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64 Commits
bol-v10.4.
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54
.gitea/workflows/main.yml
Normal file
@ -0,0 +1,54 @@
|
||||
name: Release Creation
|
||||
|
||||
on:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- run: echo "💡 The ${{ gitea.repository }} repository will cloned to the runner."
|
||||
|
||||
#- uses: actions/checkout@v3
|
||||
- uses: RouxAntoine/checkout@v3.5.4
|
||||
with:
|
||||
ref: 'v10'
|
||||
|
||||
# get part of the tag after the `v`
|
||||
- name: Extract tag version number
|
||||
id: get_version
|
||||
uses: battila7/get-version-action@v2
|
||||
|
||||
# Substitute the Manifest and Download URLs in the module.json
|
||||
- name: Substitute Manifest and Download Links For Versioned Ones
|
||||
id: sub_manifest_link_version
|
||||
uses: microsoft/variable-substitution@v1
|
||||
with:
|
||||
files: 'system.json'
|
||||
env:
|
||||
version: ${{steps.get_version.outputs.version-without-v}}
|
||||
url: https://www.uberwald.me/gitea/public/bol
|
||||
manifest: https://www.uberwald.me/gitea/public/bol/releases/latest/system.json
|
||||
download: https://www.uberwald.me/gitea/public/bol/releases/download/${{github.event.release.tag_name}}/bol.zip
|
||||
|
||||
# Create a zip file with all files required by the module to add to the release
|
||||
- run: |
|
||||
apt update -y
|
||||
apt install -y zip
|
||||
|
||||
- run: zip -r ./bol.zip system.json template.json README.md LICENSE assets/ css/ fonts/ images/ lang/ module/ packs/ styles/ templates/ ui/
|
||||
|
||||
- name: setup go
|
||||
uses: https://github.com/actions/setup-go@v4
|
||||
with:
|
||||
go-version: '>=1.20.1'
|
||||
|
||||
- name: Use Go Action
|
||||
id: use-go-action
|
||||
uses: https://gitea.com/actions/release-action@main
|
||||
with:
|
||||
files: |-
|
||||
./bol.zip
|
||||
system.json
|
||||
api_key: '${{secrets.RELEASE_TOKEN_UBERWALD}}'
|
118
.gitignore
vendored
@ -1,108 +1,10 @@
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
lerna-debug.log*
|
||||
package-lock.json
|
||||
|
||||
# Diagnostic reports (https://nodejs.org/api/report.html)
|
||||
report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json
|
||||
|
||||
# Runtime data
|
||||
pids
|
||||
*.pid
|
||||
*.seed
|
||||
*.pid.lock
|
||||
|
||||
# Directory for instrumented libs generated by jscoverage/JSCover
|
||||
lib-cov
|
||||
|
||||
# Coverage directory used by tools like istanbul
|
||||
coverage
|
||||
*.lcov
|
||||
|
||||
# nyc test coverage
|
||||
.nyc_output
|
||||
|
||||
# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files)
|
||||
.grunt
|
||||
|
||||
# Bower dependency directory (https://bower.io/)
|
||||
bower_components
|
||||
|
||||
# node-waf configuration
|
||||
.lock-wscript
|
||||
|
||||
# Compiled binary addons (https://nodejs.org/api/addons.html)
|
||||
build/Release
|
||||
|
||||
# Dependency directories
|
||||
node_modules/
|
||||
jspm_packages/
|
||||
|
||||
# TypeScript v1 declaration files
|
||||
typings/
|
||||
|
||||
# TypeScript cache
|
||||
*.tsbuildinfo
|
||||
|
||||
# Optional npm cache directory
|
||||
.npm
|
||||
|
||||
# Optional eslint cache
|
||||
.eslintcache
|
||||
|
||||
# Microbundle cache
|
||||
.rpt2_cache/
|
||||
.rts2_cache_cjs/
|
||||
.rts2_cache_es/
|
||||
.rts2_cache_umd/
|
||||
|
||||
# Optional REPL history
|
||||
.node_repl_history
|
||||
|
||||
# Output of 'npm pack'
|
||||
*.tgz
|
||||
|
||||
# Yarn Integrity file
|
||||
.yarn-integrity
|
||||
|
||||
# dotenv environment variables file
|
||||
.env
|
||||
.env.test
|
||||
|
||||
# parcel-bundler cache (https://parceljs.org/)
|
||||
.cache
|
||||
|
||||
# Next.js build output
|
||||
.next
|
||||
|
||||
# Nuxt.js build / generate output
|
||||
.nuxt
|
||||
dist
|
||||
|
||||
# Gatsby files
|
||||
.cache/
|
||||
# Comment in the public line in if your project uses Gatsby and *not* Next.js
|
||||
# https://nextjs.org/blog/next-9-1#public-directory-support
|
||||
# public
|
||||
|
||||
# vuepress build output
|
||||
.vuepress/dist
|
||||
|
||||
# Serverless directories
|
||||
.serverless/
|
||||
|
||||
# FuseBox cache
|
||||
.fusebox/
|
||||
|
||||
# DynamoDB Local files
|
||||
.dynamodb/
|
||||
|
||||
# TernJS port file
|
||||
.tern-port
|
||||
|
||||
# BOL Data
|
||||
#/data/
|
||||
.vscode/settings.json
|
||||
.idea
|
||||
.history
|
||||
todo.md
|
||||
/.vscode
|
||||
/ignored/
|
||||
/node_modules/
|
||||
/jsconfig.json
|
||||
/package.json
|
||||
/package-lock.json
|
||||
|
After Width: | Height: | Size: 253 KiB |
After Width: | Height: | Size: 287 KiB |
After Width: | Height: | Size: 104 KiB |
After Width: | Height: | Size: 265 KiB |
After Width: | Height: | Size: 127 KiB |
After Width: | Height: | Size: 541 KiB |
After Width: | Height: | Size: 207 KiB |
After Width: | Height: | Size: 109 KiB |
After Width: | Height: | Size: 27 KiB |
After Width: | Height: | Size: 131 KiB |
After Width: | Height: | Size: 227 KiB |
After Width: | Height: | Size: 174 KiB |
24
changelog.md
@ -1,3 +1,27 @@
|
||||
Changes :
|
||||
|
||||
# v11.1.2
|
||||
|
||||
- Ajout des traductions manquantes en anglais
|
||||
|
||||
# v11.1.1
|
||||
|
||||
- Re-organisation des compendiums + ajouts de nouveaux equipements
|
||||
- Correction sur la langue Démonique (1 Parlé, 1 Lu/Ecrit)
|
||||
|
||||
# v11.1.0
|
||||
|
||||
- Foundry v11 seulement
|
||||
- Re-organisation des compendiums
|
||||
- Correction sur les créatures
|
||||
- Correction sur l'encaissement sans armure
|
||||
- Ajout d'une note d'explication sur l'initiative
|
||||
|
||||
|
||||
# v11.0.8
|
||||
|
||||
- Correction sur les malus de bouclier (blocage)
|
||||
- Corrrection sur le malus d'init des boucliers qui était mal affiché dans la fiche d'item
|
||||
# v10.4.0
|
||||
|
||||
- Ajout de la gestion d'effets
|
||||
|
14
css/bol.css
@ -1,7 +1,6 @@
|
||||
/* ----------------------------------------- */
|
||||
/* LOCAL FONTS */
|
||||
/* ----------------------------------------- */
|
||||
@import "../node_modules/rpg-awesome/css/rpg-awesome.min.css";
|
||||
@font-face {
|
||||
font-family: 'Contrail One';
|
||||
font-style: normal;
|
||||
@ -1044,9 +1043,18 @@ body.system-bol img#logo {
|
||||
justify-content: flex-start;
|
||||
flex-direction: column;
|
||||
position: absolute;
|
||||
top: 2.75rem;
|
||||
/*transform: translate(0, -30%);*/
|
||||
top: -4rem;
|
||||
max-width: 250px;
|
||||
left: 4rem;
|
||||
}
|
||||
.tokenhudext.right2 {
|
||||
justify-content: flex-start;
|
||||
flex-direction: column;
|
||||
position: absolute;
|
||||
top: -4rem;
|
||||
left: 12rem;
|
||||
}
|
||||
.control-icon.tokenhudicon {
|
||||
width: fit-content;
|
||||
height: fit-content;
|
||||
@ -1063,7 +1071,7 @@ body.system-bol img#logo {
|
||||
z-index: 2;
|
||||
}
|
||||
.bol-hud-menu label {
|
||||
font-size: 0.75rem;
|
||||
font-size: 0.6rem;
|
||||
}
|
||||
.bol-margin-tb-2 {
|
||||
margin-top: 2px;
|
||||
|
Before Width: | Height: | Size: 372 KiB |
34
lang/de.json
@ -156,6 +156,8 @@
|
||||
"BOL.ui.armorAgiMalus": "Rüschtung+Schild-Malus (Geschick)",
|
||||
"BOL.ui.armorInitMalus": "Rüstungsmalus (Init)",
|
||||
"BOL.ui.attackValue": "Angriffswert",
|
||||
"BOL.ui.initMalus": "Init malus",
|
||||
"BOL.ui.createEquipment": "Create Equipment",
|
||||
|
||||
"BOL.featureCategory.origins": "Herkünfte",
|
||||
"BOL.featureCategory.races": "Rassen",
|
||||
@ -354,6 +356,16 @@
|
||||
"BOL.vehicleCategory.boat" : "Schiff",
|
||||
"BOL.vehicleCategory.other" : "Anderes",
|
||||
|
||||
"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.range.PointBlank": "Direkt",
|
||||
"BOL.range.Short": "Kurz",
|
||||
@ -454,5 +466,25 @@
|
||||
"BOL.chat.welcome2": "Zum Spielen werden zwingend die passenden BoL Bücher benötigt. Die französischen Originalbücher für dieses System gibt es hier: http://www.ludospherik.fr/content/14-barbarians-of-lemuria<br>Die deutsche Übersetzung gibt es bei Truant Spiele: https://truant.com/produkt/barbarians-of-lemuria-2",
|
||||
"BOL.chat.welcome3": "Die enthaltenen Karten wurden von Guillaume Tavernier und Ludospherik zur Verfügung gestellt. Vielen Dank dafür!",
|
||||
"BOL.chat.welcome4": "Im Discord findet ihr Support für die FoundryVTT-Implementierung dieses Systems: https://discord.gg/pPSDNJk",
|
||||
"BOL.chat.welcome5": "Auf ein gutes Spiel in Lemuria!"
|
||||
"BOL.chat.welcome5": "Auf ein gutes Spiel in Lemuria!",
|
||||
"BOL.chat.welcome6": "",
|
||||
|
||||
"BOL.settings.rollArmor": "Roll for armor",
|
||||
"BOL.settings.rollArmorTooltip": "Roll for armor value, fixed value if unchecked",
|
||||
"BOL.settings.useBougette": "Use Bougette (fan-made French rule)",
|
||||
"BOL.settings.useBougetteTooltip": "Use the Bougette value, as described in Annales Lemurienne from LeRatierBretonnien (https://www.lahiette.com/leratierbretonnien/)",
|
||||
"BOL.settings.removeDead": "Automatically remove dead NPCs by end of the round",
|
||||
"BOL.settings.removeDeadTooltip": "Remove NPCs Automatically when HP are 0 or less, at the end of each round",
|
||||
"BOL.settings.diceFormula": "Dice Formula",
|
||||
"BOL.settings.diceFormulaTooltip": "Main dice formula (2d6 per default)",
|
||||
"BOL.settings.diceSuccessValue" : "Success value",
|
||||
"BOL.settings.diceSuccessValueTooltip": "Value of the success threshold (9 per default for 2d6)",
|
||||
"BOL.settings.diceCriticalValue" : "Critical success value",
|
||||
"BOL.settings.diceCriticalValueTooltip": "Minimum value for critical success (12 per default for 2d6)",
|
||||
"BOL.settings.diceCriticalFailure" : "Critical failure value",
|
||||
"BOL.settings.diceCriticalFailureTooltip": "Maximum value for critical failure (2 per default for 2d6)",
|
||||
"BOL.settings.defaultLogoActorSheetPath" : "Path for Actor sheet logo",
|
||||
"BOL.settings.defaultLogoPathActorSheetTooltip": "Path of the Actor sheet logo (346 x 200, default : /systems/bol/ui/logo.webp)",
|
||||
"BOL.settings.defaultLogoTopLeftPath" : "Path for main top left logo",
|
||||
"BOL.settings.defaultLogoTopLeftPathTooltip": "Path of the logo in the top left window (718 x 416, default : /systems/bol/ui/logo2.webp)"
|
||||
}
|
||||
|
42
lang/en.json
@ -6,8 +6,8 @@
|
||||
"ITEM.TypeWeapon": "Weapon",
|
||||
"ITEM.TypeArmor": "Armor",
|
||||
|
||||
"BOL.attributes.vigor": "Vigor",
|
||||
"BOL.attributes.halfvigor" : "Half-Vigor",
|
||||
"BOL.attributes.vigor": "Strength",
|
||||
"BOL.attributes.halfvigor" : "Half-Strength",
|
||||
"BOL.attributes.agility": "Agility",
|
||||
"BOL.attributes.mind": "Mind",
|
||||
"BOL.attributes.appeal": "Appeal",
|
||||
@ -33,6 +33,18 @@
|
||||
"BOL.ui.tab.description": "Description",
|
||||
"BOL.ui.tab.details": "Details",
|
||||
"BOL.ui.tab.spellalchemy": "Spells & Alchemy",
|
||||
"BOL.ui.tab.astrologer": "Astrologer",
|
||||
|
||||
"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": "Properties",
|
||||
"BOL.ui.description": "Description",
|
||||
@ -115,6 +127,7 @@
|
||||
"BOL.ui.isSorcerer": "Is Sorcerer ?",
|
||||
"BOL.ui.isAlchemist": "Is Alchemist ?",
|
||||
"BOL.ui.isPriest": "Is Priest/Druid ?",
|
||||
"BOL.ui.isAstrologer": "Is Astrologer?",
|
||||
"BOL.ui.circle": "Circle",
|
||||
"BOL.ui.spells": "Spells",
|
||||
"BOL.ui.focusSpell": "Cast a spell",
|
||||
@ -152,6 +165,9 @@
|
||||
"BOL.ui.armorInitMalus": "Armor Modifier (Init)",
|
||||
"BOL.ui.attackValue": "Attack Value",
|
||||
"BOL.ui.weaponbonus": "Cette arme bénéficie déja d'un Dé de Bonus (Arme Favorite prise en compte, par exemple)",
|
||||
"BOL.ui.initMalus": "Init malus",
|
||||
"BOL.ui.isspecial": "Spécial ?",
|
||||
"BOL.ui.createEquipment": "Create Equipment",
|
||||
|
||||
"BOL.featureCategory.origins": "Origins",
|
||||
"BOL.featureCategory.races": "Races",
|
||||
@ -183,6 +199,7 @@
|
||||
"BOL.fightOptionTypes.fulldefense": "Full Defense",
|
||||
"BOL.fightOptionTypes.defense": "Defensive Posture",
|
||||
"BOL.fightOptionTypes.attack": "Offensive Posture",
|
||||
"BOL.fightOptionTypes.other": "Other",
|
||||
|
||||
"BOL.itemCategory.object": "Object",
|
||||
"BOL.itemCategory.equipment": "Equipment",
|
||||
@ -451,6 +468,25 @@
|
||||
"BOL.chat.welcome2": "Books are necessary to play, and ca be found here : http://www.ludospherik.fr/content/14-barbarians-of-lemuria",
|
||||
"BOL.chat.welcome3": "The integrated maps are authorized by Guillaume Tavernier and Ludospherik. Thanks to them !.",
|
||||
"BOL.chat.welcome4": "All support for this system is available on this Discord server : https://discord.gg/pPSDNJk",
|
||||
"BOL.chat.welcome5": "Good game in Lemuria !"
|
||||
"BOL.chat.welcome5": "Good game in Lemuria !",
|
||||
"BOL.chat.welcome6": "",
|
||||
|
||||
"BOL.settings.rollArmor": "Roll for armor",
|
||||
"BOL.settings.rollArmorTooltip": "Roll for armor value, fixed value if unchecked",
|
||||
"BOL.settings.useBougette": "Use Bougette (fan-made French rule)",
|
||||
"BOL.settings.useBougetteTooltip": "Use the Bougette value, as described in Annales Lemurienne from LeRatierBretonnien (https://www.lahiette.com/leratierbretonnien/)",
|
||||
"BOL.settings.removeDead": "Automatically remove dead NPCs by end of the round",
|
||||
"BOL.settings.removeDeadTooltip": "Remove NPCs Automatically when HP are 0 or less, at the end of each round",
|
||||
"BOL.settings.diceFormula": "Dice Formula",
|
||||
"BOL.settings.diceFormulaTooltip": "Main dice formula (2d6 per default)",
|
||||
"BOL.settings.diceSuccessValue" : "Success value",
|
||||
"BOL.settings.diceSuccessValueTooltip": "Value of the success threshold (9 per default for 2d6)",
|
||||
"BOL.settings.diceCriticalValue" : "Critical success value",
|
||||
"BOL.settings.diceCriticalValueTooltip": "Minimum value for critical success (12 per default for 2d6)",
|
||||
"BOL.settings.diceCriticalFailure" : "Critical failure value",
|
||||
"BOL.settings.diceCriticalFailureTooltip": "Maximum value for critical failure (2 per default for 2d6)",
|
||||
"BOL.settings.defaultLogoActorSheetPath" : "Path for Actor sheet logo",
|
||||
"BOL.settings.defaultLogoPathActorSheetTooltip": "Path of the Actor sheet logo (346 x 200, default : /systems/bol/ui/logo.webp)",
|
||||
"BOL.settings.defaultLogoTopLeftPath" : "Path for main top left logo",
|
||||
"BOL.settings.defaultLogoTopLeftPathTooltip": "Path of the logo in the top left window (718 x 416, default : /systems/bol/ui/logo2.webp)"
|
||||
}
|
135
lang/fr.json
@ -1,12 +1,17 @@
|
||||
{
|
||||
"ACTOR.TypeCharacter": "Personnage",
|
||||
"ACTOR.TypeEncounter": "Rencontre",
|
||||
"ACTOR.TypeVehicle": "Véhicule",
|
||||
"ITEM.TypeItem": "Objet",
|
||||
"ITEM.TypeFeature": "Trait",
|
||||
"ITEM.TypeWeapon": "Arme",
|
||||
"ITEM.TypeArmor": "Armure",
|
||||
|
||||
"TYPES": {
|
||||
"Actor": {
|
||||
"character": "Personnage",
|
||||
"npc": "PNJ",
|
||||
"vehicle": "Véhicule"
|
||||
},
|
||||
"Item": {
|
||||
"item": "Objet",
|
||||
"feature": "Trait",
|
||||
"weapon": "Arme",
|
||||
"armure": "Armure"
|
||||
}
|
||||
},
|
||||
"BOL.attributes.vigor": "Vigueur",
|
||||
"BOL.attributes.halfvigor": "Demi-vigueur",
|
||||
"BOL.attributes.agility": "Agilité",
|
||||
@ -28,7 +33,9 @@
|
||||
"BOL.resources.power": "Pouvoir",
|
||||
"BOL.resources.villainy": "Vilénie",
|
||||
"BOL.resources.alchemypoints": "Points de Creation",
|
||||
"BOL.resources.astrologypoints": "Points d'Astrologie",
|
||||
"BOL.traits.xp": "Expérience",
|
||||
|
||||
"BOL.ui.tab.stats": "Attributs",
|
||||
"BOL.ui.tab.combat": "Combat",
|
||||
"BOL.ui.tab.actions": "Actions",
|
||||
@ -36,7 +43,19 @@
|
||||
"BOL.ui.tab.equipment": "Equipement",
|
||||
"BOL.ui.tab.description": "Description",
|
||||
"BOL.ui.tab.details": "Details",
|
||||
"BOL.ui.tab.spellalchemy": "Sorts&Alchimie",
|
||||
"BOL.ui.tab.spellalchemy": "Mystères",
|
||||
|
||||
"BOL.ui.astrologerPoints": "Points d'Astrologie",
|
||||
"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
|
||||
"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
|
||||
"BOL.ui.answer": "Réponse",
|
||||
"BOL.ui.horoscopefavorable": "Favorable (1dB)",
|
||||
"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
|
||||
"BOL.ui.horoscopes": "Horoscopes",
|
||||
"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
|
||||
"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
|
||||
"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
|
||||
|
||||
"BOL.ui.properties": "Propriétés",
|
||||
"BOL.ui.description": "Description",
|
||||
"BOL.ui.actions": "Actions",
|
||||
@ -92,8 +111,8 @@
|
||||
"BOL.ui.success": "Succès",
|
||||
"BOL.ui.failure": "Échec",
|
||||
"BOL.ui.fumble": "Échec critique",
|
||||
"BOL.ui.critical": "Succès critique",
|
||||
"BOL.ui.criticallegend": "Succès légendaire !",
|
||||
"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",
|
||||
@ -114,12 +133,17 @@
|
||||
"BOL.ui.difficulty": "Difficulté",
|
||||
"BOL.ui.spellProperties": "Propriétés du Sort",
|
||||
"BOL.ui.duration": "Durée",
|
||||
"BOL.ui.spellkeep": "Prolongation",
|
||||
"BOL.ui.concentrate": "Concentration",
|
||||
"BOL.ui.spellkeep": "Prolongation possible ?",
|
||||
"BOL.ui.concentrate": "Concentration à maintenir ?",
|
||||
"BOL.ui.aggressive": "Sort aggressif ?",
|
||||
"BOL.ui.registerInit": "Enregistrer comme Init. de combat",
|
||||
"BOL.ui.initMalus": "Malus d'initiative",
|
||||
"BOL.ui.magicnewrules": "Règles supplémentaires (cf. supplément fan-made Sorcellerie!)",
|
||||
|
||||
"BOL.ui.isSorcerer": "Carrière de Sorcier ?",
|
||||
"BOL.ui.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",
|
||||
@ -137,6 +161,21 @@
|
||||
"BOL.ui.alchemyCostTotal": "Points de Création nécessaires pour la Préparation",
|
||||
"BOL.ui.alchemyInvest": "Points de Création investis",
|
||||
"BOL.ui.alchemyCurrent": "Points de Création actuel dans la Préparation",
|
||||
"BOL.ui.astrology": "Astrologie et Horoscopes",
|
||||
"BOL.ui.astrologyMinor": "Etablir un Horoscope Mineur",
