Various enhancements
This commit is contained in:
@ -3,6 +3,7 @@
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* @extends {ActorSheet}
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*/
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import {BoLRoll} from "../controllers/bol-rolls.js";
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import { BoLUtility } from "../system/bol-utility.js";
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export class BoLActorSheet extends ActorSheet {
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@ -34,7 +35,7 @@ export class BoLActorSheet extends ActorSheet {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.sheet.render(true);
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});
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})
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// Equip/Unequip item
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html.find('.item-equip').click(this._onToggleEquip.bind(this));
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@ -135,12 +136,13 @@ export class BoLActorSheet extends ActorSheet {
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formData.vehicles = this.actor.vehicles;
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formData.ammos = this.actor.ammos;
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formData.misc = this.actor.misc;
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formData.combat = this.actor.buildCombat();
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formData.combat = this.actor.buildCombat()
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formData.features = this.actor.buildFeatures()
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formData.isGM = game.user.isGM
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formData.options= this.options
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formData.owner= this.document.isOwner
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formData.editScore= this.options.editScore
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formData.useBougette = BoLUtility.getUseBougette()
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formData.isSorcerer = this.actor.isSorcerer()
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formData.isAlchemist = this.actor.isAlchemist()
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@ -10,10 +10,7 @@ export class BoLActor extends Actor {
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/** @override */
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prepareData() {
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const actorData = this.data;
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// console.log(actorData);
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// const data = actorData.data;
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// const flags = actorData.flags;
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// Make separate methods for each Actor type (character, npc, etc.) to keep things organized.
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if (actorData.type === 'character') {
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actorData.type = 'player';
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actorData.villainy = false;
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@ -356,7 +353,19 @@ export class BoLActor extends Actor {
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if ( protect.data.subtype == 'helm') {
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formula += "+1"
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} else if ( protect.data.subtype == 'armor') {
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formula += "+" + protect.data.properties.soak.formula;
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if ( BoLUtility.this.getRollArmor() ) {
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if ( !protect.data.properties.soak.formula || protect.data.properties.soak.formula=="") {
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ui.notifications.warn(`L'armure ${protect.name} n'a pas de formule pour la protection !`)
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} else {
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formula += "+" + protect.data.properties.soak.formula
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}
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} else {
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if ( protect.data.properties.soak.value == undefined ) {
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ui.notifications.warn(`L'armure ${protect.name} n'a pas de valeur fixe pour la protection !`)
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} else {
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formula += "+ " + protect.data.properties.soak.value
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}
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}
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}
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}
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console.log("Protect Formula", formula)
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@ -6,7 +6,6 @@ import { BoLItemSheet } from "./item/item-sheet.js";
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import { System, BOL } from "./system/config.js";
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import { preloadHandlebarsTemplates } from "./system/templates.js";
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import { registerHandlebarsHelpers } from "./system/helpers.js";
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import { registerSystemSettings } from "./system/settings.js";
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import registerHooks from "./system/hooks.js";
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import { Macros } from "./system/macros.js";
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import { BoLUtility } from "./system/bol-utility.js";
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@ -50,9 +49,6 @@ Hooks.once('init', async function () {
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// Inot useful stuff
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BoLUtility.init();
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// Register System Settings
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registerSystemSettings();
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// Preload Handlebars Templates
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await preloadHandlebarsTemplates();
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@ -95,6 +91,7 @@ function welcomeMessage() {
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<strong>Bienvenue dans Barbarians of Lemuria (Ludospherik version)</strong>
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<p>Les livres nécessaires pour jouer sont disponibles sur le site de l'éditeur : http://www.ludospherik.fr/content/14-barbarians-of-lemuria</p>
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<p>Bon jeu en Lemurie !</p>
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<p>Tout le support et le suivi de ce système es disponible via le Discord Foundry FR : https://discord.gg/pPSDNJk </p>
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` });
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}
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@ -75,15 +75,17 @@ export class BoLRoll {
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ui.notifications.warn("Unable to find weapon !");
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return;
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}
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let weaponData = weapon.data.data;
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let weaponData = weapon.data.data
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let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
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let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
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console.debug("WEAPON!", weaponData)
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let attackDef = {
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mode: "weapon",
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actor: actor,
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actorData: actorData,
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weapon: weapon,
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isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
