diff --git a/module/compendiums/swade-core-rules.swade-equipment.json b/module/compendiums/swade-core-rules.swade-equipment.json
index 2f46902..b707392 100644
--- a/module/compendiums/swade-core-rules.swade-equipment.json
+++ b/module/compendiums/swade-core-rules.swade-equipment.json
@@ -1,7 +1,19 @@
{
"label": "SWADE Équipement",
"mapping": {
- "description": "data.description"
+ "description": "data.description",
+ "skill": {
+ "path": "data.actions.skill",
+ "converter": "gear_skill"
+ },
+ "range": {
+ "path": "data.range",
+ "converter": "gear_range"
+ },
+ "ammo": {
+ "path": "data.ammo",
+ "converter": "gear_ammo"
+ }
},
"entries": [
{
@@ -286,8 +298,8 @@
},
{
"id": "Brown Bess or Similar Muskets",
- "name": "Brown Bess or Similar Muskets",
- "description": "
Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.
"
+ "name": "Mousquets ou assimilés",
+ "description": "Les armes à poudre noire ont @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.
"
},
{
"id": "Browning Automatic Rifle",
@@ -517,7 +529,7 @@
{
"id": "Flail",
"name": "Fléau",
- "description": "\n
Ignores @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus
\n
"
+ "description": "\n
Ignore @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus
\n
"
},
{
"id": "Flak Jacket (Vietnam-era)",
diff --git a/module/compendiums/swade-core-rules.swade-races.json b/module/compendiums/swade-core-rules.swade-races.json
new file mode 100644
index 0000000..f8ea058
--- /dev/null
+++ b/module/compendiums/swade-core-rules.swade-races.json
@@ -0,0 +1,74 @@
+{
+ "label": "SWADE Espèces",
+ "mapping": {
+ "description_full": "data.description"
+ },
+ "entries": [
+ {
+ "id": "#[CF_tempEntity]",
+ "name": "#[CF_tempEntity]",
+ "description": "",
+ "description_full": ""
+ },
+ {
+ "id": "Android",
+ "name": "Androide",
+ "description_full": "\n
Androide
\n
\n\n- PACIFISTE (Majeur): à moins qu’un androïde ne soit spécifiquement conçu pour le combat, la plupart des sociétés avancées imposent la présence de circuits dédiés forçant l’application des Lois de la Robotique, basées sur Les Robots d’Isaac Asimov : un être artificiel ne saurait nuire à un être sentient, ou par son action ou son inaction blesser un tel être d’une quelconque manière. Le personnage reçoit le Handicap @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste (Majeur)}.
\n- Créature artificielle: un androide bénéficie d'un bonus de +2 pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ne respire pas, ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, et est immunisué aux poisons et aux maladies. Ses Blessures doivent être gérées en utilisant la Compétence Réparation. Chaque tentative dure une heure par niveau actuel de Blessure, et ne tient pas compte de @Compendium[swade-core-rules.swade-rules.Healing]{L'heure d'or}..
\n- 2tranger (Majeur): un androïde subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces et n’a en général aucun droit (quand il est considéré comme une propriété).
\n- Serment (Majeur):un androïde est généralement programmé pour remplir un rôle précis. Un tel personnage a des directives assez souples, comme servir telle corporation ou tel groupe politique. Ces obligations sont considérées comme le Handicap Serment (Majeur). En cas de directives contradictoires, le joueur et le MJ devront se mettre d’accord sur la décision logique définie par la programmation de d’androïde.
\n
\n "
+ },
+ {
+ "id": "Aquarian",
+ "name": "Aquarian",
+ "description_full": "\n
Aquarian
\n
From the crushing ocean depths come aquatic folk. They are thick and sturdy beneath the waves but often vulnerable in the dry air or searing heat of the surface.
\n
\n- AQUATIC: Aquarians cannot drown in water and move at their full Pace when swimming. See @Compendium[swade-core-rules.swade-rules.Movement]{Movement} for normal swimming rates.
