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bol-v10.5.
...
fix-creatu
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54
.gitea/workflows/main.yml
Normal file
54
.gitea/workflows/main.yml
Normal file
@ -0,0 +1,54 @@
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name: Release Creation
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on:
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release:
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types: [published]
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jobs:
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build:
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runs-on: ubuntu-latest
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steps:
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- run: echo "💡 The ${{ gitea.repository }} repository will cloned to the runner."
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#- uses: actions/checkout@v3
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- uses: RouxAntoine/checkout@v3.5.4
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with:
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ref: 'v10'
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# get part of the tag after the `v`
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- name: Extract tag version number
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id: get_version
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uses: battila7/get-version-action@v2
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# Substitute the Manifest and Download URLs in the module.json
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- name: Substitute Manifest and Download Links For Versioned Ones
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id: sub_manifest_link_version
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uses: microsoft/variable-substitution@v1
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with:
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files: 'system.json'
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env:
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version: ${{steps.get_version.outputs.version-without-v}}
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url: https://www.uberwald.me/gitea/public/bol
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manifest: https://www.uberwald.me/gitea/public/bol/releases/latest/system.json
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download: https://www.uberwald.me/gitea/public/bol/releases/download/${{github.event.release.tag_name}}/bol.zip
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# Create a zip file with all files required by the module to add to the release
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- run: |
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apt update -y
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apt install -y zip
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- run: zip -r ./bol.zip system.json template.json README.md LICENSE assets/ css/ fonts/ images/ lang/ module/ packs/ styles/ templates/ ui/
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- name: setup go
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uses: https://github.com/actions/setup-go@v4
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with:
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go-version: '>=1.20.1'
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- name: Use Go Action
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id: use-go-action
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uses: https://gitea.com/actions/release-action@main
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with:
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files: |-
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./bol.zip
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system.json
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api_key: '${{secrets.RELEASE_TOKEN_UBERWALD}}'
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15
.gitignore
vendored
15
.gitignore
vendored
@ -1 +1,14 @@
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.history/
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.vscode/settings.json
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.idea
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.history
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todo.md
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/.vscode
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/ignored/
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/node_modules/
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/jsconfig.json
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/package.json
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/package-lock.json
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/packs/*/
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/packs/*/CURRENT
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/packs/*/LOG
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/packs/*/LOCK
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|
@ -1,3 +1,7 @@
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# v11.0.8
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- Correction sur les malus de bouclier (blocage)
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- Corrrection sur le malus d'init des boucliers qui était mal affiché dans la fiche d'item
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# v10.4.0
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- Ajout de la gestion d'effets
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|
13
css/bol.css
13
css/bol.css
@ -1044,9 +1044,18 @@ body.system-bol img#logo {
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justify-content: flex-start;
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flex-direction: column;
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position: absolute;
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top: 2.75rem;
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/*transform: translate(0, -30%);*/
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top: -4rem;
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max-width: 250px;
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left: 4rem;
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}
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.tokenhudext.right2 {
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justify-content: flex-start;
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flex-direction: column;
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position: absolute;
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top: -4rem;
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left: 12rem;
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}
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.control-icon.tokenhudicon {
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width: fit-content;
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height: fit-content;
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@ -1063,7 +1072,7 @@ body.system-bol img#logo {
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z-index: 2;
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}
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.bol-hud-menu label {
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font-size: 0.75rem;
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font-size: 0.6rem;
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}
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.bol-margin-tb-2 {
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margin-top: 2px;
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|
11
lang/de.json
11
lang/de.json
@ -156,6 +156,7 @@
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"BOL.ui.armorAgiMalus": "Rüschtung+Schild-Malus (Geschick)",
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"BOL.ui.armorInitMalus": "Rüstungsmalus (Init)",
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"BOL.ui.attackValue": "Angriffswert",
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"BOL.ui.initMalus": "Init malus",
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"BOL.featureCategory.origins": "Herkünfte",
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"BOL.featureCategory.races": "Rassen",
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@ -354,6 +355,16 @@
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"BOL.vehicleCategory.boat" : "Schiff",
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"BOL.vehicleCategory.other" : "Anderes",
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"BOL.ui.astrologerPoints": "Points d'Astrologie",
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"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
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"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
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"BOL.ui.answer": "Réponse",
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"BOL.ui.horoscopefavorable": "Favorable (1dB)",
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"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
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"BOL.ui.horoscopes": "Horoscopes",
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"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
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"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
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"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
