Add all systems effects scripts + translations
This commit is contained in:
@ -6,7 +6,7 @@ await this.actor.addCondition("poisoned", 3)
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await this.actor.modifyWounds(this.actor.system.characteristics.t.bonus)
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// and acquires the Regenerate Creature Trait.
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const hasRegenerate = this.actor.has("Regenerate")
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const hasRegenerate = this.actor.has("Régénération")
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if (hasRegenerate === undefined) {
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fromUuid("Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR").then(trait => {
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let traitItem = trait.toObject()
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@ -14,12 +14,12 @@ if (hasRegenerate === undefined) {
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})
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}
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this.script.scriptMessage(`<p><strong>${this.actor.prototypeToken.name}</strong> has
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this.script.scriptMessage(`<p><strong>${this.actor.prototypeToken.name}</strong> :
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<ul>
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<li>gained 3 Poisoned Conditions that cannot be resisted at first</li>
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<li>recovered ${this.actor.system.characteristics.t.bonus} Wounds</li>
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<li>acquired the Regenerate Creature Trait.</li>
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<li>Reçoit 3 états Empoisonnés, sans Test de Résistance possible</li>
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<li>Récupère ${this.actor.system.characteristics.t.bonus} Blessures</li>
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<li>Acuiert le Trait de Creature Régénération.</li>
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</ul>
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It’s up to Ranald if their regenerating can outpace their poisoning.</p>
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<p>When all Poisoned Conditions are lost, so too is Regenerate.</p>`,
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C'est à Ranaldde choisir si la régénératin peut guérir de l'empoisonnement.</p>
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<p>Lorsque tout les états Empoisonnés sont terminés, le Trait Régénération est perdu également.</p>`,
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{ whisper: ChatMessage.getWhisperRecipients("GM"), blind: true })
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@ -1,6 +1,6 @@
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if (args.applyAP && args.modifiers.ap.metal)
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{
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args.modifiers.ap.ignored += args.modifiers.ap.metal
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args.modifiers.ap.details.push("<strong>" + this.effect.name + "</strong>: Ignore le Métal (" + args.modifiers.ap.metal + ")");
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args.modifiers.ap.details.push("<strong>" + this.effect.name + "</strong>: Ignore le m<EFBFBD>tal (" + args.modifiers.ap.metal + ")");
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args.modifiers.ap.metal = 0
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}
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@ -1,6 +1,6 @@
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let type = this.item.getFlag("wfrp4e", "breath");
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if (["fire", "electricity", "poison"].includes(type))
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if (["feu", "electricité", "poison"].includes(type))
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{
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args.applyAP = false;
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}
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@ -7,22 +7,22 @@ if (!this.item.name.includes("(") || this.item.system.tests.value.includes("Terr
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if (name.includes("("))
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{
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let terrain = name.split("(")[1].split(")")[0]
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tests = tests.replace("the Terrain", terrain)
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tests = tests.replace("Terrain", terrain)
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}
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else // If no sense specified, provide dialog choice
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{
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let choice = await ItemDialog.create(ItemDialog.objectToArray({
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coastal : "Coastal",
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deserts : "Deserts",
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marshes : "Marshes",
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rocky : "Rocky",
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coastal : "Côtes",
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deserts : "Déserts",
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marshes : "Marches",
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rocky : "Rocailles",
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tundra : "Tundra",
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woodlands : "Woodlands"
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}, this.item.img), 1, "Choose Terrain");
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woodlands : "Forêts"
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}, this.item.img), 1, "Choisir le Terrain");
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if (choice[0])
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{
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name = `${name.split("(")[0].trim()} (${choice[0].name})`
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tests = tests.replace("the Terrain", choice[0].name + " Terrain")
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tests = tests.replace("Terrain", "Terrain " + choice[0].name )
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}
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}
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@ -1,4 +1,4 @@
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let item = await fromUuid("Compendium.wfrp4e-core.items.eWPN3CV2Eddwz8aM")
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let data = item.toObject();
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data.system.location.value = "Back"
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data.system.location.value = "Dos"
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this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id})
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@ -1,4 +1,4 @@
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let skill = `Trade (${this.item.parenthesesText})`
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let skill = `Métier (${this.item.parenthesesText})`
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let currentCareer = this.actor.system.currentCareer;
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let existingSkill = this.actor.itemTypes.skill.find(i => i.name == skill);
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@ -1,4 +1,4 @@
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let item = await fromUuid("Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS")
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let data = item.toObject();
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data.name = data.name += " (Hearing)"
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data.name = data.name += " (Ouïe)"
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this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
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@ -4,15 +4,15 @@ if (!currentCareer)
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return;
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}
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let talents = ["Aethyric Attunement",
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"Arcane Magic (Any)",
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"Chaos Magic (Tzeentch)",
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"Fast Hands",
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"Instinctive Diction",
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"Magical Sense",
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"Petty Magic",
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"Second Sight",
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"War Wizard",
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"Witch!"].filter(t => !currentCareer.system.talents.includes(t))
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let talents = ["Harmonisation Aethyrique",
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"Magie des Arcanes (Domaine)",
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"Magie du Chaos (Tzeentch)",
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"Mains agiles",
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"Diction Instinctive",
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"Sens de la Magie",
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"Magie Mineure",
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"Seconde Vue",
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"Mage de guerre",
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"Sorcier!"].filter(t => !currentCareer.system.talents.includes(t))
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currentCareer.system.talents = currentCareer.system.talents.concat(talents)
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@ -1,6 +1,6 @@
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let wounds = this.actor.system.status.wounds
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if (wounds.value == 0)
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return this.script.scriptNotification("No effect at 0 Wounds", "error")
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return this.script.scriptNotification("Aucun effet à 0 Blessures", "error")
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this.script.scriptNotification(`Healed ${this.actor.characteristics.t.bonus} Wounds`)
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this.script.scriptNotification(`Soin de ${this.actor.characteristics.t.bonus} Blessures`)
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await this.actor.modifyWounds(this.actor.characteristics.t.bonus)
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@ -5,5 +5,5 @@ let SL = Math.floor(args.test.target / 10) - Math.floor(args.test.result.roll /
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let ones = Number(args.test.result.roll.toString().split("").pop())
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if (ones > SL)
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args.test.result.other.push(`<span class="hide-option"><b>${this.effect.name}</b>: ${ones + args.test.successBonus + args.test.slBonus} SL</span>`)
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args.test.result.other.push(`<span class="hide-option"><b>${this.effect.name}</b>: ${ones + args.test.successBonus + args.test.slBonus} DR</span>`)
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}
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@ -1,7 +1,7 @@
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let fatigue = this.actor.hasCondition("fatigued")
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if (fatigue)
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{
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this.script.scriptNotification("Removing Fatigued Condition, disabled effect")
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this.script.scriptNotification("Suppression de l'état Fatigué, effet désactivé.")