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target: target,
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careerBonus: 0,
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defender: (target) ? game.actors.get(target.data.actorId) : undefined,
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@ -92,10 +94,10 @@ export class BoLRoll {
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attrValue: attribute.value,
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aptValue: aptitude.value,
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mod: 0,
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modRanged: 0,
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label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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description: actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'),
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}
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console.debug("WEAPON!", attackDef, weaponData);
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return this.displayRollDialog(attackDef);
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}
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@ -177,7 +179,7 @@ export class BoLRoll {
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}
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$('#roll-modifier').val( this.rollData.attrValue + "+" + this.rollData.aptValue + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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this.rollData.weaponModifier + "-" + this.rollData.defence + "+" + this.rollData.shieldMalus )
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this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "+" + this.rollData.shieldMalus )
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}
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/* -------------------------------------------- */
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@ -195,6 +197,10 @@ export class BoLRoll {
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this.rollData.mod = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('#modRanged').change((event) => {
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this.rollData.modRanged = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('#attr').change((event) => {
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let attrKey = event.currentTarget.value
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@ -264,6 +270,7 @@ export class BoLRoll {
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rollData.shieldMalus = 0
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}
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rollData.careerBonus = rollData.careerBonus ?? 0
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rollData.modRanged = rollData.modRanged ?? 0
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rollData.mod = rollData.mod ?? 0
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rollData.id = randomID(16)
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@ -449,17 +456,16 @@ export class BoLDefaultRoll {
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bonusDmg = 12
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}
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let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.data.properties.damageAttribute)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data.properties.damage,
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this.rollData.weapon.data.data.properties.damageModifiers,
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this.rollData.weapon.data.data.properties.damageMultiplier)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data)
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
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console.log("DAMAGE !!!", damageFormula, attrDamageValue)
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//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
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this.rollData.damageFormula = damageFormula
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this.rollData.damageRoll = new Roll(damageFormula)
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this.rollData.damageTotal = this.rollData.damageRoll.total
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await this.rollData.damageRoll.roll({ "async": false })
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this.rollData.damageTotal = this.rollData.damageRoll.total
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}
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$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
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this.sendDamageMessage()
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@ -1,14 +1,48 @@
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import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
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// Spell circle to min PP cost
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const __circle2minpp = { 0: 0, 1: 2,2: 6, 3: 11}
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const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 }
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export class BoLUtility {
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/* -------------------------------------------- */
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static async init() {
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static init() {
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this.attackStore = {}
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game.settings.register("bol", "rollArmor", {
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name: "Effectuer des jets pour les armures",
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hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
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scope: "world",
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config: true,
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default: true,
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type: Boolean,
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onChange: lang => window.location.reload()
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});
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game.settings.register("bol", "useBougette", {
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name: "Utiliser la Bougette (règle fan-made)",
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hint: "Utilise un indicateur de Bougette, comme décrit dans l'aide de jeu Gold&Glory du RatierBretonnien (https://www.lahiette.com/leratierbretonnien/)",
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scope: "world",
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config: true,
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default: false,
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type: Boolean,
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onChange: lang => window.location.reload()
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});
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this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
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this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
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console.log("UTIL", this)
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}
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/* -------------------------------------------- */
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static getRollArmor() {
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return this.rollArmor
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}
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/* -------------------------------------------- */
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static getUseBougette() {
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return this.useBougette
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}
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/* -------------------------------------------- */
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@ -117,60 +151,60 @@ export class BoLUtility {
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} else {
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BoLUtility.processAttackSuccess(attackDef);
