Initial release
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@ -38,7 +38,7 @@ export class MaleficesActorSheet extends ActorSheet {
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armes: duplicate(this.actor.getArmes()),
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equipements: duplicate(this.actor.getEquipements()),
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subActors: duplicate(this.actor.getSubActors()),
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encCurrent: this.actor.encCurrent,
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phyMalus: this.actor.getPhysiqueMalus(),
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options: this.options,
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owner: this.document.isOwner,
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editScore: this.options.editScore,
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@ -268,6 +268,12 @@ export class MaleficesActor extends Actor {
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return `systems/fvtt-malefices/images/icons/${attrKey}.webp`
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}
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/* -------------------------------------------- */
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incDecDestin( value) {
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let newValue = this.system.pointdestin + value
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this.update( {'system.pointdestin': newValue})
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}
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/* -------------------------------------------- */
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getCommonRollData() {
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@ -277,6 +283,8 @@ export class MaleficesActor extends Actor {
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rollData.actorId = this.id
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rollData.img = this.img
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rollData.phyMalus = this.getPhysiqueMalus()
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rollData.destin = this.system.pointdestin
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rollData.isReroll = false
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console.log("ROLLDATA", rollData)
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@ -1,6 +1,12 @@
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export const MALEFICES_CONFIG = {
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tarotType: {
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"majeur": "Arcane Majeur",
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"mineur": "Arcane Mineur",
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"metier": "Arcane de Métier",
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},
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armeTypes : {
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"fusilchasse": "Fusil de Chasse",
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"fusilguerre": "Fusil de Guerre",
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@ -63,6 +63,7 @@ export class MaleficesItemSheet extends ItemSheet {
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options: this.options,
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owner: this.document.isOwner,
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description: await TextEditor.enrichHTML(this.object.system.description, { async: true }),
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notes: await TextEditor.enrichHTML(this.object.system.notes, { async: true }),
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isGM: game.user.isGM
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}
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@ -116,37 +116,29 @@ export class MaleficesUtility {
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}
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/* -------------------------------------------- */
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static isArmorLight(armor) {
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if (armor && (armor.system.armortype.includes("light") || armor.system.armortype.includes("clothes"))) {
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return true
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static getActorFromRollData(rollData) {
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let actor = game.actors.get(rollData.actorId)
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if (rollData.tokenId) {
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let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId)
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if (token) {
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actor = token.actor
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}
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}
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return false
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return actor
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}
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/* -------------------------------------------- */
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static async chatListeners(html) {
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html.on("click", '.view-item-from-chat', event => {
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game.system.Malefices.creator.openItemView(event)
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html.on("click", '.roll-destin', event => {
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let messageId = MaleficesUtility.findChatMessageId(event.currentTarget)
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let message = game.messages.get(messageId)
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let rollData = message.getFlag("world", "rolldata")
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let actor = this.getActorFromRollData(rollData)
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actor.incDecDestin(-1)
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rollData.isReroll = true
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this.rollMalefices(rollData)
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})
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html.on("click", '.roll-defense-melee', event => {
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let rollId = $(event.currentTarget).data("roll-id")
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let rollData = MaleficesUtility.getRollData(rollId)
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rollData.defenseWeaponId = $(event.currentTarget).data("defense-weapon-id")
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let actor = game.canvas.tokens.get(rollData.defenderTokenId).actor
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if (actor && (game.user.isGM || actor.isOwner)) {
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actor.rollDefenseMelee(rollData)
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}
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})
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html.on("click", '.roll-defense-ranged', event => {
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let rollId = $(event.currentTarget).data("roll-id")
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let rollData = MaleficesUtility.getRollData(rollId)
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let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
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if (defender && (game.user.isGM || defender.isOwner)) {
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defender.rollDefenseRanged(rollData)
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}
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})
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}
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/* -------------------------------------------- */
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@ -418,7 +410,7 @@ export class MaleficesUtility {
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}
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/* -------------------------------------------- */
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static getArmorPenalty( item ) {
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static getArmorPenalty(item) {
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if (item && (item.type == "shield" || item.type == "armor")) {
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return __armorPenalties[item.system.category]
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}
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@ -470,27 +462,6 @@ export class MaleficesUtility {
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}
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}
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/* -------------------------------------------- */
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static updateSkill(skill) {
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skill.system.level = skill.system.background + skill.system.basic + skill.system.class + skill.system.explevel
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if (skill.system.level > 7) { skill.system.level = 7 }
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skill.system.skilldice = __skillLevel2Dice[skill.system.level]
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}
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/* -------------------------------------------- */
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static getDiceFromCover(cover) {
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if (cover == "cover50") return 1
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return 0
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}
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/* -------------------------------------------- */
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static getDiceFromSituational(cover) {
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if (cover == "prone") return 1
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if (cover == "dodge") return 1
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if (cover == "moving") return 1
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if (cover == "engaged") return 1
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return 0
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}
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/* -------------------------------------------- */
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static async rollMalefices(rollData) {
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@ -499,30 +470,30 @@ export class MaleficesUtility {
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// Build the dice formula
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let diceFormula = "1d20"
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rollData.target = rollData.attr.value + rollData.bonusMalusPerso + rollData.bonusMalusSituation + rollData.bonusMalusDef
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if (rollData.attr.abbrev == "physique") {
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rollData.target += rollData.phyMalus
