diff --git a/modules/mournblade-actor.js b/modules/mournblade-actor.js index db3b114..8bd6a06 100644 --- a/modules/mournblade-actor.js +++ b/modules/mournblade-actor.js @@ -71,6 +71,19 @@ export class MournbladeActor extends Actor { } return arme } + /* -------------------------------------------- */ + prepareBouclier(bouclier) { + bouclier = duplicate(bouclier) + let combat = this.getCombatValues() + bouclier.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée")) + bouclier.system.attrKey = "pui" + bouclier.system.totalDegats = bouclier.system.degats + "+" + combat.bonusDegatsTotal + bouclier.system.totalOffensif = this.system.attributs.pui.value + bouclier.system.competence.system.niveau + bouclier.system.isdefense = true + bouclier.system.bonusmaniementoff = 0 + bouclier.system.totalDefensif = combat.defenseTotal + bouclier.system.competence.system.niveau + bouclier.system.bonusdefense + return bouclier + } /* -------------------------------------------- */ getWeapons() { @@ -79,6 +92,9 @@ export class MournbladeActor extends Actor { if (arme.type == "arme") { armes.push(this.prepareArme(arme)) } + if (arme.type == "bouclier") { + armes.push(this.prepareBouclier(arme)) + } } return armes } @@ -179,6 +195,7 @@ export class MournbladeActor extends Actor { } return combat } + /* -------------------------------------------- */ prepareBaseData() { } @@ -222,9 +239,9 @@ export class MournbladeActor extends Actor { /* -------------------------------------------- */ async equipItem(itemId) { - let item = this.items.find(item => item.id == itemId); - if (item && item.system.data) { - let update = { _id: item.id, "system.equipped": !item.system.equipped }; + let item = this.items.find(item => item.id == itemId) + if (item && item.system) { + let update = { _id: item.id, "system.equipped": !item.system.equipped } await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } } @@ -364,6 +381,25 @@ export class MournbladeActor extends Actor { getInitiativeScore( ) { return Number(this.system.attributs.adr.value) + Number(this.system.combat.initbonus) } + /* -------------------------------------------- */ + getBestDefenseValue() { + let defenseList = this.items.filter(item => (item.type =="arme" || item.type == "bouclier") && item.system.equipped) + let maxDef = 0 + let bestArme + for(let arme of defenseList) { + if (arme.type == "arme" && arme.system.isdefense) { + arme = this.prepareArme(arme) + } + if (arme.type == "bouclier" ) { + arme = this.prepareBouclier(arme) + } + if ( arme.system.totalDefensif > maxDef) { + maxDef = arme.system.totalDefensif + bestArme = duplicate(arme) + } + } + return bestArme + } /* -------------------------------------------- */ getCommonRollData(attrKey = undefined, compId = undefined, compName = undefined) { @@ -430,7 +466,12 @@ export class MournbladeActor extends Actor { /* -------------------------------------------- */ async rollArmeOffensif(armeId) { let arme = this.items.get(armeId) - arme = this.prepareArme(arme) + if (arme.type == "arme") { + arme = this.prepareArme(arme) + } + if (arme.type == "bouclier") { + arme = this.prepareBouclier(arme) + } let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id) rollData.arme = arme console.log("ARME!", rollData) @@ -441,7 +482,12 @@ export class MournbladeActor extends Actor { /* -------------------------------------------- */ async rollArmeDegats(armeId) { let arme = this.items.get(armeId) - arme = this.prepareArme(arme) + if (arme.type == "arme") { + arme = this.prepareArme(arme) + } + if (arme.type == "bouclier") { + arme = this.prepareBouclier(arme) + } let roll = new Roll(arme.system.totalDegats).roll({ async: false }) await MournbladeUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode")); let rollData = { diff --git a/modules/mournblade-utility.js b/modules/mournblade-utility.js index 7dad81a..665dff0 100644 --- a/modules/mournblade-utility.js +++ b/modules/mournblade-utility.js @@ -64,7 +64,7 @@ export class MournbladeUtility { } return opt.concat("\n") } - + /* -------------------------------------------- */ static getAttributs() { return { adr: "Adresse", pui: "Puissance", cla: "Clairvoyance", pre: "Présence", tre: "Trempe" } @@ -104,15 +104,15 @@ export class MournbladeUtility { static async chatListeners(html) { html.on("click", '.predilection-reroll', async event => { - let predIdx = $(event.currentTarget).data("predilection-index") + let predIdx = $(event.currentTarget).data("predilection-index") let messageId = MournbladeUtility.findChatMessageId(event.currentTarget) let message = game.messages.get(messageId) - let rollData = message.getFlag("world", "mournblade-roll") + let rollData = message.