diff --git a/lang/fr.json b/lang/fr.json index 161070b..07212a5 100644 --- a/lang/fr.json +++ b/lang/fr.json @@ -140,14 +140,14 @@ "BOL.featureCategory.careers": "Carrières", "BOL.featureCategory.boons": "Avantages", "BOL.featureCategory.flaws": "Désavantages", - "BOL.featureCategory.languages": "Langages", + "BOL.featureCategory.languages": "Langues", "BOL.featureSubtypes.origin": "Origine", "BOL.featureSubtypes.race": "Race", "BOL.featureSubtypes.career": "Carrière", "BOL.featureSubtypes.boon": "Avantage", "BOL.featureSubtypes.flaw": "Désavantage", - "BOL.featureSubtypes.language": "Langage", + "BOL.featureSubtypes.language": "Langue", "BOL.itemCategory.object": "Objet", "BOL.itemCategory.equipment": "Équipement", diff --git a/module/actor/actor.js b/module/actor/actor.js index df81353..73dc2a7 100644 --- a/module/actor/actor.js +++ b/module/actor/actor.js @@ -334,9 +334,8 @@ export class BoLActor extends Actor { /* -------------------------------------------- */ getArmorFormula( ) { - let protectWorn = this.protections.filter( item => item.data.worn); + let protectWorn = this.protections.filter( item => item.data.worn) let formula = "" - console.log("Protections: ", protectWorn) for (let protect of protectWorn) { if ( protect.data.subtype == 'helm') { formula += "+1" @@ -345,7 +344,7 @@ export class BoLActor extends Actor { } } console.log("Protect Formula", formula) - return (formula == "") ? 0 :formula; + return (formula == "") ? "0" :formula; } /* -------------------------------------------- */ diff --git a/module/controllers/bol-rolls.js b/module/controllers/bol-rolls.js index 171fe13..4fecb48 100644 --- a/module/controllers/bol-rolls.js +++ b/module/controllers/bol-rolls.js @@ -182,9 +182,10 @@ export class BoLRoll { rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers?? 0; rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice if (rollData.defender) { // If target is selected - rollData.defence = rollData.defender.defenseValue, - rollData.shieldBlock = 'none' + rollData.defence = rollData.defender.defenseValue + rollData.shieldBlock = 'none' let shields = rollData.defender.shields + //console.log("Shields", shields) for (let shield of shields) { rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone'; rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1; diff --git a/module/system/bol-calendar.js b/module/system/bol-calendar.js new file mode 100644 index 0000000..c9e970c --- /dev/null +++ b/module/system/bol-calendar.js @@ -0,0 +1,466 @@ +/* -------------------------------------------- */ +import { BolCalendarEditor } from "./bol-calendar-editor.js"; +import { BoLUtility } from "./bol-utility.js"; + +/* -------------------------------------------- */ +const monthDef = [ + { label: "Vishka", saison: "Saison du Renouveau" }, + { label: "Istha", saison: "Saison du Renouveau" }, + { label: "Sadha", saison: "Saison du Renouveau" }, + { label: "Vana", saison: "Saison du Renouveau" }, + { label: "Pada", saison: "Saison Sèche" }, + { label: "Vina", saison: "Saison Sèche" }, + { label: "Tika", saison: "Saison Sèche" }, + { label: "Sha", saison: "Saison Sèche" }, + { label: "Pausa", saison: "Saison Sèche" }, + { label: "Magha", saison: "Saison des Pluies" }, + { label: "Phal", saison: "Saison des Pluies" }, + { label: "Chatra", saison: "Saison des Pluies" } +] +const BOL_DAY_PER_MONTH = 30 + +/* -------------------------------------------- */ +export class BoLCalendar extends Application { + + static createCalendarPos() { + return { top: 200, left: 200 }; + } + + static getCalendar(index) { + let calendar = { + heure: 0, + minutes: 0, + day: 0, + year: 900, + month: 0, + } + return calendar + } + + constructor() { + super(); + // position + this.calendarPos = duplicate(game.settings.get(SYSTEM_RDD, "calendar-pos")); + if (this.calendarPos == undefined || this.calendarPos.top == undefined) { + this.calendrierPos = BoLCalendar.createCalendarPos() + game.settings.set("bol", "calendar-pos", this.calendarPos) + } + + // Calendar + this.calendar = duplicate(game.settings.get("bol", "calendar") ?? BoLCalendar.getCalendar(0)); + this.calendar.year = this.calendar.year || 900 + this.calendar.month = 0 + + if (game.isGM()) { // Uniquement si GM + game.settings.set("bol", "calendar", this.calendar) + } + } + + /* -------------------------------------------- */ + static get defaultOptions() { + return mergeObject(super.defaultOptions, { + template: "systems/bol/templates/calendar-template.html", + popOut: false, + resizable: false + }) + } + + /* -------------------------------------------- */ + getCurrentHeure() { + return this.calendar.hour + } + + /* -------------------------------------------- */ + async onCalendarButton(ev) { + ev.preventDefault(); + const calendarAvance = ev.currentTarget.attributes['data-calendar-avance'] + const calendarSet = ev.currentTarget.attributes['data-calendar-set'] + if (calendarAvance) { + await this.incrementTime(Number(calendarAvance.value)) + } + else if (calendarSet) { + this.setHour(Number(calendarSet.value)) + } + this.updateDisplay() + } + + /* -------------------------------------------- */ + async incrementTime(minutes = 0) { + this.calendar.minutes += minutes + if (this.calendar.minutes >= 60) { + this.calendar.minutes -= 60 + this.calendar.hour += 1; + } + if (this.calendar.hour >= 24) { + this.calendar.hour -= 24 + await this.incrementDay() + } + game.settings.set("bol", "calendar", duplicate(this.calendar)); + // Notification aux joueurs // TODO: replace with Hook on game settings update + game.socket.emit(SYSTEM_SOCKET_ID, { + msg: "msg_sync_time", + data: duplicate(this.calendrier) + }); + } + + /* -------------------------------------------- */ + async incrementerJour() { + const index = this.getCurrentDayIndex() + 1; + this.calendrier = RdDCalendrier.getCalendrier(index); + await this.rebuildListeNombreAstral(); + } + + /* -------------------------------------------- */ + syncPlayerTime(calendrier) { + this.calendrier = duplicate(calendrier); // Local copy update + this.updateDisplay(); + } + + /* -------------------------------------------- */ + async positionnerHeure(indexHeure) { + if (indexHeure <= this.calendrier.heureRdD) { + await this.incrementerJour(); + } + this.calendrier.heureRdD = indexHeure; + this.calendrier.minutesRelative = 0; + game.settings.set(SYSTEM_RDD, "calendrier", duplicate(this.calendrier)); + } + + /* -------------------------------------------- */ + fillCalendrierData(formData = {}) { + console.log(this.calendrier); + let moisKey = heuresList[this.calendrier.moisRdD]; + let heureKey = heuresList[this.calendrier.heureRdD]; + console.log(moisKey, heureKey); + + const mois = heuresDef[moisKey]; + const