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}
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rollData.diceFormula = diceFormula
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// Performs roll
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console.log("Roll formula", diceFormula)
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let myRoll = rollData.roll
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if (!myRoll) { // New rolls only of no rerolls
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myRoll = new Roll(diceFormula).roll({ async: false })
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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}
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let myRoll = new Roll(diceFormula).roll({ async: false })
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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rollData.roll = myRoll
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rollData.isSuccess = false
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if (myRoll.total <= rollData.target ) {
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if (myRoll.total <= rollData.target) {
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rollData.isSuccess = true
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}
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if (myRoll.total == 1 ) {
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if (myRoll.total == 1) {
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rollData.isSuccess = true
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rollData.isCritical = true
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}
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if (myRoll.total == 20 ) {
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if (myRoll.total == 20) {
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rollData.isSuccess = false
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rollData.isFumble = true
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}
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if (myRoll.total <= Math.floor(rollData.target/3) ) {
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if (myRoll.total <= Math.floor(rollData.target / 3)) {
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rollData.isPart = true
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}
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@ -1229,7 +1229,7 @@ ul, li {
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}
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.items-title-bg {
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margin-top: 6px;
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background: black;
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background-color:#252525;
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color: white;
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}
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.items-title-text {
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@ -37,7 +37,7 @@
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],
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"title": "Maléfices, le Jeu de Rôle",
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"url": "https://www.uberwald.me/gitea/public/fvtt-malefices",
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"version": "10.0.1",
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"download": "https://www.uberwald.me/gitea/public/fvtt-malefices/archive/fvtt-malefices-v10.0.1.zip",
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"version": "10.0.2",
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"download": "https://www.uberwald.me/gitea/public/fvtt-malefices/archive/fvtt-malefices-v10.0.2.zip",
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"background": "systems/fvtt-malefices/images/ui/malefice_welcome_page.webp"
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}
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@ -97,13 +97,18 @@
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"Item": {
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"types": [
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"arme",
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"equipement"
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"equipement",
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"tarot"
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],
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"templates": {
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},
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"equipement" : {
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"description": ""
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},
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"tarot" : {
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"tarottype": "",
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"description": ""
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},
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"arme" : {
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"armetype": 0,
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"dommagenormale": 0,
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@ -15,6 +15,7 @@
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</div>
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</div>
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</div>
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</header>
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{{!-- Sheet Tab Navigation --}}
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@ -31,6 +32,7 @@
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{{!-- Skills Tab --}}
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<div class="tab main" data-group="primary" data-tab="main">
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<div class="grid grid-2col">
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<div>
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<ul class="stat-list alternate-list item-list">
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@ -46,8 +48,19 @@
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{{#if attr.hasmax}}
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<input type="text" class="item-field-label-short" name="system.attributs.{{key}}.max" value="{{attr.max}}" data-dtype="Number"/>
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{{/if}}
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{{#if (eq key "physique")}}
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{{#if @root.phyMalus}}
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({{@root.phyMalus}})
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{{/if}}
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{{/if}}
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</li>
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{{/each}}
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<li class="item flexrow list-item">
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<span class="item-field-label-long">Points de Destin</span>
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<input type="text" class="item-field-label-short" name="system.pointdestin" value="{{system.pointdestin}}" data-dtype="Number"/>
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</li>
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</ul>
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</div>
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@ -216,15 +229,19 @@
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<div class="tab notes" data-group="primary" data-tab="notes">
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<hr>
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<h3>Background : </h3>
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<span class="item-name-label-header items-title-bg">
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<h3><label class="items-title-text">Background</label></h3>
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</span>
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<div class="form-group editor">
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{{editor data.biodata.description target="system.biodata.description" button=true owner=owner
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{{editor description target="system.biodata.description" button=true owner=owner
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editable=editable}}
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</div>
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<hr>
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<h3>Notes : </h3>
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<span class="item-name-label-header items-title-bg">
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<h3><label class="items-title-text">Notes</label></h3>
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</span>
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<div class="form-group editor">
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{{editor data.biodata.notes target="system.biodata.notes" button=true owner=owner editable=editable}}
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{{editor notes target="system.biodata.notes" button=true owner=owner editable=editable}}
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</div>
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<hr>
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</article>
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@ -63,6 +63,13 @@
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{{/if}}
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{{/if}}
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{{#if isReroll}}
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{{else}}
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{{#if destin}}
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<button class="chat-card-button roll-destin">Relancer (1 Destin)</button>
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{{/if}}
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{{/if}}
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</ul>
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</div>
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@ -11,7 +11,14 @@
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{{#if attr}}
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<div class="flexrow">
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<span class="roll-dialog-label">{{attr.label}} : </span>
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<span class="roll-dialog-label">{{attr.value}}</span>
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<span class="roll-dialog-label">
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{{attr.value}}
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{{#if (eq attr.abbrev "physique")}}
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{{#if phyMalus}}
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({{phyMalus}})
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{{/if}}
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{{/if}}
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</span>
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</div>
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{{/if}}
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