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26 Commits

Author SHA1 Message Date
f6554f6945 New release 2023-02-03 23:55:59 +01:00
fbe232266f Spell changes to support v1.7 2023-02-01 10:16:21 +01:00
4b9c3bcd1e Spell changes to support v1.7 2023-02-01 10:15:56 +01:00
05f09aa3f5 Add dice selection 2023-01-26 20:50:56 +01:00
727db74545 Update sheet 2023-01-23 20:50:48 +01:00
ccb3a458c0 Add pages 2023-01-05 17:00:11 +01:00
1ac9605f08 Fix init creature + minor changes 2023-01-04 09:57:13 +01:00
1bbefd3499 Astrologie ! 2022-12-25 18:00:42 +01:00
bcb377db7a Gestion de l'astrologie 2022-12-23 23:24:09 +01:00
7a8cf9f8fd Welcome page and init info message 2022-12-23 16:38:41 +01:00
d74f7784bb Fix bougette sur PNJ/Creatures 2022-12-04 13:49:00 +01:00
6d6fec99b0 Fix bougette sur PNJ/Creatures 2022-12-04 13:48:37 +01:00
884823a1bc Init again !!!! 2022-12-02 13:16:42 +01:00
399c22d623 Init again !!!! 2022-12-02 13:15:48 +01:00
085265df5d initiative bugfix 2022-12-01 23:57:33 +01:00
593db9ba5b initiative bugfix 2022-12-01 23:46:27 +01:00
ac96f3ca67 Enhance initiative + fix combat 2022-11-30 20:58:27 +01:00
b2fe67ab05 Enhance tokens/actor management + auto effects 2022-11-30 12:12:44 +01:00
47178d7359 Use bougette v1.2 2022-11-29 15:23:05 +01:00
e1c7304551 Add a PC list summary 2022-11-25 20:47:28 +01:00
7b4e5bcbfa Add a PC list summary 2022-11-25 15:50:12 +01:00
31bd83b0ab Add a PC list summary 2022-11-25 15:50:07 +01:00
e35187433e Fix malus dice (again) and scroll rendering 2022-11-25 14:24:03 +01:00
5e7dc3ad9d Display effects in main sheet (left) and manage it for defense and damages 2022-11-25 08:49:37 +01:00
add6893864 Logo is rotating again 2022-11-25 07:37:44 +01:00
3a591e750a Ajout aide + effets 2022-11-23 21:37:46 +01:00
60 changed files with 2286 additions and 5306 deletions

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@ -1,3 +1,9 @@
# v10.4.0
- Ajout de la gestion d'effets
- Aide intégré
- Intégration du PDF de la bougette
# v10.3.3 # v10.3.3
- Nouvelles clés de traduction - Nouvelles clés de traduction

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@ -59,8 +59,6 @@ a:hover {
top: -50px; top: -50px;
left: calc(50% - 100px); left: calc(50% - 100px);
opacity: 0.7; opacity: 0.7;
-webkit-animation: rotation 10s infinite linear;
animation: rotation 10s infinite linear;
} }
#pause h3 { #pause h3 {
font-family: "IMFellDWPicaSC-Regular", serif; font-family: "IMFellDWPicaSC-Regular", serif;
@ -444,12 +442,16 @@ ul.no-bullets {
.bol .inc-dec-btns { .bol .inc-dec-btns {
color: #4b4a44; color: #4b4a44;
} }
.summmary-number {
padding-left: 4rem;
}
/* Items List */ /* Items List */
.items-list { .items-list {
list-style: none; list-style: none;
margin: 7px 0; margin: 7px 0;
padding: 0; padding: 0;
overflow-y: auto; overflow-y:hidden;
/*overflow-y: auto;*/
} }
.items-list .item-header { .items-list .item-header {
font-family: 'Signika', sans-serif; font-family: 'Signika', sans-serif;
@ -520,6 +522,18 @@ ul.no-bullets {
.items-list .item .item-control { .items-list .item .item-control {
color: #4b4a44; color: #4b4a44;
} }
.items-list .item-name-fixed-medium {
min-width: 8rem;
width: 8rem;
}
.items-list .item-field-fixed-short {
max-width: 3rem;
min-width: 3rem;
width: 3rem;
}
.bougette-dice-img {
color:rgba(150, 44, 44, 0.70);
}
/* ----------------------------------------- */ /* ----------------------------------------- */
/* Premade colors */ /* Premade colors */
@ -1054,4 +1068,10 @@ body.system-bol img#logo {
.bol-margin-tb-2 { .bol-margin-tb-2 {
margin-top: 2px; margin-top: 2px;
margin-bottom: 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.description": "Description",
"BOL.ui.tab.details": "Details", "BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Spells & Alchemy", "BOL.ui.tab.spellalchemy": "Spells & Alchemy",
"BOL.ui.tab.astrologer": "Astrologer",
"BOL.ui.properties": "Properties", "BOL.ui.properties": "Properties",
"BOL.ui.description": "Description", "BOL.ui.description": "Description",
@ -115,6 +116,7 @@
"BOL.ui.isSorcerer": "Is Sorcerer ?", "BOL.ui.isSorcerer": "Is Sorcerer ?",
"BOL.ui.isAlchemist": "Is Alchemist ?", "BOL.ui.isAlchemist": "Is Alchemist ?",
"BOL.ui.isPriest": "Is Priest/Druid ?", "BOL.ui.isPriest": "Is Priest/Druid ?",
"BOL.ui.isAstrologer": "Is Astrologer?",
"BOL.ui.circle": "Circle", "BOL.ui.circle": "Circle",
"BOL.ui.spells": "Spells", "BOL.ui.spells": "Spells",
"BOL.ui.focusSpell": "Cast a spell", "BOL.ui.focusSpell": "Cast a spell",

