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35 Commits

Author SHA1 Message Date
e200b5f7b0 COrrections, WIP 2026-04-24 22:04:09 +02:00
d75b6cb945 Second round de modifications 2026-04-24 13:37:59 +02:00
779b4c60f5 Release script
Some checks failed
Release Creation / build (release) Failing after 1m36s
2026-04-23 17:06:45 +02:00
84608ffbf7 Première release testée 2026-04-23 15:50:22 +02:00
2fbcfa52aa Première release testée 2026-04-23 15:49:58 +02:00
9e9d2c4f3e First round of changes 2026-04-23 14:31:06 +02:00
abe35cb537 First round of changes 2026-04-23 14:27:33 +02:00
f72230dd39 First round of changes 2026-04-23 14:27:27 +02:00
Vlyan
36a66d3eac Release v1.13.4 2026-03-01 12:39:48 +01:00
Vlyan
317411ce60 Sync languages files from English 2026-03-01 12:30:01 +01:00
Vlyan
3c6529bc99 Updated items from import 2026-03-01 12:04:57 +01:00
Litasa
061390df80 Edit CHANGELOG.md 2026-03-01 08:12:38 +00:00
Litasa
b4fd1c738f Updated CHANGELOG.md Release 1.13.4 2026-03-01 07:57:26 +00:00
Litasa
c7d6c6c5e5 Merge branch 'some_missing_items' into 'dev'
Updating compendiums:
* Adding some items for Starting Outfits that was not in the system
* Split Poison and Omamori into individual items since it makes sense
* Added the specific items contained in a "Travelers Pack"
* Added arrow types not added from core book

See merge request teaml5r/l5r5e!58
2026-03-01 07:39:24 +00:00
Litasa
31f094818e Updating compendiums:
* Adding some items for Starting Outfits that was not in the system
* Split Poison and Omamori into individual items since it makes sense (old items will now be generic)
* Added the specific items contained in a "Travelers Pack"
* Added arrow types not added from core book
2026-03-01 07:39:24 +00:00
Litasa
40afa53337 Merge branch 'better_select_for_combat_tracker' into 'dev'
Adding compendium style select circle for combat encounter. Removed styling...

See merge request teaml5r/l5r5e!62
2026-03-01 07:12:33 +00:00
Litasa
cb98d721c5 Adding compendium style select circle for combat encounter. Removed styling... 2026-03-01 07:12:32 +00:00
Litasa
6ba5137ea1 Added me (Litasa) to curret L5R team in README.md
Removed Carter from current L5R team.
2026-02-28 21:04:15 +00:00
Litasa
5377674a30 Merge branch 'issue_75_gm_toolbox_and_monitor_visibility_issues' into 'dev'
issue 75: Unable to see icons in GM ToolBox and text in GM Monitor

See merge request teaml5r/l5r5e!59
2026-02-28 20:58:16 +00:00
Litasa
f6ed462bce issue 75: Unable to see icons in GM ToolBox and text in GM Monitor 2026-02-28 20:58:16 +00:00
Litasa
890223021a Added Litasa as a maintainer 2026-02-27 18:14:43 +00:00
Litasa
b1f874b3c8 Merge branch 'refactor_compendium_pr' into 'dev'
Updating the compendium filter to make it more snappy

See merge request teaml5r/l5r5e!61
2026-02-27 04:15:11 +00:00
Litasa
2dd9ee19e9 Updating the compendium filter to make it more snappy 2026-02-27 04:15:10 +00:00
Litasa
aa203c546c Merge branch 'issue_74_wounded_condition_in_dice_picker' into 'dev'
Issue 74: Adding all active conditions to the top of dice-picker-dialog so you are...

See merge request teaml5r/l5r5e!60
2026-02-26 01:04:30 +00:00
Litasa
8f31031244 Issue 74: Adding all active conditions to the top of dice-picker-dialog so you are... 2026-02-26 01:04:30 +00:00
Litasa
84e367b79f Merge branch 'issue_64_next_rank_not_shown' into 'dev'
Issue 64: Fixing issue where the new rank did not show until after adding a new item....

See merge request teaml5r/l5r5e!57
2026-02-25 21:55:01 +00:00
Litasa
0854e25a66 Issue 64: Fixing issue where the new rank did not show until after adding a new item.... 2026-02-25 21:55:00 +00:00
Litasa
0c299db26f Merge branch 'issue_69_add_experience_button' into 'dev'
Issue 69: Adding incremental buttons to honor, glory and status. Renaming...

See merge request teaml5r/l5r5e!54
2026-02-25 21:39:21 +00:00
Litasa
f267d06536 Issue 69: Adding incremental buttons to honor, glory and status. Renaming... 2026-02-25 21:39:21 +00:00
Vlyan
494b027513 Merge branch 'issue72_missing_sidebar_icons' into 'dev'
Issue72: Missing Sidebar Icons

See merge request teaml5r/l5r5e!53
2026-02-25 08:08:10 +00:00
Litasa
35c58ff631 Issue72: Missing Sidebar Icons 2026-02-25 08:08:10 +00:00
Vlyan
e87cd6d73e Merge branch 'cruxis/update-wiki-content' into 'dev'
Cruxis/update wiki content

See merge request teaml5r/l5r5e!52
2026-02-25 08:05:13 +00:00
Norman Briggs
05b7a1181c Cruxis/update wiki content 2026-02-25 08:05:12 +00:00
Vlyan
2e91fe7ae4 Merge branch 'master' into 'dev'
Fix typo in English Courts of Stone title.

See merge request teaml5r/l5r5e!51
2026-02-25 08:03:34 +00:00
SagaTympana
9c3de358b3 Fix typo in English Courts of Stone title. 2026-02-06 13:03:01 -05:00
222 changed files with 9036 additions and 9532 deletions

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@@ -0,0 +1,91 @@
name: Release Creation
on:
release:
types: [published]
jobs:
build:
runs-on: ubuntu-latest
steps:
- run: echo "💡 The ${{ gitea.repository }} repository will be cloned to the runner."
- uses: https://github.com/RouxAntoine/checkout@v3.5.4
# get part of the tag after the `v`
- name: Extract tag version number
id: get_version
uses: https://github.com/battila7/get-version-action@v2
# Compile SCSS → CSS before packaging
- name: Setup Node.js
uses: https://github.com/actions/setup-node@v3
with:
node-version: '18'
- name: Install dependencies and compile styles
run: npm ci && npm run compile
# Substitute the Manifest and Download URLs in system.json
- name: Substitute Manifest and Download Links For Versioned Ones
id: sub_manifest_link_version
uses: https://github.com/microsoft/variable-substitution@v1
with:
files: "system/system.json"
env:
version: ${{steps.get_version.outputs.version-without-v}}
url: https://www.uberwald.me/gitea/uberwald/l5rx-chiaroscuro
manifest: https://www.uberwald.me/gitea/uberwald/l5rx-chiaroscuro/releases/download/latest/system.json
download: https://www.uberwald.me/gitea/uberwald/l5rx-chiaroscuro/releases/download/${{github.event.release.tag_name}}/l5rx-chiaroscuro.zip
# Copy versioned system.json to root so it can be uploaded as-is
- name: Copy system.json to root
run: cp system/system.json system.json
# Create a zip file with all files required by the system
- run: |
apt update -y
apt install -y zip
- run: |
cd system
zip -r ../l5rx-chiaroscuro.zip \
assets/ \
babele/ \
fonts/ \
lang/ \
lib/ \
macros/ \
packs/ \
scripts/ \
styles/ \
templates/ \
system.json \
template.json
cd ..
zip -j ./l5rx-chiaroscuro.zip README.md CHANGELOG.md LICENSE.md
- name: Setup Go
uses: https://github.com/actions/setup-go@v4
with:
go-version: ">=1.20.1"
- name: Upload release assets to Gitea
id: use-go-action
uses: https://gitea.com/actions/release-action@main
with:
files: |-
./l5rx-chiaroscuro.zip
system.json
api_key: "${{secrets.ALLOW_PUSH_RELEASE}}"
- name: Publish to Foundry server
uses: https://github.com/djlechuck/foundryvtt-publish-package-action@v1
with:
token: ${{ secrets.FOUNDRYVTT_RELEASE_TOKEN }}
id: 'l5rx-chiaroscuro'
version: ${{github.event.release.tag_name}}
manifest: 'https://www.uberwald.me/gitea/uberwald/l5rx-chiaroscuro/releases/download/latest/system.json'
notes: 'https://www.uberwald.me/gitea/uberwald/l5rx-chiaroscuro/releases/tag/${{github.event.release.tag_name}}'
compatibility-minimum: '13'
compatibility-verified: '14'

2
.gitignore vendored
View File

@@ -13,3 +13,5 @@ system/l5r5e.lock
# v11 db files (will be added later)
system/packs/*/**
.github/
.history/

View File

@@ -6,6 +6,20 @@ Date format : day/month/year
> - `foundry-version`: Stick to the major version of FoundryVTT.
> - `system-version`: System functionalities and Fixes.
## 1.13.4 - 01/03/2026 - UI Polish, Compendium Upgrades
Welcoming Litasa as a maintainer for the system!
- Fixing type in Courts of Stone title, thanks to SagaTympana (!51).
- Update to the [development wiki](https://gitlab.com/teaml5r/l5r5e/-/wikis/home), thanks to Norman Briggs (!52)
- Updating the sidebar icons to show L5r5e specific ones (#72)(!53) (Litasa)
- Adding incremental buttons for honor, glory, and status (#69)(!54) (Litasa)
- New rank is now shown directly when completing a school rank (#64)(!57) (Litasa)
- Adding Starting items to Compendiums that was missing. Split Poison and Omamori into individual items(!58) (Litasa)
- Some combinations of light and dark theme made the GM Toolbox and GM Monitor hard/impossible to use. Fixed now (#75)(!59) (Litasa)
- Conditions now show in the top of dice-picker and roll-n-keep (related to #74)(!60) (Litasa)
- Compendium filter is now a lot "snappier". New search box and now able to multi select elements/ranks/rarity. (!61) (Litasa)
- Adding selection circle to Combat encounter (!62) (Litasa)
## 1.13.3 - 01/02/2026 - Tactical Grid & Fixes
- Updated demeanors from books up to Imperfect Land (included), thanks to Olivier Brencklé (!48).
- Added Tactical Grid Range Band, thanks to Litasa (!49).

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@@ -18,13 +18,14 @@ See the [Wiki page - Installation](https://gitlab.com/teaml5r/l5r5e/-/wikis/user
## Current L5R team (alphabetical order)
- Carter (compendiums, adventure adaptation)
- Litasa (development)
- Vlyan (development)
## Historical L5R team (alphabetical order)
- Carter (compendiums, adventure adaptation)
- Hrunh (compendiums, pre-gen characters adaptation)
- Litasa (development)
- Mandar (development)
- Sasmira (contributor)
- Vlyan (development)

Binary file not shown.

4
package-lock.json generated
View File

@@ -1,11 +1,11 @@
{
"name": "l5r5e",
"name": "l5rx-chiaroscuro",
"version": "1.0.0",
"lockfileVersion": 2,
"requires": true,
"packages": {
"": {
"name": "l5r5e",
"name": "l5rx-chiaroscuro",
"version": "1.0.0",
"license": "ISC",
"devDependencies": {

View File

@@ -1,5 +1,5 @@
{
"name": "l5r5e",
"name": "l5rx-chiaroscuro",
"version": "1.0.0",
"description": "This is a game system for Legend of the Five Rings (5th edition) by Edge Studio",
"main": "index.js",

View File

@@ -0,0 +1,393 @@
{
"id": "l5rx-chiaroscuro",
"title": "Legend of the Five Rings (5th Edition)",
"description": "This is an authorised multilingual game system En|Fr|Es, for Legend of the Five Rings (5th Edition) by <a href='https://edge-studio.net/'>Edge Studio</a> <p> - Join the official Discord server: <a href='https://discord.gg/foundryvtt'> Official Discord</a></p><p> - Rejoignez la communauté Francophone: <a href='https://discord.gg/pPSDNJk'>Francophone Discord</a></p>",
"url": "https://gitlab.com/teaml5r/l5r5e",
"readme": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/README.md",
"changelog": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/CHANGELOG.md",
"license": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/LICENSE.md",
"manifest": "https://gitlab.com/teaml5r/l5r5e/-/raw/master/system/system.json",
"download": "https://gitlab.com/teaml5r/l5r5e/-/jobs/artifacts/v1.13.4/raw/l5r5e.zip?job=build",
"version": "1.13.4",
"compatibility": {
"minimum": "13",
"verified": "14"
},
"socket": true,
"authors": [
{
"name": "Vlyan",
"discord": "Vlyan#6771",
"url": "https://ko-fi.com/vlyan"
},
{
"name": "Mandar",
"discord": "Mandar#3440"
},
{
"name": "Carter",
"discord": "Carter#2703",
"url": "https://fr.tipeee.com/carter-foundryvtt"
},
{
"name": "Litasa",
"discord": "Litasa#3139"
}
],
"background": "systems/l5r5e/assets/l5r-header.webp",
"scripts": [],
"esmodules": [
"./scripts/main-l5r5e.js"
],
"styles": [
"./styles/l5r5e.css"
],
"packFolders": [
{
"name": "L5R5e System",
"color": "#9a0909",
"sorting": "m",
"folders": [
{
"name": "Character related",
"color": "#019806",
"sorting": "m",
"packs": [
"core-peculiarities-distinctions",
"core-peculiarities-passions",
"core-peculiarities-adversities",
"core-peculiarities-anxieties",
"core-bonds",
"core-titles",
"core-journal-school-curriculum",
"core-journal-great-clans-presentation"
]
},
{
"name": "Techniques",
"color": "#4b1eb3",
"sorting": "m",
"packs": [
"core-techniques-kata",
"core-techniques-kiho",
"core-techniques-inversions",
"core-techniques-invocations",
"core-techniques-rituals",
"core-techniques-shuji",
"core-techniques-maho",
"core-techniques-ninjutsu",
"core-techniques-mantra",
"core-techniques-school",
"core-techniques-mastery"
]
},
{
"name": "Objects related",
"color": "#0985ae",
"sorting": "m",
"packs": [
"core-properties",
"core-item-patterns",
"core-items",
"core-armors",
"core-weapons",
"core-signature-scrolls",
"core-celestial-implement-boons"
]
},
{
"name": "Helpers",
"color": "#6b3d1f",
"sorting": "m",
"packs": [
"core-journal-conditions",
"core-journal-terrain-qualities",
"core-journal-opportunities"
]
},
{
"name": "Tools",
"color": "#834949",
"sorting": "m",
"packs": [
"core-name-tables",
"core-macros"
]
}
]
}
],
"packs": [
{
"name": "core-properties",
"label": "Properties",
"path": "packs/core-properties.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-kata",
"label": "Techniques Kata",
"path": "packs/core-techniques-kata.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-kiho",
"label": "Techniques Kihõ",
"path": "packs/core-techniques-kiho.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-inversions",
"label": "Techniques Inversions",
"path": "packs/core-techniques-inversions.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-invocations",
"label": "Techniques Invocations",
"path": "packs/core-techniques-invocations.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-rituals",
"label": "Techniques Rituals",
"path": "packs/core-techniques-rituals.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-shuji",
"label": "Techniques Shuji",
"path": "packs/core-techniques-shuji.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-maho",
"label": "Techniques Mahõ",
"path": "packs/core-techniques-maho.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-ninjutsu",
"label": "Techniques Ninjutsu",
"path": "packs/core-techniques-ninjutsu.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-mantra",
"label": "Techniques Mantra",
"path": "packs/core-techniques-mantra.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-school",
"label": "School Abilities",
"path": "packs/core-techniques-school.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-techniques-mastery",
"label": "Mastery Abilities",
"path": "packs/core-techniques-mastery.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-items",
"label": "Items",
"path": "packs/core-items.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-armors",
"label": "Armors",
"path": "packs/core-armors.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-weapons",
"label": "Weapons",
"path": "packs/core-weapons.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-peculiarities-distinctions",
"label": "Distinctions",
"path": "packs/core-peculiarities-distinctions.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-peculiarities-passions",
"label": "Passions",
"path": "packs/core-peculiarities-passions.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-peculiarities-adversities",
"label": "Adversities",
"path": "packs/core-peculiarities-adversities.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-peculiarities-anxieties",
"label": "Anxieties",
"path": "packs/core-peculiarities-anxieties.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-bonds",
"label": "Bonds",
"path": "packs/core-bonds.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-titles",
"label": "Titles",
"path": "packs/core-titles.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-item-patterns",
"label": "Item Patterns",
"path": "packs/core-item-patterns.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-signature-scrolls",
"label": "Signature Scrolls",
"path": "packs/core-signature-scrolls.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-celestial-implement-boons",
"label": "Celestial Implement Boons",
"path": "packs/core-celestial-implement-boons.db",
"type": "Item",
"system": "l5r5e"
},
{
"name": "core-journal-school-curriculum",
"label": "School Curriculum",
"path": "packs/core-journal-school-curriculum.db",
"type": "JournalEntry",
"system": "l5r5e"
},
{
"name": "core-journal-conditions",
"label": "Conditions",
"path": "packs/core-journal-conditions.db",
"type": "JournalEntry",
"system": "l5r5e"
},
{
"name": "core-journal-terrain-qualities",
"label": "Terrain Qualities",
"path": "packs/core-journal-terrain-qualities.db",
"type": "JournalEntry",
"system": "l5r5e"
},
{
"name": "core-journal-great-clans-presentation",
"label": "Great Clans Presentation",
"path": "packs/core-journal-great-clans-presentation.db",
"type": "JournalEntry",
"system": "l5r5e"
},
{
"name": "core-journal-opportunities",
"label": "Opportunities",
"path": "packs/core-journal-opportunities.db",
"type": "JournalEntry",
"system": "l5r5e"
},
{
"name": "core-name-tables",
"label": "Name Tables",
"path": "packs/core-name-tables.db",
"type": "RollTable",
"system": "l5r5e"
},
{
"name": "core-macros",
"label": "L5R5E Macros",
"path": "packs/core-macros.db",
"type": "Macro",
"system": "l5r5e"
}
],
"languages": [
{
"lang": "en",
"name": "English",
"path": "lang/en-en.json"
},
{
"lang": "fr",
"name": "French (France)",
"path": "lang/fr-fr.json"
},
{
"lang": "es",
"name": "Spanish (Spain)",
"path": "lang/es-es.json"
},
{
"lang": "it",
"name": "Italian (Italy)",
"path": "lang/it-it.json"
}
],
"media": [
{
"type": "screenshot",
"url": "https://gitlab.com/teaml5r/l5r5e/-/raw/master/screenshoots/login.jpg?raw=true",
"caption": "Login screen"
},
{
"type": "screenshot",
"url": "https://gitlab.com/teaml5r/l5r5e/-/raw/master/screenshoots/roll.jpg?raw=true",
"caption": "DicePicker and Roll and Keep"
},
{
"type": "screenshot",
"url": "https://gitlab.com/teaml5r/l5r5e/-/raw/master/screenshoots/school.jpg?raw=true",
"caption": "Experience and School"
},
{
"type": "screenshot",
"url": "https://gitlab.com/teaml5r/l5r5e/-/raw/master/screenshoots/sheet_pc.jpg?raw=true",
"caption": "PC sheet"
},
{
"type": "screenshot",
"url": "https://gitlab.com/teaml5r/l5r5e/-/raw/master/screenshoots/sheet_npc_army.jpg?raw=true",
"caption": "NPC and Army sheets"
},
{
"type": "screenshot",
"url": "https://gitlab.com/teaml5r/l5r5e/-/raw/master/screenshoots/compendiums.jpg?raw=true",
"caption": "Compendiums"
}
]
}

View File

@@ -0,0 +1,393 @@
{
"id": "l5rx-chiaroscuro",
"title": "Legend of the Five Rings (5th Edition)",
"description": "This is an authorised multilingual game system En|Fr|Es, for Legend of the Five Rings (5th Edition) by <a href='https://edge-studio.net/'>Edge Studio</a> <p> - Join the official Discord server: <a href='https://discord.gg/foundryvtt'> Official Discord</a></p><p> - Rejoignez la communauté Francophone: <a href='https://discord.gg/pPSDNJk'>Francophone Discord</a></p>",
"url": "https://gitlab.com/teaml5r/l5r5e",
"readme": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/README.md",
"changelog": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/CHANGELOG.md",
"license": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/LICENSE.md",
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]
}

View File

@@ -0,0 +1,393 @@
{
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}
]
}

View File

@@ -0,0 +1,393 @@
{
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]
}

View File

@@ -0,0 +1,393 @@
{
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}
]
}

View File

@@ -0,0 +1,393 @@
{
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}
]
}

View File

@@ -0,0 +1,393 @@
{
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}
]
}

View File

@@ -0,0 +1,393 @@
{
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"id": "Furoshiki",
"name": "Furoshiki",
"description": "",
"source_reference": {
"page": "245"
}
},
{
"id": "The Obsidian Journal",
"name": "Le Journal dobsidienne",
"description": "",
"source_reference": {
"page": "128"
}
},
{
"id": "Pouch of Insence",
"name": "Bourse dEncens",
"description": "",
"source_reference": {
"page": "85"
}
},
{
"id": "Religious texts",
"name": "Textes religieux",
"description": "",
"source_reference": {
"page": "86"
}
},
{
"id": "Small Sachel of Ingredients",
"name": "Petit sachet d'ingrédients",
"description": "",
"source_reference": {
"page": "80"
}
},
{
"id": "Blessed Glass vial",
"name": "Fiole en verre bénie",
"description": "",
"source_reference": {
"page": "80"
}
}
]
}

View File

@@ -1,868 +0,0 @@
{
"I18N": {
"Language": "English",
"Maintainers": ["Team L5R"]
},
"SETTINGS": {
"None": "No option",
"ReverseTokenBars": {
"Title": "Reverse tokens bar",
"Hint": "Change the order in which the bars under the tokens are filled in",
"None": "None",
"Fatigue": "Fatigue only",
"Strife": "Strife",
"Both": "Both Fatigue and Strife"
},
"RollNKeep": {
"DeleteOldMessage": "RnK Delete previous chat message",
"DeleteOldMessageHint": "Choose to keep or delete the previous message for a RnK series"
},
"Initiative": {
"SetTn1OnTypeChange": "Set TN to 1 on encounter change",
"SetTn1OnTypeChangeHint": "Set the TN to 1 when the encounter type is selected (Intrigue, Duel, Skirmish or Mass battle)"
},
"ShowAllStatusEffects": {
"Title": "Show all StatusEffects",
"Hint": "If uncheck (default), only L5R conditions are shown."
},
"CustomTechniques": {
"Title": "Use custom techniques",
"Hint": "Add 'Specificity' technique type to serve as a catch-all."
},
"CustomCompendiumName": {
"Title": "Custom Compendium Name",
"Hint": "For advanced users that want to change the name of the custom compendiums (Used to disables the embedded ones).",
"Notification": "Unable set Custom Compendium: '{name}'. Is it activated and registered with Babele?"
},
"CustomItemsHeight": {
"Title": "Default items windows height",
"Hint": "Set the default height for 'Items' windows types (techniques, weapons...), in pixels"
},
"Compendium": {
"HideDisabledSources": {
"Title": "[Compendium] Hide sources filter without reference",
"Hint": "Hide empty source with no elements in source filter."
},
"HideEmptySourcesFromPlayers": {
"Title": "[Compendium] Hide elements with empty reference",
"Hint": "Basically require a reference to be set in order for players to view the content in compendiums"
},
"AllowedOfficialSources": {
"Title": "[Compendium] Available official resources",
"Hint": "Useful if you as a GM want to limit the available official content to only books you own"
},
"AllowedUnofficialSources": {
"Title": "[Compendium] Available unofficial resources",
"Hint": "Useful if you have compendiums with custom items mixed with player facing items."
}
}
},
"TYPES": {
"Actor": {
"character": "Player Character",
"npc": "Non-Player Character",
"army": "Army"
},
"Item": {
"item": "Item",
"armor": "Armor",
"weapon": "Weapon",
"technique": "Technique",
"property": "Property",
"peculiarity": "Peculiarity",
"advancement": "Advancement",
"title": "Title",
"bond": "Bond",
"signature_scroll": "Signature Scroll",
"item_pattern": "Item Pattern",
"army_fortification": "Fortification",
"army_cohort": "Cohort"
},
"Journal": {
"journal": "Journal"
}
},
"l5r5e": {
"title": "Legend of the Five Rings",
"conditions": {
"afflicted": "Afflicted",
"bleeding": "Bleeding",
"burning": "Burning",
"centered": "Centered",
"compromised": "Compromised",
"dazed": "Dazed",
"disoriented": "Disoriented",
"dying": "Dying",
"emboldened": "Emboldened",
"enraged": "Enraged",
"exhausted": "Exhausted",
"immobilized": "Immobilized",
"illness_coughing_illness": "Illness: Coughing Illness",
"illness_fire_rash": "Illness: Fire Rash",
"illness_gut_sickness": "Illness: Gut Sickness",
"illness_oozing_sore_disease": "Illness: Oozing Sore Disease",
"illness_unsteady_illness": "Illness: Unsteady Illness",
"incapacitated": "Incapacitated",
"intoxicated": "Intoxicated",
"possessed": "Possessed",
"prone": "Prone",
"silenced": "Silenced",
"unconscious": "Unconscious",
"lightly_wounded_fire": "Lightly Wounded (Fire)",
"lightly_wounded_water": "Lightly Wounded (Water)",
"lightly_wounded_air": "Lightly Wounded (Air)",
"lightly_wounded_earth": "Lightly Wounded (Earth)",
"lightly_wounded_void": "Lightly Wounded (Void)",
"severely_wounded_fire": "Severely Wounded (Fire)",
"severely_wounded_water": "Severely Wounded (Water)",
"severely_wounded_air": "Severely Wounded (Air)",
"severely_wounded_earth": "Severely Wounded (Earth)",
"severely_wounded_void": "Severely Wounded (Void)"
},
"global": {
"edge_translation_disclaimer": "",
"add": "Add",
"edit": "Edit",
"delete_confirm": "Are you sure you want to delete '{name}' ?",
"drop_here": "Drop here",
"send_to_chat": "To Chat",
"locked": "Locked",
"unlocked": "Unlocked",
"random": "Random"
},
"multiselect": {
"empty_tag": "<blank>",
"placeholder": "Filter Sources",
"player_filter_label": "Player filter",
"player_filter_tooltip": "Apply player filter",
"already_in_filter": "Already in filter",
"sources_categories": {
"rules": "Rules",
"adventures": "Adventures",
"supplements": "Supplements",
"others": "Others"
}
},
"logo": {
"title": "Need help?",
"src": "systems/l5r5e/assets/l5r-logo.webp",
"alt": "Online Help",
"content": "Follow the guide :",
"edge": {
"title": "Go to the Edge-Studio website",
"info": "your browser will open the EDGE STUDIO website",
"link": "https://edge-studio.net/"
},
"drivethrurpg": {
"title": "Buy a PDF of the game...",
"info": "your browser will open the DriveThruRpg site of Edge Studio",
"link": "https://www.drivethrurpg.com/browse/pub/17946/EDGE-Studio"
},
"discord": {
"title": "FoundryVTT Official Discord",
"info": "Your browser will open on the official Foundry discord",
"link": "https://discordapp.com/invite/DDBZUDf"
},
"notes": {
"title": "Changelog",
"link": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/CHANGELOG.md"
},
"issues": {
"title": "Issues",
"link": "https://gitlab.com/teaml5r/l5r5e/-/issues"
},
"custom-compendiums": {
"title": "Compendiums",
"link": "https://gitlab.com/teaml5r/l5r5e/-/wikis/users/custom-compendiums.md"
},
"wiki": {
"title": "Wiki",
"link": "https://gitlab.com/teaml5r/l5r5e/-/wikis/home"
}
},
"rings": {
"title": "Rings",
"label": "Ring",
"earth": "Earth",
"air": "Air",
"water": "Water",
"fire": "Fire",
"void": "Void"
},
"sheets": {
"narrative": "Narrative",
"experience": "Experience",
"family": "Family",
"region": "Region",
"upbringing": "Upbringing",
"school": "School",
"description": "Description",
"bought_at_rank": "Bought at rank",
"types": "Types",
"source_reference": {
"reference": "Reference",
"page_abbreviation": "p."
},
"value": "Value",
"rarity": "Rarity",
"quantity": "Quantity",
"weight": "Weight",
"properties": "Properties",
"linked_property": "linked Property",
"removed_properties": "Cancel",
"notes": "Notes",
"inventory": "Inventory",
"equipment": "Equipment",
"rank": "Rank",
"name": "Name"
},
"dice": {
"chat": {
"successes": "Successes",
"explosives": "Explosions",
"opportunities": "Opportunities",
"strife": "Strife",
"difficulty": "TN",
"difficulty_hidden": "???",
"void_point_used": "Void point used",
"assistance_used": "Skill assistance used",
"roll_n_keep": "Roll & Keep",
"initiative_roll": "Initiative roll",
"success_text": "Success!",
"bonus_text": "bonus successes",
"fail_text": "Fail!",
"unknown_target": "Unknown target"
},
"dicepicker": {
"title": "Dice Picker",
"difficulty_title": "Difficulty",
"difficulty_hidden_label": "Hide TN",
"use_void_point_label": "Spend a",
"void_point_tooltip": "Void point",
"skill_assistance_label": "Assistance",
"roll_label": "Roll",
"bt_add_macro": "Add a macro",
"gm_request_dp_to_players": "Roll request sent to players"
},
"roll_n_keep": {
"title": "Roll & Keep",
"discard_drop_here": "Discard",
"reroll_drop_here": "Re-roll",
"swap_drop_here": "Swap",
"keep_drop_here": "Keep",
"max": "Max",
"bt_validate": "Finalize this step",
"bt_strife": "Apply strife",
"undo": "[GM] Undo the last step choices"
}
},
"gm": {
"toolbox": {
"title": "GM ToolBox",
"difficulty_hidden": "Change difficulty visibility",
"difficulty": "Change difficulty (Left click: add, Right: subtract, Middle: TN 2)",
"sleep": "Comfortable rest for all characters (Remove Water x2 fatigue. Left click: assigned characters only. Right: All actors)",
"sleep_info": "The characters had a good night's sleep.",
"scene_end": "End of scene (Conflict and Fatigue half reset for all characters. Left click: assigned characters only. Right: All actors)",
"scene_end_info": "The tension of the scene finally drops.",
"reset_void": "Start of the game: Reset the players' void points (Left click: assigned characters only. Right: All actors",
"reset_void_info": "Void points have been attributed."
},
"monitor": {
"title": "GM Monitor",
"switch_view": "Switch View",
"add_selected_tokens": "Add selected tokens",
"honor_glory_status": "H/G/S",
"focus_vigilance": "Foc./Vig.",
"mouse_control": "Left click +1, Right: -1, middle: set to 0"
}
},
"weapons": {
"title": "Weapons",
"damage": "Damage",
"range": "Range",
"stats": "Stats",
"sheathed": "Equipped / Sheathed",
"readied": "Readied",
"category": "Category",
"deadliness": "Deadliness",
"grips": "Grips",
"1hand": "1-hand",
"2hand": "2-hand"
},
"armors": {
"title": "Armors",
"type": "Resistances",
"physical": "physical",
"supernatural": "supernatural",
"equipped": "Equipped"
},
"items": {
"title": "Items"
},
"techniques": {
"title": "Techniques",
"not_allowed": "Your character does not use this type of technique.",
"only_one": "Your character can possess only one of theses technique.",
"type": "Allowed Techniques",
"kata": "Kata",
"kiho": "Kihõ",
"inversion": "Inversion",
"invocation": "Invocation",
"ritual": "Ritual",
"shuji": "Shuji",
"maho": "Mahõ",
"ninjutsu": "Ninjutsu",
"mantra": "Mantra",
"school_ability": "School Ability",
"mastery_ability": "Mastery Ability",
"title_ability": "Title Ability",
"specificity": "Specificity"
},
"peculiarities": {
"types": {
"distinction": "Distinction",
"passion": "Passion",
"adversity": "Adversity",
"anxiety": "Anxiety"
}
},
"money": {
"title": "Personal money",
"koku": "Koku",
"bu": "Bu",
"zeni": "Zeni"
},
"social": {
"title": "Social Standing",
"honor": "Honor",
"glory": "Glory",
"status": "Status",
"ninjo": "Ninjo",
"giri": "Giri",
"past": "Past",
"bushido_tenets": {
"title": "Bushido Tenets",
"paramount": "Paramount",
"less_significant": "Less Significant"
},
"titles": "Titles",
"attitude": "Demeanor:",
"advantages": "Distinctions and Passions",
"disadvantages": "Adversities and Anxieties",
"bonds": "Bonds",
"npc": {
"advantages": "Advantages",
"disadvantages": "Disadvantages",
"combat": "Combat",
"intrigue": "Intrigue"
},
"age": "Age",
"children": "Children",
"marital_status": {
"title": "Marital Status",
"partner": "Partner",
"married": "Married",
"betrothed": "Betrothed",
"unmarried": "Unmarried",
"widowed": "Widowed"
},
"gender": {
"title": "Gender",
"male": "Male",
"female": "Female"
}
},
"skills": {
"title": "Skills",
"label": "Skill",
"artisan": {
"title": "Artisan",
"aesthetics": "Aesthetics",
"composition": "Composition",
"design": "Design",
"smithing": "Smithing",
"air": "Refine",
"earth": "Restore",
"fire": "Invent",
"water": "Adapt",
"void": "Attune"
},
"martial": {
"title": "Martial",
"fitness": "Fitness",
"melee": "Martial Arts [Melee]",
"ranged": "Martial Arts [Ranged]",
"unarmed": "Martial Arts [Unarmed]",
"meditation": "Meditation",
"tactics": "Tactics",
"air": "Feint",
"earth": "Withstand",
"fire": "Overwhelm",
"water": "Shift",
"void": "Sacrifice"
},
"scholar": {
"title": "Scholar",
"culture": "Culture",
"government": "Government",
"medicine": "Medicine",
"sentiment": "Sentiment",
"theology": "Theology",
"air": "Analyze",
"earth": "Recall",
"fire": "Theorize",
"water": "Survey",
"void": "Sense"
},
"social": {
"title": "Social",
"command": "Command",
"courtesy": "Courtesy",
"games": "Games",
"performance": "Performance",
"air": "Trick",
"earth": "Reason",
"fire": "Incite",
"water": "Charm",
"void": "Enlighten"
},
"trade": {
"title": "Trade",
"commerce": "Commerce",
"labor": "Labor",
"seafaring": "Seafaring",
"skulduggery": "Skulduggery",
"survival": "Survival",
"air": "Con",
"earth": "Produce",
"fire": "Innovate",
"water": "Exchange",
"void": "Subsist"
}
},
"attributes": {
"title": "Attributes",
"endurance": "Endurance",
"endurancetip": "(Earth + Fire) x2",
"composure": "Composure",
"composuretip": "(Earth + Water) x2",
"focus": "Focus",
"focustip": "Air + Fire",
"vigilance": "Vigilance",
"vigilancetip": "(Air + Water) /2",
"voidpoints": "Void Points",
"fatigue": "Fatigue",
"strife": "Strife"
},
"conflict": {
"title": "Conflict",
"stance": "Stance",
"stances": {
"airtip": "+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).",
"earthtip": "Others cannot spend Opportunity to inflict critical hits or conditions on you.",
"firetip": "If you succeed, +1 bonus success per Strife symbol on kept dice.",
"watertip": "Perform a second action on your turn that does not require a check or share a type with the first action.",
"voidtip": "You do not receive strife from Strife symbols on checks."
},
"initiative": {
"title": "Initiative",
"intrigue": "Intrigue",
"duel": "Duel",
"skirmish": "Skirmish",
"mass_battle": "Mass Battle",
"prepared_true": "Prepared",
"prepared_false": "Surprised",
"prepared_actor": "Defined in the character sheet (default)",
"already_set": "Your initiative has already been determined"
}
},
"advancements": {
"title": "Advancements",
"school_rank": "School rank",
"school_rank_0": "Bg",
"total": "Total",
"cost": "Cost",
"spent": "Used",
"saved": "Saved",
"total_xp_spent": "Xp spent",
"total_xp_curriculum": "Xp spent on curriculum",
"curriculum": "In curriculum",
"curriculum_validate": "Complete this rank",
"rarity_modifier": "Rarity modifier",
"item_pattern": "Item Patterns",
"signature_scroll": "Signature Scrolls",
"school_curriculum_journal": "Drop curriculum's journal in sheet to link it"
},
"character_types": {
"character": "Player Character",
"adversary": "Adversary",
"minion": "Minion"
},
"army": {
"warlord": "Warlord",
"allies_backers": "Allies and Backers",
"purpose_mustering": "Purpose for Mustering",
"battle_readiness": {
"title": "Battle Readiness",
"strength": "Strength",
"casualties": "Casualties",
"discipline": "Discipline",
"panic": "Panic"
},
"commander": "Commander",
"commander_abilities": "Commander's relevant abilities",
"army_abilities": "Army Abilities",
"commander_standing": "Commander's Standing",
"supplies_logistics": "Supplies and Logistics",
"past_battles": "Past Battles",
"cohort": {
"tab": "Cohorts",
"title": "Cohort",
"leader": "Leader",
"abilities": "Abilities"
},
"fortification": {
"tab": "Fortifications",
"title": "Fortification Held",
"difficulty": "Difficulty Value",
"attrition_reduction": "Attrition Reduction"
}
},
"twenty_questions": {
"title": "Twenty questions",
"bt_abrev": "20Q",
"bt_next": "Next",
"increase_ring1": "Ring increase (1)",
"increase_ring2": "Ring increase (2)",
"increase_skill1": "Skill increases (1)",
"increase_skill2": "Skill increases (2)",
"increase_skill3": "Skill increases (3-5)",
"choose_one_ring": "Pick one",
"choose_one_skill": "Pick one",
"or": "OR",
"and": "AND",
"error": "Oops it looks like there's an error:",
"part0": {
"intro": "You can use this sheet to fill in your answers to The Game of Twenty Questions, and to take notes for later!",
"section": "Legend of the Five Rings Core Rulebook, Chapter 2: Creating a character, p. 41-95",
"section_pow": "Legend of the Five Rings Path of Waves, Chapter 2: Creating a Character p. 3082",
"type": "Select the 20Q template you want to use",
"type_core": "Samurai (Core Rulebook)",
"type_pow": "Ronin (Path of Waves)"
},
"part1": {
"title": "Part I: Core Identity (Clan and Family)",
"title_pow": "Part I: Core Identity (Region and Upbringing)",
"q1": "1. What clan does your character belong to? (p. 41)",
"q1_pow": "1. What region does your character come from? (p. 31)",
"status": "Status",
"q2": "2. What family does your character belong to? (p. 49)",
"q2_pow": "2. What was your characters upbringing? (p. 43)",
"money": "Starting wealth in Koku",
"glory": "Glory"
},
"part2": {
"title": "Part II: Role and School",
"q3": "3. What is your characters school, and what roles does that school fall into? (p. 56)",
"q3_pow": "3. What is your characters school, and what are its associated roles? (p. 46)",
"school": "School",
"role": "Roles",
"honor": "Honor",
"access": "Technique types available",
"school_ability": "School ability",
"starting_techniques": "Starting techniques (2-6)",
"outfit": "Starting outfit",
"q4": "4. How does your character stand out within their school? (p. 88)",
"q4_pow": "4. What gets your character in and out of trouble? (p. 60)"
},
"part3": {
"title": "Part III: Honor and Glory",
"title_pow": "Part III: The Past and the Future they interact and process",
"q5": "5. Who is your lord and what is your characters duty to them? (p. 88)",
"q5_pow": "5. What is your characters past and how does it Affect them? (p. 60)",
"choose_giri": "Select giri",
"choose_past": "Select past",
"q6": "6. What does your character long for, and how might this impede their duty? (p. 90)",
"q6_pow": "6. What does your character long for, and how might their past impact their ninjō? (p. 62)",
"choose_ninjo": "Select ninjō",
"q7": "7. What is your characters relationship with their clan? (p. 91)",
"q7_pow": "7. What is your character known for? (p. 61)",
"increase_glory": "Glory increase",
"q8": "8. What does your character think of Bushidō? (p. 91)",
"q8_pow": "8. What does your character think of Bushidō? (p. 62)",
"increase_honor": "Honor increase",
"tenets": "Choose one tenet of Bushidō as paramount and one tenet as less significant (see The Clans Views of Bushidō, page 301 of the core rulebook):",
"object": "Item (Rarity 5 or lower)"
},
"part4": {
"title": "Part IV: Strengths and Weaknesses",
"q9": "9. What is your characters greatest accomplishment so far? (p. 92)",
"q9_pow": "9. What is your characters greatest accomplishment so far? (p. 64)",
"distinction": "Distinction (1)",
"q10": "10. What holds your character back the most in life? (p. 92)",
"q10_pow": "10. What holds your character back most in life? (p. 64)",
"adversity": "Adversity (1)",
"q11": "11. What activity Most makes your character feel at peace? (p. 93)",
"q11_pow": "11. What activity most makes your character feel at peace? (p. 65)",
"passion": "Passion (1)",
"q12": "12. What concern, fear, or foible troubles your character the most? (p. 93)",
"q12_pow": "12. What concern, fear, or foible troubles your character the most? (p. 65)",
"anxiety": "Anxiety (1)",
"q13": "13. Who has your character learned the most from during their life? (p. 93)",
"q13_pow": "13. Who has your character learned the most from during their life? (p. 65)",
"disadvantage": "Disadvantage (1)",
"advantage": "Advantage (1)"
},
"part5": {
"title": "Part V: Personality and Behavior",
"q14": "14. What do people notice first upon encountering your character? (p. 93)",
"q14_pow": "14. What is your characters most prized possession? (p. 66)",
"accoutrement": "Personal accoutrement",
"q15": "15. How does your character react to stressful situations? (p. 94)",
"q15_pow": "15. How does your character react to stressful situations? (p. 66)",
"q16": "16. What are your characters preexisting relationships with other clans, families, organizations, and traditions? (p. 94)",
"q16_pow": "16. What are your relationships to your family, the clans, peasants, and others? (p. 66)",
"object": "Item (Rarity 7 or lower)"
},
"part6": {
"title": "Part VI: Ancestry and Family",
"title_pow": "Part VI: Ancestry and Bonds",
"q17": "17. How would your characters parents describe them? (p. 95)",
"q17_pow": "17. What shared history do you have with your group? (p. 66)",
"bond": "Determine an appropriate bond to apply to your relationship",
"q18": "18. Who was your character named to honor? (p. 95)",
"q18_pow": "18. Who raised you? (p. 67)",
"d10r1": "D10 Result (1/2)",
"d10r1_choice": "1st D10 Effect",
"d10r2": "D10 Result (2/2)",
"d10r2_choice": "2nd D10 Effect",
"d10r2_drop_items": "Or a technique, a advantage, a object...",
"q19": "19. What is your characters personal name? (p. 95)",
"q19_pow": "19. What is your characters name? (p. 68)"
},
"part7": {
"title": "Part VII: Death",
"q20": "20. How should your character die? (p. 95)",
"q20_pow": "20. How should your character die? (p. 68)",
"summary": "Summary",
"generchar": "Generate the character",
"generchar_disclaimer": "Warning, this will erase character's current data!",
"generchar_errors": "Clear errors before continuing!"
}
},
"char_generator": {
"title": "Character Generator",
"head_bt_title": "Char. Generator",
"generate": "Generate",
"average_value": "Average value",
"identity": "Clan, gender, age, marital status",
"attributes": "Social standing, Rings, Attributes and Skills",
"demeanor": "Demeanor & rings affinities",
"peculiarities": "Advantages and Disadvantages",
"items": "Armors, Weapons, and Items",
"narrative": "Narrative (Description)"
},
"roles": {
"title": "Roles",
"artisan": "Artisan",
"bushi": "Bushi",
"courtier": "Courtier",
"monk": "Monk",
"sage": "Sage",
"shinobi": "Shinobi",
"shugenja": "Shugenja"
},
"clans": {
"title": "Clans",
"label": "Clan",
"imperial": "Imperial",
"crab": "Crab",
"crane": "Crane",
"dragon": "Dragon",
"lion": "Lion",
"phoenix": "Phoenix",
"scorpion": "Scorpion",
"unicorn": "Unicorn",
"mantis": "Mantis",
"ronin": "Ronin",
"badger": "Badger",
"bat": "Bat",
"boar": "Boar",
"dragonfly": "Dragonfly",
"firefly": "Firefly",
"fox": "Fox",
"hare": "Hare",
"monkey": "Monkey",
"oriole": "Oriole",
"ox": "Ox",
"sparrow": "Sparrow",
"tortoise": "Tortoise",
"ivory_kingdoms": "Ivory Kingdoms",
"qamarist": "Qamarist",
"ujik": "Ujik"
},
"demeanor": {
"adaptable": "Adaptable",
"aggressive": "Aggressive",
"alluring": "Alluring",
"ambitious": "Ambitious",
"amiable": "Amiable",
"analytical": "Analytical",
"angry": "Angry",
"arrogant": "Arrogant",
"assertive": "Assertive",
"beguiling": "Beguiling",
"bitter": "Bitter",
"bloodthirsty": "Bloodthirsty",
"bold": "Bold",
"calculating": "Calculating",
"calm": "Calm",
"capricious": "Capricious",
"cautious": "Cautious",
"clever": "Clever",
"compassionate": "Compassionate",
"confused": "Confused",
"courageous": "Courageous",
"cowardly": "Cowardly",
"crestfallen": "Crestfallen",
"curious": "Curious",
"defensive": "Defensive",
"dependable": "Dependable",
"detached": "Detached",
"determined": "Determined",
"devoted": "Devoted",
"direct": "Direct",
"disheartened": "Disheartened",
"dour": "Dour",
"duplicitous": "Duplicitous",
"effusive": "Effusive",
"enraged": "Enraged",
"fanatical": "Fanatical",
"feral": "Feral",
"fervent": "Fervent",
"fickle": "Fickle",
"fierce": "Fierce",
"flighty": "Flighty",
"flippant": "Flippant",
"friendly": "Friendly",
"gruff": "Gruff",
"honorable": "Honorable",
"hubristic": "Prétentieuse",
"hungry": "Hungry",
"idealistic": "Idealistic",
"imposing": "Imposing",
"inquisitive": "Inquisitive",
"intense": "Intense",
"intimidating": "Intimidating",
"irritable": "Irritable",
"loyal": "Loyal",
"methodical": "Methodical",
"meticulous": "Meticulous",
"mischievous": "Mischievous",
"moon_blessed": "Moon-blessed",
"morose": "Morose",
"near_feral": "Near feral",
"nurturing": "Nurturing",
"obsessed": "Obsessed",
"obstinate": "Obstinate",
"opportunistic": "Opportunistic",
"otherworldly": "Otherworldly",
"outgoing": "Outgoing",
"passionate": "Passionate",
"patient": "Patient",
"personable": "Personable",
"playful": "Playful",
"power_hungry": "Power hungry",
"proud": "Proud",
"refined": "Refined",
"reserved": "Reserved",
"restrained": "Restrained",
"righteous": "Righteous",
"scheming": "Scheming",
"serene": "Serene",
"serious": "Serious",
"shrewd": "Shrewd",
"sinister": "Sinister",
"sociable": "Sociable",
"stoic": "Stoic",
"starved": "Starved",
"stubborn": "Stubborn",
"suspicious": "Suspicious",
"teasing": "Teasing",
"territorial": "Territorial",
"uncertain": "Uncertain",
"unenthused": "Unenthused",
"vain": "Vain",
"vengeful": "Vengeful",
"vindictive": "Vindictive",
"wary": "Wary",
"watchful": "Watchful",
"wrathful": "Wrathful",
"zealous": "Zealous"
},
"compendium": {
"filter_rank": "Show Rank",
"not_for_players": "Not shown to players",
"filter": {
"rank": "Rank",
"rarity": "Rarity",
"ring": "Ring"
}
},
"source_reference": {
"core_rulebook": "Core Rulebook",
"emerald_empire": "Emerald Empire",
"shadowlands": "Shadowlands",
"court_of_stones": "Court of Stones",
"path_of_waves": "Path of Waves",
"celestial_realms": "Celestial Realms",
"fields_of_victory": "Fields of Victory",
"writ_of_the_wild": "Writ of the Wild",
"gm_kit": "Game Master's Kit",
"beginner_game": "Beginner Game",
"the_mantis_clan": "The Mantis Clan",
"mask_of_the_oni": "Mask of the Oni",
"winters_embrace": "Winter's Embrace",
"sins_of_regret": "Sins of Regret",
"wheel_of_judgment": "Wheel of Judgment",
"blood_of_the_lioness": "Blood of the Lioness",
"imperfect_land": "Imperfect Land",
"in_the_palace_of_the_emerald_champion": "In the Palace of the Emerald Champion",
"the_highwayman": "The Highwayman",
"wedding_at_kyotei_castle": "Wedding at Kyotei Castle",
"the_knotted_tails": "The Knotted Tails",
"cresting_waves": "Cresting Waves",
"deathly_turns": "Deathly Turns",
"the_scroll_or_the_blade": "The Scroll or the Blade",
"legacies_of_war": "Legacies of War",
"children_of_the_five_winds": "Children of the Five Winds"
},
"tactical_grid": {
"settings": {
"title": "Tactical Grid Settings",
"label": "Tactical Grid Settings",
"hint": "Configures tactical grid range band distances (GM only) and their visual appearance colors and transparency (all users).",
"cells": "spaces",
"world": {
"enabled": "Enable Tactical Grid",
"enabled_hint": "Enables or Disable tactical grid for everyone",
"start": "Start"
},
"client": {
"color": "Color",
"alpha": "Alpha"
},
"range": "Range {index}",
"validate": {
"start-too-small": "Must be greater than Range Band {previousRangeIndex} ({previousStart})",
"start-too-large": "Must be lower then Range Band {nextRangeIndex} ({nextStart})"
},
"reset": "Reset to Default",
"submit": "Save"
},
"range_band": "Range Band {band}",
"range_abbreviation": "RB {range}"
}
}
}

