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5 Commits

Author SHA1 Message Date
41fbc094bb Combat Tracker + power enhancements 2023-04-06 20:15:04 +02:00
5b91041a3f Fix options de combat 2023-04-04 13:41:22 +02:00
e7f3851daa Fix dice default 2023-03-29 23:04:02 +02:00
75d562f922 Nouvelle option d'ignorer les dommages 2023-03-25 08:42:14 +01:00
ba7e25e8c7 Fix and +/- 2023-03-18 13:51:46 +01:00
14 changed files with 220 additions and 114 deletions

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@ -459,10 +459,10 @@
"BOL.chat.isdead": "{name} est mort !", "BOL.chat.isdead": "{name} est mort !",
"BOL.chat.epitaph": "Que son nom soit honoré sur les champs de batailles de Lémurie !", "BOL.chat.epitaph": "Que son nom soit honoré sur les champs de batailles de Lémurie !",
"BOL.chat.vitalityzero": "La Vitalité de {name} est {hp} : il va s'écrouler au sol et sombrer dans l'inconscience !", "BOL.chat.vitalityzero": "La Vitalité de {name} est {hp} : il va s'écrouler au sol et sombrer dans l'inconscience !",
"BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme pour reprendre vos esprits pendant 1 round.", "BOL.chat.vitalityheroism": "Vous pouvez dépenser 1 Point d'Héroisme/Vilainie pour reprendre vos esprits pendant 1 round.",
"BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).", "BOL.chat.vitalityheroismhint": "Dans ce cas votre vitalité remonte à son maximum divisé par 2 (arrondi au supérieur).",
"BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...", "BOL.chat.vitalitydying": "La Vitalité de {name} est de {hp} ! Il est mourant ...",
"BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme pour Défier la Mort (cf. page 58).", "BOL.chat.vitalitydyingheroism": "Vous pouvez cependant dépenser 1 Point d'Héroisme/Vilainie pour Défier la Mort (cf. page 58).",
"BOL.chat.alchemytitle": "Préparation Alchimique : {name}", "BOL.chat.alchemytitle": "Préparation Alchimique : {name}",
"BOL.chat.alchemypoints": "Points de Création Investis : {pcCostCurrent}", "BOL.chat.alchemypoints": "Points de Création Investis : {pcCostCurrent}",
"BOL.chat.alchemysuccess": "La préparation alchimique a été réalisée avec succès !<br>Créez l'item ou l'effet correspondant dans votre Inventaire.<br>L'avancement dans la préparation a été remis à 0.", "BOL.chat.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.",
@ -475,19 +475,19 @@
"BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible", "BOL.chat.applydamagetotarget": "Appliquer les dommages à la cible",
"BOL.chat.fightoption": "Option de combat", "BOL.chat.fightoption": "Option de combat",
"BOL.chat.reroll": "Relancer (1 P. Heroisme)", "BOL.chat.reroll": "Relancer (1 P. Heroisme)",
"BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme)", "BOL.chat.toheroic": "Transformer en succés Héroïque (1 P. Héroisme/Vilainie)",
"BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme)", "BOL.chat.tolegend": "Transformer en succes Légendaire (1 P. Heroisme/Vilainie)",
"BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !", "BOL.chat.hurttitle": "{name} va encaisser {damageTotal} dégats !",
"BOL.chat.armordefault": "C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !", "BOL.chat.armordefault": "C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !",
"BOL.chat.witharmor": "Encaisser avec la protection de l'armure", "BOL.chat.witharmor": "Encaisser avec la protection de l'armure",
"BOL.chat.withoutarmor": "Encaisser sans la protection de l'armure", "BOL.chat.withoutarmor": "Encaisser sans la protection de l'armure",
"BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme)", "BOL.chat.shakeoff": "Juste une égratignure (1 Point d'Héroisme/Vilainie)",
"BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme)", "BOL.chat.splinteredshield": "Parade in Extremis avec {name} (1 Point d'Héroisme/Vilainie)",
"BOL.chat.damagesummary": "Dégats subis par {name}", "BOL.chat.damagesummary": "Dégats subis par {name}",
"BOL.chat.protectvalue": "Protection de l'armure", "BOL.chat.protectvalue": "Protection de l'armure",
"BOL.chat.noprotectvalue": "Aucune protection d'armure !", "BOL.chat.noprotectvalue": "Aucune protection d'armure !",
"BOL.chat.heroreducedamage": "Un point d'héroisme dépensé, pour une réduction des dommages supplémentaire de {total}.", "BOL.chat.heroreducedamage": "Un point d'héroisme/vilainie dépensé, pour une réduction des dommages supplémentaire de {total}.",
"BOL.chat.herosplintered": "Aucun dommage encaissé, grâce à la parade in-extremis avec {weaponHero.name}. L'arme a été détruite pendant cette parade ! Un point d'héroisme a également été dépensé.", "BOL.chat.herosplintered": "Aucun dommage encaissé, grâce à la parade in-extremis avec {weaponHero.name}. L'arme a été détruite pendant cette parade ! Un point d'héroisme/vilainie a également été dépensé.",
"BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !", "BOL.chat.finaldamage": "Encaissement final : {finalDamage} dégats !",
"BOL.chat.spell": "Sort", "BOL.chat.spell": "Sort",
"BOL.chat.spellcost": "Cout en Points de Pouvoir", "BOL.chat.spellcost": "Cout en Points de Pouvoir",
@ -525,13 +525,13 @@
"BOL.chat.usedhoroscope": "Horoscope utilisé", "BOL.chat.usedhoroscope": "Horoscope utilisé",
"BOL.chat.horoscopedeleted": "Le(s) Horoscopes utilisé(s) a/ont été supprimé(s) automatiquement.", "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.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.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.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.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.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.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.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire", "BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
@ -577,6 +577,6 @@
"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.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.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.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"
} }