heure = heuresDef[heureKey]; + + formData.heureKey = heureKey; + formData.moisKey = moisKey; + formData.jourMois = this.calendrier.jour + 1; + formData.nomMois = mois.label; // heures et mois nommés identiques + formData.iconMois = dossierIconesHeures + mois.icon; + formData.nomHeure = heure.label; + formData.iconHeure = dossierIconesHeures + heure.icon; + formData.nomSaison = saisonsDef[mois.saison].label; + formData.heureRdD = this.calendrier.heureRdD; + formData.minutesRelative = this.calendrier.minutesRelative; + formData.isGM = game.user.isGM; + return formData; + } + + /* -------------------------------------------- */ + getLectureAstrologieDifficulte(dateIndex) { + let indexNow = this.getCurrentDayIndex(); + let diffDay = dateIndex - indexNow; + return - Math.floor(diffDay / 2); + } + + /* -------------------------------------------- */ + async requestNombreAstral(request) { + if (Misc.isUniqueConnectedGM()) { // Only once + console.log(request); + let jourDiff = this.getLectureAstrologieDifficulte(request.date); + let niveau = Number(request.astrologie.data.niveau) + Number(request.conditions) + Number(jourDiff) + Number(request.etat); + let rollData = { + caracValue: request.carac_vue, + finalLevel: niveau, + showDice: HIDE_DICE, + rollMode: "blindroll" + }; + await RdDResolutionTable.rollData(rollData); + let nbAstral = this.getNombreAstral(request.date); + request.rolled = rollData.rolled; + request.isValid = true; + if (!request.rolled.isSuccess) { + request.isValid = false; + nbAstral = await RdDDice.rollTotal("1dhr" + nbAstral, { rollMode: "selfroll" }); + // Mise à jour des nombres astraux du joueur + let astralData = this.listeNombreAstral.find((nombreAstral, i) => nombreAstral.index == request.date); + astralData.valeursFausses.push({ actorId: request.id, nombreAstral: nbAstral }); + game.settings.set(SYSTEM_RDD, "liste-nombre-astral", this.listeNombreAstral); + } + request.nbAstral = nbAstral; + if (Misc.getActiveUser(request.userId)?.isGM) { + RdDUtility.responseNombreAstral(request); + } else { + game.socket.emit(SYSTEM_SOCKET_ID, { + msg: "msg_response_nombre_astral", + data: request + }); + } + } + } + + /* -------------------------------------------- */ + findHeure(heure) { + heure = Grammar.toLowerCaseNoAccentNoSpace(heure); + let parHeureOuLabel = Object.values(heuresDef).filter(it => (it.heure + 1) == parseInt(heure) || Grammar.toLowerCaseNoAccentNoSpace(it.label) == heure); + if (parHeureOuLabel.length == 1) { + return parHeureOuLabel[0]; + } + let parLabelPartiel = Object.values(heuresDef).filter(it => Grammar.toLowerCaseNoAccentNoSpace(it.label).includes(heure)); + if (parLabelPartiel.length > 0) { + parLabelPartiel.sort(Misc.ascending(h => h.label.length)); + return parLabelPartiel[0]; + } + return undefined; + } + /* -------------------------------------------- */ + getHeureNumber( hNum) { + let heure = Object.values(heuresDef).find(it => (it.heure) == hNum); + return heure + } + + /* -------------------------------------------- */ + getHeuresChanceMalchance(heureNaissance) { + let heuresChancesMalchances = []; + let defHeure = this.findHeure(heureNaissance); + if (defHeure) { + let hn = defHeure.heure; + let chiffreAstral = this.getCurrentNombreAstral() ?? 0; + heuresChancesMalchances[0] = { value : "+4", heures: [this.getHeureNumber((hn + chiffreAstral) % RDD_HEURES_PAR_JOUR).label]}; + heuresChancesMalchances[1] = { value : "+2", heures: [this.getHeureNumber((hn + chiffreAstral+4) % RDD_HEURES_PAR_JOUR).label, + this.getHeureNumber((hn + chiffreAstral + 8) % RDD_HEURES_PAR_JOUR).label ] }; + heuresChancesMalchances[2] = { value : "-4", heures: [this.getHeureNumber((hn + chiffreAstral+6) % RDD_HEURES_PAR_JOUR).label]}; + heuresChancesMalchances[3] = { value : "-2", heures: [this.getHeureNumber((hn + chiffreAstral+3) % RDD_HEURES_PAR_JOUR).label, + this.getHeureNumber((hn + chiffreAstral + 9) % RDD_HEURES_PAR_JOUR).label ]}; + } + return heuresChancesMalchances; + } + + /* -------------------------------------------- */ + getAjustementAstrologique(heureNaissance, name = undefined) { + let defHeure = this.findHeure(heureNaissance); + if (defHeure) { + let hn = defHeure.heure; + let chiffreAstral = this.getCurrentNombreAstral() ?? 0; + let heureCourante = this.calendrier.heureRdD; + let ecartChance = (hn + chiffreAstral - heureCourante) % RDD_HEURES_PAR_JOUR; + switch (ecartChance) { + case 0: return 4; + case 4: case 8: return 2; + case 6: return -4; + case 3: case 9: return -2; + } + } + else if (name) { + ui.notifications.warn(name + " n'a pas d'heure de naissance, ou elle est incorrecte : " + heureNaissance); + } + else { + ui.notifications.warn(heureNaissance + " ne correspond pas à une heure de naissance"); + } + return 0; + } + + /* -------------------------------------------- */ + getData() { + let formData = super.getData(); + + this.fillCalendrierData(formData); + + this.setPos(this.calendrierPos); + return formData; + } + + /* -------------------------------------------- */ + setPos(pos) { + return new Promise(resolve => { + function check() { + let elmnt = document.getElementById("calendar-time-container"); + if (elmnt) { + elmnt.style.bottom = null; + let xPos = (pos.left) > window.innerWidth ? window.innerWidth - 200 : pos.left; + let yPos = (pos.top) > window.innerHeight - 20 ? window.innerHeight - 100 : pos.top; + elmnt.style.top = (yPos) + "px"; + elmnt.style.left = (xPos) + "px"; + resolve(); + } else { + setTimeout(check, 30); + } + } + check(); + }); + } + + /* -------------------------------------------- */ + updateDisplay() { + let data = this.fillCalendrierData(); + // Rebuild data + let dateHTML = `Jour ${data.jourMois} de ${data.nomMois} (${data.nomSaison})` + if (game.user.isGM) { + dateHTML = dateHTML + " - NA: " + (this.getCurrentNombreAstral() ?? "indéterminé"); + } + for (let handle of document.getElementsByClassName("calendar-date-rdd")) { + handle.innerHTML = dateHTML; + } + for (let heure of document.getElementsByClassName("calendar-heure-texte")) { + heure.innerHTML = data.nomHeure; + } + for (const minute of document.getElementsByClassName("calendar-time-disp")) { + minute.innerHTML = `${data.minutesRelative} minutes`; + } + for (const heureImg of document.getElementsByClassName("calendar-heure-img")) { + heureImg.src = data.iconHeure; + } + } + + /* -------------------------------------------- */ + async saveEditeur(calendrierData) { + this.calendrier.minutesRelative = Number(calendrierData.minutesRelative); + this.calendrier.jour = Number(calendrierData.jourMois) - 1; + this.calendrier.moisRdD = RdDCalendrier.getChiffreFromSigne(calendrierData.moisKey); + this.calendrier.heureRdD = RdDCalendrier.getChiffreFromSigne(calendrierData.heureKey); + game.settings.set(SYSTEM_RDD, "calendrier", duplicate(this.calendrier)); + + await this.rebuildListeNombreAstral(); + + game.socket.emit(SYSTEM_SOCKET_ID, { + msg: "msg_sync_time", + data: duplicate(this.calendrier) + }); + + this.updateDisplay(); + } + + /* -------------------------------------------- */ + async showCalendarEditor() { + let calendrierData = duplicate(this.fillCalendrierData()); + if (this.editeur == undefined) { + calendrierData.jourMoisOptions = RdDCalendrier.buildJoursMois(); + calendrierData.heuresOptions = [0, 1]; + calendrierData.minutesOptions = Array(RDD_MINUTES_PAR_HEURES).fill().map((item, index) => 0 + index); + let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/calendar-editor-template.html', calendrierData); + this.editeur = new RdDCalendrierEditeur(html, this, calendrierData) + } + this.editeur.updateData(calendrierData); + this.editeur.render(true); + } + + static buildJoursMois() { + return Array(RDD_JOUR_PAR_MOIS).fill().map((item, index) => 1 + index); + } + + /* -------------------------------------------- */ + async showAstrologieEditor() { + let calendrierData = duplicate(this.fillCalendrierData()); + let astrologieArray = []; + this.listeNombreAstral = this.listeNombreAstral || []; + for (let astralData of this.listeNombreAstral) { + astralData.humanDate = this.getDateFromIndex(astralData.index); + for (let vf of astralData.valeursFausses) { + let actor = game.actors.get(vf.actorId); + vf.actorName = (actor) ? actor.name : "Inconnu"; + } + astrologieArray.push(duplicate(astralData)); + } + let heuresParActeur = {}; + for (let actor of game.actors) { + let heureNaissance = actor.getHeureNaissance(); + if ( heureNaissance) { + heuresParActeur[actor.name] = this.getHeuresChanceMalchance(heureNaissance); + } + } + //console.log("ASTRO", astrologieArray); + calendrierData.astrologieData = astrologieArray; + calendrierData.heuresParActeur = heuresParActeur; + let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/calendar-astrologie-template.html', calendrierData); + let astrologieEditeur = new RdDAstrologieEditeur(html, this, calendrierData) + astrologieEditeur.updateData(calendrierData); + astrologieEditeur.render(true); + } + + /* -------------------------------------------- */ + /** @override */ + async activateListeners(html) { + super.activateListeners(html); + + HtmlUtility._showControlWhen($(".gm-only"), game.user.isGM); + + await this.updateDisplay(); + + html.find('.calendar-btn').click(ev => this.onCalendarButton(ev)); + + html.find('.calendar-btn-edit').click(ev => { + ev.preventDefault(); + this.showCalendarEditor(); + }); + + html.find('.astrologie-btn-edit').click(ev => { + ev.preventDefault(); + this.showAstrologieEditor(); + }); + + html.find('#calendar-move-handle').mousedown(ev => { + ev.preventDefault(); + ev = ev || window.event; + let isRightMB = false; + if ("which" in ev) { // Gecko (Firefox), WebKit (Safari/Chrome) & Opera + isRightMB = ev.which == 3; + } else if ("button" in ev) { // IE, Opera + isRightMB = ev.button == 2; + } + + if (!isRightMB) { + dragElement(document.getElementById("calendar-time-container")); + let pos1 = 0, pos2 = 0, pos3 = 0, pos4 = 0; + + function dragElement(elmnt) { + elmnt.onmousedown = dragMouseDown; + function dragMouseDown(e) { + e = e || window.event; + e.preventDefault(); + pos3 = e.clientX; + pos4 = e.clientY; + + document.onmouseup = closeDragElement; + document.onmousemove = elementDrag; + } + + function elementDrag(e) { + e = e || window.event; + e.preventDefault(); + // calculate the new cursor position: + pos1 = pos3 - e.clientX; + pos2 = pos4 - e.clientY; + pos3 = e.clientX; + pos4 = e.clientY; + // set the element's new position: + elmnt.style.bottom = null + elmnt.style.top = (elmnt.offsetTop - pos2) + "px"; + elmnt.style.left = (elmnt.offsetLeft - pos1) + "px"; + } + + function closeDragElement() { + // stop moving when mouse button is released: + elmnt.onmousedown = null; + document.onmouseup = null; + document.onmousemove = null; + let xPos = (elmnt.offsetLeft - pos1) > window.innerWidth ? window.innerWidth - 200 : (elmnt.offsetLeft - pos1); + let yPos = (elmnt.offsetTop - pos2) > window.innerHeight - 20 ? window.innerHeight - 100 : (elmnt.offsetTop - pos2) + xPos = xPos < 0 ? 0 : xPos; + yPos = yPos < 0 ? 0 : yPos; + if (xPos != (elmnt.offsetLeft - pos1) || yPos != (elmnt.offsetTop - pos2)) { + elmnt.style.top = (yPos) + "px"; + elmnt.style.left = (xPos) + "px"; + } + game.system.rdd.calendrier.calendrierPos.top = yPos; + game.system.rdd.calendrier.calendrierPos.left = xPos; + if (game.user.isGM) { + game.settings.set(SYSTEM_RDD, "calendrier-pos", duplicate(game.system.rdd.calendrier.calendrierPos)); + } + } + } + } else if (isRightMB) { + game.system.rdd.calendrier.calendrierPos.top = 200; + game.system.rdd.calendrier.calendrierPos.left = 200; + if (game.user.isGM) { + game.settings.set(SYSTEM_RDD, "calendrier-pos", duplicate(game.system.rdd.calendrier.calendrierPos)); + } + this.setPos(game.system.rdd.calendrier.calendrierPos); + } + }); + } + +} \ No newline at end of file diff --git a/module/system/bol-utility.js b/module/system/bol-utility.js index 809c0b1..401ab3e 100644 --- a/module/system/bol-utility.js +++ b/module/system/bol-utility.js @@ -184,9 +184,9 @@ export class BoLUtility { attackDef.defenseMode = defenseMode; if (defenseMode == 'damage-with-armor') { - let armorFormula = attackDef.defender.getArmorFormula(); + let armorFormula = attackDef.defender.getArmorFormula() attackDef.rollArmor = new Roll(armorFormula) - attackDef.rollArmor.roll( {async: false} ); + attackDef.rollArmor.roll( {async: false} ) attackDef.armorProtect = (attackDef.rollArmor.total<0) ? 0 : attackDef.rollArmor.total; attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect; attackDef.finalDamage = (attackDef.finalDamage<0) ? 0 : attackDef.finalDamage; diff --git a/module/system/config.js b/module/system/config.js index 3b192d0..5ca7d2a 100644 --- a/module/system/config.js +++ b/module/system/config.js @@ -252,7 +252,8 @@ BOL.featureSubtypes = { "race" : "BOL.featureSubtypes.race", "career" : "BOL.featureSubtypes.career", "boon" : "BOL.featureSubtypes.boon", - "flaw" : "BOL.featureSubtypes.flaw" + "flaw" : "BOL.featureSubtypes.flaw", + "language" : "BOL.featureSubtypes.language" } BOL.itemIcons = { diff --git a/packs/equipment.db b/packs/equipment.db index 7c1deb3..56a12b2 100644 --- a/packs/equipment.db +++ b/packs/equipment.db @@ -1,29 +1,42 @@ -{"_id":"19p4FnLRVdw6cx7Y","name":"Arbalète","type":"item","img":"icons/weapons/crossbows/crossbow-blue.webp","data":{"category":"equipment","subtype":"weapon","description":"