\n- DEPENDENCY: Aquarians must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
\n- LOW LIGHT VISION: Aquarians are used to the darkness of the depths. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
\n- TOUGHNESS: Life in the depths of their watery worlds has made aquarian flesh tough and resilient. Add +1 to their @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}.
\n
\n
"
+ },
+ {
+ "id": "Avion",
+ "name": "Avion",
+ "description_full": "\n
Avion
\n
Avions are humanoids with wings. They tend to be very slight of build owing to their hollow bones. Some are feathered while others are leathery or even scaled.
\n
\n- CAN'T SWIM: Avions’ wings are a hazard in water. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (swimming) rolls and each inch moved in water costs them 3″ of Pace.
\n- FLIGHT: Avions fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12 per round. Use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} when maneuvering.
\n- FRAIL: Avions have −1 @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} due to their hollow bones.
\n- KEEN SENSES: Avions are more perceptive than most. They begin with a d6 in @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (instead of d4) and may raise the skill to d12+1.
\n- REDUCED PACE: Dependence on flight and bulky wings make avions slightly slower when walking. Decrease their walking @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die by one step.
\n
\n
"
+ },
+ {
+ "id": "Celestials",
+ "name": "Celestials",
+ "description_full": "\n
Celestials
\n
Angels are a great and varied lot, but all have these traits in common.
\n
\n- @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{ALL THUMBS}: Celestials are not accustomed to technology or machines.
\n- @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANE BACKGROUND (Miracles)}: Celestials can call forth a variety of blessed miracles.
\n- @Compendium[swade-core-rules.swade-skills.Faith]{FAITH}: All celestials start with a d6 in Faith. This increases their maximum to d12+1.
\n- FLIGHT: Angels fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12.
\n- RACIAL ENEMY (Demons & Devils): Those who descend from above do not easily tolerate those who crawl forth from the Abyss.
\n- @Compendium[swade-core-rules.swade-hindrances.Vow]{VOW} (Major — Protect humanity): The blessed must protect the flock that remains on the ravaged Earth.
\n
\n
"
+ },
+ {
+ "id": "Dwarves",
+ "name": "Dwarves",
+ "description_full": "\n
Dwarves
\n
Dwarves are short but stout, hardy people who come from massive caverns or high mountains. They are a proud, warlike race, usually made so by frequent contact with hostile races such as orcs and goblins.
\n
Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.
\n
\n- LOW LIGHT VISION: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
\n- REDUCED PACE: Dwarves have short legs compared to most races. Decrease their @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die one die type.
\n- TOUGH: Dwarves are stout and tough. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} instead of a d4. This increases maximum Vigor to d12+1.
\n
\n
"
+ },
+ {
+ "id": "Elves",
+ "name": "Elves",
+ "description_full": "\n
Elves
\n
Elves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the deep forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all human colors, plus shades of silver, blue, and gold.
\n
\n- AGILE: Elves are graceful and agile. They start with a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agility} instead of a d4. This increases maximum Agility to d12+1.
\n- ALL THUMBS: Elves have an inherent dislike of mechanical objects, and thus have the @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} Hindrance. They shun most mechanical items and designs.
\n- LOW LIGHT VISION: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
\n
\n
"
+ },
+ {
+ "id": "Guardians",
+ "name": "Guardians",
+ "description_full": "\n
Guardians
\n
Those humans who serve the Heavenly Choir are called guardians.
\n
\n- ADAPTABLE: Guardians begin play with any Novice Edge of their choosing (meeting its Requirements as usual).
\n- @Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS}: Guardians have the Champion Edge, giving them a +2 bonus to damage against supernaturally evil foes such as demons and devils.
\n- VIGOROUS: Those humans who have inherited this blasted Earth start the game with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} instead of a d4. This increases their Vigor maximum to d12+1.