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@ -60,6 +60,12 @@ export class BoLActorSheet extends ActorSheet {
const li = $(ev.currentTarget).parents(".item"); const li = $(ev.currentTarget).parents(".item");
this.actor.spendAlchemyPoint(li.data("itemId"), 1) 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 // Incr./Decr. career ranks
html.find(".inc-dec-btns").click((ev) => { html.find(".inc-dec-btns").click((ev) => {

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@ -22,6 +22,17 @@ export class BoLActor extends Actor {
super.prepareData() super.prepareData()
} }
/* -------------------------------------------- */
isHeroAdversary() {
if (this.type === 'character') {
return true
}
if (this.type === 'encounter' && this.chartype == "adversary") {
return true
}
return false
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getCharType() { getCharType() {
if (this.type === 'character') { if (this.type === 'character') {
@ -32,10 +43,10 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getVillainy() { getVillainy() {
if (this.type === 'character') { if (this.type === 'encounter' && this.chartype == "adversary") {
return false return true
} }
return true return false
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -74,11 +85,13 @@ export class BoLActor extends Actor {
if (this.type == 'character') { if (this.type == 'character') {
let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus
if (this.system.resources.hp.max != newVitality) { 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 let newPower = 10 + this.system.attributes.mind.value + this.system.resources.power.bonus
if (this.system.resources.power.max != newPower) { 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 +102,10 @@ export class BoLActor extends Actor {
} else { } else {
super.prepareDerivedData() super.prepareDerivedData()
this.updateResourcesData() if (this.id) {
this.manageHealthState(); this.updateResourcesData()
this.manageHealthState()
}
} }
} }
@ -98,11 +113,29 @@ export class BoLActor extends Actor {
get details() { get details() {
return this.system.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() { 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() { get aptitudes() {
return Object.values(this.system.aptitudes) let aptList = Object.values(this.system.aptitudes)
this.addEffectModifiers(aptList, "system.aptitudes.")
return aptList
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -230,19 +263,18 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */ /*-------------------------------------------- */
get armorMalusValue() { // used for Fight Options get armorMalusValue() { // used for Fight Options
for (let armor of this.armors) { for (let armor of this.armors) {
if (armor.system.properties.armorQuality.includes("light")) { if (armor.system.properties.armorQuality?.includes("light")) {
return 1 return 1
} }
if (armor.system.properties.armorQuality.includes("medium")) { if (armor.system.properties.armorQuality?.includes("medium")) {
return 2 return 2
} }
if (armor.system.properties.armorQuality.includes("heavy")) { if (armor.system.properties.armorQuality?.includes("heavy")) {
return 3 return 3
} }
} }
return 0 return 0
} }
get resources() { get resources() {
return Object.values(this.system.resources) return Object.values(this.system.resources)
} }
@ -734,7 +766,7 @@ export class BoLActor extends Actor {
ChatMessage.create({ ChatMessage.create({
alias: this.name, alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value }) content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value, isHeroAdversary: this.isHeroAdversary() })
}) })
} else { } else {
if (prone) { if (prone) {
@ -761,7 +793,7 @@ export class BoLActor extends Actor {
async displayRecuperation() { async displayRecuperation() {
let previousHP = this.getFlag("world", "vitalite-before-combat") let previousHP = this.getFlag("world", "vitalite-before-combat")
let lossHP = previousHP.value - this.system.resources.hp.value let lossHP = previousHP.value - this.system.resources.hp.value
console.log(">>>>> RECUP INFO", previousHP, 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) { if (previousHP && lossHP > 0 && this.system.resources.hp.value > 0) {
let msg = await ChatMessage.create({ let msg = await ChatMessage.create({
alias: this.name, alias: this.name,
@ -770,7 +802,7 @@ export class BoLActor extends Actor {
name: this.name, name: this.name,
actorId: this.id, actorId: this.id,
lossHP: lossHP, lossHP: lossHP,
recupHP: Math.floor(lossHP / 2) recupHP: Math.ceil(lossHP / 2)
}) })
}) })
} }
@ -801,6 +833,33 @@ export class BoLActor extends Actor {
} }
return game.bol.config.creatureSize["medium"].order // Medium size per default 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) { getInitiativeRank(rollData = undefined, isCombat = false, combatData) {
@ -810,11 +869,12 @@ export class BoLActor extends Actor {
let fvttInit = 4 // Pietaille par defaut let fvttInit = 4 // Pietaille par defaut
if (this.type == 'character') { if (this.type == 'character') {
fvttInit = 5 fvttInit = 5
if (!rollData) {
fvttInit = -1 fvttInit = -1
if (!rollData) {
if (isCombat) { if (isCombat) {
ui.notifications.info(game.i18n.localize("BOL.ui.warninitiative")) if (game.user.isGM ) {
BoLRoll.aptitudeCheck(this, "init", undefined, combatData) game.socket.emit("system.bol", { name: "msg_request_init_roll", data: { actorId: this.id, combatData : combatData } })
}
} }
} else { } else {
if (rollData.isLegendary) { if (rollData.isLegendary) {
@ -861,6 +921,11 @@ export class BoLActor extends Actor {
await this.update({ 'system.resources.hero.value': newHeroP }); await this.update({ 'system.resources.hero.value': newHeroP });
} }
/*-------------------------------------------- */
incDecResources(target, value) {
let newValue = this.system.resources[target].value + value
this.update({ [`system.resources.${target}.value`]: newValue })
}
/*-------------------------------------------- */ /*-------------------------------------------- */
async sufferDamage(damage) { async sufferDamage(damage) {
let newHP = this.system.resources.hp.value - damage let newHP = this.system.resources.hp.value - damage