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this.effect.update({disabled : true})
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await this.actor.removeCondition("fatigued")
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}
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@ -13,7 +13,7 @@ if (["lArm", "rArm"].includes(location))
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if (dropped.length)
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{
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this.script.scriptNotification(`Dropped ${dropped.map(i => i.name).join(", ")}!`)
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this.script.scriptNotification(`Lache ${dropped.map(i => i.name).join(", ")}!`)
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for(let weapon of dropped)
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{
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await weapon.system.toggleEquip();
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@ -10,10 +10,13 @@ let characteristics = {
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"wp" : 25,
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"fel" : 10
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}
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let skills = ["Cool", "Dodge", "Intimidate", "Intuition", "Leadership", "Lore (Warfare)", "Perception"]
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//let skills = ["Cool", "Dodge", "Intimidate", "Intuition", "Leadership", "Lore (Warfare)", "Perception"]
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let skills = ["Calme", "Equive", "Intimidation", "Intuition", "Commandement", "Savoir (Guerre)", "Perception"]
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let skillAdvancements = [15, 15, 15, 15, 15, 10, 10]
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let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Inspiring", "Resolute", "War Leader"]
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let trappings = ["Hand Weapon", "Shield"]
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let talents = ["Vigilance", "Combat Instinctif", "Feinte", "Exaltant", "Déterminé", "Seigneur de guerre"]
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// TODO
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let trappings = ["Arme simple", "Bouclier"]
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let items = [];
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let updateObj = this.actor.toObject();
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@ -48,7 +51,7 @@ for (let talent of talents)
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}
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else
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{
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ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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}
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}
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@ -65,7 +68,7 @@ for (let trapping of trappings)
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}
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else
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{
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ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
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}
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}
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@ -4,7 +4,7 @@ this.actor.setupSkill(game.i18n.localize("NAME.Endurance"), {skipTargets: true,
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if (test.failed)
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{
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let char = Math.ceil(CONFIG.Dice.randomUniform() * 2) == 2 ? "s" : "t";
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this.script.scriptMessage(`<strong>${this.actor.name}</strong> lost 1 point of ${game.wfrp4e.config.characteristics[char]}`)
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this.script.scriptMessage(`<strong>${this.actor.name}</strong> perd 1 point de ${game.wfrp4e.config.characteristics[char]}`)
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this.actor.update({[`system.characteristics.${char}.initial`] : this.actor.system.characteristics[char].initial - 1})
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}
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})
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@ -3,5 +3,5 @@ await test.roll();
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if (test.failed && this.actor.type == "character")
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{
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this.actor.update({"system.status.corruption.value" : parseInt(this.actor.status.corruption.value) + 1})
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this.script.scriptMessage("Gained a Corruption point", {whisper : ChatMessage.getWhisperRecipients("GM")})
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this.script.scriptMessage("Gain d'un Point de Corruption", {whisper : ChatMessage.getWhisperRecipients("GM")})
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}
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@ -1,7 +1,7 @@
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let sourceActor = this.effect.sourceActor;
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let damage = args.totalWoundLoss;
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let tb = sourceActor.system.characteristics.t.bonus
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args.abort = `<strong>${this.effect.name}</strong>: Damage applied to ${sourceActor.name}`;
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args.abort = `<strong>${this.effect.name}</strong>: Dommages appliqués à ${sourceActor.name}`;
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let message = await sourceActor.applyBasicDamage(damage - tb, {damageType: game.wfrp4e.config.DAMAGE_TYPE.IGNORE_AP, suppressMsg : true})
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@ -1,6 +1,5 @@
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if (args.opposedTest.result.differenceSL >= 0 && args.opposedTest.result.differenceSL <= 2 && args.opposedTest.result.winner == "attacker")
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{
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this.actor.update({"system.status.fortune.value" : Math.max(0, (this.actor.system.status.fortune?.value - 1) || 0)})
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this.script.scriptMessage(`Fortune point stolen from <strong>${this.actor.name}</strong>`, {blind : true, whisper : ChatMessage.getWhisperRecipients("GM")})
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this.script.scriptMessage(`1 Point de Fortune volé à <strong>${this.actor.name}</strong>`, {blind : true, whisper : ChatMessage.getWhisperRecipients("GM")})
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}
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@ -1 +1 @@
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return args.skill?.name.includes("Channelling") || args.type == "channelling" || args.skill?.name == game.i18n.localize("NAME.Charm") || args.skill?.name.includes("Language (Magick)") || args.type == "cast"
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return args.skill?.name.includes("Focalisation") || args.type == "channelling" || args.skill?.name == game.i18n.localize("NAME.Charm") || args.skill?.name.includes("Langue (Magick)") || args.type == "cast"
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@ -10,7 +10,7 @@ let characteristics = {
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"wp" : 5,
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"fel" : 0
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}
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let skills = ["Dodge", "Perception"]
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let skills = ["Esquive", "Perception"]
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let skillAdvancements = [10, 10]
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let talents = ["Flee!", "Marksman"]
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let trappings = ["Hand Weapon"]
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@ -10,10 +10,11 @@ let characteristics = {
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"wp" : 15,
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"fel" : 0
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}
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let skills = ["Cool", "Dodge", "Intimidate", "Leadership"]
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//let skills = ["Cool", "Dodge", "Intimidate", "Leadership"]
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let skills = ["Calme", "Esquive", "Intimidation", "Commandement"]
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let skillAdvancements = [15, 15, 10, 5]
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let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Resolute"]
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let trappings = ["Mail Coat", "Mail Chausses", "Mail Coif", "Hand Weapon", "Shield"]
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let talents = ["Vigilance", "Combat Instinctif", "Feinte", "Déterminé"]
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let trappings = ["Cotte de Mailles", "Chausses de Mailles", "Coiffe de Mailles", "Arme simple", "Bouclier"]
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let items = [];
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let updateObj = this.actor.toObject();
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@ -48,7 +49,7 @@ for (let talent of talents)
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}
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else
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{
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ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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}
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}
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@ -65,7 +66,7 @@ for (let trapping of trappings)
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}
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else
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{
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ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
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}
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}
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@ -1,15 +1,15 @@
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let etiquette = (await fromUuid("Compendium.wfrp4e-core.items.Item.sYbgpSnRqSZWgwFP")).toObject();
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etiquette.name += ` (Followers of Tzeentch)`;
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etiquette.name += ` (Suivants de Tzeentch)`;
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let animosity = (await fromUuid("Compendium.wfrp4e-core.items.Item.0VpT5yubw4UL7j6f")).toObject();
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animosity.system.specification.value = "Followers of Nurgle";
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animosity.system.specification.value = "Suivants de Nurgle";
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let roll = await new Roll("ceil(1d10 / 3)").roll();
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roll.toMessage(this.script.getChatData());
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let mutations = [];
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let msg = `<p><strong>Mutations Gained</strong></p>`
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let msg = `<p><strong>Mutations acquises</strong></p>`
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for(let i = 0; i < roll.total; i++)
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{
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let item;
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@ -1 +1 @@
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return !(["Animal Care", "Charm Animal"].includes(args.item?.name) || args.item?.name.includes("Ride") || args.item?.name.includes("Animal Training"))
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return !(["Soin aux animaux", "Emprise sur les animaux"].includes(args.item?.name) || args.item?.name.includes("Chevaucher") || args.item?.name.includes("Dressage"))
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@ -5,5 +5,5 @@ let SL = Math.floor(args.test.target / 10) - Math.floor(args.test.result.roll /
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let ones = Number(args.test.result.roll.toString().split("").pop())
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if (ones > SL)
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args.test.result.other.push(`<span class="hide-option"><b>${this.effect.name}</b>: ${ones + args.test.successBonus + args.test.slBonus} SL</span>`)
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args.test.result.other.push(`<span class="hide-option"><b>${this.effect.name}</b>: ${ones + args.test.successBonus + args.test.slBonus} DR</span>`)
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}
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@ -1,12 +1,12 @@
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// Imbibing this substance grants the user the Painless Creature Trait.
