Merge pull request #10525 from Zakarik/Knight
[Knight] Bugfix Silencieux / Ghost / Changeling / Pilonnage
This commit is contained in:
+41
-1
@@ -107,7 +107,7 @@ div.charsheet > div.content div.autoex > textarea {
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}
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div.charsheet > div.content div.autoex > textarea::placeholder {
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font-family: "Contrail One";
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color: #575957da;
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color: rgba(87, 89, 87, 0.8549019608);
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text-transform: capitalize;
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font-style: italic;
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text-align: center;
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@@ -5161,6 +5161,20 @@ div.charsheet > div.content div.tabArmure div.bardChangeling div.titre {
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div.charsheet > div.content div.tabArmure div.bardChangeling div.titre h1.titre {
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position: absolute;
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}
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div.charsheet > div.content div.tabArmure div.bardChangeling div.titre button[type=action].active {
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width: 100px;
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height: 26px;
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margin-left: auto;
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justify-content: center;
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font-size: 14px;
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font-weight: bold;
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border: 1px solid black;
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background: RGB(93, 111, 179);
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color: white;
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line-height: 25px;
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padding: 0px;
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z-index: 9;
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}
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div.charsheet > div.content div.tabArmure div.bardChangeling button[type=roll].rollDice,
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div.charsheet > div.content div.tabArmure div.bardChangeling button[type=action].rollDice {
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background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Knight/img/whiteDice.png);
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@@ -5192,6 +5206,9 @@ div.charsheet > div.content div.tabArmure div.bardChangeling div.titre,
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div.charsheet > div.content div.tabArmure div.bardChangeling h1.titre {
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display: flex;
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}
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div.charsheet > div.content div.tabArmure div.bardChangeling div.firstTitre {
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border-bottom: 1px solid RGB(213, 215, 237);
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}
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div.charsheet > div.content div.tabArmure div.bardChangeling input[type=text] {
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text-align: center;
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padding: 0px;
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@@ -5234,6 +5251,9 @@ div.charsheet > div.content div.tabArmure div.bardChangeling input[type=text].ba
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div.charsheet > div.content div.tabArmure div.bardChangeling input[type=hidden].bard250[value=on] ~ div.bard250, div.charsheet > div.content div.tabArmure div.bardChangeling input[type=hidden].bard250[value=on] ~ label.bard250, div.charsheet > div.content div.tabArmure div.bardChangeling input[type=hidden].bard250[value=on] ~ input[type=text].bard250 {
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display: flex;
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}
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div.charsheet > div.content div.tabArmure div.bardChangeling input[type=hidden].active[value^="{{modeChangeling"] ~ div.titre button[type=action].active {
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box-shadow: 0px 0px 7px 0px black inset;
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}
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div.charsheet > div.content div.tabArmure div.berserkIllumination {
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flex-wrap: wrap;
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width: 100%;
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@@ -15400,6 +15420,20 @@ div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling di
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling div.titre h1.titre {
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position: absolute;
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}
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling div.titre button[type=action].active {
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width: 100px;
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height: 26px;
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margin-left: auto;
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justify-content: center;
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font-size: 14px;
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font-weight: bold;
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border: 1px solid black;
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background: RGB(93, 111, 179);
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color: white;
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line-height: 25px;
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padding: 0px;
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z-index: 9;
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}
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling button[type=roll].rollDice,
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling button[type=action].rollDice {
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background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Knight/img/whiteDice.png);
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@@ -15431,6 +15465,9 @@ div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling di
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling h1.titre {
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display: flex;
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}
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling div.firstTitre {
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border-bottom: 1px solid RGB(213, 215, 237);
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}
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling input[type=text] {
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text-align: center;
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padding: 0px;
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@@ -15473,6 +15510,9 @@ div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling in
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling input[type=hidden].bard250[value=on] ~ div.bard250, div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling input[type=hidden].bard250[value=on] ~ label.bard250, div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling input[type=hidden].bard250[value=on] ~ input[type=text].bard250 {
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display: flex;
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}
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div.charsheet > div.content div.tabCombat div.subTabArmure div.bardChangeling input[type=hidden].active[value^="{{modeChangeling"] ~ div.titre button[type=action].active {
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box-shadow: 0px 0px 7px 0px black inset;
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}
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div.charsheet > div.content div.tabCombat div.subTabArmure div.berserkIllumination {
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flex-wrap: wrap;
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width: 100%;
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+7801
-7788
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@@ -609,7 +609,13 @@
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</div>
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<div class="fichePJ bard bardChangeling">
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<input class="bard250" type="hidden" name="attr_bard250PG" value="0" />
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<input class="bard250" type="hidden" name="attr_bard250PG"
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value="0" />
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<input class="active" type="hidden" name="attr_bardChangeling" value=""/>
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<div class="titre firstTitre">
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<h1 class="titre" data-i18n="mode-changeling">Mode Changeling</h1>
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<button class="active" type="action" name="act_bardChangeling" data-i18n="activer">Activer</button>
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</div>
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<h1 class="titre" data-i18n="bard-apparence">Apparence</h1>
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<div class="autoex autoex28">
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<span name="attr_apparenceBard"></span>
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@@ -2852,6 +2858,11 @@
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</div>
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<div class="MALBard bardChangeling">
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<input class="active" type="hidden" name="attr_MALBardChangeling" value=""/>
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<div class="titre firstTitre">
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<h1 class="titre" data-i18n="mode-changeling">Mode Changeling</h1>
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<button class="active" type="action" name="act_MALBardChangeling" data-i18n="activer">Activer</button>
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</div>
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<h1 class="titre" data-i18n="bard-apparence">Apparence</h1>
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<div class="autoex autoex28">
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<span name="attr_MALApparenceBard"></span>
