Scripts englisch statt französisch

This commit is contained in:
alzer
2025-05-15 23:03:43 +02:00
parent 0bcbc29f0f
commit d80779f206
503 changed files with 10469 additions and 1616 deletions
+1
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@@ -2,3 +2,4 @@
.idea/
compendium/To Do/Alte Übersetzung/Ganz alt/tmp.html
compendium/To Do/GPT/actors_split/
python/working_dir/
@@ -7495,10 +7495,10 @@
{
"description": "<p>La créature est capable de guérir à une vitesse extraordinaire, et même de faire repousser ses membres amputés.<p></p>Au début de chaque round, s'il reste plus de 0 Point de Blessure à la créature, elle régénère 1d10 Points de Blessure. Si elle est à 0 Point de Blessure, lancez 1d10. Sur un résultat de 8+, elle régénère 1 seul Point de Blessure. Sur un résultat de 10, elle régénère également une Blessure Critique, et ne souffre plus des pénalités et États associés.<p></p>Les Blessures et Blessures Critiques infligées par le Feu ne peuvent pas être régénérées, et doivent être notées séparément.</p>",
"id": "SfUUdOGjdYpr3KSR",
"name": "Régénération",
"name": "Regenerieren",
"effects": [
{
"label": "Régénération",
"label": "Regenerieren",
"flags": {
"wfrp4e": {
"effectTrigger": "endRound",
@@ -18937,7 +18937,7 @@
}
},
"icon": "modules/wfrp4e-core/icons/spells/regenerate.png",
"label": "Régénération",
"label": "Regenerieren",
"tint": "",
"transfer": false
},
@@ -18959,7 +18959,7 @@
}
],
"id": "Regenerate",
"name": "Régénération"
"name": "Regenerieren"
},
{
"description": "<p>Vous faites pourrir un volume de matières organiques de la taille approximative d'un poing. Les denrées alimentaires périssent, les vêtements se désagrègent, le cuir se racornit (perdant 1 PA à 1 Localisation), etc. Comme le MJ le décide.</p>",
+1 -1
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@@ -7800,7 +7800,7 @@
{
"description": "<p>La créature est capable de guérir à une vitesse extraordinaire, et même de faire repousser ses membres amputés.<p></p>Au début de chaque round, s'il reste plus de 0 Point de Blessure à la créature, elle régénère 1d10 Points de Blessure. Si elle est à 0 Point de Blessure, lancez 1d10. Sur un résultat de 8+, elle régénère 1 seul Point de Blessure. Sur un résultat de 10, elle régénère également une Blessure Critique, et ne souffre plus des pénalités et États associés.<p></p>Les Blessures et Blessures Critiques infligées par le Feu ne peuvent pas être régénérées, et doivent être notées séparément.</p>",
"id": "SfUUdOGjdYpr3KSR",
"name": "Régénération"
"name": "Regenerieren"
},
{
"description": "<p>Dieses Merkmal repräsentiert Kreaturen, deren Körpergröße und -masse sich vom Spielstandard (also von ungefähr menschlicher Größe) unterscheidet. Es gibt sieben Größenstufen, die von Winzig bis Monströs reichen.</p><table><tr><th>Größe</th><th>Beispiele</th></tr><tr><td>Winzig</td><td>Maus, Schmetterling, Taube</td></tr><tr><td>Klein</td><td>Falke, Katze, menschliches Kleinkind</td></tr><tr><td>Zierlich</td><td>Halbling, menschliches Kind, Riesenratte</td></tr><tr><td>Normal</td><td>Elf, Mensch, Zwerg</td></tr><tr><td>Groß</td><td>Oger, Pferd, Troll</td></tr><tr><td>Enorm</td><td>Greif, Lindwurm, Mantikor</td></tr><tr><td>Monströs</td><td>Dämonenprinz, Drache, Riese</td></tr></table>",
+1 -1
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@@ -95,6 +95,6 @@ def find_translated_files(original_folder, modified_folder, output_file):
# Beispielpfade (kannst du anpassen)
original_folder = "original_scripts"
modified_folder = "modified_scripts"
output_file = "translated_files_with_direct_vscode_diff_links.md"
output_file = "scripts_with_translation.md"
find_translated_files(original_folder, modified_folder, output_file)
+8 -7
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@@ -6,7 +6,7 @@ await this.actor.addCondition("poisoned", 3)
await this.actor.modifyWounds(this.actor.system.characteristics.t.bonus)
// and acquires the Regenerate Creature Trait.
const hasRegenerate = this.actor.has("Régénération")
const hasRegenerate = this.actor.has("Regenerieren")
if (hasRegenerate === undefined) {
fromUuid("Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR").then(trait => {
let traitItem = trait.toObject()
@@ -14,12 +14,13 @@ if (hasRegenerate === undefined) {
})
}
this.script.scriptMessage(`<p><strong>${this.actor.prototypeToken.name}</strong> :
this.script.scriptMessage(`<p><strong>${this.actor.prototypeToken.name}</strong> hat:
<ul>
<li>Reçoit 3 états Empoisonnés, sans Test de Résistance possible</li>
<li>Récupère ${this.actor.system.characteristics.t.bonus} Blessures</li>
<li>Acuiert le Trait de Creature Régénération.</li>
<li>3 Vergiftet Zustände, denen nicht widerstanden werden kann</li>
<li>Bekommt ${this.actor.system.characteristics.t.bonus} Wunden wieder</li>
<li>Erhält die Kreatur-Eigenschaft Regenerieren.</li>
</ul>
C'est à Ranaldde choisir si la régénératin peut guérir de l'empoisonnement.</p>
<p>Lorsque tout les états Empoisonnés sont terminés, le Trait Régénération est perdu également.</p>`,
Es ist Ranalds Wahl, ob die Regenerieren die Vergiftung heilen kann.</p>
<p>Wenn alle Vergifteten Zustände beendet sind, geht auch die Eigenschaft Regenerieren verloren.</p>`,
{ whisper: ChatMessage.getWhisperRecipients("GM"), blind: true })
+2 -2
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@@ -1,4 +1,4 @@
let spells = await warhammer.utility.findAllItems("spell", "Chargement des sorts")
let spells = await warhammer.utility.findAllItems("spell", "Loading Spells")
let text = (await game.wfrp4e.tables.rollTable("random-caster", {hideDSN: true})).result
@@ -18,5 +18,5 @@ if (spellsWithLore.length > 0)
}
else
{
ui.notifications.notify(`Impossible de trouver le sort ${lore}. Essayez à nouveau`)
ui.notifications.notify(`Could not find ${lore} spell. Try Again`)
}
+2 -2
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@@ -1,7 +1,7 @@
let table = game.wfrp4e.tables.findTable("mutatephys");
if (!table)
{
return ui.notifications.error("La table des Mutations n'a pas été trouvée. Assurez vous que la table avec la clé `mutatephys` est bien importée dans le monde.")
return ui.notifications.error("Mutation table not found, please ensure a table with the `mutatephys` key is imported in the world.")
