissant un jet de Vigueur+Initiative, avec votre Vigueur en malus.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"9My3kH5KeAdFmF1F"}
{"name":"Le Trait du Beshaar (Javelot)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un Javelot. Vous lancez votre javelot &agrave; une distance plus grande que la plupart des<br>autres aventuriers.</p>\n<p>Votre tir souffre d&rsquo;un malus de -1, mais la port&eacute;e du javelot est doubl&eacute;e (12m au lieu de 6m).</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"9d4rHBS7CMZI0t4E","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"La pose de lEsclave (Posture Défensive)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.CS1fCtHTxp5v1krr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous choisissez d&rsquo;adopter une attitude prudente, en restant toujours pr&ecirc;t &agrave; parer ou &agrave; esquiver l&rsquo;attaque de votre adversaire. Combattre en posture d&eacute;fensive vous conf&egrave;re un bonus de +1 en d&eacute;fense, mais vous subissez un malus de -1 &agrave; votre jet d&rsquo;attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"defense","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"defense"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310228,"modifiedTime":1687457965159,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"AoT2c0af4lY6aBsx"}
{"name":"La Passe de Charkond (Feinte)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous placez une botte sp&eacute;ciale, pour tromper et profiter de la d&eacute;fense de votre adversaire. Uniquement possible avec un dague ou une arme de type &eacute;p&eacute;e (sabre, cimeterre, etc.).</p>\n<p>Si vous r&eacute;ussissez un jet d&rsquo;Esprit +Carri&egrave;re guerri&egrave;re (mercenaire, soldat, etc.) en plus de votre<br>attaque, la d&eacute;fense de votre adversaire s&rsquo;ajoute &agrave; vos d&eacute;g&acirc;ts.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965167,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"Cs2yV3V8D7kHBTmT"}
{"name":"Le Coup du Soldat (Désarmer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes l&eacute;g&egrave;res ou moyennes. Vous visez l&rsquo;arme de votre adversaire<br>pour la faire tomber.</p>\n<p>Vous portez une attaque sur l&rsquo;arme, avec pour malus l&rsquo;Agilit&eacute;+M&ecirc;l&eacute;e de votre adversaire. En cas de r&eacute;ussite, l&rsquo;arme vis&eacute;e tombe au sol &agrave; 1d6-2 m&egrave;tres de votre opposant.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942165,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"EN3xW64gAAj6GxZs","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"La Main dAfyra (Se Reposer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous restez au contact de votre adversaire, mais vous vous concentrez sur vous-m&ecirc;me. Vous<br>ne pouvez pas attaquer ce round.</p>\n<p>Si vous r&eacute;ussissez un jet de Vigueur, vous r&eacute;cup&eacute;rez 2 Points de Vitalit&eacute;, 4 sur un succ&egrave;s H&eacute;ro&iuml;que. Ces points ne peuvent &ecirc;tre r&eacute;cup&eacute;r&eacute;s que si ils ont &eacute;t&eacute; perdus lors du combat en cours.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942166,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"EvADUhFjuz7G7ts9","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Le Doigt de Karyzon (Tir x2)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous encha&icirc;nez 2 tirs au lieu d&rsquo;un, sans pr&eacute;cision. Uniquement avec armes de jet et arcs.</p>\n<p>Vous tirez (ou lancer) tr&egrave;s rapidement, sans pr&eacute;cision, sur la m&ecirc;me cible. Chaque tir/lancer souffre d&rsquo;un malus de -2.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"FMJGgMYdXztCBTtc"}
{"name":"La Passe de lAssassin (Avantage)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous vous placez de mani&egrave;re &agrave; obtenir &nbsp;une &nbsp;position &nbsp;plus avantageuse pour portez vos attaques.</p>\n<p>En plus de votre attaque normale, vous devez r&eacute;ussir un jet de R&eacute;action (Esprit+Initiative). Sur une<br>r&eacute;ussite, vous b&eacute;n&eacute;ficiez d&rsquo;un d&eacute; bonus pour votre prochaine attaque. Si vous renoncez &agrave; votre attaque, vous b&eacute;n&eacute;ficiez d&rsquo;un bonus de +2 pour le jet de R&eacute;action. Sur un &eacute;chec, c&rsquo;est votre adversaire qui b&eacute;n&eacute;ficie d&rsquo;un d&eacute; bonus pour sa prochaine attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942165,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"PCa0SQruR9VZUbPh","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"La Folie de Dyr (Occuper)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous faites tournoyer votre arme dans tout les sens, pour faire reculer votre adversaire.</p>\n<p>Votre attaque re&ccedil;oit un malus suppl&eacute;mentaire de -1 et n&rsquo;occasionne pas de d&eacute;g&acirc;ts. En cas<br>de succ&egrave;s, votre adversaire ne peut pas attaquer ce round. Uniquement sur des adversaires au maximum de de taille sup&eacute;rieure d&rsquo;un cran &agrave; la v&ocirc;tre.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"PENp7jlG0DirTQeo","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Le Dit de Iondal (Moquer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous moquez votre adversaire avec une phrase bien sentie.</p>\n<p>Si vous r&eacute;ussissez un test d&rsquo;Esprit+Carri&egrave;re appropri&eacute;e, avec l&rsquo;Esprit de votre cible en malus, elle<br>subit un malus de -2 en d&eacute;fense pour le reste du round.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942166,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"VSOjm28jhFhyWk6b","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Le Tranchant de Parsool (Hache de Parsool)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec une Hache d&rsquo;Abordage de Parsool. Vous placez une attaque visant l&rsquo;armure de votre adversaire pour la d&eacute;truire.</p>\n<p>Votre attaque souffre d&rsquo;un malus de -1, mais si elle r&eacute;ussit, vous faites sauter une pi&egrave;ce d&rsquo;armure de votre adversaire au lieu de faire des d&eacute;g&acirc;ts. L&rsquo;armure touch&eacute;e se d&eacute;grade d&rsquo;un rang de protection. Uniquement valable sur des adversaires portant une armure artificielle.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"VfTa073U4xhs1JWp","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"La Corde de Tyrus (Arc de Tyrus)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un arc long de Tyrus. Vous tendez la corde si fort que votre fl&egrave;che porte plus loin.</p>\n<p>Votre attaque souffre d&rsquo;un malus de -2, mais si elle r&eacute;ussit, vous doublez la distance de tir de l&rsquo;Arc (44m au lieu de 22m).</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942169,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"WQkzlwaww7KgarAt","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Loeil du Mercenaire (Observer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous observez attentivement l&rsquo;un des adversaires ou un groupe d&rsquo;adversaires similaires. Vous ne<br>portez pas d&rsquo;attaque.</p>\n<p>Si vous r&eacute;ussissez un jet d&rsquo;Esprit + Carri&egrave;re &nbsp;guerri&egrave;re (mercenaire, soldat, etc.) en observant l&rsquo;adversaire, vous pouvez donner un bonus de +2 &agrave; l&rsquo;attaque ou &agrave; la d&eacute;fense &agrave; l&rsquo;un de vos alli&eacute; contre ce m&ecirc;me adversaire pour sa prochaine action de ce type. Une seule assistance peut &ecirc;tre obtenue pour un m&ecirc;me adversaire.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687458428494,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"X7mIyzm1ad543fLY","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"La Force de Grondil (Frappe Brutale)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous placez une attaque brutale, sans finesse, mais avec toute votre force. Uniquement avec des armes moyenne ou plus (minimum d6 d&eacute;g&acirc;ts).</p>\n<p>Votre attaque souffre d&rsquo;un malus de -2, mais si elle r&eacute;ussit, vous pouvez ajouter la moiti&eacute; de votre Vigueur pour le calcul des d&eacute;g&acirc;ts (minimum 1). Ce bonus vient en plus du bonus de Vigueur de base d&eacute;j&agrave; applicable.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965167,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"Xeoqf4YtG7Yh9GUz"}
