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Author SHA1 Message Date
uberwald 05cc3eb9e2 fix: correction des noms de méthodes, variables et clés de propriétés JS traduits par erreur (applyPeur→applyFear, postPeur→postFear, effet→effect, Test→test, Blessures→wounds)
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2026-07-24 13:22:31 +02:00
42 changed files with 99 additions and 99 deletions
File diff suppressed because one or more lines are too long
+1 -1
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@@ -2,4 +2,4 @@ let fearCounter = this.item.effects.filter(i => i.name == this.effect.name).leng
fearCounter += Number(this.actor.has("Peur")?.system.specification.value) || 0
game.wfrp4e.utility.postPeur(fearCounter || 1, this.effect.name)
game.wfrp4e.utility.postFear(fearCounter || 1, this.effect.name)
+1 -1
View File
@@ -14,7 +14,7 @@ let msg = await this.actor.applyBasicDamage(damage, {suppressMsg : true, damageT
msg += ` (Ignore ${metalAP} PA de métal sur ${game.wfrp4e.config.locations[loc]})`
this.script.message(msg)
let Test = await this.actor.setupSkill("Résistance", {fields : {difficulty : "difficult"}, appendTitle : ` - ${this.effect.name}`});
let test = await this.actor.setupSkill("Résistance", {fields : {difficulty : "difficult"}, appendTitle : ` - ${this.effect.name}`});
await test.roll();
if (test.failed)
this.actor.addCondition("stunned");
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Métier (Charpentier)';
const test = 'Métier (Charpentier)';
const difficulty = 'challenging';
const target = 40;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+1 -1
View File
@@ -41,7 +41,7 @@ scriptData[0].script = `
this.script.message(message, {whisper: ChatMessage.getWhisperRecipients("GM")});
`
await effet.update({
await effect.update({
name,
"system.scriptData": scriptData
});
+3 -3
View File
@@ -16,7 +16,7 @@ if (actor.itemTypes.skill.find(s => s.name === "Savoir (Océans)")) {
}
}
let Test = await actor.setupSkill('Calme', {
let test = await actor.setupSkill('Calme', {
appendTitle: ` ${this.effect.name}`,
skipTargets: true,
fields: {difficulty: 'easy'},
@@ -24,8 +24,8 @@ let Test = await actor.setupSkill('Calme', {
});
await test.roll();
if (!Test.succeeded) {
Test.result.other.push(`<b>${actor.name}</b> est devenu @Condition[Stunned] par la vue.`);
if (!test.succeeded) {
test.result.other.push(`<b>${actor.name}</b> est devenu @Condition[Stunned] par la vue.`);
test.renderRollCard();
actor.addCondition("stunned");
}
+4 -4
View File
@@ -16,7 +16,7 @@ if (actor.itemTypes.skill.find(s => s.name === "Savoir (Voies fluviales)")) {
}
}
let Test = await actor.setupSkill('Calme', {
let test = await actor.setupSkill('Calme', {
appendTitle: ` ${this.effect.name}`,
skipTargets: true,
fields: {difficulty: 'easy'},
@@ -24,8 +24,8 @@ let Test = await actor.setupSkill('Calme', {
});
await test.roll();
if (!Test.succeeded) {
Test.result.other.push(`<b>${actor.name}</b> est devenu fasciné par la vue et incapable d'effectuer une quelconque action autre que de se déplacer vers la lumière.`);
Test.renderRollCard();
if (!test.succeeded) {
test.result.other.push(`<b>${actor.name}</b> est devenu fasciné par la vue et incapable d'effectuer une quelconque action autre que de se déplacer vers la lumière.`);
test.renderRollCard();
actor.addCondition("unconscious");
}
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Métier (Charpentier)';
const test = 'Métier (Charpentier)';
const difficulty = 'difficult';
const target = 20;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Trade (Carpentry)';
const test = 'Trade (Carpentry)';
const difficulty = 'easy';
const target = 20;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Voile';
const test = 'Voile';
const difficulty = 'easy';
const target = 10;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+2 -2
View File
@@ -4,12 +4,12 @@ let name = this.actor.prototypeToken.name
if (game.user.isGM && game.user.targets.size)
{
game.user.targets.forEach(t => {
t.actor.applyPeur(value, name)
t.actor.applyFear(value, name)
})
game.canvas.tokens.setTargets([])
}
else
{
game.wfrp4e.utility.postPeur(value, name)
game.wfrp4e.utility.postFear(value, name)
}
+1 -1
View File
@@ -7,7 +7,7 @@ let options = {
characteristic: 'wp',
}
let Test = await args.actor.setupSkill('Calme', options);
let test = await args.actor.setupSkill('Calme', options);
await test.roll();
if (!test.succeeded) {
+3 -3
View File
@@ -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 = 'hard';
const target = 30;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+1 -1
View File
@@ -1,5 +1,5 @@
if (this.actor.Species.toLowerCase() != "skaven") {
this.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - Utilise ${this.effect.name}`, fields: { difficulty: "difficult" } }).then(async Test => {
this.actor.setupCharacteristic("t", {skipTargets: true, appendTitle : ` - Utilise ${this.effect.name}`, fields: { difficulty: "difficult" } }).then(async test => {
await test.roll()
if (test.failed)
{
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Voile';
const test = 'Voile';
const difficulty = 'average';
const target = 30;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Métier (Ingénieur)';
const test = 'Métier (Ingénieur)';
const difficulty = 'easy';
const target = 10;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Métier (Charpentier)';
const test = 'Métier (Charpentier)';