Arbalète

une arme de tir qui nécessite peu d’entraînement et offre beaucoup de puissance. Les lourds projectiles tirés par une arbalète portent le nom de carreaux. Il faut un round complet pour charger une arbalète.

","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6","range":30,"reload":1,"slot":"2hands","attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"damageAttribute":"half-vigor","damageModifiers":null,"damageReroll1":false,"weaponSize":"medium"},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"3U9Gl7g8D5Ih72HQ","name":"Hache","type":"item","img":"icons/weapons/axes/axe-broad-engraved.webp","data":{"category":"equipment","subtype":"weapon","description":"

Hache

un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"unarmed","damageAttribute":"zero","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"3UUZjuD4Esgj4ENP","name":"Épée","type":"item","img":"icons/weapons/swords/greatsword-guard-gem-blue.webp","data":{"category":"equipment","subtype":"weapon","description":"

Épée

l’arme favorite des héros. Elle se décline en différents modèles utilisés un peu partout en Lémurie, comme les sabres d’abordage, les tulwars, les cimeterres ou les épées longues. Inscrivez le nom de l’arme que vous voulez sur la fiche de votre personnage en fonction de l’image que vous vous faites de ce dernier. Mais au final, une épée reste une longue lame utilisée pour tuer l’ennemi.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"unarmed","damageAttribute":"zero","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"3xSSlnw9CDhwg67c","name":"Lance","type":"item","img":"icons/weapons/polearms/glaive-simple.webp","data":{"category":"equipment","subtype":"weapon","description":"

Lance

une hampe de bois de 1,80 m de long (parfois davantage), pourvue d’une pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.

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Javelot

une arme de jet constituée d’une courte hampe surmontée d’une tête pointue. En général, un guerrier qui utilise le javelot en emporte deux ou trois avec lui. Cette arme a la faveur des hommes-oiseaux de l’Axos.

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Dague

cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"stackable":true,"activable":false,"consumable":false,"magical":false,"concealable":true,"ignoreshield":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"powder":false,"throwing":false,"bashing":false,"throwable":true,"range":3,"damage":"d6M"},"quantity":null,"weight":null},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"4NEaikxe0k1vzeqI","name":"Morgenstern","type":"item","img":"icons/weapons/maces/flail-spiked-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"

Morgenstern

une grosse boule de métal hérissée de pointes, montée à l’extrémité d’une longue hampe de 1,20 à 1,50 m de long. Rudimentaire, mais efficace.

