Nombreuses corections de scripts...
This commit is contained in:
File diff suppressed because one or more lines are too long
@@ -14,7 +14,7 @@
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let updateObj = this.actor.toObject();
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let talents = (await Promise.tout([game.wfrp4e.tables.rollTable("talents"), game.wfrp4e.tables.rollTable("talents"), game.wfrp4e.tables.rollTable("talents")])).map(i => i.text)
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let talents = (await Promise.all([game.wfrp4e.tables.rollTable("talents"), game.wfrp4e.tables.rollTable("talents"), game.wfrp4e.tables.rollTable("talents")])).map(i => i.text)
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for (let ch in characteristics)
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{
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@@ -1,6 +1,6 @@
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let test = await args.actor.setupCharacteristic("wp", {skipTargets: true, appendTitle : " - " + this.effect.name, context : {failure: "Gain de 1 état Sonné"}})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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args.actor.addCondition("stunned")
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}
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@@ -1,6 +1,6 @@
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let test = await this.actor.setupCharacteristic("ag", {skipTargets: true, appendTitle : ` - ${this.effect.name}`});
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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this.actor.addCondition("bleeding");
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}
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@@ -1,6 +1,6 @@
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let test = await this.actor.setupCharacteristic("wp", {skipTargets: true, appendTitle : " - " + this.effect.name, context : {failure: "GAin d'1 état Sonné"}})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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this.actor.addCondition("stunned");
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}
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@@ -22,7 +22,7 @@ let Test = await actor.setupSkill('Calme', {
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fields: {difficulty: 'easy'},
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characteristic: 'wp',
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});
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await Test.roll();
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await test.roll();
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if (!Test.succeeded) {
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Test.result.other.push(`<b>${actor.name}</b> est devenu @Condition[Stunned] par la vue.`);
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@@ -10,12 +10,12 @@ const test = await this.actor.setupSkill(game.i18n.localize("NAME.Résistance"),
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}
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});
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await Test.roll();
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await test.roll();
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if (Test.Échoué) {
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if (test.failed) {
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await this.actor.addEffectItems(bloodyFluxUUID, this.effet);
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} else {
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const SL = Test.result.SL;
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const SL = test.result.SL;
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const heal = 1 + SL;
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await this.actor.modifyWounds(heal);
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this.script.message(`Butcher a soigné ${heal} Blessures.`);
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@@ -1,12 +1,12 @@
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// Imbibing this substance grants the user the utilisateur d Creature Trait.
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const hasutilisateur d = this.actor.has("Insensible à la douleur");
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if (hasutilisateur d === undefined)
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// Imbibing this substance grants the user the Painless Creature Trait.
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const hasPainless = this.actor.has("Insensible à la douleur");
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if (hasPainless === undefined)
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{
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let item = await fromUuid("Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr");
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let data = item.toObject()
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this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id})
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this.script.message(
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this.script.scriptMessage(
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`<p><strong>${this.actor.prototypeToken.name}</strong> a acquis le Trait de Créature Insensible à la douleur. Cet
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effet dure une heure, après quoi il se dissipe et l'effet complet
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de toutes les blessures du buveur s'abat d'un coup.</p>
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@@ -7,9 +7,9 @@ const test = await args.actor.setupSkill(game.i18n.localize("NAME.Résistance"),
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}
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});
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await Test.roll();
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await test.roll();
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if (Test.Échoué) {
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if (test.failed) {
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args.actor.addCondition("poisoned");