|
||||
"BOL.ui.astrologyMajor": "Etablir un Horoscope Majeur",
|
||||
"BOL.ui.astrologyMajorGroup": "Etablir un Horoscope Majeur de Groupe",
|
||||
"BOL.ui.makeHoroscope": "Etablir un Horoscope",
|
||||
"BOL.ui.astrologerRank": "Rang de l'Astrologue",
|
||||
"BOL.ui.horoscopeCost": "Cout en Points d'Astrologie",
|
||||
"BOL.ui.minor": "Mineur",
|
||||
"BOL.ui.major": "Majeur",
|
||||
"BOL.ui.majorgroup": "Majeur de Groupe",
|
||||
"BOL.ui.horoscopeGroup": "Horoscopes de Groupe",
|
||||
"BOL.ui.horoscopeDiceRemaining": "Dés restants",
|
||||
"BOL.ui.horoscopeDiceMax": "Dés Max",
|
||||
"BOL.ui.astrologyNoPoints": "Vous n'avez pas assez de Points d'Astrologie!",
|
||||
|
||||
"BOL.ui.advance": "Avancement",
|
||||
"BOL.ui.isbonusdice": "Fourni un dé bonus?",
|
||||
"BOL.ui.ismalusdice": "Fourni un dé malus?",
|
||||
@ -182,7 +221,11 @@
|
||||
"BOL.ui.armornoformula": "L'armure {protect.name} n'a pas de formule pour la protection !",
|
||||
"BOL.ui.selectactor": "Selectionnez votre personnage pour utiliser la macro",
|
||||
"BOL.ui.itemnotfound": "Impossible de trouver l'objet de cette macro",
|
||||
|
||||
"BOL.ui.noinit": "Pas d'initiative trouvée, veuillez en enregistrer une.",
|
||||
"BOL.ui.warninitiative": "Votre initiative n'est pas disponible. Effectuez un jet d'Initiative pour ce combat.",
|
||||
"BOL.ui.isspecial": "Spéciale ?",
|
||||
"BOL.ui.createEquipment": "Créer un Equipement",
|
||||
|
||||
"BOL.featureCategory.origins": "Origines",
|
||||
"BOL.featureCategory.races": "Races",
|
||||
"BOL.featureCategory.careers": "Carrières",
|
||||
@ -207,6 +250,7 @@
|
||||
"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",
|
||||
@ -215,6 +259,7 @@
|
||||
"BOL.fightOptionTypes.fulldefense": "Défense totale",
|
||||
"BOL.fightOptionTypes.defense": "Posture défensive",
|
||||
"BOL.fightOptionTypes.attack": "Posture offensive",
|
||||
"BOL.fightOptionTypes.other": "Autres",
|
||||
|
||||
"BOL.itemCategory.object": "Objet",
|
||||
"BOL.itemCategory.equipment": "Équipement",
|
||||
@ -423,10 +468,10 @@
|
||||
"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.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme/Vilainie pour reprendre vos esprits pendant 1 round.",
|
||||
"BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).",
|
||||
"BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...",
|
||||
"BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme pour Défier la Mort (cf. page 58).",
|
||||
"BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme/Vilainie pour Défier la Mort (cf. page 58).",
|
||||
"BOL.chat.alchemytitle": "Préparation Alchimique : {name}",
|
||||
"BOL.chat.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.",
|
||||
@ -439,19 +484,20 @@
|
||||
"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.heroicreminder": "En plus des actions indiquées sur les boutons ci-dessous, vous pouvez : <ul><li>Carnage : Attaquer une seconde fois le même adversaire</li><li>Coup précis : Un dé de malus à votre adversaire sur une localisation choisie</li><li>Désarmement</li><li>Massacrer la piétaille</li><li>Renversement : Renversez votre adversaire (1 taille de plus max)</li></ul>Si vous dépensez un Point d'Héroisme en plus, tout ces effets peuvent être doublés",
|
||||
"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme/Vilainie)",
|
||||
"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme/Vilainie)",
|
||||
"BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !",
|
||||
"BOL.chat.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.shakeoff": "Juste une égratignure (1 Point d'Héroisme/Vilainie)",
|
||||
"BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme/Vilainie)",
|
||||
"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.heroreducedamage": "Un point d'héroisme/vilainie dépensé, pour une réduction des dommages supplémentaire de {total}.",
|
||||
"BOL.chat.herosplintered": "Aucun dommage encaissé, grâce à la parade in-extremis avec {weaponHero.name}. L'arme a été détruite pendant cette parade ! Un point d'héroisme/vilainie a également été dépensé.",
|
||||
"BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !",
|
||||
"BOL.chat.spell": "Sort",
|
||||
"BOL.chat.spellcost": "Cout en Points de Pouvoir",
|
||||
@ -478,6 +524,30 @@
|
||||
"BOL.chat.bougettesuccess": "Votre bougette reste inchangée !",
|
||||
"BOL.chat.bougettefailure": "Vous avez trop dépensé, votre bougette s'est réduite...",
|
||||
"BOL.chat.initiative": "Rang d'intiative (10 à 1)",
|
||||
"BOL.chat.horoscope": "Horoscope",
|
||||
"BOL.chat.horoscopepoints": "Coût : {points} Points d'Astrologie",
|
||||
"BOL.chat.horoscopeminorsuccess": "Votre horoscope mineur est un succès : éditez le nom de l'horoscope sur votre fiche. Vous bénéficiez d'1 dé Bonus pour cette situation.",
|
||||
"BOL.chat.horoscopeminorfailure": "Votre horoscope mineur est un échec : éditez le nom de l'horoscope sur votre fiche. Vous souffrez d'1 dé Malus pour cette situation.",
|
||||
"BOL.chat.horoscopemajorsuccess": "Votre horoscope majeur est un succès : {horoscopeName} bénéficie d'1 point d'Héroisme de plus pour cette aventure. Ce point a été ajouté automatiquement.",
|
||||
"BOL.chat.horoscopemajorfailure": "Votre horoscope majeur est un échec : {horoscopeName} a perdu 1 point d'Héroisme pour cette aventure. Ce point a été enlevé automatiquement.",
|
||||
"BOL.chat.horoscopemajorgroupsuccess": "Votre horoscope majeur de groupe est un succès. Vous et vos amis bénéficiez de {careerBonus} dés bonus pendant cette aventure.",
|
||||
"BOL.chat.horoscopemajorgroupfailure": "Votre horoscope majeur de groupe est un échec. Vous et vos amis souffrez de {careerBonus} dés malus pendant cette aventure.",
|
||||
"BOL.chat.usedhoroscope": "Horoscope utilisé",
|
||||
"BOL.chat.horoscopedeleted": "Le(s) Horoscopes utilisé(s) a/ont été supprimé(s) automatiquement.",
|
||||
"BOL.chat.criticaloptions": "Succès critique !! Vous pouvez faire (1 option au choix) :",
|
||||
"BOL.chat.criticalcarnage": "Faire un Carnage : vous avez une attaque gratuite supplémentaire. Cette seconde attaque ne peut bénéficier d'un Point d'Héroisme/vilainie.",
|
||||
"BOL.chat.criticalplus6": "Coup Dévastateur : +6 aux dommages (cf bouton ci-dessous).",
|
||||
"BOL.chat.criticalprecise": "Coup Précis : Vous frappez pour diminuer les capacités de votre adversaire. Décrivez ce que vous faites, et si le MJ l'accepte, votre opposant subira un Dé de Malus pour les actions concernées.",
|
||||
"BOL.chat.criticalunarm": "Désarmement : Si votre adversaire a une arme en main, vous le désarmez.",
|
||||
"BOL.chat.criticalrabble": "Massacrer la piétaille : Si vous combattez de la Piétaille, les résultats des dommages indiquent le nombre d'adversaires mis hors de combat.",
|
||||
"BOL.chat.criticalpush": "Renversement : Si la taille le permet, vous poussez votre adversaire au sol, il souffrira d'1 Dé de Malus pour toutes ses actions au round suivant.",
|
||||
"BOL.chat.criticalup": "Transformer en Légendaire : En dépensant 1 point d'Héroisme/Vilainie, vous pouvez transformer ce Succès Héroïque en Légendaire, qui vous permet de prendre 2 options dans la liste ci-dessus (cf. bouton pour un +12 aux dommages par exemple).",
|
||||
"BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
|
||||
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
|
||||
|
||||
"BOL.chat.losshp": "{name} a perdu {lossHP} points de Vitalité. Si il se repose quelques minutes, il peut récupérer {recupHP} points de Vitalité.",
|
||||
"BOL.chat.applyrecup": "Récupérer pendant quelques minutes (+{recupHP} Vitalité)",
|
||||
"BOL.chat.inforecup": "{name} vient de récupérer {recupHP} points de Vitalité après quelques minutes de repos.",
|
||||
|
||||
"BOL.dialog.soeasy": "Inmanquable (+4)",
|
||||
"BOL.dialog.veryeasy": "Trés Facile (+2)",
|
||||
@ -517,6 +587,25 @@
|
||||
"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 !"
|
||||
"BOL.chat.welcome6": "Bon jeu en Lemurie !",
|
||||
"BOL.chat.nodamage": "Ne pas appliquer les dommages",
|
||||
|
||||
"BOL.settings.rollArmor": "Effectuer des jets pour les armures",
|
||||
"BOL.settings.rollArmorTooltip": "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
|
||||
"BOL.settings.useBougette": "Utiliser la Bougette (règle fan-made)",
|
||||
"BOL.settings.useBougetteTooltip": "Utilise un indicateur de Bougette, comme décrit dans l'aide de jeu Annales Lemurienne du RatierBretonnien (https://www.lahiette.com/leratierbretonnien/)",
|
||||
"BOL.settings.removeDead": "Enlever les PNJs morts automatiquement au round suivant",
|
||||
"BOL.settings.removeDeadTooltip": "Supprime les PNJ (piétaille, créatures, coriaces) automatiquement du combat lorsqu'ils sont à 0 Vitalité ou moins, lors du passage au round suivant",
|
||||
"BOL.settings.diceFormula": "Formule de dés",
|
||||
"BOL.settings.diceFormulaTooltip": "Formule de dés utilisée pour les jets de dés (par défaut 2d6)",
|
||||
"BOL.settings.diceSuccessValue" : "Seuil de succès",
|
||||
"BOL.settings.diceSuccessValueTooltip": "Seuil de succès pour les jets de dés (par défaut 9 pour 2d6)",
|
||||
"BOL.settings.diceCriticalValue" : "Seuil de succès critique",
|
||||
"BOL.settings.diceCriticalValueTooltip": "Seuil de succès critique pour les jets de dés (par défaut 12 pour 2d6)",
|
||||
"BOL.settings.diceCriticalFailure" : "Valeur max d'échec critique",
|
||||
"BOL.settings.diceCriticalFailureTooltip": "Valeur max d'échec critique pour les jets de dés (par défaut 2 pour 2d6)",
|
||||
"BOL.settings.defaultLogoActorSheetPath" : "Chemin du logo des fiches de perso",
|
||||
"BOL.settings.defaultLogoPathActorSheetTooltip": "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)",
|
||||
"BOL.settings.defaultLogoTopLeftPath" : "Chemin du logo haut gauche",
|
||||
"BOL.settings.defaultLogoTopLeftPathTooltip": "Vous pouvez changer le logo BoL en haut à gauche de chaque écran (idéalement 718 x 416, défaut : /systems/bol/ui/logo2.webp)"
|
||||
}
|
@ -60,6 +60,12 @@ export class BoLActorSheet extends ActorSheet {
|
||||
const li = $(ev.currentTarget).parents(".item");
|
||||
this.actor.spendAlchemyPoint(li.data("itemId"), 1)
|
||||
})
|
||||
html.find(".inc-dec-btns-resource").click((ev) => {
|
||||
const dataset = ev.currentTarget.dataset;
|
||||
const target = dataset.target
|
||||
const incr = parseInt(dataset.incr)
|
||||
this.actor.incDecResources(target, incr)
|
||||
})
|
||||
|
||||
// Incr./Decr. career ranks
|
||||
html.find(".inc-dec-btns").click((ev) => {
|
||||
@ -136,6 +142,7 @@ export class BoLActorSheet extends ActorSheet {
|
||||
formData.treasure = this.actor.treasure
|
||||
formData.boleffects = this.actor.boleffects
|
||||
formData.alchemyrecipe = this.actor.alchemyrecipe
|
||||
formData.horoscopes = this.actor.horoscopes
|
||||
formData.vehicles = this.actor.vehicles
|
||||
formData.fightoptions = this.actor.fightoptions
|
||||
formData.ammos = this.actor.ammos
|
||||
@ -148,15 +155,18 @@ export class BoLActorSheet extends ActorSheet {
|
||||
formData.options = this.options
|
||||
formData.owner = this.document.isOwner
|
||||
formData.editScore = this.options.editScore
|
||||
formData.useBougette = BoLUtility.getUseBougette()
|
||||
formData.useBougette = (this.actor.type == "character" && BoLUtility.getUseBougette()) || false
|
||||
formData.bougette = this.actor.getBougette()
|
||||
formData.charType = this.actor.getCharType()
|
||||
formData.villainy = this.actor.getVillainy()
|
||||
formData.biography = await TextEditor.enrichHTML(this.object.system.details.biography, {async: true})
|
||||
formData.notes = await TextEditor.enrichHTML(this.object.system.details.notes, {async: true})
|
||||
formData.biography = await TextEditor.enrichHTML(this.object.system.details?.biography || "", {async: true})
|
||||
formData.notes = await TextEditor.enrichHTML(this.object.system.details.notes || "", {async: true})
|
||||
formData.isSorcerer = this.actor.isSorcerer()
|
||||
formData.isAlchemist = this.actor.isAlchemist()
|
||||
formData.isAstrologer = this.actor.isAstrologer()
|
||||
formData.isMysteries = formData.isSorcerer || formData.isAlchemist || formData.isAstrologer
|
||||
formData.isPriest = this.actor.isPriest()
|
||||
formData.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
|
||||
|
||||
formData.isGM = game.user.isGM
|
||||
|
||||
@ -244,7 +254,16 @@ export class BoLActorSheet extends ActorSheet {
|
||||
case "careerxp":
|
||||
this.actor.incCareerXP( li.data("item-id"))
|
||||
break;
|
||||
|
||||
case "horoscope-minor":
|
||||
BoLRoll.horoscopeCheck(this.actor, event, "minor")
|
||||
break
|
||||
case "horoscope-major":
|
||||
BoLRoll.horoscopeCheck(this.actor, event, "major")
|
||||
break
|
||||
case "horoscope-major-group":
|
||||
BoLRoll.horoscopeCheck(this.actor, event, "majorgroup")
|
||||
break
|
||||
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,5 @@
|
||||
import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
|
||||
import { BoLDefaultRoll, BoLRoll } from "../controllers/bol-rolls.js";
|
||||
import { BoLUtility } from "../system/bol-utility.js";
|
||||
import { BoLRoll } from "../controllers/bol-rolls.js";
|
||||
|
||||
/**
|
||||
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
|
||||
@ -22,54 +21,94 @@ export class BoLActor extends Actor {
|
||||
super.prepareData()
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async _preCreate(data, options, user) {
|
||||
await super._preCreate(data, options, user);
|
||||
|
||||
// Configure prototype token settings
|
||||
const prototypeToken = {};
|
||||
if (this.type === "character") Object.assign(prototypeToken, {
|
||||
sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
|
||||
});
|
||||
this.updateSource({ prototypeToken });
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
isHeroAdversary() {
|
||||
if (this.type === 'character') {
|
||||
return true
|
||||
}
|
||||
if (this.type === 'encounter' && this.chartype == "adversary") {
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
getCharType() {
|
||||
if (this.type === 'character') {
|
||||
return 'player'
|
||||
return "player"
|
||||
}
|
||||
return this.system.chartype
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
getVillainy() {
|
||||
if (this.type === 'character') {
|
||||
return false
|
||||
if (this.type === 'encounter' && this.chartype == "adversary") {
|
||||
return true
|
||||
}
|
||||
return true
|
||||
return false
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
getInitiativeMalus() {
|
||||
if (this.type === 'encounter' && (this.chartype == "adversary" || this.chartype == "tough")) {
|
||||
return this.system.aptitudes.init.value
|
||||
}
|
||||
return 0
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
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
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
getBougette() {
|
||||
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
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
async rollBougette() {
|
||||
//ui.notifications.info("Roll bougette done !")
|
||||
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()
|
||||
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() {
|
||||
let bougette = duplicate(this.system.bougette)
|
||||
bougette.value = Math.max( Number(bougette.value) - 1, 0)
|
||||
this.update( { 'system.bougette': bougette } )
|
||||
if (this.type == "character") {
|
||||
let bougette = duplicate(this.system.bougette)
|
||||
bougette.value = Math.max(Number(bougette.value) - 1, 0)
|
||||
this.update({ 'system.bougette': bougette })
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
updateResourcesData() {
|
||||
if (this.type == 'character') {
|
||||
let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus
|
||||
if (this.system.resources.hp.max != newVitality) {
|
||||
this.update({ 'system.resources.hp.max': newVitality })
|
||||
let actor = this
|
||||
setTimeout(function () { actor.update({ 'system.resources.hp.max': newVitality }) }, 800)
|
||||
}
|
||||
let newPower = 10 + this.system.attributes.mind.value + this.system.resources.power.bonus
|
||||
if (this.system.resources.power.max != newPower) {
|
||||
this.update({ 'system.resources.power.max': newPower })
|
||||
let actor = this
|
||||
setTimeout(function () { actor.update({ 'system.resources.power.max': newPower }) }, 800)
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -80,8 +119,10 @@ export class BoLActor extends Actor {
|
||||
|
||||
} else {
|
||||
super.prepareDerivedData()
|
||||
this.updateResourcesData()
|
||||
this.manageHealthState();
|
||||
if (this.id) {
|
||||
this.updateResourcesData()
|
||||
this.manageHealthState()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -89,11 +130,29 @@ export class BoLActor extends Actor {
|
||||
get details() {
|
||||
return this.system.details
|
||||
}
|
||||
addEffectModifiers(myList, dataPath) {
|
||||
for (let attr of myList) {
|
||||
attr.numModifier = 0
|
||||
attr.diceModifier = ""
|
||||
let effects = this.items.filter(i => i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier == dataPath + attr.key)
|
||||
for (let effect of effects) {
|
||||
if (Number(effect.system.properties.modifier)) {
|
||||
attr.numModifier += Number(effect.system.properties.modifier)
|
||||
} else {
|
||||
attr.diceModifier += "+" + effect.system.properties.modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
get attributes() {
|
||||
return Object.values(this.system.attributes)
|
||||
let attrList = duplicate(Object.values(this.system.attributes))
|
||||
this.addEffectModifiers(attrList, "system.attributes.")
|
||||
return attrList
|
||||
}
|
||||
get aptitudes() {
|
||||
return Object.values(this.system.aptitudes)
|
||||
let aptList = Object.values(this.system.aptitudes)
|
||||
this.addEffectModifiers(aptList, "system.aptitudes.")