\n- @Compendium[swade-core-rules.swade-hindrances.Vow]{VOW} (Major — Protect humanity): The blessed must protect the flock that remains on the ravaged Earth.
\n
\n
"
+ },
+ {
+ "id": "Half-Elves",
+ "name": "Half-Elves",
+ "description_full": "\n
Half-elves
\n
Half-elves gain the elves’ grace but none of their elegant frailty. Most are well-adjusted, but some are shunned by one side of the family or the other and grow resentful. Others may even be mistreated. Their lifespans are closer to their human parent than those of their elven kin, living only to about 100 years.
\n
\n- HERITAGE: Half-elves may retain the grace of their elven parent or the adaptability of their human ancestry. A half-elf may either start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of his choice or a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agility} instead of a d4 (which also increases his Agility maximum to d12+1).
\n- LOW LIGHT VISION: Half-elves ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
\n- OUTSIDER (Minor): Half-elves are never quite comfortable in human or elven society, having a foot in both worlds but never fully standing in either. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.
\n
\n
"
+ },
+ {
+ "id": "Half-Folk",
+ "name": "Half-Folk",
+ "description_full": "\n
Half-Folk
\n
Half-folk are small, nimble people with fuzzy brown or black hair. Though they are frail compared to most other races, their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them more than a match for creatures twice their size. Half-folk see no reason to invite trouble and tend to live in their own close-knit communities far off the beaten path.
\n
\n- LUCK: Half-folk draw one additional @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per game session.
\n- REDUCED PACE: Decrease the character’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die one die type.
\n- SIZE -1: Half-folk average only about four feet tall, reducing their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}) by 1.
\n- SPIRITED: Half-folk are generally optimistic beings. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} instead of a d4. This increases their maximum Spirit to d12+1.
\n
\n
"
+ },
+ {
+ "id": "Humans",
+ "name": "Humans",
+ "description_full": "\n
Humans
\n
Humans in most settings get one free @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of their choice. This option reflects their versatility and adaptability compared to most other races.
\n
For more variety, the GM might give humans abilities based on culture rather than race. For instance, a nomadic, horse-based society might start with skill points in Riding and Survival. Cultural templates are designed just like making new races, though GMs should allow for more exceptions than usual since the abilities tend to be learned rather than truly innate.
\n
\n- ADAPTABLE: Humans begin play with any Novice @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of their choosing. They must meet its Requirements as usual.
\n
\n
"
+ },
+ {
+ "id": "Rakashans",
+ "name": "Rakashans",
+ "description_full": "\n
Rakashans
\n
Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel nature when it comes to dealing with their prey.
\n
Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others’ complete trust.
\n
\n- AGILE: Feline grace gives rakashans a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Agility} attribute instead of a d4. This increases maximum Agility to d12+1.
\n- BITE/CLAWS: Rakashan fangs and claws are @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} that cause Strength+d4 damage.
\n- BLOODTHIRSTY: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have the @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} Hindrance.
\n- CAN'T SWIM: Rakashans actually can swim, they just shun it and are not particularly good at it. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (swimming) rolls and each tabletop inch of movement in water uses 3″ of @Compendium[swade-core-rules.swade-rules.Movement]{Pace}.
\n- LOW LIGHT VISION: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
\n- RACIAL ENEMY: Rakashan society rose at the expense of another. Pick a common race in your setting. Members of each culture subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when dealing with each other and often attack on sight.
\n
\n
"
+ },
+ {
+ "id": "Saurians",
+ "name": "Saurians",
+ "description_full": "\n
Saurians
\n
Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.
\n
\n- ARMOR +2: Saurians have scaly skin that acts as leather @Compendium[swade-core-rules.swade-rules.Armor]{armor}.
\n- BITE: A saurian’s fangs are @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} that cause Strength+d4 damage.
\n- ENVIRONMENTAL WEAKNESS: Though not truly cold-blooded, saurians are poorly suited for frigid conditions. They suffer a −4 penalty to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} environmental effects, and suffer +4 damage from cold-based attacks.