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const speaker = ChatMessage.getSpeaker({actor: args.actor});
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this.script.message(`<p>${speaker.alias} a reçu 1 état @Condition[Poisoned] de Venin d'Araignée.</p><p>Les victimes réduites à 0 blessures et qui souffrent d'un état @Condition[Poisoned] de ces flèches deviennent @Condition[Unconcious], mais ne risquent pas la mort à cause des états @Condition[Poisoned] restants comme ce serait normalement le cas.</p>`);
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@@ -1,7 +1,7 @@
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if (args.test.result.SL < 0)
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{
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this.script.message(`Gain de ${Math.abs(args.test.result.SL)} Points de Corruption`, {whisper : ChatMessage.getWhisperRecipients("GM")})
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if (args.Test.Échoué && this.actor.type == "character")
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if (args.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) + Math.abs(args.test.result.SL)})
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}
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@@ -13,9 +13,9 @@ let test = await actor.setupCharacteristic("s", {
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}
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});
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await Test.roll();
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if (Test.succeeded) {
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let SL = parseInt(Test.result.SL);
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await test.roll();
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if (test.succeeded) {
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let SL = parseInt(test.result.SL);
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let name = this.effect.name.replace(/\d+/, rating => parseInt(rating) - SL);
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await this.effect.update({name});
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}
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@@ -1,11 +1,11 @@
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let test = await this.actor.setupCharacteristic("s", {appendTitle : ` - ${this.effect.name}`, fields : {difficulty : "difficult"}});
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await Test.roll();
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await test.roll();
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if (Test.Échoué)
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if (test.failed)
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{
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if (Test.isCriticalFumble == "fumble")
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if (test.isCriticalFumble == "fumble")
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{
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return this.script.message(`<strong>${this.actor.name}</strong> meurt alors qu'il est entraîné dans l'Aethyr (à moins qu'il ne dépense un point de Destinée pour éviter cela).`);
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}
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@@ -22,7 +22,7 @@ let Test = await actor.setupSkill('Calme', {
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fields: {difficulty: 'easy'},
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characteristic: 'wp',
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});
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await Test.roll();
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await test.roll();
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if (!Test.succeeded) {
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Test.result.other.push(`<b>${actor.name}</b> est devenu fasciné par la vue et incapable d'effectuer une quelconque action autre que de se déplacer vers la lumière.`);
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@@ -1,4 +1,4 @@
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if (args.test.characteristicKey == "wp" && args.Test.Échoué && args.Test.result.SL <= -3)
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if (args.test.characteristicKey == "wp" && args.test.failed && args.test.result.SL <= -3)
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{
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this.script.notification("Ajout de A Terre");
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this.actor.addCondition("prone")
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@@ -1,6 +1,6 @@
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let test = await this.actor.setupCharacteristic("wp", {skipTargets: true, appendTitle : ` - ${this.effect.name}`})
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await Test.roll();
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if (Test.succeeded)
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await test.roll();
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if (test.succeeded)
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{
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this.script.message("Peut réaliser une Action ou un Déplacement (choisissez-en un)")
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}
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@@ -1 +1 @@
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this.script.scirptMessage(await this.actor.applyBasicDamage(20, {suppressMsg: true});
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this.script.scriptMessage(await this.actor.applyBasicDamage(20, {suppressMsg: true}));
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@@ -1,7 +1,7 @@
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let test = await this.actor.setupSkill(game.i18n.localize("NAME.Dodge"), {fields : {difficulty : "hard"}, appendTitle : ` - ${this.effect.name}`})
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await Test.roll();
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await test.roll();
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if (Test.Échoué) {
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if (test.failed) {
