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...

26 Commits

Author SHA1 Message Date
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
54 changed files with 1803 additions and 5343 deletions

BIN
assets/bol_monnaies_v1_2.pdf Executable file

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

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@ -59,8 +59,6 @@ a:hover {
top: -50px;
left: calc(50% - 100px);
opacity: 0.7;
-webkit-animation: rotation 10s infinite linear;
animation: rotation 10s infinite linear;
}
#pause h3 {
font-family: "IMFellDWPicaSC-Regular", serif;
@ -444,12 +442,16 @@ ul.no-bullets {
.bol .inc-dec-btns {
color: #4b4a44;
}
.summmary-number {
padding-left: 4rem;
}
/* Items List */
.items-list {
list-style: none;
margin: 7px 0;
padding: 0;
overflow-y: auto;
overflow-y:hidden;
/*overflow-y: auto;*/
}
.items-list .item-header {
font-family: 'Signika', sans-serif;
@ -520,6 +522,18 @@ ul.no-bullets {
.items-list .item .item-control {
color: #4b4a44;
}
.items-list .item-name-fixed-medium {
min-width: 8rem;
width: 8rem;
}
.items-list .item-field-fixed-short {
max-width: 3rem;
min-width: 3rem;
width: 3rem;
}
.bougette-dice-img {
color:rgba(150, 44, 44, 0.70);
}
/* ----------------------------------------- */
/* Premade colors */
@ -1054,4 +1068,10 @@ body.system-bol img#logo {
.bol-margin-tb-2 {
margin-top: 2px;
margin-bottom: 2px;
}
}
.character-summary-container {
  opacity: 0.95;
}
.character-summary-rollable {
text-decoration: underline;
}

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@ -33,6 +33,7 @@
"BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Spells & Alchemy",
"BOL.ui.tab.astrologer": "Astrologer",
"BOL.ui.properties": "Properties",
"BOL.ui.description": "Description",
@ -115,6 +116,7 @@
"BOL.ui.isSorcerer": "Is Sorcerer ?",
"BOL.ui.isAlchemist": "Is Alchemist ?",
"BOL.ui.isPriest": "Is Priest/Druid ?",
"BOL.ui.isAstrologer": "Is Astrologer?",
"BOL.ui.circle": "Circle",
"BOL.ui.spells": "Spells",
"BOL.ui.focusSpell": "Cast a spell",
@ -151,6 +153,7 @@
"BOL.ui.armorAgiMalus": "Armor+Shield Modifier (Agi)",
"BOL.ui.armorInitMalus": "Armor Modifier (Init)",
"BOL.ui.attackValue": "Attack Value",
"BOL.ui.weaponbonus": "Cette arme bénéficie déja d'un Dé de Bonus (Arme Favorite prise en compte, par exemple)",
"BOL.featureCategory.origins": "Origins",
"BOL.featureCategory.races": "Races",

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@ -6,6 +6,7 @@
"ITEM.TypeFeature": "Trait",
"ITEM.TypeWeapon": "Arme",
"ITEM.TypeArmor": "Armure",
"BOL.attributes.vigor": "Vigueur",
"BOL.attributes.halfvigor": "Demi-vigueur",
"BOL.attributes.agility": "Agilité",
@ -27,7 +28,9 @@
"BOL.resources.power": "Pouvoir",
"BOL.resources.villainy": "Vilénie",
"BOL.resources.alchemypoints": "Points de Creation",
"BOL.resources.astrologypoints": "Points d'Astrologie",
"BOL.traits.xp": "Expérience",
"BOL.ui.tab.stats": "Attributs",
"BOL.ui.tab.combat": "Combat",
"BOL.ui.tab.actions": "Actions",
@ -35,7 +38,19 @@
"BOL.ui.tab.equipment": "Equipement",
"BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Sorts&Alchimie",
"BOL.ui.tab.spellalchemy": "Mystères",
"BOL.ui.astrologerPoints": "Points d'Astrologie",
"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
"BOL.ui.answer": "Réponse",
"BOL.ui.horoscopefavorable": "Favorable (1dB)",
"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
"BOL.ui.horoscopes": "Horoscopes",
"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
"BOL.ui.properties": "Propriétés",
"BOL.ui.description": "Description",
"BOL.ui.actions": "Actions",
@ -116,9 +131,11 @@
"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",
@ -136,6 +153,21 @@
"BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation",
"BOL.ui.alchemyInvest": "Points de Création investis",
"BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation",
"BOL.ui.astrology": "Astrologie et Horoscopes",
"BOL.ui.astrologyMinor": "Etablir un Horoscope Mineur",
"BOL.ui.astrologyMajor": "Etablir un Horoscope Majeur",
"BOL.ui.astrologyMajorGroup": "Etablir un Horoscope Majeur de Groupe",
"BOL.ui.makeHoroscope": "Etablir un Horoscope",
"BOL.ui.astrologerRank": "Rang de l'Astrologue",
"BOL.ui.horoscopeCost": "Cout en Points d'Astrologie",
"BOL.ui.minor": "Mineur",
"BOL.ui.major": "Majeur",
"BOL.ui.majorgroup": "Majeur de Groupe",
"BOL.ui.horoscopeGroup": "Horoscopes de Groupe",
"BOL.ui.horoscopeDiceRemaining": "Dés restants",
"BOL.ui.horoscopeDiceMax": "Dés Max",
"BOL.ui.astrologyNoPoints": "Vous n'avez pas assez de Points d'Astrologie!",
"BOL.ui.advance": "Avancement",
"BOL.ui.isbonusdice": "Fourni un dé bonus?",
"BOL.ui.ismalusdice": "Fourni un dé malus?",
@ -160,6 +192,30 @@
"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",
@ -172,6 +228,7 @@
"BOL.bougette.easylife": "A l'aise",
"BOL.bougette.luxury": "Luxe&Volupté",
"BOL.bougette.rich": "Richissime",
"BOL.featureSubtypes.origin": "Origine",
"BOL.featureSubtypes.race": "Race",
"BOL.featureSubtypes.career": "Carrière",
@ -180,6 +237,11 @@
"BOL.featureSubtypes.language": "Langue",
"BOL.featureSubtypes.gods": "Dieux & Foi",
"BOL.featureSubtypes.fightOption": "Option de Combat",
"BOL.featureSubtypes.effect": "Effet",
"BOL.featureSubtypes.effects": "Effets",
"BOL.featureSubtypes.boleffect": "Effet",
"BOL.featureSubtypes.horoscope": "Horoscope",
"BOL.fightOptionTypes.armor": "Attaque au défaut d'armure",
"BOL.fightOptionTypes.intrepid": "Attaque intrépide",
"BOL.fightOptionTypes.twoweaponsdef": "Combat à 2 armes (Défense)",
@ -187,6 +249,7 @@
"BOL.fightOptionTypes.fulldefense": "Défense totale",
"BOL.fightOptionTypes.defense": "Posture défensive",
"BOL.fightOptionTypes.attack": "Posture offensive",
"BOL.itemCategory.object": "Objet",
"BOL.itemCategory.equipment": "Équipement",
"BOL.itemCategory.consumable": "Consommable",
@ -196,12 +259,14 @@
"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",
@ -213,21 +278,26 @@
"BOL.equipmentCategory.container": "Conteneur",
"BOL.equipmentCategory.currency": "Monnaie",
"BOL.equipmentCategory.other": "Autre",
"BOL.protectionCategory.armor": "Armure",
"BOL.protectionCategory.shield": "Bouclier",
"BOL.protectionCategory.helm": "Casque",
"BOL.protectionCategory.other": "Autre",
"BOL.spellItem.charm": "Charme",
"BOL.spellItem.circle1": "Premier Cercle",
"BOL.spellItem.circle2": "Second Cercle",
"BOL.spellItem.circle3": "Troisième Cercle",
"BOL.alchemyItem.common": "Courante",
"BOL.alchemyItem.scarce": "Rare",
"BOL.alchemyItem.legend": "Légendaire",
"BOL.alchemyItem.mythic": "Mythique",
"BOL.weaponCategory.melee": "Arme de mêlée",
"BOL.weaponCategory.ranged": "Arme de tir",
"BOL.weaponCategory.other": "Autre",
"BOL.itemProperty.damageMultiplier": "Multiplicateur de dommages",
"BOL.itemProperty.attackBonusDice": "Dé de Bonus d'attaque",
"BOL.itemProperty.equipable": "Équipable",
@ -291,6 +361,7 @@
"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",
@ -300,21 +371,26 @@
"BOL.itemStat.soak": "Valeur de protection",
"BOL.itemStat.blocking": "Bloquage",
"BOL.itemStat.modifiers": "Modificateurs",
"BOL.weaponSize.unarmed": "Mains nues",
"BOL.weaponSize.improvised": "Arme improvisée",
"BOL.weaponSize.light": "Légère",
"BOL.weaponSize.medium": "Moyenne",
"BOL.weaponSize.heavy": "Lourde",
"BOL.itemModifiers.init": "Malus (Initiative)",
"BOL.itemModifiers.social": "Malus (Social)",
"BOL.itemModifiers.agility": "Malus (Agilité)",
"BOL.itemModifiers.powercost": "Malus (Coût supplémentaire en PP)",
"BOL.itemBlocking.malus": "Social",
"BOL.itemBlocking.nbAttacksPerRound": "Agilité",
"BOL.soakFormula.none": "-",
"BOL.soakFormula.light": "Légère (Annule d6-3 dégâts subis)",
"BOL.soakFormula.medium": "Moyenne (Annule d6-2 dégâts subis)",
"BOL.soakFormula.heavy": "Lourde (Annule d6-1 dégâts subis)",
"BOL.armorQuality.none": "-",
"BOL.armorQuality.light": "Légère",
"BOL.armorQuality.lightQ": "Légère de qualité",
@ -328,6 +404,7 @@
"BOL.armorQuality.heavyQ": "Lourde de qualité",
"BOL.armorQuality.heavySup": "Lourde Supérieure",
"BOL.armorQuality.heavyLeg": "Lourde Légendaire",
"BOL.equipmentSlots.none": "-",
"BOL.equipmentSlots.head": "Tête",
"BOL.equipmentSlots.neck": "Cou",
@ -344,10 +421,12 @@
"BOL.equipmentSlots.feet": "Pieds",
"BOL.equipmentSlots.finder": "Doigt",
"BOL.equipmentSlots.ear": "Oreille",
"BOL.vehicleCategory.mount": "Monture terrestre",
"BOL.vehicleCategory.flying": "Monture volante",
"BOL.vehicleCategory.boat": "Bateau",
"BOL.vehicleCategory.other": "Autre",
"BOL.range.PointBlank": "Bout portant",
"BOL.range.Short": "Courte",
"BOL.range.Medium": "Moyenne",
@ -355,6 +434,7 @@
"BOL.range.VeryLong": "Très longue",
"BOL.range.Extreme": "Extrême",
"BOL.range.Maximum": "Maximale",
"BOL.notification.MacroMultipleTokensSelected": "Vous avez sélectionné plusieurs tokens",
"BOL.notification.MacroNoActorAvailable": "Aucun acteur n'a pu être ciblé",
"BOL.notification.MacroNoTokenSelected": "Vous devez sélectionner un token",
@ -427,6 +507,21 @@
"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.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)",
@ -462,9 +557,10 @@
"BOL.ui.bionotes": "Notes",
"BOL.chat.welcome1": "Bienvenue dans Barbarians of Lemuria (Ludospherik version)",
"BOL.chat.welcome2": "Les livres nécessaires pour jouer sont disponibles sur le site de l'éditeur : http://www.ludospherik.fr/content/14-barbarians-of-lemuria",
"BOL.chat.welcome2": "Les livres nécessaires pour jouer sont disponibles sur le site de <a href='http://www.ludospherik.fr/content/14-barbarians-of-lemuria'>l'éditeur Ludospherik.</a>",
"BOL.chat.welcome3": "Les cartes intégrées au système le sont grace à l'aimable autorisation de leur auteur Guillaume Tavernier et des éditions Ludospherik. Merci à eux !.",
"BOL.chat.welcome4": "Tout le support et le suivi de ce système est disponible via le Discord Foundry FR : https://discord.gg/pPSDNJk",
"BOL.chat.welcome5": "Bon jeu en Lemurie !"
"BOL.chat.welcome4": "Tout le support et le suivi de ce système est disponible via le <a href='https://discord.gg/pPSDNJk'>Discord Foundry FR</a>.",
"BOL.chat.welcome5": "Consulter l'aide en ligne pour plus d'informations : @UUID[Compendium.bol.aides-de-jeu.97rugQOtiwt8zPfQ]{Aide du Jeu}.",
"BOL.chat.welcome6": "Bon jeu en Lemurie !"
}