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

View File

@ -28,7 +28,9 @@
"BOL.resources.power": "Pouvoir", "BOL.resources.power": "Pouvoir",
"BOL.resources.villainy": "Vilénie", "BOL.resources.villainy": "Vilénie",
"BOL.resources.alchemypoints": "Points de Creation", "BOL.resources.alchemypoints": "Points de Creation",
"BOL.resources.astrologypoints": "Points d'Astrologie",
"BOL.traits.xp": "Expérience", "BOL.traits.xp": "Expérience",
"BOL.ui.tab.stats": "Attributs", "BOL.ui.tab.stats": "Attributs",
"BOL.ui.tab.combat": "Combat", "BOL.ui.tab.combat": "Combat",
"BOL.ui.tab.actions": "Actions", "BOL.ui.tab.actions": "Actions",
@ -36,7 +38,19 @@
"BOL.ui.tab.equipment": "Equipement", "BOL.ui.tab.equipment": "Equipement",
"BOL.ui.tab.description": "Description", "BOL.ui.tab.description": "Description",
"BOL.ui.tab.details": "Details", "BOL.ui.tab.details": "Details",
"BOL.ui.tab.spellalchemy": "Sorts&Alchimie", "BOL.ui.tab.spellalchemy": "Mystères",
"BOL.ui.astrologerPoints": "Points d'Astrologie",
"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
"BOL.ui.answer": "Réponse",
"BOL.ui.horoscopefavorable": "Favorable (1dB)",
"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
"BOL.ui.horoscopes": "Horoscopes",
"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
"BOL.ui.properties": "Propriétés", "BOL.ui.properties": "Propriétés",
"BOL.ui.description": "Description", "BOL.ui.description": "Description",
"BOL.ui.actions": "Actions", "BOL.ui.actions": "Actions",
@ -92,8 +106,8 @@
"BOL.ui.success": "Succès", "BOL.ui.success": "Succès",
"BOL.ui.failure": "Échec", "BOL.ui.failure": "Échec",
"BOL.ui.fumble": "Échec critique", "BOL.ui.fumble": "Échec critique",
"BOL.ui.critical": "Succès critique", "BOL.ui.critical": "Succès Héroïque",
"BOL.ui.criticallegend": "Succès légendaire !", "BOL.ui.criticallegend": "Succès Légendaire !",
"BOL.ui.maneuvers": "Actions de combat", "BOL.ui.maneuvers": "Actions de combat",
"BOL.ui.stacksize": "Taille de pile (max)", "BOL.ui.stacksize": "Taille de pile (max)",
"BOL.ui.weapons": "Armes", "BOL.ui.weapons": "Armes",
@ -114,12 +128,16 @@
"BOL.ui.difficulty": "Difficulté", "BOL.ui.difficulty": "Difficulté",
"BOL.ui.spellProperties": "Propriétés du Sort", "BOL.ui.spellProperties": "Propriétés du Sort",
"BOL.ui.duration": "Durée", "BOL.ui.duration": "Durée",
"BOL.ui.spellkeep": "Prolongation", "BOL.ui.spellkeep": "Prolongation possible ?",
"BOL.ui.concentrate": "Concentration", "BOL.ui.concentrate": "Concentration à maintenir ?",
"BOL.ui.aggressive": "Sort aggressif ?",
"BOL.ui.registerInit": "Enregistrer comme Init. de combat", "BOL.ui.registerInit": "Enregistrer comme Init. de combat",
"BOL.ui.magicnewrules": "Règles supplémentaires (cf. supplément fan-made Sorcellerie!)",
"BOL.ui.isSorcerer": "Carrière de Sorcier ?", "BOL.ui.isSorcerer": "Carrière de Sorcier ?",
"BOL.ui.isAlchemist": "Carrière d'Alchimiste ?", "BOL.ui.isAlchemist": "Carrière d'Alchimiste ?",
"BOL.ui.isPriest": "Carrière de Prêtre/Druide ?", "BOL.ui.isPriest": "Carrière de Prêtre/Druide ?",
"BOL.ui.isAstrologer": "Carrière d'Astrologue?",
"BOL.ui.circle": "Cercle", "BOL.ui.circle": "Cercle",
"BOL.ui.spells": "Sorts", "BOL.ui.spells": "Sorts",
"BOL.ui.focusSpell": "Lance un sort", "BOL.ui.focusSpell": "Lance un sort",
@ -137,6 +155,21 @@
"BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation", "BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation",
"BOL.ui.alchemyInvest": "Points de Création investis", "BOL.ui.alchemyInvest": "Points de Création investis",
"BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation", "BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation",
"BOL.ui.astrology": "Astrologie et Horoscopes",
"BOL.ui.astrologyMinor": "Etablir un Horoscope Mineur",
"BOL.ui.astrologyMajor": "Etablir un Horoscope Majeur",
"BOL.ui.astrologyMajorGroup": "Etablir un Horoscope Majeur de Groupe",
"BOL.ui.makeHoroscope": "Etablir un Horoscope",
"BOL.ui.astrologerRank": "Rang de l'Astrologue",
"BOL.ui.horoscopeCost": "Cout en Points d'Astrologie",
"BOL.ui.minor": "Mineur",
"BOL.ui.major": "Majeur",
"BOL.ui.majorgroup": "Majeur de Groupe",
"BOL.ui.horoscopeGroup": "Horoscopes de Groupe",
"BOL.ui.horoscopeDiceRemaining": "Dés restants",
"BOL.ui.horoscopeDiceMax": "Dés Max",
"BOL.ui.astrologyNoPoints": "Vous n'avez pas assez de Points d'Astrologie!",
"BOL.ui.advance": "Avancement", "BOL.ui.advance": "Avancement",
"BOL.ui.isbonusdice": "Fourni un dé bonus?", "BOL.ui.isbonusdice": "Fourni un dé bonus?",
"BOL.ui.ismalusdice": "Fourni un dé malus?", "BOL.ui.ismalusdice": "Fourni un dé malus?",
@ -171,7 +204,20 @@
"BOL.ui.effectbonusmalus": "Bonus ou Malus à appliquer", "BOL.ui.effectbonusmalus": "Bonus ou Malus à appliquer",
"BOL.ui.boleffects": "Effets (automatiques)", "BOL.ui.boleffects": "Effets (automatiques)",
"BOL.ui.modifier": "Modificateur", "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.origins": "Origines",
"BOL.featureCategory.races": "Races", "BOL.featureCategory.races": "Races",
"BOL.featureCategory.careers": "Carrières", "BOL.featureCategory.careers": "Carrières",
@ -196,6 +242,7 @@
"BOL.featureSubtypes.effect": "Effet", "BOL.featureSubtypes.effect": "Effet",
"BOL.featureSubtypes.effects": "Effets", "BOL.featureSubtypes.effects": "Effets",
"BOL.featureSubtypes.boleffect": "Effet", "BOL.featureSubtypes.boleffect": "Effet",
"BOL.featureSubtypes.horoscope": "Horoscope",
"BOL.fightOptionTypes.armor": "Attaque au défaut d'armure", "BOL.fightOptionTypes.armor": "Attaque au défaut d'armure",
"BOL.fightOptionTypes.intrepid": "Attaque intrépide", "BOL.fightOptionTypes.intrepid": "Attaque intrépide",
@ -463,6 +510,30 @@
"BOL.chat.rangenotvisible": "La ligne de vue est bloquée entre les protagonistes.", "BOL.chat.rangenotvisible": "La ligne de vue est bloquée entre les protagonistes.",
"BOL.chat.rangetitle": "Information MJ", "BOL.chat.rangetitle": "Information MJ",
"BOL.chat.weaponreroll1": "Pour information, cette arme relance les 1 sur ses dégâts.", "BOL.chat.weaponreroll1": "Pour information, cette arme relance les 1 sur ses dégâts.",
"BOL.chat.rollbougette": "Jet de Bougette",
"BOL.chat.bougettesuccess": "Votre bougette reste inchangée !",
"BOL.chat.bougettefailure": "Vous avez trop dépensé, votre bougette s'est réduite...",
"BOL.chat.initiative": "Rang d'intiative (10 à 1)",
"BOL.chat.horoscope": "Horoscope",
"BOL.chat.horoscopepoints": "Coût : {points} Points d'Astrologie",
"BOL.chat.horoscopeminorsuccess": "Votre horoscope mineur est un succès : éditez le nom de l'horoscope sur votre fiche. Vous bénéficiez d'1 dé Bonus pour cette situation.",
"BOL.chat.horoscopeminorfailure": "Votre horoscope mineur est un échec : éditez le nom de l'horoscope sur votre fiche. Vous souffrez d'1 dé Malus pour cette situation.",
"BOL.chat.horoscopemajorsuccess": "Votre horoscope majeur est un succès : vous bénéficiez d'1 point d'Héroisme pour cette aventure. Ce point a été ajouté automatiquement.",
"BOL.chat.horoscopemajorfailure": "Votre horoscope majeur est un échec : vous perdez 1 point d'Héroisme pour cette aventure. Ce point a été enlevé automatiquement.",
"BOL.chat.horoscopemajorgroupsuccess": "Votre horoscope majeur de groupe est un succès. Vous et vos amis bénéficiez de {careerBonus} dés bonus pendant cette aventure.",
"BOL.chat.horoscopemajorgroupfailure": "Votre horoscope majeur de groupe est un échec. Vous et vos amis souffrez de {careerBonus} dés malus pendant cette aventure.",
"BOL.chat.usedhoroscope": "Horoscope utilisé",
"BOL.chat.horoscopedeleted": "Le(s) Horoscopes utilisé(s) a/ont été supprimé(s) automatiquement.",
"BOL.chat.criticaloptions": "Succès critique !! Vous pouvez faire (1 option au choix) :",
"BOL.chat.criticalcarnage": "Faire un Carnage : vous avez une attaque gratuite supplémentaire. Cette seconde attaque ne peut bénéficier d'un Point d'Héroisme.",
"BOL.chat.criticalplus6": "Coup Dévastateur : +6 aux dommages (cf bouton ci-dessous).",
"BOL.chat.criticalprecise": "Coup Précis : Vous frappez pour diminuer les capacités de votre adversaire. Décrivez ce que vous faites, et si le MJ l'accepte, votre opposant subira un Dé de Malus pour les actions concernées.",
"BOL.chat.criticalunarm": "Désarmement : Si votre adversaire a une arme en main, vous le désarmez.",
"BOL.chat.criticalrabble": "Massacrer la piétaille : Si vous combattez de la Piétaille, les résultats des dommages indiquent le nombre d'adversaires mis hors de combat.",
"BOL.chat.criticalpush": "Renversement : Si la taille le permet, vous poussez votre adversaire au sol, il souffrira d'1 Dé de Malus pour toutes ses actions au round suivant.",
"BOL.chat.criticalup": "Transformer en Légendaire : En dépensant 1 point d'Héroisme, vous pouvez transformer ce Succès Héroïque en Légendaire, qui vous permet de prendre 2 options dans la liste ci-dessus (cf. bouton pour un +12 aux dommages par exemple).",
"BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.dialog.soeasy": "Inmanquable (+4)", "BOL.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)", "BOL.dialog.veryeasy": "Trés Facile (+2)",

View File

@ -94,8 +94,8 @@ export class BoLActorSheet extends ActorSheet {
// Delete Inventory Item // Delete Inventory Item
html.find('.item-delete').click(ev => { html.find('.item-delete').click(ev => {
Dialog.confirm({ Dialog.confirm({
title: "Suppression", title: game.i18n.localize("BOL.ui.deletetitle"),
content: `Vous êtes sûr de vouloir supprimer cet item ?`, content: game.i18n.localize("BOL.ui.confirmdelete"),
yes: () => { yes: () => {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")]) this.actor.deleteEmbeddedDocuments("Item", [li.data("itemId")])
@ -136,25 +136,31 @@ export class BoLActorSheet extends ActorSheet {
formData.treasure = this.actor.treasure formData.treasure = this.actor.treasure
formData.boleffects = this.actor.boleffects formData.boleffects = this.actor.boleffects
formData.alchemyrecipe = this.actor.alchemyrecipe formData.alchemyrecipe = this.actor.alchemyrecipe
formData.horoscopes = this.actor.horoscopes
formData.vehicles = this.actor.vehicles formData.vehicles = this.actor.vehicles
formData.fightoptions = this.actor.fightoptions formData.fightoptions = this.actor.fightoptions
formData.ammos = this.actor.ammos formData.ammos = this.actor.ammos
formData.misc = this.actor.misc formData.misc = this.actor.misc
formData.combat = this.actor.buildCombat() formData.combat = this.actor.buildCombat()
formData.initiativeRank = this.actor.getInitiativeRank()
//formData.combatCreature = this.actor.buildCombatCreature() //formData.combatCreature = this.actor.buildCombatCreature()
formData.features = this.actor.buildFeatures() formData.features = this.actor.buildFeatures()
formData.isGM = game.user.isGM formData.isGM = game.user.isGM
formData.options = this.options formData.options = this.options
formData.owner = this.document.isOwner formData.owner = this.document.isOwner
formData.editScore = this.options.editScore formData.editScore = this.options.editScore
formData.useBougette = BoLUtility.getUseBougette() formData.useBougette = (this.actor.type == "character" && BoLUtility.getUseBougette()) || false
formData.bougette = this.actor.getBougette()
formData.charType = this.actor.getCharType() formData.charType = this.actor.getCharType()
formData.villainy = this.actor.getVillainy() formData.villainy = this.actor.getVillainy()
formData.biography = await TextEditor.enrichHTML(this.object.system.details.biography, {async: true}) 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.notes = await TextEditor.enrichHTML(this.object.system.details.notes || "", {async: true})
formData.isSorcerer = this.actor.isSorcerer() formData.isSorcerer = this.actor.isSorcerer()
formData.isAlchemist = this.actor.isAlchemist() formData.isAlchemist = this.actor.isAlchemist()
formData.isAstrologer = this.actor.isAstrologer()
formData.isMysteries = formData.isSorcerer || formData.isAlchemist || formData.isAstrologer
formData.isPriest = this.actor.isPriest() formData.isPriest = this.actor.isPriest()
formData.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
formData.isGM = game.user.isGM formData.isGM = game.user.isGM
@ -236,10 +242,22 @@ export class BoLActorSheet extends ActorSheet {
case "attributexp": case "attributexp":
this.actor.incAttributeXP(dataset.key) this.actor.incAttributeXP(dataset.key)
break; break;
case "bougette":
this.actor.rollBougette()
break;
case "careerxp": case "careerxp":
this.actor.incCareerXP( li.data("item-id")) this.actor.incCareerXP( li.data("item-id"))
break; break;
case "horoscope-minor":
BoLRoll.horoscopeCheck(this.actor, event, "minor")
break
case "horoscope-major":
BoLRoll.horoscopeCheck(this.actor, event, "major")
break
case "horoscope-major-group":
BoLRoll.horoscopeCheck(this.actor, event, "majorgroup")
break
default: break; default: break;
} }
} }