|
||||
return aptList
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -128,7 +187,7 @@ export class BoLActor extends Actor {
|
||||
}
|
||||
// Apply defense effects
|
||||
for (let i of this.items) {
|
||||
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("aptitudes.def") ) {
|
||||
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("aptitudes.def")) {
|
||||
defMod += Number(i.system.properties.modifier)
|
||||
}
|
||||
}
|
||||
@ -221,25 +280,27 @@ export class BoLActor extends Actor {
|
||||
/*-------------------------------------------- */
|
||||
get armorMalusValue() { // used for Fight Options
|
||||
for (let armor of this.armors) {
|
||||
if (armor.system.properties.armorQuality.includes("light")) {
|
||||
if (armor.system.properties.armorQuality?.includes("light")) {
|
||||
return 1
|
||||
}
|
||||
if (armor.system.properties.armorQuality.includes("medium")) {
|
||||
if (armor.system.properties.armorQuality?.includes("medium")) {
|
||||
return 2
|
||||
}
|
||||
if (armor.system.properties.armorQuality.includes("heavy")) {
|
||||
if (armor.system.properties.armorQuality?.includes("heavy")) {
|
||||
return 3
|
||||
}
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
get resources() {
|
||||
return Object.values(this.system.resources)
|
||||
}
|
||||
get boleffects() {
|
||||
return this.items.filter(i => i.type === "feature" && i.system.subtype === "boleffect")
|
||||
}
|
||||
get horoscopes() {
|
||||
return this.items.filter(i => i.type === "feature" && i.system.subtype === "horoscope")
|
||||
}
|
||||
get boons() {
|
||||
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "boon") || []);
|
||||
}
|
||||
@ -345,6 +406,11 @@ export class BoLActor extends Actor {
|
||||
return true
|
||||
return false
|
||||
}
|
||||
isAstrologer() {
|
||||
if (this.careers.find(item => item.system.properties.astrologer == true))
|
||||
return true
|
||||
return false
|
||||
}
|
||||
isPriest() {
|
||||
if (this.careers.find(item => item.system.properties.priest == true))
|
||||
return true
|
||||
@ -372,7 +438,7 @@ export class BoLActor extends Actor {
|
||||
}
|
||||
// Apply vigor effects
|
||||
for (let i of this.items) {
|
||||
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("vigor") ) {
|
||||
if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("vigor")) {
|
||||
attrDamageValue += Number(i.system.properties.modifier)
|
||||
}
|
||||
}
|
||||
@ -416,6 +482,88 @@ export class BoLActor extends Actor {
|
||||
}
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
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") {
|
||||
let actorHoroscope = this
|
||||
if (rollData.targetId) {
|
||||
let token = game.scenes.current.tokens.get(rollData.targetId)
|
||||
actorHoroscope = token.actor
|
||||
}
|
||||
if (rollData.isSuccess) {
|
||||
actorHoroscope.addHeroPoints(1)
|
||||
} else {
|
||||
actorHoroscope.subHeroPoints(1)
|
||||
}
|
||||
rollData.horoscopeName = actorHoroscope.name
|
||||
}
|
||||
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) {
|
||||
let alchemy = this.items.get(alchemyId)
|
||||
@ -428,11 +576,18 @@ export class BoLActor extends Actor {
|
||||
newPC = alchemy.system.properties.pccurrent + pcCost
|
||||
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }])
|
||||
} else {
|
||||
ui.notifications.warn( game.i18n.localize("BOL.ui.nomorealchemypoints") )
|
||||
ui.notifications.warn(game.i18n.localize("BOL.ui.nomorealchemypoints"))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
getAstrologerBonus() {
|
||||
let astrologer = this.careers.find(item => item.system.properties.astrologer == true)
|
||||
if (astrologer) {
|
||||
return astrologer.system.rank
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
getAlchemistBonus() {
|
||||
let sorcerer = this.careers.find(item => item.system.properties.alchemist == true)
|
||||
@ -452,16 +607,18 @@ export class BoLActor extends Actor {
|
||||
|
||||
/*-------------------------------------------- */
|
||||
heroReroll() {
|
||||
if (this.type == 'character') {
|
||||
if (this.type == 'character' || this.system.villainy == 'adversary') {
|
||||
return this.system.resources.hero.value > 0;
|
||||
} else {
|
||||
if (this.system.villainy == 'adversary') {
|
||||
return this.system.resources.hero.value > 0;
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
getHeroPoints() {
|
||||
if (this.type == 'character' || this.system.villainy == 'adversary') {
|
||||
return this.system.resources.hero.value
|
||||
}
|
||||
return 0
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
getResourcesFromType() {
|
||||
let resources = {};
|
||||
@ -609,7 +766,7 @@ export class BoLActor extends Actor {
|
||||
|
||||
/*-------------------------------------------- */
|
||||
buildListeActions() {
|
||||
return this.melee.concat(this.ranged).concat(this.natural)
|
||||
return this.melee.concat(this.ranged).concat(this.natural).concat(this.fightoptions)
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
@ -618,74 +775,184 @@ export class BoLActor extends Actor {
|
||||
let lastHP = await this.getFlag("world", hpID)
|
||||
if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this
|
||||
await this.setFlag("world", hpID, this.system.resources.hp.value)
|
||||
let prone = this.effects.find( ef => ef.label == "EFFECT.StatusProne")
|
||||
let dead = this.effects.find( ef => ef.label == "EFFECT.StatusDead")
|
||||
let prone = this.effects.find(ef => ef.label == "EFFECT.StatusProne")
|
||||
let dead = this.effects.find(ef => ef.label == "EFFECT.StatusDead")
|
||||
if (this.system.resources.hp.value <= 0) {
|
||||
if ( !prone) {
|
||||
if (!prone) {
|
||||
await this.createEmbeddedDocuments("ActiveEffect", [
|
||||
{label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg', flags: { core: { statusId: 'prone' } } }
|
||||
{ label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg', flags: { core: { statusId: 'prone' } } }
|
||||
])
|
||||
}
|
||||
if ( this.system.resources.hp.value < -5 && !dead) {
|
||||
if (this.system.resources.hp.value < -5 && !dead) {
|
||||
await this.createEmbeddedDocuments("ActiveEffect", [
|
||||
{label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg', flags: { core: { statusId: 'dead' } } }
|
||||
{ label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg', flags: { core: { statusId: 'dead' } } }
|
||||
])
|
||||
}
|
||||
ChatMessage.create({
|
||||
alias: this.name,
|
||||
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
|
||||
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value })
|
||||
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value, isHeroAdversary: this.isHeroAdversary() })
|
||||
})
|
||||
} else {
|
||||
if ( prone ) {
|
||||
await this.deleteEmbeddedDocuments("ActiveEffect", [ prone.id ] )
|
||||
if (prone) {
|
||||
await this.deleteEmbeddedDocuments("ActiveEffect", [prone.id])
|
||||
}
|
||||
if ( dead ) {
|
||||
await this.deleteEmbeddedDocuments("ActiveEffect", [ dead.id ] )
|
||||
if (dead) {
|
||||
await this.deleteEmbeddedDocuments("ActiveEffect", [dead.id])
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
registerInit(rollData) {
|
||||
async registerInit(rollData) {
|
||||
rollData.actor = undefined // Cleanup if present
|
||||
this.setFlag("world", "last-initiative", rollData)
|
||||
await this.setFlag("world", "last-initiative", rollData)
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
getInitiativeRank() {
|
||||
let rollData = this.getFlag("world", "last-initiative")
|
||||
let fvttInit = 5
|
||||
if (this.type == 'character') {
|
||||
if (rollData.isLegendary) {
|
||||
fvttInit = 10
|
||||
} else if (rollData.isCritical) {
|
||||
fvttInit = 9
|
||||
} else if (rollData.isSuccess ) {
|
||||
fvttInit = 8
|
||||
} else if (rollData.isFumble) {
|
||||
fvttInit = 3
|
||||
storeVitaliteCombat() {
|
||||
this.setFlag("world", "vitalite-before-combat", duplicate(this.system.resources.hp))
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
async displayRecuperation() {
|
||||
let previousHP = this.getFlag("world", "vitalite-before-combat")
|
||||
let lossHP = previousHP.value - this.system.resources.hp.value
|
||||
//console.log(">>>>> RECUP INFO", previousHP, this.system.resources.hp.value)
|
||||
if (previousHP && lossHP > 0 && this.system.resources.hp.value > 0) {
|
||||
let msg = await ChatMessage.create({
|
||||
alias: this.name,
|
||||
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
|
||||
content: await renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', {
|
||||
name: this.name,
|
||||
img: this.img,
|
||||
actorId: this.id,
|
||||
lossHP: lossHP,
|
||||
recupHP: Math.ceil(lossHP / 2)
|
||||
})
|
||||
})
|
||||
}
|
||||
this.unsetFlag("world", "vitalite-before-combat")
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
async applyRecuperation(recupHP) {
|
||||
let hp = duplicate(this.system.resources.hp)
|
||||
//console.log("RECUP !!!!", hp, recupHP)
|
||||
hp.value += Number(recupHP)
|
||||
hp.value = Math.min(hp.value, hp.max)
|
||||
this.update({ 'system.resources.hp': hp })
|
||||
let msg = await ChatMessage.create({
|
||||
alias: this.name,
|
||||
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
|
||||
content: game.i18n.format("BOL.chat.inforecup", { name: this.name, recupHP: recupHP })
|
||||
})
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
clearInitiative() {
|
||||
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
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
checkNumeric(myObject) {
|
||||
if (myObject) {
|
||||
for (let key in myObject) {
|
||||
if (myObject[key].value === null) {
|
||||
myObject[key].value = 0
|
||||
}
|
||||
if (myObject[key].value === NaN) {
|
||||
myObject[key].value = 0
|
||||
}
|
||||
}
|
||||
} else {
|
||||
fvttInit = 4 // Pietaille par defautco
|
||||
if ( this.getCharType() == 'adversary') {
|
||||
fvttInit = 7
|
||||
}
|
||||
if ( this.getCharType() == 'tough') {
|
||||
}
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
_preUpdate(data, options, userId) {
|
||||
if (data.system?.attributes) {
|
||||
this.checkNumeric(data.system.attributes)
|
||||
}
|
||||
if (data.system?.aptitudes) {
|
||||
this.checkNumeric(data.system.aptitudes)
|
||||
}
|
||||
if (data.system?.resources) {
|
||||
this.checkNumeric(data.system.resources)
|
||||
}
|
||||
super._preUpdate(data, options, userId)
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
getInitiativeRank(rollData = undefined, isCombat = false, combatData) {
|
||||
let fvttInit = 4 // Pietaille par defaut
|
||||
if (this.type == 'character') {
|
||||
fvttInit = 5
|
||||
if (!rollData) {
|
||||
if (isCombat) {
|
||||
if (game.user.isGM) {
|
||||
if (this.hasPlayerOwner) {
|
||||
game.socket.emit("system.bol", { name: "msg_request_init_roll", data: { actorId: this.id, combatData } })
|
||||
} else {
|
||||
BoLRoll.aptitudeCheck(this, "init", undefined, combatData);
|
||||
}
|
||||
}
|
||||
}
|
||||
} 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) {
|
||||
let newHeroP = this.system.resources.hero.value - nb;
|
||||
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
|
||||
await this.update({ 'system.resources.hero.value': newHeroP });
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
async addHeroPoints(nb) {
|
||||
let newHeroP = this.system.resources.hero.value + nb;
|
||||
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
|
||||
await this.update({ 'system.resources.hero.value': newHeroP });
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
incDecResources(target, value) {
|
||||
let newValue = this.system.resources[target].value + value
|
||||
this.update({ [`system.resources.${target}.value`]: newValue })
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
async sufferDamage(damage) {
|
||||
let newHP = this.system.resources.hp.value - damage
|
||||
@ -702,13 +969,13 @@ export class BoLActor extends Actor {
|
||||
} else if (protect.system.subtype == 'armor') {
|
||||
if (BoLUtility.getRollArmor()) {
|
||||
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
|
||||
ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
|
||||
ui.notifications.warn(game.i18n.localize("BOL.ui.armornoformula", protect.name))
|
||||
} else {
|
||||
formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
|
||||
}
|
||||
} else {
|
||||
if (protect.system.properties.soak.value == undefined) {
|
||||
ui.notifications.warn( game.i18n.localize("BOL.ui.armornoformula", protect.name) )
|
||||
ui.notifications.warn(game.i18n.localize("BOL.ui.armornoformula", protect.name))
|
||||
} else {
|
||||
formula += "+ " + protect.system.properties.soak.value
|
||||
}
|
||||
|
@ -122,7 +122,7 @@ Hooks.once('ready', async function () {
|
||||
BoLUtility.ready()
|
||||
BoLCharacterSummary.ready()
|
||||
|
||||
registerUsageCount('bol')
|
||||
registerUsageCount(game.system.id)
|
||||
|
||||
|
||||
welcomeMessage()
|
||||
|
@ -18,20 +18,33 @@ export class BoLRoll {
|
||||
/* -------------------------------------------- */
|
||||
static updateApplicableEffects(rollData) {
|
||||
let appEffects = []
|
||||
for( let effect of rollData.bolEffects) {
|
||||
if(effect.system.properties.identifier =="always") {
|
||||
appEffects.push(effect)
|
||||
for (let effect of rollData.bolEffects) {
|
||||
if (effect.system.properties.identifier == "always") {
|
||||
appEffects.push(effect)
|
||||
} else if (effect.system.properties.identifier.includes(rollData.attribute.key)) {
|
||||
appEffects.push(effect)
|
||||
} else if ( rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) {
|
||||
appEffects.push(effect)
|
||||
appEffects.push(effect)
|
||||
} else if (rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) {
|
||||
appEffects.push(effect)
|
||||
}
|
||||
}
|
||||
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 = {
|
||||
mode: mode,
|
||||
@ -42,13 +55,19 @@ export class BoLRoll {
|
||||
attrValue: attribute.value,
|
||||
aptValue: 0,
|
||||
careerBonus: 0,
|
||||
horoscopeBonus: 0,
|
||||
horoscopeMalus: 0,
|
||||
selectedHoroscope: [],
|
||||
armorAgiMalus: actor.getArmorAgiMalus(),
|
||||
armorInitMalus: actor.getArmorInitMalus(),
|
||||
horoscopeBonusList: actor.getHoroscopesBonus(),
|
||||
horoscopeMalusList: actor.getHoroscopesMalus(),
|
||||
adv: "0",
|
||||
mod: 0,
|
||||
modRanged: 0,
|
||||
aptValue: 0,
|
||||
bolEffects: actor.boleffects
|
||||
bolEffects: actor.boleffects,
|
||||
horoscopeGroupList: this.buildHoroscopeGroupList()
|
||||
}
|
||||
if (aptitude) {
|
||||
rollData.aptitude = aptitude
|
||||
@ -59,10 +78,10 @@ export class BoLRoll {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static attributeCheck(actor, key) {
|
||||
static attributeCheck(actor, key, event, combatData) {
|
||||
|
||||
let attribute = eval(`actor.system.attributes.${key}`)
|
||||
|
||||
|
||||
let rollData = this.getCommonRollData(actor, "attribute", attribute)
|
||||
rollData.description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
|
||||
rollData.label = (attribute.label) ? game.i18n.localize(attribute.label) : null
|
||||
@ -72,7 +91,7 @@ export class BoLRoll {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static aptitudeCheck(actor, key) {
|
||||
static aptitudeCheck(actor, key, event, combatData) {
|
||||
|
||||
let aptitude = eval(`actor.system.aptitudes.${key}`)
|
||||
let attrKey = this.getDefaultAttribute(key)
|
||||
@ -82,32 +101,33 @@ export class BoLRoll {
|
||||
|
||||
rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
|
||||
rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
|
||||
rollData.combatData = combatData // For initiative mainly
|
||||
|
||||
return this.displayRollDialog( rollData)
|
||||
return this.displayRollDialog(rollData)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async detectDistance( weapon, target ) {
|
||||
static async detectDistance(weapon, target) {
|
||||
let visible, dist
|
||||
if (weapon.system.properties.ranged || weapon.system.properties.throwing) {
|
||||
if (target && (weapon.system.properties.ranged || weapon.system.properties.throwing)) {
|
||||
console.log("target", target, weapon)
|
||||
visible = canvas.effects.visibility.testVisibility(target.center, { object: _token })
|
||||
dist = Number(canvas.grid.measureDistances([{ ray: new Ray(_token.center, target.center) }], { gridSpaces: false })).toFixed(2)
|
||||
let range = Number(weapon.system.properties.range)
|
||||
let rangeMsg = "BOL.chat.rangeout"
|
||||
if ( dist <= range) {
|
||||
if (dist <= range) {
|
||||
rangeMsg = "BOL.chat.range0"
|
||||
} else if (dist < range*2) {
|
||||
} else if (dist < range * 2) {
|
||||
rangeMsg = "BOL.chat.range1"
|
||||
} else if (dist < range*3) {
|
||||
} else if (dist < range * 3) {
|
||||
rangeMsg = "BOL.chat.range2"
|
||||
} else if (dist < range*4) {
|
||||
} else if (dist < range * 4) {
|
||||
rangeMsg = "BOL.chat.range3"
|
||||
} else if (dist < range*5) {
|
||||
} else if (dist < range * 5) {
|
||||
rangeMsg = "BOL.chat.range4"
|
||||
} else if (dist < range*6) {
|
||||
} else if (dist < range * 6) {
|
||||
rangeMsg = "BOL.chat.range5"
|
||||
} else if (dist < range*7) {
|
||||
} else if (dist < range * 7) {
|
||||
rangeMsg = "BOL.chat.range6"
|
||||
}
|
||||
ChatMessage.create({
|
||||
@ -121,7 +141,7 @@ export class BoLRoll {
|
||||
rangeMsg: rangeMsg
|
||||
})
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -136,22 +156,22 @@ export class BoLRoll {
|
||||
let rollData = this.getCommonRollData(actor, "weapon", attribute, aptitude)
|
||||
|
||||
// Compute distance
|
||||
this.detectDistance( weapon, target)
|
||||
this.detectDistance(weapon, target)
|
||||
|
||||
// Manage specific case
|
||||
let fightOption = actor.getActiveFightOption()
|
||||
if (fightOption && fightOption.system.fightoptiontype == "fulldefense") {
|
||||
if (fightOption && fightOption.system.properties.fightoptiontype == "fulldefense") {
|
||||
ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
|
||||
return
|
||||
}
|
||||
|
||||
|
||||
// Update the roll structure
|
||||
rollData.weapon = weapon
|
||||
rollData.weapon = weapon
|
||||
rollData.isRanged = weaponData.properties.ranged || weaponData.properties.throwing
|
||||
rollData.targetId = target?.id
|
||||
rollData.fightOption = fightOption
|
||||
rollData.defenderId = target?.actor.id
|
||||
rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName')
|
||||
rollData.defenderId = target?.actor.id
|
||||
rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName')
|
||||
rollData.description = game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name
|
||||
|
||||
return this.displayRollDialog(rollData)
|
||||
@ -194,23 +214,47 @@ export class BoLRoll {
|
||||
rollData.label = alchemy.name
|
||||
rollData.description = game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name
|
||||
|
||||
console.log("ALCHEMY!", alchemyDef);
|
||||
return this.displayRollDialog(alchemyDef);
|
||||
console.log("ALCHEMY!", rollData);
|
||||
return this.displayRollDialog(rollData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static spellCheckWithSpell( actor, spell ) {
|
||||
static horoscopeCheck(actor, event, horoscopeType) {
|
||||
|
||||
let target = BoLUtility.getTarget()
|
||||
|
||||
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)
|
||||
rollData.targetId = target?.id
|
||||
|
||||
console.log("HOROSCOPE!", rollData);
|
||||
return this.displayRollDialog(rollData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static spellCheckWithSpell(actor, spell) {
|
||||
let rollData = this.getCommonRollData(actor, "spell", actor.system.attributes.mind)
|
||||
|
||||
rollData.spell = spell
|
||||
rollData.ppCurrent = Number(actor.system.resources.power.value),
|
||||
rollData.careerBonus = actor.getSorcererBonus(),
|
||||
rollData.ppCostArmor = actor.getPPCostArmor(),
|
||||
rollData.ppCost = Number(spell.system.properties.ppcost),
|
||||
rollData.mod = Number(spell.system.properties.difficulty),
|
||||
rollData.label = spell.name,
|
||||
rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name
|
||||
|
||||
rollData.careerBonus = actor.getSorcererBonus(),
|
||||
rollData.ppCostArmor = actor.getPPCostArmor(),
|
||||
rollData.ppCost = Number(spell.system.properties.ppcost),
|
||||
rollData.mod = Number(spell.system.properties.difficulty),
|
||||
rollData.label = spell.name,
|
||||
rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name
|
||||
|
||||
//console.log("SPELL!", spellDef)
|
||||
return this.displayRollDialog(rollData)
|
||||
}
|
||||
@ -228,7 +272,7 @@ export class BoLRoll {
|
||||
return
|
||||
}
|
||||
spell = duplicate(spell)
|
||||
return this.spellCheckWithSpell( actor, spell)
|
||||
return this.spellCheckWithSpell(actor, spell)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -244,16 +288,22 @@ export class BoLRoll {
|
||||
for (let effect of this.rollData.bolApplicableEffects) {
|
||||
if (effect.system.properties.modifier == "1B") {
|
||||
this.rollData.bmDice++;
|
||||
} else if (effect.system.properties.modifier == "1B") {
|
||||
this.rollData.bmDice+=2;
|
||||
} else if (effect.system.properties.modifier == "2B") {
|
||||
this.rollData.bmDice += 2;
|
||||
} else if (effect.system.properties.modifier == "1M") {
|
||||
this.rollData.bmDice--;
|
||||
} else if (effect.system.properties.modifier == "2M") {
|
||||
this.rollData.bmDice-=2;
|
||||
} else if (effect.system.properties.modifier == "2M") {
|
||||
this.rollData.bmDice -= 2;
|
||||
} else {
|
||||
effectModifier += Number(effect.system.properties.modifier)
|
||||
}
|
||||
}
|
||||
this.rollData.bmDice += this.rollData.horoscopeBonus
|
||||
this.rollData.bmDice -= this.rollData.horoscopeMalus
|
||||
if (this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) {
|
||||
let horo = this.rollData.horoscopeGroupList[this.rollData.selectedGroupHoroscopeIndex]
|
||||
this.rollData.bmDice += (horo.type == "malus") ? -horo.nbDice : horo.nbDice;
|
||||
}
|
||||
// Keep track of the final effect modifier
|
||||
this.rollData.effectModifier = effectModifier
|
||||
|
||||
@ -267,7 +317,7 @@ export class BoLRoll {
|
||||
$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
|
||||
}
|
||||
let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
|
||||
if ( this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier ) {
|
||||
if (this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier) {
|
||||
rollbase = ""
|
||||
}
|
||||
$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
|
||||
@ -276,7 +326,7 @@ export class BoLRoll {
|
||||
|
||||
// Rebuild lits of applicable effects
|
||||
let selectEffects = ""
|
||||
for(let effect of this.rollData.bolApplicableEffects) {
|
||||
for (let effect of this.rollData.bolApplicableEffects) {
|
||||
selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>`
|
||||
}
|
||||
$('#applicable-effects').html(selectEffects)
|
||||
@ -339,7 +389,7 @@ export class BoLRoll {
|
||||
html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
|
||||
let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
|
||||
this.rollData.ppCost = pp
|
||||
this.updatePPCost( this.rollData)
|
||||
this.updatePPCost(this.rollData)
|
||||
})
|
||||
|
||||
html.find('#mod').change((event) => {
|
||||
@ -374,6 +424,7 @@ export class BoLRoll {
|
||||
} else {
|
||||
this.rollData.shieldMalus = 0
|
||||
}
|
||||
this.updateTotalDice()
|
||||
})
|
||||
|
||||
html.find('#career').change((event) => {
|
||||
@ -401,6 +452,31 @@ export class BoLRoll {
|
||||
this.rollData.mDice = Number(event.currentTarget.value)
|
||||
this.updateTotalDice()
|
||||
})
|
||||
html.find('#horoscope-bonus-applied').change((event) => {
|
||||
this.rollData.selectedHoroscope = []
|
||||
for (let option of event.currentTarget.selectedOptions) {
|
||||
this.rollData.selectedHoroscope.push(duplicate(this.rollData.horoscopeBonusList[Number(option.index)]))
|
||||
}
|
||||
let horoscopes = $('#horoscope-bonus-applied').val()
|
||||
this.rollData.horoscopeBonus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
|
||||
this.updateTotalDice()
|
||||
})
|
||||
|
||||
html.find('#horoscope-malus-applied').change((event) => {
|
||||
this.rollData.selectedHoroscope = []
|
||||
for (let option of event.currentTarget.selectedOptions) {
|
||||
this.rollData.selectedHoroscope.push(duplicate(this.rollData.horoscopeBonusList[Number(option.index)]))
|
||||
}
|
||||
let horoscopes = $('#horoscope-malus-applied').val()
|
||||
this.rollData.horoscopeMalus = (!horoscopes || horoscopes.length == 0) ? 0 : horoscopes.length
|
||||
this.updateTotalDice()
|
||||
})
|
||||
html.find('#horoscope-group-applied').change((event) => {
|
||||
this.rollData.selectedGroupHoroscopeIndex = event.currentTarget.value
|
||||
this.updateTotalDice()
|
||||
})
|
||||
|
||||
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -408,19 +484,20 @@ export class BoLRoll {
|
||||
if (rollData.mode == "weapon") {
|
||||
rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
|
||||
rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
|
||||
if ( rollData.attackBonusDice) {
|
||||
if (rollData.attackBonusDice) {
|
||||
rollData.adv = "1B"
|
||||
rollData.bDice = 1
|
||||
}
|
||||
if (defender) { // If target is selected
|
||||
rollData.defence = defender.defenseValue
|
||||
rollData.armorMalus = defender.armorMalusValue
|
||||
rollData.defenderHeroPoints = defender.getHeroPoints()
|
||||
rollData.shieldBlock = 'none'
|
||||
let shields = defender.shields
|
||||
//console.log("Defender stats", defender)
|
||||
for (let shield of shields) {
|
||||
rollData.shieldBlock = (shield.system.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
|
||||
rollData.shieldAttackMalus = (shield.system.properties.blocking.malus) ? shield.system.properties.blocking.malus : 1;
|
||||
rollData.applyShieldMalus = false
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -435,7 +512,7 @@ export class BoLRoll {
|
||||
|
||||
let actor = BoLUtility.getActorFromRollData(rollData)
|
||||
let defender
|
||||
if ( rollData.targetId) {
|
||||
if (rollData.targetId) {
|
||||
let token = game.scenes.current.tokens.get(rollData.targetId)
|
||||
defender = token.actor
|
||||
}
|
||||
@ -452,11 +529,7 @@ export class BoLRoll {
|
||||
rollData.nbBoons = 0
|
||||
rollData.nbFlaws = 0
|
||||
rollData.nbDice = 0
|
||||
if (rollData.shieldBlock == 'blockall') {
|
||||
rollData.shieldMalus = rollData.shieldAttackMalus;
|
||||
} else {
|
||||
rollData.shieldMalus = 0
|
||||
}
|
||||
rollData.isHeroAdversary = actor.isHeroAdversary()
|
||||
rollData.careerBonus = rollData.careerBonus ?? 0
|
||||
rollData.modRanged = rollData.modRanged ?? 0
|
||||
rollData.mod = rollData.mod ?? 0
|
||||
@ -469,6 +542,12 @@ export class BoLRoll {
|
||||
this.preProcessFightOption(rollData)
|
||||
this.updateArmorMalus(rollData)
|
||||
this.updatePPCost(rollData)
|
||||
// Prepare blocking case
|
||||
if (rollData.shieldBlock == 'blockall') {
|
||||
rollData.shieldMalus = rollData.shieldAttackMalus;
|
||||
} else {
|
||||
rollData.shieldMalus = 0
|
||||
}
|
||||
// Save
|
||||
this.rollData = rollData
|
||||
console.log("ROLLDATA", rollData)
|
||||
@ -495,21 +574,21 @@ export class BoLRoll {
|
||||
ui.notifications.warn("Pas assez de Points de Pouvoir !")
