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bol-v10.5.
...
bol-v10.5.
Author | SHA1 | Date | |
---|---|---|---|
5b91041a3f | |||
e7f3851daa | |||
75d562f922 | |||
ba7e25e8c7 | |||
83d3f17dd0 |
@ -535,6 +535,10 @@
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"BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
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"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
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"BOL.chat.losshp": "{name}} a perdu {lossHP} points de Vitalité. Si il se repose quelques minutes, il peut récupérer {recupHP} points de Vitalité.",
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"BOL.chat.applyrecup": "Récupérer pendant quelques minutes (+{recupHP} Vitalité)",
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"BOL.chat.inforecup": "{name} vient de récupérer {recupHP} points de Vitalité après quelques minutes de repos.",
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"BOL.dialog.soeasy": "Inmanquable (+4)",
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"BOL.dialog.veryeasy": "Trés Facile (+2)",
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"BOL.dialog.easy": "Facile (+1)",
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@ -573,6 +577,6 @@
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"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 !.",
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"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>.",
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"BOL.chat.welcome5": "Consulter l'aide en ligne pour plus d'informations : @UUID[Compendium.bol.aides-de-jeu.97rugQOtiwt8zPfQ]{Aide du Jeu}.",
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"BOL.chat.welcome6": "Bon jeu en Lemurie !"
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"BOL.chat.welcome6": "Bon jeu en Lemurie !",
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"BOL.chat.nodamage": "Ne pas appliquer les dommages"
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}
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@ -60,6 +60,12 @@ export class BoLActorSheet extends ActorSheet {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.spendAlchemyPoint(li.data("itemId"), 1)
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})
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html.find(".inc-dec-btns-resource").click((ev) => {
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const dataset = ev.currentTarget.dataset;
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const target = dataset.target
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const incr = parseInt(dataset.incr)
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this.actor.incDecResources(target, incr)
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})
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// Incr./Decr. career ranks
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html.find(".inc-dec-btns").click((ev) => {
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@ -22,6 +22,17 @@ export class BoLActor extends Actor {
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super.prepareData()
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}
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/* -------------------------------------------- */
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isHeroAdversary() {
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if (this.type === 'character') {
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return true
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}
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if (this.type === 'encounter' && this.chartype == "adversary") {
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return true
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}
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return false
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}
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/* -------------------------------------------- */
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getCharType() {
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if (this.type === 'character') {
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@ -32,11 +43,11 @@ export class BoLActor extends Actor {
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/* -------------------------------------------- */
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getVillainy() {
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if (this.type === 'character') {
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return false
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}
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if (this.type === 'encounter' && this.chartype == "adversary") {
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return true
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}
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return false
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}
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/* -------------------------------------------- */
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getBougette() {
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@ -459,9 +470,11 @@ export class BoLActor extends Actor {
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//Spent points
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this.spentAstrologyPoints(rollData.astrologyPointsCost)
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if (rollData.horoscopeType == "minor") {
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let horoscope = { name: "SITUATION A SPECIFIER", type :"feature",
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let horoscope = {
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name: "SITUATION A SPECIFIER", type: "feature",
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img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp",
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system :{subtype: "horoscope", properties: {
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system: {
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subtype: "horoscope", properties: {
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ishoroscopemajor: false,
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horoscopeanswer: (rollData.isSuccess) ? "favorable" : "unfavorable",
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rank: rollData.careerBonus
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@ -732,7 +745,7 @@ export class BoLActor extends Actor {
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ChatMessage.create({
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alias: this.name,
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whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
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content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value })
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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() })
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})
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} else {
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if (prone) {
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@ -751,6 +764,42 @@ export class BoLActor extends Actor {
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await this.setFlag("world", "last-initiative", rollData)
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}
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/*-------------------------------------------- */
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storeVitaliteCombat() {
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this.setFlag("world", "vitalite-before-combat", duplicate(this.system.resources.hp))
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}
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/*-------------------------------------------- */
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async displayRecuperation() {
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let previousHP = this.getFlag("world", "vitalite-before-combat")
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let lossHP = previousHP.value - this.system.resources.hp.value
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//console.log(">>>>> RECUP INFO", previousHP, this.system.resources.hp.value)
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if (previousHP && lossHP > 0 && this.system.resources.hp.value > 0) {
