Compare commits
9 Commits
Author | SHA1 | Date | |
---|---|---|---|
e0400793ff | |||
1210358c33 | |||
c08a8c38e9 | |||
17be9df64b | |||
ecb7fc2757 | |||
1fde7e4d2c | |||
b5a0405403 | |||
36279aa6eb | |||
d5eba47ab6 |
@ -52,12 +52,12 @@ jobs:
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api_key: '${{secrets.ALLOW_PUSH_RELEASE}}'
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- name: Publish to Foundry server
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uses: djlechuck/foundryvtt-publish-package-action@v1
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uses: https://github.com/djlechuck/foundryvtt-publish-package-action@v1
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with:
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token: ${{ secrets.FOUNDRYVTT_RELEASE_TOKEN }}
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||||
id: 'fvtt-cthulhu-eternal'
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version: ${{github.event.release.tag_name}}
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manifest: 'https://www.uberwald.me/gitea/public/fvtt-cthulhu-eternal/releases/download/latest/system.json'
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notes: 'https://www.uberwald.me/gitea/${{gitea.repository}}/releases/download/${{github.event.release.tag_name}}/fvtt-cthulhu-eternal.zip'
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compatibility-minimum: '12'
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compatibility-verified: '12'
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||||
compatibility-minimum: '13'
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compatibility-verified: '13'
|
BIN
assets/fonts/Skranji-Bold.ttf
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assets/fonts/Skranji-Bold.ttf
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BIN
assets/fonts/Skranji-Regular.ttf
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assets/fonts/Skranji-Regular.ttf
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258
assets/fonts/Skranji.g2n
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258
assets/fonts/Skranji.g2n
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@ -0,0 +1,258 @@
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GLYPHID 0 PSNAME .notdef
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GLYPHID 146 PSNAME Eth UNICODE 00D0
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GLYPHID 178 PSNAME eth UNICODE 00F0
|
||||
GLYPHID 206 PSNAME Lslash UNICODE 0141
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GLYPHID 207 PSNAME lslash UNICODE 0142
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GLYPHID 217 PSNAME Scaron UNICODE 0160
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GLYPHID 218 PSNAME scaron UNICODE 0161
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GLYPHID 159 PSNAME Yacute UNICODE 00DD
|
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GLYPHID 191 PSNAME yacute UNICODE 00FD
|
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GLYPHID 160 PSNAME Thorn UNICODE 00DE
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||||
GLYPHID 192 PSNAME thorn UNICODE 00FE
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GLYPHID 220 PSNAME Zcaron UNICODE 017D
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GLYPHID 221 PSNAME zcaron UNICODE 017E
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GLYPHID 127 PSNAME onehalf UNICODE 00BD
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GLYPHID 126 PSNAME onequarter UNICODE 00BC
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GLYPHID 123 PSNAME onesuperior UNICODE 00B9
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GLYPHID 128 PSNAME threequarters UNICODE 00BE
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GLYPHID 104 PSNAME brokenbar UNICODE 00A6
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GLYPHID 251 PSNAME minus UNICODE 2212
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GLYPHID 153 PSNAME multiply UNICODE 00D7
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GLYPHID 3 PSNAME space UNICODE 0020
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GLYPHID 4 PSNAME exclam UNICODE 0021
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GLYPHID 5 PSNAME quotedbl UNICODE 0022
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GLYPHID 6 PSNAME numbersign UNICODE 0023
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GLYPHID 7 PSNAME dollar UNICODE 0024
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GLYPHID 8 PSNAME percent UNICODE 0025
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GLYPHID 9 PSNAME ampersand UNICODE 0026
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GLYPHID 13 PSNAME asterisk UNICODE 002A
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GLYPHID 15 PSNAME comma UNICODE 002C
|
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GLYPHID 16 PSNAME hyphen UNICODE 002D
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GLYPHID 17 PSNAME period UNICODE 002E
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GLYPHID 18 PSNAME slash UNICODE 002F
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GLYPHID 19 PSNAME zero UNICODE 0030
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GLYPHID 20 PSNAME one UNICODE 0031
|
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GLYPHID 21 PSNAME two UNICODE 0032
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GLYPHID 22 PSNAME three UNICODE 0033
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GLYPHID 23 PSNAME four UNICODE 0034
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GLYPHID 24 PSNAME five UNICODE 0035
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GLYPHID 25 PSNAME six UNICODE 0036
|
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GLYPHID 26 PSNAME seven UNICODE 0037
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GLYPHID 27 PSNAME eight UNICODE 0038
|
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GLYPHID 28 PSNAME nine UNICODE 0039
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GLYPHID 29 PSNAME colon UNICODE 003A
|
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GLYPHID 30 PSNAME semicolon UNICODE 003B
|
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GLYPHID 31 PSNAME less UNICODE 003C
|
||||
GLYPHID 32 PSNAME equal UNICODE 003D
|
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GLYPHID 33 PSNAME greater UNICODE 003E
|
||||
GLYPHID 34 PSNAME question UNICODE 003F
|
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GLYPHID 35 PSNAME at UNICODE 0040
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GLYPHID 36 PSNAME A UNICODE 0041
|
||||
GLYPHID 37 PSNAME B UNICODE 0042
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||||
GLYPHID 38 PSNAME C UNICODE 0043
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||||
GLYPHID 39 PSNAME D UNICODE 0044
|
||||
GLYPHID 40 PSNAME E UNICODE 0045
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||||
GLYPHID 41 PSNAME F UNICODE 0046
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||||
GLYPHID 42 PSNAME G UNICODE 0047
|
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GLYPHID 43 PSNAME H UNICODE 0048
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GLYPHID 44 PSNAME I UNICODE 0049
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||||
GLYPHID 45 PSNAME J UNICODE 004A
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||||
GLYPHID 46 PSNAME K UNICODE 004B
|
||||
GLYPHID 47 PSNAME L UNICODE 004C
|
||||
GLYPHID 48 PSNAME M UNICODE 004D
|
||||
GLYPHID 49 PSNAME N UNICODE 004E
|
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GLYPHID 50 PSNAME O UNICODE 004F
|
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GLYPHID 51 PSNAME P UNICODE 0050
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GLYPHID 52 PSNAME Q UNICODE 0051
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GLYPHID 53 PSNAME R UNICODE 0052
|
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GLYPHID 54 PSNAME S UNICODE 0053
|
||||
GLYPHID 55 PSNAME T UNICODE 0054
|
||||
GLYPHID 56 PSNAME U UNICODE 0055
|
||||
GLYPHID 57 PSNAME V UNICODE 0056
|
||||
GLYPHID 58 PSNAME W UNICODE 0057
|
||||
GLYPHID 59 PSNAME X UNICODE 0058
|
||||
GLYPHID 60 PSNAME Y UNICODE 0059
|
||||
GLYPHID 61 PSNAME Z UNICODE 005A
|
||||
GLYPHID 62 PSNAME bracketleft UNICODE 005B
|
||||
GLYPHID 63 PSNAME backslash UNICODE 005C
|
||||
GLYPHID 64 PSNAME bracketright UNICODE 005D
|
||||
GLYPHID 65 PSNAME asciicircum UNICODE 005E
|
||||
GLYPHID 66 PSNAME underscore UNICODE 005F
|
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GLYPHID 67 PSNAME grave UNICODE 0060
|
||||
GLYPHID 68 PSNAME a UNICODE 0061
|
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GLYPHID 69 PSNAME b UNICODE 0062
|
||||
GLYPHID 70 PSNAME c UNICODE 0063
|
||||
GLYPHID 71 PSNAME d UNICODE 0064
|
||||
GLYPHID 72 PSNAME e UNICODE 0065
|
||||
GLYPHID 73 PSNAME f UNICODE 0066
|
||||
GLYPHID 74 PSNAME g UNICODE 0067
|
||||
GLYPHID 75 PSNAME h UNICODE 0068
|
||||
GLYPHID 76 PSNAME i UNICODE 0069
|
||||
GLYPHID 77 PSNAME j UNICODE 006A
|
||||
GLYPHID 78 PSNAME k UNICODE 006B
|
||||
GLYPHID 79 PSNAME l UNICODE 006C
|
||||
GLYPHID 80 PSNAME m UNICODE 006D
|
||||
GLYPHID 81 PSNAME n UNICODE 006E
|
||||
GLYPHID 82 PSNAME o UNICODE 006F
|
||||
GLYPHID 83 PSNAME p UNICODE 0070
|
||||
GLYPHID 84 PSNAME q UNICODE 0071
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||||
GLYPHID 85 PSNAME r UNICODE 0072
|
||||
GLYPHID 86 PSNAME s UNICODE 0073
|
||||
GLYPHID 87 PSNAME t UNICODE 0074
|
||||
GLYPHID 88 PSNAME u UNICODE 0075
|
||||
GLYPHID 89 PSNAME v UNICODE 0076
|
||||
GLYPHID 90 PSNAME w UNICODE 0077
|
||||
GLYPHID 91 PSNAME x UNICODE 0078
|
||||
GLYPHID 92 PSNAME y UNICODE 0079
|
||||
GLYPHID 93 PSNAME z UNICODE 007A
|
||||
GLYPHID 94 PSNAME braceleft UNICODE 007B
|
||||
GLYPHID 95 PSNAME bar UNICODE 007C
|
||||
GLYPHID 96 PSNAME braceright UNICODE 007D
|
||||
GLYPHID 97 PSNAME asciitilde UNICODE 007E
|
||||
GLYPHID 134 PSNAME Adieresis UNICODE 00C4
|
||||
GLYPHID 135 PSNAME Aring UNICODE 00C5
|
||||
GLYPHID 137 PSNAME Ccedilla UNICODE 00C7
|
||||
GLYPHID 139 PSNAME Eacute UNICODE 00C9
|
||||
GLYPHID 147 PSNAME Ntilde UNICODE 00D1
|
||||
GLYPHID 152 PSNAME Odieresis UNICODE 00D6
|
||||
GLYPHID 158 PSNAME Udieresis UNICODE 00DC
|
||||
GLYPHID 163 PSNAME aacute UNICODE 00E1
|
||||
GLYPHID 162 PSNAME agrave UNICODE 00E0
|
||||
GLYPHID 164 PSNAME acircumflex UNICODE 00E2
|
||||
GLYPHID 166 PSNAME adieresis UNICODE 00E4
|
||||
GLYPHID 165 PSNAME atilde UNICODE 00E3
|
||||
GLYPHID 167 PSNAME aring UNICODE 00E5
|
||||
GLYPHID 169 PSNAME ccedilla UNICODE 00E7
|
||||
GLYPHID 171 PSNAME eacute UNICODE 00E9
|
||||
GLYPHID 170 PSNAME egrave UNICODE 00E8
|
||||
GLYPHID 172 PSNAME ecircumflex UNICODE 00EA
|
||||
GLYPHID 173 PSNAME edieresis UNICODE 00EB
|
||||
GLYPHID 175 PSNAME iacute UNICODE 00ED
|
||||
GLYPHID 174 PSNAME igrave UNICODE 00EC
|
||||
GLYPHID 176 PSNAME icircumflex UNICODE 00EE
|
||||
GLYPHID 177 PSNAME idieresis UNICODE 00EF
|
||||
GLYPHID 179 PSNAME ntilde UNICODE 00F1
|
||||
GLYPHID 181 PSNAME oacute UNICODE 00F3
|
||||
GLYPHID 180 PSNAME ograve UNICODE 00F2
|
||||
GLYPHID 182 PSNAME ocircumflex UNICODE 00F4
|
||||
GLYPHID 184 PSNAME odieresis UNICODE 00F6
|
||||
GLYPHID 183 PSNAME otilde UNICODE 00F5
|
||||
GLYPHID 188 PSNAME uacute UNICODE 00FA
|
||||
GLYPHID 187 PSNAME ugrave UNICODE 00F9
|
||||
GLYPHID 189 PSNAME ucircumflex UNICODE 00FB
|
||||
GLYPHID 190 PSNAME udieresis UNICODE 00FC
|
||||
GLYPHID 240 PSNAME dagger UNICODE 2020
|
||||
GLYPHID 114 PSNAME degree UNICODE 00B0
|
||||
GLYPHID 100 PSNAME cent UNICODE 00A2
|
||||
GLYPHID 101 PSNAME sterling UNICODE 00A3
|
||||
GLYPHID 105 PSNAME section UNICODE 00A7
|
||||
GLYPHID 242 PSNAME bullet UNICODE 2022
|
||||
GLYPHID 120 PSNAME paragraph UNICODE 00B6
|
||||
GLYPHID 161 PSNAME germandbls UNICODE 00DF
|
||||
GLYPHID 112 PSNAME registered UNICODE 00AE
|
||||
GLYPHID 107 PSNAME copyright UNICODE 00A9
|
||||
GLYPHID 249 PSNAME trademark UNICODE 2122
|
||||
GLYPHID 118 PSNAME acute UNICODE 00B4
|
||||
GLYPHID 106 PSNAME dieresis UNICODE 00A8
|
||||
GLYPHID 253 PSNAME notequal UNICODE 2260
|
||||
GLYPHID 136 PSNAME AE UNICODE 00C6
|
||||
GLYPHID 154 PSNAME Oslash UNICODE 00D8
|
||||
GLYPHID 115 PSNAME plusminus UNICODE 00B1
|
||||
GLYPHID 254 PSNAME lessequal UNICODE 2264
|
||||
GLYPHID 255 PSNAME greaterequal UNICODE 2265
|
||||
GLYPHID 103 PSNAME yen UNICODE 00A5
|
||||
GLYPHID 119 PSNAME mu UNICODE 00B5
|
||||
GLYPHID 250 PSNAME partialdiff UNICODE 2202
|
||||
GLYPHID 108 PSNAME ordfeminine UNICODE 00AA
|
||||
GLYPHID 124 PSNAME ordmasculine UNICODE 00BA
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||||
GLYPHID 168 PSNAME ae UNICODE 00E6
|
||||
GLYPHID 186 PSNAME oslash UNICODE 00F8
|
||||
GLYPHID 129 PSNAME questiondown UNICODE 00BF
|
||||
GLYPHID 99 PSNAME exclamdown UNICODE 00A1
|
||||
GLYPHID 110 PSNAME logicalnot UNICODE 00AC
|
||||
GLYPHID 222 PSNAME florin UNICODE 0192
|
||||
GLYPHID 252 PSNAME approxequal UNICODE 2248
|
||||
GLYPHID 109 PSNAME guillemotleft UNICODE 00AB
|
||||
GLYPHID 125 PSNAME guillemotright UNICODE 00BB
|
||||
GLYPHID 243 PSNAME ellipsis UNICODE 2026
|
||||
GLYPHID 98 PSNAME uni00A0 UNICODE 00A0
|
||||
GLYPHID 130 PSNAME Agrave UNICODE 00C0
|
||||
GLYPHID 133 PSNAME Atilde UNICODE 00C3
|
||||
GLYPHID 151 PSNAME Otilde UNICODE 00D5
|
||||
GLYPHID 210 PSNAME OE UNICODE 0152
|
||||
GLYPHID 211 PSNAME oe UNICODE 0153
|
||||
GLYPHID 232 PSNAME endash UNICODE 2013
|
||||
GLYPHID 233 PSNAME emdash UNICODE 2014
|
||||
GLYPHID 237 PSNAME quotedblleft UNICODE 201C
|
||||
GLYPHID 238 PSNAME quotedblright UNICODE 201D
|
||||
GLYPHID 234 PSNAME quoteleft UNICODE 2018
|
||||
GLYPHID 235 PSNAME quoteright UNICODE 2019
|
||||
GLYPHID 185 PSNAME divide UNICODE 00F7
|
||||
GLYPHID 256 PSNAME lozenge UNICODE 25CA
|
||||
GLYPHID 193 PSNAME ydieresis UNICODE 00FF
|
||||
GLYPHID 219 PSNAME Ydieresis UNICODE 0178
|
||||
GLYPHID 247 PSNAME fraction UNICODE 2044
|
||||
GLYPHID 248 PSNAME Euro UNICODE 20AC
|
||||
GLYPHID 245 PSNAME guilsinglleft UNICODE 2039
|
||||
GLYPHID 246 PSNAME guilsinglright UNICODE 203A
|
||||
GLYPHID 258 PSNAME fi UNICODE FB01
|
||||
GLYPHID 259 PSNAME fl UNICODE FB02
|
||||
GLYPHID 241 PSNAME daggerdbl UNICODE 2021
|
||||
GLYPHID 121 PSNAME periodcentered UNICODE 00B7
|
||||
GLYPHID 236 PSNAME quotesinglbase UNICODE 201A
|
||||
GLYPHID 239 PSNAME quotedblbase UNICODE 201E
|
||||
GLYPHID 244 PSNAME perthousand UNICODE 2030
|
||||
GLYPHID 132 PSNAME Acircumflex UNICODE 00C2
|
||||
GLYPHID 140 PSNAME Ecircumflex UNICODE 00CA
|
||||
GLYPHID 131 PSNAME Aacute UNICODE 00C1
|
||||
GLYPHID 141 PSNAME Edieresis UNICODE 00CB
|
||||
GLYPHID 138 PSNAME Egrave UNICODE 00C8
|
||||
GLYPHID 143 PSNAME Iacute UNICODE 00CD
|
||||
GLYPHID 144 PSNAME Icircumflex UNICODE 00CE
|
||||
GLYPHID 145 PSNAME Idieresis UNICODE 00CF
|
||||
GLYPHID 142 PSNAME Igrave UNICODE 00CC
|
||||
GLYPHID 149 PSNAME Oacute UNICODE 00D3
|
||||
GLYPHID 150 PSNAME Ocircumflex UNICODE 00D4
|
||||
GLYPHID 148 PSNAME Ograve UNICODE 00D2
|
||||
GLYPHID 156 PSNAME Uacute UNICODE 00DA
|
||||
GLYPHID 157 PSNAME Ucircumflex UNICODE 00DB
|
||||
GLYPHID 155 PSNAME Ugrave UNICODE 00D9
|
||||
GLYPHID 197 PSNAME dotlessi UNICODE 0131
|
||||
GLYPHID 224 PSNAME circumflex UNICODE 02C6
|
||||
GLYPHID 230 PSNAME tilde UNICODE 02DC
|
||||
GLYPHID 113 PSNAME macron UNICODE 00AF
|
||||
GLYPHID 226 PSNAME breve UNICODE 02D8
|
||||
GLYPHID 227 PSNAME dotaccent UNICODE 02D9
|
||||
GLYPHID 228 PSNAME ring UNICODE 02DA
|
||||
GLYPHID 122 PSNAME cedilla UNICODE 00B8
|
||||
GLYPHID 231 PSNAME hungarumlaut UNICODE 02DD
|
||||
GLYPHID 229 PSNAME ogonek UNICODE 02DB
|
||||
GLYPHID 225 PSNAME caron UNICODE 02C7
|
||||
GLYPHID 102 PSNAME currency UNICODE 00A4
|
||||
GLYPHID 194 PSNAME hbar UNICODE 0127
|
||||
GLYPHID 223 PSNAME dotlessj UNICODE 0237
|
||||
GLYPHID 195 PSNAME Itilde UNICODE 0128
|
||||
GLYPHID 196 PSNAME itilde UNICODE 0129
|
||||
GLYPHID 198 PSNAME IJ UNICODE 0132
|
||||
GLYPHID 199 PSNAME ij UNICODE 0133
|
||||
GLYPHID 200 PSNAME Jcircumflex UNICODE 0134
|
||||
GLYPHID 201 PSNAME jcircumflex UNICODE 0135
|
||||
GLYPHID 204 PSNAME Ldot UNICODE 013F
|
||||
GLYPHID 203 PSNAME kgreenlandic UNICODE 0138
|
||||
GLYPHID 205 PSNAME ldotaccent UNICODE 0140
|
||||
GLYPHID 202 PSNAME kcommaaccent UNICODE 0137
|
||||
GLYPHID 208 PSNAME Nacute UNICODE 0143
|
||||
GLYPHID 209 PSNAME nacute UNICODE 0144
|
||||
GLYPHID 212 PSNAME Racute UNICODE 0154
|
||||
GLYPHID 213 PSNAME Rcommaaccent UNICODE 0156
|
||||
GLYPHID 214 PSNAME rcommaaccent UNICODE 0157
|
||||
GLYPHID 215 PSNAME Rcaron UNICODE 0158
|
||||
GLYPHID 216 PSNAME rcaron UNICODE 0159
|
||||
GLYPHID 257 PSNAME commaaccent UNICODE F6C3
|
||||
GLYPHID 111 PSNAME sfthyphen UNICODE 00AD
|
BIN
assets/fonts/Skranji.ttf
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assets/fonts/Skranji.ttf
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assets/fonts/Skranji.woff
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assets/fonts/Skranji.woff
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assets/fonts/Skranji.woff2
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assets/fonts/Skranji.woff2
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@ -1,3 +1,8 @@
|
||||
# 13.0.0
|
||||
|
||||
- Foundry v13 support
|
||||
- New font for medieval era
|
||||
|
||||
# 12.0.12
|
||||
|
||||
- Add missing skills for WW1, WW2, future and post-apocalyptic
|
||||
|
446
compendiums/fr/fvtt-cthulhu-eternal.skills.json
Normal file
446
compendiums/fr/fvtt-cthulhu-eternal.skills.json
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@ -0,0 +1,446 @@
|
||||
{
|
||||
"label": "Compétences",
|
||||
"mapping": {
|
||||
"description": "system.description"
|
||||
},
|
||||
"folders": {
|
||||
"Skills Post-Apo": "Post-Apo",
|
||||
"Skills Jazz Age": "Jazz Age",
|
||||
"Skills Modern": "Moderne",
|
||||
"Skills WW2": "Seconde Guerre Mondiale",
|
||||
"Skills WW1": "Première Guerre Mondiale",
|
||||
"Skills Medieval": "Médiéval",
|
||||
"Skills Revolutions": "Age des",
|
||||
"Skills Victorian": "Victorien",
|
||||
"Skills Age of Sail": "Age de la voile",
|
||||
"Skills Coldwar": "Guerre froide",
|
||||
"Skills Classical": "Classique",
|
||||
"Skills Future": "Futur"
|
||||
},
|
||||
"entries": {
|
||||
"Pilot (Type)": {
|
||||
"name": "Pilotage (Type)",
|
||||
"description": "<pPiloter, naviguer et diriger des véhicules nautiques ou aériens. Utilisez cette compétence pour assurer la sécurité d'un navire en cas de danger, par exemple lors d'une tempête ou d'une poursuite dangereuse. Chaque type de véhicule requiert une compétence distincte : Avion, Drone, Hélicoptère, Dirigeable, Petite embarcation, Navire, etc.</p>"
|
||||
},
|
||||
"Anthropology": {
|
||||
"name": "Anthropologie",
|
||||
"description": "<p>L'étude des cultures humaines vivantes. Elle permet de comprendre la morale, les croyances religieuses, les coutumes et les mœurs, et d'identifier (mais pas de traduire) des langues obscures. Alors que l'Histoire s'intéresse au passé lointain et que l'Archéologie étudie les artefacts physiques, l'Anthropologie s'intéresse aux comportements des cultures vivantes et à la manière dont elles se rattachent les unes aux autres et au passé.</p>"
|
||||
},
|
||||
"Appraise": {
|
||||
"name": "Evaluation",
|
||||
"description": "<p>La capacité à déterminer rapidement la valeur réelle (intrinsèque) d'un objet. Il s'agit d'une compétence importante pour s'assurer que les échanges et le troc vous sont favorables. Elle est également utile pour savoir quels objets ou ressources les autres seraient prêts à échanger pour les obtenir.</p>"
|
||||
},
|
||||
"Search": {
|
||||
"name": "Recherche",
|
||||
"description": "<p>Trouver des objets dissimulés. La fouille d'une habitation abandonnée peut ne pas nécessiter la compétence Fouille, mais seulement du temps et des efforts, ou une INT suffisamment élevée. Utilisez la compétence Fouille pour trouver un objet qui a été caché avec la compétence Furtivité ou qui est si bien caché ou camouflé qu'il nécessite l'intervention d'un expert. Le Modérateur de Jeu peut faire le jet de Fouille, de sorte que vous ne sachiez pas si votre Protagoniste a réussi ou échoué.</p>"
|
||||
},
|
||||
"Post‐Apocalypse Lore (Type)": {
|
||||
"name": "Post‐Apocalypse Lore (Type)",
|
||||
"description": "<p>When the Apocalypse came, thousands of years of human culture and society was swept away in an instant. Civilizations shattered; religions were snuffed out. What replaced them was a patchwork of different local cultures, organizations, and belief systems created by the few who survived.</p><p>This skill represents knowledge of one such culture, organization, or belief system. It doesn’t cover the in‐depth customs and regulations of such groups – that is the province of the Law skill.</p><p>A Survivor may have knowledge of several different facets of the Post‐Apocalypse world – each is represented by a separate Post‐Apocalypse Lore skill. Types might be:</p><ul><li><p>region‐based (e.g., “Desert of Blasted Pillars”),</p></li><li><p>supernatural‐creature‐based (e.g., “Sentient Shadows”),</p></li><li><p>organization‐based (e.g., “New Beginnings Community Network”), or</p></li><li><p>new‐religion‐based (e.g., “Church of Melqart”).</p></li></ul>"
|
||||
},
|
||||
"Reassure": {
|
||||
"name": "Reassure",
|
||||
"description": "<p>Use this skill to understand the mental illness afflicting a person, help an afflicted person along the journey back to sanity, or talk someone down when the mental illness threatens to take hold.</p><p>You can also use this skill to assist in social interactions with someone, to calm them from an agitated state in order to extract information from them.</p><p>You cannot use Reassure on yourself.</p><p>Using Reassure to aid someone who suffered exposure to Unnatural forces might cost the reassuring Survivor SAN; see THREATS TO SAN in the SRD.</p>"
|
||||
},
|
||||
"Repair/Devise": {
|
||||
"name": "Repair/Devise",
|
||||
"description": "<p>With many settlements isolated by a day or more journey from each other, self-reliance is key. The ability to repair broken equipment or create impromptu fixes for unexpected break-downs is vital.</p><p>Repair/Devise is not a craft skilled. It’s designed to make some work just long enough to get the job done (hopefully). Many other Cthulhu Eternal settings use Craft (Jury-Rig). Repair/Devise takes the place of that in this setting.</p>"
|
||||
},
|
||||
"Trivium": {
|
||||
"name": "Trivium",
|
||||
"description": "<p>Trivium is the “lesser” of the two liberal arts. It comprises rhetoric, grammar, and logic. It can be useful for player characters trying to make sense of all the information they’ve been given.</p>"
|
||||
},
|
||||