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const hasColdBlooded = this.actor.has("Cold Blooded")
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const hasColdBlooded = this.actor.has("A Sang Froid")
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if (hasColdBlooded === undefined)
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{
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let item = await fromUuid("Compendium.wfrp4e-core.items.mCh1KK9jomwFZcLB")
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let data = item.toObject()
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this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id})
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this.script.scriptMessage(`<p><strong>${this.actor.prototypeToken.name}</strong> has gained the Cold Blooded Creature Trait and may reverse any failed Willpower based Tests.</p>
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<p>If they gain a Surprised Condition, this Condition is not lost the first time it should be (which is typically at the end of the Round or if they victim is attacked).</p>`,
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this.script.scriptMessage(`<p><strong>${this.actor.prototypeToken.name}</strong> reçoit le Trait de Créatuer A Sang Froid et peut inverser n'importe quel test de Force Mentale échoué.</p>
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<p>Si il reçoit un état Surpris, cet état n'est pas perdu la première fois (typiquement à la fin du Round ou si il est attaqué).</p>`,
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{whisper: ChatMessage.getWhisperRecipients("GM"), blind: true })
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}
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@ -2,8 +2,8 @@
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if (args.equipped) {
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this.actor.createEmbeddedDocuments("ActiveEffect", [this.item.effects.contents[1]?.convertToApplied()])
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this.script.scriptMessage(`${this.actor.name} dons the <strong>${this.item.name}</strong>. <br>
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They gain +1 Corruption point if an exposure Test is failed, which will need to be manually applied.<br>If they wear the mask for more than an hour or benefit from any of its effects, they are exposed to @Corruption[moderate]{Moderate Corruption}
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this.script.scriptMessage(`${this.actor.name} porte le <strong>${this.item.name}</strong>. <br>
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Il gagne +1 Point de Corruption point si un Test de Corruption est échoué, à appliquer manuellement.<br>Si le personnage porte le masque pendant plus d'une heure ou utilise les effets du masque, il est exposé à une @Corruption[moderate]{Corruption Modérée}
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`,
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{whisper: ChatMessage.getWhisperRecipients("GM")})
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}
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@ -12,8 +12,8 @@ if (args.equipped) {
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else if (!args.equipped)
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{
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await this.item.effects.contents[0].delete();
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await this.item.update({name : this.item.name += " (Used)"})
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this.script.scriptMessage(`<strong>${this.item.name}</strong> on ${this.actor.name} has been taken off and loses its properties. However, the effects last for [[1d10+4]] days, after which they should be manually removed.`,
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await this.item.update({name : this.item.name += " (Utilisé)"})
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this.script.scriptMessage(`<strong>${this.item.name}</strong> de ${this.actor.name} a été enlevé et a perdu ses propriétés. Cependant, les effets perdurent pendant [[1d10+4]] jours, après quoi ils devront être manuellement supprimés.`,
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{whisper: ChatMessage.getWhisperRecipients("GM")}
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)
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@ -1,2 +1,2 @@
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if (args.totalWoundLoss > 0)
|
||||
this.script.scriptMessage(`<b>Blade of Nurglitch: ${args.actor.name}</b> must pass an <b>Difficult (-10) Endurance</b> Test or gain a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}`, {whisper: ChatMessage.getWhisperRecipients("GM") })
|
||||
this.script.scriptMessage(`<b>Lame de Nurglitch: ${args.actor.name}</b> doit réussir un <b>Test d'Endurance Difficile (-10) </b> ou recevoir une @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Blessure Purulente}`, {whisper: ChatMessage.getWhisperRecipients("GM") })
|
@ -4,5 +4,5 @@ let biteData = bite.toObject();
|
||||
let senseData = sense.toObject();
|
||||
|
||||
biteData.system.specification.value = 6 - this.actor.characteristics.s.bonus;
|
||||
senseData.name = senseData.name += " (Smell)"
|
||||
senseData.name = senseData.name += " (Odorat)"
|
||||
this.actor.createEmbeddedDocuments("Item", [biteData, senseData], {fromEffect : this.effect.id})
|
@ -1,4 +1,4 @@
|
||||
let regenerate = this.actor.items.getName('Regenerate')
|
||||
let regenerate = this.actor.items.getName('Régénération')
|
||||
|
||||
if (regenerate)
|
||||
{
|
||||
|
@ -1,11 +1,11 @@
|
||||
let roll = Math.ceil(CONFIG.Dice.randomUniform() * 10)
|
||||
if (args.test.isFumble && roll == 1 && !args.test.result.misfire)
|
||||
{
|
||||
args.test.result.misfire = game.i18n.localize("Misfire") + " (Rolled 1)"
|
||||
args.test.result.misfire = game.i18n.localize("Misfire") + " (Résultat 1)"
|
||||
args.test.result.misfireDamage = eval(parseInt(args.test.result.roll.toString().split('').pop()) + args.test.item.Damage)
|
||||
}
|
||||
else if (args.test.isFumble && roll != 1)
|
||||
{
|
||||
args.test.result.other.push("Misfire Roll: " + roll)
|
||||
args.test.result.other.push("Résultat du Raté: " + roll)
|
||||
}
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
let item = await fromUuid("Compendium.wfrp4e-core.items.Q2MCUrG2HppMcvN0")
|
||||
item = item.toObject()
|
||||
let species = args.actor.Species || " of your species"
|
||||
item.name = `Animosity (all not ${species})`
|
||||
let species = args.actor.Species || " de votre espèce"
|
||||
item.name = `Animosité (tous sauf ${species})`
|
||||
this.actor.createEmbeddedDocuments("Item", [item], {fromEffect : this.effect.id})
|
@ -1,2 +1,2 @@
|
||||
args.abort = true;
|
||||
this.script.scriptNotification(`Cannot use ${game.wfrp4e.config.locations[this.effect.getFlag("wfrp4e", "location")]}!`, "error")
|
||||
this.script.scriptNotification(`Impossible d'utiliser ${game.wfrp4e.config.locations[this.effect.getFlag("wfrp4e", "location")]}!`, "error")
|
@ -1,6 +1,6 @@
|
||||
let useWard = await Dialog.wait({
|
||||
title : this.effect.name,
|
||||
content : `<p>Use Ward provided by <strong>${this.effect.name}</strong>?`,
|
||||
content : `<p>Utiliser Ward fourni par <strong>${this.effect.name}</strong>?`,
|
||||
buttons : {
|
||||
yes : {
|
||||
label : "Yes",
|
||||
|
@ -1,11 +1,11 @@
|
||||
if (this.actor.system.status.advantage.value >= 2)
|
||||
{
|
||||
await this.actor.modifyAdvantage(-2);
|
||||
this.script.scriptNotification("Advantage Subtracted")
|
||||
this.script.scriptNotification("Avvantage soustrait")
|
||||
}
|
||||
else
|
||||
{
|
||||
return this.script.scriptNotification("Not enough Advantage!", "error")
|
||||
return this.script.scriptNotification("Pas assez d'Avantages!", "error")
|
||||
}
|
||||
|
||||
let test = await this.actor.setupTrait(this.item)
|
||||
|
@ -2,7 +2,7 @@ let item = await fromUuid("Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3")
|
||||
item = item.toObject()
|
||||
|
||||
item.system.specification.value = 10;
|
||||
item.name += " (Fire)"
|
||||
item.name += " (Feu)"
|
||||
setProperty(item, "flags.wfrp4e.breath", "fire")
|
||||
|
||||
Item.create(item, {parent : this.actor, fromEffect: this.effect.id})
|
@ -1,5 +1,5 @@
|
||||
if (getProperty(args.data, "system.status.fortune.value"))
|
||||
{
|
||||
this.script.scriptNotification("Cannot update Fortune");
|
||||
this.script.scriptNotification("Impossible de mettre à jour la Fortune");
|
||||
delete args.data.system.status.wounds.value;
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
if (args.item.type == "skill" && args.item.name == "Melee (Basic)")
|
||||
if (args.item.type == "skill" && args.item.name == "Corps à corps (Base)")
|
||||
{
|
||||
args.item.system.modifier.value += 20;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
if (args.test.result.castOutcome == "failure")
|
||||
{
|
||||
ValueDialog.create("Enter Wounds Lost to gain SL", this.effect.name, "0").then(async value => {
|
||||
ValueDialog.create("Sasir le nombre de Blessures perdues en échange de DR", this.effect.name, "0").then(async value => {
|
||||
value = Math.clamped(value, 0, 3)
|
||||
if (value == 0)
|
||||
{
|
||||
@ -8,11 +8,11 @@ if (args.test.result.castOutcome == "failure")
|
||||
}
|
||||
else if (Number.isNumeric(value))
|
||||
{
|
||||
this.script.scriptNotification(`Lost ${value} Wounds`)
|
||||
this.script.scriptNotification(`Perte de ${value} Blessures`)
|
||||
this.actor.modifyWounds(-1 * value)
|
||||
await this.item.system.toggleEquip();
|
||||
args.test.addSL(value);
|
||||
args.test.preData.other.push(`<strong>${this.effect.name}</strong>: +${value} SL`)
|
||||
args.test.preData.other.push(`<strong>${this.effect.name}</strong>: +${value} DR`)
|
||||
}
|
||||
})
|
||||
}
|
@ -3,8 +3,8 @@
|
||||
if (args.equipped)
|
||||
{
|
||||
this.actor.createEmbeddedDocuments("ActiveEffect", [this.item.effects.contents[1]?.convertToApplied()])
|
||||
this.script.scriptMessage(`${this.actor.name} dons the <strong>${this.item.name}</strong>. <br>
|
||||
If they wear the mask for more than an hour or benefit from any of its effects, they are exposed to @Corruption[moderate]{Moderate Corruption}.