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this.script.scriptMessage(await this.actor.applyBasicDamage(20, {suppressMsg: true}));
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this.script.scriptMessage(`${this.actor.name} est victime de @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#drowning-and-suffocation]{Suffocation}`);
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}
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@@ -1,6 +1,6 @@
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if (args.test.characteristicKey == "wp")
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{
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if (args.Test.Échoué)
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if (args.test.failed)
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{
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this.actor.addSystemEffect("convulsions")
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this.script.message(`Test de FM échoué, <b>${this.actor.prototypeToken.name}</b> reçoit @Symptom[Convulsions] pour [[1d10]] heures`)
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@@ -9,7 +9,7 @@ if (god)
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{
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let prayers = await warhammer.utility.findAllItems("prayer", "Chargement des Prières", true, ["system.type.value", "system.god.value"])
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let blessings = prayers.filter(p => p.system.god.value.split(",").map(i => i.trim().toLowerCase()).includes(god.toLowerCase()) && p.system.type.value == "blessing")
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let configBlessings = await Promise.tout((game.wfrp4e.config.godBlessings[god.toLowerCase()] || []).map(fromUuid));
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let configBlessings = await Promise.all((game.wfrp4e.config.godBlessings[god.toLowerCase()] || []).map(fromUuid));
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if (god == "Foi Antique")
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{
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blessings = await ItemDialog.create(prayers.filter(i => i.system.type.value == "blessing"), 6, {text : "Sélectionnez 6 Bénédictions", title : "Béni"})
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@@ -1,6 +1,6 @@
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let test = await this.actor.setupCharacteristic("wp", {skipTargets: true, appendTitle : ` - ${this.effect.name}`})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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this.script.message(await game.wfrp4e.tables.formatChatRoll("enrage-beast"))
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}
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@@ -1,7 +1,7 @@
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if (this.actor.Species.toLowerCase() != "skaven") {
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this.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - Utilise ${this.effect.name}`, fields: { difficulty: "difficult" } }).then(async Test => {
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await Test.roll()
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if (Test.Échoué)
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await test.roll()
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if (test.failed)
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{
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let toughnessLost = Math.ceil(CONFIG.Dice.randomUniform() * 10)
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this.actor.update({ "system.characteristics.t.initial": this.actor.characteristics.t.initial - toughnessLost })
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@@ -1,7 +1,7 @@
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let test = await this.actor.setupCharacteristic("wp", {fields: {difficulty : "average"}, skipTargets: true, appendTitle : ` - ${this.effect.name}`})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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let stuns = Math.max(1, Math.abs(Test.result.SL))
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let stuns = Math.max(1, Math.abs(test.result.SL))
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this.actor.addCondition("stunned", stuns)
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}
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@@ -5,8 +5,8 @@ if (this.actor.uuid == this.effect.sourceActor.uuid)
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if (this.actor.has("À Sang Froid") && !this.actor.hasSystemEffect("nausea")) {
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let test = await this.actor.setupSkill(game.i18n.localize("NAME.Résistance"), {appendTitle : `- ${this.effect.name}`})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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let myRoll = await new Roll("1d10").roll({allowInteractive : false});
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@@ -1,6 +1,6 @@
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let test = await this.actor.setupSkill("Résistance", {fields : {difficulty : "difficult"}, appendTitle : ` - ${this.effect.name}`});
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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await this.actor.addCondition("blinded");
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}
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@@ -1,7 +1,7 @@
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const test = await this.actor.setupCharacteristic("int", {fields: {difficulty: "easy"}, skipTargets: true, appendTitle : ` - ${this.effect.name}`});
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await Test.roll();
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await test.roll();
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if (Test.Échoué) {
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if (test.failed) {
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this.actor.addCondition('stunned');
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}
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@@ -1,6 +1,6 @@