\n- KEEN SENSES: Saurians have acute senses, giving them the @Compendium[swade-core-rules.swade-edges.Alertness]{Alertness} Edge.
\n- OUTSIDER (Minor): Most races distrust saurians for some reason. Perhaps it is their strange ways and customs, their often-sibilant speech, or an ancient subconscious fear of their reptilian ancestors. Saurians subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.
\n
\n
"
+ }
+ ]
+}
\ No newline at end of file
diff --git a/module/compendiums/swade-core-rules.swade-specialabilities.json b/module/compendiums/swade-core-rules.swade-specialabilities.json
index 5ebbf16..36461eb 100644
--- a/module/compendiums/swade-core-rules.swade-specialabilities.json
+++ b/module/compendiums/swade-core-rules.swade-specialabilities.json
@@ -17,28 +17,28 @@
},
{
"id": "Burrow",
- "name": "Burrow",
- "description_full": "\n
\n- @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Burrow} (20″): Giant worms tunnel through the ground, blocked only by solid bedrock.
\n
\n
"
+ "name": "Terrier",
+ "description_full": "\n
\n- @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Terrier} (20″): Les Vers géant creusent des tunnels dans le sous-sol, qui sont seulement bloqués par la roche.
\n
\n
"
},
{
"id": "Change Form",
- "name": "Change Form",
- "description_full": "\n
\n- Change Form: As an action, a vampire can change into a wolf or bat with a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at −2. Changing back into humanoid form requires a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll.
\n
\n
"
+ "name": "Changeforme",
+ "description_full": "\n
\n- Changeforme: Avec un action, un Vampire peut se transformer en loup ou en chauve souris avec un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. Revenir à la forme humaine requiert à nouveau un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence}.
\n
\n
"
},
{
"id": "Charm",
- "name": "Charm",
- "description_full": "\n
\n- Charm: Vampires can use the @Compendium[swade-core-rules.swade-powers.Puppet]{puppet} power on those attracted to them (GM’s call) using their @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} as their @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}. They can cast and maintain the power indefinitely, but may only affect one target at a time.
\n
\n
"
+ "name": "Charme",
+ "description_full": "\n
\n- Charme: Les Vampires peuvent utiliser leur pouvoir @Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette} sur ceux qui sont attirés (sur décision du MJ) en utilisant leur @Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} comme @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Compétence d'Arcane}. Ils peuvent lancer et maintenir ce pouvoir indéfinementindefinitely, mais seulement sur 1 seule cible en même temps.
\n
\n
"
},
{
"id": "Children of the Night",
- "name": "Children of the Night",
- "description_full": "\n
\n- Children of the Night: Ancient vampires have the ability to summon and control wolves or rats. This requires an action and a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at −2. If successful, [[1d6]] # Wolves summoned wolves or [[1d6]] # Swarms of rats summoned swarms of rats (see @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}) come from the surrounding wilds in [[1d6+2]] # Rounds until summoned rounds.
\n
\n
"
+ "name": "Enfants de la Nuit",
+ "description_full": "\n
\n- Enfants de la Nuit: Les Anciens vampires peuvent inviquer et contrôler des loups ou des rats. Cela requiert une action et un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. En cas de succès, [[1d6]] # Loups ou [[1d6]] # essaims de rats (voir @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) appairaissent dans les environs au bout de [[1d6+2]] # Rounds.
\n
\n
"
},
{
"id": "Constrict",
- "name": "Constrict",
- "description_full": "\n
\n- Constrict: +2 to @Compendium[swade-core-rules.swade-rules.Traits]{Athletics} and @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls made to @Compendium[swade-core-rules.swade-rules.Grappling]{grapple}.
\n
\n
"
+ "name": "Constriction",
+ "description_full": "\n
\n- Constriction: +2 aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour @Compendium[swade-core-rules.swade-rules.Grappling]{Empoigner}.