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@ -284,7 +284,7 @@ export class BoLRoll {
for (let effect of this.rollData.bolApplicableEffects) { for (let effect of this.rollData.bolApplicableEffects) {
if (effect.system.properties.modifier == "1B") { if (effect.system.properties.modifier == "1B") {
this.rollData.bmDice++; this.rollData.bmDice++;
} else if (effect.system.properties.modifier == "1B") { } else if (effect.system.properties.modifier == "2B") {
this.rollData.bmDice += 2; this.rollData.bmDice += 2;
} else if (effect.system.properties.modifier == "1M") { } else if (effect.system.properties.modifier == "1M") {
this.rollData.bmDice--; this.rollData.bmDice--;
@ -523,6 +523,7 @@ export class BoLRoll {
rollData.nbBoons = 0 rollData.nbBoons = 0
rollData.nbFlaws = 0 rollData.nbFlaws = 0
rollData.nbDice = 0 rollData.nbDice = 0
rollData.isHeroAdversary = actor.isHeroAdversary()
if (rollData.shieldBlock == 'blockall') { if (rollData.shieldBlock == 'blockall') {
rollData.shieldMalus = rollData.shieldAttackMalus; rollData.shieldMalus = rollData.shieldAttackMalus;
} else { } else {
@ -677,10 +678,10 @@ export class BoLDefaultRoll {
async sendChatMessage() { async sendChatMessage() {
let actor = BoLUtility.getActorFromRollData(this.rollData) let actor = BoLUtility.getActorFromRollData(this.rollData)
this._buildChatMessage(this.rollData).then(async msgFlavor => { this._buildChatMessage(this.rollData).then(async msgFlavor => {
//console.log("MSG", msgFlavor )
let msg = await this.rollData.roll.toMessage({ let msg = await this.rollData.roll.toMessage({
user: game.user.id, user: game.user.id,
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
flavor: msgFlavor, flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }), speaker: ChatMessage.getSpeaker({ actor: actor }),
}) })

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@ -25,7 +25,7 @@ export class BoLCombatManager extends Combat {
// calculate initiative // calculate initiative
for (let cId = 0; cId < ids.length; cId++) { for (let cId = 0; cId < ids.length; cId++) {
const combatant = this.combatants.get(ids[cId]) const combatant = this.combatants.get(ids[cId])
let fvttInit = combatant.actor.getInitiativeRank(false, true, {combatId: this.id, combatantId: combatant.id } ) let fvttInit = combatant.actor.getInitiativeRank(false, true, { combatId: this.id, combatantId: combatant.id })
fvttInit += (cId / 100) fvttInit += (cId / 100)
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]); await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
} }
@ -34,9 +34,18 @@ export class BoLCombatManager extends Combat {
/************************************************************************************/ /************************************************************************************/
nextRound() { nextRound() {
let combatants = this.combatants.contents 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) { for (let c of combatants) {
let actor = game.actors.get( c.actorId ) //let actor = game.actors.get(c.actorId)
actor.clearRoundModifiers() 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() super.nextRound()
} }
@ -45,12 +54,12 @@ export class BoLCombatManager extends Combat {
startCombat() { startCombat() {
let combatants = this.combatants.contents let combatants = this.combatants.contents
for (let c of combatants) { for (let c of combatants) {
let actor = game.actors.get( c.actorId ) let actor = game.actors.get(c.actorId)
actor.storeVitaliteCombat() actor.storeVitaliteCombat()
} }
return super.startCombat() return super.startCombat()
} }
/************************************************************************************/ /************************************************************************************/
_onDelete() { _onDelete() {
let combatants = this.combatants.contents let combatants = this.combatants.contents
@ -63,4 +72,4 @@ export class BoLCombatManager extends Combat {
} }
} }