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"BOL.range.PointBlank": "Direkt",
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"BOL.range.Short": "Kurz",
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|
14
lang/en.json
14
lang/en.json
@ -35,6 +35,17 @@
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"BOL.ui.tab.spellalchemy": "Spells & Alchemy",
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"BOL.ui.tab.astrologer": "Astrologer",
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"BOL.ui.astrologerPoints": "Points d'Astrologie",
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"BOL.ui.astrologerPointsLabel": "Points d'Astrologie actuels",
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"BOL.ui.ishoroscopemajor": "Horoscope Majeur (ie de groupe) ?",
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"BOL.ui.answer": "Réponse",
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"BOL.ui.horoscopefavorable": "Favorable (1dB)",
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"BOL.ui.horoscopeunfavorable": "Défavorable (1dM)",
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"BOL.ui.horoscopes": "Horoscopes",
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"BOL.ui.horoscopesBonus": "Horoscopes (Bonus)",
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"BOL.ui.horoscopesMalus": "Horoscopes (Malus)",
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"BOL.ui.groupHoroscope": "Horoscrope de Groupe de ",
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"BOL.ui.properties": "Properties",
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"BOL.ui.description": "Description",
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"BOL.ui.actions": "Actions",
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@ -154,6 +165,8 @@
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"BOL.ui.armorInitMalus": "Armor Modifier (Init)",
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"BOL.ui.attackValue": "Attack Value",
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"BOL.ui.weaponbonus": "Cette arme bénéficie déja d'un Dé de Bonus (Arme Favorite prise en compte, par exemple)",
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"BOL.ui.initMalus": "Init malus",
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"BOL.ui.isspecial": "Spécial ?",
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"BOL.featureCategory.origins": "Origins",
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"BOL.featureCategory.races": "Races",
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@ -185,6 +198,7 @@
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"BOL.fightOptionTypes.fulldefense": "Full Defense",
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"BOL.fightOptionTypes.defense": "Defensive Posture",
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"BOL.fightOptionTypes.attack": "Offensive Posture",
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"BOL.fightOptionTypes.other": "Other",
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"BOL.itemCategory.object": "Object",
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"BOL.itemCategory.equipment": "Equipment",
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|
36
lang/fr.json
36
lang/fr.json
@ -132,6 +132,7 @@
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"BOL.ui.concentrate": "Concentration à maintenir ?",
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"BOL.ui.aggressive": "Sort aggressif ?",
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"BOL.ui.registerInit": "Enregistrer comme Init. de combat",
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"BOL.ui.initMalus": "Malus d'initiative",
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"BOL.ui.magicnewrules": "Règles supplémentaires (cf. supplément fan-made Sorcellerie!)",
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"BOL.ui.isSorcerer": "Carrière de Sorcier ?",
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@ -217,6 +218,7 @@
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"BOL.ui.itemnotfound": "Impossible de trouver l'objet de cette macro",
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"BOL.ui.noinit": "Pas d'initiative trouvée, veuillez en enregistrer une.",
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"BOL.ui.warninitiative": "Votre initiative n'est pas disponible. Effectuez un jet d'Initiative pour ce combat.",
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"BOL.ui.isspecial": "Spéciale ?",
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"BOL.featureCategory.origins": "Origines",
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"BOL.featureCategory.races": "Races",
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@ -251,6 +253,7 @@
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"BOL.fightOptionTypes.fulldefense": "Défense totale",
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"BOL.fightOptionTypes.defense": "Posture défensive",
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"BOL.fightOptionTypes.attack": "Posture offensive",
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"BOL.fightOptionTypes.other": "Autres",
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"BOL.itemCategory.object": "Objet",
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"BOL.itemCategory.equipment": "Équipement",
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@ -459,10 +462,10 @@
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"BOL.chat.isdead": "{name} est mort !",
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"BOL.chat.epitaph": "Que son nom soit honoré sur les champs de batailles de Lémurie !",
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"BOL.chat.vitalityzero": "La Vitalité de {name} est {hp} : il va s'écrouler au sol et sombrer dans l'inconscience !",
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"BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme pour reprendre vos esprits pendant 1 round.",
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"BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme/Vilainie pour reprendre vos esprits pendant 1 round.",
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"BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).",
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"BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...",
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"BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme pour Défier la Mort (cf. page 58).",
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"BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme/Vilainie pour Défier la Mort (cf. page 58).",
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"BOL.chat.alchemytitle": "Préparation Alchimique : {name}",
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"BOL.chat.alchemypoints": "Points de Création Investis : {pcCostCurrent}",
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"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.",
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@ -475,19 +478,20 @@
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"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
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"BOL.chat.fightoption": "Option de combat",
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"BOL.chat.reroll": "Relancer (1 P. Heroisme)",
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"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme)",
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"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme)",
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"BOL.chat.heroicreminder": "En plus des actions indiquées sur les boutons ci-dessous, vous pouvez : <ul><li>Carnage : Attaquer une seconde fois le même adversaire</li><li>Coup précis : Un dé de malus à votre adversaire sur une localisation choisie</li><li>Désarmement</li><li>Massacrer la piétaille</li><li>Renversement : Renversez votre adversaire (1 taille de plus max)</li></ul>Si vous dépensez un Point dh'Eheoisme en plus, tout ces effets peuvent être doublés",
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"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme/Vilainie)",
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"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme/Vilainie)",
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"BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !",
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"BOL.chat.armordefault": "C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !",
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"BOL.chat.witharmor": "Encaisser avec la protection de l'armure",
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"BOL.chat.withoutarmor": "Encaisser sans la protection de l'armure",
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"BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme)",
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"BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme)",
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"BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme/Vilainie)",
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"BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme/Vilainie)",
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"BOL.chat.damagesummary": "Dégats subis par {name}",
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"BOL.chat.protectvalue": "Protection de l'armure",
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"BOL.chat.noprotectvalue": "Aucune protection d'armure !",