View File

@ -94,8 +94,8 @@ export class BoLActorSheet extends ActorSheet {
// Delete Inventory Item
html.find('.item-delete').click(ev => {
Dialog.confirm({
title: "Suppression",
content: `Vous êtes sûr de vouloir supprimer cet item ?`,
title: game.i18n.localize("BOL.ui.deletetitle"),
content: game.i18n.localize("BOL.ui.confirmdelete"),
yes: () => {
const li = $(ev.currentTarget).parents(".item");
this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")])
@ -134,26 +134,33 @@ export class BoLActorSheet extends ActorSheet {
formData.alchemy = this.actor.alchemy
formData.containers = this.actor.containers
formData.treasure = this.actor.treasure
formData.boleffects = this.actor.boleffects
formData.alchemyrecipe = this.actor.alchemyrecipe
formData.horoscopes = this.actor.horoscopes
formData.vehicles = this.actor.vehicles
formData.fightoptions = this.actor.fightoptions
formData.ammos = this.actor.ammos
formData.misc = this.actor.misc
formData.combat = this.actor.buildCombat()
formData.initiativeRank = this.actor.getInitiativeRank()
//formData.combatCreature = this.actor.buildCombatCreature()
formData.features = this.actor.buildFeatures()
formData.isGM = game.user.isGM
formData.options = this.options
formData.owner = this.document.isOwner
formData.editScore = this.options.editScore
formData.useBougette = BoLUtility.getUseBougette()
formData.useBougette = (this.actor.type == "character" && BoLUtility.getUseBougette()) || false
formData.bougette = this.actor.getBougette()
formData.charType = this.actor.getCharType()
formData.villainy = this.actor.getVillainy()
formData.biography = await TextEditor.enrichHTML(this.object.system.details.biography, {async: true})
formData.notes = await TextEditor.enrichHTML(this.object.system.details.notes, {async: true})
formData.isSorcerer = this.actor.isSorcerer()
formData.isAlchemist = this.actor.isAlchemist()
formData.isAstrologer = this.actor.isAstrologer()
formData.isMysteries = formData.isSorcerer || formData.isAlchemist || formData.isAstrologer
formData.isPriest = this.actor.isPriest()
formData.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
formData.isGM = game.user.isGM
@ -235,10 +242,22 @@ export class BoLActorSheet extends ActorSheet {
case "attributexp":
this.actor.incAttributeXP(dataset.key)
break;
case "bougette":
this.actor.rollBougette()
break;
case "careerxp":
this.actor.incCareerXP( li.data("item-id"))
break;
case "horoscope-minor":
BoLRoll.horoscopeCheck(this.actor, event, "minor")
break
case "horoscope-major":
BoLRoll.horoscopeCheck(this.actor, event, "major")
break
case "horoscope-major-group":
BoLRoll.horoscopeCheck(this.actor, event, "majorgroup")
break
default: break;
}
}