View File

@ -1,5 +1,6 @@
import { BoLDefaultRoll } from "../controllers/bol-rolls.js"; import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
import { BoLUtility } from "../system/bol-utility.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. * 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() { getCharType() {
if (this.type === 'character') { if (this.type === 'character') {
return 'player' return "player"
} }
return this.system.chartype return this.system.chartype
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getVillainy() { getVillainy() {
if (this.type === 'character') { if (this.type === 'character') {
@ -36,6 +38,37 @@ export class BoLActor extends Actor {
return true 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() { updateResourcesData() {
if (this.type == 'character') { if (this.type == 'character') {
@ -52,7 +85,7 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
prepareDerivedData() { prepareDerivedData() {
if ( this.type == "vehicle") { if (this.type == "vehicle") {
} else { } else {
super.prepareDerivedData() super.prepareDerivedData()
@ -102,6 +135,13 @@ export class BoLActor extends Actor {
if (fo && fo.system.properties.fightoptiontype == "attack") { if (fo && fo.system.properties.fightoptiontype == "attack") {
defMod += -1 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 return this.system.aptitudes.def.value + defMod
} }
@ -209,6 +249,9 @@ export class BoLActor extends Actor {
get boleffects() { get boleffects() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "boleffect") 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() { get boons() {
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "boon") || []); return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "boon") || []);
} }
@ -216,7 +259,7 @@ export class BoLActor extends Actor {
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw") || []); return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw") || []);
} }
get careers() { 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() { get origins() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "origin"); return this.items.filter(i => i.type === "feature" && i.system.subtype === "origin");
@ -240,7 +283,7 @@ export class BoLActor extends Actor {
return this.items.filter(i => i.type === "item") return this.items.filter(i => i.type === "item")
} }
get equipmentCreature() { 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() { get armors() {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "armor"); return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "armor");
@ -252,7 +295,7 @@ export class BoLActor extends Actor {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "shield"); return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "shield");
} }
get vehicleWeapons() { 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() { get weapons() {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "weapon") return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "weapon")
@ -298,10 +341,10 @@ export class BoLActor extends Actor {
get bonusBoons() { get bonusBoons() {
let boons = this.items.filter(i => i.type === "feature" && i.system.subtype === "boon" && i.system.properties.isbonusdice) 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() { 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() { isSorcerer() {
@ -314,6 +357,11 @@ export class BoLActor extends Actor {
return true return true
return false return false
} }
isAstrologer() {
if (this.careers.find(item => item.system.properties.astrologer == true))
return true
return false
}
isPriest() { isPriest() {
if (this.careers.find(item => item.system.properties.priest == true)) if (this.careers.find(item => item.system.properties.priest == true))
return true return true
@ -332,6 +380,23 @@ export class BoLActor extends Actor {
return ppCostArmor 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() { getArmorAgiMalus() {
let malusAgi = 0 let malusAgi = 0
for (let armor of this.protections) { for (let armor of this.protections) {
@ -367,6 +432,80 @@ export class BoLActor extends Actor {
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }]) this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }])
} }
} }
/*-------------------------------------------- */
spentAstrologyPoints(points) {
let astrology = duplicate(this.system.resources.astrologypoints)
astrology.value -= points
astrology.value = Math.max(astrology.value,0)
this.update( { 'system.resources.astrologypoints': astrology} )
}
/*-------------------------------------------- */
getHoroscopesBonus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "favorable")
return astro
}
/*-------------------------------------------- */
getHoroscopesMalus() {
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "unfavorable")
return astro
}
/*-------------------------------------------- */
manageHoroscope(rollData) {
//Spent points
this.spentAstrologyPoints(rollData.astrologyPointsCost)
if ( rollData.horoscopeType == "minor") {
let horoscope = { name: "SITUATION A SPECIFIER", type :"feature",
img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp",
system :{subtype: "horoscope", properties: {
ishoroscopemajor: false,
horoscopeanswer: (rollData.isSuccess) ? "favorable": "unfavorable",
rank: rollData.careerBonus
}
}
}
this.createEmbeddedDocuments('Item', [horoscope])
}
if ( rollData.horoscopeType == "major" ) {
if ( rollData.isSuccess) {
this.subHeroPoints(1)
} else {
this.addHeroPoints(1)
}
}
if ( rollData.horoscopeType == "majorgroup" ) {
let rID = randomID(16)
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
horoscopes[rID] = {
id: rID,
name: game.i18n.localize("BOL.ui.groupHoroscope") + this.name,
maxDice: rollData.careerBonus,
availableDice: rollData.careerBonus,
type: (rollData.isSuccess) ? "bonus": "malus"
}
game.settings.set("bol", "horoscope-group", horoscopes)
}
}
/*-------------------------------------------- */
getAstrologyPoints() {
return this.system.resources.astrologypoints.value
}
/*-------------------------------------------- */
removeHoroscopeMinor( rollData) {
let toDel = []
for(let horo of rollData.selectedHoroscope) {
toDel.push( horo._id )
}
if (toDel.length > 0) {
this.deleteEmbeddedDocuments('Item', toDel)
}
}
/*-------------------------------------------- */ /*-------------------------------------------- */
async spendAlchemyPoint(alchemyId, pcCost) { async spendAlchemyPoint(alchemyId, pcCost) {
@ -380,11 +519,18 @@ export class BoLActor extends Actor {
newPC = alchemy.system.properties.pccurrent + pcCost newPC = alchemy.system.properties.pccurrent + pcCost
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }]) await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }])
} else { } 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() { getAlchemistBonus() {
let sorcerer = this.careers.find(item => item.system.properties.alchemist == true) let sorcerer = this.careers.find(item => item.system.properties.alchemist == true)
@ -404,7 +550,7 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */ /*-------------------------------------------- */
heroReroll() { heroReroll() {
if (this.villainy == 'character') { if (this.type == 'character') {
return this.system.resources.hero.value > 0; return this.system.resources.hero.value > 0;
} else { } else {
if (this.system.villainy == 'adversary') { if (this.system.villainy == 'adversary') {
@ -568,39 +714,118 @@ export class BoLActor extends Actor {
async manageHealthState() { async manageHealthState() {
let hpID = "lastHP" + this.id let hpID = "lastHP" + this.id
let lastHP = await this.getFlag("world", hpID) 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) 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 (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({ ChatMessage.create({
alias: this.name, alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(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 }) 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) { async registerInit(rollData) {
this.update({ 'system.combat.lastinit': initScore, 'system.combat.iscritical': isCritical, 'system.combat.isfumble': isFumble }) rollData.actor = undefined // Cleanup if present
await this.setFlag("world", "last-initiative", rollData)
} }
/*-------------------------------------------- */ /*-------------------------------------------- */
getLastInitData() { clearInitiative() {
return this.system.combat this.unsetFlag("world", "last-initiative" )
} }
/*-------------------------------------------- */
getSize() {
if (this.system.details.size.length > 0 && game.bol.config.creatureSize[this.system.details.size]) {
return game.bol.config.creatureSize[this.system.details.size].order
}
return game.bol.config.creatureSize["medium"].order // Medium size per default
}
/*-------------------------------------------- */
getInitiativeRank(rollData = undefined, isCombat = false) {
if (!rollData) {
rollData = this.getFlag("world", "last-initiative")
}
let fvttInit = 4 // Pietaille par defaut
if (this.type == 'character' ) {
fvttInit = 5
if (!rollData) {
fvttInit = -1
if ( isCombat ) {
ui.notifications.warn(game.i18n.localize("BOL.ui.warninitiative"))
}
} else {
if (rollData.isLegendary) {
fvttInit = 10
} else if (rollData.isCritical) {
fvttInit = 9
} else if (rollData.isSuccess ) {
fvttInit = 8
} else if (rollData.isFumble) {
fvttInit = 3
}
}
}
if ( this.getCharType() == 'adversary') {
fvttInit = 7
}
if ( this.getCharType() == 'tough') {
fvttInit = 6
}
if ( this.getCharType() == 'creature') {
let mySize = this.getSize()
let sizeSmall = game.bol.config.creatureSize["small"].order
let sizeMedium = game.bol.config.creatureSize["medium"].order
if ( mySize >= sizeSmall && mySize <= sizeMedium) {
fvttInit = 6
}
if ( mySize > sizeMedium) {
fvttInit = 7
}
}
return fvttInit
}
/*-------------------------------------------- */ /*-------------------------------------------- */
async subHeroPoints(nb) { async subHeroPoints(nb) {
let newHeroP = this.system.resources.hero.value - nb; let newHeroP = this.system.resources.hero.value - nb;
newHeroP = (newHeroP < 0) ? 0 : newHeroP; newHeroP = (newHeroP < 0) ? 0 : newHeroP;
await this.update({ 'system.resources.hero.value': newHeroP }); await this.update({ 'system.resources.hero.value': newHeroP });
} }
/*-------------------------------------------- */
async addHeroPoints(nb) {
let newHeroP = this.system.resources.hero.value + nb;
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
await this.update({ 'system.resources.hero.value': newHeroP });
}
/*-------------------------------------------- */ /*-------------------------------------------- */
async sufferDamage(damage) { async sufferDamage(damage) {
let newHP = this.system.resources.hp.value - 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 })
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -613,13 +838,13 @@ export class BoLActor extends Actor {
} else if (protect.system.subtype == 'armor') { } else if (protect.system.subtype == 'armor') {
if (BoLUtility.getRollArmor()) { if (BoLUtility.getRollArmor()) {
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") { if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de formule pour la protection !`) ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
} else { } else {
formula += "+" + " max(" + protect.system.properties.soak.formula +",0)" formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
} }
} else { } else {
if (protect.system.properties.soak.value == undefined) { if (protect.system.properties.soak.value == undefined) {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de valeur fixe pour la protection !`) ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
} else { } else {
formula += "+ " + protect.system.properties.soak.value formula += "+ " + protect.system.properties.soak.value
} }
@ -634,7 +859,7 @@ export class BoLActor extends Actor {
rollProtection(itemId) { rollProtection(itemId) {
let armor = duplicate(this.items.get(itemId)) let armor = duplicate(this.items.get(itemId))
if (armor) { 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) let rollArmor = new Roll(armorFormula)
rollArmor.roll({ async: false }).toMessage() 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 { BoLHotbar } from "./system/bol-hotbar.js"
import { BoLAdventureGenerator } from "./system/bol-adventure-generator.js" import { BoLAdventureGenerator } from "./system/bol-adventure-generator.js"
import { BoLCommands} from "./system/bol-commands.js" import { BoLCommands} from "./system/bol-commands.js"
import { BoLCharacterSummary} from "./system/bol-character-summary.js"
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.once('init', async function () { Hooks.once('init', async function () {
@ -40,7 +41,7 @@ Hooks.once('init', async function () {
*/ */
CONFIG.Combat.initiative = { CONFIG.Combat.initiative = {
formula: "2d6+@attributes.mind.value+@aptitudes.init.value", formula: "2d6+@attributes.mind.value+@aptitudes.init.value",
decimals: 3 decimals: 2
}; };
// Define custom Entity classes // Define custom Entity classes
@ -117,7 +118,10 @@ function welcomeMessage() {
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.once('ready', async function () { Hooks.once('ready', async function () {
BoLUtility.ready() BoLUtility.ready()
BoLCharacterSummary.ready()
registerUsageCount('bol') registerUsageCount('bol')