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"BOL.chat.heroreducedamage": "Un point d'héroisme dépensé, pour une réduction des dommages supplémentaire de {total}.",
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"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.",
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"BOL.chat.heroreducedamage": "Un point d'héroisme/vilainie dépensé, pour une réduction des dommages supplémentaire de {total}.",
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"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.",
|
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"BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !",
|
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"BOL.chat.spell": "Sort",
|
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"BOL.chat.spellcost": "Cout en Points de Pouvoir",
|
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@ -518,23 +522,27 @@
|
||||
"BOL.chat.horoscopepoints": "Coût : {points} Points d'Astrologie",
|
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"BOL.chat.horoscopeminorsuccess": "Votre horoscope mineur est un succès : éditez le nom de l'horoscope sur votre fiche. Vous bénéficiez d'1 dé Bonus pour cette situation.",
|
||||
"BOL.chat.horoscopeminorfailure": "Votre horoscope mineur est un échec : éditez le nom de l'horoscope sur votre fiche. Vous souffrez d'1 dé Malus pour cette situation.",
|
||||
"BOL.chat.horoscopemajorsuccess": "Votre horoscope majeur est un succès : vous bénéficiez d'1 point d'Héroisme pour cette aventure. Ce point a été ajouté automatiquement.",
|
||||
"BOL.chat.horoscopemajorfailure": "Votre horoscope majeur est un échec : vous perdez 1 point d'Héroisme pour cette aventure. Ce point a été enlevé automatiquement.",
|
||||
"BOL.chat.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.",
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||||
"BOL.chat.horoscopemajorgroupfailure": "Votre horoscope majeur de groupe est un échec. Vous et vos amis souffrez de {careerBonus} dés malus pendant cette aventure.",
|
||||
"BOL.chat.usedhoroscope": "Horoscope utilisé",
|
||||
"BOL.chat.horoscopedeleted": "Le(s) Horoscopes utilisé(s) a/ont été supprimé(s) automatiquement.",
|
||||
"BOL.chat.criticaloptions": "Succès critique !! Vous pouvez faire (1 option au choix) :",
|
||||
"BOL.chat.criticalcarnage": "Faire un Carnage : vous avez une attaque gratuite supplémentaire. Cette seconde attaque ne peut bénéficier d'un Point d'Héroisme.",
|
||||
"BOL.chat.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, 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.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)",
|
||||
"BOL.dialog.easy": "Facile (+1)",
|
||||
@ -573,6 +581,6 @@
|
||||
"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"
|
||||
}
|
@ -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) => {
|
||||
|
@ -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.
|
||||
@ -22,6 +21,29 @@ 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') {
|
||||
@ -32,18 +54,24 @@ export class BoLActor extends Actor {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
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") {
|
||||
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"
|
||||
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
|
||||
@ -51,9 +79,9 @@ export class BoLActor extends Actor {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async rollBougette() {
|
||||
if ( this.type == "character") {
|
||||
if (this.type == "character") {
|
||||
let attribute = duplicate(this.system.attributes.vigor)
|
||||
let rollData = BoLRoll.getCommonRollData(this, "bougette", attribute, undefined )
|
||||
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()
|
||||
@ -62,23 +90,25 @@ export class BoLActor extends Actor {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
decBougette() {
|
||||
if ( this.type == "character") {
|
||||
let bougette = duplicate(this.system.bougette)
|
||||
bougette.value = Math.max( Number(bougette.value) - 1, 0)
|
||||
this.update( { 'system.bougette': bougette } )
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -89,8 +119,10 @@ export class BoLActor extends Actor {
|
||||
|
||||
} else {
|
||||
super.prepareDerivedData()
|
||||
this.updateResourcesData()
|
||||
this.manageHealthState();
|
||||
if (this.id) {
|
||||
this.updateResourcesData()
|
||||
this.manageHealthState()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -98,11 +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
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -137,7 +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)
|
||||
}
|
||||
}
|
||||
@ -230,19 +280,18 @@ 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)
|
||||
}
|
||||
@ -389,7 +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)
|
||||
}
|
||||
}
|
||||
@ -432,25 +481,25 @@ export class BoLActor extends Actor {
|
||||
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }])
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*-------------------------------------------- */
|
||||
spentAstrologyPoints(points) {
|
||||
let astrology = duplicate(this.system.resources.astrologypoints)
|
||||
astrology.value -= points
|
||||
astrology.value = Math.max(astrology.value,0)
|
||||
this.update( { 'system.resources.astrologypoints': astrology} )
|
||||
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")
|
||||
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")
|
||||
let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
|
||||
&& it.system.properties.horoscopeanswer == "unfavorable")
|
||||
return astro
|
||||
}
|
||||
|
||||
@ -458,26 +507,34 @@ export class BoLActor extends Actor {
|
||||
manageHoroscope(rollData) {
|
||||
//Spent points
|
||||
this.spentAstrologyPoints(rollData.astrologyPointsCost)
|
||||
if ( rollData.horoscopeType == "minor") {
|
||||
let horoscope = { name: "SITUATION A SPECIFIER", type :"feature",
|
||||
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
|
||||
}
|
||||
system: {
|
||||
subtype: "horoscope", properties: {
|
||||
ishoroscopemajor: false,
|
||||
horoscopeanswer: (rollData.isSuccess) ? "favorable" : "unfavorable",
|
||||
rank: rollData.careerBonus
|
||||
}
|
||||
}
|
||||
}
|
||||
this.createEmbeddedDocuments('Item', [horoscope])
|
||||
}
|
||||
if ( rollData.horoscopeType == "major" ) {
|
||||
if ( rollData.isSuccess) {
|
||||
this.subHeroPoints(1)
|
||||
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 {
|
||||
this.addHeroPoints(1)
|
||||
}
|
||||
actorHoroscope.subHeroPoints(1)
|
||||
}
|
||||
rollData.horoscopeName = actorHoroscope.name
|
||||
}
|
||||
if ( rollData.horoscopeType == "majorgroup" ) {
|
||||
if (rollData.horoscopeType == "majorgroup") {
|
||||
let rID = randomID(16)
|
||||
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
|
||||
horoscopes[rID] = {
|
||||
@ -485,7 +542,7 @@ export class BoLActor extends Actor {
|
||||
name: game.i18n.localize("BOL.ui.groupHoroscope") + this.name,
|
||||
maxDice: rollData.careerBonus,
|
||||
availableDice: rollData.careerBonus,
|
||||
type: (rollData.isSuccess) ? "bonus": "malus"
|
||||
type: (rollData.isSuccess) ? "bonus" : "malus"
|
||||
}
|
||||
game.settings.set("bol", "horoscope-group", horoscopes)
|
||||
}
|
||||
@ -497,10 +554,10 @@ export class BoLActor extends Actor {
|
||||
return this.system.resources.astrologypoints.value
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
removeHoroscopeMinor( rollData) {
|
||||
removeHoroscopeMinor(rollData) {
|
||||
let toDel = []
|
||||
for(let horo of rollData.selectedHoroscope) {
|
||||
toDel.push( horo._id )
|
||||
for (let horo of rollData.selectedHoroscope) {
|
||||
toDel.push(horo._id)
|
||||
}
|
||||
if (toDel.length > 0) {
|
||||
this.deleteEmbeddedDocuments('Item', toDel)
|
||||
@ -519,7 +576,7 @@ 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"))
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -550,16 +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 = {};
|
||||
@ -707,7 +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)
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
@ -716,30 +775,30 @@ 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])
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -751,9 +810,47 @@ export class BoLActor extends Actor {
|
||||
await this.setFlag("world", "last-initiative", rollData)
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
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" )
|
||||
this.unsetFlag("world", "last-initiative")
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
@ -763,53 +860,81 @@ export class BoLActor extends Actor {
|
||||
}
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
_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) {
|
||||
if (!rollData) {
|
||||
rollData = this.getFlag("world", "last-initiative")
|
||||
}
|
||||
let fvttInit = 4 // Pietaille par defaut
|
||||
if (this.type == 'character' ) {
|
||||
if (this.type == 'character') {
|
||||
fvttInit = 5
|
||||
if (!rollData) {
|
||||
fvttInit = -1
|
||||
if ( isCombat ) {
|
||||
ui.notifications.info(game.i18n.localize("BOL.ui.warninitiative"))
|
||||
BoLRoll.aptitudeCheck(this, "init", undefined, combatData )
|
||||
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 ) {
|
||||
} else if (rollData.isSuccess) {
|
||||
fvttInit = 8
|
||||
} else if (rollData.isFumble) {
|
||||
fvttInit = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( this.getCharType() == 'adversary') {
|
||||
if (this.getCharType() == 'adversary') {
|
||||
fvttInit = 7
|
||||
}
|
||||
if ( this.getCharType() == 'tough') {
|
||||
}
|
||||
if (this.getCharType() == 'tough') {
|
||||
fvttInit = 6
|
||||
}
|
||||
if ( this.getCharType() == 'creature') {
|
||||
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) {
|
||||
if (mySize >= sizeSmall && mySize <= sizeMedium) {