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@ -1,4 +1,4 @@
import { BoLDefaultRoll } from "../controllers/bol-rolls.js"; import { BoLRoll, BoLDefaultRoll } from "../controllers/bol-rolls.js";
// Spell circle to min PP cost // Spell circle to min PP cost
const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 } const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 }
@ -26,12 +26,20 @@ export class BoLUtility {
type: Boolean, type: Boolean,
onChange: lang => window.location.reload() onChange: lang => window.location.reload()
}) })
game.settings.register("bol", "auto-remove-dead", {
name: "Enlever les PNJs morts automatiquement",
hint: "Supprime les PNJ (piétaille, créatures, coriaces) automatiquement du combat lorsqu'ils sont à 0 Vitalité ou moins",
scope: "world",
config: true,
default: false,
type: Boolean
})
game.settings.register("bol", "dice-formula", { game.settings.register("bol", "dice-formula", {
name: "Formule de dés", name: "Formule de dés",
hint: "Sélectionne la formule de dés (par défaut 2d6)", hint: "Sélectionne la formule de dés (par défaut 2d6)",
scope: "world", scope: "world",
config: true, config: true,
default: "2d6", default: "6",
type: String, type: String,
choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"}, choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
onChange: value => { onChange: value => {
@ -149,7 +157,7 @@ export class BoLUtility {
df = "6" df = "6"
} }
return { return {
diceFormula: this.diceFormula, diceFormula: df,
successValue : this.successValue, successValue : this.successValue,
criticalSuccessValue: this.criticalSuccessValue, criticalSuccessValue: this.criticalSuccessValue,
criticalFailureValue: this.criticalFailureValue criticalFailureValue: this.criticalFailureValue
@ -191,29 +199,6 @@ export class BoLUtility {
CONFIG.statusEffects = duplicate(game.bol.config.statusEffects) CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
} }
/* -------------------------------------------- */
static templateData(it) {
return BoLUtility.data(it)?.data ?? {}
}
/* -------------------------------------------- */
static data(it) {
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
return it.data;
}
return it;
}
/* -------------------------------------------- */
static storeRoll(roll) {
this.rollTab[roll.id] = roll
}
/* -------------------------------------------- */
static getRoll(rollId) {
return this.rollTab[roll.id]
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static createDirectOptionList(min, max) { static createDirectOptionList(min, max) {
let options = {}; let options = {};
@ -258,7 +243,7 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getUsers(filter) { 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) { static getWhisperRecipients(rollMode, name) {
@ -328,6 +313,14 @@ export class BoLUtility {
let message = game.messages.get(messageId) let message = game.messages.get(messageId)
return message.getFlag("world", "bol-roll-data") 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) { static cleanupButtons(id) {
@ -422,14 +415,14 @@ export class BoLUtility {
console.log("Damage Handling", attackId, defenseMode, weaponId) console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this // Only GM process this
if (rollData && rollData.defenderId) { if (rollData && rollData.defenderId) {
if (rollData.defenseDone) { if (rollData.defenseDone || defenseMode == 'damage-not-applied') {
return return
} // ?? Why ??? } // ?? Why ???
rollData.defenseDone = true rollData.defenseDone = true
rollData.defenseMode = defenseMode rollData.defenseMode = defenseMode
let token = game.scenes.current.tokens.get(rollData.targetId) let token = game.scenes.current.tokens.get(rollData.targetId)
let defender = token.actor let defender = token.actor
if (defenseMode == 'damage-with-armor') { if (defenseMode == 'damage-with-armor') {
let armorFormula = defender.getArmorFormula() let armorFormula = defender.getArmorFormula()
rollData.rollArmor = new Roll(armorFormula) rollData.rollArmor = new Roll(armorFormula)
@ -522,7 +515,7 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static isRangedWeapon(weapon) { static isRangedWeapon(weapon) {
return weapon.data.type == 'ranged' || weapon.data.thrown; return weapon.system.type == 'ranged' || weapon.system.thrown;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -597,6 +590,9 @@ export class BoLUtility {
if (sockmsg.name == "msg_cleanup_buttons") { if (sockmsg.name == "msg_cleanup_buttons") {
$(`#${sockmsg.data.id}`).hide() // Hide the options roll 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") { if (sockmsg.name == "msg_damage_handling") {
BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId) BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId)
} }
@ -604,15 +600,15 @@ export class BoLUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static computeSpellCost(spell, nbOptCond = 0) { static computeSpellCost(spell, nbOptCond = 0) {
let pp = spell.data.properties.ppcost let pp = spell.system.properties.ppcost
let minpp = __circle2minpp[spell.data.properties.circle] let minpp = __circle2minpp[spell.system.properties.circle]
pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
return pp return pp
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getDamageFormula(weaponData, fightOption) { 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 damageString = weaponData.properties.damage
let modifier = weaponData.properties.damageModifiers ?? 0 let modifier = weaponData.properties.damageModifiers ?? 0
let multiplier = weaponData.properties.damageMultiplier ?? 1 let multiplier = weaponData.properties.damageMultiplier ?? 1

View File

@ -118,7 +118,7 @@ export const registerHandlebarsHelpers = function () {
}) })
Handlebars.registerHelper('includesKey', function (items, type, key) { Handlebars.registerHelper('includesKey', function (items, type, key) {
// console.log(items); // 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) { Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val); return array.includes(val);