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let test = await this.actor.setupCharacteristic("ag", {skipTargets: true, appendTitle : ` - ${this.effect.name}`, context: { failure: "Goes Prone" }})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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this.actor.addCondition("prone");
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}
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@@ -7,9 +7,9 @@ const test = await this.actor.setupSkill(game.i18n.localize("NAME.Résistance"),
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}
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});
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await Test.roll();
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await test.roll();
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if (Test.Échoué) {
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const SL = Number(Test.result.SL);
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if (test.failed) {
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const SL = Number(test.result.SL);
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this.script.message(`Butcher perd ${SL} dents.`);
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}
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@@ -1 +1 @@
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,args.fields.slBonus++;,args.fields.slBonus++;,args.fields.slBonus++;
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args.fields.slBonus++;
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@@ -7,8 +7,8 @@ let difficulty = ""
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difficulty = "veasy"
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let test = await this.actor.setupSkill(game.i18n.localize("NAME.Résistance"), {context : {failure : this.actor.name + " meurt de la Pourriture"}, fields: {difficulty}, appendTitle : " - Pourriture"})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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this.actor.addCondition("dead");
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}
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@@ -7,8 +7,8 @@ let difficulty = ""
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difficulty = "veasy"
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let test = await this.actor.setupSkill(game.i18n.localize("NAME.Résistance"), {context : {failure : this.actor.name + " meurt de la Pourriture"}, fields: {difficulty}, appendTitle : " - Pourriture"})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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this.actor.addCondition("dead");
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}
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@@ -1,7 +1,7 @@
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let test = await this.actor.setupCharacteristic("i", {skipTargets: true, appendTitle : ` - ${this.effect.name}`, fields : {difficulty : "easy"}})
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await Test.roll();
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await test.roll();
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if (!Test.succeeded)
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if (!test.succeeded)
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{
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this.actor.addCondition("stunned");
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}
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@@ -1,7 +1,7 @@
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let test = await this.actor.setupCharacteristic("ag", {fields : {difficulty : "hard"}});
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await Test.roll();
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await test.roll();
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if (Test.Échoué)
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if (test.failed)
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{
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await this.actor.addCondition("bleeding")
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await this.actor.addCondition("entangled")
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@@ -9,8 +9,8 @@ if (SL >= 3)
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let test = await args.actor.setupCharacteristic("wp", {fields: {difficulty}, skipTargets: true, appendTitle : " - " + this.effect.name, context : {failure: "Reçoit un état Sonné"}})
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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args.actor.addCondition("stunned");
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}
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@@ -12,7 +12,7 @@ const test = await this.actor.setupCharacteristic("t", {
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}
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});
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await Test.roll();
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if (Test.failure) {
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await test.roll();
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if (test.failure) {
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await this.actor.addCondition("prone");
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}
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@@ -1,6 +1,6 @@
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let test = await this.actor.setupSkill("Résistance", {fields : {difficulty : "difficult", appendTitle : ` - ${this.effect.name}`}});
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await Test.roll();
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if (Test.Échoué)
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await test.roll();
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if (test.failed)
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{
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await this.actor.addCondition("blinded");
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}
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@@ -1,8 +1,8 @@
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let test = await this.actor.setupCharacteristic("wp", {skipTargets: true, appendTitle : ` - ${this.effect.name}`})
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await Test.roll();
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await test.roll();