View File

@ -1,5 +1,6 @@
import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
import { BoLUtility } from "../system/bol-utility.js";
import { BoLRoll } from "../controllers/bol-rolls.js";
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
@ -24,10 +25,11 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
getCharType() {
if (this.type === 'character') {
return 'player'
return "player"
}
return this.system.chartype
}
/* -------------------------------------------- */
getVillainy() {
if (this.type === 'character') {
@ -36,6 +38,37 @@ export class BoLActor extends Actor {
return true
}
/* -------------------------------------------- */
getBougette() {
if ( this.type == "character") {
let b = duplicate(this.system.bougette)
b.label = game.i18n.localize( game.bol.config.bougetteState[String(this.system.bougette.value)] )
b.diceImg = "icons/dice/" + game.bol.config.bougetteDice[String(this.system.bougette.value)] + "black.svg"
return b
}
return undefined
}
/* -------------------------------------------- */
async rollBougette() {
if ( this.type == "character") {
let attribute = duplicate(this.system.attributes.vigor)
let rollData = BoLRoll.getCommonRollData(this, "bougette", attribute, undefined )
rollData.formula = game.bol.config.bougetteDice[String(this.system.bougette.value)]
let r = new BoLDefaultRoll(rollData)
r.roll()
}
}
/* -------------------------------------------- */
decBougette() {
if ( this.type == "character") {
let bougette = duplicate(this.system.bougette)
bougette.value = Math.max( Number(bougette.value) - 1, 0)
this.update( { 'system.bougette': bougette } )
}
}
/* -------------------------------------------- */
updateResourcesData() {
if (this.type == 'character') {
@ -52,7 +85,7 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
prepareDerivedData() {
if ( this.type == "vehicle") {
if (this.type == "vehicle") {
} else {
super.prepareDerivedData()
@ -102,6 +135,13 @@ export class BoLActor extends Actor {
if (fo && fo.system.properties.fightoptiontype == "attack") {
defMod += -1
}
// Apply defense effects
for (let i of this.items) {
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("aptitudes.def") ) {
defMod += Number(i.system.properties.modifier)
}
}
console.log("Defense : ", defMod)
return this.system.aptitudes.def.value + defMod
}
@ -206,6 +246,12 @@ export class BoLActor extends Actor {
get resources() {
return Object.values(this.system.resources)
}
get boleffects() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "boleffect")
}
get horoscopes() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "horoscope")
}
get boons() {
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "boon") || []);
}
@ -213,7 +259,7 @@ export class BoLActor extends Actor {
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw") || []);
}
get careers() {
return duplicate( this.items.filter(i => i.type === "feature" && i.system.subtype === "career") || [])
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "career") || [])
}
get origins() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "origin");
@ -237,7 +283,7 @@ export class BoLActor extends Actor {
return this.items.filter(i => i.type === "item")
}
get equipmentCreature() {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && (( i.system.subtype === "weapon" && i.system.properties.natural === true) || (i.system.subtype === "armor")) )
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && ((i.system.subtype === "weapon" && i.system.properties.natural === true) || (i.system.subtype === "armor")))
}
get armors() {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "armor");
@ -249,7 +295,7 @@ export class BoLActor extends Actor {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "shield");
}
get vehicleWeapons() {
return this.items.filter(i => i.type === "item" && i.system.category === "vehicleweapon" )
return this.items.filter(i => i.type === "item" && i.system.category === "vehicleweapon")
}
get weapons() {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "weapon")
@ -295,10 +341,10 @@ export class BoLActor extends Actor {
get bonusBoons() {
let boons = this.items.filter(i => i.type === "feature" && i.system.subtype === "boon" && i.system.properties.isbonusdice)
return duplicate( boons || [])
return duplicate(boons || [])
}
get malusFlaws() {
return duplicate( this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw" && i.system.properties.ismalusdice) || []);
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw" && i.system.properties.ismalusdice) || []);
}
isSorcerer() {
@ -311,6 +357,11 @@ export class BoLActor extends Actor {
return true
return false
}
isAstrologer() {
if (this.careers.find(item => item.system.properties.astrologer == true))
return true
return false
}
isPriest() {
if (this.careers.find(item => item.system.properties.priest == true))
return true
@ -329,6 +380,23 @@ export class BoLActor extends Actor {
return ppCostArmor
}
/*-------------------------------------------- */
getDamageAttributeValue(attrDamage) {
let attrDamageValue = 0
if (attrDamage.includes("vigor")) {
attrDamageValue = this.system.attributes.vigor.value
if (attrDamage.includes("half")) {
attrDamageValue = Math.floor(attrDamageValue / 2)
}
// Apply vigor effects
for (let i of this.items) {
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("vigor") ) {
attrDamageValue += Number(i.system.properties.modifier)
}
}
}
return attrDamageValue
}
/*-------------------------------------------- */
getArmorAgiMalus() {
let malusAgi = 0
for (let armor of this.protections) {
@ -364,6 +432,80 @@ export class BoLActor extends Actor {
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }])
}
}
/*-------------------------------------------- */
spentAstrologyPoints(points) {
let astrology = duplicate(this.system.resources.astrologypoints)
astrology.value -= points
astrology.value = Math.max(astrology.value,0)
this.update( { 'system.resources.astrologypoints': astrology} )
}
/*-------------------------------------------- */
getHoroscopesBonus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "favorable")
return astro
}
/*-------------------------------------------- */
getHoroscopesMalus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "unfavorable")
return astro
}
/*-------------------------------------------- */
manageHoroscope(rollData) {
//Spent points
this.spentAstrologyPoints(rollData.astrologyPointsCost)
if ( rollData.horoscopeType == "minor") {
let horoscope = { name: "SITUATION A SPECIFIER", type :"feature",
img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp",
system :{subtype: "horoscope", properties: {
ishoroscopemajor: false,
horoscopeanswer: (rollData.isSuccess) ? "favorable": "unfavorable",
rank: rollData.careerBonus
}
}
}
this.createEmbeddedDocuments('Item', [horoscope])
}
if ( rollData.horoscopeType == "major" ) {
if ( rollData.isSuccess) {
this.subHeroPoints(1)
} else {
this.addHeroPoints(1)
}
}
if ( rollData.horoscopeType == "majorgroup" ) {
let rID = randomID(16)
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
horoscopes[rID] = {
id: rID,
name: game.i18n.localize("BOL.ui.groupHoroscope") + this.name,
maxDice: rollData.careerBonus,
availableDice: rollData.careerBonus,
type: (rollData.isSuccess) ? "bonus": "malus"
}
game.settings.set("bol", "horoscope-group", horoscopes)
}
}
/*-------------------------------------------- */
getAstrologyPoints() {
return this.system.resources.astrologypoints.value
}
/*-------------------------------------------- */
removeHoroscopeMinor( rollData) {
let toDel = []
for(let horo of rollData.selectedHoroscope) {
toDel.push( horo._id )
}
if (toDel.length > 0) {
this.deleteEmbeddedDocuments('Item', toDel)
}
}
/*-------------------------------------------- */
async spendAlchemyPoint(alchemyId, pcCost) {
@ -377,11 +519,18 @@ export class BoLActor extends Actor {
newPC = alchemy.system.properties.pccurrent + pcCost
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }])
} else {
ui.notifications.warn("Plus assez de Points de Création !")
ui.notifications.warn( game.i18n.localize("BOL.ui.nomorealchemypoints") )
}
}
}
/*-------------------------------------------- */
getAstrologerBonus() {
let astrologer = this.careers.find(item => item.system.properties.astrologer == true)
if (astrologer) {
return astrologer.system.rank
}
return 0;
}
/*-------------------------------------------- */
getAlchemistBonus() {
let sorcerer = this.careers.find(item => item.system.properties.alchemist == true)
@ -401,7 +550,7 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
heroReroll() {
if (this.villainy == 'character') {
if (this.type == 'character') {
return this.system.resources.hero.value > 0;
} else {
if (this.system.villainy == 'adversary') {
@ -471,6 +620,11 @@ export class BoLActor extends Actor {
"label": "BOL.featureSubtypes.gods",
"ranked": false,
"items": this.godsfaith
},
"boleffects": {
"label": "BOL.featureSubtypes.effects",
"ranked": false,
"items": this.boleffects
}
}
}
@ -560,39 +714,99 @@ export class BoLActor extends Actor {
async manageHealthState() {
let hpID = "lastHP" + this.id
let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.system.resources.hp.value && game.user.isGM ) { // Only GM sends this
if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this
await this.setFlag("world", hpID, this.system.resources.hp.value)
let prone = this.effects.find( ef => ef.label == "EFFECT.StatusProne")
let dead = this.effects.find( ef => ef.label == "EFFECT.StatusDead")
if (this.system.resources.hp.value <= 0) {
if ( !prone) {
await this.createEmbeddedDocuments("ActiveEffect", [
{label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg', flags: { core: { statusId: 'prone' } } }
])
}
if ( this.system.resources.hp.value < -5 && !dead) {
await this.createEmbeddedDocuments("ActiveEffect", [
{label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg', flags: { core: { statusId: 'dead' } } }
])
}
ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value })
})
} else {
if ( prone ) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ prone.id ] )
}
if ( dead ) {
await this.deleteEmbeddedDocuments("ActiveEffect", [ dead.id ] )
}
}
}
}
/*-------------------------------------------- */
registerInit(initScore, isCritical, isFumble) {
this.update({ 'system.combat.lastinit': initScore, 'system.combat.iscritical': isCritical, 'system.combat.isfumble': isFumble })
async registerInit(rollData) {
rollData.actor = undefined // Cleanup if present
await this.setFlag("world", "last-initiative", rollData)
}
/*-------------------------------------------- */
getLastInitData() {
return this.system.combat
clearInitiative() {
this.unsetFlag("world", "last-initiative" )
}
/*-------------------------------------------- */
getInitiativeRank(rollData = undefined, isCombat = false) {
if (!rollData) {
rollData = this.getFlag("world", "last-initiative")
}
let fvttInit = 4 // Pietaille par defaut
if (this.type == 'character' ) {
fvttInit = 5
if (!rollData) {
fvttInit = -1
if ( isCombat ) {
ui.notifications.warn(game.i18n.localize("BOL.ui.warninitiative"))
}
} else {
if (rollData.isLegendary) {
fvttInit = 10
} else if (rollData.isCritical) {
fvttInit = 9
} else if (rollData.isSuccess ) {
fvttInit = 8
} else if (rollData.isFumble) {
fvttInit = 3
}
}
}
if ( this.getCharType() == 'adversary') {
fvttInit = 7
}
if ( this.getCharType() == 'tough') {
fvttInit = 6
}
return fvttInit
}
/*-------------------------------------------- */
async subHeroPoints(nb) {
let newHeroP = this.system.resources.hero.value - nb;
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
await this.update({ 'system.resources.hero.value': newHeroP });
}
/*-------------------------------------------- */
async addHeroPoints(nb) {
let newHeroP = this.system.resources.hero.value + nb;
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
await this.update({ 'system.resources.hero.value': newHeroP });
}
/*-------------------------------------------- */
async sufferDamage(damage) {
let newHP = this.system.resources.hp.value - damage
await this.update({ 'system.resources.hp.value': newHP })
await this.update({ 'system.resources.hp.value': newHP })
}
/* -------------------------------------------- */
@ -605,13 +819,13 @@ export class BoLActor extends Actor {
} else if (protect.system.subtype == 'armor') {
if (BoLUtility.getRollArmor()) {
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de formule pour la protection !`)
ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
} else {
formula += "+" + " max(" + protect.system.properties.soak.formula +",0)"
formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
}
} else {
if (protect.system.properties.soak.value == undefined) {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de valeur fixe pour la protection !`)
ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
} else {
formula += "+ " + protect.system.properties.soak.value
}
@ -626,7 +840,7 @@ export class BoLActor extends Actor {
rollProtection(itemId) {
let armor = duplicate(this.items.get(itemId))
if (armor) {
let armorFormula = "max("+armor.system.properties.soak.formula + ", 0)"
let armorFormula = "max(" + armor.system.properties.soak.formula + ", 0)"
let rollArmor = new Roll(armorFormula)
rollArmor.roll({ async: false }).toMessage()
}

View File

@ -16,6 +16,7 @@ import { BoLTokenHud } from "./system/bol-action-hud.js"
import { BoLHotbar } from "./system/bol-hotbar.js"
import { BoLAdventureGenerator } from "./system/bol-adventure-generator.js"
import { BoLCommands} from "./system/bol-commands.js"
import { BoLCharacterSummary} from "./system/bol-character-summary.js"
/* -------------------------------------------- */
Hooks.once('init', async function () {
@ -40,7 +41,7 @@ Hooks.once('init', async function () {
*/
CONFIG.Combat.initiative = {
formula: "2d6+@attributes.mind.value+@aptitudes.init.value",
decimals: 3
decimals: 2
};
// Define custom Entity classes
@ -110,13 +111,17 @@ function welcomeMessage() {
game.i18n.localize("BOL.chat.welcome2") + "<p>" +
game.i18n.localize("BOL.chat.welcome3") + "<p>" +
game.i18n.localize("BOL.chat.welcome4") + "</p>" +
game.i18n.localize("BOL.chat.welcome5") + "</p>"
game.i18n.localize("BOL.chat.welcome5") + "<br>" +
game.i18n.localize("BOL.chat.welcome6")
} )
}
/* -------------------------------------------- */
Hooks.once('ready', async function () {
BoLUtility.ready()
BoLCharacterSummary.ready()
registerUsageCount('bol')