{"name":"La Ruade de lAxos (Déséquilibrer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous cherchez &agrave; d&eacute;s&eacute;quilibrer votre adversaire. Vous ne portez pas d&rsquo;attaque.</p>\n<p>Si vous r&eacute;ussissez un jet de R&eacute;action (Esprit+Initiative) avec l&rsquo;Agilit&eacute; de votre cible comme malus, elle re&ccedil;oit un d&eacute; malus pour sa prochaine action et un malus de -1 en d&eacute;fense sur la prochaine attaque. Sur un succ&egrave;s h&eacute;ro&iuml;que et que votre cible est de la pi&eacute;taille ou un coriace, elle tombe au sol.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942166,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"aYGjdR5eWrIEq842","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"La Feinte du Druide (Attaque au Défaut d'armure)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.3nzfQvMvkK4ujRqI"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous visez une zone du corps non prot&eacute;g&eacute;e ou&nbsp;un point faible de l&rsquo;armure de votre adversaire.</p>\n<p>Appliquez la valeur de protection fixe de l&rsquo;armure comme malus &agrave; votre jet d&rsquo;attaque (-1 pour une armure l&eacute;g&egrave;re, -2 pour une armure moyenne et -3 pour une armure lourde). Si votre attaque passe malgr&eacute; ce malus, les d&eacute;g&acirc;ts de votre coup ignorent la protection de l&rsquo;armure.</p>\n<p>Si le MJ l&rsquo;accepte, cette option de combat pourra &eacute;galement permettre de trouver le d&eacute;faut de l&rsquo;armure naturelle d&rsquo;une cr&eacute;ature.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"armordefault","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"armordefault"},"_stats":{"systemId":"bol","systemVersion":"11.0.1","coreVersion":"10.291","createdTime":1687456310227,"modifiedTime":1687458575673,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"bfQMXfvqS236M0OJ"}
{"name":"La Frappe Lémurienne (Attaque Standard)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous portez une attaque &agrave; votre adversaire, avec votre arme. Au contact ou &agrave; distance.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942165,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"cqvDDFdlc6oOICxl","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"La Folie du Gladiateur (Attaque Intrépide)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.589BS9KBGnUazrFA"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous attaquez avec la plus extr&ecirc;me t&eacute;m&eacute;rit&eacute;.</p>\n<p>Vous ne b&eacute;n&eacute;ficiez pas de l&rsquo;&eacute;ventuel bonus d&rsquo;un&nbsp;bouclier ou d&rsquo;une arme secondaire de parade et subissez un malus de -2 &agrave; la d&eacute;fense. En revanche,&nbsp;vous b&eacute;n&eacute;ficiez d&rsquo;un bonus de +2 au jet d&rsquo;attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"intrepid","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"intrepid"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310230,"modifiedTime":1687457965158,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"fTNUNRlUmfoNTkil"}
{"name":"Le Coup du Gladiateur (Combat à Deux Armes - Offensif)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes l&eacute;g&egrave;res&nbsp;ou moyennes.</p>\n<p><span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\">Vous attaquez avec vos deux armes. </span><span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\">Vous n&rsquo;effectuez qu&rsquo;un seul jet d&rsquo;attaque avec un </span>malus de -1, mais vous infligez des d&eacute;g&acirc;ts comme&nbsp;si vous maniez une arme moyenne (si vous utilisez deux armes l&eacute;g&egrave;res) ou une arme lourde (si vous&nbsp;utilisez une arme moyenne et une arme l&eacute;g&egrave;re, ou deux armes moyennes).</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"twoweaponsatt","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965160,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"iWIttyo2UIafVsRB"}
{"name":"La Vengeance du Valgard (Epee Valgardienne)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec une &eacute;p&eacute;e Valgardienne. Si vous avez subit des d&eacute;g&acirc;ts lors de l&rsquo;attaque pr&eacute;c&eacute;dente, vous profitez du poids de votre arme pour appuyer votre coup.</p>\n<p>Si vous avez perdu des Points de Vitalit&eacute; &nbsp;lors &nbsp;de &nbsp;l&rsquo;attaque pr&eacute;c&eacute;dente, vous pouvez faire un<br>jet de Vigueur+Barbare en plus de votre attaque. Si les deux jets sont r&eacute;ussis, vous augmentez les d&eacute;g&acirc;ts de 2 points. Si seule l&rsquo;attaque est r&eacute;ussi, appliquez les d&eacute;g&acirc;ts normaux.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942169,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"ixpHCL4Uc9DUoBJ4","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"LOeil du Chasseur (Viser)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Armes de jet ou de tir uniquement. Vous passez le round &agrave; viser. Vous b&eacute;n&eacute;ficiez d&rsquo;un bonus de +2 &agrave; votre prochain jet de tir ou de lancer.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.2","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687458793253,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"leslYWbb3hfGHPlX"}
{"name":"La Danseuse (Combat à Deux Armes - Défensif)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes l&eacute;g&egrave;res&nbsp;ou moyennes.</p>\n<p>Vous attaquez avec une arme et parez avec l&rsquo;autre. Vous consid&eacute;rez l&rsquo;arme de parade comme l&rsquo;&eacute;quivalent d&rsquo;un petit bouclier (+1 en d&eacute;fense contre une attaque), mais vous subissez un malus de -1 sur votre jet d&rsquo;attaque avec votre autre arme.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"twoweaponsdef","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310229,"modifiedTime":1687457965157,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"uRuOskeAALWwxDEM"}
{"name":"La Parade de lErudit (Défense Totale)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.t8v7isBpnFzAbmUI"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous consacrez votre round &agrave; esquiver, parer et vous prot&eacute;ger des coups. Vous n&rsquo; effectuez pas d&rsquo;attaque durant le round, mais b&eacute;n&eacute;ficiez d&rsquo;un bonus de +2 en d&eacute;fense, qui s&rsquo;ajoute &eacute;ventuellement &agrave; celui que pourrait vous apporter un bouclier ou une arme secondaire de parade.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"fulldefense","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"fulldefense"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310229,"modifiedTime":1687457965159,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"vGydqADwTsHZ9B3j"}
{"name":"La Rage du Barbare (Posture Offensive)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.BF7F5WvL1pbWVHNq"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous vous concentrez sur l&rsquo;attaque, au d&eacute;triment&nbsp;de votre d&eacute;fense. Cette option vous conf&egrave;re un bonus de +1 au jet d&rsquo;attaque, mais vous subissez un malus de -1 en d&eacute;fense.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"attack","activated":false},"rank":0,"fightoptiontype":"attack"},"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_stats":{"systemId":"bol","systemVersion":"11.0.2","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687467695919,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"_id":"MMcnWBowztvbmXgN"}