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - await actor.setPredilectionUsed( rollData.competence._id, predIdx) - rollData.competence = duplicate( actor.getCompetence(rollData.competence._id) ) + await actor.setPredilectionUsed(rollData.competence._id, predIdx) + rollData.competence = duplicate(actor.getCompetence(rollData.competence._id)) MournbladeUtility.rollMournblade(rollData) - }) + }) } /* -------------------------------------------- */ @@ -292,17 +292,17 @@ export class MournbladeUtility { /* -------------------------------------------- */ static async rollMournblade(rollData) { - let actor = game.actors.get(rollData.actorId) + let actor = game.actors.get(rollData.actorId) if (rollData.attrKey == "tochoose") { // No attr selected, force address rollData.attrKey = "adr" } - if ( !rollData.attr) { + if (!rollData.attr) { rollData.actionImg = "systems/fvtt-mournblade/assets/icons/" + actor.system.attributs[rollData.attrKey].labelnorm + ".webp" rollData.attr = duplicate(actor.system.attributs[rollData.attrKey]) } rollData.diceFormula = rollData.mainDice - if ( rollData.doubleD20) { // Multiply result ! + if (rollData.doubleD20) { // Multiply result ! rollData.diceFormula += "*2" if (!rollData.isReroll) { actor.changeEclat(-1) @@ -310,25 +310,25 @@ export class MournbladeUtility { } //console.log("BEFORE COMP", rollData) if (rollData.competence) { - rollData.predilections = duplicate( rollData.competence.system.predilections.filter( pred => !pred.used) || [] ) + rollData.predilections = duplicate(rollData.competence.system.predilections.filter(pred => !pred.used) || []) let compmod = (rollData.competence.system.niveau == 0) ? -3 : 0 rollData.diceFormula += `+${rollData.attr.value}+${rollData.competence.system.niveau}+${rollData.modificateur}+${compmod}` } else { rollData.diceFormula += `+${rollData.attr.value}*2+${rollData.modificateur}` } - - if (rollData.arme) { + + if (rollData.arme && rollData.arme.type == "arme") { rollData.diceFormula += `+${rollData.arme.system.bonusmaniementoff}` } - if(rollData.rune) { - rollData.runeduree = Math.ceil((rollData.runeame+3) / 3) - if ( rollData.runemode == "inscrire") { + if (rollData.rune) { + rollData.runeduree = Math.ceil((rollData.runeame + 3) / 3) + if (rollData.runemode == "inscrire") { rollData.runeduree *= 2 - } - if ( rollData.runemode == "prononcer") { + } + if (rollData.runemode == "prononcer") { rollData.runeduree = 1 - } + } } let myRoll = new Roll(rollData.diceFormula).roll({ async: false }) @@ -337,12 +337,12 @@ export class MournbladeUtility { console.log(">>>> ", myRoll) rollData.finalResult = myRoll.total - this.computeResult( rollData) + this.computeResult(rollData) - if (rollData.rune ) { + if (rollData.rune) { let subAme = rollData.runeame - if ( rollData.isEchec && !rollData.isDramatique) { - subAme = Math.ceil((subAme+1) / 2) + if (rollData.isEchec && !rollData.isDramatique) { + subAme = Math.ceil((subAme + 1) / 2) } actor.subPointsAme(rollData.runemode, subAme) } @@ -356,14 +356,14 @@ export class MournbladeUtility { /* -------------------------------------------- */ static async bonusRollMournblade(rollData) { rollData.bonusFormula = rollData.addedBonus - - let bonusRoll = new Roll(rollData.bonusFormula).roll({async: false}) + + let bonusRoll = new Roll(rollData.bonusFormula).roll({ async: false }) await this.showDiceSoNice(bonusRoll, game.settings.get("core", "rollMode")); rollData.bonusRoll = bonusRoll - + rollData.finalResult += rollData.bonusRoll.total - this.computeResult( rollData) + this.computeResult(rollData) this.