"Law (Type)": {
|
||||
"name": "Droit (Au choix)",
|
||||
"description": "<p>Utilisez cette compétence pour comprendre et manipuler les structures de pouvoir qui existent au sein de la société, afin d'influencer des résultats juridiques ou de tirer votre Protagoniste d'un mauvais pas.</p><p>Chaque société a son propre système juridique - la compréhension de chacun d'entre eux est une compétence distincte. Parce que toutes les sociétés sont basées sur un comportement humain commun, vous pouvez tenter d'utiliser votre compétence Droit à la *moitié* de sa valeur pour naviguer dans les méandres d'un ordre social entièrement nouveau et inconnu.</p>"
|
||||
},
|
||||
"Alertness": {
|
||||
"name": "Vigilance",
|
||||
"description": "<p>La Vigilance permet de détecter le danger. Vous pouvez l'utiliser pour entendre l'armement d'un revolver, pour comprendre ce qui est murmuré de l'autre côté d'une paroi, pour repérer un objet caché sous une veste ou pour surprendre quelqu'un qui tente d'échapper aux regards en utilisant la discrétion.</p>"
|
||||
},
|
||||
"Swim": {
|
||||
"name": "Natation",
|
||||
"description": "<p>La plupart des Protagonistes savent nager correctement dans des eaux calmes. Utilisez la compétence Natation en cas de danger : parcourir une longue distance dans des eaux agitées, empêcher un ami de se noyer ou rejoindre un bateau avant que la chose à tentacules qui se trouve en dessous ne vous attrape.</p>"
|
||||
},
|
||||
"Ranged Weapons": {
|
||||
"name": "Ranged Weapons",
|
||||
"description": "<p>The ability to accurately hit targets with ranged non-firearm weapons such as Bows, Crossbows, and Slings.</p><p>This skill isn’t used for thrown weapons like Spears – those make use of the Athletics skill instead.</p>"
|
||||
},
|
||||
"Unnatural": {
|
||||
"name": "Inconcevable",
|
||||
"description": "<p>La connaissance des secrets fondamentaux de l'univers, qui bouleversent l'esprit. Les choses qui se glissent dans les coins sombres du monde et du cosmos. Utilisez cette compétence pour vous souvenir, reconnaître ou rechercher des faits sur les choses que les humains considèrent comme surnaturel. Cela va bien au-delà de l'Occultismeisme, car la compétence Inconcevable représente des choses réelles. Utilisez-la pour passer au crible les parties les plus sombres des mythes et du folklore et reconnaître en leur sein ce qui est vrai.</p>"
|
||||
},
|
||||
"Stealth": {
|
||||
"name": "Discrétion",
|
||||
"description": "<p>Dissimuler sa présence ou ses activités. Utilisez-la pour cacher une arme, camoufler une position, dissimuler une amulette Occultisme, faire les poches, vous déplacer silencieusement, suivre sans être vu ou vous fondre dans la foule. Un Protagoniste qui tente un jet de Furtivité ne peut être détecté que par une compétence opposée de Vigilance ou de Fouille (voir TESTS OPPOSES).</p>"
|
||||
},
|
||||
"Ride": {
|
||||
"name": "Equitation",
|
||||
"description": "<p>Manipuler, dresser et monter un animal - cheval, âne, chameau, etc. Utilisez cette compétence pour assurer la sécurité d'un animal en cas de danger et pour assurer la sécurité, le calme et la santé des animaux de monte.</p>"
|
||||
},
|
||||
"Heavy Machinery": {
|
||||
"name": "Engins Lourds",
|
||||
"description": "<p>Conduite de tracteurs, de grues, de batteuses, de trains à vapeur ou de tout autre grosse machine.</p>"
|
||||
},
|
||||
"Melee Weapons": {
|
||||
"name": "Armes de mêlée",
|
||||
"description": "<p>Utilisation létale d'armes de mêlée au combat. Utiliser cette compétence pour blesser ou tuer un adversaire à l'aide d'un couteau, d'une hache, d'un gourdin ou d'une autre arme de corps à corps.</p>"
|
||||
},
|
||||
"Disguise": {
|
||||
"name": "Déguisement",
|
||||
"description": "<p>Modifiez l'apparence, la voix, la posture, le langage corporel et les manières de votre Protagoniste pour éviter d'être reconnu sans attirer l'attention.</p>"
|
||||
},
|
||||
"Technology Use": {
|
||||
"name": "Technology Use",
|
||||
"description": "<p>Nobody needs to make a skill roll to use devices and technologies that are in common use in the era and setting of the game. However, making effective use of highly-specialized or technical apparatus is a different question. In the hands on the untrained, such devices are at best useless, and at worst dangerous. Technology Use is an umbrella skill allowing your Protagonist to successfully use all manner of common technical devices, as well as interface with the limited intelligent systems used to control them.</p><p>Note that the detailed design or adaptation of AI-based technology is covered by the Artificial Intelligence skill instead, and technologies specifically designed to defeat electronic security is covered by the Hacking skill.</p>"
|
||||
},
|
||||
"Drive": {
|
||||
"name": "Conduite",
|
||||
"description": "<p>Piloter tout véhicule ou moyen de transport terrestre en toute sécurité. Sauf avis contraire du Modérateur de Jeu, chaque Protagoniste peut conduire en toute sécurité dans des conditions de circulation normales. Utilisez cette compétence pour assurer la conduite d'un véhicule lors d'une poursuite tendue ou sur un terrain dangereux.</p>"
|
||||
},
|
||||
"Administration": {
|
||||
"name": "Administration",
|
||||
"description": "<p>Une connaissance du fonctionnement des bureaucraties et des types de formulaires, papiers, journaux, etc. qu'elles génèrent invariablement. Utilisez-le pour passer au crible des dossiers financiers détaillés ou des comptes rendus de réunions de clubs afin de trouver le point particulier qui ne semble pas correspondre au schéma habituel.</p><p>Utilisez cette compétence pour vous rechercher rapidement dans des dossiers administratifs afin de trouver ce qui est important. Notez que cette compétence concerne principalement l'interprétation des informations dont vous disposez ; si vous devez activement rechercher des livres, des dossiers, etc. cela relèverait de la compétence Étude.</p>"
|
||||
},
|
||||
"Unarmed Combat": {
|
||||
"name": "Combat à mains nues",
|
||||
"description": "<p>L'autodéfense. Un combat entre adversaires non entraînés implique souvent plus de bousculades et de cris que de véritable violence. Utilisez Combat à mains nues pour blesser ou tuer un adversaire avec pour seule arme vos mains (ou les pieds, les coudes, les dents et la tête) de votre Protagoniste.</p>"
|
||||
},
|
||||
"Carouse": {
|
||||
"name": "Carouse",
|
||||
"description": "<p>People have a variety of ways of reveling and relaxing when the work-day is through. This skill combines a knowledge of such social distractions and indulgences, and a practiced skill in partaking – and perhaps excelling – in their practice.</p><p>Use it to know the particular forms of entertainments that certain classes of society are likely to crave, and the people and places who are able to satisfy them – whether legally or otherwise.</p><p>When participating in a leisure activity, this skill can be called upon when endurance or skillful practice of the revelry would achieve an advantage. One such use might be retaining one’s faculties even when imbibing excessive intoxicating drinks. Another might be winning at games of chance commonly used for wagering (in this case, the skill is likely to b part of an OPPOSED TEST against other players’ Carouse, with sly attempts at cheating covered by the Stealth skill).</p>"
|
||||
},
|
||||
"Insight": {
|
||||
"name": "Psychologie",
|
||||
"description": "<p>La Psychologie permet d'obtenir des informations sur une personne - en particulier des informations que le sujet préférerait dissimuler - par l'observation, la conversation ou l'examen de modèles de comportement et de relations. Utilisez Psychologie pour reconnaître les signes de malhonnêteté à partir d'indices verbaux et du langage corporel, jauger l'attitude et les intentions, cultiver des sources d'information sur un sujet, déterminez ce qu'il faudrait faire pour obtenir la coopération d'un sujet, ou reconnaître les indices de ce qu'un sujet veut dissimuler.</p><p>La Psychologie permet de déceler les signes d'une maladie mentale, mais la Psychanalyse serait nécessaire pour aider à diagnostiquer une maladie spécifique. Un sujet qui tente délibérément de tromper votre Protagoniste peut tenter un test opposé en comparant sa Persuasion à la Psychologie de votre Protagoniste (voir TESTS OPPOSES).</p>"
|
||||
},
|
||||
"Craft (Type)": {
|
||||
"name": "Artisanat (Au choix)",
|
||||
"description": "<p>Fabrication et réparation d'outils et de produits sophistiqués. Un travail que la plupart des gens pourraient réaliser ne nécessite pas la compétence Artisanat, mais seulement un test d'INT ou de DEX. Utilisez la compétence Artisanat pour les travaux spécialisés nécessitant une formation : Artisanat (Mécanique) pour remettre en état un appareil cassé - ou pour le saboter au delà du réparable ; Artisanat (Serrurerie) pour ouvrir une serrure sans clé, et ainsi de suite.</p><p>Une spécialisation courante est **Artisanat (Bricolage)** qui représente une capacité à créer des assemblages d'équipements pour remplir une fonction lorsque l'outil approprié pour le travail n'est pas disponible.</p><p>Le Modérateur de Jeu décide si une tâche nécessite de l'artisanat. Chaque type d'artisanat est une compétence distincte : Forge, Charpente, Ferme, Mac Gyver, Serrurerie, Mécanique, etc.</p>"
|
||||
},
|
||||
"Archeology": {
|
||||
"name": "Archéologie",
|
||||
"description": "<p>L'étude des vestiges physiques des cultures humaines. Elle permet d'analyser une structure en ruine afin d'obtenir des informations utiles sur son fonctionnement il y a longtemps ou sur les circonstances de sa destruction. Alors que l'Anthropologie s'intéresse aux cultures vivantes et que l'Histoire est une vaste étude du passé, l'Archéologie traite de la signification des artefacts laissés sur place.</p>"
|
||||
},
|
||||
"History": {
|
||||
"name": "Histoire",
|
||||
"description": "<p>Découvrir des faits et des théories sur le passé de l'humanité. Utilisez cette compétence pour vous rappeler ou trouver un fait essentiel dans un passé lointain, reconnaître une référence obscure ou passer au peigne fin des documents que personne, sans votre formation approfondie, ne pourrait trouver. Alors que l'Anthropologie s'intéresse aux cultures vivantes et que l'Archéologie étudie la signification des vestiges anciens, l'histoire est une vaste étude de l'humanité.</p>"
|
||||
},
|
||||
"Dodge": {
|
||||
"name": "Esquive",
|
||||
"description": "<p>Éviter le danger grâce à l'instinct et aux réflexes. Utilisez l'esquive pour éviter une attaque. Contre les armes à feu et les explosifs, l'esquive n'est utile que pour se mettre à couvert (voir ESQUIVER LES ATTAQUES À DISTANCE).</p>"
|
||||
},
|
||||
"Sailing (Type)": {
|
||||
"name": "Sailing (Type)",
|
||||
"description": "<p>Piloting, navigating, and captaining waterborne vehicles. Use it to keep a boat or ship safe in a crisis, such as through a storm or in a dangerous pursuit. Each vessel type is a separate skill: Small Boat, Ship, Canoe, etc.</p>"
|
||||
},
|
||||
"Military Training (Type)": {
|
||||
"name": "Entrainement militaire (Au choix)",
|
||||
"description": "<p>De nombreuses personnes consacrent une partie de leur carrière au service militaire d'une couronne ou d'un empire, que ce soit au sein d'une armée de terre ou d'une marine, ou même sur des bateaux dans les eaux côtières. Un grand nombre de personnes sont également employées dans la gigantesque bureaucratie qui assure l'approvisionnement et le fonctionnement de l'armée. Cette compétence représente l'entraînement et l'expérience de première main obtenus en passant du temps dans l'un de ces services militaires. Elle permet d'appliquer des tactiques ou des stratégies militaires à une situation donnée, de se souvenir de détails spécifiques concernant une unité ou un corps militaire particulier, ou de se familiariser avec l'équipement militaire courant.</p>"
|
||||
},
|
||||
"Religion (Type)": {
|
||||
"name": "Religion (Type)",
|
||||
"description": "<p>A detailed knowledge of one of the several common belief systems that are known to exist, each providing its own account of the divine and explanations for the ways of the observed natural world.</p><p>Use it to know the differences between the beliefs of varying denominations of the particular religion, or to be able to recite passages from common religious texts. It doesn’t include knowledge of obscure or fringe beliefs associated with the religion; details of such hidden wisdom are covered by the relevant Occult skill instead.</p>"
|
||||
},
|
||||
"Charm": {
|
||||
"name": "Charme",
|
||||
"description": "<p>Changer le point de vue de quelqu'un d'autre ou le convaincre de faire quelque chose pour vous par la ruse, l'astuce, l'amabilité ou d'autres techniques subtiles. Il ne s'agit pas de la menacer (ce qui est couvert par la compétence Intimidation ) ou d'utiliser la logique pour les convaincre (c'est la compétence Persuasion), mais de toutes les autres méthodes douces. Avec le Charme, vous pouvez entrer en contact avec un individu à un niveau plus personnel - peut-être même le séduire - et de tels changements peuvent devenir des attitudes ou des croyances de longue date. Si la victime du charme a un point de vue totalement antagoniste, un test opposé sera probablement nécessaire pour gérer la différence de points de vue.</p>"
|
||||
},
|
||||
"Regional Lore (Type)": {
|
||||
"name": "Connaissance régionale (Au choix)",
|
||||
"description": "<p>La plupart des personnes cultivées connaissent un peu tous les lieux, mais si vous avez vécu longtemps dans une région spécifique (ou si vous l'avez étudiée), vous en apprenez beaucoup plus. Cette compétence représente une compréhension approfondie des personnes, des lieux et des pratiques courantes propres à une région particulière. Utilisez-la pour vous souvenir des contes populaires racontés par les villageois, des mots locaux uniques, ou des ruines inhabituelles et autres curiosités géographiques trouvés dans la région. Elle peut également renseigner sur les superstitions et les rites bizarres propres à la région.</p>"
|
||||
},
|
||||
"Augury": {
|
||||
"name": "Augury",
|
||||
"description": "<p>This skill measures knowledge of one or more of the “sciences” used to predict the future, whether it be through watching the flight patterns of birds, reading entrails, or watching the movements of the planets amongst the stars.</p><p>Usually these techniques require multiple observation over several days before yielding some prediction – and it is often relatively vague. It is the Game Moderator’s decision as to whether the prediction is accurate or not, but in either case many (superstitious) people around the Protagonist will firmly believe that the foretold future will come to pass. They might even generously interpret the real events in a way that makes the prediction at least partially correct. For accurate and specific visions of the future, some form of ritual magic must be involved (which is well beyond the remit of this skill).</p>"
|
||||
},
|
||||
"Herb Lore": {
|
||||
"name": "Herb Lore",
|
||||
"description": "<p>Herb Lore is an understanding of herbs, the proper method to collect them, where to find them, when to find them, and what can be done with them.</p><p>The Alchemy skill is used to turn herbs into poultices, salves, and other useful products including medical preparations.</p>"
|
||||
},
|
||||
"Research": {
|
||||
"name": "Etude",
|
||||
"description": "<p>Capacité à trouver des informations spécifiques dans des archives ou enfouies dans des dossiers, des registres ou des livres de comptes. Utilisez cette compétence pour naviguer dans le système de catalogue d'une bibliothèque, pour extraire des détails enfouis dans des registres de comptes ou pour localiser toute information pertinente enfouie.</p>"
|
||||
},
|
||||
"Athletics": {
|
||||
"name": "Athlétisme",
|
||||
"description": "<p>Votre Protagoniste s'entraîne pour tirer le meilleur parti de sa force et de son agilité. La Force et la Dextérité couvrent la puissance physique brute et l'habileté manuelle ; la compétence Athlétisme représente une longue pratique de la course, du saut, de l'escalade et du lancer.</p><p>Utiliser l'Athlétisme pour : </p><ul><li><p>Rattraper quelqu'un à la course (voir TESTS OPPOSÉS). </p></li><li><p>Sauter au dessus d’un vide intimidant.</p></li><li><p>Grimper en situation d'urgence.</p></li><li><p>Se receptionner sans dommages après une chute de trois mètres maximum.</p></li><li><p>Atteindre une cible en lançant un couteau ou lancer une grenade exactement sur la cible.</p></li><li><p>Attraper quelque chose qui arrive sans prévenir, comme intercepter une grenade.</p></li></ul>"
|
||||
},
|
||||
"Quadrivium": {
|
||||
"name": "Quadrivium",
|
||||
"description": "<p>The Quadrivium represents part, along with the Trivium, of a medieval scholar’s areas of study. The quadrivium encompasses the disciplines of the liberal arts: music, astronomy, arithmetic and geometry.</p>"
|
||||
},
|
||||
"Social Etiquette": {
|
||||
"name": "Etiquette",
|
||||
"description": "<p>Les bonnes manières ne coûtent rien, dit-on, et à cette époque, elles sont une composante essentielle de la société « civilisée ». Une simple faute de goût lors d’un dîner peut faire de vous la risée de l’assemblée, ou vous faire exclure d’un club prestigieux.</p><p>Utilisez cette compétence pour savoir quelles règles d’étiquette s’appliquent dans une situation donnée, et pour être capable de les suivre instinctivement lorsque c’est nécessaire. En complement, cette compétence peut également servir à repérer les moments où quelqu’un d’autre enfreint l’une de ces nombreuses règles sociales.</p>"
|
||||
},
|
||||
"Surgery": {
|
||||
"name": "Chirurgie",
|
||||
"description": "<p>Traitement d'une blessure ou d'une anomalie physique par des moyens invasifs. Par comparaison, les premiers soins permettent de maintenir un patient en vie jusqu'à ce qu'une intervention chirurgicale soit possible, tandis que la médecine assure un rétablissement à long terme. (Voir GUÉRISON)</p>"
|
||||
},
|
||||
"Natural World": {
|
||||
"name": "Naturalisme",
|
||||
"description": "<p>La compréhension commune du monde naturel telle qu'elle est pratiquée par les agriculteurs, les pêcheurs et d'autres personnes qui gagnent leur vie en fonction de l'évolution des conditions météorologiques, des marées, etc. Elle couvre également la compréhension générale des habitudes naturelles des animaux, ainsi que les différentes utilisations d'espèces végétales spécifiques. Utilisez cette compétence pour déterminer si le comportement observé des forces ou des créatures naturelles est conforme ou non aux modèles \"normaux\" ou courants.</p>"
|
||||
},
|
||||
"Persuade": {
|
||||
"name": "Persuasion",
|
||||
"description": "<p>Changer la décision ou le désir profond d'une autre personne. Utilisez Persuasion pour obtenir ce que veut votre Protagoniste lorsque le sujet est si têtu, que ce que veut votre Protagoniste est si précieux, ou que la tromperie est si flagrante que le Charisme ne suffit pas.</p><p>Grâce à la Persuasion, votre Protagoniste peut convaincre un témoin que ce qu'il a vu est inoffensif et n'est pas contre nature, convaincre un chef de groupe de vous aider à dissimuler une épidémie afin d'éviter une panique générale, ou tirer des informations utiles d'un sujet récalcitrant. Cette compétence permet également à votre Protagoniste de résister à la persuasion et à l'interrogatoire lors de jets de Persuasion opposés (voir TESTS OPPOSÉS).</p>"
|
||||
},
|
||||
"Pilot": {
|
||||
"name": "Pilotage (Au choix)",
|
||||
"description": "<p>Piloter, naviguer et diriger des véhicules nautiques ou aériens. Utilisez cette compétence pour assurer la sécurité d'un navire en cas de danger, par exemple lors d'une tempête ou d'une poursuite dangereuse. Chaque type de véhicule requiert une compétence distincte : Avion, Drone, Hélicoptère, Dirigeable, Petite embarcation, Navire, etc.</p>"
|
||||
},
|
||||
"Occult": {
|
||||
"name": "Occultisme",
|
||||
"description": "<p>L'étude du surnaturel tel qu'il est véhiculé par les traditions humaines, y compris des thèmes comme la magie, le folklore et les sociétés secrètes. Utilisez Occultismeisme pour examiner et déduire l'objectif d'un rituel, ou pour identifier des traditions Occultismees, des groupes, des grimoires, des outils, des symboles ou des légendes. Occultismeisme ne peut jamais indiquer à un Protagoniste ce qui est véritablement surnaturel et ce qui n'est que superstition ou mythologie. C'est le domaine de la compétence Inconcevable.</p>"
|
||||
},
|
||||
"Scavenge": {
|
||||
"name": "Scavenge",
|
||||
"description": "<p>The world is full of useful items, although most people don’t know where to go looking for the good stuff. Use this skill to find and salvage helpful pieces of equipment or locate valuable resources like food and water. Anyone can find items in places where they are likely to be found (e.g., food in a larder); use this skill to find things in places where nobody else would think to look.</p><p>Depending on the game setting and the scarcity of the item being sought, the difficulty of Scavenge tests and the quality of the items unearthed by successful rolls may vary. See SCROUNGING in the SRD. </p><p>Note that efforts to rummage for information rather than items is handled by social or knowledge skills instead.</p>"
|
||||
},
|
||||
"First Aid": {
|
||||
"name": "Premiers secours",
|
||||
"description": "<p>Le traitement initial et la stabilisation des blessures. Utilisez cette compétence pour aider un personnage à récupérer les points de vie perdus. En comparaison, la chirurgie soigne une blessure grave et la médecine assure un rétablissement à long terme. (Voir GUÉRISON ).</p>"
|
||||
},
|
||||
"Psychoanalyze": {
|
||||
"name": "Psychanalyse",
|
||||
"description": "<p>Le diagnostic et le traitement des maladies mentales. Elle permet d'identifier un trouble mental, d'aider un patient à se rétablir, de calmer quelqu'un lorsqu'un trouble commence à prendre le dessus et de traiter la maladie mentale à long terme. Vous ne pouvez pas utiliser la psychanalyse sur vous-même. Utiliser la Psychanalyse pour aider quelqu'un qui a été exposé aux forces du Mythe de Cthulhu peut coûter de la SAN au thérapeute ; voir MENACES SUR LA SAN.</p>"
|
||||
},
|
||||
"Pharmacy": {
|
||||
"name": "Pharmacy",
|
||||
"description": "<p>Knowledge of drugs and herbal remedies, from their ingredients and creation, to their effects, uses, and misuses. Use it to identify and produce medicines and antidotes — as well as poisons.</p><p>Identifying a drug or medicinal herb requires at least 20% skill. Preparing a particularly powerful treatment safely, such as one with psychoactive effects, requires at least 40% skill or a successful roll. Misusing Pharmacy is a quick way to kill a patient (see POISON AND DISEASE in the SRD).</p>"