View File

@ -1,24 +1,25 @@
{ {
"name": "bol", "id": "bol",
"title": "Barbarians of Lemuria", "title": "Barbarians of Lemuria",
"description": "The Barbarians of Lemuria system for FoundryVTT!", "description": "The Barbarians of Lemuria system for FoundryVTT!",
"author": "LeRatierBretonnien,Zigmund",
"authors": [ "authors": [
{ {
"name": "LeRatierBretonnien" "name": "LeRatierBretonnien",
"flags": {}
}, },
{ {
"name": "Zigmund" "name": "Zigmund",
"flags": {}
} }
], ],
"url": "https://www.uberwald.me/gitea/public/bol", "url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt", "license": "LICENSE.txt",
"flags": {}, "version": "11.0.4",
"version": "1.5.2", "compatibility": {
"templateVersion": 10, "minimum": "10",
"minimumCoreVersion": "0.8.6", "maximum": "11",
"compatibleCoreVersion": "9", "verified": "11"
"scripts": [], },
"esmodules": [ "esmodules": [
"module/bol.js" "module/bol.js"
], ],
@ -29,17 +30,20 @@
{ {
"lang": "en", "lang": "en",
"name": "English", "name": "English",
"path": "lang/en.json" "path": "lang/en.json",
"flags": {}
}, },
{ {
"lang": "fr", "lang": "fr",
"name": "Français", "name": "Français (BoL)",
"path": "lang/fr.json" "path": "lang/fr.json",
"flags": {}
}, },
{ {
"lang": "de", "lang": "de",
"name": "Deutsch", "name": "Deutsch",
"path": "lang/de.json" "path": "lang/de.json",
"flags": {}
} }
], ],
"packs": [ "packs": [
@ -47,64 +51,64 @@
"name": "boons", "name": "boons",
"label": "Avantages", "label": "Avantages",
"system": "bol", "system": "bol",
"path": "./packs/boons.db", "path": "packs/boons.db",
"tag": "boon",
"type": "Item", "type": "Item",
"private": false "private": false,
"flags": {}
}, },
{ {
"name": "boonsflawscreatures", "name": "boonsflawscreatures",
"label": "Avantages/Désavantages de Créatures", "label": "Avantages/Désavantages de Créatures",
"system": "bol", "system": "bol",
"path": "./packs/boonsflawscreatures.db", "path": "packs/boonsflawscreatures.db",
"tag": "boon",
"type": "Item", "type": "Item",
"private": false "private": false,
"flags": {}
}, },
{ {
"name": "flaws", "name": "flaws",
"label": "Désavantages", "label": "Désavantages",
"system": "bol", "system": "bol",
"path": "./packs/flaws.db", "path": "packs/flaws.db",
"tag": "flaw",
"type": "Item", "type": "Item",
"private": false "private": false,
"flags": {}
}, },
{ {
"name": "careers", "name": "careers",
"label": "Carrières héroïques", "label": "Carrières héroïques",
"system": "bol", "system": "bol",
"path": "./packs/careers.db", "path": "packs/careers.db",
"tag": "career",
"type": "Item", "type": "Item",
"private": false "private": false,
"flags": {}
}, },
{ {
"name": "origins", "name": "origins",
"label": "Origines", "label": "Origines",
"system": "bol", "system": "bol",
"path": "./packs/origins.db", "path": "packs/origins.db",
"tag": "origin",
"type": "Item", "type": "Item",
"private": false "private": false,
"flags": {}
}, },
{ {
"name": "races", "name": "races",
"label": "Races", "label": "Races",
"system": "bol", "system": "bol",
"path": "./packs/races.db", "path": "packs/races.db",
"tag": "race",
"type": "Item", "type": "Item",
"private": false "private": false,
"flags": {}
}, },
{ {
"name": "equipment", "name": "equipment",
"label": "Equipement", "label": "Equipement",
"system": "bol", "system": "bol",
"path": "./packs/equipment.db", "path": "packs/equipment.db",
"tag": "item",
"type": "Item", "type": "Item",
"private": false "private": false,
"flags": {}
}, },
{ {
"label": "Aides de Jeu", "label": "Aides de Jeu",
@ -112,7 +116,8 @@
"name": "aides-de-jeu", "name": "aides-de-jeu",
"path": "packs/aides-de-jeu.db", "path": "packs/aides-de-jeu.db",
"system": "bol", "system": "bol",
"private": false "private": false,
"flags": {}
}, },
{ {
"label": "Cartes", "label": "Cartes",
@ -120,7 +125,8 @@
"name": "cartes", "name": "cartes",
"path": "packs/cartes.db", "path": "packs/cartes.db",
"system": "bol", "system": "bol",
"private": false "private": false,
"flags": {}
}, },
{ {
"label": "Langues", "label": "Langues",
@ -128,7 +134,8 @@
"name": "languages", "name": "languages",
"path": "packs/languages.db", "path": "packs/languages.db",
"system": "bol", "system": "bol",
"private": false "private": false,
"flags": {}
}, },
{ {
"label": "Sorts", "label": "Sorts",
@ -136,7 +143,8 @@
"name": "spells", "name": "spells",
"path": "packs/spells.db", "path": "packs/spells.db",
"system": "bol", "system": "bol",
"private": false "private": false,
"flags": {}
}, },
{ {
"label": "Dieux", "label": "Dieux",
@ -144,7 +152,8 @@
"name": "godsfaith", "name": "godsfaith",
"path": "packs/godsfaith.db", "path": "packs/godsfaith.db",
"system": "bol", "system": "bol",
"private": false "private": false,
"flags": {}
}, },
{ {
"label": "Options de Combat", "label": "Options de Combat",
@ -152,7 +161,8 @@
"name": "fightoptions", "name": "fightoptions",
"path": "packs/fightoptions.db", "path": "packs/fightoptions.db",
"system": "bol", "system": "bol",
"private": false "private": false,
"flags": {}
}, },
{ {
"label": "Alchimie - Potions", "label": "Alchimie - Potions",
@ -160,7 +170,8 @@
"name": "potions-alchimie", "name": "potions-alchimie",
"path": "packs/potions-alchimie.db", "path": "packs/potions-alchimie.db",
"system": "bol", "system": "bol",
"private": false "private": false,
"flags": {}
}, },
{ {
"label": "Alchimie - Objets", "label": "Alchimie - Objets",
@ -168,7 +179,17 @@
"name": "objets-alchimie", "name": "objets-alchimie",
"path": "packs/objets-alchimie.db", "path": "packs/objets-alchimie.db",
"system": "bol", "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", "label": "Créatures",
@ -176,18 +197,16 @@
"name": "creatures", "name": "creatures",
"path": "packs/creatures.db", "path": "packs/creatures.db",
"system": "bol", "system": "bol",
"private": false "private": false,
"flags": {}
} }
], ],
"system": [],
"dependencies": [],
"socket": true, "socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/master/system.json", "manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v1.5.2.zip", "download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v11.0.4.zip",
"protected": false, "background": "systems/bol/ui/page_accueil.webp",
"background": "images/map_lemurie.webp",
"gridDistance": 1.5, "gridDistance": 1.5,
"gridUnits": "m", "gridUnits": "m",
"primaryTokenAttribute": "resources.hp", "primaryTokenAttribute": "resources.hp",
"secondaryTokenAttribute": "resources.hero" "secondaryTokenAttribute": "resources.hero"
} }