View File

@ -49,7 +49,7 @@ export default function registerHooks() {
let macro = game.macros.entities.find(m => (m.name === actor.name) && (m.command === command)); let macro = game.macros.entities.find(m => (m.name === actor.name) && (m.command === command));
if (!macro) { if (!macro) {
macro = await Macro.create({ macro = await Macro.create({
name: actor.data.name, name: actor.name,
type: "script", type: "script",
img: "icons/svg/dice-target.svg", img: "icons/svg/dice-target.svg",
command: command command: command
@ -65,9 +65,9 @@ export default function registerHooks() {
let macro = game.macros.entities.find(m => (m.name === journal.name) && (m.command === command)); let macro = game.macros.entities.find(m => (m.name === journal.name) && (m.command === command));
if (!macro) { if (!macro) {
macro = await Macro.create({ macro = await Macro.create({
name: journal.data.name, name: journal.name,
type: "script", type: "script",
img: (journal.data.img) ? journal.data.img : "icons/svg/book.svg", img: (journal.img) ? journal.img : "icons/svg/book.svg",
command: command command: command
}, {displaySheet: false}) }, {displaySheet: false})
game.user.assignHotbarMacro(macro, slot); game.user.assignHotbarMacro(macro, slot);

View File

@ -37,13 +37,13 @@ export class Macros {
}; };
if(rollType === "attribute") { 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 rollLabel = (attribute.label) ? game.i18n.localize(attribute.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ; let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) ;
BoLRoll.attributeRollDialog(actor, actorData, attribute, rollLabel, description, adv, mod); BoLRoll.attributeRollDialog(actor, actorData, attribute, rollLabel, description, adv, mod);
} }
else if(rollType === "aptitude") { 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 rollLabel = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ; let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label) ;
BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod); BoLRoll.aptitudeRollDialog(actor, actorData, aptitude, rollLabel, description, adv, mod);

View File

@ -14,7 +14,7 @@
], ],
"url": "https://www.uberwald.me/gitea/public/bol", "url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt", "license": "LICENSE.txt",
"version": "10.5.9", "version": "10.5.14",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10" "verified": "10"
@ -202,7 +202,7 @@
], ],
"socket": true, "socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json", "manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.9.zip", "download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.14.zip",
"background": "systems/bol/ui/page_accueil.webp", "background": "systems/bol/ui/page_accueil.webp",
"gridDistance": 1.5, "gridDistance": 1.5,
"gridUnits": "m", "gridUnits": "m",

View File

@ -1,8 +1,18 @@
<div class="attributes flexrow"> <div class="attributes flexrow">
{{#each attributes as |attribute id|}} {{#each attributes as |attribute id|}}
<div class="attribute stat flex1 flex-group-center {{key}}"> <div class="attribute stat flex1 flex-group-center {{key}}">
<label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/> <label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label>
<input class="stat-value rounded" type="text" name="system.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/> {{#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}}"> <span class="stat-roll rollable" title="2d6" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">
<i class="darkgreen fas fa-dice"></i> <i class="darkgreen fas fa-dice"></i>
</span> </span>
@ -24,8 +34,17 @@
<div class="aptitudes flexrow"> <div class="aptitudes flexrow">
{{#each aptitudes as |aptitude id|}} {{#each aptitudes as |aptitude id|}}
<div class="aptitude stat flex1 flex-group-center"> <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/> <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}}"> <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> <i class="darkgreen fas fa-dice"></i>
</span> </span>
@ -50,6 +69,10 @@
<div class="resource stat flex1 flex-group-center"> <div class="resource stat flex1 flex-group-center">
<label class="stat-label">{{localize label}}</label><br/> <label class="stat-label">{{localize label}}</label><br/>
<input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/> <input class="stat-value resources-value" type="text" name="system.resources.{{key}}.value" value="{{numberFormat value decimals=0 sign=false}}" data-dtype="Number"/>
<a class="inc-dec-btns-resource" data-target="{{key}}" data-incr="-1"><i class="fas fa-minus-square"></i></a>&nbsp;
<a class="inc-dec-btns-resource" data-target="{{key}}" data-incr="1"><i class="fas fa-plus-square"></i></a>&nbsp;
{{#if (eq @root.charType 'player')}} {{#if (eq @root.charType 'player')}}
{{#if (exists bonus)}} {{#if (exists bonus)}}
<span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span> <span class="flexrow"><label class="stat-max bonus-text">Bonus</label><input class="resource-bonus resources-value" type="text" name="system.resources.{{key}}.bonus" value="{{numberFormat bonus decimals=0 sign=false}}" data-dtype="Number"/></span>