|
||||
this.script.scriptMessage(`${this.actor.name} porte le <strong>${this.item.name}</strong>. <br>
|
||||
Si le personnage porte le masque pendant plus d'une heure ou bénéficie de ses effets, il s'espose à une @Corruption[moderate]{Corruption Modérée}.
|
||||
`,
|
||||
{whisper: ChatMessage.getWhisperRecipients("GM")})
|
||||
}
|
||||
@ -13,8 +13,8 @@ if (args.equipped)
|
||||
else if (!args.equipped)
|
||||
{
|
||||
await this.item.effects.contents[0].delete();
|
||||
await this.item.update({name : this.item.name += " (Used)"})
|
||||
this.script.scriptMessage(`<strong>${this.item.name}</strong> on ${this.actor.name} has been taken off and loses its properties. However, the effects last for [[1d10+4]] days, after which they should be manually removed.`,
|
||||
await this.item.update({name : this.item.name += " (Utilisé)"})
|
||||
this.script.scriptMessage(`<strong>${this.item.name}</strong> porté par ${this.actor.name} a été enlevé et a perdu ses capacités. Cependant, les effets perdurent pendant [[1d10+4]] jours, après quoi ils doivent être retirés manuellement.`,
|
||||
{whisper: ChatMessage.getWhisperRecipients("GM")}
|
||||
)
|
||||
|
||||
|
@ -1,8 +1,8 @@
|
||||
let poisoned = args.actor.hasCondition("poisoned")
|
||||
if (poisoned)
|
||||
{
|
||||
this.script.scriptNotification(`Removed ${poisoned.conditionValue} Poisoned Conditions`)
|
||||
this.script.scriptNotification(`Suppression de ${poisoned.conditionValue} états Empoisonné`)
|
||||
poisoned.delete();
|
||||
}
|
||||
else
|
||||
this.script.scriptNotification(`No Poisoned Conditions`)
|
||||
this.script.scriptNotification(`Aucun état Empoisonné`)
|
@ -1 +1 @@
|
||||
this.script.scriptMessage(`Claimed <strong>${this.effect.name}</strong> Bonus`);
|
||||
this.script.scriptMessage(`Revendiquer le Bonus de <strong>${this.effect.name}</strong> `);
|
@ -1 +1 @@
|
||||
return args.skill?.name == "Melee (Brawling)" || args.item?.weaponGroup?.value == "brawling"
|
||||
return args.skill?.name == "Corps à corps (Bagarre)" || args.item?.weaponGroup?.value == "brawling"
|
@ -1,5 +1,5 @@
|
||||
// Imbibing this substance grants the user the Painless Creature Trait.
|
||||
const hasPainless = this.actor.has("Painless");
|
||||
const hasPainless = this.actor.has("Insensible à la douleur");
|
||||
if (hasPainless === undefined)
|
||||
{
|
||||
let item = await fromUuid("Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr");
|
||||
@ -7,11 +7,7 @@ if (hasPainless === undefined)
|
||||
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id})
|
||||
|
||||
this.script.scriptMessage(
|
||||
`<p><strong>${this.actor.prototypeToken.name}</strong> has gained the Painless Creature Trait. This
|
||||
effect lasts for one hour, after which it dissipates and the full effect
|
||||
of all the imbiber's wounds come crashing down at once.</p>
|
||||
<p>Note that this does not prevent the user from acquiring a Critical
|
||||
Wound or dying from one. It merely allows them to ignore most
|
||||
of their effects.</p>`,
|
||||
`<p><strong>${this.actor.prototypeToken.name}</strong> gagne le Trait de Creature Insensible à la Douleur. Cet effet dure 1 heure, après quoi il disparait et le total des Blessures encaissés par le buveur sont encaissés d'un coup.</p>
|
||||
<p>Notez que cela n'empêche pas le buveur de recevoir une Blessure Critique ou de mourrir. Cela permet par contre d'éviter la majorité de leur effets.</p>`,
|
||||
{ whisper: ChatMessage.getWhisperRecipients("GM"), blind: true})
|
||||
}
|
@ -1 +1 @@
|
||||
return (["Animal Care", "Charm Animal"].includes(args.item?.name) || args.item?.name.includes("Ride") || args.item?.name.includes("Animal Training"))
|
||||
return (["Soin aux animaux", "Emprise sur les animaux"].includes(args.item?.name) || args.item?.name.includes("Chevaucher") || args.item?.name.includes("Dressage"))
|
@ -1,9 +1,9 @@
|
||||
let strLoss = Math.ceil(CONFIG.Dice.randomUniform() * 10)
|
||||
let tghLoss = Math.ceil(CONFIG.Dice.randomUniform() * 10)
|
||||
|
||||
if (!this.actor.has("Undead") && !this.actor.has("Daemonic"))
|
||||
if (!this.actor.has("Mort-vivant") && !this.actor.has("Démoniaque"))
|
||||
{
|
||||
this.actor.setupSkill(game.i18n.localize("NAME.Cool"), { appendTitle: " - " + this.effect.name, fields: { difficulty: "average" }, context: { failure: `Lost ${strLoss} Strength and ${tghLoss} Toughness` } }).then(async test => {
|
||||
this.actor.setupSkill(game.i18n.localize("NAME.Cool"), { appendTitle: " - " + this.effect.name, fields: { difficulty: "average" }, context: { failure: `Pert de ${strLoss} en Force et ${tghLoss} en Endurance` } }).then(async test => {
|
||||
await test.roll();
|
||||
if (test.failed) {
|
||||
this.actor.update({ "system.characteristics.s.initial": this.actor.system.characteristics.s.initial - strLoss, "system.characteristics.t.initial": this.actor.system.characteristics.t.initial - tghLoss })
|
||||
@ -12,5 +12,5 @@ if (!this.actor.has("Undead") && !this.actor.has("Daemonic"))
|
||||
|
||||
}
|
||||
else {
|
||||
this.script.scriptNotification(`<strong>${this.actor.name}</strong> is immune to ${this.effect.name}`)
|
||||
this.script.scriptNotification(`<strong>${this.actor.name}</strong> est immunisé à ${this.effect.name}`)
|
||||
}
|
||||
|
@ -1,17 +1,17 @@
|
||||
let type = this.item.getFlag("wfrp4e", "breath")
|
||||
let types = {
|
||||
none : "None",
|
||||
cold : "Cold",
|
||||
none : "Aucun",
|
||||
cold : "Froid",
|
||||
corrosion : "Corrosion",
|
||||
fire : "Fire",
|
||||
electricity : "Electricity",
|
||||
fire : "Feu",
|
||||
electricity : "Electricité",
|
||||
poison : "Poison",
|
||||
smoke : "Smoke",
|
||||
various : "Various"
|
||||
smoke : "Fumée",
|
||||
various : "Divers"
|
||||
}
|
||||
if (!type)
|
||||
{
|
||||
type = (await ItemDialog.create(ItemDialog.objectToArray(types, this.item.img), 1, "Choose Breath"))[0]?.id;
|
||||
type = (await ItemDialog.create(ItemDialog.objectToArray(types, this.item.img), 1, "Choisir le Souffle"))[0]?.id;
|
||||
this.item.updateSource({"flags.wfrp4e.breath" : type})
|
||||
}
|
||||
|
||||
|
@ -3,5 +3,5 @@ let APIgnored = args.AP.layers.reduce((prev, current) => prev + ((current.weakpo
|
||||
if (APIgnored)
|
||||
{
|
||||
args.modifiers.ap.ignored += APIgnored
|
||||
args.modifiers.ap.details.push(`<strong>${this.effect.name}</strong>: Ignore AP with Weakpoints (${APIgnored})`)