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let msg = await ChatMessage.create({
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alias: this.name,
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whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
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content: await renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', {
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name: this.name,
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actorId: this.id,
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lossHP: lossHP,
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recupHP: Math.ceil(lossHP / 2)
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})
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})
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}
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this.unsetFlag("world", "vitalite-before-combat")
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}
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/*-------------------------------------------- */
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async applyRecuperation(recupHP) {
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let hp = duplicate(this.system.resources.hp)
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hp.value += recupHP
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hp.value = Math.min(hp.value, hp.max)
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this.update({ 'system.resources.hp': hp })
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let msg = await ChatMessage.create({
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alias: this.name,
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whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
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content: game.i18n.format( "BOL.chat.inforecup", {name: this.name, recupHP: recupHP} )
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})
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}
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/*-------------------------------------------- */
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clearInitiative() {
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this.unsetFlag("world", "last-initiative")
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@ -823,6 +872,11 @@ export class BoLActor extends Actor {
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await this.update({ 'system.resources.hero.value': newHeroP });
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}
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/*-------------------------------------------- */
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incDecResources(target, value) {
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let newValue = this.system.resources[target].value + value
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this.update({ [`system.resources.${target}.value`]: newValue })
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}
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/*-------------------------------------------- */
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async sufferDamage(damage) {
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let newHP = this.system.resources.hp.value - damage
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@ -523,6 +523,7 @@ export class BoLRoll {
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rollData.nbBoons = 0
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rollData.nbFlaws = 0
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rollData.nbDice = 0
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rollData.isHeroAdversary = actor.isHeroAdversary()
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if (rollData.shieldBlock == 'blockall') {
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rollData.shieldMalus = rollData.shieldAttackMalus;
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} else {
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@ -677,10 +678,10 @@ export class BoLDefaultRoll {
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async sendChatMessage() {
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let actor = BoLUtility.getActorFromRollData(this.rollData)
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this._buildChatMessage(this.rollData).then(async msgFlavor => {
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//console.log("MSG", msgFlavor )
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let msg = await this.rollData.roll.toMessage({
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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})
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@ -766,13 +767,13 @@ export class BoLDefaultRoll {
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
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console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
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//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
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this.rollData.damageFormula = damageFormula
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this.rollData.damageRoll = new Roll(damageFormula)
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await this.rollData.damageRoll.roll({ "async": false })
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this.rollData.damageTotal = this.rollData.damageRoll.total
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console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
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}
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BoLUtility.cleanupButtons(this.rollData.optionsId)
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this.sendDamageMessage()
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@ -41,12 +41,23 @@ export class BoLCombatManager extends Combat {
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super.nextRound()
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}
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/************************************************************************************/
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startCombat() {
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let combatants = this.combatants.contents
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for (let c of combatants) {
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let actor = game.actors.get( c.actorId )
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actor.storeVitaliteCombat()
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}
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return super.startCombat()
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}
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/************************************************************************************/
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_onDelete() {
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let combatants = this.combatants.contents
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for (let c of combatants) {
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let actor = game.actors.get(c.actorId)
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actor.clearInitiative()
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actor.displayRecuperation()
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}
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super._onDelete()
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}
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@ -8,8 +8,6 @@ export class BoLUtility {
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/* -------------------------------------------- */
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static init() {
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this.attackStore = {}
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game.settings.register("bol", "rollArmor", {
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name: "Effectuer des jets pour les armures",
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hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
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@ -33,7 +31,7 @@ export class BoLUtility {
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hint: "Sélectionne la formule de dés (par défaut 2d6)",
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scope: "world",