View File

@@ -1,868 +0,0 @@
{
"I18N": {
"Language": "Español",
"Maintainers": ["Team L5R"]
},
"SETTINGS": {
"None": "Sin opciones",
"ReverseTokenBars": {
"Title": "Barra de tokens inversa",
"Hint": "Cambia el orden en el que se rellenan las barras debajo de los tokens",
"None": "Ninguno",
"Fatigue": "Sólo Fatiga",
"Strife": "Conflicto",
"Both": "Tanto la Fatiga como el Conflicto"
},
"RollNKeep": {
"DeleteOldMessage": "TyG eliminar el mensaje anterior del chat",
"DeleteOldMessageHint": "Elige si mantener o borrar el mensaje anterior de la serie TyG"
},
"Initiative": {
"SetTn1OnTypeChange": "Poner el NO a 1 al seleccionar el tipo de encuentro",
"SetTn1OnTypeChangeHint": "Poner el NO a 1 cuando se elige el tipo de encuentro (Intriga, Duelo, Escaramuza o Batalla a gran escala)"
},
"ShowAllStatusEffects": {
"Title": "Mostrar todos los efectos de estado",
"Hint": "Si se desmarca (por defecto), solo se muestran las condiciones de L5A."
},
"CustomTechniques": {
"Title": "Usar técnicas personalizadas",
"Hint": "Añadir el tipo de técnica 'Particularidad' para que sirva como comodín."
},
"CustomCompendiumName": {
"Title": "Nombre de Compendio personalizado",
"Hint": "Permite a los usuarios avanzados cambiar el nombre de los compendios personalizados (utilizados para desactivar los compendios integrados).",
"Notification": "No se puede configurar el compendio personalizado: '{name}'. ¿Está activado y registrado con Babele?"
},
"CustomItemsHeight": {
"Title": "Altura predeterminada de las ventanas de objetos",
"Hint": "Establecer la altura predeterminada para las ventanas de 'objetos' (técnicas, armas...), en píxeles."
},
"Compendium": {
"HideDisabledSources": {
"Title": "[Compendio] Ocultar filtro de fuentes sin referencia",
"Hint": "Ocultar fuentes vacías sin elementos en el filtro de fuentes."
},
"HideEmptySourcesFromPlayers": {
"Title": "[Compendio] Ocultar elementos con referencias vacías",
"Hint": "Requiere que se establezca una referencia para que los jugadores puedan ver el contenido de los compendios."
},
"AllowedOfficialSources": {
"Title": "[Compendio] Recursos oficiales disponibles",
"Hint": "Útil si, como DJ, quieres limitar el contenido oficial disponible solo a los libros que tienes."
},
"AllowedUnofficialSources": {
"Title": "[Compendio] Recursos no oficiales disponibles",
"Hint": "Útil si tienes compendios con objetos personalizados mezclados con objetos destinados a los jugadores.."
}
}
},
"TYPES": {
"Actor": {
"character": "Personaje jugador",
"npc": "Personaje no jugador",
"army": "Ejército"
},
"Item": {
"item": "Objeto",
"armor": "Armadura",
"weapon": "Arma",
"technique": "Técnica",
"property": "Propiedad",
"peculiarity": "Peculiaridad",
"advancement": "Mejora",
"title": "Título",
"bond": "Vínculo",
"signature_scroll": "Pergamino especial",
"item_pattern": "Patrón de objeto",
"army_fortification": "Fortificación",
"army_cohort": "Cohorte"
},
"Journal": {
"journal": "Diario"
}
},
"l5r5e": {
"title": "La Leyenda de los Cinco Anillos",
"conditions": {
"afflicted": "Afligido",
"bleeding": "Hemorragia",
"burning": "Ardiendo",
"centered": "Centrado",
"compromised": "Comprometido",
"dazed": "Atontado",
"disoriented": "Desorientado",
"dying": "Moribundo",
"emboldened": "Alentado",
"enraged": "Enfurecido",
"exhausted": "Agotado",
"immobilized": "Inmovilizado",
"illness_coughing_illness": "Enfermedad: tos enfermiza",
"illness_fire_rash": "Enfermedad: sarpullido de fuego",
"illness_gut_sickness": "Enfermedad: malestar intestinal",
"illness_oozing_sore_disease": "Enfermedad: llagas supurantes",
"illness_unsteady_illness": "Enfermedad: temblores",
"incapacitated": "Incapacitado",
"intoxicated": "Intoxicado",
"possessed": "Poseído",
"prone": "Tumbado",
"silenced": "Silenciado",
"unconscious": "Inconsciente",
"lightly_wounded_fire": "Herida leve (Fuego)",
"lightly_wounded_water": "Herida leve (Agua)",
"lightly_wounded_air": "Herida leve (Aire)",
"lightly_wounded_earth": "Herida leve (Tierra)",
"lightly_wounded_void": "Herida leve (Vacío)",
"severely_wounded_fire": "Herida grave (Fuego)",
"severely_wounded_water": "Herida grave (Agua)",
"severely_wounded_air": "Herida grave (Aire)",
"severely_wounded_earth": "Herida grave (Tierra)",
"severely_wounded_void": "Herida grave (Vacío)"
},
"global": {
"edge_translation_disclaimer": "Edge Studio nos da su permiso para ofrecer este módulo a la comunidad, pero tanto los textos así como los códigos que lo constituyen no tienen su aprobación explícita.",
"add": "Añadir",
"edit": "Editar",
"delete_confirm": "¿Estás seguro de que quieres borrar '{name}'?",
"drop_here": "Dejar caer aquí",
"send_to_chat": "Al Chat",
"locked": "Bloqueado",
"unlocked": "Desbloqueado",
"random": "Aleatorio"
},
"multiselect": {
"empty_tag": "<blank>",
"placeholder": "Filtro de recursos",
"player_filter_label": "Filtro de jugador",
"player_filter_tooltip": "Aplicar filtro de jugador",
"already_in_filter": "Ya en el filtro",
"sources_categories": {
"rules": "Reglas",
"adventures": "Aventuras",
"supplements": "Suplementos",
"others": "Otros"
}
},
"logo": {
"títle": "¿Necesitas ayuda?",
"src": "systems/l5r5e/assets/l5r-logo.webp",
"alt": "Ayuda en línea",
"content": "Sigue la guía :",
"edge": {
"title": "Ir a la página web de Edge-Studio",
"info": "Tu navegador abrirá la página web de EDGE STUDIO",
"link": "https://edge-studio.net/"
},
"drivethrurpg": {
"title": "¿Comprar un PDF del juego?",
"info": "tu navegador abrirá el sitio DriveThruRpg de Edge Studio",
"link": "https://www.drivethrurpg.com/browse/pub/17946/EDGE-Studio"
},
"discord": {
"title": "Discord oficial de FoundryVTT",
"info": "Tu navegador abrirá el discord oficial de Foundry",
"link": "https://discordapp.com/invite/DDBZUDf"
},
"notes": {
"title": "Registro de cambios",
"link": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/CHANGELOG.md"
},
"issues": {
"title": "Problemas",
"link": "https://gitlab.com/teaml5r/l5r5e/-/issues"
},
"custom-compendiums": {
"title": "Compendios",
"link": "https://gitlab.com/teaml5r/l5r5e/-/wikis/users/custom-compendiums.md"
},
"wiki": {
"title": "Wiki",
"link": "https://gitlab.com/teaml5r/l5r5e/-/wikis/home"
}
},
"rings": {
"title": "Anillos",
"label": "Anillo",
"earth": "Tierra",
"air": "Aire",
"water": "Agua",
"fire": "Fuego",
"void": "Vacío"
},
"sheets": {
"narrative": "Narrativa",
"experience": "Experiencia",
"family": "Familia",
"region": "Region",
"upbringing": "Educación",
"school": "Escuela",
"description": "Descripción",
"bought_at_rank": "Adquirido en rango",
"types": "Tipos",
"source_reference": {
"reference": "Referencia",
"page_abbreviation": "p."
},
"value": "Valor",
"rarity": "Rareza",
"quantity": "Cantidad",
"weight": "Peso",
"properties": "Propiedades",
"linked_property": "Propiedad vínculada",
"removed_properties": "Anula",
"notes": "Notas",
"inventory": "Inventario",
"equipment": "Equipo",
"rank": "Rango",
"name": "Nombre"
},
"dice": {
"chat": {
"successes": "Éxitos",
"explosives": "Relanzables",
"opportunities": "Oportunidades",
"strife": "Conflictos",
"difficulty": "NO",
"difficulty_hidden": "???",
"void_point_used": "Punto de Vacío utilizado",
"assistance_used": "Asistencia de habilidad utilizada",
"roll_n_keep": "Tirar y guardar",
"initiative_roll": "Tirada de Iniciativa",
"success_text": "¡Éxito!",
"bonus_text": "Éxitos adicionales",
"fail_text": "¡Fallo!",
"unknown_target": "Objetivo desconocido"
},
"dicepicker": {
"title": "Selector de dados",
"difficulty_title": "Dificultad",
"difficulty_hidden_label": "Ocultar NO",
"use_void_point_label": "Gasta un",
"void_point_tooltip": "Punto de vacío",
"skill_assistance_label": "Asistencia",
"roll_label": "Tirar",
"bt_add_macro": "Añadir una macro",
"gm_request_dp_to_players": "Solicitud de tirada enviada a los jugadores"
},
"roll_n_keep": {
"title": "Tirar y guardar",
"discard_drop_here": "Descartar",
"reroll_drop_here": "Relanzar",
"swap_drop_here": "Cambiar cara",
"keep_drop_here": "Guardar",
"max": "Máx",
"bt_validate": "Terminar este paso",
"bt_strife": "Aplicar Conflicto",
"undo": "[GM] Deshacer los últimos cambios"
}
},
"gm": {
"toolbox": {
"title": "Caja de herramientas del DJ",
"difficulty_hidden": "Cambiar la dificultad visible",
"difficulty": "Cambiar dificultad (Izquierda: añadir, Derecha: sustraer, central: NO 2)",
"sleep": "Descanso confortable para todos los personajes (Eliminar fatiga = Agua x2. (Click Izquierdo: sólo a los personajes seleccionados. Derecho: a todos los actores)",
"sleep_info": "Los personajes han dormido bien.",
"scene_end": "Final de la escena (El Conflicto y la Fatiga de los personajes se reduce hasta la mitad del máximo del valor (Click Izquierdo: sólo a los personajes seleccionados. Derecho: a todos los actores)",
"scene_end_info": "La tensión de la escena por fin disminuye.",
"reset_void": "Comienzo de la partida: Resetea los puntos de Vacío de los jugadores (Click Izquierdo: sólo a los personajes seleccionados. Derecho: a todos los actores)",
"reset_void_info": "Se han adjudicado los puntos de Vacío."
},
"monitor": {
"title": "Pantalla del DJ",
"switch_view": "Cambiar vista",
"add_selected_tokens": "Add selected tokens",
"honor_glory_status": "H/G/E",
"focus_vigilance": "Con./Ale.",
"mouse_control": "Click Izquierdo +1, Derecho: -1, medio: poner a 0"
}
},
"weapons": {
"title": "Armas",
"damage": "Daño",
"range": "Alcance",
"stats": "Estadísticas",
"sheathed": "Equipado / Envainada",
"readied": "Preparado",
"category": "Categoría",
"deadliness": "Letalidad",
"grips": "Agarres",
"1hand": "1-mano",
"2hand": "2-manos"
},
"armors": {
"title": "Armaduras",
"type": "Defensa",
"physical": "Física",
"supernatural": "Sobrenatural",
"equipped": "Equipado"
},
"items": {
"title": "Objetos"
},
"techniques": {
"title": "Técnicas",
"not_allowed": "Tu personaje no puede utilizar este tipo de técnica.",
"only_one": "Tu personaje sólo puede poseer una de estas técnicas.",
"type": "Técnicas permitidas",
"kata": "Kata",
"kiho": "Kihõ",
"inversion": "Inversión",
"invocation": "Invocación",
"ritual": "Ritual",
"shuji": "Shuji",
"maho": "Mahõ",
"ninjutsu": "Ninjutsu",
"mantra": "Mantra",
"school_ability": "Capacidad de escuela",
"mastery_ability": "Habilidad de maestría",
"title_ability": "Capacidad de título",
"specificity": "Particularidad"
},
"peculiarities": {
"types": {
"distinction": "Distinción",
"passion": "Pasión",
"adversity": "Adversidad",
"anxiety": "Ansiedad"
}
},
"money": {
"title": "Dinero personal",
"koku": "Koku",
"bu": "Bu",
"zeni": "Zeni"
},
"social": {
"title": "Posición Social",
"honor": "Honor",
"glory": "Gloria",
"status": "Estatus",
"ninjo": "Ninjo",
"giri": "Giri",
"past": "Pasado",
"bushido_tenets": {
"title": "Preceptos del Bushidō",
"paramount": "Más importante",
"less_significant": "Menos significativo"
},
"titles": "Títulos",
"attitude": "Actitud:",
"advantages": "Distinciones y pasiones",
"disadvantages": "Adversidades y ansiedades",
"bonds": "Vínculos",
"npc": {
"advantages": "Ventajas",
"disadvantages": "Desventajas",
"combat": "Combate",
"intrigue": "Intriga"
},
"age": "Edad",
"children": "Vástagos",
"marital_status": {
"title": "Estado civil",
"partner": "Pareja",
"married": "Casado",
"betrothed": "Prometido",
"unmarried": "Soltero",
"widowed": "Viudo"
},
"gender": {
"title": "Género",
"male": "Masculino",
"female": "Femenino"
}
},
"skills": {
"title": "Habilidades",
"label": "Habilidad",
"artisan": {
"title": "Artesanales",
"aesthetics": "Estética",
"composition": "Composición",
"design": "Diseño",
"smithing": "Herrería",
"air": "Refinar",
"earth": "Restaurar",
"fire": "Inventar",
"water": "Adaptar",
"void": "Sintonizar"
},
"martial": {
"title": "Marciales",
"fitness": "Aptitud Física",
"melee": "Cuerpo a Cuerpo",
"ranged": "A distancia",
"unarmed": "Sin armas",
"meditation": "Meditación",
"tactics": "Estrategia",
"air": "Amagar",
"earth": "Resistir",
"fire": "Abrumar",
"water": "Alterar",
"void": "Sacrificarse"
},
"scholar": {
"title": "Académicas",
"culture": "Cultura",
"government": "Gobierno",
"medicine": "Medicina",
"sentiment": "Sentimiento",
"theology": "Teología",
"air": "Analizar",
"earth": "Recordar",
"fire": "Teorizar",
"water": "Examinar",
"void": "Percibir"
},
"social": {
"title": "Sociales",
"command": "Mando",
"courtesy": "Cortesía",
"games": "Pasatiempos",
"performance": "Interpretación",
"air": "Engañar",
"earth": "Razonar",
"fire": "Incitar",
"water": "Encandilar",
"void": "Iluminar"
},
"trade": {
"title": "Mercantiles",
"commerce": "Comercio",
"labor": "Trabajo manual",
"seafaring": "Navegación",
"skulduggery": "Actividad criminal",
"survival": "Supervivencia",
"air": "Estafar",
"earth": "Producir",
"fire": "Idear",
"water": "Intercambiar",
"void": "Subsistir"
}
},
"attributes": {
"title": "Atributos",
"endurance": "Aguante",
"endurancetip": "(Tierra + Fuego) x2",
"composure": "Compostura",
"composuretip": "(Tierra + Agua) x2",
"focus": "Concentración",
"focustip": "Aire + Fuego",
"vigilance": "Alerta",
"vigilancetip": "(Aire + Agua) /2",
"voidpoints": "Puntos de Vacío",
"fatigue": "Fatiga",
"strife": "Conflicto"
},
"conflict": {
"title": "Enfrentamiento",
"stance": "Actitud",
"stances": {
"airtip": "+1 al NO de las tiradas de ataque y maquinación que te tengan como objetivo (+2 a rango 4+).",
"earthtip": "Oponentes no pueden gastar Oportunidad para causarte impactos críticos ni estados.",
"firetip": "Si tienes éxito, +1 éxito adicional por cada símbolo de Conflicto.",
"watertip": "Efectúa una segunda acción durante tu turno que no requiera tirada ni comparta tipo con tu primera acción.",
"voidtip": "No acumulas Conflicto de los símbolos de Conflicto de tus tiradas."
},
"initiative": {
"title": "Iniciativa",
"intrigue": "Intriga",
"duel": "Duelo",
"skirmish": "Escaramuza",
"mass_battle": "Batalla a gran escala",
"prepared_true": "Preparado",
"prepared_false": "Sorprendido",
"prepared_actor": "Definido en la hoja de personaje (por defecto)",
"already_set": "Tu iniciativa ya ha sido establecida."
}
},
"advancements": {
"title": "Avances",
"school_rank": "Rango de la escuela",
"school_rank_0": "Inicial",
"total": "Total",
"cost": "Coste",
"spent": "Gastado",
"saved": "Guardado",
"total_xp_spent": "PE gastados",
"total_xp_curriculum": "PE gastados en el programa",
"curriculum": "En programa de estudio",
"curriculum_validate": "Completar este rango",
"rarity_modifier": "Modificador de rareza",
"item_pattern": "Patrones de objetos",
"signature_scroll": "Pergaminos espaciales",
"school_curriculum_journal": "Arrastra el diario del programa en la hoja para vincularlo"
},
"character_types": {
"character": "Personaje jugador",
"adversary": "Adversario",
"minion": "Esbirro"
},
"army": {
"warlord": "Señor de la guerra",
"allies_backers": "Aliados y apoyos",
"purpose_mustering": "Propósito de la movilización",
"battle_readiness": {
"title": "Preparación para la batalla",
"strength": "Fuerza",
"casualties": "Bajas",
"discipline": "Disciplina",
"panic": "Pánico"
},
"commander": "Comandante",
"commander_abilities": "Habilidades relevantes del comandante",
"army_abilities": "Habilidades del ejército",
"commander_standing": "Posición del comandante",
"supplies_logistics": "Logística y suministros",
"past_battles": "Batallas anteriores",
"cohort": {
"tab": "Cohortes",
"title": "Cohorte",
"leader": "Líder",
"abilities": "Habilidades"
},
"fortification": {
"tab": "Fortificaciones",
"title": "Fortificación",
"difficulty": "Valor de dificultad",
"attrition_reduction": "Reducción del desgaste"
}
},
"twenty_questions": {
"title": "Veinte preguntas",
"bt_abrev": "20P",
"bt_next": "Siguiente",
"increase_ring1": "Incremento de anillo (1)",
"increase_ring2": "Incremento de anillo (2)",
"increase_skill1": "Incremento de habilidad (1)",
"increase_skill2": "Incremento de habilidad (2)",
"increase_skill3": "Incremento de habilidad (3-5)",
"choose_one_ring": "Elige uno",
"choose_one_skill": "Elige una",
"or": "o",
"and": "y",
"error": "Uy, parece que hay un error:",
"part0": {
"intro": "Puedes usar esta hoja para rellenar tus respuestas al Juego de las 20 Preguntas, y para tomar notas para más tarde!",
"section": "Leyenda de los Cinco Anillos, capítulo 2: Creación de personajes, pp. 41-95",
"section_pow": "Leyenda de los Cinco Anillos Senda de las olas, capítulo 2: Creación de personajes pp. 3082",
"type": "Elige la plantilla de 20P que quieres usar",
"type_core": "Samurai (Libro básico)",
"type_pow": "Ronin (Senda de las olas)"
},
"part1": {
"title": "Parte I: Identidad básica (Clan y Familia)",
"title_pow": "Parte I: Identidad básica (Región y educación)",
"q1": "1. ¿A qué clan pertenece tu personaje? (p. 41)",
"q1_pow": "1. ¿De que región viene tu personaje? (p. 31)",
"status": "Estatus",
"q2": "2. ¿A qué familia pertenece tu personaje? (p. 49)",
"q2_pow": "2. ¿Cual fue la educación de tu personaje? (p. 43)",
"money": "Riqueza inicial en Koku",
"glory": "Gloria"
},
"part2": {
"title": "Parte II: Función y escuela",
"q3": "3. ¿Cuál es la escuela de tu personaje, y en qué funciones cumple esa escuela? (p. 56)",
"q3_pow": "3. ¿Cuál es la escuela de tu personaje y cuáles son sus funciones asociadas? (p. 46)",
"school": "Escuela",
"role": "Funciones",
"honor": "Honor",
"access": "Tipos de técnicas disponibles",
"school_ability": "Capacidad de escuela",
"starting_techniques": "Técnicas iniciales (2-6)",
"outfit": "Equipo inicial",
"q4": "4. ¿De qué manera destaca tu personaje dentro de su escuela? (p. 88)",
"q4_pow": "4. ¿Qué es lo que mete y saca a tu personaje de problemas? (p. 60)"
},
"part3": {
"title": "Parte III: Honor y Gloria",
"title_pow": "Parte III: El pasado y el futuro interactúan y se funden.",
"q5": "5. ¿Quién es tu señor y cuál es el deber de tu personaje hacia él? (p. 88)",
"q5_pow": "5. ¿Cuál es el pasado de tu personaje y cómo le afecta? (p. 60)",
"choose_giri": "Elige un giri:",
"choose_past": "Elige un pasado:",
"q6": "6. ¿Qué es lo que anhela tu personaje, y cómo podría esto interferir con su deber? (p. 90)",
"q6_pow": "6. ¿Qué anhela tu personaje y cómo podría afectar su pasado a su ninjō? (p. 62)",
"choose_ninjo": "Elige un ninjō:",
"q7": "7. ¿Cuál es la relación de tu personaje con tu clan? (p. 91)",
"q7_pow": "7. ¿Por qué es conocido tu personaje? (p. 61)",
"increase_glory": "Aumento de la gloria",
"q8": "8. ¿Qué piensa tu personaje acerca del Bushidō? (p. 91)",
"q8_pow": "8. ¿Qué piensa tu personaje acerca del Bushidō? (p. 62)",
"increase_honor": "Aumento del honor",
"tenets": "Escoge un precepto del Bushidō más importante y un precepto como menos significativo (ver las opiniones de los Clanes respecto del Bushidō, página 301 del libro de reglas básicas):",
"object": "Objeto (Rareza 5 o inferior)"
},
"part4": {
"title": "Parte IV: Fortalezas y Debilidades",
"q9": "9. ¿Cuál es el mayor logro de tu personaje hasta ahora? (p. 92)",
"q9_pow": "9. ¿Cuál es el mayor logro de tu personaje hasta ahora? (p. 64)",
"distinction": "Distinción (1)",
"q10": "10. ¿Qué es lo que más frena a tu personaje en la vida? (p. 92)",
"q10_pow": "10. ¿Qué es lo que más frena a tu personaje en la vida? (p. 64)",
"adversity": "Adversidad (1)",
"q11": "11. ¿Qué actividad hace que tu personaje se sienta más en paz? (p. 93)",
"q11_pow": "11. ¿Qué actividad hace que tu personaje se sienta más en paz? (p. 65)",
"passion": "Pasión (1)",
"q12": "12. ¿Qué preocupación, miedo o debilidad perturba más a tu personaje? (p. 93)",
"q12_pow": "12. ¿Qué preocupación, miedo o debilidad perturba más a tu personaje? (p. 65)",
"anxiety": "Ansiedad (1)",
"q13": "13. ¿Quién ha sido la persona de la que más ha aprendido tu personaje en el transcurso de su vida? (p. 93)",
"q13_pow": "13. ¿Quién ha sido la persona de la que más ha aprendido tu personaje en el transcurso de su vida? (p. 65)",
"disadvantage": "Desventaja (1)",
"advantage": "Ventaja (1)"
},
"part5": {
"title": "Parte V: Personalidad y Comportamiento",
"q14": "14. ¿Qué es lo que advierte primero la gente al encontrarse con tu personaje? (p. 93)",
"q14_pow": "14. ¿Cuál es la posesión más preciada de tu personaje? (p. 66)",
"accoutrement": "Accesorio estético distintivo",
"q15": "15. ¿Cómo reacciona tu personaje ante situaciones de tensión? (p. 94)",
"q15_pow": "15. ¿Cómo reacciona tu personaje ante situaciones de tensión? (p. 66)",
"q16": "16. ¿Cuáles son las relaciones previas de tu personaje con otros clanes, familias, organizaciones y tradiciones? (p. 94)",
"q16_pow": "16. ¿Cómo son tus relaciones con tu familia, los clanes, los campesinos y demás? (p. 66)",
"object": "Objeto (Rareza 7 o inferior)"
},
"part6": {
"title": "Parte VI: Ascestros y familia",
"title_pow": "Parte VI: Ascestros y vínculos",
"q17": "17. ¿Cómo describirían sus padres a tu personaje? (p. 95)",
"q17_pow": "17. ¿Qué historia compartes con tu grupo? (p. 66)",
"bond": "Determina el vínculo adecuado que debes aplicar a tu relación.",
"q18": "18. ¿En honor de quién se eligio el nombre de tu personaje? (p. 95)",
"q18_pow": "18. ¿Quién te crió? (p. 67)",
"d10r1": "Resultado D10 (1/2)",
"d10r1_choice": "Primer efecto de D10",
"d10r2": "Resultado D10 (2/2)",
"d10r2_choice": "Segundo efecto de D10",
"d10r2_drop_items": "O una técnica, una ventaja, un objeto...",
"q19": "19. ¿Cuál es el nombre personal de tu personaje? (p. 95)",
"q19_pow": "19. ¿Cuál es el nombre personal de tu personaje? (p. 68)"
},
"part7": {
"title": "Parte VII: Muerte",
"q20": "20. ¿Cómo debería morir tu personaje? (p. 95)",
"q20_pow": "20. ¿Cómo debería morir tu personaje? (p. 68)",
"summary": "Resumen",
"generchar": "Generar el personaje",
"generchar_disclaimer": "Advertencia, ¡esto borrará los datos actuales del personaje!",
"generchar_errors": "¡Borrar los errores antes de continuar!"
}
},
"char_generator": {
"title": "Generador de personajes",
"head_bt_title": "Generador de pj",
"generate": "Generar",
"average_value": "Valor medio",
"identity": "Clan, género, edad, estado civil",
"attributes": "Posición social, Anillos, Atributos y Habilidades",
"demeanor": "Comportamiento y afinidades con los anillos",
"peculiarities": "Ventajas y desventajas",
"items": "Armaduras, armas y objetos.",
"narrative": "Historia (descripción)"
},
"roles": {
"title": "Funciones",
"artisan": "Artesano",
"bushi": "Bushi",
"courtier": "Cortesano",
"monk": "Monje",
"sage": "Sabio",
"shinobi": "Shinobi",
"shugenja": "Shugenja"
},
"clans": {
"title": "Clanes",
"label": "Clan",
"imperial": "Imperial",
"crab": "Cangrejo",
"crane": "Grulla",
"dragon": "Dragón",
"lion": "León",
"phoenix": "Fénix",
"scorpion": "Escorpión",
"unicorn": "Unicornio",
"mantis": "Mantis",
"ronin": "Ronin",
"badger": "Tejón",
"bat": "Muerciélago",
"boar": "Jabalí",
"dragonfly": "Libélula",
"firefly": "Luciérnaga",
"fox": "Zorro",
"hare": "Liebre",
"monkey": "Mono",
"oriole": "Oropéndula",
"ox": "Buey",
"sparrow": "Gorrión",
"tortoise": "Tortuga",
"ivory_kingdoms": "Reinos de Marfil",
"qamarist": "Qamarista",
"ujik": "Ujik"
},
"demeanor": {
"adaptable": "Adaptable",
"aggressive": "Agresivo",
"alluring": "Alluring",
"ambitious": "Ambicioso",
"amiable": "Amigable",
"analytical": "Analítico",
"angry": "Enojado",
"arrogant": "Arrogante",
"assertive": "Firme",
"beguiling": "Seductor",
"bitter": "Amargado",
"bloodthirsty": "Bloodthirsty",
"bold": "Atrevido",
"calculating": "Calculador",
"calm": "Calmado",
"capricious": "Caprichoso",
"cautious": "Cuidadoso",
"clever": "Ingenioso",
"compassionate": "Compasivo",
"confused": "Confuso",
"courageous": "Valiente",
"cowardly": "Cobarde",
"crestfallen": "Crestfallen",
"curious": "Curioso",
"defensive": "Defensive",
"dependable": "Fiable",
"detached": "Desapegado",
"determined": "Determined",
"devoted": "Devoted",
"direct": "Direct",
"disheartened": "Desanimado",
"dour": "Dour",
"duplicitous": "Duplicitous",
"effusive": "Effusive",
"enraged": "Furioso",
"fanatical": "Fanatical",
"feral": "Salvaje",
"fervent": "Fervent",
"fickle": "Voluble",
"fierce": "Fiero",
"flighty": "Veleidoso",
"flippant": "Frívolo",
"friendly": "Amable",
"gruff": "Hosco",
"honorable": "Honorable",
"hubristic": "Hubristic",
"hungry": "Hambriento",
"idealistic": "Idealistic",
"imposing": "Imposing",
"inquisitive": "Inquisitive",
"intense": "Intenso",
"intimidating": "Intimidante",
"irritable": "Irritable",
"loyal": "Leal",
"methodical": "Methodical",
"meticulous": "Meticulous",
"mischievous": "Travieso",
"moon_blessed": "Moon-blessed",
"morose": "Taciturno",
"near_feral": "Near feral",
"nurturing": "Animador",
"obsessed": "Obsessed",
"obstinate": "Obstinado",
"opportunistic": "Oportunista",
"otherworldly": "Otherworldly",
"outgoing": "Outgoing",
"passionate": "Apasionado",
"patient": "Patient",
"personable": "Personable",
"playful": "Juguetón",
"power_hungry": "Ávido de poder",
"proud": "Orgulloso",
"refined": "Refined",
"reserved": "Reserved",
"restrained": "Contenido",
"righteous": "Righteous",
"scheming": "Taimado",
"serene": "Sereno",
"serious": "Serio",
"shrewd": "Artero",
"sinister": "Sinister",
"sociable": "Sociable",
"stoic": "Stoic",
"starved": "Starved",
"stubborn": "Testarudo",
"suspicious": "Suspicaz",
"teasing": "Bromista",
"territorial": "Territorial",
"uncertain": "Inseguro",
"unenthused": "Sin entusiasmo",
"vain": "Vanidoso",
"vengeful": "Vengeful",
"vindictive": "Vindictive",
"wary": "Precavido",
"watchful": "Watchful",
"wrathful": "Wrathful",
"zealous": "Zealous"
},
"compendium": {
"filter_rank": "Mostrar rango",
"not_for_players": "No mostrar a los jugadores",
"filter": {
"rank": "Rango",
"rarity": "Rareza",
"ring": "Anillo"
}
},
"source_reference": {
"core_rulebook": "Libro básico",
"emerald_empire": "La guia del Imperio Esmeralda",
"shadowlands": "Las Tierras Sombrías",
"court_of_stones": "Cortes de piedra",
"path_of_waves": "Path of Waves",
"celestial_realms": "Celestial Realms",
"fields_of_victory": "Fields of Victory",
"writ_of_the_wild": "Writ of the Wild",
"gm_kit": "Pantalla del DJ",
"beginner_game": "Caja de inicio",
"the_mantis_clan": "El Clan de la Mantis",
"mask_of_the_oni": "La máscara del oni",
"winters_embrace": "El abrazo del invierno",
"sins_of_regret": "Sins of Regret",
"wheel_of_judgment": "Wheel of Judgment",
"blood_of_the_lioness": "Blood of the Lioness",
"imperfect_land": "Imperfect Land",
"in_the_palace_of_the_emerald_champion": "En el palacio del Campeón Esmeralda",
"the_highwayman": "The Highwayman",
"wedding_at_kyotei_castle": "Esponsales en el Castillo Kyotei",
"the_knotted_tails": "Las Colas Anudadas",
"cresting_waves": "Mareas Oscuras",
"deathly_turns": "Deathly Turns",
"the_scroll_or_the_blade": "El pergamino o la espada",
"legacies_of_war": "Legacies of War",
"children_of_the_five_winds": "Children of the Five Winds"
},
"tactical_grid": {
"settings": {
"title": "Tactical Grid Settings",
"label": "Tactical Grid Settings",
"hint": "Configures tactical grid range band distances (GM only) and their visual appearance colors and transparency (all users).",
"cells": "spaces",
"world": {
"enabled": "Enable Tactical Grid",
"enabled_hint": "Enables or Disable tactical grid for everyone",
"start": "Start"
},
"client": {
"color": "Color",
"alpha": "Alpha"
},
"range": "Range {index}",
"validate": {
"start-too-small": "Must be greater than Range Band {previousRangeIndex} ({previousStart})",
"start-too-large": "Must be lower then Range Band {nextRangeIndex} ({nextStart})"
},
"reset": "Reset to Default",
"submit": "Save"
},
"range_band": "Range Band {band}",
"range_abbreviation": "RB {range}"
}
}
}

View File

@@ -1,7 +1,9 @@
{
"I18N": {
"Language": "Français",
"Maintainers": ["Team L5R"]
"Maintainers": [
"Team L5R"
]
},
"SETTINGS": {
"None": "Aucune option",
@@ -69,14 +71,19 @@
"weapon": "Arme",
"technique": "Technique",
"property": "Propriété",
"peculiarity": "Particularité",
"peculiarity": "Avantage/Désavantage",
"advancement": "Progression",
"title": "Titre",
"bond": "Lien",
"signature_scroll": "Rouleau de marque",
"item_pattern": "Procédé de fabrication",
"army_fortification": "Fortification",
"army_cohort": "Régiment"
"army_cohort": "Régiment",
"arcane": "Arcane",
"etat": "État",
"mystere": "Mystère",
"technique_ecole": "Technique École",
"mot_invocation": "Mot d'Invocation"
},
"Journal": {
"journal": "Journal"
@@ -136,6 +143,7 @@
"player_filter_label": "Filtre joueur",
"player_filter_tooltip": "Applique le filtre des joueurs",
"already_in_filter": "Filtre déjà appliqué",
"no_results": "Aucun résultat",
"sources_categories": {
"rules": "Règles",
"adventures": "Aventures",
@@ -317,7 +325,8 @@
"school_ability": "Capacité d'école",
"mastery_ability": "Capacité de maîtrise",
"title_ability": "Capacité de Titre",
"specificity": "Particularité"
"specificity": "Particularité",
"mot_invocation": "Mot d'Invocation"
},
"peculiarities": {
"types": {
@@ -378,67 +387,43 @@
"label": "Compétence",
"artisan": {
"title": "Artisanales",
"aesthetics": "Esthétique",
"art": "Art",
"composition": "Composition",
"design": "Stylisme",
"smithing": "Forge",
"air": "Raffiner",
"earth": "Restaurer",
"fire": "Inventer",
"water": "Adapter",
"void": "Sharmoniser"
"labor": "Travail Manuel"
},
"martial": {
"title": "Martiales",
"archery": "Archerie",
"fitness": "Forme",
"melee": "Arts martiaux (corps à corps)",
"ranged": "Arts martiaux (distance)",
"unarmed": "Arts martiaux (mains nues)",
"meditation": "Méditation",
"tactics": "Tactique",
"air": "Feinter",
"earth": "Résister",
"fire": "Submerger",
"water": "Détourner",
"void": "Lâcher prise"
"melee": "Mêlée",
"unarmed": "Mains nues",
"meditation": "Méditation"
},
"scholar": {
"title": "Savantes",
"title": "Connaissance",
"culture": "Culture",
"government": "Gouvernement",
"medicine": "Médecine",
"sentiment": "Sentiments",
"theology": "Théologie",
"air": "Analyser",
"earth": "Se remémorer",
"fire": "Théoriser",
"water": "Observer",
"void": "Ressentir"
"tactics": "Tactique",
"theology": "Théologie"
},
"social": {
"title": "Sociales",
"title": "Social",
"command": "Commandement",
"courtesy": "Courtoisie",
"invocation": "Invocation",
"games": "Jeux",
"performance": "Représentations",
"air": "Duper",
"earth": "Raisonner",
"fire": "Inciter",
"water": "Charmer",
"void": "Illuminer"
"performance": "Représentation"
},
"trade": {
"title": "Professionnelles",
"animal": "Animal",
"commerce": "Commerce",
"labor": "Travail manuel",
"seafaring": "Navigation",
"skulduggery": "Magouilles",
"survival": "Survie",
"air": "Escroquer",
"earth": "Produire",
"fire": "Innover",
"water": "Échanger",
"void": "Subsister"
"urban": "Urban"
}
},
"attributes": {
@@ -492,7 +477,10 @@
"rarity_modifier": "Modificateur de rareté",
"item_pattern": "Procédés de fabrication",
"signature_scroll": "Rouleaux de marque",
"school_curriculum_journal": "Déposer un journal de Cursus dans la feuille pour le lier"
"school_curriculum_journal": "Déposer un journal de Cursus dans la feuille pour le lier",
"warning": {
"total_less_then_spent": "L'expérience totale est inférieure à l'expérience utilisée."
}
},
"character_types": {
"character": "Personnage Joueur",
@@ -807,7 +795,8 @@
"filter": {
"rank": "Rang",
"rarity": "Rareté",
"ring": "Anneau"
"ring": "Anneau",
"clear": "Suppr. les Filtres"
}
},
"source_reference": {
@@ -864,5 +853,147 @@
"range_band": "Portée {band}",
"range_abbreviation": "NP {range}"
}
},
"chiaroscuro": {
"skill_ranks": {
"0": "—",
"initie": "Initié",
"expert": "Expert",
"maitre": "Maître",
"parangon1": "Parangon I",
"parangon2": "Parangon II",
"parangon3": "Parangon III"
},
"difficulties": {
"simple": "Simple (7)",
"moyenne": "Moyenne (10)",
"assez_difficile": "Assez difficile (13)",
"difficile": "Difficile (16)",
"tres_difficile": "Très difficile (22)",
"heroique": "Héroïque (28)",
"improbable": "Improbable (32)"
},
"aspects": {
"solar": "Aspect Solaire",
"lunar": "Aspect Lunaire",
"gauge": "Jauge d'Aspect",
"desequilibre_solaire": "Déséquilibre Solaire",
"desequilibre_lunaire": "Déséquilibre Lunaire"
},
"danger": {
"simple": "Simple",
"moyenne": "Moyenne",
"assez_difficile": "Assez Difficile",
"difficile": "Difficile"
},
"arcane": {
"title": "Arcanes",
"label": "Arcane",
"arcane_type": "Type",
"application": "Compétences",
"bonus": "Bonus",
"progression": "Progression",
"xp_cost": "Coût XP"
},
"etat": {
"title": "États",
"label": "État",
"application": "Application",
"mod": "Modificateur",
"effect": "Effet",
"elimination": "Condition d'élimination"
},
"mystere": {
"title": "Mystères",
"label": "Mystère",
"mystere_type": "Type",
"mineur": "Mineur",
"majeur": "Majeur",
"prerequisite_skill": "Compétence prérequis",
"prerequisite_condition": "Condition prérequis"
},
"character": {
"is_samurai": "Samouraï",
"title": "Titre",
"quick_info": "Info rapide",
"default_ring": "Anneau par défaut",
"region": "Région",
"education": "Éducation",
"past_problems": "Passé problématique",
"koku": "Koku",
"bu": "Bu",
"zeni": "Zeni"
},
"weapon": {
"bonus": "Bonus",
"categories": {
"arbalete": "Arbalète",
"arc": "Arc",
"contondante": "Arme Contondante",
"poing": "Arme de Poing",
"hast": "Arme Hast",
"improvisee": "Arme Improvisée",
"shinobi": "Arme Shinobi",
"specialisee": "Arme Spécialisée",
"bouclier": "Bouclier",
"hache": "Hache",
"naturel": "Naturel",
"sabre": "Sabre",
"nemuranai": "Nemuranai"
}
},
"armor": {
"categories": {
"vetement": "Vêtement",
"leger": "Léger",
"moyen": "Moyen",
"lourd": "Lourd",
"nemuranai": "Nemuranai"
}
},
"item": {
"types": {
"ordinaire": "Ordinaire",
"shinobi": "Shinobi",
"interdit": "Interdit",
"gaijin": "Gaijin",
"nemuranai": "Nemuranai"
}
},
"technique": {
"mot_invocation": "Mot d'Invocation",
"invocation_type": "Type d'invocation",
"invocation_types": {
"general": "Général",
"neutre": "Neutre",
"precis": "Précis"
},
"mode_invocation": "Mode d'Invocation"
},
"tabs": {
"invocations": "Invocations",
"identity": "Identité",
"identity_text1": "Apparence",
"identity_text2": "Biographie"
},
"dice": {
"title": "Jet Chiaroscuro",
"difficulty_label": "Difficulté",
"modifier_label": "Modificateur",
"options": "Options",
"aspect_point": "Point d'Aspect",
"assistance": "Assistance",
"total_dice": "Dés à lancer",
"bonus": "Bonus rang",
"roll": "Lancer les dés",
"dice_result": "Somme des dés",
"adjusted": "Ajusté (Parangon)",
"raw_dice": "Dés bruts",
"adjusted_dice": "Dés ajustés (Parangon)",
"bonus_successes": "pts au dessus",
"miss_by": "pts en dessous",
"success": "Réussite",
"failure": "Échec"
}
}
}