View File

@ -18,36 +18,56 @@ export class BoLRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
static updateApplicableEffects(rollData) { static updateApplicableEffects(rollData) {
let appEffects = [] let appEffects = []
for( let effect of rollData.bolEffects) { for (let effect of rollData.bolEffects) {
if(effect.system.properties.identifier =="always") { if (effect.system.properties.identifier == "always") {
appEffects.push(effect) appEffects.push(effect)
} else if (effect.system.properties.identifier.includes(rollData.attribute.key)) { } else if (effect.system.properties.identifier.includes(rollData.attribute.key)) {
appEffects.push(effect) appEffects.push(effect)
} else if ( rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) { } else if (rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) {
appEffects.push(effect) appEffects.push(effect)
} }
} }
return appEffects return appEffects
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getCommonRollData(actor, mode, attribute, aptitude = undefined ) { 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 = { let rollData = {
mode: mode, mode: mode,
actorId: actor.id, actorId: actor.id,
tokenId: actor.token?.id,
img: actor.img, img: actor.img,
attribute: attribute, attribute: attribute,
attrValue: attribute.value, attrValue: attribute.value,
aptValue: 0, aptValue: 0,
careerBonus: 0, careerBonus: 0,
horoscopeBonus: 0,
horoscopeMalus: 0,
selectedHoroscope: [],
armorAgiMalus: actor.getArmorAgiMalus(), armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(), armorInitMalus: actor.getArmorInitMalus(),
horoscopeBonusList: actor.getHoroscopesBonus(),
horoscopeMalusList: actor.getHoroscopesMalus(),
adv: "0", adv: "0",
mod: 0, mod: 0,
modRanged: 0, modRanged: 0,
aptValue: 0, aptValue: 0,
bolEffects: actor.boleffects bolEffects: actor.boleffects,
horoscopeGroupList: this.buildHoroscopeGroupList()
} }
if (aptitude) { if (aptitude) {
rollData.aptitude = aptitude rollData.aptitude = aptitude
@ -61,7 +81,7 @@ export class BoLRoll {
static attributeCheck(actor, key) { static attributeCheck(actor, key) {
let attribute = eval(`actor.system.attributes.${key}`) let attribute = eval(`actor.system.attributes.${key}`)
let rollData = this.getCommonRollData(actor, "attribute", attribute) let rollData = this.getCommonRollData(actor, "attribute", attribute)
rollData.description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) rollData.description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
rollData.label = (attribute.label) ? game.i18n.localize(attribute.label) : null rollData.label = (attribute.label) ? game.i18n.localize(attribute.label) : null
@ -82,31 +102,31 @@ export class BoLRoll {
rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
return this.displayRollDialog( rollData) return this.displayRollDialog(rollData)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async detectDistance( weapon, target ) { static async detectDistance(weapon, target) {
let visible, dist 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) console.log("target", target, weapon)
visible = canvas.effects.visibility.testVisibility(target.center, { object: _token }) 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) dist = Number(canvas.grid.measureDistances([{ ray: new Ray(_token.center, target.center) }], { gridSpaces: false })).toFixed(2)
let range = Number(weapon.system.properties.range) let range = Number(weapon.system.properties.range)
let rangeMsg = "BOL.chat.rangeout" let rangeMsg = "BOL.chat.rangeout"
if ( dist <= range) { if (dist <= range) {
rangeMsg = "BOL.chat.range0" rangeMsg = "BOL.chat.range0"
} else if (dist < range*2) { } else if (dist < range * 2) {
rangeMsg = "BOL.chat.range1" rangeMsg = "BOL.chat.range1"
} else if (dist < range*3) { } else if (dist < range * 3) {
rangeMsg = "BOL.chat.range2" rangeMsg = "BOL.chat.range2"
} else if (dist < range*4) { } else if (dist < range * 4) {
rangeMsg = "BOL.chat.range3" rangeMsg = "BOL.chat.range3"
} else if (dist < range*5) { } else if (dist < range * 5) {
rangeMsg = "BOL.chat.range4" rangeMsg = "BOL.chat.range4"
} else if (dist < range*6) { } else if (dist < range * 6) {
rangeMsg = "BOL.chat.range5" rangeMsg = "BOL.chat.range5"
} else if (dist < range*7) { } else if (dist < range * 7) {
rangeMsg = "BOL.chat.range6" rangeMsg = "BOL.chat.range6"
} }
ChatMessage.create({ ChatMessage.create({
@ -120,7 +140,7 @@ export class BoLRoll {
rangeMsg: rangeMsg rangeMsg: rangeMsg
}) })
}) })
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -135,7 +155,7 @@ export class BoLRoll {
let rollData = this.getCommonRollData(actor, "weapon", attribute, aptitude) let rollData = this.getCommonRollData(actor, "weapon", attribute, aptitude)
// Compute distance // Compute distance
this.detectDistance( weapon, target) this.detectDistance(weapon, target)
// Manage specific case // Manage specific case
let fightOption = actor.getActiveFightOption() let fightOption = actor.getActiveFightOption()
@ -143,14 +163,14 @@ export class BoLRoll {
ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`) ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
return return
} }
// Update the roll structure // Update the roll structure
rollData.weapon = weapon rollData.weapon = weapon
rollData.isRanged = weaponData.properties.ranged || weaponData.properties.throwing rollData.isRanged = weaponData.properties.ranged || weaponData.properties.throwing
rollData.targetId = target?.id rollData.targetId = target?.id
rollData.fightOption = fightOption rollData.fightOption = fightOption
rollData.defenderId = target?.actor.id rollData.defenderId = target?.actor.id
rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName') rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName')
rollData.description = game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name rollData.description = game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name
return this.displayRollDialog(rollData) return this.displayRollDialog(rollData)
@ -193,23 +213,43 @@ export class BoLRoll {
rollData.label = alchemy.name rollData.label = alchemy.name
rollData.description = game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name rollData.description = game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name
console.log("ALCHEMY!", alchemyDef); console.log("ALCHEMY!", rollData);
return this.displayRollDialog(alchemyDef); return this.displayRollDialog(rollData);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static spellCheckWithSpell( actor, spell ) { 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) let rollData = this.getCommonRollData(actor, "spell", actor.system.attributes.mind)
rollData.spell = spell rollData.spell = spell
rollData.ppCurrent = Number(actor.system.resources.power.value), rollData.ppCurrent = Number(actor.system.resources.power.value),
rollData.careerBonus = actor.getSorcererBonus(), rollData.careerBonus = actor.getSorcererBonus(),
rollData.ppCostArmor = actor.getPPCostArmor(), rollData.ppCostArmor = actor.getPPCostArmor(),
rollData.ppCost = Number(spell.system.properties.ppcost), rollData.ppCost = Number(spell.system.properties.ppcost),
rollData.mod = Number(spell.system.properties.difficulty), rollData.mod = Number(spell.system.properties.difficulty),
rollData.label = spell.name, rollData.label = spell.name,
rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name
//console.log("SPELL!", spellDef) //console.log("SPELL!", spellDef)
return this.displayRollDialog(rollData) return this.displayRollDialog(rollData)
} }
@ -227,7 +267,7 @@ export class BoLRoll {
return return
} }
spell = duplicate(spell) spell = duplicate(spell)
return this.spellCheckWithSpell( actor, spell) return this.spellCheckWithSpell(actor, spell)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -244,15 +284,21 @@ export class BoLRoll {
if (effect.system.properties.modifier == "1B") { if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice++; this.rollData.bmDice++;
} else if (effect.system.properties.modifier == "1B") { } else if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice+=2; this.rollData.bmDice += 2;
} else if (effect.system.properties.modifier == "1M") { } else if (effect.system.properties.modifier == "1M") {
this.rollData.bmDice--; this.rollData.bmDice--;
} else if (effect.system.properties.modifier == "2M") { } else if (effect.system.properties.modifier == "2M") {
this.rollData.bmDice-=2; this.rollData.bmDice -= 2;
} else { } else {
effectModifier += Number(effect.system.properties.modifier) 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 // Keep track of the final effect modifier
this.rollData.effectModifier = effectModifier this.rollData.effectModifier = effectModifier
@ -266,7 +312,7 @@ export class BoLRoll {
$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter) $('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
} }
let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
if ( this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier ) { if (this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier) {
rollbase = "" rollbase = ""
} }
$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" + $('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
@ -275,7 +321,7 @@ export class BoLRoll {
// Rebuild lits of applicable effects // Rebuild lits of applicable effects
let selectEffects = "" let selectEffects = ""
for(let effect of this.rollData.bolApplicableEffects) { for (let effect of this.rollData.bolApplicableEffects) {
selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>` selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>`
} }
$('#applicable-effects').html(selectEffects) $('#applicable-effects').html(selectEffects)
@ -338,7 +384,7 @@ export class BoLRoll {
html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length) let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
this.rollData.ppCost = pp this.rollData.ppCost = pp
this.updatePPCost( this.rollData) this.updatePPCost(this.rollData)
}) })
html.find('#mod').change((event) => { html.find('#mod').change((event) => {
@ -352,7 +398,7 @@ export class BoLRoll {
html.find('#attr').change((event) => { html.find('#attr').change((event) => {
let attrKey = event.currentTarget.value let attrKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.attribute = duplicate(actor.system.attributes[attrKey]) this.rollData.attribute = duplicate(actor.system.attributes[attrKey])
this.rollData.attrValue = actor.system.attributes[attrKey].value this.rollData.attrValue = actor.system.attributes[attrKey].value
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData) this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
@ -360,7 +406,7 @@ export class BoLRoll {
}) })
html.find('#apt').change((event) => { html.find('#apt').change((event) => {