|
||||
},
|
||||
"Theology": {
|
||||
"name": "Theology",
|
||||
"description": "<p>Religion is an important part of life in the Victorian era, and this skill represents a knowledge of the common religious practices observed by the mainstream population. Use it to know the differences between the beliefs of varying denominations of Christians, or to be able to recite passages from common religious texts. This skill isn’t particular to any one belief system but focusses on those that are widely-observed – if you want to know about fringe beliefs, use the Occult skill instead.</p>"
|
||||
},
|
||||
"Survival (Type)": {
|
||||
"name": "Survie (Au choix)",
|
||||
"description": "<p>Connaissance du monde naturel. Cette compétence permet de planifier une expédition, de prévoir le temps, de reconnaître les particularités de la faune et de la flore, d'utiliser l'environnement pour recueillir d'autres informations ou de trouver de la nourriture, de l'eau et un abri. Chaque type de survie possède sa propre compétence. Les types les plus courants sont Désert, Jungle, Toundra et Ville.</p>"
|
||||
},
|
||||
"Ciphers": {
|
||||
"name": "Ciphers",
|
||||
"description": "<p>The knowledge of methods whereby the meaning of a message (verbal, written, or other) can be hidden from prying eyes. Use it to encode a message you want to safely send, or to decode a message written by someone else.</p><p>Note that when working with written messages, your effective rating in this skill is capped by your Literacy skill – tests will usually be against the lower of the two.</p>"
|
||||
},
|
||||
"Forensics": {
|
||||
"name": "Forensics",
|
||||
"description": "<p>Gathering detailed information and evidence based on an assessment of human remains. Use it to hypothesize about the cause of a fire, trace the trajectory that a bullet followed, or determine whether a pool of blood is consistent with a major or minor injury.</p>"
|
||||
},
|
||||
"Organizational Lore (Type)": {
|
||||
"name": "Organizational Lore (Type)",
|
||||
"description": "<p>The world is full of large and complicated organizations, whether they be corporations, sprawling military-industrial groups, or byzantine government agencies. Most people know just the surface details about these entities – usually what they want the world to know. But you have spent enough time close to one of these organizations (perhaps even inside it) that you know much more. This skill represents your deep understanding of the power structures, common practices, and key individuals that drive one organization. Use it to recall details of organizational culture, hierarchies, or locations important to the organization. The skill can also be used to determine quirks of the organization that might be exploited to your benefit, as well as offering guidance about who within the ranks might be enticed, coerced, or bribed into helping in some way.</p>"
|
||||
},
|
||||
"Navigate": {
|
||||
"name": "Orientation",
|
||||
"description": "<p>Trouver rapidement son chemin à l'aide de plan, de cartes et de tableaux, de votre sens de l'orientation, d'une boussole ou de la navigation à l'estime.</p>"
|
||||
},
|
||||
"Foreign Language (Type)": {
|
||||
"name": "Langue étrangère (Type)",
|
||||
"description": "<p>Maîtrise d'une autre langue. Chaque langue étrangère est une compétence distincte. Une compétence à 20 % permet des conversations hachées ; à 50 %, votre Protagoniste parle et lit comme un natif. Plus la compétence est élevée, plus les informations comprises par votre Protagoniste sont complexes et moins cela prend de temps. Il n'est pas nécessaire d'effectuer un jet de langue étrangère à moins que le Modérateur de Jeu n'indique que la situation est exceptionnellement difficile.</p>"
|
||||
},
|
||||
"Rhetoric": {
|
||||
"name": "Rhetoric",
|
||||
"description": "<p>The ability to give a captivating and rousing speech in public, capturing a well-structured argument and delivering it verbally in a compelling fashion. Whether or not the content is truthful or not is irrelevant, a well-spoken oration is more</p><p>likely to win the hearts and minds of listeners which, in some cases, is critical to influencing an outcome. In many cases (e.g., two litigants squaring off against one another in court) Rhetoric can be opposed by someone else’s Rhetoric skill. In other cases, it can be opposed by an audiences Insight skill (representing their ability to spot the logical flaws or unconvincing body language used while the oration is being delivered).</p>"
|
||||
},
|
||||
"Beguile": {
|
||||
"name": "Beguile",
|
||||
"description": "<p>In the feudal world, oftentimes the best way to convince someone to do what you want them to do, is by appealing to their sense of power or self-importance. This delicate art combines guile, cunning, “buttering-up”, or other such subtle techniques to curry favor and obtain leverage.</p><p>Beguiling is not about open threats, teasing, or aggressive bluster – that is covered by the Harangue/Taunt skill. Nor is it about using cold logic to convince them (that’s Persuade). Rather, this skill is about using wile and cunning, coupled with a detailed understanding of the authority and power wielded by the person, to gain advantage.</p><p>If the target of the skill starts from an antagonistic viewpoint, some form of OPPOSED TEST will probably be needed to overcome their negative impression.</p>"
|
||||
},
|
||||
"Firearms": {
|
||||
"name": "Armes à feu",
|
||||
"description": "<p>Tir sûr et précis avec des armes à feu courantes en combat. Utilisez cette compétence pour atteindre une cible malgré l'adrénaline, la panique et les chocs qui interfèrent avec la coordination main-œil.</p>"
|
||||
},
|
||||
"Demolitions": {
|
||||
"name": "Demolitions",
|
||||
"description": "<p>Safe handling of explosives in a crisis. Use it to disarm a bomb, set a charge to destroy a target remotely, create home‐made explosives from supplies at the hardware store, or analyze a blast to determine exactly what caused it. Failure when handling a bomb means your Survivor needs more time. If it’s a crisis that requires a roll, a fumble means an accidental explosion.</p>"
|
||||
},
|
||||
"Harangue": {
|
||||
"name": "Intimidation",
|
||||
"description": "<p>L'art d'intimider quelqu'un pour qu'il soit d'accord avec votre point de vue ou qu'il accepte de faire quelque chose que vous voulez qu'il fasse. Cette technique n'est pas une tentative subtile de faire appel à sa bonne nature (ce qui est couvert par la compétence Charme) ou à sa raison logique (c'est la compétence Persuasion) - au lieu de cela, il s'agit de fanfaronnades, de cris et de menaces. Mais ces techniques sont parfois plus efficaces que d'autres, même si les personnes qui les subissent n'apprécieront probablement pas autant l'interaction.</p>"
|
||||
},
|
||||
"Xenoarcheology": {
|
||||
"name": "Xenoarcheology",
|
||||
"description": "<p>The study of physical remains of cultures of intelligent species. Use it to analyze a ruined structure to determine useful information about its purpose long ago or the circumstances of its destruction. Where Xenology is about living cultures and History is a broad study of the past, Archeology discerns meaning from the artifacts left behind.</p>"
|
||||
},
|
||||
"Natural Philosophy": {
|
||||
"name": "Natural Philosophy",
|
||||
"description": "<p>The study of the natural world, covering disciplines that will later come to be called Physics, Biology, Geology, Botany and Zoology. It does not include the study of medicinal substances (that is covered by Apothecary), astronomical motion (that’s Mathematics), or the study of chemicals (that’s Alchemy). However most other fields of knowledge which pertain to Nature are within the remit of Natural Philosophy.</p>"
|
||||
},
|
||||
"Medicine": {
|
||||
"name": "Médecine",
|
||||
"description": "<p>L'étude et le traitement des blessures et des maladies. Cette compétence permet de diagnostiquer la cause d'une blessure, d'une maladie ou d'un empoisonnement, d'identifier des anomalies telles que des toxines ou des maladies, d'identifier la cause et l'heure approximative d'un décès, d'identifier le dernier repas d'une personne décédée ou de prescrire des soins de longue durée appropriés. En comparaison, les premiers soins permettent de maintenir un patient en vie jusqu'à ce qu'une intervention chirurgicale soit possible, et la chirurgie permet de soigner une blessure grave. (Voir GUÉRISON).</p>"
|
||||
},
|
||||
"Siege Weapons": {
|
||||
"name": "Siege Weapons",
|
||||
"description": "<p>A large part of medieval warfare are sieges. Towns, castles, monasteries, cities, even islands can be besieged.</p><p>This skill provides knowledge on how to use, maintain, and defend against the various siege weapons on the battlefield.</p><p>It isn’t just a skill for warrior classes, peasants are often press-ganged into serving on siege weapon crews.</p>"
|
||||
},
|
||||
"Art (Type)": {
|
||||
"name": "Art (Au choix)",
|
||||
"description": "<p>Expertise dans la création ou l'exécution d'une œuvre qui suscite des émotions et des opinions. Cette compétence englobe également la connaissance des techniques et des tendances dans votre domaine, ainsi que la capacité à distinguer une œuvre réelle d'un créateur particulier d'une œuvre falsifiée. N'importe qui peut dessiner une esquisse ; la compétence Art reflète la connaissance, la pratique et le talent. Chaque type d'Art est une compétence distincte : Comédie, Danse, Contrefaçon, Musique, Poésie, Sculpture, Chant, Conte, etc.</p>"
|
||||
},
|
||||
"Foreign Court/Kingdom (Type)": {
|
||||
"name": "Foreign Court/Kingdom (Type)",
|
||||
"description": "<p>The feudal world is a vast and sprawling place, and while many people know some very basic details of each far-flung power – a place name or two and where it is – detailed knowledge is limited to those who have spent substantial time living, serving, or studying there.</p><p>This skill represents such deep understanding of the people, places, and common practices that are unique to one colonial outpost. Use it to recall details of the local climate, local peoples, history, and local government arrangement. It can also cover quirky beliefs or discoveries that have come to be common knowledge among residents.</p>"
|
||||
},
|
||||
"Empire Lore (Type)": {
|
||||
"name": "Empire Lore (Type)",
|
||||
"description": "<p>The Victorian Era world is made up of a patchwork of massive globe-spanning Empires. First among these is the British Empire, but all the other European powers – and even upstarts like the United States – have their own colonial territories scattered all across the map. This skill represents a detailed knowledge of the inner workings, places, and key figures associated with one such Empire. Use it to recall details about far-flung regions, the titles of important officials,</p><p>or obscure details about how the Empire is governed.</p>"
|
||||
},
|
||||
"Streetwise (Type)": {
|
||||
"name": "Connaissance de la rue (Au choix)",
|
||||
"description": "<p>Dans les villes et les cités, il existe une « société » parallèle, composée des classes criminelles, des pauvres, et de tous ceux dont les puissants préfèrent nier l’existence. En réalité, ce sous-prolétariat (largement invisible) est constitué de nombreuses sous-cultures et groupes distincts.</p><p>Cette compétence représente une connaissance approfondie de l’un de ces milieux. Elle inclut des informations détaillées sur les contacts – qui fait quoi, et où se rendre pour obtenir toutes sortes de biens ou services illicites propres à ce groupe. Certains de ces réseaux peuvent être géographiquement localisés (par exemple, « les docks »), tandis que d’autres représentent des catégories plus larges de personnes ou d’activités (comme les contrebandiers et les trafiquants d’alcool).</p>"
|
||||
},
|
||||
"Science (Type)": {
|
||||
"name": "Science (Au choix)",
|
||||
"description": "<p>L'étude approfondie des processus du monde. Cette compétence représente bien plus que l'enseignement scientifique ordinaire ; n'importe qui peut tenter un test d’INT pour se souvenir de l'enseignement (rudimentaire) qu'il a reçu. La compétence Science est utilisée pour comprendre ou retrouver un principe clé sur la façon dont l'univers fonctionne - ou du moins, sur la façon dont il est censé fonctionner. Chaque science est une compétence distincte : Astronomie, Biologie, Botanique, Chimie, Ingénierie, Génétique, Géologie, Mathématiques, Météorologie, Physique, Planétologie, Zoologie, etc.</p>"
|
||||
},
|
||||
"Militaria (Type)": {
|
||||
"name": "Militaria (Type)",
|
||||
"description": "<p>Many people spend a part of their careers in some form of military service to a crown or empire – whether as part of an army or navy, or even on boats in coastal waters. A great many people are also employed in the giant bureaucracy that keeps the military supplied and functioning. This skill represents first-hand training and experience obtained through time spent in one such military service. Use it to apply military tactics or strategies to a situation, to recall specific details about a particular military unit or corps, or to know your way around common military-issue equipment.</p>"
|
||||
},
|
||||
"Cosmology": {
|
||||
"name": "Cosmology",
|
||||
"description": "<p>The common understanding of the natural forces, ecology and laws which shape all aspects of the dynamics of a planet, star, or other astronomical object. It covers everything from the basic understanding of how objects orbit one another, how life-giving resources like atmosphere and water come into existence, or are sustained, through to the changing patterns of activity on planets or celestial bodies. It also covers the broad understanding of weather patterns and natural forms of life that are known to exist, common habitats, and which may constitute a threat. Use this skill to determine whether observed behavior of natural forces affecting a celestial body is consistent with “normal” or common patterns, or not.</p><p>If the technology level of the game covers techniques for terraforming planets, this skill confers a detailed understanding of the mechanisms, requirements, and time-frames involved with such methods.</p>"
|
||||
},
|
||||
"Literacy": {
|
||||
"name": "Literacy",
|
||||
"description": "<p>The ability to read and write your own native language and any other language you have learned. In this era not everyone is taught to be literate, despite it being important (perhaps even necessary) to performing certain jobs. If you want your Protagonist to be able to interpret or create documents, he or she will need to have at least a basic rating in this skill. As a shorthand, anyone with a Literacy skill below 10 is considered functionally illiterate; a skill rating between 11 and 40 represents semi-literacy; a rating above 40 denotes a fully literate individual.</p><p>The skill does not need to be purchased separately for each of the languages known; it is assumed that the basics of reading and writing common alphabets does not need to be re-learned. Note that in many cases where a document written in a foreign language needs to be comprehended, this will likely involve skill tests of BOTH Literacy and therequisite Foreign Language skill. It is the GM’s discretion as to whether tests should involve a single die roll compared to both skills, or separate rolls against each.</p>"
|
||||
},
|
||||
"Espionage Training (Type)": {
|
||||
"name": "Espionage Training (Type)",
|
||||
"description": "<p>Knowledge and practice in the arts of “tradecraft”, the secretive techniques employed by intelligence anciencies to carry out their shadowy business. Each specialization covers the unique methods relating to one aspect of spying, whether technical snooping on communications, developing networks of contacts, or discreetly deploying purpose-built gadgets to silently assassinate opposition spies. Use this skill to perform special “spy stuff” related to your specialty, or use it to recall detailed knowledge about the common techniques that various espionage groups employ in that area.</p>"
|
||||
},
|
||||
"Track": {
|
||||
"name": "Pistage",
|
||||
"description": "<p>Permet de localiser les traces d'une créature ou d'une personne spécifique et de les suivre. Un test doit être effectué pour localiser les traces, puis un autre toutes les dix minutes pendant la traque. Des pénalités ou des bonus peuvent s'appliquer en fonction du temps écoulé depuis que les traces ont été faites, de la nature du sol, des conditions météorologiques depuis que les traces ont été faites, etc.</p>"
|
||||
},
|
||||
"Animal Handling": {
|
||||
"name": "Animal Handling",
|
||||
"description": "<p>Animals are part and parcel of medieval life. Everyone has a basic understanding of caring for and trying to control animals. Animal handling can be used to calm a spooked horse, quiet a barking dog, or even train a squirrel to perform tricks.</p><p>Animal handling can’t be by a rider to control a mount. That’s the Ride skill.</p>"
|
||||
},
|
||||
"Hacking": {
|
||||
"name": "Hacking",
|
||||
"description": "<p>Access to places – physically or virtually – is tightly controlled in high-tech societies, with a range of electronic measures designed to allow authorized individuals and deny everyone else. But no system is perfect, and for those who know their weaknesses the security protecting doors, data repositories, and communication systems is more a temporary complication than a barrier.</p><p>This skill represents practical knowledge of techniques for hacking well-known electronic security systems or controls, as well as the real-world skills needed to successfully employ that book-learning in practice. It also represents abilities to use (or even create) special anti-security devices or “active content” (viruses, worms, etc.).</p>"
|
||||
},
|
||||
"Apothecary": {
|
||||
"name": "Apothecary",
|
||||
"description": "<p>Knowledge of medicinal preparations, which in this era are a combination of herbs, roots, other naturally-occurring folk remedies, and preparations manufactured through chemical separation and compounding. Use this skill to identify a common medicinal preparation, know what preparation is likely to improve a particular complaint, and safely administer a preparation.</p><p>Identifying a pharmaceutical preparation or medicinal herb requires at least 20% skill. Preparing a particularly powerful treatment safely, such as one with psychoactive effects, requires at least 40% skill or a successful roll. Misusing this skill is a quick way to kill a patient (see POISON AND DISEASE in the SRD).</p>"
|
||||
},
|
||||
"Mysticism (Type)": {
|
||||
"name": "Mysticism (Type)",
|
||||
"description": "<p>The study of the supernatural as understood by human traditions, including things like magic, initiation into mystery cults, and secret societies. Use Mysticism to examine and deduce the intent of a ritual, or to identify occult traditions, groups, scrolls, tools, symbols, or legends. Mysticism can never tell a Protagonist what’s genuinely unnatural and what’s just superstition or mythology. That’s the province of the Unnatural skill.</p><p>Mysticism is the more academic counterpart to Folklore. Successful Folklore and Mysticism rolls could provide the same information, viewed through different filters.</p>"
|
||||
},
|
||||
"Firearms / Beam Weapons": {
|
||||
"name": "Firearms / Beam Weapons",
|
||||
"description": "<p>Safe and accurate shooting with common firearms (projectile or laser/plasma beam) in combat. Use it to hit a target despite the adrenaline, panic, and shock of violence interfering with hand-eye coordination.</p>"
|
||||
},
|
||||
"Military Science": {
|
||||
"name": "Military Science",
|
||||
"description": "<p>Knowledge of military culture, techniques, and regulations. Use it to identify threats in a battlefield, find accurate ranges, recognize weaknesses in a fortification, deduce the training level of a soldier or unit, reconstruct the events of a battle, or deploy forces advantageously in combat.</p>"
|
||||
},
|
||||
"Ordnance": {
|
||||
"name": "Ordnance",
|
||||
"description": "<p>Knowledge and practical abilities relating to the use of heavy weapons, typically reserved for open warfare. Use it to recall the common types of armaments used on a particular type of ship, the procedures for maintaining a field gun, or the tactics of a particular nation’s heavy combatants. It also represents the ability to coordinate a team charged with preparing, aiming, and firing such a weapon. Successful use of the skill is needed for such a firing to be safe and land its projective in the correct location.</p><p>This skill also encompasses the use of explosives for non-military purposes such as mining and demolition.</p>"
|
||||
},
|
||||
"Alchemy": {
|
||||
"name": "Alchemy",
|
||||
"description": "<p>Alchemy is pseudo-chemistry wrapped in mysticism designed to prolong life, find a universal cure for disease, turn lead into gold, or any fantastical goal. It draws heavily on ancient sources, wraps them in religious trappings, and bottles it. Alchemy as a skill is by no means limited to those educated in the classics. Many wise women and cunning men know as much about alchemy as a Palatinate scholar who claims to have studied with the Arabs.</p>"
|
||||
},
|
||||
"Use Gadgets": {
|
||||
"name": "Gadgets",
|
||||
"description": "<pNul besoin de faire un jet de compétence pour utiliser les appareils et technologies couramment employés à l’époque et dans le cadre du jeu. En revanche, l’usage efficace d’un équipement technique ou spécialisé est une toute autre affaire.</p><p>Entre des mains inexpérimentées, de tels dispositifs sont au mieux inutiles… et au pire, dangereux. \"Gadgets\" est une compétence générique qui permet à votre protagoniste d’utiliser avec succès toute une gamme d’appareils techniques répandus, mais exigeant une certaine expertise.</p>"
|
||||
},
|
||||
"Astronomy": {
|
||||
"name": "Astronomy",
|
||||
"description": "<p>Knowledge of the movements of the celestial bodies. Use it to know the lunar cycles, or when Venus will be brightest in the sky and therefore closest to the Earth.</p><p>In the Classical Era the scientific knowledge of Astronomy and the predictive art of Astrology are heavily intertwined.</p><p>This skill might afford a limited ability to cast someone’s horoscope, but detailed prognostications and interpretations are the remit of the Augury skill.</p>"