View File

@@ -1,830 +0,0 @@
{
"I18N": {
"Language": "Italiano",
"Maintainers": ["eldritchTranslator"]
},
"SETTINGS": {
"None": "Niente",
"ReverseTokenBars": {
"Title": "Reverse tokens bar",
"Hint": "Change the order in which the bars under the tokens are filled in",
"None": "None",
"Fatigue": "Fatigue only",
"Strife": "Strife",
"Both": "Both Fatigue and Strife"
},
"RollNKeep": {
"DeleteOldMessage": "Il Tira e Tieni cancella il messaggio in chat precedente",
"DeleteOldMessageHint": "Scegli se mantenere o eliminare il messaggio precedente in una serie di Tira e Tieni"
},
"Initiative": {
"SetTn1OnTypeChange": "Fissa la TN a 1 quando si cambia il conflitto",
"SetTn1OnTypeChangeHint": "Fissa la TN a 1 quando si seleziona il tipo di conflitto (Intrigo, Duello, Schermaglia or Battaglia campale)"
},
"ShowAllStatusEffects": {
"Title": "Show all StatusEffects",
"Hint": "If uncheck (default), only L5R conditions are shown."
},
"CustomTechniques": {
"Title": "Usa tecniche custom",
"Hint": "Aggiunge il tipo 'Speciale' come termine generale."
},
"CustomCompendiumName": {
"Title": "Custom Compendium Name",
"Hint": "For advanced users that want to change the name of the custom compendiums (Used to disables the embedded ones).",
"Notification": "Unable set Custom Compendium: '{name}'. Is it activated and registered with Babele?"
},
"CustomItemsHeight": {
"Title": "Default items windows height",
"Hint": "Set the default height for 'Items' windows types (techniques, weapons...), in pixels"
},
"Compendium": {
"HideDisabledSources": {
"Title": "[Compendium] Hide sources filter without reference",
"Hint": "Hide empty source with no elements in source filter."
},
"HideEmptySourcesFromPlayers": {
"Title": "[Compendium] Hide elements with empty reference",
"Hint": "Basically require a reference to be set in order for players to view the content in compendiums"
},
"AllowedOfficialSources": {
"Title": "[Compendium] Available official resources",
"Hint": "Useful if you as a GM want to limit the available official content to only books you own"
},
"AllowedUnofficialSources": {
"Title": "[Compendium] Available unofficial resources",
"Hint": "Useful if you have compendiums with custom items mixed with player facing items."
}
}
},
"TYPES": {
"Actor": {
"character": "Personaggio Giocante",
"npc": "Personaggio Non Giocante",
"army": "Esercito"
},
"Item": {
"item": "Oggetto",
"armor": "Armatura",
"weapon": "Arma",
"technique": "Tecnica",
"property": "Proprietà",
"peculiarity": "Peculiarità",
"advancement": "Avanzamento",
"title": "Titolo",
"bond": "Legame",
"signature_scroll": "Signature Scroll",
"item_pattern": "Item Pattern",
"army_fortification": "Fortezza",
"army_cohort": "Coorte"
},
"Journal": {
"journal": "Diario"
}
},
"l5r5e": {
"title": "Legend of the five Rings",
"conditions": {
"afflicted": "Afflicted",
"bleeding": "Bleeding",
"burning": "Burning",
"centered": "Centered",
"compromised": "Compromised",
"dazed": "Dazed",
"disoriented": "Disoriented",
"dying": "Dying",
"emboldened": "Emboldened",
"enraged": "Enraged",
"exhausted": "Exhausted",
"immobilized": "Immobilized",
"illness_coughing_illness": "Illness: Coughing Illness",
"illness_fire_rash": "Illness: Fire Rash",
"illness_gut_sickness": "Illness: Gut Sickness",
"illness_oozing_sore_disease": "Illness: Oozing Sore Disease",
"illness_unsteady_illness": "Illness: Unsteady Illness",
"incapacitated": "Incapacitated",
"intoxicated": "Intoxicated",
"possessed": "Possessed",
"prone": "Prone",
"silenced": "Silenced",
"unconscious": "Unconscious",
"lightly_wounded_fire": "Lightly Wounded (Fire)",
"lightly_wounded_water": "Lightly Wounded (Water)",
"lightly_wounded_air": "Lightly Wounded (Air)",
"lightly_wounded_earth": "Lightly Wounded (Earth)",
"lightly_wounded_void": "Lightly Wounded (Void)",
"severely_wounded_fire": "Severely Wounded (Fire)",
"severely_wounded_water": "Severely Wounded (Water)",
"severely_wounded_air": "Severely Wounded (Air)",
"severely_wounded_earth": "Severely Wounded (Earth)",
"severely_wounded_void": "Severely Wounded (Void)"
},
"global": {
"edge_translation_disclaimer": "",
"add": "Aggiungi",
"edit": "Modifica",
"delete_confirm": "Sei sicuro di voler eliminare '{name}' ?",
"drop_here": "Trascina qui",
"send_to_chat": "Chat",
"locked": "Bloccato",
"unlocked": "Sbloccato",
"random": "Casuale"
},
"multiselect": {
"empty_tag": "<blank>",
"placeholder": "Filter Sources",
"player_filter_label": "Player filter",
"player_filter_tooltip": "Apply player filter",
"already_in_filter": "Already in filter",
"sources_categories": {
"rules": "Rules",
"adventures": "Adventures",
"supplements": "Supplements",
"others": "Others"
}
},
"logo": {
"title": "Bisogno di aiuto?",
"src": "systems/l5r5e/assets/l5r-logo.webp",
"alt": "Aiuto online",
"content": "Segui la guida:",
"edge": {
"title": "Va' al sito di Edge-Studio",
"info": "Il tuo browser aprirà il sito di EDGE STUDIO (EN)",
"link": "https://edge-studio.net/"
},
"drivethrurpg": {
"title": "Compra un PDF del gioco...",
"info": "Il tuo browser aprirà il sito DriveThruRpg di Edge Studio (EN)",
"link": "https://www.drivethrurpg.com/browse/pub/17946/EDGE-Studio"
},
"discord": {
"title": "Discord Ufficiale di FoundryVTT",
"info": "Il tuo browser aprirà il Discord ufficiale di Foundry",
"link": "https://discordapp.com/invite/DDBZUDf"
},
"notes": {
"title": "Changelog",
"link": "https://gitlab.com/teaml5r/l5r5e/-/blob/master/CHANGELOG.md"
},
"issues": {
"title": "Issues",
"link": "https://gitlab.com/teaml5r/l5r5e/-/issues"
},
"custom-compendiums": {
"title": "Compendiums",
"link": "https://gitlab.com/teaml5r/l5r5e/-/wikis/users/custom-compendiums.md"
},
"wiki": {
"title": "Wiki",
"link": "https://gitlab.com/teaml5r/l5r5e/-/wikis/home"
}
},
"rings": {
"title": "Anelli",
"label": "Anello",
"earth": "Terra",
"air": "Aria",
"water": "Acqua",
"fire": "Fuoco",
"void": "Vuoto"
},
"sheets": {
"narrative": "Narrativa",
"experience": "Esperienza",
"family": "Famiglia",
"region": "Regione",
"upbringing": "Educazione",
"school": "Scuola",
"description": "Descrizione",
"bought_at_rank": "Comprato a grado",
"types": "Tipi",
"source_reference": {
"reference": "Fonte",
"page_abbreviation": "p."
},
"value": "Valore",
"rarity": "Rarità",
"quantity": "Quantità",
"weight": "Peso",
"properties": "Proprietà",
"linked_property": "Proprietà collegata",
"removed_properties": "Annulla",
"notes": "Note",
"inventory": "Inventario",
"equipment": "Equipaggiamento",
"rank": "Grado",
"name": "Nome"
},
"dice": {
"chat": {
"successes": "Successi",
"explosives": "Esplosioni",
"opportunities": "Opportunità",
"strife": "Turbamento",
"difficulty": "TN",
"difficulty_hidden": "???",
"void_point_used": "Punto Vuoto usato",
"assistance_used": "Aiuto per Abilità usato",
"roll_n_keep": "Tira e Tieni",
"initiative_roll": "Tiro Iniziativa",
"success_text": "Successo!",
"bonus_text": "successi bonus",
"fail_text": "Fallimento!",
"unknown_target": "Unknown target"
},
"dicepicker": {
"title": "Selezione dadi",
"difficulty_title": "Difficoltà",
"difficulty_hidden_label": "Nascondi TN",
"use_void_point_label": "Spendi un",
"void_point_tooltip": "Punto Vuoto",
"skill_assistance_label": "Aiuto",
"roll_label": "Tira",
"bt_add_macro": "Aggiungi una macro",
"gm_request_dp_to_players": "Roll request sent to players"
},
"roll_n_keep": {
"title": "Tira e Tieni",
"discard_drop_here": "Lascia",
"reroll_drop_here": "Rilancia",
"swap_drop_here": "Scambia",
"keep_drop_here": "Tieni",
"max": "Max",
"bt_validate": "Conferma",
"bt_strife": "Aggiungi Turbamento",
"undo": "[GM] Annulla l'ultima scelta"
}
},
"gm": {
"toolbox": {
"title": "Attrezzi del GM",
"difficulty_hidden": "Cambia la visibilità della TN",
"difficulty": "Cambia difficoltà (click Sinistro: aggiungi, Destro: togli, centro: TN 2)",
"sleep": "Riposo tranquillo per tutti i personaggi (rimuove Stanchezza pari a Acqua x2. Click Sinistro: solo personaggi selezionati. Destro: tutti gli attori)",
"sleep_info": "I personaggi hanno avuto una notte di riposo tranquillo.",
"scene_end": "Fine della scena (Stanchezza e Turbamento si resettano a metà per tutti i personaggi. Click Sinistro: solo personaggi selezionati. Destro: tutti gli attori)",
"scene_end_info": "La tensione della scena finalmente cala.",
"reset_void": "Inizio del gioco: Resetta i punti Vuoto dei personaggi (Click Sinistro: solo personaggi selezionati. Destro: tutti gli attori)",
"reset_void_info": "I punti Vuoto sono stati distribuiti."
},
"monitor": {
"title": "Schermo del GM",
"switch_view": "Cambia vista",
"add_selected_tokens": "Add selected tokens",
"honor_glory_status": "O/G/S",
"focus_vigilance": "Foc./Vig.",
"mouse_control": "Click Sinistro +1, Destro: -1, centrale: resetta a 0"
}
},
"weapons": {
"title": "Armi",
"damage": "Danni",
"range": "Raggio",
"stats": "Statistiche",
"sheathed": "Equipaggiata / Infoderata",
"readied": "Pronta",
"category": "Categoria",
"deadliness": "Letalità",
"grips": "Impugnatura",
"1hand": "1 mano",
"2hand": "2 mani"
},
"armors": {
"title": "Armature",
"type": "Resistenza",
"physical": "fisica",
"supernatural": "sovrannaturale",
"equipped": "Equipaggiata"
},
"items": {
"title": "Oggetti"
},
"techniques": {
"title": "Tecniche",
"not_allowed": "Il tuo personaggio non può usare questo tipo di tecnica.",
"only_one": "Il tuo personaggio può avere solo una di questo tipo di tecniche.",
"type": "Tecniche permesse",
"kata": "Kata",
"kiho": "Kihō",
"inversion": "Inversione",
"invocation": "Invocazione",
"ritual": "Rituale",
"shuji": "Shuji",
"maho": "Mahō",
"ninjutsu": "Ninjutsu",
"mantra": "Mantra",
"school_ability": "Abilità di scuola",
"mastery_ability": "Abilità di maestria",
"title_ability": "Abilità di titolo",
"specificity": "Specificità"
},
"peculiarities": {
"types": {
"distinction": "Distinzioni",
"passion": "Passioni",
"adversity": "Avversità",
"anxiety": "Ansietà"
}
},
"money": {
"title": "Soldi",
"koku": "Koku",
"bu": "Bu",
"zeni": "Zeni"
},
"social": {
"title": "Status sociale",
"honor": "Onore",
"glory": "Gloria",
"status": "Status",
"ninjo": "Ninjo",
"giri": "Giri",
"past": "Passato",
"bushido_tenets": {
"title": "Codice del Bushido",
"paramount": "Vitale",
"less_significant": "Meno importante"
},
"titles": "Titoli",
"attitude": "Archetipo:",
"advantages": "Distinzioni e Passioni",
"disadvantages": "Avversità e Ansietà",
"bonds": "Legami",
"npc": {
"advantages": "Vantaggi",
"disadvantages": "Svantaggi",
"combat": "Combattimento",
"intrigue": "Intrigo"
},
"age": "Età",
"children": "Bambini",
"marital_status": {
"title": "Stato coniugale",
"partner": "Partner",
"married": "Sposato",
"betrothed": "Promesso",
"unmarried": "Non sposato",
"widowed": "Vedovo"
},
"gender": {
"title": "Genere",
"male": "Maschile",
"female": "Femminile"
}
},
"skills": {
"title": "Abilità",
"label": "Abilità",
"artisan": {
"title": "Artigiane",
"aesthetics": "Estetica",
"composition": "Composizione",
"design": "Moda",
"smithing": "Forgia",
"air": "Affinare",
"earth": "Ripristinare",
"fire": "Inventare",
"water": "Adattare",
"void": "Armonizzare"
},
"martial": {
"title": "Marziali",
"fitness": "Allenamento",
"melee": "Arti Marziali [Mischia]",
"ranged": "Arti Marziali [Distanza]",
"unarmed": "Arti Marziali [Senza Armi]",
"meditation": "Meditazione",
"tactics": "Tattica",
"air": "Fintare",
"earth": "Contrastare",
"fire": "Sopraffare",
"water": "Deviare",
"void": "Sacrificare"
},
"scholar": {
"title": "Intellettuali",
"culture": "Cultura",
"government": "Governo",
"medicine": "Medicina",
"sentiment": "Sensibilità",
"theology": "Teologia",
"air": "Analizzare",
"earth": "Ricordare",
"fire": "Teorizzare",
"water": "Esaminare",
"void": "Presentire"
},
"social": {
"title": "Sociali",
"command": "Comando",
"courtesy": "Cortesia",
"games": "Giochi",
"performance": "Esibizione",
"air": "Ingannare",
"earth": "Ragionare",
"fire": "Incitare",
"water": "Affascinare",
"void": "Illuminare"
},
"trade": {
"title": "Mestieriali",
"commerce": "Commercio",
"labor": "Lavori Pesanti",
"seafaring": "Navigazione",
"skulduggery": "Criminalità",
"survival": "Sopravvivenza",
"air": "Raggirare",
"earth": "Produrre",
"fire": "Innovare",
"water": "Scambiare",
"void": "Sussistere"
}
},
"attributes": {
"title": "Attributi",
"endurance": "Tenacia",
"endurancetip": "(Terra + Fuoco) x2",
"composure": "Compostezza",
"composuretip": "(Terra + Acqua) x2",
"focus": "Conc.",
"focustip": "Aria + Fuoco",
"vigilance": "Vigil.",
"vigilancetip": "(Aria + Acqua) /2",
"voidpoints": "Punti Vuoto",
"fatigue": "Stanchezza",
"strife": "Turbamento"
},
"conflict": {
"title": "Conflitto",
"stance": "Forma",
"stances": {
"airtip": "+1 al TN di prove di Attacco o Complotto che bersagliano il personaggio (+2 a grado 4+).",
"earthtip": "Altri individui non possono spendere Opportunità per infliggere colpi critici o condizioni sul personaggio.",
"firetip": "Se il personaggio ha successo, +1 successo bonus per ogni risultato Turbamento.",
"watertip": "Il personaggio effettua nel turno una seconda azione che non richieda prove o condivida il tipo con la prima azione.",
"voidtip": "Il personaggio non riceve turbamento dai simboli Turbamento nelle prove."
},
"initiative": {
"title": "Iniziativa",
"intrigue": "Intrigo",
"duel": "Duello",
"skirmish": "Schermaglia",
"mass_battle": "Battaglia Campale",
"prepared_true": "Preparato",
"prepared_false": "Sorpreso",
"prepared_actor": "Definito nella scheda del personaggio (default)",
"already_set": "La tua Iniziativa è già stata determinata."
}
},
"advancements": {
"title": "Avanzamento",
"school_rank": "Grado della Scuola",
"school_rank_0": "Grado 0",
"total": "Totale",
"cost": "Costo",
"spent": "Usati",
"saved": "Tenuti",
"total_xp_spent": "Exp spesi",
"total_xp_curriculum": "Exp spesi nel curriculum",
"curriculum": "In curriculum",
"curriculum_validate": "Completa questo grado",
"rarity_modifier": "Modificatore rarità",
"item_pattern": "Item Patterns",
"signature_scroll": "Signature Scrolls",
"school_curriculum_journal": "Trascina il diario del curriculum sulla scheda per collegarlo"
},
"character_types": {
"character": "Personaggio giocante",
"adversary": "Avversario",
"minion": "Gregario"
},
"army": {
"warlord": "Signore della guerra",
"allies_backers": "Alleati e finanziatori",
"purpose_mustering": "Scopo di adunata",
"battle_readiness": {
"title": "Preparazione alla battaglia",
"strength": "Forza",
"casualties": "Vittime",
"discipline": "Disciplina",
"panic": "Panico"
},
"commander": "Comandante",
"commander_abilities": "Capacità rilevanti del comandante",
"army_abilities": "Capacità delle Armate",
"commander_standing": "Posizione del comandante",
"supplies_logistics": "Rifornimenti e logistica",
"past_battles": "Battaglie passate",
"cohort": {
"tab": "Drappelli",
"title": "Drappello",
"leader": "Condottiero",
"abilities": "Capacità"
},
"fortification": {
"tab": "Fortificazioni",
"title": "Fortificazioni possedute",
"difficulty": "Difficoltà",
"attrition_reduction": "Riduzione dell'attrito"
}
},
"twenty_questions": {
"title": "Venti domande",
"bt_abrev": "20D",
"bt_next": "Prossimo",
"increase_ring1": "Incremento di anello (1)",
"increase_ring2": "Incremento di anello (2)",
"increase_skill1": "Incremento di abilità (1)",
"increase_skill2": "Incremento di abilità (2)",
"increase_skill3": "Incremento di abilità (3-5)",
"choose_one_ring": "Scegli uno",
"choose_one_skill": "Scegli uno",
"or": "O",
"and": "E",
"error": "Oops, sembra ci sia un errore:",
"part0": {
"intro": "Puoi usare questa scheda per rispondere alle domande del Gioco delle Venti Domande, e per prendere appunti per dopo!",
"section": "La Leggenda dei Cinque Anelli, Manuale Base, Capitolo 2: Creare un Personaggio, pp. 41-95",
"section_pow": "La Leggenda dei Cinque Anelli Sentiero delle Onde, Capitolo 2: Creare un Personaggio, pp. 3082",
"type": "Seleziona il template delle 20D che vuoi usare",
"type_core": "Samurai (Manuale Base)",
"type_pow": "Ronin (Sentiero delle Onde)"
},
"part1": {
"title": "Parte I: Identità Generale (Clan e Famiglia)",
"title_pow": "Parte I: Identità Generale (Regione e Educazione)",
"q1": "1. A quale clan appartiene il personaggio? (p. 41)",
"q1_pow": "1. Da quale regione arriva il tuo personaggio? (p. 31)",
"status": "Status",
"q2": "2. A quale famiglia appartiene il personaggio? (p. 49)",
"q2_pow": "2. Qual è stata l'educazione del tuo personaggio? (p. 43)",
"money": "Denao iniziale in Koku",
"glory": "Gloria"
},
"part2": {
"title": "Parte II: Ruolo e Scuola",
"q3": "3. Qual è la scuola del personaggio e in quali ruoli ricade quella scuola? (p. 56)",
"q3_pow": "3. Qual è la scuola del personaggio e in quali ruoli ricade quella scuola? (p. 46)",
"school": "Scuola",
"role": "Ruolo",
"honor": "Onore",
"access": "Tecniche Disponibili",
"school_ability": "Abilità di Scuola",
"starting_techniques": "Tecniche di Partenza (2-6)",
"outfit": "Dotazione di Partenza",
"q4": "4. Come si distingue il personaggio allinterno della sua scuola? (p. 88)",
"q4_pow": "4. Che cosa mette nei guai il personaggio, e che cosa lo tira fuori dai guai? (p. 60)"
},
"part3": {
"title": "Parte III: Onore e Gloria",
"title_pow": "Parte III: Il Passato, il Futuro, e come interagiscono",
"q5": "5. Chi è il suo signore e quali doveri ha il personaggio nei suoi confronti? (p. 88)",
"q5_pow": "5. Qual è il passato del tuo personaggio, e come lo ha segnato? (p. 60)",
"choose_giri": "Scegli il giri",
"choose_past": "Scegli il passato",
"q6": "6. Cosa desidera ardentemente il personaggio e come ciò potrebbe ostacolare il suo dovere? (p. 90)",
"q6_pow": "6. Cosa desidera ardentemente il personaggio, e il suo passato come potrebbe ostacolare il suo ninjō? (p. 62)",
"choose_ninjo": "Scegli ninjō",
"q7": "7. Qual è il rapporto del personaggio con il suo clan? (p. 91)",
"q7_pow": "7. Per cosa è conosciuto il tuo personaggio? (p. 61)",
"increase_glory": "Aumento di Gloria",
"q8": "8. Cosa pensa il personaggio del Bushidō? (p. 91)",
"q8_pow": "8. Cosa pensa il personaggio del Bushidō? (p. 62)",
"increase_honor": "Aumento di Onore",
"tenets": "Scegli un principio del Bushidō come il più importante e uno come meno importante (vedi Come i clan vedono il Bushidō, p. 301 del Manuale Base):",
"object": "Oggetto (Rarità 5 o minore)"
},
"part4": {
"title": "Parte IV: Punti di Forza e Punti Deboli",
"q9": "9. Qual è il traguardo più grande raggiunto dal personaggio finora? (p. 92)",
"q9_pow": "9. Qual è il traguardo più grande raggiunto dal personaggio finora? (p. 64)",
"distinction": "Distinzione (1)",
"q10": "10. Cosa è di maggiore ostacolo al personaggio nella vita? (p. 92)",
"q10_pow": "Cosa è di maggiore ostacolo al personaggio nella vita? (p. 64)",
"adversity": "Avversità (1)",
"q11": "11. Quale attività fa sentire in pace il personaggio? (p. 93)",
"q11_pow": "11. Quale attività fa sentire in pace il personaggio? (p. 65)",
"passion": "Passione (1)",
"q12": "12. Quale dubbio, paura o debolezza preoccupa di più il personaggio? (p. 93)",
"q12_pow": "12. Quale dubbio, paura o debolezza preoccupa di più il personaggio? (p. 65)",
"anxiety": "Ansietà (1)",
"q13": "13. Da chi ha imparato maggiormente il personaggio nel corso della sua vita? (p. 93)",
"q13_pow": "13. Da chi ha imparato maggiormente il personaggio nel corso della sua vita? (p. 65)",
"disadvantage": "Svantaggio (1)",
"advantage": "Vantaggio (1)"
},
"part5": {
"title": "Parte V: Personalità e Comportamento",
"q14": "14. Che cosa notano prima le persone che incontrano il personaggio? (p. 93)",
"q14_pow": "14. Qual è l'oggetto più importante per il personaggio? (p. 66)",
"accoutrement": "Tocco personale",
"q15": "15. Come reagisce il personaggio alle situazioni stressanti? (p. 94)",
"q15_pow": "15. Come reagisce il personaggio alle situazioni stressanti? (p. 66)",
"q16": "16. Quali sono le precedenti relazioni del personaggio con gli altri clan, famiglie, organizzazioni e tradizioni? (p. 94)",
"q16_pow": "16. Che relazioni hai con la tua famiglia, i clan, i popolani, e gli altri? (p. 66)",
"object": "Oggetto (Rarità 7 o minore)"
},
"part6": {
"title": "Parte VI: Antenati e Famiglia",
"title_pow": "Parte VI: Antenati e Legami",
"q17": "17. Come descriverebbero il personaggio i suoi genitori? (p. 95)",
"q17_pow": "17. Che genere di storia condividi con il tuo gruppo? (p. 66)",
"bond": "Determina un legame appropriato per la vostra relazione",
"q18": "18. Chi si intende onorare tramite il nome che è stato scelto per il personaggio? (p. 95)",
"q18_pow": "18. Chi ti ha allevato? (p. 67)",
"d10r1": "Risultato d10 (1/2)",
"d10r1_choice": "Primo effetto del d10",
"d10r2": "Risultato d10 (2/2)",
"d10r2_choice": "Secondo effetto del d10",
"d10r2_drop_items": "O una tecnica, un vantaggio, un oggetto...",
"q19": "19. Qual è il nome proprio del personaggio? (p. 95)",
"q19_pow": "19. Qual è il nome del personaggio? (p. 68)"
},
"part7": {
"title": "Parte VII: Morte",
"q20": "20. Come dovrebbe morire il personaggio? (p. 95)",
"q20_pow": "20. Come dovrebbe morire il personaggio? (p. 68)",
"summary": "Sintesi",
"generchar": "Generare il personaggio",
"generchar_disclaimer": "Attenzione, questo sovrascriverà tutti i dati del personaggio!",
"generchar_errors": "Correggi gli errori prima di continuare!"
}
},
"char_generator": {
"title": "Generatore del personaggio",
"head_bt_title": "Gen. Personaggio",
"generate": "Crea",
"average_value": "Valore medio",
"identity": "Clan, genere, età, stato civile",
"attributes": "Status sociale, Anelli, Attributi e Abilità",
"demeanor": "Atteggiamento & Affinità di anelli",
"peculiarities": "Vantaggi e Svantaggi",
"items": "Armature, Armi, e Oggetti",
"narrative": "Narrativa (Descrizione)"
},
"roles": {
"title": "Ruolo",
"artisan": "Artigiano",
"bushi": "Bushi",
"courtier": "Cortigiano",
"monk": "Monaco",
"sage": "Saggio",
"shinobi": "Shinobi",
"shugenja": "Shugenja"
},
"clans": {
"title": "I Clan",
"label": "Clan",
"imperial": "Imperiale",
"crab": "Granchio",
"crane": "Gru",
"dragon": "Drago",
"lion": "Leone",
"phoenix": "Fenice",
"scorpion": "Scorpione",
"unicorn": "Unicorno",
"mantis": "Mantide",
"ronin": "Ronin",
"badger": "Tasso",
"bat": "Pipistrello",
"boar": "Cinghiale",
"dragonfly": "Libellula",
"firefly": "Lucciola",
"fox": "Fox",
"hare": "Lepre",
"monkey": "Scimmia",
"oriole": "Oriolo",
"ox": "Bue",
"sparrow": "Passero",
"tortoise": "Tartaruga",
"ivory_kingdoms": "Regni d'Avorio",
"qamarist": "Qamarista",
"ujik": "Ujik"
},
"demeanor": {
"adaptable": "Flessibile",
"aggressive": "Aggressivo",
"ambitious": "Ambizioso",
"amiable": "Affabile",
"analytical": "Analitico",
"angry": "Iracondo",
"arrogant": "Arrogante",
"assertive": "Risoluto",
"beguiling": "Ammaliante",
"bitter": "Amaro",
"bold": "Ardito",
"calculating": "Calcolatore",
"calm": "Calmo",
"capricious": "Capriccioso",
"cautious": "Cauto",
"clever": "Furbo",
"compassionate": "Compassionate",
"confused": "Confuso",
"courageous": "Coraggioso",
"cowardly": "Codardo",
"curious": "Curioso",
"dependable": "Affidabile",
"detached": "Distaccato",
"disheartened": "Sconfortato",
"enraged": "Infuriato",
"feral": "Selvaggio",
"fickle": "Volubile",
"fierce": "Agguerrito",
"flighty": "Volubile",
"flippant": "Irriverente",
"friendly": "Amichevole",
"gruff": "Burbero",
"hungry": "Affamato",
"intense": "Intenso",
"intimidating": "Intimidatorio",
"irritable": "Irritabile",
"loyal": "Leale",
"mischievous": "Malandrino",
"morose": "Cupo",
"nurturing": "Materno",
"obstinate": "Ostinato",
"opportunistic": "Opportunista",
"passionate": "Appassionato",
"playful": "Giocoso",
"power_hungry": "Affamato di potere",
"proud": "Orgoglioso",
"restrained": "Contenuto",
"scheming": "Cospiratore",
"serene": "Sereno",
"serious": "Serio",
"shrewd": "Scaltro",
"stubborn": "Testardo",
"suspicious": "Sospettoso",
"teasing": "Stuzzicante",
"territorial": "Territoriale",
"uncertain": "Incerto",
"unenthused": "Non entusiasta",
"vain": "Vanesio",
"wary": "Diffidente"
},
"compendium": {
"filter_rank": "Show Rank",
"not_for_players": "Not shown to players",
"filter": {
"rank": "Rank",
"rarity": "Rarity",
"ring": "Ring"
}
},
"source_reference": {
"core_rulebook": "Core Rulebook",
"emerald_empire": "Emerald Empire",
"shadowlands": "Shadowlands",
"court_of_stones": "Court of Stones",
"path_of_waves": "Path of Waves",
"celestial_realms": "Celestial Realms",
"fields_of_victory": "Fields of Victory",
"writ_of_the_wild": "Writ of the Wild",
"gm_kit": "Game Master's Kit",
"beginner_game": "Beginner Game",
"the_mantis_clan": "The Mantis Clan",
"mask_of_the_oni": "Mask of the Oni",
"winters_embrace": "Winter's Embrace",
"sins_of_regret": "Sins of Regret",
"wheel_of_judgment": "Wheel of Judgment",
"blood_of_the_lioness": "Blood of the Lioness",
"imperfect_land": "Imperfect Land",
"in_the_palace_of_the_emerald_champion": "In the Palace of the Emerald Champion",
"the_highwayman": "The Highwayman",
"wedding_at_kyotei_castle": "Wedding at Kyotei Castle",
"the_knotted_tails": "The Knotted Tails",
"cresting_waves": "Cresting Waves",
"deathly_turns": "Deathly Turns",
"the_scroll_or_the_blade": "The Scroll or the Blade",
"legacies_of_war": "Legacies of War",
"children_of_the_five_winds": "Children of the Five Winds"
},
"tactical_grid": {
"settings": {
"title": "Tactical Grid Settings",
"label": "Tactical Grid Settings",
"hint": "Configures tactical grid range band distances (GM only) and their visual appearance colors and transparency (all users).",
"cells": "spaces",
"world": {
"enabled": "Enable Tactical Grid",
"enabled_hint": "Enables or Disable tactical grid for everyone",
"start": "Start"
},
"client": {
"color": "Color",
"alpha": "Alpha"
},
"range": "Range {index}",
"validate": {
"start-too-small": "Must be greater than Range Band {previousRangeIndex} ({previousStart})",
"start-too-large": "Must be lower then Range Band {nextRangeIndex} ({nextStart})"
},
"reset": "Reset to Default",
"submit": "Save"
},
"range_band": "Range Band {band}",
"range_abbreviation": "RB {range}"
}
}
}

View File

@@ -1,22 +0,0 @@
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View File

@@ -1,9 +0,0 @@
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{"_id":"L5RCoreCon000003","name":"Burning","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/burning.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000004","name":"Compromised","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/compromised.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000005","name":"Dazed","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/dazed.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000006","name":"Disoriented","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/disoriented.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000007","name":"Dying [X Rounds]","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/dying_1.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000008","name":"Enraged","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/enraged.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000009","name":"Exhausted","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/exhausted.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000010","name":"Immobilized","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/immobilized.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000011","name":"Incapacitated","content":"<blockquote>Core Rulebook p.272</blockquote>","img":"systems/l5r5e/assets/icons/conditions/incapacitated.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000012","name":"Intoxicated","content":"<blockquote>Core Rulebook p.273</blockquote>","img":"systems/l5r5e/assets/icons/conditions/intoxicated.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000013","name":"Prone","content":"<blockquote>Core Rulebook p.273</blockquote>","img":"systems/l5r5e/assets/icons/conditions/prone.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000014","name":"Silenced","content":"<blockquote>Core Rulebook p.273</blockquote>","img":"systems/l5r5e/assets/icons/conditions/silenced.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000015","name":"Unconscious","content":"<blockquote>Core Rulebook p.273</blockquote>","img":"systems/l5r5e/assets/icons/conditions/unconscious.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000016","name":"Wounded","content":"<blockquote>Core Rulebook p.273</blockquote>","img":"systems/l5r5e/assets/icons/conditions/heavily_wounded.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000017","name":"Illness: Oozing Sore Disease","content":"<blockquote>Writ of the Wild p.140</blockquote>","img":"systems/l5r5e/assets/icons/conditions/illness_oozing_sore_disease.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000018","name":"Illness: Gut Sickness","content":"<blockquote>Writ of the Wild p.141</blockquote>","img":"systems/l5r5e/assets/icons/conditions/illness_gut_sickness.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000019","name":"Illness: Coughing Illness","content":"<blockquote>Writ of the Wild p.141</blockquote>","img":"systems/l5r5e/assets/icons/conditions/illness_coughing_illness.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000020","name":"Illness: Unsteady Illness","content":"<blockquote>Writ of the Wild p.141</blockquote>","img":"systems/l5r5e/assets/icons/conditions/illness_unsteady_illness.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000021","name":"Illness: Fire Rash","content":"<blockquote>Writ of the Wild p.141</blockquote>","img":"systems/l5r5e/assets/icons/conditions/illness_fire_rash.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000022","name":"Centered","content":"<blockquote>Children of the Five Winds p.133</blockquote>","img":"systems/l5r5e/assets/icons/conditions/centered.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000023","name":"Emboldened","content":"<blockquote>Children of the Five Winds p.133</blockquote>","img":"systems/l5r5e/assets/icons/conditions/emboldened.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreCon000024","name":"Possessed","content":"<blockquote>Children of the Five Winds p.133</blockquote>","img":"systems/l5r5e/assets/icons/conditions/possesed.webp","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}