View File

@ -4,20 +4,25 @@
</div> </div>
<div class="flexrow"> <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)}} {{#if isHeroAdversary}}
<br><strong>{{localize "BOL.chat.isdead" name=name}}</strong> {{#if (eq hp 0)}}
<br>{{localize "BOL.chat.epitaph"}} {{localize "BOL.chat.vitalityzero" name=name hp=hp}}
{{/if}} <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> </div>

View File

@ -1,20 +1,20 @@
<div> <div>
{{#if isSuccess}} {{#if isSuccess}}
{{#if isLegendary}} {{#if isLegendary}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.criticallegend"}}... <h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.criticallegend"}}...
{{else}} {{else}}
{{#if isCritical}} {{#if isCritical}}
<h2 class="success critical"><i class="fas fa-check-double"></i>&nbsp;{{localize "BOL.ui.critical"}}... <h2 class="success critical"><i class="fas fa-check-double"></i> {{localize "BOL.ui.critical"}}...
{{else}} {{else}}
<h2 class="success"><i class="fas fa-check"></i>&nbsp;{{localize "BOL.ui.success"}}... <h2 class="success"><i class="fas fa-check"></i> {{localize "BOL.ui.success"}}...
{{/if}} {{/if}}
{{/if}} {{/if}}
{{/if}} {{/if}}
{{#if isFailure}} {{#if isFailure}}
{{#if isFumble}} {{#if isFumble}}
<h2 class="failure fumble"><i class="fas fa-skull-crossbones"></i>&nbsp;{{localize "BOL.ui.fumble"}}... <h2 class="failure fumble"><i class="fas fa-skull-crossbones"></i> {{localize "BOL.ui.fumble"}}...
{{else}} {{else}}
<h2 class="failure"><i class="fas fa-times"></i>&nbsp;{{localize "BOL.ui.failure"}}... <h2 class="failure"><i class="fas fa-times"></i> {{localize "BOL.ui.failure"}}...
{{/if}} {{/if}}
{{/if}} {{/if}}
<img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/> <img class="chat-icon" src="{{img}}" alt="{{actor.name}}"/>
@ -52,9 +52,6 @@
{{/if}} {{/if}}
<div id="{{optionsId}}"> <div id="{{optionsId}}">
{{#if isCritical}} {{#if isCritical}}
<div> <div>
{{localize "BOL.chat.criticalinfo"}} {{localize "BOL.chat.criticalinfo"}}
@ -83,14 +80,14 @@
{{/if}} {{/if}}
{{#if reroll}} {{#if reroll}}
<button class="chat-button button hero-reroll bol-margin-tb-2" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">{{localize "BOL.chat.reroll"}}</button> <button class="chat-button button hero-reroll bol-margin-tb-2" data-actor-id="{{actorId}}">{{localize "BOL.chat.reroll"}}</button>
{{/if}} {{/if}}
{{#if (and isSuccess (not isCritical))}} {{#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}}
{{#if isRealCritical}} {{#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}} {{/if}}
<br> <br>

View File

@ -6,13 +6,17 @@
{{/if}} {{/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-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}}
<button class="damage-handling" data-defense-mode="hero-reduce-damage" data-attack-id="{{attackId}}">{{localize "BOL.chat.shakeoff"}}</button> {{#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|}} {{#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> <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}}
{{/if}}
{{/if}}
<button class="damage-handling" data-defense-mode="damage-not-applied" data-attack-id="{{attackId}}">{{localize "BOL.chat.nodamage"}}</button>
{{/if}}