|
||||
args.modifiers.ap.details.push(`<strong>${this.effect.name}</strong>: Ignorer les PA avec des Points Faibles (${APIgnored})`)
|
||||
}
|
@ -3,5 +3,5 @@ if (caster)
|
||||
{
|
||||
let healed= caster.characteristics.wp.bonus
|
||||
this.actor.modifyWounds(healed);
|
||||
this.script.scriptMessage(`<strong>${this.actor.prototypeToken.name}</strong> regains ${healed} Wounds`)
|
||||
this.script.scriptMessage(`<strong>${this.actor.prototypeToken.name}</strong> regagne ${healed} Blessures`)
|
||||
}
|
@ -3,5 +3,5 @@ let weakpointsAP = args.AP.layers.filter(i => !i.ignored && i.weakpoints).reduce
|
||||
if (weakpointsAP > 0)
|
||||
{
|
||||
args.modifiers.ap.ignored += weakpointsAP;
|
||||
args.modifiers.ap.details.push(`${this.effect.name} - Ignore Weakpoints (${weakpointsAP})`);
|
||||
args.modifiers.ap.details.push(`${this.effect.name} - Ignore les Points Faibles (${weakpointsAP})`);
|
||||
}
|
@ -9,7 +9,7 @@ let filters = [
|
||||
}
|
||||
]
|
||||
|
||||
let petty = await game.wfrp4e.apps.ItemDialog.createFromFilters(filters, 6, "Choose 6 Petty Spells")
|
||||
let petty = await game.wfrp4e.apps.ItemDialog.createFromFilters(filters, 6, "Choisir 6 sorts de Magie Mineure")
|
||||
|
||||
|
||||
filters = [
|
||||
@ -23,7 +23,7 @@ filters = [
|
||||
}
|
||||
]
|
||||
|
||||
let arcane = await game.wfrp4e.apps.ItemDialog.createFromFilters(filters, 9, "Choose 9 Arcane Spells")
|
||||
let arcane = await game.wfrp4e.apps.ItemDialog.createFromFilters(filters, 9, "Choisir 9 Sorts d'Arcane")
|
||||
|
||||
let items = petty.concat(arcane).map(i => i.toObject())
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
fromUuid("Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79").then(item => {
|
||||
let data = item.toObject();
|
||||
data.system.tests.value = data.system.tests.value.replace("coins", "metal objects");
|
||||
data.system.description.value += "<p>This Talent also extends to any metal object because of <strong>Metallic Affinity</strong></p>"
|
||||
data.system.description.value += "<p>Ce Talent s'applique également à tout objet métallique à cause de <strong>l'Affinité Metallique</strong></p>"
|
||||
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
|
||||
})
|
@ -1,4 +1,4 @@
|
||||
let item = await fromUuid("Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS")
|
||||
let data = item.toObject();
|
||||
data.name += ` (Smell)`
|
||||
data.name += ` (Odorat)`
|
||||
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
|
@ -1,4 +1,4 @@
|
||||
let item = await fromUuid("Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM")
|
||||
let data = item.toObject();
|
||||
data.name += ` (When Charging)`
|
||||
data.name += ` (Si Charge)`
|
||||
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
|
@ -3,5 +3,5 @@ let sourceItem = this.effect.sourceItem;
|
||||
if (sourceItem)
|
||||
{
|
||||
this.actor.applyEffect({effectUuids : [sourceItem.effects.contents[2].uuid]})
|
||||
this.script.scriptNotification("Applied after effects");
|
||||
this.script.scriptNotification("Applique après les effets");
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
if (this.item.getFlag("wfrp4e", "failedCool"))
|
||||
{
|
||||
this.item.name += " (No AP)"
|
||||
this.item.name += " (Aucun PA)"
|
||||
this.item.system.AP = {
|
||||
"head": 0,
|
||||
"lArm": 0,
|
||||
|
@ -2,11 +2,11 @@ let test = await this.actor.setupSkill(game.i18n.localize("NAME.Endurance"), {sk
|
||||
await test.roll();
|
||||
if (test.failed)
|
||||
{
|
||||
this.script.scriptNotification("Gained a <strong>Festering Wound</strong>")
|
||||
this.script.scriptNotification("Subi une <strong>Blessure Purulente</strong>")
|
||||
let item = await fromUuid("Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb")
|
||||
this.actor.createEmbeddedDocuments("Item", [item.toObject()])
|
||||
}
|
||||
else
|
||||
{
|
||||
this.script.scriptNotification("Avoided a <strong>Festering Wound</strong>")
|
||||
this.script.scriptNotification("Evite une <strong>Blessure Purulente</strong>")
|
||||
}
|
||||
|
@ -1,6 +1,6 @@
|
||||
if (args.test.result.SL < 0)
|
||||
{
|
||||
this.script.scriptMessage(`Gained ${Math.abs(args.test.result.SL)} Corruption points`, {whisper : ChatMessage.getWhisperRecipients("GM")})
|
||||
this.script.scriptMessage(`Reçoit ${Math.abs(args.test.result.SL)} Points de Corruption`, {whisper : ChatMessage.getWhisperRecipients("GM")})
|
||||
if (args.test.failed && this.actor.type == "character")
|
||||
{
|
||||
this.actor.update({"system.status.corruption.value" : parseInt(this.actor.status.corruption.value) + Math.abs(args.test.result.SL)})
|
||||
|
@ -1,7 +1,7 @@
|
||||
let choice1 = [
|
||||
{
|
||||
type : "skill",
|
||||
name : "Melee (Basic)",
|
||||
name : "Corps à corps (Base)",
|
||||
diff : {
|
||||
system : {
|
||||
advances : {
|
||||
@ -14,7 +14,7 @@ let choice1 = [
|
||||
let choice2 = [
|
||||
{
|
||||
type : "skill",
|
||||
name : "Melee (Polearm)",
|
||||
name : "Corps à corps (Armes d'hast)",
|
||||
diff : {
|
||||
system : {
|
||||
advances : {
|
||||
@ -26,14 +26,14 @@ let choice2 = [
|
||||
]
|
||||
|
||||
let choice = await Dialog.wait({
|
||||
title : "Choice",
|
||||
title : "Choix",
|
||||
content :
|
||||
`<p>
|
||||
Select your choice
|
||||
Choisissez une option
|
||||
</p>
|
||||
<ol>
|
||||
<li>Melee (Basic)</li>
|
||||
<li>Melee (Polearm)</li>
|
||||
<li>Corps à corps (Base)</li>
|
||||
<li>Corps à corps (Armes d'hast)</li>
|
||||
</ol>
|
||||
`,
|
||||
buttons : {
|
||||
@ -44,7 +44,7 @@ let choice = await Dialog.wait({
|
||||
}
|
||||
},
|
||||
2 : {
|
||||
label : "Polearm",
|
||||
label : "Armes d'hast",
|
||||
callback : () => {
|
||||
return choice2;
|
||||
}
|
||||
@ -76,7 +76,7 @@ for (let c of choice)
|
||||
items.push(mergeObject(item, (c.diff || {})))
|
||||
}
|
||||
else
|
||||
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
|
||||
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
let roll = await new Roll("1d10").roll()
|
||||
|
||||
roll.toMessage(this.script.getChatData({flavor : `${this.effect.name} (Duration)`}));
|
||||
roll.toMessage(this.script.getChatData({flavor : `${this.effect.name} (Durée)`}));
|
||||
|
||||
this.effect.updateSource({"duration.rounds" : roll.total})
|
@ -1 +1 @@
|
||||
return !args.skill?.name.includes("Channelling") && args.type != "channelling"