let aptKey = event.currentTarget.value let aptKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
this.rollData.aptitude = duplicate(actor.system.aptitudes[aptKey]) this.rollData.aptitude = duplicate(actor.system.aptitudes[aptKey])
this.rollData.aptValue = actor.system.aptitudes[aptKey].value this.rollData.aptValue = actor.system.aptitudes[aptKey].value
this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData) this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
@ -400,6 +446,31 @@ export class BoLRoll {
this.rollData.mDice = Number(event.currentTarget.value) this.rollData.mDice = Number(event.currentTarget.value)
this.updateTotalDice() this.updateTotalDice()
}) })
html.find('#horoscope-bonus-applied').change((event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push( duplicate(this.rollData.horoscopeBonusList[Number(option.index)]) )
}
let horoscopes = $('#horoscope-bonus-applied').val()
this.rollData.horoscopeBonus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-malus-applied').change((event) => {
this.rollData.selectedHoroscope = []
for (let option of event.currentTarget.selectedOptions) {
this.rollData.selectedHoroscope.push( duplicate(this.rollData.horoscopeBonusList[Number(option.index)]) )
}
let horoscopes = $('#horoscope-malus-applied').val()
this.rollData.horoscopeMalus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
this.updateTotalDice()
})
html.find('#horoscope-group-applied').change((event) => {
this.rollData.selectedGroupHoroscopeIndex = event.currentTarget.value
this.updateTotalDice()
})
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -407,7 +478,7 @@ export class BoLRoll {
if (rollData.mode == "weapon") { if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0 rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
if ( rollData.attackBonusDice) { if (rollData.attackBonusDice) {
rollData.adv = "1B" rollData.adv = "1B"
rollData.bDice = 1 rollData.bDice = 1
} }
@ -432,9 +503,9 @@ export class BoLRoll {
// initialize default flags/values // initialize default flags/values
const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs` const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
let actor = game.actors.get( rollData.actorId ) let actor = BoLUtility.getActorFromRollData(rollData)
let defender let defender
if ( rollData.targetId) { if (rollData.targetId) {
let token = game.scenes.current.tokens.get(rollData.targetId) let token = game.scenes.current.tokens.get(rollData.targetId)
defender = token.actor defender = token.actor
} }
@ -497,16 +568,18 @@ export class BoLRoll {
//console.log("ROLLMALUS", rollData) //console.log("ROLLMALUS", rollData)
rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false; rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
const isMalus = rollData.nbFlaws > rollData.nbBoons const isMalus = (rollData.bmDice < 0)
//rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0 //rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
let rollbase = rollData.attrValue + rollData.aptValue let rollbase = rollData.attrValue + rollData.aptValue
if ( rollData.weapon && rollData.weapon.system.properties.onlymodifier ) { if (rollData.weapon && rollData.weapon.system.properties.onlymodifier) {
rollbase = 0 rollbase = 0
} }
let diceData = BoLUtility.getDiceData()
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier const 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 const formula = (isMalus) ? rollData.nbDice + "d" + diceData.diceFormula + "kl2 + " + modifiers : rollData.nbDice + "d" + diceData.diceFormula + "kh2 + " + modifiers
rollData.formula = formula rollData.formula = formula
rollData.modifiers = modifiers rollData.modifiers = modifiers
@ -534,10 +607,10 @@ export class BoLDefaultRoll {
this.rollData.isFumble = false; this.rollData.isFumble = false;
} }
if (this.rollData.optionsId) { if (this.rollData.optionsId) {
BoLUtility.cleanupButtons( this.rollData.optionsId) BoLUtility.cleanupButtons(this.rollData.optionsId)
} }
if (this.rollData.applyId) { if (this.rollData.applyId) {
BoLUtility.cleanupButtons( this.rollData.applyId) BoLUtility.cleanupButtons(this.rollData.applyId)
} }
this.rollData.optionsId = randomID(16) this.rollData.optionsId = randomID(16)
this.rollData.applyId = randomID(16) this.rollData.applyId = randomID(16)
@ -547,44 +620,58 @@ export class BoLDefaultRoll {
async roll() { async roll() {
const r = new Roll(this.rollData.formula) const r = new Roll(this.rollData.formula)
// console.log("Roll formula", this.rollData.formula) //console.log("Roll formula", this.rollData.formula)
await r.roll({ "async": false }) await r.roll({ "async": false })
let diceData = BoLUtility.getDiceData()
console.log("DICEDATA", diceData)
const activeDice = r.terms[0].results.filter(r => r.active) const activeDice = r.terms[0].results.filter(r => r.active)
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b) const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
this.rollData.roll = r this.rollData.roll = r
this.rollData.isSuccess = (r.total >= 9) this.rollData.isSuccess = (r.total >= diceData.successValue)
this.rollData.isCritical = (diceTotal === 12) this.rollData.isCritical = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isRealCritical = (diceTotal === 12) this.rollData.isRealCritical = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isHeroic = (diceTotal === 12) this.rollData.isHeroic = (diceTotal >= diceData.criticalSuccessValue)
this.rollData.isLegendary = false this.rollData.isLegendary = false
this.rollData.isFumble = (diceTotal === 2) this.rollData.isFumble = (diceTotal <= diceData.criticalFailureValue)
this.rollData.isFailure = !this.rollData.isSuccess this.rollData.isFailure = !this.rollData.isSuccess
//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) { if (this.rollData.reroll == undefined) {
this.rollData.reroll = actor.heroReroll() this.rollData.reroll = actor.heroReroll()
} }
if (this.rollData.registerInit) { if (this.rollData.registerInit) {
actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble) actor.registerInit(this.rollData)
this.rollData.initiativeRank = actor.getInitiativeRank(this.rollData)
} }
if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor) this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
} }
if (this.rollData.mode == "alchemy") { // PP cost management if (this.rollData.mode == "alchemy") { // PP cost management
actor.resetAlchemyStatus(this.rollData.alchemy._id) actor.resetAlchemyStatus(this.rollData.alchemy._id)
} }
if (this.rollData.mode == "bougette" && this.rollData.isFailure) {
actor.decBougette()
}
await this.sendChatMessage() await this.sendChatMessage()
if (this.rollData.mode == "horoscope") { // PP cost management
actor.manageHoroscope(this.rollData)
}
if (this.rollData.selectedHoroscope.length > 0) { // PP cost management
actor.removeHoroscopeMinor(this.rollData)
}
if (this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) { // PP cost management
BoLUtility.removeGroupHoroscope(this.rollData)
}
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async sendChatMessage() { async sendChatMessage() {
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildChatMessage(this.rollData).then( async msgFlavor => { this._buildChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.roll.toMessage({ let msg = await this.rollData.roll.toMessage({
user: game.user.id, user: game.user.id,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
@ -599,12 +686,15 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
upgradeToLegendary() { upgradeToLegendary() {
// Force to Critical roll // Force to Critical roll
let diceData = BoLUtility.getDiceData()
let maxValue = Number(diceData.diceFormula) * 2
this.rollData.isCritical = true this.rollData.isCritical = true
this.rollData.isLegendary = true this.rollData.isLegendary = true
this.rollData.isRealCritical = false this.rollData.isRealCritical = false
this.rollData.isSuccess = true this.rollData.isSuccess = true
this.rollData.isFailure = false this.rollData.isFailure = false
this.rollData.roll = new Roll("12+" + this.rollData.modifiers) this.rollData.roll = new Roll(maxValue + "+" + this.rollData.modifiers)
this.rollData.reroll = false this.rollData.reroll = false
this.sendChatMessage() this.sendChatMessage()
} }
@ -612,17 +702,20 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
upgradeToHeroic() { upgradeToHeroic() {
// Force to Critical roll // Force to Critical roll
let diceData = BoLUtility.getDiceData()
let maxValue = Number(diceData.diceFormula) * 2
this.rollData.isCritical = true this.rollData.isCritical = true
this.rollData.isHeroic = true this.rollData.isHeroic = true
this.rollData.isLegendary = false this.rollData.isLegendary = false
this.rollData.isRealCritical = false this.rollData.isRealCritical = false
this.rollData.isSuccess = true this.rollData.isSuccess = true
this.rollData.isFailure = false this.rollData.isFailure = false
this.rollData.roll = new Roll("12+" + this.rollData.modifiers) this.rollData.roll = new Roll(maxValue + "+" + this.rollData.modifiers)
this.rollData.reroll = false this.rollData.reroll = false
this.sendChatMessage() this.sendChatMessage()
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
setSuccess(flag) { setSuccess(flag) {
this.rollData.isSuccess = flag this.rollData.isSuccess = flag
@ -630,7 +723,7 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
async sendDamageMessage() { async sendDamageMessage() {
let actor = game.actors.get( this.rollData.actorId) let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildDamageChatMessage(this.rollData).then(async msgFlavor => { this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.damageRoll.toMessage({ let msg = await this.rollData.damageRoll.toMessage({
user: game.user.id, user: game.user.id,
@ -645,16 +738,8 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
getDamageAttributeValue(attrDamage, actorId = undefined) { getDamageAttributeValue(attrDamage, actorId = undefined) {
let attrDamageValue = 0 let actor = BoLUtility.getActorFromRollData(this.rollData)
return actor.getDamageAttributeValue(attrDamage)
let actor = game.actors.get( (actorId) ? actorId: this.rollData.actorId)
if (attrDamage.includes("vigor")) {
attrDamageValue = actor.system.attributes.vigor.value
if (attrDamage.includes("half")) {
attrDamageValue = Math.floor(attrDamageValue / 2)
}
}
return attrDamageValue
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -697,8 +782,8 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
_buildChatMessage(rollData) { _buildChatMessage(rollData) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs'; const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs'
return renderTemplate(rollMessageTpl, rollData); return renderTemplate(rollMessageTpl, rollData)
} }
} }