|
||||
},
|
||||
"Mathematics": {
|
||||
"name": "Mathematics",
|
||||
"description": "<p>This skill encompasses the knowledge of mathematics, limited to simple theorems such as those described by Euclid, basic algebra and rudimentary trigonometry. It also covers simple cosmography and the motions of the heavenly bodies.</p>"
|
||||
},
|
||||
"Folklore": {
|
||||
"name": "Folklore",
|
||||
"description": "<p>Folklore is the knowledge of the customs and lore of the common people of region. It is used to deduce the proper way to enter a house, whether to walk around the field widdershins prior to planting winter wheat, or in what order to propitiate the saints. It’s also useful when trying to understand the myths and legends of region, such as what creature is said to live in the lake or why the eastern face of the mountain has no trees.</p><p>At the Game Master’s discretion, separate folklore skills for different regions may be used or the Game Master can apply a penalty the farther a protagonist travels from their home.</p>"
|
||||
},
|
||||
"Homeland": {
|
||||
"name": "Homeland",
|
||||
"description": "<p>Homeland represents a protagonist’s general knowledge about their homeland. Who’s in charge, basic geography, known power struggles, which lord owns a certain village, etc.</p><p>History, Folklore, and other more specific skills should be used to gain in-depth knowledge.</p>"
|
||||
},
|
||||
"Mechanical Knack": {
|
||||
"name": "Mechanical Knack",
|
||||
"description": "<p>The tradesman’s ability to fix or build devices which operate according to some mechanical principle. This includes domestic appliances, industrial machines, and vehicles. This includes large-scale mechanical apparatus. Fixes that require specialized training or apparatus are likely to fall under specific Craft skills (e.g., Locksmith), however this skill might still provide some basic assistance with those tasks.</p>"
|
||||
},
|
||||
"Bootlick": {
|
||||
"name": "Bootlick",
|
||||
"description": "<p>In the hierarchical and bureaucratic colonial world, oftentimes the best way to convince someone to do what you want them to do, is by appealing to their sense of power or self-importance. The delicate art of bootlicking combines guile, cunning, “buttering-up”, or other such subtle techniques to curry favor and obtain leverage.</p><p>Bootlicking is not about open threats, teasing, or aggressive bluster – that is covered by the Harangue/Taunt skill. Nor is it about using cold logic to convince them (that’s Persuade). Rather, this skill is about using wile and cunning, coupled with a detailed understanding of the authority and power wielded by the person, to gain advantage.</p><p>If the target of the skill starts from an antagonistic viewpoint, some form of OPPOSED TEST will probably be needed to overcome their negative impression.</p>"
|
||||
},
|
||||
"Planet / Station Lore (Type)": {
|
||||
"name": "Planet / Station Lore (Type)",
|
||||
"description": "<p>Most educated people know a little bit about every place, but if you’ve spent a long time living in (or studying) on a specific planet, asteroid, or space station you learn so much more. This skill represents a deep understanding of the people, places, and common practices that are unique to one particular locale. Use it to recall urban legends that locals tell, unique local words, or identify unusual artifacts found in the region. It can also cover quirky superstitions and rites that are particular to the place.</p>"
|
||||
},
|
||||
"Drive (Type)": {
|
||||
"name": "Conduite (Au choix)",
|
||||
"description": "<p>Piloter tout véhicule ou moyen de transport terrestre en toute sécurité. Sauf avis contraire du Modérateur de Jeu, chaque Protagoniste peut conduire en toute sécurité dans des conditions de circulation normales. Utilisez cette compétence pour assurer la conduite d'un véhicule lors d'une poursuite tendue ou sur un terrain dangereux.</p>"
|
||||
},
|
||||
"Procuratio": {
|
||||
"name": "Procuratio",
|
||||
"description": "<p>A knowledge of how bureaucracies work and what kinds of forms, paperwork, journals, etc. it invariably generates. Use it to sift through detailed charters or pipe rolls to find that one quirky point that just doesn’t seem to fit the usual pattern.</p><p>Use this skill to rapidly navigate your way adeptly through written records to find what’s important. It can also be useful in determining forgeries. Forged charters are a common scheme that can catch someone just skinning documents off guard.</p><p>Note that this skill is primarily about interpreting information you have; if you need to actively go out and track down books, records, etc. that would be covered by either the Search skill, some combination of social skills, or perhaps Carouse (depending on the mode of searching).</p>"
|
||||
},
|
||||
"Poisons": {
|
||||
"name": "Poisons",
|
||||
"description": "<p>The use of toxic preparations is common practice in the Classical world whether it be to silence a political rival, commit a murder, or rid a woman of an unwanted pregnancy. In most cases the use of poisons is appealing because it is much harder to trace, and may even appear to be the results of natural causes. Not all poisonings are intended to kill.</p><p>This skill includes the knowledge to prepare poisons from commonly available ingredients, the ability to detect the tell-tale signs that something bears the taint of a known poison, and the knowledge of the distinctive signs that poisons leave on their victims (often on their corpses).</p><p>Note that most ingredients for Classical Era poisons are plants which grow naturally. This skill doesn’t help with knowing where to find such plants in the wild (that would be Forage/Hunt) or whether other types of similar plants could be substituted if they are unavailable (that would be Herb Lore).</p>"
|
||||
},
|
||||
"Forage/Hunt": {
|
||||
"name": "Forage/Hunt",
|
||||
"description": "<p>Forage/Hunt is used to find edible food in the wilderness. The appropriate tools are required, such a bow, spear, or other weapon to hunt animals. It also covers dressing the prey and preparing it for storage.</p><p>A successful roll provides enough food for a group of four to eat for a week.</p>"
|
||||
},
|
||||
"Sea Lore (Type)": {
|
||||
"name": "Sea Lore (Type)",
|
||||
"description": "<p>The world’s oceans are vast and sprawling, and while everyone knows some very basic details of different regions – a port name or two and where each is located – detailed knowledge is limited to those who have spent substantial time living, serving, or studying in the colony.</p><p>This skill represents such deep understanding of the people, places, and common practices that are unique to either a region of ocean, a nation’s shipping fleets, a group of islands/settlements, or a set of common maritime traditions or superstitions. Use it to recall details of the local climate, safe routes, names of famous ships and their captains, and which ports ask few questions about the origins of wealth. It can also cover quirky beliefs or discoveries that have come to be common knowledge among seafarers.</p>"
|
||||
},
|
||||
"Artillery": {
|
||||
"name": "Artillery",
|
||||
"description": "<p>Safe and accurate use of mortars, missiles, howitzers, tank cannons, and other heavy gunnery. Use it to destroy troop or a hard target in battle.</p>"
|
||||
},
|
||||
"Reassure (Copy)": {
|
||||
"name": "Reassure (Copy)",
|
||||
"description": "<p>Use this skill to understand the mental illness afflicting a person, help an afflicted person along the journey back to sanity, or talk someone down when the mental illness threatens to take hold.</p><p>You can also use this skill to assist in social interactions with someone, to calm them from an agitated state in order to extract information from them.</p><p>You cannot use Reassure on yourself.</p><p>Using Reassure to aid someone who suffered exposure to Unnatural forces might cost the reassuring Survivor SAN; see THREATS TO SAN.</p>"
|
||||
},
|
||||
"Physician": {
|
||||
"name": "Physician",
|
||||
"description": "<p>The treatment of an injury or abnormality, either by invasive means or the application of special medical salves and preparations. By comparison, First Aid keeps a patient alive until treatment is possible, and Herb Lore allows for the collection of herbs which, with some guidance from the Physician, might help with long term recovery. (See HEALING in the SRD).</p><p>Note that the Physician skill does not include the craft of brewing deliberately harmful toxins (see the Poisons skill, below), although it may assist with the identification of a death caused by such poisons.</p>"
|
||||
},
|
||||
"Colonial Lore (Type)": {
|
||||
"name": "Colonial Lore (Type)",
|
||||
"description": "<p>The colonial world is a vast and sprawling place, and while everyone knows some very basic details of each different colony – a place name or two and where it is – detailed knowledge is limited to those who have spent substantial time living, serving, or studying in the colony.</p><p>This skill represents such deep understanding of the people, places, and common practices that are unique to one colonial outpost. Use it to recall details of the local climate, indigenous peoples, colonial history, and local government arrangement. It can also cover quirky beliefs or discoveries that have come to be common knowledge among colonists.</p>"
|
||||
},
|
||||
"Antiquary": {
|
||||
"name": "Antiquary",
|
||||
"description": "<p>The study of things from the ancient past, whether they be artifacts, ruined structures, or faded inscriptions. Use it to analyze remnants from the ancient world to determine useful information about their purpose, the civilization that created, or the circumstances of its destruction. Where the History skill is a broad study of past events for which there is sound written accounts or documentation, Antiquary instead focuses on remnants from those ancient epochs about which only sketchy information – or supposition – exists.</p>"
|
||||
},
|
||||
"Heavy Weapons": {
|
||||
"name": "Heavy Weapons",
|
||||
"description": "<p>Safe and accurate operation of heavy but portable direct-fire ordnance such as tripod- or vehicle-mounted machine guns or rocket launchers. Use Heavy Weapons to suppress enemies or destroy a vehicle in combat. For even heavier weapons, see Artillery.</p>"
|
||||
},
|
||||
"Indigenous Lore (Type)": {
|
||||
"name": "Indigenous Lore (Type)",
|
||||
"description": "<p>Wherever European colonies have been established, there have been pre-existing settlements of indigenous peoples. This skill represents a knowledge of one cultural group of such peoples who have a connection to the territory claimed by your Protagonist’s colony. It represents a deep understanding of the people, places, and practices that are unique to that group. Use it to recall religious beliefs or folklore common to the group, local place names and languages, or unusual ruins and earthworks found in the region settled by the group.</p><p>The skill does not cover an ability to speak indigenous languages – those must be purchased separately as Foreign Language skill specializations.</p>"
|
||||
},
|
||||
"Occult (Type)": {
|
||||
"name": "Occultisme (Au choix)",
|
||||
"description": "<p>L'étude du surnaturel tel qu'il est véhiculé par les traditions humaines, y compris des thèmes comme la magie, le folklore et les sociétés secrètes. Utilisez Occultisme pour examiner et déduire l'objectif d'un rituel, ou pour identifier des traditions Occultismees, des groupes, des grimoires, des outils, des symboles ou des légendes. Occultisme ne peut jamais indiquer à un Protagoniste ce qui est véritablement surnaturel et ce qui n'est que superstition ou mythologie. C'est le domaine de la compétence Inconcevable.</p>"
|
||||
},
|
||||
"Zero-G Maneuvering": {
|
||||
"name": "Zero-G Maneuvering",
|
||||
"description": "<p>The ability to gracefully move in low or zero gravity environments, and not float around as an uncoordinated tangle of flailing limbs. In a crisis situation or during a space-based pursuit this coordination can be the difference between escaping an enemy, crashing into the superstructure during a spacewalk, or embarrassingly stumbling into an asteroid crater.</p>"
|
||||
},
|
||||
"Artificial Intelligence": {
|
||||
"name": "Artificial Intelligence",
|
||||
"description": "<p>Most high-tech devices employ a degree of artificial intelligence, even if the average user has no real understanding of how these apparently “smart” gadgets perform their reasoning. This skill represents the deeper knowledge required to:</p><ul><li><p>Build an AI-powered device or system, either from first principles or using pre-written tools.</p></li><li><p>Tell whether a fragment of text, image, video, or sound was generated by an AI.</p></li><li><p>Manipulate the functioning of an AI device or system to cause it to act in a particular way.</p></li><li><p>Confound an AI with logical or ethical conundrums to cause it to freeze or halt or malfunction.</p></li><li><p>Bypass any security or guardrails placed by the makers or the AI to prohibit certain forms of use.</p></li></ul>"
|
||||
},
|
||||
"Chirurgury": {
|
||||
"name": "Chirurgury",
|
||||
"description": "<p>The treatment of an injury or abnormality, by invasive means. By comparison, First Aid keeps a patient alive until surgery is possible, and Herb Lore allows for medicinal preparations to be administered which might help with long term recovery. (See HEALING in the SRD)</p>"
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load Diff
@ -54,24 +54,24 @@ Hooks.once("init", function () {
|
||||
}
|
||||
|
||||
// Register sheet application classes
|
||||
Actors.unregisterSheet("core", ActorSheet)
|
||||
Actors.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalProtagonistSheet, { types: ["protagonist"], makeDefault: true })
|
||||
Actors.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalVehicleSheet, { types: ["vehicle"], makeDefault: true })
|
||||
Actors.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalCreatureSheet, { types: ["creature"], makeDefault: true })
|
||||
foundry.documents.collections.Actors.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
|
||||
foundry.documents.collections.Actors.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalProtagonistSheet, { types: ["protagonist"], makeDefault: true })
|
||||
foundry.documents.collections.Actors.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalVehicleSheet, { types: ["vehicle"], makeDefault: true })
|
||||
foundry.documents.collections.Actors.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalCreatureSheet, { types: ["creature"], makeDefault: true })
|
||||
|
||||
Items.unregisterSheet("core", ItemSheet)
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalSkillSheet, { types: ["skill"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalInjurySheet, { types: ["injury"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalMotivationSheet, { types: ["motivation"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalMentalDisorderSheet, { types: ["mentaldisorder"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalWeaponSheet, { types: ["weapon"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalArcaneSheet, { types: ["arcane"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalArmorSheet, { types: ["armor"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalBondSheet, { types: ["bond"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalGearSheet, { types: ["gear"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalArchetypeSheet, { types: ["archetype"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalRitualSheet, { types: ["ritual"], makeDefault: true })
|
||||
Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalTomeSheet, { types: ["tome"], makeDefault: true })
|
||||
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ItemSheet)
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalSkillSheet, { types: ["skill"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalInjurySheet, { types: ["injury"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalMotivationSheet, { types: ["motivation"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalMentalDisorderSheet, { types: ["mentaldisorder"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalWeaponSheet, { types: ["weapon"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalArcaneSheet, { types: ["arcane"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalArmorSheet, { types: ["armor"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalBondSheet, { types: ["bond"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalGearSheet, { types: ["gear"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalArchetypeSheet, { types: ["archetype"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalRitualSheet, { types: ["ritual"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("fvtt-cthulhu-eternal", applications.CthulhuEternalTomeSheet, { types: ["tome"], makeDefault: true })
|
||||
|
||||
// Other Document Configuration
|
||||
CONFIG.ChatMessage.documentClass = documents.CthulhuEternalChatMessage
|
||||
@ -113,22 +113,43 @@ function preLocalizeConfig() {
|
||||
|
||||
Hooks.once("ready", function () {
|
||||
console.info("CTHULHU ETERNAL | Ready")
|
||||
|
||||
if (typeof Babele !== 'undefined') {
|
||||
console.info("CTHULHU ETERNAL | Babele detected, setting up translations")
|
||||
Babele.get().setSystemTranslationsDir("compendiums");
|
||||
}
|
||||
|
||||
if (game.user.isGM) {
|
||||
ClassCounter.registerUsageCount("fvtt-cthulhu-eternal", {})
|
||||
}
|
||||
preLocalizeConfig()
|
||||
|
||||
if (game.user.isGM && game.i18n.lang === 'fr' && !game.modules.find(m => m.id == "babele")) {
|
||||
ChatMessage.create({
|
||||
user: game.user.id,
|
||||
whisper: [game.user.id],
|
||||
content: `<div ><span class="">
|
||||
<strong>ATTENTION ! Français détecte, mais le module Babele n'est pas installé !<br>Installez Babele pour bénéficier de la traduction des compendiums`
|
||||
})
|
||||
}
|
||||
|
||||
})
|
||||
|
||||
Hooks.on("renderChatMessage", (message, html, data) => {
|
||||
Hooks.on("renderChatMessageHTML", (message, html, data) => {
|
||||
// Affichage des boutons de jet de dés uniquement pour les joueurs
|
||||
if (message.author.id === game.user.id) {
|
||||
html.find(".nudge-roll").each((i, btn) => {
|
||||
$(html).find(".nudge-roll").each((i, btn) => {
|
||||
btn.style.display = "inline"
|
||||
})
|
||||
html.find(".nudge-roll").click((event) => {
|
||||
$(html).find(".damage-roll").each((i, btn) => {
|
||||
btn.style.display = "inline"
|
||||
})
|
||||
$(html).find(".nudge-roll").click((event) => {
|
||||
CthulhuEternalUtils.nudgeRoll(message)
|
||||
})
|
||||
$(html).find(".damage-roll").click((event) => {
|
||||
CthulhuEternalUtils.damageRoll(message)
|
||||
})
|
||||
}
|
||||
})
|
||||
|
||||
|
33
lang/en.json
33
lang/en.json
@ -265,6 +265,12 @@
|
||||
"submachinegun": "Submachinegun",
|
||||
"riflecarabine": "Rifle/Carabine"
|
||||
},
|
||||
"SelectiveFire": {
|
||||
"shortburst": "Short Burst",
|
||||
"longburst": "Long Burst",
|
||||
"shortspray": "Short Spray",
|
||||
"longspray": "Long Spray"
|
||||
},
|
||||
"FIELDS": {
|
||||
"hasDirectSkill": {
|
||||
"label": "Has direct skill"
|
||||
@ -284,6 +290,12 @@
|
||||
"weaponSubtype": {
|
||||
"label": "Firearm Subtype"
|
||||
},
|
||||
"hasSelectiveFire": {
|
||||
"label": "Has selective fire"
|
||||
},
|
||||
"applyDamageBonus": {
|
||||
"label": "Add damage bonus"
|
||||
},
|
||||
"damage": {
|
||||
"label": "Damage"
|
||||
},
|
||||
@ -483,6 +495,15 @@
|
||||
}
|
||||
},
|
||||
"Label": {
|
||||
"lethalityRoll": "Lethality Roll",
|
||||
"lethalityWounded": "The target is lethally wounded",
|
||||
"lethalityNotWounded": "The target is not lethally wounded",
|
||||
"damageRoll": "Damage Roll",
|
||||
"vehicle":"Vehicle",
|
||||
"Weapon": "Weapon",
|
||||
"ZeroWP": "Zero WP : Automatic failure (ie 0%)",
|
||||
"LowWP": "Low WP",
|
||||
"Exhausted": "Exhausted",
|
||||
"creature": "Creature",
|
||||
"Rituals": "Rituals",
|
||||
"Tomes": "Tomes",
|
||||
@ -594,7 +615,14 @@
|
||||
"newArchetype": "New Archetype",
|
||||
"newSkill": "New Skill",
|
||||
"newTome": "New Tome",
|
||||
"newRitual": "New Ritual"
|
||||
"newRitual": "New Ritual",
|
||||
"titleResource": "Resource Roll",
|
||||
"titleStandard": "Standard Roll",
|
||||
"wpCostLabel": "Willpower points cost",
|
||||
"noActorFound": "No actor found",
|
||||
"skillFailed": "Skill roll failed : the skill has been ticked for progression",
|
||||
"rollProgress": "Roll Progress",
|
||||
"skillProgress": "Skill Progress"
|
||||
},
|
||||
"ChatMessage": {
|
||||
"exhausted": "Your protagonist is exhausted. He loses [[/r 1d6]] Willpower Points."
|
||||
@ -614,7 +642,8 @@
|
||||
},
|
||||
"Tooltip": {
|
||||
"sanBP": ">5 SAN lost in one roll, temporary insanity. If SAN less reaches BP = a Disorder unconscious Breaking and AND reset BP.",
|
||||
"setBP": "Set the current Breaking Point based on the current SAN value"
|
||||
"setBP": "Set the current Breaking Point based on the current SAN value",
|
||||
"addBond": "Add a new Bond"
|
||||
},
|
||||
"Chat": {
|
||||
},
|
||||
|
657
lang/fr.json
Normal file
657
lang/fr.json
Normal file
@ -0,0 +1,657 @@
|
||||
{
|
||||
"TYPES": {
|
||||
"Actor": {
|
||||
"protagonist": "Protagoniste",
|
||||
"vehicle": "Véhicule",
|
||||
"creature": "Créature"
|
||||
},
|
||||
"Item": {
|
||||
"skill": "Compétence",
|
||||
"weapon": "Arme",
|
||||
"armor": "Armure",
|
||||
"injury": "Blessure",
|
||||
"gear": "Matériel",
|
||||
"motivation": "Motivation",
|
||||
"mentaldisorder": "Trouble mental",
|
||||
"bond": "Attache" ,
|
||||
"arcane": "Arcane",
|
||||
"archetype": "Archétype",
|
||||
"ritual": "Rituel",
|
||||
"tome": "Ouvrage"
|
||||
}
|
||||
},
|
||||
"CTHULHUETERNAL": {
|
||||
"Settings": {
|
||||
"era": "Sélectionnez l'époque de votre jeu",
|
||||
"eraHint": "L'époque détermine les compétences, les armes et les équipements disponibles pour votre protagoniste.",
|
||||
"Common": "Commun",
|
||||
"Classical": "Classique",
|
||||
"Medieval": "Médiéval",
|
||||
"Revolution": "Révolution",
|
||||
"Modern": "Moderne",
|
||||
"Future": "Futur",
|
||||
"Jazz": "Jazz",
|
||||
"WW1": "Première Guerre Mondiale",
|
||||
"WW2": "Seconde Guerre Mondiale",
|
||||
"ColdWar": "Guerre Froide",
|
||||
"Victorian": "Victorienne",
|
||||
"AgeOfSail": "Âge de la voile",
|
||||
"PostApo": "Post-Apocalyptique"
|
||||
},
|
||||
"Protagonist": {
|
||||
"FIELDS": {
|
||||
"damageBonus": {
|
||||
"label": "Bonus D."