View File

@ -7,7 +7,7 @@ export class BoLRoll {
/* -------------------------------------------- */
static options() {
return { classes: ["bol", "dialog"], width: 480, height: 540 };
return { classes: ["bol", "dialog"], width: 480, height: 'fit-content' };
}
/* -------------------------------------------- */
@ -16,26 +16,76 @@ export class BoLRoll {
}
/* -------------------------------------------- */
static attributeCheck(actor, key) {
static updateApplicableEffects(rollData) {
let appEffects = []
for (let effect of rollData.bolEffects) {
if (effect.system.properties.identifier == "always") {
appEffects.push(effect)
} else if (effect.system.properties.identifier.includes(rollData.attribute.key)) {
appEffects.push(effect)
} else if (rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) {
appEffects.push(effect)
}
}
return appEffects
}
let attribute = eval(`actor.system.attributes.${key}`)
let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
let description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
/* -------------------------------------------- */
static buildHoroscopeGroupList() {
let horoscopes = game.settings.get("bol", "horoscope-group")
let horoList = [ { id: -1, name: "Aucun", type: "malus", nbDice: 0 }]
for (let id in horoscopes) {
let horo = horoscopes[id]
for (let i=0; i<horo.availableDice; i++) {
horoList.push( { id: id, name: horo.name, type: horo.type, nbDice: i+1})
}
}
return horoList
}
/* -------------------------------------------- */
static getCommonRollData(actor, mode, attribute, aptitude = undefined) {
let rollData = {
mode: "attribute",
mode: mode,
actorId: actor.id,
tokenId: actor.token?.id,
img: actor.img,
attribute: attribute,
attrValue: attribute.value,
aptValue: 0,
label: label,
careerBonus: 0,
description: description,
horoscopeBonus: 0,
horoscopeMalus: 0,
selectedHoroscope: [],
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
mod: 0
horoscopeBonusList: actor.getHoroscopesBonus(),
horoscopeMalusList: actor.getHoroscopesMalus(),
adv: "0",
mod: 0,
modRanged: 0,
aptValue: 0,
bolEffects: actor.boleffects,
horoscopeGroupList: this.buildHoroscopeGroupList()
}
if (aptitude) {
rollData.aptitude = aptitude
rollData.aptValue = aptitude.value
}
rollData.bolApplicableEffects = this.updateApplicableEffects(rollData)
return rollData
}
/* -------------------------------------------- */
static attributeCheck(actor, key) {
let attribute = eval(`actor.system.attributes.${key}`)
let rollData = this.getCommonRollData(actor, "attribute", attribute)
rollData.description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
rollData.label = (attribute.label) ? game.i18n.localize(attribute.label) : null
console.log(">>>>>>>>>>", rollData, actor)
return this.displayRollDialog(rollData)
}
@ -47,48 +97,36 @@ export class BoLRoll {
let attrKey = this.getDefaultAttribute(key)
let attribute = eval(`actor.system.attributes.${attrKey}`)
let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
return this.displayRollDialog(
{
mode: "aptitude",
actorId: actor.id,
img: actor.img,
attribute: attribute,
aptitude: aptitude,
attrValue: attribute.value,
aptValue: aptitude.value,
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: label,
careerBonus: 0,
description: description,
mod: 0
})
let rollData = this.getCommonRollData(actor, "aptitude", attribute, aptitude)
rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
return this.displayRollDialog(rollData)
}
/* -------------------------------------------- */
static async detectDistance( weapon, target ) {
static async detectDistance(weapon, target) {
let visible, dist
if (weapon.system.properties.ranged || weapon.system.properties.throwing) {
if (target && (weapon.system.properties.ranged || weapon.system.properties.throwing)) {
console.log("target", target, weapon)
visible = canvas.effects.visibility.testVisibility(target.center, { object: _token })
dist = Number(canvas.grid.measureDistances([{ ray: new Ray(_token.center, target.center) }], { gridSpaces: false })).toFixed(2)
let range = Number(weapon.system.properties.range)
let rangeMsg = "BOL.chat.rangeout"
if ( dist <= range) {
if (dist <= range) {
rangeMsg = "BOL.chat.range0"
} else if (dist < range*2) {
} else if (dist < range * 2) {
rangeMsg = "BOL.chat.range1"
} else if (dist < range*3) {
} else if (dist < range * 3) {
rangeMsg = "BOL.chat.range2"
} else if (dist < range*4) {
} else if (dist < range * 4) {
rangeMsg = "BOL.chat.range3"
} else if (dist < range*5) {
} else if (dist < range * 5) {
rangeMsg = "BOL.chat.range4"
} else if (dist < range*6) {
} else if (dist < range * 6) {
rangeMsg = "BOL.chat.range5"
} else if (dist < range*7) {
} else if (dist < range * 7) {
rangeMsg = "BOL.chat.range6"
}
ChatMessage.create({
@ -102,7 +140,7 @@ export class BoLRoll {
rangeMsg: rangeMsg
})
})
}
}
}
/* -------------------------------------------- */
@ -114,8 +152,10 @@ export class BoLRoll {
let attribute = eval(`actor.system.attributes.${weaponData.properties.attackAttribute}`)
let aptitude = eval(`actor.system.aptitudes.${weaponData.properties.attackAptitude}`)
let rollData = this.getCommonRollData(actor, "weapon", attribute, aptitude)
// Compute distance
this.detectDistance( weapon, target)
this.detectDistance(weapon, target)
// Manage specific case
let fightOption = actor.getActiveFightOption()
@ -123,30 +163,19 @@ export class BoLRoll {
ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
return
}
// Build the roll structure
let rolldata = {
mode: "weapon",
actorId: actor.id,
img: actor.img,
weapon: weapon,
isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
targetId: target?.id,
fightOption: fightOption,
careerBonus: 0,
defenderId: target?.actor.id,
attribute: attribute,
aptitude: aptitude,
attrValue: attribute.value,
aptValue: aptitude.value,
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
mod: 0,
modRanged: 0,
label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
description: game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name,
}
return this.displayRollDialog(rolldata)
// Update the roll structure
rollData.weapon = weapon
rollData.isRanged = weaponData.properties.ranged || weaponData.properties.throwing
rollData.targetId = target?.id
rollData.fightOption = fightOption
rollData.defenderId = target?.actor.id
rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName')
rollData.description = game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name
return this.displayRollDialog(rollData)
}
/* -------------------------------------------- */
static weaponCheck(actor, event) {
const li = $(event.currentTarget).parents(".item")
@ -170,53 +199,59 @@ export class BoLRoll {
alchemy = duplicate(alchemy)
let alchemyData = alchemy.system
if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
ui.notifications.warn("Pas assez de Points de Cration investis dans la Préparation !")
ui.notifications.warn("Pas assez de Points de Création investis dans la Préparation !")
return
}
let alchemyDef = {
mode: "alchemy",
actorId: actor.id,
img: actor.img,
alchemy: alchemy,
attribute: actor.system.attributes.mind,
attrValue: actor.system.attributes.mind.value,
aptValue: 0,
careerBonus: actor.getAlchemistBonus(),
pcCost: Number(alchemyData.properties.pccost),
pcCostCurrent: Number(alchemyData.properties.pccurrent),
mod: Number(alchemyData.properties.difficulty),
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: alchemy.name,
description: game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name,
}
console.log("ALCHEMY!", alchemyDef);
return this.displayRollDialog(alchemyDef);
let rollData = this.getCommonRollData(actor, "alchemy", actor.system.attributes.mind)
rollData.alchemy = alchemy
rollData.careerBonus = actor.getAlchemistBonus()
rollData.pcCost = Number(alchemyData.properties.pccost)
rollData.pcCostCurrent = Number(alchemyData.properties.pccurrent)
rollData.mod = Number(alchemyData.properties.difficulty)
rollData.label = alchemy.name
rollData.description = game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name
console.log("ALCHEMY!", rollData);
return this.displayRollDialog(rollData);
}
/* -------------------------------------------- */
static spellCheckWithSpell( actor, spell ) {
let spellDef = {
mode: "spell",
actorId: actor.id,
img: actor.img,
spell: spell,
attribute: actor.system.attributes.mind,
attrValue: actor.system.attributes.mind.value,
aptValue: 0,
ppCurrent: Number(actor.system.resources.power.value),
careerBonus: actor.getSorcererBonus(),
ppCostArmor: actor.getPPCostArmor(),
ppCost: Number(spell.system.properties.ppcost),
mod: Number(spell.system.properties.difficulty),
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: spell.name,
description: game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name,
static horoscopeCheck(actor, event, horoscopeType) {
let cost = (horoscopeType == "minor") ? 1 : 2
if (cost > actor.getAstrologyPoints() ) {
ui.notifications.warn(game.i18n.localize("BOL.ui.astrologyNoPoints"))
return
}
let rollData = this.getCommonRollData(actor, "horoscope", actor.system.attributes.mind)
rollData.careerBonus = actor.getAstrologerBonus()
rollData.horoscopeType = horoscopeType
rollData.horoscopeTypeLabel = "BOL.ui."+horoscopeType
rollData.astrologyPointsCost = cost
rollData.label = game.i18n.localize('BOL.ui.makeHoroscope')
rollData.description = game.i18n.localize('BOL.ui.makeHoroscope') + " " + game.i18n.localize(rollData.horoscopeTypeLabel)
console.log("HOROSCOPE!", rollData);
return this.displayRollDialog(rollData);
}
/* -------------------------------------------- */
static spellCheckWithSpell(actor, spell) {
let rollData = this.getCommonRollData(actor, "spell", actor.system.attributes.mind)
rollData.spell = spell
rollData.ppCurrent = Number(actor.system.resources.power.value),
rollData.careerBonus = actor.getSorcererBonus(),
rollData.ppCostArmor = actor.getPPCostArmor(),
rollData.ppCost = Number(spell.system.properties.ppcost),
rollData.mod = Number(spell.system.properties.difficulty),
rollData.label = spell.name,
rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name
//console.log("SPELL!", spellDef)
return this.displayRollDialog(spellDef)
return this.displayRollDialog(rollData)
}
/* -------------------------------------------- */
@ -232,7 +267,7 @@ export class BoLRoll {
return
}
spell = duplicate(spell)
return this.spellCheckWithSpell( actor, spell)
return this.spellCheckWithSpell(actor, spell)
}
/* -------------------------------------------- */
@ -241,8 +276,35 @@ export class BoLRoll {
this.updateArmorMalus(this.rollData)
this.updatePPCost(this.rollData)
// get basic dices from boons/flaws
let effectModifier = 0
this.rollData.bmDice = this.rollData.nbBoons - this.rollData.nbFlaws + this.rollData.bDice - this.rollData.mDice
// add applicable bonus/malus dices effects
for (let effect of this.rollData.bolApplicableEffects) {
if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice++;
} else if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice += 2;
} else if (effect.system.properties.modifier == "1M") {
this.rollData.bmDice--;
} else if (effect.system.properties.modifier == "2M") {
this.rollData.bmDice -= 2;
} else {
effectModifier += Number(effect.system.properties.modifier)
}
}
this.rollData.bmDice += this.rollData.horoscopeBonus
this.rollData.bmDice -= this.rollData.horoscopeMalus
if ( this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) {
let horo = this.rollData.horoscopeGroupList[this.rollData.selectedGroupHoroscopeIndex]
this.rollData.bmDice += (horo.type == "malus") ? -horo.nbDice : horo.nbDice;
}
// Keep track of the final effect modifier
this.rollData.effectModifier = effectModifier
// Final number of dices
this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
// Bonus or Malus ?
if (this.rollData.bmDice == 0) {
$('#roll-nbdice').val("2")
} else {
@ -250,12 +312,19 @@ export class BoLRoll {
$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
}
let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
if ( this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier ) {
if (this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier) {
rollbase = ""
}
$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus)
this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus + "+" + effectModifier)
// Rebuild lits of applicable effects
let selectEffects = ""
for (let effect of this.rollData.bolApplicableEffects) {
selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>`
}
$('#applicable-effects').html(selectEffects)
}
/* -------------------------------------------- */
@ -315,7 +384,7 @@ export class BoLRoll {
html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
this.rollData.ppCost = pp
this.updatePPCost( this.rollData)
this.updatePPCost(this.rollData)
})
html.find('#mod').change((event) => {
@ -329,16 +398,18 @@ export class BoLRoll {
html.find('#attr').change((event) => {
let attrKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId)
let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.attribute = duplicate(actor.system.attributes[attrKey])
this.rollData.attrValue = actor.system.attributes[attrKey].value
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
this.updateTotalDice()
})
html.find('#apt').change((event) => {
let aptKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId)
let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.aptitude = duplicate(actor.system.aptitudes[aptKey])
this.rollData.aptValue = actor.system.aptitudes[aptKey].value
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
this.updateTotalDice()
})
@ -375,13 +446,42 @@ export class BoLRoll {
this.rollData.mDice = Number(event.currentTarget.value)
this.updateTotalDice()
})
html.find('#horoscope-bonus-applied').change((event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push( duplicate(this.rollData.horoscopeBonusList[Number(option.index)]) )
}
let horoscopes = $('#horoscope-bonus-applied').val()
this.rollData.horoscopeBonus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-malus-applied').change((event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push( duplicate(this.rollData.horoscopeBonusList[Number(option.index)]) )
}
let horoscopes = $('#horoscope-malus-applied').val()
this.rollData.horoscopeMalus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-group-applied').change((event) => {
this.rollData.selectedGroupHoroscopeIndex = event.currentTarget.value
this.updateTotalDice()
})
}
/* -------------------------------------------- */
static preProcessWeapon(rollData, defender) {
if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0;
rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
if (rollData.attackBonusDice) {
rollData.adv = "1B"
rollData.bDice = 1
}
if (defender) { // If target is selected
rollData.defence = defender.defenseValue
rollData.armorMalus = defender.armorMalusValue
@ -403,9 +503,9 @@ export class BoLRoll {
// initialize default flags/values
const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
let actor = game.actors.get( rollData.actorId )
let actor = BoLUtility.getActorFromRollData(rollData)
let defender
if ( rollData.targetId) {
if (rollData.targetId) {
let token = game.scenes.current.tokens.get(rollData.targetId)
defender = token.actor
}
@ -465,17 +565,18 @@ export class BoLRoll {
ui.notifications.warn("Pas assez de Points de Pouvoir !")
return
}
//console.log("ROLLMALUS", rollData)
rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
const isMalus = rollData.mDice > 0
rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
const isMalus = (rollData.bmDice < 0)
//rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
let rollbase = rollData.attrValue + rollData.aptValue
if ( rollData.weapon && rollData.weapon.system.properties.onlymodifier ) {
if (rollData.weapon && rollData.weapon.system.properties.onlymodifier) {
rollbase = 0
}
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
}
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier
const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
rollData.formula = formula
rollData.modifiers = modifiers
@ -504,10 +605,10 @@ export class BoLDefaultRoll {
this.rollData.isFumble = false;
}
if (this.rollData.optionsId) {
BoLUtility.cleanupButtons( this.rollData.optionsId)
BoLUtility.cleanupButtons(this.rollData.optionsId)
}
if (this.rollData.applyId) {
BoLUtility.cleanupButtons( this.rollData.applyId)
BoLUtility.cleanupButtons(this.rollData.applyId)
}
this.rollData.optionsId = randomID(16)
this.rollData.applyId = randomID(16)
@ -517,7 +618,7 @@ export class BoLDefaultRoll {
async roll() {
const r = new Roll(this.rollData.formula)
// console.log("Roll formula", this.rollData.formula)
//console.log("Roll formula", this.rollData.formula)
await r.roll({ "async": false })
const activeDice = r.terms[0].results.filter(r => r.active)
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
@ -529,32 +630,46 @@ export class BoLDefaultRoll {
this.rollData.isLegendary = false
this.rollData.isFumble = (diceTotal === 2)
this.rollData.isFailure = !this.rollData.isSuccess
//this.rollData.isRealCritical = true
//this.rollData.isFumble = true
let actor = game.actors.get( this.rollData.actorId)
let actor = BoLUtility.getActorFromRollData(this.rollData)
if (this.rollData.reroll == undefined) {
this.rollData.reroll = actor.heroReroll()
}
if (this.rollData.registerInit) {
actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
actor.registerInit(this.rollData)
this.rollData.initiativeRank = actor.getInitiativeRank(this.rollData)
}
if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
}
if (this.rollData.mode == "alchemy") { // PP cost management
actor.resetAlchemyStatus(this.rollData.alchemy._id)
}
if (this.rollData.mode == "bougette" && this.rollData.isFailure) {
actor.decBougette()
}
await this.sendChatMessage()
if (this.rollData.mode == "horoscope") { // PP cost management
actor.manageHoroscope(this.rollData)
}
if (this.rollData.selectedHoroscope.length > 0) { // PP cost management
actor.removeHoroscopeMinor(this.rollData)
}
if (this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) { // PP cost management
BoLUtility.removeGroupHoroscope(this.rollData)
}
}
/* -------------------------------------------- */
async sendChatMessage() {
let actor = game.actors.get( this.rollData.actorId)
this._buildChatMessage(this.rollData).then( async msgFlavor => {
let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.roll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
@ -592,7 +707,7 @@ export class BoLDefaultRoll {
this.rollData.reroll = false
this.sendChatMessage()
}
/* -------------------------------------------- */
setSuccess(flag) {
this.rollData.isSuccess = flag
@ -600,7 +715,7 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
async sendDamageMessage() {
let actor = game.actors.get( this.rollData.actorId)
let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.damageRoll.toMessage({
user: game.user.id,
@ -615,16 +730,8 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
getDamageAttributeValue(attrDamage, actorId = undefined) {
let attrDamageValue = 0
let actor = game.actors.get( (actorId) ? actorId: this.rollData.actorId)
if (attrDamage.includes("vigor")) {
attrDamageValue = actor.system.attributes.vigor.value
if (attrDamage.includes("half")) {
attrDamageValue = Math.floor(attrDamageValue / 2)
}
}
return attrDamageValue
let actor = BoLUtility.getActorFromRollData(this.rollData)
return actor.getDamageAttributeValue(attrDamage)
}
/* -------------------------------------------- */
@ -667,8 +774,8 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
_buildChatMessage(rollData) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
return renderTemplate(rollMessageTpl, rollData);
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs'
return renderTemplate(rollMessageTpl, rollData)
}
}