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{"_id":"L5RCoreOpp000001","name":"General Use","content":"<blockquote>Core Rulebook p.328</blockquote><br><h2>All</h2><ul><li><strong>(op) :</strong> If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach).</li><li><strong>(op)+ :</strong> Remove 1 strife you gained from this check per (op) spent this way.</li><li><strong>(op)(op) :</strong> Provide assistance to the next character to attempt a check to accomplish something similar.</li></ul><br><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><ul><li><strong>(op) :</strong> Learn another character in the scenes demeanor (if an NPC) and current strife.</li><li><strong>(op)+ :</strong> Act subtly to attract minimal attention in your efforts. Extra (op) makes the attempt even subtler.</li><li><strong>(op)(op) :</strong> Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GMs discretion, you may establish a new detail for an NPC.</li></ul><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><ul><li><strong>(op) :</strong> Reassure another character in the scene with your presence, allowing them to remove 2 strife.</li><li><strong>(op)+ :</strong> Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra (op) makes the attempt even safer.</li><li><strong>(op)(op) :</strong> Suddenly recall an important piece of information not directly related to the task. At the GMs discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item.</li></ul><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><ul><li><strong>(op) :</strong> Inflame another character in the scene with your presence, causing them to receive 2 strife.</li><li><strong>(op)+ :</strong> Perform the task in a flashy way, drawing attention to yourself. Extra (op) attracts even more notice.</li><li><strong>(op)(op) :</strong> Notice something missing or out of place in the vicinity that is not directly related to the task. At the GMs discretion, you may establish an absence, such as a lack of shoes outside indicating the occupants absence.</li></ul><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><ul><li><strong>(op) :</strong> Remove 2 strife from yourself.</li><li><strong>(op)+ :</strong> Perform the task efficiently, completing it more quickly or saving supplies. Extra (op) further reduces the time or materials expended.</li><li><strong>(op)(op) :</strong> Spot an interesting physical detail present in your environment not directly related to your check. At the GMs discretion, you may establish a piece of terrain or a mundane object nearby.</li></ul><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><ul><li><strong>(op) :</strong> Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring.</li><li><strong>(op)+ :</strong> Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra (op) gives an increasingly precise location for the supernatural occurrence.</li><li><strong>(op)(op) :</strong> Gain spiritual insight into the nature of the universe or your own heart. At the GMs discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation.</li></ul>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000002","name":"Conflict and Martial Skills Use","content":"<blockquote>Core Rulebook p.328</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><ul><li><strong>(op) :</strong> Add a kept (ring) set to an (op) result to your next Martial skill check.</li><li><strong>(op)+ :</strong> During a Movement action check, up to 1 range band of any distance you move per (op) spent this way may be along a vertical surface.</li><li><strong>(op)(op) :</strong> Increase the TN of the next Martial Arts [Ranged] check targeting you before the start of your next turn by 2.</li></ul><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><ul><li><strong>(op) :</strong> During a Movement action, ignore one terrain quality (see page 267) of your choice.</li><li><strong>(op)+ :</strong> Reduce the severity of the next critical strike you suffer before the start of your next turn by 1 per spent this way.</li><li><strong>(op)(op) :</strong> Do not apply one of your disadvantages to checks until the end of your next turn.</li></ul><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><ul><li><strong>(op) :</strong> Choose another character in the scene; increase the TN of the next check they make before the end of their next turn by 1 if it does not include you as a target.</li><li><strong>(op)+ :</strong> During an Attack action check, increase the TN of the next check the target makes to resist a critical strike they suffer before the start of your next turn by 1 per spent this way.</li><li><strong>(op)(op) :</strong> Other characters must receive 2 strife to choose you as the target of their Attack and Scheme actions until the start of your next turn.</li></ul><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><ul><li><strong>(op) :</strong> Remove 1 fatigue.</li><li><strong>(op)+ :</strong> During an Attack action check, ignore 1 point of targets physical resistance per spent this way.</li><li><strong>(op)(op) :</strong> Move 1 range band.</li></ul><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><ul><li><strong>(op) :</strong> During the next Attack action check you make before the end of your next turn, ignore one terrain quality (see page 267) of your choice.</li><li><strong>(op)+ :</strong> During a Support action check, increase your Initiative value by 1 per (op) spent this way.</li><li><strong>(op)(op) :</strong> Ignore the effects of one condition you are suffering until the end of your next turn.</li></ul>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000003","name":"Initiative Check Use","content":"<blockquote>Core Rulebook p.329</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><p><strong>(op) :</strong> On an Initiative check, assess one foes weakness. Learn one of their disadvantages of that foes choice.</p><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><p><strong>(op) :</strong> On an Initiative check, choose another characters disadvantage you know. They do not apply that disadvantage to their checks this scene.</p><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><p><strong>(op) :</strong> On an Initiative check, use your focus instead of your vigilance for your initiative when surprised.</p><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><p><strong>(op) :</strong> On an Initiative check, assess the qualities of all terrain in the scene (see page 267).</p><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><p><strong>(op) :</strong> On an Initiative check, sense if there is an Otherworldly being in the scene.</p>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000004","name":"Skill Use","content":"<blockquote>Core Rulebook p.329</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><ul><li><strong>(op) Artisan :</strong> If you succeed, add the Resplendent or Subtle quality to an item you are refining.</li><li><strong>(op) Scholar :</strong> Learn a something about a character who created or used the item you are studying (such as one of their advantages or disadvantages of the GMs choice that affected their creation or use of the item).</li><li><strong>(op) Social :</strong> Learn if the honor, glory, or status attribute of a character in the scene is higher, lower, or equal to yours.</li><li><strong>(op) Trade :</strong> Convince a buyer to pay an additional 10% for an item you are selling.</li></ul><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><ul><li><strong>(op) Artisan :</strong> If you succeed, add the Durable quality to an item that you are restoring.</li><li><strong>(op) Scholar :</strong> Remember a place where you can research or study the topic you were attempting to recall.</li><li><strong>(op) Social :</strong> Increase the TN of the next Social check another character makes before the end of the scene by 1.</li><li><strong>(op) Trade :</strong> Reduce the TN of the next check another character makes with the same skill before the end of the scene by 1.</li></ul><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><ul><li><strong>(op) Artisan :</strong> If you succeed, make one additional copy of the item you are creating.</li><li><strong>(op) Scholar :</strong> Extrapolate the motivations or desires of another character in the scene or wider situation.</li><li><strong>(op) Social :</strong> Reduce the TN of the next Social check another character makes before the end of the scene by 1.</li><li><strong>(op) Trade :</strong> Unusual inspiration strikes; add a kept Ring Dice set to an (op) result to the next check you make with another skill.</li></ul><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><ul><li><strong>(op) Artisan :</strong> Add a kept Ring Dice set to an (op) result to the next Artisan skill check you make before the end of the game session.</li><li><strong>(op) Scholar :</strong> Spot a unique or identifying quality, aspect, or ability of something that you are identifying.</li><li><strong>(op) Social :</strong> Add a kept Ring Dice set to an (op) result to your next Social check before the end of the scene.</li><li><strong>(op) Trade :</strong> Convince a seller to give you an additional 10% discount for an item you are buying.</li></ul><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><ul><li><strong>(op) Artisan :</strong> Reduce the TN of the next check you make using the item you are attuning yourself to by 1.</li><li><strong>(op) Scholar :</strong> Intuit whether you can learn anything of value from your current course of inquiry.</li><li><strong>(op) Social :</strong> Discern the objective of another character in the scene.</li><li><strong>(op) Trade :</strong> Reduce any effect you have on your environment (and physical traces of your efforts) to a minimum.</li></ul>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000005","name":"During Downtime Use","content":"<blockquote>Core Rulebook p.329</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><ul><li><strong>(op)+ :</strong> Learn a detail about one person in your company (such as an advantage or disadvantage of their choice) per (op) spent this way. You can learn only one detail about each person this way in a single downtime scene.</li><li><strong>(op)(op) :</strong> Perform your downtime activity without letting one or more others of your choice know that you did.</li></ul><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><ul><li><strong>(op)+ :</strong> Another character in your company may remove 1 strife or fatigue per (op) spent this way.</li><li><strong>(op)(op) :</strong> Memorize a small but vital detail from to your activity; you can recall it later without a check.</li></ul><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><ul><li><strong>(op)+ :</strong> Assist one other character per (op) spent this way with their next downtime activity check this session.</li><li><strong>(op)(op) :</strong> Energize another character in your company with your efforts; they may perform 1 additional downtime action this downtime (to a maximum of 2).</li></ul><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><ul><li><strong>(op)+ :</strong> Remove 1 strife or fatigue per (op) spent this way.</li><li><strong>(op)(op) :</strong> Make a new friend while undertaking your downtime activity.</li></ul><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><ul><li><strong>(op)+ :</strong> Reserve 1 dropped die from your check, to a maximum of your ranks in the skill you used. Add that die to your next check with the same skill as a kept die instead of rolling it.</li><li><strong>(op)(op) :</strong> Have a brief premonition of a possible future event while undertaking your downtime activity.</li></ul>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000006","name":"Invocations Use","content":"<blockquote>Core Rulebook p.191</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><ul><li><strong>(op)(op)+ :</strong> Choose one additional target per (op)(op) spent this way.</li><li><strong>(op)+ :</strong> Treat the maximum range of this technique as 1 higher per (op) spent this way.</li><li><strong>(op) :</strong> Reduce the TN of the next Movement action check you make by 1. This effect persists until the end of your next turn.</li><li><strong>(op)(op)+ :</strong> If this technique can target characters other than you, choose additional target per (op)(op) spent this way..</li><li><strong>(op)(op)+ :</strong> If this technique targets all characters in an area, choose 1 character in range to exclude as a target per <strong>(op)(op)</strong> spent this way.</li></ul><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><ul><li><strong>(op) :</strong> Increase your physical resistance by 1. This effect persists until the end of the beginning of your next turn. </li><li><strong>(op)+ :</strong> If this technique can target characters other than you, choose additional target per (op) spent this way.</li><li><strong>(op)+ :</strong> Treat the maximum range of this technique as 1 higher per (op) spent this way.</li><li><strong>(op) :</strong> This effect inflicts physical damage instead of supernatural damage.</li><li><strong>(op) :</strong> The damage inflicted by this technique has the Sacred quality (see page 241).</li></ul><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><ul><li><strong>(op)+ :</strong> Treat the maximum range of this technique as 1 higher per (op) spent this way</li><li><strong>(op)+ :</strong> If this technique can target characters other than you, choose additional target per (op) spent this way</li><li><strong>(op) :</strong> Reduce the TN of the next Attack action check you make by 1. This effect persists until the end of your next turn.</li><li><strong>(op)+ :</strong> Increase the TN of checks to resist this effect by 1 per (op) spent this way.</li><li><strong>(op)(op)+ :</strong> One target per (op)(op) spent this way must resist with a TN 3 Fitness check (Air 4, Water 1) or suffer the Burning condition.</li></ul><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><ul><li><strong>(op) :</strong> Increase your supernatural resistance by 1 until the end of your next turn.</li><li><strong>(op)+ :</strong> If this technique can target characters other than you, choose additional target per (op) spent this way.</li><li><strong>(op)(op)+ :</strong> Treat the maximum or minimum range of this technique as 1 higher or lower per (op)(op) spent this way.</li><li><strong>(op)(op) :</strong> Remove 1 fatigue from the target or yourself.</li><li><strong>(op) : </strong>Reduce the TN of the next Support action check you make by 1. This effect persists until the end of your next turn.</li></ul>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000007","name":"In Shadowlands Use","content":"<blockquote>Shadowlands p.130</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><p><strong>(op)+ :</strong> You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per (op) spent this way.</p><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><p><strong>(op)(op) :</strong> Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.</p><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><p><strong>(op)+ :</strong> You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per (op) you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.</p><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><p><strong>(op)(op)+ :</strong> By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional (op)(op) spent. The GM should modify this depending on the exact nature of the item as well.</p><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><p><strong>(op)(op)(op) :</strong> Though Jigokus power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all (st) results on your next check.</p>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000008","name":"Against Tainted Threats Use","content":"<blockquote>Shadowlands p.131</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><p><strong>(op)(op) :</strong> Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.</p><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><p><strong>(op)(op) :</strong> You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.</p><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><p><strong>(op)+ :</strong> The righteous fury you display can cow even the most terrible of Tainted fiends. Each Tainted being in the scene gains 1 strife, plus 1 additional strife for every spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.</p><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><p><strong>(op) :</strong> You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another characters check to target or affect you with such a power by 1.</p><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><p><strong>(op)(op)</strong> or <strong>(op)(op)(op) : </strong>If the character spends (op)(op), they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar).</p><br><p>If the character spends <strong>(op)(op)(op)</strong>, they can also determine the total combat (bushi) threat rating of all Tainted beings that caused the kami to flee</p>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000009","name":"While Tainted Use","content":"<blockquote>Shadowlands p.131</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><p><strong>(op)(op) :</strong> Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.</p><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><p><strong>(op)(op) :</strong> No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.</p><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><p><strong>(op)(op) :</strong> The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept (ring) showing a (st) result to the next Martial Arts check you make. This effect persists until the start of their next turn.</p><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><p><strong>(op)(op) :</strong> You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.</p><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><p><strong>(op)+ :</strong> The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of (op) spent. For each (op) spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.</p>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000010","name":"Negotiations Use","content":"<blockquote>Court of Stones p.132</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><p><strong>(op)(op)+ :</strong> Your careful verbal trap ensnares someone in a position in which they must either give up ground or give you a boon. They must offer you a minor concession unrelated to your current social objective unless they give up 1 momentum point per (op)(op) spent this way.</p><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><p><strong>(op)(op)(op) :</strong> Your uncompromising dedication to your bottom line stalls the conversation. Choose a character in the scene: that character cannot gain momentum points toward any social objective until the end of your next turn.</p><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><p><strong>(op)(op) :</strong> You set someone else on the defense with fast-paced questions and demands. Choose a demand or statement another character in the scene has made. Their player (or the GM, for NPCs) must tell you any hidden motivations behind that demand or statement.</p><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><p><strong>(op)(op) :</strong> You break the tension with a well-timed joke or clever comment. You may ask one personal question of a character in the scene with a different social objective. The question must be unrelated to the subject of the negotiations. If the character answers honestly, they gain 1 momentum point toward their current objective and may ask you a personal question in turn. If they do, you gain 1 momentum point toward your current objective.</p><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><p><strong>(op)(op)(op) :</strong> You briefly shake someones conviction with a deep insight into their character or circumstances, causing them to speak without certainty. Until the end of your next turn, any momentum points they score are added to your current social objective instead of to their own.</p>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000011","name":"Romance Use","content":"<blockquote>Court of Stones p.132</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><p><strong>(op)(op) :</strong> The conversation turns to mutual friends or acquaintances. Name a character you and your intended both know. They must tell you what they think of that character, revealing one of that persons advantages or disadvantages.</p><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><p><strong>(op)(op) :</strong> An offhand comment reveals that you and your intended share some common ground: an odd hobby, a favorite actor, or a core belief. Make three suggestions to your intendeds player; they must tell you which one it is. You and your intended may each remove 2 strife.</p><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><p><strong>(op)(op) :</strong> A detail of your appearance catches your intendeds interest. Their player must tell you which of your physical attributes they find most captivating. You and your intended each receive 1 strife, and you each reduce the TN of your next Social skill check by 1.</p><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><p><strong>(op)(op) :</strong> Your interaction is pleasant enough that your intended, not you, suggests another meeting within the next day or two. They offer you several options for the next time you and they spend personal time together; choose whichever you like the best, and dont be late.</p><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><p><strong>(op)(op)(op) :</strong> Due to circumstances beyond your control—a gust of wind or an earth tremor, perhaps—you and your intended find yourselves unexpectedly aware of one another! Your intended decides what kind of contact it was, from a fateful meeting of the eyes to a brush of your hands against one another as you both reach for a dropped scroll. They also decide how they react, although they will not blame you for anything untoward (after all, it wasnt your fault).</p>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000012","name":"Espionage Use","content":"<blockquote>Court of Stones p.133</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><p><strong>(op)+ :</strong> Your subtlety allows you to step out of sight of people, whether by hiding in a crowd or within convenient terrain. Designate a number of Minion NPCs equal to (op) spent this way or a single Adversary NPC with vigilance lower than or equal to spent this way. Those characters lose sight of you (and do not notice your absence unless actively looking for you).</p><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><p><strong>(op)+ :</strong> You locate an excellent hiding place, either a place where no one questions your cover identity or a concealed location no one checks. While hiding in this location, you reduce the TN of your checks to avoid notice by (op) spent this way.</p><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><p><strong>(op)(op)(op) :</strong> A stray motion of yours catches the attention of a person or creature—but unexpectedly, they are sympathetic or helpful to you when they notice you. Who are they, and how do they offer to help? Do they think you are someone youre not?</p><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><p><strong>(op) :</strong> You observe a clue or hint that indicates to you that information about your target or goal might also be found elsewhere. The GM reveals another viable avenue for espionage on the same subject, unrelated to your current operation.</p><br><br><h2>(Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><p><strong>(op) :</strong> Your understanding of stealth clues you in on the possibility that you are not the first spy to pass this way. The GM reveals whether another spy has traversed your location and, if so, what trace they unwittingly left behind.</p>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000013","name":"Mass Battles Use","content":"<blockquote>Fields of Victory p.138</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><ul><li><strong>(op)+ :</strong> Choose an allied leader other than yourself. Reduce the TN of that leaders next check for a Scheme action by 1 per (op) spent this way. This persists until the end of the scene.</li><li><strong>(op)(op) :</strong> Choose a leader in a fortification. That leaders cohort loses the benefits of the fortification until the beginning of your next turn.</li></ul><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><ul><li><strong>(op)+ :</strong> Remove 1 panic from your army per (op) spent this way.</li><li><strong>(op)(op) :</strong> Choose an allied leader other than yourself. That leaders cohort cannot be targeted by Attack actions until the beginning of your next turn.</li></ul><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><ul><li><strong>(op)+ :</strong> The enemy army suffers 1 panic per (op) spent this way.</li><li><strong>(op)+ :</strong> When performing an Attack action against the cohort of an enemy leader with vigilance lower than or equal to (op) spent this way, after its effects are resolved, inflict a critical strike with severity equal to the deadliness of one of your weapons on that leader.</li></ul><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><ul><li><strong>(op)+ :</strong> Choose an allied leader other than yourself. Reduce the TN of that leaders next check for a Movement action by 1 per (op) spent this way.</li><li><strong>(op)(op) :</strong> Choose an enemy leader. That leaders cohort cannot perform Movement actions until the beginning of your next turn.</li></ul><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><ul><li><strong>(op)+ :</strong> Your army and each enemy army suffer 2 attrition per (op) spent this way. </li><li><strong>(op)(op) :</strong> When you perform a Support action, after its effects are resolved, you may immediately perform a Challenge action targeting an enemy cohorts leader.</li><li><strong>(op)(op) :</strong> Increase the armys strength and discipline by 3. This persists until the end of the scene.</li></ul>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000014","name":"Contested Territory Use","content":"<blockquote>Fields of Victory p.139</blockquote><br><h2>(air) Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)</h2><ul><li><strong>(op) :</strong> You discern subtle signs of incoming trouble and can take steps to avoid it. The next time you enter a conflict scene this session, you may add a kept die showing (op) to your Initiative check.</li><li><strong>(op)(op) or (op)(op)(op) :</strong> You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this game session, after Initiative has been determined, choose one character in the scene. On that characters next check, they must reroll all results containing (su) symbols.</li></ul><br><br><h2>(earth) Earth (Caution, Calm, Thoroughness, Memory, Defense)</h2><ul><li><strong>(op) :</strong> Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.</li><li><strong>(op) :</strong> You hold fast to the thought of home while in distant locales and dangerous situations. You may remove 1 strife for each condition you are currently suffering.</li></ul><br><br><h2>(fire) Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)</h2><ul><li><strong>(op)(op) :</strong> A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).</li><li><strong>(op)+ :</strong> As you incite your allies to great fervor, any number of them may remove 1 strife for each (op) you spend. For each character affected, you receive 1 strife as you let your passion overtake you.</li></ul><br><br><h2>(water) Water (Efficiency, Flexibility, Friendliness, Environmental awareness)</h2><ul><li><strong>(op)(op)+ :</strong> Your charm wins over even enemies. For each (op) (op) spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context, it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it wont stop bloodshed altogether once blades have been drawn.</li><li><strong>(op)(op) :</strong> With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.</li></ul><br><br><h2>(void) Void (Instinct, Inscrutability, Mystery, the Supernatural)</h2><ul><li><strong>(op)+ :</strong> In all things, one can find balance, even in a duel of words or blades. You and a hostile character of the GMs choice in the same scene each recover 2 strife for each (op) spent in this way.</li><li><strong>(op)(op) :</strong> You find serenity amid adversity. You discover a neutral meeting place, protective legal precedent, or similar safe haven applicable to your situation.</li></ul>","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}

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{"_id":"L5RCoreTer000001","name":"Dangerous","content":"<blockquote>Core Rulebook p.267</blockquote>","img":"icons/svg/trap.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000002","name":"Defiled","content":"<blockquote>Core Rulebook p.267</blockquote>","img":"icons/svg/ruins.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000003","name":"Entangling","content":"<blockquote>Core Rulebook p.267</blockquote>","img":"icons/svg/lightning.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000004","name":"Hallowed (One or More Elements)","content":"<blockquote>Core Rulebook p.267</blockquote>","img":"icons/svg/oak.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000005","name":"Imbalanced (One or More Elements)","content":"<blockquote>Core Rulebook p.267</blockquote>","img":"icons/svg/stoned.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000006","name":"Obscuring","content":"<blockquote>Core Rulebook p.267</blockquote>","img":"icons/svg/cowled.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000007","name":"Confining","content":"<blockquote>Fields of Victory p.122</blockquote>","img":"icons/svg/stone-path.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000008","name":"Elevated","content":"<blockquote>Fields of Victory p.122</blockquote>","img":"icons/svg/up.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000009","name":"Open","content":"<blockquote>Fields of Victory p.122</blockquote>","img":"icons/svg/mountain.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000010","name":"Recessed","content":"<blockquote>Fields of Victory p.122</blockquote>","img":"icons/svg/down.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreTer000011","name":"Imbalanced (One or More Elements) Variant","content":"<blockquote>Writ of the Wild p.139</blockquote>","img":"icons/svg/stoned.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}

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{"_id":"akSnaBrDnz8ZAVHR","name":"Draw 5 Japanese names (village)","type":"script","author":"Rv52pj6itbOX14wX","img":"icons/environment/settlement/ldoge.webp","scope":"global","command":"game.l5r5e.HelpersL5r5e.drawManyFromPack(\"l5r5e.core-name-tables\", \"L5RCoreTblJpNamV\", 5);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}
{"_id":"avRx8SlktnoCzQQu","name":"Draw 5 Ivory Kingdoms names","type":"script","author":"Rv52pj6itbOX14wX","img":"systems/l5r5e/assets/icons/actors/character.svg","scope":"global","command":"game.l5r5e.HelpersL5r5e.drawManyFromPack(\"l5r5e.core-name-tables\", \"aTVXI5Y5t7cBfyUE\", 5);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}
{"_id":"bm7cokBEhIvelmYt","name":"Draw 5 Qamarist names","type":"script","author":"Rv52pj6itbOX14wX","img":"systems/l5r5e/assets/icons/actors/character.svg","scope":"global","command":"game.l5r5e.HelpersL5r5e.drawManyFromPack(\"l5r5e.core-name-tables\", \"bXaEmt72GLUeoyzz\", 5);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}
{"_id":"cHV4W2eAk96bj1MC","name":"Draw 5 Rokugani names","type":"script","author":"Rv52pj6itbOX14wX","img":"systems/l5r5e/assets/icons/actors/character.svg","scope":"global","command":"game.l5r5e.HelpersL5r5e.drawManyFromPack(\"l5r5e.core-name-tables\", \"cgjfjbHmQuNV668k\", 5);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}
{"_id":"dz61B4h3iJwOC0Ob","name":"Draw 5 Ujik names","type":"script","author":"Rv52pj6itbOX14wX","img":"systems/l5r5e/assets/icons/actors/character.svg","scope":"global","command":"game.l5r5e.HelpersL5r5e.drawManyFromPack(\"l5r5e.core-name-tables\", \"d9lU98NE8G2YuN48\", 5);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}
{"_id":"ed0HRLOWSKm6YTUS","name":"Draw 5 Japanese names (male)","type":"script","author":"Rv52pj6itbOX14wX","img":"systems/l5r5e/assets/icons/actors/traditional-japanese-man.svg","scope":"global","command":"game.l5r5e.HelpersL5r5e.drawManyFromPack(\"l5r5e.core-name-tables\", \"L5RCoreTblJpNamM\", 5);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}
{"_id":"fk2naBrDnz8ZAVHR","name":"Draw 5 Japanese names (female)","type":"script","author":"Rv52pj6itbOX14wX","img":"systems/l5r5e/assets/icons/actors/traditional-japanese-woman.svg","scope":"global","command":"game.l5r5e.HelpersL5r5e.drawManyFromPack(\"l5r5e.core-name-tables\", \"L5RCoreTblJpNamF\", 5);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}
{"_id":"ggs1eiqkfVWlm5JM","name":"Draw Names Dialog","type":"script","author":"Rv52pj6itbOX14wX","img":"systems/l5r5e/assets/icons/actors/army.svg","scope":"global","command":"const pack = \"l5r5e.core-name-tables\";\nconst comp = await game.packs.get(pack);\nif (!comp) { console.log(`L5R5E | Macro | Pack not found[${pack}]`); return; }\nawait comp.getDocuments();\n\nlet radioTablesHtml = \"\";\ncomp.index.forEach(obj => { radioTablesHtml += `<label><input type=\"radio\" id=\"${obj._id}\" name=\"tableName\" value=\"${obj.name}\" ${radioTablesHtml === \"\" ? 'checked' : ''}> ${obj.name}</label>`; });\n\nnew Dialog({\n title: \"L5R5E Draw Names\",\n content: `\n <form class=\"noflex\" autocomplete=\"off\">\n <div class=\"form-group\">\n <label>${game.i18n.localize('DOCUMENT.RollTable')}:</label>\n <div class=\"form-fields\" style=\"flex-direction: column;align-items: flex-start\">\n ${radioTablesHtml}\n </div>\n </div>\n <hr>\n <div class=\"form-group\">\n <label><i class=\"d6\"></i> ${game.i18n.localize('l5r5e.sheets.quantity')}:</label>\n <div class=\"form-fields\">\n <input type=\"number\" name=\"drawNumber\" value=\"5\" min=\"0\" max=\"99\"/>\n </div>\n </div>\n </form>\n `,\n buttons: {\n no: {\n icon: \"<i class='fas fa-times'></i>\",\n label: game.i18n.localize('Cancel')\n },\n yes: {\n icon: \"<i class='fas fa-check'></i>\",\n label: game.i18n.localize('TABLE.Roll'),\n callback: (html) => {\n const tableName = html.find('input[name=\"tableName\"]:checked')[0]?.value || null;\n const drawNumber = html.find('input[name=\"drawNumber\"]')[0]?.value || null;\n if (!tableName || !drawNumber || drawNumber < 1) {return;}\n game.l5r5e.HelpersL5r5e.drawManyFromPack(pack, tableName, drawNumber);\n }\n },\n },\n default: \"no\"\n}).render(true);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}
{"_id":"hpfDGUS48dA2pkUB","name":"Open Character Sheet (linked actor)","type":"script","author":"Rv52pj6itbOX14wX","img":"systems/l5r5e/assets/icons/actors/character.svg","scope":"global","command":"game.user.character?.sheet.render(true);","folder":null,"sort":0,"permission":{"default":0},"flags":{}}

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{"_id":"L5RCoreAdv000001","name":"Bentens Curse","permission":{"default":0},"type":"peculiarity","data":{"in_curriculum":false,"xp_used":0,"rank":0,"bought_at_rank":0,"ring":"air","peculiarity_type":"adversity","types":"Interpersonal, Spiritual","description":"","source_reference":{"source":"core_rulebook","page":"116"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/peculiarity.svg","effects":[]}
{"_id":"L5RCoreAdv000002","name":"Bishamons Curse","permission":{"default":0},"type":"peculiarity","data":{"in_curriculum":false,"xp_used":0,"rank":0,"bought_at_rank":0,"ring":"water","peculiarity_type":"adversity","types":"Physical, Spiritual","description":"","source_reference":{"source":"core_rulebook","page":"117"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/peculiarity.svg","effects":[]}
{"_id":"L5RCoreAdv000003","name":"Bitter Betrothal","permission":{"default":0},"type":"peculiarity","data":{"in_curriculum":false,"xp_used":0,"rank":0,"bought_at_rank":0,"ring":"water","peculiarity_type":"adversity","types":"Interpersonal","description":"","source_reference":{"source":"core_rulebook","page":"117"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/peculiarity.svg","effects":[]}
{"_id":"L5RCoreAdv000004","name":"Blackmailed by [Characters Name]","permission":{"default":0},"type":"peculiarity","data":{"in_curriculum":false,"xp_used":0,"rank":0,"bought_at_rank":0,"ring":"air","peculiarity_type":"adversity","types":"Interpersonal","description":"","source_reference":{"source":"core_rulebook","page":"117"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/peculiarity.svg","effects":[]}
{"_id":"L5RCoreAdv000005","name":"Blindness","permission":{"default":0},"type":"peculiarity","data":{"in_curriculum":false,"xp_used":0,"rank":0,"bought_at_rank":0,"ring":"water","peculiarity_type":"adversity","types":"Physical, Scar","description":"","source_reference":{"source":"core_rulebook","page":"118"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/peculiarity.svg","effects":[]}
{"_id":"L5RCoreAdv000006","name":"Bluntness","permission":{"default":0},"type":"peculiarity","data":{"in_curriculum":false,"xp_used":0,"rank":0,"bought_at_rank":0,"ring":"air","peculiarity_type":"adversity","types":"Interpersonal","description":"","source_reference":{"source":"core_rulebook","page":"118"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/peculiarity.svg","effects":[]}
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@@ -1,55 +0,0 @@
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{"_id":"L5RCoreTit000002","name":"Castellan","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"20","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Design</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000020\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000020\">(shuji) Rallying Cry</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000031\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000031\">(shuji) Slippery Maneuvers</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000011\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000011\">(shuji) Touchstone of Courage</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"128"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000003","name":"Covert Agent","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"20","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000005\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000005\">(ninjutsu) Artful Alibi</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000002\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000002\">(shuji) Cadence</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000006\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000006\">(ninjutsu) Cunning Distraction</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000012\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000012\">(ninjutsu) To Float or Sink</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000013\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000013\">(ninjutsu) What's Yours is Mine</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"128"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000004","name":"Dreaded Enforcer","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"40","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td>Skulduggery</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000007\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000007\">(ninjutsu) Deceitful Strike</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000008\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000008\">(ninjutsu) Like a Ghost</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000009\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000009\">(ninjutsu) Silent Elimination</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000011\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000011\">(ninjutsu) Stillness of Death</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"129"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000005","name":"Esteemed Negotiator","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"34","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 13 Earth Shūji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000013\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000013\">(ritual) The Ties that Bind</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000012\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000012\">(ritual) Treaty Signing</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"129"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000006","name":"Kenshinzen","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 15 Close Combat Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 15 Void Shūji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000001\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000001\">(ritual) Tea Ceremony</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"130"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000007","name":"Kyuden Asako Shieldbearer","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"40","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Martial Arts [Melee]</td><td>Skill</td></tr><tr><td>Martial Arts [Ranged]</td><td>Skill</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td>Tactics</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 13 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000004\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000004\">(ritual) Cleansing Rite</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"130"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000008","name":"Master Artisan","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"60","description":"<h2>Curriculum</h2><table><tr><td>Artisan Skills</td><td>Skill Group</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000043\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000043\">(shuji) All Arts Are One</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000011\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000011\">(ritual) Formal Tea Ceremony</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"130"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000009","name":"Winter Court Champion","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"16","description":"<h2>Curriculum</h2><table><tr><td>Artisan Skills</td><td>Skill Group</td></tr><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000003\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000003\">(shuji) Artisans Appraisal</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000011\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000011\">(ritual) Formal Tea Ceremony</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000052\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000052\">(shuji) Fun and Games</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000047\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000047\">(shuji) Offend the Sensibilities</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000050\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000050\">(shuji) Spiteful Loss</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"131"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000010","name":"Seven fold Palace Acolyte","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Trade Skills</td><td>Skill Group</td></tr><tr><td>Aesthetics</td><td>Skill</td></tr><tr><td>Design</td><td>Skill</td></tr><tr><td>Fitness</td><td>Skill</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td>Smithing</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000003\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000003\">(shuji) Artisans Appraisal</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"court_of_stones","page":"131"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000011","name":"The Damned","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"20","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000003\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000003\">(kata) Heartpiercing Strike</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000020\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000020\">(shuji) Rallying Cry</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"shadowlands","page":"128"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000012","name":"Harvester","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"20","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Smithing</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-rituals\">(ritual) Rank 1-2 Rituals</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000002\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000002\">(ninjutsu) Skulk</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"shadowlands","page":"128"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000013","name":"Twenty-Goblin Crab","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"20","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000021\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000021\">(kata) Thunderclap Strike</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000017\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000017\">(shuji) Stonewall Tactics</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"shadowlands","page":"128"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000014","name":"Witch Hunter","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"45","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Skulduggery</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-4 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-rituals\">(ritual) Rank 1-5 Rituals</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000012\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000012\">(shuji) Honest Assessment</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"shadowlands","page":"129"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000015","name":"Advisor","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Commerce</td><td>Skill</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Design</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000018\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000018\">(shuji) Fanning the Flames</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000008\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000008\">(shuji) Feigned Opening</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000017\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000017\">(shuji) Stonewall Tactics</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"249"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000016","name":"Daimyo","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>SKill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Tactics</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000037\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000037\">(shuji) Courtiers Resolve</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000034\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000034\">(shuji) Shallow Waters</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000026\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000026\">(shuji) Stirring the Embers</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"250"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000017","name":"Spy","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td>Skulduggery</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-5 Air Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000034\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000034\">(shuji) Shallow Waters</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000002\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000002\">(ninjutsu) Skulk</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"252"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000018","name":"Gunso","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-4 Kata</a></td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000020\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000020\">(shuji) Rallying Cry</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000026\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000026\">(shuji) Stirring the Embers</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000011\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000011\">(shuji) Touchstone of Courage</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"250"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000019","name":"Clan Magistrate","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"30","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Fitness</td><td>Skill</td></tr><tr><td>Martial Arts [Melee]</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000029\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000029\">(kata) Coiling Serpent Style</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000006\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000006\">(shuji) Prey on the Weak</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000023\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000023\">(shuji) Truth Burns through Lies</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"249"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000020","name":"Monastic Acolyte","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Aesthetics</td><td>Skill</td></tr><tr><td>Composition</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kiho.Item.L5RCoreKih000001\" data-pack=\"l5r5e.core-techniques-kiho\" data-type=\"Item\" data-id=\"L5RCoreKih000001\">(kiho) Cleansing Spirit</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kiho.Item.L5RCoreKih000017\" data-pack=\"l5r5e.core-techniques-kiho\" data-type=\"Item\" data-id=\"L5RCoreKih000017\">(kiho) Ki Protection</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kiho.Item.L5RCoreKih000022\" data-pack=\"l5r5e.core-techniques-kiho\" data-type=\"Item\" data-id=\"L5RCoreKih000022\">(kiho) Still the Elements</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"251"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000021","name":"Priest","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Composition</td><td>Skill</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-rituals\">(ritual) Rank 1-5 Rituals</a></td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000014\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000014\">(shuji) Civility Foremost</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000041\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000041\">(shuji) Rouse the Soul</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"251"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000022","name":"Yojimbo","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000023\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000023\">(kata) Iaijutsu Cut: Crossing Blade</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000022\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000022\">(kata) Iaijutsu Cut: Rising Blade</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000007\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000007\">(kata) Warriors Resolve</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"252"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000023","name":"Yoriki","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Martial Arts [Melee]</td><td>Skill</td></tr><tr><td>Skulduggery</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-3 Kata</a></td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000018\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000018\">(shuji) Fanning the Flames</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000034\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000034\">(shuji) Shallow Waters</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"emerald_empire","page":"253"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000024","name":"Ashigaru","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"20","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000066\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000066\">(kata) Thicket's Embrace Style</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000031\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000031\">(shuji) Slippery Maneuvers</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"131"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000025","name":"Deathseeker","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"8","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Labor</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-3 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000038\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000038\">(shuji) A Samurais Fate</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000086\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000086\">(shuji) Moment of Glory</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"132"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000026","name":"Elemental Guard","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"20","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000027\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000027\">(ritual) Beseech Shiba's Calm</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000008\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000008\">(kata) Tactical Assessment</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000007\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000007\">(kata) Warriors Resolve</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"132"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000027","name":"Elemental Legionnaire","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td>Smithing</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-3 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000076\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000076\">(shuji) Great Anvil's Measure</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000086\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000086\">(shuji) Moment of Glory</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"133"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000028","name":"General","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"50","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-rituals\">(ritual) Rank 1-3 Rituals</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-4 Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"133"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000029","name":"Lion's Pride Warrior","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-3 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000038\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000038\">(shuji) A Samurais Fate</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000085\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000085\">(shuji) Battle of No Escape</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"133"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000030","name":"Master Saboteur","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"40","description":"<h2>Curriculum</h2><table><tr><td>Trade Skills</td><td>Skill Group</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Martial Arts [Unarmed]</td><td>Skill</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-ninjutsu\">(ninjutsu) Rank 1-2 Ninjutsu</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000030\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000030\">(ritual) Imbue Thunder</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000018\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000018\">(ninjutsu) Wreak Havoc</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"134"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000031","name":"Poet of War","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"20","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Composition</td><td>Skill</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-2 Fire Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000072\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000072\">(shuji) Borrowed Courage</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000082\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000082\">(shuji) Coursing March Chant</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"134"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000032","name":"Quartermaster","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Trade Skills</td><td>Skill Group</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Tactics</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-2 Air Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-2 Water Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000075\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000075\">(shuji) Fortress of Necessity</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"135"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000033","name":"Renowned Warrior","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"16","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Performance</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000003\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000003\">(kata) Heartpiercing Strike</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000079\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000079\">(shuji) Righteous Example</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"135"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000034","name":"Spirit Caller","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"38","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td>Performance</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-rituals\">(ritual) Rank 1-2 Rituals</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000010\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000010\">(shuji) Ancestry Unearthed</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000083\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000083\">(shuji) Preserve Strength</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"136"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000035","name":"Sumai Master","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"30","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Martial Arts [Unarmed]</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000026\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000026\">(ritual) Beseech Hida's Might</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000065\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000065\">(kata) Fierce Badger Style</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"136"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000036","name":"Sword Saint","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Martial Arts [Melee]</td><td>Skill</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td>Smithing</td><td>Skill</td></tr><tr><td>Tactics</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-5 Close Combat Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000006\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000006\">(kata) Soul Sunder</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000087\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000087\">(shuji) Victory Without a Sword</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"136"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000037","name":"War College Graduate","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-3 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-3 Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000023\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000023\">(ritual) Beseech Akodo's Judgment</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"fields_of_victory","page":"137"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000038","name":"In Service to a Lord","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000009\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000009\">(shuji) Wolfs Proposal</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000066\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000066\">(shuji) Fluent Bargaining</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"path_of_waves","page":"185"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000039","name":"Perfect Land Sect Member","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Fitness</td><td>Skill</td></tr><tr><td>Labor</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-2 Water Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000070\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000070\">(shuji) Roar of Encouragement</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000020\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000020\">(shuji) Rallying Cry</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"path_of_waves","page":"186"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000040","name":"Ghostlands Warrior","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kiho.Item.L5RCoreKih000003\" data-pack=\"l5r5e.core-techniques-kiho\" data-type=\"Item\" data-id=\"L5RCoreKih000003\">(kiho) Earth Needs No Eyes</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000009\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000009\">(kata) Soaring Slice</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000018\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000018\">(ritual) Cleansing of Coral and Gold (Ivory Kingdoms Region)</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"path_of_waves","page":"186"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000041","name":"Astradhari","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-rituals\">(ritual) Rank 1-3 Rituals</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-mantra.Item.L5RCoreMan000001\" data-pack=\"l5r5e.core-techniques-mantra\" data-type=\"Item\" data-id=\"L5RCoreMan000001\">(mantra) Summon Mantra : [One Implement]</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000011\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000011\">(shuji) Touchstone of Courage</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"path_of_waves","page":"187"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000042","name":"Awakened Soul","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"44","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kiho.Item.L5RCoreKih000038\" data-pack=\"l5r5e.core-techniques-kiho\" data-type=\"Item\" data-id=\"L5RCoreKih000038\">(kiho) Eternal Minds Gate</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000035\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000035\">(ritual) Trance of Lives Past</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"writ_of_the_wild","page":"142"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000043","name":"Forester","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-invocations\">(invocation) Rank 1-2 Earth & Water Invocations</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-3 Shūji</a> (prereq)</td><td>Tech. Grp.</td></tr></table>","source_reference":{"source":"writ_of_the_wild","page":"142"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000044","name":"Temple Abbot","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000004\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000004\">(ritual) Cleansing Rite</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kiho.Item.L5RCoreKih000025\" data-pack=\"l5r5e.core-techniques-kiho\" data-type=\"Item\" data-id=\"L5RCoreKih000025\">(kiho) Rejuvenating Breath</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000011\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000011\">(shuji) Touchstone of Courage</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"writ_of_the_wild","page":"143"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000045","name":"Yōkai Hunter","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"36","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kiho.Item.L5RCoreKih000030\" data-pack=\"l5r5e.core-techniques-kiho\" data-type=\"Item\" data-id=\"L5RCoreKih000030\">(kiho) Blistering Retribution</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000070\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000070\">(kata) Swallows Dart Style</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000071\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000071\">(kata) Tigers Lunge Style</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"writ_of_the_wild","page":"143"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000046","name":"Bond with a spirit","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"25","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Aesthetics</td><td>Skill</td></tr><tr><td>Games</td><td>Skill</td></tr><tr><td>Meditation</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-invocations\">(invocation) Rank 1 Spirit's Elements Invocations</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000002\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000002\">(ritual) Commune with the Spirits</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000022\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000022\">(ritual) Blessing of Fertile Fields</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"celestial_realms","page":"140"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000047","name":"Moon cultist","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"30","description":"<h2>Curriculum</h2><table><tr><td>Scholar Skills</td><td>Skill Group</td></tr><tr><td>Composition</td><td>Skill</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Fitness</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-invocations\">(invocation) Rank 1-2 Water Invocations</a></td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-invocations.Item.L5RCoreInv000052\" data-pack=\"l5r5e.core-techniques-invocations\" data-type=\"Item\" data-id=\"L5RCoreInv000052\">(invocation) Hands of the Tides</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000010\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000010\">(ritual) Whispers to the Moon (Moon Cultist)</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"celestial_realms","page":"140"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000048","name":"Spirits hunter","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"12","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-rituals\">(ritual) Rank 1 Rituals</a> (prereq)</td><td>Tech. Grp.</td></tr></table>","source_reference":{"source":"deathly_turns","page":"21"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000049","name":"Animal Handler","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Trade Skills</td><td>Skill Group</td></tr><tr><td>Martial Arts [Unarmed]</td><td>Skill</td></tr><tr><td>Medicine</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000096\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000096\">(shuji) Call to Ride</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000095\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000095\">(shuji) Incite Wrath</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000011\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000011\">(shuji) Touchstone of Courage</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"children_of_the_five_winds","page":"134"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000050","name":"Doomhunter","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"28","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Skulduggery</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-rituals\">(ritual) Rank 1-2 Rituals</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-ninjutsu.Item.L5RCoreNin000002\" data-pack=\"l5r5e.core-techniques-ninjutsu\" data-type=\"Item\" data-id=\"L5RCoreNin000002\">(ninjutsu) Skulk</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000006\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000006\">(kata) Soul Sunder</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"children_of_the_five_winds","page":"134"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000051","name":"Imperial Peacekeeper","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"18","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Courtesy</td><td>Skill</td></tr><tr><td>Command</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1-2 Earth Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000037\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000037\">(ritual) Cultural Exchange</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000016\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000016\">(shuji) Pillar of Calm</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"children_of_the_five_winds","page":"135"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000052","name":"Interpreter","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"12","description":"<h2>Curriculum</h2><table><tr><td>Social Skills</td><td>Skill Group</td></tr><tr><td>Composition</td><td>Skill</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-shuji\">(shuji) Rank 1 Shuji</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000037\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000037\">(ritual) Cultural Exchange</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000041\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000041\">(ritual) Traveler's Experience</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"children_of_the_five_winds","page":"135"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000053","name":"Scarlet Banners Ranger","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"24","description":"<h2>Curriculum</h2><table><tr><td>Martial Skills</td><td>Skill Group</td></tr><tr><td>Trade Skills</td><td>Skill Group</td></tr><tr><td>Government</td><td>Skill</td></tr><tr><td>Sentiment</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-kata\">(kata) Rank 1-2 Kata</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-shuji.Item.L5RCoreShu000089\" data-pack=\"l5r5e.core-techniques-shuji\" data-type=\"Item\" data-id=\"L5RCoreShu000089\">(shuji) Cunning Omission</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-kata.Item.L5RCoreKat000090\" data-pack=\"l5r5e.core-techniques-kata\" data-type=\"Item\" data-id=\"L5RCoreKat000090\">(kata) Thunderbolt Style</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"children_of_the_five_winds","page":"136"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
{"_id":"L5RCoreTit000054","name":"Student of Names","permission":{"default":0},"type":"title","data":{"in_curriculum":false,"xp_used":0,"rank":1,"bought_at_rank":0,"ring":"void","xp_cost":"12","description":"<h2>Curriculum</h2><table><tr><td>Command</td><td>Skill</td></tr><tr><td>Culture</td><td>Skill</td></tr><tr><td>Survival</td><td>Skill</td></tr><tr><td>Theology</td><td>Skill</td></tr><tr><td><a class=\"compendium-link\" data-pack=\"l5r5e.core-techniques-invocations\">(invocation) Rank 1-2 Invocations</a> (prereq)</td><td>Tech. Grp.</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000040\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000040\">(ritual) Spiritual Survey</a> (prereq)</td><td>Technique</td></tr><tr><td><a class=\"entity-link content-link\" draggable=\"true\" data-link=\"\" data-uuid=\"Compendium.l5r5e.core-techniques-rituals.Item.L5RCoreRit000005\" data-pack=\"l5r5e.core-techniques-rituals\" data-type=\"Item\" data-id=\"L5RCoreRit000005\">(ritual) Threshold Barrier</a> (prereq)</td><td>Technique</td></tr></table>","source_reference":{"source":"children_of_the_five_winds","page":"136"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/items/title.svg","effects":[]}
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View File

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{"_id":"L5RCoreWea000106","name":"The blade with no name: Ancestral sword of the Dragon [Blessed Treasure]","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"10","zeni":"0","properties":[{"id":"L5RCorePro000014","name":"Sacred"}],"category":"Swords","skill":"melee","readied":false,"range":"","damage":"","deadliness":"","grip_1":"","grip_2":"","description":"","source_reference":{"source":"celestial_realms","page":"100"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/katana.svg","effects":[]}
{"_id":"L5RCoreWea000107","name":"Catalpa Bow","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"7","zeni":"25 koku","properties":[{"id":"L5RCorePro000002","name":"Ceremonial"},{"id":"L5RCorePro000014","name":"Sacred"}],"category":"Bows","skill":"ranged","readied":false,"range":"2-5","damage":"5","deadliness":"3","grip_1":"N/A","grip_2":"","description":"","source_reference":{"source":"children_of_the_five_winds","page":"99"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/bow.svg","effects":[]}
{"_id":"L5RCoreWea000108","name":"Charging Lance","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"6","zeni":"7 koku","properties":[{"id":"L5RCorePro000006","name":"Cumbersome"},{"id":"L5RCorePro000011","name":"Wargear"}],"category":"Polearms","skill":"melee","readied":false,"range":"1-2","damage":"4","deadliness":"3","grip_1":"N/A","grip_2":"-, (after a Move action on horseback): Damage +3, Deadliness 7, gain the Hewing item quality","description":"","source_reference":{"source":"children_of_the_five_winds","page":"99"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/bo.svg","effects":[]}
{"_id":"L5RCoreWea000109","name":"Fire Lance","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"9","zeni":"40 koku","properties":[{"id":"L5RCorePro000006","name":"Cumbersome"},{"id":"L5RCorePro000013","name":"Prepare"},{"id":"L5RCorePro000011","name":"Wargear"}],"category":"Polearms","skill":"melee","readied":false,"range":"1-2","damage":"4","deadliness":"3","grip_1":"N/A","grip_2":"-, (firework launch): Martial Arts[Ranged] Range 3-5 Damage +3 Deadliness 9","description":"","source_reference":{"source":"children_of_the_five_winds","page":"99"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/bo.svg","effects":[]}
{"_id":"L5RCoreWea000110","name":"Ganzu Ring Ax","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"9","zeni":"35 koku","properties":[{"id":"L5RCorePro000006","name":"Cumbersome"},{"id":"L5RCorePro000038","name":"Hewing"},{"id":"L5RCorePro000011","name":"Wargear"}],"category":"Axes","skill":"melee","readied":false,"range":"1-2","damage":"4","deadliness":"7","grip_1":"N/A","grip_2":"","description":"","source_reference":{"source":"children_of_the_five_winds","page":"99"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/axe.svg","effects":[]}
{"_id":"L5RCoreWea000111","name":"Katar (Punch Dagger)","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"9","zeni":"10 koku","properties":[{"id":"L5RCorePro000038","name":"Hewing"},{"id":"L5RCorePro000001","name":"Razor-Edged"}],"category":"Hand Weapons","skill":"melee","readied":false,"range":"0-1","damage":"3","deadliness":"5","grip_1":"","grip_2":"N/A","description":"","source_reference":{"source":"children_of_the_five_winds","page":"99"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/bo.svg","effects":[]}
{"_id":"L5RCoreWea000112","name":"Repeating Crossbow","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"8","zeni":"50 koku","properties":[{"id":"L5RCorePro000006","name":"Cumbersome"}],"category":"Crossbows","skill":"ranged","readied":false,"range":"2-4","damage":"5","deadliness":"3","grip_1":"N/A","grip_2":"","description":"","source_reference":{"source":"children_of_the_five_winds","page":"101"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/crossbow.svg","effects":[]}
{"_id":"L5RCoreWea000113","name":"Saddle Cutter","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"8","zeni":"15 koku","properties":[{"id":"L5RCorePro000006","name":"Cumbersome"},{"id":"L5RCorePro000011","name":"Wargear"}],"category":"Polearms","skill":"melee","readied":false,"range":"0-1","damage":"4","deadliness":"6","grip_1":"","grip_2":"","description":"","source_reference":{"source":"children_of_the_five_winds","page":"101"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/knife.svg","effects":[]}
{"_id":"L5RCoreWea000114","name":"Ide Parasol Shield","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"9","zeni":"8 koku","properties":[{"id":"L5RCorePro000005","name":"Concealable"},{"id":"L5RCorePro000006","name":"Cumbersome"}],"category":"Shields","skill":"melee","readied":false,"range":"","damage":"2","deadliness":"3","grip_1":"","grip_2":"","description":"","source_reference":{"source":"children_of_the_five_winds","page":"101"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/unarmed.svg","effects":[]}
{"_id":"L5RCoreWea000115","name":"Standing Shield","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"8","zeni":"12 koku","properties":[{"id":"L5RCorePro000006","name":"Cumbersome"},{"id":"L5RCorePro000015","name":"Durable"}],"category":"Shields","skill":"melee","readied":false,"range":"","damage":"2","deadliness":"2","grip_1":"","grip_2":"","description":"","source_reference":{"source":"children_of_the_five_winds","page":"101"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/unarmed.svg","effects":[]}
{"_id":"L5RCoreWea000116","name":"The Ancestral Sword of the Fox [Blessed Treasure]","permission":{"default":0},"type":"weapon","data":{"equipped":false,"quantity":1,"weight":"1","rarity":"10","zeni":"0","properties":[{"id":"L5RCorePro000002","name":"Ceremonial"},{"id":"L5RCorePro000006","name":"Cumbersome"},{"id":"L5RCorePro000015","name":"Durable"},{"id":"L5RCorePro000001","name":"Razor-Edged"},{"id":"L5RCorePro000014","name":"Sacred"}],"category":"Swords","skill":"melee","readied":false,"range":"1","damage":"5","deadliness":"7","grip_1":"","grip_2":"Deadliness 8","description":"","source_reference":{"source":"children_of_the_five_winds","page":"105"}},"sort":100001,"flags":{},"img":"systems/l5r5e/assets/icons/weapons/katana.svg","effects":[]}

View File

@@ -56,22 +56,6 @@ export class ActorL5r5e extends Actor {
);
break;
case "army":
foundry.utils.mergeObject(
docData.prototypeToken,
{
actorLink: true,
disposition: 0, // neutral
bar1: {
attribute: "battle_readiness.casualties_strength",
},
bar2: {
attribute: "battle_readiness.panic_discipline",
},
},
{ overwrite: false }
);
break;
}
await super.create(docData, options);
}