|
||||
},
|
||||
"resources": {
|
||||
"permanentRating": {
|
||||
"label": "Degré Permanent"
|
||||
},
|
||||
"hand": {
|
||||
"label": "A portée de main"
|
||||
},
|
||||
"stowed": {
|
||||
"label": "Rangé"
|
||||
},
|
||||
"storage": {
|
||||
"label": "Stocké"
|
||||
}
|
||||
},
|
||||
"biodata": {
|
||||
"feature": {
|
||||
"label": "Feature"
|
||||
},
|
||||
"adaptedToViolence": {
|
||||
"label": "Habitué à la violence"
|
||||
},
|
||||
"adaptedToHelplessness": {
|
||||
"label": "Habitué à l'impuissance"
|
||||
},
|
||||
"harshness": {
|
||||
"label": "Enfance"
|
||||
},
|
||||
"age": {
|
||||
"label": "Age"
|
||||
},
|
||||
"gender": {
|
||||
"label": "Genre"
|
||||
},
|
||||
"hair": {
|
||||
"label": "Cheveux"
|
||||
},
|
||||
"eyes": {
|
||||
"label": "Yeux"
|
||||
},
|
||||
"height": {
|
||||
"label": "Taille"
|
||||
},
|
||||
"home": {
|
||||
"label": "Maison"
|
||||
},
|
||||
"birthplace": {
|
||||
"label": "Lieu de naissance"
|
||||
},
|
||||
"label": "Biodata"
|
||||
},
|
||||
"characteristics:": {
|
||||
"str": {
|
||||
"label": "Force"
|
||||
},
|
||||
"dex": {
|
||||
"label": "Dextérité"
|
||||
},
|
||||
"int": {
|
||||
"label": "Intelligence"
|
||||
},
|
||||
"pow": {
|
||||
"label": "Pouvoir"
|
||||
},
|
||||
"con": {
|
||||
"label": "Constitution"
|
||||
},
|
||||
"char": {
|
||||
"label": "Charisme"
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Creature": {
|
||||
"FIELDS": {
|
||||
"damageBonus": {
|
||||
"label": "Bonus D."
|
||||
},
|
||||
"resources": {
|
||||
"permanentRating": {
|
||||
"label": "Valeur permanente"
|
||||
},
|
||||
"hand": {
|
||||
"label": "A portée de main"
|
||||
},
|
||||
"stowed": {
|
||||
"label": "Rangé"
|
||||
},
|
||||
"storage": {
|
||||
"label": "Stocké"
|
||||
}
|
||||
},
|
||||
"biodata": {
|
||||
"feature": {
|
||||
"label": "Feature"
|
||||
},
|
||||
"adaptedToViolence": {
|
||||
"label": "Habitué à la violence"
|
||||
},
|
||||
"adaptedToHelplessness": {
|
||||
"label": "Habitué à l'impuissance"
|
||||
},
|
||||
"harshness": {
|
||||
"label": "Dureté"
|
||||
},
|
||||
"age": {
|
||||
"label": "Age"
|
||||
},
|
||||
"gender": {
|
||||
"label": "Genre"
|
||||
},
|
||||
"hair": {
|
||||
"label": "Cheveux"
|
||||
},
|
||||
"eyes": {
|
||||
"label": "Yeux"
|
||||
},
|
||||
"height": {
|
||||
"label": "Taille"
|
||||
},
|
||||
"home": {
|
||||
"label": "Maison"
|
||||
},
|
||||
"birthplace": {
|
||||
"label": "Lieu de naissance"
|
||||
},
|
||||
"label": "Biodata"
|
||||
},
|
||||
"characteristics:": {
|
||||
"str": {
|
||||
"label": "Force"
|
||||
},
|
||||
"dex": {
|
||||
"label": "Dextérité"
|
||||
},
|
||||
"int": {
|
||||
"label": "Intelligence"
|
||||
},
|
||||
"pow": {
|
||||
"label": "Pouvoir"
|
||||
},
|
||||
"con": {
|
||||
"label": "Constitution"
|
||||
},
|
||||
"char": {
|
||||
"label": "Charisme"
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Insanity": {
|
||||
"None": "Aucune",
|
||||
"Flee": "Fuir",
|
||||
"Submit": "Se Soumettre",
|
||||
"Struggle": "Lutter"
|
||||
},
|
||||
"Skill": {
|
||||
"Unnatural": "Inconcevable",
|
||||
"Melee": "Armes de mêlée",
|
||||
"Firearms": "Armes à feu",
|
||||
"Athletics": "Athlétisme",
|
||||
"UnarmedCombat": "Combat à mains nues",
|
||||
"RangedWeapons": "Armes de tir",
|
||||
"FirearmsBeams": "Armes à feu / à rayons",
|
||||
"FIELDS": {
|
||||
"isAdversary": {
|
||||
"label": "Adversaire"
|
||||
},
|
||||
"settings": {
|
||||
"label": "Epoque"
|
||||
},
|
||||
"diceEvolved": {
|
||||
"label": "Peut progresser sur un échec"
|
||||
},
|
||||
"bonus" :{
|
||||
"label": "Bonus"
|
||||
},
|
||||
"base": {
|
||||
"label": "Base"
|
||||
},
|
||||
"rollFailed": {
|
||||
"label": "Jet échoué"
|
||||
},
|
||||
"description": {
|
||||
"label": "Description"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Gear": {
|
||||
"FIELDS": {
|
||||
"resourceLevel": {
|
||||
"label": "Niveau de ressource"
|
||||
},
|
||||
"state": {
|
||||
"label": "Etat"
|
||||
},
|
||||
"settings": {
|
||||
"label": "Epoque"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Injury": {
|
||||
"FIELDS": {
|
||||
"description": {
|
||||
"label": "Description"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Weapon": {
|
||||
"WeaponType": {
|
||||
"melee": "Mêlée",
|
||||
"rangedprimitive": "A distance - Primitive",
|
||||
"rangedthrown": "A distance - Lancer",
|
||||
"rangedfirearm": "A distance - Arme à feu",
|
||||
"unarmed": "Non armé"
|
||||
},
|
||||
"WeaponSubtype": {
|
||||
"basicfirearm": "Arme à feu de base",
|
||||
"pistol": "Pistolet",
|
||||
"shotgun": "Shotgun",
|
||||
"submachinegun": "Mitrailleuse",
|
||||
"riflecarabine": "Fusil/Carabine"
|
||||
},
|
||||
"SelectiveFire": {
|
||||
"shortburst": "Rafale courte",
|
||||
"longburst": "Rafale longue",
|
||||
"shortspray": "Barrage court",
|
||||
"longspray": "Barrage long"
|
||||
},
|
||||
"FIELDS": {
|
||||
"hasDirectSkill": {
|
||||
"label": "Compétence intégrée"
|
||||
},
|
||||
"directSkillValue": {
|
||||
"label": "Valeur de la compétence intégrée"
|
||||
},
|
||||
"state": {
|
||||
"label": "Etat"
|
||||
},
|
||||
"settings": {
|
||||
"label": "Epoque"
|
||||
},
|
||||
"weaponType": {
|
||||
"label": "Type"
|
||||
},
|
||||
"weaponSubtype": {
|
||||
"label": "Sous-type d'arme à feu"
|
||||
},
|
||||
"hasSelectiveFire": {
|
||||
"label": "Tir sélectif ?"
|
||||
},
|
||||
"applyDamageBonus": {
|
||||
"label": "Ajouer le bonus de dégâts ?"
|
||||
},
|
||||
"damage": {
|
||||
"label": "Dégats"
|
||||
},
|
||||
"description": {
|
||||
"label": "Description"
|
||||
},
|
||||
"baseRange": {
|
||||
"label": "Portée de base"
|
||||
},
|
||||
"rangeUnit": {
|
||||
"label": "Untité de portée"
|
||||
},
|
||||
"killRadius": {
|
||||
"label": "Rayon de destruction"
|
||||
},
|
||||
"lethality": {
|
||||
"label": "Lethalité"
|
||||
},
|
||||
"resourceLevel": {
|
||||
"label": "Niveau de ressource"
|
||||
},
|
||||
"armorPiercing": {
|
||||
"label": "Pénétration d'armure"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Armor": {
|
||||
"FIELDS": {
|
||||
"settings": {
|
||||
"label": "Epoque"
|
||||
},
|
||||
"protection": {
|
||||
"label": "Protection"
|
||||
},
|
||||
"resourceLevel": {
|
||||
"label": "Niveau de ressource"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Motivation": {
|
||||
"FIELDS": {
|
||||
"description": {
|
||||
"label": "Description"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Vehicle": {
|
||||
"FIELDS": {
|
||||
"description": {
|
||||
"label": "Description"
|
||||
},
|
||||
"notes": {
|
||||
"label": "Notes"
|
||||
},
|
||||
"surfaceSpeed": {
|
||||
"label": "Vitesse de surface"
|
||||
},
|
||||
"airSpeed": {
|
||||
"label": "Vitesse aérienne"
|
||||
},
|
||||
"armor": {
|
||||
"label": "Armure"
|
||||
},
|
||||
"settings": {
|
||||
"label": "Epoque"
|
||||
},
|
||||
"crew": {
|
||||
"label": "Équipage"
|
||||
},
|
||||
"state": {
|
||||
"label": "Etat"
|
||||
}
|
||||
}
|
||||
},
|
||||
"MentalDisorder": {
|
||||
"FIELDS": {
|
||||
"description": {
|
||||
"label": "Description"
|
||||
},
|
||||
"cured": {
|
||||
"label": "Soigné"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Bond": {
|
||||
"FIELDS": {
|
||||
"bondType": {
|
||||
"label": "Type"
|
||||
},
|
||||
"description": {
|
||||
"label": "Description"
|
||||
},
|
||||
"value": {
|
||||
"label": "Valeur"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Arcane": {
|
||||
"FIELDS": {
|
||||
"value": {
|
||||
"label": "Valeur"
|
||||
},
|
||||
"description": {
|
||||
"label": "Description"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Archetype": {
|
||||
"FIELDS": {
|
||||
"settings": {
|
||||
"label": "Epoque"
|
||||
},
|
||||
"value": {
|
||||
"label": "Valeur"
|
||||
},
|
||||
"description": {
|
||||
"label": "Description"
|
||||
}
|
||||
}
|
||||
},
|
||||
"BondType": {
|
||||
"individual": "Individu",
|
||||
"community": "Groupe"
|
||||
},
|
||||
"Harshness": {
|
||||
"normal": "Ordinaire",
|
||||
"harsh": "Difficile",
|
||||
"veryHarsh": "Très difficile"
|
||||
},
|
||||
"Tome": {
|
||||
"FIELDS": {
|
||||
"language": {
|
||||
"label": "Language"
|
||||
},
|
||||
"settings": {
|
||||
"label": "Epoque"
|
||||
},
|
||||
"studyTime": {
|
||||
"label": "Temps d'étude"
|
||||
},
|
||||
"sanLoss": {
|
||||
"label": "Perte de SAN"
|
||||
},
|
||||
"unnaturalSkill": {
|
||||
"label": "Compétence Inconcevable"
|
||||
},
|
||||
"rituals": {
|
||||
"label": "Rituels"
|
||||
},
|
||||
"minimumEra": {
|
||||
"label": "Epoque minimum"
|
||||
},
|
||||
"otherBenefits": {
|
||||
"label": "Autres avantages"
|
||||
},
|
||||
"creationDate": {
|
||||
"label": "Date de création"
|
||||
},
|
||||
"description": {
|
||||
"label": "Description"
|
||||
}
|
||||
},
|
||||
"Label": {
|
||||
"tomeDetails": "Détails de l'ouvrage"
|
||||
},
|
||||
"Button": {
|
||||
"addRitual": "Ajouter un Rituel"
|
||||
}
|
||||
},
|
||||
"Ritual": {
|
||||
"Simple": "Simple",
|
||||
"Complex": "Complexe",
|
||||
"Elaborate": "Elaboré",
|
||||
"Difficult": "Difficile",
|
||||
"FIELDS": {
|
||||
"ritualType": {
|
||||
"label": "Type"
|
||||
},
|
||||
"studyTime": {
|
||||
"label": "Temps d'étude"
|
||||
},
|
||||
"studySAN": {
|
||||
"label": "Perte de SAN à l'étude"
|
||||
},
|
||||
"activationTime": {
|
||||
"label": "Durée d'activation"
|
||||
},
|
||||
"activationSAN": {
|
||||
"label": "Perte de SAN à l'activation"
|
||||
},
|
||||
"activationWP": {
|
||||
"label": "Perte de PVO à l'activation"
|
||||
},
|
||||
"description": {
|
||||
"label": "Description"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Label": {
|
||||
"lethalityRoll": "Jet de Létalité",
|
||||
"lethalityWounded": "La cible est mortellement blessée",
|
||||
"lethalityNotWounded": "La cible n'est PAS mortellement blessée",
|
||||
"damageRoll": "Jet de dégâts",
|
||||
"vehicle":"Véhicule",
|
||||
"Weapon": "Arme",
|
||||
"ZeroWP": "PVO à 0 : Echec automatique (ie 0%)",
|
||||
"LowWP": "PVO faibles",
|
||||
"Exhausted": "Epuisé",
|
||||
"creature": "Créature",
|
||||
"Rituals": "Rituels",
|
||||
"Tomes": "Ouvrages",
|
||||
"otherBenefits": "Autres avantages",
|
||||
"Unarmed": "Désarmé",
|
||||
"Cured": "Soigné",
|
||||
"Uncured": "Non soigné",
|
||||
"nudgedRoll": "Modifier le jeu",
|
||||
"selectNewValue": "Sélectionner une nouvelle valeur",
|
||||
"wpCost": "Cout en PVO",
|
||||
"Hand": "A portée de main",
|
||||
"Stowed": "Rangé",
|
||||
"Storage": "Stocké",
|
||||
"resourceRating": "Niveau de ressource",
|
||||
"Resources": "Ressources",
|
||||
"multiplier": "Multiplicateur",
|
||||
"setBP": "Positionner le PR",
|
||||
"Vehicle": "Véhicule",
|
||||
"Speed": "Vitesse",
|
||||
"Slow": "Lent",
|
||||
"Fast": "Rapide",
|
||||
"Average": "Moyen",
|
||||
"None": "Aucun",
|
||||
"Pristine": "Neuf",
|
||||
"Worn": "Usé",
|
||||
"Junk": "Défectueux",
|
||||
"resources": "Ressources",
|
||||
"resourceChecks": "Jet de ressources",
|
||||
"sanBPShort": "PR",
|
||||
"tempInsanity": "Folie Temporaire",
|
||||
"distinguishingFeatures": "Eléments distinctifs",
|
||||
"titleSkill": "Jet de compétence",
|
||||
"titleWeapon": "Jet d'arme",
|
||||
"titleCharacteristic": "Jet de caractéristique",
|
||||
"titleSAN": "Jet de SAN",
|
||||
"biodata": "Biodata",
|
||||
"skill": "Compétence",
|
||||
"modifier": "Modificateur",
|
||||
"rollView": "Vue du jet",
|
||||
"protagonist": "Protagoniste",
|
||||
"characteristics": "Caractéristiques",
|
||||
"description": "Description",
|
||||
"strShort": "FOR",
|
||||
"dexShort": "DEX",
|
||||
"intShort": "INT",
|
||||
"powShort": "POU",
|
||||
"conShort": "CON",
|
||||
"chaShort": "CHA",
|
||||
"strLong": "Force",
|
||||
"dexLong": "Dextérité",
|
||||
"intLong": "Intelligence",
|
||||
"powLong": "Pouvoir",
|
||||
"conLong": "Constitution",
|
||||
"chaLong": "Charisme",
|
||||
"total": "Total",
|
||||
"skills": "Compétence",
|
||||
"gear": "Matériel",
|
||||
"damage": "Dégâts",
|
||||
"resource": "Ressource",
|
||||
"armor": "Armure",
|
||||
"malus": "Malus",
|
||||
"experience": "Expérience",
|
||||
"maximum": "Maximum",
|
||||
"equipment": "Equipement",
|
||||
"biography": "Biographie",
|
||||
"notes": "Notes",
|
||||
"weapons": "Armes",
|
||||
"HP": "PV",
|
||||
"SAN": "SAN",
|
||||
"current": "Actuel",
|
||||
"max": "Max",
|
||||
"recovery": "Récup.",
|
||||
"violence" : "Violence",
|
||||
"helplessness": "Impuissance",
|
||||
"breakingPoint": "Point de rupture",
|
||||
"willpower": "Volonté",
|
||||
"totalScore": "Score total",
|
||||
"exhausted": "Epuisé",
|
||||
"skillRoll": "Jet de compétence",
|
||||
"charRoll": "Jet de caractéristique",
|
||||
"finalScore": "Score final",
|
||||
"failure": "Echec",
|
||||
"success": "Succès",
|
||||
"criticalSuccess": "Succès critique",
|
||||
"criticalFailure": "Echec critique",
|
||||
"Characteristic": "Caractéristique",
|
||||
"characteristic": "Caractéristique",
|
||||
"targetScore": "Score cible",
|
||||
"gears": "Matériels",
|
||||
"armors": "Armures",
|
||||
"motivations": "Motivations",
|
||||
"mentalDisorders": "Troubles mentaux",
|
||||
"bonds": "Attaches",
|
||||
"arcane": "Arcane",
|
||||
"archetypes": "Archétypes",
|
||||
"bondType": "Type d'attache",
|
||||
"injuries": "Blessures",
|
||||
"damageShort": "Dg",
|
||||
"status": "Status",
|
||||
"mentaldisorders": "Troubles mentaux",
|
||||
"newBond": "Nouvelle Attache",
|
||||
"newMotivation": "Nouvelle Motivation",
|
||||
"newMentalDisorder": "Nouveau Trouble mental",
|
||||
"newWeapon": "Nouvelle Arme",
|
||||
"newArmor": "Nouvelle Armure",
|
||||
"newInjury": "Nouvelle Blessure",
|
||||
"newGear": "Nouvel Equipement",
|
||||
"newArcane": "Nouvel Arcane",
|
||||
"newArchetype": "Nouvel Archétype",
|
||||
"newSkill": "Nouvelle Compétence",
|
||||
"newTome": "Nouvel Ouvrage",
|
||||
"newRitual": "Nouveau Rituel",
|
||||
"titleResource": "Jet de Ressource",
|
||||
"titleStandard": "Jet standard",
|
||||
"wpCostLabel": "Coût en PVO",
|
||||
"noActorFound": "Aucun protagoniste trouvé",
|
||||
"skillFailed": "Jet de compétence échoué : la compétence a été marquée comme pouvant progresser.",
|
||||
"rollProgress": "Jet de progression",
|
||||
"skillProgress": "Progression de compétence"
|
||||
},
|
||||
"ChatMessage": {
|
||||
"exhausted": "Votre protagoniste est épuisé. Il perd [[/r 1d6]] Points de Volonté."
|
||||
},
|
||||
"Edit": "Editer",
|
||||
"Delete": "Supprimer",
|
||||
"ToggleSheet": "Baculer la fiche",
|
||||
"Warning": { },
|
||||
"Dialog": {
|
||||
},
|
||||
"Roll": {
|
||||
"skill": "Compétence",
|
||||
"roll": "Jet",
|
||||
"applyNudge": "Lancer",
|
||||
"cancel": "Annuler",
|
||||
"nudgeRoll": "Modifier le jet"
|
||||
},
|
||||
"Tooltip": {
|
||||
"sanBP": "Perte de 5+ SAN en 1 jet : folie temporaire. SI la SAN atteint le PR : trouble mental, perte de conscience et reset du PR.",
|
||||
"setBP": "Positionner le Point de Rupture à la valeur courant de la SAN",
|
||||
"addBond": "Ajouter une Attache"
|
||||
},
|
||||
"Chat": {
|
||||
},
|
||||
"Notifications": {
|
||||
"NoWeaponSkill": "Aucune compétence associée n'a été trouvé pour cette arme. Vérifier la définition de l'arme ainsi que l'époque configurée.",
|
||||
"NoWeaponType": "Aucun type d'arme trouvé pour ce sous-type. Vérifier la définition de l'arme ainsi que l'époque configurée.",
|
||||
"skillAlreadyExists": "La compétence existe déja",
|
||||
"WrongEra": "L'époque de l'item ne correspond pas à celle du jeu en cours."