View File

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

View File

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

View File

@ -10,6 +10,8 @@ Init order =
3 - Echec critique 3 - Echec critique
*/ */
import { BoLUtility } from "../system/bol-utility.js";
export class BoLCombatManager extends Combat { export class BoLCombatManager extends Combat {
@ -18,35 +20,12 @@ export class BoLCombatManager extends Combat {
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions); console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
// Structure input data // Structure input data
ids = typeof ids === "string" ? [ids] : ids; ids = typeof ids === "string" ? [ids] : ids;
const currentId = this.combatant._id; //const currentId = this.combatant.id;
// calculate initiative // calculate initiative
for (let cId = 0; cId < ids.length; cId++) { for (let cId = 0; cId < ids.length; cId++) {
const combatant = this.combatants.get(ids[cId]); const combatant = this.combatants.get(ids[cId])
let fvttInit = 5 let fvttInit = combatant.actor.getInitiativeRank(false, true)
//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
}
}
fvttInit += (cId / 100) fvttInit += (cId / 100)
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]); await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
} }
@ -56,12 +35,21 @@ export class BoLCombatManager extends Combat {
nextRound() { nextRound() {
let combatants = this.combatants.contents let combatants = this.combatants.contents
for (let c of combatants) { for (let c of combatants) {
let actor = game.actors.get( c.data.actorId ) let actor = game.actors.get( c.actorId )
actor.clearRoundModifiers() actor.clearRoundModifiers()
} }
super.nextRound() super.nextRound()
} }
/************************************************************************************/
_onDelete() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.actorId)
actor.clearInitiative()
}
super._onDelete()
}
} }

View File

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

View File

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

View File

@ -28,6 +28,73 @@ export class BoLUtility {
type: Boolean, type: Boolean,
onChange: lang => window.location.reload() onChange: lang => window.location.reload()
}) })
game.settings.register("bol", "dice-formula", {
name: "Formule de dés",
hint: "Sélectionne la formule de dés (par défaut 2d6)",
scope: "world",
config: true,
default: "2d6",
type: String,
choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
onChange: value => {
BoLUtility.setDiceFormula(value)
}
})
game.settings.register("bol", "dice-success-value", {
name: "Seuil de succès",
hint: "Sélectionne le seuil de succès (9 par défaut pour 2d6)",
scope: "world",
config: true,
default: 9,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setSuccessValue(value)
}
})
game.settings.register("bol", "dice-critical-success-value", {
name: "Valeur min de réussite critique",
hint: "Indique le seuil minimum de réussite critique (12 par défaut pour 2d6). Si les réussites critiques sont sur 19 et 20, alors indiquez 19.",
scope: "world",
config: true,
default: 12,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setCriticalSuccessValue(value)
}
})
game.settings.register("bol", "dice-critical-failure-value", {
name: "Valeur max d'échec critique",
hint: "Indique le seuil maximum d'échec critique (2 par défaut pour 2d6). Si les échecs critiques sont sur 2 et 3, alors indiquez 3.",
scope: "world",
config: true,
default: 2,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setCriticalFailureValue(value)
}
})
game.settings.register("world", "character-summary-data", {
name: "character-summary-data",
scope: "world",
config: false,
default: { npcList: [], x: 200, y: 200 },
type: Object
})
game.settings.register("bol", "logoActorSheet", { game.settings.register("bol", "logoActorSheet", {
name: "Chemin du logo des fiches de perso", name: "Chemin du logo des fiches de perso",
hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)", hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)",
@ -46,13 +113,46 @@ export class BoLUtility {
type: String, type: String,
onChange: lang => window.location.reload() onChange: lang => window.location.reload()
}) })
game.settings.register("bol", "horoscope-group", {
name: "horoscope-group",
scope: "world",
config: false,
default: {},
type: Object
})
this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
this.actorSheetLogo = game.settings.get("bol", "logoActorSheet") || "/systems/bol/ui/logo.webp" this.actorSheetLogo = game.settings.get("bol", "logoActorSheet") || "/systems/bol/ui/logo.webp"
this.logoTopLeft = game.settings.get("bol", "logoTopLeft") || "/systems/bol/ui/logo2.webp" this.logoTopLeft = game.settings.get("bol", "logoTopLeft") || "/systems/bol/ui/logo2.webp"
this.diceFormula = game.settings.get("bol", "dice-formula")
this.successValue = Number(game.settings.get("bol", "dice-success-value"))
this.criticalSuccessValue = Number(game.settings.get("bol", "dice-critical-success-value"))
this.criticalFailureValue = Number(game.settings.get("bol", "dice-critical-failure-value"))
} }
/* -------------------------------------------- */
static setDiceFormula(value) {
this.diceFormula = value
}
static setSuccessValue(value) {
this.successValue = Number(value)
}
static setCriticalSuccessValue(value) {
this.criticalSuccessValue = Number(value)
}
static setCriticalFailureValue(value) {
this.criticalFailureValue = Number(value)
}
static getDiceData() {
return {
diceFormula: this.diceFormula,
successValue : this.successValue,
criticalSuccessValue: this.criticalSuccessValue,
criticalFailureValue: this.criticalFailureValue
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static getRollArmor() { static getRollArmor() {
return this.rollArmor return this.rollArmor
@ -69,11 +169,24 @@ export class BoLUtility {
static getLogoTopLeft() { static getLogoTopLeft() {
return this.logoTopLeft return this.logoTopLeft
} }
/* -------------------------------------------- */
static getActorFromRollData(rollData) {
let actor = game.actors.get(rollData.actorId)
if (rollData.tokenId) {
let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId)
if (token) {
actor = token.actor
}
}
return actor
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async ready() { static async ready() {
//$("#logo").attr("src", this.getLogoTopLeft() ) //$("#logo").attr("src", this.getLogoTopLeft() )
$("#logo").css("content",`url(${this.getLogoTopLeft()})`) $("#logo").css("content", `url(${this.getLogoTopLeft()})`)
CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -271,7 +384,7 @@ export class BoLUtility {
let attackId = event.currentTarget.attributes['data-attack-id'].value let attackId = event.currentTarget.attributes['data-attack-id'].value
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1 let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
// Remove message for all // Remove message for all
let msgId = BoLUtility.findChatMessageId(event.currentTarget) let msgId = BoLUtility.findChatMessageId(event.currentTarget)
if (game.user.isGM) { if (game.user.isGM) {
@ -287,7 +400,7 @@ export class BoLUtility {
if (!game.user.isGM) { if (!game.user.isGM) {
return return
} }
BoLUtility.removeChatMessageId( msgId ) BoLUtility.removeChatMessageId(msgId)
console.log("Damage Handling", attackId, defenseMode, weaponId) console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this // Only GM process this
let attackDef = this.attackStore[attackId] let attackDef = this.attackStore[attackId]
@ -334,10 +447,10 @@ export class BoLUtility {
let defenderUser let defenderUser
for (let user of game.users) { for (let user of game.users) {
if ( user.character && user.character.id == defender.id ) { if (user.character && user.character.id == defender.id) {
defenderUser = user defenderUser = user
} }
} }
let damageResults = { let damageResults = {
attackId: attackDef.id, attackId: attackDef.id,
attacker: attackDef.attacker, attacker: attackDef.attacker,
@ -534,31 +647,53 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async confirmDelete(actorSheet, li) { static async loadCompendiumData(compendium) {
let itemId = li.data("item-id"); const pack = game.packs.get(compendium);
let msgTxt = "<p>Are you sure to remove this Item ?"; return await pack?.getDocuments() ?? [];
let buttons = {
delete: {
icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it",
callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
li.slideUp(200, () => actorSheet.render(false));
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel"
}
}
msgTxt += "</p>";
let d = new Dialog({
title: "Confirm removal",
content: msgTxt,
buttons: buttons,
default: "cancel"
});
d.render(true);
} }
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await this.loadCompendiumData(compendium);
return compendiumData.filter(filter);
}
/* -------------------------------------------- */
static async searchItem(dataItem) {
let item
if (dataItem.pack) {
let id = dataItem.id || dataItem._id
let items = await this.loadCompendium(dataItem.pack, item => item.id == id)
item = items[0] || undefined
} else {
item = game.items.get(dataItem.id)
}
return item
}
/* -------------------------------------------- */
static updateSheets() {
// Then force opened actor refresh if needed
for (let actor of game.actors) {
if (actor.sheet.rendered) {
actor.sheet.render()
}
}
game.bol.charSummary.updatePCSummary() // Refresh if needed
}
/* -------------------------------------------- */
static removeGroupHoroscope(rollData) {
let horo = rollData.horoscopeGroupList[rollData.selectedGroupHoroscopeIndex]
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
let toChange = duplicate(horoscopes[horo.id])
toChange.availableDice -= horo.nbDice // Remove the dice
if (toChange.availableDice <= 0) {
horoscopes[horo.id] = undefined
} else {
horoscopes[horo.id] = toChange
}
game.settings.set("bol", "horoscope-group", horoscopes)
this.updateSheets()
}
} }