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config: true,
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default: "2d6",
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default: "6",
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type: String,
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choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
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onChange: value => {
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@ -151,7 +149,7 @@ export class BoLUtility {
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df = "6"
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}
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return {
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diceFormula: this.diceFormula,
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diceFormula: df,
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successValue : this.successValue,
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criticalSuccessValue: this.criticalSuccessValue,
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criticalFailureValue: this.criticalFailureValue
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@ -193,29 +191,6 @@ export class BoLUtility {
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CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
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}
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/* -------------------------------------------- */
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static templateData(it) {
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return BoLUtility.data(it)?.data ?? {}
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}
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/* -------------------------------------------- */
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static data(it) {
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if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
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return it.data;
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}
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return it;
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}
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/* -------------------------------------------- */
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static storeRoll(roll) {
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this.rollTab[roll.id] = roll
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}
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/* -------------------------------------------- */
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static getRoll(rollId) {
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return this.rollTab[roll.id]
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}
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/* -------------------------------------------- */
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static createDirectOptionList(min, max) {
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let options = {};
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@ -260,7 +235,7 @@ export class BoLUtility {
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}
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/* -------------------------------------------- */
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static getUsers(filter) {
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return game.users.filter(filter).map(user => user.data._id);
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return game.users.filter(filter).map(user => user.id);
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}
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/* -------------------------------------------- */
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static getWhisperRecipients(rollMode, name) {
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@ -298,13 +273,13 @@ export class BoLUtility {
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}
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/* -------------------------------------------- */
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static sendAttackSuccess(attackDef) {
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if (attackDef.targetId) {
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static sendAttackSuccess(rollData) {
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if (rollData.targetId) {
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// Broadcast to GM or process it directly in case of GM defense
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if (!game.user.isGM) {
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game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(attackDef) })
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game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(rollData) })
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} else {
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BoLUtility.processAttackSuccess(attackDef)
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BoLUtility.processAttackSuccess(rollData)
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}
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}
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}
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@ -397,6 +372,19 @@ export class BoLUtility {
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game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
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}
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})
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html.on("click", '.recup-vitalite', event => {
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event.preventDefault()
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let actorId = event.currentTarget.attributes['data-actor-id'].value
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let recupHP = event.currentTarget.attributes['data-recup-hp'].value
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let actor = game.actors.get(actorId)
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let messageId = BoLUtility.findChatMessageId(event.currentTarget)
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BoLUtility.removeChatMessageId(messageId)
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actor.applyRecuperation(recupHP)
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})
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}
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/* -------------------------------------------- */
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@ -404,48 +392,50 @@ export class BoLUtility {
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if (!game.user.isGM) {
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return
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}
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let message = game.messages.get(msgId)
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let rollData = message.getFlag("world", "bol-roll-data")
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BoLUtility.removeChatMessageId(msgId)
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console.log("Damage Handling", attackId, defenseMode, weaponId)
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// Only GM process this
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let attackDef = this.attackStore[attackId]
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if (attackDef && attackDef.defenderId) {
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if (attackDef.defenseDone) {
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if (rollData && rollData.defenderId) {
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if (rollData.defenseDone || defenseMode == 'damage-not-applied') {
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return
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} // ?? Why ???
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attackDef.defenseDone = true
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attackDef.defenseMode = defenseMode
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let token = game.scenes.current.tokens.get(attackDef.targetId)
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rollData.defenseDone = true
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rollData.defenseMode = defenseMode