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-generic-result.html`, rollData) @@ -375,6 +375,7 @@ export class MournbladeUtility { static getUsers(filter) { return game.users.filter(filter).map(user => user.data._id); } + /* -------------------------------------------- */ static getWhisperRecipients(rollMode, name) { switch (rollMode) { @@ -467,15 +468,16 @@ export class MournbladeUtility { /* -------------------------------------------- */ static updateWithTarget(rollData) { - let objectDefender - let target = MournbladeUtility.getTarget(); + let target = MournbladeUtility.getTarget() if (target) { - let defenderActor = game.actors.get(target.data.actorId) - objectDefender = MournbladeUtility.data(defenderActor) - objectDefender = mergeObject(objectDefender, target.data.actorData) - rollData.defender = objectDefender - rollData.attackerId = this.id - rollData.defenderId = objectDefender._id + rollData.defenderTokenId = target.id + let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor + rollData.armeDefense = defender.getBestDefenseValue() + if ( rollData.armeDefense) { + rollData.difficulte = rollData.armeDefense.system.totalDefensif + } else { + ui.notifications.warn("Aucune arme de défense équipée, difficulté manuelle à positionner.") + } } } @@ -491,33 +493,33 @@ export class MournbladeUtility { if (msg) { let rollData = msg.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - actor.changeBonneAventure( changed ) - rollData.isReroll = true + actor.changeBonneAventure(changed) + rollData.isReroll = true rollData.textBonus = "Bonus de Points d'Aventure" if (addedBonus == "reroll") { - MournbladeUtility.rollMournblade(rollData) - } else { + MournbladeUtility.rollMournblade(rollData) + } else { rollData.addedBonus = addedBonus - MournbladeUtility.bonusRollMournblade(rollData) + MournbladeUtility.bonusRollMournblade(rollData) } } } - /* -------------------------------------------- */ - static applyEclatRoll(li, changed, addedBonus) { - let msgId = li.data("message-id") - let msg = game.messages.get(msgId) - if (msg) { - let rollData = msg.getFlag("world", "mournblade-roll") - let actor = game.actors.get(rollData.actorId) - actor.changeEclat( changed ) - rollData.isReroll = true - rollData.textBonus = "Bonus d'Eclat" - rollData.addedBonus = addedBonus - MournbladeUtility.bonusRollMournblade(rollData) - } + /* -------------------------------------------- */ + static applyEclatRoll(li, changed, addedBonus) { + let msgId = li.data("message-id") + let msg = game.messages.get(msgId) + if (msg) { + let rollData = msg.getFlag("world", "mournblade-roll") + let actor = game.actors.get(rollData.actorId) + actor.changeEclat(changed) + rollData.isReroll = true + rollData.textBonus = "Bonus d'Eclat" + rollData.addedBonus = addedBonus + MournbladeUtility.bonusRollMournblade(rollData) } - + } + /* -------------------------------------------- */ static chatRollMenu(html, options) { let canApply = li => canvas.tokens.controlled.length && li.find(".mournblade-roll").length @@ -525,39 +527,39 @@ export class MournbladeUtility { let message = game.messages.get(li.attr("data-message-id")) let rollData = message.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - return ( !rollData.isReroll && actor.getBonneAventure() > 0 && actor.getAlignement() == "loyal") + return (!rollData.isReroll && actor.getBonneAventure() > 0 && actor.getAlignement() == "loyal") } let canApplyPELoyal = function (li) { let message = game.messages.get(li.attr("data-message-id")) let rollData = message.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - return ( !rollData.isReroll && actor.getEclat() > 0 && actor.getAlignement() == "loyal") + return (!rollData.isReroll && actor.getEclat() > 0 && actor.getAlignement() == "loyal") } let canApplyBAChaotique = function (li) { let message = game.messages.get(li.attr("data-message-id")) let rollData = message.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - return ( !rollData.isReroll && actor.getBonneAventure() > 0 && actor.getAlignement() == "chaotique") + return (!rollData.isReroll && actor.getBonneAventure() > 0 && actor.getAlignement() == "chaotique") } let canApplyBAChaotique3 = function (li) { let message = game.messages.get(li.attr("data-message-id")) let rollData = message.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - return ( !rollData.isReroll && actor.getBonneAventure() > 2 && actor.getAlignement() == "chaotique") + return (!rollData.isReroll && actor.getBonneAventure() > 2 && actor.getAlignement() == "chaotique") } let canApplyPEChaotique = function (li) { let message = game.messages.get(li.attr("data-message-id")) let rollData = message.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - return ( !rollData.isReroll && actor.getEclat() > 0 && actor.getAlignement() == "chaotique") + return (!rollData.isReroll && actor.getEclat() > 0 && actor.getAlignement() == "chaotique") } let hasPredilection = function (li) { let message = game.messages.get(li.attr("data-message-id")) let rollData = message.