|
||||
return
|
||||
}
|
||||
//console.log("ROLLMALUS", rollData)
|
||||
|
||||
rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
|
||||
|
||||
const isMalus = (rollData.bmDice < 0)
|
||||
//rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
|
||||
|
||||
const isMalus = (rollData.bmDice < 0)
|
||||
|
||||
let rollbase = rollData.attrValue + rollData.aptValue
|
||||
if ( rollData.weapon && rollData.weapon.system.properties.onlymodifier ) {
|
||||
if (rollData.weapon?.system.properties.onlymodifier) {
|
||||
rollbase = 0
|
||||
}
|
||||
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier
|
||||
const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
|
||||
}
|
||||
let diceData = BoLUtility.getDiceData()
|
||||
let malusInit = rollData.combatData?.malusInit || 0
|
||||
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier - malusInit
|
||||
const formula = (isMalus) ? rollData.nbDice + "d" + diceData.diceFormula + "kl2 + " + modifiers : rollData.nbDice + "d" + diceData.diceFormula + "kh2 + " + modifiers
|
||||
rollData.formula = formula
|
||||
rollData.modifiers = modifiers
|
||||
console.log("Rolldata before", rollData)
|
||||
|
||||
let r = new BoLDefaultRoll(rollData);
|
||||
r.roll();
|
||||
@ -535,10 +614,10 @@ export class BoLDefaultRoll {
|
||||
this.rollData.isFumble = false;
|
||||
}
|
||||
if (this.rollData.optionsId) {
|
||||
BoLUtility.cleanupButtons( this.rollData.optionsId)
|
||||
BoLUtility.cleanupButtons(this.rollData.optionsId)
|
||||
}
|
||||
if (this.rollData.applyId) {
|
||||
BoLUtility.cleanupButtons( this.rollData.applyId)
|
||||
BoLUtility.cleanupButtons(this.rollData.applyId)
|
||||
}
|
||||
this.rollData.optionsId = randomID(16)
|
||||
this.rollData.applyId = randomID(16)
|
||||
@ -548,55 +627,71 @@ export class BoLDefaultRoll {
|
||||
async roll() {
|
||||
|
||||
const r = new Roll(this.rollData.formula)
|
||||
// console.log("Roll formula", this.rollData.formula)
|
||||
//console.log("Roll formula", this.rollData.formula)
|
||||
await r.roll({ "async": false })
|
||||
|
||||
let diceData = BoLUtility.getDiceData()
|
||||
//console.log("DICEDATA", diceData)
|
||||
const activeDice = r.terms[0].results.filter(r => r.active)
|
||||
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
|
||||
this.rollData.roll = r
|
||||
this.rollData.isSuccess = (r.total >= 9)
|
||||
this.rollData.isCritical = (diceTotal === 12)
|
||||
this.rollData.isRealCritical = (diceTotal === 12)
|
||||
this.rollData.isHeroic = (diceTotal === 12)
|
||||
this.rollData.isSuccess = (r.total >= diceData.successValue)
|
||||
this.rollData.isCritical = (diceTotal >= diceData.criticalSuccessValue)
|
||||
this.rollData.isRealCritical = (diceTotal >= diceData.criticalSuccessValue)
|
||||
this.rollData.isHeroic = (diceTotal >= diceData.criticalSuccessValue)
|
||||
this.rollData.isLegendary = false
|
||||
this.rollData.isFumble = (diceTotal === 2)
|
||||
this.rollData.isFumble = (diceTotal <= diceData.criticalFailureValue)
|
||||
this.rollData.isFailure = !this.rollData.isSuccess
|
||||
|
||||
//this.rollData.isRealCritical = true
|
||||
//this.rollData.isFumble = true
|
||||
|
||||
|
||||
let actor = BoLUtility.getActorFromRollData(this.rollData)
|
||||
if (this.rollData.reroll == undefined) {
|
||||
this.rollData.reroll = actor.heroReroll()
|
||||
}
|
||||
|
||||
if (this.rollData.registerInit) {
|
||||
actor.registerInit(this.rollData)
|
||||
this.rollData.initiativeRank = actor.getInitiativeRank()
|
||||
await actor.registerInit(this.rollData)
|
||||
this.rollData.initiativeRank = actor.getInitiativeRank(this.rollData)
|
||||
if (this.rollData.combatData) { // If combatData present
|
||||
let combat = game.combats.get(this.rollData.combatData.combatId)
|
||||
console.log("SET INIT!!!!!", this.rollData.initiativeRank)
|
||||
combat.setInitiative(this.rollData.combatData.combatantId, this.rollData.initiativeRank)
|
||||
}
|
||||
}
|
||||
if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
|
||||
this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
|
||||
}
|
||||
|
||||
if (this.rollData.mode == "alchemy") { // PP cost management
|
||||
actor.resetAlchemyStatus(this.rollData.alchemy._id)
|
||||
}
|
||||
if ( this.rollData.mode == "bougette" && this.rollData.isFailure) {
|
||||
if (this.rollData.mode == "bougette" && this.rollData.isFailure) {
|
||||
actor.decBougette()
|
||||
}
|
||||
|
||||
await this.sendChatMessage()
|
||||
|
||||
if (this.rollData.mode == "horoscope") { // PP cost management
|
||||
actor.manageHoroscope(this.rollData)
|
||||
}
|
||||
if (this.rollData.selectedHoroscope.length > 0) { // PP cost management
|
||||
actor.removeHoroscopeMinor(this.rollData)
|
||||
}
|
||||
if (this.rollData.selectedGroupHoroscopeIndex && this.rollData.selectedGroupHoroscopeIndex > 0) { // PP cost management
|
||||
BoLUtility.removeGroupHoroscope(this.rollData)
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async sendChatMessage() {
|
||||
let actor = BoLUtility.getActorFromRollData(this.rollData)
|
||||
this._buildChatMessage(this.rollData).then( async msgFlavor => {
|
||||
this._buildChatMessage(this.rollData).then(async msgFlavor => {
|
||||
//console.log("MSG", msgFlavor )
|
||||
let msg = await this.rollData.roll.toMessage({
|
||||
user: game.user.id,
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
|
||||
flavor: msgFlavor,
|
||||
speaker: ChatMessage.getSpeaker({ actor: actor }),
|
||||
})
|
||||
this.rollData.roll = duplicate(this.rollData.roll) // Remove object, keep data (v111 ready)
|
||||
msg.setFlag("world", "bol-roll-data", this.rollData)
|
||||
})
|
||||
}
|
||||
@ -604,12 +699,15 @@ export class BoLDefaultRoll {
|
||||
/* -------------------------------------------- */
|
||||
upgradeToLegendary() {
|
||||
// Force to Critical roll
|
||||
let diceData = BoLUtility.getDiceData()
|
||||
let maxValue = Number(diceData.diceFormula) * 2
|
||||
|
||||
this.rollData.isCritical = true
|
||||
this.rollData.isLegendary = true
|
||||
this.rollData.isRealCritical = false
|
||||
this.rollData.isSuccess = true
|
||||
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.sendChatMessage()
|
||||
}
|
||||
@ -617,17 +715,20 @@ export class BoLDefaultRoll {
|
||||
/* -------------------------------------------- */
|
||||
upgradeToHeroic() {
|
||||
// Force to Critical roll
|
||||
let diceData = BoLUtility.getDiceData()
|
||||
let maxValue = Number(diceData.diceFormula) * 2
|
||||
|
||||
this.rollData.isCritical = true
|
||||
this.rollData.isHeroic = true
|
||||
this.rollData.isLegendary = false
|
||||
this.rollData.isRealCritical = false
|
||||
this.rollData.isSuccess = true
|
||||
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.sendChatMessage()
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
setSuccess(flag) {
|
||||
this.rollData.isSuccess = flag
|
||||
@ -643,6 +744,7 @@ export class BoLDefaultRoll {
|
||||
speaker: ChatMessage.getSpeaker({ actor: actor }),
|
||||
flags: { msgType: "default" }
|
||||
})
|
||||
this.rollData.damageRoll = duplicate(this.rollData.damageRoll)
|
||||
this.rollData.actor = undefined // Cleanup
|
||||
msg.setFlag("world", "bol-roll-data", this.rollData)
|
||||
})
|
||||
@ -651,7 +753,7 @@ export class BoLDefaultRoll {
|
||||
/* -------------------------------------------- */
|
||||
getDamageAttributeValue(attrDamage, actorId = undefined) {
|
||||
let actor = BoLUtility.getActorFromRollData(this.rollData)
|
||||
return actor.getDamageAttributeValue( attrDamage )
|
||||
return actor.getDamageAttributeValue(attrDamage)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -673,13 +775,13 @@ export class BoLDefaultRoll {
|
||||
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
|
||||
|
||||
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
|
||||
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
|
||||
|
||||
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
|
||||
this.rollData.damageFormula = damageFormula
|
||||
this.rollData.damageRoll = new Roll(damageFormula)
|
||||
await this.rollData.damageRoll.roll({ "async": false })
|
||||
this.rollData.damageTotal = this.rollData.damageRoll.total
|
||||
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
|
||||
}
|
||||
BoLUtility.cleanupButtons(this.rollData.optionsId)
|
||||
this.sendDamageMessage()
|
||||
|
@ -27,23 +27,23 @@ export class BoLItemSheet extends ItemSheet {
|
||||
data.category = itemData.system.category
|
||||
data.isGM = game.user.isGM;
|
||||
data.itemProperties = this.item.itemProperties;
|
||||
data.description = await TextEditor.enrichHTML(this.object.system.description, {async: true})
|
||||
data.description = await TextEditor.enrichHTML(this.object.system.description, { async: true })
|
||||
|
||||
// Dynamic default data fix/adapt
|
||||
if (itemData.type == "item") {
|
||||
if (!itemData.system.category) {
|
||||
itemData.system.category = "equipment"
|
||||
}
|
||||
if ( itemData.system.category == "equipment" && itemData.system.properties.equipable) {
|
||||
if (itemData.system.category == "equipment" && itemData.system.properties.equipable) {
|
||||
if (!itemData.system.properties.slot) {
|
||||
itemData.system.properties.slot = "-"
|
||||
}
|
||||
}
|
||||
if (itemData.system.category == 'spell') {
|
||||
if(!itemData.system.properties.mandatoryconditions) {
|
||||
if (!itemData.system.properties.mandatoryconditions) {
|
||||
itemData.system.properties.mandatoryconditions = []
|
||||
}
|
||||
if(!itemData.system.properties.optionnalconditions) {
|
||||
if (!itemData.system.properties.optionnalconditions) {
|
||||
itemData.system.properties.optionnalconditions = []
|
||||
}
|
||||
for (let i = 0; i < 4; i++) {
|
||||
@ -64,7 +64,27 @@ export class BoLItemSheet extends ItemSheet {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_getHeaderButtons() {
|
||||
let buttons = super._getHeaderButtons();
|
||||
buttons.unshift({
|
||||
class: "post",
|
||||
icon: "fas fa-comment",
|
||||
onclick: ev => this.postItem()
|
||||
});
|
||||
return buttons
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
postItem() {
|
||||
let chatData = duplicate(this.item)
|
||||
if (this.actor) {
|
||||
chatData.actor = { id: this.actor.id };
|
||||
}
|
||||
BoLUtility.postItem(chatData);
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/** @override */
|
||||
setPosition(options = {}) {
|
||||
const position = super.setPosition(options);
|
||||
|
@ -1,5 +1,6 @@
|
||||
/* -------------------------------------------- */
|
||||
import { BoLRoll } from "../controllers/bol-rolls.js";
|
||||
import { BoLUtility } from "../system/bol-utility.js";
|
||||
|
||||
/* -------------------------------------------- */
|
||||
export class BoLTokenHud {
|
||||
@ -30,10 +31,17 @@ export class BoLTokenHud {
|
||||
(event) => {
|
||||
let actionIndex = Number(event.currentTarget.attributes['data-action-index'].value)
|
||||
let action = hudData.actionsList[actionIndex]
|
||||
const weapon = actor.items.get( action._id )
|
||||
BoLRoll.weaponCheckWithWeapon(hudData.actor, duplicate(weapon))
|
||||
//console.log("Clicked", action)
|
||||
} )
|
||||
const actionItem = actor.items.get(action._id)
|
||||
if (actionItem.system.subtype == "weapon") {
|
||||
BoLRoll.weaponCheckWithWeapon(hudData.actor, duplicate(actionItem))
|
||||
} else if (actionItem.system.subtype == "fightoption") {
|
||||
let chatData = duplicate(actionItem)
|
||||
if (actionItem.actor) {
|
||||
chatData.actor = { id: actionItem.actor._id };
|
||||
}
|
||||
BoLUtility.postItem(chatData);
|
||||
}
|
||||
})
|
||||
|
||||
const controlIconTarget = html.find('.control-icon[data-action=target]');
|
||||
// att+apt+career
|
||||
@ -41,18 +49,18 @@ export class BoLTokenHud {
|
||||
(event) => {
|
||||
let rollIndex = Number(event.currentTarget.attributes['data-roll-index'].value)
|
||||
let roll = hudData.rollsList[rollIndex]
|
||||
if ( roll.type == "aptitude") {
|
||||
BoLRoll.aptitudeCheck(actor, roll.key )
|
||||
} else if ( roll.type == "attribute") {
|
||||
BoLRoll.attributeCheck(actor, roll.key )
|
||||
if (roll.type == "aptitude") {
|
||||
BoLRoll.aptitudeCheck(actor, roll.key)
|
||||
} else if (roll.type == "attribute") {
|
||||
BoLRoll.attributeCheck(actor, roll.key)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async addTokenHudExtensions(app, html, tokenId) {
|
||||
const controlIconCombat = html.find('.control-icon[data-action=combat]')
|
||||
if (controlIconCombat.length>0 ) {
|
||||
const controlIconCombat = html.find('.control-icon[data-action=combat]')
|
||||
if (controlIconCombat.length > 0) {
|
||||
BoLTokenHud.addExtensionHud(app, html, tokenId);
|
||||
}
|
||||
}
|
||||
@ -61,9 +69,9 @@ export class BoLTokenHud {
|
||||
static async _configureSubMenu(insertionPoint, template, hudData, onMenuItem) {
|
||||
const hud = $(await renderTemplate(template, hudData))
|
||||
const list = hud.find('div.bol-hud-list')
|
||||
|
||||
|
||||
BoLTokenHud._toggleHudListActive(hud, list);
|
||||
|
||||
|
||||
hud.find('img.bol-hud-togglebutton').click(event => BoLTokenHud._toggleHudListActive(hud, list));
|
||||
list.find('.bol-hud-menu').click(onMenuItem);
|
||||
|
||||
|
@ -9,6 +9,12 @@ export class BoLCharacterSummary extends Application {
|
||||
static displayPCSummary(){
|
||||
game.bol.charSummary.render(true)
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
updatePCSummary(){
|
||||
if ( this.rendered) {
|
||||
this.render(true)
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static createSummaryPos() {
|
||||
@ -60,6 +66,7 @@ export class BoLCharacterSummary extends Application {
|
||||
}
|
||||
}
|
||||
formData.config = game.bol.config
|
||||
formData.horoscopeGroupList = game.settings.get("bol", "horoscope-group")
|
||||
|
||||
if ( toUpdate ) {
|
||||
this.settings.npcList = newList
|
||||
@ -123,6 +130,33 @@ export class BoLCharacterSummary extends Application {
|
||||
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 = $(event.currentTarget).data("horo-id")
|
||||
let newValue = event.currentTarget.value
|
||||
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
|
||||
if ( horoId && horoscopes[horoId]) {
|
||||
horoscopes[horoId].maxDice = Number(newValue)
|
||||
if (newValue <= 0) {
|
||||
horoscopes[horoId] = undefined
|
||||
}
|
||||
game.settings.set("bol", "horoscope-group", horoscopes)
|
||||
setTimeout(function() { BoLUtility.updateSheets()}, 800 )
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
}
|
@ -20,12 +20,15 @@ export class BoLCombatManager extends Combat {
|
||||
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
|
||||
// Structure input data
|
||||
ids = typeof ids === "string" ? [ids] : ids;
|
||||
//const currentId = this.combatant.id;
|
||||
|
||||
// Get initiative malus from tough/adversary
|
||||
let malusInit = 0
|
||||
for (let combatant of this.combatants) {
|
||||
malusInit = Math.max(malusInit, combatant.actor.getInitiativeMalus())
|
||||
}
|
||||
// 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])
|
||||
let fvttInit = combatant.actor.getInitiativeRank()
|
||||
let fvttInit = combatant.actor.getInitiativeRank(false, true, { combatId: this.id, combatantId: combatant.id, malusInit })
|
||||
fvttInit += (cId / 100)
|
||||
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
|
||||
}
|
||||
@ -33,14 +36,49 @@ export class BoLCombatManager extends Combat {
|
||||
|
||||
/************************************************************************************/
|
||||
nextRound() {
|
||||
let combatants = this.combatants.contents
|
||||
for (let c of combatants) {
|
||||
let actor = game.actors.get( c.data.actorId )
|
||||
actor.clearRoundModifiers()
|
||||
if (game.user.isGM) {
|
||||
let combatants = this.combatants.contents
|
||||
let autoRemoveDead = game.settings.get("bol", "auto-remove-dead") // Optionnal auto-removal of dead char.
|
||||
for (let c of combatants) {
|
||||
//let actor = game.actors.get(c.actorId)
|
||||
c.actor.clearRoundModifiers()
|
||||
let toRemove = []
|
||||
if (autoRemoveDead && c.actor.type == "encounter" && (c.actor.system.chartype == "tough" || c.actor.system.chartype == "creature" || c.actor.system.chartype == "base") && c.actor.system.resources.hp.value <= 0) {
|
||||
toRemove.push(c.id || c._id)
|
||||
}
|
||||
//console.log("REM", autoRemoveDead, toRemove, c.actor)
|
||||
if (toRemove.length > 0) {
|
||||
this.deleteEmbeddedDocuments('Combatant', toRemove)
|
||||
}
|
||||
}
|
||||
}
|
||||
super.nextRound()
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
startCombat() {
|
||||
if (game.user.isGM) {
|
||||
let combatants = this.combatants.contents
|
||||
for (let c of combatants) {
|
||||
let actor = game.actors.get(c.actorId)
|
||||
actor.storeVitaliteCombat()
|
||||
}
|
||||
}
|
||||
return super.startCombat()
|
||||
}
|
||||
|
||||
/*-***********************************************************************************/
|
||||
_onDelete() {
|
||||
if (game.user.isGM) {
|
||||
let combatants = this.combatants.contents
|
||||
for (let c of combatants) {
|
||||
let actor = game.actors.get(c.actorId)
|
||||
actor.clearInitiative()
|
||||
actor.displayRecuperation()
|
||||
}
|
||||
}
|
||||
super._onDelete()
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,18 +1,16 @@
|
||||
import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
|
||||
import { BoLRoll, BoLDefaultRoll } from "../controllers/bol-rolls.js";
|
||||
|
||||
// Spell circle to min PP cost
|
||||
const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 }
|
||||
|
||||
const __validDices = { "6": 1, "8": 1, "10": 1, "12": 1 }
|
||||
export class BoLUtility {
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static init() {
|
||||
this.attackStore = {}
|
||||
|
||||
game.settings.register("bol", "rollArmor", {
|
||||
name: "Effectuer des jets pour les armures",
|
||||
hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
|
||||
name: game.i18n.localize("BOL.settings.rollArmor"),
|
||||
hint: game.i18n.localize("BOL.settings.rollArmorTooltip"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: true,
|
||||
@ -20,24 +18,92 @@ export class BoLUtility {
|
||||
onChange: lang => window.location.reload()
|
||||
})
|
||||
game.settings.register("bol", "useBougette", {
|
||||
name: "Utiliser la Bougette (règle fan-made)",
|
||||
hint: "Utilise un indicateur de Bougette, comme décrit dans l'aide de jeu Gold&Glory du RatierBretonnien (https://www.lahiette.com/leratierbretonnien/)",
|
||||
name: game.i18n.localize("BOL.settings.useBougette"),
|
||||
hint: game.i18n.localize("BOL.settings.useBougetteTooltip"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean,
|
||||
onChange: lang => window.location.reload()
|
||||
})
|
||||
game.settings.register("bol", "auto-remove-dead", {
|
||||
name: game.i18n.localize("BOL.settings.removeDead"),
|
||||
hint: game.i18n.localize("BOL.settings.removeDeadTooltip"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean
|
||||
})
|
||||
game.settings.register("bol", "dice-formula", {
|
||||
name: game.i18n.localize("BOL.settings.diceFormula"),
|
||||
hint: game.i18n.localize("BOL.settings.diceFormulaTooltip"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "6",
|
||||
type: String,
|
||||
choices: { "6": "2d6", "8": "2d8", "10": "2d10", "12": "2d12", "20": "2d20" },
|
||||
onChange: value => {
|
||||
BoLUtility.setDiceFormula(value)
|
||||
}
|
||||
})
|
||||
game.settings.register("bol", "dice-success-value", {
|
||||
name: game.i18n.localize("BOL.settings.diceSuccessValue"),
|
||||
hint: game.i18n.localize("BOL.settings.diceSuccessValueTooltip"),
|
||||
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: game.i18n.localize("BOL.settings.diceCriticalValue"),
|
||||
hint: game.i18n.localize("BOL.settings.diceCriticalValueTooltip"),
|
||||
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: game.i18n.localize("BOL.settings.diceCriticalFailure"),
|
||||
hint: game.i18n.localize("BOL.settings.diceCriticalFailureTooltip"),
|
||||
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},
|
||||
default: { npcList: [], x: 200, y: 200 },
|
||||
type: Object
|
||||
})
|
||||
game.settings.register("bol", "logoActorSheet", {
|
||||
name: "Chemin du logo des fiches de perso",
|
||||
hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)",
|
||||
name: game.i18n.localize("BOL.settings.defaultLogoActorSheetPath"),
|
||||
hint: game.i18n.localize("BOL.settings.defaultLogoPathActorSheetTooltip"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "/systems/bol/ui/logo.webp",
|
||||
@ -45,21 +111,58 @@ export class BoLUtility {
|
||||
onChange: lang => window.location.reload()
|
||||
})
|
||||
game.settings.register("bol", "logoTopLeft", {
|
||||
name: "Chemin du logo haut gauche",
|
||||
hint: "Vous pouvez changer le logo BoL en haut à gauche de chaque écran (idéalement 718 x 416, défaut : /systems/bol/ui/logo2.webp)",
|
||||
name: game.i18n.localize("BOL.settings.defaultLogoTopLeftPath"),
|
||||
hint: game.i18n.localize("BOL.settings.defaultLogoTopLeftPathTooltip"),
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "/systems/bol/ui/logo2.webp",
|
||||
type: String,
|
||||
onChange: lang => window.location.reload()
|
||||
})
|
||||
game.settings.register("bol", "horoscope-group", {
|
||||
name: "horoscope-group",
|
||||
scope: "world",
|
||||
config: false,
|
||||
default: {},
|
||||
type: Object
|
||||
})
|
||||
|
||||
this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
|
||||
this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
|
||||
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.diceFormula = game.settings.get("bol", "dice-formula")
|
||||
this.successValue = Number(game.settings.get("bol", "dice-success-value"))
|
||||
this.criticalSuccessValue = Number(game.settings.get("bol", "dice-critical-success-value"))
|
||||
this.criticalFailureValue = Number(game.settings.get("bol", "dice-critical-failure-value"))
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static setDiceFormula(value) {
|
||||
this.diceFormula = value
|
||||
}
|
||||
static setSuccessValue(value) {
|
||||
this.successValue = Number(value)
|
||||
}
|
||||
static setCriticalSuccessValue(value) {
|
||||
this.criticalSuccessValue = Number(value)
|
||||
}
|
||||
static setCriticalFailureValue(value) {
|
||||
this.criticalFailureValue = Number(value)
|
||||
}
|
||||
static getDiceData() {
|
||||
let df = this.diceFormula
|
||||
if (!__validDices[String(this.diceFormula)]) {
|
||||
df = "6"
|
||||
}
|
||||
return {
|
||||
diceFormula: df,
|
||||
successValue: this.successValue,
|
||||
criticalSuccessValue: this.criticalSuccessValue,
|
||||
criticalFailureValue: this.criticalFailureValue
|
||||
}
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static getRollArmor() {
|
||||
return this.rollArmor
|
||||
@ -77,8 +180,8 @@ export class BoLUtility {
|
||||
return this.logoTopLeft
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static getActorFromRollData(rollData) {
|
||||
let actor = game.actors.get( rollData.actorId)
|
||||
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) {
|
||||
@ -90,35 +193,50 @@ export class BoLUtility {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async ready() {
|
||||
//$("#logo").attr("src", this.getLogoTopLeft() )
|
||||
//$("#logo").attr("src", this.getLogoTopLeft() )
|
||||
$("#logo").css("content", `url(${this.getLogoTopLeft()})`)
|
||||
|
||||
CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static templateData(it) {
|
||||
return BoLUtility.data(it)?.data ?? {}
|
||||
}
|
||||
static chatDataSetup(content, modeOverride, isRoll = false, forceWhisper) {
|
||||
let chatData = {
|
||||
user: game.user.id,
|
||||
rollMode: modeOverride || game.settings.get("core", "rollMode"),
|
||||
content: content
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static data(it) {
|
||||
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
|
||||
return it.data;
|
||||
if (["gmroll", "blindroll"].includes(chatData.rollMode)) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM").map(u => u.id);
|
||||
if (chatData.rollMode === "blindroll") chatData["blind"] = true;
|
||||
else if (chatData.rollMode === "selfroll") chatData["whisper"] = [game.user];
|
||||
|
||||
if (forceWhisper) { // Final force !