View File

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

View File

@ -7,6 +7,23 @@
<div class="sidebar flex0 bol-actor-sidebar"> <div class="sidebar flex0 bol-actor-sidebar">
<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100" <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" /> 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>
<div class="main flex1"> <div class="main flex1">
@ -16,11 +33,11 @@
{{!-- Sheet Tab Navigation --}} {{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary"> <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="stats">{{localize "BOL.ui.tab.stats"}}</a>
<a class="item" data-tab="actions">{{localize "BOL.ui.tab.actions"}}</a> {{#if (ne charType "creature")}}
{{#if (ne data.type "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="features">{{localize "BOL.ui.tab.features"}}</a>
<a class="item" data-tab="equipment">{{localize "BOL.ui.tab.equipment"}}</a> <a class="item" data-tab="equipment">{{localize "BOL.ui.tab.equipment"}}</a>
{{#if (or isSorcerer isAlchemist)}} {{#if isMysteries}}
<a class="item" data-tab="spellalchemy">{{localize "BOL.ui.tab.spellalchemy"}}</a> <a class="item" data-tab="spellalchemy">{{localize "BOL.ui.tab.spellalchemy"}}</a>
{{/if}} {{/if}}
{{/if}} {{/if}}
@ -30,27 +47,26 @@
{{!-- Sheet Body --}} {{!-- Sheet Body --}}
<section class="sheet-body"> <section class="sheet-body">
<div class="tab stats" data-group="primary" data-tab="stats"> <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-stats.hbs"}}
{{> "systems/bol/templates/actor/parts/tabs/creature-actions.hbs"}}
{{else}} {{else}}
{{>"systems/bol/templates/actor/parts/tabs/actor-stats.hbs"}} {{>"systems/bol/templates/actor/parts/tabs/actor-stats.hbs"}}
{{/if}} {{/if}}
</div> </div>
{{#if (ne charType "creature")}}
<div class="tab actions" data-group="primary" data-tab="actions"> <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"}} {{> "systems/bol/templates/actor/parts/tabs/actor-actions.hbs"}}
{{/if}}
</div> </div>
{{/if}}
{{#if (ne data.type "creature")}} {{#if (ne charType "creature")}}
<div class="tab features" data-group="primary" data-tab="features"> <div class="tab features" data-group="primary" data-tab="features">
{{> "systems/bol/templates/actor/parts/tabs/actor-features.hbs"}} {{> "systems/bol/templates/actor/parts/tabs/actor-features.hbs"}}
</div> </div>
{{#if (or isSorcerer isAlchemist)}} {{#if isMysteries}}
<div class="tab features" data-group="primary" data-tab="spellalchemy"> <div class="tab features" data-group="primary" data-tab="spellalchemy">
{{> "systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs"}} {{> "systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs"}}
</div> </div>