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}
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}
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}
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}
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/* -------------------------------------------- */
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static async chatListeners(html) {
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// Damage handling
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html.on("click", '.chat-damage-apply', event => {
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html.on("click", '.chat-damage-apply', event => {
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let rollData = BoLUtility.getLastRoll()
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$(`#${rollData.applyId}`).hide()
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BoLUtility.sendAttackSuccess(rollData)
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});
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html.on("click", '.chat-damage-roll', event => {
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html.on("click", '.chat-damage-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value;
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let bolRoll = new BoLDefaultRoll(rollData)
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bolRoll.rollDamage()
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});
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html.on("click", '.transform-heroic-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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let r = new BoLDefaultRoll( rollData )
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let r = new BoLDefaultRoll(rollData)
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r.upgradeToCritical();
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} );
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});
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html.on("click", '.hero-reroll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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rollData.reroll = false // Disable reroll option for second roll
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let r = new BoLDefaultRoll( rollData )
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let r = new BoLDefaultRoll(rollData)
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r.roll();
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} );
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});
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html.on("click", '.damage-handling', event => {
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html.on("click", '.damage-handling', event => {
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event.preventDefault();
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let attackId = event.currentTarget.attributes['data-attack-id'].value;
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let defenseMode = event.currentTarget.attributes['data-defense-mode'].value;
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let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
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if ( game.user.isGM) {
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if (game.user.isGM) {
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BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId)
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} else {
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game.socket.emit("system.bol", { msg: "msg_damage_handling", data: {event: event, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId} });
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game.socket.emit("system.bol", { msg: "msg_damage_handling", data: { event: event, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } });
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}
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});
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}
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/* -------------------------------------------- */
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static async processDamageHandling(event, attackId, defenseMode, weaponId=-1) {
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if ( !game.user.isGM) {
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static async processDamageHandling(event, attackId, defenseMode, weaponId = -1) {
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if (!game.user.isGM) {
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return;
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}
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BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget));
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@ -184,12 +218,12 @@ export class BoLUtility {
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attackDef.defenseMode = defenseMode;
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if (defenseMode == 'damage-with-armor') {
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let armorFormula = attackDef.defender.getArmorFormula()
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let armorFormula = attackDef.defender.getArmorFormula()
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attackDef.rollArmor = new Roll(armorFormula)
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attackDef.rollArmor.roll( {async: false} )
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attackDef.armorProtect = (attackDef.rollArmor.total<0) ? 0 : attackDef.rollArmor.total;
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attackDef.rollArmor.roll({ async: false })
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
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attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect;
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attackDef.finalDamage = (attackDef.finalDamage<0) ? 0 : attackDef.finalDamage;
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
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attackDef.defender.sufferDamage(attackDef.finalDamage);
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}
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if (defenseMode == 'damage-without-armor') {
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@ -197,21 +231,21 @@ export class BoLUtility {
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attackDef.defender.sufferDamage(attackDef.finalDamage);
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}
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if (defenseMode == 'hero-reduce-damage') {
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let armorFormula = attackDef.defender.getArmorFormula();
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let armorFormula = attackDef.defender.getArmorFormula();
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attackDef.rollArmor = new Roll(armorFormula)
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attackDef.rollArmor.roll( {async: false} );
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attackDef.armorProtect = (attackDef.rollArmor.total<0) ? 0 : attackDef.rollArmor.total;
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attackDef.rollArmor.roll({ async: false });
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
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attackDef.rollHero = new Roll("1d6");
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attackDef.rollHero.roll( {async: false} );
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attackDef.rollHero.roll({ async: false });
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attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total - attackDef.armorProtect;
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attackDef.finalDamage = (attackDef.finalDamage<0) ? 0 : attackDef.finalDamage;
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
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attackDef.defender.sufferDamage(attackDef.finalDamage);
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attackDef.defender.subHeroPoints(1);
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}
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if (defenseMode == 'hero-in-extremis') {
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attackDef.finalDamage = 0;
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attackDef.weaponHero = attackDef.defender.weapons.find(item => item._id == weaponId);