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@@ -0,0 +1,51 @@
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div(class="tabCombat tab")
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include subCombat/header.html
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input(
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type="hidden"
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name="attr_tabDistance"
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class="subTabDistance"
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value="1"
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)
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input(
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type="hidden"
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name="attr_tabMelee"
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class="subTabMelee"
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value="2"
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)
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input(
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type="hidden"
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name="attr_tabAutre"
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class="subTabAutre"
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value="3"
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)
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input(
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type="hidden"
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name="attr_tabEquipementDefensif"
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class="subTabDefensif"
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value="4"
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)
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input(
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type="hidden"
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name="attr_tabCapaciteArmure"
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class="subTabArmure"
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value="0"
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)
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input(
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type="hidden"
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name="attr_tabArmesImprovisees"
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class="subTabImprovisee"
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value="6"
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)
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include subCombat/menu.html
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include subCombat/armure.html
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include subCombat/armesPJ.html
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include subCombat/capacites.html
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include subCombat/armesPNJ.html
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include subCombat/bottom.html
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@@ -0,0 +1,474 @@
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<div class="col marginTop">
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<div class="fichePJ grenade">
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<input class="bonusCarac" type="hidden" name="attr_bonusCarac" value="0" />
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<input class="effets" type="hidden" name="attr_grenadeOptions" value="0" />
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<div class="titre">
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<button type="action" class="bonusCaracL1" name="act_bonusCarac_1" data-i18n-title="+1 Caractéristique" title="+1 Caractéristique" >+1</button>
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<button type="action" class="bonusCaracL2" name="act_bonusCarac_2" data-i18n-title="+2 Caractéristique" title="+2 Caractéristique" >+2</button>
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<h1 class="titre" data-i18n="grenades">Grenades</h1>
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<div>
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<input type="number" name="attr_grenade" value="5" />
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<b>/</b>
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<input type="number" name="attr_grenade_max" value="5" />
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</div>
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</div>
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<div class="roll">
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<select name="attr_caracteristique1Grenade">
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<option value="0" selected></option>
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<option value="@{deplacement}" data-i18n="deplacement">Déplacement</option>
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<option value="@{force}" data-i18n="force">Force</option>
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<option value="@{endurance}" data-i18n="endurance">Endurance</option>
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<option value="@{hargne}" data-i18n="hargne">Hargne</option>
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<option value="@{combat}" data-i18n="combat">Combat</option>
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<option value="@{instinct}" data-i18n="instinct">Instinct</option>
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<option value="@{tir}" data-i18n="tir">Tir</option>
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<option value="@{savoir}" data-i18n="savoir">Savoir</option>
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<option value="@{technique}" data-i18n="technique">Technique</option>
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<option value="@{aura}" data-i18n="aura">Aura</option>
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<option value="@{parole}" data-i18n="parole">Parole</option>
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<option value="@{sf}" data-i18n="sang-froid">Sang-Froid</option>
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<option value="@{discretion}" data-i18n="discretion">Discrétion</option>
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<option value="@{dexterite}" data-i18n="dexterite">Dextérité</option>
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<option value="@{perception}" data-i18n="perception">Perception</option>
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</select>
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<select name="attr_caracteristique2Grenade">
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<option value="0" selected></option>
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<option value="@{deplacement}" data-i18n="deplacement">Déplacement</option>
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<option value="@{force}" data-i18n="force">Force</option>
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<option value="@{endurance}" data-i18n="endurance">Endurance</option>
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<option value="@{hargne}" data-i18n="hargne">Hargne</option>
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<option value="@{combat}" data-i18n="combat">Combat</option>
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<option value="@{instinct}" data-i18n="instinct">Instinct</option>
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<option value="@{tir}" data-i18n="tir">Tir</option>
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<option value="@{savoir}" data-i18n="savoir">Savoir</option>
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<option value="@{technique}" data-i18n="technique">Technique</option>
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<option value="@{aura}" data-i18n="aura">Aura</option>
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<option value="@{parole}" data-i18n="parole">Parole</option>
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<option value="@{sf}" data-i18n="sang-froid">Sang-Froid</option>
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<option value="@{discretion}" data-i18n="discretion">Discrétion</option>
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<option value="@{dexterite}" data-i18n="dexterite">Dextérité</option>
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<option value="@{perception}" data-i18n="perception">Perception</option>
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</select>
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</div>
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<div class="bonusCarac">
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<select name="attr_caracteristique3Grenade">
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<option value="0" selected></option>
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<option value="@{deplacement}" data-i18n="deplacement">Déplacement</option>
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<option value="@{force}" data-i18n="force">Force</option>
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<option value="@{endurance}" data-i18n="endurance">Endurance</option>
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<option value="@{hargne}" data-i18n="hargne">Hargne</option>
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<option value="@{combat}" data-i18n="combat">Combat</option>
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<option value="@{instinct}" data-i18n="instinct">Instinct</option>
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<option value="@{tir}" data-i18n="tir">Tir</option>
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<option value="@{savoir}" data-i18n="savoir">Savoir</option>
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<option value="@{technique}" data-i18n="technique">Technique</option>
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<option value="@{aura}" data-i18n="aura">Aura</option>
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<option value="@{parole}" data-i18n="parole">Parole</option>
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<option value="@{sf}" data-i18n="sang-froid">Sang-Froid</option>
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<option value="@{discretion}" data-i18n="discretion">Discrétion</option>
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<option value="@{dexterite}" data-i18n="dexterite">Dextérité</option>
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<option value="@{perception}" data-i18n="perception">Perception</option>
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</select>
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<select name="attr_caracteristique4Grenade">
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<option value="0" selected></option>
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<option value="@{deplacement}" data-i18n="deplacement">Déplacement</option>