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Gourdin

c’est l’arme la plus rudimentaire qui soit. Un gourdin consiste généralement en un bâton de bois noueux, extrêmement dur et mesurant moins de 90 cm de long. Par commodité, on regroupe sous ce terme toute autre arme contondante du même genre (matraque, etc.). Il est possible d’utiliser un gourdin pour infliger des dégâts non létaux et assommer son ennemi plutôt que de le tuer.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":true,"damage":"d6M","slot":"none","attackBonusDice":false,"throwable":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"unarmed","damageAttribute":"zero","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"AQu9KVm0hAdwUBWV","name":"Fouet","type":"item","img":"icons/weapons/misc/whip-red-yellow.webp","data":{"category":"equipment","subtype":"weapon","description":"

Outil indispensable pour des éleveurs, le fouet peut devenir une véritable arme de guerre entre des mains expertes. Certains cavaliers ghataï s’en sont fait une spécialité.

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Armure lourde

Ce type d’armure est porté par des gladiateurs, des chevaliers partant à la guerre, ou par ceux prévoyant de participer à une bataille sanglante dans un proche avenir. Ce n’ est pas une armure que l’on peut porter la journée entière, et encore moins pour voyager ou s’adonner aux activités ordinaires du quotidien. Il peut s’agir d’un haubert de mailles descendant jusqu’aux genoux ou d’une cuirasse en acier, complétée de grèves et de gantelets, ou encore d’une brigandine (une veste de cuir cousue de plaques de métal) avec gantelets et hautes bottes.

Un personnage portant une armure lourde peut généralement ôter certaines parties de celle-ci pour la transformer en armure moyenne s’il le souhaite.

Les personnages ayant moins de 0 en vigueur ne peuvent pas porter d’armure lourde (ils ne sont pas assez robustes pour supporter un pareil attirail).

Effets des armures lourdes

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Masse d’armes

cette arme a la même forme qu’un gourdin, mais possède une tête en métal, souvent agrémentée de pointes ou d’ailettes pour plus d’efficacité. Les masses d’armes à une main peuvent se lancer, mais à courte distance, car elles ne sont pas vraiment prévues pour cet usage.

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Hâche à deux mains

Une lourde hache s’utilisant à deux mains.

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Bâton-Fronde

Version plus puissante de la fronde, montée au bout d’un bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.

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Grand bouclier

Un personnage ne peut bénéficier de son bouclier que s’il est conscient de l’attaque qui le vise, et donc s’il est prêt à la parer.

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Arc

une longue tige flexible en bois dont les extrémités sont reliées par une corde et qui permet de tirer des flèches. Il existe différentes formes d’arcs.

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Arbalète lourde

plus lourde et plus puissante qu’une arbalète normale, l’arbalète lourde est peu usitée en Lémurie, sauf comme arme de siège portative. Il faut 2 rounds complets pour charger une arbalète lourde.

","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"2h":true,"damage":"d6B","range":45,"reload":2,"slot":"none","attackAttribute":"vigor","attackAptitude":"melee","attackModifiers":null,"damageAttribute":"vigor","damageModifiers":null,"damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"d7UV55xQXXfMiGQI","name":"Fronde","type":"item","img":"icons/weapons/slings/slingshot-wood.webp","data":{"category":"equipment","subtype":"weapon","description":"

Fronde

simple pièce de cuir équipée de lanières, une fronde permet de projeter de petites pierres ou des billes de plomb avec une certaine force. C’est une arme peu coûteuse et facile à fabriquer. Il existe une version plus puissante, montée au bout d’un bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.

","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":true,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"damage":"d6M","range":9,"reload":0,"slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"unarmed","damageAttribute":"zero","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"name":"Arc Ghataï","type":"item","img":"icons/weapons/bows/longbow-recurve-brown.webp","data":{"category":"equipment","subtype":"weapon","description":"

L’arme emblématique des Ghataï est un arc composite, particulièrement adapté pour des cavaliers. Les archers de cavalerie forment le gros des forces gathaï, qui utilisent des tactiques de harcèlement plutôt que de charge frontale.

","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":true,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"concealable":false,"ignoreshield":false,"attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"unarmed","damage":"d6","damageAttribute":"zero","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false,"slot":"2hands","bashing":false,"throwable":false,"range":22},"quantity":1,"weight":0,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"vpqjUad9wWS9Gk5R":3},"flags":{"core":{"sourceId":"Item.ltAvk5pqfNeqF8gO"}},"_id":"gCbETPg0ROGdDfHS"} -{"_id":"jjdzMgx8zru2A28V","name":"Armure moyenne","type":"item","img":"icons/equipment/chest/breastplate-layered-leather-studded-black.webp","data":{"category":"equipment","subtype":"armor","description":"

Armure moyenne

Ce type d’armure, compromis entre la maniabilité de l’armure légère et la protection de l’armure lourde, est le choix favori des aventuriers qui s’attendent à affronter des combats de manière régulière. Il peut s’agir d’une armure de cuir couvrant la majeure partie du corps, avec des parties en cuir bouilli pour protéger les points vitaux, ou d’une armure mêlant le cuir et la cotte de mailles, ou encore d’une cuirasse en acier, simple mais efficace.

Un personnage portant une armure moyenne peut généralement en ôter certaines parties pour la transformer en armure légère s’il le souhaite.

Effets des armures moyennes

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Amure légère

Si votre personnage préfère éviter les combats mais sait qu’il risque de ne pas y couper, vous souhaiterez peut-être qu’il bénéficie au moins d’une petite protection. La catégorie des armures légères comprend les différentes sortes d’armures de cuir et les chemises de mailles. Votre personnage pourrait ainsi porter un robuste gilet et des brassards en cuir, ou un pourpoint doublé, accompagné de bottes et de gants en cuir souple. À moins que vous ne décidiez qu’il soit vêtu d’une légère chemise de mailles et de rien d’autre.

Une armure légère est généralement dissimulable (à moins d’être inspecté de près ou d’avoir affaire à l’œil exercé d’un soldat vétéran) et ne vous désigne pas au premier regard comme un guerrier.

Effets des armures légères

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Petit bouclier

Un personnage ne peut bénéficier de son bouclier que s’il est conscient de l’attaque qui le vise, et donc s’il est prêt à la parer.