|
||||
chatData["speaker"] = ChatMessage.getSpeaker();
|
||||
chatData["whisper"] = ChatMessage.getWhisperRecipients(forceWhisper);
|
||||
}
|
||||
return it;
|
||||
|
||||
return chatData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static storeRoll(roll) {
|
||||
this.rollTab[roll.id] = roll
|
||||
}
|
||||
static postItem(chatData) {
|
||||
// Don't post any image for the item (which would leave a large gap) if the default image is used
|
||||
if (chatData.img.includes("/blank.png")) {
|
||||
chatData.img = null;
|
||||
}
|
||||
// JSON object for easy creation
|
||||
chatData.jsondata = JSON.stringify(
|
||||
{
|
||||
compendium: "postedItem",
|
||||
payload: chatData,
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static getRoll(rollId) {
|
||||
return this.rollTab[roll.id]
|
||||
renderTemplate('systems/bol/templates/item/post-item.hbs', chatData).then(html => {
|
||||
let chatOptions = BoLUtility.chatDataSetup(html);
|
||||
ChatMessage.create(chatOptions, "selfroll")
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static createDirectOptionList(min, max) {
|
||||
let options = {};
|
||||
@ -163,7 +281,7 @@ export class BoLUtility {
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static getUsers(filter) {
|
||||
return game.users.filter(filter).map(user => user.data._id);
|
||||
return game.users.filter(filter).map(user => user.id);
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static getWhisperRecipients(rollMode, name) {
|
||||
@ -178,7 +296,7 @@ export class BoLUtility {
|
||||
static getOtherWhisperRecipients(name) {
|
||||
let users = []
|
||||
for (let user of game.users) {
|
||||
if ( !user.isGM && user.name != name) {
|
||||
if (!user.isGM && user.name != name) {
|
||||
users.push(user.id)
|
||||
}
|
||||
}
|
||||
@ -201,13 +319,13 @@ export class BoLUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static sendAttackSuccess(attackDef) {
|
||||
if (attackDef.targetId) {
|
||||
static sendAttackSuccess(rollData) {
|
||||
if (rollData.targetId) {
|
||||
// Broadcast to GM or process it directly in case of GM defense
|
||||
if (!game.user.isGM) {
|
||||
game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(attackDef) })
|
||||
game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(rollData) })
|
||||
} else {
|
||||
BoLUtility.processAttackSuccess(attackDef)
|
||||
BoLUtility.processAttackSuccess(rollData)
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -233,6 +351,14 @@ export class BoLUtility {
|
||||
let message = game.messages.get(messageId)
|
||||
return message.getFlag("world", "bol-roll-data")
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static requestInitRoll(actorId, combatData) {
|
||||
let actor = game.actors.get(actorId)
|
||||
if (actor && actor.isOwner) {
|
||||
ui.notifications.info(game.i18n.localize("BOL.ui.warninitiative"))
|
||||
BoLRoll.aptitudeCheck(actor, "init", undefined, combatData)
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static cleanupButtons(id) {
|
||||
@ -288,6 +414,11 @@ export class BoLUtility {
|
||||
|
||||
html.on("click", '.damage-handling', event => {
|
||||
event.preventDefault()
|
||||
let attr = event.currentTarget.attributes['data-attack-id']
|
||||
if ( !attr) {
|
||||
ui.notifications.warn("Impossible de trouver l'attaque correspondante, erreur de suivi de combat.")
|
||||
return
|
||||
}
|
||||
let attackId = event.currentTarget.attributes['data-attack-id'].value
|
||||
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
|
||||
let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
|
||||
@ -300,6 +431,19 @@ export class BoLUtility {
|
||||
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
|
||||
}
|
||||
})
|
||||
|
||||
html.on("click", '.recup-vitalite', event => {
|
||||
event.preventDefault()
|
||||
let actorId = event.currentTarget.attributes['data-actor-id'].value
|
||||
let recupHP = event.currentTarget.attributes['data-recup-hp'].value
|
||||
let actor = game.actors.get(actorId)
|
||||
|
||||
let messageId = BoLUtility.findChatMessageId(event.currentTarget)
|
||||
BoLUtility.removeChatMessageId(messageId)
|
||||
|
||||
actor.applyRecuperation(recupHP)
|
||||
})
|
||||
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -307,48 +451,50 @@ export class BoLUtility {
|
||||
if (!game.user.isGM) {
|
||||
return
|
||||
}
|
||||
let message = game.messages.get(msgId)
|
||||
let rollData = message.getFlag("world", "bol-roll-data")
|
||||
BoLUtility.removeChatMessageId(msgId)
|
||||
|
||||
console.log("Damage Handling", attackId, defenseMode, weaponId)
|
||||
// Only GM process this
|
||||
let attackDef = this.attackStore[attackId]
|
||||
if (attackDef && attackDef.defenderId) {
|
||||
if (attackDef.defenseDone) {
|
||||
// Only GM process this
|
||||
if (rollData && rollData.defenderId) {
|
||||
if (rollData.defenseDone || defenseMode == 'damage-not-applied') {
|
||||
return
|
||||
} // ?? Why ???
|
||||
attackDef.defenseDone = true
|
||||
attackDef.defenseMode = defenseMode
|
||||
let token = game.scenes.current.tokens.get(attackDef.targetId)
|
||||
rollData.defenseDone = true
|
||||
rollData.defenseMode = defenseMode
|
||||
let token = game.scenes.current.tokens.get(rollData.targetId)
|
||||
let defender = token.actor
|
||||
|
||||
if (defenseMode == 'damage-with-armor') {
|
||||
let armorFormula = defender.getArmorFormula()
|
||||
attackDef.rollArmor = new Roll(armorFormula)
|
||||
attackDef.rollArmor.roll({ async: false })
|
||||
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
|
||||
attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect
|
||||
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
|
||||
defender.sufferDamage(attackDef.finalDamage)
|
||||
console.log("Armor roll -> result ", attackDef)
|
||||
rollData.rollArmor = new Roll(armorFormula)
|
||||
rollData.rollArmor.roll({ async: false })
|
||||
rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
|
||||
rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
|
||||
rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
|
||||
defender.sufferDamage(rollData.finalDamage)
|
||||
console.log("Armor roll -> result ", rollData)
|
||||
}
|
||||
if (defenseMode == 'damage-without-armor') {
|
||||
attackDef.finalDamage = attackDef.damageTotal
|
||||
defender.sufferDamage(attackDef.finalDamage)
|
||||
rollData.finalDamage = rollData.damageTotal
|
||||
defender.sufferDamage(rollData.finalDamage)
|
||||
}
|
||||
if (defenseMode == 'hero-reduce-damage') {
|
||||
let armorFormula = defender.getArmorFormula()
|
||||
attackDef.rollArmor = new Roll(armorFormula)
|
||||
attackDef.rollArmor.roll({ async: false })
|
||||
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
|
||||
attackDef.rollHero = new Roll("1d6")
|
||||
attackDef.rollHero.roll({ async: false })
|
||||
attackDef.finalDamage = attackDef.damageTotal - attackDef.rollHero.total - attackDef.armorProtect
|
||||
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
|
||||
defender.sufferDamage(attackDef.finalDamage)
|
||||
rollData.rollArmor = new Roll(armorFormula)
|
||||
rollData.rollArmor.roll({ async: false })
|
||||
rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
|
||||
rollData.rollHero = new Roll("1d6")
|
||||
rollData.rollHero.roll({ async: false })
|
||||
rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect
|
||||
rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
|
||||
defender.sufferDamage(rollData.finalDamage)
|
||||
defender.subHeroPoints(1)
|
||||
}
|
||||
if (defenseMode == 'hero-in-extremis') {
|
||||
attackDef.finalDamage = 0;
|
||||
attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId);
|
||||
rollData.finalDamage = 0;
|
||||
rollData.weaponHero = defender.weapons.find(item => item._id == weaponId);
|
||||
defender.deleteEmbeddedDocuments("Item", [weaponId]);
|
||||
}
|
||||
|
||||
@ -359,16 +505,16 @@ export class BoLUtility {
|
||||
}
|
||||
}
|
||||
let damageResults = {
|
||||
attackId: attackDef.id,
|
||||
attacker: attackDef.attacker,
|
||||
rollArmor: attackDef.rollArmor,
|
||||
rollHero: attackDef.rollHero,
|
||||
weaponHero: attackDef.weaponHero,
|
||||
armorProtect: attackDef.armorProtect,
|
||||
attackId: rollData.id,
|
||||
attacker: rollData.attacker,
|
||||
rollArmor: rollData.rollArmor,
|
||||
rollHero: rollData.rollHero,
|
||||
weaponHero: rollData.weaponHero,
|
||||
armorProtect: rollData.armorProtect,
|
||||
name: defender.name,
|
||||
defender: defender,
|
||||
defenseMode: attackDef.defenseMode,
|
||||
finalDamage: attackDef.finalDamage
|
||||
defenseMode: rollData.defenseMode,
|
||||
finalDamage: rollData.finalDamage
|
||||
}
|
||||
ChatMessage.create({
|
||||
alias: defender.name,
|
||||
@ -412,7 +558,7 @@ export class BoLUtility {
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static isRangedWeapon(weapon) {
|
||||
return weapon.data.type == 'ranged' || weapon.data.thrown;
|
||||
return weapon.system.type == 'ranged' || weapon.system.thrown;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -455,28 +601,29 @@ export class BoLUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async processAttackSuccess(attackDef) {
|
||||
console.log("Attack success processing", attackDef)
|
||||
if (!game.user.isGM || !attackDef.defenderId) { // Only GM process this
|
||||
static async processAttackSuccess(rollData) {
|
||||
console.log("Attack success processing", rollData)
|
||||
if (!game.user.isGM || !rollData.defenderId) { // Only GM process this
|
||||
return
|
||||
}
|
||||
// Build and send the defense message to the relevant people (ie GM + defender)
|
||||
let defender = game.actors.get(attackDef.defenderId)
|
||||
console.log("DEF WEP", attackDef, defender)
|
||||
let defender = game.actors.get(rollData.defenderId)
|
||||
let defenderWeapons = defender.weapons || []
|
||||
this.attackStore[attackDef.id] = attackDef // Store !
|
||||
ChatMessage.create({
|
||||
let msg = await ChatMessage.create({
|
||||
alias: defender.name,
|
||||
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
|
||||
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
|
||||
attackId: attackDef.id,
|
||||
attacker: attackDef.attacker,
|
||||
attackId: rollData.id,
|
||||
attacker: rollData.attacker,
|
||||
defender: defender,
|
||||
defenderHeroPoints:defender.getHeroPoints(),
|
||||
defenderWeapons: defenderWeapons,
|
||||
damageTotal: attackDef.damageRoll.total,
|
||||
damagesIgnoresArmor: attackDef.damagesIgnoresArmor,
|
||||
damageTotal: rollData.damageTotal,
|
||||
damagesIgnoresArmor: rollData.damagesIgnoresArmor,
|
||||
})
|
||||
})
|
||||
msg.setFlag("world", "bol-roll-data", rollData)
|
||||
console.log("DEF WEP", rollData, defender)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -487,6 +634,9 @@ export class BoLUtility {
|
||||
if (sockmsg.name == "msg_cleanup_buttons") {
|
||||
$(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons
|
||||
}
|
||||
if (sockmsg.name == "msg_request_init_roll") {
|
||||
this.requestInitRoll(sockmsg.data.actorId, sockmsg.data.combatData)
|
||||
}
|
||||
if (sockmsg.name == "msg_damage_handling") {
|
||||
BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId)
|
||||
}
|
||||
@ -494,15 +644,15 @@ export class BoLUtility {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static computeSpellCost(spell, nbOptCond = 0) {
|
||||
let pp = spell.data.properties.ppcost
|
||||
let minpp = __circle2minpp[spell.data.properties.circle]
|
||||
let pp = spell.system.properties.ppcost
|
||||
let minpp = __circle2minpp[spell.system.properties.circle]
|
||||
pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
|
||||
return pp
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static getDamageFormula(weaponData, fightOption) {
|
||||
let upgradeDamage = (fightOption && fightOption.data.properties.fightoptiontype == "twoweaponsatt")
|
||||
let upgradeDamage = (fightOption && fightOption.system.properties.fightoptiontype == "twoweaponsatt")
|
||||
let damageString = weaponData.properties.damage
|
||||
let modifier = weaponData.properties.damageModifiers ?? 0
|
||||
let multiplier = weaponData.properties.damageMultiplier ?? 1
|
||||
@ -514,7 +664,7 @@ export class BoLUtility {
|
||||
|
||||
let formula = damageString
|
||||
if (damageString.includes("d") || damageString.includes("D")) {
|
||||
var myReg = new RegExp('(\\d+)[dD]([\\d]+)([MB]*)?([\\+\\d]*)?', 'g')
|
||||
let myReg = new RegExp('(\\d+)[dD]([\\d]+)([MB]*)?([\\+\\d]*)?', 'g')
|
||||
let res = myReg.exec(damageString)
|
||||
let nbDice = parseInt(res[1])
|
||||
let postForm = 'kh' + nbDice
|
||||
@ -578,5 +728,29 @@ export class BoLUtility {
|
||||
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()
|
||||
}
|
||||
}
|
||||
|
@ -270,6 +270,7 @@ BOL.featureSubtypes = {
|
||||
"godsfaith" : "BOL.featureSubtypes.gods",
|
||||
"fightoption" : "BOL.featureSubtypes.fightOption",
|
||||
"boleffect": "BOL.featureSubtypes.effect",
|
||||
"horoscope": "BOL.featureSubtypes.horoscope",
|
||||
}
|
||||
|
||||
BOL.fightOptionTypes = {
|
||||
@ -280,6 +281,7 @@ BOL.fightOptionTypes = {
|
||||
"fulldefense": "BOL.fightOptionTypes.fulldefense",
|
||||
"defense": "BOL.fightOptionTypes.defense",
|
||||
"attack": "BOL.fightOptionTypes.attack",
|
||||
"other": "BOL.fightOptionTypes.other"
|
||||
}
|
||||
|
||||
BOL.itemIcons = {
|
||||
@ -312,18 +314,23 @@ BOL.bougetteDice = {
|
||||
}
|
||||
|
||||
BOL.creatureSize = {
|
||||
"tiny": "BOL.size.tiny",
|
||||
"verysmall": "BOL.size.verysmall",
|
||||
"small": "BOL.size.small",
|
||||
"medium": "BOL.size.medium",
|
||||
"large": "BOL.size.large",
|
||||
"verylarge": "BOL.size.verylarge",
|
||||
"huge": "BOL.size.huge",
|
||||
"massive": "BOL.size.massive",
|
||||
"enormous": "BOL.size.enormous",
|
||||
"gigantic": "BOL.size.gigantic",
|
||||
"immense": "BOL.size.immense",
|
||||
"colossal": "BOL.size.colossal"
|
||||
"tiny": {order: 1, label: "BOL.size.tiny"},
|
||||
"verysmall": {order: 2, label: "BOL.size.verysmall"},
|
||||
"small": {order: 3, label: "BOL.size.small"},
|
||||
"medium": {order: 4, label: "BOL.size.medium"},
|
||||
"large": {order: 5, label: "BOL.size.large"},
|
||||
"verylarge": {order: 6, label: "BOL.size.verylarge"},
|
||||
"huge": {order: 7, label: "BOL.size.huge"},
|
||||
"massive": {order: 8, label: "BOL.size.massive"},
|
||||
"enormous": {order: 9, label: "BOL.size.enormous"},
|
||||
"gigantic": {order: 10, label: "BOL.size.gigantic"},
|
||||
"immense": {order: 11, label: "BOL.size.immense"},
|
||||
"colossal": {order: 12, label: "BOL.size.colossal"}
|
||||
}
|
||||
|
||||
BOL.horoscopeAnswer = {
|
||||
"favorable": "BOL.ui.horoscopefavorable",
|
||||
"unfavorable": "BOL.ui.horoscopeunfavorable",
|
||||
}
|
||||
|
||||
BOL.bolEffectModifier = {
|
||||
|
@ -76,6 +76,10 @@ export const registerHandlebarsHelpers = function () {
|
||||
Handlebars.registerHelper('count', function (list) {
|
||||
return list.length;
|
||||
})
|
||||
Handlebars.registerHelper('countKeys', function (obj) {
|
||||
return Object.keys(obj).length;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('isEnabled', function (configKey) {
|
||||
return game.settings.get("bol", configKey);
|
||||
})
|
||||
@ -114,7 +118,7 @@ export const registerHandlebarsHelpers = function () {
|
||||
})
|
||||
Handlebars.registerHelper('includesKey', function (items, type, key) {
|
||||
// console.log(items);
|
||||
return items.filter(i => i.type === type).map(i => i.data.key).includes(key);
|
||||
return items.filter(i => i.type === type).map(i => i.system.key).includes(key);
|
||||
})
|
||||
Handlebars.registerHelper('includes', function (array, val) {
|
||||
return array.includes(val);
|
||||
@ -129,7 +133,14 @@ export const registerHandlebarsHelpers = function () {
|
||||
}
|
||||
return false
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('upperFirst', function (text) {
|
||||
if (typeof text !== 'string') return text
|
||||
return text.charAt(0).toUpperCase() + text.slice(1)
|
||||
})
|
||||
Handlebars.registerHelper('upperFirstOnly', function (text) {
|
||||
if (typeof text !== 'string') return text
|
||||
return text.charAt(0).toUpperCase()
|
||||
})
|
||||
|
||||
|
||||
}
|
@ -49,7 +49,7 @@ export default function registerHooks() {
|
||||
let macro = game.macros.entities.find(m => (m.name === actor.name) && (m.command === command));
|
||||
if (!macro) {
|
||||
macro = await Macro.create({
|
||||
name: actor.data.name,
|
||||
name: actor.name,
|
||||
type: "script",
|
||||
img: "icons/svg/dice-target.svg",
|
||||
command: command
|
||||
@ -65,9 +65,9 @@ export default function registerHooks() {
|
||||
let macro = game.macros.entities.find(m => (m.name === journal.name) && (m.command === command));
|
||||
if (!macro) {
|
||||
macro = await Macro.create({
|
||||
name: journal.data.name,
|
||||
name: journal.name,
|
||||
type: "script",
|
||||
img: (journal.data.img) ? journal.data.img : "icons/svg/book.svg",
|
||||
img: (journal.img) ? journal.img : "icons/svg/book.svg",
|
||||
command: command
|
||||
}, {displaySheet: false})
|
||||
game.user.assignHotbarMacro(macro, slot);
|
||||
|
@ -37,13 +37,13 @@ export class Macros {
|
||||
};
|
||||
|
||||
if(rollType === "attribute") {
|
||||
let attribute = eval(`actor.data.data.attributes.${key}`);
|
||||
let attribute = eval(`actor.system.attributes.${key}`);
|
||||
let rollLabel = (attribute.label) ? game.i18n.localize(attribute.label) : null;
|
||||
let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ;
|
||||
BoLRoll.attributeRollDialog(actor, actorData, attribute, rollLabel, description, adv, mod);
|
||||
}
|
||||
else if(rollType === "aptitude") {
|
||||
let aptitude = eval(`actor.data.data.aptitudes.${key}`);
|
||||
let aptitude = eval(`actor.system.aptitudes.${key}`);
|
||||
let rollLabel = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
|
||||
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ;
|
||||
BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod);
|
||||
|
@ -16,6 +16,7 @@ export const preloadHandlebarsTemplates = async function () {
|
||||
"systems/bol/templates/actor/parts/tabs/actor-equipment.hbs",
|
||||
"systems/bol/templates/actor/parts/tabs/actor-spellalchemy.hbs",
|
||||
"systems/bol/templates/actor/parts/tabs/actor-biodata.hbs",
|
||||
"systems/bol/templates/actor/parts/tabs/actor-horoscope-group.hbs",
|
||||
"systems/bol/templates/actor/parts/tabs/creature-stats.hbs",
|
||||
"systems/bol/templates/actor/parts/tabs/creature-actions.hbs",
|
||||
"systems/bol/templates/actor/parts/tabs/vehicle-stats.hbs",
|
||||
@ -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/fightoption-properties.hbs",
|
||||
"systems/bol/templates/item/parts/properties/item/weapon-vehicle-properties.hbs",
|
||||
"systems/bol/templates/item/parts/properties/feature/horoscope-properties.hbs",
|
||||
|
||||
// DIALOGS
|
||||
"systems/bol/templates/chat/rolls/attack-damage-card.hbs",
|
||||
"systems/bol/templates/chat/rolls/spell-roll-card.hbs",
|
||||
"systems/bol/templates/chat/rolls/alchemy-roll-card.hbs",
|
||||
"systems/bol/templates/chat/rolls/selected-horoscope-roll-card.hbs",
|
||||
"systems/bol/templates/chat/rolls/horoscope-roll-card.hbs",
|
||||
"systems/bol/templates/dialogs/aptitude-roll-part.hbs",
|
||||
"systems/bol/templates/dialogs/attribute-roll-part.hbs",
|
||||
"systems/bol/templates/dialogs/mod-roll-part.hbs",
|
||||
@ -56,6 +60,7 @@ export const preloadHandlebarsTemplates = async function () {
|
||||
"systems/bol/templates/dialogs/flaws-roll-part.hbs",
|
||||
"systems/bol/templates/dialogs/total-roll-part.hbs",
|
||||
"systems/bol/templates/dialogs/fightoptions-roll-part.hbs",
|
||||
"systems/bol/templates/dialogs/horoscope-roll-part.hbs"
|
||||
];
|
||||
|
||||
// Load the template parts
|
||||
|
BIN
packs/aides-de-jeu/000062.ldb
Normal file
0
packs/aides-de-jeu/000109.log
Normal file
1
packs/aides-de-jeu/CURRENT
Normal file
@ -0,0 +1 @@
|
||||
MANIFEST-000107
|
0
packs/aides-de-jeu/LOCK
Normal file
8
packs/aides-de-jeu/LOG
Normal file
@ -0,0 +1,8 @@
|
||||
2023/12/04-21:16:34.430277 7f84f7fff6c0 Recovering log #105
|
||||
2023/12/04-21:16:34.440834 7f84f7fff6c0 Delete type=3 #103
|
||||
2023/12/04-21:16:34.440885 7f84f7fff6c0 Delete type=0 #105
|
||||
2023/12/04-21:29:36.294789 7f84f5ffb6c0 Level-0 table #110: started
|
||||
2023/12/04-21:29:36.294815 7f84f5ffb6c0 Level-0 table #110: 0 bytes OK
|
||||
2023/12/04-21:29:36.301173 7f84f5ffb6c0 Delete type=0 #108
|
||||
2023/12/04-21:29:36.301317 7f84f5ffb6c0 Manual compaction at level-0 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!Yl1RKQb0BjVUtilk.kNb9ZrMbgONi1mlE' @ 0 : 0; will stop at (end)
|
||||
2023/12/04-21:29:36.301343 7f84f5ffb6c0 Manual compaction at level-1 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!Yl1RKQb0BjVUtilk.kNb9ZrMbgONi1mlE' @ 0 : 0; will stop at (end)
|
8
packs/aides-de-jeu/LOG.old
Normal file
@ -0,0 +1,8 @@
|
||||
2023/10/28-18:46:58.144165 7f5610ff96c0 Recovering log #101
|
||||
2023/10/28-18:46:58.154293 7f5610ff96c0 Delete type=3 #99
|
||||
2023/10/28-18:46:58.154395 7f5610ff96c0 Delete type=0 #101
|
||||
2023/10/28-18:47:32.356263 7f56037fe6c0 Level-0 table #106: started
|
||||
2023/10/28-18:47:32.356293 7f56037fe6c0 Level-0 table #106: 0 bytes OK
|
||||
2023/10/28-18:47:32.362824 7f56037fe6c0 Delete type=0 #104
|
||||
2023/10/28-18:47:32.375967 7f56037fe6c0 Manual compaction at level-0 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!Yl1RKQb0BjVUtilk.kNb9ZrMbgONi1mlE' @ 0 : 0; will stop at (end)
|
||||
2023/10/28-18:47:32.376034 7f56037fe6c0 Manual compaction at level-1 from '!journal!3xJg1rCxnWvEmoxS' @ 72057594037927935 : 1 .. '!journal.pages!Yl1RKQb0BjVUtilk.kNb9ZrMbgONi1mlE' @ 0 : 0; will stop at (end)
|
BIN
packs/aides-de-jeu/MANIFEST-000107
Normal file
BIN
packs/armors/000005.ldb
Normal file
0
packs/armors/000016.log
Normal file
1
packs/armors/CURRENT
Normal file
@ -0,0 +1 @@
|
||||
MANIFEST-000014
|
0
packs/armors/LOCK
Normal file
8
packs/armors/LOG
Normal file
@ -0,0 +1,8 @@
|
||||
2023/12/04-21:16:34.402100 7f84f6ffd6c0 Recovering log #12
|
||||
2023/12/04-21:16:34.413052 7f84f6ffd6c0 Delete type=3 #10
|
||||
2023/12/04-21:16:34.413101 7f84f6ffd6c0 Delete type=0 #12
|
||||
2023/12/04-21:29:36.274254 7f84f5ffb6c0 Level-0 table #17: started
|
||||
2023/12/04-21:29:36.274306 7f84f5ffb6c0 Level-0 table #17: 0 bytes OK
|
||||
2023/12/04-21:29:36.281091 7f84f5ffb6c0 Delete type=0 #15
|
||||
2023/12/04-21:29:36.301284 7f84f5ffb6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
|
||||
2023/12/04-21:29:36.301326 7f84f5ffb6c0 Manual compaction at level-1 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
|
8
packs/armors/LOG.old
Normal file
@ -0,0 +1,8 @@
|
||||
2023/10/28-18:46:58.118619 7f5603fff6c0 Recovering log #8
|
||||
2023/10/28-18:46:58.129553 7f5603fff6c0 Delete type=3 #6
|
||||
2023/10/28-18:46:58.129618 7f5603fff6c0 Delete type=0 #8
|
||||
2023/10/28-18:47:32.323904 7f56037fe6c0 Level-0 table #13: started
|
||||
2023/10/28-18:47:32.323933 7f56037fe6c0 Level-0 table #13: 0 bytes OK
|
||||
2023/10/28-18:47:32.329984 7f56037fe6c0 Delete type=0 #11
|
||||
2023/10/28-18:47:32.349515 7f56037fe6c0 Manual compaction at level-0 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
|
||||
2023/10/28-18:47:32.349581 7f56037fe6c0 Manual compaction at level-1 from '!items!G3dZTHIabA3LA1hY' @ 72057594037927935 : 1 .. '!items!xhEcsi3WHjbt2ro9' @ 0 : 0; will stop at (end)
|
BIN
packs/armors/MANIFEST-000014
Normal file
@ -1,59 +0,0 @@
|
||||
