Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 05cc3eb9e2 |
File diff suppressed because one or more lines are too long
@@ -2,4 +2,4 @@ let fearCounter = this.item.effects.filter(i => i.name == this.effect.name).leng
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fearCounter += Number(this.actor.has("Peur")?.system.specification.value) || 0
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game.wfrp4e.utility.postPeur(fearCounter || 1, this.effect.name)
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game.wfrp4e.utility.postFear(fearCounter || 1, this.effect.name)
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@@ -14,7 +14,7 @@ let msg = await this.actor.applyBasicDamage(damage, {suppressMsg : true, damageT
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msg += ` (Ignore ${metalAP} PA de métal sur ${game.wfrp4e.config.locations[loc]})`
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this.script.message(msg)
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let Test = await this.actor.setupSkill("Résistance", {fields : {difficulty : "difficult"}, appendTitle : ` - ${this.effect.name}`});
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let test = await this.actor.setupSkill("Résistance", {fields : {difficulty : "difficult"}, appendTitle : ` - ${this.effect.name}`});
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await test.roll();
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if (test.failed)
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this.actor.addCondition("stunned");
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Métier (Charpentier)';
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const test = 'Métier (Charpentier)';
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const difficulty = 'challenging';
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const target = 40;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -41,7 +41,7 @@ scriptData[0].script = `
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this.script.message(message, {whisper: ChatMessage.getWhisperRecipients("GM")});
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`
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await effet.update({
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await effect.update({
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name,
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"system.scriptData": scriptData
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});
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@@ -16,7 +16,7 @@ if (actor.itemTypes.skill.find(s => s.name === "Savoir (Océans)")) {
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}
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}
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let Test = await actor.setupSkill('Calme', {
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let test = await actor.setupSkill('Calme', {
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appendTitle: ` – ${this.effect.name}`,
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skipTargets: true,
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fields: {difficulty: 'easy'},
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@@ -24,8 +24,8 @@ let Test = await actor.setupSkill('Calme', {
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});
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await test.roll();
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if (!Test.succeeded) {
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Test.result.other.push(`<b>${actor.name}</b> est devenu @Condition[Stunned] par la vue.`);
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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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test.renderRollCard();
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actor.addCondition("stunned");
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}
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@@ -16,7 +16,7 @@ if (actor.itemTypes.skill.find(s => s.name === "Savoir (Voies fluviales)")) {
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}
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}
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let Test = await actor.setupSkill('Calme', {
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let test = await actor.setupSkill('Calme', {
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appendTitle: ` – ${this.effect.name}`,
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skipTargets: true,
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fields: {difficulty: 'easy'},
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@@ -24,8 +24,8 @@ let Test = await actor.setupSkill('Calme', {
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});
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await test.roll();
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if (!Test.succeeded) {
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Test.result.other.push(`<b>${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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Test.renderRollCard();
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if (!test.succeeded) {
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test.result.other.push(`<b>${actor.name}</b> est devenu fasciné par la vue et incapable d'effectuer une quelconque action autre que de se déplacer vers la lumière.`);
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test.renderRollCard();
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actor.addCondition("unconscious");
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}
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Métier (Charpentier)';
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const test = 'Métier (Charpentier)';
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const difficulty = 'difficult';
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const target = 20;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Trade (Carpentry)';
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const test = 'Trade (Carpentry)';
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const difficulty = 'easy';
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const target = 20;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Voile';
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const test = 'Voile';
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const difficulty = 'easy';
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const target = 10;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -4,12 +4,12 @@ let name = this.actor.prototypeToken.name
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if (game.user.isGM && game.user.targets.size)
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{
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game.user.targets.forEach(t => {
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t.actor.applyPeur(value, name)
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t.actor.applyFear(value, name)
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})
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game.canvas.tokens.setTargets([])
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}
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else
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{
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game.wfrp4e.utility.postPeur(value, name)
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game.wfrp4e.utility.postFear(value, name)
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}
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@@ -7,7 +7,7 @@ let options = {
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characteristic: 'wp',
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}
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let Test = await args.actor.setupSkill('Calme', options);
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let test = await args.actor.setupSkill('Calme', options);
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await test.roll();