}
let result = (await table.roll()).results[0];
let uuid = `Compendium.${result.documentCollection}.${result.documentId}`
@@ -14,5 +14,5 @@ if (item)
}
else
{
ui.notifications.error("L'item ne peut être trouvé: " + uuid)
ui.notifications.error("Item could not be found: " + uuid)
}
+2 -2
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@@ -6,7 +6,7 @@ if (location)
if (dropped.length)
{
this.script.scriptNotification(`Lache ${dropped.map(i => i.name).join(", ")}!`)
this.script.scriptNotification(`Dropped ${dropped.map(i => i.name).join(", ")}!`)
for(let weapon of dropped)
{
await weapon.system.toggleEquip();
@@ -16,6 +16,6 @@ if (location)
let roll = await new Roll("max(1, 1d10 - @system.characteristics.t.bonus)", this.actor).roll()
roll.toMessage(this.script.getChatData({flavor : `${this.effect.name} (Durée)`}));
roll.toMessage(this.script.getChatData({flavor : `${this.effect.name} (Duration)`}));
this.effect.updateSource({"duration.rounds" : roll.total})
+1 -1
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@@ -1,6 +1,6 @@
if (args.applyAP && args.modifiers.ap.metal)
{
args.modifiers.ap.ignored += args.modifiers.ap.metal
args.modifiers.ap.details.push("<strong>" + this.effect.name + "</strong>: Ignore le métal (" + args.modifiers.ap.metal + ")");
args.modifiers.ap.details.push("<strong>" + this.effect.name + "</strong>: Ignore Metal (" + args.modifiers.ap.metal + ")");
args.modifiers.ap.metal = 0
}
+1 -1
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@@ -1,6 +1,6 @@
let type = this.item.getFlag("wfrp4e", "breath");
if (["feu", "electricité", "poison"].includes(type))
if (["fire", "electricity", "poison"].includes(type))
{
args.applyAP = false;
}
+8 -8
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@@ -7,22 +7,22 @@ if (!this.item.name.includes("(") || this.item.system.tests.value.includes("Terr
if (name.includes("("))
{
let terrain = name.split("(")[1].split(")")[0]
tests = tests.replace("Terrain", terrain)
tests = tests.replace("the Terrain", terrain)
}
else // If no sense specified, provide dialog choice
{
let choice = await ItemDialog.create(ItemDialog.objectToArray({
coastal : "Côtes",
deserts : "Déserts",
marshes : "Marches",
rocky : "Rocailles",
coastal : "Coastal",
deserts : "Deserts",
marshes : "Marshes",
rocky : "Rocky",
tundra : "Tundra",
woodlands : "Forêts"
}, this.item.img), 1, "Choisir le Terrain");
woodlands : "Woodlands"
}, this.item.img), 1, "Choose Terrain");
if (choice[0])
{
name = `${name.split("(")[0].trim()} (${choice[0].name})`
tests = tests.replace("Terrain", "Terrain " + choice[0].name )
tests = tests.replace("the Terrain", choice[0].name + " Terrain")
}
}
+1 -1
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@@ -30,7 +30,7 @@
}
else
{
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
}
}
+1 -1
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@@ -1,4 +1,4 @@
let test = await args.actor.setupCharacteristic("wp", {skipTargets: true, appendTitle : " - " + this.effect.name, context : {failure: "Gain d'un état Assomé"}})
let test = await args.actor.setupCharacteristic("wp", {skipTargets: true, appendTitle : " - " + this.effect.name, context : {failure: "Gained a Stunned Condition"}})
await test.roll();
if (test.failed)
{
+1 -1
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@@ -1 +1 @@
this.script.scriptNotification(`Ne peut saisir ${this.effect.name}!`);
this.script.scriptNotification(`Cannot enter ${this.effect.name}!`);
+1 -1
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@@ -1,3 +1,3 @@
let healed = parseInt(this.effect.sourceTest.result.SL)
this.actor.modifyWounds(healed)
this.script.scriptMessage(`Soins de ${healed} Blessures`)
this.script.scriptMessage(`Healed ${healed} Wounds`)
+2 -2
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@@ -11,10 +11,10 @@ let APused = Math.max(0, APatLoc.value - metalAP); // remove metal AP at locatio
damage -= (APused + this.actor.system.characteristics.t.bonus)
let msg = await this.actor.applyBasicDamage(damage, {suppressMsg : true, damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL});
msg += ` (ignore ${metalAP} PA de métal sur ${game.wfrp4e.config.locations[loc]})`
msg += ` (ignored ${metalAP} metal AP on ${game.wfrp4e.config.locations[loc]})`
this.script.scriptMessage(msg)
let test = await this.actor.setupSkill("Résistance", {fields : {difficulty : "difficult"}, appendTitle : ` - ${this.effect.name}`});
let test = await this.actor.setupSkill("Endurance", {fields : {difficulty : "difficult"}, appendTitle : ` - ${this.effect.name}`});
await test.roll();
if (test.failed)
this.actor.addCondition("stunned");
+2 -2
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@@ -6,12 +6,12 @@ if (!test.succeeded)
let data = item.toObject();
if (this.item.system.location.key == "rLeg")
{
data.system.location.value = "Pied droit"
data.system.location.value = "Right Toe"
data.system.location.key = "rToe";
}
else if (this.item.system.location.key == "lLeg")
{
data.system.location.value = "Pied gauche"
data.system.location.value = "Left Toe"
data.system.location.key = "lToe";
}
this.actor.createEmbeddedDocuments("Item", [data])
+1 -1
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@@ -1,4 +1,4 @@
let choice = await ItemDialog.create(ItemDialog.objectToArray(game.wfrp4e.config.locations), 1, "Choisir une localisation");
let choice = await ItemDialog.create(ItemDialog.objectToArray(game.wfrp4e.config.locations), 1, "Choose Location");
let location = choice[0].id;
+1 -1
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@@ -1,4 +1,4 @@
let item = await fromUuid("Compendium.wfrp4e-core.items.eWPN3CV2Eddwz8aM")
let data = item.toObject();
data.system.location.value = "Dos"
data.system.location.value = "Back"
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id})
+2 -6
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@@ -1,12 +1,8 @@
if (isNaN(parseInt(this.item.system.specification.value)))
{
let value = this.item.specifier;
if (!value)
{
value = await ValueDialog.create({text : "Enter Armour value", title : this.effect.name});
}
let value = await ValueDialog.create("Enter Armour value", this.effect.name);
if (value)
{
this.item.updateSource({"system.specification.value" : value, name : this.item.baseName});
this.item.updateSource({"system.specification.value" : value});
}
}
+1 -1
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@@ -4,6 +4,6 @@ if (!["rLeg", "lLeg"].includes(this.effect.getFlag("wfrp4e", "location")))
if (args.options.dodge)
{
args.abort = true;
this.script.scriptNotification("Impossible d'Esquiver!")
this.script.scriptNotification("Cannot Dodge!")