View File

@@ -1,330 +0,0 @@
import { BaseSheetL5r5e } from "./base-sheet.js";
/**
* Sheet for Army "actor"
*/
export class ArmySheetL5r5e extends BaseSheetL5r5e {
/**
* Commons options
*/
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "actor", "army"],
template: CONFIG.l5r5e.paths.templates + "actors/army-sheet.html",
width: 600,
height: 800,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "army" }],
});
}
/** @override */
constructor(options = {}) {
super(options);
this._initialize();
}
/**
* Initialize once
* @private
*/
_initialize() {
const data = this.object.system;
// update linked actor datas
if (data.commander_actor_id) {
const commander = game.actors.get(data.commander_actor_id);
if (commander) {
this._updateLinkedActorData("commander", commander, true);
} else {
this._removeLinkedActorData("commander");
}
}
if (data.warlord_actor_id) {
const warlord = game.actors.get(data.warlord_actor_id);
if (warlord) {
this._updateLinkedActorData("warlord", warlord, true);
} else {
this._removeLinkedActorData("warlord");
}
}
}
/**
* Create drag-and-drop workflow handlers for this Application
* @return An array of DragDrop handlers
*/
_createDragDropHandlers() {
return [
new foundry.applications.ux.DragDrop.implementation({
dropSelector: ".warlord",
callbacks: { drop: this._onDropActors.bind(this, "warlord") },
}),
new foundry.applications.ux.DragDrop.implementation({
dropSelector: ".commander",
callbacks: { drop: this._onDropActors.bind(this, "commander") },
}),
new foundry.applications.ux.DragDrop.implementation({
dropSelector: null,
callbacks: { drop: this._onDrop.bind(this) },
}),
];
}
/**
* Activate a named TinyMCE text editor
* @param {string} name The named data field which the editor modifies.
* @param {object} options TinyMCE initialization options passed to TextEditor.create
* @param {string} initialContent Initial text content for the editor area.
* @override
*/
activateEditor(name, options = {}, initialContent = "") {
// Symbols Compatibility with old compendium modules (PRE l5r v1.7.2)
if (
["system.army_abilities", "system.supplies_logistics", "system.past_battles"].includes(name) &&
initialContent
) {
initialContent = game.l5r5e.HelpersL5r5e.convertSymbols(initialContent, false);
}
return super.activateEditor(name, options, initialContent);
}
/**
* Subscribe to events from the sheet.
* @param {jQuery} html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable) {
return;
}
// Casualties/Panic +/-
html.find(".addsub-control").on("click", this._modifyCasualtiesOrPanic.bind(this));
if (this.actor.system.soft_locked) {
return;
}
// Delete the linked Actor (warlord/commander)
html.find(".actor-remove-control").on("click", this._removeLinkedActor.bind(this));
}
/** @inheritdoc */
async getData(options = {}) {
const sheetData = await super.getData(options);
// Split Items by types
sheetData.data.splitItemsList = this._splitItems(sheetData);
// Editors enrichment
for (const name of ["army_abilities", "supplies_logistics", "past_battles"]) {
sheetData.data.enrichedHtml[name] = await foundry.applications.ux.TextEditor.implementation.enrichHTML(sheetData.data.system[name], {
async: true,
});
}
return sheetData;
}
/**
* Split Items by types for better readability
* @private
*/
_splitItems(sheetData) {
const out = {
army_cohort: [],
army_fortification: [],
};
sheetData.items.forEach((item) => {
if (["army_cohort", "army_fortification"].includes(item.type)) {
out[item.type].push(item);
}
});
return out;
}
/**
* Handle dropped Item data on the Actor sheet (cohort, fortification)
* @param {DragEvent} event
*/
async _onDrop(event) {
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable || this.actor.system.soft_locked) {
return;
}
const item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
if (!item || item.documentName !== "Item" || !["army_cohort", "army_fortification"].includes(item.type)) {
// actor dual trigger...
if (item?.documentName !== "Actor") {
console.warn("L5R5E | AS | Characters items are not allowed", item?.type, item);
}
return;
}
// Can add the item - Foundry override cause props
const allowed = Hooks.call("dropActorSheetData", this.actor, this, item);
if (allowed === false) {
return;
}
let itemData = item.toObject(true);
// Finally, create the embed
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
/**
* Handle dropped Actor data on the Actor sheet
* @param {string} type warlord|commander|item
* @param {DragEvent} event
*/
async _onDropActors(type, event) {
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable || this.actor.system.soft_locked) {
return;
}
const droppedActor = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
return this._updateLinkedActorData(type, droppedActor, false);
}
/**
* Remove the linked actor (commander/warlord)
* @param {Event} event
* @return {Promise<void>}
* @private
*/
async _removeLinkedActor(event) {
event.preventDefault();
event.stopPropagation();
const id = $(event.currentTarget).data("actor-id");
const type = $(event.currentTarget).data("type");
if (!id || !type) {
return;
}
return this._removeLinkedActorData(type);
}
/**
* Update actor datas for this army sheet
* @param {string} type commander|warlord
* @param {ActorL5r5e} actor actor object
* @param {boolean} isInit If it's initialization process
* @return {Promise<abstract.Document>}
* @private
*/
async _updateLinkedActorData(type, actor, isInit = false) {
if (!actor || actor.documentName !== "Actor" || !actor.isCharacterType) {
console.warn("L5R5E | AS | Wrong actor type", actor?.type, actor);
return;
}
const actorPath = `${CONFIG.l5r5e.paths.assets}icons/actors/`;
const actorData = {};
switch (type) {
case "commander":
actorData["system.commander"] = actor.name;
actorData["system.commander_actor_id"] = actor._id;
actorData["system.commander_standing.honor"] = actor.system.social.honor;
actorData["system.commander_standing.glory"] = actor.system.social.glory;
actorData["system.commander_standing.status"] = actor.system.social.status;
// Replace the image by commander's image
if (
!isInit &&
this.actor.img !== actor.img &&
![`${actorPath}character.svg`, `${actorPath}npc.svg`].includes(actor.img)
) {
actorData["img"] = actor.img;
actorData["prototypeToken.texture.src"] = actor.prototypeToken.texture.src;
}
break;
case "warlord":
actorData["system.warlord"] = actor.name;
actorData["system.warlord_actor_id"] = actor._id;
break;
default:
console.warn("L5R5E | AS | Unknown type", type);
return;
}
return this.actor.update(actorData);
}
/**
* Clean ActorId for army sheet
* @param {string} type commander|warlord
* @return {Promise<abstract.Document>}
* @private
*/
async _removeLinkedActorData(type) {
const actorData = {};
switch (type) {
case "commander":
actorData.commander_actor_id = null;
break;
case "warlord":
actorData.warlord_actor_id = null;
break;
default:
console.warn("L5R5E | AS | Unknown type", type);
return;
}
return this.actor.update({ system: actorData });
}
/**
* Add or Subtract Casualties/Panic (+/- buttons)
* @param {Event} event
* @private
*/
async _modifyCasualtiesOrPanic(event) {
event.preventDefault();
event.stopPropagation();
const elmt = $(event.currentTarget);
const type = elmt.data("type");
let mod = elmt.data("value");
if (!mod) {
return;
}
switch (type) {
case "casualties":
await this.actor.update({
system: {
battle_readiness: {
casualties_strength: {
value: Math.max(0, this.actor.system.battle_readiness.casualties_strength.value + mod),
},
},
},
});
break;
case "panic":
await this.actor.update({
system: {
battle_readiness: {
panic_discipline: {
value: Math.max(0, this.actor.system.battle_readiness.panic_discipline.value + mod),
},
},
},
});
break;
default:
console.warn("L5R5E | AS | Unsupported type", type);
break;
}
}
}

View File

@@ -212,9 +212,10 @@ export class BaseCharacterSheetL5r5e extends BaseSheetL5r5e {
switch (itemData.type) {
case "army_cohort":
case "army_fortification":
console.warn("L5R5E | BCS | Army items are not allowed", item?.type, item);
// Army item types removed — skip silently
return;
case "advancement":
// Specific advancements, remove 1 to selected ring/skill
await this.actor.addBonus(item);
@@ -624,6 +625,36 @@ export class BaseCharacterSheetL5r5e extends BaseSheetL5r5e {
});
break;
case "honor":
await this.actor.update({
system: {
social: {
honor: Math.max(0, this.actor.system.social.honor + mod),
},
},
});
break;
case "glory":
await this.actor.update({
system: {
social: {
glory: Math.max(0, this.actor.system.social.glory + mod),
},
},
});
break;
case "status":
await this.actor.update({
system: {
social: {
status: Math.max(0, this.actor.system.social.status + mod),
},
},
});
break;
default:
console.warn("L5R5E | BCS | Unsupported type", type);
break;

View File

@@ -320,7 +320,7 @@ export class CharacterGenerator {
}
// Img (only if system defaults)
const folder = "systems/l5r5e/assets/icons/actors";
const folder = "systems/l5rx-chiaroscuro/assets/icons/actors";
const newImg = [
`${folder}/npc.svg`,
`${folder}/traditional-japanese-man.svg`,

View File

@@ -47,8 +47,12 @@ export class CharacterSheetL5r5e extends BaseCharacterSheetL5r5e {
// Min rank = 1
this.actor.system.identity.school_rank = Math.max(1, this.actor.system.identity.school_rank);
// Split Money
sheetData.data.system.money = this._zeniToMoney(this.actor.system.zeni);
// Money — read separate fields directly (koku/bu/zeni stored independently)
sheetData.data.system.money = {
koku: this.actor.system.koku ?? 0,
bu: this.actor.system.bu ?? 0,
zeni: this.actor.system.zeni ?? 0,
};
// Split school advancements by rank, and calculate xp spent and add it to total
this._prepareSchoolAdvancement(sheetData);
@@ -56,11 +60,66 @@ export class CharacterSheetL5r5e extends BaseCharacterSheetL5r5e {
// Split Others advancements, and calculate xp spent and add it to total
this._prepareOthersAdvancement(sheetData);
// Update spent_xp to actor
this.actor.system.xp_spent = sheetData.data.system.xp_spent;
// Total
sheetData.data.system.xp_saved = Math.floor(
parseInt(sheetData.data.system.xp_total) - parseInt(sheetData.data.system.xp_spent)
);
// Chiaroscuro: Skill ranks list for <select>
sheetData.data.skillRanksList = Object.keys(CONFIG.l5r5e.skillRanks).map((id) => ({
id,
label: game.i18n.localize(`chiaroscuro.skill_ranks.${id}`),
}));
// Chiaroscuro: Normalize skill values 0 (number) → "0" (string) for selectOptions matching
for (const category of Object.values(sheetData.data.system.skills)) {
for (const [key, value] of Object.entries(category)) {
if (value === 0) category[key] = "0";
}
}
// Chiaroscuro: Aspects gauge data
const aspectsData = sheetData.data.system.aspects?.aspects ?? {};
const gauge = aspectsData.gauge ?? 0;
sheetData.data.aspectsData = {
solar: aspectsData.solar ?? 0,
lunar: aspectsData.lunar ?? 0,
gauge,
gaugePercent: ((gauge + 10) / 20) * 100,
gaugeColor: gauge > 0 ? "#d4a855" : gauge < 0 ? "#5588aa" : "#888888",
};
// Chiaroscuro: État items active on the character
sheetData.data.etatItems = sheetData.items.filter((i) => i.type === "etat");
// Chiaroscuro: Invocations split by type (from splitTechniquesList)
const invocations = sheetData.data.splitTechniquesList["mot_invocation"] ?? [];
sheetData.data.splitInvocationsList = {
general: invocations.filter((t) => !t.system.invocation_type || t.system.invocation_type === "general"),
neutre: invocations.filter((t) => t.system.invocation_type === "neutre"),
precis: invocations.filter((t) => t.system.invocation_type === "precis"),
};
// Chiaroscuro: Arcane items
sheetData.data.arcaneItems = sheetData.items.filter((i) => i.type === "arcane");
// Chiaroscuro: Mystere items
sheetData.data.mystereItems = sheetData.items.filter((i) => i.type === "mystere");
// Chiaroscuro: Identity tabs enriched HTML
sheetData.data.enrichedHtml.identity_text1 = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
this.actor.system.identity_text1 ?? "", { async: true }
);
sheetData.data.enrichedHtml.identity_text2 = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
this.actor.system.identity_text2 ?? "", { async: true }
);
sheetData.data.enrichedHtml.notes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
this.actor.system.notes ?? "", { async: true }
);
return sheetData;
}
@@ -114,6 +173,17 @@ export class CharacterSheetL5r5e extends BaseCharacterSheetL5r5e {
// Money +/-
html.find(".money-control").on("click", this._modifyMoney.bind(this));
// XP +/-
html.find(".xp-control").on("click", this._modifyXP.bind(this));
// Chiaroscuro: set default ring on ring-name click
html.find(".ring-set-default").on("click", (event) => {
event.preventDefault();
const ring = $(event.currentTarget).data("ring");
this.actor.update({ "system.default_ring": ring });
});
// Advancements Tab to current rank onload
// TODO class "Active" Bug on load, dunno why :/
this._tabs
@@ -121,6 +191,18 @@ export class CharacterSheetL5r5e extends BaseCharacterSheetL5r5e {
.activate("advancement_rank_" + (this.actor.system.identity.school_rank || 0));
}
/**
* Override base dice picker to open Chiaroscuro d6 dialog.
* @param {Event} event
*/
_openDicePickerForSkill(event) {
event.preventDefault();
const el = $(event.currentTarget);
const skillId = el.data("skill");
const ringId = el.data("ring") || this.actor.system?.default_ring || "void";
new game.l5r5e.ChiaroscuroDiceDialog({ actor: this.actor, ringId, skillId }).render(true);
}
/**
* Split the school advancement, calculate the total xp spent and the current total xp spent by rank
*/
@@ -149,6 +231,12 @@ export class CharacterSheetL5r5e extends BaseCharacterSheetL5r5e {
adv[rank].spent.total += xp_used_total;
adv[rank].spent.curriculum += xp_used;
});
// If we finished the rank but haven't added anything to the next rank we should show an empty tab
// note: adv is index from 1, not 0 because of rank starting at 1
if(adv.length -1 < sheetData.data.system.identity.school_rank) {
adv.push({list: [], rank: sheetData.data.system.identity.school_rank, spent: { total: 0, curriculum: 0}});
}
sheetData.data.advancementsListByRank = adv;
}
@@ -193,19 +281,29 @@ export class CharacterSheetL5r5e extends BaseCharacterSheetL5r5e {
);
}
// Store money in Zeni
if (formData["system.money.koku"] || formData["system.money.bu"] || formData["system.money.zeni"]) {
formData["system.zeni"] = this._moneyToZeni(
formData["system.money.koku"] || 0,
formData["system.money.bu"] || 0,
formData["system.money.zeni"] || 0
);
// Remove fake money object
// Store money as separate fields with auto-conversion (10 zeni = 1 bu, 10 bu = 1 koku)
if (formData["system.money.koku"] !== undefined || formData["system.money.bu"] !== undefined || formData["system.money.zeni"] !== undefined) {
let koku = parseInt(formData["system.money.koku"] ?? 0) || 0;
let bu = parseInt(formData["system.money.bu"] ?? 0) || 0;
let zeni = parseInt(formData["system.money.zeni"] ?? 0) || 0;
// Auto-convert
if (zeni >= 10) { bu += Math.floor(zeni / 10); zeni = zeni % 10; }
if (bu >= 10) { koku += Math.floor(bu / 10); bu = bu % 10; }
formData["system.koku"] = koku;
formData["system.bu"] = bu;
formData["system.zeni"] = zeni;
delete formData["system.money.koku"];
delete formData["system.money.bu"];
delete formData["system.money.zeni"];
}
// Chiaroscuro: convert skill rank "0" (string from <select>) back to 0 (number)
for (const [key, value] of Object.entries(formData)) {
if (key.startsWith("system.skills.") && value === "0") {
formData[key] = 0;
}
}
// Save computed values
const currentData = this.object.system;
formData["system.focus"] = currentData.focus;
@@ -267,21 +365,55 @@ export class CharacterSheetL5r5e extends BaseCharacterSheetL5r5e {
const elmt = $(event.currentTarget);
const type = elmt.data("type");
const mod = parseInt(elmt.data("value")) || 0;
if (!mod || !type) return;
let koku = parseInt(this.actor.system.koku) || 0;
let bu = parseInt(this.actor.system.bu) || 0;
let zeni = parseInt(this.actor.system.zeni) || 0;
if (type === "koku") koku += mod;
else if (type === "bu") bu += mod;
else zeni += mod;
// Auto-convert
if (zeni >= 10) { bu += Math.floor(zeni / 10); zeni = zeni % 10; }
if (bu >= 10) { koku += Math.floor(bu / 10); bu = bu % 10; }
// Clamp negatives
if (zeni < 0) { bu += Math.ceil(zeni / 10); zeni = ((zeni % 10) + 10) % 10; }
if (bu < 0) { koku += Math.ceil(bu / 10); bu = ((bu % 10) + 10) % 10; }
koku = Math.max(0, koku);
this.actor.update({ system: { koku, bu, zeni } });
this.render(false);
}
/**
* Add or Subtract XP (+/- buttons)
* @param {Event} event
* @private
*/
async _modifyXP(event) {
event.preventDefault();
event.stopPropagation();
const elmt = $(event.currentTarget);
let mod = elmt.data("value");
if (!mod || !type) {
if (!mod) {
return;
}
if (type !== "zeni") {
mod = Math.floor(mod * CONFIG.l5r5e.money[type === "koku" ? 0 : 1]);
}
this.actor.system.zeni = +this.actor.system.zeni + mod;
const new_xp_total = Math.max(0, this.actor.system.xp_total + mod);
this.actor.update({
system: {
zeni: this.actor.system.zeni,
xp_total: new_xp_total,
},
});
if(this.actor.system.xp_spent > new_xp_total) {
ui.notifications.warn("l5r5e.advancements.warning.total_less_then_spent", { localize: true })
}
this.render(false);
}

View File

@@ -50,6 +50,21 @@ export class NpcSheetL5r5e extends BaseCharacterSheetL5r5e {
label: game.i18n.localize("l5r5e.character_types." + e),
}));
// Danger levels for martial/social danger selects
const dangerLevels = ["simple", "moyenne", "assez_difficile", "difficile"];
sheetData.data.dangerList = dangerLevels.map((id) => ({
id,
label: game.i18n.localize(`chiaroscuro.danger.${id}`),
}));
// Invocations list (mot_invocation techniques, split by type like character sheet)
const invocations = sheetData.data.splitTechniquesList?.["mot_invocation"] ?? [];
sheetData.data.splitInvocationsList = {
general: invocations.filter((t) => !t.system.invocation_type || t.system.invocation_type === "general"),
neutre: invocations.filter((t) => t.system.invocation_type === "neutre"),
precis: invocations.filter((t) => t.system.invocation_type === "precis"),
};
return sheetData;
}
@@ -101,4 +116,16 @@ export class NpcSheetL5r5e extends BaseCharacterSheetL5r5e {
return super._updateObject(event, formData);
}
/**
* Override base dice picker to open Chiaroscuro d6 dialog.
* @param {Event} event
*/
_openDicePickerForSkill(event) {
event.preventDefault();
const el = $(event.currentTarget);
const skillId = el.data("skill");
const ringId = el.data("ring") || this.actor.system?.default_ring || "void";
new game.l5r5e.ChiaroscuroDiceDialog({ actor: this.actor, ringId, skillId }).render(true);
}
}

View File

@@ -0,0 +1,11 @@
const { CompendiumDirectory } = foundry.applications.sidebar.tabs;
export class CompendiumDirectoryL5r5e extends CompendiumDirectory {
/** @inheritdoc */
async _prepareContext(options) {
const context = await super._prepareContext(options);
context.sidebarIcon = foundry.applications.sidebar.Sidebar.TABS.compendium.icon;
return context;
}
}

View File

@@ -0,0 +1,497 @@
import { L5r5eHtmlMultiSelectElement } from "../misc/l5r5e-multiselect.js";
const { Compendium } = foundry.applications.sidebar.apps;
/**
* Extended Compendium application for L5R5e.
* Adds source/rank/ring/rarity filters to Item compendiums
* @extends {Compendium}
*/
export class ItemCompendiumL5r5e extends Compendium {
/** @override */
static DEFAULT_OPTIONS = {
actions: {
applyPlayerView: ItemCompendiumL5r5e.#onApplyPlayerView,
},
window: {
resizable: true
}
};
/**
* Our own entry partial which mirrors Foundry's index-partial.hbs structure
* and appends ring/rarity/rank badges using data from _prepareDirectoryContext.
*
* NOTE: We intentionally duplicate Foundry's <li> structure here rather than
* trying to include their partial, because their partial renders a complete <li>
* element which cannot be nested or extended from outside. If Foundry ever
* changes their index-partial.hbs, this file will need updating to match.
* @override
*/
static _entryPartial = "systems/l5rx-chiaroscuro/templates/" + "compendium/l5r5e-index-partial.html";
/**
* Sources present in this specific compendium, populated during _prepareContext.
* @type {Set<string>}
*/
#sourcesInThisCompendium = new Set();
/**
* Sources unavailable to players based on permission settings.
* @type {Set<string>}
*/
#unavailableSourceForPlayersSet = new Set();
/**
* Whether to hide entries with empty sources from players.
* @type {boolean}
*/
#hideEmptySourcesFromPlayers = false;
/**
* Which filter UI controls are worth showing.
* Determined during _prepareContext by checking whether at least two
* distinct values exist for each filterable property.
* @type {{ rank: boolean, rarity: boolean, source: boolean, ring: boolean }|null}
*/
#filtersToShow = null;
/**
* Cached active filter values, read from the DOM once at the start of
* each filter pass in #reapplyFilters and held for _onMatchSearchEntry
* to consume per-entry without re-querying the DOM.
* @type {{ userFilter: string[], rankFilter: string[], ringFilter: string[], rarityFilter: string[] }}
*/
#activeFilters = {
userFilter: [],
rankFilter: [],
ringFilter: [],
rarityFilter: [],
};
/**
* Insert the filter part between header and directory by composing with
* the parent parts rather than replacing them, so future Foundry changes
* to Compendium.PARTS are picked up automatically.
* @override
*/
_configureRenderParts(options) {
const parts = super._configureRenderParts(options);
const ordered = {};
for (const [key, value] of Object.entries(parts)) {
ordered[key] = value;
if (key === "header") {
ordered.filter = {
template: `${CONFIG.l5r5e.paths.templates}compendium/filter-bar.html`,
};
}
}
return ordered;
}
/**
* @override
*/
async _prepareContext(options) {
const context = await super._prepareContext(options);
this.#sourcesInThisCompendium = new Set();
this.#resolvePermissions();
this.#filtersToShow = this.#computeFilterVisibility();
return context;
}
/* -------------------------------------------- */
/**
* @override
*/
async _preparePartContext(partId, context, options) {
context = await super._preparePartContext(partId, context, options);
if (partId === "filter") {
const ns = CONFIG.l5r5e.namespace;
const allCompendiumReferencesSet = game.settings.get(ns, "all-compendium-references");
const hideDisabledOptions = game.settings.get(ns, "compendium-hide-disabled-sources");
context.filtersToShow = this.#filtersToShow;
context.ranks = [1, 2, 3, 4, 5];
context.rarities = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
context.rings = ["fire", "water", "earth", "air", "void"];
context.hideDisabledOptions = hideDisabledOptions;
context.showPlayerView = game.user.isGM && this.#unavailableSourceForPlayersSet.size > 0;
// Source multiselect options — plain data for {{selectOptions}} in the template.
context.sources = [...allCompendiumReferencesSet].map((reference) => ({
value: reference,
label: CONFIG.l5r5e.sourceReference[reference]?.label ?? reference,
translate: true,
group:
CONFIG.l5r5e.sourceReference[reference]?.type.split(",")[0] ??
"l5r5e.multiselect.sources_categories.others",
disabled:
!this.#sourcesInThisCompendium.has(reference) ||
(!game.user.isGM && this.#unavailableSourceForPlayersSet.has(reference)),
}));
}
if (partId === "directory") {
context.entryFilterData = Object.fromEntries(
[...this.collection.index.values()].map((entry) => [
entry._id,
{
rank: entry.system?.rank,
ring: entry.system?.ring,
rarity: entry.system?.rarity,
},
])
);
}
return context;
}
/**
* @override
*/
async _onRender(context, options) {
await super._onRender(context, options);
if (options.parts.includes("filter")) {
this.#bindButtonFilter(".rank-filter");
this.#bindButtonFilter(".rarity-filter");
this.#bindButtonFilter(".ring-filter");
this.#bindSourceFilter();
}
// Reapply filters whenever the filter controls or the entry list changes.
if (options.parts.some((p) => p === "filter" || p === "directory")) {
this.#reapplyFilters();
}
}
/* -------------------------------------------- */
/**
* @override
*/
_preSyncPartState(partId, newElement, priorElement, state) {
super._preSyncPartState(partId, newElement, priorElement, state);
if (partId === "filter") {
state.selectedRanks = [...priorElement.querySelectorAll(".rank-filter .selected")].map((element) => element.dataset.rank);
state.selectedRarities = [...priorElement.querySelectorAll(".rarity-filter .selected")].map((element) => element.dataset.rarity);
state.selectedRings = [...priorElement.querySelectorAll(".ring-filter .selected")].map((element) => element.dataset.ring);
state.sourceValue = priorElement.querySelector("l5r5e-multi-select")?.value;
}
}
/**
* Restore filter selections after the filter part has been re-rendered.
* The [data-clear] button visibility is derived from whether any values
* were restored — no extra state needed.
* @override
*/
_syncPartState(partId, newElement, priorElement, state) {
super._syncPartState(partId, newElement, priorElement, state);
if (partId === "filter") {
for (const rank of state.selectedRanks ?? []) {
newElement.querySelector(`.rank-filter [data-rank="${rank}"]`)?.classList.add("selected");
}
const rankClear = newElement.querySelector(".rank-filter [data-clear]");
if (rankClear) {
rankClear.style.display = state.selectedRanks?.length ? "" : "none";
}
for (const rarity of state.selectedRarities ?? []) {
newElement.querySelector(`.rarity-filter [data-rarity="${rarity}"]`)?.classList.add("selected");
}
const rarityClear = newElement.querySelector(".rarity-filter [data-clear]");
if (rarityClear) {
rarityClear.style.display = state.selectedRarities?.length ? "" : "none";
}
for (const ring of state.selectedRings ?? []) {
newElement.querySelector(`.ring-filter [data-ring="${ring}"]`)?.classList.add("selected");
}
const ringClear = newElement.querySelector(".ring-filter [data-clear]");
if (ringClear) {
ringClear.style.display = state.selectedRings?.length ? "" : "none";
}
if (state.sourceValue) {
const multiSelect = newElement.querySelector("l5r5e-multi-select");
if (multiSelect) {
multiSelect.value = state.sourceValue;
}
}
}
}
/**
* @override
*/
_onMatchSearchEntry(query, entryIds, entry, options) {
super._onMatchSearchEntry(query, entryIds, entry, options);
if (entry.style.display === "none") {
return;
}
this.#applyEntryFilter(entry);
}
/**
* Snapshot active filter state then re-run the search filter (or walk entries directly as fallback).
* @private
*/
#reapplyFilters() {
this.#refreshActiveFilters();
const searchFilter = this._searchFilters?.[0];
if (searchFilter) {
searchFilter.filter(null, searchFilter.query);
return;
}
// Fallback
for (const entry of this.element.querySelectorAll(".directory-item")) {
this.#applyEntryFilter(entry);
}
}
/**
* Read current filter selections from the DOM and cache them in #activeFilters.
* @private
*/
#refreshActiveFilters() {
const filterElement = this.element.querySelector("[data-application-part=\"filter\"]");
const multiSelect = filterElement?.querySelector("l5r5e-multi-select");
const collectSelected = (containerSelector, dataKey) =>
[...(filterElement?.querySelectorAll(`${containerSelector} .selected`) ?? [])]
.map((element) => element.dataset[dataKey])
.filter(Boolean);
this.#activeFilters = {
userFilter: multiSelect?.value ?? [],
rankFilter: collectSelected(".rank-filter", "rank"),
ringFilter: collectSelected(".ring-filter", "ring"),
rarityFilter: collectSelected(".rarity-filter", "rarity"),
};
}
/**
* Apply all active filters to a single directory entry, showing or hiding it accordingly.
* @param {HTMLElement} entry
* @private
*/
#applyEntryFilter(entry) {
const indexEntry = this.collection.index.get(entry.dataset.entryId);
if (!indexEntry) {
return;
}
const system = indexEntry.system;
const lineSource = system?.source_reference?.source ?? null;
const { userFilter, rankFilter, ringFilter, rarityFilter } = this.#activeFilters;
let shouldShow = true;
const sourceUnavailable =
(lineSource && this.#unavailableSourceForPlayersSet.has(lineSource)) ||
(lineSource === "" && this.#hideEmptySourcesFromPlayers);
if (sourceUnavailable) {
if (game.user.isGM) {
entry.classList.add("not-for-players");
entry.dataset.tooltip = game.i18n.localize("l5r5e.compendium.not_for_players");
} else {
shouldShow = false;
}
}
if (rankFilter.length) {
shouldShow &&= rankFilter.includes(String(system?.rank));
}
if (rarityFilter.length) {
shouldShow &&= rarityFilter.includes(String(system?.rarity));
}
if (ringFilter.length) {
shouldShow &&= ringFilter.includes(system?.ring);
}
if (userFilter.length) {
shouldShow &&= userFilter.includes(lineSource);
}
entry.style.display = shouldShow ? "" : "none";
}
/**
* Iterate the compendium index to:
* 1. Populate #sourcesInThisCompendium for source filter options
* 2. Determine which filter controls have enough distinct values to show
* @returns {{ rank: boolean, rarity: boolean, source: boolean, ring: boolean }}
* @private
*/
#computeFilterVisibility() {
const filtersToShow = { rank: false, rarity: false, source: true, ring: false };
const firstSeen = { rank: null, rarity: null, ring: null };
const markIfDistinct = (prop, value) => {
if (filtersToShow[prop] || value === undefined || value === null) {
return;
}
if (firstSeen[prop] === null) {
firstSeen[prop] = value;
} else if (firstSeen[prop] !== value) {
filtersToShow[prop] = true;
}
};
for (const entry of this.collection.index.values()) {
const sys = entry.system;
if (!sys) {
continue;
}
if (sys.rank !== undefined) {
markIfDistinct("rank", sys.rank);
}
if (sys.ring !== undefined) {
markIfDistinct("ring", sys.ring);
}
if (sys.rarity !== undefined) {
markIfDistinct("rarity", sys.rarity);
}
if (sys.source_reference?.source !== undefined) {
this.#sourcesInThisCompendium.add(sys.source_reference.source);
}
}
return filtersToShow;
}
/**
* Resolve which sources are restricted from players and cache the result
* in instance-level sets for use by #applyEntryFilter.
* @private
*/
#resolvePermissions() {
const ns = CONFIG.l5r5e.namespace;
const officialSet = game.settings.get(ns, "compendium-official-content-for-players");
const unofficialSet = game.settings.get(ns, "compendium-unofficial-content-for-players");
const allRefsSet = game.settings.get(ns, "all-compendium-references");
this.#hideEmptySourcesFromPlayers = game.settings.get(ns, "compendium-hide-empty-sources-from-players");
this.#unavailableSourceForPlayersSet = new Set(
[...allRefsSet].filter((ref) => {
if (CONFIG.l5r5e.sourceReference[ref]) {
return officialSet.size > 0 ? !officialSet.has(ref) : false;
}
return unofficialSet.size > 0 ? !unofficialSet.has(ref) : false;
})
);
}
/**
* Bind toggle-selection click handlers to all children of a button filter container.
* A [data-clear] element at the end of the container acts as an inline reset:
* - It is hidden (display:none in the template) when no values are selected.
* - It becomes visible as soon as any value is selected.
* - Clicking it deselects all values and hides itself again.
* @param {string} containerSelector
* @private
*/
#bindButtonFilter(containerSelector) {
const container = this.element.querySelector(containerSelector);
if (!container) {
return;
}
const clearButton = container.querySelector("[data-clear]");
const updateClearButton = () => {
if (!clearButton) {
return;
}
const anySelected = [...container.children].some(
(element) => element.dataset.clear === undefined && element.classList.contains("selected")
);
clearButton.style.display = anySelected ? "" : "none";
};
for (const child of container.children) {
child.addEventListener("click", (event) => {
const target = event.currentTarget;
if (target.dataset.clear !== undefined) {
// Clicked the clear button — deselect all value elements
for (const element of container.children) {
element.classList.remove("selected");
}
} else {
// Clicked a value element — toggle it
target.classList.toggle("selected");
}
updateClearButton();
this.#reapplyFilters();
});
}
}
/**
* Wire up the change listener on the already-rendered multiselect element.
* The element and its options are fully declared in filter-bar.html via
* {{selectOptions}} — no imperative construction needed here.
* @private
*/
#bindSourceFilter() {
const multiSelect = this.element.querySelector("l5r5e-multi-select[name=\"filter-sources\"]");
if (!multiSelect) {
return;
}
multiSelect.addEventListener("change", () => this.#reapplyFilters());
}
/**
* Handle the GM player-view button, selecting only the sources that are
* both visible to players and present in this specific compendium.
* @this {ItemCompendiumL5r5e}
* @private
*/
static #onApplyPlayerView() {
const ns = CONFIG.l5r5e.namespace;
const allRefsSet = game.settings.get(ns, "all-compendium-references");
const availableForPlayers = [...allRefsSet]
.filter((ref) => !this.#unavailableSourceForPlayersSet.has(ref))
.filter((ref) => this.#sourcesInThisCompendium.has(ref));
const multiSelect = this.element.querySelector("l5r5e-multi-select[name=\"filter-sources\"]");
if (!multiSelect) {
return;
}
multiSelect.value = availableForPlayers;
this.#reapplyFilters();
}
/**
* Register this compendium class and extend the index fields for all Item packs.
*/
static applyToPacks() {
CONFIG.Item.compendiumIndexFields = [
...(CONFIG.Item.compendiumIndexFields ?? []),
"system.rank",
"system.ring",
"system.rarity",
"system.source_reference.source",
];
for (const pack of game.packs.filter((p) => p.metadata.type === "Item")) {
pack.applicationClass = ItemCompendiumL5r5e;
pack.getIndex(); // rebuild index with new fields — no need to await since this happens before anyone have a chance to act
}
}
}

View File

@@ -1,10 +1,10 @@
export const L5R5E = {
namespace: "l5r5e",
paths: {
assets: "systems/l5r5e/assets/",
templates: "systems/l5r5e/templates/",
assets: "systems/l5rx-chiaroscuro/assets/",
templates: "systems/l5rx-chiaroscuro/templates/",
},
money: [50, 10],
money: [100, 10],
stances: ["earth", "air", "water", "fire", "void"],
roles: ["artisan", "bushi", "courtier", "monk", "sage", "shinobi", "shugenja"],
xp: {
@@ -14,172 +14,226 @@ export const L5R5E = {
skillCostMultiplier: 2,
techniqueCost: 3,
},
// --- Chiaroscuro additions ---
/** Skill rank enum values and associated flat bonus */
skillRanks: {
0: { bonus: 0 },
initie: { bonus: 1 },
expert: { bonus: 2 },
maitre: { bonus: 3 },
parangon1: { bonus: 3, passive: 1 }, // dice results of 1 count as 2
parangon2: { bonus: 3, passive: 2 }, // dice results of 1-2 count as 3
parangon3: { bonus: 3, passive: 3 }, // dice results of 1-3 count as 4
},
/** Difficulty thresholds (Chiaroscuro scale) */
difficulties: {
simple: 7,
moyenne: 10,
assez_difficile: 13,
difficile: 16,
tres_difficile: 22,
heroique: 28,
improbable: 32,
},
/** Ring colors for Chiaroscuro visual style */
ringColors: {
air: "rgb(145, 120, 150)",
water: "rgb(95, 145, 155)",
fire: "rgb(155, 115, 80)",
earth: "rgb(105, 150, 120)",
void: "rgb(75, 70, 65)",
},
/** Aspect gauge configuration */
aspects: {
solarConditionId: "desequilibre_lunaire",
lunarConditionId: "desequilibre_solaire",
imbalanceThreshold: 5,
resetThreshold: 10,
},
// --- End Chiaroscuro additions ---
// For rings wound to be aligned, add them first
conditions: [{
id: "lightly_wounded_fire",
name: "l5r5e.conditions.lightly_wounded_fire",
img: "systems/l5r5e/assets/icons/conditions/lightly_wounded_fire.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/lightly_wounded_fire.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "lightly_wounded_water",
name: "l5r5e.conditions.lightly_wounded_water",
img: "systems/l5r5e/assets/icons/conditions/lightly_wounded_water.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/lightly_wounded_water.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "lightly_wounded_air",
name: "l5r5e.conditions.lightly_wounded_air",
img: "systems/l5r5e/assets/icons/conditions/lightly_wounded_air.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/lightly_wounded_air.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "lightly_wounded_earth",
name: "l5r5e.conditions.lightly_wounded_earth",
img: "systems/l5r5e/assets/icons/conditions/lightly_wounded_earth.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/lightly_wounded_earth.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "lightly_wounded_void",
name: "l5r5e.conditions.lightly_wounded_void",
img: "systems/l5r5e/assets/icons/conditions/lightly_wounded_void.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/lightly_wounded_void.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "severely_wounded_fire",
name: "l5r5e.conditions.severely_wounded_fire",
img: "systems/l5r5e/assets/icons/conditions/heavily_wounded_fire.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/heavily_wounded_fire.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "severely_wounded_water",
name: "l5r5e.conditions.severely_wounded_water",
img: "systems/l5r5e/assets/icons/conditions/heavily_wounded_water.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/heavily_wounded_water.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "severely_wounded_air",
name: "l5r5e.conditions.severely_wounded_air",
img: "systems/l5r5e/assets/icons/conditions/heavily_wounded_air.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/heavily_wounded_air.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "severely_wounded_earth",
name: "l5r5e.conditions.severely_wounded_earth",
img: "systems/l5r5e/assets/icons/conditions/heavily_wounded_earth.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/heavily_wounded_earth.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "severely_wounded_void",
name: "l5r5e.conditions.severely_wounded_void",
img: "systems/l5r5e/assets/icons/conditions/heavily_wounded_void.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/heavily_wounded_void.webp",
system: { id: "L5RCoreCon000016" }
},{
id: "afflicted",
name: "l5r5e.conditions.afflicted",
img: "systems/l5r5e/assets/icons/conditions/afflicted.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/afflicted.webp",
system: { id: "L5RCoreCon000001" }
},{
id: "bleeding",
name: "l5r5e.conditions.bleeding",
img: "systems/l5r5e/assets/icons/conditions/bleeding.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/bleeding.webp",
system: { id: "L5RCoreCon000002" }
},{
id: "burning",
name: "l5r5e.conditions.burning",
img: "systems/l5r5e/assets/icons/conditions/burning.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/burning.webp",
system: { id: "L5RCoreCon000003" }
},{
id: "centered",
name: "l5r5e.conditions.centered",
img: "systems/l5r5e/assets/icons/conditions/centered.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/centered.webp",
system: { id: "L5RCoreCon000022" }
},{
id: "compromised",
name: "l5r5e.conditions.compromised",
img: "systems/l5r5e/assets/icons/conditions/compromised.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/compromised.webp",
system: { id: "L5RCoreCon000004" }
},{
id: "dazed",
name: "l5r5e.conditions.dazed",
img: "systems/l5r5e/assets/icons/conditions/dazed.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/dazed.webp",
system: { id: "L5RCoreCon000005" }
},{
id: "disoriented",
name: "l5r5e.conditions.disoriented",
img: "systems/l5r5e/assets/icons/conditions/disoriented.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/disoriented.webp",
system: { id: "L5RCoreCon000006" }
},{
id: "dying",
name: "l5r5e.conditions.dying",
img: "systems/l5r5e/assets/icons/conditions/dying_1.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/dying_1.webp",
system: { id: "L5RCoreCon000007" }
},{
id: "emboldened",
name: "l5r5e.conditions.emboldened",
img: "systems/l5r5e/assets/icons/conditions/emboldened.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/emboldened.webp",
system: { id: "L5RCoreCon000023" }
},{
id: "enraged",
name: "l5r5e.conditions.enraged",
img: "systems/l5r5e/assets/icons/conditions/enraged.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/enraged.webp",
system: { id: "L5RCoreCon000008" }
},{
id: "exhausted",
name: "l5r5e.conditions.exhausted",
img: "systems/l5r5e/assets/icons/conditions/exhausted.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/exhausted.webp",
system: { id: "L5RCoreCon000009" }
},{
id: "illness_coughing_illness",
name: "l5r5e.conditions.illness_coughing_illness",
img: "systems/l5r5e/assets/icons/conditions/illness_coughing_illness.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/illness_coughing_illness.webp",
system: { id: "L5RCoreCon000019" }
},{
id: "illness_fire_rash",
name: "l5r5e.conditions.illness_fire_rash",
img: "systems/l5r5e/assets/icons/conditions/illness_fire_rash.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/illness_fire_rash.webp",
system: { id: "L5RCoreCon000021" }
},{
id: "illness_gut_sickness",
name: "l5r5e.conditions.illness_gut_sickness",
img: "systems/l5r5e/assets/icons/conditions/illness_gut_sickness.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/illness_gut_sickness.webp",
system: { id: "L5RCoreCon000018" }
},{
id: "illness_oozing_sore_disease",
name: "l5r5e.conditions.illness_oozing_sore_disease",
img: "systems/l5r5e/assets/icons/conditions/illness_oozing_sore_disease.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/illness_oozing_sore_disease.webp",
system: { id: "L5RCoreCon000017" }
},{
id: "illness_unsteady_illness",
name: "l5r5e.conditions.illness_unsteady_illness",
img: "systems/l5r5e/assets/icons/conditions/illness_unsteady_illness.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/illness_unsteady_illness.webp",
system: { id: "L5RCoreCon000020" }
},{
id: "immobilized",
name: "l5r5e.conditions.immobilized",
img: "systems/l5r5e/assets/icons/conditions/immobilized.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/immobilized.webp",
system: { id: "L5RCoreCon000010" }
},{
id: "incapacitated",
name: "l5r5e.conditions.incapacitated",
img: "systems/l5r5e/assets/icons/conditions/incapacitated.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/incapacitated.webp",
system: { id: "L5RCoreCon000011" }
},{
id: "intoxicated",
name: "l5r5e.conditions.intoxicated",
img: "systems/l5r5e/assets/icons/conditions/intoxicated.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/intoxicated.webp",
system: { id: "L5RCoreCon000012" }
},{
id: "possessed",
name: "l5r5e.conditions.possessed",
img: "systems/l5r5e/assets/icons/conditions/possesed.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/possesed.webp",
system: { id: "L5RCoreCon000024" }
},{
id: "prone",
name: "l5r5e.conditions.prone",
img: "systems/l5r5e/assets/icons/conditions/prone.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/prone.webp",
system: { id: "L5RCoreCon000013" }
},{
id: "silenced",
name: "l5r5e.conditions.silenced",
img: "systems/l5r5e/assets/icons/conditions/silenced.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/silenced.webp",
system: { id: "L5RCoreCon000014" }
},{
id: "unconscious",
name: "l5r5e.conditions.unconscious",
img: "systems/l5r5e/assets/icons/conditions/unconscious.webp",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/unconscious.webp",
system: { id: "L5RCoreCon000015" }
},{
id: "desequilibre_solaire",
name: "chiaroscuro.aspects.desequilibre_solaire",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/desequilibre_solaire.webp",
system: { id: "ChiaCon000001" }
},{
id: "desequilibre_lunaire",
name: "chiaroscuro.aspects.desequilibre_lunaire",
img: "systems/l5rx-chiaroscuro/assets/icons/conditions/desequilibre_lunaire.webp",
system: { id: "ChiaCon000002" }
}],
regex: {
techniqueDifficulty: /^@([TS]):([^|]+?)(?:\|(min|max)(?:\(([^)]+?)\))?)?$/,
@@ -190,7 +244,7 @@ export const L5R5E = {
skirmish: "tactics",
mass_battle: "command",
},
noHonorSkillsList: ["commerce", "skulduggery", "medicine", "seafaring", "survival", "labor"],
noHonorSkillsList: ["commerce", "urban", "medicine", "seafaring", "survival", "labor"],
sourceReference: {
"core_rulebook": {
value: "core_rulebook",
@@ -344,37 +398,40 @@ L5R5E.techniques.set("mastery_ability", { type: "school", displayInTypes: false
L5R5E.techniques.set("title_ability", { type: "title", displayInTypes: false });
// Custom
L5R5E.techniques.set("specificity", { type: "custom", displayInTypes: false });
// Chiaroscuro
L5R5E.techniques.set("mot_invocation", { type: "chiaroscuro", displayInTypes: true });
// *** SkillId - CategoryId ***
L5R5E.skills = new Map();
L5R5E.skills.set("aesthetics", "artisan");
L5R5E.skills.set("art", "artisan");
L5R5E.skills.set("composition", "artisan");
L5R5E.skills.set("design", "artisan");
L5R5E.skills.set("smithing", "artisan");
L5R5E.skills.set("labor", "artisan");
L5R5E.skills.set("archery", "martial");
L5R5E.skills.set("fitness", "martial");
L5R5E.skills.set("melee", "martial");
L5R5E.skills.set("ranged", "martial");
L5R5E.skills.set("unarmed", "martial");
L5R5E.skills.set("meditation", "martial");
L5R5E.skills.set("tactics", "martial");
L5R5E.skills.set("culture", "scholar");
L5R5E.skills.set("government", "scholar");
L5R5E.skills.set("medicine", "scholar");
L5R5E.skills.set("sentiment", "scholar");
L5R5E.skills.set("tactics", "scholar");
L5R5E.skills.set("theology", "scholar");
L5R5E.skills.set("command", "social");
L5R5E.skills.set("courtesy", "social");
L5R5E.skills.set("invocation", "social");
L5R5E.skills.set("games", "social");
L5R5E.skills.set("performance", "social");
L5R5E.skills.set("animal", "trade");
L5R5E.skills.set("commerce", "trade");
L5R5E.skills.set("labor", "trade");
L5R5E.skills.set("seafaring", "trade");
L5R5E.skills.set("skulduggery", "trade");
L5R5E.skills.set("survival", "trade");
L5R5E.skills.set("urban", "trade");
// *** Symbols ***
L5R5E.symbols = new Map();