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if (!test.succeeded) {
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Trade (Carpentry)';
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const test = 'Trade (Carpentry)';
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const difficulty = 'hard';
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const target = 30;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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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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this.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - Utilise ${this.effect.name}`, fields: { difficulty: "difficult" } }).then(async test => {
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await test.roll()
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if (test.failed)
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{
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Voile';
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const test = 'Voile';
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const difficulty = 'average';
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const target = 30;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Métier (Ingénieur)';
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const test = 'Métier (Ingénieur)';
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const difficulty = 'easy';
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const target = 10;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Métier (Charpentier)';
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const test = 'Métier (Charpentier)';
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const difficulty = 'difficult';
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const target = 40;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Métier (Charpentier)';
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const test = 'Métier (Charpentier)';
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const difficulty = 'hard';
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const target = 40;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Maintenance Crew Test';
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const test = 'Maintenance Crew Test';
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const difficulty = 'hard';
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const target = 80;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Strength';
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const test = 'Strength';
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const difficulty = 'average';
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const target = 10;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Métier (Charpentier)';
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const test = 'Métier (Charpentier)';
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const difficulty = 'challenging';
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const target = 10;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -6,7 +6,7 @@ await this.actor.addCondition("stunned", stunned);
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if (stunned > this.actor.system.characteristics.t.bonus) {
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const crit = `<a data-action="clickTable" class="action-link critical" data-table="crithead" data-modifier="0"><i class="fas fa-list"></i> Critique</a>`;
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const Test = await this.actor.setupSkill(game.i18n.localize("NAME.Cool"), {
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const test = await this.actor.setupSkill(game.i18n.localize("NAME.Cool"), {
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skipTargets: true,
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appendTitle: ` - ${this.effect.name}`,
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fields: {difficulty: "average"},
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Le remplacement de <em>${this.item.name}</em> par un équipement de fortune est terminé.</p>`;
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const Test = 'Test de l\'équipe de maintenance';
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const test = 'Test de l\'équipe de maintenance';
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const difficulty = 'difficile';
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const target = 80;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -19,7 +19,7 @@ scriptData.push({
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// /REMINDER
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// update Effect's name
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await effet.update({
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await effect.update({
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name,
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"system.scriptData": scriptData
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});
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Trade (Tailor)';
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const test = 'Trade (Tailor)';
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const difficulty = 'difficult';
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const target = 40;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Trade (Carpentry)';
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const test = 'Trade (Carpentry)';
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const difficulty = 'easy';
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const target = 10;
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@@ -12,8 +12,8 @@ const extendedTestData = {
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current: 0,
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target: target
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},
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Test: {
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value: Test
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test: {
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value: test
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},
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completion: {
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value: "remove"
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Trade (Carpentry)';
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const test = 'Trade (Carpentry)';
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const difficulty = 'difficult';
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const target = 30;
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@@ -12,8 +12,8 @@ const extendedTestData = {
|
||||
current: 0,
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||||
target: target
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},
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Test: {
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||||
value: Test
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test: {
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||||
value: test
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},
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completion: {
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||||
value: "remove"
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@@ -1,3 +1,3 @@
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// The wearer of the cloak causes Peur 2
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// in Wolves, Lions, Goats, and Chimeras.
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game.wfrp4e.utility.postPeur(2, this.effect.name)
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game.wfrp4e.utility.postFear(2, this.effect.name)
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@@ -4,4 +4,4 @@ let data = item.toObject();
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data.system.specification.value = 2;
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this.script.notification("Ajout de " + data.name);