|
||||
return !args.skill?.name.includes("Focalisation") && args.type != "channelling"
|
@ -1,7 +1,7 @@
|
||||
let halve;
|
||||
if (args.opposedTest.attackerTest.item?.type != "spell")
|
||||
{
|
||||
halve = await Dialog.confirm({title : this.effect.name, content : "Halve Damage? (Halves all damage other than fire, cold, and magic)"})
|
||||
halve = await Dialog.confirm({title : this.effect.name, content : "Diviser les dommages? (Divise par 2 tout les dommages autre que ceux causés par le feu, le froid et magiques)"})
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -11,5 +11,5 @@ else
|
||||
if (halve)
|
||||
{
|
||||
args.totalWoundLoss /= 2;
|
||||
args.modifiers.other.push({label : this.effect.name, details : "Halved", value : "× 0.5"})
|
||||
args.modifiers.other.push({label : this.effect.name, details : "Divisé par 2", value : "× 0.5"})
|
||||
}
|
@ -1 +1 @@
|
||||
return args.type != "cast" || !["death", "necromancy", "life", "light", "heavens"].includes(args.spell?.system.lore.value)
|
||||
return args.type != "cast" || !["mort", "nécromancie", "vie", "lumière", "cieux"].includes(args.spell?.system.lore.value)
|
@ -1,4 +1,4 @@
|
||||
if (args.opposedTest.result.differenceSL >= 0 && args.opposedTest.result.differenceSL <= 2 && args.opposedTest.result.winner == "attacker")
|
||||
{
|
||||
this.script.scriptMessage(`Emits a cloud of foul-smelling blackpowder. Enable the <strong>Fellowship Penalty</strong> Active Effect on @UUID[${this.actor.uuid}].`, {blind : true, whisper : ChatMessage.getWhisperRecipients("GM")})
|
||||
this.script.scriptMessage(`Émet un nuage de poudre noire nauséabonde. Active l'effet <strong>Fellowship Penalty</strong> sur @UUID[${this.actor.uuid}].`, {blind : true, whisper : ChatMessage.getWhisperRecipients("GM")})
|
||||
}
|
@ -1 +1 @@
|
||||
return args.skill?.name == "Ranged (Blackpowder)"
|
||||
return args.skill?.name == "Projectiles (Poudre noire)"
|
@ -1,5 +1,5 @@
|
||||
if (args.test.options.pilot && args.test.result.reversed)
|
||||
{
|
||||
args.test.data.result.SL = "+" + Math.min(1, Number(args.test.data.result.SL))
|
||||
args.test.result.other.push(`<b>${this.effect.name}</b>: SL limited to 1`)
|
||||
args.test.result.other.push(`<b>${this.effect.name}</b>: DR limité à 1`)
|
||||
}
|
@ -3,4 +3,4 @@ let current = this.actor.status.fortune.value
|
||||
|
||||
this.actor.update({"system.status.fortune.value" : fortunePoints + current})
|
||||
|
||||
this.script.scriptMessage(`<b>${this.actor.prototypeToken.name}</b> fortune points increased from ${current} to ${fortunePoints + current}`)
|
||||
this.script.scriptMessage(`<b>${this.actor.prototypeToken.name}</b> voit ses points de Destin augmentés de ${current} à ${fortunePoints + current}`)
|
@ -8,5 +8,5 @@ if (this.item.system.quantity.value)
|
||||
}
|
||||
else
|
||||
{
|
||||
this.script.scriptNotification("None left!", "error")
|
||||
this.script.scriptNotification("Aucun disponible!", "error")
|
||||
}
|
@ -5,7 +5,7 @@ if (test.succeeded)
|
||||
{
|
||||
if (args.totalWoundLoss <= parseInt(test.result.SL))
|
||||
{
|
||||
args.abort = `<strong>${this.effect.name}</strong>: Attack deflected and reflected`
|
||||
args.abort = `<strong>${this.effect.name}</strong>: Attaque détournée et renvoyée`
|
||||
}
|
||||
args.modifiers.other.push({label : this.effect.name, value : -1 * parseInt(test.result.SL)})
|
||||
}
|
@ -3,13 +3,13 @@ let symptoms = {
|
||||
coughsandsneezes : "Coughs and Sneezes",
|
||||
fever : "Fever",
|
||||
flux : "Flux",
|
||||
nausea : "Nausea"
|
||||
nausea : "Nausée"
|
||||
}
|
||||
|
||||
let roll = await (new Roll(`max(0, 1d10 - ${this.actor.characteristics.wp.bonus})`).roll())
|
||||
roll.toMessage(this.script.getChatData());
|
||||
|
||||
let choices = await ItemDialog.create(ItemDialog.objectToArray(symptoms), roll.total, "Choose Symptoms");
|
||||
let choices = await ItemDialog.create(ItemDialog.objectToArray(symptoms), roll.total, "Choisissez les Symptomes");
|
||||
|
||||
if (choices.length)
|
||||
{
|
||||
|
@ -1,4 +1,4 @@
|
||||
let test = await args.actor.setupSkill("Dodge", {skipTargets: true, appendTitle : ` - ${this.effect.name}`})
|
||||
let test = await args.actor.setupSkill("Esquive", {skipTargets: true, appendTitle : ` - ${this.effect.name}`})
|
||||
await test.roll();
|
||||
let damage = parseInt(this.effect.sourceTest.result.SL)
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
let arm = await fromUuid("Compendium.wfrp4e-core.items.MnMZv7ZXoRqoH9dS");
|
||||
let leg = await fromUuid("Compendium.wfrp4e-core.items.k00PimCWkff11IA0");
|
||||
|
||||
let choice = await ItemDialog.create([arm, leg], 1, "Choose Limb")
|
||||
let choice = await ItemDialog.create([arm, leg], 1, "Choisir le Membre")
|
||||
|
||||
this.actor.createEmbeddedDocuments("Item", choice, {fromEffect: this.effect.id})
|
@ -1,2 +1,2 @@
|
||||
this.script.scriptNotification("Effect Used");
|
||||
this.script.scriptNotification("Effet utilisé");
|
||||
this.effect.delete();
|
@ -1,11 +1,11 @@
|
||||
if (this.actor.system.status.advantage.value >= 3)
|
||||
{
|
||||
this.actor.modifyAdvantage(-3);
|
||||
this.script.scriptNotification("Advantage Subtracted")
|
||||
this.script.scriptNotification("Avantage soustrait")
|
||||
}
|
||||
else
|
||||
{
|
||||
return this.script.scriptNotification("Not enough Advantage!", "error")
|
||||
return this.script.scriptNotification("Pas assez d'Avantages!", "error")
|
||||
}
|
||||
|
||||
let test = await this.actor.setupTrait(this.item)
|
||||
|
@ -1,11 +1,11 @@
|
||||
if (args.totalWoundLoss > 0) {
|
||||
args.opposedTest.result.other.push(
|
||||
`@Corruption[minor]{Moderate Exposure to Corruption}`
|
||||
`@Corruption[minor]{Exposition Mineure à la Corruption}`
|
||||
)
|
||||
this.script.scriptMessage(`<strong>${this.effect.name}</strong>:
|
||||
@Corruption[moderate]{Moderate Exposure to Corruption} <br/>
|
||||
<strong>${args.actor.prototypeToken.name}</strong> must take an
|
||||
<strong>Corruption (Moderate) Test</strong>`,
|
||||
@Corruption[moderate]{Exposition Modérée à la Corruption} <br/>
|
||||
<strong>${args.actor.prototypeToken.name}</strong> doit réussir un
|
||||
<strong>Test de Corruption (Modéré)</strong>`,
|
||||
{whisper: ChatMessage.getWhisperRecipients("GM")}
|
||||
)
|
||||
}
|
@ -1 +1 @@
|
||||
return args.skill?.name == "Ride (Horse)" || (args.options.dodge && this.actor.isMounted);