","properties":{"ranged":false,"melee":false,"spell":false,"protection":true,"weapon":false,"armor":false,"helm":false,"shield":true,"equipable":true,"stackable":false,"activable":false,"consumable":false,"magical":false,"concealable":false,"ignoreshield":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"powder":false,"throwing":false,"bashing":false,"blocking":{"malus":-1,"nbAttacksPerRound":"1"}},"quantity":null,"weight":null},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"pncWIrD5z7mk6dbc","name":"Massue","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"

Massue

la version lourde du gourdin. Une massue consiste en un solide manche en bois dont l’extrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, d’où son autre nom de casse-tête.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"unarmed","damageAttribute":"zero","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"qG5Jlhjjh7vDtBB1","name":"Fléau","type":"item","img":"icons/weapons/maces/flail-triple-grey.webp","data":{"category":"equipment","subtype":"weapon","description":"

Fléau

un fléau consiste en un manche de bois prolongé d’une chaîne, à l’extrémité de laquelle est fixée une boule hérissée de pointes métalliques. Les fléaux ne sont pas des armes employées couramment en Lémurie, mais les gladiateurs en utilisent parfois dans les arènes. Les attaques au fléau ignorent le bonus en défense accordé par l’emploi d’un bouclier.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"stackable":false,"activable":false,"consumable":false,"magical":false,"concealable":false,"ignoreshield":true,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"powder":false,"throwing":false,"bashing":false,"damage":"d6"},"quantity":null,"weight":null},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} -{"_id":"rVLqiqxtfsZ7z6Hw","name":"Rapière","type":"item","img":"icons/weapons/swords/greatsword-flamberge.webp","data":{"category":"equipment","subtype":"weapon","description":"

Rapière

cette épée fine et légère est essentiellement utilisée par les bellâtres et les courtisans des cités-états de Lémurie, chez qui l’escrime a été élevé au rang d’art. La rapière s’utilise généralement en conjonction avec une dague de parade (aussi appelée main gauche), un petit bouclier, ou une simple cape roulée en boule.

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Bâton

une longueur de bois robuste (environ 1,80 m de hauteur), qui sert aussi bien de bâton de marche que d’arme.

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Arme d’hast

ce nom recouvre une catégorie d’armes possédant toutes un fer destiné à frapper, fixé au bout d’une longue hampe en bois, qui offre à son utilisateur une grande allonge. Selon leur forme, ces armes à deux mains portent le nom de hallebarde, coutille, guisarme, vouge…

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Épée à deux mains

Une lourde épée pouvant mesurer jusqu’à 1,80 m de long pour les plus grandes, et s’utilisant à deux mains. Elle peut porter différents noms selon les modèles : claymore, espadon, épée bâtarde…

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Fléchettes

de petits projectiles ressemblant à des flèches miniatures, destinés à être lancés à la main. En général, un personnage qui utilise des fléchettes en possède un petit stock.

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Casque

Si vous êtes équipé d’un casque, celui-ci ajoute +1 à la protection de votre armure, dans le cas où vous en portez une. Si vous portez par exemple une armure légère et un casque, votre dé de protection sera égal à d6-2 (d6-1 en armure moyenne et d6 en armure lourde).

En revanche, un casque vous inflige un malus à l’initiative (il est plus difficile de remarquer ce qui se passe autour de vous avec un casque qui limite votre champ de vision), ainsi que dans certaines situations sociales.

En général, un héros ne porte pas son casque en permanence et ne le met que lorsqu’il se prépare au combat.

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Arbalète

une arme de tir qui nécessite peu d’entraînement et offre beaucoup de puissance. Les lourds projectiles tirés par une arbalète portent le nom de carreaux. Il faut un round complet pour charger une arbalète.

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Hache

un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.

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Épée

l’arme favorite des héros. Elle se décline en différents modèles utilisés un peu partout en Lémurie, comme les sabres d’abordage, les tulwars, les cimeterres ou les épées longues. Inscrivez le nom de l’arme que vous voulez sur la fiche de votre personnage en fonction de l’image que vous vous faites de ce dernier. Mais au final, une épée reste une longue lame utilisée pour tuer l’ennemi.

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Lance

une hampe de bois de 1,80 m de long (parfois davantage), pourvue d’une pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.

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Javelot

une arme de jet constituée d’une courte hampe surmontée d’une tête pointue. En général, un guerrier qui utilise le javelot en emporte deux ou trois avec lui. Cette arme a la faveur des hommes-oiseaux de l’Axos.

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Dague

cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.

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Morgenstern

une grosse boule de métal hérissée de pointes, montée à l’extrémité d’une longue hampe de 1,20 à 1,50 m de long. Rudimentaire, mais efficace.

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Gourdin

c’est l’arme la plus rudimentaire qui soit. Un gourdin consiste généralement en un bâton de bois noueux, extrêmement dur et mesurant moins de 90 cm de long. Par commodité, on regroupe sous ce terme toute autre arme contondante du même genre (matraque, etc.). Il est possible d’utiliser un gourdin pour infliger des dégâts non létaux et assommer son ennemi plutôt que de le tuer.

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Outil indispensable pour des éleveurs, le fouet peut devenir une véritable arme de guerre entre des mains expertes. Certains cavaliers ghataï s’en sont fait une spécialité.

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Armure lourde

Ce type d’armure est porté par des gladiateurs, des chevaliers partant à la guerre, ou par ceux prévoyant de participer à une bataille sanglante dans un proche avenir. Ce n’ est pas une armure que l’on peut porter la journée entière, et encore moins pour voyager ou s’adonner aux activités ordinaires du quotidien. Il peut s’agir d’un haubert de mailles descendant jusqu’aux genoux ou d’une cuirasse en acier, complétée de grèves et de gantelets, ou encore d’une brigandine (une veste de cuir cousue de plaques de métal) avec gantelets et hautes bottes.

Un personnage portant une armure lourde peut généralement ôter certaines parties de celle-ci pour la transformer en armure moyenne s’il le souhaite.

Les personnages ayant moins de 0 en vigueur ne peuvent pas porter d’armure lourde (ils ne sont pas assez robustes pour supporter un pareil attirail).