|
||||
fvttInit = 6
|
||||
}
|
||||
if ( mySize > sizeMedium) {
|
||||
if (mySize > sizeMedium) {
|
||||
fvttInit = 7
|
||||
}
|
||||
}
|
||||
return fvttInit
|
||||
}
|
||||
|
||||
|
||||
/*-------------------------------------------- */
|
||||
async subHeroPoints(nb) {
|
||||
let newHeroP = this.system.resources.hero.value - nb;
|
||||
@ -823,6 +948,11 @@ export class BoLActor extends Actor {
|
||||
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
|
||||
@ -839,13 +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()
|
||||
|
@ -160,7 +160,7 @@ export class BoLRoll {
|
||||
|
||||
// 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
|
||||
}
|
||||
@ -220,6 +220,9 @@ export class BoLRoll {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
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"))
|
||||
@ -233,6 +236,7 @@ export class BoLRoll {
|
||||
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);
|
||||
@ -284,7 +288,7 @@ 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") {
|
||||
} else if (effect.system.properties.modifier == "2B") {
|
||||
this.rollData.bmDice += 2;
|
||||
} else if (effect.system.properties.modifier == "1M") {
|
||||
this.rollData.bmDice--;
|
||||
@ -420,6 +424,7 @@ export class BoLRoll {
|
||||
} else {
|
||||
this.rollData.shieldMalus = 0
|
||||
}
|
||||
this.updateTotalDice()
|
||||
})
|
||||
|
||||
html.find('#career').change((event) => {
|
||||
@ -486,12 +491,13 @@ export class BoLRoll {
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -523,11 +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
|
||||
@ -540,6 +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)
|
||||
@ -566,23 +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
|
||||
|
||||
let rollbase = rollData.attrValue + rollData.aptValue
|
||||
if (rollData.weapon && rollData.weapon.system.properties.onlymodifier) {
|
||||
if (rollData.weapon?.system.properties.onlymodifier) {
|
||||
rollbase = 0
|
||||
}
|
||||
|
||||
let diceData = BoLUtility.getDiceData()
|
||||
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier
|
||||
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();
|
||||
@ -642,10 +648,11 @@ export class BoLDefaultRoll {
|
||||
this.rollData.reroll = actor.heroReroll()
|
||||
}
|
||||
if (this.rollData.registerInit) {
|
||||
actor.registerInit(this.rollData)
|
||||
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)
|
||||
}
|
||||
}
|
||||
@ -677,13 +684,14 @@ export class BoLDefaultRoll {
|
||||
async sendChatMessage() {
|
||||
let actor = BoLUtility.getActorFromRollData(this.rollData)
|
||||
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)
|
||||
})
|
||||
}
|
||||
@ -736,6 +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)
|
||||
})
|
||||
@ -766,13 +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 = $(await renderTemplate(template, hudData))
|
||||
const list = hud.find('div.bol-hud-list')
|
||||
|
||||
|
||||
BoLTokenHud._toggleHudListActive(hud, list);
|
||||
|
||||
|
||||
hud.find('img.bol-hud-togglebutton').click(event => BoLTokenHud._toggleHudListActive(hud, list));
|
||||
list.find('.bol-hud-menu').click(onMenuItem);
|
||||
|
||||
|
@ -20,12 +20,15 @@ export class BoLCombatManager extends Combat {
|
||||
console.log(`${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(false, true, {combatId: this.id, combatantId: combatant.id } )
|
||||
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 }]);
|
||||
}
|
||||
@ -33,23 +36,49 @@ export class BoLCombatManager extends Combat {
|
||||
|
||||
/************************************************************************************/
|
||||
nextRound() {
|
||||
let combatants = this.combatants.contents
|
||||
for (let c of combatants) {
|
||||
let actor = game.actors.get( c.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() {
|
||||
let combatants = this.combatants.contents
|
||||
for (let c of combatants) {
|
||||
let actor = game.actors.get(c.actorId)
|
||||
actor.clearInitiative()
|
||||
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()
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,15 +1,13 @@
|
||||
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}
|
||||
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)",
|
||||
@ -28,15 +26,23 @@ export class BoLUtility {
|
||||
type: Boolean,
|
||||
onChange: lang => window.location.reload()
|
||||
})
|
||||
game.settings.register("bol", "auto-remove-dead", {
|
||||
name: "Enlever les PNJs morts automatiquement au round suivant",
|
||||
hint: "Supprime les PNJ (piétaille, créatures, coriaces) automatiquement du combat lorsqu'ils sont à 0 Vitalité ou moins, lors du passage au round suivant",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean
|
||||
})
|
||||
game.settings.register("bol", "dice-formula", {
|
||||
name: "Formule de dés",
|
||||
hint: "Sélectionne la formule de dés (par défaut 2d6)",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "2d6",
|
||||
default: "6",
|
||||
type: String,
|
||||
choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
|
||||
onChange: value => {
|
||||
choices: { "6": "2d6", "8": "2d8", "10": "2d10", "12": "2d12", "20": "2d20" },
|
||||
onChange: value => {
|
||||
BoLUtility.setDiceFormula(value)
|
||||
}
|
||||
})
|
||||
@ -52,7 +58,7 @@ export class BoLUtility {
|
||||
step: 1
|
||||
},
|
||||
type: Number,
|
||||
onChange: value => {
|
||||
onChange: value => {
|
||||
BoLUtility.setSuccessValue(value)
|
||||
}
|
||||
})
|
||||
@ -68,7 +74,7 @@ export class BoLUtility {
|
||||
step: 1
|
||||
},
|
||||
type: Number,
|
||||
onChange: value => {
|
||||
onChange: value => {
|
||||
BoLUtility.setCriticalSuccessValue(value)
|
||||
}
|
||||
})
|
||||
@ -84,7 +90,7 @@ export class BoLUtility {
|
||||
step: 1
|
||||
},
|
||||
type: Number,
|
||||
onChange: value => {
|
||||
onChange: value => {
|
||||
BoLUtility.setCriticalFailureValue(value)
|
||||
}
|
||||
})
|
||||
@ -147,12 +153,12 @@ export class BoLUtility {
|
||||
}
|
||||
static getDiceData() {
|
||||
let df = this.diceFormula
|
||||
if ( !__validDices[String(this.diceFormula)]) {
|
||||
if (!__validDices[String(this.diceFormula)]) {
|
||||
df = "6"
|
||||
}
|
||||
return {
|
||||
diceFormula: this.diceFormula,
|
||||
successValue : this.successValue,
|
||||
diceFormula: df,
|
||||
successValue: this.successValue,
|
||||
criticalSuccessValue: this.criticalSuccessValue,
|
||||
criticalFailureValue: this.criticalFailureValue
|
||||
}
|
||||
@ -194,28 +200,43 @@ export class BoLUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
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 = {};
|
||||
@ -260,7 +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) {
|
||||
@ -298,13 +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)
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -330,6 +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) {
|
||||
@ -397,6 +426,19 @@ 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)
|
||||
})
|
||||
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -404,48 +446,50 @@ 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) {
|
||||
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 = atrollDatatackDef.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]);
|
||||
}
|
||||
|
||||
@ -456,16 +500,16 @@ 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,
|
||||
@ -509,7 +553,7 @@ export class BoLUtility {
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static isRangedWeapon(weapon) {
|
||||
return weapon.data.type == 'ranged' || weapon.data.thrown;
|
||||
return weapon.system.type == 'ranged' || weapon.system.thrown;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -552,28 +596,29 @@ 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)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -584,6 +629,9 @@ 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)
|
||||
}
|
||||
@ -591,15 +639,15 @@ 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
|
||||
@ -611,7 +659,7 @@ 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
|
||||
|
@ -281,6 +281,7 @@ BOL.fightOptionTypes = {
|
||||
"fulldefense": "BOL.fightOptionTypes.fulldefense",
|
||||
"defense": "BOL.fightOptionTypes.defense",
|
||||
"attack": "BOL.fightOptionTypes.attack",
|
||||
"other": "BOL.fightOptionTypes.other"
|
||||
}
|
||||
|
||||
BOL.itemIcons = {
|
||||
|
@ -118,7 +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);
|
||||
|
@ -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);
|
||||
|
File diff suppressed because one or more lines are too long
@ -1,7 +1,30 @@
|
||||
{"_id":"4VsEmcj4YpdAaaZY","name":"Attaque au Défaut d'armure","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous visez une zone du corps non protégée ou un point faible de l’armure de votre adversaire.</p>\n<p>Appliquez la valeur de protection fixe de l’armure comme malus à votre jet d’attaque (-1 pour une armure légère, -2 pour une armure moyenne et -3 pour une armure lourde). Si votre attaque passe malgré ce malus, les dégâts de votre coup ignorent la protection de l’armure.</p>\n<p>Si le MJ l’accepte, cette option de combat pourra également permettre de trouver le défaut de l’armure naturelle d’une créature.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"armordefault","activated":false},"rank":0,"fightoptiontype":"armordefault"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.3nzfQvMvkK4ujRqI"}}}
|
||||
{"name":"Posture Défensive","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous choisissez d’adopter une attitude prudente, en restant toujours prêt à parer ou à esquiver l’attaque de votre adversaire. Combattre en posture défensive vous confère un bonus de +1 en défense, mais vous subissez un malus de -1 à votre jet d’attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"defense","activated":false},"rank":0,"fightoptiontype":"defense"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.CS1fCtHTxp5v1krr"}},"_id":"FQPqaB86ZkRzsKwG"}