|
||||
return args.skill?.name == "Chevaucher (Cheval)" || (args.options.dodge && this.actor.isMounted);
|
@ -1,17 +1,17 @@
|
||||
if ((args.opposedTest.attackerTest.item && args.opposedTest.attackerTest.item.isMelee) || (args.opposedTest.attackerTest.item && !args.opposedTest.attackerTest.item.name.includes("Ranged")))
|
||||
if ((args.opposedTest.attackerTest.item && args.opposedTest.attackerTest.item.isMelee) || (args.opposedTest.attackerTest.item && !args.opposedTest.attackerTest.item.name.includes("Projectiles")))
|
||||
{
|
||||
let choice = await Dialog.wait({
|
||||
title: this.effect.name,
|
||||
content: `<p>Apply damage with <strong>${this.effect.name}</strong> to attacker?`,
|
||||
content: `<p>Appliquer les dommages de <strong>${this.effect.name}</strong> à l'attquant?`,
|
||||
buttons: {
|
||||
yes: {
|
||||
label: "Yes",
|
||||
label: "Oui",
|
||||
callback: () => {
|
||||
return true;
|
||||
}
|
||||
},
|
||||
no: {
|
||||
label: "No",
|
||||
label: "Non",
|
||||
callback: () => {
|
||||
return false;
|
||||
}
|
||||
|
@ -1 +1 @@
|
||||
return args.skill?.name == "Trade (Apothecary)" || args.skill?.name == "Trade (Alchemist)"
|
||||
return args.skill?.name == "Métier (Apothicaire)" || args.skill?.name == "Métier (Alchimiste)"
|
@ -4,7 +4,7 @@ if (this.actor.getFlag("wfrp4e", "isAttached"))
|
||||
await roll.toMessage(this.script.getChatData());
|
||||
if (roll.total == 9 || roll.total == 10)
|
||||
{
|
||||
this.script.scriptMessage(`<strong>${this.actor.name}</strong> attached to <strong>${this.actor.getFlag("wfrp4e", "isAttached")}</strong> gorges and falls off.`)
|
||||
this.script.scriptMessage(`<strong>${this.actor.name}</strong> attaché à <strong>${this.actor.getFlag("wfrp4e", "isAttached")}</strong> tombe.`)
|
||||
await this.actor.unsetFlag("wfrp4e", "isAttached")
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
let letter = this.item.system.location.key[0]; // "l" or "r";
|
||||
|
||||
this.item.updateSource({"system.location.key" : letter + "Finger"})
|
||||
this.item.updateSource({"system.location.key" : letter + "Doigt"})
|
||||
|
||||
// We want the location to be Right or Left Hand, but the key to be rFinger or lFinger
|
@ -1,4 +1,4 @@
|
||||
let column = await ValueDialog.create("Select the column to roll on to determine Beast Head", "Select Column", "", ["Undivided", "Khorne", "Nurgle", "Slaanesh", "Tzeentch"]);
|
||||
let column = await ValueDialog.create("Selectionnez la colonne pour déterminer la Tête de Bête", "Sélectionner la colonne", "", ["Undivided", "Khorne", "Nurgle", "Slaanesh", "Tzeentch"]);
|
||||
|
||||
if (column)
|
||||
{
|
||||
|
@ -1 +1 @@
|
||||
return args.skill?.name != "Athletics"
|
||||
return args.skill?.name != "Athlétisme"
|
@ -1,6 +1,6 @@
|
||||
if (this.actor.system.status.advantage.value == 0)
|
||||
{
|
||||
return this.script.scriptNotification("Not enough Advantage!", "error")
|
||||
return this.script.scriptNotification("Pas assez d'Avantages!", "error")
|
||||
}
|
||||
|
||||
let hatred = await fromUuid("Compendium.wfrp4e-core.items.Item.aE3pyW20Orvdjzj0")
|
||||
@ -8,15 +8,15 @@ let frenzy = await fromUuid("Compendium.wfrp4e-core.items.Item.yRhhOlt18COq4e1q"
|
||||
|
||||
if (this.actor.system.status.advantage.value >= 3)
|
||||
{
|
||||
this.script.scriptNotification(`Adding ${frenzy.name}`)
|
||||
this.script.scriptNotification(`Ajout de ${frenzy.name}`)
|
||||
this.actor.setAdvantage(0)
|
||||
this.actor.createEmbeddedDocuments("Item", [frenzy])
|
||||
}
|
||||
else if (this.actor.system.status.advantage.value >= 1)
|
||||
{
|
||||
let data = hatred.toObject();
|
||||
data.system.specification.value = "Close Combat opponents"
|
||||
this.script.scriptNotification(`Adding ${hatred.name}`)
|
||||
data.system.specification.value = "Combatants au corps à corps"
|
||||
this.script.scriptNotification(`Ajout de ${hatred.name}`)
|
||||
this.actor.setAdvantage(0)
|
||||
this.actor.createEmbeddedDocuments("Item", [data])
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
if (args.test.characteristicKey == "wp" && args.test.failed && args.test.result.SL <= -3)
|
||||
{
|
||||
this.script.scriptNotification("Adding Prone");
|
||||
this.script.scriptNotification("Ajout de A Terre");
|
||||
this.actor.addCondition("prone")
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
let item = await fromUuid("Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO")
|
||||
let data = item.toObject();
|
||||
data.name += " (To Be Determined)"
|
||||
data.name += " (A déterminer)"
|
||||
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
|
@ -1,5 +1,5 @@
|
||||
await this.actor.modifyWounds(this.actor.system.characteristics.t.bonus * 3)
|
||||
this.script.scriptMessage(`Heals ${this.actor.system.characteristics.t.bonus * 3} Wounds`)
|
||||
this.script.scriptMessage(`Soigne ${this.actor.system.characteristics.t.bonus * 3} Blessures`)
|
||||
|
||||
this.actor.hasCondition("bleeding")?.delete()
|
||||
this.actor.hasCondition("fatigued")?.delete()
|
||||
|
@ -1 +1 @@
|
||||
this.script.scriptNotification(`Cannot enter ${this.effect.name}!`); this.actor.addCondition("broken");
|
||||
this.script.scriptNotification(`Ne peut entrer ${this.effect.name}!`); this.actor.addCondition("broken");
|
@ -2,9 +2,9 @@ let test = await this.actor.setupCharacteristic("wp", {skipTargets: true, append
|
||||
await test.roll();
|
||||
if (test.succeeded)
|
||||
{
|
||||
this.script.scriptMessage("Can perform an Action or Move (choose one)")
|
||||
this.script.scriptMessage("Peut effectuer une Action ou un Mouvement (en choisir un)")
|
||||
}
|
||||
else
|
||||
{
|
||||
this.script.scriptMessage("Cannot perform an Action or Move this round")
|
||||
this.script.scriptMessage("Ne peut pas effectuer d'Action ou de Mouvement ce round")
|
||||
}
|
@ -1,8 +1,8 @@
|
||||
let roll = Math.ceil(CONFIG.Dice.randomUniform() * 10)
|
||||
if (args.test.isFumble && roll == 1 && !args.test.result.misfire)
|
||||
{
|
||||
args.test.result.misfire = game.i18n.localize("Misfire") + " (Rolled 1)"
|
||||
args.test.result.misfire = game.i18n.localize("Misfire") + " (Résultat 1)"
|
||||
args.test.result.misfireDamage = eval(parseInt(args.test.result.roll.toString().split('').pop()) + args.test.item.Damage)
|
||||
}
|
||||
else if (args.test.isFumble && roll != 1)
|