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<option value="@{force}" data-i18n="force">Force</option>
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<option value="@{endurance}" data-i18n="endurance">Endurance</option>
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<option value="@{hargne}" data-i18n="hargne">Hargne</option>
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<option value="@{combat}" data-i18n="combat">Combat</option>
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<option value="@{instinct}" data-i18n="instinct">Instinct</option>
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<option value="@{tir}" data-i18n="tir">Tir</option>
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<option value="@{savoir}" data-i18n="savoir">Savoir</option>
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<option value="@{technique}" data-i18n="technique">Technique</option>
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<option value="@{aura}" data-i18n="aura">Aura</option>
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<option value="@{parole}" data-i18n="parole">Parole</option>
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<option value="@{sf}" data-i18n="sang-froid">Sang-Froid</option>
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<option value="@{discretion}" data-i18n="discretion">Discrétion</option>
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<option value="@{dexterite}" data-i18n="dexterite">Dextérité</option>
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<option value="@{perception}" data-i18n="perception">Perception</option>
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</select>
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</div>
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<div class="ligne">
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<span class="nom" data-i18n="grenade-shrapnel">Shrapnel</span>
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<span class="description" data-i18n="grenade-shrapnel-description">Ultraviolence / Meurtrier / Dispersion 6</span>
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<button class="rollDice" type="action" name="act_grenade1" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-shrapnel}}}"></button>
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</div>
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<div class="ligne">
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<span class="nom" data-i18n="grenade-flashbang">Flashbang</span>
|
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<span class="description" data-i18n="grenade-flashbang-description">Choc 1 / Barrage 2 / Lumière 2 / Dispersion 6 / Aucun dégâts-violence</span>
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<button class="rollDice" type="action" name="act_grenade2" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-flashbang}}}"></button>
|
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</div>
|
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<div class="ligne">
|
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<span class="nom" data-i18n="grenade-anti-blindage">Anti-Blindage</span>
|
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<span class="description" data-i18n="grenade-anti-blindage-description">Destructeur / Perce Armure 20 / Pénétrant 6 / Dispersion 6</span>
|
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<button class="rollDice" type="action" name="act_grenade3" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-anti-blindage}}}"></button>
|
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</div>
|
||||
<div class="ligne">
|
||||
<span class="nom" data-i18n="grenade-iem">IEM</span>
|
||||
<span class="description" data-i18n="grenade-iem-description">Parasitage 2 / Dispersion 6 / Aucun dégâts-violence</span>
|
||||
<button class="rollDice" type="action" name="act_grenade4" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-iem}}}"></button>
|
||||
</div>
|
||||
<div class="ligne">
|
||||
<span class="nom" data-i18n="grenade-explosive">Explosive</span>
|
||||
<span class="description" data-i18n="grenade-explosive-description">Anti-véhicule / Dispersion 3 / Choc 1</span>
|
||||
<button class="rollDice" type="action" name="act_grenade5" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-explosive}}}"></button>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_grenadeOptions_1" data-i18n="effets">Effets</button>
|
||||
</div>
|
||||
|
||||
<div class="effets">
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_grenadeAvancee" value="{{grenadeAvanceeD=[[2D6]]}} {{grenadeAvanceeV=[[2D6]]}}" />
|
||||
<span data-i18n-title="grenades-intelligentes-avancees" title="Grenades Intelligentes Avancées"></span>
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="fichePNJ grenadePNJ">
|
||||
<input type="hidden" name="attr_styleBMGrenade" value="[[@{atkAkimbo}]]+[[@{atkAmbidextre}]]+[[@{atkCouvert}]]+[[@{atkDefensif}]]+[[@{atkAgressif}]]" />
|
||||
<input class="effets" type="hidden" name="attr_grenadeOptions" value="0" />
|
||||
|
||||
<div class="titre">
|
||||
<h1 class="titre" data-i18n="grenades">Grenades</h1>
|
||||
<div>
|
||||
<input type="number" name="attr_grenade" value="5" />
|
||||
<b>/</b>
|
||||
<input type="number" name="attr_grenade_max" value="5" />
|
||||
</div>
|
||||
</div>
|
||||
<div class="roll">
|
||||
<select name="attr_aspectPNJGrenade">
|
||||
<option value="0" selected></option>
|
||||
<option value="@{Chair}" data-i18n="chair">Chair</option>
|
||||
<option value="@{Bete}" data-i18n="bete">Bête</option>
|
||||
<option value="@{Machine}" data-i18n="machine">Machine</option>
|
||||
<option value="@{Dame}" data-i18n="dame">Dame</option>
|
||||
<option value="@{Masque}" data-i18n="masque">Masque</option>
|
||||
</select>
|
||||
</div>
|
||||
|
||||
<div class="ligne">
|
||||
<span class="nom" data-i18n="grenade-shrapnel">Shrapnel</span>
|
||||
<span class="description" data-i18n="grenade-shrapnel-description">Ultraviolence / Meurtrier / Dispersion 6</span>
|
||||
<button class="rollDice" type="action" name="act_grenade1PNJ" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-shrapnel}}}" ></button>
|
||||
</div>
|
||||
<div class="ligne">
|
||||
<span class="nom" data-i18n="grenade-flashbang">Flashbang</span>
|
||||
<span class="description" data-i18n="grenade-flashbang-description">Choc 1 / Barrage 2 / Lumière 2 / Dispersion 6 / Aucun dégâts-violence</span>
|
||||
<button class="rollDice" type="action" name="act_grenade2PNJ" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-flashbang}}}" ></button>
|
||||
</div>
|
||||
<div class="ligne">
|
||||
<span class="nom" data-i18n="grenade-anti-blindage">Anti-Blindage</span>
|
||||
<span class="description" data-i18n="grenade-anti-blindage-description">Destructeur / Perce Armure 20 / Pénétrant 6 / Dispersion 6</span>
|
||||
<button class="rollDice" type="action" name="act_grenade3PNJ" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-anti-blindage}}}" ></button>
|
||||
</div>
|
||||
<div class="ligne">
|
||||
<span class="nom" data-i18n="grenade-iem">IEM</span>
|
||||
<span class="description" data-i18n="grenade-iem-description">Parasitage 2 / Dispersion 6 / Aucun dégâts-violence</span>
|
||||
<button class="rollDice" type="action" name="act_grenade4PNJ" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-iem}}}" ></button>
|
||||
</div>
|
||||
<div class="ligne">
|
||||
<span class="nom" data-i18n="grenade-explosive">Explosive</span>
|
||||
<span class="description" data-i18n="grenade-explosive-description">Anti-véhicule / Dispersion 3 / Choc 1</span>
|
||||
<button class="rollDice" type="action" name="act_grenade5PNJ" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=^{grenade-explosive}}}" ></button>
|
||||
</div>
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_grenadeOptions_1" data-i18n="effets">Effets</button>
|
||||
</div>
|
||||
<div class="effets">
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_grenadeAvancee" value="{{grenadeAvanceeD=[[2D6]]}} {{grenadeAvanceeV=[[2D6]]}}" />
|
||||
<span data-i18n-title="grenades-intelligentes-avancees" title="Grenades Intelligentes Avancées"></span>
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="col marginTop">
|
||||
<div class="portee">
|
||||
<h1 class="titre" data-i18n="portee">Portée</h1>
|
||||
<div class="col5">
|
||||
<span data-i18n="portee-contact">Contact</span>
|
||||
<span data-i18n="portee-0-2">0 à 2m</span>
|
||||
</div>
|
||||
<div class="col5BL">
|
||||
<span data-i18n="portee-courte">Courte</span>
|
||||
<span data-i18n="portee-2-15">2 à 15m</span>
|
||||
</div>
|
||||
<div class="col5BL">
|
||||
<span data-i18n="portee-moyenne">Moyenne</span>
|
||||
<span data-i18n="portee-15-50">15 à 50m</span>
|
||||
</div>
|
||||
<div class="col5BL">
|
||||
<span data-i18n="portee-longue">Longue</span>
|
||||
<span data-i18n="portee-50-300">50 à 300m</span>
|
||||
</div>
|
||||
<div class="col5BL">
|
||||
<span data-i18n="portee-lointaine">Lointaine</span>
|
||||
<span data-i18n="portee-+300">+ de 300m</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="protections">
|
||||
<h1 class="titre" data-i18n="protections">Protections</h1>
|
||||
<div class="ligneTitre">
|
||||
<span class="col4"></span>
|
||||
<span class="col4BL" data-i18n="nom">Nom</span>
|
||||
<span class="col4BL" data-i18n="defense">Défense</span>
|
||||
<span class="col4BL" data-i18n="reaction">Réaction</span>
|
||||
</div>
|
||||
<fieldset class="repeating_equipDefensif">
|
||||
<input type="hidden" name="attr_defLigne" value="0" readonly />
|
||||
<input type="hidden" name="attr_reaLigne" value="0" readonly />
|
||||
<input class="porte" type="hidden" name="attr_porte" value="1"/>
|
||||
|
||||
<div class="col4 subMenu">
|
||||
<button class="porte" type="action" name="act_porte-1" data-i18n="equipe">Equipé</button>
|
||||
</div>
|
||||
|
||||
<div class="col4BL">
|
||||
<input type="text" name="attr_nom" />
|
||||
</div>
|
||||
<div class="col4BL">
|
||||
<input type="number" name="attr_defenseBonus" value="0" />
|
||||
</div>
|
||||
<div class="col4BL">
|
||||
<input type="number" name="attr_reactionBonus" value="0" />
|
||||
</div>
|
||||
</fieldset>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="col3">
|
||||
<div class="fichePJ effetsArmes">
|
||||
<h1 class="titre" data-i18n="effet-des-armes">Effet des armes</h1>
|
||||
<select name="attr_effetArmes">
|
||||
<option value="" selected></option>
|
||||
<option value="anti-anatheme-description" data-i18n="anti-anatheme">Anti-Anathème</option>
|
||||
<option value="anti-vehicule-description" data-i18n="anti-vehicule">Anti-Véhicule</option>
|
||||
<option value="artillerie-description" data-i18n="artillerie">Artillerie</option>
|
||||
<option value="assassin-description" data-i18n="assassin-x">Assassin X</option>
|
||||
<option value="assistance-attaque-description" data-i18n="assistance-attaque">Assistance à l'attaque</option>
|
||||
<option value="barrage-description" data-i18n="barrage-x">Barrage X</option>
|
||||
<option value="cadence-description" data-i18n="cadence-x">Cadence X</option>
|
||||