}
return ["t", "int", "wp", "fel"].includes(args.characteristic)
+4 -4
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@@ -1,11 +1,11 @@
let skill = `${game.i18n.localize("NAME.Trade")} (${this.item.parenthesesText})`
let skill = `Trade (${this.item.parenthesesText})`
let currentCareer = this.actor.system.currentCareer;
let existingSkill = this.actor.itemTypes.skill.find(i => i.name == skill);
if (!currentCareer) return
let inCurrentCareer = currentCareer.system.skills.concat(currentCareer.system.addedSkills).includes(skill);
let inCurrentCareer = currentCareer.system.skills.includes(skill);
let craftsmanAdded = this.actor.getFlag("wfrp4e", "craftsmanAdded") || {};
if (existingSkill && inCurrentCareer && !craftsmanAdded[existingSkill.name])
{
@@ -14,6 +14,6 @@ if (existingSkill && inCurrentCareer && !craftsmanAdded[existingSkill.name])
else
{
craftsmanAdded[skill] = true;
currentCareer.system.addedSkills.push(skill);
foundry.utils.setProperty(this.actor, "flags.wfrp4e.craftsmanAdded", craftsmanAdded)
currentCareer.system.skills.push(skill);
setProperty(this.actor, "flags.wfrp4e.craftsmanAdded", craftsmanAdded)
}
+1 -1
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@@ -1,4 +1,4 @@
let item = await fromUuid("Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS")
let data = item.toObject();
data.name = data.name += " (Ouïe)"
data.name = data.name += " (Hearing)"
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
+1 -1
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@@ -6,5 +6,5 @@ if (this.item.system.quantity.value)
}
else
{
this.script.scriptNotification("Vide !", "error")
this.script.scriptNotification("None left!", "error")
}
+1 -1
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@@ -1,6 +1,6 @@
if (args.opposedTest.result.winner == "attacker") {
if (args.opposedTest.defenderTest.weapon && args.opposedTest.defenderTest.item.properties.qualities.shield) {
ui.notifications.notify(`<b>${this.effect.name}</b>: Gain de ${this.item.Advances} Avantages`)
ui.notifications.notify(`<b>${this.effect.name}</b>: Gained ${this.item.Advances} Advantage`)
this.actor.setAdvantage(this.item.Advances)
}
}
+10 -10
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@@ -4,15 +4,15 @@ if (!currentCareer)
return;
}
let talents = ["Harmonisation Aethyrique",
"Magie des Arcanes (Domaine)",
"Magie du Chaos (Tzeentch)",
"Mains agiles",
"Diction Instinctive",
"Sens de la Magie",
"Magie Mineure",
"Seconde Vue",
"Mage de guerre",
"Sorcier!"].filter(t => !currentCareer.system.talents.includes(t))
let talents = ["Aethyric Attunement",
"Arcane Magic (Any)",
"Chaos Magic (Tzeentch)",
"Fast Hands",
"Instinctive Diction",
"Magical Sense",
"Petty Magic",
"Second Sight",
"War Wizard",
"Witch!"].filter(t => !currentCareer.system.talents.includes(t))
currentCareer.system.talents = currentCareer.system.talents.concat(talents)
+2 -2
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@@ -1,6 +1,6 @@
let wounds = this.actor.system.status.wounds
if (wounds.value == 0)
return this.script.scriptNotification("Aucun effet à 0 Blessures", "error")
return this.script.scriptNotification("No effect at 0 Wounds", "error")
this.script.scriptNotification(`Soin de ${this.actor.characteristics.t.bonus} Blessures`)
this.script.scriptNotification(`Healed ${this.actor.characteristics.t.bonus} Wounds`)
await this.actor.modifyWounds(this.actor.characteristics.t.bonus)
+1 -1
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@@ -5,5 +5,5 @@ let SL = Math.floor(args.test.target / 10) - Math.floor(args.test.result.roll /
let ones = Number(args.test.result.roll.toString().split("").pop())
if (ones > SL)
args.test.result.other.push(`<span class="hide-option"><b>${this.effect.name}</b>: ${ones + args.test.successBonus + args.test.slBonus} DR</span>`)
args.test.result.other.push(`<span class="hide-option"><b>${this.effect.name}</b>: ${ones + args.test.successBonus + args.test.slBonus} SL</span>`)
}
+1 -1
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@@ -1,7 +1,7 @@
let fatigue = this.actor.hasCondition("fatigued")
if (fatigue)
{
this.script.scriptNotification("Suppression de l'état Fatigué, effet désactivé.")
this.script.scriptNotification("Removing Fatigued Condition, disabled effect")
this.effect.update({disabled : true})
await this.actor.removeCondition("fatigued")
}
+2 -2
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@@ -1,4 +1,4 @@
let choice = await ItemDialog.create(ItemDialog.objectToArray(game.wfrp4e.config.locations, this.effect.img), 1, "Choisissez Location");
let choice = await ItemDialog.create(ItemDialog.objectToArray(game.wfrp4e.config.locations, this.effect.img), 1, "Choose Location");
if (choice[0])
{
this.effect.updateSource({name : `${this.effect.name} (${choice[0].name})`})
@@ -13,7 +13,7 @@ if (["lArm", "rArm"].includes(location))
if (dropped.length)
{
this.script.scriptNotification(`Lache ${dropped.map(i => i.name).join(", ")}!`)
this.script.scriptNotification(`Dropped ${dropped.map(i => i.name).join(", ")}!`)
for(let weapon of dropped)
{
await weapon.system.toggleEquip();
+15 -5
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@@ -10,10 +10,10 @@ let characteristics = {
"wp" : 25,
"fel" : 10
}
let skills = ["Calme", "Esquive", "Intimidate", "Intuition", "Commandement" , "Lore (Warfare)", "Perception"]
let skills = ["Cool", "Dodge", "Intimidate", "Intuition", "Leadership", "Lore (Warfare)", "Perception"]
let skillAdvancements = [15, 15, 15, 15, 15, 10, 10]
let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Inspiring", "Resolute", "War Leader"]
let trappings = ["Arme simple", "Shield"]
let trappings = ["Hand Weapon", "Shield"]
let items = [];
let updateObj = this.actor.toObject();
@@ -48,7 +48,7 @@ for (let talent of talents)
}
else
{
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
}
}
@@ -59,13 +59,13 @@ for (let trapping of trappings)
{
trappingItem = trappingItem.toObject()
trappingItem.system.equipped.value = true;
equip(trappingItem)
items.push(trappingItem);
}
else
{
ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})
}
}
@@ -73,3 +73,13 @@ updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}
+1 -1
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@@ -4,7 +4,7 @@ this.actor.setupSkill(game.i18n.localize("NAME.Endurance"), {skipTargets: true,
if (test.failed)
{
let char = Math.ceil(CONFIG.Dice.randomUniform() * 2) == 2 ? "s" : "t";
this.script.scriptMessage(`<strong>${this.actor.name}</strong> perd 1 point de ${game.wfrp4e.config.characteristics[char]}`)
this.script.scriptMessage(`<strong>${this.actor.name}</strong> lost 1 point of ${game.wfrp4e.config.characteristics[char]}`)
this.actor.update({[`system.characteristics.${char}.initial`] : this.actor.system.characteristics[char].initial - 1})
}
})
+1 -1
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@@ -3,5 +3,5 @@ await test.roll();
if (test.failed && this.actor.type == "character")
{
this.actor.update({"system.status.corruption.value" : parseInt(this.actor.status.corruption.value) + 1})
this.script.scriptMessage("Gain d'un Point de Corruption", {whisper : ChatMessage.getWhisperRecipients("GM")})
this.script.scriptMessage("Gained a Corruption point", {whisper : ChatMessage.getWhisperRecipients("GM")})
}
+1 -1