Effets des armures lourdes

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Masse d’armes

cette arme a la même forme qu’un gourdin, mais possède une tête en métal, souvent agrémentée de pointes ou d’ailettes pour plus d’efficacité. Les masses d’armes à une main peuvent se lancer, mais à courte distance, car elles ne sont pas vraiment prévues pour cet usage.

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Hâche à deux mains

Une lourde hache s’utilisant à deux mains.

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Bâton-Fronde

Version plus puissante de la fronde, montée au bout d’un bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.

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Grand bouclier

Un personnage ne peut bénéficier de son bouclier que s’il est conscient de l’attaque qui le vise, et donc s’il est prêt à la parer.

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Arc

une longue tige flexible en bois dont les extrémités sont reliées par une corde et qui permet de tirer des flèches. Il existe différentes formes d’arcs.

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Arbalète lourde

plus lourde et plus puissante qu’une arbalète normale, l’arbalète lourde est peu usitée en Lémurie, sauf comme arme de siège portative. Il faut 2 rounds complets pour charger une arbalète lourde.

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Fronde

simple pièce de cuir équipée de lanières, une fronde permet de projeter de petites pierres ou des billes de plomb avec une certaine force. C’est une arme peu coûteuse et facile à fabriquer. Il existe une version plus puissante, montée au bout d’un bâton (ce qui en fait une arme à deux mains), qui permet des tirs à plus longue portée.

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L’arme emblématique des Ghataï est un arc composite, particulièrement adapté pour des cavaliers. Les archers de cavalerie forment le gros des forces gathaï, qui utilisent des tactiques de harcèlement plutôt que de charge frontale.

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Armure moyenne

Ce type d’armure, compromis entre la maniabilité de l’armure légère et la protection de l’armure lourde, est le choix favori des aventuriers qui s’attendent à affronter des combats de manière régulière. Il peut s’agir d’une armure de cuir couvrant la majeure partie du corps, avec des parties en cuir bouilli pour protéger les points vitaux, ou d’une armure mêlant le cuir et la cotte de mailles, ou encore d’une cuirasse en acier, simple mais efficace.

Un personnage portant une armure moyenne peut généralement en ôter certaines parties pour la transformer en armure légère s’il le souhaite.

Effets des armures moyennes

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Amure légère

Si votre personnage préfère éviter les combats mais sait qu’il risque de ne pas y couper, vous souhaiterez peut-être qu’il bénéficie au moins d’une petite protection. La catégorie des armures légères comprend les différentes sortes d’armures de cuir et les chemises de mailles. Votre personnage pourrait ainsi porter un robuste gilet et des brassards en cuir, ou un pourpoint doublé, accompagné de bottes et de gants en cuir souple. À moins que vous ne décidiez qu’il soit vêtu d’une légère chemise de mailles et de rien d’autre.

Une armure légère est généralement dissimulable (à moins d’être inspecté de près ou d’avoir affaire à l’œil exercé d’un soldat vétéran) et ne vous désigne pas au premier regard comme un guerrier.

Effets des armures légères

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Petit bouclier

Un personnage ne peut bénéficier de son bouclier que s’il est conscient de l’attaque qui le vise, et donc s’il est prêt à la parer.

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Massue

la version lourde du gourdin. Une massue consiste en un solide manche en bois dont l’extrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, d’où son autre nom de casse-tête.

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Fléau

un fléau consiste en un manche de bois prolongé d’une chaîne, à l’extrémité de laquelle est fixée une boule hérissée de pointes métalliques. Les fléaux ne sont pas des armes employées couramment en Lémurie, mais les gladiateurs en utilisent parfois dans les arènes. Les attaques au fléau ignorent le bonus en défense accordé par l’emploi d’un bouclier.

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Rapière

cette épée fine et légère est essentiellement utilisée par les bellâtres et les courtisans des cités-états de Lémurie, chez qui l’escrime a été élevé au rang d’art. La rapière s’utilise généralement en conjonction avec une dague de parade (aussi appelée main gauche), un petit bouclier, ou une simple cape roulée en boule.

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Bâton

une longueur de bois robuste (environ 1,80 m de hauteur), qui sert aussi bien de bâton de marche que d’arme.

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Arme d’hast

ce nom recouvre une catégorie d’armes possédant toutes un fer destiné à frapper, fixé au bout d’une longue hampe en bois, qui offre à son utilisateur une grande allonge. Selon leur forme, ces armes à deux mains portent le nom de hallebarde, coutille, guisarme, vouge…

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Épée à deux mains

Une lourde épée pouvant mesurer jusqu’à 1,80 m de long pour les plus grandes, et s’utilisant à deux mains. Elle peut porter différents noms selon les modèles : claymore, espadon, épée bâtarde…

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Fléchettes

de petits projectiles ressemblant à des flèches miniatures, destinés à être lancés à la main. En général, un personnage qui utilise des fléchettes en possède un petit stock.

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Casque

Si vous êtes équipé d’un casque, celui-ci ajoute +1 à la protection de votre armure, dans le cas où vous en portez une. Si vous portez par exemple une armure légère et un casque, votre dé de protection sera égal à d6-2 (d6-1 en armure moyenne et d6 en armure lourde).

En revanche, un casque vous inflige un malus à l’initiative (il est plus difficile de remarquer ce qui se passe autour de vous avec un casque qui limite votre champ de vision), ainsi que dans certaines situations sociales.

En général, un héros ne porte pas son casque en permanence et ne le met que lorsqu’il se prépare au combat.

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Dague

cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.

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Dague

cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.

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Hache

un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.

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Hache

un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.

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Dague

cette catégorie regroupe toutes les lames courtes destinées à lacérer ou poignarder un adversaire. Les dagues sont à un ou deux tranchants selon les modèles, et peuvent être lancées aussi bien qu’utilisées au corps à corps. Facilement dissimulable, la dague est l’arme favorite des truands et des assassins.

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Hache

un fer à un ou deux tranchants (qui peut être en bronze, en fer ou en acier) monté sur un manche en bois.

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Lance

une hampe de bois de 1,80 m de long (parfois davantage), pourvue d’une pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.