View File

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

View File

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

View File

@ -10,6 +10,8 @@ Init order =
3 - Echec critique
*/
import { BoLUtility } from "../system/bol-utility.js";
export class BoLCombatManager extends Combat {
@ -18,35 +20,12 @@ export class BoLCombatManager extends Combat {
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
// Structure input data
ids = typeof ids === "string" ? [ids] : ids;
const currentId = this.combatant._id;
//const currentId = this.combatant.id;
// calculate initiative
for (let cId = 0; cId < ids.length; cId++) {
const combatant = this.combatants.get(ids[cId]);
let fvttInit = 5
//console.log("TYPE", combatant.actor.type)
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 defautco
//console.log("ACTOR", combatant.actor.getCharType())
if ( combatant.actor.getCharType() == 'adversary') {
fvttInit = 7
}
if ( combatant.actor.getCharType() == 'tough') {
fvttInit = 6
}
}
const combatant = this.combatants.get(ids[cId])
let fvttInit = combatant.actor.getInitiativeRank(false, true)
fvttInit += (cId / 100)
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
}
@ -61,7 +40,16 @@ export class BoLCombatManager extends Combat {
}
super.nextRound()
}
/************************************************************************************/
_onDelete() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.data.actorId)
actor.clearInitiative()
}
super._onDelete()
}
}

View File

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

View File

@ -48,12 +48,12 @@ export class BoLHotbar {
if (speaker.token) actor = game.actors.tokens[speaker.token]
if (!actor) actor = game.actors.get(speaker.actor)
if (!actor) {
return ui.notifications.warn(`Selectionnez votre personnage pour utiliser la macro`)
return ui.notifications.warn( game.i18n.localize("BOL.ui.selectactor") )
}
let item = actor.items.find(it => it.name === itemName && it.type == itemType)
if (!item ) {
return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`)
return ui.notifications.warn( game.i18n.localize("BOL.ui.itemnotfound") )
}
// Trigger the item roll
if (item.system.category === "equipment" && item.system.subtype === "weapon") {

View File

@ -28,6 +28,13 @@ export class BoLUtility {
type: Boolean,
onChange: lang => window.location.reload()
})
game.settings.register("world", "character-summary-data", {
name: "character-summary-data",
scope: "world",
config: false,
default: { npcList: [], x: 200, y: 200 },
type: Object
})
game.settings.register("bol", "logoActorSheet", {
name: "Chemin du logo des fiches de perso",
hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)",
@ -46,6 +53,13 @@ export class BoLUtility {
type: String,
onChange: lang => window.location.reload()
})
game.settings.register("bol", "horoscope-group", {
name: "horoscope-group",
scope: "world",
config: false,
default: {},
type: Object
})
this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
@ -69,11 +83,24 @@ export class BoLUtility {
static getLogoTopLeft() {
return this.logoTopLeft
}
/* -------------------------------------------- */
static getActorFromRollData(rollData) {
let actor = game.actors.get(rollData.actorId)
if (rollData.tokenId) {
let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId)
if (token) {
actor = token.actor
}
}
return actor
}
/* -------------------------------------------- */
static async ready() {
//$("#logo").attr("src", this.getLogoTopLeft() )
$("#logo").css("content",`url(${this.getLogoTopLeft()})`)
$("#logo").css("content", `url(${this.getLogoTopLeft()})`)
CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
}
/* -------------------------------------------- */
@ -271,7 +298,7 @@ export class BoLUtility {
let attackId = event.currentTarget.attributes['data-attack-id'].value
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
// Remove message for all
let msgId = BoLUtility.findChatMessageId(event.currentTarget)
if (game.user.isGM) {
@ -287,7 +314,7 @@ export class BoLUtility {
if (!game.user.isGM) {
return
}
BoLUtility.removeChatMessageId( msgId )
BoLUtility.removeChatMessageId(msgId)
console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this
let attackDef = this.attackStore[attackId]
@ -334,10 +361,10 @@ export class BoLUtility {
let defenderUser
for (let user of game.users) {
if ( user.character && user.character.id == defender.id ) {
if (user.character && user.character.id == defender.id) {
defenderUser = user
}
}
}
let damageResults = {
attackId: attackDef.id,
attacker: attackDef.attacker,
@ -534,31 +561,53 @@ export class BoLUtility {
}
/* -------------------------------------------- */
static async confirmDelete(actorSheet, li) {
let itemId = li.data("item-id");
let msgTxt = "<p>Are you sure to remove this Item ?";
let buttons = {
delete: {
icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it",
callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
li.slideUp(200, () => actorSheet.render(false));
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel"
}
}
msgTxt += "</p>";
let d = new Dialog({
title: "Confirm removal",
content: msgTxt,
buttons: buttons,
default: "cancel"
});
d.render(true);
static async loadCompendiumData(compendium) {
const pack = game.packs.get(compendium);
return await pack?.getDocuments() ?? [];
}
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await this.loadCompendiumData(compendium);
return compendiumData.filter(filter);
}
/* -------------------------------------------- */
static async searchItem(dataItem) {
let item
if (dataItem.pack) {
let id = dataItem.id || dataItem._id
let items = await this.loadCompendium(dataItem.pack, item => item.id == id)
item = items[0] || undefined
} else {
item = game.items.get(dataItem.id)
}
return item
}
/* -------------------------------------------- */
static updateSheets() {
// Then force opened actor refresh if needed
for (let actor of game.actors) {
if (actor.sheet.rendered) {
actor.sheet.render()
}
}
game.bol.charSummary.updatePCSummary() // Refresh if needed
}
/* -------------------------------------------- */
static removeGroupHoroscope(rollData) {
let horo = rollData.horoscopeGroupList[rollData.selectedGroupHoroscopeIndex]
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
let toChange = duplicate(horoscopes[horo.id])
toChange.availableDice -= horo.nbDice // Remove the dice
if (toChange.availableDice <= 0) {
horoscopes[horo.id] = undefined
} else {
horoscopes[horo.id] = toChange
}
game.settings.set("bol", "horoscope-group", horoscopes)
this.updateSheets()
}
}