<option value="chargeur-description" data-i18n="chargeur-x">Chargeur X</option>
|
||||
<option value="choc-description" data-i18n="choc-x">Choc X</option>
|
||||
<option value="defense-reaction-description" data-i18n="defense-x-reaction-x">Défense X / Réaction X</option>
|
||||
<option value="degats-continus-description" data-i18n="degats-continus-x">Dégâts Continus X</option>
|
||||
<option value="demoralisant-description" data-i18n="demoralisant">Démoralisant</option>
|
||||
<option value="designation-description" data-i18n="designation">Désignation</option>
|
||||
<option value="destructeur-description" data-i18n="destructeur">Destructeur</option>
|
||||
<option value="deux-mains-description" data-i18n="deux-mains">Deux Mains</option>
|
||||
<option value="dispersion-description" data-i18n="dispersion-x">Dispersion X</option>
|
||||
<option value="en-chaine-description" data-i18n="en-chaine">En Chaîne</option>
|
||||
<option value="esperance-description" data-i18n="esperance">Espérance</option>
|
||||
<option value="fureur-description" data-i18n="fureur">Fureur</option>
|
||||
<option value="ignore-armure-description" data-i18n="ignore-armure">Ignore Armure</option>
|
||||
<option value="ignore-champ-de-force-description" data-i18n="ignore-champ-de-force">Ignore Champ de Force</option>
|
||||
<option value="jumele-akimbo-description" data-i18n="jumele-akimbo">Jumelé (Akimbo)</option>
|
||||
<option value="jumele-ambidextrie-description" data-i18n="jumele-ambidextrie">Jumelé (Ambidextrie)</option>
|
||||
<option value="leste-description" data-i18n="leste">Lesté</option>
|
||||
<option value="lourd-description" data-i18n="lourd">Lourd</option>
|
||||
<option value="lumiere-description" data-i18n="lumiere-x">Lumière X</option>
|
||||
<option value="meurtrier-description" data-i18n="meurtrier">Meurtrier</option>
|
||||
<option value="obliteration-description" data-i18n="obliteration">Oblitération</option>
|
||||
<option value="orfevrerie-description" data-i18n="orfevrerie">Orfèvrerie</option>
|
||||
<option value="parasitage-description" data-i18n="parasitage-x">Parasitage X</option>
|
||||
<option value="penetrant-description" data-i18n="penetrant-x">Pénétrant X</option>
|
||||
<option value="perce-armure-description" data-i18n="perce-armure-x">Perce Armure X</option>
|
||||
<option value="precision-description" data-i18n="precision">Précision</option>
|
||||
<option value="silencieux-description" data-i18n="silencieux">Silencieux</option>
|
||||
<option value="soumission-description" data-i18n="soumission">Soumission</option>
|
||||
<option value="tenebricide-description" data-i18n="tenebricide">Ténébricide</option>
|
||||
<option value="tir-rafale-description" data-i18n="tir-rafale">Tir en rafale</option>
|
||||
<option value="tir-securite-description" data-i18n="tir-securite">Tir en sécurité</option>
|
||||
<option value="ultraviolence-description" data-i18n="ultraviolence">Ultraviolence</option>
|
||||
</select>
|
||||
<span name="attr_effetArmes-description"></span>
|
||||
</div>
|
||||
|
||||
<div class="fichePNJ ficheCreature ficheBande effetsArmes">
|
||||
<h1 class="titre" data-i18n="effet-des-armes">Effet des armes</h1>
|
||||
<select name="attr_effetArmes">
|
||||
<option value="" selected></option>
|
||||
<option value="anatheme-description" data-i18n="anatheme">Anathème</option>
|
||||
<option value="anti-anatheme-description" data-i18n="anti-anatheme">Anti-Anathème</option>
|
||||
<option value="anti-vehicule-description" data-i18n="anti-vehicule">Anti-Véhicule</option>
|
||||
<option value="artillerie-description" data-i18n="artillerie">Artillerie</option>
|
||||
<option value="assassin-description" data-i18n="assassin-x">Assassin X</option>
|
||||
<option value="assistance-attaque-description" data-i18n="assistance-attaque">Assistance à l'attaque</option>
|
||||
<option value="barrage-description" data-i18n="barrage-x">Barrage X</option>
|
||||
<option value="cadence-description" data-i18n="cadence-x">Cadence X</option>
|
||||
<option value="chargeur-description" data-i18n="chargeur-x">Chargeur X</option>
|
||||
<option value="choc-description" data-i18n="choc-x">Choc X</option>
|
||||
<option value="defense-reaction-description" data-i18n="defense-x-reaction-x">Défense X / Réaction X</option>
|
||||
<option value="degats-continus-description" data-i18n="degats-continus-x">Dégâts Continus X</option>
|
||||
<option value="demoralisant-description" data-i18n="demoralisant">Démoralisant</option>
|
||||
<option value="designation-description" data-i18n="designation">Désignation</option>
|
||||
<option value="destructeur-description" data-i18n="destructeur">Destructeur</option>
|
||||
<option value="deux-mains-description" data-i18n="deux-mains">Deux Mains</option>
|
||||
<option value="dispersion-description" data-i18n="dispersion-x">Dispersion X</option>
|
||||
<option value="en-chaine-description" data-i18n="en-chaine">En Chaîne</option>
|
||||
<option value="esperance-description" data-i18n="esperance">Espérance</option>
|
||||
<option value="fureur-description" data-i18n="fureur">Fureur</option>
|
||||
<option value="ignore-armure-description" data-i18n="ignore-armure">Ignore Armure</option>
|
||||
<option value="ignore-champ-de-force-description" data-i18n="ignore-champ-de-force">Ignore Champ de Force</option>
|
||||
<option value="jumele-akimbo-description" data-i18n="jumele-akimbo">Jumelé (Akimbo)</option>
|
||||
<option value="jumele-ambidextrie-description" data-i18n="jumele-ambidextrie">Jumelé (Ambidextrie)</option>
|
||||
<option value="leste-description" data-i18n="leste">Lesté</option>
|
||||
<option value="lourd-description" data-i18n="lourd">Lourd</option>
|
||||
<option value="lumiere-description" data-i18n="lumiere-x">Lumière X</option>
|
||||
<option value="meurtrier-description" data-i18n="meurtrier">Meurtrier</option>
|
||||
<option value="obliteration-description" data-i18n="obliteration">Oblitération</option>
|
||||
<option value="orfevrerie-description" data-i18n="orfevrerie">Orfèvrerie</option>
|
||||
<option value="parasitage-description" data-i18n="parasitage-x">Parasitage X</option>
|
||||
<option value="penetrant-description" data-i18n="penetrant-x">Pénétrant X</option>
|
||||
<option value="perce-armure-description" data-i18n="perce-armure-x">Perce Armure X</option>
|
||||
<option value="precision-description" data-i18n="precision">Précision</option>
|
||||
<option value="silencieux-description" data-i18n="silencieux">Silencieux</option>
|
||||
<option value="soumission-description" data-i18n="soumission">Soumission</option>
|
||||
<option value="tenebricide-description" data-i18n="tenebricide">Ténébricide</option>
|
||||
<option value="tir-rafale-description" data-i18n="tir-rafale">Tir en rafale</option>
|
||||
<option value="tir-securite-description" data-i18n="tir-securite">Tir en sécurité</option>
|
||||
<option value="ultraviolence-description" data-i18n="ultraviolence">Ultraviolence</option>
|
||||
</select>
|
||||
<span name="attr_effetArmes-description"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="col3">
|
||||
<div class="fichePJ effetsArmes">
|
||||
<h1 class="titre" data-i18n="amelioration-structurelle-des-armes">Amélioration (structurelle) des armes</h1>
|
||||
<select name="attr_ameliorationArmes">
|
||||
<option value="" selected></option>
|
||||
<option value="agressive-description" data-i18n="agressive">Agressive</option>
|
||||
<option value="assassine-description" data-i18n="assassine">Assassine</option>
|
||||
<option value="allegee-description" data-i18n="allegee">Allégée</option>
|
||||
<option value="meutrier-description" data-i18n="meutrier">Barbelée</option>
|
||||
<option value="canon-raccourci-description" data-i18n="canon-raccourci">Canon raccourci</option>
|
||||
<option value="chambre-double-description" data-i18n="chambre-double">Chambre double</option>
|
||||
<option value="chargeur-balles-grappes-description" data-i18n="chargeur-balles-grappes">Chargeur et balles grappes</option>
|
||||
<option value="chargeur-munitions-explosives-description" data-i18n="chargeur-munitions-explosives">Chargeur et munitions explosives</option>
|
||||
<option value="connectee-description" data-i18n="connectee">Connectée</option>
|
||||
<option value="electrifiee-description" data-i18n="electrifiee">Électrifiée</option>
|
||||
<option value="grenades-intelligentes-avancees-description" data-i18n="grenades-intelligentes-avancees">Grenades intelligentes avancées</option>
|
||||
<option value="indestructible-description" data-i18n="indestructible">Indestructible</option>
|
||||
<option value="interface-guidage-description" data-i18n="interface-guidage">Interface de guidage</option>
|
||||
<option value="jumelage-description" data-i18n="jumelage">Jumelage</option>
|
||||
<option value="jumelle-description" data-i18n="jumelle">Jumelle</option>
|
||||
<option value="lumineuse-description" data-i18n="lumineuse">Lumineuse</option>
|
||||
<option value="lunette-intelligente-description" data-i18n="lunette-intelligente">Lunette intelligente</option>
|
||||
<option value="munitions-hyper-velocite-description" data-i18n="munitions-hyper-velocite">Munitions à Hyper Vélocité</option>
|
||||
<option value="massive-description" data-i18n="massive">Massive</option>
|
||||
<option value="munitions-drones-description" data-i18n="munitions-drones">Munitions drones</option>
|
||||
<option value="munitions-iem-description" data-i18n="munitions-iem">Munitions IEM</option>
|
||||
<option value="munitions-non-letales-description" data-i18n="munitions-non-letales">Munitions non létales</option>
|
||||
<option value="munitions-subsoniques-description" data-i18n="munitions-subsoniques">Munitions subsoniques</option>
|
||||
<option value="pointeur-laser-description" data-i18n="pointeur-laser">Pointeur laser</option>
|
||||
<option value="protection-d'arme-description" data-i18n="protection-d'arme">Protection d'arme</option>
|
||||
<option value="protectrice-description" data-i18n="protectrice">Protectrice</option>
|
||||
<option value="revetement-omega-description" data-i18n="revetement-omega">Revêtement Omega</option>
|
||||
<option value="sournoise-description" data-i18n="sournoise">Sournoise</option>
|
||||
<option value="structure-element-alpha-description" data-i18n="structure-element-alpha">Structure en Element Alpha</option>
|
||||
<option value="sur-mesure-description" data-i18n="sur-mesure">Sur Mesure</option>
|
||||
<option value="systeme-refroidissement-description" data-i18n="systeme-refroidissement">Système de refroidissement</option>
|
||||
</select>
|
||||
<span name="attr_ameliorationArmes-description"></span>
|
||||
</div>
|
||||
|
||||
<div class="fichePNJ ficheCreature ficheBande effetsArmes">
|
||||
<h1 class="titre" data-i18n="amelioration-structurelle-des-armes">Amélioration (structurelle) des armes</h1>
|
||||
<select name="attr_ameliorationArmes">
|
||||
<option value="" selected></option>
|
||||
<option value="agressive-description" data-i18n="agressive">Agressive</option>
|
||||
<option value="assassine-description" data-i18n="assassine">Assassine</option>
|
||||
<option value="allegee-description" data-i18n="allegee">Allégée</option>
|
||||
<option value="meutrier-description" data-i18n="meutrier">Barbelée</option>