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@@ -1,7 +1,7 @@
let sourceActor = this.effect.sourceActor;
let damage = args.totalWoundLoss;
let tb = sourceActor.system.characteristics.t.bonus
args.abort = `<strong>${this.effect.name}</strong>: Dommages appliqués à ${sourceActor.name}`;
args.abort = `<strong>${this.effect.name}</strong>: Damage applied to ${sourceActor.name}`;
let message = await sourceActor.applyBasicDamage(damage - tb, {damageType: game.wfrp4e.config.DAMAGE_TYPE.IGNORE_AP, suppressMsg : true})
+2 -1
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@@ -1,5 +1,6 @@
if (args.opposedTest.result.differenceSL >= 0 && args.opposedTest.result.differenceSL <= 2 && args.opposedTest.result.winner == "attacker")
{
this.actor.update({"system.status.fortune.value" : Math.max(0, (this.actor.system.status.fortune?.value - 1) || 0)})
this.script.scriptMessage(`1 Point de Fortune volé à <strong>${this.actor.name}</strong>`, {blind : true, whisper : ChatMessage.getWhisperRecipients("GM")})
this.script.scriptMessage(`Fortune point stolen from <strong>${this.actor.name}</strong>`, {blind : true, whisper : ChatMessage.getWhisperRecipients("GM")})
}
+1 -1
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@@ -1 +1 @@
return args.skill?.name.includes("Focalisation") || args.type == "channelling" || args.skill?.name == game.i18n.localize("NAME.Charm") || args.skill?.name.includes("Langue (Magick)") || args.type == "cast"
return args.skill?.name.includes("Channelling") || args.type == "channelling" || args.skill?.name == game.i18n.localize("NAME.Charm") || args.skill?.name.includes("Language (Magick)") || args.type == "cast"
+15 -5
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@@ -10,10 +10,10 @@ let characteristics = {
"wp" : 5,
"fel" : 0
}
let skills = ["Esquive", "Perception"]
let skills = ["Dodge", "Perception"]
let skillAdvancements = [10, 10]
let talents = ["Flee!", "Marksman"]
let trappings = ["Arme simple"]
let trappings = ["Hand Weapon"]
let items = [];
let updateObj = this.actor.toObject();
@@ -48,7 +48,7 @@ for (let talent of talents)
}
else
{
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
}
}
@@ -59,13 +59,13 @@ for (let trapping of trappings)
{
trappingItem = trappingItem.toObject()
trappingItem.system.equipped.value = true;
equip(trappingItem)
items.push(trappingItem);
}
else
{
ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})
}
}
@@ -73,3 +73,13 @@ updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}
+15 -5
View File
@@ -10,10 +10,10 @@ let characteristics = {
"wp" : 15,
"fel" : 0
}
let skills = ["Calme", "Esquive", "Intimidate", "Commandement" ]
let skills = ["Cool", "Dodge", "Intimidate", "Leadership"]
let skillAdvancements = [15, 15, 10, 5]
let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Resolute"]
let trappings = ["Mail Coat", "Mail Chausses", "Mail Coif", "Arme simple", "Shield"]
let trappings = ["Mail Coat", "Mail Chausses", "Mail Coif", "Hand Weapon", "Shield"]
let items = [];
let updateObj = this.actor.toObject();
@@ -48,7 +48,7 @@ for (let talent of talents)
}
else
{
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
}
}
@@ -59,13 +59,13 @@ for (let trapping of trappings)
{
trappingItem = trappingItem.toObject()
trappingItem.system.equipped.value = true;
equip(trappingItem)
items.push(trappingItem);
}
else
{
ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})
}
}
@@ -73,3 +73,13 @@ updateObj.name = this.effect.name + " " + updateObj.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}
+3 -3
View File
@@ -1,15 +1,15 @@
let etiquette = (await fromUuid("Compendium.wfrp4e-core.items.Item.sYbgpSnRqSZWgwFP")).toObject();
etiquette.name += ` (Suivants de Tzeentch)`;
etiquette.name += ` (Followers of Tzeentch)`;
let animosity = (await fromUuid("Compendium.wfrp4e-core.items.Item.0VpT5yubw4UL7j6f")).toObject();
animosity.system.specification.value = "Suivants de Nurgle";
animosity.system.specification.value = "Followers of Nurgle";
let roll = await new Roll("ceil(1d10 / 3)").roll();
roll.toMessage(this.script.getChatData());
let mutations = [];
let msg = `<p><strong>Mutations acquises</strong></p>`
let msg = `<p><strong>Mutations Gained</strong></p>`
for(let i = 0; i < roll.total; i++)
{
let item;
+8 -6
View File
@@ -1,4 +1,4 @@
const repaired_message = `<p>Réparation finie <em>${this.item.name}</em>.</p>`;
const repaired_message = `<p>Finished repairing <em>${this.item.name}</em>.</p>`;
const test = 'Trade (Carpenter)';
const difficulty = 'challenging';
const target = 40;
@@ -24,10 +24,11 @@ const extendedTestData = {
},
effects: [
{
name: `Réparer ${this.item.name}`,
img: this.item.img,
system: {
transferData : {
name: `Repair the ${this.item.name}`,
icon: this.item.img,
flags: {
wfrp4e: {
applicationData: {
type: "document",
documentType: "Item"
},
@@ -37,7 +38,7 @@ const extendedTestData = {
script: `
let id = this.item.flags.wfrp4e.fromEffect;
let effect = this.actor.appliedEffects.find(e => e.id === id);
this.script.message("${repaired_message}");
this.script.scriptMessage("${repaired_message}");
await effect.item.delete();
`,
trigger: "deleteEffect"
@@ -45,6 +46,7 @@ const extendedTestData = {
]
}
}
}
]
};
+16 -6
View File
@@ -10,10 +10,10 @@ let characteristics = {
"wp" : 35,
"fel" : 15
}
let skills = ["Calme", "Esquive", "Intimidate", "Intuition", "Commandement" , "Lore (Warfare)", "Perception"]
let skills = ["Cool", "Dodge", "Intimidate", "Intuition", "Leadership", "Lore (Warfare)", "Perception"]
let skillAdvancements = [25, 15, 25, 25, 30, 20, 20]
let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Inspiring", "Chance", "Resolute", "Unshakable", "War Leader"]
let trappings = ["Arme simple", "Shield"]
let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Inspiring", "Luck", "Resolute", "Unshakable", "War Leader"]
let trappings = ["Hand Weapon", "Shield"]
let items = [];
let updateObj = this.actor.toObject();
@@ -48,7 +48,7 @@ for (let talent of talents)
}
else
{
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
}
}
@@ -59,13 +59,13 @@ for (let trapping of trappings)
{
trappingItem = trappingItem.toObject()
trappingItem.system.equipped.value = true;
equip(trappingItem)
items.push(trappingItem);
}
else
{
ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})
}
}
@@ -73,3 +73,13 @@ updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}
+1 -1
View File
@@ -1 +1 @@
return !(["Soin aux animaux", "Emprise sur les animaux"].includes(args.item?.name) || args.item?.name.includes("Chevaucher") || args.item?.name.includes("Dressage"))
return !(["Animal Care", "Charm Animal"].includes(args.item?.name) || args.item?.name.includes("Ride") || args.item?.name.includes("Animal Training"))
+1 -1
View File
@@ -5,5 +5,5 @@ let SL = Math.floor(args.test.target / 10) - Math.floor(args.test.result.roll /
let ones = Number(args.test.result.roll.toString().split("").pop())
if (ones > SL)
args.test.result.other.push(`<span class="hide-option"><b>${this.effect.name}</b>: ${ones + args.test.successBonus + args.test.slBonus} DR</span>`)
args.test.result.other.push(`<span class="hide-option"><b>${this.effect.name}</b>: ${ones + args.test.successBonus + args.test.slBonus} SL</span>`)
}
+3 -3
View File
@@ -1,12 +1,12 @@
// Imbibing this substance grants the user the Painless Creature Trait.