View File

@ -6,27 +6,27 @@
<input class="charname flex6" name="name" type="text" value="{{actor.name}}" placeholder="Name"/> <input class="charname flex6" name="name" type="text" value="{{actor.name}}" placeholder="Name"/>
</div> </div>
{{#if (eq data.type "player")}} {{#if (eq charType "player")}}
<div class="header-field-group flexrow"> <div class="header-field-group flexrow">
<label class="header-field-label flex2">{{localize "BOL.ui.xp"}}</label><br/> <label class="header-field-label flex2">{{localize "BOL.ui.xp"}}</label><br/>
<div class="header-field-group flex3"> <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/> <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>
<div class="header-field-group flex3"> <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/> <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>
</div> </div>
{{else}} {{else}}
<div class="header-field-group flexrow"> <div class="header-field-group flexrow">
<label class="header-field-label flex2">Type : </label><br/> <label class="header-field-label flex2">Type : </label><br/>
<select class="field-value" name="data.type" data-dtype="String"> <select class="field-value" name="system.chartype" data-dtype="String">
{{#select data.type}} {{#select charType}}
<option value="creature">Créature</option> <option value="creature">{{localize "BOL.ui.creature"}}</option>
<option value="base">Piétaille</option> <option value="base">{{localize "BOL.ui.rabble"}}</option>
<option value="tough">Coriace</option> <option value="tough">{{localize "BOL.ui.tough"}}</option>
<option value="adversary">Adversaire</option> <option value="adversary">{{localize "BOL.ui.villain"}}</option>
{{/select}} {{/select}}
</select> </select>
</div> </div>

View File

@ -12,14 +12,14 @@
<li class="item flexrow" data-item-id="{{item._id}}"> <li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-image" ><img src="{{item.img}}" title="{{item.name}}"/></div> <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> <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 ../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.data.properties.blocking.malus}}</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"> {{#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}} </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 ../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> <a class="toggle-fight-option">{{localize "BOL.ui.toactivated"}}</a>
{{else}} {{else}}
<a class="toggle-fight-option">{{localize "BOL.ui.todeactivated"}}</a> <a class="toggle-fight-option">{{localize "BOL.ui.todeactivated"}}</a>

View File

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

View File

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

View File

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

View File

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

View File

@ -14,13 +14,14 @@
<a class="rollable" data-roll-type="spell">{{item.name}}</a> <a class="rollable" data-roll-type="spell">{{item.name}}</a>
</h4> </h4>
<div class="item-field flex1 center"> <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>
<div class="item-field flex1 center"> <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>
<div class="item-field flex1 right"> <div class="item-field flex1 right">
<a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a> <a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a>
&nbsp;
<a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div> </div>
</li> </li>
@ -29,6 +30,14 @@
{{/if}} {{/if}}
{{#if isAlchemist}} {{#if isAlchemist}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.resources.alchemypoints"}}</div>
<input class="field-value" type="text" name="system.resources.alchemypoints.value" value="{{resources.alchemypoints.value}}" data-dtype="Number"/>
</li>
</ol>
<ol class="items-list"> <ol class="items-list">
<li class="item flexrow item-header"> <li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.alchemy"}}</div> <div class="item-name flex4 left">{{localize "BOL.ui.alchemy"}}</div>
@ -44,22 +53,90 @@
<a class="rollable" data-roll-type="alchemy">{{item.name}}</a> <a class="rollable" data-roll-type="alchemy">{{item.name}}</a>
</h4> </h4>
<div class="item-field flex1 center"> <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>
<div class="item-field flex1 center"> <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>
<div class="item-field flex1 center"> <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>
<div class="item-field flex1 center"> <div class="item-field flex1 center">
<a class="inc-dec-btns-alchemy"><i class="fas fa-plus-square"></i></a> <a class="inc-dec-btns-alchemy"><i class="fas fa-plus-square"></i></a>
</div> </div>
<div class="item-field flex1 right"> <div class="item-field flex1 right">
<a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a> <a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a>
&nbsp;
<a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a> <a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div> </div>
</li> </li>
{{/each}} {{/each}}
</ol> </ol>
{{/if}} {{/if}}
<!--ASTROLOGIE-->
{{#if isAstrologer}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.astrologerPoints"}}</div>
<div class="item-name flex4 left">&nbsp;</div>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/hand-eye-fire-blue.webp" /></div>
{{localize "BOL.ui.astrologerPointsLabel"}}
</h4>
<input class="field-value" type="text" name="system.resources.astrologypoints.value" value="{{resources.astrologypoints.value}}" data-dtype="Number"/>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-teal.webp" /></div>
<a class="rollable" data-roll-type="horoscope-minor">{{localize "BOL.ui.astrologyMinor"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-red.webp" /></div>
<a class="rollable" data-roll-type="horoscope-major">{{localize "BOL.ui.astrologyMajor"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-red.webp" /></div>
<a class="rollable" data-roll-type="horoscope-major-group">{{localize "BOL.ui.astrologyMajorGroup"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
</li>
</ol>
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.astrology"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.type"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.answer"}}</div>
<div class="item-field flex1 right"></div>
</li>
{{#each horoscopes as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="{{item.img}}" title="{{item.name}}"/></div>{{item.name}}
</h4>
<div class="item-field flex2 center">
{{#if item.system.properties.ishoroscopemajor}}
<span class="item-field">Majeur (de groupe)</span>
{{else}}
<span class="item-field">Mineur</span>
{{/if}}
</div>
<div class="item-field flex2 center">
<span class="item-field">{{localize (concat 'BOL.ui.horoscope' item.system.properties.horoscopeanswer)}}</span>
</div>
<div class="item-field flex1 right">
<a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a>
&nbsp;
<a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
{{> "systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs"}}
{{/if}}