|
||||
}
|
||||
}
|
||||
}
|
@ -22,7 +22,7 @@ export default class CthulhuEternalArcaneSheet extends CthulhuEternalItemSheet {
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
}
|
||||
|
@ -22,7 +22,7 @@ export default class CthulhuEternalArchetypeSheet extends CthulhuEternalItemShee
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
}
|
||||
|
@ -67,7 +67,7 @@ export default class CthulhuEternalActorSheet extends HandlebarsApplicationMixin
|
||||
actor: this.document,
|
||||
system: this.document.system,
|
||||
source: this.document.toObject(),
|
||||
enrichedDescription: await TextEditor.enrichHTML(this.document.system.description, { async: true }),
|
||||
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true }),
|
||||
isEditMode: this.isEditMode,
|
||||
isPlayMode: this.isPlayMode,
|
||||
isEditable: this.isEditable,
|
||||
@ -99,7 +99,7 @@ export default class CthulhuEternalActorSheet extends HandlebarsApplicationMixin
|
||||
dragover: this._onDragOver.bind(this),
|
||||
drop: this._onDrop.bind(this),
|
||||
}
|
||||
return new DragDrop(d)
|
||||
return new foundry.applications.ux.DragDrop.implementation(d)
|
||||
})
|
||||
}
|
||||
|
||||
|
@ -64,7 +64,7 @@ export default class CthulhuEternalItemSheet extends HandlebarsApplicationMixin(
|
||||
item: this.document,
|
||||
system: this.document.system,
|
||||
source: this.document.toObject(),
|
||||
enrichedDescription: await TextEditor.enrichHTML(this.document.system.description, { async: true }),
|
||||
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true }),
|
||||
isEditMode: this.isEditMode,
|
||||
isPlayMode: this.isPlayMode,
|
||||
isEditable: this.isEditable,
|
||||
|
@ -22,7 +22,7 @@ export default class CthulhuEternalGiftSheet extends CthulhuEternalItemSheet {
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
}
|
||||
|
@ -93,8 +93,8 @@ export default class CthulhuEternalCreatureSheet extends CthulhuEternalActorShee
|
||||
break
|
||||
case "biography":
|
||||
context.tab = context.tabs.biography
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
|
||||
context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.description, { async: true })
|
||||
context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.notes, { async: true })
|
||||
break
|
||||
}
|
||||
return context
|
||||
|
@ -22,7 +22,7 @@ export default class CthulhuEternalInjurySheet extends CthulhuEternalItemSheet {
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
}
|
||||
|
@ -22,7 +22,7 @@ export default class CthulhuEternalMentalDisorderSheet extends CthulhuEternalIte
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
|
||||
|
@ -22,7 +22,7 @@ export default class CthulhuEternalMotivationSheet extends CthulhuEternalItemShe
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
|
||||
|
@ -76,8 +76,8 @@ export default class CthulhuEternalProtagonistSheet extends CthulhuEternalActorS
|
||||
const context = await super._prepareContext()
|
||||
context.tabs = this.#getTabs()
|
||||
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.notes, { async: true })
|
||||
|
||||
context.tooltipsCharacteristic = {
|
||||
str: game.i18n.localize("CTHULHUETERNAL.Characteristic.Str"),
|
||||
@ -128,8 +128,8 @@ export default class CthulhuEternalProtagonistSheet extends CthulhuEternalActorS
|
||||
break
|
||||
case "biography":
|
||||
context.tab = context.tabs.biography
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
|
||||
context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.description, { async: true })
|
||||
context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.notes, { async: true })
|
||||
break
|
||||
}
|
||||
return context
|
||||
|
@ -22,7 +22,7 @@ export default class CthulhuEternalRitualSheet extends CthulhuEternalItemSheet {
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
}
|
||||
|
@ -10,6 +10,10 @@ export default class CthulhuEternalSkillSheet extends CthulhuEternalItemSheet {
|
||||
window: {
|
||||
contentClasses: ["skill-content"],
|
||||
},
|
||||
actions: {
|
||||
rollProgress: CthulhuEternalSkillSheet.#onRollProgress,
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
/** @override */
|
||||
@ -22,7 +26,28 @@ export default class CthulhuEternalSkillSheet extends CthulhuEternalItemSheet {
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.isGM = game.user.isGM
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
|
||||
static async #onRollProgress(event, target) {
|
||||
console.log("Rolling progress for skill", this, event, target)
|
||||
if (this.actor) {
|
||||
const roll = await new Roll("1d4").evaluate()
|
||||
if (roll) {
|
||||
// Create a chat message with the roll result
|
||||
const chatData = {
|
||||
user: game.user.id,
|
||||
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
|
||||
content: `<div class="progress-roll">${game.i18n.localize("CTHULHUETERNAL.Label.skillProgress")} - ${this.document.name} +${roll.total}</div>`,
|
||||
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
|
||||
roll: roll,
|
||||
};
|
||||
await ChatMessage.create(chatData);
|
||||
this.document.update( {"system.bonus" : this.document.system.bonus + roll.total, "system.rollFailed": false} )
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -22,7 +22,7 @@ export default class CthulhuEternalTomeSheet extends CthulhuEternalItemSheet {
|
||||
/** @override */
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
return context
|
||||
}
|
||||
}
|
||||
|
@ -59,8 +59,8 @@ export default class CthulhuEternalVehicleSheet extends CthulhuEternalActorSheet
|
||||
const context = await super._prepareContext()
|
||||
context.tabs = this.#getTabs()
|
||||
|
||||
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes, { async: true })
|
||||
context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true })
|
||||
context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.notes, { async: true })
|
||||
|
||||
return context
|
||||
}
|
||||
|
@ -48,7 +48,7 @@ export const ERA_CSS = {
|
||||
victorian: { primaryFont: "Volkhov", secondaryFont: "Volkhov", titleFont: "Excelsior", baseFontSize: "1.0rem", titleFontSize: "1.2rem",imgFilter: "brightness(0) saturate(100%) invert(100%) sepia(59%) saturate(1894%) hue-rotate(337deg) brightness(88%) contrast(98%)" },
|
||||
coldwar: { primaryFont: "Georama", secondaryFont: "Georama", titleFont: "TopSecret", baseFontSize: "1.0rem", titleFontSize: "1.2rem",imgFilter: "brightness(0) saturate(100%) invert(81%) sepia(14%) saturate(2508%) hue-rotate(202deg) brightness(99%) contrast(105%)"},
|
||||
revolution: { primaryFont: "IMFell", secondaryFont: "IMFell", titleFont: "Dominican", baseFontSize: "1.0rem",titleFontSize: "1.3rem",imgFilter: "brightness(0) saturate(100%) invert(81%) sepia(25%) saturate(386%) hue-rotate(7deg) brightness(101%) contrast(84%)" },
|
||||
medieval: { primaryFont: "UncialAntiqua", secondaryFont: "UncialAntiqua", titleFont: "Luminari", baseFontSize: "0.9rem",titleFontSize: "1.2rem",imgFilter: "brightness(0) saturate(100%) invert(93%) sepia(46%) saturate(354%) hue-rotate(321deg) brightness(93%) contrast(87%)"},
|
||||
medieval: { primaryFont: "Skranji", secondaryFont: "UncialAntiqua", titleFont: "Luminari", baseFontSize: "0.9rem",titleFontSize: "1.2rem",imgFilter: "brightness(0) saturate(100%) invert(93%) sepia(46%) saturate(354%) hue-rotate(321deg) brightness(93%) contrast(87%)"},
|
||||
ww2: { primaryFont: "SairaStencilOne", secondaryFont: "SairaStencilOne", titleFont: "Armalite", baseFontSize: "0.9rem",titleFontSize: "1.2rem",imgFilter: "filter: invert(44%) sepia(8%) saturate(2657%) hue-rotate(40deg) brightness(96%) contrast(75%)"},
|
||||
ww1: { primaryFont: "CarterOne", secondaryFont: "CarterOne", titleFont: "SigmarOne", baseFontSize: "0.9rem",titleFontSize: "1.1rem",imgFilter: "invert(28%) sepia(27%) saturate(475%) hue-rotate(76deg) brightness(95%) contrast(93%)"},
|
||||
ageofsail: { primaryFont: "SailRegular", secondaryFont: "SailRegular", titleFont: "P22Operina", baseFontSize: "1.1rem",titleFontSize: "1.2rem",imgFilter: "brightness(0) saturate(100%) invert(43%) sepia(74%) saturate(3154%) hue-rotate(336deg) brightness(95%) contrast(83%)" },
|
||||
@ -238,6 +238,13 @@ export const MULTIPLIER_CHOICES = {
|
||||
"5": "5"
|
||||
}
|
||||
|
||||
export const WEAPON_SELECTIVE_FIRE_CHOICES = {
|
||||
"shortburst": { id: "shortburst", label: "CTHULHUETERNAL.Weapon.SelectiveFire.shortburst", ammoUsed: 3, lethality: 10, killRadius: 0},
|
||||
"longburst": { id: "longburst", label: "CTHULHUETERNAL.Weapon.SelectiveFire.longburst", ammoUsed: 5, lethality: 10, killRadius: 1},
|
||||
"shortspray": { id: "shortspray", label: "CTHULHUETERNAL.Weapon.SelectiveFire.shortspray", ammoUsed: 10, lethality: 10, killRadius: 2},
|
||||
"longspray": { id: "longspray", label: "CTHULHUETERNAL.Weapon.SelectiveFire.longspray", ammoUsed: 20, lethality: 10, killRadius: 3},
|
||||
}
|
||||
|
||||
export const RITUAL_TYPES = {
|
||||
"simple": "CTHULHUETERNAL.Ritual.Simple",
|
||||
"difficult": "CTHULHUETERNAL.Ritual.Difficult",
|
||||
@ -255,6 +262,7 @@ export const SYSTEM = {
|
||||
HARSHNESS: PROTAGONIST.HARSHNESS,
|
||||
WEAPON_TYPE: WEAPON.WEAPON_TYPE,
|
||||
WEAPON_SUBTYPE: WEAPON.WEAPON_SUBTYPE,
|
||||
WEAPON_SELECTIVE_FIRE_CHOICES,
|
||||
WEAPON_SKILL_MAPPING,
|
||||
BOND_TYPE: BOND.BOND_TYPE,
|
||||
AVAILABLE_SETTINGS,
|
||||
|
@ -55,6 +55,9 @@ export default class CthulhuEternalActor extends Actor {
|
||||
}
|
||||
}
|
||||
if (i.type === "bond") {
|
||||
if (!i.system?.bondType) {
|
||||
return super.createEmbeddedDocuments(embeddedName, data, operation)
|
||||
}
|
||||
if (i.system.bondType === "individual") {
|
||||
i.system.value = this.system.characteristics.cha.value
|
||||
} else {
|
||||
|
@ -146,43 +146,48 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
options.rollItem.enableStorage = true
|
||||
options.isNudge = false
|
||||
break
|
||||
case "damage":
|
||||
case "damage": {
|
||||
let isLethal = false
|
||||
options.isNudge = false
|
||||
if (options.rollItem.system.lethality > 0) {
|
||||
let lethalityRoll = new Roll("1d100")
|
||||
await lethalityRoll.evaluate()
|
||||
isLethal = (lethalityRoll.total <= options.rollItem.system.lethality)
|
||||
let flavor = `${options.rollItem.name} - <strong>Lethality Roll</strong> : ${lethalityRoll.total} <= ${options.rollItem.system.lethality} => ${isLethal}`
|
||||
if ( isLethal) {
|
||||
flavor += `<br>The target is lethally wounded => HP = 0`
|
||||
let lethalScore = (options?.previousResultType === "successCritical") ? options.rollItem.system.lethality * 2 : options.rollItem.system.lethality
|
||||
isLethal = (lethalityRoll.total <= lethalScore)
|
||||
let flavor = `${options.rollItem.name} - <strong> ${game.i18n.localize("CTHULHUETERNAL.Label.lethalityRoll")} </strong> : ${lethalityRoll.total} <= ${lethalScore} => ${isLethal}`
|
||||
if (isLethal) {
|
||||
flavor += `<br> ${game.i18n.localize("CTHULHUETERNAL.Label.lethalityWounded")} => HP = 0`
|
||||
} else {
|
||||
let wounds = Math.floor(lethalityRoll.total/10) + (lethalityRoll.total % 10)
|
||||
flavor += `<br>The target is not lethally wounded => HP loss = ${wounds}`
|
||||
let wounds = Math.floor(lethalityRoll.total / 10) + (lethalityRoll.total % 10)
|
||||
flavor += `<br> ${game.i18n.localize("CTHULHUETERNAL.Label.lethalityNotWounded")} => HP loss = ${wounds}`
|
||||
}
|
||||
await lethalityRoll.toMessage({
|
||||
flavor:flavor
|
||||
flavor: flavor
|
||||
});
|
||||
return
|
||||
}
|
||||
let formula = options.rollItem.system.damage
|
||||
if ( options.rollItem.system.weaponType === "melee" || options.rollItem.system.weaponType === "unarmed") {
|
||||
if (options.rollItem.system.weaponType === "melee" || options.rollItem.system.weaponType === "unarmed") {
|
||||
formula += ` + ${options.rollItem.damageBonus}`
|
||||
}
|
||||
if (options?.previousResultType === "successCritical") {
|
||||
formula = `( ${formula} ) * 2`
|
||||
}
|
||||
let damageRoll = new Roll(formula)
|
||||
await damageRoll.evaluate()
|
||||
await damageRoll.toMessage({
|
||||
flavor: `${options.rollItem.name} - Damage Roll`
|
||||
flavor: `${options.rollItem.name} - ${game.i18n.localize("CTHULHUETERNAL.Label.damageRoll")}`
|
||||
});
|
||||
}
|
||||
return
|
||||
case "weapon":
|
||||
case "weapon": {
|
||||
let era = game.settings.get("fvtt-cthulhu-eternal", "settings-era")
|
||||
if (era !== options.rollItem.system.settings) {
|
||||
ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.WrongEra"))
|
||||
console.log("WP Wrong Era", era, options.rollItem.system.weaponType)
|
||||
return
|
||||
}
|
||||
if (!SYSTEM.WEAPON_SKILL_MAPPING[era] || !SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType]) {
|
||||
if (!SYSTEM.WEAPON_SKILL_MAPPING[era]?.[options.rollItem.system.weaponType]) {
|
||||
ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.NoWeaponType"))
|
||||
console.log("WP Not found", era, options.rollItem.system.weaponType)
|
||||
return
|
||||
@ -190,7 +195,7 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
options.weapon = options.rollItem
|
||||
if (options.rollItem.system.hasDirectSkill) {
|
||||
let skillName = options.rollItem.name
|
||||
options.rollItem = {type: "skill", name: skillName, system: {base: 0, bonus: options.weapon.system.directSkillValue} }
|
||||
options.rollItem = { type: "skill", name: skillName, system: { base: 0, bonus: options.weapon.system.directSkillValue } }
|
||||
options.initialScore = options.weapon.system.directSkillValue
|
||||
} else {
|
||||
let skillName = game.i18n.localize(SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType])
|
||||
@ -203,13 +208,15 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
options.initialScore = options.rollItem.system.computeScore()
|
||||
console.log("WEAPON", skillName, era, options.rollItem)
|
||||
}
|
||||
}
|
||||
break
|
||||
default:
|
||||
options.initialScore = 50
|
||||
break
|
||||
}
|
||||
|
||||
const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
|
||||
console.log("Roll options", CONFIG.Dice.rollModes);
|
||||
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes); //Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
|
||||
const fieldRollMode = new foundry.data.fields.StringField({
|
||||
choices: rollModes,
|
||||
blank: false,
|
||||
@ -218,6 +225,7 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
|
||||
const choiceModifier = SYSTEM.MODIFIER_CHOICES
|
||||
const choiceMultiplier = SYSTEM.MULTIPLIER_CHOICES
|
||||
const choiceSelectiveFire = SYSTEM.WEAPON_SELECTIVE_FIRE_CHOICES
|
||||
|
||||
let modifier = "+0"
|
||||
let multiplier = "5"
|
||||
@ -238,14 +246,16 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
fieldRollMode,
|
||||
choiceModifier,
|
||||
choiceMultiplier,
|
||||
choiceSelectiveFire,
|
||||
formula,
|
||||
hasTarget: options.hasTarget,
|
||||
hasModifier,
|
||||
hasMultiplier,
|
||||
modifier,
|
||||
selectiveFireChoice: "shortburst",
|
||||
multiplier
|
||||
}
|
||||
const content = await renderTemplate("systems/fvtt-cthulhu-eternal/templates/roll-dialog.hbs", dialogContext)
|
||||
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/roll-dialog.hbs", dialogContext)
|
||||
|
||||
const title = CthulhuEternalRoll.createTitle(options.rollType, options.rollTarget)
|
||||
const label = game.i18n.localize("CTHULHUETERNAL.Roll.roll")
|
||||
@ -339,6 +349,20 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
resultType = "failureCritical"
|
||||
}
|
||||
}
|
||||
// As per the rules, a roll of 100 is always a failure, even if the target is above 100
|
||||
if (this.total === 100) {
|
||||
resultType = "failureCritical"
|
||||
}
|
||||
// A roll of 1 is always a critical success, even if the target is 1
|
||||
if (this.total === 1) {
|
||||
resultType = "successCritical"
|
||||
}
|
||||
if (rollData.targetScore <= 0) {
|
||||
resultType = "failure"
|
||||
if (this.total === 1) {
|
||||
resultType = "success"
|
||||
}
|
||||
}
|
||||
|
||||
this.options.resultType = resultType
|
||||
if (this.options.isNudgedRoll) {
|
||||
@ -350,6 +374,7 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
this.options.isFailure = resultType === "failure" || resultType === "failureCritical"
|
||||
this.options.isCritical = resultType === "successCritical" || resultType === "failureCritical"
|
||||
}
|
||||
rollData.resultType = resultType
|
||||
this.options.isLowWP = rollData.isLowWP
|
||||
this.options.isZeroWP = rollData.isZeroWP
|
||||
this.options.isExhausted = rollData.isExhausted
|
||||
@ -373,6 +398,8 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
return `${game.i18n.localize("CTHULHUETERNAL.Label.titleCharacteristic")}`
|
||||
case "san":
|
||||
return `${game.i18n.localize("CTHULHUETERNAL.Label.titleSAN")}`
|
||||
case "resource":
|
||||
return `${game.i18n.localize("CTHULHUETERNAL.Label.titleResource")}`
|
||||
default:
|
||||
return game.i18n.localize("CTHULHUETERNAL.Label.titleStandard")
|
||||
}
|
||||
@ -381,7 +408,7 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
/** @override */
|
||||
async render(chatOptions = {}) {
|
||||
let chatData = await this._getChatCardData(chatOptions.isPrivate)
|
||||
return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
|
||||
return await foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -458,6 +485,33 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
},
|
||||
{ rollMode: rollMode },
|
||||
)
|
||||
|
||||
console.log("Roll to message", this.options, this.options.rollData, this.options.rollItem)
|
||||
let rollData = this.options.rollData || this.options
|
||||
let rollItem = this.options.rollItem
|
||||
if (rollData.resultType.includes("failure") && rollItem.type === "skill") {
|
||||
// Is the skill able to progress
|
||||
if (rollItem.system.diceEvolved && !rollItem.system.rollFailed) {
|
||||
// If the skill is not adversary, we can evolve it
|
||||
if (!rollItem.system.isAdversary) {
|
||||
rollItem.system.rollFailed = true
|
||||
// Get the actor and update the skill
|
||||
const actor = game.actors.get(rollData.actorId)
|
||||
await actor.updateEmbeddedDocuments("Item", [{
|
||||
_id: rollItem._id,
|
||||
"system.rollFailed": true
|
||||
}])
|
||||
// Create a chat message to inform the user
|
||||
const flavor = `${rollItem.name} - ${game.i18n.localize("CTHULHUETERNAL.Label.skillFailed")}`
|
||||
await ChatMessage.create({
|
||||
user: game.user.id,
|
||||
content: `<div class="cthulhu-eternal-roll"><p>${flavor}</p></div>`,
|
||||
speaker: ChatMessage.getSpeaker({ actor: rollData.actor }),
|
||||
}, { rollMode: rollData.rollMode, create: true })
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -42,10 +42,10 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
recovery: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
violence: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min:3, max:3}),
|
||||
helplessness: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min:3, max:3 }),
|
||||
violence: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min: 3, max: 3 }),
|
||||
helplessness: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min: 3, max: 3 }),
|
||||
breakingPoint: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
insanity: new fields.StringField({ required: true, nullable: false, initial: "none", choices:SYSTEM.INSANITY }),
|
||||
insanity: new fields.StringField({ required: true, nullable: false, initial: "none", choices: SYSTEM.INSANITY }),
|
||||
})
|
||||
|
||||
schema.damageBonus = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
||||
@ -59,7 +59,7 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
currentStowed: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
storage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
currentStorage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
checks: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min:3, max:3 }),
|
||||
checks: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min: 3, max: 3 }),
|
||||
nbValidChecks: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
||||
})
|
||||
|
||||
@ -72,7 +72,7 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
birthplace: new fields.StringField({ required: true, nullable: false, initial: "" }),
|
||||
eyes: new fields.StringField({ required: true, nullable: false, initial: "" }),
|
||||
hair: new fields.StringField({ required: true, nullable: false, initial: "" }),
|
||||
harshness: new fields.StringField({ required: true, nullable: false, initial: "normal", choices:SYSTEM.HARSHNESS }),
|
||||
harshness: new fields.StringField({ required: true, nullable: false, initial: "normal", choices: SYSTEM.HARSHNESS }),
|
||||
adaptedToViolence: new fields.BooleanField({ required: true, initial: false }),
|
||||
adaptedToHelplessness: new fields.BooleanField({ required: true, initial: false })
|
||||
})
|
||||
@ -87,11 +87,11 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
super.prepareDerivedData();
|
||||
|
||||
let updates = {}
|
||||
if ( this.wp.max !== this.characteristics.pow.value) {
|
||||
if (this.wp.max !== this.characteristics.pow.value) {
|
||||
updates[`system.wp.max`] = this.characteristics.pow.value
|
||||
}
|
||||
let hpMax = Math.round((this.characteristics.con.value + this.characteristics.str.value) / 2)
|
||||
if ( this.hp.max !== hpMax) {
|
||||
if (this.hp.max !== hpMax) {
|
||||
updates[`system.hp.max`] = hpMax
|
||||
}
|
||||
|
||||
@ -102,7 +102,7 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
minus = unnatural.system.skillTotal
|
||||
}
|
||||
let maxSan = Math.max(99 - minus, 0)
|
||||
if ( this.san.max !== maxSan) {
|
||||
if (this.san.max !== maxSan) {
|
||||
updates[`system.san.max`] = maxSan
|
||||
}
|
||||
|
||||
@ -110,7 +110,7 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
if (recoverySan > this.san.max) {
|
||||
recoverySan = this.san.max
|
||||
}
|
||||
if ( this.san.recovery !== recoverySan) {
|
||||
if (this.san.recovery !== recoverySan) {
|
||||
updates[`system.san.recovery`] = recoverySan
|
||||
}
|
||||
|
||||
@ -126,7 +126,7 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
} else if (this.characteristics.str.value <= 20) {
|
||||
dmgBonus = 2
|
||||
}
|
||||
if ( this.damageBonus !== dmgBonus) {
|
||||
if (this.damageBonus !== dmgBonus) {
|
||||
updates[`system.damageBonus`] = dmgBonus
|
||||
}
|
||||
|
||||
@ -180,7 +180,7 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
modifyWP(value) {
|
||||
let updates = {}
|
||||
let wp = Math.max(Math.min(this.wp.value + value, this.wp.max), 0)
|
||||
if ( this.wp.value !== wp) {
|
||||
if (this.wp.value !== wp) {
|
||||
updates[`system.wp.value`] = wp
|
||||
}
|
||||
if (Object.keys(updates).length > 0) {
|
||||
@ -191,7 +191,7 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
setBP() {
|
||||
let updates = {}
|
||||
let bp = Math.max(this.san.value - this.characteristics.pow.value, 0)
|
||||
if ( this.san.breakingPoint !== bp) {
|
||||
if (this.san.breakingPoint !== bp) {
|
||||
updates[`system.san.breakingPoint`] = bp
|
||||
}
|
||||
if (Object.keys(updates).length > 0) {
|
||||
@ -220,10 +220,12 @@ export default class CthulhuEternalProtagonist extends foundry.abstract.TypeData
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
hasTarget,
|
||||
previousResultType: rollItem.resultType,
|
||||
target: opponentTarget
|
||||
})
|
||||
if (!roll) return null
|
||||
|
||||
await roll.toMessage({}, { rollMode: roll.options.rollMode })
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -15,7 +15,9 @@ export default class CthulhuEternalWeapon extends foundry.abstract.TypeDataModel
|
||||
schema.hasDirectSkill = new fields.BooleanField({ required: true, initial: false })
|
||||
schema.directSkillValue = new fields.NumberField({ required: true, initial: 0, min: 0, max:99 })
|
||||
|
||||
schema.hasSelectiveFire = new fields.BooleanField({ required: true, initial: false })
|
||||
schema.damage = new fields.StringField({required: true, initial: "1d6"})
|
||||
schema.applyDamageBonus = new fields.BooleanField({ required: true, initial: false })
|
||||
schema.baseRange = new fields.StringField({required: true, initial: ""})
|
||||
schema.rangeUnit = new fields.StringField({ required: true, initial: "yard", choices: SYSTEM.WEAPON_RANGE_UNIT })
|
||||
schema.lethality = new fields.NumberField({ required: true, initial: 0, min: 0 })
|
||||
|
@ -178,7 +178,17 @@ export default class CthulhuEternalUtils {
|
||||
const html = options.fn(this);
|
||||
return html.replace(rgx, "$& selected");
|
||||
});
|
||||
}
|
||||
|
||||
static async damageRoll(rollMessage) {
|
||||
let rollData = rollMessage.rolls[0]?.options?.rollData
|
||||
let actor = game.actors.get(rollData.actorId)
|
||||
if (!actor) {
|
||||
ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Label.noActorFound"))
|
||||
return
|
||||
}
|
||||
rollData.weapon.resultType = rollData.resultType // Keep the result type from the roll message
|
||||
actor.system.roll("damage", rollData.weapon)
|
||||
}
|
||||
|
||||
static async nudgeRoll(rollMessage) {
|
||||
@ -195,7 +205,7 @@ export default class CthulhuEternalUtils {
|
||||
dialogContext.nudgeOptions = Array.from({ length: dialogContext.maxValue - dialogContext.minValue + 1 }, (_, i) => dialogContext.minValue + i)
|
||||
console.log(dialogContext)
|
||||
|
||||
const content = await renderTemplate("systems/fvtt-cthulhu-eternal/templates/nudge-dialog.hbs", dialogContext)
|
||||
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/nudge-dialog.hbs", dialogContext)
|
||||
|
||||
const title = game.i18n.localize("CTHULHUETERNAL.Roll.nudgeRoll")
|
||||
const rollContext = await foundry.applications.api.DialogV2.wait({
|
||||
|
Binary file not shown.