const hasColdBlooded = this.actor.has("A Sang Froid")
const hasColdBlooded = this.actor.has("Cold Blooded")
if (hasColdBlooded === undefined)
{
let item = await fromUuid("Compendium.wfrp4e-core.items.mCh1KK9jomwFZcLB")
let data = item.toObject()
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id})
this.script.scriptMessage(`<p><strong>${this.actor.prototypeToken.name}</strong> reçoit le Trait de Créatuer A Sang Froid et peut inverser n'importe quel test de Force Mentale échoué.</p>
<p>Si il reçoit un état Surpris, cet état n'est pas perdu la première fois (typiquement à la fin du Round ou si il est attaqué).</p>`,
this.script.scriptMessage(`<p><strong>${this.actor.prototypeToken.name}</strong> has gained the Cold Blooded Creature Trait and may reverse any failed Willpower based Tests.</p>
<p>If they gain a Surprised Condition, this Condition is not lost the first time it should be (which is typically at the end of the Round or if they victim is attacked).</p>`,
{whisper: ChatMessage.getWhisperRecipients("GM"), blind: true })
}
+4 -4
View File
@@ -2,8 +2,8 @@
if (args.equipped) {
this.actor.createEmbeddedDocuments("ActiveEffect", [this.item.effects.contents[1]?.convertToApplied()])
this.script.scriptMessage(`${this.actor.name} porte le <strong>${this.item.name}</strong>. <br>
Il gagne +1 Point de Corruption point si un Test de Corruption est échoué, à appliquer manuellement.<br>Si le personnage porte le masque pendant plus d'une heure ou utilise les effets du masque, il est exposé à une @Corruption[moderate]{Corruption moderate}
this.script.scriptMessage(`${this.actor.name} dons the <strong>${this.item.name}</strong>. <br>
They gain +1 Corruption point if an exposure Test is failed, which will need to be manually applied.<br>If they wear the mask for more than an hour or benefit from any of its effects, they are exposed to @Corruption[moderate]{Moderate Corruption}
`,
{whisper: ChatMessage.getWhisperRecipients("GM")})
}
@@ -12,8 +12,8 @@ if (args.equipped) {
else if (!args.equipped)
{
await this.item.effects.contents[0].delete();
await this.item.update({name : this.item.name += " (Utilisé)"})
this.script.scriptMessage(`<strong>${this.item.name}</strong> de ${this.actor.name} a été enlevé et a perdu ses propriétés. Cependant, les effets perdurent pendant [[1d10+4]] jours, après quoi ils devront être manuellement supprimés.`,
await this.item.update({name : this.item.name += " (Used)"})
this.script.scriptMessage(`<strong>${this.item.name}</strong> on ${this.actor.name} has been taken off and loses its properties. However, the effects last for [[1d10+4]] days, after which they should be manually removed.`,
{whisper: ChatMessage.getWhisperRecipients("GM")}
)
+1 -1
View File
@@ -1,2 +1,2 @@
if (args.totalWoundLoss > 0)
this.script.scriptMessage(`<b>Lame de Nurglitch: ${args.actor.name}</b> doit réussir un <b>Test d'Endurance Difficile (-10) </b> ou recevoir une @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Blessure Purulente}`, {whisper: ChatMessage.getWhisperRecipients("GM") })
this.script.scriptMessage(`<b>Blade of Nurglitch: ${args.actor.name}</b> must pass an <b>Difficult (-10) Endurance</b> Test or gain a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}`, {whisper: ChatMessage.getWhisperRecipients("GM") })
+1 -1
View File
@@ -4,5 +4,5 @@ let biteData = bite.toObject();
let senseData = sense.toObject();
biteData.system.specification.value = 6 - this.actor.characteristics.s.bonus;
senseData.name = senseData.name += " (Odorat)"
senseData.name = senseData.name += " (Smell)"
this.actor.createEmbeddedDocuments("Item", [biteData, senseData], {fromEffect : this.effect.id})
+1 -1
View File
@@ -1,4 +1,4 @@
let regenerate = this.actor.items.getName('Régénération')
let regenerate = this.actor.items.getName('Regenerate')
if (regenerate)
{
+1 -1
View File
@@ -1,6 +1,6 @@
if (isNaN(parseInt(this.item.system.specification.value)))
{
let value = await ValueDialog.create({text : "Enter Spellcasting Lore", title : this.effect.name}, "", Object.values(game.wfrp4e.config.magicLores));
let value = await ValueDialog.create("Enter Spellcasting Lore", this.effect.name, "", Object.values(game.wfrp4e.config.magicLores));
if (value)
{
this.item.updateSource({"system.specification.value" : value});
+2 -2
View File
@@ -1,11 +1,11 @@
let roll = Math.ceil(CONFIG.Dice.randomUniform() * 10)
if (args.test.isFumble && roll == 1 && !args.test.result.misfire)
{
args.test.result.misfire = game.i18n.localize("Misfire") + " (Résultat 1)"
args.test.result.misfire = game.i18n.localize("Misfire") + " (Rolled 1)"
args.test.result.misfireDamage = eval(parseInt(args.test.result.roll.toString().split('').pop()) + args.test.item.Damage)
}
else if (args.test.isFumble && roll != 1)
{
args.test.result.other.push("Résultat du Raté: " + roll)
args.test.result.other.push("Misfire Roll: " + roll)
}
+2 -2
View File
@@ -1,5 +1,5 @@
let item = await fromUuid("Compendium.wfrp4e-core.items.Q2MCUrG2HppMcvN0")
item = item.toObject()
let species = args.actor.Species || " de votre espèce"
item.name = `Animosité (tous sauf ${species})`
let species = args.actor.Species || " of your species"
item.name = `Animosity (all not ${species})`
this.actor.createEmbeddedDocuments("Item", [item], {fromEffect : this.effect.id})
+1 -1
View File
@@ -1,2 +1,2 @@
args.abort = true;
this.script.scriptNotification(`Impossible d'utiliser ${game.wfrp4e.config.locations[this.effect.getFlag("wfrp4e", "location")]}!`, "error")
this.script.scriptNotification(`Cannot use ${game.wfrp4e.config.locations[this.effect.getFlag("wfrp4e", "location")]}!`, "error")
+1 -1
View File
@@ -1,6 +1,6 @@
let useWard = await Dialog.wait({
title : this.effect.name,
content : `<p>Utiliser Ward fourni par <strong>${this.effect.name}</strong>?`,
content : `<p>Use Ward provided by <strong>${this.effect.name}</strong>?`,
buttons : {
yes : {
label : "Yes",
+2 -2
View File
@@ -1,11 +1,11 @@
if (this.actor.system.status.advantage.value >= 2)
{
await this.actor.modifyAdvantage(-2);
this.script.scriptNotification("Avvantage soustrait")
this.script.scriptNotification("Advantage Subtracted")
}
else
{
return this.script.scriptNotification("Pas assez d'Avantages!", "error")
return this.script.scriptNotification("Not enough Advantage!", "error")
}
let test = await this.actor.setupTrait(this.item)
+5 -5
View File
@@ -1,7 +1,7 @@
const actor = args.actor;
if (actor.itemTypes.skill.find(s => s.name === "Savoir (Océans)")) {
const loreTest = await actor.setupSkill('Savoir (Océans)', {
if (actor.itemTypes.skill.find(s => s.name === "Lore (Oceans)")) {
const loreTest = await actor.setupSkill('Lore (Oceans)', {
appendTitle: ` ${this.effect.name}`,
skipTargets: true,
fields: {difficulty: 'hard'},
@@ -10,13 +10,13 @@ if (actor.itemTypes.skill.find(s => s.name === "Savoir (Océans)")) {
await loreTest.roll();
if (loreTest.succeeded) {
loreTest.result.other.push(`<b>${actor.name}</b> reconnaît l'attrait du Léviathan.`);
loreTest.result.other.push(`<b>${actor.name}</b> recognizes lure of the Leviathan.`);
loreTest.renderRollCard();
return;
}
}
let test = await actor.setupSkill('Calme', {
let test = await actor.setupSkill('Cool', {
appendTitle: ` ${this.effect.name}`,
skipTargets: true,
fields: {difficulty: 'easy'},
@@ -25,7 +25,7 @@ let test = await actor.setupSkill('Calme', {
await test.roll();
if (!test.succeeded) {
test.result.other.push(`<b>${actor.name}</b> devien @Condition[Assommé] par cette vision.`);
test.result.other.push(`<b>${actor.name}</b> became @Condition[Stunned] by the sight.`);
test.renderRollCard();
actor.addCondition("stunned");
}
+1 -1
View File
@@ -2,7 +2,7 @@ let item = await fromUuid("Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3")
item = item.toObject()
item.system.specification.value = 10;
item.name += " (Feu)"
item.name += " (Fire)"
setProperty(item, "flags.wfrp4e.breath", "fire")
Item.create(item, {parent : this.actor, fromEffect: this.effect.id})
+1 -1
View File
@@ -1,5 +1,5 @@
if (getProperty(args.data, "system.status.fortune.value"))
{
this.script.scriptNotification("Impossible de mettre à jour la Fortune");
this.script.scriptNotification("Cannot update Fortune");
delete args.data.system.status.wounds.value;
}
+1 -1
View File
@@ -1,4 +1,4 @@
if (args.item.type == "skill" && args.item.name == "Corps à corps (Base)")
if (args.item.type == "skill" && args.item.name == "Melee (Basic)")
{
args.item.system.modifier.value += 20;
}
+2 -2
View File
@@ -1,6 +1,6 @@
if (args.test.result.castOutcome == "failure")
{
ValueDialog.create({text : "Enter Wounds Lost to gain SL", title : this.effect.name}, "0").then(async value => {
ValueDialog.create("Enter Wounds Lost to gain SL", this.effect.name, "0").then(async value => {
value = Math.clamped(value, 0, 3)
if (value == 0)
{
@@ -8,7 +8,7 @@ if (args.test.result.castOutcome == "failure")
}
else if (Number.isNumeric(value))
{
this.script.notification(`Lost ${value} Wounds`)
this.script.scriptNotification(`Lost ${value} Wounds`)
this.actor.modifyWounds(-1 * value)
await this.item.system.toggleEquip();
args.test.addSL(value);
+4 -4
View File
@@ -3,8 +3,8 @@
if (args.equipped)
{
this.actor.createEmbeddedDocuments("ActiveEffect", [this.item.effects.contents[1]?.convertToApplied()])
this.script.scriptMessage(`${this.actor.name} porte le <strong>${this.item.name}</strong>. <br>
Si le personnage porte le masque pendant plus d'une heure ou bénéficie de ses effets, il s'espose à une @Corruption[moderate]{Corruption moderate}.