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let opposedResult = Test.opposedMessages[0]?.system.opposedHandler?.resultMessage?.system.opposedTest?.result
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let opposedResult = test.opposedMessages[0]?.system.opposedHandler?.resultMessage?.system.opposedTest?.result
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if (opposedResult?.winner == "attacker")
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{
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@@ -1,7 +1,7 @@
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let test = await this.actor.setupCharacteristic("t", { appendTitle: ` - ${this.effect.name}`, fields: { difficulty: "challenging" } })
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await Test.roll();
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await test.roll();
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if (Test.Échoué)
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if (test.failed)
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{
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let ageAdded = Math.ceil(CONFIG.Dice.randomUniform() * 10) + Math.ceil(CONFIG.Dice.randomUniform() * 10)
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let ws = Math.ceil(CONFIG.Dice.randomUniform() * 10)
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@@ -1,5 +1,5 @@
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if (args.opposedTest.result.differenceSL >= 0 && args.opposedTest.result.differenceSL <= 2 && args.opposedTest.result.winner == "attacker")
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{
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this.script.message(`Becomes lodged in the armour or flesh of the opponent. See @UUID[${this.item.uuid}]{${this.item.name}}.`, speaker : {alias : this.item.name}, {blind: true, whisper : ChatMessage.getWhisperRecipients("GM")})
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this.script.message(`Becomes lodged in the armour or flesh of the opponent. See @UUID[${this.item.uuid}]{${this.item.name}}.`, {speaker : {alias : this.item.name}, blind: true, whisper : ChatMessage.getWhisperRecipients("GM")})
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||||
}
|
||||
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||||
@@ -1,7 +1,7 @@
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let test = await this.actor.setupCharacteristic("wp", {skipTargets: true, appendTitle : ` - ${this.effect.name}`})
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||||
await Test.roll();
|
||||
await test.roll();
|
||||
|
||||
// Kind of insane but whatever
|
||||
let opposedResult = Test.opposedMessages[0]?.system.opposedHandler?.resultMessage?.system.opposedTest?.result
|
||||
let opposedResult = test.opposedMessages[0]?.system.opposedHandler?.resultMessage?.system.opposedTest?.result
|
||||
|
||||
return opposedResult?.winner == "attacker";
|
||||
@@ -1,6 +1,6 @@
|
||||
if (args.test.characteristicKey == "wp")
|
||||
{
|
||||
if (args.Test.Échoué)
|
||||
if (args.test.failed)
|
||||
{
|
||||
let item = await fromUuid("Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP")
|
||||
let data = item.toObject();
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
let location = this.item.system.location.key
|
||||
let test = await this.actor.setupCharacteristic("dex", {context : {failure : `<strong>${this.effect.name}</strong>: Lâchez l'objet!`}, skipTargets: true, appendTitle : " - " + this.effect.name, fields : {difficulty : "average"}})
|
||||
await Test.roll();
|
||||
await test.roll();
|
||||
|
||||
|
||||
if (location && Test.Échoué)
|
||||
if (location && test.failed)
|
||||
{
|
||||
let dropped = this.item.system.weaponsAtLocation;
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
if (args.test.characteristicKey == "wp")
|
||||
{
|
||||
if (args.Test.Échoué)
|
||||
if (args.test.failed)
|
||||
{
|
||||
this.actor.createEmbeddedDocuments("ActiveEffect", [game.wfrp4e.config.symptomEffects["malaise"]])
|
||||
this.script.message(`Test de FM échoué, <b>${this.actor.prototypeToken.name}</b> gains @Condition[Malaise] for [[1d10]] hours`, {whisper: ChatMessage.getWhisperRecipients("GM")})
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
let test = await this.actor.setupSkill(game.i18n.localize("NAME.Cool"), {appendTitle : ` - ${this.effect.name}`, fields : {difficulty : "difficult", slBonus : -1 * this.effect.sourceTest.result.SL}})
|
||||
await Test.roll();
|
||||
if (Test.succeeded)
|
||||
await test.roll();
|
||||
if (test.succeeded)
|
||||
{
|
||||
this.script.notification(`Résistance à ${this.effect.name}`);
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
if (args.totalWoundLoss > 0)
|
||||
{
|
||||
args.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - ${this.effect.name}`, fields: { difficulty: "difficult" } }).then(async Test => {
|
||||
await Test.roll();
|
||||
if (Test.Échoué)
|
||||
await test.roll();
|
||||
if (test.failed)
|
||||
{
|
||||
await args.actor.addCondition("poisoned")
|
||||
this.script.message(await args.actor.applyBasicDamage(3, {suppressMsg : true, damageType: game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL }))
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
let test = await this.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - ${this.effect.name}`, fields : {difficulty : "hard"}})
|
||||
await Test.roll();
|
||||
if (Test.Échoué)
|
||||
await test.roll();
|
||||
if (test.failed)
|
||||
{
|
||||
let roll = await new Roll("1d10").roll({allowInteractive : false});
|
||||
roll.toMessage(this.script.getChatData())
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
args.totalWoundLoss = Math.max(0, args.totalWoundLoss - 1)
|
||||
args.modifiers.other.push({label : this.effect.name, value : -1)
|
||||
args.modifiers.other.push({label : this.effect.name, value : -1})
|
||||
@@ -1,8 +1,8 @@
|
||||
let test = await this.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - ${this.effect.name}`, fields : {difficulty : "vhard"}});
|
||||
await Test.roll();
|
||||
await test.roll();
|
||||
CorruptionMessageModel.createCorruptionMessage("minor", this.script.getChatData())
|
||||
|
||||
if (Test.Échoué)
|
||||
if (test.failed)
|
||||
{
|
||||
this.actor.addCondition("unconscious");
|
||||
}
|
||||
Reference in New Issue
Block a user