View File

@@ -1,47 +1,110 @@
import { L5r5eHtmlMultiSelectElement } from "../misc/l5r5e-multiselect.js";
/**
* A subclass of [ArrayField]{@link ArrayField} which supports a set of contained elements.
* Elements in this set are treated as fungible and may be represented in any order or discarded if invalid.
* A Foundry `SetField` that renders as an {@link L5r5eHtmlMultiSelectElement} chip-input.
*
* Use this in a DataModel schema whenever a field stores an unordered collection of
* string values drawn from a fixed option list. On form submission the element returns a
* comma-separated string; `clean()` splits it back into an Array before Foundry processes
* it, and `initialize()` wraps the result in a `Set` for use in the model.
*
* @example
* // In a DataModel schema:
* skills: new L5r5eSetField({
* options: [
* { value: "athletics", label: "Athletics" },
* { value: "meditation", label: "Meditation", disabled: true, tooltip: "Requires rank 3" },
* ]
* })
*
* // Renders automatically via {{formGroup}} in a Handlebars template:
* // {{formGroup fields.skills name="skills" value=data.skills localize=true}}
*
* @param {object} options
* @param {{ value: string, label: string, disabled?: boolean, tooltip?: string }[]} options.options
* Flat list of selectable items. Passed directly to {@link L5r5eHtmlMultiSelectElement.create}.
* @param {object[]} [options.groups]
* Optional optgroup definitions, forwarded to the element factory unchanged.
* @param {boolean} [options.hideDisabledOptions=false]
* When true, disabled options are hidden from the dropdown instead of greyed out.
*/
export class L5r5eSetField extends foundry.data.fields.SetField {
// We don't get the options we expect when we convert this to input,
// So store them here
/**
* Saved constructor options, used to reconstruct the multiselect input on form render.
* @type {object}
*/
#savedOptions;
/**
* @param {object} options
* @param {object} context
*/
constructor(options = {}, context = {}) {
super(new foundry.data.fields.StringField({
choices: options.options.map((option) => option.value)
}), options, context);
super(
new foundry.data.fields.StringField({
choices: options.options?.map((option) => option.value) ?? [],
}),
options,
context
);
this.#savedOptions = options;
}
/** @override */
/**
* @param {*} value
* @param {object} model
* @param {object} options
* @return {Set}
* @override
*/
initialize(value, model, options = {}) {
if ( !value ) return value;
return new Set(super.initialize(value, model, options));
if (!value || (Array.isArray(value) && value.length === 0)) {
return new Set();
}
/** @override */
return new Set(super.initialize(value, model, options).filter(Boolean));
}
/**
* @param {Set} value
* @return {*[]|*}
* @override
*/
toObject(value) {
if ( !value ) return value;
return Array.from(value).map(v => this.element.toObject(v));
if (!value) {
return value;
}
return Array.from(value).map((v) => this.element.toObject(v));
}
/* -------------------------------------------- */
/* Form Field Integration */
/* -------------------------------------------- */
/**
* @param {string|Array} value
* @param {object} options
* @return {Array}
* @override
*/
clean(value, options) {
// Settings forms submit comma-separated strings; split before normal cleaning.
if (typeof value === "string") {
value = value.length ? value.split(",").filter(Boolean) : [];
}
return super.clean(value, options);
}
/** @override */
/**
* @param {object} config
* @return {L5r5eHtmlMultiSelectElement}
* @override
*/
_toInput(config) {
const e = this.element;
return L5r5eHtmlMultiSelectElement.create({
name: config.name,
options: this.#savedOptions.options,
groups: this.#savedOptions.groups,
value: config.value,
localize: config.localize
localize: config.localize,
hideDisabledOptions: this.#savedOptions.hideDisabledOptions,
});
}
}

View File

@@ -0,0 +1,338 @@
/**
* Chiaroscuro Dice Dialog
*
* d6 pool system: ring value × multiplier d6, sum vs difficulty.
* Multiplier: ×1 base, ×2 if aspect or assistance, ×3 if both.
* Parangon passives adjust individual die results before summing.
*/
export class ChiaroscuroDiceDialog extends FormApplication {
/**
* Current Actor
* @type {ActorL5r5e}
* @private
*/
_actor = null;
/**
* Payload Object
*/
object = {
ring: { id: "void", value: 1 },
skill: { id: "", name: "", bonus: 0, rank: "0" },
difficulty: { id: "moyenne", value: 10 },
modifier: 0,
useAspectPoint: false,
aspectType: "solar",
useAssistance: false,
};
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "l5r5e-chiaroscuro-dice-dialog",
classes: ["l5r5e", "chiaroscuro-dice-dialog"],
template: CONFIG.l5r5e.paths.templates + "dice/chiaroscuro-dice-dialog.html",
title: game.i18n.localize("chiaroscuro.dice.title"),
width: 440,
height: "auto",
});
}
get id() {
return `l5r5e-chiaroscuro-dice-dialog-${this._actor?.id ?? "no-actor"}`;
}
get title() {
return game.i18n.localize("chiaroscuro.dice.title") + (this._actor ? " — " + this._actor.name : "");
}
/**
* Total dice to roll (ring value × multiplier)
* @return {number}
*/
get totalDice() {
const base = this.object.ring.value;
const both = this.object.useAspectPoint && this.object.useAssistance;
const either = this.object.useAspectPoint || this.object.useAssistance;
return base * (both ? 3 : either ? 2 : 1);
}
/**
* @param options actor, actorId, ringId, skillId
*/
constructor(options = {}) {
super({}, options);
// Resolve actor
[
options?.actor,
game.actors.get(options?.actorId),
canvas.tokens.controlled[0]?.actor,
game.user.character,
].forEach((actor) => {
if (!this._actor && actor instanceof Actor && actor.isOwner) {
this._actor = actor;
}
});
// Default ring: options > actor default_ring > void
const ringId = options.ringId ?? this._actor?.system?.default_ring ?? "void";
this.ringId = ringId;
// Skill
if (options.skillId) {
this.skillId = options.skillId;
}
}
/**
* Set ring (id + value from actor)
* @param {string} ringId
*/
set ringId(ringId) {
this.object.ring.id = CONFIG.l5r5e.stances.includes(ringId) ? ringId : "void";
this.object.ring.value = this._actor?.system?.rings?.[this.object.ring.id] || 1;
// Auto-derive aspect type from ring (fire/earth → solar, air/water → lunar; void = manual)
if (this.object.ring.id !== "void") {
this.object.aspectType = ["fire", "earth"].includes(this.object.ring.id) ? "solar" : "lunar";
}
}
/**
* Set skill (id, name, rank, bonus)
* @param {string} skillId
*/
set skillId(skillId) {
if (!skillId) return;
const catId = CONFIG.l5r5e.skills.get(skillId.toLowerCase().trim());
const rank = this._actor?.system?.skills?.[catId]?.[skillId] ?? "0";
this.object.skill = {
...this.object.skill,
id: skillId,
name: catId ? game.i18n.localize(`l5r5e.skills.${catId}.${skillId}`) : skillId,
rank,
bonus: CONFIG.l5r5e.skillRanks?.[rank]?.bonus ?? 0,
};
}
async getData(options = null) {
const difficultiesList = Object.entries(CONFIG.l5r5e.difficulties).map(([id, value]) => ({
id,
label: game.i18n.localize(`chiaroscuro.difficulties.${id}`),
value,
}));
const aspectsList = [
{ id: "solar", label: game.i18n.localize("chiaroscuro.aspects.solar") },
{ id: "lunar", label: game.i18n.localize("chiaroscuro.aspects.lunar") },
];
return {
...(await super.getData(options)),
actor: this._actor,
data: this.object,
totalDice: this.totalDice,
ringsList: game.l5r5e.HelpersL5r5e.getRingsList(this._actor),
difficultiesList,
aspectsList,
isVoidRing: this.object.ring.id === "void",
quickInfo: this._actor?.system?.quick_info ?? "",
};
}
activateListeners(html) {
super.activateListeners(html);
// Ring selector
html.find(".ring-selection-chi").on("click", async (event) => {
event.preventDefault();
event.stopPropagation();
this.ringId = event.currentTarget.dataset.ringid;
this.render(false);
});
// Difficulty select
html.find("select[name='difficulty.id']").on("change", (event) => {
this.object.difficulty.id = event.target.value;
this.object.difficulty.value = CONFIG.l5r5e.difficulties[this.object.difficulty.id];
this.render(false);
});
// Flat modifier
html.find("input[name='modifier']").on("change", (event) => {
this.object.modifier = parseInt(event.target.value) || 0;
});
// Aspect point checkbox
html.find("#use_aspect_point").on("change", (event) => {
this.object.useAspectPoint = event.target.checked;
this.render(false);
});
// Aspect type select (solar / lunar)
html.find("select[name='aspectType']").on("change", (event) => {
this.object.aspectType = event.target.value;
});
// Assistance checkbox
html.find("#use_assistance").on("change", (event) => {
this.object.useAssistance = event.target.checked;
this.render(false);
});
// Roll button — explicit submit trigger
html.find("button[name='roll']").on("click", (event) => {
event.preventDefault();
this._onSubmit(event);
});
}
async _updateObject(event, formData) {
const nbDice = this.totalDice;
const skillRank = this.object.skill.rank;
const skillBonus = this.object.skill.bonus;
const flatModifier = this.object.modifier;
const difficultyObj = this.object.difficulty;
const difficultyValue = difficultyObj.value;
// Roll the dice using FoundryVTT Roll API
const roll = await new Roll(`${nbDice}d6`).evaluate();
const rawResults = roll.dice[0].results.map((r) => r.result);
// Apply parangon passive adjustments
const adjustedResults = rawResults.map((r) => this._applyParangon(r, skillRank));
const diceAdjustedFlags = rawResults.map((r, i) => adjustedResults[i] !== r);
const wasAdjusted = diceAdjustedFlags.some(Boolean);
// Compute total
const rawSum = adjustedResults.reduce((a, b) => a + b, 0);
const total = rawSum + skillBonus + flatModifier;
const success = total >= difficultyValue;
const bonus = success ? total - difficultyValue : 0;
// Update aspect gauge after roll
if (this._actor && this.object.useAspectPoint) {
await this._updateAspectGauge();
}
// Post chat message
await this._sendChatMessage({
nbDice,
rawResults,
adjustedResults,
diceAdjustedFlags,
wasAdjusted,
rawSum,
total,
skillBonus,
flatModifier,
difficulty: difficultyObj,
success,
bonus,
missBy: success ? 0 : difficultyValue - total,
});
return this.close();
}
/**
* Apply parangon rank passive: replace low die results with higher value.
* parangon1: 1 → 2
* parangon2: 12 → 3
* parangon3: 13 → 4
* @param {number} result
* @param {string} rank
* @return {number}
*/
_applyParangon(result, rank) {
if (rank === "parangon3" && result <= 3) return 4;
if (rank === "parangon2" && result <= 2) return 3;
if (rank === "parangon1" && result <= 1) return 2;
return result;
}
/**
* Update the aspect gauge on the actor after an aspect point roll.
* Gauge positive = solar side, negative = lunar side.
* ±5 → apply Déséquilibre. ±10 → full reset.
*/
async _updateAspectGauge() {
// Support both single-nested (system.aspects) and double-nested (system.aspects.aspects)
const aspectsPath = this._actor.system.aspects?.aspects !== undefined
? "system.aspects.aspects"
: "system.aspects";
const aspects = foundry.utils.getProperty(this._actor, aspectsPath) ?? {};
const gaugeDirection = this.object.aspectType === "solar" ? 1 : -1;
const newGauge = (aspects.gauge ?? 0) + gaugeDirection;
if (Math.abs(newGauge) >= 10) {
// Full reset
await this._actor.update({
[`${aspectsPath}.gauge`]: 0,
[`${aspectsPath}.solar`]: 0,
[`${aspectsPath}.lunar`]: 0,
});
// Remove all desequilibre conditions
const toRemove = this._actor.items
.filter((i) => i.type === "etat" && ["desequilibre_solaire", "desequilibre_lunaire"].includes(i.system?.condition_type))
.map((i) => i.id);
if (toRemove.length) {
await this._actor.deleteEmbeddedDocuments("Item", toRemove);
}
} else {
await this._actor.update({ [`${aspectsPath}.gauge`]: newGauge });
if (Math.abs(newGauge) >= 5) {
// Apply opposing desequilibre
const condType = this.object.aspectType === "solar" ? "desequilibre_lunaire" : "desequilibre_solaire";
const existing = this._actor.items.find(
(i) => i.type === "etat" && i.system?.condition_type === condType
);
if (!existing) {
await this._actor.createEmbeddedDocuments("Item", [
{
type: "etat",
name: game.i18n.localize(`chiaroscuro.aspects.${condType}`),
system: { condition_type: condType },
},
]);
}
}
}
}
/**
* Create and send the chat message.
*/
async _sendChatMessage(rollData) {
const content = await foundry.applications.handlebars.renderTemplate(
CONFIG.l5r5e.paths.templates + "dice/chiaroscuro-chat-roll.html",
{
actor: this._actor,
profileImg: this._actor?.img ?? "icons/svg/mystery-man.svg",
ring: {
...this.object.ring,
label: game.i18n.localize(`l5r5e.rings.${this.object.ring.id}`),
},
skill: this.object.skill,
difficulty: this.object.difficulty,
useAspectPoint: this.object.useAspectPoint,
aspectType: this.object.aspectType,
useAssistance: this.object.useAssistance,
modifier: this.object.modifier,
quickInfo: this._actor?.system?.quick_info ?? "",
...rollData,
}
);
return ChatMessage.implementation.create({
user: game.user.id,
speaker: {
actor: this._actor?.id ?? null,
alias: this._actor?.name ?? null,
},
content,
sound: CONFIG.sounds.dice,
});
}
}

View File

@@ -513,6 +513,9 @@ export class DicePickerDialog extends FormApplication {
this._updateVoidPointUsage();
this.render(false);
});
// Open journal on effect name
html.find(".effect-name").on("click", this._openEffectJournal.bind(this));
}
/**
@@ -687,7 +690,7 @@ export class DicePickerDialog extends FormApplication {
type: "script",
scope: "actor",
command,
img: this._actor?.img || "systems/l5r5e/assets/dices/default/ring_et.svg",
img: this._actor?.img || "systems/l5rx-chiaroscuro/assets/dices/default/ring_et.svg",
});
}
@@ -864,4 +867,34 @@ export class DicePickerDialog extends FormApplication {
return array;
}
/**
* Open the core linked journal effect if exist
* @param {Event} event
* @private
*/
async _openEffectJournal(event) {
event.preventDefault();
event.stopPropagation();
const effectId = $(event.currentTarget).data("effect-id");
if (!effectId) {
return;
}
const effect = this._actor?.effects?.get(effectId);
if (!effect?.system?.id && !effect?.system?.uuid) {
return;
}
const journal = await game.l5r5e.HelpersL5r5e.getObjectGameOrPack({
id: effect.system.id,
uuid: effect.system.uuid,
type: "JournalEntry",
});
if (journal) {
// Open on the "rules" section. If non exists then it will open the first page
journal.sheet.render(true, {pageIndex: 2});
}
}
}

View File

@@ -268,6 +268,9 @@ export class RollnKeepDialog extends FormApplication {
], { jQuery: false });
}
// Open journal on effect name
html.find(".effect-name").on("click", this._openEffectJournal.bind(this));
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable) {
return;
@@ -802,4 +805,34 @@ export class RollnKeepDialog extends FormApplication {
// Re-enable the button
button.attr("disabled", false);
}
/**
* Open the core linked journal effect if exist
* @param {Event} event
* @private
*/
async _openEffectJournal(event) {
event.preventDefault();
event.stopPropagation();
const effectId = $(event.currentTarget).data("effect-id");
if (!effectId) {
return;
}
const effect = this.roll.l5r5e?.actor?.effects?.get(effectId);
if (!effect?.system?.id && !effect?.system?.uuid) {
return;
}
const journal = await game.l5r5e.HelpersL5r5e.getObjectGameOrPack({
id: effect.system.id,
uuid: effect.system.uuid,
type: "JournalEntry",
});
if (journal) {
// Open on the "rules" section. If non exists then it will open the first page
journal.sheet.render(true, {pageIndex: 2});
}
}
}

View File

@@ -1,662 +0,0 @@
import { L5r5ePopupManager } from '../misc/l5r5e-popup-manager.js';
const HandlebarsApplicationMixin = foundry.applications.api.HandlebarsApplicationMixin;
const ApplicationV2 = foundry.applications.api.ApplicationV2;
export class GmMonitor extends HandlebarsApplicationMixin(ApplicationV2) {
/** @override ApplicationV2 */
static get DEFAULT_OPTIONS() {
return {
id: "l5r5e-gm-monitor",
tag: "div",
window: {
contentClasses: ["l5r5e", "gm-monitor"],
title: "l5r5e.gm.monitor.title",
minimizable: true,
controls: [
{
label: game.i18n.localize("l5r5e.gm.monitor.add_selected_tokens"),
icon: "fas fa-users",
action: "add_selected_tokens",
},
{
label: game.i18n.localize("l5r5e.gm.monitor.switch_view"),
icon: "fas fa-repeat",
action: "change_view_tab"
}
],
resizable: true,
editable: true,
},
position: {
width: "600",
height: "150"
},
actions: {
add_selected_tokens: GmMonitor.#addSelectedTokens,
change_view_tab: GmMonitor.#rotateViewTab,
remove_actor: GmMonitor.#removeActor,
toggle_prepared: GmMonitor.#togglePrepared,
change_stance: {
buttons: [0, 2],
handler: GmMonitor.#changeStance,
},
modify_fatigue: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyFatigue,
},
modify_strife: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyStrife,
},
modify_voidPoint: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyVoidPoint,
},
modify_casualties: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyCasualties,
},
modify_panic: {
buttons: [0, 1, 2],
handler: GmMonitor.#modifyPanic,
}
},
dragDrop: [{ dragSelector: null, dropSelector: null }],
}
};
/** @override HandlebarsApplicationMixin */
static PARTS = {
hidden_tabs: {
template: "templates/generic/tab-navigation.hbs"
},
character: {
id: "character",
template: "systems/l5r5e/templates/" + "gm/monitor/character-view.html"
},
army: {
if: "army",
template: "systems/l5r5e/templates/" + "gm/monitor/army-view.html"
}
};
/**
* @type {Record<string, string>}
* @override ApplicationV2
*/
tabGroups = {
view: "character"
};
/**
* Data that is pushed to html
*/
context = {
actors: []
}
/**
* hooks we act upon, saved since we need to remove them when this window is not open
*/
#hooks = [];
/**
* The DragDrop instance which handles interactivity resulting from DragTransfer events.
* @type {DragDrop}
*/
#dragDrop;
constructor() {
super();
this.#initialize();
}
/** @override ApplicationV2 */
async _preClose(options) {
await super._preClose(options);
options.animate = false;
for (const hook of this.#hooks) {
Hooks.off(hook.hook, hook.fn);
}
}
/** @override ApplicationV2 */
async _onRender(context, options) {
await super._onRender(context, options);
// Todo: Move this to common l5r5e application v2
game.l5r5e.HelpersL5r5e.commonListeners($(this.element));
this.#dragDrop = new foundry.applications.ux.DragDrop.implementation({
dragSelector: null,
dropSelector: null,
callbacks: {
drop: this.#onDrop.bind(this)
}
}).bind(this.element);
// Tooltips
new L5r5ePopupManager(
$(this.element).find(".actor-infos-control"),
async (event) => {
const type = $(event.currentTarget).data("type");
if (!type) return;
if (type === "text") {
return $(event.currentTarget).data("text");
}
const uuid = $(event.currentTarget).data("actor-uuid");
if (!uuid) return;
const actor = this.context.actors.find(actor => actor.uuid === uuid);
if (!actor) return;
switch (type) {
case "armors":
return this.#getTooltipArmors(actor);
case "weapons":
return this.#getTooltipWeapons(actor);
case "global":
return actor.isArmy
? this.#getTooltipArmiesGlobal(actor)
: this.#getTooltipGlobal(actor);
}
}
);
}
/** @override ApplicationV2 */
async _prepareContext() {
return {
tabs: this.getTabs(),
}
}
/**
* @param {string} partId The part being rendered
* @param {ApplicationRenderContext} context Shared context provided by _prepareContext
* @returns {Promise<ApplicationRenderContext>} Context data for a specific part
*
* @override HandlebarsApplicationMixin
*/
async _preparePartContext(partId, context) {
switch (partId) {
case "character":
context.characters = this.context.actors.filter((actor) => !actor.isArmy);
break;
case "army":
context.armies = this.context.actors.filter((actor) => actor.isArmy);
break;
}
return context;
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
getTabs() {
const tabs = {
character: { id: "character", group: "view", icon: "fa-solid fa-tag", label: "REGION.SECTIONS.identity" },
army: { id: "army", group: "view", icon: "fa-solid fa-shapes", label: "REGION.SECTIONS.shapes" },
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id;
v.cssClass = v.active ? "active" : "";
}
return tabs;
}
/**
* Handle dropped data on the Actor sheet
* @param {DragEvent} event The originating DragEvent
*/
async #onDrop(event) {
if (!this.options.window.editable) {
return;
}
const json = event.dataTransfer.getData("text/plain");
if (!json) {
return;
}
const data = JSON.parse(json);
if (!data || data.type !== "Actor" || !data.uuid || !!this.context.actors.find((a) => a.uuid === data.uuid)) {
return;
}
const actor = fromUuidSync(data.uuid);
if (!actor) {
return;
}
// Switch view to current character type
if (actor.isArmy) {
this.changeTab("army", "view");
}
else {
this.changeTab("character", "view");
}
this.context.actors.push(actor);
return this.saveActorsIds();
}
/** required for updating via our socket implementation game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor")*/
async refresh() {
this.render();
}
/**
* Save the actors ids in setting
* @private
*/
async saveActorsIds() {
return game.settings.set(
CONFIG.l5r5e.namespace,
"gm-monitor-actors",
this.context.actors.map((a) => a.uuid)
);
}
#initialize() {
let actors;
const uuidList = game.settings.get(CONFIG.l5r5e.namespace, "gm-monitor-actors");
if (uuidList.length > 0) {
// Get actors from stored uuids
actors = uuidList
.map(uuid => {
const doc = fromUuidSync(uuid);
if (doc instanceof TokenDocument) {
return doc.actor;
}
return doc;
})
.filter(actor => !!actor); // skip null
} else {
// If empty add pc with owner
actors = game.actors.filter((actor) => actor.type === "character" && actor.hasPlayerOwnerActive);
this.saveActorsIds();
}
// Sort by name asc
actors.sort((a, b) => {
return a.name.localeCompare(b.name);
});
this.context.actors = actors;
this.#hooks.push({
hook: "updateActor",
fn: Hooks.on("updateActor", (actor) => this.#onUpdateActor(actor))
});
this.#hooks.push({
hook: "updateSetting",
fn: Hooks.on("updateSetting", (actor) => this.#onUpdateSetting(actor))
});
}
/**
* Switch between the available views in sequence
*/
static #rotateViewTab() {
const tabArray = Object.values(this.getTabs());
const activeTabIndex = tabArray.findIndex((tab) => tab.active);
const nextTabIndex = activeTabIndex + 1 < tabArray.length ? activeTabIndex + 1 : 0;
this.changeTab(tabArray[nextTabIndex].id, tabArray[nextTabIndex].group)
}
/**
* Add selected token on monitor if not already present
*/
static #addSelectedTokens() {
if (canvas.tokens.controlled.length > 0) {
const actors2Add = canvas.tokens.controlled
.map(t => t.actor)
.filter(t => !!t && !this.context.actors.find((a) => a.uuid === t.uuid));
if (actors2Add.length < 1) {
return;
}
this.context.actors = [
...this.context.actors,
...actors2Add
];
this.saveActorsIds();
}
}
/**
* Update baseValue based on the type of event
* @param {Int} baseValue The Base value we can to modify
* @param {Int} whichButton The type of click made
*/
static #newValue(baseValue, whichButton) {
switch (whichButton) {
case 0: //Left click
return Math.max(0, baseValue + 1);
case 1: //Middle click
return 0;
case 2: //Right click
return Math.max(0, baseValue - 1);
}
}
/**
* @param {HTMLElement} target Html target to get actor information from
*/
static async #getActorValidated(target) {
const uuid = $(target).data("actor-uuid");
if (!uuid) {
console.warn("L5R5E | GMM | actor uuid not set", type);
return {isValid: false, actor: null};
}
const actor = await fromUuid(uuid);
if (!actor) {
console.warn("L5R5E | GMM | Actor not found", type);
return {isValid: false, actor: null};
}
return {isValid:true, actor: actor};
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyCasualties(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const casualties_strength = actor.system.battle_readiness.casualties_strength.value;
return actor.update({
system: {
battle_readiness: {
casualties_strength: {
value: GmMonitor.#newValue(casualties_strength, event.button),
}
},
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyPanic(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const panic_discipline = actor.system.battle_readiness.panic_discipline.value;
return actor.update({
system: {
battle_readiness: {
panic_discipline: {
value: GmMonitor.#newValue(panic_discipline, event.button),
}
},
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #togglePrepared(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
return actor.update({
system: {
prepared: !actor.system.prepared
}
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #changeStance(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
let stanceIdx = CONFIG.l5r5e.stances.findIndex((stance) => stance === actor.system.stance) + (event.button === 0 ? 1 : -1);
if (stanceIdx < 0) {
stanceIdx = CONFIG.l5r5e.stances.length - 1;
} else if (stanceIdx > CONFIG.l5r5e.stances.length - 1) {
stanceIdx = 0;
}
return actor.update({
system: {
stance: CONFIG.l5r5e.stances[stanceIdx]
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyFatigue(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const fatigue = actor.system.fatigue.value;
return actor.update({
system: {
fatigue: {
value: GmMonitor.#newValue(fatigue, event.button)
}
}
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyStrife(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const strife = actor.system.strife.value;
return actor.update({
system: {
strife: {
value: GmMonitor.#newValue(strife, event.button),
},
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #modifyVoidPoint(event, target) {
const {isValid, actor} = await GmMonitor.#getActorValidated(target);
if (!isValid) {
return;
}
const void_points = actor.system.void_points.value;
const void_points_max = actor.system.void_points.max;
return actor.update({
system: {
void_points: {
value: Math.min(
void_points_max,
GmMonitor.#newValue(void_points, event.button)
),
},
},
});
}
/**
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
*/
static async #removeActor(event, target) {
const uuid = $(target).data("actor-uuid");
if (!uuid) {
return;
}
this.context.actors = this.context.actors.filter((actor) => actor.uuid !== uuid);
return this.saveActorsIds();
}
/**
* Get armors information for this actor
* @param {ActorL5r5e} actor
* @return {string}
* @private
*/
async #getTooltipArmors(actor) {
// Equipped Armors
const armors = actor.items
.filter((item) => item.type === "armor" && item.system.equipped)
.map(
(item) =>
item.name +
` (<i class="fas fa-tint">${item.system.armor.physical}</i>` +
` / <i class="fas fa-bolt">${item.system.armor.supernatural}</i>)`
);
// *** Template ***
return foundry.applications.handlebars.renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor/tooltips/armors.html`, {
armors,
});
}
/**
* Get weapons information for this actor
* @param {ActorL5r5e} actor
* @return {string}
* @private
*/
async #getTooltipWeapons(actor) {
const display = (weapon) => {
return (
weapon.name +
` (<i class="fas fa-arrows-alt-h"> ${weapon.system.range}</i>` +
` / <i class="fas fa-tint"> ${weapon.system.damage}</i>` +
` / <i class="fas fa-skull"> ${weapon.system.deadliness}</i>)`
);
};
// Readied Weapons
const equippedWeapons = actor.items.filter((item) => item.type === "weapon" && item.system.equipped);
const readied = equippedWeapons
.filter((weapon) => !!weapon.system.readied)
.map((weapon) => display(weapon));
// Equipped Weapons
const sheathed = equippedWeapons
.filter((weapon) => !weapon.system.readied)
.map((weapon) => display(weapon));
// *** Template ***
return foundry.applications.handlebars.renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor/tooltips/weapons.html`, {
readied,
sheathed,
});
}
/**
* Get tooltips information for this character
* @param {ActorL5r5e} actor
* @return {string}
* @private
*/
async #getTooltipGlobal(actor) {
const actorData = (await actor.sheet?.getData()?.data) || actor;
// Peculiarities
const Peculiarities = actor.items.filter((e) => e.type === "peculiarity");
const advantages = Peculiarities
.filter((item) => ["distinction", "passion"].includes(item.system.peculiarity_type))
.map((item) => item.name)
.join(", ");
const disadvantages = Peculiarities
.filter((item) => ["adversity", "anxiety"].includes(item.system.peculiarity_type))
.map((item) => item.name)
.join(", ");
// *** Template ***
return foundry.applications.handlebars.renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor/tooltips/global.html`, {
actorData: actorData,
advantages: advantages,
disadvantages: disadvantages,
suffix: actorData.system.template === "pow" ? "_pow" : "",
actor_type: actor.type,
});
}
/**
* Get tooltips information for this army
* @param {ActorL5r5e} actor
* @return {string}
* @private
*/
async #getTooltipArmiesGlobal(actor) {
const actorData = (await actor.sheet?.getData()?.data) || actor;
// *** Template ***
return foundry.applications.handlebars.renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/monitor/tooltips/global-armies.html`, {
actorData: actorData,
});
}
/**
* @param {ActorL5r5e} actor The actor that is being updated
*/
#onUpdateActor(actor) {
if (this.context.actors.includes(actor)) {
this.render(false);
}
}
/**
* @param {Setting} setting The setting that is being updated
*/
#onUpdateSetting(setting) {
switch (setting.key) {
case "l5r5e.gm-monitor-actors":
this.render(false);
break;
case "l5r5e.initiative-prepared-character":
case "l5r5e.initiative-prepared-adversary":
case "l5r5e.initiative-prepared-minion":
this.render(false);
break;
default:
return;
}
}
}

View File

@@ -1,259 +0,0 @@
const HandlebarsApplicationMixin = foundry.applications.api.HandlebarsApplicationMixin;
const ApplicationV2 = foundry.applications.api.ApplicationV2;
export class GmToolbox extends HandlebarsApplicationMixin(ApplicationV2) {
/** @override ApplicationV2 */
static get DEFAULT_OPTIONS() { return {
id: "l5r5e-gm-toolbox",
window: {
contentClasses: ["l5r5e", "gm-toolbox", "faded-ui"],
title: "l5r5e.gm.toolbox.title",
minimizable: true,
},
position: {
width: "auto",
height: "auto"
},
actions: {
open_gm_monitor: GmToolbox.#openGmMonitor,
toggle_hide_difficulty: GmToolbox.#onToggleHideDifficulty,
// Buttons map (0: left, 1: middle, 2: right, 3: extra 1, 4: extra 2)
// Foundry v13 use middle (1) for popup and currently not bind it for custom
// See : https://github.com/foundryvtt/foundryvtt/issues/12531
change_difficulty: {
buttons: [0, 1, 2],
handler: GmToolbox.#onChangeDifficulty
},
reset_void: {
buttons: [0, 1, 2, 3, 4],
handler: GmToolbox.#onResetVoid
},
sleep: {
buttons: [0, 1, 2, 3, 4],
handler: GmToolbox.#onSleep
},
scene_end: {
buttons: [0, 1, 2, 3, 4],
handler: GmToolbox.#onSceneEnd
},
}
}};
/** @override HandlebarsApplicationMixin */
static PARTS = {
main: {
id: "gm-tool-content",
template: "systems/l5r5e/templates/" + "gm/gm-toolbox.html"
}
};
/**
* hooks we act upon, saved since we need to remove them when this window is not open
*/
#hooks = [];
constructor() {
super();
this.#hooks.push({
hook: "updateSetting",
fn: Hooks.on("updateSetting", (setting) => this.#onUpdateSetting(setting))
});
}
/** @override ApplicationV2*/
async _prepareContext() {
return {
difficulty: game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-value"),
difficultyHidden: game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden"),
};
}
/**
* The ApplicationV2 always adds the close button so just remove it when redering the frame
* @override ApplicationV2
*/
async _renderFrame(options) {
const frame = await super._renderFrame(options);
$(frame).find('button[data-action="close"]').remove();
return frame;
}
/**
* The ApplicationV2 always adds the close button so just remove it when redering the frame
* @override ApplicationV2
*/
_onFirstRender(context, options) {
//const x = $(window).width();
const y = $(window).height();
options.position.top = y - 220;
options.position.left = 220; //x - 630;
}
/**
* The GM Toolbox should not be removed when toggling the main menu with the esc key etc.
* @override ApplicationV2
*/
async close(options) {
return Promise.resolve(this);
}
/**
* Refresh data (used from socket)
*/
async refresh() {
if (!game.user.isGM) {
return;
}
this.render(false);
}
static #openGmMonitor() {
const app = foundry.applications.instances.get("l5r5e-gm-monitor")
if (app) {
app.close();
} else {
new game.l5r5e.GmMonitor().render(true);
}
}
/**
* @param {PointerEvent} event The originating click event
*/
static #onChangeDifficulty(event) {
let difficulty = game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-value");
switch (event.button) {
case 0: // left click
difficulty = Math.min(9, difficulty + 1);
break;
case 1: // middle click
difficulty = 2;
break;
case 2: // right click
difficulty = Math.max(0, difficulty - 1);
break;
}
game.settings.set(CONFIG.l5r5e.namespace, "initiative-difficulty-value", difficulty);
}
static #onToggleHideDifficulty() {
const hiddenSetting = game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden")
game.settings.set(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden", !hiddenSetting);
}
/**
* @param {Boolean} allActors
* @param {ActorL5r5e} actor
* @returns {Boolean}
*/
static #updatableCharacter(allActors, actor) {
if (!actor.isCharacterType) {
return false;
}
if (allActors) {
return true;
}
return actor.isCharacter && actor.hasPlayerOwnerActive
}
/**
* @param {Boolean} allActors
* @param {String} type
*/
static #uiNotification(allActors, type) {
ui.notifications.info(
` <i class="fas fa-user${allActors ? "s" : ""}"></i> ` + game.i18n.localize(`l5r5e.gm.toolbox.${type}_info`)
);
}
/**
* @param {PointerEvent} event The originating click event
*/
static async #onResetVoid(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
if (!GmToolbox.#updatableCharacter(allActors, actor)) {
continue;
}
await actor.update({
system: {
void_points: {
value: Math.ceil(actor.system.void_points.max / 2),
},
},
});
}
GmToolbox.#uiNotification(allActors, "reset_void");
}
/**
* @param {PointerEvent} event The originating click event
*/
static async #onSleep(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
if (!GmToolbox.#updatableCharacter(allActors, actor)) {
continue;
}
await actor.update({
system: {
fatigue: {
value: Math.max(0,
actor.system.fatigue.value - Math.ceil(actor.system.rings.water * 2)
),
}
},
});
await actor.removeConditions(new Set(["exhausted"]));
}
GmToolbox.#uiNotification(allActors, "sleep");
}
/**
* @param {PointerEvent} event The originating click event
*/
static async #onSceneEnd(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
if (!GmToolbox.#updatableCharacter(allActors, actor)
|| actor.statuses.has("exhausted")) {
continue;
}
await actor.update({
system: {
fatigue: {
value: Math.min(
actor.system.fatigue.value,
Math.ceil(actor.system.fatigue.max / 2)
)
},
strife: {
value: Math.min(
actor.system.strife.value,
Math.ceil(actor.system.strife.max / 2)
)
}
}
});
}
GmToolbox.#uiNotification(allActors, "scene_end");
}
/**
* @param {Setting} setting The setting that is being updated
*/
async #onUpdateSetting(setting) {
switch (setting.key) {
case "l5r5e.initiative-difficulty-value":
case "l5r5e.initiative-difficulty-hidden":
this.render(false);
break;
default:
return;
}
}
}

View File

@@ -64,6 +64,11 @@ export const RegisterHandlebars = function () {
return objects.join("");
});
// Chiaroscuro: return the flat bonus for a given skill rank id
Handlebars.registerHelper("skillRankBonus", (rankId) => {
return CONFIG.l5r5e.skillRanks?.[rankId]?.bonus ?? 0;
});
// Add a setter
Handlebars.registerHelper("setVar", function (varName, varValue, options) {
options.data.root[varName] = varValue;

View File

@@ -1,4 +1,4 @@
import { L5r5eHtmlMultiSelectElement } from "./misc/l5r5e-multiselect.js";
import { ItemCompendiumL5r5e } from "./compendium/l5r5e-item-compendium.js"
export default class HooksL5r5e {
/**
@@ -26,6 +26,8 @@ export default class HooksL5r5e {
) {
game.babele.setSystemTranslationsDir("babele"); // Since Babele v2.0.7
}
ItemCompendiumL5r5e.applyToPacks();
}
/**
@@ -55,11 +57,6 @@ export default class HooksL5r5e {
// For some reason, not always really ready, so wait a little
await new Promise((r) => setTimeout(r, 2000));
// Settings TN and EncounterType
if (game.user.isGM) {
new game.l5r5e.GmToolbox().render(true);
}
// ***** UI *****
// If any disclaimer "not translated by Edge"
const disclaimer = game.i18n.localize("l5r5e.global.edge_translation_disclaimer");
@@ -245,236 +242,6 @@ export default class HooksL5r5e {
});
}
/**
* Compendium display (Add filters)
*/
static async renderCompendium(app, html, data) {
html = $(html); // basic patch for v13
if (app.collection.documentName === "Item") {
const content = await app.collection.getDocuments();
const sourcesInThisCompendium = new Set([]);
const filtersToShow = {
rank: false,
rarity: false,
source: false,
ring: false,
};
// Used to auto hide same values for a full compendium
const previousValue = {
rank: null,
rarity: null,
source: null,
ring: null,
};
// Cache
const header = html.find(".directory-header");
const entries = html.find(".directory-item");
// Add additional data to the entries to make it faster to lookup.
// Add Ring/rank/rarity information
for (const document of content) {
const entry = entries.filter(`[data-entry-id="${document.id}"]`);
// Hide filter if only one value of this type is found in the compendium
const autoDisplayFilter = (props, documentData = null) => {
documentData ??= document.system[props];
if (filtersToShow[props] || previousValue[props] === documentData) {
return;
}
filtersToShow[props] = previousValue[props] !== null && previousValue[props] !== documentData;
previousValue[props] = documentData;
};
if (document.system?.rank) {
autoDisplayFilter('rank');
entry.data("rank", document.system.rank);
}
if (document.system?.source_reference.source) {
autoDisplayFilter('source', document.system.source_reference.source);
sourcesInThisCompendium.add(document.system.source_reference.source);
entry.data("source", document.system.source_reference);
}
if (document.system?.ring) {
autoDisplayFilter('ring');
entry.data("ring", document.system.ring);
}
if (document.system?.rarity) {
autoDisplayFilter('rarity');
entry.data("rarity", document.system.rarity);
}
// Add ring/rank/rarity information on the item in the compendium view
if (document.system?.ring || document.system?.rarity || document.system?.rank) {
const ringRarityRank = await foundry.applications.handlebars.renderTemplate(`${CONFIG.l5r5e.paths.templates}compendium/ring-rarity-rank.html`, document.system);
entry.append(ringRarityRank);
}
}
// Setup filters
const officialContentSet = game.settings.get(CONFIG.l5r5e.namespace, "compendium-official-content-for-players");
const unofficialContentSet = game.settings.get(CONFIG.l5r5e.namespace, "compendium-unofficial-content-for-players");
const allCompendiumReferencesSet = game.settings.get(CONFIG.l5r5e.namespace, "all-compendium-references")
const hideEmptySourcesFromPlayers = game.settings.get(CONFIG.l5r5e.namespace, "compendium-hide-empty-sources-from-players");
const unavailableSourceForPlayersSet = new Set([...allCompendiumReferencesSet].filter((element) => {
if (CONFIG.l5r5e.sourceReference[element]) {
return officialContentSet.size > 0 ? !officialContentSet.has(element) : false;
}
return unofficialContentSet.size > 0 ? !unofficialContentSet.has(element) : false;
}));
// Create filter function
const applyCompendiumFilter = () => {
const userFilter = header.find("l5r5e-multi-select").val();
const rankFilter = header.find(".rank-filter .selected").data("rank");
const ringFilter = header.find(".ring-filter .selected").data("ring");
const rarityFilter = header.find(".rarity-filter .selected").data("rarity");
entries.each(function () {
const lineSource = $(this).data("source")?.source;
// We might have stuff in the compendium view that does not have a source (folders etc.) Ignore those.
if (lineSource === null || lineSource === undefined) {
return;
}
let shouldShow = true;
// Handle unavailable sources
if (unavailableSourceForPlayersSet.has(lineSource)) {
if (game.user.isGM) {
shouldShow &= true;
$(this)
.addClass("not-for-players")
.attr("data-tooltip", game.i18n.localize("l5r5e.compendium.not_for_players"));
} else {
shouldShow &= false;
}
}
// Handle empty sources
if (lineSource === "" && hideEmptySourcesFromPlayers) {
if (game.user.isGM) {
shouldShow &= true;
$(this)
.addClass("not-for-players")
.attr("data-tooltip", game.i18n.localize("l5r5e.compendium.not_for_players"));
} else {
shouldShow &= false;
}
}
// Apply filters
if (rankFilter) {
shouldShow &= $(this).data("rank") == rankFilter;
}
if (userFilter?.length) {
shouldShow &= userFilter.includes(lineSource);
}
if (ringFilter) {
shouldShow &= $(this).data("ring") == ringFilter;
}
if (rarityFilter >= 0) {
shouldShow &= $(this).data("rarity") == rarityFilter;
}
// Show or hide this entry based on the result
shouldShow ? $(this).show() : $(this).hide();
});
};
// Filter setup
const addFilter = async (filterType, templateFile, templateData) => {
if (!filtersToShow[filterType]) {
return;
}
const filterTemplate = await foundry.applications.handlebars.renderTemplate(
`${CONFIG.l5r5e.paths.templates}compendium/${templateFile}.html`,
templateData
);
header.append(filterTemplate);
header.find(`.${filterType}-filter`).children().each(function () {
$(this).on("click", (event) => {
const selected = $(event.target).hasClass("selected");
header.find(`.${filterType}-filter`).children().removeClass("selected");
$(event.target).toggleClass("selected", !selected);
applyCompendiumFilter();
});
});
};
// Add Rank, Rarity, Ring Filters
await Promise.all([
addFilter('rank' , 'rank-filter', { type: "rank", number: [1, 2, 3, 4, 5] }),
addFilter('rarity', 'rank-filter', { type: "rarity", number: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10] }),
addFilter('ring' , 'ring-filter', {}),
]);
if (filtersToShow.source) {
// Build the source select
const selectableSourcesArray = [...allCompendiumReferencesSet].map((reference) => ({
value: reference,
label: CONFIG.l5r5e.sourceReference[reference]?.label ?? reference,
translate: true,
group: CONFIG.l5r5e.sourceReference[reference]?.type.split(",")[0] ?? "l5r5e.multiselect.sources_categories.others",
disabled: !sourcesInThisCompendium.has(reference) || (!game.user.isGM && unavailableSourceForPlayersSet.has(reference))
}));
const filterSourcesBox = L5r5eHtmlMultiSelectElement.create({
name: "filter-sources",
options: selectableSourcesArray,
localize: true,
});
header.append(filterSourcesBox.outerHTML);
$("l5r5e-multi-select").on("change", applyCompendiumFilter);
// If gm add an extra button to easily filter the content to see the same stuff as a player
if (game.user.isGM && unavailableSourceForPlayersSet.size > 0) {
const buttonHTML = `<button type="button" class="gm" data-tooltip="${game.i18n.localize('l5r5e.multiselect.player_filter_tooltip')}">`
+ game.i18n.localize('l5r5e.multiselect.player_filter_label')
+ '</button>'
const filterPlayerViewArray = [...allCompendiumReferencesSet]
.filter((item) => !unavailableSourceForPlayersSet.has(item))
.filter((item) => sourcesInThisCompendium.has(item));
$(buttonHTML).appendTo($(header).find("l5r5e-multi-select")).click(function() {
header.find("l5r5e-multi-select")[0].value = filterPlayerViewArray;
});
}
}
// TODO: This delay is a workaround and should be addressed in another way.
// This is ugly but if we hide the content too early then it won't be hidden for some reason.
// Current guess is that the foundry search filter is doing something.
// Adding a delay here so that we hide the content. This will fail on slow computers/network...
setTimeout(() => {
applyCompendiumFilter();
}, 250);
return false;
}
}
static updateCompendium(pack, documents, options, userId) {
documents.forEach((document) => {
const inc_reference = document?.system?.source_reference?.source?.trim();
if (!!inc_reference) {
const references = game.settings.get(CONFIG.l5r5e.namespace, "all-compendium-references");
if (!references.includes(inc_reference)) {
references.push(inc_reference);
game.settings.set(CONFIG.l5r5e.namespace, "all-compendium-references", references);
}
}
});
}
/**
* DiceSoNice - Add L5R DicePresets
*/

View File

@@ -10,6 +10,8 @@ export class AdvancementSheetL5r5e extends ItemSheetL5r5e {
static types = [
{ id: "ring", label: "l5r5e.rings.label" },
{ id: "skill", label: "l5r5e.skills.label" },
{ id: "arcane", label: "l5r5e.chiaroscuro.arcane.label" },
{ id: "mot_invocation", label: "l5r5e.chiaroscuro.technique.mot_invocation" },
// others have theirs own xp count
];
@@ -27,6 +29,12 @@ export class AdvancementSheetL5r5e extends ItemSheetL5r5e {
sheetData.data.subTypesList = AdvancementSheetL5r5e.types;
sheetData.data.skillsList = game.l5r5e.HelpersL5r5e.getSkillsList(true);
// Invocation sub-types (Général / Neutre / Précis)
const invTypes = game.l5r5e.HelpersL5r5e.getLocalizedRawObject("l5r5e.chiaroscuro.technique.invocation_types") ?? {};
sheetData.data.invocationTypesList = [{ id: "", label: "—" }].concat(
Object.entries(invTypes).map(([id, label]) => ({ id, label }))
);
return sheetData;
}
@@ -49,15 +57,22 @@ export class AdvancementSheetL5r5e extends ItemSheetL5r5e {
html.find("#advancement_type").on("change", (event) => {
const targetEvt = $(event.target);
targetEvt.prop("disabled", true);
const val = targetEvt.val();
if (targetEvt.val() === "skill") {
if (val === "skill") {
this._updateChoice({ ring: currentRing }, { skill: currentSkill }).then(
targetEvt.prop("disabled", false)
);
} else if (targetEvt.val() === "ring") {
} else if (val === "ring") {
this._updateChoice({ skill: currentSkill }, { ring: currentRing }).then(
targetEvt.prop("disabled", false)
);
} else {
// arcane or mot_invocation: just save the type, no auto-calc
this.object.update({ system: { advancement_type: val } }).then(() => {
targetEvt.prop("disabled", false);
this.render(true);
});
}
});
@@ -90,12 +105,12 @@ export class AdvancementSheetL5r5e extends ItemSheetL5r5e {
// Modify image to reflect choice
if (newChoice.ring) {
name = game.i18n.localize(`l5r5e.rings.${newChoice.ring}`) + "+1";
img = `systems/l5r5e/assets/icons/rings/${newChoice.ring}.svg`;
img = `systems/l5rx-chiaroscuro/assets/icons/rings/${newChoice.ring}.svg`;
} else if (newChoice.skill) {
name =
game.i18n.localize(`l5r5e.skills.${CONFIG.l5r5e.skills.get(newChoice.skill)}.${newChoice.skill}`) +
"+1";
img = `systems/l5r5e/assets/dices/default/skill_blank.svg`;
img = `systems/l5rx-chiaroscuro/assets/dices/default/skill_blank.svg`;
}
// Object embed in actor ?