View File

@ -115,6 +115,14 @@ BOL.aptitudes = {
"def" : "BOL.aptitudes.def" "def" : "BOL.aptitudes.def"
} }
BOL.resources = {
"hp" : "BOL.resources.hp",
"hero" : "BOL.resources.hero",
"faith" : "BOL.resources.faith",
"power" : "BOL.resources.power",
"alchemypoints" : "BOL.resources.alchemypoints"
}
BOL.weaponSizes = { BOL.weaponSizes = {
"unarmed" : "BOL.weaponSize.unarmed", "unarmed" : "BOL.weaponSize.unarmed",
"improvised" : "BOL.weaponSize.improvised", "improvised" : "BOL.weaponSize.improvised",
@ -262,6 +270,7 @@ BOL.featureSubtypes = {
"godsfaith" : "BOL.featureSubtypes.gods", "godsfaith" : "BOL.featureSubtypes.gods",
"fightoption" : "BOL.featureSubtypes.fightOption", "fightoption" : "BOL.featureSubtypes.fightOption",
"boleffect": "BOL.featureSubtypes.effect", "boleffect": "BOL.featureSubtypes.effect",
"horoscope": "BOL.featureSubtypes.horoscope",
} }
BOL.fightOptionTypes = { BOL.fightOptionTypes = {
@ -289,26 +298,38 @@ BOL.actorIcons = {
} }
BOL.bougetteState = { BOL.bougetteState = {
"nomoney": "BOL.bougette.nomoney", "0": "BOL.bougette.nomoney",
"tolive": "BOL.bougette.tolive", "1": "BOL.bougette.tolive",
"easylife": "BOL.bougette.easylife", "2": "BOL.bougette.easylife",
"luxury": "BOL.bougette.luxury", "3": "BOL.bougette.luxury",
"rich": "BOL.bougette.rich" "4": "BOL.bougette.rich"
}
BOL.bougetteDice = {
"0": "0",
"1": "2d6-1",
"2": "2d6",
"3": "2d6+1",
"4": "2d6+2"
} }
BOL.creatureSize = { BOL.creatureSize = {
"tiny": "BOL.size.tiny", "tiny": {order: 1, label: "BOL.size.tiny"},
"verysmall": "BOL.size.verysmall", "verysmall": {order: 2, label: "BOL.size.verysmall"},
"small": "BOL.size.small", "small": {order: 3, label: "BOL.size.small"},
"medium": "BOL.size.medium", "medium": {order: 4, label: "BOL.size.medium"},
"large": "BOL.size.large", "large": {order: 5, label: "BOL.size.large"},
"verylarge": "BOL.size.verylarge", "verylarge": {order: 6, label: "BOL.size.verylarge"},
"huge": "BOL.size.huge", "huge": {order: 7, label: "BOL.size.huge"},
"massive": "BOL.size.massive", "massive": {order: 8, label: "BOL.size.massive"},
"enormous": "BOL.size.enormous", "enormous": {order: 9, label: "BOL.size.enormous"},
"gigantic": "BOL.size.gigantic", "gigantic": {order: 10, label: "BOL.size.gigantic"},
"immense": "BOL.size.immense", "immense": {order: 11, label: "BOL.size.immense"},
"colossal": "BOL.size.colossal" "colossal": {order: 12, label: "BOL.size.colossal"}
}
BOL.horoscopeAnswer = {
"favorable": "BOL.ui.horoscopefavorable",
"unfavorable": "BOL.ui.horoscopeunfavorable",
} }
BOL.bolEffectModifier = { BOL.bolEffectModifier = {
@ -327,4 +348,113 @@ BOL.bolEffectModifier = {
"+6": "+6", "+6": "+6",
"+8": "+8", "+8": "+8",
} }
BOL.statusEffects = [
{
"id": "dead",
"label": "EFFECT.StatusDead",
"icon": "icons/svg/skull.svg"
},
{
"id": "unconscious",
"label": "EFFECT.StatusUnconscious",
"icon": "icons/svg/unconscious.svg"
},
{
"id": "sleep",
"label": "EFFECT.StatusAsleep",
"icon": "icons/svg/sleep.svg"
},
{
"id": "stun",
"label": "EFFECT.StatusStunned",
"icon": "icons/svg/daze.svg"
},
{
"id": "prone",
"label": "EFFECT.StatusProne",
"icon": "icons/svg/falling.svg"
},
{
"id": "restrain",
"label": "EFFECT.StatusRestrained",
"icon": "icons/svg/net.svg"
},
{
"id": "paralysis",
"label": "EFFECT.StatusParalysis",
"icon": "icons/svg/paralysis.svg"
},
{
"id": "fly",
"label": "EFFECT.StatusFlying",
"icon": "icons/svg/wing.svg"
},
{
"id": "blind",
"label": "EFFECT.StatusBlind",
"icon": "icons/svg/blind.svg"
},
{
"id": "deaf",
"label": "EFFECT.StatusDeaf",
"icon": "icons/svg/deaf.svg"
},
{
"id": "silence",
"label": "EFFECT.StatusSilenced",
"icon": "icons/svg/silenced.svg"
},
{
"id": "fear",
"label": "EFFECT.StatusFear",
"icon": "icons/svg/terror.svg"
},
{
"id": "burning",
"label": "EFFECT.StatusBurning",
"icon": "icons/svg/fire.svg"
},
{
"id": "frozen",
"label": "EFFECT.StatusFrozen",
"icon": "icons/svg/frozen.svg"
},
{
"id": "shock",
"label": "EFFECT.StatusShocked",
"icon": "icons/svg/lightning.svg"
},
{
"id": "disease",
"label": "EFFECT.StatusDisease",
"icon": "icons/svg/biohazard.svg"
},
{
"id": "poison",
"label": "EFFECT.StatusPoison",
"icon": "icons/svg/poison.svg"
},
{
"id": "curse",
"label": "EFFECT.StatusCursed",
"icon": "icons/svg/sun.svg"
},
{
"id": "invisible",
"label": "EFFECT.StatusInvisible",
"icon": "icons/svg/invisible.svg"
},
{
"id": "target",
"label": "EFFECT.StatusTarget",
"icon": "icons/svg/target.svg"
},
{
"id": "eye",
"label": "EFFECT.StatusMarked",
"icon": "icons/svg/eye.svg"
}
]
BOL.debug = false; BOL.debug = false;

View File

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

View File

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

View File

@ -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-equipment.hbs",
"systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs", "systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs",
"systems/bol/templates/actor/parts/tabs/actor-biodata.hbs", "systems/bol/templates/actor/parts/tabs/actor-biodata.hbs",
"systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs",
"systems/bol/templates/actor/parts/tabs/creature-stats.hbs", "systems/bol/templates/actor/parts/tabs/creature-stats.hbs",
"systems/bol/templates/actor/parts/tabs/creature-actions.hbs", "systems/bol/templates/actor/parts/tabs/creature-actions.hbs",
"systems/bol/templates/actor/parts/tabs/vehicle-stats.hbs", "systems/bol/templates/actor/parts/tabs/vehicle-stats.hbs",
@ -41,11 +42,14 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/item/parts/properties/feature/race-properties.hbs", "systems/bol/templates/item/parts/properties/feature/race-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/fightoption-properties.hbs", "systems/bol/templates/item/parts/properties/feature/fightoption-properties.hbs",
"systems/bol/templates/item/parts/properties/item/weapon-vehicle-properties.hbs", "systems/bol/templates/item/parts/properties/item/weapon-vehicle-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/horoscope-properties.hbs",
// DIALOGS // DIALOGS
"systems/bol/templates/chat/rolls/attack-damage-card.hbs", "systems/bol/templates/chat/rolls/attack-damage-card.hbs",
"systems/bol/templates/chat/rolls/spell-roll-card.hbs", "systems/bol/templates/chat/rolls/spell-roll-card.hbs",
"systems/bol/templates/chat/rolls/alchemy-roll-card.hbs", "systems/bol/templates/chat/rolls/alchemy-roll-card.hbs",
"systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs",
"systems/bol/templates/chat/rolls/horoscope-roll-card.hbs",
"systems/bol/templates/dialogs/aptitude-roll-part.hbs", "systems/bol/templates/dialogs/aptitude-roll-part.hbs",
"systems/bol/templates/dialogs/attribute-roll-part.hbs", "systems/bol/templates/dialogs/attribute-roll-part.hbs",
"systems/bol/templates/dialogs/mod-roll-part.hbs", "systems/bol/templates/dialogs/mod-roll-part.hbs",
@ -56,6 +60,7 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/dialogs/flaws-roll-part.hbs", "systems/bol/templates/dialogs/flaws-roll-part.hbs",
"systems/bol/templates/dialogs/total-roll-part.hbs", "systems/bol/templates/dialogs/total-roll-part.hbs",
"systems/bol/templates/dialogs/fightoptions-roll-part.hbs", "systems/bol/templates/dialogs/fightoptions-roll-part.hbs",
"systems/bol/templates/dialogs/horoscope-roll-part.hbs"
]; ];
// Load the template parts // Load the template parts

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View File

@ -14,11 +14,10 @@
], ],
"url": "https://www.uberwald.me/gitea/public/bol", "url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt", "license": "LICENSE.txt",
"version": "10.4.0", "version": "10.5.6",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10", "verified": "10"
"maximum": "10"
}, },
"esmodules": [ "esmodules": [
"module/bol.js" "module/bol.js"
@ -35,7 +34,7 @@
}, },
{ {
"lang": "fr", "lang": "fr",
"name": "Français", "name": "Français (BoL)",
"path": "lang/fr.json", "path": "lang/fr.json",
"flags": {} "flags": {}
}, },
@ -203,8 +202,8 @@
], ],
"socket": true, "socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json", "manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.4.0.zip", "download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.6.zip",
"background": "systems/images/map_lemurie.webp", "background": "systems/bol/ui/page_accueil.webp",
"gridDistance": 1.5, "gridDistance": 1.5,
"gridUnits": "m", "gridUnits": "m",
"primaryTokenAttribute": "resources.hp", "primaryTokenAttribute": "resources.hp",