View File

@ -115,6 +115,14 @@ BOL.aptitudes = {
"def" : "BOL.aptitudes.def"
}
BOL.resources = {
"hp" : "BOL.resources.hp",
"hero" : "BOL.resources.hero",
"faith" : "BOL.resources.faith",
"power" : "BOL.resources.power",
"alchemypoints" : "BOL.resources.alchemypoints"
}
BOL.weaponSizes = {
"unarmed" : "BOL.weaponSize.unarmed",
"improvised" : "BOL.weaponSize.improvised",
@ -260,7 +268,9 @@ BOL.featureSubtypes = {
"flaw" : "BOL.featureSubtypes.flaw",
"language" : "BOL.featureSubtypes.language",
"godsfaith" : "BOL.featureSubtypes.gods",
"fightoption" : "BOL.featureSubtypes.fightOption"
"fightoption" : "BOL.featureSubtypes.fightOption",
"boleffect": "BOL.featureSubtypes.effect",
"horoscope": "BOL.featureSubtypes.horoscope",
}
BOL.fightOptionTypes = {
@ -288,11 +298,18 @@ BOL.actorIcons = {
}
BOL.bougetteState = {
"nomoney": "BOL.bougette.nomoney",
"tolive": "BOL.bougette.tolive",
"easylife": "BOL.bougette.easylife",
"luxury": "BOL.bougette.luxury",
"rich": "BOL.bougette.rich"
"0": "BOL.bougette.nomoney",
"1": "BOL.bougette.tolive",
"2": "BOL.bougette.easylife",
"3": "BOL.bougette.luxury",
"4": "BOL.bougette.rich"
}
BOL.bougetteDice = {
"0": "0",
"1": "2d6-1",
"2": "2d6",
"3": "2d6+1",
"4": "2d6+2"
}
BOL.creatureSize = {
@ -310,4 +327,134 @@ BOL.creatureSize = {
"colossal": "BOL.size.colossal"
}
BOL.horoscopeAnswer = {
"favorable": "BOL.ui.horoscopefavorable",
"unfavorable": "BOL.ui.horoscopeunfavorable",
}
BOL.bolEffectModifier = {
"-8": "-8",
"-6": "-6",
"-4": "-4",
"-2": "-2",
"-1": "-1",
"1B": "1B",
"2B": "2B",
"1M": "1M",
"2M": "2M",
"+1": "+1",
"+2": "+2",
"+4": "+4",
"+6": "+6",
"+8": "+8",
}
BOL.statusEffects = [
{
"id": "dead",
"label": "EFFECT.StatusDead",
"icon": "icons/svg/skull.svg"
},
{
"id": "unconscious",
"label": "EFFECT.StatusUnconscious",
"icon": "icons/svg/unconscious.svg"
},
{
"id": "sleep",
"label": "EFFECT.StatusAsleep",
"icon": "icons/svg/sleep.svg"
},
{
"id": "stun",
"label": "EFFECT.StatusStunned",
"icon": "icons/svg/daze.svg"
},
{
"id": "prone",
"label": "EFFECT.StatusProne",
"icon": "icons/svg/falling.svg"
},
{
"id": "restrain",
"label": "EFFECT.StatusRestrained",
"icon": "icons/svg/net.svg"
},
{
"id": "paralysis",
"label": "EFFECT.StatusParalysis",
"icon": "icons/svg/paralysis.svg"
},
{
"id": "fly",
"label": "EFFECT.StatusFlying",
"icon": "icons/svg/wing.svg"
},
{
"id": "blind",
"label": "EFFECT.StatusBlind",
"icon": "icons/svg/blind.svg"
},
{
"id": "deaf",
"label": "EFFECT.StatusDeaf",
"icon": "icons/svg/deaf.svg"
},
{
"id": "silence",
"label": "EFFECT.StatusSilenced",
"icon": "icons/svg/silenced.svg"
},
{
"id": "fear",
"label": "EFFECT.StatusFear",
"icon": "icons/svg/terror.svg"
},
{
"id": "burning",
"label": "EFFECT.StatusBurning",
"icon": "icons/svg/fire.svg"
},
{
"id": "frozen",
"label": "EFFECT.StatusFrozen",
"icon": "icons/svg/frozen.svg"
},
{
"id": "shock",
"label": "EFFECT.StatusShocked",
"icon": "icons/svg/lightning.svg"
},
{
"id": "disease",
"label": "EFFECT.StatusDisease",
"icon": "icons/svg/biohazard.svg"
},
{
"id": "poison",
"label": "EFFECT.StatusPoison",
"icon": "icons/svg/poison.svg"
},
{
"id": "curse",
"label": "EFFECT.StatusCursed",
"icon": "icons/svg/sun.svg"
},
{
"id": "invisible",
"label": "EFFECT.StatusInvisible",
"icon": "icons/svg/invisible.svg"
},
{
"id": "target",
"label": "EFFECT.StatusTarget",
"icon": "icons/svg/target.svg"
},
{
"id": "eye",
"label": "EFFECT.StatusMarked",
"icon": "icons/svg/eye.svg"
}
]
BOL.debug = false;

View File

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

View File

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

View File

@ -16,6 +16,7 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/actor/parts/tabs/actor-equipment.hbs",
"systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs",
"systems/bol/templates/actor/parts/tabs/actor-biodata.hbs",
"systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs",
"systems/bol/templates/actor/parts/tabs/creature-stats.hbs",
"systems/bol/templates/actor/parts/tabs/creature-actions.hbs",
"systems/bol/templates/actor/parts/tabs/vehicle-stats.hbs",
@ -36,24 +37,30 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/item/parts/properties/feature/career-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/boon-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/flaw-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/effect-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/origin-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/race-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/fightoption-properties.hbs",
"systems/bol/templates/item/parts/properties/item/weapon-vehicle-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/horoscope-properties.hbs",
// DIALOGS
"systems/bol/templates/chat/rolls/attack-damage-card.hbs",
"systems/bol/templates/chat/rolls/spell-roll-card.hbs",
"systems/bol/templates/chat/rolls/alchemy-roll-card.hbs",
"systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs",
"systems/bol/templates/chat/rolls/horoscope-roll-card.hbs",
"systems/bol/templates/dialogs/aptitude-roll-part.hbs",
"systems/bol/templates/dialogs/attribute-roll-part.hbs",
"systems/bol/templates/dialogs/mod-roll-part.hbs",
"systems/bol/templates/dialogs/adv-roll-part.hbs",
"systems/bol/templates/dialogs/career-roll-part.hbs",
"systems/bol/templates/dialogs/effect-roll-part.hbs",
"systems/bol/templates/dialogs/boons-roll-part.hbs",
"systems/bol/templates/dialogs/flaws-roll-part.hbs",
"systems/bol/templates/dialogs/total-roll-part.hbs",
"systems/bol/templates/dialogs/fightoptions-roll-part.hbs",
"systems/bol/templates/dialogs/horoscope-roll-part.hbs"
];
// Load the template parts