|
||||
{"name":"Défense Totale","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous consacrez votre round à esquiver, parer et vous protéger des coups. Vous n’ effectuez pas d’attaque durant le round, mais bénéficiez d’un bonus de +2 en défense, qui s’ajoute éventuellement à celui que pourrait vous apporter un bouclier ou une arme secondaire de parade.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"fulldefense","activated":false},"rank":0,"fightoptiontype":"fulldefense"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.t8v7isBpnFzAbmUI"}},"_id":"JRboSn5RuGILpH0B"}
|
||||
{"name":"Combat à Deux Armes (Défensif)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes légères ou moyennes.</p>\n<p>Vous attaquez avec une arme et parez avec l’autre. Vous considérez l’arme de parade comme l’équivalent d’un petit bouclier (+1 en défense contre une attaque), mais vous subissez un malus de -1 sur votre jet d’attaque avec votre autre arme.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"twoweaponsdef","activated":false},"rank":0,"fightoptiontype":"twoweapons"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"_id":"JtU8EmKuda0M4Onv"}
|
||||
{"_id":"a3Ev9xm8aM9kAmi3","name":"Attaque Intrépide","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous attaquez avec la plus extrême témérité.</p>\n<p>Vous ne bénéficiez pas de l’éventuel bonus d’un bouclier ou d’une arme secondaire de parade et subissez un malus de -2 à la défense. En revanche, vous bénéficiez d’un bonus de +2 au jet d’attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"intrepid","activated":false},"rank":0,"fightoptiontype":"intrepid"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.589BS9KBGnUazrFA"}}}
|
||||
{"name":"Posture Offensive","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous vous concentrez sur l’attaque, au détriment de votre défense. Cette option vous confère un bonus de +1 au jet d’attaque, mais vous subissez un malus de -1 en défense.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"attack","activated":false},"rank":0,"fightoptiontype":"attack"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.BF7F5WvL1pbWVHNq"}},"_id":"hgUHJP6JFxbeiRQL"}
|
||||
{"name":"Combat à Deux Armes (Offensif)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","data":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes légères ou moyennes.</p>\n<p><span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\">Vous attaquez avec vos deux armes. </span><span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\">Vous n’effectuez qu’un seul jet d’attaque avec un </span>malus de -1, mais vous infligez des dégâts comme si vous maniez une arme moyenne (si vous utilisez deux armes légères) ou une arme lourde (si vous utilisez une arme moyenne et une arme légère, ou deux armes moyennes).</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"twoweaponsatt","activated":false},"rank":0,"fightoptiontype":"twoweapons"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"_id":"wM4ZIVSSKApgzEmN"}
|
||||
{"name":"La Passe du Khastok","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un Khastok de Malakut. Vous fauchez les jambes (ou les membres inférieurs) de<br>votre adversaire.</p>\n<p>Votre attaque souffre d’un malus de -2, mais si elle occasionne des dégâts, la cible doit réussir un test d’Agilité, avec votre score de Mêlée en malus ou tomber au sol.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965170,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"4EmWdK1cv7EX0X3E"}
|
||||
{"name":"Le Saut du Voleur (Distraire)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous faites une manœuvre ayant pour objectif de distraire l’adversaire. Vous ne portez pas<br>d’attaque.</p>\n<p>Si vous réussissez un test de Réaction (Esprit+Initiative) avec l’Esprit de votre cible en malus, elle<br>subit un malus de -1 pour toutes ses actions dans le round en cours.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965165,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"5L42okgdCMC8MZb6"}
|
||||
{"name":"La Fureur de Charkond (Intimider)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous faites une manœuvre physique dans l’objectif d’impressionner votre adversaire en lieu et place de votre attaque.</p>\n<p>Si vous réussissez un test de Vigueur+Mêlée, avec l’Esprit de votre cible en malus, elle subit un malus de -2 sur tout ses tests d’attaque pour le reste du round. Ne fonctionne que sur un adversaire sur lequel l’Intimidation est applicable, donc en général ne fonctionne pas sur les créatures.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965166,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"6D42OgoKxwtV5tDD"}
|
||||
{"name":"Les Poignards de Karyzon (Lancer x2)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec deux Couteaux ou Poignards de lancer. Armé d’un Poignard dans chaque main, vous<br>les lancez sur 2 cibles différentes en même temps</p>\n<p>Chaque attaque est résolue séparément et souffre d’un malus de -2.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965173,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"6tiu12ROxOPE31qU"}
|
||||
{"name":"Le Halakh-Kriss (Spéciale Kriss)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un Kriss d’Halakh. Vous portez un coup vicieux à votre adversaire.</p>\n<p>Votre attaque souffre d’un malus de -1, mais si elle réussit, vous augmentez les dégâts de 1 point.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965169,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"6zSkgyYkk7EV4BGU"}
|
||||
{"name":"Le Plomb de l’Axos (Fronde Axos)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec une Fronde de l’Axos. Vous faites tournoyer votre fronde à grande vitesse.</p>\n<p>Votre tir souffre d’un malus de -2, mais vos dégâts bénéficient de la vigueur entière à la place de la moitié de la Vigueur.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965169,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"8p1EsWyLxvmrXc7p"}
|
||||
{"name":"Le Coup de Mangaï (Entraver - Fouet)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un fouet. Vous fouettez votre adversaire pour le gêner et l’entraver.</p>\n<p>Votre attaque souffre d’un malus de -2, mais si elle réussit, votre fouet s’enroule autour d’un membre de votre cible. Tant que vous maintenez le fouet, elle subit un malus de -2 pour toutes ses actions, et -1 en défense. En lieu et place d’une attaque, la cible peut tenter de se libérer en réussissant un jet de Vigueur+Initiative, avec votre Vigueur en malus.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"9My3kH5KeAdFmF1F"}
|
||||
{"name":"Le Trait du Beshaar (Javelot)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un Javelot. Vous lancez votre javelot à une distance plus grande que la plupart des<br>autres aventuriers.</p>\n<p>Votre tir souffre d’un malus de -1, mais la portée du javelot est doublée (12m au lieu de 6m).</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"9d4rHBS7CMZI0t4E","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"La pose de l’Esclave (Posture Défensive)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.CS1fCtHTxp5v1krr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous choisissez d’adopter une attitude prudente, en restant toujours prêt à parer ou à esquiver l’attaque de votre adversaire. Combattre en posture défensive vous confère un bonus de +1 en défense, mais vous subissez un malus de -1 à votre jet d’attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"defense","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"defense"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310228,"modifiedTime":1687457965159,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"AoT2c0af4lY6aBsx"}
|
||||
{"name":"La Passe de Charkond (Feinte)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous placez une botte spéciale, pour tromper et profiter de la défense de votre adversaire. Uniquement possible avec un dague ou une arme de type épée (sabre, cimeterre, etc.).</p>\n<p>Si vous réussissez un jet d’Esprit +Carrière guerrière (mercenaire, soldat, etc.) en plus de votre<br>attaque, la défense de votre adversaire s’ajoute à vos dégâts.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965167,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"Cs2yV3V8D7kHBTmT"}
|
||||
{"name":"Le Coup du Soldat (Désarmer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes légères ou moyennes. Vous visez l’arme de votre adversaire<br>pour la faire tomber.</p>\n<p>Vous portez une attaque sur l’arme, avec pour malus l’Agilité+Mêlée de votre adversaire. En cas de réussite, l’arme visée tombe au sol à 1d6-2 mètres de votre opposant.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942165,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"EN3xW64gAAj6GxZs","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"La Main d’Afyra (Se Reposer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous restez au contact de votre adversaire, mais vous vous concentrez sur vous-même. Vous<br>ne pouvez pas attaquer ce round.</p>\n<p>Si vous réussissez un jet de Vigueur, vous récupérez 2 Points de Vitalité, 4 sur un succès Héroïque. Ces points ne peuvent être récupérés que si ils ont été perdus lors du combat en cours.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942166,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"EvADUhFjuz7G7ts9","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"Le Doigt de Karyzon (Tir x2)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous enchaînez 2 tirs au lieu d’un, sans précision. Uniquement avec armes de jet et arcs.</p>\n<p>Vous tirez (ou lancer) très rapidement, sans précision, sur la même cible. Chaque tir/lancer souffre d’un malus de -2.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"FMJGgMYdXztCBTtc"}