{"_id":"039ZF3E3MtAGwbiX","name":"Intrépide","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Intrépide</h1><p>votre personnage est insensible à la peur. Même une peur magiquement induite n’a aucune prise sur lui.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"2bSL4HJMu8Zh8UKq","name":"Attirant","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Attirant</h1><p>vous êtes particulièrement beau ou séduisant. Vous bénéficiez d’un dé de bonus dans les situations où l’apparence peut jouer un rôle.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"3fRMKd0xX0NL0kxO","name":"Vigueur céruléenne","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Vigueur céruléenne</h1><p>vous êtes grand et fort. Ajoutez 1 à votre vigueur. Votre score maximum en vigueur passe à 6 au lieu de 5, et votre score de départ maximum en vigueur peut être de 4 (au lieu de 3).</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"3jxkJo7vakII1kw0","name":"Renard du désert","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Renard du désert</h1><p>lorsque vous vous trouvez dans un désert, vous bénéficiez d’un dé de bonus pour pister, piéger ou chasser, ainsi que pour d’autres activités similaires de survie (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"44bJY4xBP9ICdxrR","name":"Vue perçante","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Vue perçante</h1><p>à chaque fois que vous effectuez un jet d’action sous esprit pour percevoir quelque chose grâce à votre vue, vous bénéficiez d’un dé de bonus.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"4eCfIflrqYcQMQEE","name":"Laboratoire fourni","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Laboratoire fourni</h1><p>vous disposez d’un laboratoire de qualité pour mener vos expériences. Vous bénéficiez d’un dé de bonus aux jets pour créer des préparations alchimiques ou des instruments mécaniques lorsque vous vous trouvez dans votre laboratoire. Celui-ci doit toutefois être réapprovisionné de temps à autre, ce qui vous conduit à partir à l’aventure pour trouver les moyens financiers et matériels de refaire vos stocks.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"4j27jk1sauYKXUUY","name":"Magie des Rois-Sorciers","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Magie des Rois-Sorciers</h1><p>vous avez atteint une certaine compréhension des antiques secrets des Rois-Sorciers. Vous bénéficiez d’un dé de bonus pour lancer des sortilèges. Si vous choisissez cet avantage, vous devez prendre un désavantage supplémentaire.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"76IT7lAHNjPHvoxu","name":"Savant","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Savant</h1><p>ajoutez 1 à votre esprit. Votre score maximum en esprit passe à 6 au lieu de 5, et votre score de départ maximum en esprit peut être de 4 (au lieu de 3).</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"7iHc6ZbgRDTcWx1x","name":"Poings d’acier","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Poings d’acier</h1><p>vous avez les poings durs comme la pierre après des années d’entraînement ou à force de vous bagarrer dans toutes les tavernes de la ville. Vous ajoutez votre vigueur aux dégâts quand vous combattez à mains nues.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"88DKwHbEHNr2zkb4","name":"Gamin des rues","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Gamin des rues</h1><p>vous êtes un enfant des rues. Vous bénéficiez d’un dé de bonus quand vous interagissez avec les gens des bas-fonds de la cité, ou pour des activités comme filer quelqu’un ou remarquer un détail dans la rue (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"8LbWRVmpo2byaOae","name":"Colosse","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Colosse</h1><p>vous savez mobiliser votre vigueur pour accomplir de véritables tours de force. Vous bénéficiez d’un dé de bonus pour briser, lever, tirer ou pousser des objets.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"8TKFwebDXkT4r3TW","name":"Dur à cuire","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Dur à cuire</h1><p>vous avez la robustesse d’un bronyx. Ajoutez 2 points à votre vitalité.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"969U7SVd2JSBkHDq","name":"Artiste","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Artiste</h1><p>vous avez une sensibilité d’artiste. Vous bénéficiez d’un dé de bonus pour créer ou estimer des objets d’art.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"DTZhsPUxseKuahCa","name":"Amis dans la pègre","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Amis dans la pègre</h1><p>vous comptez des amis peu recommandables parmi les différentes pègres qui gangrènent la Lémurie. Ils peuvent vous aider à trouver un receleur, vous fournir une planque, etc.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"DpO9z1NEg9C8MHGY","name":"Amis haut placés","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Amis haut placés</h1><p>vous jouissez de contacts au sein des plus hauts échelons de la société. Même s’ils ne seront pas en général disposés à risquer leur tête pour vous, ils pourront vous apporter de l’aide (comme vous obtenir une audience auprès d’un autre personnage important, vous fournir des informations, jouer de leur influence auprès de la noblesse locale, etc.). Bien sûr, ces amis attendront parfois en retour une faveur de votre part...</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"DxCf9WsPm4tGRGri","name":"Athlète","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Athlète</h1><p>vous bénéficiez d’un dé de bonus quand vous entreprenez des activités athlétiques (autres que le combat) comme courir, nager, grimper ou sauter.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"FaACBPxznjBInrNN","name":"Doigts de fée","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Doigts de fée</h1><p>vous bénéficiez d’un dé de bonus pour toutes les tâches exigeant une grande dextérité, comme le vol à la tire, la fabrication d’objets, le jonglage ou la triche aux cartes et aux dés.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"GyNOCPaFw7bfjDUE","name":"Tireur puissant","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Tireur puissant</h1><p>avec un type d’arme à distance choisi (arc, fronde, javelot, etc.), vous ajoutez votre vigueur aux dégâts.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"HiD90AY8nD7OXXmr","name":"Bien né","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Bien né</h1><p>vous avez grandi dans les palais et les cours, parmi la noblesse et la haute société. Vous bénéficiez d’un dé de bonus pour agir selon les règles de l’étiquette et de la courtoisie.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"HkJU2TaccPnBtZPh","name":"Montagnard","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Montagnard</h1><p>vous avez grandi dans les montagnes. Lorsque vous vous trouvez dans un paysage montagneux, vous bénéficiez d’un dé de bonus pour pister, piéger ou chasser, ainsi que pour d’autres activités similaires de survie (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"IQdY6CJwUpXofsbM","name":"Ami des céruléens","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Ami des céruléens</h1><p>vous avez grandi à proximité des géants bleus, ou bien des circonstances particulières vous ont valu leur amitié, et ils vous considèrent comme un des leurs. Vous bénéficiez d’un dé de bonus quand vous interagissez avec les nomades bleus.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"J08pVCsXzQYKijOF","name":"Résistant à la magie","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Résistant à la magie</h1><p>si vous êtes visé par un sortilège, lancez un d6. Sur un 6, le sortilège n’a aucun effet sur vous.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"JrxFjMUc9emmaiJe","name":"Ouïe fine","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Ouïe fine</h1><p>à chaque fois que vous effectuez un jet d’action sous esprit pour percevoir quelque chose grâce à votre ouïe, vous bénéficiez d’un dé de bonus.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"JxFxp2CS8dluwC16","name":"Bagarreur","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Bagarreur</h1><p>vous êtes un boxeur et un lutteur compétent. Vous bénéficiez d’un dé de bonus à l’attaque quand vous combattez à mains nues.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"LNP6F8z4j15HuuNC","name":"Fêtard","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Fêtard</h1><p>vous connaissez bien les auberges et les tavernes, et vous n’êtes pas le dernier quand il s’agit de lever le coude. Vous bénéficiez d’un dé de bonus pour recueillir des informations, trouver des contacts ou obtenir des biens et des services quand vous vous trouvez dans une taverne. De plus, vous tenez très bien l’alcool et bénéficiez également d’un dé de bonus pour résister aux effets de la boisson.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"Ota12xlPiqDfM3te","name":"Maître du déguisement","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Maître du déguisement</h1><p>vous bénéficiez d’un dé de bonus quand vous tentez de dissimuler votre identité. De plus, si vous souhaitez intervenir promptement dans une scène où votre personnage n’était pas présent, vous pouvez dépenser 1 point d’héroïsme pour faire partie du décor, par exemple déguisé en garde de la patrouille ou en bourgeois passant dans la rue. En fait, vous étiez là depuis le début, mais incognito!</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"Td0r46VMDXd5Z65z","name":"Tigre des neiges","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Tigre des neiges</h1><p>vous avez grandi dans la toundra gelée. Lorsque vous vous trouvez dans un paysage neigeux, vous bénéficiez d’un dé de bonus pour pister, piéger ou chasser, ainsi que pour d’autres activités similaires de survie (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"VXVu8CTas4nhfUST","name":"Sentir la magie","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Sentir la magie</h1><p>vous bénéficiez d’un dé de bonus quand vous essayez de reconnaître (ou de traquer) un sorcier, un effet ou un artefact magique.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"W4onU67kbMUL3WVa","name":"Résistant aux poisons","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Résistant aux poisons</h1><p>vous bénéficiez d’un dé de bonus pour résister aux effets des drogues, des venins, des toxines, ainsi que de l’alcool.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"WSXuMtTEvjC2qOH7","name":"Pied marin","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Pied marin</h1><p>vous avez grandi dans un environnement de navires et de bateaux. Vous bénéficiez d’un dé de bonus pour manœuvrer une embarcation ou entreprendre des activités physiques à bord d’un navire (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"WTl5A8SbC6o2bRna","name":"Fortuné","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Fortuné</h1><p>vous disposez d’une source de revenus ou d’un héritage. Vous bénéficiez d’un dé de bonus quand vous cherchez à acquérir des biens ou des services dans votre cité d’origine.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"XXaAGtAadv5Ltlht","name":"Santé de fer","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Santé de fer</h1><p>vous êtes immunisé à toutes les maladies, y compris celles d’origine magique.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"XfGnKJU87Tv9AKtL","name":"Bibliothèque savante","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Bibliothèque savante</h1><p>vous disposez d’une bibliothèque de qualité pour mener vos recherches. Vous bénéficiez d’un dé de bonus pour recueillir des informations lorsque vous vous trouvez dans votre bibliothèque. Vous devez toutefois enrichir régulièrement vos collections, ce qui vous conduit à partir à l’aventure pour trouver les moyens d’acquérir de nouveaux manuscrits.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"XiUi4LnrOswsEpXR","name":"Vigilant","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Vigilant</h1><p>vous jouissez d’une excellente capacité de réaction face au danger. Vous bénéficiez d’un dé de bonus à vos jets de réaction.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"aYv5FEDWzYRwIwRm","name":"Né en selle","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Né en selle</h1><p>vous bénéficiez d’un dé de bonus pour chevaucher des montures et agir en selle (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"cDe8mZ7vjpI1o1lZ","name":"Mains guérisseuses","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Mains guérisseuses</h1><p>vous bénéficiez d’un dé de bonus sur les tests destinés à aider un blessé à récupérer de ses blessures, d’un empoisonnement, etc. Vous devez posséder la carrière médecin pour prendre cet avantage.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"dpS4VXHUGddCq7FY","name":"Intimidant","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Intimidant</h1><p>vous bénéficiez d’un dé de bonus à chaque fois que vous essayez de forcer quelqu’un à vous donner une information ou à faire une chose à laquelle il répugne.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"dslHEmEqSZN8IsPa","name":"Fils des plaines","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Fils des plaines</h1><p>vous avez grandi dans les plaines. Lorsque vous vous trouvez dans un paysage de plaine, vous bénéficiez d’un dé de bonus pour pister, piéger ou chasser, ainsi que pour d’autres activités similaires de survie (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"eH6ER2AVPrhzZGn1","name":"Combat à l’aveugle","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Combat à l’aveugle</h1><p>pas de lumière ? Aucun problème. En vous basant sur les odeurs, les bruits, les déplacements d’air, vous ne faites plus qu’un avec le monde qui vous entoure. Votre personnage ignore les malus imposés par le MJ pour combattre dans l’obscurité.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
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{"_id":"ft3lNO5aDd9eK40k","name":"Roi de la jungle","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Roi de la jungle</h1><p>vous avez grandi dans la jungle. Lorsque vous vous trouvez dans un paysage de jungle, vous bénéficiez d’un dé de bonus pour pister, piéger ou chasser, ainsi que pour d’autres activités similaires de survie (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"fzsDuaqZtvt4wue4","name":"Arme favorite","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Arme favorite</h1><p>vous disposez d’une arme de qualité (une grande épée valgardienne, un arc long de Tyrus, une fronde d’Axos, un kriss halakhi, un khastok de Malakut, une hache d’abordage de Parsool, une rapière de Satarla, ou une arme spécialement fabriquée pour vous ou dont vous avez hérité) et vous vous êtes entraîné à son maniement depuis l’enfance. Vous bénéficiez d’un dé de bonus lorsque vous utilisez cette arme (ou, si elle est perdue, volée ou détruite, une arme de substitution qui devra reproduire ses qualités uniques, ce qui risque d’être particulièrement onéreux).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"giB7dYrcKv12m13K","name":"Peau dure","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Peau dure</h1><p>vous avez une peau particulièrement résistante et épaisse qui vous confère +1 en protection, même quand vous ne portez pas d’armure.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"glCazKBiZ4TA5Tnt","name":"Inspirateur","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Inspirateur</h1><p>vous savez motiver vos amis et vos partisans. Cela peut se faire au moyen d’une invocation aux dieux, d’un discours enflammé ou d’une musique inspirante, à moins que cela ne vienne simplement de votre présence charismatique. Pour le round qui suit l’utilisation de cet avantage, vos compagnons bénéficient d’un dé de bonus à tous leurs jets d’attaque (à condition d’être à portée de voix). Cet avantage ne peut être utilisé gratuitement qu’une fois par jour ; toute utilisation supplémentaire exigera la dépense de 1 point d’héroïsme.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"jkgnvC8cAK7K5Ck9","name":"Récupération rapide","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Récupération rapide</h1><p>vous jouissiez d’une constitution hors norme. Lorsque vous récupérez après un combat, vous regagnez 1 point de vitalité supplémentaire (qui s’ajoute à la récupération normale, égale à la moitié des points perdus). De plus, si vous êtes blessé, vous récupérez 1 point de vitalité par jour, peu importe les activités que vous entreprenez.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"lDSYZ54BnXt4VYlE","name":"Cri de guerre","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Cri de guerre</h1><p>le personnage pousse son cri de guerre pour effrayer les ennemis à portée de voix. Ces derniers subissent un dé de malus sur tous leurs jets d’attaque durant le round qui suit le cri de guerre. Cet avantage ne peut être utilisé gratuitement qu’une fois par jour ; toute utilisation supplémentaire exigera la dépense de 1 point d’héroïsme.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"mwK667DIyh2QGqPV","name":"Beau parleur","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Beau parleur</h1><p>vous êtes très persuasif et excellent menteur. Vous bénéficiez d’un dé de bonus quand vous voulez mentir, escroquer, baratiner ou tromper quelqu’un.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"nl7sgrsCy0T0P127","name":"Pouvoir du Néant","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Pouvoir du Néant</h1><p>vous avez porté le regard sur l’abîme de noirceur du Néant, et recevez deux points de pouvoir supplémentaires. Si vous choisissez cet avantage, vous devez aussi prendre un désavantage supplémentaire.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"oFnXU6VPTG5QypMz","name":"Agilité de l’homme-oiseau","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Agilité de l’homme-oiseau</h1><p>ajoutez 1 à votre agilité. Votre score maximum en agilité passe à 6 au lieu de 5, et votre score de départ maximum en agilité peut être de 4 (au lieu de 3).</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"oiASQBPLrFXYEVuP","name":"Ami des bêtes","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Ami des bêtes</h1><p>vous possédez une affinité naturelle avec les animaux. Vous bénéficiez d’un dé de bonus quand vous interagissez avec eux. Si vous êtes dresseur, vous pouvez avoir avec vous deux ou trois compagnons animaux de taille petite, ou un seul de taille moyenne ou grande.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"qGI3aI5xA0mqHXdU","name":"Discret","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Discret</h1>\n<p>vous êtes vif et agile. Vous bénéficiez d’un dé de bonus dans les situations où vous essayez de faire preuve de discrétion.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"sggncrizxp9b84sY","name":"Érudit","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Érudit</h1><p>quand vous cherchez à vous souvenir d’un fait relevant de votre domaine de compétence, vous bénéficiez d’un dé de bonus.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"snSCU6lBKz8nzqeQ","name":"Baudrier de guerre","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Baudrier de guerre</h1><p>cet avantage autorise votre personnage à ne porter qu’un pagne ou un bikini en cotte de mailles et un simple baudrier (l’équivalent d’une armure légère au mieux), tout en considérant qu’il s’agit d’une armure moyenne en terme de protection, et ce sans subir le moindre malus d’armure.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"wZjOWMREZRw1tLO0","name":"Marqué par les dieux","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Marqué par les dieux</h1><p>les dieux vous accordent leur faveur. Vous gagnez 1 point d’héroïsme supplémentaire.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"xAyqso8n6MaJNTJs","name":"Perspicace","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Perspicace</h1><p>vous êtes doué pour percer à jour les menteurs. Quand quelqu’un tente de vous mentir ou de vous entourlouper, vous bénéficiez d’un dé de bonus pour le remarquer. Cela ne veut pas dire que vous connaîtrez forcément la vérité, mais vous saurez au moins qu’on est en train de vous mentir.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"yEsGuSGUDVYFdzRV","name":"Roi de l’évasion","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Roi de l’évasion</h1><p>cordes, chaînes, menottes, prison, rien ne vous retient bien longtemps. Que ce soit par vos talents ou par un coup de chance, vous finissez toujours par vous libérer. Vous bénéficiez d’un dé de bonus lorsque vous tentez de vous évader ou de vous libérer de vos liens.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"ywZsgCLCszvZWzfB","name":"Odorat développé","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Odorat développé</h1><p>à chaque fois que vous effectuez un jet d’action sous esprit pour percevoir quelque chose grâce à votre odorat, vous bénéficiez d’un dé de bonus.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"yxkhtcJA6ziEBsHa","name":"Pisteur des marais","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Pisteur des marais</h1><p>vous avez grandi dans les marais. Lorsque vous vous trouvez dans un paysage de marécage, vous bénéficiez d’un dé de bonus pour pister, piéger ou chasser, ainsi que pour d’autres activités similaires de survie (mais pas pour combattre).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"yy7b6rYzyXTXAc5K","name":"Outillage","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Outillage</h1><p>vous possédez un jeu d’outils adaptés à votre métier ou votre artisanat. Vous bénéficiez d’un dé de bonus quand vous entreprenez une action où l’emploi de ces outils peut se révéler efficace.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"zgspy1QKaxdEetEw","name":"Vision nocturne","type":"feature","img":"/systems/bol/ui/icons/boon.webp","data":{"category":null,"subtype":"boon","description":"<h1>Vision nocturne</h1><p>vous bénéficiez d’un dé de bonus quand l’obscurité impose un malus à la vision.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
BIN
packs/boons/000005.ldb
Normal file
0
packs/boons/000108.log
Normal file
1
packs/boons/CURRENT
Normal file
@ -0,0 +1 @@
|
||||
MANIFEST-000106
|
0
packs/boons/LOCK
Normal file
8
packs/boons/LOG
Normal file
@ -0,0 +1,8 @@
|
||||
2023/12/04-21:16:34.244782 7f84f6ffd6c0 Recovering log #104
|
||||
2023/12/04-21:16:34.255803 7f84f6ffd6c0 Delete type=3 #102
|
||||
2023/12/04-21:16:34.255859 7f84f6ffd6c0 Delete type=0 #104
|
||||
2023/12/04-21:29:36.227120 7f84f5ffb6c0 Level-0 table #109: started
|
||||
2023/12/04-21:29:36.227155 7f84f5ffb6c0 Level-0 table #109: 0 bytes OK
|
||||
2023/12/04-21:29:36.233490 7f84f5ffb6c0 Delete type=0 #107
|
||||
2023/12/04-21:29:36.247612 7f84f5ffb6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
|
||||
2023/12/04-21:29:36.247638 7f84f5ffb6c0 Manual compaction at level-1 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
|
8
packs/boons/LOG.old
Normal file
@ -0,0 +1,8 @@
|
||||
2023/10/28-18:46:58.021346 7f5603fff6c0 Recovering log #100
|
||||
2023/10/28-18:46:58.032316 7f5603fff6c0 Delete type=3 #98
|
||||
2023/10/28-18:46:58.032370 7f5603fff6c0 Delete type=0 #100
|
||||
2023/10/28-18:47:32.275625 7f56037fe6c0 Level-0 table #105: started
|
||||
2023/10/28-18:47:32.275699 7f56037fe6c0 Level-0 table #105: 0 bytes OK
|
||||
2023/10/28-18:47:32.281755 7f56037fe6c0 Delete type=0 #103
|
||||
2023/10/28-18:47:32.288117 7f56037fe6c0 Manual compaction at level-0 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
|
||||
2023/10/28-18:47:32.298397 7f56037fe6c0 Manual compaction at level-1 from '!items!039ZF3E3MtAGwbiX' @ 72057594037927935 : 1 .. '!items!zgspy1QKaxdEetEw' @ 0 : 0; will stop at (end)
|
BIN
packs/boons/MANIFEST-000106
Normal file
@ -1,8 +0,0 @@
|
||||
{"name":"Attaque Timide","type":"feature","img":"icons/svg/item-bag.svg","data":{"category":null,"subtype":"flaw","description":"<p>Attaque timide : la créature subit un dé de malus aux jets d’attaque.</p>","properties":{"isbonusdice":true,"ismalusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{},"_id":"CoqlfsDV1gL5swbK"}
|
||||
{"name":"Prédateur","type":"feature","img":"icons/svg/item-bag.svg","data":{"category":null,"subtype":"boon","description":"<p> la créature lance un dé de bonus pour tout ce qui concerne le pistage d’une proie.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{},"_id":"DFdLY7fkVZDIf7rU"}
|
||||
{"name":"Camouflage","type":"feature","img":"icons/svg/item-bag.svg","data":{"category":null,"subtype":"boon","description":"<p>Camouflage : la créature est difficile à repérer en raison de la coloration ou de la texture de sa peau ou de son pelage (dé de bonus pour se cacher).</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.b0PsoNEd8a0dN2Wm"}},"_id":"P2pgGD4FVKzOZ4uM"}
|
||||
{"name":"Attaque féroce","type":"feature","img":"icons/svg/item-bag.svg","data":{"category":null,"subtype":"boon","description":"<p> la créature bénéficie d’un dé de bonus aux jets d’attaque.</p>","properties":{"isbonusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.b0PsoNEd8a0dN2Wm"}},"_id":"RqEO7ELH72MZBZFV"}
|
||||