View File

@ -1,9 +1,19 @@
<div class="attributes flexrow"> <div class="attributes flexrow">
{{#each data.attributes as |attribute id|}} {{#each attributes as |attribute id|}}
<div class="attribute stat flex1 flex-group-center {{key}}"> <div class="attribute stat flex1 flex-group-center {{key}}">
<label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/> <label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label>
<input class="stat-value rounded" type="text" name="data.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/> {{#if attribute.numModifier}}
<span class="stat-roll rollable" title="2d6" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}"> <label class="stat-value rounded">{{attribute.numModifier}}</label>
{{/if}}
{{#if (count attribute.diceModifier)}}
<label class="stat-value rounded">{{attribute.diceModifier}}</label>
{{/if}}
<br/>
<input class="stat-value rounded" type="text" name="system.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/>
<br/>
<span class="stat-roll rollable" title="2d6" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">
<i class="darkgreen fas fa-dice"></i> <i class="darkgreen fas fa-dice"></i>
</span> </span>
<span class="tooltip-container"> <span class="tooltip-container">
@ -22,10 +32,19 @@
</div> </div>
<hr/> <hr/>
<div class="aptitudes flexrow"> <div class="aptitudes flexrow">
{{#each data.aptitudes as |aptitude id|}} {{#each aptitudes as |aptitude id|}}
<div class="aptitude stat flex1 flex-group-center"> <div class="aptitude stat flex1 flex-group-center">
<label class="stat-label"><a class="rollable" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/> <label class="stat-label"><a class="rollable" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label>
<input class="stat-value rounded-border" type="text" name="data.aptitudes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/> {{#if aptitude.numModifier}}
<label class="stat-value rounded">{{aptitude.numModifier}}</label>
{{/if}}
{{#if (count aptitude.diceModifier)}}
<label class="stat-value rounded">{{aptitude.diceModifier}}</label>
{{/if}}
<br/>
<input class="stat-value rounded-border" type="text" name="system.aptitudes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/>
<span class="stat-roll rollable" title="2d6" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}"> <span class="stat-roll rollable" title="2d6" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">
<i class="darkgreen fas fa-dice"></i> <i class="darkgreen fas fa-dice"></i>
</span> </span>
@ -46,34 +65,23 @@
<hr/> <hr/>
<div class="resources flexrow"> <div class="resources flexrow">
{{#each resources as |resource id|}} {{#each resources as |resource id|}}
{{#if (eq resource.key "alchemypoints")}} {{#if resource.ismain}}
{{#if @root.isAlchemist}} <div class="resource stat flex1 flex-group-center">
<div class="resource stat flex1 flex-group-center"> <label class="stat-label">{{localize label}}</label><br/>
<label class="stat-label">{{localize label}}</label><br/> <input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
<input class="stat-value resources-value" type="text" name="data.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.data.type 'player')}} <a class="inc-dec-btns-resource" data-target="{{key}}" data-incr="-1"><i class="fas fa-minus-square"></i></a>&nbsp;
{{#if (exists bonus)}} <a class="inc-dec-btns-resource" data-target="{{key}}" data-incr="1"><i class="fas fa-plus-square"></i></a>&nbsp;
<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>
{{else}} {{#if (eq @root.charType 'player')}}
<span class="flexrow"><label class="stat-max resources-value">&nbsp;</label><input class="resource-bonus resources-novalue" type="text" value="" disabled></span> {{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{else}}
<span class="flexrow"><label class="stat-max">&nbsp;</label><input class="resource-bonus resources-novalue" type="text" value="" disabled></span>
{{/if}}
{{/if}} {{/if}}
{{/if}} <input class="resources-value" type="text" name="system.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
<input class="resources-value" type="text" name="data.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/> </div>
</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')}}
{{#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>
{{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"/>
</div>
{{/if}} {{/if}}
{{/each}} {{/each}}
</div> </div>

View File

@ -1,5 +1,7 @@
{{#each combatCreature as |combatType id|}} {{#each combat as |combatType id|}}
<ol class="items-list"> <ol class="items-list">
{{#if (isEmpty combatType.items)}}
{{else}}
<li class="item flexrow item-header"> <li class="item flexrow item-header">
<div class="item-name flex2">{{localize combatType.label}}</div> <div class="item-name flex2">{{localize combatType.label}}</div>
{{#if protection}}<div class="item-field">{{localize "BOL.ui.protection"}}</div>{{/if}} {{#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 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}} {{#if options}}<div class="item-field">{{localize "BOL.ui.status"}}</div>{{else}}<div class="item-field"></div>{{/if}}
</li> </li>
{{/if}}
{{#each combatType.items as |item id|}} {{#each combatType.items as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}"> <li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-image" ><img src="{{item.img}}" title="{{item.name}}"/></div> <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> <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 ../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.data.properties.blocking.malus}}</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}}</a></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.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 ../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> <a class="toggle-fight-option">{{localize "BOL.ui.toactivated"}}</a>
{{else}} {{else}}
<a class="toggle-fight-option">{{localize "BOL.ui.todeactivated"}}</a> <a class="toggle-fight-option">{{localize "BOL.ui.todeactivated"}}</a>

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -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

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

View File

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

View File

@ -1,7 +1,9 @@
<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}} {{#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 bol-margin-tb-2 " 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> {{#if isRealCritical}}
{{/if}} <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}}
{{/if}}

View File

@ -4,6 +4,12 @@
<h3><strong>{{localize "BOL.chat.damagetarget" target=defender.name}}</strong></h3> <h3><strong>{{localize "BOL.chat.damagetarget" target=defender.name}}</strong></h3>
{{/if}} {{/if}}
{{#if weapon.system.properties.damageReroll1}}
<div>
<label>{{localize "BOL.chat.weaponreroll1"}}</label>
</div>
{{/if}}
<div class="actions-section"> <div class="actions-section">
{{#if targetId}} {{#if targetId}}
<div id="{{applyId}}"> <div id="{{applyId}}">