|
||||
<option value="canon-raccourci-description" data-i18n="canon-raccourci">Canon raccourci</option>
|
||||
<option value="chambre-double-description" data-i18n="chambre-double">Chambre double</option>
|
||||
<option value="chargeur-balles-grappes-description" data-i18n="chargeur-balles-grappes">Chargeur et balles grappes</option>
|
||||
<option value="chargeur-munitions-explosives-description" data-i18n="chargeur-munitions-explosives">Chargeur et munitions explosives</option>
|
||||
<option value="connectee-description" data-i18n="connectee">Connectée</option>
|
||||
<option value="electrifiee-description" data-i18n="electrifiee">Électrifiée</option>
|
||||
<option value="grenades-intelligentes-avancees-description" data-i18n="grenades-intelligentes-avancees">Grenades intelligentes avancées</option>
|
||||
<option value="indestructible-description" data-i18n="indestructible">Indestructible</option>
|
||||
<option value="interface-guidage-description" data-i18n="interface-guidage">Interface de guidage</option>
|
||||
<option value="jumelage-description" data-i18n="jumelage">Jumelage</option>
|
||||
<option value="jumelle-description" data-i18n="jumelle">Jumelle</option>
|
||||
<option value="lumineuse-description" data-i18n="lumineuse">Lumineuse</option>
|
||||
<option value="lunette-intelligente-description" data-i18n="lunette-intelligente">Lunette intelligente</option>
|
||||
<option value="munitions-hyper-velocite-description" data-i18n="munitions-hyper-velocite">Munitions à Hyper Vélocité</option>
|
||||
<option value="massive-description" data-i18n="massive">Massive</option>
|
||||
<option value="munitions-drones-description" data-i18n="munitions-drones">Munitions drones</option>
|
||||
<option value="munitions-iem-description" data-i18n="munitions-iem">Munitions IEM</option>
|
||||
<option value="munitions-non-letales-description" data-i18n="munitions-non-letales">Munitions non létales</option>
|
||||
<option value="munitions-subsoniques-description" data-i18n="munitions-subsoniques">Munitions subsoniques</option>
|
||||
<option value="pointeur-laser-description" data-i18n="pointeur-laser">Pointeur laser</option>
|
||||
<option value="protection-d'arme-description" data-i18n="protection-d'arme">Protection d'arme</option>
|
||||
<option value="protectrice-description" data-i18n="protectrice">Protectrice</option>
|
||||
<option value="revetement-omega-description" data-i18n="revetement-omega">Revêtement Omega</option>
|
||||
<option value="sournoise-description" data-i18n="sournoise">Sournoise</option>
|
||||
<option value="structure-element-alpha-description" data-i18n="structure-element-alpha">Structure en Element Alpha</option>
|
||||
<option value="sur-mesure-description" data-i18n="sur-mesure">Sur Mesure</option>
|
||||
<option value="systeme-refroidissement-description" data-i18n="systeme-refroidissement">Système de refroidissement</option>
|
||||
</select>
|
||||
<span name="attr_ameliorationArmes-description"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="col3">
|
||||
<div class="fichePJ effetsArmes">
|
||||
<h1 class="titre" data-i18n="amelioration-d'ornement-des-armes">Amélioration d'ornement des armes</h1>
|
||||
<select name="attr_ameliorationOArmes">
|
||||
<option value="" selected></option>
|
||||
<option value="arme-azurine-description">Arme Azurine</option>
|
||||
<option value="armure-gravee-description">Armure Gravée</option>
|
||||
<option value="arabesques-iridescentes-description">Arabesques Iridescentes</option>
|
||||
<option value="arme-rouge-sang-description">Arme Rouge Sang</option>
|
||||
<option value="blason-chevalier-description">Blason du Chevalier</option>
|
||||
<option value="bouclier-grave-description">Bouclier Gravé</option>
|
||||
<option value="chene-sculpte-description">Chêne Sculpté</option>
|
||||
<option value="chromee-lignes-lumineuses-colorees-description">Chromée avec Lignes Lumineuses et Colorées</option>
|
||||
<option value="code-knight-grave-description">Code du Knight Gravé</option>
|
||||
<option value="crane-rieur-grave-description">Crâne Rieur Gravé</option>
|
||||
<option value="faucheuse-gravee-description">Faucheuse Gravée</option>
|
||||
<option value="faucon-plumes-luminescentes-description">Faucon et Plumes Luminescentes</option>
|
||||
<option value="flammes-stylisees-description">Flammes Stylisées</option>
|
||||
<option value="griffures-gravees-description">Griffures Gravées</option>
|
||||
<option value="masque-brise-sculpte-description">Masque Brisé Sculpté</option>
|
||||
<option value="rouages-casses-graves-description">Rouages Cassés Gravés</option>
|
||||
<option value="sillons-formant-lignes-fleches-description">Sillons Formant des Lignes et des Flèches</option>
|
||||
</select>
|
||||
<span name="attr_ameliorationOArmes-description" ></span>
|
||||
</div>
|
||||
|
||||
<div class="fichePNJ ficheCreature ficheBande effetsArmes">
|
||||
<h1 class="titre" data-i18n="amelioration-d'ornement-des-armes">Amélioration d'ornement des armes</h1>
|
||||
<select name="attr_ameliorationOArmes">
|
||||
<option value="" selected></option>
|
||||
<option value="arme-azurine-description">Arme Azurine</option>
|
||||
<option value="armure-gravee-description">Armure Gravée</option>
|
||||
<option value="arabesques-iridescentes-description">Arabesques Iridescentes</option>
|
||||
<option value="arme-rouge-sang-description">Arme Rouge Sang</option>
|
||||
<option value="blason-chevalier-description">Blason du Chevalier</option>
|
||||
<option value="bouclier-grave-description">Bouclier Gravé</option>
|
||||
<option value="chene-sculpte-description">Chêne Sculpté</option>
|
||||
<option value="chromee-lignes-lumineuses-colorees-description">Chromée avec Lignes Lumineuses et Colorées</option>
|
||||
<option value="code-knight-grave-description">Code du Knight Gravé</option>
|
||||
<option value="crane-rieur-grave-description">Crâne Rieur Gravé</option>
|
||||
<option value="faucheuse-gravee-description">Faucheuse Gravée</option>
|
||||
<option value="faucon-plumes-luminescentes-description">Faucon et Plumes Luminescentes</option>
|
||||
<option value="flammes-stylisees-description">Flammes Stylisées</option>
|
||||
<option value="griffures-gravees-description">Griffures Gravées</option>
|
||||
<option value="masque-brise-sculpte-description">Masque Brisé Sculpté</option>
|
||||
<option value="rouages-casses-graves-description">Rouages Cassés Gravés</option>
|
||||
<option value="sillons-formant-lignes-fleches-description">Sillons Formant des Lignes et des Flèches</option>
|
||||
</select>
|
||||
<span name="attr_ameliorationOArmes-description" ></span>
|
||||
</div>
|
||||
</div>
|
||||
@@ -0,0 +1,163 @@
|
||||
<div class="fichePNJ ficheCreature ficheBande subTabArmure">
|
||||
<div class="col">
|
||||
<div class="AEBlock marginTop">
|
||||
<input type="hidden" name="attr_ChairPNJAE" value="0" class="AEChairMineur" />
|
||||
<input type="hidden" name="attr_ChairPNJAEMaj" value="0" class="AEChairMajeur" />
|
||||
<input type="hidden" name="attr_BetePNJAE" value="0" class="AEBeteMineur" />
|
||||
<input type="hidden" name="attr_BetePNJAEMaj" value="0" class="AEBeteMajeur" />
|
||||
<input type="hidden" name="attr_MachinePNJAE" value="0" class="AEMachineMineur" />
|
||||
<input type="hidden" name="attr_MachinePNJAEMaj" value="0" class="AEMachineMajeur" />
|
||||
<input type="hidden" name="attr_DamePNJAE" value="0" class="AEDameMineur" />
|
||||
<input type="hidden" name="attr_DamePNJAEMaj" value="0" class="AEDameMajeur" />
|
||||
<input type="hidden" name="attr_MasquePNJAE" value="0" class="AEMasqueMineur" />
|
||||
<input type="hidden" name="attr_MasquePNJAEMaj" value="0" class="AEMasqueMajeur" />
|
||||
|
||||
<div class="AEChair AE">
|
||||
<h1 class="titre" data-i18n="chair">Chair</h1>
|
||||
<div class="Mineur">
|
||||
<span data-i18n="mineur">Mineur</span>
|
||||
<span data-i18n="aspect-exceptionnel-chair-mineur">
|
||||
Le PNJ soustrait toujours son score de l’aspect exceptionnel Chair aux dégâts qu’il reçoit.
|
||||
</span>
|
||||
</div>
|
||||
|
||||
<div class="Majeur">
|
||||
<span data-i18n="majeur">Majeur</span>
|
||||
<span data-i18n="aspect-exceptionnel-chair-majeur">
|
||||
Le PNJ ignore purement les effets barrage X, choc X et meurtrier des armes.
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="AEBete AE">
|
||||
<h1 class="titre" data-i18n="bete">Bête</h1>
|
||||
<div class="Mineur">
|
||||
<span data-i18n="mineur">Mineur</span>
|
||||
<span data-i18n="aspect-exceptionnel-bete-mineur">
|
||||
(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect exceptionnel Bête.
|
||||
</span>
|
||||
</div>
|
||||
<div class="Majeur">
|
||||
<span data-i18n="majeur">Majeur</span>
|
||||
<span data-i18n="aspect-exceptionnel-bete-majeur">
|
||||
(Déjà inclus) Le PNJ ajoute à ses dégâts au contact son score de l’aspect Bête (en plus du score de l’aspect exceptionnel).
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="AEMachine AE">
|
||||
<h1 class="titre" data-i18n="machine">Machine</h1>
|
||||
<div class="Mineur">
|
||||
<span data-i18n="mineur">Mineur</span>
|
||||
<span data-i18n="aspect-exceptionnel-machine-mineur">
|
||||
(Déjà inclus) Le PNJ ajoute son score de Machine exceptionnelle à son score de réaction.
|
||||
</span>
|
||||
</div>
|
||||
|
||||
<div class="Majeur">
|
||||
<span data-i18n="majeur">Majeur</span>
|
||||
<span data-i18n="aspect-exceptionnel-machine-majeur">
|
||||
Le PNJ est insensible aux capacités d’armure qui jouent sur les sens telles que le mode Ghost ou le mode Changeling. L’invisibilité comme les illusions ou les leurres n’ont pas d’effet sur lui.
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="AEDame AE">
|
||||
<h1 class="titre" data-i18n="dame">Dame</h1>
|
||||
<div class="Mineur">
|
||||
<span data-i18n="mineur">Mineur</span>
|
||||
<span data-i18n="aspect-exceptionnel-dame-mineur">Le PNJ, s’il est accompagné d’autres PNJ de la même faction que lui, peut toujours décider de reporter les dégâts qu’il subit sur des alliés proches, à portée courte. Cela représente le fait que des PNJ alliés s’interposent pour sauvegarder sa vie.</span>
|
||||
</div>
|
||||
|
||||
<div class="Majeur">
|
||||
<span data-i18n="majeur">Majeur</span>
|
||||
<span data-i18n="aspect-exceptionnel-dame-majeur">Un PJ qui souhaite attaquer ce PNJ doit réussir un test base Hargne dont la difficulté est égale au score de la Dame exceptionnelle du PNJ. S’il ne réussit pas ce test, il est subjugué par le PNJ et ne se résout pas à l’attaquer.</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="AEMasque AE">
|
||||
<h1 class="titre" data-i18n="masque">Masque</h1>
|
||||
<div class="Mineur">
|
||||
<span data-i18n="mineur">Mineur</span>
|
||||
<span data-i18n="aspect-exceptionnel-masque-mineur">
|
||||
(Déjà inclus) Le PNJ ajoute son score de Masque exceptionnel à son score de défense.
|
||||
</span>
|
||||
</div>
|
||||
|
||||
<div class="Majeur">
|
||||
<span data-i18n="majeur">Majeur</span>
|
||||
<span data-i18n="aspect-exceptionnel-masque-majeur">
|
||||
(Déjà inclus) Le PNJ agit toujours, peu importe son nombre d’actions, comme s’il avait un score d’initiative de 30. Le MJ ne lance pas les dés.