BIN
packs-system/rituals/000060.ldb
Normal file
BIN
packs-system/rituals/000060.ldb
Normal file
Binary file not shown.
@ -1 +1 @@
|
||||
MANIFEST-000010
|
||||
MANIFEST-000081
|
||||
|
@ -1,8 +1,7 @@
|
||||
2025/04/25-00:23:55.566074 7fd0855fa6c0 Recovering log #8
|
||||
2025/04/25-00:23:55.627155 7fd0855fa6c0 Delete type=3 #6
|
||||
2025/04/25-00:23:55.627214 7fd0855fa6c0 Delete type=0 #8
|
||||
2025/04/25-00:24:39.296644 7fd07effd6c0 Level-0 table #13: started
|
||||
2025/04/25-00:24:39.296707 7fd07effd6c0 Level-0 table #13: 0 bytes OK
|
||||
2025/04/25-00:24:39.302890 7fd07effd6c0 Delete type=0 #11
|
||||
2025/04/25-00:24:39.309638 7fd07effd6c0 Manual compaction at level-0 from '!items!4oyPRBWPBWAChrJP' @ 72057594037927935 : 1 .. '!items!zVFfp3o0G0Zg3Ia4' @ 0 : 0; will stop at (end)
|
||||
2025/04/25-00:24:39.309671 7fd07effd6c0 Manual compaction at level-1 from '!items!4oyPRBWPBWAChrJP' @ 72057594037927935 : 1 .. '!items!zVFfp3o0G0Zg3Ia4' @ 0 : 0; will stop at (end)
|
||||
2025/06/12-21:40:36.466688 7f13a0ff96c0 Recovering log #79
|
||||
2025/06/12-21:40:36.523036 7f13a0ff96c0 Delete type=3 #77
|
||||
2025/06/12-21:40:36.523080 7f13a0ff96c0 Delete type=0 #79
|
||||
2025/06/12-22:19:34.910570 7f139fbff6c0 Level-0 table #84: started
|
||||
2025/06/12-22:19:34.910598 7f139fbff6c0 Level-0 table #84: 0 bytes OK
|
||||
2025/06/12-22:19:34.968716 7f139fbff6c0 Delete type=0 #82
|
||||
2025/06/12-22:19:35.027464 7f139fbff6c0 Manual compaction at level-0 from '!items!4oyPRBWPBWAChrJP' @ 72057594037927935 : 1 .. '!items!zVFfp3o0G0Zg3Ia4' @ 0 : 0; will stop at (end)
|
||||
|
@ -1,8 +1,7 @@
|
||||
2025/04/24-23:56:15.236151 7fd0855fa6c0 Recovering log #4
|
||||
2025/04/24-23:56:15.247158 7fd0855fa6c0 Delete type=0 #4
|
||||
2025/04/24-23:56:15.247228 7fd0855fa6c0 Delete type=3 #2
|
||||
2025/04/25-00:23:51.709456 7fd07effd6c0 Level-0 table #9: started
|
||||
2025/04/25-00:23:51.709498 7fd07effd6c0 Level-0 table #9: 0 bytes OK
|
||||
2025/04/25-00:23:51.747489 7fd07effd6c0 Delete type=0 #7
|
||||
2025/04/25-00:23:51.747677 7fd07effd6c0 Manual compaction at level-0 from '!items!4oyPRBWPBWAChrJP' @ 72057594037927935 : 1 .. '!items!zVFfp3o0G0Zg3Ia4' @ 0 : 0; will stop at (end)
|
||||
2025/04/25-00:23:51.809910 7fd07effd6c0 Manual compaction at level-1 from '!items!4oyPRBWPBWAChrJP' @ 72057594037927935 : 1 .. '!items!zVFfp3o0G0Zg3Ia4' @ 0 : 0; will stop at (end)
|
||||
2025/06/12-20:37:22.833913 7f13a0ff96c0 Recovering log #75
|
||||
2025/06/12-20:37:22.843981 7f13a0ff96c0 Delete type=3 #73
|
||||
2025/06/12-20:37:22.844063 7f13a0ff96c0 Delete type=0 #75
|
||||
2025/06/12-20:52:48.559109 7f139fbff6c0 Level-0 table #80: started
|
||||
2025/06/12-20:52:48.559156 7f139fbff6c0 Level-0 table #80: 0 bytes OK
|
||||
2025/06/12-20:52:48.723881 7f139fbff6c0 Delete type=0 #78
|
||||
2025/06/12-20:52:48.724064 7f139fbff6c0 Manual compaction at level-0 from '!items!4oyPRBWPBWAChrJP' @ 72057594037927935 : 1 .. '!items!zVFfp3o0G0Zg3Ia4' @ 0 : 0; will stop at (end)
|
||||
|
Binary file not shown.
BIN
packs-system/rituals/MANIFEST-000081
Normal file
BIN
packs-system/rituals/MANIFEST-000081
Normal file
Binary file not shown.
0
packs-system/rituals/lost/000024.log
Normal file
0
packs-system/rituals/lost/000024.log
Normal file
0
packs-system/rituals/lost/000054.log
Normal file
0
packs-system/rituals/lost/000054.log
Normal file
BIN
packs-system/rituals/lost/MANIFEST-000022
Normal file
BIN
packs-system/rituals/lost/MANIFEST-000022
Normal file
Binary file not shown.
Binary file not shown.
BIN
packs-system/skills/000244.ldb
Normal file
BIN
packs-system/skills/000244.ldb
Normal file
Binary file not shown.
0
packs-system/skills/000251.log
Normal file
0
packs-system/skills/000251.log
Normal file
@ -1 +1 @@
|
||||
MANIFEST-000174
|
||||
MANIFEST-000249
|
||||
|
@ -1,7 +1,7 @@
|
||||
2025/04/25-00:23:55.465639 7fd07f7fe6c0 Recovering log #172
|
||||
2025/04/25-00:23:55.561118 7fd07f7fe6c0 Delete type=3 #170
|
||||
2025/04/25-00:23:55.561198 7fd07f7fe6c0 Delete type=0 #172
|
||||
2025/04/25-00:24:39.302991 7fd07effd6c0 Level-0 table #177: started
|
||||
2025/04/25-00:24:39.303023 7fd07effd6c0 Level-0 table #177: 0 bytes OK
|
||||
2025/04/25-00:24:39.309509 7fd07effd6c0 Delete type=0 #175
|
||||
2025/04/25-00:24:39.309652 7fd07effd6c0 Manual compaction at level-0 from '!folders!5PrT9QmN1cFPzDFP' @ 72057594037927935 : 1 .. '!items!zvoUByzWSWZ87fxA' @ 0 : 0; will stop at (end)
|
||||
2025/06/12-21:40:36.410156 7f13a17fa6c0 Recovering log #247
|
||||
2025/06/12-21:40:36.461712 7f13a17fa6c0 Delete type=3 #245
|
||||
2025/06/12-21:40:36.461765 7f13a17fa6c0 Delete type=0 #247
|
||||
2025/06/12-22:19:34.795093 7f139fbff6c0 Level-0 table #252: started
|
||||
2025/06/12-22:19:34.795129 7f139fbff6c0 Level-0 table #252: 0 bytes OK
|
||||
2025/06/12-22:19:34.852214 7f139fbff6c0 Delete type=0 #250
|
||||
2025/06/12-22:19:35.027439 7f139fbff6c0 Manual compaction at level-0 from '!folders!5PrT9QmN1cFPzDFP' @ 72057594037927935 : 1 .. '!items!zvoUByzWSWZ87fxA' @ 0 : 0; will stop at (end)
|
||||
|
@ -1,7 +1,7 @@
|
||||
2025/04/24-23:56:15.221751 7fd07f7fe6c0 Recovering log #168
|
||||
2025/04/24-23:56:15.231420 7fd07f7fe6c0 Delete type=0 #168
|
||||
2025/04/24-23:56:15.231515 7fd07f7fe6c0 Delete type=3 #166
|
||||
2025/04/25-00:23:51.673765 7fd07effd6c0 Level-0 table #173: started
|
||||
2025/04/25-00:23:51.673830 7fd07effd6c0 Level-0 table #173: 0 bytes OK
|
||||
2025/04/25-00:23:51.709271 7fd07effd6c0 Delete type=0 #171
|
||||
2025/04/25-00:23:51.747663 7fd07effd6c0 Manual compaction at level-0 from '!folders!5PrT9QmN1cFPzDFP' @ 72057594037927935 : 1 .. '!items!zvoUByzWSWZ87fxA' @ 0 : 0; will stop at (end)
|
||||
2025/06/12-20:37:22.815373 7f13a1ffb6c0 Recovering log #242
|
||||
2025/06/12-20:37:22.826434 7f13a1ffb6c0 Delete type=3 #240
|
||||
2025/06/12-20:37:22.826479 7f13a1ffb6c0 Delete type=0 #242
|
||||
2025/06/12-20:52:48.502299 7f139fbff6c0 Level-0 table #248: started
|
||||
2025/06/12-20:52:48.502341 7f139fbff6c0 Level-0 table #248: 0 bytes OK
|
||||
2025/06/12-20:52:48.558859 7f139fbff6c0 Delete type=0 #246
|
||||
2025/06/12-20:52:48.724054 7f139fbff6c0 Manual compaction at level-0 from '!folders!5PrT9QmN1cFPzDFP' @ 72057594037927935 : 1 .. '!items!zvoUByzWSWZ87fxA' @ 0 : 0; will stop at (end)
|
||||
|
BIN
packs-system/skills/MANIFEST-000249
Normal file
BIN
packs-system/skills/MANIFEST-000249
Normal file
Binary file not shown.
0
packs-system/skills/lost/000180.log
Normal file
0
packs-system/skills/lost/000180.log
Normal file
0
packs-system/skills/lost/000188.log
Normal file
0
packs-system/skills/lost/000188.log
Normal file
0
packs-system/skills/lost/000218.log
Normal file
0
packs-system/skills/lost/000218.log
Normal file
Binary file not shown.
@ -275,7 +275,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
.tab.creature-skills {
|
||||
.tab.creature-skills .main-div {
|
||||
background-color: var(--color-light-1);
|
||||
display: grid;
|
||||
grid-template-columns: 1fr;
|
||||
@ -396,7 +396,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
.tab.creature-status {
|
||||
.tab.creature-status .main-div {
|
||||
background-color: var(--color-light-1);
|
||||
display: grid;
|
||||
grid-template-columns: 1fr;
|
||||
@ -528,7 +528,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
.tab.creature-equipment {
|
||||
.tab.creature-equipment .main-div {
|
||||
background-color: var(--color-light-1);
|
||||
display: grid;
|
||||
grid-template-columns: 1fr;
|
||||
|
@ -120,21 +120,6 @@
|
||||
}
|
||||
|
||||
@font-face {
|
||||
font-family: "Caslon";
|
||||
src: url("../fonts/caslonpro-regular.otf") format("truetype");
|
||||
}
|
||||
|
||||
@font-face {
|
||||
font-family: "Caslon Bold";
|
||||
src: url("../fonts/caslonpro-bold.otf") format("truetype");
|
||||
}
|
||||
|
||||
@font-face {
|
||||
font-family: "Caslon Bold Italic";
|
||||
src: url("../fonts/caslonpro-bolditalic.otf") format("truetype");
|
||||
}
|
||||
|
||||
@font-face {
|
||||
font-family: "Caslon Italic";
|
||||
src: url("../fonts/caslonpro-italic.otf") format("truetype");
|
||||
font-family: "Skranji";
|
||||
src: url("../assets/fonts/Skranji.woff") format("woff");
|
||||
}
|
||||
|
@ -1,7 +1,10 @@
|
||||
:root {
|
||||
--font-size-standard: 0.9rem;
|
||||
--font-size-result: 1.4rem;
|
||||
--background-image-base: linear-gradient(rgba(255, 255, 255, 0.8), rgba(255, 255, 255, 0.8)),
|
||||
--background-image-base: linear-gradient(
|
||||
rgba(255, 255, 255, 0.8),
|
||||
rgba(255, 255, 255, 0.8)
|
||||
),
|
||||
url("../assets/ui/jazz_background_main.webp");
|
||||
--font-primary: "RozhaOne";
|
||||
--font-secondary: "RozhaOne";
|
||||
@ -12,7 +15,11 @@
|
||||
--color-warning: darkorange;
|
||||
--color-critical-success: rgb(21, 39, 204);
|
||||
--color-critical-failure: rgb(141, 32, 231);
|
||||
--img-icon-color-filter: brightness(0) saturate(100%) invert(52%) sepia(9%) saturate(2368%) hue-rotate(360deg) brightness(86%) contrast(84%);
|
||||
--img-icon-color-filter: brightness(0) saturate(100%) invert(52%) sepia(9%)
|
||||
saturate(2368%) hue-rotate(360deg) brightness(86%) contrast(84%);
|
||||
}
|
||||
|
||||
body {
|
||||
}
|
||||
|
||||
.d100 {
|
||||
@ -60,7 +67,7 @@ i.fvtt-cthulhu-eternal {
|
||||
|
||||
.application.dialog.fvtt-cthulhu-eternal {
|
||||
font-family: var(--font-primary);
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
font-size: calc(var(--font-size-standard) * 1);
|
||||
background-image: var(--background-image-base);
|
||||
button:hover {
|
||||
background: var(--color-dark-6);
|
||||
@ -74,7 +81,7 @@ i.fvtt-cthulhu-eternal {
|
||||
.chat-message.whisper {
|
||||
font-family: var(--font-primary);
|
||||
background-image: var(--background-image-base);
|
||||
background-repeat:repeat-y;
|
||||
background-repeat: repeat-y;
|
||||
background-position: 0%;
|
||||
background-size: 100% 100%;
|
||||
}
|
||||
|
@ -1,11 +1,17 @@
|
||||
.sheet-common() {
|
||||
font-family: var(--font-primary);
|
||||
font-size: calc(var(--font-size-standard) * 1);
|
||||
font-size: calc(var(--font-size-standard) * 1.05);
|
||||
color: var(--color-dark-1);
|
||||
background-image: var(--background-image-base);
|
||||
background-repeat: no-repeat;
|
||||
background-size: 100% 100%;
|
||||
|
||||
.sheet-tabs {
|
||||
a {
|
||||
color: rgba(32, 31, 31, 0.8);
|
||||
}
|
||||
}
|
||||
|
||||
input:disabled,
|
||||
select:disabled {
|
||||
background-color: rgba(0, 0, 0, 0.2);
|
||||
@ -34,15 +40,23 @@
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
.form-group {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
margin-bottom: 4px;
|
||||
}
|
||||
|
||||
.form-fields {
|
||||
input,
|
||||
select {
|
||||
text-align: center;
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
font-size: calc(var(--font-size-standard) * 1);
|
||||
}
|
||||
select {
|
||||
font-family: var(--font-secondary);
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
font-size: calc(var(--font-size-standard) * 1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -57,43 +71,38 @@
|
||||
.protagonist-sheet-common {
|
||||
label {
|
||||
font-family: var(--font-secondary);
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
font-size: calc(var(--font-size-standard) * 1);
|
||||
}
|
||||
}
|
||||
|
||||
.vehicle-sheet-common {
|
||||
label {
|
||||
font-family: var(--font-secondary);
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
font-size: calc(var(--font-size-standard) * 1);
|
||||
}
|
||||
}
|
||||
|
||||
.creature-sheet-common {
|
||||
label {
|
||||
font-family: var(--font-secondary);
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
font-size: calc(var(--font-size-standard) * 1);
|
||||
}
|
||||
}
|
||||
|
||||
.item-sheet-common {
|
||||
|
||||
.form-fields {
|
||||
padding-top: 4px;
|
||||
}
|
||||
|
||||
label {
|
||||
font-family: var(--font-secondary);
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
font-size: calc(var(--font-size-standard) * 1);
|
||||
flex: 50%;
|
||||
}
|
||||
|
||||
.align-top {
|
||||
align-self: flex-start;
|
||||
padding: 0.1rem;
|
||||
margin-right: 0.2rem;
|
||||
/*border-color: black;
|
||||
border-width: 1px;
|
||||
border-style: solid;
|
||||
border-radius: 2%;*/
|
||||
input[type="checkbox"] {
|
||||
--checkbox-checkmark-color: var(--color-dark-1);
|
||||
}
|
||||
|
||||
.shift-right {
|
||||
|
@ -120,7 +120,8 @@
|
||||
margin-left: 4px;
|
||||
}
|
||||
.label-field {
|
||||
font-size: 0.9rem;
|
||||
display: flex;
|
||||
font-size: 1.05rem;
|
||||
max-width: 6rem;
|
||||
min-width: 6rem;
|
||||
flex-grow: 1;
|
||||
@ -275,7 +276,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
.tab.protagonist-skills {
|
||||
.tab.protagonist-skills .main-div {
|
||||
background-color: var(--color-light-1);
|
||||
display: grid;
|
||||
grid-template-columns: 1fr;
|
||||
@ -310,6 +311,11 @@
|
||||
min-width: 1.2rem;
|
||||
max-width: 1.2rem;
|
||||
}
|
||||
.skill-failed-progress {
|
||||
text-decoration: dashed underline;
|
||||
text-underline-offset: 4px;
|
||||
text-decoration-color: rgb(70, 90, 72);
|
||||
}
|
||||
.name {
|
||||
min-width: 10rem;
|
||||
max-width: 10rem;
|
||||
@ -323,7 +329,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
.tab.protagonist-status {
|
||||
.tab.protagonist-status .main-div {
|
||||
background-color: var(--color-light-1);
|
||||
display: grid;
|
||||
grid-template-columns: 1fr;
|
||||
@ -455,7 +461,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
.tab.protagonist-equipment {
|
||||
.tab.protagonist-equipment .main-div {
|
||||
background-color: var(--color-light-1);
|
||||
display: grid;
|
||||
grid-template-columns: 1fr;
|
||||
|
@ -95,7 +95,12 @@
|
||||
}
|
||||
.nudge-roll {
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
margin-left: 4rem;
|
||||
margin-left: 2rem;
|
||||
display: none;
|
||||
}
|
||||
.roll-damage {
|
||||
font-size: calc(var(--font-size-standard) * 1.0);
|
||||
margin-left: 2rem;
|
||||
display: none;
|
||||
}
|
||||
.result-success {
|
||||
|
@ -135,7 +135,7 @@
|
||||
|
||||
}
|
||||
|
||||
.tab.vehicle-equipment {
|
||||
.tab.vehicle-equipment .main-div {
|
||||
background-color: var(--color-light-1);
|
||||
display: grid;
|
||||
grid-template-columns: 1fr;
|
||||
|
150
system.json
150
system.json
@ -6,69 +6,163 @@
|
||||
"download": "#{DOWNLOAD}#",
|
||||
"url": "https://www.uberwald.me/gitea/public/fvtt-cthulhu-eternal",
|
||||
"license": "LICENSE",
|
||||
"version": "12.0.6",
|
||||
"version": "13.0.1",
|
||||
"authors": [
|
||||
{
|
||||
"name": "Uberwald",
|
||||
"discord": "LeRatierBretonnien"
|
||||
"discord": "LeRatierBretonnien",
|
||||
"flags": {}
|
||||
}
|
||||
],
|
||||
"flags": {
|
||||
"hotReload": {
|
||||
"extensions": ["css", "html", "hbs", "json"],
|
||||
"paths": ["acks.css", "./", "templates", "css", "lang/en.json"]
|
||||
"extensions": [
|
||||
"css",
|
||||
"html",
|
||||
"hbs",
|
||||
"json"
|
||||
],
|
||||
"paths": [
|
||||
"acks.css",
|
||||
"./",
|
||||
"templates",
|
||||
"css",
|
||||
"lang/en.json"
|
||||
]
|
||||
}
|
||||
},
|
||||
"compatibility": {
|
||||
"minimum": "12",
|
||||
"verified": "12"
|
||||
"minimum": "13",
|
||||
"verified": "13"
|
||||
},
|
||||
"esmodules": ["cthulhu-eternal.mjs"],
|
||||
"styles": ["css/fvtt-cthulhu-eternal.css"],
|
||||
"esmodules": [
|
||||
"cthulhu-eternal.mjs"
|
||||
],
|
||||
"styles": [
|
||||
"css/fvtt-cthulhu-eternal.css"
|
||||
],
|
||||
"languages": [
|
||||
{
|
||||
"lang": "en",
|
||||
"name": "Anglais",
|
||||
"path": "lang/en.json"
|
||||
"path": "lang/en.json",
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"lang": "fr",
|
||||
"name": "Français",
|
||||
"path": "lang/fr.json",
|
||||
"flags": {}
|
||||
}
|
||||
],
|
||||
"documentTypes": {
|
||||
"Actor": {
|
||||
"protagonist": { "htmlFields": ["description", "notes"] },
|
||||
"vehicle": { "htmlFields": ["description", "notes"] },
|
||||
"creature": { "htmlFields": ["description", "notes"] }
|
||||
"protagonist": {
|
||||
"htmlFields": [
|
||||
"description",
|
||||
"notes"
|
||||
]
|
||||
},
|
||||
"vehicle": {
|
||||
"htmlFields": [
|
||||
"description",
|
||||
"notes"
|
||||
]
|
||||
},
|
||||
"creature": {
|
||||
"htmlFields": [
|
||||
"description",
|
||||
"notes"
|
||||
]
|
||||
}
|
||||
},
|
||||
"Item": {
|
||||
"skill": { "htmlFields": ["description"] },
|
||||
"injury": { "htmlFields": ["description"] },
|
||||
"weapon": { "htmlFields": ["description"] },
|
||||
"armor": { "htmlFields": ["description"] },
|
||||
"bond": { "htmlFields": ["description"] },
|
||||
"mentaldisorder": { "htmlFields": ["description"] },
|
||||
"motivation": { "htmlFields": ["description"] },
|
||||
"arcane": { "htmlFields": ["description"] },
|
||||
"gear": { "htmlFields": ["description"] },
|
||||
"archetype": { "htmlFields": ["description"] },
|
||||
"ritual": { "htmlFields": ["description"] },
|
||||
"tome": { "htmlFields": ["description"] }
|
||||
"skill": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"injury": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"weapon": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"armor": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"bond": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"mentaldisorder": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"motivation": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"arcane": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"gear": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"archetype": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"ritual": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
},
|
||||
"tome": {
|
||||
"htmlFields": [
|
||||
"description"
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"packs": [
|
||||
{
|
||||
"name": "skills",
|
||||
"banner": "",
|
||||
"label": "Skills",
|
||||
"system": "fvtt-cthulhu-eternal",
|
||||
"path": "packs-system/skills",
|
||||
"type": "Item"
|
||||
"type": "Item",
|
||||
"ownership": {
|
||||
"PLAYER": "OBSERVER",
|
||||
"ASSISTANT": "OWNER"
|
||||
},
|
||||
"flags": {}
|
||||
},
|
||||
{
|
||||
"name": "rituals",
|
||||
"banner": "",
|
||||
"label": "Rituals",
|
||||
"system": "fvtt-cthulhu-eternal",