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await this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id});
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game.wfrp4e.utility.postPeur(2, this.actor.prototypeToken.name)
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game.wfrp4e.utility.postFear(2, this.actor.prototypeToken.name)
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@@ -1,5 +1,5 @@
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const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
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const Test = 'Strength';
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const test = 'Strength';
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const difficulty = 'easy';
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const target = 10;
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||||
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@@ -12,8 +12,8 @@ const extendedTestData = {
|
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current: 0,
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||||
target: target
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||||
},
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Test: {
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||||
value: Test
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||||
test: {
|
||||
value: test
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},
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completion: {
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||||
value: "remove"
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@@ -24,9 +24,9 @@ const extendedTestData = {
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system: {
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SL: {
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current: 0,
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target: target.actor.system.status.Blessures.value
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target: target.actor.system.status.wounds.value
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},
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Test: {
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test: {
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value: 'Strength'
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},
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completion: {
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@@ -43,7 +43,7 @@ const extendedTest = extendedTests[0];
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this.script.message(`<p><b>${speaker.alias}</b> a fini de s'enrouler autour de <b>${target.name}</b>. Il peut maintenant commencer à écraser via le Test Étendu @UUID[${extendedTest.uuid}].</p>`);
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||||
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||||
let effet = {
|
||||
let effect = {
|
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name: extendedTest.name,
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||||
img: extendedTest.img,
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||||
system: {
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||||
@@ -61,7 +61,7 @@ let effet = {
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const targetId = effect.getFlag("wfrp4e", "target");
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const target = canvas.scene.tokens.get(targetId);
|
||||
this.script.message(\`<p><b>${speaker.alias}</b> a écrasé <b>${target.name}</b>. Le bateau se brise, réduit à un amas d'épaves.</p>\`);
|
||||
await effet.delete();
|
||||
await effect.delete();
|
||||
`,
|
||||
trigger: "deleteEffect"
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
|
||||
const Test = 'Trade (Tailor)';
|
||||
const test = 'Trade (Tailor)';
|
||||
const difficulty = 'easy';
|
||||
const target = 20;
|
||||
|
||||
@@ -12,8 +12,8 @@ const extendedTestData = {
|
||||
current: 0,
|
||||
target: target
|
||||
},
|
||||
Test: {
|
||||
value: Test
|
||||
test: {
|
||||
value: test
|
||||
},
|
||||
completion: {
|
||||
value: "remove"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
|
||||
const Test = 'Trade (Carpentry)';
|
||||
const test = 'Trade (Carpentry)';
|
||||
const difficulty = 'challenging';
|
||||
const target = 20;
|
||||
|
||||
@@ -12,8 +12,8 @@ const extendedTestData = {
|
||||
current: 0,
|
||||
target: target
|
||||
},
|
||||
Test: {
|
||||
value: Test
|
||||
test: {
|
||||
value: test
|
||||
},
|
||||
completion: {
|
||||
value: "remove"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
|
||||
const Test = 'Métier (Charpentier)';
|
||||
const test = 'Métier (Charpentier)';
|
||||
const difficulty = 'difficult';
|
||||
const target = 50;
|
||||
|
||||
@@ -12,8 +12,8 @@ const extendedTestData = {
|
||||
current: 0,
|
||||
target: target
|
||||
},
|
||||
Test: {
|
||||
value: Test
|
||||
test: {
|
||||
value: test
|
||||
},
|
||||
completion: {
|
||||
value: "remove"
|
||||
|
||||
@@ -1 +1 @@
|
||||
game.wfrp4e.utility.postPeur(this.item.Advances, this.actor.name)
|
||||
game.wfrp4e.utility.postFear(this.item.Advances, this.actor.name)
|
||||
@@ -1 +1 @@
|
||||
this.actor.applyPeur(Math.min(4, this.effect.sourceTest.result.overcast.usage.other.current))
|
||||
this.actor.applyFear(Math.min(4, this.effect.sourceTest.result.overcast.usage.other.current))
|
||||
@@ -1,5 +1,5 @@
|
||||
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
|
||||
const Test = 'Trade (Tailor)';
|
||||
const test = 'Trade (Tailor)';
|
||||
const difficulty = 'easy';
|
||||
const target = 30;
|
||||
|
||||
@@ -12,8 +12,8 @@ const extendedTestData = {
|
||||
current: 0,
|
||||
target: target
|
||||
},
|
||||
Test: {
|
||||
value: Test
|
||||
test: {
|
||||
value: test
|
||||
},
|
||||
completion: {
|
||||
value: "remove"
|
||||
|
||||
@@ -4,7 +4,7 @@ let damage = 0;
|
||||
|
||||
let rolls = new Array(cured).fill("").map(i => `max(0, 1d10 - ${this.actor.system.characteristics.fel.bonus})`)
|
||||
|
||||
let Test = new Roll(`${rolls.join(" + ")}`);
|
||||
let test = new Roll(`${rolls.join(" + ")}`);
|
||||
await test.roll();
|
||||
test.toMessage({speaker : {alias : this.actor.name}, flavor : this.effect.name});
|
||||
this.script.message(await this.actor.applyBasicDamage(test.total, { damageType: game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL, suppressMsg : true }))
|
||||
@@ -1,6 +1,6 @@
|
||||
if (args.totalWoundLoss > 0)
|
||||
{
|
||||
args.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - ${this.effect.name}`, fields: { difficulty: "difficult" } }).then(async Test => {
|
||||
args.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - ${this.effect.name}`, fields: { difficulty: "difficult" } }).then(async test => {
|
||||
await test.roll();
|
||||
if (test.failed)
|
||||
{
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
|
||||
const Test = 'Métier (Charpentier)';
|
||||
const test = 'Métier (Charpentier)';
|
||||
const difficulty = 'challenging';
|
||||
const target = 20;
|
||||
|
||||
@@ -12,8 +12,8 @@ const extendedTestData = {
|
||||
current: 0,
|
||||
target: target
|
||||
},
|
||||
Test: {
|
||||
value: Test
|
||||
test: {
|
||||
value: test
|
||||
},
|
||||
completion: {
|
||||
value: "remove"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
|
||||
const Test = 'Voile';
|
||||
const test = 'Voile';
|
||||
const difficulty = 'challenging';
|
||||
const target = 40;
|
||||
|
||||
@@ -12,8 +12,8 @@ const extendedTestData = {
|
||||
current: 0,
|
||||
target: target
|
||||
},
|
||||
Test: {
|
||||
value: Test
|
||||
test: {
|
||||
value: test
|
||||
},
|
||||
completion: {
|
||||
value: "remove"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
|
||||
const Test = 'Métier (Charpentier)';
|
||||
const test = 'Métier (Charpentier)';
|
||||
const difficulty = 'easy';
|
||||
const target = 40;
|
||||
|
||||
@@ -12,8 +12,8 @@ const extendedTestData = {
|
||||
current: 0,
|
||||
target: target
|
||||
},
|
||||
Test: {
|
||||
value: Test
|
||||
test: {
|
||||
value: test
|
||||
},
|
||||
completion: {
|
||||
value: "remove"
|
||||
|
||||
Reference in New Issue
Block a user