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="col">
|
||||
<div class="capacitesFanMade marginTop">
|
||||
<h1 class="titre" data-i18n="capacites-fan-made">Capacités Fan Made</h1>
|
||||
<div>
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_attaqueOmbre" value="{{AttaqueOmbre=[[@{masque}]]}}" />
|
||||
<span data-i18n-title="capacite-fan-made-Attaque-dans-les-ombres" title="Attaque dans les Ombres"></span>
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="capacitesSpeciales marginTop">
|
||||
<h1 class="titre" data-i18n="capacites-speciales">Capacités spéciales</h1>
|
||||
<div>
|
||||
<button class="phase2" type="action" name="act_phase2" data-i18n="capacites-speciales-phase-2">Phase 2</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="capacites marginTop">
|
||||
<h1 class="titre" data-i18n="capacites">Capacités</h1>
|
||||
<fieldset class="repeating_capacites">
|
||||
<details>
|
||||
<summary>
|
||||
<input type="text" name="attr_nomCapacite" />
|
||||
</summary>
|
||||
<div class="autoex autoex24">
|
||||
<span name="attr_descCapacite"></span>
|
||||
<textarea name="attr_descCapacite"></textarea>
|
||||
</div>
|
||||
</details>
|
||||
</fieldset>
|
||||
</div>
|
||||
|
||||
<div class="phase2 capacitePhase2 marginTop">
|
||||
<h1 class="titre" data-i18n="capacites-speciales-phase-2">Phase 2</h1>
|
||||
<div class="autoex autoex24">
|
||||
<span name="attr_descPhase2"></span>
|
||||
<textarea name="attr_descPhase2"></textarea>
|
||||
</div>
|
||||
<fieldset class="repeating_capacitesPhase2">
|
||||
<details>
|
||||
<summary>
|
||||
<input type="text" name="attr_nomCapacitePhase2" />
|
||||
</summary>
|
||||
<div class="autoex autoex24">
|
||||
<span name="attr_descCapacitePhase2"></span>
|
||||
<textarea name="attr_descCapacitePhase2"></textarea>
|
||||
</div>
|
||||
</details>
|
||||
</fieldset>
|
||||
</div>
|
||||
|
||||
<div class="ficheBande notes marginTop">
|
||||
<h1 class="titre" data-i18n="notes">Notes</h1>
|
||||
<div class="autoex autoex22">
|
||||
<span name="attr_pnjCapaciteNotes"></span>
|
||||
<textarea name="attr_pnjCapaciteNotes" class="largeTextarea"></textarea>
|
||||
</div>
|
||||
<fieldset class="repeating_notesJoueur">
|
||||
<div class="autoex autoex24">
|
||||
<span name="attr_notesJoueur"></span>
|
||||
<textarea name="attr_notesJoueur" class="largeTextarea"></textarea>
|
||||
</div>
|
||||
</fieldset>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@@ -0,0 +1,285 @@
|
||||
<div class="col">
|
||||
<div class="fichePJ armure dataArmure">
|
||||
<div class="fichePJ titre">
|
||||
<h1 class="fichePJ titre"><span name="attr_armure" data-i18n-dynamic></span></h1>
|
||||
<button class="actionSpecial" type="action" name="act_resetArmure" data-i18n="tout-restaurer">Tout Restaurer</button>
|
||||
</div>
|
||||
<div class="ligneTitre">
|
||||
<span></span>
|
||||
<span data-i18n="actuel">Actuel</span>
|
||||
<span data-i18n="maximum">Maximum</span>
|
||||
<span data-i18n="modif">Modif</span>
|
||||
</div>
|
||||
<div class="ligne3 armure">
|
||||
<span data-i18n="armure">Armure</span>
|
||||
<div><input type="number" name="attr_armurePJ" value="0" /></div>
|
||||
<div><input type="number" name="attr_armurePJ_max" value="0" readonly /></div>
|
||||
<div><input type="number" name="attr_armurePJModif" value="0" /></div>
|
||||
</div>
|
||||
<div class="barbarian bard druid monk necromancer paladin priest psion ranger rogue shaman sorcerer warlock warmaster warrior wizard ligne3">
|
||||
<span data-i18n="energie">Energie</span>
|
||||
<div><input type="number" name="attr_energiePJ" value="0" /></div>
|
||||
<div><input type="number" name="attr_energiePJ_max" value="0" readonly /></div>
|
||||
<div><input type="number" name="attr_energiePJModif" value="0" /></div>
|
||||
</div>
|
||||
<div class="ligne3 armure">
|
||||
<span data-i18n="champ-de-force">Champ de force</span>
|
||||
<div><input type="number" name="attr_cdfPJ" value="0" readonly /></div>
|
||||
<div><input type="number" name="attr_cdfPJ_max" value="0" readonly /></div>
|
||||
<div><input type="number" name="attr_cdfPJModif" value="0" /></div>
|
||||
</div>
|
||||
<div class="psion flux ligne1">
|
||||
<span data-i18n="flux">Flux</span>
|
||||
<div><input type="number" class="center" min="0" name="attr_fluxPsion" value="0" /></div>
|
||||
<div></div>
|
||||
<div></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="fichePJ sorcerer sorcererPE">
|
||||
<h1 data-i18n="sorcerer-ponctionner-l'energie">Ponctionner l'énergie</h1>
|
||||
<select name="attr_sorcererPEnergie">
|
||||
<option value="1" selected>1D6</option>
|
||||
<option value="2">2D6</option>
|
||||
<option value="3">3D6</option>
|
||||
</select>
|
||||
<button class="rollDice" type="roll" name="roll_PEnergieSorc" value="@{jetGM} &{template:simple} {{Nom=@{name}}} {{special2=^{sorcerer-ponctionner-l'energie}}} {{jDivers=^{energie-ponctionnee}}} {{jDiversV=[[(@{sorcererPEnergie})D6]]}}"></button>
|
||||
</div>
|
||||
|
||||
<div class="fichePJ physiqueMental">
|
||||
<h1 class="fichePJ titre" data-i18n="physique-et-mental">Physique et Mental</h1>
|
||||
<div class="ligneTitre">
|
||||
<span></span>
|
||||
<span data-i18n="actuel">Actuel</span>
|
||||
<span data-i18n="maximum">Maximum</span>
|
||||
<span data-i18n="modif">Modif</span>
|
||||
</div>
|
||||
<div class="ligne3">
|
||||
<span data-i18n="sante">Santé</span>
|
||||
<div><input type="number" name="attr_santepj" min="0" value="0" /></div>
|
||||
<div><input type="number" name="attr_santepj_max" min="0" value="0" readonly /></div>
|
||||
<div><input type="number" name="attr_santeModif" min="0" value="0" /></div>
|
||||
</div>
|
||||
<div class="ligne3">
|
||||
<span data-i18n="espoir">Espoir</span>
|
||||
<div><input type="number" name="attr_espoir" min="0" value="50" /></div>
|
||||
<div><input type="number" name="attr_espoir_max" min="0" value="50" readonly /></div>
|
||||
<div><input type="number" name="attr_espoirModif" value="0" /></div>
|
||||
</div>
|
||||
<div class="ligne3">
|
||||
<span data-i18n="heroisme">Héroïsme</span>
|
||||
<div><input type="number" name="attr_heroisme" min="0" max="6" value="0" /></div>
|
||||
<div><input type="number" name="attr_heroisme_max" min="0" value="6+@{heroismeModif}" disabled /></div>
|
||||
<div><input type="number" name="attr_heroismeModif" min="0" value="0" /></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="fichePNJ ficheCreature ficheBande PES">
|
||||
<h1 class="fichePNJ titre" data-i18n="protection-energie-sante">Protections, Énergie et Santé</h1>
|
||||
<h1 class="ficheCreature titre" data-i18n="protection-sante">Protections et Santé</h1>
|
||||
<h1 class="ficheBande titre" data-i18n="protection-cohension">Protections et Cohésion</h1>
|
||||
<div class="ligneTitre">
|
||||
<span></span>
|
||||
<span data-i18n="actuel">Actuel</span>
|
||||
<span data-i18n="maximum">Maximum</span>
|
||||
</div>
|
||||
<div class="ligne2">
|
||||
<span class="fichePNJ ficheCreature ficheBande" data-i18n="armure">Armure</span>
|
||||
<div><input type="number" name="attr_armurePNJ" min="0" value="0" /></div>
|
||||
<div><input type="number" name="attr_armurePNJ_max" min="0" value="0" /></div>
|
||||
</div>
|
||||
<div class="fichePNJ ligne2">
|
||||
<span class="fichePNJ" data-i18n="energie">Energie</span>
|
||||
<div><input type="number" name="attr_energiePNJ" min="0" value="0" /></div>
|
||||
<div><input type="number" name="attr_energiePNJ_max" min="0" value="0" /></div>
|
||||
</div>
|
||||
<div class="fichePNJ ligne2">
|
||||
<span class="fichePNJ" data-i18n="champ-de-force">Champ de force</span>
|
||||
<div><input type="number" name="attr_cdfPNJ" min="0" value="0" /></div>
|
||||
<div><input type="number" name="attr_cdfPNJ_max" min="0" value="0" /></div>
|
||||
</div>
|
||||
<div class="ligne2">
|
||||
<span class="fichePNJ ficheCreature ficheBande" data-i18n="bouclier">Bouclier</span>
|
||||
<div><input type="number" name="attr_bouclierPNJ" min="0" value="0" /></div>
|
||||
<div><input type="number" name="attr_bouclierPNJ_max" min="0" value="0" /></div>
|
||||
</div>
|
||||
<div class="ligne2">
|
||||
<span class="fichePNJ ficheCreature" data-i18n="sante">Santé</span>
|
||||
<span class="ficheBande" data-i18n="cohesion">Cohésion</span>
|
||||
<div><input type="number" name="attr_santePNJ" min="0" value="0" /></div>
|
||||
<div><input type="number" name="attr_santePNJ_max" min="0" value="0" /></div>
|
||||
</div>
|
||||
<div class="fichePNJ ficheCreature resilience">
|
||||
<div>