View File

@ -1,20 +1,20 @@
<div> <div>
{{#if isSuccess}} {{#if isSuccess}}
{{#if isLegendary}} {{#if isLegendary}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.criticallegend"}}... <h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.criticallegend"}}...
{{else}} {{else}}
{{#if isCritical}} {{#if isCritical}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.critical"}}... <h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.critical"}}...
{{else}} {{else}}
<h2 class="success"><i class="fas fa-check"></i>&nbsp;{{localize "BOL.ui.success"}}... <h2 class="success"><i class="fas fa-check"></i> {{localize "BOL.ui.success"}}...
{{/if}} {{/if}}
{{/if}} {{/if}}
{{/if}} {{/if}}
{{#if isFailure}} {{#if isFailure}}
{{#if isFumble}} {{#if isFumble}}
<h2 class="failure fumble"><i class="fas fa-skull-crossbones"></i>&nbsp;{{localize "BOL.ui.fumble"}}... <h2 class="failure fumble"><i class="fas fa-skull-crossbones"></i> {{localize "BOL.ui.fumble"}}...
{{else}} {{else}}
<h2 class="failure"><i class="fas fa-times"></i>&nbsp;{{localize "BOL.ui.failure"}}... <h2 class="failure"><i class="fas fa-times"></i> {{localize "BOL.ui.failure"}}...
{{/if}} {{/if}}
{{/if}} {{/if}}
<img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/> <img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/>
@ -24,34 +24,80 @@
<h3><strong>{{description}}</strong></h3> <h3><strong>{{description}}</strong></h3>
<div class="actions-section"> <div class="actions-section">
{{#if isFumble}}
{{localize "BOL.chat.fumblemessage"}}
{{/if}}
{{#if fightOption}} {{#if fightOption}}
<div> <div>
{{localize "BOL.chat.fightoption"}} : {{fightOption.name}} {{localize "BOL.chat.fightoption"}} : {{fightOption.name}}
</div> </div>
{{/if}} {{/if}}
{{#if initiativeRank}}
<div>
{{localize "BOL.chat.initiative"}}: {{initiativeRank}}
</div>
{{/if}}
{{#if (eq mode "bougette")}}
<div>
{{localize "BOL.chat.rollbougette"}} :
{{#if isSuccess}}
{{localize "BOL.chat.bougettesuccess"}}
{{else}}
{{localize "BOL.chat.bougettefailure"}}
{{/if}}
</div>
{{/if}}
<div id="{{optionsId}}"> <div id="{{optionsId}}">
{{#if isCritical}}
<div>
{{localize "BOL.chat.criticalinfo"}}
</div>
<div class="bol-margin-tb-2">
<a class="content-link" draggable="true" data-uuid="Compendium.bol.aides-de-jeu.Yl1RKQb0BjVUtilk" data-id="Yl1RKQb0BjVUtilk" data-type="JournalEntry" data-pack="bol.aides-de-jeu" data-tooltip="un journal">
<i class="fas fa-book-open"></i>{{localize "BOL.chat.criticalbuttonjournal"}}</a>
</div>
{{#if (and isCritical weapon)}}
<div>
{{{localize "BOL.chat.heroicreminder"}}}
</div>
{{/if}}
{{/if}}
{{#if (and isSuccess weapon)}} {{#if (and isSuccess weapon)}}
{{> "systems/bol/templates/chat/rolls/attack-damage-card.hbs"}} {{> "systems/bol/templates/chat/rolls/attack-damage-card.hbs"}}
{{/if}} {{/if}}
{{#if (and isSuccess spell)}} {{#if (and isSuccess spell)}}
{{> "systems/bol/templates/chat/rolls/spell-roll-card.hbs"}} {{> "systems/bol/templates/chat/rolls/spell-roll-card.hbs"}}
{{/if}} {{/if}}
{{#if alchemy}} {{#if alchemy}}
{{> "systems/bol/templates/chat/rolls/alchemy-roll-card.hbs"}} {{> "systems/bol/templates/chat/rolls/alchemy-roll-card.hbs"}}
{{/if}} {{/if}}
{{#if (eq mode "horoscope")}}
{{> "systems/bol/templates/chat/rolls/horoscope-roll-card.hbs"}}
{{/if}}
{{#if (count selectedHoroscope)}}
{{> "systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs"}}
{{/if}}
{{#if reroll}} {{#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-actor-id="{{actorId}}">{{localize "BOL.chat.reroll"}}</button>
{{/if}} {{/if}}
{{#if (and isSuccess (not isCritical))}} {{#if (and isSuccess (not isCritical))}}
<button class="chat-button button transform-heroic-roll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.toheroic"}}</button> <button class="chat-button button transform-heroic-roll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.toheroic"}}</button>
{{/if}} {{/if}}
{{#if isRealCritical}} {{#if isRealCritical}}
<button class="chat-button button transform-legendary-roll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.tolegend"}}</button> <button class="chat-button button transform-legendary-roll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.tolegend"}}</button>
{{/if}} {{/if}}
<br> <br>
</div> </div>
</div> </div>

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -22,8 +22,13 @@
<input class="field-value" type="checkbox" name="register-init" id="register-init" checked /> <input class="field-value" type="checkbox" name="register-init" id="register-init" checked />
</label> </label>
</div> </div>
</div> </div>
<div class="flexrow" style="margin-bottom: 1px;">
<div class="flex1 center bg-darkred">
<label for="mod">{{localize 'BOL.ui.initMalus'}}</label>
</div>
<div class="flex1 center cell">{{combatData.malusInit}}</div>
</div>
{{/if}} {{/if}}
{{> "systems/bol/templates/dialogs/career-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/career-roll-part.hbs"}}
@ -32,6 +37,10 @@
{{> "systems/bol/templates/dialogs/flaws-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/flaws-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

View File

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

View File

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

View File

@ -1,6 +1,6 @@
{{#if (count boons)}} {{#if (count boons)}}
<div class="flexrow roll-box" > <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> <label for="mod">{{localize 'BOL.ui.boons'}}</label>
</div> </div>
<div class="flex1 center cell"> <div class="flex1 center cell">

View File

@ -1,12 +1,12 @@
{{#if careers}} {{#if careers}}
<div class="flexrow roll-box"> <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> <label for="mod">{{localize 'BOL.ui.careers'}}</label>
</div> </div>
<div class="flex1 center cell"> <div class="flex1 center cell">
<select class="flex1" name="career" id="career" data-type="String" multiple> <select class="flex1" name="career" id="career" data-type="String" multiple>
{{#each careers as | career id|}} {{#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}} {{/each}}
</select> </select>
</div> </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)}} {{#if (count flaws)}}
<div class="flexrow roll-box"> <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> <label for="mod">{{localize 'BOL.ui.flaws'}}</label>
</div> </div>
<div class="flex1 center cell"> <div class="flex1 center cell">

View File

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

View File

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

View File

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

View File

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

View File

@ -20,7 +20,7 @@
</div> </div>
{{/if}} {{/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>
<div class="tab properties" data-group="primary" data-tab="properties"> <div class="tab properties" data-group="primary" data-tab="properties">
{{#if (eq item.type "item")}} {{#if (eq item.type "item")}}

View File

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

View File

@ -1,5 +1,5 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.boon'}}</h3> <h3 class="form-header">{{localize 'BOL.featureSubtypes.boon'}}</h3>
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isbonusdice"}}</label> <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> </div>