|
||||
{"name":"La Rage du Barbare (Posture Offensive)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.BF7F5WvL1pbWVHNq"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous vous concentrez sur l’attaque, au détriment de votre défense. Cette option vous confère un bonus de +1 au jet d’attaque, mais vous subissez un malus de -1 en défense.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"attack","activated":false},"rank":0,"fightoptiontype":"attack"},"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_stats":{"systemId":"bol","systemVersion":"11.0.2","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687467695919,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"_id":"MMcnWBowztvbmXgN"}
|
||||
{"name":"La Passe de l’Assassin (Avantage)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous vous placez de manière à obtenir une position plus avantageuse pour portez vos attaques.</p>\n<p>En plus de votre attaque normale, vous devez réussir un jet de Réaction (Esprit+Initiative). Sur une<br>réussite, vous bénéficiez d’un dé bonus pour votre prochaine attaque. Si vous renoncez à votre attaque, vous bénéficiez d’un bonus de +2 pour le jet de Réaction. Sur un échec, c’est votre adversaire qui bénéficie d’un dé bonus pour sa prochaine attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942165,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"PCa0SQruR9VZUbPh","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"La Folie de Dyr (Occuper)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous faites tournoyer votre arme dans tout les sens, pour faire reculer votre adversaire.</p>\n<p>Votre attaque reçoit un malus supplémentaire de -1 et n’occasionne pas de dégâts. En cas<br>de succès, votre adversaire ne peut pas attaquer ce round. Uniquement sur des adversaires au maximum de de taille supérieure d’un cran à la vôtre.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"PENp7jlG0DirTQeo","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"Le Dit de Iondal (Moquer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous moquez votre adversaire avec une phrase bien sentie.</p>\n<p>Si vous réussissez un test d’Esprit+Carrière appropriée, avec l’Esprit de votre cible en malus, elle<br>subit un malus de -2 en défense pour le reste du round.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942166,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"VSOjm28jhFhyWk6b","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"Le Tranchant de Parsool (Hache de Parsool)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec une Hache d’Abordage de Parsool. Vous placez une attaque visant l’armure de votre adversaire pour la détruire.</p>\n<p>Votre attaque souffre d’un malus de -1, mais si elle réussit, vous faites sauter une pièce d’armure de votre adversaire au lieu de faire des dégâts. L’armure touchée se dégrade d’un rang de protection. Uniquement valable sur des adversaires portant une armure artificielle.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942168,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"VfTa073U4xhs1JWp","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"La Corde de Tyrus (Arc de Tyrus)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec un arc long de Tyrus. Vous tendez la corde si fort que votre flèche porte plus loin.</p>\n<p>Votre attaque souffre d’un malus de -2, mais si elle réussit, vous doublez la distance de tir de l’Arc (44m au lieu de 22m).</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942169,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"WQkzlwaww7KgarAt","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"L’oeil du Mercenaire (Observer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous observez attentivement l’un des adversaires ou un groupe d’adversaires similaires. Vous ne<br>portez pas d’attaque.</p>\n<p>Si vous réussissez un jet d’Esprit + Carrière guerrière (mercenaire, soldat, etc.) en observant l’adversaire, vous pouvez donner un bonus de +2 à l’attaque ou à la défense à l’un de vos allié contre ce même adversaire pour sa prochaine action de ce type. Une seule assistance peut être obtenue pour un même adversaire.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687458428494,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"X7mIyzm1ad543fLY","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"La Force de Grondil (Frappe Brutale)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous placez une attaque brutale, sans finesse, mais avec toute votre force. Uniquement avec des armes moyenne ou plus (minimum d6 dégâts).</p>\n<p>Votre attaque souffre d’un malus de -2, mais si elle réussit, vous pouvez ajouter la moitié de votre Vigueur pour le calcul des dégâts (minimum 1). Ce bonus vient en plus du bonus de Vigueur de base déjà applicable.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965167,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"Xeoqf4YtG7Yh9GUz"}
|
||||
{"name":"La Ruade de l’Axos (Déséquilibrer)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous cherchez à déséquilibrer votre adversaire. Vous ne portez pas d’attaque.</p>\n<p>Si vous réussissez un jet de Réaction (Esprit+Initiative) avec l’Agilité de votre cible comme malus, elle reçoit un dé malus pour sa prochaine action et un malus de -1 en défense sur la prochaine attaque. Sur un succès héroïque et que votre cible est de la piétaille ou un coriace, elle tombe au sol.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942166,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"aYGjdR5eWrIEq842","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"La Feinte du Druide (Attaque au Défaut d'armure)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.3nzfQvMvkK4ujRqI"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous visez une zone du corps non protégée ou un point faible de l’armure de votre adversaire.</p>\n<p>Appliquez la valeur de protection fixe de l’armure comme malus à votre jet d’attaque (-1 pour une armure légère, -2 pour une armure moyenne et -3 pour une armure lourde). Si votre attaque passe malgré ce malus, les dégâts de votre coup ignorent la protection de l’armure.</p>\n<p>Si le MJ l’accepte, cette option de combat pourra également permettre de trouver le défaut de l’armure naturelle d’une créature.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"armordefault","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"armordefault"},"_stats":{"systemId":"bol","systemVersion":"11.0.1","coreVersion":"10.291","createdTime":1687456310227,"modifiedTime":1687458575673,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"bfQMXfvqS236M0OJ"}
|
||||
{"name":"La Frappe Lémurienne (Attaque Standard)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous portez une attaque à votre adversaire, avec votre arme. Au contact ou à distance.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942165,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"cqvDDFdlc6oOICxl","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"La Folie du Gladiateur (Attaque Intrépide)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.589BS9KBGnUazrFA"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous attaquez avec la plus extrême témérité.</p>\n<p>Vous ne bénéficiez pas de l’éventuel bonus d’un bouclier ou d’une arme secondaire de parade et subissez un malus de -2 à la défense. En revanche, vous bénéficiez d’un bonus de +2 au jet d’attaque.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"intrepid","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"intrepid"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310230,"modifiedTime":1687457965158,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"fTNUNRlUmfoNTkil"}
|
||||
{"name":"Le Coup du Gladiateur (Combat à Deux Armes - Offensif)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes légères ou moyennes.</p>\n<p><span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\">Vous attaquez avec vos deux armes. </span><span style=\"font-family: var(--font-primary); font-size: var(--font-size-14);\">Vous n’effectuez qu’un seul jet d’attaque avec un </span>malus de -1, mais vous infligez des dégâts comme si vous maniez une arme moyenne (si vous utilisez deux armes légères) ou une arme lourde (si vous utilisez une arme moyenne et une arme légère, ou deux armes moyennes).</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"twoweaponsatt","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457965160,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"iWIttyo2UIafVsRB"}
|
||||
{"name":"La Vengeance du Valgard (Epee Valgardienne)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Uniquement avec une épée Valgardienne. Si vous avez subit des dégâts lors de l’attaque précédente, vous profitez du poids de votre arme pour appuyer votre coup.</p>\n<p>Si vous avez perdu des Points de Vitalité lors de l’attaque précédente, vous pouvez faire un<br>jet de Vigueur+Barbare en plus de votre attaque. Si les deux jets sont réussis, vous augmentez les dégâts de 2 points. Si seule l’attaque est réussi, appliquez les dégâts normaux.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687457942169,"lastModifiedBy":"kQghu0tL1dft5xLu"},"_id":"ixpHCL4Uc9DUoBJ4","folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3}}
|
||||
{"name":"L’Oeil du Chasseur (Viser)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Armes de jet ou de tir uniquement. Vous passez le round à viser. Vous bénéficiez d’un bonus de +2 à votre prochain jet de tir ou de lancer.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"other","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.2","coreVersion":"10.291","createdTime":1687456310231,"modifiedTime":1687458793253,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"leslYWbb3hfGHPlX"}