|
||||
<span data-i18n="resilience">Résilience</span>
|
||||
<button type="action" name="act_calculerResilience" data-i18n="calculer">Calculer</button>
|
||||
</div>
|
||||
<div><input type="number" name="attr_resilience" min="0" value="0" /></div>
|
||||
<div><input type="number" name="attr_resilience_max" min="0" value="0" /></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="fichePJ egide">
|
||||
<div class="fichePJ titre">
|
||||
<h1 class="fichePJ titre" data-i18n="egide">Égide</h1>
|
||||
<button type="roll" class="rollDice" name="roll_egide" value="@{jetGM} &{template:base} {{Nom=@{name}}} {{type=^{egide}}} {{jet=[[{[[@{egideTotal}]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}}"></button>
|
||||
</div>
|
||||
<div class="ligneTitre">
|
||||
<span data-i18n="base">Base</span>
|
||||
<span data-i18n="bonus">Bonus</span>
|
||||
<span data-i18n="total">Total</span>
|
||||
</div>
|
||||
<div class="ligne3">
|
||||
<div><input type="number" name="attr_egide" value="0" /></div>
|
||||
<div><input type="number" name="attr_egideBonus" value="0" readonly /></div>
|
||||
<div><input type="number" name="attr_egideTotal" value="@{egide}+@{egideBonus}" disabled /></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="ficheBande bandeDebordement">
|
||||
<div class="ficheBande titre">
|
||||
<h1 class="ficheBande titre" data-i18n="debordement">Débordement</h1>
|
||||
<button class="rollDice" type="roll" name="attr_jetBande"" value="@{jetGM} &{template:bande} {{Nom=@{name}}} {{Debordement=[[@{bandeDebordement}*@{bandeDebordementTActuel}]]}}" ></button>
|
||||
</div>
|
||||
<div class="ligneTitre">
|
||||
<span data-i18n="score">Score</span>
|
||||
<span data-i18n="tour-actuel">Tour Actuel</span>
|
||||
</div>
|
||||
<div class="ligne2">
|
||||
<div><input type="number" name="attr_bandeDebordement" min="0" value="0" /></div>
|
||||
<div><input type="number" name="attr_bandeDebordementTActuel" min="0" value="0" /></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="col">
|
||||
<div class="fichePJ nods">
|
||||
<h1 class="titre" data-i18n="nods">Nods</h1>
|
||||
<div class="ligne">
|
||||
<span data-i18n="nods-soin">Soin</span>
|
||||
<div class="blockM">
|
||||
<input type="number" value="3" name="attr_nodsSoin" />
|
||||
<b>/</b>
|
||||
<input type="number" value="3" name="attr_nodsSoin_max" />
|
||||
</div>
|
||||
<button class="rollDice" type="action" name="act_nodsSoin" value="@{jetGM} &{template:simple} {{Nom=@{name}}} {{special2=^{nod-soin}}}"></button>
|
||||
</div>
|
||||
<div class="ligne">
|
||||
<span data-i18n="nods-armure">Armure</span>
|
||||
<div class="blockM">
|
||||
<input type="number" value="3" name="attr_nodsArmure" />
|
||||
<b>/</b>
|
||||
<input type="number" value="3" name="attr_nodsArmure_max" />
|
||||
</div>
|
||||
<button class="rollDice" type="action" name="act_nodsArmure" value="@{jetGM} &{template:simple} {{Nom=@{name}}} {{special2=^{nod-d'armure}}}"></button>
|
||||
</div>
|
||||
<div class="ligne">
|
||||
<span data-i18n="nods-energie">Energie</span>
|
||||
<div class="blockM">
|
||||
<input type="number" value="3" name="attr_nodsEnergie" />
|
||||
<b>/</b>
|
||||
<input type="number" value="3" name="attr_nodsEnergie_max" />
|
||||
</div>
|
||||
<button class="rollDice" type="action" name="act_nodsEnergie" value="@{jetGM} &{template:simple} {{Nom=@{name}}} {{special2=^{nod-d'energie}}}"></button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="fichePJ styleCombat">
|
||||
<h1 class="titre" data-i18n="style-de-combat">Style de Combat</h1>
|
||||
<select name="attr_styleCombat">
|
||||
<option value="standard" data-i18n="standard" selected>Standard</option>
|
||||
<option value="couvert" data-i18n="couvert">À Couvert</option>
|
||||
<option value="agressif" data-i18n="agressif">Agressif</option>
|
||||
<option value="akimbo" data-i18n="akimbo">Akimbo</option>
|
||||
<option value="ambidextre" data-i18n="ambidextre">Ambidextre</option>
|
||||
<option value="defensif" data-i18n="defensif">Défensif</option>
|
||||
<option value="precis" data-i18n="precis">Précis</option>
|
||||
<option value="pilonnage" data-i18n="pilonnage">Pilonnage</option>
|
||||
<option value="puissant" data-i18n="puissant">Puissant</option>
|
||||
<option value="suppression" data-i18n="suppression">Suppression</option>
|
||||
</select>
|
||||
<input type="hidden" name="attr_styleCombat" value="standard" />
|
||||
<div class="puissant">
|
||||
<span data-i18n="bonus-en">Bonus en</span>
|
||||
<select name="attr_stylePuissantType">
|
||||
<option value="{{stylePuissantD=[[@{stylePuissantBonus}D6]]}}" data-i18n="degats" selected>Dégâts</option>
|
||||
<option value="{{stylePuissantV=[[@{stylePuissantBonus}D6]]}}" data-i18n="violence">Violence</option>
|
||||
</select>
|
||||
<input type="number" name="attr_stylePuissantBonus" value="0" min="0" max="6" />
|
||||
</div>
|
||||
<div class="suppression">
|
||||
<label>
|
||||
<span>Malus aux dégâts</span>
|
||||
<input type="number" name="attr_styleSuppressionD" value="0" min="0" max="6" />
|
||||
</label>
|
||||
|
||||
<label>
|
||||
<span>Malus à la violence</span>
|
||||
<input type="number" name="attr_styleSuppressionV" value="0" min="0" max="8" />
|
||||
</label>
|
||||
</div>
|
||||
<div class="autoex autoex40">
|
||||
<span name="attr_styleCombatDescr"></span>
|
||||
<textarea name="attr_styleCombatDescr" readonly></textarea>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="ficheCreature portee">
|
||||
<h1 class="titre" data-i18n="portee">Portée</h1>
|
||||
<div class="col5">
|
||||
<span data-i18n="portee-contact">Contact</span>
|
||||
<span data-i18n="portee-0-2">0 à 2m</span>
|
||||
</div>
|
||||
<div class="col5BL">
|
||||
<span data-i18n="portee-courte">Courte</span>
|
||||
<span data-i18n="portee-2-15">2 à 15m</span>
|
||||
</div>
|
||||
<div class="col5BL">
|
||||
<span data-i18n="portee-moyenne">Moyenne</span>
|
||||
<span data-i18n="portee-15-50">15 à 50m</span>
|
||||
</div>
|
||||
<div class="col5BL">
|
||||
<span data-i18n="portee-longue">Longue</span>
|
||||
<span data-i18n="portee-50-300">50 à 300m</span>
|
||||
</div>
|
||||
<div class="col5BL">
|
||||
<span data-i18n="portee-lointaine">Lointaine</span>
|
||||
<span data-i18n="portee-+300">+ de 300m</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="fichePNJ ficheCreature egide">
|
||||
<div class="fichePNJ ficheCreature titre">
|
||||
<h1 class="fichePNJ ficheCreature titre" data-i18n="egide">Égide</h1>
|
||||
<button type="roll" class="rollDice" name="roll_egide" value="@{jetGM} &{template:base} {{Nom=@{name}}} {{type=^{egide}}} {{jet=[[{[[@{egideTotal}]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}}"></button>
|
||||
</div>
|
||||
<div class="ligneTitre">
|
||||
<span data-i18n="base">Base</span>
|
||||
<span data-i18n="bonus">Bonus</span>
|
||||
<span data-i18n="total">Total</span>
|
||||
</div>
|
||||
<div class="ligne3">
|
||||
<div><input type="number" name="attr_egide" value="0" /></div>
|
||||
<div><input type="number" name="attr_egideBonus" value="0" readonly /></div>
|
||||
<div><input type="number" name="attr_egideTotal" value="@{egide}+@{egideBonus}" disabled /></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<label class="fichePJ fichePNJ ficheCreature BMJets">
|
||||
<span data-i18n="bonus/malus-jets">Bonus/Malus aux Jets</span>
|
||||
<input type="number" name="attr_jetModifDes" value="0" />
|
||||
</label>
|
||||
|
||||
<div class="fichePJ herauts">
|
||||
<h1 class="titre">Chevalier de la lumière / Hérauts de l'équilibre</h1>
|
||||
<div>
|
||||
<input type="hidden" name="attr_devasterAnatheme" class="devasterAnatheme" value="0" />
|
||||
<input type="hidden" name="attr_bourreauTenebres" class="bourreauTenebres" value="0" />
|
||||
<input type="hidden" name="attr_equilibreBalance" class="equilibreBalance" value="0" />
|
||||
|
||||
<button type="action" name="act_devasterAnatheme" class="devasterAnatheme" >Dévaster l'Anathème actif</button>
|
||||
<button type="action" name="act_bourreauTenebres" class="bourreauTenebres" >Bourreau des ténèbres actif</button>
|
||||
<button type="action" name="act_equilibreBalance" class="equilibreBalance" >Équilibrer la balance actif</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@@ -0,0 +1,28 @@
|
||||
<div class="subTab">
|
||||
<button class="subTabArmure BLR" type="action" name="act_tabCapaciteArmure_5">
|
||||
<span class="barbarian" data-i18n="barbarian">Barbarian</span>
|
||||
<span class="bard" data-i18n="bard">Bard</span>