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

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

@ -1,4 +1,4 @@
{"_id":"19p4FnLRVdw6cx7Y","name":"Arbalète","type":"item","img":"icons/weapons/crossbows/crossbow-blue.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arbalète</h1><p>une arme de tir qui nécessite peu dentraînement et offre beaucoup de puissance. Les lourds projectiles tirés par une arbalète portent le nom de carreaux. Il faut un round complet pour charger une arbalète.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":30,"reload":1,"slot":"2hands","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"weaponSize":"medium","attackBonusDice":false,"damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"19p4FnLRVdw6cx7Y","name":"Arbalète","type":"item","img":"icons/weapons/crossbows/crossbow-blue.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Arbalète</h1><p>une arme de tir qui nécessite peu dentraînement et offre beaucoup de puissance. Les lourds projectiles tirés par une arbalète portent le nom de carreaux. Il faut un round complet pour charger une arbalète.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":30,"reload":1,"slot":"2hands","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"weaponSize":"medium","attackBonusDice":false,"damageMultiplier":"1","natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":null,"modifiedTime":1669209273712,"lastModifiedBy":"zN9ZZg5J7XzNELjd"}}
{"_id":"3U9Gl7g8D5Ih72HQ","name":"Hache","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hache</h1><p>un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"3UUZjuD4Esgj4ENP","name":"Épée","type":"item","img":"icons/weapons/swords/greatsword-guard-gem-blue.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Épée</h1><p>larme favorite des héros. Elle se décline en différents modèles utilisés un peu partout en Lémurie, comme les sabres dabordage, les tulwars, les cimeterres ou les épées longues. Inscrivez le nom de larme que vous voulez sur la fiche de votre personnage en fonction de limage que vous vous faites de ce dernier. Mais au final, une épée reste une longue lame utilisée pour tuer lennemi.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"3xSSlnw9CDhwg67c","name":"Lance","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Lance</h1><p>une hampe de bois de 1,80 m de long (parfois davantage), pourvue dune pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":6,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
@ -7,6 +7,7 @@
{"_id":"4NEaikxe0k1vzeqI","name":"Morgenstern","type":"item","img":"icons/weapons/maces/flail-spiked-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Morgenstern</h1><p>une grosse boule de métal hérissée de pointes, montée à lextrémité dune longue hampe de 1,20 à 1,50 m de long. Rudimentaire, mais efficace.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"heavy","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"name":"Lance (Lancer)","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Lance</h1><p>une hampe de bois de 1,80 m de long (parfois davantage), pourvue dune pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":6,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.3xSSlnw9CDhwg67c"}},"_id":"4k3SUYYCnqc9uNCm"}
{"name":"Projectiles","type":"item","img":"icons/weapons/artillery/ballista-wood-green.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>L&rsquo;&eacute;quipage du navire envoie une vol&eacute;e de projectiles (javelines, fl&egrave;ches, billes de fronde) sur le vaisseau ennemi, &agrave; condition que ce dernier se trouve au maximum &agrave; port&eacute;e Longue.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":false,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335829,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"55CWxwKSYgBCbLrG","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Cimeterre","type":"item","img":"icons/weapons/swords/scimitar-guard-red.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.3UUZjuD4Esgj4ENP"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Épée</h1><p>larme favorite des héros. Elle se décline en différents modèles utilisés un peu partout en Lémurie, comme les sabres dabordage, les tulwars, les cimeterres ou les épées longues. Inscrivez le nom de larme que vous voulez sur la fiche de votre personnage en fonction de limage que vous vous faites de ce dernier. Mais au final, une épée reste une longue lame utilisée pour tuer lennemi.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":1,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669206284323,"modifiedTime":1669206324202,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"9WkrG0m6w04nq2CG"}
{"name":"Massue (Lancer)","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Massue</h1><p>la version lourde du gourdin. Une massue consiste en un solide manche en bois dont lextrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, doù son autre nom de casse-tête.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.pncWIrD5z7mk6dbc"}},"_id":"9dk1DqMpZXCgvS2r"}
{"_id":"9mDDJnPsOCZRGPJN","name":"Gourdin","type":"item","img":"icons/weapons/clubs/club-barbed-square-black.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Gourdin</h1><p>cest larme la plus rudimentaire qui soit. Un gourdin consiste généralement en un bâton de bois noueux, extrêmement dur et mesurant moins de 90 cm de long. Par commodité, on regroupe sous ce terme toute autre arme contondante du même genre (matraque, etc.). Il est possible dutiliser un gourdin pour infliger des dégâts non létaux et assommer son ennemi plutôt que de le tuer.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6M","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"AMDFMOvMhdapUJJF","name":"Dague (Lancer)","type":"item","img":"icons/weapons/daggers/dagger-jeweled-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien quutilisées au corps à corps. Facilement dissimulable, la dague est larme favorite des truands et des assassins.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.4GyTrBGnvlyqoh38"}}}
@ -16,15 +17,18 @@
{"name":"Masse darmes (Lancer)","type":"item","img":"icons/weapons/maces/mace-flanged-steel.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Masse darmes</h1><p>cette arme a la même forme quun gourdin, mais possède une tête en métal, souvent agrémentée de pointes ou dailettes pour plus defficacité. Les masses darmes à une main peuvent se lancer, mais à courte distance, car elles ne sont pas vraiment prévues pour cet usage.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":1.5,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.AUqk1SXktM4iDXvr"}},"_id":"BcYQ4pigZSXp1jWb"}
{"_id":"D1UjDptdZGFg6Ggx","name":"Hache (Lancer)","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hache</h1><p>un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.3U9Gl7g8D5Ih72HQ"}}}
{"_id":"E8XHWMpwVHjPZV3M","name":"Hâche à deux mains","type":"item","img":"icons/weapons/axes/axe-double-brown.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hâche à deux mains</h1><p>Une lourde hache sutilisant à deux mains.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"heavy","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"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":"10.3.2","coreVersion":"10.290","createdTime":1662130019228,"modifiedTime":1669197345576,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"EbvPPc9hFGudZYeP"}
{"name":"Catapulte (Pierre)","type":"item","img":"icons/weapons/artillery/catapult-simple.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>Les catapultes peuvent tirer des pierres ou des pots de goudron enflamm&eacute; jusqu&rsquo;&agrave; une port&eacute;e<br>Extr&ecirc;me. Les pierres font des d&eacute;g&acirc;ts &agrave; la coque et au gr&eacute;ement du navire, mais peuvent aussi<br>tuer des matelots. Un pot &agrave; feu qui explose sur le pont arrose la coque et l&rsquo;&eacute;quipage de goudron<br>enflamm&eacute;, qui continue &agrave; br&ucirc;ler jusqu&rsquo;&agrave; ce que l&rsquo;incendie soit ma&icirc;tris&eacute;.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":true,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d3","crewDamageMultiplier":"1"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"FEEgNQr54HLmbxb4","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"_id":"G0qpJmjQPSJshPsC","name":"Bâton-Fronde","type":"item","img":"icons/weapons/slings/slingshot-wood.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Bâton-Fronde</h1><p>Version plus puissante de la fronde, montée au bout dun bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6M","range":18,"reload":0,"slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"_id":"Gm8Qpfuay4hu2ihq","name":"Grand bouclier","type":"item","img":"icons/equipment/shield/wardoor-wooden-boss-brown.webp","data":{"category":"equipment","subtype":"shield","description":"<h1>Grand bouclier</h1><p>Un personnage ne peut bénéficier de son bouclier que sil est conscient de lattaque qui le vise, et donc sil est prêt à la parer.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":false,"helm":false,"shield":true,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"agility":-1,"init":0,"powercost":0,"social":false},"blocking":{"malus":-1,"nbAttacksPerRound":"1","blocking1":false,"blockingAll":true},"slot":"none"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"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"}
{"_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":"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"}
{"name":"Armes Improvisée (Lancer)","type":"item","img":"icons/tools/cooking/knife-cleaver-steel-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"improvised","damage":"d3","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false,"range":null},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}},"_id":"Oe330qkRSJAQ88mX"}
{"name":"Abordage","type":"item","img":"icons/weapons/swords/scimitar-guard-gold.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>Une action d&rsquo;Abordage peut &ecirc;tre tent&eacute;e si deux navires sont bloqu&eacute;s l&rsquo;un contre l&rsquo;autre suite &agrave; une action r&eacute;ussie d&rsquo;&Eacute;peronner ou de Lancer les grappins. L&rsquo;Abordage est la seule action pour laquelle il n&rsquo;y a pas de limite aux points de ressources que vous pouvez engager afin d&rsquo;avoir un bonus au jet d&rsquo;attaque. L&rsquo;Abordage est aussi l&rsquo;occasion pour des h&eacute;ros d&rsquo;entreprendre des Actions h&eacute;ro&iuml;ques en mer, de la m&ecirc;me fa&ccedil;on qu&rsquo;ils peuvent le faire lors de batailles terrestres. Ces actions formeront une petite aventure &agrave; part enti&egrave;re, par exemple si les h&eacute;ros doivent fouiller le navire ennemi tout en affrontant son &eacute;quipage.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":false,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1","isboarding":true,"isspur":false,"isbreakrow":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335827,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"Oyz8RcFNq6MzDUBO","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"name":"Abordage","type":"item","img":"icons/weapons/swords/scimitar-guard-gold.webp","system":{"category":"vehicleweapon","subtype":"weapon","description":"<p>Une action d&rsquo;Abordage peut &ecirc;tre tent&eacute;e si deux navires sont bloqu&eacute;s l&rsquo;un contre l&rsquo;autre suite &agrave; une action r&eacute;ussie d&rsquo;&Eacute;peronner ou de Lancer les grappins. L&rsquo;Abordage est la seule action pour laquelle il n&rsquo;y a pas de limite aux points de ressources que vous pouvez engager afin d&rsquo;avoir un bonus au jet d&rsquo;attaque. L&rsquo;Abordage est aussi l&rsquo;occasion pour des h&eacute;ros d&rsquo;entreprendre des Actions h&eacute;ro&iuml;ques en mer, de la m&ecirc;me fa&ccedil;on qu&rsquo;ils peuvent le faire lors de batailles terrestres. Ces actions formeront une petite aventure &agrave; part enti&egrave;re, par exemple si les h&eacute;ros doivent fouiller le navire ennemi tout en affrontant son &eacute;quipage.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":false,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1","isboarding":true,"isspur":false,"isbreakrow":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1665332723905,"modifiedTime":1669197331084,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"_id":"Oyz8RcFNq6MzDUBO","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
{"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":"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":"10.3.2","coreVersion":"10.290","createdTime":1669197361967,"modifiedTime":1669197361967,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"URCyzJr7vFAIuN3b"}
{"name":"Couteau de Lancer","type":"item","img":"icons/weapons/daggers/dagger-twin-curved-black.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.4GyTrBGnvlyqoh38"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien quutilisées au corps à corps. Facilement dissimulable, la dague est larme favorite des truands et des assassins.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":2,"weight":null,"price":0,"worn":false},"ownership":{"kQghu0tL1dft5xLu":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669209202825,"modifiedTime":1669209256671,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"W3q72Hop6XYopxpU"}
{"name":"Gourdin Clouté","type":"item","img":"icons/weapons/clubs/club-barbed-square-black.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.9mDDJnPsOCZRGPJN"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Gourdin</h1><p>cest larme la plus rudimentaire qui soit. Un gourdin consiste généralement en un bâton de bois noueux, extrêmement dur et mesurant moins de 90 cm de long. Par commodité, on regroupe sous ce terme toute autre arme contondante du même genre (matraque, etc.). Il est possible dutiliser un gourdin pour infliger des dégâts non létaux et assommer son ennemi plutôt que de le tuer.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":2,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669208789210,"modifiedTime":1669208814086,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"Wq2zN2XVbYwqw2ki"}
{"name":"Bottes","type":"item","img":"icons/equipment/feet/boots-collared-leather-brown.webp","data":{"category":"equipment","subtype":"armor","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"X3AR5En9mQhGUrOA"}
{"_id":"Z2AaQKweMljBAgt6","name":"Arc","type":"item","img":"icons/weapons/bows/longbow-leather-green.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arc</h1><p>une longue tige flexible en bois dont les extrémités sont reliées par une corde et qui permet de tirer des flèches. Il existe différentes formes darcs.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":22,"reload":0,"slot":"none","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"medium","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
{"name":"Sac","type":"item","img":"icons/containers/bags/pack-leather-black-brown.webp","data":{"category":"equipment","subtype":"container","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"aclqGClakTbXVwAK"}

View File

@ -14,9 +14,11 @@
],
"url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt",
"version": "10.3.0",
"version": "10.5.0",
"compatibility": {
"minimum": "10"
"minimum": "10",
"verified": "10",
"maximum": "10"
},
"esmodules": [
"module/bol.js"
@ -180,6 +182,15 @@
"private": false,
"flags": {}
},
{
"label": "Effets - Exemples",
"type": "Item",
"name": "effets-exemples",
"path": "packs/effets-exemples.db",
"system": "bol",
"private": false,
"flags": {}
},
{
"label": "Créatures",
"type": "Actor",
@ -192,8 +203,8 @@
],
"socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.3.0.zip",
"background": "systems/images/map_lemurie.webp",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.0.zip",
"background": "systems/bol/ui/page_accueil.webp",
"gridDistance": 1.5,
"gridUnits": "m",
"primaryTokenAttribute": "resources.hp",

View File

@ -102,26 +102,30 @@
"hp": {
"key": "hp",
"label": "BOL.resources.hp",
"base": 0,
"value": 0,
"ismain": true,
"base": 1,
"value": 1,
"bonus": 0,
"max": 0
"max": 1
},
"hero": {
"key": "hero",
"label": "BOL.resources.hero",
"ismain": true,
"value": 5,
"max": 5
},
"faith": {
"key": "faith",
"label": "BOL.resources.faith",
"ismain": true,
"value": 0,
"max": 0
},
"power": {
"key": "power",
"label": "BOL.resources.power",
"ismain": true,
"value": 0,
"bonus": 0,
"max": 0
@ -129,6 +133,15 @@
"alchemypoints": {
"key": "alchemypoints",
"label": "BOL.resources.alchemypoints",
"ismain": false,
"value": 0,
"bonus": 0,
"max": 0
},
"astrologypoints": {
"key": "astrologypoints",
"label": "BOL.resources.astrologypoints",
"ismain": false,
"value": 0,
"bonus": 0,
"max": 0
@ -141,7 +154,8 @@
"chartype": "player",
"villainy": false,
"bougette": {
"state": "nomoney"
"state": "nomoney",
"value": 0
},
"xp": {
"key": "xp",