\n
\n
"
},
{
"id": "Construct",
@@ -152,8 +152,8 @@
},
{
"id": "Sire",
- "name": "Sire",
- "description_full": "\n
\n- Sire: Anyone slain by a vampire has a 50% chance of rising as a vampire in [[/r 1d4]] days.
\n
\n
"
+ "name": "Seigneur",
+ "description_full": "\n
\n- Sire: Quiconque est tué par un Vampire a 50% de chances de se relever en tant que Vampire sous [[/r 1d4]] jours.
\n
\n
"
},
{
"id": "Speed",
@@ -163,7 +163,7 @@
{
"id": "Split",
"name": "Division",
- "description_full": "\n
\n- Division: Some swarms split into two smaller swarms when @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} (GM’s call). Reduce the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} one size after a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}; Small swarms are destroyed.
\n
\n
"
+ "description_full": "\n
\n- Division: Certains essaims peuvent se diviser en essaims plus petits lorsqu'ils subissent des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (à la discrétion du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zone d'effet} d'une dimension.
\n
\n
"
},
{
"id": "Swarm",
@@ -172,8 +172,8 @@
},
{
"id": "Swat",
- "name": "Swat",
- "description_full": "\n
\n- @Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Swat}: Dragons ignore up to 4 points of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} penalties when attacking with their claws.
\n
\n
"
+ "name": "Ecrasement",
+ "description_full": "\n
\n- @Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Ecrasement}: Les Dragons ignorent jusqu'à 4 niveaux de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} lorsqu'ils attaquent avec leurs griffes.
\n
\n
"
},
{
"id": "Undead",
diff --git a/module/module.json b/module/module.json
index 0fd6e41..fefa540 100644
--- a/module/module.json
+++ b/module/module.json
@@ -43,7 +43,7 @@
"url": "https://gitlab.com/sasmira/swade-fr",
"flags": {},
"version": "0.18.4.2",
- "minimumCoreVersion": "0.8.9",
+ "minimumCoreVersion": "0.8.0",
"compatibleCoreVersion": "1.0.0",
"scripts": [],
"esmodules": [
diff --git a/module/modules/swade-fr-init.js b/module/modules/swade-fr-init.js
index 5b45b8c..dfdfeba 100644
--- a/module/modules/swade-fr-init.js
+++ b/module/modules/swade-fr-init.js
@@ -12,6 +12,33 @@ Hooks.once('init', () => {
});
Babele.get().registerConverters({
+ "gear_skill": (skill) => {
+ if (skill) {
+ if (skill == 'Fighting') return 'Combat';
+ if (skill == 'Shooting') return 'Tir';
+ console.log("UNKOWN SKILL", skill);
+ }
+ return skill;
+ },
+ "gear_range": (range) => {
+ if (range) {
+ if (range== 'Cone Template') return 'Gabarit de cone';
+ }
+ return range;
+ },
+ "gear_ammo": (ammo) => {
+ if (ammo) {
+ if (ammo== 'Arrows/Bolts') return 'Flèches/Carreaux';
+ if (ammo== 'Canister Shot (Cannon)') return 'Cartouches (Canon)';
+ if (ammo== 'Shrapnel Shot (Cannon)') return 'Shrapnel (Canon)';
+ if (ammo== 'Solid Shot (Cannon)') return 'Solide (Canon)';
+ if (ammo== 'Bullets, Medium') return 'Balles, Moyenne';
+ if (ammo== 'Shotgun Shells') return 'Cartouche de Shotgun';
+ if (ammo== 'Laser Battery, Pistol') return 'Batterie pour laser, Pistolet';
+ if (ammo== 'Laser Battery, Rifle / SMG') return 'Batterie pour laser, Fusil';
+ }
+ return ammo;
+ },
"powers_duration": (duration) => {
if ( duration == 'One hour') return '1 heure';
if ( duration == 'Instant (slot); 5 (speed)') return 'Instantanée (apathie), 5 (vitesse)';