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - if ( rollData.competence) { - let nbPred = rollData.competence.data.predilections.filter( pred => !pred.used).length - return ( !rollData.isReroll && rollData.competence && nbPred > 0 ) + if (rollData.competence) { + let nbPred = rollData.competence.data.predilections.filter(pred => !pred.used).length + return (!rollData.isReroll && rollData.competence && nbPred > 0) } return false } @@ -565,7 +567,7 @@ export class MournbladeUtility { let message = game.messages.get(li.attr("data-message-id")) let rollData = message.getFlag("world", "mournblade-roll") let actor = game.actors.get(rollData.actorId) - if ( rollData.competence) { + if (rollData.competence) { return rollData.competence.data.doublebonus } return false diff --git a/packs/armes.db b/packs/armes.db index 5104aed..eb4d56c 100644 --- a/packs/armes.db +++ b/packs/armes.db @@ -1,42 +1,46 @@ -{"name":"Fouet","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contactjet","bonusmaniementoff":0,"bonusmaniementdef":0,"degats":"1d4 + 1","deuxmains":false,"courte":3,"moyenne":0,"longue":0,"tr":0,"rarete":4,"prix":40},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.Qb1h25U88mTM4h72"}},"_id":"0swiE8k5zfUIqmXu"} -{"_id":"2BSVJXr0FGZZJ9fh","name":"Hache des mers","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contact","isdefense":true,"bonusmaniementoff":2,"bonusmaniementdef":0,"degats":"2d6","deuxmains":true,"courte":0,"moyenne":0,"longue":0,"tr":0,"rarete":7,"prix":150},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.mGYFgteaWBDo10Xb"}}} -{"_id":"2qezkR1BdC0DcRIl","name":"Fléau d’armes","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contact","isdefense":true,"bonusmaniementoff":0,"bonusmaniementdef":0,"degats":"1D10+1","deuxmains":false,"courte":0,"moyenne":0,"longue":0,"tr":0,"rarete":7,"prix":70},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.PHQabMgfk1GNOjKo"}}} -{"name":"Arbalète","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"tir","bonusmaniementoff":1,"bonusmaniementdef":0,"degats":"2d6","deuxmains":false,"courte":25,"moyenne":50,"longue":75,"tr":3,"rarete":10,"prix":500},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.WYp8ojQN8HYJwUJc"}},"_id":"2zIdrBK88iuMbOF0"} -{"_id":"3Iv1oLpZcPEJVaI4","name":"Cimeterre","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contact","isdefense":true,"bonusmaniementoff":1,"bonusmaniementdef":1,"degats":"1d10","deuxmains":false,"courte":0,"moyenne":0,"longue":0,"tr":0,"rarete":8,"prix":100},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.RYxEg0gJfAlIZ4mw"}}} -{"name":"Fronde","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"tir","bonusmaniementoff":0,"bonusmaniementdef":0,"degats":"1D4","deuxmains":false,"courte":10,"moyenne":25,"longue":50,"tr":1,"rarete":2,"prix":1},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.TgVuNnytO9k2K0Xe"}},"_id":"4To8rLxv4efsoZK0"} -{"name":"Pierre","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contactjet","bonusmaniementoff":0,"bonusmaniementdef":0,"degats":"1D4","deuxmains":false,"courte":3,"moyenne":6,"longue":15,"tr":1,"rarete":0,"prix":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.3YS9IfQddECnoagK"}},"_id":"4yKlK8MeSj5Zk8lM"} -{"_id":"6e1JHoD1Jrz020R7","name":"Grand marteau","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contact","isdefense":true,"bonusmaniementoff":1,"bonusmaniementdef":0,"degats":"2D6+2","deuxmains":true,"courte":0,"moyenne":0,"longue":0,"tr":0,"rarete":7,"prix":120},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.vjic4cPkJ0iMCIt5"}}} -{"name":"Arc de cavalerie","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"tir","bonusmaniementoff":1,"bonusmaniementdef":0,"degats":"1d6","deuxmains":false,"courte":25,"moyenne":50,"longue":75,"tr":1,"rarete":7,"prix":100},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.5EWrgNQjJMx1t2v1"}},"_id":"88UuW1bdpFuCmkqb"} -{"_id":"9Eo9mRbPPZHN98Cr","name":"Épée de maître","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contact","isdefense":true,"bonusmaniementoff":2,"bonusmaniementdef":1,"degats":"1d8+ 2","deuxmains":false,"courte":0,"moyenne":0,"longue":0,"tr":0,"rarete":7,"prix":120},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.kX3MbDFu9uYZVNf2"}}} -{"_id":"9xPd4ITtyk3nmMoN","name":"Lance ilmioréenne","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"