View File

@@ -0,0 +1,45 @@
import { BaseItemSheetL5r5e } from "./base-item-sheet.js";
/**
* Sheet for Arcane items (Chiaroscuro).
* @extends {BaseItemSheetL5r5e}
*/
export class ArcaneSheetL5r5e extends BaseItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "arcane"],
template: CONFIG.l5r5e.paths.templates + "items/arcane/arcane-sheet.html",
width: 500,
height: 400,
});
}
/** @override */
async getData(options = {}) {
const sheetData = await super.getData(options);
// Convert application array to comma-separated string for display
const app = sheetData.data.system.application;
sheetData.data.system.applicationDisplay = Array.isArray(app) ? app.join(", ") : (app ?? "");
sheetData.data.enrichedHtml = {
description: await foundry.applications.ux.TextEditor.implementation.enrichHTML(
sheetData.data.system.description ?? "",
{ async: true }
),
};
return sheetData;
}
/** @override */
async _updateObject(event, formData) {
// Convert comma-separated application string back to array
const raw = formData["system.applicationDisplay"] ?? "";
formData["system.application"] = raw.split(",").map((s) => s.trim()).filter(Boolean);
delete formData["system.applicationDisplay"];
return super._updateObject(event, formData);
}
}

View File

@@ -11,4 +11,16 @@ export class ArmorSheetL5r5e extends ItemSheetL5r5e {
template: CONFIG.l5r5e.paths.templates + "items/armor/armor-sheet.html",
});
}
/** @override */
async getData(options = {}) {
const sheetData = await super.getData(options);
const catObj = game.l5r5e.HelpersL5r5e.getLocalizedRawObject("chiaroscuro.armor.categories") ?? {};
sheetData.data.armorCategories = Object.entries(catObj)
.filter(([k]) => k !== "label")
.map(([id, label]) => ({ id, label }));
return sheetData;
}
}

View File

@@ -1,137 +0,0 @@
import { ItemSheetL5r5e } from "./item-sheet.js";
/**
* @extends {ItemSheetL5r5e}
*/
export class ArmyCohortSheetL5r5e extends ItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "army-cohort"],
template: CONFIG.l5r5e.paths.templates + "items/army-cohort/army-cohort-sheet.html",
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "infos" }],
dragDrop: [{ dragSelector: ".item", dropSelector: null }],
});
}
/** @override */
constructor(options = {}) {
super(options);
this._initialize();
}
/**
* Initialize once
* @private
*/
_initialize() {
const data = this.object.system;
// update linked actor datas
if (data.leader_actor_id) {
const actor = game.actors.get(data.leader_actor_id);
if (actor) {
this._updateLinkedActorData(actor);
} else {
this._removeLinkedActor();
}
}
}
/**
* @return {Object|Promise}
*/
async getData(options = {}) {
const sheetData = await super.getData(options);
// Editors enrichment
sheetData.data.enrichedHtml.abilities = await foundry.applications.ux.TextEditor.implementation.enrichHTML(sheetData.data.system.abilities, {
async: true,
});
return sheetData;
}
/**
* Activate a named TinyMCE text editor
* @param {string} name The named data field which the editor modifies.
* @param {object} options TinyMCE initialization options passed to TextEditor.create
* @param {string} initialContent Initial text content for the editor area.
* @override
*/
activateEditor(name, options = {}, initialContent = "") {
// Symbols Compatibility with old compendium modules (PRE l5r v1.7.2)
if (name === "system.abilities" && initialContent) {
initialContent = game.l5r5e.HelpersL5r5e.convertSymbols(initialContent, false);
}
return super.activateEditor(name, options, initialContent);
}
/**
* Subscribe to events from the sheet.
* @param {jQuery} html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable) {
return;
}
// Delete the linked Actor
html.find(".actor-remove-control").on("click", (event) => {
event.preventDefault();
event.stopPropagation();
this._removeLinkedActor();
});
}
/**
* Handle dropped Item data on the Actor sheet (cohort, fortification)
* @param {DragEvent} event
*/
async _onDrop(event) {
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable) {
return;
}
const droppedActor = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
return this._updateLinkedActorData(droppedActor);
}
/**
* Update actor datas for this army sheet
* @param {ActorL5r5e} actor actor object
* @return {Promise<abstract.Document>}
* @private
*/
async _updateLinkedActorData(actor) {
if (!actor || actor.documentName !== "Actor" || !actor.isCharacterType) {
console.warn("L5R5E | Army Cohort | Wrong actor type", actor?.type, actor);
return;
}
return this.object.update({
img: actor.img,
system: {
leader: actor.name,
leader_actor_id: actor._id,
},
});
}
/**
* Remove the linked actor (commander/warlord)
* @return {Promise<void>}
* @private
*/
async _removeLinkedActor() {
return this.object.update({
system: {
leader_actor_id: null,
},
});
}
}

View File

@@ -1,14 +0,0 @@
import { ItemSheetL5r5e } from "./item-sheet.js";
/**
* @extends {ItemSheetL5r5e}
*/
export class ArmyFortificationSheetL5r5e extends ItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "army-fortification"],
template: CONFIG.l5r5e.paths.templates + "items/army-fortification/army-fortification-sheet.html",
});
}
}

View File

@@ -1,14 +0,0 @@
import { ItemSheetL5r5e } from "./item-sheet.js";
/**
* @extends {ItemSheet}
*/
export class BondSheetL5r5e extends ItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "bond"],
template: CONFIG.l5r5e.paths.templates + "items/bond/bond-sheet.html",
});
}
}

View File

@@ -0,0 +1,30 @@
import { BaseItemSheetL5r5e } from "./base-item-sheet.js";
/**
* Sheet for État items (Chiaroscuro).
* @extends {BaseItemSheetL5r5e}
*/
export class EtatSheetL5r5e extends BaseItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "etat"],
template: CONFIG.l5r5e.paths.templates + "items/etat/etat-sheet.html",
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "attributes" }],
});
}
/** @override */
async getData(options = {}) {
const sheetData = await super.getData(options);
sheetData.data.enrichedHtml = {
description: await foundry.applications.ux.TextEditor.implementation.enrichHTML(
sheetData.data.system.description ?? "",
{ async: true }
),
};
return sheetData;
}
}

View File

@@ -1,128 +0,0 @@
import { ItemSheetL5r5e } from "./item-sheet.js";
/**
* @extends {ItemSheet}
*/
export class ItemPatternSheetL5r5e extends ItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "item-pattern"],
template: CONFIG.l5r5e.paths.templates + "items/item-pattern/item-pattern-sheet.html",
});
}
/**
* @return {Object|Promise}
*/
async getData(options = {}) {
const sheetData = await super.getData(options);
// Linked Property
sheetData.data.linkedProperty = await this.getLinkedProperty(sheetData);
return sheetData;
}
/**
* Get the linked property name
* @param sheetData
* @return {Promise<null|{name, id}>}
*/
async getLinkedProperty(sheetData) {
if (sheetData.data.system.linked_property_id) {
const linkedProperty = await game.l5r5e.HelpersL5r5e.getObjectGameOrPack({
id: sheetData.data.system.linked_property_id,
type: "Item",
});
if (linkedProperty) {
return {
id: linkedProperty._id,
name: linkedProperty.name,
};
}
}
return null;
}
/**
* Subscribe to events from the sheet.
* @param {jQuery} html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) {
return;
}
// Delete the linked property
html.find(`.linked-property-delete`).on("click", this._deleteLinkedProperty.bind(this));
}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @private
*/
async _onDrop(event) {
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) {
return;
}
// Only property allowed here
let item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
if (!item || item.documentName !== "Item" || item.type !== "property") {
return;
}
// Set the new property, and update
this.document.system.linked_property_id = item.id;
this.document.update({
system: {
linked_property_id: this.document.system.linked_property_id,
},
});
}
/**
* Remove the link to a property for the current item
* @param {Event} event
* @return {Promise<void>}
* @private
*/
async _deleteLinkedProperty(event) {
event.preventDefault();
event.stopPropagation();
let name;
const linkedProperty = await game.l5r5e.HelpersL5r5e.getObjectGameOrPack({
id: this.document.system.linked_property_id,
type: "Item",
});
if (linkedProperty) {
name = linkedProperty.name;
}
const callback = async () => {
this.document.system.linked_property_id = null;
this.document.update({
system: {
linked_property_id: this.document.system.linked_property_id,
},
});
};
// Holing Ctrl = without confirm
if (event.ctrlKey || !name) {
return callback();
}
game.l5r5e.HelpersL5r5e.confirmDeleteDialog(
game.i18n.format("l5r5e.global.delete_confirm", { name }),
callback
);
}
}

View File

@@ -50,7 +50,7 @@ export class ItemSheetL5r5e extends BaseItemSheetL5r5e {
id: property.id,
name: property.name,
type: "property",
img: "systems/l5r5e/assets/icons/items/property.svg",
img: "systems/l5rx-chiaroscuro/assets/icons/items/property.svg",
removed: true,
};
}));
@@ -108,19 +108,12 @@ export class ItemSheetL5r5e extends BaseItemSheetL5r5e {
}
// If we are a property, the child id need to be different to parent
// (property type removed — guard kept for legacy data safety)
if (this.item.type === "property" && this.item.id === item._id) {
return;
}
// Specific ItemPattern's drop, get the associated props instead
if (item.type === "item_pattern" && item.system.linked_property_id) {
item = await game.l5r5e.HelpersL5r5e.getObjectGameOrPack({
id: item.system.linked_property_id,
type: "Item",
});
}
// Final object has to be a property
// Final object has to be a property (type removed — no more drops possible)
if (item.type !== "property") {
return;
}

View File

@@ -0,0 +1,59 @@
import { BaseItemSheetL5r5e } from "./base-item-sheet.js";
/** Mode Invocation values per invocation type */
const INVOCATION_MODE = {
general: 3,
neutre: 0,
precis: -3,
};
/**
* Sheet for Mot d'Invocation items (Chiaroscuro).
* @extends {BaseItemSheetL5r5e}
*/
export class MotInvocationSheetL5r5e extends BaseItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "mot-invocation"],
template: CONFIG.l5r5e.paths.templates + "items/mot_invocation/mot-invocation-sheet.html",
width: 500,
height: 360,
});
}
/** @override */
async getData(options = {}) {
const sheetData = await super.getData(options);
// Build invocation types list from i18n
const invTypes = game.l5r5e.HelpersL5r5e.getLocalizedRawObject("l5r5e.chiaroscuro.technique.invocation_types") ?? {};
sheetData.data.invocationTypesList = [{ id: "", label: "—" }].concat(
Object.entries(invTypes).map(([id, label]) => ({ id, label }))
);
sheetData.data.enrichedHtml = {
description: await foundry.applications.ux.TextEditor.implementation.enrichHTML(
sheetData.data.system.description ?? "",
{ async: true }
),
};
return sheetData;
}
/** @override */
activateListeners(html) {
super.activateListeners(html);
if (!this.isEditable) return;
html.find("#mot_invocation_type").on("change", async (event) => {
const type = event.target.value;
const mode = INVOCATION_MODE[type] ?? 0;
// Update stored value and refresh display
await this.object.update({ system: { invocation_type: type, mode_invocation: mode } });
this.render(true);
});
}
}

View File

@@ -0,0 +1,36 @@
import { BaseItemSheetL5r5e } from "./base-item-sheet.js";
/**
* Sheet for Mystère items (Chiaroscuro).
* @extends {BaseItemSheetL5r5e}
*/
export class MystereSheetL5r5e extends BaseItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "mystere"],
template: CONFIG.l5r5e.paths.templates + "items/mystere/mystere-sheet.html",
width: 500,
height: 380,
});
}
/** @override */
async getData(options = {}) {
const sheetData = await super.getData(options);
sheetData.data.mystereTypes = [
{ id: "mineur", label: game.i18n.localize("chiaroscuro.mystere.mineur") },
{ id: "majeur", label: game.i18n.localize("chiaroscuro.mystere.majeur") },
];
sheetData.data.enrichedHtml = {
description: await foundry.applications.ux.TextEditor.implementation.enrichHTML(
sheetData.data.system.description ?? "",
{ async: true }
),
};
return sheetData;
}
}

View File

@@ -1,14 +0,0 @@
import { ItemSheetL5r5e } from "./item-sheet.js";
/**
* @extends {ItemSheet}
*/
export class PropertySheetL5r5e extends ItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "property"],
template: CONFIG.l5r5e.paths.templates + "items/property/property-sheet.html",
});
}
}

View File

@@ -1,14 +0,0 @@
import { ItemSheetL5r5e } from "./item-sheet.js";
/**
* @extends {ItemSheet}
*/
export class SignatureScrollSheetL5r5e extends ItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "signature-scroll"],
template: CONFIG.l5r5e.paths.templates + "items/signature-scroll/signature-scroll-sheet.html",
});
}
}

View File

@@ -0,0 +1,31 @@
import { BaseItemSheetL5r5e } from "./base-item-sheet.js";
/**
* Sheet for Technique École items (Chiaroscuro).
* @extends {BaseItemSheetL5r5e}
*/
export class TechniqueEcoleSheetL5r5e extends BaseItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "technique-ecole"],
template: CONFIG.l5r5e.paths.templates + "items/technique_ecole/technique-ecole-sheet.html",
width: 500,
height: 380,
});
}
/** @override */
async getData(options = {}) {
const sheetData = await super.getData(options);
sheetData.data.enrichedHtml = {
description: await foundry.applications.ux.TextEditor.implementation.enrichHTML(
sheetData.data.system.description ?? "",
{ async: true }
),
};
return sheetData;
}
}

View File

@@ -1,174 +0,0 @@
import { ItemSheetL5r5e } from "./item-sheet.js";
/**
* @extends {ItemSheet}
*/
export class TechniqueSheetL5r5e extends ItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "technique"],
template: CONFIG.l5r5e.paths.templates + "items/technique/technique-sheet.html",
});
}
/** @override */
async getData(options = {}) {
const sheetData = await super.getData(options);
// List all available techniques type
const types = ["core", "school", "title"];
if (game.settings.get(CONFIG.l5r5e.namespace, "techniques-customs")) {
types.push("custom");
}
sheetData.data.techniquesList = game.l5r5e.HelpersL5r5e.getTechniquesList({ types });
// Sanitize Difficulty and Skill list
sheetData.data.system.difficulty = TechniqueSheetL5r5e.formatDifficulty(sheetData.data.system.difficulty);
sheetData.data.system.skill = TechniqueSheetL5r5e.translateSkillsList(
TechniqueSheetL5r5e.formatSkillList(sheetData.data.system.skill.split(",")),
false
).join(", ");
return sheetData;
}
/**
* This method is called upon form submission after form data is validated
* @param {Event} event The initial triggering submission event
* @param {Object} formData The object of validated form data with which to update the object
* @returns {Promise} A Promise which resolves once the update operation has completed
* @override
*/
async _updateObject(event, formData) {
// Change the image according to the type if this is already the case
if (
formData["system.technique_type"] &&
formData.img === `${CONFIG.l5r5e.paths.assets}icons/techs/${this.object.system.technique_type}.svg`
) {
formData.img = `${CONFIG.l5r5e.paths.assets}icons/techs/${formData["system.technique_type"]}.svg`;
}
// Sanitize Difficulty and Skill list
formData["system.difficulty"] = TechniqueSheetL5r5e.formatDifficulty(formData["system.difficulty"]);
formData["system.skill"] = TechniqueSheetL5r5e.formatSkillList(
TechniqueSheetL5r5e.translateSkillsList(formData["system.skill"].split(","), true)
).join(",");
return super._updateObject(event, formData);
}
/**
* Listen to html elements
* @param {jQuery} html HTML content of the sheet.
* @override
*/
activateListeners(html) {
super.activateListeners(html);
// *** Everything below here is only needed if the sheet is editable ***
if (!this.isEditable) {
return;
}
// Autocomplete
game.l5r5e.HelpersL5r5e.autocomplete(
html,
"system.difficulty",
[
"@T:intrigueRank",
"@T:focus",
"@T:martialRank",
"@T:statusRank|max",
"@T:strife.value|max",
"@T:vigilance",
"@T:vigilance|max",
"@T:vigilance|min",
"@T:vigilance|max(@T:statusRank)",
],
","
);
game.l5r5e.HelpersL5r5e.autocomplete(
html,
"system.skill",
Object.values(TechniqueSheetL5r5e.getSkillsTranslationMap(false)),
","
);
}
/**
* Sanitize the technique difficulty
* @param {string} str
* @return {string}
*/
static formatDifficulty(str) {
if (str && !Number.isNumeric(str) && !CONFIG.l5r5e.regex.techniqueDifficulty.test(str)) {
return "";
}
return str;
}
/**
* Get a flat map for skill translation
* @param {boolean} bToSkillId if true flip props/values
* @return {Object}
*/
static getSkillsTranslationMap(bToSkillId) {
return Array.from(CONFIG.l5r5e.skills).reduce((acc, [id, cat]) => {
if (bToSkillId) {
acc[game.l5r5e.HelpersL5r5e.normalize(game.i18n.localize(`l5r5e.skills.${cat}.${id}`))] = id;
acc[game.l5r5e.HelpersL5r5e.normalize(game.i18n.localize(`l5r5e.skills.${cat}.title`))] = cat;
} else {
acc[id] = game.i18n.localize(`l5r5e.skills.${cat}.${id}`);
acc[cat] = game.i18n.localize(`l5r5e.skills.${cat}.title`);
}
return acc;
}, {});
}
/**
* Translate a list of skill and category
* @param {string[]} aIn
* @param {boolean} bToSkillId
* @return {string[]}
*/
static translateSkillsList(aIn, bToSkillId) {
const map = TechniqueSheetL5r5e.getSkillsTranslationMap(bToSkillId);
return aIn.map((skill) => map[game.l5r5e.HelpersL5r5e.normalize(skill)]);
}
/**
* Sanitize the technique skill list
* @param {string[]} skillList
* @return {string[]}
*/
static formatSkillList(skillList) {
if (!skillList) {
return "";
}
const categories = game.l5r5e.HelpersL5r5e.getCategoriesSkillsList();
// List categories
const unqCatList = new Set();
skillList.forEach((s) => {
s = s?.trim();
if (!!s && categories.has(s)) {
unqCatList.add(s);
}
});
// List skill (not include in cat)
const unqSkillList = new Set();
skillList.forEach((s) => {
s = s?.trim();
if (!!s && CONFIG.l5r5e.skills.has(s)) {
const cat = CONFIG.l5r5e.skills.get(s);
if (!unqCatList.has(cat)) {
unqSkillList.add(s);
}
}
});
return [...unqCatList, ...unqSkillList];
}
}

View File

@@ -1,149 +0,0 @@
import { ItemSheetL5r5e } from "./item-sheet.js";
/**
* @extends {ItemSheet}
*/
export class TitleSheetL5r5e extends ItemSheetL5r5e {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["l5r5e", "sheet", "title"],
template: CONFIG.l5r5e.paths.templates + "items/title/title-sheet.html",
});
}
/**
* @return {Object|Promise}
*/
async getData(options = {}) {
const sheetData = await super.getData(options);
// Prepare OwnedItems
sheetData.data.embedItemsList = this._prepareEmbedItems(sheetData.data.system.items);
// Automatically compute the total xp cost (full price) and XP in title (cursus, some halved prices)
const { xp_used_total, xp_used } = game.l5r5e.HelpersL5r5e.getItemsXpCost(sheetData.data.embedItemsList);
sheetData.data.system.xp_used_total = xp_used_total;
sheetData.data.system.xp_used = xp_used;
return sheetData;
}
/**
* Prepare Embed items
* @param {[]|Map} itemsMap
* @return {[]}
* @private
*/
_prepareEmbedItems(itemsMap) {
let itemsList = itemsMap;
if (itemsMap instanceof Map) {
itemsList = Array.from(itemsMap).map(([id, item]) => item);
}
// Sort by rank desc
itemsList.sort((a, b) => (b.system.rank || 0) - (a.system.rank || 0));
return itemsList;
}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @private
*/
async _onDrop(event) {
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) {
return;
}
// Check item type and subtype
let item = await game.l5r5e.HelpersL5r5e.getDragnDropTargetObject(event);
if (!item || item.documentName !== "Item" || !["technique", "advancement"].includes(item.type)) {
return;
}
const data = item.toObject(false);
// Check xp for techs
if (item.type === "technique") {
data.system.xp_cost = data.system.xp_cost > 0 ? data.system.xp_cost : CONFIG.l5r5e.xp.techniqueCost;
data.system.xp_used = data.system.xp_cost;
}
this.document.addEmbedItem(data);
}
/**
* Subscribe to events from the sheet.
* @param {jQuery} html HTML content of the sheet.
*/
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) {
return;
}
// *** Sub-Items management ***
html.find(".item-add").on("click", this._addSubItem.bind(this));
html.find(`.item-edit`).on("click", this._editSubItem.bind(this));
html.find(`.item-delete`).on("click", this._deleteSubItem.bind(this));
html.find(`.item-curriculum`).on("click", this._switchSubItemCurriculum.bind(this));
}
/**
* Display a dialog to choose what Item to add, and add it on this Item
* @param {Event} event
* @return {Promise<void>}
* @private
*/
async _addSubItem(event) {
event.preventDefault();
event.stopPropagation();
// Show Dialog
const selectedType = await game.l5r5e.HelpersL5r5e.showSubItemDialog(["advancement", "technique"]);
if (!selectedType) {
return;
}
// Create the new Item
const itemId = await this.document.addEmbedItem(
new game.l5r5e.ItemL5r5e({
name: game.i18n.localize(`TYPES.Item.${selectedType.toLowerCase()}`),
type: selectedType,
img: `${CONFIG.l5r5e.paths.assets}icons/items/${selectedType}.svg`,
})
);
// Get the store object and display it
const item = this.document.items.get(itemId);
if (item) {
item.sheet.render(true);
}
}
/**
* Toogle the curriculum for this embed item
* @param {Event} event
* @return {Promise<void>}
* @private
*/
async _switchSubItemCurriculum(event) {
event.preventDefault();
event.stopPropagation();
const itemId = $(event.currentTarget).data("item-id");
const item = this.document.getEmbedItem(itemId);
if (!item) {
return;
}
// Switch the state and update
item.system.in_curriculum = !item.system.in_curriculum;
return this.document.updateEmbedItem(item);
}
}

View File

@@ -15,14 +15,23 @@ export class WeaponSheetL5r5e extends ItemSheetL5r5e {
async getData(options = {}) {
const sheetData = await super.getData(options);
// Martial skills only
// Only these four skills are relevant for weapons
const allowedSkills = ["archery", "unarmed", "melee", "invocation"];
sheetData.data.skills = Array.from(CONFIG.l5r5e.skills)
.filter(([id, cat]) => cat === "martial")
.filter(([id]) => allowedSkills.includes(id))
.map(([id, cat]) => ({
id,
label: "l5r5e.skills." + cat.toLowerCase() + "." + id.toLowerCase(),
}));
// Weapon categories (Chiaroscuro) — sorted alphabetically
const catObj = game.l5r5e.HelpersL5r5e.getLocalizedRawObject("chiaroscuro.weapon.categories") ?? {};
sheetData.data.weaponCategories = [{ id: "", label: "—" }].concat(
Object.entries(catObj)
.map(([id, label]) => ({ id, label }))
.sort((a, b) => a.label.localeCompare(b.label, undefined, { sensitivity: "base" }))
);
return sheetData;
}
}

View File

@@ -10,7 +10,6 @@ import HooksL5r5e from "./hooks.js";
import { ActorL5r5e } from "./actor.js";
import { CharacterSheetL5r5e } from "./actors/character-sheet.js";
import { NpcSheetL5r5e } from "./actors/npc-sheet.js";
import { ArmySheetL5r5e } from "./actors/army-sheet.js";
import { RulerL5r5e, TokenRulerL5r5e } from "./tatical-grid-rulers.js";
// Dice and rolls
import { L5rBaseDie } from "./dice/dietype/l5r-base-die.js";
@@ -19,34 +18,34 @@ import { RingDie } from "./dice/dietype/ring-die.js";
import { RollL5r5e } from "./dice/roll.js";
import { DicePickerDialog } from "./dice/dice-picker-dialog.js";
import { RollnKeepDialog } from "./dice/roll-n-keep-dialog.js";
import { ChiaroscuroDiceDialog } from "./dice/chiaroscuro-dice-dialog.js";
import { CombatL5r5e } from "./combat.js";
// Items
import { ItemL5r5e } from "./item.js";
import { ItemSheetL5r5e } from "./items/item-sheet.js";
import { ArmorSheetL5r5e } from "./items/armor-sheet.js";
import { WeaponSheetL5r5e } from "./items/weapon-sheet.js";
import { TechniqueSheetL5r5e } from "./items/technique-sheet.js";
import { PropertySheetL5r5e } from "./items/property-sheet.js";
import { AdvancementSheetL5r5e } from "./items/advancement-sheet.js";
import { PeculiaritySheetL5r5e } from "./items/peculiarity-sheet.js";
import { TitleSheetL5r5e } from "./items/title-sheet.js";
import { BondSheetL5r5e } from "./items/bond-sheet.js";
import { SignatureScrollSheetL5r5e } from "./items/signature-scroll-sheet.js";
import { ItemPatternSheetL5r5e } from "./items/item-pattern-sheet.js";
import { ArmyCohortSheetL5r5e } from "./items/army-cohort-sheet.js";
import { ArmyFortificationSheetL5r5e } from "./items/army-fortification-sheet.js";
import { ArcaneSheetL5r5e } from "./items/arcane-sheet.js";
import { EtatSheetL5r5e } from "./items/etat-sheet.js";
import { MystereSheetL5r5e } from "./items/mystere-sheet.js";
import { TechniqueEcoleSheetL5r5e } from "./items/technique-ecole-sheet.js";
import { MotInvocationSheetL5r5e } from "./items/mot-invocation-sheet.js";
// JournalEntry
import { JournalL5r5e } from "./journal.js";
import { BaseJournalSheetL5r5e } from "./journals/base-journal-sheet.js";
// Compendium
import { CompendiumDirectoryL5r5e } from "./compendium/l5r5e-compendium-directory.js";
// Specific
import { MigrationL5r5e } from "./migration.js";
import { GmToolbox } from "./gm/gm-toolbox.js";
import { GmMonitor } from "./gm/gm-monitor.js";
import { Storage } from "./storage.js";
// Misc
import { L5r5eHtmlMultiSelectElement } from "./misc/l5r5e-multiselect.js";
import { L5R5eHtmlComboBoxElement } from "./misc/l5r5e-combo-box.js";
window.customElements.define(L5r5eHtmlMultiSelectElement.tagName, L5r5eHtmlMultiSelectElement);
window.customElements.define(L5R5eHtmlComboBoxElement.tagName, L5R5eHtmlComboBoxElement);
/* ------------------------------------ */
/* Initialize system */
@@ -66,6 +65,23 @@ Hooks.once("init", async () => {
// Global access to L5R Config
CONFIG.l5r5e = L5R5E;
// Setting up sidebar icons
CONFIG.ChatMessage.sidebarIcon = "l5r5e chatIcon";
CONFIG.Combat.sidebarIcon = "l5r5e combatIcon";
CONFIG.Scene.sidebarIcon = "l5r5e sceneIcon";
CONFIG.Actor.sidebarIcon = "l5r5e actorIcon";
CONFIG.Item.sidebarIcon = "l5r5e itemIcon";
CONFIG.JournalEntry.sidebarIcon = "l5r5e journalIcon";
CONFIG.RollTable.sidebarIcon = "l5r5e rolltableIcon";
CONFIG.Playlist.sidebarIcon = "l5r5e playlistIcon";
// Note: We don't have any custom icons here so just append l5r5e and type
CONFIG.Cards.sidebarIcon += " l5r5e cardsIcon";
CONFIG.Macro.sidebarIcon += " l5r5e macroIcon";
// The compendium and the settings menu is registered a little different.
foundry.applications.sidebar.Sidebar.TABS.compendium.icon = "l5r5e compendiumIcon";
foundry.applications.sidebar.Sidebar.TABS.settings.icon = "l5r5e settingsIcon";
// Assign custom classes and constants here
CONFIG.Combat.documentClass = CombatL5r5e;
CONFIG.Actor.documentClass = ActorL5r5e;
@@ -76,6 +92,8 @@ Hooks.once("init", async () => {
CONFIG.Token.rulerClass = TokenRulerL5r5e;
CONFIG.Canvas.rulerClass = RulerL5r5e;
CONFIG.ui.compendium = CompendiumDirectoryL5r5e;
// Define custom Roll class
CONFIG.Dice.rolls.unshift(RollL5r5e);
@@ -95,8 +113,7 @@ Hooks.once("init", async () => {
ActorL5r5e,
DicePickerDialog,
RollnKeepDialog,
GmToolbox,
GmMonitor,
ChiaroscuroDiceDialog,
storage: new Storage(),
sockets: new SocketHandlerL5r5e(),
migrations: MigrationL5r5e,
@@ -127,11 +144,6 @@ Hooks.once("init", async () => {
label: "TYPES.Actor.npc",
makeDefault: true,
});
fdc.Actors.registerSheet(L5R5E.namespace, ArmySheetL5r5e, {
types: ["army"],
label: "TYPES.Actor.army",
makeDefault: true,
});
// Items
fdc.Items.unregisterSheet("core", fav1s.ItemSheet);
@@ -150,16 +162,6 @@ Hooks.once("init", async () => {
label: "TYPES.Item.weapon",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, TechniqueSheetL5r5e, {
types: ["technique"],
label: "TYPES.Item.technique",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, PropertySheetL5r5e, {
types: ["property"],
label: "TYPES.Item.property",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, PeculiaritySheetL5r5e, {
types: ["peculiarity"],
label: "TYPES.Item.peculiarity",
@@ -170,34 +172,29 @@ Hooks.once("init", async () => {
label: "TYPES.Item.advancement",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, TitleSheetL5r5e, {
types: ["title"],
label: "TYPES.Item.title",
fdc.Items.registerSheet(L5R5E.namespace, ArcaneSheetL5r5e, {
types: ["arcane"],
label: "TYPES.Item.arcane",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, BondSheetL5r5e, {
types: ["bond"],
label: "TYPES.Item.bond",
fdc.Items.registerSheet(L5R5E.namespace, EtatSheetL5r5e, {
types: ["etat"],
label: "TYPES.Item.etat",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, SignatureScrollSheetL5r5e, {
types: ["signature_scroll"],
label: "TYPES.Item.signature_scroll",
fdc.Items.registerSheet(L5R5E.namespace, MystereSheetL5r5e, {
types: ["mystere"],
label: "TYPES.Item.mystere",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, ItemPatternSheetL5r5e, {
types: ["item_pattern"],
label: "TYPES.Item.item_pattern",
fdc.Items.registerSheet(L5R5E.namespace, TechniqueEcoleSheetL5r5e, {
types: ["technique_ecole"],
label: "TYPES.Item.technique_ecole",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, ArmyCohortSheetL5r5e, {
types: ["army_cohort"],
label: "TYPES.Item.army_cohort",
makeDefault: true,
});
fdc.Items.registerSheet(L5R5E.namespace, ArmyFortificationSheetL5r5e, {
types: ["army_fortification"],
label: "TYPES.Item.army_fortification",
fdc.Items.registerSheet(L5R5E.namespace, MotInvocationSheetL5r5e, {
types: ["mot_invocation"],
label: "TYPES.Item.mot_invocation",
makeDefault: true,
});
@@ -265,6 +262,4 @@ Hooks.on("renderSidebarTab", (app, html, data) => HooksL5r5e.renderSidebarTab(ap
Hooks.on("activateSettings", async (app)=> HooksL5r5e.activateSettings(app));
Hooks.on("renderChatMessageHTML", (message, html, data) => HooksL5r5e.renderChatMessage(message, html, data));
Hooks.on("renderCombatTracker", (app, html, data) => HooksL5r5e.renderCombatTracker(app, html, data));
Hooks.on("renderCompendium", async (app, html, data) => HooksL5r5e.renderCompendium(app, html, data));
Hooks.on("diceSoNiceRollStart", (messageId, context) => HooksL5r5e.diceSoNiceRollStart(messageId, context));
Hooks.on("updateCompendium", (pack, documents, options, userId) => HooksL5r5e.updateCompendium(pack, documents, options, userId));

View File

@@ -309,6 +309,29 @@ export class MigrationL5r5e {
}
// ***** End of 1.3.0 *****
// ***** Start of 2.0.0 (Chiaroscuro) *****
if (options?.force || MigrationL5r5e.needUpdate("2.0.0")) {
// Migrate character skill ranks from numeric (1-5) to Chiaroscuro string enum.
// Rank 0 (unranked) stays as the number 0 — this is intentional: the template
// defaults to 0 (number) and JS coerces it correctly when keying into skillRanks.
if (actor.type === "character" && system.skills) {
const rankMap = { 1: "initie", 2: "expert", 3: "maitre", 4: "parangon1", 5: "parangon2" };
const groups = ["artisan", "martial", "scholar", "social", "trade"];
for (const group of groups) {
const groupSkills = system.skills[group];
if (!groupSkills) continue;
for (const [skillName, rank] of Object.entries(groupSkills)) {
const numRank = Number(rank);
// Only migrate non-zero numeric ranks; 0 is already valid as-is
if (numRank > 0 && rankMap[numRank]) {
updateData[`system.skills.${group}.${skillName}`] = rankMap[numRank];
}
}
}
}
}
// ***** End of 2.0.0 (Chiaroscuro) *****
return updateData;
}

View File

@@ -0,0 +1,257 @@
import { DropdownMixin } from "./l5r5e-dropdown-mixin.js";
const { AbstractFormInputElement } = foundry.applications.elements;
/**
* A custom `<l5r5e-combo-box>` combining a free-text input with a filterable option dropdown.
*
* Stores a **single string value** — either a predefined option's `value` attribute, or
* whatever the user typed freely. Use this when a field holds exactly one value, whether
* chosen from a list or entered manually (e.g. a weapon name, a title, a custom skill).
* For storing multiple values from a list, use {@link L5r5eHtmlMultiSelectElement} instead.
*
* Picking a predefined option stores its `value` attribute while displaying its human-readable
* label. Free-typing stores the typed string as both value and label. Fires `input` on every
* keystroke and `change` only on commit (blur or Enter) to avoid triggering sheet re-renders
* mid-typing. Picking from the dropdown fires both `input` and `change` immediately.
*
* Use `{{selectOptions}}` without `selected=` to render the available options, and set the
* current value via the `value` attribute on the element directly.
*
* @example
* ```hbs
* {{!-- Pass current value via the element's `value` attribute, not selectOptions selected= --}}
* <l5r5e-combo-box name="weapon" value="{{data.weapon}}">
* {{selectOptions choices localize=true}}
* </l5r5e-combo-box>
* ```
*
* @example
* // Programmatic update — query the element by its name attribute, then set value directly.
* // The visible input label updates automatically to match the selected option's label.
* const el = document.querySelector("l5r5e-combo-box[name='weapon']");
* el.value = "axe"; // input shows "Battleaxe", el.value returns "axe"
*
* // Free-text entry (no matching option) — value and label are both set to the typed string:
* el.value = "naginata"; // input shows "naginata", el.value returns "naginata"
*/
export class L5R5eHtmlComboBoxElement extends DropdownMixin(
AbstractFormInputElement,
{ multiSelect: false, debounceMs: 150, clearOnClose: false }
) {
/**
* The label currently shown in the text input. Differs from `_value` when a predefined
* option is selected (value = option's value attribute, label = option's display text).
* @type {string}
*/
_label = "";
/** @override */
static tagName = "l5r5e-combo-box";
/** @override */
static observedAttributes = ["disabled", "placeholder", "value"];
/**
* Flat descriptor list built once in _initialize(), mirrors the light-DOM options.
* @type {{ value: string, label: string, group: string|null }[]}
*/
#options = [];
/**
* Value snapshot taken when the input receives focus.
* Used by the blur handler to decide whether to fire a change event.
* @type {string}
*/
#valueAtFocus = "";
/* -------------------------------------------- */
/* Accessors */
/* -------------------------------------------- */
/** @override */
get value() {
return this._value ?? "";
}
set value(value) {
const match = this.#options.find(option => option.value === String(value ?? ""));
if (match) {
this._value = match.value;
this._label = match.label;
}
else {
this._value = String(value ?? "");
this._label = this._value;
}
this._internals.setFormValue(this._value);
if (this._dropdownInput) {
this._dropdownInput.value = this._label;
}
this.dispatchEvent(new Event("input", { bubbles: true, cancelable: true }));
this.dispatchEvent(new Event("change", { bubbles: true, cancelable: true }));
}
/**
* AbstractFormInputElement does not have an _initialize() hook, so we override
* connectedCallback to snapshot options from the light DOM before _buildElements()
* is called by super.connectedCallback().
*
* We keep this minimal: just build the flat #options list so _getDropdownOptions()
* and the value setter can look options up by value.
* @override
*/
connectedCallback() {
this.#snapshotOptions();
this.#resolveInitialValue();
super.connectedCallback();
}
#snapshotOptions() {
const makeOption = (option, group = null) => ({
value: option.value,
label: option.innerText,
group,
});
this.#options = [...this.children].flatMap(child => {
if (child instanceof HTMLOptGroupElement) {
return [...child.querySelectorAll("option")]
.filter(option => option.value)
.map(option => makeOption(option, child.label));
}
if (child instanceof HTMLOptionElement && child.value) {
return makeOption(child);
}
return [];
});
}
#resolveInitialValue() {
// Honour a `value` attribute if set, otherwise find a selected option.
const attrValue = this.getAttribute("value");
const initial = attrValue ?? this.#options.find(option => option.selected)?.value ?? "";
const match = this.#options.find(option => option.value === initial);
if (match) {
this._value = match.value;
this._label = match.label;
} else {
this._value = initial;
this._label = initial;
}
}
/* -------------------------------------------- */
/* Element Lifecycle */
/* -------------------------------------------- */
/** @override */
_buildElements() {
const wrapper = this._buildDropdownElements({
placeholder: this.getAttribute("placeholder") ?? "",
});
this._dropdownInput.value = this._label || this._value || "";
this._primaryInput = this._dropdownInput;
return [wrapper];
}
/** @override */
_activateListeners() {
const signal = this.abortSignal;
this._activateDropdownListeners();
// Prevent the inner <input>'s own native change from reaching Foundry's form handler.
// We dispatch our own change at commit time only (see below).
this._dropdownInput.addEventListener("change", (e) => e.stopPropagation(), { signal });
// Free typing: update value and fire `input` immediately.
// Do NOT fire `change` here — Foundry's form handler re-renders the sheet on
// every `change` event, which would destroy the element mid-typing.
// `change` is fired at commit time: on blur (if value changed) or Enter.
this._dropdownInput.addEventListener("input", () => {
const typed = this._dropdownInput.value;
this._label = typed;
this._value = typed;
this._internals.setFormValue(typed);
this.dispatchEvent(new Event("input", { bubbles: true, cancelable: true }));
// DropdownMixin's #onInput fires the debounced dropdown re-render.
}, { signal });
// Commit on blur if the value has changed since the element was focused.
this._dropdownInput.addEventListener("focus", () => {
this.#valueAtFocus = this._value;
}, { signal });
this._dropdownInput.addEventListener("blur", () => {
if (this._value !== this.#valueAtFocus) {
this.dispatchEvent(new Event("change", { bubbles: true, cancelable: true }));
}
}, { signal });
// Commit on Enter for free-text values (not picked from the dropdown).
this._dropdownInput.addEventListener("keydown", (e) => {
if (e.key === "Enter") {
e.preventDefault();
this._dropdownInput.blur();
}
}, { signal });
}
/** @override */
_toggleDisabled(disabled) {
this._toggleDropdownDisabled(disabled);
// Add/remove .disabled on the wrapper so CSS can dim the whole control.
const wrapper = this.querySelector(".wrapper");
if (wrapper) {
wrapper.classList.toggle("disabled", disabled);
}
}
/** @override */
attributeChangedCallback(attrName, oldValue, newValue) {
super.attributeChangedCallback(attrName, oldValue, newValue);
if (attrName === "disabled") {
this._toggleDropdownDisabled(newValue !== null);
}
}
/** @override */
_refresh() {
if (!this._dropdownInput)
return;
this._dropdownInput.value = this._label ?? "";
this._internals.setFormValue(this._value ?? "");
this._dropdownRefresh();
}
/* -------------------------------------------- */
/* DropdownMixin Contract */
/* -------------------------------------------- */
/** @override */
_getDropdownOptions() {
return this.#options;
}
/** @override */
_isOptionSelected(value) {
return this._value === value;
}
/**
* Commit the picked option as the current value and close the dropdown.
* @override
*/
_onDropdownPick(option) {
this._value = option.value;
this._label = option.label;
this._dropdownInput.value = option.label;
this._internals.setFormValue(option.value);
this._dropdownInput.blur();
this.dispatchEvent(new Event("input", { bubbles: true, cancelable: true }));
this.dispatchEvent(new Event("change", { bubbles: true, cancelable: true }));
}
}