|
||||
{"name":"La Danseuse (Combat à Deux Armes - Défensif)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.lyMbLMPnFk0oXaSr"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous ne pouvez utiliser que des armes légères ou moyennes.</p>\n<p>Vous attaquez avec une arme et parez avec l’autre. Vous considérez l’arme de parade comme l’équivalent d’un petit bouclier (+1 en défense contre une attaque), mais vous subissez un malus de -1 sur votre jet d’attaque avec votre autre arme.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"twoweaponsdef","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"twoweapons"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310229,"modifiedTime":1687457965157,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"uRuOskeAALWwxDEM"}
|
||||
{"name":"La Parade de l’Erudit (Défense Totale)","type":"feature","img":"icons/skills/melee/weapons-crossed-poleaxes-white.webp","effects":[],"flags":{"core":{"sourceId":"Item.t8v7isBpnFzAbmUI"}},"system":{"category":null,"subtype":"fightoption","description":"<p>Vous consacrez votre round à esquiver, parer et vous protéger des coups. Vous n’ effectuez pas d’attaque durant le round, mais bénéficiez d’un bonus de +2 en défense, qui s’ajoute éventuellement à celui que pourrait vous apporter un bouclier ou une arme secondaire de parade.</p>","properties":{"ismalusdice":false,"isbonusdice":false,"fightoptiontype":"fulldefense","isspecial":false,"activated":false},"rank":0,"fightoptiontype":"fulldefense"},"_stats":{"systemId":"bol","systemVersion":"11.0.0","coreVersion":"10.291","createdTime":1687456310229,"modifiedTime":1687457965159,"lastModifiedBy":"kQghu0tL1dft5xLu"},"folder":null,"sort":0,"ownership":{"default":0,"kQghu0tL1dft5xLu":3},"_id":"vGydqADwTsHZ9B3j"}
|
||||
|
@ -1,7 +1,7 @@
|
||||
{
|
||||
"id": "bol",
|
||||
"title": "Barbarians of Lemuria",
|
||||
"description": "The Barbarians of Lemuria system for FoundryVTT!",
|
||||
"description": "The Barbarians of Lemuria system for FoundryVTT !",
|
||||
"authors": [
|
||||
{
|
||||
"name": "LeRatierBretonnien",
|
||||
@ -14,10 +14,10 @@
|
||||
],
|
||||
"url": "https://www.uberwald.me/gitea/public/bol",
|
||||
"license": "LICENSE.txt",
|
||||
"version": "10.5.8",
|
||||
"version": "11.0.14",
|
||||
"compatibility": {
|
||||
"minimum": "10",
|
||||
"verified": "10"
|
||||
"verified": "11"
|
||||
},
|
||||
"esmodules": [
|
||||
"module/bol.js"
|
||||
@ -202,7 +202,7 @@
|
||||
],
|
||||
"socket": true,
|
||||
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
|
||||
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.8.zip",
|
||||
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v11.0.14.zip",
|
||||
"background": "systems/bol/ui/page_accueil.webp",
|
||||
"gridDistance": 1.5,
|
||||
"gridUnits": "m",
|
||||
|
@ -30,6 +30,14 @@
|
||||
{{/if}}
|
||||
|
||||
{{#if isAlchemist}}
|
||||
<ol class="items-list">
|
||||
|
||||
<li class="item flexrow item-header">
|
||||
<div class="item-name flex4 left">{{localize "BOL.resources.alchemypoints"}}</div>
|
||||
<input class="field-value" type="text" name="system.resources.alchemypoints.value" value="{{resources.alchemypoints.value}}" data-dtype="Number"/>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<ol class="items-list">
|
||||
<li class="item flexrow item-header">
|
||||
<div class="item-name flex4 left">{{localize "BOL.ui.alchemy"}}</div>
|
||||
|
@ -1,8 +1,18 @@
|
||||
<div class="attributes flexrow">
|
||||
{{#each attributes as |attribute id|}}
|
||||
<div class="attribute stat flex1 flex-group-center {{key}}">
|
||||
<label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/>
|
||||
<input class="stat-value rounded" type="text" name="system.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/>
|
||||
<label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label>
|
||||
{{#if attribute.numModifier}}
|
||||
<label class="stat-value rounded">{{attribute.numModifier}}</label>
|
||||
{{/if}}
|
||||
{{#if (count attribute.diceModifier)}}
|
||||
<label class="stat-value rounded">{{attribute.diceModifier}}</label>
|
||||
{{/if}}
|
||||
<br/>
|
||||
|
||||
<input class="stat-value rounded" type="text" name="system.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/>
|
||||
<br/>
|
||||
|
||||
<span class="stat-roll rollable" title="2d6" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">
|
||||
<i class="darkgreen fas fa-dice"></i>
|
||||
</span>
|
||||
@ -24,8 +34,17 @@
|
||||
<div class="aptitudes flexrow">
|
||||
{{#each aptitudes as |aptitude id|}}
|
||||
<div class="aptitude stat flex1 flex-group-center">
|
||||
<label class="stat-label"><a class="rollable" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/>
|
||||
<label class="stat-label"><a class="rollable" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label>
|
||||
{{#if aptitude.numModifier}}
|
||||
<label class="stat-value rounded">{{aptitude.numModifier}}</label>
|
||||
{{/if}}
|
||||
{{#if (count aptitude.diceModifier)}}
|
||||
<label class="stat-value rounded">{{aptitude.diceModifier}}</label>
|
||||
{{/if}}
|
||||
<br/>
|
||||
|
||||
<input class="stat-value rounded-border" type="text" name="system.aptitudes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/>
|
||||
|
||||
<span class="stat-roll rollable" title="2d6" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">
|
||||
<i class="darkgreen fas fa-dice"></i>
|
||||
</span>
|
||||
@ -50,6 +69,10 @@
|
||||
<div class="resource stat flex1 flex-group-center">
|
||||
<label class="stat-label">{{localize label}}</label><br/>
|
||||
<input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
|
||||
|
||||
<a class="inc-dec-btns-resource" data-target="{{key}}" data-incr="-1"><i class="fas fa-minus-square"></i></a>
|
||||
<a class="inc-dec-btns-resource" data-target="{{key}}" data-incr="1"><i class="fas fa-plus-square"></i></a>
|
||||
|
||||
{{#if (eq @root.charType 'player')}}
|
||||
{{#if (exists bonus)}}
|
||||
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>
|
||||
|
12
templates/chat/chat-recup-information.hbs
Normal file
12
templates/chat/chat-recup-information.hbs
Normal file
@ -0,0 +1,12 @@
|
||||
<div>
|
||||
<img class="chat-icon" src="{{img}}" alt="{{name}}"/>
|
||||
<h2 class="bad"><strong>{{name}}</strong></h2>
|
||||
</div>
|
||||
|
||||
<div class="flexrow">
|
||||
|
||||
{{localize "BOL.chat.losshp" lossHP=lossHP recupHP=recupHP}}
|
||||
<button class="recup-vitalite" data-actor-id="{{actorId}}" data-recup-hp="{{recupHP}}">{{localize "BOL.chat.applyrecup" recupHP=recupHP}}</button>
|
||||
|
||||
</div>
|
||||
|
@ -4,20 +4,25 @@
|
||||
</div>
|
||||
|
||||
<div class="flexrow">
|
||||
|
||||
{{#if (eq hp 0)}}
|
||||
{{localize "BOL.chat.vitalityzero" name=name hp=hp}}
|
||||
<br>{{localize "BOL.chat.vitalityheroism"}}
|
||||
<br>{{localize "BOL.chat.vitalityheroismhint"}}
|
||||
{{else}}
|
||||
{{localize "BOL.chat.vitalitydying" name=name hp=hp}}
|
||||
<br>{{localize "BOL.chat.vitalitydyingheroism"}}
|
||||
{{/if}}
|
||||
|
||||
{{#if (lt hp -5)}}
|
||||
<br><strong>{{localize "BOL.chat.isdead" name=name}}</strong>
|
||||
<br>{{localize "BOL.chat.epitaph"}}
|
||||
{{/if}}
|
||||
{{#if isHeroAdversary}}
|
||||
{{#if (eq hp 0)}}
|
||||
{{localize "BOL.chat.vitalityzero" name=name hp=hp}}
|
||||
<br>{{localize "BOL.chat.vitalityheroism"}}
|
||||
<br>{{localize "BOL.chat.vitalityheroismhint"}}
|
||||
{{else}}
|
||||
{{localize "BOL.chat.vitalitydying" name=name hp=hp}}
|
||||
<br>{{localize "BOL.chat.vitalitydyingheroism"}}
|
||||
{{/if}}
|
||||
|
||||
{{#if (lt hp -5)}}
|
||||
<br><strong>{{localize "BOL.chat.isdead" name=name}}</strong>
|
||||
<br>{{localize "BOL.chat.epitaph"}}
|
||||
{{/if}}
|
||||
{{else}}
|
||||
<br><strong>{{localize "BOL.chat.isdead" name=name}}</strong>
|
||||
<br>{{localize "BOL.chat.epitaph"}}
|
||||
{{/if}}
|
||||
|
||||
</div>
|
||||
|
||||
|
@ -3,5 +3,7 @@
|
||||
|
||||
{{#if isCritical}}
|
||||
<button class="chat-damage-roll bol-margin-tb-2 " data-damage-mode="damage-plus-6" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage6"}}</button>
|
||||
<button class="chat-damage-roll bol-margin-tb-2" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage12"}}</button>
|
||||
{{/if}}
|
||||
{{#if isRealCritical}}
|
||||
<button class="chat-damage-roll bol-margin-tb-2" data-damage-mode="damage-plus-12" data-attack-id="{{id}}">{{localize "BOL.chat.rolldamage12"}}</button>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
@ -1,20 +1,20 @@
|
||||
<div>
|
||||
{{#if isSuccess}}
|
||||
{{#if isLegendary}}
|
||||
<h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.criticallegend"}}...
|
||||
<h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.criticallegend"}}...
|
||||
{{else}}
|
||||
{{#if isCritical}}
|
||||
<h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.critical"}}...
|
||||
<h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.critical"}}...
|
||||
{{else}}
|
||||
<h2 class="success"><i class="fas fa-check"></i> {{localize "BOL.ui.success"}}...
|
||||
<h2 class="success"><i class="fas fa-check"></i> {{localize "BOL.ui.success"}}...
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
{{#if isFailure}}
|
||||
{{#if isFumble}}
|
||||
<h2 class="failure fumble"><i class="fas fa-skull-crossbones"></i> {{localize "BOL.ui.fumble"}}...
|
||||
<h2 class="failure fumble"><i class="fas fa-skull-crossbones"></i> {{localize "BOL.ui.fumble"}}...
|
||||
{{else}}
|
||||
<h2 class="failure"><i class="fas fa-times"></i> {{localize "BOL.ui.failure"}}...
|
||||
<h2 class="failure"><i class="fas fa-times"></i> {{localize "BOL.ui.failure"}}...