La lance ilmioréenne est un solide bâton de combat surmonté d’une pointe sur lequel est fi xé quasi perpendiculairement un fer de hache plat et étroit. Un contrepoids fi xé à l’autre extrémité sert à équilibrer l’arme qui peut être maniée à la fois comme une lance et comme une hache à deux mains, ce qui permet de maintenir ses ennemis à distance ou de leur porter des coups dévastateurs. Ces lances furent inventées à l’époque de la tribu d’Ilm, quand les lances et épées étaient déclarées illégales par les gouverneurs melnibonéens de la région. Certaines écoles militaires ilmioréennes enseignent toujours le Style Imar, qui mêle en une seule et même technique le combat à deux mains à la lance et le combat au bâton.

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Cet arc composite fait de bois, d’andouillers de cerf et/ou d’os est un arc court et très recourbé utilisé par les barbares du Désert des Larmes pour la chasse. On peut également trouver ce type d’arcs à Pikarayd et au Dorel.

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Cette double hache parfaitement équilibrée et proportionnée est l’arme favorite des chevaliers lormyriens. Il s’agit de l’arme idéale pour trancher, découper les lances ennemies et fendre les crânes.

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Cette longue pique à grande lame de près de trois mètres de long est l’arme de prédilection des piquiers de l’armée de Filkhar. Très effi cace pour lutter contre des cavaliers ou des ennemis en train de charger, elle l’est beaucoup moins en combat rapproché.

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Ce long sabre effi lé sert aux Cavaliers démoniaques de Pan Tang pour couper les têtes depuis le dos de leurs monstrueuses montures reptiliennes à six pattes.