View File

@@ -0,0 +1,492 @@
/**
* @typedef {Object} DropdownMixinConfig
* @property {boolean} [multiSelect=false]
* When true the dropdown toggles selection and stays open after a pick.
* When false a pick commits the value and closes (combo-box mode).
* @property {number} [debounceMs=150]
* Trailing-debounce delay in milliseconds for dropdown re-renders while typing.
*/
/**
* DropdownMixin
*
* Adds a fully custom `<ul role="listbox">` dropdown to any AbstractFormInputElement
* subclass. Handles UI only — building, opening, closing, rendering options, and keyboard
* navigation. Has no opinion about how options are stored or how values are managed.
*
* ### Contract: three methods the host must implement
*
* - `_getDropdownOptions()`
* Return `{ value, label, group, disabled, tooltip }[]` — the full unfiltered list.
*
* - `_isOptionSelected(value)` → boolean
* Return whether a given value is currently selected.
*
* - `_onDropdownPick(option)` → void
* Called when the user picks an option. The mixin handles post-pick behaviour
* (close in single mode, re-render in multi mode) after this returns.
*
* ### Host responsibilities
* - Call `this._buildDropdownElements({ placeholder })` inside `_buildElements()`
* and include the returned wrapper in the returned array.
* - Call `this._activateDropdownListeners()` inside `_activateListeners()`.
* - Call `this._toggleDropdownDisabled(disabled)` inside `_toggleDisabled()`.
* - Call `this._dropdownRefresh()` inside `_refresh()` to keep checkmarks in sync.
*
* @param {typeof AbstractFormInputElement} Base
* @param {DropdownMixinConfig} [mixinConfig={}]
* @return {typeof Base}
*/
export function DropdownMixin(Base, mixinConfig = {}) {
const {
multiSelect = false,
debounceMs = 150,
/**
* When true, closing the dropdown clears the search input text.
* Use true for multi-select (search is transient) and false for
* combo-box (the input IS the value and must persist after close).
*/
clearOnClose = true,
} = mixinConfig;
return class DropdownMixinElement extends Base {
/* --------------------------------------------------------- */
/* Private Fields */
/* --------------------------------------------------------- */
/** @type {HTMLInputElement} */
#searchInput;
/** @type {HTMLUListElement} */
#list;
/** @type {boolean} */
#open = false;
/**
* Snapshot of #open at the moment a focus event fires.
* Lets us distinguish a fresh focus (should open) from a click
* on an already-focused input (should toggle closed).
* @type {boolean}
*/
#wasOpenOnFocus = false;
/** @type {number} */
#activeIndex = -1;
/** @type {HTMLLIElement[]} — flat list of pickable <li>s, excludes group headers */
#optionElements = [];
/** @type {Function} */
#debouncedOpen;
/**
* Per-instance key so multiple elements on the same page never share a timer.
* @type {string}
*/
#debounceId = `l5r5e-dropdown-${foundry.utils.randomID()}`;
/**
* The search input element. The host should assign this to `this._primaryInput`.
* @return {HTMLInputElement}
*/
get _dropdownInput() {
return this.#searchInput;
}
/**
* Build the search `<input>` + `<ul>` dropdown inside a positioned wrapper div.
* Include the returned element in the array returned from `_buildElements()`.
*
* @param {object} [opts]
* @param {string} [opts.placeholder=""]
* @return {HTMLDivElement}
*/
_buildDropdownElements({ placeholder = "" } = {}) {
const wrapper = document.createElement("div");
wrapper.classList.add("wrapper");
this.#searchInput = document.createElement("input");
this.#searchInput.type = "text";
this.#searchInput.classList.add("input");
this.#searchInput.setAttribute("autocomplete", "off");
this.#searchInput.setAttribute("role", "combobox");
this.#searchInput.setAttribute("aria-autocomplete", "list");
this.#searchInput.setAttribute("aria-expanded", "false");
this.#searchInput.setAttribute("aria-haspopup", "listbox");
if (placeholder) {
this.#searchInput.setAttribute("placeholder", placeholder);
}
this.#list = document.createElement("ul");
this.#list.classList.add("dropdown");
this.#list.setAttribute("role", "listbox");
if (multiSelect) {
this.#list.setAttribute("aria-multiselectable", "true");
}
this.#list.hidden = true;
this.#syncOffset();
wrapper.append(this.#searchInput, this.#list);
return wrapper;
}
/** Attach dropdown event listeners. Call inside `_activateListeners()`. */
_activateDropdownListeners() {
const signal = this.abortSignal;
this.#debouncedOpen = game.l5r5e.HelpersL5r5e.debounce(
this.#debounceId,
(query) => this.#openDropdown(query),
debounceMs,
false // trailing — fires after the user pauses
);
this.#searchInput.addEventListener("mousedown", this.#onMouseDown.bind(this), { signal });
this.#searchInput.addEventListener("focus", this.#onFocus.bind(this), { signal });
this.#searchInput.addEventListener("input", this.#onInput.bind(this), { signal });
this.#searchInput.addEventListener("keydown", this.#onKeydown.bind(this), { signal });
this.#searchInput.addEventListener("blur", this.#onBlur.bind(this), { signal });
}
/**
* Enable or disable the search input. Call inside `_toggleDisabled()`.
* @param {boolean} disabled
*/
_toggleDropdownDisabled(disabled) {
if (this.#searchInput) {
this.#searchInput.disabled = disabled;
}
}
/* --------------------------------------------------------- */
/* Refresh */
/* --------------------------------------------------------- */
/**
* Re-render the open dropdown in place so checkmarks and disabled states
* stay in sync with the current value. Call inside `_refresh()`.
*/
_dropdownRefresh() {
if (this.#open) {
this.#renderOptions(this.#filter(this.#searchInput?.value ?? ""));
}
}
/**
* @abstract
* @return {{ value: string, label: string, group: string|null, disabled?: boolean, tooltip?: string }[]}
*/
_getDropdownOptions() {
throw new Error(`${this.constructor.name} must implement _getDropdownOptions()`);
}
/**
* @abstract
* @param {string} value
* @return {boolean}
*/
_isOptionSelected(value) {
throw new Error(`${this.constructor.name} must implement _isOptionSelected()`);
}
/**
* @abstract
* @param {{ value: string, label: string }} option
*/
_onDropdownPick(option) {
throw new Error(`${this.constructor.name} must implement _onDropdownPick()`);
}
/**
* Case-insensitive label filter over `_getDropdownOptions()`.
* Returns all options when query is empty.
* @param {string} query
* @return {object[]}
*/
#filter(query) {
const all = this._getDropdownOptions();
if (!query) {
return all;
}
const lower = query.toLowerCase();
return all.filter(option => option.label.toLowerCase().includes(lower));
}
#openDropdown(query = "") {
this.#renderOptions(this.#filter(query));
this.#list.hidden = false;
this.#searchInput.setAttribute("aria-expanded", "true");
this.#open = true;
this.#activeIndex = -1;
this._onDropdownOpened();
}
/**
* Called when the dropdown opens. Override in host classes to snapshot
* the current value so _onDropdownClosed can compare against it.
* Default is a no-op.
* @protected
*/
_onDropdownOpened() {}
#closeDropdown() {
this.#list.hidden = true;
this.#searchInput.setAttribute("aria-expanded", "false");
this.#open = false;
this.#wasOpenOnFocus = false;
this.#activeIndex = -1;
this.#optionElements = [];
// In combo-box mode the input IS the value, so we leave it intact.
// In multi-select mode the search text is transient and should reset.
if (clearOnClose && this.#searchInput) {
this.#searchInput.value = "";
}
// Notify the host that the dropdown has closed. Hosts can override this
// to fire a single change event after a multi-pick session.
this._onDropdownClosed();
}
/**
* Called when the dropdown closes. Override in host classes to fire a
* consolidated change event after a multi-pick session.
* Default is a no-op.
* @protected
*/
_onDropdownClosed() {}
#renderOptions(options) {
this.#list.innerHTML = "";
this.#optionElements = [];
// hideDisabledOptions is a host-level attribute, read via the DOM.
const visible = this.hasAttribute("hidedisabledoptions")
? options.filter(o => !o.disabled)
: options;
if (!visible.length) {
const empty = document.createElement("li");
empty.classList.add("no-results");
empty.textContent = game.i18n.localize("l5r5e.multiselect.no_results") ?? "No matches";
empty.setAttribute("aria-disabled", "true");
this.#list.append(empty);
return;
}
// Bucket into groups, preserving insertion order.
const groups = new Map();
const ungrouped = [];
for (const option of visible) {
if (option.group) {
if (!groups.has(option.group)) groups.set(option.group, []);
groups.get(option.group).push(option);
} else {
ungrouped.push(option);
}
}
for (const [label, options] of groups) {
const header = document.createElement("li");
header.classList.add("group");
header.setAttribute("role", "presentation");
header.textContent = label;
this.#list.append(header);
for (const option of options) {
this.#list.append(this.#buildOptionEl(option));
}
}
for (const option of ungrouped){
this.#list.append(this.#buildOptionEl(option));
}
}
#buildOptionEl(option) {
const selected = this._isOptionSelected(option.value);
const disabled = !!option.disabled;
const li = document.createElement("li");
li.classList.add("option");
if (selected) {
li.classList.add("selected");
}
if (disabled) {
li.classList.add("disabled");
}
li.setAttribute("role", "option");
li.setAttribute("aria-selected", String(selected));
li.setAttribute("aria-disabled", String(disabled));
li.dataset.value = option.value;
if (multiSelect) {
const check = document.createElement("span");
check.classList.add("checkmark");
check.setAttribute("aria-hidden", "true");
li.append(check);
}
const labelEl = document.createElement("span");
labelEl.classList.add("label");
labelEl.textContent = option.label;
li.append(labelEl);
if (selected && multiSelect) {
li.title = game.i18n.localize("l5r5e.multiselect.already_in_filter");
} else if (disabled && option.tooltip) {
li.title = option.tooltip;
}
if (!disabled) {
li.addEventListener("mouseenter", () => {
for (const element of this.#optionElements) {
element.classList.remove("active");
}
this.#activeIndex = this.#optionElements.indexOf(li);
li.classList.add("active");
});
li.addEventListener("mouseleave", () => {
li.classList.remove("active");
this.#activeIndex = -1;
});
li.addEventListener("mousedown", (event) => {
event.preventDefault(); // keep focus on the search input
this.#pick(option);
});
}
this.#optionElements.push(li);
return li;
}
#pick(option) {
this._onDropdownPick(option);
if (multiSelect) {
// Stay open — re-render so checkmarks reflect the new state.
this.#renderOptions(this.#filter(this.#searchInput.value));
} else {
this.#closeDropdown();
}
}
#moveHighlight(direction) {
if (!this.#optionElements.length) {
return;
}
const prev = this.#optionElements[this.#activeIndex];
if (prev) {
prev.classList.remove("active");
}
this.#activeIndex = Math.max(
-1,
Math.min(this.#optionElements.length - 1, this.#activeIndex + direction)
);
const next = this.#optionElements[this.#activeIndex];
if (next) {
next.classList.add("active");
next.scrollIntoView({ block: "nearest" });
}
}
#syncOffset() {
if (!this.#searchInput || !this.#list) {
return;
}
const offset = this.#searchInput.offsetLeft;
this.#list.style.left = `${offset}px`;
this.#list.style.right = `-${offset}px`;
}
/**
* Handles click-to-toggle behaviour.
*
* Three cases:
* 1. Dropdown is open → close it. preventDefault stops blur firing, which
* would otherwise trigger a second close via #onBlur.
* 2. Dropdown is closed AND input is already focused → open immediately.
* In this case focus will NOT fire again (input never blurred after the
* previous preventDefault), so we must open here rather than in #onFocus.
* 3. Dropdown is closed AND input is not yet focused → do nothing; the
* browser will fire focus naturally and #onFocus will open the dropdown.
*/
#onMouseDown(event) {
this.#wasOpenOnFocus = this.#open;
if (this.#open) {
event.preventDefault();
this.#closeDropdown();
} else if (document.activeElement === this.#searchInput) {
// Case 2: already focused, focus won't re-fire — open directly.
this.#openDropdown(this.#searchInput.value);
}
}
#onFocus(event) {
// Only open if mousedown didn't already handle it (cases 1 & 2 above).
if (!this.#wasOpenOnFocus && document.activeElement === this.#searchInput) {
this.#openDropdown(this.#searchInput.value);
}
}
#onInput(event) {
this.#debouncedOpen(this.#searchInput.value);
}
/**
* Close the dropdown when focus genuinely leaves the component.
*
* event.relatedTarget is the element that is RECEIVING focus. If it is
* inside our host element (e.g. the clear button, a chip remove span that
* managed to steal focus) we leave the dropdown open. Only when focus moves
* completely outside do we close — and we do so synchronously, so that
* _onDropdownClosed fires its change event BEFORE the browser hands control
* to whatever the user clicked. This eliminates the 100 ms race where Foundry
* could read stale FormData between the blur and a deferred close.
*/
#onBlur(event) {
if (this.contains(event.relatedTarget)) {
return;
}
this.#closeDropdown();
}
#onKeydown(event) {
if (!this.#open) {
if (event.key === "ArrowDown" || event.key === "ArrowUp") {
event.preventDefault();
this.#openDropdown(this.#searchInput.value);
}
return;
}
switch (event.key) {
case "ArrowDown": {
event.preventDefault();
this.#moveHighlight(1);
} break;
case "ArrowUp": {
event.preventDefault();
this.#moveHighlight(-1);
}break;
case "Enter": {
event.preventDefault();
if (this.#activeIndex >= 0) {
const li = this.#optionElements[this.#activeIndex];
const option = this._getDropdownOptions().find(option => option.value === li.dataset.value);
if (option) {
this.#pick(option);
}
} else {
this.#closeDropdown();
}
} break;
case "Escape": {
event.preventDefault();
this.#closeDropdown();
} break;
case "Tab": {
this.#closeDropdown();
} break;
}
}
};
}

View File

@@ -1,301 +1,424 @@
import { DropdownMixin } from "./l5r5e-dropdown-mixin.js";
const { AbstractMultiSelectElement } = foundry.applications.elements;
/**
* Provide a multi-select workflow using a select element as the input mechanism.
* It is a expanded copy of the HTMLMultiselect with support for disabling options
* and a clear all button. Also have support for hover-over information using titlea
* A custom `<l5r5e-multi-select>` form element providing Select2-style chip multi-selection.
*
* @example Multi-Select HTML Markup
* ```html
* <l5r5e-multi-select name="select-many-things">
* <optgroup label="Basic Options">
* <option value="foo">Foo</option>
* <option value="bar">Bar</option>
* <option value="baz">Baz</option>
* </optgroup>
* <optgroup label="Advanced Options">
* <option value="fizz">Fizz</option>
* <option value="buzz">Buzz</option>
* </optgroup>
* Stores **multiple string values** from a fixed option list, shown as removable chips inside
* the input box. A live-search input filters the dropdown as the user types. Use this when a
* field holds an unordered collection of values (e.g. a set of skills, tags, or abilities).
* For storing a single value — predefined or free-text — use {@link L5R5eHtmlComboBoxElement} instead.
*
* The element's `value` getter returns a comma-separated string (e.g. `"fire,water"`),
* which is what `FormData` will read on submission. `_getValue()` returns a plain Array,
* which is what `FormDataExtended` will use.
*
* Pre-selection on render is handled via the `value` attribute on the element — NOT via
* `{{selectOptions selected=...}}`, which cannot handle comma-separated strings. Use
* `{{selectOptions}}` without `selected` purely to render the available options, and let
* the `value` attribute drive pre-selection. Since `getAttribute()` always returns a string,
* passing a `Set` or `Array` via Handlebars will not work correctly — always pass a
* comma-separated string to `value=`.
*
* Prefer {@link L5r5eSetField} + `{{formGroup}}` when wiring this into a DataModel — the
* field handles the full round-trip automatically.
*
* @example
* ```hbs
* {{!-- Use value= (comma-separated string) for pre-selection, not selectOptions selected= --}}
* <l5r5e-multi-select name="elements" value="{{data.elements}}">
* {{selectOptions choices localize=true}}
* </l5r5e-multi-select>
* ```
*
* @example
* // Static factory — use only when building outside of Foundry's field/template system:
* const el = L5r5eHtmlMultiSelectElement.create({
* name: "elements",
* options: [{ value: "fire", label: "Fire" }, { value: "water", label: "Water" }],
* value: "fire,water", // comma-separated pre-selection
* });
* form.appendChild(el);
*
* // Reading the value back:
* el.value; // "fire,water" — comma-separated string, compatible with FormData
* el._getValue(); // ["fire","water"] — array, compatible with FormDataExtended
*/
export class L5r5eHtmlMultiSelectElement extends AbstractMultiSelectElement {
constructor() {
super();
this.#setup();
}
export class L5r5eHtmlMultiSelectElement extends DropdownMixin(
AbstractMultiSelectElement,
{ multiSelect: true, debounceMs: 150 }
) {
/** @override */
static tagName = "l5r5e-multi-select";
/**
* A select element used to choose options.
* @type {HTMLSelectElement}
*/
#select;
/** @type {HTMLDivElement} — outer box containing chips, input, clear button */
#selectionBox;
/** @type {HTMLDivElement} — chips are injected here */
#chipList;
/** @type {HTMLSpanElement} — auto-sizing wrapper around the search input */
#inputSizer;
/** @type {HTMLButtonElement} — trailing clear-all button */
#clearButton;
/** @type {Set<string>} */
#disabledValues = new Set();
/** @type {Map<string, string>} */
#tooltips = new Map();
/**
* A display element which lists the chosen options.
* @type {HTMLDivElement}
* Returns a comma-separated string
* FormData reads this via field.value.
* @override
*/
#tags;
get value() {
return Array.from(this._value).join(",");
}
/** @override */
set value(val) {
this._value.clear();
const values = Array.isArray(val) ? val : String(val).split(",").filter(Boolean);
for (const v of values) {
this._value.add(v);
}
this._internals.setFormValue(this.value);
this._refresh();
}
/**
* A button element which clear all the options.
* @type {HTMLButtonElement}
* Return an array so FormDataExtended.object[name] matches Foundry's own
* HTMLMultiSelectElement — both field.value (string) and .object (array) are correct.
* @override
* @protected
*/
#clearAll;
_getValue() {
return Array.from(this._value);
}
/**
* A Set containing the values that should always be disabled.
* @type {Set}
* Accept either an array or comma-separated string when Foundry calls _setValue().
* @override
* @protected
*/
#disabledValues;
_setValue(val) {
const values = Array.isArray(val) ? val : String(val).split(",").filter(Boolean);
if (values.some(v => v && !(v in this._choices))) {
throw new Error("The values assigned to a multi-select element must all be valid options.");
}
this._value.clear();
for (const v of values) {
this._value.add(v);
}
}
/** @override */
_initialize() {
super._initialize(); // fills this._choices, this._value, this._options
for (const option of this.querySelectorAll("option")) {
if (option.disabled)
this.#disabledValues.add(option.value);
if (option.title)
this.#tooltips.set(option.value, option.title);
}
if (this.hasAttribute("value")) {
this._setValue(this.getAttribute("value"));
}
}
/* -------------------------------------------- */
// We will call initialize twice (one in the parent constructor) then one in #setup
// required since when we want to build the elements we should to an initialize first
// and we cannot override _initialize since we don't have access to #disabledValues there
#setup() {
super._initialize();
this.#disabledValues = new Set();
for (const option of this.querySelectorAll("option")) {
if (option.value === "") {
option.label = game.i18n.localize("l5r5e.multiselect.empty_tag");
this._choices[option.value] = game.i18n.localize("l5r5e.multiselect.empty_tag");
}
if (option.disabled) {
this.#disabledValues.add(option.value);
}
}
}
/* Element Lifecycle */
/* -------------------------------------------- */
/** @override */
_buildElements() {
this.#setup();
// Create select element
this.#select = this._primaryInput = document.createElement("select");
this.#select.insertAdjacentHTML("afterbegin", `<option id="l5r5e-multiselect-placeholder" value="" disabled selected hidden>${game.i18n.localize("l5r5e.multiselect.placeholder")}</option>`);
this.#select.append(...this._options);
this.#select.disabled = !this.editable;
// Create a div element for display
this.#tags = document.createElement("div");
this.#tags.className = "tags input-element-tags";
// Create a clear all button
this.#clearAll = document.createElement("button");
this.#clearAll.textContent = "X";
return [this.#select, this.#clearAll, this.#tags];
}
/* -------------------------------------------- */
/** @override */
_refresh() {
// Update the displayed tags
const tags = Array.from(this._value).map(id => {
return foundry.applications.elements.HTMLStringTagsElement.renderTag(id, this._choices[id], this.editable);
// Ask mixin to build <input> + <ul>, then re-home them into our structure.
const mixinWrapper = this._buildDropdownElements({
placeholder: this.getAttribute("placeholder")
?? game.i18n.localize("l5r5e.multiselect.placeholder"),
});
this.#tags.replaceChildren(...tags);
const searchInput = mixinWrapper.querySelector("input.input");
const dropdownList = mixinWrapper.querySelector("ul.dropdown");
// Figure out if we are overflowing the tag div.
if($(this.#tags).css("max-height")) {
const numericMaxHeight = parseInt($(this.#tags).css("max-height"), 10);
if(numericMaxHeight) {
if($(this.#tags).prop("scrollHeight") > numericMaxHeight) {
this.#tags.classList.add("overflowing");
}
else {
this.#tags.classList.remove("overflowing");
}
}
}
// Selection box
this.#selectionBox = document.createElement("div");
this.#selectionBox.classList.add("selection-box");
// Disable selected options
const hideDisabled = game.settings.get(CONFIG.l5r5e.namespace, "compendium-hide-disabled-sources");
for (const option of this.#select) {
if (this._value.has(option.value)) {
option.disabled = true;
option.title = game.i18n.localize("l5r5e.multiselect.already_in_filter");
continue;
}
if (this.#disabledValues.has(option.value)) {
option.disabled = true;
option.hidden = hideDisabled;
continue;
}
option.disabled = false;
option.removeAttribute("title");
}
}
// Chip list
this.#chipList = document.createElement("div");
this.#chipList.classList.add("chip-list");
/* -------------------------------------------- */
// Auto-sizing sizer — CSS grid trick: ::after mirrors data-value, input shares the cell
this.#inputSizer = document.createElement("span");
this.#inputSizer.classList.add("input-sizer");
this.#inputSizer.dataset.value = "";
this.#inputSizer.append(searchInput);
// Clear-all button
this.#clearButton = document.createElement("button");
this.#clearButton.type = "button";
this.#clearButton.classList.add("clear-btn");
this.#clearButton.setAttribute("aria-label",
game.i18n.localize("l5r5e.multiselect.clear_all") ?? "Clear all");
this.#clearButton.textContent = "×";
this.#clearButton.hidden = true;
this.#selectionBox.append(this.#chipList, this.#inputSizer, this.#clearButton);
// Container: selection box + dropdown must share the same positioned ancestor.
const container = document.createElement("div");
container.classList.add("multi-select-container");
container.append(this.#selectionBox, dropdownList);
this._primaryInput = searchInput;
return [container];
}
/** @override */
_activateListeners() {
this.#select.addEventListener("change", this.#onChangeSelect.bind(this));
this.#clearAll.addEventListener("click", this.#onClickClearAll.bind(this));
this.#tags.addEventListener("click", this.#onClickTag.bind(this));
this._activateDropdownListeners();
const signal = this.abortSignal;
this.#tags.addEventListener("mouseleave", this.#onMouseLeave.bind(this));
this.#selectionBox.addEventListener("mousedown", this.#onBoxMouseDown.bind(this), { signal });
this.#chipList.addEventListener("click", this.#onChipClick.bind(this), { signal });
this.#clearButton.addEventListener("click", this.#onClearAll.bind(this), { signal });
// stop the clear button from opening the selection box when pressing it
this.#clearButton.addEventListener("mousedown", (event) => {event.preventDefault(); event.stopPropagation();}, {signal});
this._dropdownInput.addEventListener("input", () => this.#updateInputSizer(), { signal });
}
#onMouseLeave(event) {
// Figure out if we are overflowing the tag div.
if($(this.#tags).css("max-height")) {
const numericMaxHeight = parseInt($(this.#tags).css("max-height"), 10);
if($(this.#tags).prop("scrollHeight") > numericMaxHeight) {
this.#tags.classList.add("overflowing");
}
else {
this.#tags.classList.remove("overflowing");
}
}
}
/* -------------------------------------------- */
/**
* Handle changes to the Select input, marking the selected option as a chosen value.
* @param {Event} event The change event on the select element
*/
#onChangeSelect(event) {
event.preventDefault();
event.stopImmediatePropagation();
const select = event.currentTarget;
if (select.valueIndex === 0)
return; // Ignore placeholder
this.select(select.value);
select.value = "";
}
/* -------------------------------------------- */
/**
* Handle click events on a tagged value, removing it from the chosen set.
* @param {PointerEvent} event The originating click event on a chosen tag
*/
#onClickTag(event) {
event.preventDefault();
if (!event.target.classList.contains("remove"))
return;
if (!this.editable)
return;
const tag = event.target.closest(".tag");
this.unselect(tag.dataset.key);
}
/* -------------------------------------------- */
/**
* Handle clickling the clear all button
* @param {Event} event The originating click event on the clear all button
*/
#onClickClearAll(event) {
event.preventDefault();
var _this = this;
$(this.#tags).children().each(function () {
_this.unselect($(this).data("key"));
})
}
/* -------------------------------------------- */
/** @override */
_toggleDisabled(disabled) {
this.#select.toggleAttribute("disabled", disabled);
this._toggleDropdownDisabled(disabled);
if (this.#selectionBox) {
this.#selectionBox.classList.toggle("disabled", disabled);
}
if (this.#chipList) {
this._refresh(); // re-render chips so × appears/disappears
}
}
/** @override */
_refresh() {
const values = Array.from(this._value);
this._internals.setFormValue(values.length ? values.join(",") : "");
this.#renderChips(values);
// Clear button: only visible when editable and something is selected.
if (this.#clearButton) {
this.#clearButton.hidden = (!this.editable || values.length === 0);
}
this.#updateInputSizer();
this._dropdownRefresh();
}
/** @param {string[]} values */
#renderChips(values) {
if (!this.#chipList){
return
}
this.#chipList.replaceChildren(...values.map(id => this.#buildChip(id)));
}
/** @param {string} id */
#buildChip(id) {
const chip = document.createElement("span");
chip.classList.add("chip");
chip.dataset.key = id;
const label = document.createElement("span");
label.classList.add("chip-label");
label.textContent = this._choices[id] ?? id;
chip.append(label);
// Only add × when the element is editable (not disabled, not readonly).
if (this.editable) {
const remove = document.createElement("span");
remove.classList.add("chip-remove");
remove.setAttribute("aria-label", `Remove ${this._choices[id] ?? id}`);
remove.setAttribute("aria-hidden", "true");
remove.textContent = "×";
chip.append(remove);
}
return chip;
}
/** Mirror typed text into the sizer span so CSS sizes the input correctly. */
#updateInputSizer() {
if (!this.#inputSizer || !this._dropdownInput)
return;
const input = this._dropdownInput;
const text = input.value || input.placeholder || "";
this.#inputSizer.dataset.value = text;
}
/** @override */
_getDropdownOptions() {
const makeOption = (option, group = null) => ({
value: option.value,
label: this._choices[option.value] ?? option.innerText,
group,
disabled: this.#disabledValues.has(option.value),
tooltip: this.#tooltips.get(option.value) ?? "",
});
return this._options.flatMap(child => {
if (child instanceof HTMLOptGroupElement) {
return [...child.querySelectorAll("option")]
.filter(option => option.value)
.map(option => makeOption(option, child.label));
}
if (child instanceof HTMLOptionElement && child.value) {
return makeOption(child);
}
return [];
});
}
/** @override */
_isOptionSelected(value) {
return this._value.has(value);
}
/** @override */
_onDropdownPick(option) {
const inValue = this._value.has(option.value);
const inChoices = option.value in this._choices;
if(!(inValue || inChoices))
return;
if (inValue) {
this._value.delete(option.value);
}
else if(inChoices) {
this._value.add(option.value);
}
this._internals.setFormValue(this.value);
this._refresh();
this.dispatchEvent(new Event("change", { bubbles: true, cancelable: true }));
}
#onBoxMouseDown(event) {
// Fully block interaction when not editable.
if (!this.editable) {
event.preventDefault();
return;
}
if (event.target.classList.contains("chip-remove"))
return;
if (event.target === this._dropdownInput)
return;
event.preventDefault();
this._dropdownInput?.focus();
}
#onChipClick(event) {
if (!event.target.classList.contains("chip-remove") || !this.editable)
return;
const chip = event.target.closest(".chip");
if (!chip)
return;
this._value.delete(chip.dataset.key);
this._internals.setFormValue(this.value);
this._refresh();
this.dispatchEvent(new Event("change", { bubbles: true, cancelable: true }));
this._dropdownInput?.focus();
}
#onClearAll(event) {
event.preventDefault();
if (!this.editable)
return;
this._value.clear();
this._internals.setFormValue("");
this._refresh();
this.dispatchEvent(new Event("change", { bubbles: true, cancelable: true }));
}
/* -------------------------------------------- */
/* Static Factory */
/* -------------------------------------------- */
/**
* Create a HTML_l5r5e_MultiSelectElement using provided configuration data.
* @param {FormInputConfig<string[]> & Omit<SelectInputConfig, "blank">} config
* @returns {L5r5eHtmlMultiSelectElement}
*/
static create(config) {
// Foundry creates either a select with tag multi-select or multi-checkboxes. We want a l5r5e-multi-select
// Copied the implementation from foundry.applications.fields.createMultiSelectInput with our required changes.
const groups = prepareSelectOptionGroups(config);
const element = document.createElement(L5r5eHtmlMultiSelectElement.tagName);
element.name = config.name;
foundry.applications.fields.setInputAttributes(element, config);
if (config.hideDisabledOptions) {
element.toggleAttribute("hidedisabledoptions", true);
}
//Setup the HTML
const select = document.createElement(L5r5eHtmlMultiSelectElement.tagName);
select.name = config.name;
foundry.applications.fields.setInputAttributes(select, config);
for (const group_entry of groups) {
let parent = select;
if (group_entry.group) {
parent = _appendOptgroupHtml(group_entry.group, select);
for (const groupEntry of groups) {
let parent = element;
if (groupEntry.group) {
parent = _appendOptgroup(groupEntry.group, element);
}
for (const option_entry of group_entry.options) {
_appendOptionHtml(option_entry, parent);
for (const groupOption of groupEntry.options){
_appendOption(groupOption, parent);
}
}
return select;
return element;
}
}
/** Stolen from foundry.applications.fields.prepareSelectOptionGroups: Needed to add support for tooltips
*
*/
/* -------------------------------------------- */
/* Module Helpers */
/* -------------------------------------------- */
function prepareSelectOptionGroups(config) {
const result = foundry.applications.fields.prepareSelectOptionGroups(config);
// Disable options based on input
config.options.filter((option) => option?.disabled || option?.tooltip).forEach((SpecialOption) => {
result.forEach((group) => {
group.options.forEach((option) => {
if (SpecialOption.value === option.value) {
option.disabled = SpecialOption.disabled;
option.tooltip = SpecialOption?.tooltip;
config.options.filter(option => option?.disabled || option?.tooltip).forEach(special => {
result.forEach(group => {
group.options.forEach(groupOption => {
if (groupOption.value === special.value) {
groupOption.disabled = special.disabled;
groupOption.tooltip = special.tooltip;
}
})
})
})
});
});
});
return result;
}
/** Stolen from foundry.applications.fields
* Create and append an optgroup element to a parent select.
* @param {string} label
* @param {HTMLSelectElement} parent
* @returns {HTMLOptGroupElement}
* @internal
*/
function _appendOptgroupHtml(label, parent) {
const optgroup = document.createElement("optgroup");
optgroup.label = label;
parent.appendChild(optgroup);
return optgroup;
function _appendOptgroup(label, parent) {
const element = document.createElement("optgroup");
element.label = label;
parent.appendChild(element);
return element;
}
/** Stolen from foundry.applications.fields
* Create and append an option element to a parent select or optgroup.
* @param {FormSelectOption} option
* @param {HTMLSelectElement|HTMLOptGroupElement} parent
* @internal
*/
function _appendOptionHtml(option, parent) {
function _appendOption(option, parent) {
const { value, label, selected, disabled, rule, tooltip } = option;
if ((value !== undefined) && (label !== undefined)) {
const option_html = document.createElement("option");
option_html.value = value;
option_html.innerText = label;
if (value !== undefined && label !== undefined) {
const element = document.createElement("option");
element.value = value;
element.innerText = label;
if (selected) {
option_html.toggleAttribute("selected", true);
element.toggleAttribute("selected", true);
}
if (disabled) {
option_html.toggleAttribute("disabled", true);
element.toggleAttribute("disabled", true);
}
if (tooltip) {
option_html.setAttribute("title", tooltip);
element.setAttribute("title", tooltip);
}
parent.appendChild(option_html);
parent.appendChild(element);
}
if (rule) {
parent.insertAdjacentHTML("beforeend", "<hr>");

View File

@@ -1,22 +1,26 @@
export const PreloadTemplates = async function () {
const tpl = CONFIG.l5r5e.paths.templates;
return foundry.applications.handlebars.loadTemplates([
// Add paths to "systems/l5r5e/templates"
// Add paths to "systems/l5rx-chiaroscuro/templates"
// *** Actors : PC ***
`${tpl}actors/character/advancement-school.html`,
`${tpl}actors/character/advancement-others.html`,
`${tpl}actors/character/aspects.html`,
`${tpl}actors/character/attributes.html`,
`${tpl}actors/character/category.html`,
`${tpl}actors/character/conflict.html`,
`${tpl}actors/character/experience.html`,
`${tpl}actors/character/identity.html`,
`${tpl}actors/character/identity-text.html`,
`${tpl}actors/character/notes.html`,
`${tpl}actors/character/inventory.html`,
`${tpl}actors/character/invocations.html`,
`${tpl}actors/character/narrative.html`,
`${tpl}actors/character/rings.html`,
`${tpl}actors/character/effects.html`,
`${tpl}actors/character/skill.html`,
`${tpl}actors/character/social.html`,
`${tpl}actors/character/stance.html`,
`${tpl}actors/character/stance-simple.html`,
`${tpl}actors/character/techniques.html`,
`${tpl}actors/character/twenty-questions-item.html`,
// *** Actors : Npc ***
@@ -30,20 +34,12 @@ export const PreloadTemplates = async function () {
`${tpl}actors/npc/social.html`,
`${tpl}actors/npc/skill.html`,
`${tpl}actors/npc/techniques.html`,
// *** Actors : Army ***
`${tpl}actors/army/army.html`,
`${tpl}actors/army/cohort.html`,
`${tpl}actors/army/fortification.html`,
`${tpl}actors/army/others.html`,
// *** Items ***
`${tpl}items/advancement/advancement-entry.html`,
`${tpl}items/advancement/advancement-sheet.html`,
`${tpl}items/armor/armors.html`,
`${tpl}items/armor/armor-entry.html`,
`${tpl}items/armor/armor-sheet.html`,
`${tpl}items/bond/bond-entry.html`,
`${tpl}items/bond/bond-sheet.html`,
`${tpl}items/bond/bond-text.html`,
`${tpl}items/item/items.html`,
`${tpl}items/item/item-entry.html`,
`${tpl}items/item/item-value.html`,
@@ -51,28 +47,14 @@ export const PreloadTemplates = async function () {
`${tpl}items/item/item-infos.html`,
`${tpl}items/item/item-text-partial-reference.html`,
`${tpl}items/item/item-text.html`,
`${tpl}items/item-pattern/item-pattern-entry.html`,
`${tpl}items/item-pattern/item-pattern-sheet.html`,
`${tpl}items/item-pattern/item-pattern-text.html`,
`${tpl}items/peculiarity/peculiarity-entry.html`,
`${tpl}items/peculiarity/peculiarity-sheet.html`,
`${tpl}items/peculiarity/peculiarity-text.html`,
`${tpl}items/property/properties.html`,
`${tpl}items/property/property-entry.html`,
`${tpl}items/property/property-sheet.html`,
`${tpl}items/signature-scroll/signature-scroll-entry.html`,
`${tpl}items/signature-scroll/signature-scroll-sheet.html`,
`${tpl}items/signature-scroll/signature-scroll-text.html`,
`${tpl}items/technique/technique-entry.html`,
`${tpl}items/technique/technique-sheet.html`,
`${tpl}items/technique/technique-text.html`,
`${tpl}items/title/title-entry.html`,
`${tpl}items/title/title-sheet.html`,
`${tpl}items/title/title-text.html`,
`${tpl}items/weapon/weapons.html`,
`${tpl}items/weapon/weapon-entry.html`,
`${tpl}items/weapon/weapon-sheet.html`,
`${tpl}items/army-cohort/army-cohort-entry.html`,
`${tpl}items/army-fortification/army-fortification-entry.html`,
`${tpl}items/technique_ecole/technique-ecole-sheet.html`,
`${tpl}items/mot_invocation/mot-invocation-sheet.html`,
`${tpl}dice/chiaroscuro-chat-roll.html`,
]);
};

View File

@@ -241,7 +241,6 @@ export const RegisterSettings = function () {
/* -------------------------------------- */
/* Grid Settings (GM only) */
/* -------------------------------------- */
// UI Configuration
game.settings.register(CONFIG.l5r5e.namespace, "tactical-grid-settings-world", {
scope: "world",

View File

@@ -43,7 +43,7 @@ export class TacticalGridSettingsL5R5E extends HandlebarsApplicationMixin(Applic
/** @override */
static PARTS = {
form: {
template: "systems/l5r5e/templates/" + "settings/tactical-grid-settings.html",
template: "systems/l5rx-chiaroscuro/templates/" + "settings/tactical-grid-settings.html",
scrollable: [""],
},
footer: {

View File

@@ -11,7 +11,7 @@ function getRangeband(gridSettings, distance) {
export class RulerL5r5e extends foundry.canvas.interaction.Ruler {
static WAYPOINT_LABEL_TEMPLATE = "systems/l5r5e/templates/" + "hud/tactical-grid-ruler.html"
static WAYPOINT_LABEL_TEMPLATE = "systems/l5rx-chiaroscuro/templates/" + "hud/tactical-grid-ruler.html"
/** @override */
_getWaypointLabelContext(waypoint, state) {
@@ -44,7 +44,7 @@ export class RulerL5r5e extends foundry.canvas.interaction.Ruler {
}
export class TokenRulerL5r5e extends foundry.canvas.placeables.tokens.TokenRuler {
static WAYPOINT_LABEL_TEMPLATE = "systems/l5r5e/templates/" + "hud/tactical-grid-ruler.html"
static WAYPOINT_LABEL_TEMPLATE = "systems/l5rx-chiaroscuro/templates/" + "hud/tactical-grid-ruler.html"
/** @override */
_getWaypointLabelContext(waypoint, state) {

View File

@@ -14,12 +14,12 @@
@import "../scss/dices-chat";
@import "../scss/sheets";
@import "../scss/npc";
@import "../scss/army";
@import "../scss/nav";
@import "../scss/rings";
@import "../scss/skills";
@import "../scss/items";
@import "../scss/twenty-questions";
@import "../scss/tactical-grid";
@import "../scss/chiaroscuro";
}
}

File diff suppressed because one or more lines are too long

View File

@@ -1,243 +0,0 @@
/** Sheets **/
&.sheet {
&.army {
.sheet-header {
height: 9.5rem;
h1 {
flex: 1;
}
.readiness {
flex: 0 0 100%;
display: flex;
flex-wrap: wrap;
ul {
display: flex;
position: relative;
padding: 0.25rem;
height: 4rem;
li {
flex: 25%;
display: inline-grid;
position: relative;
.attributes-buttons {
position: relative;
line-height: 13px;
top: 0.3rem;
right: 1.2rem;
width: 12px;
}
strong {
color: $l5r5e-label;
text-align: center;
text-transform: uppercase;
font-size: 0.75rem;
}
label {
flex: 100%;
}
input {
background: transparent;
border: 0 none;
text-align: center;
margin: 0.3rem 1.6rem 0 1.5rem;
}
&:after {
content: "";
width: 2rem;
height: 2rem;
position: absolute;
right: calc(50% - 0.9rem);
top: 0.1rem;
background: transparent url("../assets/icons/circle.svg") no-repeat 0 0;
background-size: contain;
opacity: 0.25;
z-index: -1;
}
&:nth-child(1) {
input {
margin: 0.3rem 1rem 0 1.5rem;
}
&:after {
transform: rotate(0deg);
}
}
&:nth-child(2) {
&:after {
transform: rotate(90deg);
}
}
&:nth-child(3) {
input {
margin: 0.3rem 1rem 0 1.5rem;
}
&:after {
transform: rotate(180deg);
}
}
&:nth-child(4) {
&:after {
transform: rotate(-90deg);
}
}
}
}
align-items: flex-start;
h2 {
flex: 0 0 100%;
}
}
}
.sheet-body {
height: calc(100% - 11.5rem);
.tab {
height: calc(100% - 3.5rem);
&.army {
.warlord,
.commander {
display: flex;
flex-wrap: wrap;
.fa-sign-in-alt {
transform: rotate(90deg);
}
fieldset {
margin-top: 0.25rem;
margin-bottom: 0.25rem;
strong {
color: $l5r5e-label;
}
label {
flex: 100%;
}
p {
width: 100%;
}
textarea {
height: calc(100% - 22px);
}
.actor-remove-control {
font-size: 12px;
}
}
}
.standing {
flex: 0 0 100%;
display: flex;
flex-wrap: wrap;
h2 {
flex: 0 0 100%;
}
ul {
display: flex;
position: relative;
li {
flex: 33%;
display: inline-grid;
position: relative;
padding: 0.25rem;
flex-direction: column-reverse;
strong {
text-align: center;
}
input {
background: transparent;
border: 0 none;
text-align: center;
}
&:after {
content: "";
width: 2rem;
height: 2rem;
position: absolute;
right: calc(50% - 0.95rem);
top: calc(50% - 0.2rem);
background: transparent url("../assets/icons/circle.svg") no-repeat 0 0;
background-size: contain;
opacity: 0.25;
z-index: -1;
}
&:nth-child(1) {
&:after {
transform: rotate(0deg);
}
}
&:nth-child(2) {
&:after {
transform: rotate(90deg);
}
}
&:nth-child(3) {
&:after {
transform: rotate(180deg);
}
}
}
}
}
.warlord-name {
display: flex;
flex: 100%;
flex-wrap: wrap;
margin: 0;
padding: 0.5rem 0.5rem 0;
background: $l5r5e-title;
--notchSize: 0.25rem;
i {
color: $l5r5e-black;
margin-right: 0.5rem;
}
label {
flex: 0 0 auto !important;
height: 1.65rem;
margin: 0;
padding: 0 0.5rem;
color: $l5r5e-label;
background: $l5r5e-white;
border: 1px solid $l5r5e-label;
border-radius: 1rem;
}
}
}
&.others {
flex-direction: column;
.editor-container {
min-height: 8rem;
max-height: 14rem;
}
}
}
}
}
}

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