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
<img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/>
|
||||
@ -52,9 +52,6 @@
|
||||
{{/if}}
|
||||
|
||||
<div id="{{optionsId}}">
|
||||
|
||||
|
||||
|
||||
{{#if isCritical}}
|
||||
<div>
|
||||
{{localize "BOL.chat.criticalinfo"}}
|
||||
@ -63,11 +60,17 @@
|
||||
<a class="content-link" draggable="true" data-uuid="Compendium.bol.aides-de-jeu.Yl1RKQb0BjVUtilk" data-id="Yl1RKQb0BjVUtilk" data-type="JournalEntry" data-pack="bol.aides-de-jeu" data-tooltip="un journal">
|
||||
<i class="fas fa-book-open"></i>{{localize "BOL.chat.criticalbuttonjournal"}}</a>
|
||||
</div>
|
||||
{{#if (and isCritical weapon)}}
|
||||
<div>
|
||||
{{{localize "BOL.chat.heroicreminder"}}}
|
||||
</div>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if (and isSuccess weapon)}}
|
||||
{{> "systems/bol/templates/chat/rolls/attack-damage-card.hbs"}}
|
||||
{{/if}}
|
||||
|
||||
{{#if (and isSuccess spell)}}
|
||||
{{> "systems/bol/templates/chat/rolls/spell-roll-card.hbs"}}
|
||||
{{/if}}
|
||||
@ -83,14 +86,14 @@
|
||||
{{/if}}
|
||||
|
||||
{{#if reroll}}
|
||||
<button class="chat-button button hero-reroll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.reroll"}}</button>
|
||||
<button class="chat-button button hero-reroll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.reroll"}}</button>
|
||||
{{/if}}
|
||||
{{#if (and isSuccess (not isCritical))}}
|
||||
<button class="chat-button button transform-heroic-roll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.toheroic"}}</button>
|
||||
<button class="chat-button button transform-heroic-roll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.toheroic"}}</button>
|
||||
{{/if}}
|
||||
|
||||
{{#if isRealCritical}}
|
||||
<button class="chat-button button transform-legendary-roll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.tolegend"}}</button>
|
||||
<button class="chat-button button transform-legendary-roll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.tolegend"}}</button>
|
||||
{{/if}}
|
||||
|
||||
<br>
|
||||
|
@ -6,13 +6,15 @@
|
||||
{{/if}}
|
||||
|
||||
<button class="damage-handling" data-defense-mode="damage-with-armor" data-attack-id="{{attackId}}">{{localize "BOL.chat.witharmor"}}</button>
|
||||
<button class="damage-handling" data-defense-mode="damage-without-armor" data-attack-id="{{attackId}}">{{localize "BOL.chat.withoutarmor"}}</button>
|
||||
<button class="damage-handling" data-defense-mode="damage-without-armor" data-attack--id="{{attackId}}">{{localize "BOL.chat.withoutarmor"}}</button>
|
||||
|
||||
{{#if defender.system.resources.hero.value}}
|
||||
<button class="damage-handling" data-defense-mode="hero-reduce-damage" data-attack-id="{{attackId}}">{{localize "BOL.chat.shakeoff"}}</button>
|
||||
{{#if (gt defenderHeroPoints 0)}}
|
||||
<button class="damage-handling" data-defense-mode="hero-reduce-damage" data-attack-id="{{attackId}}">{{localize "BOL.chat.shakeoff"}}</button>
|
||||
|
||||
{{#each defenderWeapons as |weapon idx|}}
|
||||
<button class="damage-handling" data-defense-mode="hero-in-extremis" data-attack-id="{{@root.attackId}}" data-weapon-id="{{weapon._id}}">{{localize "BOL.chat.splinteredshield" name=weapon.name}}</button>
|
||||
{{/each}}
|
||||
{{#each defenderWeapons as |weapon idx|}}
|
||||
<button class="damage-handling" data-defense-mode="hero-in-extremis" data-attack-id="{{@root.attackId}}" data-weapon-id="{{weapon._id}}">{{localize "BOL.chat.splinteredshield" name=weapon.name}}</button>
|
||||
{{/each}}
|
||||
{{/if}}
|
||||
|
||||
<button class="damage-handling" data-defense-mode="damage-not-applied" data-attack-id="{{attackId}}">{{localize "BOL.chat.nodamage"}}</button>
|
||||
|
||||
{{/if}}
|
@ -11,9 +11,9 @@
|
||||
|
||||
{{#if (eq horoscopeType "major")}}
|
||||
{{#if isSuccess}}
|
||||
{{localize "BOL.chat.horoscopemajorsuccess"}}
|
||||
{{localize "BOL.chat.horoscopemajorsuccess" horoscopeName=horoscopeName}}
|
||||
{{else}}
|
||||
{{localize "BOL.chat.horoscopemajorfailure"}}
|
||||
{{localize "BOL.chat.horoscopemajorfailure" horoscopeName=horoscopeName}}
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
|
@ -22,8 +22,13 @@
|
||||
<input class="field-value" type="checkbox" name="register-init" id="register-init" checked />
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<div class="flexrow" style="margin-bottom: 1px;">
|
||||
<div class="flex1 center bg-darkred">
|
||||
<label for="mod">{{localize 'BOL.ui.initMalus'}}</label>
|
||||
</div>
|
||||
<div class="flex1 center cell">{{combatData.malusInit}}</div>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{> "systems/bol/templates/dialogs/career-roll-part.hbs"}}
|
||||
|
@ -1,19 +1,25 @@
|
||||
<h3 class="form-header">{{localize "BOL.ui.fightOption"}}</h3>
|
||||
|
||||
<div class="form-group">
|
||||
<label class="property-label">{{localize "BOL.ui.fightOptionType"}}</label>
|
||||
<div class="form-fields">
|
||||
<select name="system.properties.fightoptiontype" data-dtype="String">
|
||||
{{#select item.system.properties.fightoptiontype}}
|
||||
{{#each config.fightOptionTypes as |item id|}}
|
||||
<option value="{{id}}">{{localize item}}</option>
|
||||
{{/each}}
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
<div class="property flexrow">
|
||||
<label class="property-label">{{localize "BOL.ui.activated"}}</label>
|
||||
<input class="field-value" type="checkbox" name="system.properties.activated" {{checked item.system.properties.activated}}>
|
||||
<label class="property-label">{{localize "BOL.ui.fightOptionType"}}</label>
|
||||
<div class="form-fields">
|
||||
<select name="system.properties.fightoptiontype" data-dtype="String">
|
||||
{{#select item.system.properties.fightoptiontype}}
|
||||
{{#each config.fightOptionTypes as |item id|}}
|
||||
<option value="{{id}}">{{localize item}}</option>
|
||||
{{/each}}
|
||||
{{/select}}
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
<div class="property flexrow">
|
||||
<label class="property-label">{{localize "BOL.ui.activated"}}</label>
|
||||
<input class="field-value" type="checkbox" name="system.properties.activated" {{checked
|
||||
item.system.properties.activated}}>
|
||||
</div>
|
||||
|
||||
<div class="property flexrow">
|
||||
<label class="property-label">{{localize "BOL.ui.isspecial"}}</label>
|
||||
<input class="field-value" type="checkbox" name="system.properties.isspecial" {{checked
|
||||
item.system.properties.isspecial}}>
|
||||
</div>
|
@ -76,7 +76,7 @@
|
||||
<div class="form-group">
|
||||
<label class="property-label">{{localize "BOL.itemModifiers.init"}}</label>
|
||||
<div class="form-fields">
|
||||
<input class="field-value" type="text" name="system.properties.modifiers.init" value="{{item.system.properties.modifiers.c}}" data-dtype="Number"/>
|
||||
<input class="field-value" type="text" name="system.properties.modifiers.init" value="{{item.system.properties.modifiers.init}}" data-dtype="Number"/>
|
||||
</div>
|
||||
</div>
|
||||
<div class="form-group">
|
||||
|
8
templates/item/post-item.hbs
Normal file
8
templates/item/post-item.hbs
Normal file
@ -0,0 +1,8 @@
|
||||
<div class="post-item" data-transfer="{{transfer}}">
|
||||
<h3><b>{{name}}</b></h3>
|
||||
{{#if img}}
|
||||
<img class="chat-icon" src="{{img}}" title="{{name}}" />
|
||||
{{/if}}
|
||||
<h4><b>Description : </b></h4>
|
||||
<p class="card-content">{{{system.description}}}</p>
|
||||
</div>
|
@ -2,9 +2,20 @@
|
||||
<img class="bol-hud-togglebutton" src="icons/svg/sword.svg" width="36" height="36" title="Action" />
|
||||
<div class="bol-hud-list tokenhudext right">
|
||||
{{#each actionsList as |action key|}}
|
||||
{{#if (eq system.subtype "weapon")}}
|
||||
<div class="control-icon tokenhudicon bol-hud-menu" data-action-index="{{key}}" title="{{action.name}}">
|
||||
<label>{{action.name}}</label>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{/each}}
|
||||
</div>
|
||||
</div>
|
||||
<div class="bol-hud-list tokenhudext right2">
|
||||
{{#each actionsList as |action key|}}
|
||||
{{#if (eq system.subtype "fightoption")}}
|
||||
<div class="control-icon tokenhudicon bol-hud-menu" data-action-index="{{key}}" title="{{action.name}}">
|
||||
<label>{{action.name}}</label>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{/each}}
|
||||
</div>
|
||||
</div>
|
Reference in New Issue
Block a user