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let token = game.scenes.current.tokens.get(rollData.targetId)
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let defender = token.actor
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if (defenseMode == 'damage-with-armor') {
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let armorFormula = defender.getArmorFormula()
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attackDef.rollArmor = new Roll(armorFormula)
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attackDef.rollArmor.roll({ async: false })
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
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attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
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defender.sufferDamage(attackDef.finalDamage)
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console.log("Armor roll -> result ", attackDef)
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rollData.rollArmor = new Roll(armorFormula)
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rollData.rollArmor.roll({ async: false })
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rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
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rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
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rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
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defender.sufferDamage(rollData.finalDamage)
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console.log("Armor roll -> result ", rollData)
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}
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if (defenseMode == 'damage-without-armor') {
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attackDef.finalDamage = attackDef.damageTotal
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defender.sufferDamage(attackDef.finalDamage)
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rollData.finalDamage = atrollDatatackDef.damageTotal
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defender.sufferDamage(rollData.finalDamage)
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}
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if (defenseMode == 'hero-reduce-damage') {
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let armorFormula = defender.getArmorFormula()
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attackDef.rollArmor = new Roll(armorFormula)
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attackDef.rollArmor.roll({ async: false })
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
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attackDef.rollHero = new Roll("1d6")
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attackDef.rollHero.roll({ async: false })
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attackDef.finalDamage = attackDef.damageTotal - attackDef.rollHero.total - attackDef.armorProtect
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
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defender.sufferDamage(attackDef.finalDamage)
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rollData.rollArmor = new Roll(armorFormula)
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rollData.rollArmor.roll({ async: false })
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rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
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rollData.rollHero = new Roll("1d6")
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rollData.rollHero.roll({ async: false })
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rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect
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rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
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defender.sufferDamage(rollData.finalDamage)
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defender.subHeroPoints(1)
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}
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if (defenseMode == 'hero-in-extremis') {
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attackDef.finalDamage = 0;
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attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId);
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rollData.finalDamage = 0;
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rollData.weaponHero = defender.weapons.find(item => item._id == weaponId);
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defender.deleteEmbeddedDocuments("Item", [weaponId]);
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}
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@ -456,16 +446,16 @@ export class BoLUtility {
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}
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}
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let damageResults = {
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attackId: attackDef.id,
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attacker: attackDef.attacker,
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rollArmor: attackDef.rollArmor,
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rollHero: attackDef.rollHero,
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weaponHero: attackDef.weaponHero,
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armorProtect: attackDef.armorProtect,
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attackId: rollData.id,
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attacker: rollData.attacker,
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rollArmor: rollData.rollArmor,
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rollHero: rollData.rollHero,
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weaponHero: rollData.weaponHero,
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armorProtect: rollData.armorProtect,
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name: defender.name,
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defender: defender,
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defenseMode: attackDef.defenseMode,
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finalDamage: attackDef.finalDamage
|
||||
defenseMode: rollData.defenseMode,
|
||||
finalDamage: rollData.finalDamage
|
||||
}
|
||||
ChatMessage.create({
|
||||
alias: defender.name,
|
||||
@ -509,7 +499,7 @@ export class BoLUtility {
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static isRangedWeapon(weapon) {
|
||||
return weapon.data.type == 'ranged' || weapon.data.thrown;
|
||||
return weapon.system.type == 'ranged' || weapon.system.thrown;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -552,28 +542,28 @@ 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,
|
||||
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)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -591,15 +581,15 @@ 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
|
||||
|
@ -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);
|
||||
|
@ -14,7 +14,7 @@
|
||||
],
|
||||
"url": "https://www.uberwald.me/gitea/public/bol",
|
||||
"license": "LICENSE.txt",
|
||||
"version": "10.5.8",
|
||||
"version": "10.5.13",
|
||||
"compatibility": {
|
||||
"minimum": "10",
|
||||
"verified": "10"
|
||||
@ -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-v10.5.13.zip",
|
||||
"background": "systems/bol/ui/page_accueil.webp",
|
||||
"gridDistance": 1.5,
|
||||
"gridUnits": "m",
|
||||
|
@ -50,6 +50,10 @@
|
||||
<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>
|
||||
|
@ -5,6 +5,7 @@
|
||||
|
||||
<div class="flexrow">
|
||||
|
||||
{{#if isHeroAdversary}}
|
||||
{{#if (eq hp 0)}}
|
||||
{{localize "BOL.chat.vitalityzero" name=name hp=hp}}
|
||||
<br>{{localize "BOL.chat.vitalityheroism"}}
|
||||
@ -18,6 +19,10 @@
|
||||
<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>
|
||||
|
||||
|
@ -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"}}
|
||||
@ -83,14 +80,14 @@
|
||||
{{/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 +6,17 @@
|
||||
{{/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}}
|
||||
{{#if isHeroAdversary}}
|
||||
{{#if (gt defender.system.resources.hero.value 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}}
|
||||
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
<button class="damage-handling" data-defense-mode="damage-not-applied" data-attack-id="{{attackId}}">{{localize "BOL.chat.nodamage"}}</button>
|
||||
|
||||
|
Reference in New Issue
Block a user