this.script.scriptMessage(`${this.actor.name} dons the <strong>${this.item.name}</strong>. <br>
If they wear the mask for more than an hour or benefit from any of its effects, they are exposed to @Corruption[moderate]{Moderate Corruption}.
`,
{whisper: ChatMessage.getWhisperRecipients("GM")})
}
@@ -13,8 +13,8 @@ if (args.equipped)
else if (!args.equipped)
{
await this.item.effects.contents[0].delete();
await this.item.update({name : this.item.name += " (Utilisé)"})
this.script.scriptMessage(`<strong>${this.item.name}</strong> porté par ${this.actor.name} a été enlevé et a perdu ses capacités. Cependant, les effets perdurent pendant [[1d10+4]] jours, après quoi ils doivent être retirés manuellement.`,
await this.item.update({name : this.item.name += " (Used)"})
this.script.scriptMessage(`<strong>${this.item.name}</strong> on ${this.actor.name} has been taken off and loses its properties. However, the effects last for [[1d10+4]] days, after which they should be manually removed.`,
{whisper: ChatMessage.getWhisperRecipients("GM")}
)
+2 -2
View File
@@ -1,8 +1,8 @@
let poisoned = args.actor.hasCondition("poisoned")
if (poisoned)
{
this.script.scriptNotification(`Suppression de ${poisoned.conditionValue} états Empoisonné`)
this.script.scriptNotification(`Removed ${poisoned.conditionValue} Poisoned Conditions`)
poisoned.delete();
}
else
this.script.scriptNotification(`Aucun état Empoisonné`)
this.script.scriptNotification(`No Poisoned Conditions`)
+1 -1
View File
@@ -1 +1 @@
this.script.scriptMessage(`Revendiquer le Bonus de <strong>${this.effect.name}</strong> `);
this.script.scriptMessage(`Claimed <strong>${this.effect.name}</strong> Bonus`);
+1 -1
View File
@@ -1 +1 @@
return args.skill?.name == "Corps à corps (Bagarre)" || args.item?.weaponGroup?.value == "brawling"
return args.skill?.name == "Melee (Brawling)" || args.item?.weaponGroup?.value == "brawling"
+7 -3
View File
@@ -1,5 +1,5 @@
// Imbibing this substance grants the user the Painless Creature Trait.
const hasPainless = this.actor.has("Insensible à la douleur");
const hasPainless = this.actor.has("Painless");
if (hasPainless === undefined)
{
let item = await fromUuid("Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr");
@@ -7,7 +7,11 @@ if (hasPainless === undefined)
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect: this.effect.id})
this.script.scriptMessage(
`<p><strong>${this.actor.prototypeToken.name}</strong> gagne le Trait de Creature Insensible à la Douleur. Cet effet dure 1 heure, après quoi il disparait et le total des Blessures encaissés par le buveur sont encaissés d'un coup.</p>
<p>Notez que cela n'empêche pas le buveur de recevoir une Blessure Critique ou de mourrir. Cela permet par contre d'éviter la majorité de leur effets.</p>`,
`<p><strong>${this.actor.prototypeToken.name}</strong> has gained the Painless Creature Trait. This
effect lasts for one hour, after which it dissipates and the full effect
of all the imbiber's wounds come crashing down at once.</p>
<p>Note that this does not prevent the user from acquiring a Critical
Wound or dying from one. It merely allows them to ignore most
of their effects.</p>`,
{ whisper: ChatMessage.getWhisperRecipients("GM"), blind: true})
}
+1 -1
View File
@@ -1 +1 @@
return (["Soin aux animaux", "Emprise sur les animaux"].includes(args.item?.name) || args.item?.name.includes("Chevaucher") || args.item?.name.includes("Dressage"))
return (["Animal Care", "Charm Animal"].includes(args.item?.name) || args.item?.name.includes("Ride") || args.item?.name.includes("Animal Training"))
+3 -3
View File
@@ -1,9 +1,9 @@
let strLoss = Math.ceil(CONFIG.Dice.randomUniform() * 10)
let tghLoss = Math.ceil(CONFIG.Dice.randomUniform() * 10)
if (!this.actor.has("Mort-vivant") && !this.actor.has("Démoniaque"))
if (!this.actor.has("Undead") && !this.actor.has("Daemonic"))
{
this.actor.setupSkill(game.i18n.localize("NAME.Cool"), { appendTitle: " - " + this.effect.name, fields: { difficulty: "average" }, context: { failure: `Pert de ${strLoss} en Force et ${tghLoss} en Endurance` } }).then(async test => {
this.actor.setupSkill(game.i18n.localize("NAME.Cool"), { appendTitle: " - " + this.effect.name, fields: { difficulty: "average" }, context: { failure: `Lost ${strLoss} Strength and ${tghLoss} Toughness` } }).then(async test => {
await test.roll();
if (test.failed) {
this.actor.update({ "system.characteristics.s.initial": this.actor.system.characteristics.s.initial - strLoss, "system.characteristics.t.initial": this.actor.system.characteristics.t.initial - tghLoss })
@@ -12,5 +12,5 @@ if (!this.actor.has("Mort-vivant") && !this.actor.has("Démoniaque"))
}
else {
this.script.scriptNotification(`<strong>${this.actor.name}</strong> est immunisé à ${this.effect.name}`)
this.script.scriptNotification(`<strong>${this.actor.name}</strong> is immune to ${this.effect.name}`)
}
+7 -7
View File
@@ -1,17 +1,17 @@
let type = this.item.getFlag("wfrp4e", "breath")
let types = {
none : "Aucun",
cold : "Froid",
none : "None",
cold : "Cold",
corrosion : "Corrosion",
fire : "Feu",
electricity : "Electricité",
fire : "Fire",
electricity : "Electricity",
poison : "Poison",
smoke : "Fumée",
various : "Divers"
smoke : "Smoke",
various : "Various"
}
if (!type)
{
type = (await ItemDialog.create(ItemDialog.objectToArray(types, this.item.img), 1, "Choisir le Souffle"))[0]?.id;
type = (await ItemDialog.create(ItemDialog.objectToArray(types, this.item.img), 1, "Choose Breath"))[0]?.id;
this.item.updateSource({"flags.wfrp4e.breath" : type})
}
+1 -1
View File
@@ -3,5 +3,5 @@ let APIgnored = args.AP.layers.reduce((prev, current) => prev + ((current.weakpo
if (APIgnored)
{
args.modifiers.ap.ignored += APIgnored
args.modifiers.ap.details.push(`<strong>${this.effect.name}</strong>: Ignorer les PA avec des Points Faibles (${APIgnored})`)
args.modifiers.ap.details.push(`<strong>${this.effect.name}</strong>: Ignore AP with Weakpoints (${APIgnored})`)
}
+1 -1
View File
@@ -3,5 +3,5 @@ if (caster)
{
let healed= caster.characteristics.wp.bonus
this.actor.modifyWounds(healed);
this.script.scriptMessage(`<strong>${this.actor.prototypeToken.name}</strong> regagne ${healed} Blessures`)
this.script.scriptMessage(`<strong>${this.actor.prototypeToken.name}</strong> regains ${healed} Wounds`)
}
+1 -1
View File
@@ -3,5 +3,5 @@ let weakpointsAP = args.AP.layers.filter(i => !i.ignored && i.weakpoints).reduce
if (weakpointsAP > 0)
{
