Add all systems effects scripts + translations
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52
reference_scripts/zR4WAjzXHTZuiu5G.js
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52
reference_scripts/zR4WAjzXHTZuiu5G.js
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@ -0,0 +1,52 @@
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let actor = this.actor;
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let effect = this.effect;
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let bleedingAmt;
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let bleedingRoll;
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let msg = ""
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let damage = effect.conditionValue;
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let scriptArgs = {msg, damage};
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await Promise.all(actor.runScripts("preApplyCondition", {effect, data : scriptArgs}))
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msg = scriptArgs.msg;
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damage = scriptArgs.damage;
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msg += await actor.applyBasicDamage(damage, {damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL, minimumOne : false, suppressMsg : true})
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if (actor.status.wounds.value == 0 && !actor.hasCondition("unconscious"))
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{
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await actor.addCondition("unconscious")
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msg += "<br>" + game.i18n.format("BleedUnc", {name: actor.prototypeToken.name })
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}
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if (actor.hasCondition("unconscious"))
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{
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bleedingAmt = effect.conditionValue;
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bleedingRoll = (await new Roll("1d100").roll()).total;
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if (bleedingRoll <= bleedingAmt * 10)
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{
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msg += "<br>" + game.i18n.format("BleedFail", {name: actor.prototypeToken.name}) + " (" + game.i18n.localize("Rolled") + " " + bleedingRoll + ")";
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await actor.addCondition("dead")
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}
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else if (bleedingRoll % 11 == 0)
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{
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msg += "<br>" + game.i18n.format("BleedCrit", { name: actor.prototypeToken.name } ) + " (" + game.i18n.localize("Rolled") + bleedingRoll + ")"
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await actor.removeCondition("bleeding")
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}
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else
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{
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msg += "<br>" + game.i18n.localize("BleedRoll") + ": " + bleedingRoll;
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}
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}
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await Promise.all(actor.runScripts("applyCondition", {effect, data : {bleedingRoll}}))
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if (args.suppressMessage)
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{
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let messageData = game.wfrp4e.utility.chatDataSetup(msg);
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messageData.speaker = {alias: this.effect.name}
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messageData.flavor = this.effect.name;
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return messageData
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}
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else
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{
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return this.script.scriptMessage(msg)
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}
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