View File

@ -7,6 +7,23 @@
<div class="sidebar flex0 bol-actor-sidebar">
<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100"
style="border:1px outset lightgray; box-shadow: 5px 5px 5px gray" />
<div></div>
{{#if (count boleffects)}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex2">{{localize "BOL.ui.effects"}}</div>
</li>
{{#each boleffects as |effect keyEffect|}}
<li class="item flexrow" data-item-id="{{effect.id}}">
<div class="item-image"><img src="{{effect.img}}" title="{{effect.name}}"/></div>
<h4 class="item-name flex2"><a class="item-edit">{{effect.name}}</a></h4>
</li>
{{/each}}
</ol>
{{/if}}
</div>
<div class="main flex1">
@ -20,7 +37,7 @@
<a class="item" data-tab="actions">{{localize "BOL.ui.tab.actions"}}</a>
<a class="item" data-tab="features">{{localize "BOL.ui.tab.features"}}</a>
<a class="item" data-tab="equipment">{{localize "BOL.ui.tab.equipment"}}</a>
{{#if (or isSorcerer isAlchemist)}}
{{#if isMysteries}}
<a class="item" data-tab="spellalchemy">{{localize "BOL.ui.tab.spellalchemy"}}</a>
{{/if}}
{{/if}}
@ -49,7 +66,7 @@
{{> "systems/bol/templates/actor/parts/tabs/actor-features.hbs"}}
</div>
{{#if (or isSorcerer isAlchemist)}}
{{#if isMysteries}}
<div class="tab features" data-group="primary" data-tab="spellalchemy">
{{> "systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs"}}
</div>

View File

@ -23,10 +23,10 @@
<label class="header-field-label flex2">Type : </label><br/>
<select class="field-value" name="system.chartype" data-dtype="String">
{{#select charType}}
<option value="creature">Créature</option>
<option value="base">Piétaille</option>
<option value="tough">Coriace</option>
<option value="adversary">Adversaire</option>
<option value="creature">{{localize "BOL.ui.creature"}}</option>
<option value="base">{{localize "BOL.ui.rabble"}}</option>
<option value="tough">{{localize "BOL.ui.tough"}}</option>
<option value="adversary">{{localize "BOL.ui.villain"}}</option>
{{/select}}
</select>
</div>

View File

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

View File

@ -1,27 +1,34 @@
<!--ARMES-->
<button class="create_item">Créer un Equipement</button>
{{#if useBougette}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.moneyTitle"}}</div>
<div class="item-name flex4 left">&nbsp;</div>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/containers/bags/coinpouch-simple-leather-brown.webp" title="{{localize "BOL.ui.money"}}" /></div>
{{localize "BOL.ui.money"}}
</h4>
<select class="field-value" name="system.bougette.state" data-dtype="String">
{{#select system.bougette.state}}
{{#each config.bougetteState as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
{{/select}}
</select>
</li>
</ol>
{{/if}}
{{#if useBougette}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.moneyTitle"}}</div>
<div class="item-name flex4 left">&nbsp;</div>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/containers/bags/coinpouch-simple-leather-brown.webp" title="{{localize "BOL.ui.money"}}" /></div>
{{localize "BOL.ui.money"}}
</h4>
<div class="item-image">
<a class="bougette-roll rollable" data-roll-type="bougette"><i class="darkgreen fas fa-dice"></i></a>
</div>
{{#if isGM}}
<select class="field-value" name="system.bougette.value" data-dtype="String">
{{#select bougette.value}}
{{#each config.bougetteState as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
{{/select}}
</select>
{{else}}
<label class="">{{localize bougette.label}}</label></a>
{{/if}}
</li>
</ol>
{{/if}}
<ol class="items-list">
<li class="item flexrow item-header">

View File

@ -34,7 +34,6 @@
{{/if}}
</div>
<div class="item-field flex1 right">
<a class="item-control item-log" title="Log Item"><i class="far fa-comment"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>

View File

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

View File

@ -21,6 +21,7 @@
</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>
@ -57,9 +58,77 @@
</div>
<div class="item-field flex1 right">
<a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a>
&nbsp;
<a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
{{/if}}
<!--ASTROLOGIE-->
{{#if isAstrologer}}
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.astrologerPoints"}}</div>
<div class="item-name flex4 left">&nbsp;</div>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/hand-eye-fire-blue.webp" /></div>
{{localize "BOL.ui.astrologerPointsLabel"}}
</h4>
<input class="field-value" type="text" name="system.resources.astrologypoints.value" value="{{resources.astrologypoints.value}}" data-dtype="Number"/>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-teal.webp" /></div>
<a class="rollable" data-roll-type="horoscope-minor">{{localize "BOL.ui.astrologyMinor"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-red.webp" /></div>
<a class="rollable" data-roll-type="horoscope-major">{{localize "BOL.ui.astrologyMajor"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
</li>
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/magic/perception/eye-ringed-glow-angry-large-red.webp" /></div>
<a class="rollable" data-roll-type="horoscope-major-group">{{localize "BOL.ui.astrologyMajorGroup"}} <i class="darkgreen fas fa-dice"></i></a>
</h4>
</li>
</ol>
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.astrology"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.type"}}</div>
<div class="item-field flex2 center">{{localize "BOL.ui.answer"}}</div>
<div class="item-field flex1 right"></div>
</li>
{{#each horoscopes as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left">
<div class="item-image"><img src="{{item.img}}" title="{{item.name}}"/></div>{{item.name}}
</h4>
<div class="item-field flex2 center">
{{#if item.system.properties.ishoroscopemajor}}
<span class="item-field">Majeur (de groupe)</span>
{{else}}
<span class="item-field">Mineur</span>
{{/if}}
</div>
<div class="item-field flex2 center">
<span class="item-field">{{localize (concat 'BOL.ui.horoscope' item.system.properties.horoscopeanswer)}}</span>
</div>
<div class="item-field flex1 right">
<a class="item-control item-edit" title="{{localize "BOL.ui.edit"}}"><i class="fas fa-square"></i></a>
&nbsp;
<a class="item-control item-delete" title="{{localize "BOL.ui.delete"}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
{{> "systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs"}}
{{/if}}

View File

@ -3,7 +3,7 @@
<div class="attribute stat flex1 flex-group-center {{key}}">
<label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/>
<input class="stat-value rounded" type="text" name="system.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/>
<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>
</span>
<span class="tooltip-container">
@ -46,34 +46,19 @@
<hr/>
<div class="resources flexrow">
{{#each resources as |resource id|}}
{{#if (eq resource.key "alchemypoints")}}
{{#if @root.isAlchemist}}
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize label}}</label><br/>
<input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.chartype 'player')}}
{{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{else}}
<span class="flexrow"><label class="stat-max resources-value">&nbsp;</label><input class="resource-bonus resources-novalue" type="text" value="" disabled></span>
{{#if resource.ismain}}
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize label}}</label><br/>
<input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.charType 'player')}}
{{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{else}}
<span class="flexrow"><label class="stat-max">&nbsp;</label><input class="resource-bonus resources-novalue" type="text" value="" disabled></span>
{{/if}}
{{/if}}
{{/if}}
<input class="resources-value" type="text" name="system.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
{{/if}}
{{else}}
<div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize label}}</label><br/>
<input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
{{#if (eq @root.chartype 'player')}}
{{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
{{else}}
<span class="flexrow"><label class="stat-max">&nbsp;</label><input class="resource-bonus resources-novalue" type="text" value="" disabled></span>
{{/if}}
{{/if}}
<input class="resources-value" type="text" name="system.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
<input class="resources-value" type="text" name="system.resources.{{key}}.max" value="{{numberFormat max decimals=0 sign=false}}" data-dtype="Number"/>
</div>
{{/if}}
{{/each}}
</div>

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

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

View File

@ -34,8 +34,27 @@
</div>
{{/if}}
{{#if initiativeRank}}
<div>
{{localize "BOL.chat.initiative"}}: {{initiativeRank}}
</div>
{{/if}}
{{#if (eq mode "bougette")}}
<div>
{{localize "BOL.chat.rollbougette"}} :
{{#if isSuccess}}
{{localize "BOL.chat.bougettesuccess"}}
{{else}}
{{localize "BOL.chat.bougettefailure"}}
{{/if}}
</div>
{{/if}}
<div id="{{optionsId}}">
{{#if isRealCritical}}
<div class="bol-margin-tb-2">
<a class="content-link" draggable="true" data-uuid="Compendium.bol.aides-de-jeu.Yl1RKQb0BjVUtilk" data-id="Yl1RKQb0BjVUtilk" data-type="JournalEntry" data-pack="bol.aides-de-jeu" data-tooltip="un journal"><i class="fas fa-book-open"></i>Succès Héroïque</a>
@ -51,7 +70,14 @@
{{#if alchemy}}
{{> "systems/bol/templates/chat/rolls/alchemy-roll-card.hbs"}}
{{/if}}
{{#if (eq mode "horoscope")}}
{{> "systems/bol/templates/chat/rolls/horoscope-roll-card.hbs"}}
{{/if}}
{{#if (count selectedHoroscope)}}
{{> "systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs"}}
{{/if}}
{{#if reroll}}
<button class="chat-button button hero-reroll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.reroll"}}</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"}}
{{else}}
{{localize "BOL.chat.horoscopemajorfailure"}}
{{/if}}
{{/if}}
{{#if (eq horoscopeType "majorgroup")}}
{{#if isSuccess}}
{{localize "BOL.chat.horoscopemajorgroupsuccess" careerBonus=careerBonus}}
{{else}}
{{localize "BOL.chat.horoscopemajorgroupfailure" careerBonus=careerBonus}}
{{/if}}
{{/if}}

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -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

@ -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>

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@ -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}}

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

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@ -56,6 +56,10 @@
{{> "systems/bol/templates/dialogs/fightoptions-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

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@ -24,3 +24,9 @@
{{#if (equals item.system.subtype "flaw")}}
{{> "systems/bol/templates/item/parts/properties/feature/flaw-properties.hbs"}}
{{/if}}
{{#if (equals item.system.subtype "boleffect")}}
{{> "systems/bol/templates/item/parts/properties/feature/effect-properties.hbs"}}
{{/if}}
{{#if (equals item.system.subtype "horoscope")}}
{{> "systems/bol/templates/item/parts/properties/feature/horoscope-properties.hbs"}}
{{/if}}

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@ -15,3 +15,7 @@
<label class="property-label">{{localize "BOL.ui.isPriest"}}</label>
<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>

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@ -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>

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@ -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>

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