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Lance

une hampe de bois de 1,80 m de long (parfois davantage), pourvue d’une pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.

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Lance

une hampe de bois de 1,80 m de long (parfois davantage), pourvue d’une pointe, qui peut être lancée ou utilisée au corps à corps, notamment contre des adversaires montés.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":6,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} +{"_id":"AUqk1SXktM4iDXvr","name":"Masse d’armes","type":"item","img":"icons/weapons/maces/mace-flanged-steel.webp","data":{"category":"equipment","subtype":"weapon","description":"

Masse d’armes

cette arme a la même forme qu’un gourdin, mais possède une tête en métal, souvent agrémentée de pointes ou d’ailettes pour plus d’efficacité. Les masses d’armes à une main peuvent se lancer, mais à courte distance, car elles ne sont pas vraiment prévues pour cet usage.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":1.5,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} +{"name":"Masse d’armes (Lancer)","type":"item","img":"icons/weapons/maces/mace-flanged-steel.webp","data":{"category":"equipment","subtype":"weapon","description":"

Masse d’armes

cette arme a la même forme qu’un gourdin, mais possède une tête en métal, souvent agrémentée de pointes ou d’ailettes pour plus d’efficacité. Les masses d’armes à une main peuvent se lancer, mais à courte distance, car elles ne sont pas vraiment prévues pour cet usage.

","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":1.5,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.AUqk1SXktM4iDXvr"}},"_id":"BcYQ4pigZSXp1jWb"} +{"name":"Massue (Lancer)","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"

Massue

la version lourde du gourdin. Une massue consiste en un solide manche en bois dont l’extrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, d’où son autre nom de casse-tête.

","properties":{"ranged":true,"melee":false,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":true,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":true,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"ranged","attackModifiers":null,"weaponSize":"medium","damageAttribute":"half-vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Compendium.bol.equipment.pncWIrD5z7mk6dbc"}},"_id":"9dk1DqMpZXCgvS2r"} +{"_id":"pncWIrD5z7mk6dbc","name":"Massue","type":"item","img":"icons/weapons/clubs/club-simple-stone-purple.webp","data":{"category":"equipment","subtype":"weapon","description":"

Massue

la version lourde du gourdin. Une massue consiste en un solide manche en bois dont l’extrémité, plus volumineuse, sert à fracasser le crâne de ses adversaires, d’où son autre nom de casse-tête.

","properties":{"ranged":false,"melee":true,"spell":false,"protection":false,"weapon":true,"armor":false,"helm":false,"shield":false,"equipable":true,"consumable":false,"magical":false,"2H":false,"reloadable":false,"bow":false,"crossbow":false,"throwing":false,"stackable":false,"activable":false,"concealable":false,"ignoreshield":false,"powder":false,"bashing":false,"throwable":false,"range":3,"damage":"d6","slot":"none","attackBonusDice":false,"attackAttribute":"agility","attackAptitude":"melee","attackModifiers":null,"weaponSize":"medium","damageAttribute":"vigor","damageModifiers":null,"damageMultiplier":"1","damageReroll1":false},"quantity":null,"weight":null,"price":0,"worn":false},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"EEnCVoPAR7pMjRym":3},"flags":{}} diff --git a/packs/languages.db b/packs/languages.db new file mode 100644 index 0000000..aaf241f --- /dev/null +++ b/packs/languages.db @@ -0,0 +1,14 @@ +{"name":"Céruléen","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.2dZ1OrZgx6M47jl5"}},"_id":"61dDXTOhyN3VLHny"} +{"name":"Yggdari","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.emz8WuzZsArE0v2U"}},"_id":"8LKy7DkKy8Cd3QuX"} +{"name":"Beshaari","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.kzOlopZyDtVZHqca"}},"_id":"9PDA54isBWhIFGqw"} +{"name":"Chant du Vent","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.Q9oqF2G0xqPzS08z"}},"_id":"AiG20gJfHhxWNF5v"} +{"name":"Lemurien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.XDWxHZYrzDyAKPrC"}},"_id":"RzrUDaHczkxVvk1b"} +{"name":"Malakutien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.8PUJGWZtZeARrV5C"}},"_id":"SlDoVbJ5ndxbDVFR"} +{"name":"Valgardien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.Kqy1EMnW5cygirUn"}},"_id":"Td6HDtdzJ2nlGDWa"} +{"name":"Festroli","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.0qYsNoL6d0rhLPKl"}},"_id":"cqJnm3azUpN4GiD5"} +{"name":"Shamite","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.hDyBLMY9ZDkcKEBs"}},"_id":"dyJoULpfzwZMlJrr"} +{"name":"Axien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.b0e4uZzlo4DFP2gv"}},"_id":"nMboUYMjDqzfASMM"} +{"name":"Kashtien","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.RWHkb4OkXhZfURmw"}},"_id":"pUaLtMJVL0xhy2GM"} +{"name":"Argot des Mers","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.yRWlUr9BF1gr0hAe"}},"_id":"tXDz4UokSbGh6Rhw"} +{"name":"Grooth","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.OpUZ9bTcD7k8iGd1"}},"_id":"u5RK8dQRbcwHtcbM"} +{"name":"Démonique","type":"feature","img":"icons/skills/social/diplomacy-handshake-gray.webp","data":{"category":null,"subtype":"language","description":"","properties":{},"rank":0},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"kQghu0tL1dft5xLu":3},"flags":{"core":{"sourceId":"Item.fjq6EF5RN8JXr5vT"}},"_id":"zNHxODKXOL4LtYMe"} diff --git a/system.json b/system.json index d0ef790..024c6c0 100644 --- a/system.json +++ b/system.json @@ -7,7 +7,7 @@ "url": "https://github.com/ZigmundKreud/bol", "license": "LICENSE.txt", "flags": {}, - "version": "1.0.1", + "version": "1.0.2", "templateVersion": 18, "minimumCoreVersion": "0.8.6", "compatibleCoreVersion": "9", @@ -108,6 +108,15 @@ "system": "bol", "entity": "Scene", "private": false + }, + { + "label": "Langues", + "type": "Item", + "name": "languages", + "path": "packs/languages.db", + "system": "bol", + "entity": "Item", + "private": false } ], "system": [],