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attackDef.defender.deleteEmbeddedDocuments("Item", [ weaponId ]);
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attackDef.defender.deleteEmbeddedDocuments("Item", [weaponId]);
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}
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ChatMessage.create({
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alias: attackDef.defender.name,
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@ -221,7 +255,7 @@ export class BoLUtility {
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attacker: attackDef.attacker,
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rollArmor: attackDef.rollArmor,
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rollHero: attackDef.rollHero,
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weaponHero : attackDef.weaponHero,
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weaponHero: attackDef.weaponHero,
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armorProtect: attackDef.armorProtect,
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defender: attackDef.defender,
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defenseMode: attackDef.defenseMode,
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@ -264,11 +298,11 @@ export class BoLUtility {
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/* -------------------------------------------- */
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static removeChatMessageId(messageId) {
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if (messageId){
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if (messageId) {
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game.messages.get(messageId)?.delete();
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}
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}
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static findChatMessageId(current) {
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return BoLUtility.getChatMessageId(BoLUtility.findChatMessage(current));
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}
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@ -378,23 +412,29 @@ export class BoLUtility {
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if (sockmsg.name == "msg_damage_handling") {
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BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
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}
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}
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}
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/* -------------------------------------------- */
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static computeSpellCost( spell, nbOptCond= 0) {
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static computeSpellCost(spell, nbOptCond = 0) {
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let pp = spell.data.data.properties.ppcost
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let minpp = __circle2minpp[spell.data.data.properties.circle]
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pp = (pp-nbOptCond<minpp) ? minpp : pp-nbOptCond
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pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
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return pp
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}
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/* -------------------------------------------- */
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static getDamageFormula(damageString, modifier=0, multiplier = 1) {
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static getDamageFormula(weaponData) {
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let damageString = weaponData.properties.damage
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let modifier = weaponData.properties.damageModifiers ?? 0
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let multiplier = weaponData.properties.damageMultiplier ?? 1
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if (damageString[0] == 'd') { damageString = "1" + damageString } // Help parsing
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if (modifier == null) modifier = 0;
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let reroll = (weaponData.properties.damageReroll1) ? "r1" : "" // Reroll 1 option
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let formula = damageString
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if ( damageString.includes("d") || damageString.includes("D")) {
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if (damageString.includes("d") || damageString.includes("D")) {
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var myReg = new RegExp('(\\d+)[dD]([\\d]+)([MB]*)?([\\+\\d]*)?', 'g');
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let res = myReg.exec(damageString);
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let nbDice = parseInt(res[1]);
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@ -412,7 +452,7 @@ export class BoLUtility {
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modIndex = 4;
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}
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}
|
||||
formula = "(" + nbDice + "d" + res[2] + postForm + "+" + modifier +") *" + multiplier;
|
||||
formula = "(" + nbDice + "d" + res[2] + reroll + postForm + "+" + modifier + ") *" + multiplier;
|
||||
}
|
||||
return formula;
|
||||
}
|
||||
|
@ -271,4 +271,12 @@ BOL.actorIcons = {
|
||||
"loot": "icons/containers/bags/sack-simple-leather-brown.webp"
|
||||
}
|
||||
|
||||
BOL.bougetteState = {
|
||||
"nomoney": "BOL.bougette.nomoney",
|
||||
"tolive": "BOL.bougette.tolive",
|
||||
"easylife": "BOL.bougette.easylife",
|
||||
"luxury": "BOL.bougette.luxury",
|
||||
"rich": "BOL.bougette.rich"
|
||||
}
|
||||
|
||||
BOL.debug = false;
|
@ -1,65 +0,0 @@
|
||||
import { BoLUtility } from "./bol-utility.js";
|
||||
|
||||
export class BoLRollDialog extends Dialog {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async create(actor, rollData ) {
|
||||
|
||||
let options = { classes: ["bol", "dialog"], width: 600, height: 320, 'z-index': 99999 };
|
||||
// let html = await renderTemplate(`systems/bol/templates/roll/roll-dialog-${rollData.mode}.hbs`, rollData);
|
||||
let html = await renderTemplate(`systems/bol/templates/roll/roll-dialog.hbs`, rollData);
|
||||
return new BoLRollDialog(actor, rollData, html, options );
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
constructor(actor, rollData, html, options, close = undefined) {
|
||||
let conf = {
|
||||
title: rollData.title,
|
||||
content: html,
|
||||
buttons: {
|
||||
roll: {
|
||||
icon: '<i class="fas fa-check"></i>',
|
||||
label: game.i18n.localize("Roll"),
|
||||
callback: () => { this.roll() }
|
||||
},
|
||||
cancel: {
|
||||
icon: '<i class="fas fa-times"></i>',
|
||||
label: game.i18n.localize("Cancel"),
|
||||
callback: () => { this.close() }
|
||||
} },
|
||||
default: "roll",
|
||||
close: close
|
||||
}
|
||||
|
||||
super(conf, options);
|
||||
|
||||
console.log("ROLLDATA ", rollData);
|
||||
this.actor = actor;
|
||||
this.rollData = rollData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
roll () {
|
||||
BoLUtility.rollBoL( this.rollData )
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
let dialog = this;
|
||||
function onLoad() {
|
||||
}
|
||||
$(function () { onLoad(); });
|
||||
|
||||
html.find('#bonusMalus').change((event) => {
|
||||
this.rollData.bonusMalus = Number(event.currentTarget.value);
|
||||
});
|
||||
html.find('#d6Bonus').change((event) => {
|
||||
this.rollData.d6Bonus = Number(event.currentTarget.value);
|
||||
});
|
||||
html.find('#d6Malus').change((event) => {
|
||||
this.rollData.d6Malus = Number(event.currentTarget.value);
|
||||
});
|
||||
}
|
||||
}
|
@ -1,23 +0,0 @@
|
||||
export const registerSystemSettings = function() {
|
||||
|
||||
game.settings.register("bol", "displayDifficulty", {
|
||||
name: "Affiche la difficulté",
|
||||
hint: "Active l'affichage de la difficulté sur les jets de compétences/attributs et d'armes.",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: true,
|
||||
type: Boolean,
|
||||
onChange: lang => window.location.reload()
|
||||
});
|
||||
|
||||
game.settings.register("bol", "rollArmor", {
|
||||
name: "Effectuer des jets pour les armures",
|
||||
hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: true,
|
||||
type: Boolean,
|
||||
onChange: lang => window.location.reload()
|
||||
});
|
||||
|
||||
};
|
Reference in New Issue
Block a user