|
||||
"path": "packs-system/rituals",
|
||||
"type": "Item"
|
||||
"type": "Item",
|
||||
"ownership": {
|
||||
"PLAYER": "OBSERVER",
|
||||
"ASSISTANT": "OWNER"
|
||||
},
|
||||
"flags": {}
|
||||
}
|
||||
],
|
||||
"grid": {
|
||||
|
@ -19,7 +19,7 @@
|
||||
{{/if}}
|
||||
|
||||
{{#if weapon}}
|
||||
<li><strong>Weapon : {{weapon.name}}</strong></li>
|
||||
<li><strong>{{localize "CTHULHUETERNAL.Label.Weapon"}} : {{weapon.name}}</strong></li>
|
||||
{{/if}}
|
||||
|
||||
{{#if (eq rollType "resource")}}
|
||||
@ -29,15 +29,15 @@
|
||||
{{/if}}
|
||||
|
||||
{{#if isZeroWP}}
|
||||
<li class="red-warning">Zero WP : Automatic failure (ie 0%)</li>
|
||||
<li class="red-warning">{{localize "CTHULHUETERNAL.Label.ZeroWP"}}</li>
|
||||
{{else}}
|
||||
{{#if isLowWP}}
|
||||
<li class="orange-warning">Low WP : -20%</li>
|
||||
<li class="orange-warning">{{localize "CTHULHUETERNAL.Label.LowWP"}} : -20%</li>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if isExhausted}}
|
||||
<li class="orange-warning">Exhausted : -20%</li>
|
||||
<li class="orange-warning">{{localize "CTHULHUETERNAL.Label.Exhausted"}} : -20%</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if (eq rollType "resource")}}
|
||||
@ -49,16 +49,24 @@
|
||||
<li>{{localize "CTHULHUETERNAL.Label.targetScore"}} : {{targetScore}}%</li>
|
||||
{{#if isSuccess}}
|
||||
{{#if isCritical}}
|
||||
<li class="result-critical-success">{{localize "CTHULHUETERNAL.Label.criticalSuccess"}}</li>
|
||||
<li class="result-critical-success">{{localize "CTHULHUETERNAL.Label.criticalSuccess"}}
|
||||
{{#if (eq rollType "weapon")}}
|
||||
<a class="damage-roll"><i class="fa-solid fa-sword"></i></a>
|
||||
{{/if}}
|
||||
</li>
|
||||
{{else}}
|
||||
<li class="result-success">
|
||||
{{localize "CTHULHUETERNAL.Label.success"}}
|
||||
{{#if isNudge}}
|
||||
<a class="nudge-roll"><i class="fa-solid fa-circle-sort-down"></i></a>
|
||||
{{/if}}
|
||||
{{#if (eq rollType "weapon")}}
|
||||
<a class="damage-roll"><i class="fa-solid fa-sword"></i></a>
|
||||
{{/if}}
|
||||
</li>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if isFailure}}
|
||||
{{#if isCritical}}
|
||||
<li class="result-critical-failure">{{localize "CTHULHUETERNAL.Label.criticalFailure"}}</li>
|
||||
|
@ -1,5 +1,5 @@
|
||||
<section class="tab creature-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
||||
|
||||
<div class="main-div">
|
||||
<fieldset>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.description"}}</legend>
|
||||
{{formInput systemFields.description enriched=enrichedDescription value=system.description name="system.description" toggled=true}}
|
||||
@ -9,4 +9,5 @@
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.notes"}}</legend>
|
||||
{{formInput systemFields.notes enriched=enrichedNotes value=system.notes name="system.notes" toggled=true}}
|
||||
</fieldset>
|
||||
</div>
|
||||
</section>
|
@ -1,5 +1,5 @@
|
||||
<section class="tab creature-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
||||
|
||||
<div class="main-div">
|
||||
<fieldset>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.weapons"}}{{#if isEditMode}}
|
||||
<a class="action" data-tooltip="{{localize " CTHULHUETERNAL.Tooltip.addWeapon"}}" data-tooltip-direction="UP"><i
|
||||
@ -53,5 +53,5 @@
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
|
||||
</div>
|
||||
</section>
|
@ -6,7 +6,7 @@
|
||||
|
||||
<fieldset>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.description"}}</legend>
|
||||
{{formInput systemFields.description enriched=enrichedDescription value=system.description name="system.description" toggled=true}}
|
||||
{{formInput systemFields.description enriched=enrichedDescriptionw value=system.description name="system.description" toggled=true}}
|
||||
</fieldset>
|
||||
|
||||
</section>
|
@ -10,7 +10,7 @@
|
||||
<fieldSet>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.wpCost"}}</legend>
|
||||
<div>
|
||||
Willpower points cost :
|
||||
{{localize "CTHULHUETERNAL.Label.wpCostLabel"}} :
|
||||
<input class="text" value="0" id="nudged-wp-cost" disabled >
|
||||
</div>
|
||||
</fieldSet>
|
||||
|
@ -1,5 +1,5 @@
|
||||
<section class="tab protagonist-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
||||
|
||||
<div class="main-div">
|
||||
<fieldset>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.resources"}}</legend>
|
||||
<div class="resources">
|
||||
@ -76,4 +76,5 @@
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.notes"}}</legend>
|
||||
{{formInput systemFields.notes enriched=enrichedNotes value=system.notes name="system.notes" toggled=true}}
|
||||
</fieldset>
|
||||
</div>
|
||||
</section>
|
@ -1,5 +1,5 @@
|
||||
<section class="tab protagonist-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
||||
|
||||
<div class="main-div">
|
||||
<fieldset>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.weapons"}}{{#if isEditMode}}
|
||||
<a class="action" data-tooltip="{{localize " CTHULHUETERNAL.Tooltip.addWeapon"}}" data-tooltip-direction="UP"><i
|
||||
@ -131,5 +131,6 @@
|
||||
</fieldset>
|
||||
{{/if}}
|
||||
|
||||
</div>
|
||||
|
||||
</section>
|
@ -36,14 +36,15 @@
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.SAN"}}</legend>
|
||||
<div class="flexrow">
|
||||
|
||||
<label class="label-field rollable" data-roll-type="san" ><img src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
<label class="label-field rollable" data-roll-type="san"><img
|
||||
src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
{{localize "CTHULHUETERNAL.Label.current"}}</label>
|
||||
{{formInput systemFields.san.fields.value value=system.san.value}}
|
||||
|
||||
<span class="label-field label-recovery">{{localize "CTHULHUETERNAL.Label.recovery"}}</span>
|
||||
{{formInput systemFields.san.fields.recovery value=system.san.recovery disabled=true}}
|
||||
|
||||
<span class="label-bp" data-tooltip='{{localize "CTHULHUETERNAL.Tooltip.sanBPShort"}}'>{{localize
|
||||
<span class="label-bp" data-tooltip='{{localize "CTHULHUETERNAL.Tooltip.sanBP"}}'>{{localize
|
||||
"CTHULHUETERNAL.Label.sanBPShort"}}</span>
|
||||
{{formInput systemFields.san.fields.breakingPoint value=system.san.breakingPoint disabled=true}}
|
||||
|
||||
@ -56,13 +57,14 @@
|
||||
{{formInput systemFields.san.fields.max value=system.san.max rootId=partId disabled=true}}
|
||||
</div>
|
||||
|
||||
<span class="label-insanity" >
|
||||
<span class="label-insanity">
|
||||
{{localize "CTHULHUETERNAL.Label.tempInsanity"}}
|
||||
</span>
|
||||
{{formInput systemFields.san.fields.insanity value=system.san.insanity localize=true}}
|
||||
|
||||
{{#if (not isPlayMode)}}
|
||||
<button data-action="setBP" class="button" data-tooltip="{{localize "CTHULHUETERNAL.Tooltip.setBP"}}">{{localize "CTHULHUETERNAL.Label.setBP"}}</button>
|
||||
<button data-action="setBP" class="button" data-tooltip="{{localize "
|
||||
CTHULHUETERNAL.Tooltip.setBP"}}">{{localize "CTHULHUETERNAL.Label.setBP"}}</button>
|
||||
{{/if}}
|
||||
|
||||
</div>
|
||||
@ -102,9 +104,10 @@
|
||||
|
||||
<fieldset class="protagonist-characteristics protagonist-characteristics-{{ifThen isPlayMode 'play' 'edit'}}">
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.characteristics"}}</legend>
|
||||
<div class="protagonist-characteristic" >
|
||||
<div class="protagonist-characteristic">
|
||||
<img src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
<label class="rollable" data-roll-type="char" data-char-id="str" data-tooltip="{{system.characteristics.str.feature}}">{{localize
|
||||
<label class="rollable" data-roll-type="char" data-char-id="str"
|
||||
data-tooltip="{{system.characteristics.str.feature}}">{{localize
|
||||
"CTHULHUETERNAL.Label.strShort"}}</label>
|
||||
{{formField systemFields.characteristics.fields.str.fields.value value=system.characteristics.str.value
|
||||
rootId=partId disabled=isPlayMode }}
|
||||
@ -112,39 +115,44 @@
|
||||
</div>
|
||||
<div class="protagonist-characteristic">
|
||||
<img src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
<label class="rollable" data-roll-type="char" data-char-id="dex" data-tooltip="{{system.characteristics.dex.feature}}">{{localize
|
||||
<label class="rollable" data-roll-type="char" data-char-id="dex"
|
||||
data-tooltip="{{system.characteristics.dex.feature}}">{{localize
|
||||
"CTHULHUETERNAL.Label.dexShort"}}</label>
|
||||
{{formField systemFields.characteristics.fields.dex.fields.value value=system.characteristics.dex.value
|
||||
rootId=partId disabled=isPlayMode }}
|
||||
<label class="char-text">{{mul system.characteristics.dex.value 5}}</label>
|
||||
</div>
|
||||
<div class="protagonist-characteristic" >
|
||||
<div class="protagonist-characteristic">
|
||||
<img src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
<label class="rollable" data-roll-type="char" data-char-id="con" data-tooltip="{{system.characteristics.con.feature}}">{{localize
|
||||
<label class="rollable" data-roll-type="char" data-char-id="con"
|
||||
data-tooltip="{{system.characteristics.con.feature}}">{{localize
|
||||
"CTHULHUETERNAL.Label.conShort"}}</label>
|
||||
{{formField systemFields.characteristics.fields.con.fields.value value=system.characteristics.con.value
|
||||
rootId=partId disabled=isPlayMode }}
|
||||
<label class="char-text">{{mul system.characteristics.con.value 5}}</label>
|
||||
</div>
|
||||
<div class="protagonist-characteristic" >
|
||||
<div class="protagonist-characteristic">
|
||||
<img src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
<label class="rollable" data-roll-type="char" data-char-id="int" data-tooltip="{{system.characteristics.int.feature}}">{{localize
|
||||
<label class="rollable" data-roll-type="char" data-char-id="int"
|
||||
data-tooltip="{{system.characteristics.int.feature}}">{{localize
|
||||
"CTHULHUETERNAL.Label.intShort"}}</label>
|
||||
{{formField systemFields.characteristics.fields.int.fields.value value=system.characteristics.int.value
|
||||
rootId=partId disabled=isPlayMode }}
|
||||
<label class="char-text">{{mul system.characteristics.int.value 5}}</label>
|
||||
</div>
|
||||
<div class="protagonist-characteristic" >
|
||||
<div class="protagonist-characteristic">
|
||||
<img src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
<label class="rollable" data-roll-type="char" data-char-id="pow" data-tooltip="{{system.characteristics.pow.feature}}">{{localize
|
||||
<label class="rollable" data-roll-type="char" data-char-id="pow"
|
||||
data-tooltip="{{system.characteristics.pow.feature}}">{{localize
|
||||
"CTHULHUETERNAL.Label.powShort"}}</label>
|
||||
{{formField systemFields.characteristics.fields.pow.fields.value value=system.characteristics.pow.value
|
||||
rootId=partId disabled=isPlayMode }}
|
||||
<label class="char-text">{{mul system.characteristics.pow.value 5}}</label>
|
||||
</div>
|
||||
<div class="protagonist-characteristic" >
|
||||
<div class="protagonist-characteristic">
|
||||
<img src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
<label class="rollable" data-roll-type="char" data-char-id="cha" data-tooltip="{{system.characteristics.cha.feature}}">{{localize
|
||||
<label class="rollable" data-roll-type="char" data-char-id="cha"
|
||||
data-tooltip="{{system.characteristics.cha.feature}}">{{localize
|
||||
"CTHULHUETERNAL.Label.chaShort"}}</label>
|
||||
{{formField systemFields.characteristics.fields.cha.fields.value value=system.characteristics.cha.value
|
||||
rootId=partId disabled=isPlayMode }}
|
||||
|
@ -1,13 +1,13 @@
|
||||
<section class="tab protagonist-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
||||
{{log this}}
|
||||
<div class="main-div">
|
||||
<fieldset>
|
||||
<legend data-tooltip="{{localize "CTHULHUETERNAL.Tooltip.skills"}}" data-tooltip-direction="UP">{{localize "CTHULHUETERNAL.Label.skills"}}</legend>
|
||||
<div class="skills">
|
||||
{{#each skills as |item|}}
|
||||
<div class="skill item" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}">
|
||||
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
|
||||
<img class="item-img " src="{{item.img}}" data-tooltip="{{item.name}}" />
|
||||
<img src="systems/fvtt-cthulhu-eternal/assets/ui/d100.svg" class="d100" />
|
||||
<div class="name rollable" data-roll-type="skill" data-tooltip="{{{item.description}}}" data-tooltip-direction="UP">{{item.name}}
|
||||
<div class="name rollable {{#if item.system.rollFailed}}skill-failed-progress{{/if}}" data-roll-type="skill" data-tooltip="{{{item.description}}}" data-tooltip-direction="UP">{{item.name}}
|
||||
</div>
|
||||
<div class="score" >
|
||||
{{item.system.skillTotal}}
|
||||
@ -21,5 +21,5 @@
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
|
||||
</div>
|
||||
</section>
|
@ -1,4 +1,5 @@
|
||||
<section class="tab protagonist-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
||||
<div class="main-div">
|
||||
|
||||
<fieldset>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.bonds"}}{{#if isEditMode}}
|
||||
@ -12,7 +13,7 @@
|
||||
{{item.name}}
|
||||
</div>
|
||||
<div class="type">
|
||||
{{upperFirst item.system.bondType}}
|
||||
{{localize (concat "CTHULHUETERNAL.BondType." item.system.bondType)}}
|
||||
</div>
|
||||
<div class="level">
|
||||
{{item.system.value}}
|
||||
@ -91,5 +92,5 @@
|
||||
{{/each}}
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
</div>
|
||||
</section>
|
@ -18,23 +18,31 @@
|
||||
{{/if}}
|
||||
|
||||
{{#if weapon}}
|
||||
<div class="dialog-skill">Weapon : {{weapon.name}}</div>
|
||||
<div class="dialog-skill">{{localize "CTHULHUETERNAL.Label.Weapon"}} : {{weapon.name}}</div>
|
||||
{{#if weapon.system.hasSelectiveFire}}
|
||||
<div class="dialog-skill">Selective Fire :
|
||||
<select name="selectiveFireChoice" class="roll-skill-modifier">
|
||||
{{selectOptions choiceSelectiveFire localize=true selected=selectiveFireChoice nameAttr="id" labelAttr="label"}}
|
||||
</select>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if isZeroWP}}
|
||||
<div class="dialog-skill red-warning">Zero WP : Automatic failure (ie 0%)</div>
|
||||
<div class="dialog-skill red-warning">{{localize "CTHULHUETERNAL.Label.ZeroWP"}}</div>
|
||||
{{else}}
|
||||
{{#if isLowWP}}
|
||||
<div class="dialog-skill orange-warning">Low WP : -20%</div>
|
||||
<div class="dialog-skill orange-warning">{{localize "CTHULHUETERNAL.Label.LowWP"}} : -20%</div>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if isExhausted}}
|
||||
<div class="dialog-skill orange-warning">Exhausted : -20%</div>
|
||||
<div class="dialog-skill orange-warning">{{localize "CTHULHUETERNAL.Label.Exhausted"}} : -20%</div>
|
||||
{{/if}}
|
||||
|
||||
</fieldSet>
|
||||
|
||||
|
||||
{{#if hasModifier}}
|
||||
<fieldSet class="dialog-modifier">
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.modifier"}}</legend>
|
||||
@ -56,7 +64,7 @@
|
||||
<fieldSet>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.rollView"}}</legend>
|
||||
<select name="visibility">
|
||||
{{selectOptions rollModes selected=visibility}}
|
||||
{{selectOptions rollModes localize=true selected=visibility}}
|
||||
</select>
|
||||
</fieldSet>
|
||||
</div>
|
@ -13,13 +13,27 @@
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.totalScore"}}</legend>
|
||||
{{system.skillTotal}}
|
||||
</div>
|
||||
{{formField systemFields.isAdversary value=system.isAdversary}}
|
||||
{{#if isGM}}
|
||||
{{formField systemFields.isAdversary value=system.isAdversary }}
|
||||
{{formField systemFields.diceEvolved value=system.diceEvolved}}
|
||||
|
||||
<!-- {{#if system.diceEvolved}}
|
||||
{{#if system.diceEvolved}}
|
||||
{{formField systemFields.rollFailed value=system.rollFailed}}
|
||||
{{/if}}
|
||||
-->
|
||||
{{else}}
|
||||
{{formField systemFields.isAdversary value=system.isAdversary disabled=true}}
|
||||
{{formField systemFields.diceEvolved value=system.diceEvolved disabled=true}}
|
||||
|
||||
{{#if system.diceEvolved}}
|
||||
{{formField systemFields.rollFailed value=system.rollFailed disabled=true}}
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if (and system.diceEvolved system.rollFailed)}}
|
||||
<div class="roll-failed">
|
||||
<a class="roll-progress" data-action="rollProgress"><i class="fa-solid fa-dice-d4"></i> {{localize "CTHULHUETERNAL.Label.rollProgress"}}</a>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
</fieldset>
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
<section class="tab vehicle-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
||||
|
||||
<div class="main-div">
|
||||
<fieldset>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.description"}}</legend>
|
||||
{{formInput systemFields.description enriched=enrichedDescription value=system.description name="system.description" toggled=true}}
|
||||
@ -9,4 +9,5 @@
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.notes"}}</legend>
|
||||
{{formInput systemFields.notes enriched=enrichedNotes value=system.notes name="system.notes" toggled=true}}
|
||||
</fieldset>
|
||||
</div>
|
||||
</section>
|
@ -1,5 +1,5 @@
|
||||
<section class="tab vehicle-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
||||
|
||||
<div class="main-div">
|
||||
<fieldset>
|
||||
<legend>{{localize "CTHULHUETERNAL.Label.weapons"}}{{#if isEditMode}}
|
||||
<a class="action" data-tooltip="{{localize " CTHULHUETERNAL.Tooltip.addWeapon"}}" data-tooltip-direction="UP"><i
|
||||
@ -50,5 +50,5 @@
|
||||
{{/each}}
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
</div>
|
||||
</section>
|
@ -18,7 +18,10 @@
|
||||
{{formField systemFields.directSkillValue value=system.directSkillValue }}
|
||||
{{/if}}
|
||||
|
||||
{{formField systemFields.hasSelectiveFire value=system.hasSelectiveFire}}
|
||||
{{formField systemFields.applyDamageBonus value=system.applyDamageBonus}}
|
||||
{{formField systemFields.damage value=system.damage}}
|
||||
|
||||
{{formField systemFields.baseRange value=system.baseRange}}
|
||||
{{formField systemFields.rangeUnit value=system.rangeUnit localize=true}}
|
||||
{{formField systemFields.lethality value=system.lethality}}
|
||||
|
Reference in New Issue
Block a user