const difficulty = 'difficult';
const target = 40;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Métier (Charpentier)';
const test = 'Métier (Charpentier)';
const difficulty = 'hard';
const target = 40;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Maintenance Crew Test';
const test = 'Maintenance Crew Test';
const difficulty = 'hard';
const target = 80;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Strength';
const test = 'Strength';
const difficulty = 'average';
const target = 10;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Métier (Charpentier)';
const test = 'Métier (Charpentier)';
const difficulty = 'challenging';
const target = 10;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+1 -1
View File
@@ -6,7 +6,7 @@ await this.actor.addCondition("stunned", stunned);
if (stunned > this.actor.system.characteristics.t.bonus) {
const crit = `<a data-action="clickTable" class="action-link critical" data-table="crithead" data-modifier="0"><i class="fas fa-list"></i> Critique</a>`;
const Test = await this.actor.setupSkill(game.i18n.localize("NAME.Cool"), {
const test = await this.actor.setupSkill(game.i18n.localize("NAME.Cool"), {
skipTargets: true,
appendTitle: ` - ${this.effect.name}`,
fields: {difficulty: "average"},
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Le remplacement de <em>${this.item.name}</em> par un équipement de fortune est terminé.</p>`;
const Test = 'Test de l\'équipe de maintenance';
const test = 'Test de l\'équipe de maintenance';
const difficulty = 'difficile';
const target = 80;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+1 -1
View File
@@ -19,7 +19,7 @@ scriptData.push({
// /REMINDER
// update Effect's name
await effet.update({
await effect.update({
name,
"system.scriptData": scriptData
});
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Trade (Tailor)';
const test = 'Trade (Tailor)';
const difficulty = 'difficult';
const target = 40;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Trade (Carpentry)';
const test = 'Trade (Carpentry)';
const difficulty = 'easy';
const target = 10;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Trade (Carpentry)';
const test = 'Trade (Carpentry)';
const difficulty = 'difficult';
const target = 30;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+1 -1
View File
@@ -1,3 +1,3 @@
// The wearer of the cloak causes Peur 2
// in Wolves, Lions, Goats, and Chimeras.
game.wfrp4e.utility.postPeur(2, this.effect.name)
game.wfrp4e.utility.postFear(2, this.effect.name)
+1 -1
View File
@@ -4,4 +4,4 @@ let data = item.toObject();
data.system.specification.value = 2;
this.script.notification("Ajout de " + data.name);
await this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id});
game.wfrp4e.utility.postPeur(2, this.actor.prototypeToken.name)
game.wfrp4e.utility.postFear(2, this.actor.prototypeToken.name)
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Strength';
const test = 'Strength';
const difficulty = 'easy';
const target = 10;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+4 -4
View File
@@ -24,9 +24,9 @@ const extendedTestData = {
system: {
SL: {
current: 0,
target: target.actor.system.status.Blessures.value
target: target.actor.system.status.wounds.value
},
Test: {
test: {
value: 'Strength'
},
completion: {
@@ -43,7 +43,7 @@ const extendedTest = extendedTests[0];
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[${extendedTest.uuid}].</p>`);
let effet = {
let effect = {
name: extendedTest.name,
img: extendedTest.img,
system: {
@@ -61,7 +61,7 @@ let effet = {
const targetId = effect.getFlag("wfrp4e", "target");
const target = canvas.scene.tokens.get(targetId);
this.script.message(\`<p><b>${speaker.alias}</b> a écrasé <b>${target.name}</b>. Le bateau se brise, réduit à un amas d'épaves.</p>\`);
await effet.delete();
await effect.delete();
`,
trigger: "deleteEffect"
}
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${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"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Trade (Carpentry)';
const test = 'Trade (Carpentry)';
const difficulty = 'challenging';
const target = 20;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${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
View File
@@ -1 +1 @@
game.wfrp4e.utility.postPeur(this.item.Advances, this.actor.name)
game.wfrp4e.utility.postFear(this.item.Advances, this.actor.name)
+1 -1
View File
@@ -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))
+3 -3
View File
@@ -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"
+1 -1
View File
@@ -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 -1
View File
@@ -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 : ` - ${this.effect.name}`, fields: { difficulty: "difficult" } }).then(async test => {
await test.roll();
if (test.failed)
{
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${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"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${this.item.name}</em>.</p>`;
const Test = 'Voile';
const test = 'Voile';
const difficulty = 'challenging';
const target = 40;
@@ -12,8 +12,8 @@ const extendedTestData = {
current: 0,
target: target
},
Test: {
value: Test
test: {
value: test
},
completion: {
value: "remove"
+3 -3
View File
@@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation terminée <em>${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"