{"name":"Attaque Venimeuse","type":"feature","img":"icons/svg/item-bag.svg","data":{"category":null,"subtype":"boon","description":"<p>Attaque venimeuse : la description de la créature indique les effets de son venin</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.b0PsoNEd8a0dN2Wm"}},"_id":"U77iMP7V529zbJt9"}
|
||||
{"name":"Attaque Multiple","type":"feature","img":"icons/svg/item-bag.svg","data":{"category":null,"subtype":"boon","description":"<p>Attaques multiples : la créature possède <span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\"> deux types d’attaque totalement différents qui </span>nécessitent deux jets d’attaque séparés.</p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.b0PsoNEd8a0dN2Wm"}},"_id":"USkChPye9J4sZxwC"}
|
||||
{"name":"Déficience","type":"feature","img":"icons/svg/item-bag.svg","data":{"category":null,"subtype":"flaw","description":"<p>Déficience : la créature est affligée d’un odorat, d’une audition ou d’une vision déficiente et subit un dé de malus quand elle doit y faire appel.</p>","properties":{"isbonusdice":true,"ismalusdice":true},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.P0r8grkVY7xu5HOS"}},"_id":"htSqR7I7F5GVIelK"}
|
||||
{"name":"Attaque Spéciale","type":"feature","img":"icons/svg/item-bag.svg","data":{"category":null,"subtype":"boon","description":"<p>Attaque spéciale : la créature attaque selon une méthode inhabituelle. La nature de cette attaque est expliquée dans sa description.</p>\n<p> </p>","properties":{"isbonusdice":false},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.b0PsoNEd8a0dN2Wm"}},"_id":"yofwG0YrsL902G77"}
|
BIN
packs/boonsflawscreatures/000005.ldb
Normal file
0
packs/boonsflawscreatures/000108.log
Normal file
1
packs/boonsflawscreatures/CURRENT
Normal file
@ -0,0 +1 @@
|
||||
MANIFEST-000106
|
0
packs/boonsflawscreatures/LOCK
Normal file
8
packs/boonsflawscreatures/LOG
Normal file
@ -0,0 +1,8 @@
|
||||
2023/12/04-21:16:34.258787 7f84f77fe6c0 Recovering log #104
|
||||
2023/12/04-21:16:34.268652 7f84f77fe6c0 Delete type=3 #102
|
||||
2023/12/04-21:16:34.268705 7f84f77fe6c0 Delete type=0 #104
|
||||
2023/12/04-21:29:36.233597 7f84f5ffb6c0 Level-0 table #109: started
|
||||
2023/12/04-21:29:36.233621 7f84f5ffb6c0 Level-0 table #109: 0 bytes OK
|
||||
2023/12/04-21:29:36.239701 7f84f5ffb6c0 Delete type=0 #107
|
||||
2023/12/04-21:29:36.247623 7f84f5ffb6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
|
||||
2023/12/04-21:29:36.247651 7f84f5ffb6c0 Manual compaction at level-1 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
|
8
packs/boonsflawscreatures/LOG.old
Normal file
@ -0,0 +1,8 @@
|
||||
2023/10/28-18:46:58.033991 7f5611ffb6c0 Recovering log #100
|
||||
2023/10/28-18:46:58.043491 7f5611ffb6c0 Delete type=3 #98
|
||||
2023/10/28-18:46:58.043553 7f5611ffb6c0 Delete type=0 #100
|
||||
2023/10/28-18:47:32.281934 7f56037fe6c0 Level-0 table #105: started
|
||||
2023/10/28-18:47:32.281973 7f56037fe6c0 Level-0 table #105: 0 bytes OK
|
||||
2023/10/28-18:47:32.287993 7f56037fe6c0 Delete type=0 #103
|
||||
2023/10/28-18:47:32.298372 7f56037fe6c0 Manual compaction at level-0 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
|
||||
2023/10/28-18:47:32.298448 7f56037fe6c0 Manual compaction at level-1 from '!items!CoqlfsDV1gL5swbK' @ 72057594037927935 : 1 .. '!items!yofwG0YrsL902G77' @ 0 : 0; will stop at (end)
|
BIN
packs/boonsflawscreatures/MANIFEST-000106
Normal file
BIN
packs/careers/000005.ldb
Normal file
0
packs/careers/000108.log
Normal file
1
packs/careers/CURRENT
Normal file
@ -0,0 +1 @@
|
||||
MANIFEST-000106
|
0
packs/careers/LOCK
Normal file
8
packs/careers/LOG
Normal file
@ -0,0 +1,8 @@
|
||||
2023/12/04-21:16:34.285844 7f84f67fc6c0 Recovering log #104
|
||||
2023/12/04-21:16:34.295915 7f84f67fc6c0 Delete type=3 #102
|
||||
2023/12/04-21:16:34.295974 7f84f67fc6c0 Delete type=0 #104
|
||||
2023/12/04-21:29:36.267733 7f84f5ffb6c0 Level-0 table #109: started
|
||||
2023/12/04-21:29:36.267761 7f84f5ffb6c0 Level-0 table #109: 0 bytes OK
|
||||
2023/12/04-21:29:36.273875 7f84f5ffb6c0 Delete type=0 #107
|
||||
2023/12/04-21:29:36.274078 7f84f5ffb6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
|
||||
2023/12/04-21:29:36.274142 7f84f5ffb6c0 Manual compaction at level-1 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
|
8
packs/careers/LOG.old
Normal file
@ -0,0 +1,8 @@
|
||||
2023/10/28-18:46:58.057967 7f56117fa6c0 Recovering log #100
|
||||
2023/10/28-18:46:58.068576 7f56117fa6c0 Delete type=3 #98
|
||||
2023/10/28-18:46:58.068630 7f56117fa6c0 Delete type=0 #100
|
||||
2023/10/28-18:47:32.298557 7f56037fe6c0 Level-0 table #105: started
|
||||
2023/10/28-18:47:32.298612 7f56037fe6c0 Level-0 table #105: 0 bytes OK
|
||||
2023/10/28-18:47:32.304559 7f56037fe6c0 Delete type=0 #103
|
||||
2023/10/28-18:47:32.323741 7f56037fe6c0 Manual compaction at level-0 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
|
||||
2023/10/28-18:47:32.323783 7f56037fe6c0 Manual compaction at level-1 from '!items!4S4xAfMXGnuU0O1a' @ 72057594037927935 : 1 .. '!items!zxY3sW0iCJBvwjOS' @ 0 : 0; will stop at (end)
|
BIN
packs/careers/MANIFEST-000106
Normal file
BIN
packs/cartes/000005.ldb
Normal file
0
packs/cartes/000108.log
Normal file
1
packs/cartes/CURRENT
Normal file
@ -0,0 +1 @@
|
||||
MANIFEST-000106
|
0
packs/cartes/LOCK
Normal file
8
packs/cartes/LOG
Normal file
@ -0,0 +1,8 @@
|
||||
2023/12/04-21:16:34.444268 7f84f67fc6c0 Recovering log #104
|
||||
2023/12/04-21:16:34.454337 7f84f67fc6c0 Delete type=3 #102
|
||||
2023/12/04-21:16:34.454390 7f84f67fc6c0 Delete type=0 #104
|
||||
2023/12/04-21:29:36.307716 7f84f5ffb6c0 Level-0 table #109: started
|
||||
2023/12/04-21:29:36.307782 7f84f5ffb6c0 Level-0 table #109: 0 bytes OK
|
||||
2023/12/04-21:29:36.314556 7f84f5ffb6c0 Delete type=0 #107
|
||||
2023/12/04-21:29:36.327965 7f84f5ffb6c0 Manual compaction at level-0 from '!scenes!1ZDXKpKixS12xzW3' @ 72057594037927935 : 1 .. '!scenes.tiles!78gEyXvSfBJi9iL1.rJglQmZXB0eRIL8y' @ 0 : 0; will stop at (end)
|
||||
2023/12/04-21:29:36.328032 7f84f5ffb6c0 Manual compaction at level-1 from '!scenes!1ZDXKpKixS12xzW3' @ 72057594037927935 : 1 .. '!scenes.tiles!78gEyXvSfBJi9iL1.rJglQmZXB0eRIL8y' @ 0 : 0; will stop at (end)
|
8
packs/cartes/LOG.old
Normal file
@ -0,0 +1,8 @@
|
||||
2023/10/28-18:46:58.157567 7f56117fa6c0 Recovering log #100
|
||||
2023/10/28-18:46:58.168362 7f56117fa6c0 Delete type=3 #98
|
||||
2023/10/28-18:46:58.168445 7f56117fa6c0 Delete type=0 #100
|
||||
2023/10/28-18:47:32.362933 7f56037fe6c0 Level-0 table #105: started
|
||||
2023/10/28-18:47:32.362962 7f56037fe6c0 Level-0 table #105: 0 bytes OK
|
||||
2023/10/28-18:47:32.369115 7f56037fe6c0 Delete type=0 #103
|
||||
2023/10/28-18:47:32.375986 7f56037fe6c0 Manual compaction at level-0 from '!scenes!1ZDXKpKixS12xzW3' @ 72057594037927935 : 1 .. '!scenes.tiles!78gEyXvSfBJi9iL1.rJglQmZXB0eRIL8y' @ 0 : 0; will stop at (end)
|
||||
2023/10/28-18:47:32.376049 7f56037fe6c0 Manual compaction at level-1 from '!scenes!1ZDXKpKixS12xzW3' @ 72057594037927935 : 1 .. '!scenes.tiles!78gEyXvSfBJi9iL1.rJglQmZXB0eRIL8y' @ 0 : 0; will stop at (end)
|
BIN
packs/cartes/MANIFEST-000106
Normal file
BIN
packs/creatures/000005.ldb
Normal file
0
packs/creatures/000108.log
Normal file
1
packs/creatures/CURRENT
Normal file
@ -0,0 +1 @@
|
||||
MANIFEST-000106
|
0
packs/creatures/LOCK
Normal file
8
packs/creatures/LOG
Normal file
@ -0,0 +1,8 @@
|
||||
2023/12/04-21:16:34.555441 7f84f77fe6c0 Recovering log #104
|
||||
2023/12/04-21:16:34.566877 7f84f77fe6c0 Delete type=3 #102
|
||||
2023/12/04-21:16:34.566941 7f84f77fe6c0 Delete type=0 #104
|
||||
2023/12/04-21:29:36.355366 7f84f5ffb6c0 Level-0 table #109: started
|
||||
2023/12/04-21:29:36.355392 7f84f5ffb6c0 Level-0 table #109: 0 bytes OK
|
||||
2023/12/04-21:29:36.362705 7f84f5ffb6c0 Delete type=0 #107
|
||||
2023/12/04-21:29:36.362912 7f84f5ffb6c0 Manual compaction at level-0 from '!actors!1QGaindSWLCT4QXD' @ 72057594037927935 : 1 .. '!actors.items!yGlDTCiMiaH4vJTH.mvXGkWoCcRGjUpYV' @ 0 : 0; will stop at (end)
|
||||
2023/12/04-21:29:36.362955 7f84f5ffb6c0 Manual compaction at level-1 from '!actors!1QGaindSWLCT4QXD' @ 72057594037927935 : 1 .. '!actors.items!yGlDTCiMiaH4vJTH.mvXGkWoCcRGjUpYV' @ 0 : 0; will stop at (end)
|
8
packs/creatures/LOG.old
Normal file
@ -0,0 +1,8 @@
|
||||
2023/10/28-18:46:58.256101 7f5611ffb6c0 Recovering log #100
|
||||
2023/10/28-18:46:58.266925 7f5611ffb6c0 Delete type=3 #98
|
||||
2023/10/28-18:46:58.267031 7f5611ffb6c0 Delete type=0 #100
|
||||
2023/10/28-18:47:32.403078 7f56037fe6c0 Level-0 table #105: started
|
||||
2023/10/28-18:47:32.403107 7f56037fe6c0 Level-0 table #105: 0 bytes OK
|
||||
2023/10/28-18:47:32.410392 7f56037fe6c0 Delete type=0 #103
|
||||
2023/10/28-18:47:32.416800 7f56037fe6c0 Manual compaction at level-0 from '!actors!1QGaindSWLCT4QXD' @ 72057594037927935 : 1 .. '!actors.items!yGlDTCiMiaH4vJTH.mvXGkWoCcRGjUpYV' @ 0 : 0; will stop at (end)
|
||||
2023/10/28-18:47:32.416838 7f56037fe6c0 Manual compaction at level-1 from '!actors!1QGaindSWLCT4QXD' @ 72057594037927935 : 1 .. '!actors.items!yGlDTCiMiaH4vJTH.mvXGkWoCcRGjUpYV' @ 0 : 0; will stop at (end)
|
BIN
packs/creatures/MANIFEST-000106
Normal file
@ -1,4 +0,0 @@
|
||||
{"name":"Vigueur -1","type":"feature","img":"icons/consumables/potions/bottle-conical-corked-labeled-skull-poison-green.webp","system":{"category":null,"subtype":"boleffect","description":"","properties":{"ismalusdice":false,"bonusmalus":-2,"identifier":"system.attributes.vigor","modifier":"-1"},"rank":0},"effects":[],"flags":{"core":{"sourceId":"Item.6fTZ6hOKR4pWbWOe"}},"_stats":{"systemId":"bol","systemVersion":"10.3.3","coreVersion":"10.290","createdTime":1669218607632,"modifiedTime":1669234720255,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"6fTZ6hOKR4pWbWOe","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"Esprit -1","type":"feature","img":"icons/consumables/potions/bottle-conical-corked-labeled-skull-poison-green.webp","system":{"category":null,"subtype":"boleffect","description":"","properties":{"ismalusdice":false,"bonusmalus":-2,"identifier":"system.attributes.mind","modifier":"-1"},"rank":0},"effects":[],"flags":{"core":{"sourceId":"Item.6fTZ6hOKR4pWbWOe"}},"_stats":{"systemId":"bol","systemVersion":"10.3.3","coreVersion":"10.290","createdTime":1669218607632,"modifiedTime":1669234720255,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"V2geomwPtTBnBeQW","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"Agilité -1","type":"feature","img":"icons/consumables/potions/bottle-conical-corked-labeled-skull-poison-green.webp","system":{"category":null,"subtype":"boleffect","description":"","properties":{"ismalusdice":false,"bonusmalus":-2,"identifier":"system.attributes.agility","modifier":"-1"},"rank":0},"effects":[],"flags":{"core":{"sourceId":"Item.6fTZ6hOKR4pWbWOe"}},"_stats":{"systemId":"bol","systemVersion":"10.3.3","coreVersion":"10.290","createdTime":1669218607632,"modifiedTime":1669234720255,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"eXPNwGQiwnIiGYaK","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"Aura -1","type":"feature","img":"icons/consumables/potions/bottle-conical-corked-labeled-skull-poison-green.webp","system":{"category":null,"subtype":"boleffect","description":"","properties":{"ismalusdice":false,"bonusmalus":-2,"identifier":"system.attributes.appeal","modifier":"-1"},"rank":0},"effects":[],"flags":{"core":{"sourceId":"Item.6fTZ6hOKR4pWbWOe"}},"_stats":{"systemId":"bol","systemVersion":"10.3.3","coreVersion":"10.290","createdTime":1669218607632,"modifiedTime":1669234720256,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"zwSNMO9HpiqUCMt8","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
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packs/effets-exemples/000005.ldb
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2023/12/04-21:16:34.543411 7f84f6ffd6c0 Recovering log #104
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2023/12/04-21:29:36.348547 7f84f5ffb6c0 Level-0 table #109: started
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2023/12/04-21:29:36.348582 7f84f5ffb6c0 Level-0 table #109: 0 bytes OK
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2023/12/04-21:29:36.355262 7f84f5ffb6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
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2023/10/28-18:46:58.244978 7f5603fff6c0 Recovering log #100
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2023/10/28-18:46:58.254318 7f5603fff6c0 Delete type=3 #98
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2023/10/28-18:47:32.410495 7f56037fe6c0 Level-0 table #105: started
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2023/10/28-18:47:32.416814 7f56037fe6c0 Manual compaction at level-0 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
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2023/10/28-18:47:32.416846 7f56037fe6c0 Manual compaction at level-1 from '!items!6fTZ6hOKR4pWbWOe' @ 72057594037927935 : 1 .. '!items!zwSNMO9HpiqUCMt8' @ 0 : 0; will stop at (end)
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{"_id":"19p4FnLRVdw6cx7Y","name":"Arbalète","type":"item","img":"icons/weapons/crossbows/crossbow-blue.webp","effects":[],"folder":null,"sort":0,"flags":{},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Arbalète</h1><p>une arme de tir qui nécessite peu d’entraînement et offre beaucoup de puissance. Les lourds projectiles tirés par une arbalète portent le nom de carreaux. Il faut un round complet pour charger une arbalète.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":30,"reload":1,"slot":"2hands","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"weaponSize":"medium","attackBonusDice":false,"damageMultiplier":"1","natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":null,"modifiedTime":1669209273712,"lastModifiedBy":"zN9ZZg5J7XzNELjd"}}
|
||||
{"_id":"3U9Gl7g8D5Ih72HQ","name":"Hache","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hache</h1><p>un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"3UUZjuD4Esgj4ENP","name":"Épée","type":"item","img":"icons/weapons/swords/greatsword-guard-gem-blue.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Épée</h1><p>l’arme favorite des héros. Elle se décline en différents modèles utilisés un peu partout en Lémurie, comme les sabres d’abordage, les tulwars, les cimeterres ou les épées longues. Inscrivez le nom de l’arme que vous voulez sur la fiche de votre personnage en fonction de l’image que vous vous faites de ce dernier. Mais au final, une épée reste une longue lame utilisée pour tuer l’ennemi.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"3xSSlnw9CDhwg67c","name":"Lance","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Lance</h1><p>une hampe de bois de 1,80 m de long (parfois davantage), pourvue d’une pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":6,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"_id":"42mZZxenOD5tDtog","name":"Javelot","type":"item","img":"icons/weapons/polearms/javelin-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Javelot</h1><p>une arme de jet constituée d’une courte hampe surmontée d’une tête pointue. En général, un guerrier qui utilise le javelot en emporte deux ou trois avec lui. Cette arme a la faveur des hommes-oiseaux de l’Axos.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":true,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"damage":"d6M","range":6,"slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"4GyTrBGnvlyqoh38","name":"Dague","type":"item","img":"icons/weapons/daggers/dagger-jeweled-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"4NEaikxe0k1vzeqI","name":"Morgenstern","type":"item","img":"icons/weapons/maces/flail-spiked-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Morgenstern</h1><p>une grosse boule de métal hérissée de pointes, montée à l’extrémité d’une longue hampe de 1,20 à 1,50 m de long. Rudimentaire, mais efficace.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"heavy","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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||||
{"name":"Lance (Lancer)","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Lance</h1><p>une hampe de bois de 1,80 m de long (parfois davantage), pourvue d’une pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":6,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.3xSSlnw9CDhwg67c"}},"_id":"4k3SUYYCnqc9uNCm"}
|
||||
{"name":"Projectiles","type":"item","img":"icons/weapons/artillery/ballista-wood-green.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>L’équipage du navire envoie une volée de projectiles (javelines, flèches, billes de fronde) sur le vaisseau ennemi, à condition que ce dernier se trouve au maximum à portée Longue.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":false,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335829,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"55CWxwKSYgBCbLrG","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
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{"name":"Cimeterre","type":"item","img":"icons/weapons/swords/scimitar-guard-red.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.3UUZjuD4Esgj4ENP"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Épée</h1><p>l’arme favorite des héros. Elle se décline en différents modèles utilisés un peu partout en Lémurie, comme les sabres d’abordage, les tulwars, les cimeterres ou les épées longues. Inscrivez le nom de l’arme que vous voulez sur la fiche de votre personnage en fonction de l’image que vous vous faites de ce dernier. Mais au final, une épée reste une longue lame utilisée pour tuer l’ennemi.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":1,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669206284323,"modifiedTime":1669206324202,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"9WkrG0m6w04nq2CG"}
|
||||
{"name":"Massue (Lancer)","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Massue</h1><p>la version lourde du gourdin. Une massue consiste en un solide manche en bois dont l’extrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, d’où son autre nom de casse-tête.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.pncWIrD5z7mk6dbc"}},"_id":"9dk1DqMpZXCgvS2r"}
|
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{"_id":"9mDDJnPsOCZRGPJN","name":"Gourdin","type":"item","img":"icons/weapons/clubs/club-barbed-square-black.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Gourdin</h1><p>c’est l’arme la plus rudimentaire qui soit. Un gourdin consiste généralement en un bâton de bois noueux, extrêmement dur et mesurant moins de 90 cm de long. Par commodité, on regroupe sous ce terme toute autre arme contondante du même genre (matraque, etc.). Il est possible d’utiliser un gourdin pour infliger des dégâts non létaux et assommer son ennemi plutôt que de le tuer.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6M","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
|
||||
{"_id":"AMDFMOvMhdapUJJF","name":"Dague (Lancer)","type":"item","img":"icons/weapons/daggers/dagger-jeweled-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.4GyTrBGnvlyqoh38"}}}
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||||
{"_id":"AQu9KVm0hAdwUBWV","name":"Fouet","type":"item","img":"icons/weapons/misc/whip-red-yellow.webp","data":{"category":"equipment","subtype":"weapon","description":"<p><span dir=\"ltr\" style=\"left: 609.197px; top: 442.965px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.92363);\" role=\"presentation\">Outil indispensable pour des éleveurs, </span><span dir=\"ltr\" style=\"left: 595.026px; top: 466.304px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.930262);\" role=\"presentation\">le fouet peut devenir une véritable arme </span><span dir=\"ltr\" style=\"left: 595.026px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.868979);\" role=\"presentation\">de</span><span dir=\"ltr\" style=\"left: 610.059px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 621.719px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.924893);\" role=\"presentation\">guerre</span><span dir=\"ltr\" style=\"left: 665.004px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 676.664px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.954368);\" role=\"presentation\">entre</span><span dir=\"ltr\" style=\"left: 711.626px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 723.286px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.83588);\" role=\"presentation\">des</span><span dir=\"ltr\" style=\"left: 743.709px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 755.369px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.956849);\" role=\"presentation\">mains</span><span dir=\"ltr\" style=\"left: 797.279px; top: 489.642px; font-size: 18.3333px; font-family: serif;\" role=\"presentation\"> </span><span dir=\"ltr\" style=\"left: 808.939px; top: 489.642px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.889718);\" role=\"presentation\">expertes. </span><span dir=\"ltr\" style=\"left: 595.026px; top: 512.98px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.955811);\" role=\"presentation\">Certains cavaliers ghataï s’en sont fait </span><span dir=\"ltr\" style=\"left: 595.026px; top: 536.319px; font-size: 18.3333px; font-family: serif; transform: scaleX(0.901031);\" role=\"presentation\">une spécialité.</span></p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damage":"d6M","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"slot":"none","bashing":false,"throwable":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"vpqjUad9wWS9Gk5R":3},"flags":{"core":{"sourceId":"Item.3skum93qKmROU62c"}}}
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{"_id":"ASQ7aSeqgUqKubY2","name":"Armure lourde","type":"item","img":"icons/equipment/chest/breastplate-metal-scaled-grey.webp","data":{"category":"equipment","subtype":"armor","description":"<h1>Armure lourde</h1><p>Ce type d’armure est porté par des gladiateurs, des chevaliers partant à la guerre, ou par ceux prévoyant de participer à une bataille sanglante dans un proche avenir. Ce n’ est pas une armure que l’on peut porter la journée entière, et encore moins pour voyager ou s’adonner aux activités ordinaires du quotidien. Il peut s’agir d’un haubert de mailles descendant jusqu’aux genoux ou d’une cuirasse en acier, complétée de grèves et de gantelets, ou encore d’une brigandine (une veste de cuir cousue de plaques de métal) avec gantelets et hautes bottes.</p><p>Un personnage portant une armure lourde peut généralement ôter certaines parties de celle-ci pour la transformer en armure moyenne s’il le souhaite.</p><p>Les personnages ayant moins de 0 en vigueur ne peuvent pas porter d’armure lourde (ils ne sont pas assez robustes pour supporter un pareil attirail).</p><h2>Effets des armures lourdes</h2><ul><li>protection d6-1 (0-5 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure lourde offre 3 points de protection ;</li><li>le port d’une armure lourde s’accompagne d’un malus de -2 en agilité du fait de l’ encombrement ;</li><li>le port d’une armure lourde handicape un sorcier et augmente de 3 points de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"social":true,"agility":-2,"powercost":3,"init":0},"soak":{"formula":"1d6-1","value":1},"slot":"none","armorQuality":"heavy"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"AUqk1SXktM4iDXvr","name":"Masse d’armes","type":"item","img":"icons/weapons/maces/mace-flanged-steel.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Masse d’armes</h1><p>cette arme a la même forme qu’un gourdin, mais possède une tête en métal, souvent agrémentée de pointes ou d’ailettes pour plus d’efficacité. Les masses d’armes à une main peuvent se lancer, mais à courte distance, car elles ne sont pas vraiment prévues pour cet usage.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":1.5,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Masse d’armes (Lancer)","type":"item","img":"icons/weapons/maces/mace-flanged-steel.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Masse d’armes</h1><p>cette arme a la même forme qu’un gourdin, mais possède une tête en métal, souvent agrémentée de pointes ou d’ailettes pour plus d’efficacité. Les masses d’armes à une main peuvent se lancer, mais à courte distance, car elles ne sont pas vraiment prévues pour cet usage.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":1.5,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.AUqk1SXktM4iDXvr"}},"_id":"BcYQ4pigZSXp1jWb"}