args.modifiers.ap.ignored += weakpointsAP;
args.modifiers.ap.details.push(`${this.effect.name} - Ignore les Points Faibles (${weakpointsAP})`);
args.modifiers.ap.details.push(`${this.effect.name} - Ignore Weakpoints (${weakpointsAP})`);
}
+7 -5
View File
@@ -24,10 +24,11 @@ const extendedTestData = {
},
effects: [
{
name: `Réparer ${this.item.name}`,
img: this.item.img,
system: {
transferData : {
name: `Repair the ${this.item.name}`,
icon: this.item.img,
flags: {
wfrp4e: {
applicationData: {
type: "document",
documentType: "Item"
},
@@ -37,7 +38,7 @@ const extendedTestData = {
script: `
let id = this.item.flags.wfrp4e.fromEffect;
let effect = this.actor.appliedEffects.find(e => e.id === id);
this.script.message("${repaired_message}");
this.script.scriptMessage("${repaired_message}");
await effect.item.delete();
`,
trigger: "deleteEffect"
@@ -45,6 +46,7 @@ const extendedTestData = {
]
}
}
}
]
};
+2 -2
View File
@@ -9,7 +9,7 @@ let filters = [
}
]
let petty = await ItemDialog.createFromFilters(filters, 6, "Choisissez 6 Sorts de Magie Mineure")
let petty = await game.wfrp4e.apps.ItemDialog.createFromFilters(filters, 6, "Choose 6 Petty Spells")
filters = [
@@ -23,7 +23,7 @@ filters = [
}
]
let arcane = await ItemDialog.createFromFilters(filters, 9, "Choisissez 9 Sorts de Magie d'Arcane")
let arcane = await game.wfrp4e.apps.ItemDialog.createFromFilters(filters, 9, "Choose 9 Arcane Spells")
let items = petty.concat(arcane).map(i => i.toObject())
+1 -1
View File
@@ -1,6 +1,6 @@
fromUuid("Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79").then(item => {
let data = item.toObject();
data.system.tests.value = data.system.tests.value.replace("coins", "metal objects");
data.system.description.value += "<p>Ce Talent s'applique également à tout objet métallique à cause de <strong>l'Affinité Metallique</strong></p>"
data.system.description.value += "<p>This Talent also extends to any metal object because of <strong>Metallic Affinity</strong></p>"
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
})
+1 -1
View File
@@ -1,4 +1,4 @@
let item = await fromUuid("Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS")
let data = item.toObject();
data.name += ` (Odorat)`
data.name += ` (Smell)`
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
+1 -1
View File
@@ -1,4 +1,4 @@
let item = await fromUuid("Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM")
let data = item.toObject();
data.name += ` (Si Charge)`
data.name += ` (When Charging)`
this.actor.createEmbeddedDocuments("Item", [data], {fromEffect : this.effect.id})
+1 -1
View File
@@ -3,5 +3,5 @@ let sourceItem = this.effect.sourceItem;
if (sourceItem)
{
this.actor.applyEffect({effectUuids : [sourceItem.effects.contents[2].uuid]})
this.script.scriptNotification("Applique après les effets");
this.script.scriptNotification("Applied after effects");
}
+1 -1
View File
@@ -1,6 +1,6 @@
if (this.item.getFlag("wfrp4e", "failedCool"))
{
this.item.name += " (Aucun PA)"
this.item.name += " (No AP)"
this.item.system.AP = {
"head": 0,
"lArm": 0,
+2 -2
View File
@@ -2,11 +2,11 @@ let test = await this.actor.setupSkill(game.i18n.localize("NAME.Endurance"), {sk
await test.roll();
if (test.failed)
{
this.script.scriptNotification("Subi une <strong>Blessure Purulente</strong>")
this.script.scriptNotification("Gained a <strong>Festering Wound</strong>")
let item = await fromUuid("Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb")
this.actor.createEmbeddedDocuments("Item", [item.toObject()])
}
else
{
this.script.scriptNotification("Evite une <strong>Blessure Purulente</strong>")
this.script.scriptNotification("Avoided a <strong>Festering Wound</strong>")
}
+1 -1
View File
@@ -1,6 +1,6 @@
if (args.test.result.SL < 0)
{
this.script.scriptMessage(`Reçoit ${Math.abs(args.test.result.SL)} Points de Corruption`, {whisper : ChatMessage.getWhisperRecipients("GM")})
this.script.scriptMessage(`Gained ${Math.abs(args.test.result.SL)} Corruption points`, {whisper : ChatMessage.getWhisperRecipients("GM")})
if (args.test.failed && this.actor.type == "character")
{
this.actor.update({"system.status.corruption.value" : parseInt(this.actor.status.corruption.value) + Math.abs(args.test.result.SL)})
+13 -7
View File
@@ -71,18 +71,24 @@ for (let c of choice)
let item = await game.wfrp4e.utility.find(c.name, c.type)
if (item)
{
let equip = item.system.tags.has("equippable");
item = item.toObject()
if (equip)
{
item.system.equipped.value = true;
}
items.push(foundry.utils.mergeObject(item, (c.diff || {})))
equip(item);
items.push(mergeObject(item, (c.diff || {})))
}
else
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
}
}
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}
+1 -1
View File
@@ -1,5 +1,5 @@
let roll = await new Roll("1d10").roll()
roll.toMessage(this.script.getChatData({flavor : `${this.effect.name} (Durée)`}));
roll.toMessage(this.script.getChatData({flavor : `${this.effect.name} (Duration)`}));
this.effect.updateSource({"duration.rounds" : roll.total})
+1 -1
View File
@@ -1 +1 @@
return !args.skill?.name.includes("Focalisation") && args.type != "channelling"
return !args.skill?.name.includes("Channelling") && args.type != "channelling"
+2 -2
View File
@@ -1,7 +1,7 @@
let halve;
if (args.opposedTest.attackerTest.item?.type != "spell")
{
halve = await Dialog.confirm({title : this.effect.name, content : "Diviser les dommages? (Divise par 2 tout les dommages autre que ceux causés par le feu, le froid et magiques)"})
halve = await Dialog.confirm({title : this.effect.name, content : "Halve Damage? (Halves all damage other than fire, cold, and magic)"})
}
else
{
@@ -11,5 +11,5 @@ else
if (halve)
{
args.totalWoundLoss /= 2;
args.modifiers.other.push({label : this.effect.name, details : "Divisé par 2", value : "× 0.5"})
args.modifiers.other.push({label : this.effect.name, details : "Halved", value : "× 0.5"})
}
+1 -1
View File
@@ -1 +1 @@
return args.type != "cast" || !["mort", "nécromancie", "vie", "lumière", "cieux"].includes(args.spell?.system.lore.value)
return args.type != "cast" || !["death", "necromancy", "life", "light", "heavens"].includes(args.spell?.system.lore.value)
+1 -1
View File
@@ -1,4 +1,4 @@
if (args.opposedTest.result.differenceSL >= 0 && args.opposedTest.result.differenceSL <= 2 && args.opposedTest.result.winner == "attacker")
{
this.script.scriptMessage(`Émet un nuage de poudre noire nauséabonde. Active l'effet <strong>Fellowship Penalty</strong> sur @UUID[${this.actor.uuid}].`, {blind : true, whisper : ChatMessage.getWhisperRecipients("GM")})