View File

@ -1,17 +1,21 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.career'}}</h3> <h3 class="form-header">{{localize 'BOL.featureSubtypes.career'}}</h3>
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.rank"}}</label> <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>
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isSorcerer"}}</label> <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>
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isAlchemist"}}</label> <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>
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isPriest"}}</label> <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>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isAstrologer"}}</label>
<input class="field-value" type="checkbox" name="system.properties.astrologer" {{checked item.system.properties.astrologer}}>
</div> </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

@ -1,19 +1,25 @@
<h3 class="form-header">{{localize "BOL.ui.fightOption"}}</h3> <h3 class="form-header">{{localize "BOL.ui.fightOption"}}</h3>
<div class="form-group"> <div class="form-group">
<label class="property-label">{{localize "BOL.ui.fightOptionType"}}</label> <label class="property-label">{{localize "BOL.ui.fightOptionType"}}</label>
<div class="form-fields"> <div class="form-fields">
<select name="data.properties.fightoptiontype" data-dtype="String"> <select name="system.properties.fightoptiontype" data-dtype="String">
{{#select data.properties.fightoptiontype}} {{#select item.system.properties.fightoptiontype}}
{{#each config.fightOptionTypes as |item id|}} {{#each config.fightOptionTypes as |item id|}}
<option value="{{id}}">{{localize item}}</option> <option value="{{id}}">{{localize item}}</option>
{{/each}} {{/each}}
{{/select}} {{/select}}
</select> </select>
</div>
</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}}>
</div> </div>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.activated"}}</label>
<input class="field-value" type="checkbox" name="system.properties.activated" {{checked
item.system.properties.activated}}>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isspecial"}}</label>
<input class="field-value" type="checkbox" name="system.properties.isspecial" {{checked
item.system.properties.isspecial}}>
</div>

View File

@ -1,5 +1,5 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.flaw'}}</h3> <h3 class="form-header">{{localize 'BOL.featureSubtypes.flaw'}}</h3>
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.ismalusdice"}}</label> <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> </div>

View File

@ -0,0 +1,17 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.horoscope'}}</h3>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.answer"}}</label>
<select name="system.properties.horoscopeanswer" data-dtype="String">
{{#select item.system.properties.horoscopeanswer}}
{{#each config.horoscopeAnswer as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
{{/select}}
</select>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.rank"}}</label>
<input class="field-value" type="text" name="system.properties.rank" value={{item.system.properties.rank}} data-type="Number">
</div>

View File

@ -1,8 +1,8 @@
<div class="form-group"> <div class="form-group">
<label class="property-label">{{localize "BOL.ui.category"}}</label> <label class="property-label">{{localize "BOL.ui.category"}}</label>
<div class="form-fields"> <div class="form-fields">
<select class="field-value" name="data.category" value="{{data.category}}" data-dtype="String"> <select class="field-value" name="system.category" value="{{item.system.category}}" data-dtype="String">
{{#select data.category}} {{#select item.system.category}}
{{#each config.itemCategories as |item id|}} {{#each config.itemCategories as |item id|}}
<option value="{{id}}">{{localize item}}</option> <option value="{{id}}">{{localize item}}</option>
{{/each}} {{/each}}
@ -11,18 +11,21 @@
</div> </div>
</div> </div>
{{#if (eq data.category "equipment")}} {{#if (eq item.system.category "equipment")}}
{{> "systems/bol/templates/item/parts/properties/item/equipment-properties.hbs"}} {{> "systems/bol/templates/item/parts/properties/item/equipment-properties.hbs"}}
{{/if}} {{/if}}
{{#if (eq data.category "capacity")}} {{#if (eq item.system.category "capacity")}}
{{> "systems/bol/templates/item/parts/properties/item/capacity-properties.hbs"}} {{> "systems/bol/templates/item/parts/properties/item/capacity-properties.hbs"}}
{{/if}} {{/if}}
{{#if (eq data.category "vehicle")}} {{#if (eq item.system.category "vehicle")}}
{{> "systems/bol/templates/item/parts/properties/item/vehicle-properties.hbs"}} {{> "systems/bol/templates/item/parts/properties/item/vehicle-properties.hbs"}}
{{/if}} {{/if}}
{{#if (eq data.category "spell")}} {{#if (eq item.system.category "spell")}}
{{> "systems/bol/templates/item/parts/properties/item/spell-properties.hbs"}} {{> "systems/bol/templates/item/parts/properties/item/spell-properties.hbs"}}
{{/if}} {{/if}}
{{#if (eq data.category "alchemy")}} {{#if (eq item.system.category "alchemy")}}
{{> "systems/bol/templates/item/parts/properties/item/alchemy-properties.hbs"}} {{> "systems/bol/templates/item/parts/properties/item/alchemy-properties.hbs"}}
{{/if}} {{/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"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.alchemyType"}}</label> <label class="property-label">{{localize "BOL.ui.alchemyType"}}</label>
<select class="field-value" name="data.properties.alchemytype" data-dtype="String"> <select class="field-value" name="system.properties.alchemytype" data-dtype="String">
{{#select data.properties.alchemytype}} {{#select item.system.properties.alchemytype}}
{{#each config.alchemyType as |value id|}} {{#each config.alchemyType as |value id|}}
<option value="{{id}}">{{localize value}}</option> <option value="{{id}}">{{localize value}}</option>
{{/each}} {{/each}}
@ -13,8 +13,8 @@
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.difficulty"}}</label> <label class="property-label">{{localize "BOL.ui.difficulty"}}</label>
<select name="data.properties.difficulty" value="{{data.properties.difficulty}}"> <select name="system.properties.difficulty" value="{{item.system.properties.difficulty}}">
{{#select data.properties.difficulty}} {{#select item.system.properties.difficulty}}
<option value="2">{{localize "BOL.dialog.veryeasy"}}</option> <option value="2">{{localize "BOL.dialog.veryeasy"}}</option>
<option value="1">{{localize "BOL.dialog.easy"}}</option> <option value="1">{{localize "BOL.dialog.easy"}}</option>
<option value="0">{{localize "BOL.dialog.moderate"}}</option> <option value="0">{{localize "BOL.dialog.moderate"}}</option>
@ -29,11 +29,11 @@
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.pccost"}}</label> <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>
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.pcnow"}}</label> <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> </div>

View File

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

View File

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

View File

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

Some files were not shown because too many files have changed in this diff Show More