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La lance melnibonéenne, faite pour le combat à cheval ou à dos de dragon, ressemble à une lance ordinaire. Son fer est cependant plus fi n et plus étroit. Avant la chute d’Imrryr, il est quasi impossible de se procurer de telles armes sur les marchés des Jeunes Royaumes. Elles peuvent être maniées à une main comme lors des joutes à cheval ou à deux mains au cœur des mêlées.

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Arc composite recourbé fait de bois, d’os et d’acier, l’arc en os melnibonéen est une arme extraordinairement puissante entre les mains d’un guerrier melnibonéen ou d’un archer esclave du Glorieux Empire. On peut se le procurer dans les Jeunes Royaumes après la chute d’Imrryr.

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La lance ilmioréenne est un solide bâton de combat surmonté d’une pointe sur lequel est fi xé quasi perpendiculairement un fer de hache plat et étroit. Un contrepoids fi xé à l’autre extrémité sert à équilibrer l’arme qui peut être maniée à la fois comme une lance et comme une hache à deux mains, ce qui permet de maintenir ses ennemis à distance ou de leur porter des coups dévastateurs. Ces lances furent inventées à l’époque de la tribu d’Ilm, quand les lances et épées étaient déclarées illégales par les gouverneurs melnibonéens de la région. Certaines écoles militaires ilmioréennes enseignent toujours le Style Imar, qui mêle en une seule et même technique le combat à deux mains à la lance et le combat au bâton.

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Cet arc composite fait de bois, d’andouillers de cerf et/ou d’os est un arc court et très recourbé utilisé par les barbares du Désert des Larmes pour la chasse. On peut également trouver ce type d’arcs à Pikarayd et au Dorel.

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Cette double hache parfaitement équilibrée et proportionnée est l’arme favorite des chevaliers lormyriens. Il s’agit de l’arme idéale pour trancher, découper les lances ennemies et fendre les crânes.

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Cette longue pique à grande lame de près de trois mètres de long est l’arme de prédilection des piquiers de l’armée de Filkhar. Très effi cace pour lutter contre des cavaliers ou des ennemis en train de charger, elle l’est beaucoup moins en combat rapproché.

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Le Pavois se plante dans le sol au début du combat et ne peut plus être déplacé jusqu'à son issue.

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Ce long sabre effi lé sert aux Cavaliers démoniaques de Pan Tang pour couper les têtes depuis le dos de leurs monstrueuses montures reptiliennes à six pattes.

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La lance melnibonéenne, faite pour le combat à cheval ou à dos de dragon, ressemble à une lance ordinaire. Son fer est cependant plus fi n et plus étroit. Avant la chute d’Imrryr, il est quasi impossible de se procurer de telles armes sur les marchés des Jeunes Royaumes. Elles peuvent être maniées à une main comme lors des joutes à cheval ou à deux mains au cœur des mêlées.

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Arc composite recourbé fait de bois, d’os et d’acier, l’arc en os melnibonéen est une arme extraordinairement puissante entre les mains d’un guerrier melnibonéen ou d’un archer esclave du Glorieux Empire. On peut se le procurer dans les Jeunes Royaumes après la chute d’Imrryr.

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-{"name":"Pavois","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"

Le pavois se plante dans le sol au début du combat et ne peut normalement plus être déplacé jusqu’à son issue.

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Cette armure ornée et fi nement gravée est ajustée aux mensurations de celui qui la porte. On ne peut en trouver en dehors d’Imrryr avant sa chute. L’armure couvre tout le corps des pieds à la tête. Le casque est toujours surmonté d’une sculpture en forme de dragon ou de serpent de mer. Des motifs complexes et imbriqués recouvrent la surface de tous les éléments de l’armure. Après la chute d’Imrryr, quelques pièces d’armure melnibonéennes apparaissent de temps en temps sur les marchés mais les armures entières restent rarissimes. Si elle a été spécialement conçue pour son porteur, une armure de plaques melnibonéenne n’impose pas de pénalité d’encombrement à ce dernier.