||||
args.test.result.other.push("Misfire Roll: " + roll)
|
||||
args.test.result.other.push("Raté résultat: " + roll)
|
||||
|
@ -1,2 +1,2 @@
|
||||
if (args.totalWoundLoss > 0)
|
||||
this.script.scriptMessage(`<b>Infected: ${args.actor.name}</b> must pass an <b>Easy (+40) Endurance</b> Test or gain a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}`, {whisper: ChatMessage.getWhisperRecipients("GM") })
|
||||
this.script.scriptMessage(`<b>Infecté: ${args.actor.name}</b> doit réussir un Test de <b>Résistance Facile (+40) </b> ou recevoir une @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Blessure Purulente}`, {whisper: ChatMessage.getWhisperRecipients("GM") })
|
@ -1 +1 @@
|
||||
return args.skill?.name == "Ride (Horse)" && game.combat?.active
|
||||
return args.skill?.name == "Chevaucher (Cheval)" && game.combat?.active
|
@ -1,5 +1,5 @@
|
||||
if (args.opposedTest.result.hitloc.value == this.item.system.location.key && args.totalWoundLoss > 0)
|
||||
{
|
||||
args.actor.addCondition("bleeding", 2);
|
||||
this.script.scriptNotification("Added Bleeding")
|
||||
this.script.scriptNotification("Ajout d'Hémorragie")
|
||||
}
|
@ -3,6 +3,6 @@ if (args.opposedTest.result.hitloc.value == "body")
|
||||
if ((await new Roll("1d2").roll()).total == 1)
|
||||
{
|
||||
args.opposedTest.result.hitloc.value = "head"
|
||||
this.script.scriptMessage(`Hit location changed to Head`)
|
||||
this.script.scriptMessage(`Localisation changée : Tête`)
|
||||
}
|
||||
}
|
@ -5,5 +5,5 @@
|
||||
if (this.item.getFlag("wfrp4e", "brittle"))
|
||||
{
|
||||
ChatMessage.create({content: `<strong>${this.item.name}</strong> shatters!`})
|
||||
this.item.update({name : `${this.item.name} (Shattered)`})
|
||||
this.item.update({name : `${this.item.name} (Brisé)`})
|
||||
}
|
@ -9,7 +9,7 @@ if (caster && (this.actor.has(game.i18n.localize("NAME.Undead")) || this.actor.h
|
||||
else {
|
||||
fromUuid("Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl").then(item => {
|
||||
this.actor.createEmbeddedDocuments("Item", [item.toObject()], { fromEffect: this.effect.id })
|
||||
ChatMessage.create({ content: `Added Unstable to ${this.actor.prototypeToken.name}`, speaker: { alias: caster.name } })
|
||||
ChatMessage.create({ content: `Ajout de Instable à ${this.actor.prototypeToken.name}`, speaker: { alias: caster.name } })
|
||||
})
|
||||
}
|
||||
}
|
||||
|
@ -8,5 +8,5 @@ if (this.item.system.quantity.value)
|
||||
}
|
||||
else
|
||||
{
|
||||
this.script.scriptNotification("None left!", "error")
|
||||
this.script.scriptNotification("Aucun restant!", "error")
|
||||
}
|
@ -1,7 +1,7 @@
|
||||
this.script.scriptNotification(`Healed ${this.actor.characteristics.t.bonus * 2} Wounds`)
|
||||
await this.actor.modifyWounds(this.actor.characteristics.t.bonus * 2)
|
||||
|
||||
let test = await this.actor.setupSkill(game.i18n.localize("NAME.Endurance"), {skipTargets: true, appendTitle : ` - Side Effects`,fields : {difficulty : "difficult"}})
|
||||
let test = await this.actor.setupSkill(game.i18n.localize("NAME.Endurance"), {skipTargets: true, appendTitle : ` - Effets secondaires`,fields : {difficulty : "difficult"}})
|
||||
await test.roll();
|
||||
if (test.failed)
|
||||
{
|
||||
|
@ -4,6 +4,6 @@ if (args.totalWoundLoss >= 1)
|
||||
await roll.toMessage(this.script.getChatData());
|
||||
if (roll.total == 9)
|
||||
{
|
||||
this.script.scriptMessage(`Two @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Blue Horror of Tzeentch} claw their way out of ${this.actor.name}'s screaming flesh, killing them in the process.`, {whisper : ChatMessage.getWhisperRecipients("GM")})
|
||||
this.script.scriptMessage(`Deux @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Horreurs Bleues de Tzeentch} sortent de la chair hurlante de ${this.actor.name}, le tuant au passage.`, {whisper : ChatMessage.getWhisperRecipients("GM")})
|
||||
}
|
||||
}
|
@ -4,9 +4,9 @@ effects.splice(effects.length - 1);
|
||||
|
||||
if (effects.length == 0)
|
||||
{
|
||||
return this.script.scriptNotification("All Effects have been used. Reset to select them again")
|
||||
return this.script.scriptNotification("Tous les effets ont été utilisés. Les remettre à 0 pour les utiliser à nouveau")
|
||||
}
|
||||
let choice = await ItemDialog.create(effects, 1, "Choose Power to Gain");
|
||||
let choice = await ItemDialog.create(effects, 1, "Choisissez le Pouvoir à gagner");
|
||||
|
||||
if (choice[0])
|
||||
{
|
||||
|
@ -7,7 +7,7 @@ let items = await Promise.all(["Compendium.wfrp4e-wom.items.Item.EjGYZ4CgX2jZW7O
|
||||
"Compendium.wfrp4e-wom.items.Item.CkMYRYCLrkMnyVm5",
|
||||
"Compendium.wfrp4e-wom.items.Item.0Xdm4r7l2EwC4fcg"].map(fromUuid));
|
||||
|
||||
let choice = await game.wfrp4e.apps.ItemDialog.create(items, 1, "Select Wind")
|
||||
let choice = await game.wfrp4e.apps.ItemDialog.create(items, 1, "Sélectionner le Vent")
|
||||
//this.actor.createEmbeddedDocuments("Item", items);
|
||||
|
||||
this.item.update(choice[0]?.toObject(), {diff: false, recursive : false});
|
||||
|
@ -1,10 +1,10 @@
|
||||
let bleeding = this.actor.hasCondition("bleeding")
|
||||
if (bleeding)
|
||||
{
|
||||
this.script.scriptNotification(`Cleared ${bleeding.conditionValue} Bleeding Conditions`)
|
||||
this.script.scriptNotification(`Suppression de ${bleeding.conditionValue} états Hémorragiques`)
|
||||
bleeding.delete();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.script.scriptNotification(`No Bleeding Conditions`)
|
||||
this.script.scriptNotification(`Aucune Hémorragie`)
|
||||
}
|
@ -14,5 +14,5 @@ if (args.test.options.income && !args.test.options.criminal)
|
||||
let moneyString = `${moneyEarned}${coin}`
|
||||
let transactionString = `${moneyEarned}${term}`
|
||||
|
||||
this.script.scriptMessage(`<a class="money-drag" data-amt="${moneyString}"><strong>Earned an additional ${game.wfrp4e.market.amountToString(game.wfrp4e.market.parseMoneyTransactionString(transactionString))}</strong></a>`, {whisper : ChatMessage.getWhisperRecipients("GM")})
|
||||
this.script.scriptMessage(`<a class="money-drag" data-amt="${moneyString}"><strong>Gain d'un supplément de ${game.wfrp4e.market.amountToString(game.wfrp4e.market.parseMoneyTransactionString(transactionString))}</strong></a>`, {whisper : ChatMessage.getWhisperRecipients("GM")})
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user