View File

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

View File

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

View File

@ -1,52 +1,124 @@
<ol class="items-list"> <ol class='items-list'>
{{#if (ne charType "creature")}} {{#if (ne charType 'creature')}}
<li class="item flexrow item-header"> <li class='item flexrow item-header'>
<div class="item-name left">{{localize "BOL.ui.biosize"}}</div> <div class='item-name left'>
<div class="item-field flex2 left"><input type="text" name="system.details.height" value="{{details.height}}"></div> {{localize 'BOL.ui.biosize'}}
<div class="item-name right">{{localize "BOL.ui.bioweight"}}</div> </div>
<div class="item-field flex2 "><input type="text" name="system.details.weight" value="{{details.weight}}"></div> <div class='item-field flex2 left'>
<div class="item-name right">{{localize "BOL.ui.bioage"}} </div> <input
<div class="item-field flex2 "><input type="text" name="system.details.age" value="{{details.age}}"></div> type='text'
name='system.details.height'
value="{{details.height}}"
/>
</div>
<div class='item-name right'>
{{localize 'BOL.ui.bioweight'}}
</div>
<div class='item-field flex2'>
<input
type='text'
name='system.details.weight'
value="{{details.weight}}"
/>
</div>
<div class='item-name right'>
{{localize 'BOL.ui.bioage'}}
</div>
<div class='item-field flex2'>
<input type='text' name='system.details.age' value="{{details.age}}" />
</div>
</li> </li>
<li class="item flexrow item-header"> <li class='item flexrow item-header'>
<div class="item-name left">{{localize "BOL.ui.biohair"}} </div> <div class='item-name left'>
<div class="item-field flex2 left"><input type="text" name="system.details.hait" value="{{details.hait}}"></div> {{localize 'BOL.ui.biohair'}}
<div class="item-name right">{{localize "BOL.ui.bioeyes"}} </div> </div>
<div class="item-field flex2 "><input type="text" name="system.details.eyes" value="{{details.eyes}}"></div> <div class='item-field flex2 left'>
<input
type='text'
name='system.details.hait'
value="{{details.hait}}"
/>
</div>
<div class='item-name right'>
{{localize 'BOL.ui.bioeyes'}}
</div>
<div class='item-field flex2'>
<input
type='text'
name='system.details.eyes'
value="{{details.eyes}}"
/>
</div>
</li> </li>
<li class="item flexrow item-header"> <li class='item flexrow item-header'>
<div class="item-name left">{{localize "BOL.ui.biosigns"}} </div> <div class='item-name left'>
<div class="item-field flex2 left"><input type="text" name="system.details.signs" value="{{details.signs}}"></div> {{localize 'BOL.ui.biosigns'}}
</div>
<div class='item-field flex2 left'>
<input
type='text'
name='system.details.signs'
value="{{details.signs}}"
/>
</div>
</li> </li>
{{else}} {{else}}
<li class="item flexrow item-header"> <li class='item flexrow item-header'>
<div class="item-name left">Taille </div> <div class='item-name left'>
<div class="form-fields center"> Taille
<select class="field-value size" name="system.details.size" data-dtype="String"> </div>
{{#select details.size}} <div class='form-fields center'>
{{#each config.creatureSize as |value id|}} <select
<option value="{{id}}">{{localize value}}</option> class='field-value size'
{{/each}} name='system.details.size'
{{/select}} data-dtype='String'
>
{{#select details.size}}
{{#each config.creatureSize as |sizeData id|}}
<option value="{{id}}">
{{localize sizeData.label}}
</option>
{{/each}}
{{/select}}
</select> </select>
</div> </div>
</li> </li>
{{/if}} {{/if}}
</ol> </ol>
<ol class="items-list">
<li class="item flexrow item-header"> {{#if (and (not isAstrologer) (countKeys horoscopeGroupList))}}
<div class="item-name flex4 left">{{localize "BOL.ui.biodescription"}}</div> {{> "systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs"}}
<div class="item-field flex1 right"></div> {{/if}}
<ol class='items-list'>
<li class='item flexrow item-header'>
<div class='item-name flex4 left'>
{{localize 'BOL.ui.biodescription'}}
</div>
<div class='item-field flex1 right'></div>
</li> </li>
</ol> </ol>
{{editor biography target="system.details.biography" button=true owner=owner {{editor
editable=editable}} biography
target='system.details.biography'
button=true
owner=owner
editable=editable
}}
<ol class="items-list"> <ol class='items-list'>
<li class="item flexrow item-header"> <li class='item flexrow item-header'>
<div class="item-name flex4 left">{{localize "BOL.ui.bionotes"}}</div> <div class='item-name flex4 left'>
<div class="item-field flex1 right"></div> {{localize 'BOL.ui.bionotes'}}
</div>
<div class='item-field flex1 right'></div>
</li> </li>
</ol> </ol>
{{editor 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--> <!--ARMES-->
<button class="create_item">Créer un Equipement</button> <button class="create_item">Créer un Equipement</button>
{{#if useBougette}} {{#if useBougette}}
<ol class="items-list"> <ol class="items-list">
<li class="item flexrow item-header"> <li class="item flexrow item-header">
<div class="item-name flex4 left">{{localize "BOL.ui.moneyTitle"}}</div> <div class="item-name flex4 left">{{localize "BOL.ui.moneyTitle"}}</div>
<div class="item-name flex4 left">&nbsp;</div> <div class="item-name flex4 left">&nbsp;</div>
</li> </li>
<li class="item flexrow" data-item-id="{{item._id}}"> <li class="item flexrow" data-item-id="{{item._id}}">
<h4 class="item-name flex4 left"> <h4 class="item-name flex4 left">
<div class="item-image"><img src="icons/containers/bags/coinpouch-simple-leather-brown.webp" title="{{localize "BOL.ui.money"}}" /></div> <div class="item-image"><img src="icons/containers/bags/coinpouch-simple-leather-brown.webp" title="{{localize "BOL.ui.money"}}" /></div>
{{localize "BOL.ui.money"}} {{localize "BOL.ui.money"}}
</h4> </h4>
<select class="field-value" name="system.bougette.state" data-dtype="String"> <div class="item-image">
{{#select system.bougette.state}} <a class="bougette-roll rollable" data-roll-type="bougette"><i class="darkgreen fas fa-dice"></i></a>
{{#each config.bougetteState as |value id|}} </div>
<option value="{{id}}">{{localize value}}</option> {{#if isGM}}
{{/each}} <select class="field-value" name="system.bougette.value" data-dtype="String">
{{/select}} {{#select bougette.value}}
</select> {{#each config.bougetteState as |value id|}}
</li> <option value="{{id}}">{{localize value}}</option>
</ol> {{/each}}
{{/if}} {{/select}}
</select>
{{else}}
<label class="">{{localize bougette.label}}</label></a>
{{/if}}
</li>
</ol>
{{/if}}
<ol class="items-list"> <ol class="items-list">
<li class="item flexrow item-header"> <li class="item flexrow item-header">

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

View File

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

@ -1,7 +1,7 @@
<button class="chat-damage-roll bol-margin-tb-2" data-damage-mode="normal-damage" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage"}}</button> <button class="chat-damage-roll bol-margin-tb-2" data-damage-mode="normal-damage" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage"}}</button>
{{#if isCritical}} {{#if isCritical}}
<button class="chat-damage-roll bol-margin-tb-2 " data-damage-mode="damage-plus-6" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage6"}}</button> <button class="chat-damage-roll bol-margin-tb-2 " data-damage-mode="damage-plus-6" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage6"}}</button>
<button class="chat-damage-roll bol-margin-tb-2" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage12"}}</button> <button class="chat-damage-roll bol-margin-tb-2" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage12"}}</button>
{{/if}} {{/if}}

View File

@ -34,11 +34,34 @@
</div> </div>
{{/if}} {{/if}}
{{#if initiativeRank}}
<div>
{{localize "BOL.chat.initiative"}}: {{initiativeRank}}
</div>
{{/if}}
{{#if (eq mode "bougette")}}
<div>
{{localize "BOL.chat.rollbougette"}} :
{{#if isSuccess}}
{{localize "BOL.chat.bougettesuccess"}}
{{else}}
{{localize "BOL.chat.bougettefailure"}}
{{/if}}
</div>
{{/if}}
<div id="{{optionsId}}"> <div id="{{optionsId}}">
{{#if isRealCritical}}
{{#if isCritical}}
<div>
{{localize "BOL.chat.criticalinfo"}}
</div>
<div class="bol-margin-tb-2"> <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> <a class="content-link" draggable="true" data-uuid="Compendium.bol.aides-de-jeu.Yl1RKQb0BjVUtilk" data-id="Yl1RKQb0BjVUtilk" data-type="JournalEntry" data-pack="bol.aides-de-jeu" data-tooltip="un journal">
<i class="fas fa-book-open"></i>{{localize "BOL.chat.criticalbuttonjournal"}}</a>
</div> </div>
{{/if}} {{/if}}
@ -51,7 +74,14 @@
{{#if alchemy}} {{#if alchemy}}
{{> "systems/bol/templates/chat/rolls/alchemy-roll-card.hbs"}} {{> "systems/bol/templates/chat/rolls/alchemy-roll-card.hbs"}}
{{/if}} {{/if}}
{{#if (eq mode "horoscope")}}
{{> "systems/bol/templates/chat/rolls/horoscope-roll-card.hbs"}}
{{/if}}
{{#if (count selectedHoroscope)}}
{{> "systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs"}}
{{/if}}
{{#if reroll}} {{#if reroll}}
<button class="chat-button button hero-reroll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.reroll"}}</button> <button class="chat-button button hero-reroll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.reroll"}}</button>
{{/if}} {{/if}}

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@ -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}}

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

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@ -37,6 +37,8 @@
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

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@ -34,6 +34,8 @@
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

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@ -18,6 +18,8 @@
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

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@ -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/flaws-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

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@ -58,6 +58,8 @@
{{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/effect-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/horoscope-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/adv-roll-part.hbs"}}
{{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}} {{> "systems/bol/templates/dialogs/mod-roll-part.hbs"}}

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@ -27,3 +27,6 @@
{{#if (equals item.system.subtype "boleffect")}} {{#if (equals item.system.subtype "boleffect")}}
{{> "systems/bol/templates/item/parts/properties/feature/effect-properties.hbs"}} {{> "systems/bol/templates/item/parts/properties/feature/effect-properties.hbs"}}
{{/if}} {{/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> <label class="property-label">{{localize "BOL.ui.isPriest"}}</label>
<input class="field-value" type="checkbox" name="system.properties.priest" {{checked item.system.properties.priest}}> <input class="field-value" type="checkbox" name="system.properties.priest" {{checked item.system.properties.priest}}>
</div> </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 +1,17 @@
<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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@ -74,7 +74,7 @@
</select> </select>
</div> </div>
{{#each item.system.optionnalconditions as |cond idx|}} {{#each item.system.properties.optionnalconditions as |cond idx|}}
{{#if (lt idx @root.item.system.properties.nboptionnalconditions)}} {{#if (lt idx @root.item.system.properties.nboptionnalconditions)}}
<div class="property flexrow"> <div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.optionnalconditions"}} {{add idx 1}}</label> <label class="property-label">{{localize "BOL.ui.optionnalconditions"}} {{add idx 1}}</label>
@ -83,6 +83,8 @@
{{/if}} {{/if}}
{{/each}} {{/each}}
<h4><label class="property-label">{{localize "BOL.ui.magicnewrules"}} : </label></h4>
<div class="property flexrow"> <div class="property flexrow">
<div class="form-fields center"> <div class="form-fields center">
<label class="checkbox"> <label class="checkbox">
@ -94,4 +96,9 @@
<input class="field-value" type="checkbox" name="system.properties.concentrate" {{checked item.system.properties.concentrate}}> {{localize "BOL.ui.concentrate"}} <input class="field-value" type="checkbox" name="system.properties.concentrate" {{checked item.system.properties.concentrate}}> {{localize "BOL.ui.concentrate"}}
</label> </label>
</div> </div>
<div class="form-fields center">
<label class="checkbox">
<input class="field-value" type="checkbox" name="system.properties.aggressive" {{checked item.system.properties.aggressive}}> {{localize "BOL.ui.aggressive"}}
</label>
</div>
</div> </div>

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