","typeprotection":"armure","protection":6,"degats":"","rarete":10,"prix":1000},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.09OukepQ8Oep0642"}},"_id":"FFX0dFDZoVXFzyXk"} -{"name":"Bouclier d’infanterie","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":2,"degats":"1D6","rarete":5,"prix":50},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.Xn1tVJgKinG0hc10"}},"_id":"I2X36O7hkpigZmJo"} {"name":"Tenues rembourrées, cuir souple, fourrures","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":1,"degats":"","rarete":2,"prix":10},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.5dV4DORRrNdAd2Z5"}},"_id":"SqyKvR1GJMJvgHCJ"} -{"name":"Targe","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":1,"degats":"1D4","rarete":4,"prix":20},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.dyTeMFfvg5mAKT2n"}},"_id":"WH1m35jgm7ilTTuG"} {"name":"Armure du Désert des Larmes","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"

Les barbares et les nomades du Désert des Larmes ont créé des armures de bois protégeant l’abdomen, la poitrine et les bras. Ces armures sont faites à partir du bois de l’arbre Fal, originaire de plateaux pluvieux situés au-delà du désert. Les barbares décorent souvent leurs armures de symboles tribaux et en protègent la surface avec de la laque. Conçue en bois, cette armure a la particularité de pouvoir flotter quoiqu’un séjour prolongé dans l’eau risque de la détériorer très rapidement. Elle n’en reste pas moins une protection très recherchée par ceux qui ont à s’aventurer sur les flots.

","typeprotection":"armure","protection":2,"degats":"","rarete":8,"prix":200},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.b1JGc5OlrIzlQbTO"}},"_id":"ZzzXZUn5PU1lnP0X"} {"name":"Cuir bouilli, cuir clouté","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":2,"degats":"","rarete":5,"prix":50},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.T9RAyLXDPSHlvoDR"}},"_id":"kis2lI7oEtdWzJbQ"} {"name":"Armure de plates, harnois","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":5,"degats":"","rarete":10,"prix":500},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.7JErvrlTYaFbCvoR"}},"_id":"so7x8hK8qEc5QqnQ"} {"name":"Broigne, cotte de maille","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":3,"degats":"","rarete":7,"prix":150},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.th6blCtgBmsWSYdY"}},"_id":"veoS6Gtzj6Dq087V"} -{"name":"Écu d’acier","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":3,"degats":"1D8","rarete":9,"prix":100},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.TAA8qb6POO0HyhU5"}},"_id":"zqKOtmrDNrDYBu2z"} diff --git a/styles/simple.css b/styles/simple.css index 3d4d286..ae80d11 100644 --- a/styles/simple.css +++ b/styles/simple.css @@ -1367,6 +1367,6 @@ ul, li { flex-shrink: 7; } .item-controls-fixed { - min-width:2rem; - max-width: 2rem; + min-width:3.2rem; + max-width: 3.2rem; } \ No newline at end of file diff --git a/system.json b/system.json index 8913833..7d882dd 100644 --- a/system.json +++ b/system.json @@ -1,7 +1,7 @@ { "id": "fvtt-mournblade", "description": "Mournblade RPG for FoundryVTT", - "version": "10.0.7", + "version": "10.0.10", "authors": [ { "name": "Uberwald/LeRatierBretonnien", @@ -15,7 +15,7 @@ "gridUnits": "m", "license": "LICENSE.txt", "manifest": "https://www.uberwald.me/gitea/public/fvtt-mournblade/raw/branch/v10/system.json", - "download": "https://www.uberwald.me/gitea/public/fvtt-mournblade/archive/fvtt-mournblade-10.0.7.zip", + "download": "https://www.uberwald.me/gitea/public/fvtt-mournblade/archive/fvtt-mournblade-10.0.10.zip", "packs": [ { "type": "Item", @@ -28,7 +28,7 @@ }, { "type": "Item", - "label": "Armes", + "label": "Armes & Boucliers", "name": "armes", "path": "packs/armes.db", "system": "fvtt-mournblade", diff --git a/template.json b/template.json index 369f3cc..947ed7a 100644 --- a/template.json +++ b/template.json @@ -131,7 +131,8 @@ "origine", "heritage", "metier", - "runeeffect" + "runeeffect", + "bouclier" ], "runeeffect": { "rune": "", @@ -175,6 +176,7 @@ "bonusmaniementoff": 0, "bonusmaniementdef": 0, "degats": "", + "nonletaux": false, "deuxmains": false, "courte": 0, "moyenne": 0, @@ -182,6 +184,7 @@ "tr": 0, "rarete": 0, "prix": 0, + "equipped": false, "templates": [ "base" ] @@ -203,6 +206,18 @@ "degats": "", "rarete": 0, "prix": 0, + "equipped": false, + "templates": [ + "base" + ] + }, + "bouclier": { + "bonusdefense": 0, + "degats": "", + "nonletaux": false, + "rarete": 0, + "prix": 0, + "equipped": false, "templates": [ "base" ] diff --git a/templates/actor-sheet.html b/templates/actor-sheet.html index 74ec197..5913c80 100644 --- a/templates/actor-sheet.html +++ b/templates/actor-sheet.html @@ -367,20 +367,33 @@
  • {{arme.name}} + - + {{#if arme.system.equipped}} + + {{else}} + + {{/if}} + {{#if arme.system.isdefense}} - + {{else}} {{/if}} - - - -
     