this.script.scriptMessage(`Emits a cloud of foul-smelling blackpowder. Enable the <strong>Fellowship Penalty</strong> Active Effect on @UUID[${this.actor.uuid}].`, {blind : true, whisper : ChatMessage.getWhisperRecipients("GM")})
}
+1 -1
View File
@@ -1 +1 @@
return args.skill?.name == "Projectiles (Poudre noire)"
return args.skill?.name == "Ranged (Blackpowder)"
+1 -1
View File
@@ -1,5 +1,5 @@
if (args.test.options.pilot && args.test.result.reversed)
{
args.test.data.result.SL = "+" + Math.min(1, Number(args.test.data.result.SL))
args.test.result.other.push(`<b>${this.effect.name}</b>: DR limité à 1`)
args.test.result.other.push(`<b>${this.effect.name}</b>: SL limited to 1`)
}
+1 -1
View File
@@ -3,4 +3,4 @@ let current = this.actor.status.fortune.value
this.actor.update({"system.status.fortune.value" : fortunePoints + current})
this.script.scriptMessage(`<b>${this.actor.prototypeToken.name}</b> voit ses points de Destin augmentés de ${current} à ${fortunePoints + current}`)
this.script.scriptMessage(`<b>${this.actor.prototypeToken.name}</b> fortune points increased from ${current} to ${fortunePoints + current}`)
+1 -1
View File
@@ -8,5 +8,5 @@ if (this.item.system.quantity.value)
}
else
{
this.script.scriptNotification("Aucun disponible!", "error")
this.script.scriptNotification("None left!", "error")
}
+1 -1
View File
@@ -5,7 +5,7 @@ if (test.succeeded)
{
if (args.totalWoundLoss <= parseInt(test.result.SL))
{
args.abort = `<strong>${this.effect.name}</strong>: Attaque détournée et renvoyée`
args.abort = `<strong>${this.effect.name}</strong>: Attack deflected and reflected`
}
args.modifiers.other.push({label : this.effect.name, value : -1 * parseInt(test.result.SL)})
}
+3 -3
View File
@@ -3,17 +3,17 @@ let symptoms = {
coughsandsneezes : "Coughs and Sneezes",
fever : "Fever",
flux : "Flux",
nausea : "Nausée"
nausea : "Nausea"
}
let roll = await (new Roll(`max(0, 1d10 - ${this.actor.characteristics.wp.bonus})`).roll())
roll.toMessage(this.script.getChatData());
let choices = await ItemDialog.create(ItemDialog.objectToArray(symptoms), roll.total, "Choisissez les Symptomes");
let choices = await ItemDialog.create(ItemDialog.objectToArray(symptoms), roll.total, "Choose Symptoms");
if (choices.length)
{
let symptomEffects = foundry.utils.duplicate(game.wfrp4e.config.symptomEffects)
let symptomEffects = duplicate(game.wfrp4e.config.symptomEffects)
let added = []
for(let choice of choices)
{
+2 -3
View File
@@ -1,9 +1,8 @@
let lore = this.effect.name.split("(")[1].split(")")[0].toLowerCase();
let spellLore = game.wfrp4e.config.magicLores[args.spell.system.lore.value].toLowerCase();
// If channelling corresponding lore
if (args.type == "channelling" && spellLore == lore)
if (args.type == "channelling" && args.spell.system.lore.value == lore)
args.prefillModifiers.slBonus += 2
// If channelling or casting different lore
else if (spellLore != lore && args.spell.system.lore.value != "petty")
else if (args.spell.system.lore.value != lore && args.spell.system.lore.value != "petty")
args.prefillModifiers.slBonus -= 1
+2 -2
View File
@@ -22,7 +22,7 @@ if (test.succeeded) {
let rating = parseInt(this.effect.name.match(/\d+/)?.[0]);
if (rating <= 1) {
const scriptData = this.effect.system.scriptData
const scriptData = this.effect.flags.wfrp4e.scriptData;
scriptData[2].trigger = '';
await this.effect.update({disabled: true, "system.scriptData": scriptData});
await this.effect.update({disabled: true, "flags.wfrp4e.scriptData": scriptData});
}
+1 -1
View File
@@ -1,4 +1,4 @@
let test = await args.actor.setupSkill("Esquive", {skipTargets: true, appendTitle : ` - ${this.effect.name}`})
let test = await args.actor.setupSkill("Dodge", {skipTargets: true, appendTitle : ` - ${this.effect.name}`})
await test.roll();
let damage = parseInt(this.effect.sourceTest.result.SL)
+1 -1
View File
@@ -1,6 +1,6 @@
let arm = await fromUuid("Compendium.wfrp4e-core.items.MnMZv7ZXoRqoH9dS");
let leg = await fromUuid("Compendium.wfrp4e-core.items.k00PimCWkff11IA0");
let choice = await ItemDialog.create([arm, leg], 1, "Choisir le Membre")
let choice = await ItemDialog.create([arm, leg], 1, "Choose Limb")
this.actor.createEmbeddedDocuments("Item", choice, {fromEffect: this.effect.id})
+1 -1
View File
@@ -1,2 +1,2 @@
this.script.scriptNotification("Effet utilisé");
this.script.scriptNotification("Effect Used");
this.effect.delete();
+4 -3
View File
@@ -1,9 +1,10 @@
if (args.test.failed) {
if (args.test.failed)
{
let SL = Number(args.test.result.SL)
if (SL <= -2 && SL > -4)
this.actor.addCondition("stunned")
else if (SL <= -4 && SL > -6)
this.script.scriptMessage(this.actor.prototypeToken.name + " doit réaliser un Test de <b>Force Mentale</ou subir la condition @Condition[A Terre].")
this.script.scriptMessage(this.actor.prototypeToken.name + " must make a <b>Willpower</b> Test or fall @Condition[Prone].")
else if (SL <= -6)
this.actor.addCondition("unconscious")
}
}
+2 -2
View File
@@ -1,11 +1,11 @@
if (this.actor.system.status.advantage.value >= 3)
{
this.actor.modifyAdvantage(-3);
this.script.scriptNotification("Avantage soustrait")
this.script.scriptNotification("Advantage Subtracted")
}
else
{
return this.script.scriptNotification("Pas assez d'Avantages!", "error")
return this.script.scriptNotification("Not enough Advantage!", "error")
}
let test = await this.actor.setupTrait(this.item)
+4 -4
View File
@@ -1,11 +1,11 @@
if (args.totalWoundLoss > 0) {
args.opposedTest.result.other.push(
`@Corruption[minor]{Exposition Mineure à la Corruption}`
`@Corruption[minor]{Moderate Exposure to Corruption}`
)
this.script.scriptMessage(`<strong>${this.effect.name}</strong>:
@Corruption[moderate]{Exposition moderate à la Corruption} <br/>
<strong>${args.actor.prototypeToken.name}</strong> doit réussir un
<strong>Test de Corruption (moderat)</strong>`,
@Corruption[moderate]{Moderate Exposure to Corruption} <br/>
<strong>${args.actor.prototypeToken.name}</strong> must take an
<strong>Corruption (Moderate) Test</strong>`,
{whisper: ChatMessage.getWhisperRecipients("GM")}
)
}
+1 -1
View File
@@ -1 +1 @@
return args.skill?.name == "Chevaucher (Cheval)" || (args.options.dodge && this.actor.isMounted);
return args.skill?.name == "Ride (Horse)" || (args.options.dodge && this.actor.isMounted);

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