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{"_id":"D1UjDptdZGFg6Ggx","name":"Hache (Lancer)","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hache</h1><p>un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.3U9Gl7g8D5Ih72HQ"}}}
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{"_id":"E8XHWMpwVHjPZV3M","name":"Hâche à deux mains","type":"item","img":"icons/weapons/axes/axe-double-brown.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Hâche à deux mains</h1><p>Une lourde hache s’utilisant à deux mains.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"heavy","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Kriss","type":"item","img":"icons/weapons/daggers/dagger-jeweled-purple.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.4GyTrBGnvlyqoh38"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":1,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":true},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1662130019228,"modifiedTime":1669197345576,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"EbvPPc9hFGudZYeP"}
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{"name":"Catapulte (Pierre)","type":"item","img":"icons/weapons/artillery/catapult-simple.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>Les catapultes peuvent tirer des pierres ou des pots de goudron enflammé jusqu’à une portée<br>Extrême. Les pierres font des dégâts à la coque et au gréement du navire, mais peuvent aussi<br>tuer des matelots. Un pot à feu qui explose sur le pont arrose la coque et l’équipage de goudron<br>enflammé, qui continue à brûler jusqu’à ce que l’incendie soit maîtrisé.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":true,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d3","crewDamageMultiplier":"1"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"FEEgNQr54HLmbxb4","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
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{"_id":"G0qpJmjQPSJshPsC","name":"Bâton-Fronde","type":"item","img":"icons/weapons/slings/slingshot-wood.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Bâton-Fronde</h1><p>Version plus puissante de la fronde, montée au bout d’un bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6M","range":18,"reload":0,"slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"Gm8Qpfuay4hu2ihq","name":"Grand bouclier","type":"item","img":"icons/equipment/shield/wardoor-wooden-boss-brown.webp","data":{"category":"equipment","subtype":"shield","description":"<h1>Grand bouclier</h1><p>Un personnage ne peut bénéficier de son bouclier que s’il est conscient de l’attaque qui le vise, et donc s’il est prêt à la parer.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":false,"helm":false,"shield":true,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"agility":-1,"init":0,"powercost":0,"social":false},"blocking":{"malus":-1,"nbAttacksPerRound":"1","blocking1":false,"blockingAll":true},"slot":"none"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Outils de Crochetage","type":"item","img":"icons/sundries/misc/key-angular-white.webp","data":{"category":"equipment","subtype":"other","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"HZpsorw1Okd07bvh"}
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{"_id":"LDklxAUh1IPNPnyi","name":"Mains Nues","type":"item","img":"icons/skills/melee/unarmed-punch-fist.webp","data":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"unarmed","damage":"d3","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}}}
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{"name":"Corde + Grappin","type":"item","img":"icons/sundries/survival/rope-wrapped-brown.webp","data":{"category":"equipment","subtype":"armor","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"NRBT2VmdzhjDL4fW"}
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{"name":"Abordage","type":"item","img":"icons/weapons/swords/scimitar-guard-gold.webp","system":{"category":"vehicleweapon","subtype":"weapon","description":"<p>Une action d’Abordage peut être tentée si deux navires sont bloqués l’un contre l’autre suite à une action réussie d’Éperonner ou de Lancer les grappins. L’Abordage est la seule action pour laquelle il n’y a pas de limite aux points de ressources que vous pouvez engager afin d’avoir un bonus au jet d’attaque. L’Abordage est aussi l’occasion pour des héros d’entreprendre des Actions héroïques en mer, de la même façon qu’ils peuvent le faire lors de batailles terrestres. Ces actions formeront une petite aventure à part entière, par exemple si les héros doivent fouiller le navire ennemi tout en affrontant son équipage.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":false,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1","isboarding":true,"isspur":false,"isbreakrow":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1665332723905,"modifiedTime":1669197331084,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"_id":"Oyz8RcFNq6MzDUBO","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
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{"name":"Armes Improvisée","type":"item","img":"icons/tools/hand/shovel-spade-steel-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"improvised","damage":"d3","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}},"_id":"RNHBCCGlpPNIkbFu"}
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{"name":"Armes Improvisée (Lancer)","type":"item","img":"icons/tools/cooking/knife-cleaver-steel-grey.webp","effects":[],"flags":{"core":{"sourceId":"Item.BSoDfbLMBtwZllDb"}},"system":{"category":"equipment","subtype":"weapon","description":"","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"improvised","damage":"d3","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"bashing":true,"throwable":false,"range":null},"quantity":1,"weight":0,"price":0,"worn":false},"ownership":{"default":0,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669197361967,"modifiedTime":1669197361967,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"URCyzJr7vFAIuN3b"}
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{"name":"Couteau de Lancer","type":"item","img":"icons/weapons/daggers/dagger-twin-curved-black.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.4GyTrBGnvlyqoh38"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Dague</h1><p>cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":true,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6M","slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":2,"weight":null,"price":0,"worn":false},"ownership":{"kQghu0tL1dft5xLu":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669209202825,"modifiedTime":1669209256671,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"W3q72Hop6XYopxpU"}
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{"name":"Gourdin Clouté","type":"item","img":"icons/weapons/clubs/club-barbed-square-black.webp","effects":[],"flags":{"core":{"sourceId":"Compendium.bol.equipment.9mDDJnPsOCZRGPJN"}},"system":{"category":"equipment","subtype":"weapon","description":"<h1>Gourdin</h1><p>c’est l’arme la plus rudimentaire qui soit. Un gourdin consiste généralement en un bâton de bois noueux, extrêmement dur et mesurant moins de 90 cm de long. Par commodité, on regroupe sous ce terme toute autre arme contondante du même genre (matraque, etc.). Il est possible d’utiliser un gourdin pour infliger des dégâts non létaux et assommer son ennemi plutôt que de le tuer.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":2,"damageMultiplier":"1","damageReroll1":false,"natural":false,"onlymodifier":false},"quantity":null,"weight":null,"price":0,"worn":false},"ownership":{"default":0,"EEnCVoPAR7pMjRym":3,"zN9ZZg5J7XzNELjd":3},"_stats":{"systemId":"bol","systemVersion":"10.3.2","coreVersion":"10.290","createdTime":1669208789210,"modifiedTime":1669208814086,"lastModifiedBy":"zN9ZZg5J7XzNELjd"},"folder":null,"sort":0,"_id":"Wq2zN2XVbYwqw2ki"}
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{"name":"Bottes","type":"item","img":"icons/equipment/feet/boots-collared-leather-brown.webp","data":{"category":"equipment","subtype":"armor","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"X3AR5En9mQhGUrOA"}
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{"_id":"Z2AaQKweMljBAgt6","name":"Arc","type":"item","img":"icons/weapons/bows/longbow-leather-green.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arc</h1><p>une longue tige flexible en bois dont les extrémités sont reliées par une corde et qui permet de tirer des flèches. Il existe différentes formes d’arcs.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":22,"reload":0,"slot":"none","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"medium","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Sac","type":"item","img":"icons/containers/bags/pack-leather-black-brown.webp","data":{"category":"equipment","subtype":"container","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"aclqGClakTbXVwAK"}
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{"name":"Briser les Rames","type":"item","img":"icons/tools/nautical/steering-wheel.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>Le navire attaquant frôle le navire ennemi dans le but de briser ses rangées de rames afin de<br>l’immobiliser sans le couler. Pour cette manœuvre, les navires doivent commencer le round à Bout<br>portant ou à portée Courte. L’attaquant effectue un jet d’action. Le défenseur peut utiliser ses<br>ressources pour éviter l’attaque (ce qui lui octroie un bonus en défense).</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":false,"ishulldamage":true,"iscrewdamage":false,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1","isboarding":false,"isspur":false,"isbreakrow":true},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"c8XSKMNX8hFr1Lgf","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
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{"_id":"cS2LGlXLZegvRGOo","name":"Arbalète lourde","type":"item","img":"icons/weapons/crossbows/crossbow-golden-bolt.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arbalète lourde</h1><p>plus lourde et plus puissante qu’une arbalète normale, l’arbalète lourde est peu usitée en Lémurie, sauf comme arme de siège portative. Il faut 2 rounds complets pour charger une arbalète lourde.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6B","range":45,"reload":2,"slot":"none","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"heavy","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"d7UV55xQXXfMiGQI","name":"Fronde","type":"item","img":"icons/weapons/slings/slingshot-wood.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Fronde</h1><p>simple pièce de cuir équipée de lanières, une fronde permet de projeter de petites pierres ou des billes de plomb avec une certaine force. C’est une arme peu coûteuse et facile à fabriquer. Il existe une version plus puissante, montée au bout d’un bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6M","range":9,"reload":0,"slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"unarmed","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"gCbETPg0ROGdDfHS","name":"Arc Ghataï","type":"item","img":"icons/weapons/bows/longbow-recurve-brown.webp","data":{"category":"equipment","subtype":"weapon","description":"<p>L’arme emblématique des Ghataï est un arc composite, particulièrement adapté pour des cavaliers. Les archers de cavalerie forment le gros des forces gathaï, qui utilisent des tactiques de harcèlement plutôt que de charge frontale.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"unarmed","damage":"d6","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"slot":"2hands","bashing":false,"throwable":false,"range":22},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"vpqjUad9wWS9Gk5R":3},"flags":{"core":{"sourceId":"Item.ltAvk5pqfNeqF8gO"}}}
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{"_id":"jjdzMgx8zru2A28V","name":"Armure moyenne","type":"item","img":"icons/equipment/chest/breastplate-layered-leather-studded-black.webp","data":{"category":"equipment","subtype":"armor","description":"<h1>Armure moyenne</h1><p>Ce type d’armure, compromis entre la maniabilité de l’armure légère et la protection de l’armure lourde, est le choix favori des aventuriers qui s’attendent à affronter des combats de manière régulière. Il peut s’agir d’une armure de cuir couvrant la majeure partie du corps, avec des parties en cuir bouilli pour protéger les points vitaux, ou d’une armure mêlant le cuir et la cotte de mailles, ou encore d’une cuirasse en acier, simple mais efficace.</p><p>Un personnage portant une armure moyenne peut généralement en ôter certaines parties pour la transformer en armure légère s’il le souhaite.</p><h2>Effets des armures moyennes</h2><ul><li>protection d6-2 (0-4 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure moyenne offre 2 points de protection ;</li><li>le port d’une armure moyenne s’accompagne d’un malus de -1 en agilité du fait de l’encombrement ;</li><li>le port d’une armure moyenne handicape un sorcier et augmente de 2 points de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"social":true,"agility":-1,"powercost":2,"init":0},"soak":{"formula":"1d6-2","value":2},"slot":"none","armorQuality":"medium"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"me4GVat8gcs94hri","name":"Armure légère","type":"item","img":"icons/equipment/chest/shirt-simple-grey.webp","data":{"category":"equipment","subtype":"armor","description":"<h1>Amure légère</h1><p>Si votre personnage préfère éviter les combats mais sait qu’il risque de ne pas y couper, vous souhaiterez peut-être qu’il bénéficie au moins d’une petite protection. La catégorie des armures légères comprend les différentes sortes d’armures de cuir et les chemises de mailles. Votre personnage pourrait ainsi porter un robuste gilet et des brassards en cuir, ou un pourpoint doublé, accompagné de bottes et de gants en cuir souple. À moins que vous ne décidiez qu’il soit vêtu d’une légère chemise de mailles et de rien d’autre.</p><p>Une armure légère est généralement dissimulable (à moins d’être inspecté de près ou d’avoir affaire à l’œil exercé d’un soldat vétéran) et ne vous désigne pas au premier regard comme un guerrier.</p><h2>Effets des armures légères</h2><ul><li>protection d6-3 (0-3 points de réduction des dégâts) ;</li><li>si vous préférez un chiffre fixe, une armure légère offre 1 point de protection ;</li><li>le port d’une armure légère handicape un sorcier et augmente de 1 point de pouvoir le coût de ses sorts.</li></ul>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":true,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"d6B":false,"d6M":false,"stackable":false,"activable":false,"concealable":true,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"social":true,"agility":0,"powercost":1,"init":0},"soak":{"formula":"1d6-3","value":1},"slot":"none","armorQuality":"light"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Tenue de Marchand","type":"item","img":"icons/equipment/shoulder/cloak-plain-leather-brown.webp","data":{"category":"equipment","subtype":"armor","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"oRhIBU041D3QEYaX"}
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{"_id":"obNHhN1wvcWFaVrS","name":"Petit bouclier","type":"item","img":"icons/equipment/shield/buckler-wooden-boss-brown.webp","data":{"category":"equipment","subtype":"shield","description":"<h1>Petit bouclier</h1><p>Un personnage ne peut bénéficier de son bouclier que s’il est conscient de l’attaque qui le vise, et donc s’il est prêt à la parer.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":false,"helm":false,"shield":true,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"blocking":{"malus":-1,"nbAttacksPerRound":"1","blocking1":true,"blockingAll":false},"slot":"none","modifiers":{"init":null,"agility":null,"powercost":null,"social":false}},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"pncWIrD5z7mk6dbc","name":"Massue","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Massue</h1><p>la version lourde du gourdin. Une massue consiste en un solide manche en bois dont l’extrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, d’où son autre nom de casse-tête.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"qG5Jlhjjh7vDtBB1","name":"Fléau","type":"item","img":"icons/weapons/maces/flail-triple-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Fléau</h1><p>un fléau consiste en un manche de bois prolongé d’une chaîne, à l’extrémité de laquelle est fixée une boule hérissée de pointes métalliques. Les fléaux ne sont pas des armes employées couramment en Lémurie, mais les gladiateurs en utilisent parfois dans les arènes. Les attaques au fléau ignorent le bonus en défense accordé par l’emploi d’un bouclier.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":true,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"rVLqiqxtfsZ7z6Hw","name":"Rapière","type":"item","img":"icons/weapons/swords/greatsword-flamberge.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Rapière</h1><p>cette épée fine et légère est essentiellement utilisée par les bellâtres et les courtisans des cités-états de Lémurie, chez qui l’escrime a été élevé au rang d’art. La rapière s’utilise généralement en conjonction avec une dague de parade (aussi appelée main gauche), un petit bouclier, ou une simple cape roulée en boule.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6M","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"light","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Crache Feu","type":"item","img":"icons/weapons/artillery/cannon-engraved-gold.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>L’usage de cet appareil d’alchimiste exige des compétences particulières. Sa conception comme<br>la formule du produit qui l’alimente sont des secrets jalousement gardés. Le crache-feu est un<br>gros réservoir pressurisé équipé d’un tube à son sommet. La machine tire un jet de liquide brûlant<br>à de grandes distances (jusqu’à portée Longue).</p>\n<p>Les flammes sont presque impossibles à éteindre.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":true,"ishulldamage":true,"iscrewdamage":true,"hulldamage":"d6","hullDamageMultiplier":"1","crewdamage":"d6","crewDamageMultiplier":"1","isboarding":false,"isspur":false,"isbreakrow":false},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"uBTjNOW9I8dAJPdv","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
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{"_id":"vN3CHxyOrXuXHQRY","name":"Bâton","type":"item","img":"icons/weapons/staves/staff-simple-gold.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Bâton</h1><p>une longueur de bois robuste (environ 1,80 m de hauteur), qui sert aussi bien de bâton de marche que d’arme.</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6","slot":"none","throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"damageAttribute":"vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"unarmed","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"name":"Somnifère","type":"item","img":"icons/consumables/potions/bottle-bulb-corked-labeled-blue.webp","data":{"category":"equipment","subtype":"other","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"vgJSyqc6VVxfbWsC"}
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{"name":"Catapulte (Feu)","type":"item","img":"icons/weapons/artillery/catapult-simple.webp","system":{"category":"vehicleweapon","subtype":"armor","description":"<p>Les catapultes peuvent tirer des pierres ou des pots de goudron enflammé jusqu’à une portée<br>Extrême. Les pierres font des dégâts à la coque et au gréement du navire, mais peuvent aussi<br>tuer des matelots. Un pot à feu qui explose sur le pont arrose la coque et l’équipage de goudron<br>enflammé, qui continue à brûler jusqu’à ce que l’incendie soit maîtrisé.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":false,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"isfiredamage":true,"ishulldamage":true,"iscrewdamage":true,"hulldamage":"d3","hullDamageMultiplier":"1","crewdamage":"d3","crewDamageMultiplier":"1"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"flags":{},"_stats":{"systemId":"bol","systemVersion":"10.2.1","coreVersion":"10.287","createdTime":1665332723905,"modifiedTime":1665384335828,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"vgyGk9PEKJOqfZH2","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
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{"name":"Lanterne + Huile + Silex","type":"item","img":"icons/sundries/lights/lantern-iron-yellow.webp","data":{"category":"equipment","subtype":"other","description":"","properties":{"ranged":false,"melee":false,"spell":false,"protection":false,"weapon":false,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"slot":"chest"},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"zN9ZZg5J7XzNELjd":3},"flags":{"core":{"sourceId":"Item.rk4tvTBFlLe87mRM"}},"_id":"x86khXdimiKSujjy"}
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{"_id":"xH95daHpPAQWuiYp","name":"Arme d’hast","type":"item","img":"icons/weapons/polearms/halberd-crescent-small-spiked.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Arme d’hast</h1><p>ce nom recouvre une catégorie d’armes possédant toutes un fer destiné à frapper, fixé au bout d’une longue hampe en bois, qui offre à son utilisateur une grande allonge. Selon leur forme, ces armes à deux mains portent le nom de hallebarde, coutille, guisarme, vouge…</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"damageAttribute":"vigor","damageModifiers":null,"damageReroll1":false,"attackBonusDice":false,"weaponSize":"unarmed","damageMultiplier":"1"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"xYWeGSCfnPwTq0rV","name":"Épée à deux mains","type":"item","img":"icons/weapons/swords/greatsword-crossguard-silver.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Épée à deux mains</h1><p>Une lourde épée pouvant mesurer jusqu’à 1,80 m de long pour les plus grandes, et s’utilisant à deux mains. Elle peut porter différents noms selon les modèles : claymore, espadon, épée bâtarde…</p>","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6B","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"heavy","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"yDmQXkTLeaPTF44S","name":"Fléchettes","type":"item","img":"icons/weapons/thrown/dart-feathered.webp","data":{"category":"equipment","subtype":"weapon","description":"<h1>Fléchettes</h1><p>de petits projectiles ressemblant à des flèches miniatures, destinés à être lancés à la main. En général, un personnage qui utilise des fléchettes en possède un petit stock.</p>","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":true,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"damage":"d6M","range":6,"slot":"none","stacksize":null,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"light","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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{"_id":"zAuda7upJnZW8EZf","name":"Casque","type":"item","img":"icons/equipment/head/helm-barbute-horned-grey.webp","data":{"category":"equipment","subtype":"helm","description":"<h1>Casque</h1><p>Si vous êtes équipé d’un casque, celui-ci ajoute +1 à la protection de votre armure, dans le cas où vous en portez une. Si vous portez par exemple une armure légère et un casque, votre dé de protection sera égal à d6-2 (d6-1 en armure moyenne et d6 en armure lourde).</p><p>En revanche, un casque vous inflige un malus à l’initiative (il est plus difficile de remarquer ce qui se passe autour de vous avec un casque qui limite votre champ de vision), ainsi que dans certaines situations sociales.</p><p>En général, un héros ne porte pas son casque en permanence et ne le met que lorsqu’il se prépare au combat.</p>","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":false,"helm":true,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"modifiers":{"social":true,"init":-1,"agility":0,"powercost":0},"soak":{"formula":"+1","value":1,"modifier":null},"slot":"none"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}}
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