    + + + {{#if arme.system.equipped}} + + {{else}} + + {{/if}} + + +
     
    + {{#if arme.system.equipped}}{{else}}{{/if}}
    diff --git a/templates/chat-degats-result.html b/templates/chat-degats-result.html index 4875ad7..9564ebc 100644 --- a/templates/chat-degats-result.html +++ b/templates/chat-degats-result.html @@ -19,7 +19,7 @@
    diff --git a/templates/item-arme-sheet.html b/templates/item-arme-sheet.html index ab76131..0771e72 100644 --- a/templates/item-arme-sheet.html +++ b/templates/item-arme-sheet.html @@ -27,7 +27,7 @@ - + {{#if data.isdefense}} @@ -39,9 +39,17 @@ + + + + + + + + - + diff --git a/templates/item-bouclier-sheet.html b/templates/item-bouclier-sheet.html new file mode 100644 index 0000000..85e8934 --- /dev/null +++ b/templates/item-bouclier-sheet.html @@ -0,0 +1,43 @@ +
    +
    + +
    +

    +
    +
    + + {{!-- Sheet Body --}} +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + {{> systems/fvtt-mournblade/templates/partial-item-description.html}} + +
    + +
    +
    diff --git a/templates/item-competence-sheet.html b/templates/item-competence-sheet.html index db92264..2b2b36a 100644 --- a/templates/item-competence-sheet.html +++ b/templates/item-competence-sheet.html @@ -53,7 +53,7 @@ - + @@ -64,7 +64,7 @@
  • - +
  • {{/each}} diff --git a/templates/item-protection-sheet.html b/templates/item-protection-sheet.html index e378420..2977400 100644 --- a/templates/item-protection-sheet.html +++ b/templates/item-protection-sheet.html @@ -10,22 +10,13 @@
    - - - - - - + + diff --git a/templates/partial-actor-equipment.html b/templates/partial-actor-equipment.html index 105ef00..1e18b27 100644 --- a/templates/partial-actor-equipment.html +++ b/templates/partial-actor-equipment.html @@ -15,7 +15,7 @@
     
    {{#if (eq level 1)}} - {{#if equip.data.equipped}}{{#if equip.system.equipped}}{{else}}{{/if}} {{/if}} diff --git a/templates/roll-dialog-generic.html b/templates/roll-dialog-generic.html index 0048473..7a7280f 100644 --- a/templates/roll-dialog-generic.html +++ b/templates/roll-dialog-generic.html @@ -68,21 +68,28 @@
    + {{#if armeDefense}}
    - Difficulté : - + Défense adversaire : + {{difficulte}}
    + {{else}} +
    + Difficulté : + +
    + {{/if}} {{#if canEclatDoubleD20}}