|
||||
<span class="berserk" data-i18n="berserk">Berserk</span>
|
||||
<span class="druid" data-i18n="druid">Druid</span>
|
||||
<span class="monk" data-i18n="monk">Monk</span>
|
||||
<span class="necromancer" data-i18n="necromancer">Necromancer</span>
|
||||
<span class="paladin" data-i18n="paladin">Paladin</span>
|
||||
<span class="priest" data-i18n="priest">Priest</span>
|
||||
<span class="psion" data-i18n="psion">Psion</span>
|
||||
<span class="ranger" data-i18n="ranger">Ranger</span>
|
||||
<span class="rogue" data-i18n="rogue">Rogue</span>
|
||||
<span class="shaman" data-i18n="shaman">Shaman</span>
|
||||
<span class="sorcerer" data-i18n="sorcerer">Sorcerer</span>
|
||||
<span class="warlock" data-i18n="warlock">Warlock</span>
|
||||
<span class="warmaster" data-i18n="warmaster">Warmaster</span>
|
||||
<span class="warrior" data-i18n="warrior">Warrior</span>
|
||||
<span class="wizard" data-i18n="wizard">Wizard</span>
|
||||
<span class="fichePNJ ficheCreature ficheBande" data-i18n="capacites">Capacités</span>
|
||||
</button>
|
||||
|
||||
<button class="subTabMelee" type="action" name="act_tabMelee_2" data-i18n="armes-contact">Armes de Contact</button>
|
||||
<button class="subTabDistance BL" type="action" name="act_tabDistance_1" data-i18n="armes-distance">Armes à Distance</button>
|
||||
<button class="subTabImprovisee BL" type="action" name="act_tabArmesImprovisees_6" data-i18n="armes-improvisees">Armes Improvisées</button>
|
||||
<button class="subTabAutre BLR" type="action" name="act_tabAutre_3" data-i18n="autres-armes">Autres Armes</button>
|
||||
<button class="subTabDefensif BLRWLL NBT" type="action" name="act_tabEquipementDefensif_4" data-i18n="protections">Protections</button>
|
||||
</div>
|
||||
@@ -100,6 +100,9 @@
|
||||
{{#vODBarbarian}}
|
||||
<span class="full"><span data-i18n="goliath-inclus">Bonus du mode goliath inclus</span> ({{vODBarbarian}})</span>
|
||||
{{/vODBarbarian}}
|
||||
{{#vGhostA}}
|
||||
<span class="full"><span data-i18n="ghost-inclus">Bonus du mode ghost inclus</span> ({{vGhostA}})</span>
|
||||
{{/vGhostA}}
|
||||
{{#vODShaman}}
|
||||
<span class="full"><span data-i18n="totem-inclus">Bonus du mode totem inclus</span> ({{vODShaman}})</span>
|
||||
{{/vODShaman}}
|
||||
@@ -113,6 +116,9 @@
|
||||
{{#vODMALBarbarian}}
|
||||
<span class="full"><span data-i18n="goliath-inclus">Bonus du mode goliath inclus</span> ({{vODMALBarbarian}})</span>
|
||||
{{/vODMALBarbarian}}
|
||||
{{#vMALGhostA}}
|
||||
<span class="full"><span data-i18n="ghost-inclus">Bonus du mode ghost inclus</span> ({{vMALGhostA}})</span>
|
||||
{{/vMALGhostA}}
|
||||
{{#vODMALShaman}}
|
||||
<span class="full"><span data-i18n="totem-inclus">Bonus du mode totem inclus</span> ({{vODMALShaman}})</span>
|
||||
{{/vODMALShaman}}
|
||||
@@ -161,15 +167,6 @@
|
||||
</span>
|
||||
</div>
|
||||
{{/chocAutomatique}}
|
||||
{{#vODGhostA}}
|
||||
<div class="ligneM f12">
|
||||
<span class="nom">+{{vODGhostA}}</span>
|
||||
<span class="value">{{vODGhostAValue}}</span>
|
||||
<span class="full">
|
||||
{{vODGhostCondition}}
|
||||
</span>
|
||||
</div>
|
||||
{{/vODGhostA}}
|
||||
{{#vODMALGhostA}}
|
||||
<div class="ligneM f12">
|
||||
<span class="nom">+{{vODMALGhostA}}</span>
|
||||
@@ -263,11 +260,24 @@
|
||||
{{#vBarbarianD}}
|
||||
<span class="full"><span data-i18n="goliath-inclus">Bonus du Mode Goliath inclus</span> ({{vBarbarianD}})</span>
|
||||
{{/vBarbarianD}}
|
||||
{{#vMALBarbarianD}}
|
||||
<span class="full"><span data-i18n="goliath-inclus">Bonus du Mode Goliath inclus</span> ({{vMALBarbarianD}})</span>
|
||||
{{/vMALBarbarianD}}
|
||||
{{#vGhostD}}
|
||||
<span class="full"><span data-i18n="ghost-inclus">Bonus du Mode Ghost inclus</span> ({{vGhostD}})</span>
|
||||
{{/vGhostD}}
|
||||
{{#vMALGhostD}}
|
||||
<span class="full"><span data-i18n="ghost-inclus">Bonus du Mode Ghost inclus</span> ({{vMALGhostD}})</span>
|
||||
{{/vMALGhostD}}
|
||||
|
||||
{{#vMStyleD}}
|
||||
<span class="full"><span data-i18n="style-inclus">Style inclus</span> ({{vMStyleD}})</span>
|
||||
{{/vMStyleD}}
|
||||
|
||||
{{#vSilencieuxD}}
|
||||
<span class="full"><span data-i18n="silencieux-inclus">Silencieux inclus</span> ({{vSilencieuxD}})</span>
|
||||
{{/vSilencieuxD}}
|
||||
|
||||
{{#vRayonDegats}}
|
||||
<span class="full"><span data-i18n="monk-bonus-maintien-inclus">Bonus de maintien inclus</span> (+{{vRayonDegats}})</span>
|
||||
{{/vRayonDegats}}
|
||||
@@ -572,6 +582,9 @@
|
||||
{{#vBarbarianV}}
|
||||
<span class="full"><span data-i18n="goliath-inclus">Bonus du Mode Goliath inclus</span> ({{vBarbarianV}})</span>
|
||||
{{/vBarbarianV}}
|
||||
{{#vMALBarbarianV}}
|
||||
<span class="full"><span data-i18n="goliath-inclus">Bonus du Mode Goliath inclus</span> ({{vMALBarbarianV}})</span>
|
||||
{{/vMALBarbarianV}}
|
||||
{{#vMStyleV}}
|
||||
<span class="full"><span data-i18n="style-inclus">Style inclus</span> ({{vMStyleV}})</span>
|
||||
{{/vMStyleV}}
|
||||
|
||||
@@ -324,16 +324,35 @@ function getWeaponsEffects(prefix, effet, hasArmure, armure, vForce, vDexterite,
|
||||
}
|
||||
|
||||
if (eSilencieux || prefix === 'pS' || prefix === 'pSC') {
|
||||
const ghost = +effet.rogueGhost;
|
||||
const MALghost = +effet.MALRogueGhost;
|
||||
const changeling = +effet.bardChangeling;
|
||||
const MALchangeling = +effet.MALBardChangeling;
|
||||
let totalSilencieux = vDiscretion;
|
||||
isConditionnelD = true;
|
||||
|
||||
if (hasArmure) { totalSilencieux += oDiscretion; }
|
||||
|
||||
attaquesSurprises.push(i18n_silencieux);
|
||||
attaquesSurprisesValue.push(totalSilencieux);
|
||||
isSilencieux = true;
|
||||
if (hasArmure && ghost !== 0) {
|
||||
exec.push(`{{vSilencieuxD=${totalSilencieux}}}`);
|
||||
bDegats.push(totalSilencieux);
|
||||
} else if (hasArmure && MALghost !== 0) {
|
||||
exec.push(`{{vSilencieuxD=${totalSilencieux}}}`);
|
||||
bDegats.push(totalSilencieux);
|
||||
} else if (hasArmure && changeling !== 0) {
|
||||
exec.push(`{{vSilencieuxD=${totalSilencieux}}}`);
|
||||
bDegats.push(totalSilencieux);
|
||||
} else if (hasArmure && MALchangeling !== 0) {
|
||||
exec.push(`{{vSilencieuxD=${totalSilencieux}}}`);
|
||||
bDegats.push(totalSilencieux);
|
||||
} else {
|
||||
isConditionnelD = true;
|
||||
attaquesSurprises.push(i18n_silencieux);
|
||||
attaquesSurprisesValue.push(totalSilencieux);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`; }
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`; }
|
||||
}
|
||||
|
||||
isSilencieux = true;
|
||||
}
|
||||
|
||||
if (eSoumission) {
|
||||
@@ -2829,21 +2848,17 @@ function getArmorBonus(value, armure, isELumiere, isASLumiere, vDiscretion, oDis
|
||||
const result = {};
|
||||
const exec = [];
|
||||
const cRoll = [];
|
||||
|
||||
let isConditionnelA = false;
|
||||
let isConditionnelD = false;
|
||||
|
||||
const attaquesSurprises = [];
|
||||
const attaquesSurprisesValue = [];
|
||||
let attaquesSurprisesCondition = '';
|
||||
const bDegats = [];
|
||||
|
||||
let diceDegats = 0;
|
||||
let diceViolence = 0;
|
||||
|
||||
const ODBarbarian = [];
|
||||
const ODRogue = [];
|
||||
const ODShaman = [];
|
||||
|
||||
let goliath = 0;
|
||||
let changeling = '';
|
||||
let ghost = '';
|
||||
|
||||
let shaman = 0;
|
||||
@@ -2894,6 +2909,14 @@ function getArmorBonus(value, armure, isELumiere, isASLumiere, vDiscretion, oDis
|
||||
}
|
||||
break;
|
||||
|
||||
case 'bard':
|
||||
changeling = +value.bardChangeling;
|
||||
|
||||
if (changeling !== 0) {
|
||||
exec.push(`{{special2=${i18n_changelingActive}}}`);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'rogue':
|
||||
ghost = +value.rogueGhost;
|
||||
|
||||
@@ -2903,17 +2926,11 @@ function getArmorBonus(value, armure, isELumiere, isASLumiere, vDiscretion, oDis
|
||||
if (isELumiere === false && isASLumiere === false) {
|
||||
const totalGhost = vDiscretion + oDiscretion;
|
||||
|
||||
isConditionnelA = true;
|
||||
isConditionnelD = true;
|
||||
|
||||
exec.push(`{{vODGhostA=${i18n_ghost}}}`);
|
||||
exec.push(`{{vODGhostAValue=[[{${vDiscretion}D6cs2cs4cs6cf1cf3cf5s%2}=0+${oDiscretion}]]}}`);
|
||||
exec.push(`{{vODGhostCondition=${i18n_attaqueSurpriseCondition}}}`);
|
||||
|
||||
attaquesSurprises.unshift(i18n_ghost);
|
||||
attaquesSurprisesValue.unshift(totalGhost);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`; }
|
||||
exec.push(`{{vGhostA=${vDiscretion}D6+${oDiscretion}}}`);
|
||||
exec.push(`{{vGhostD=${totalGhost}}}`);
|
||||
cRoll.push(vDiscretion);
|
||||
ODRogue.push(oDiscretion);
|
||||
bDegats.push(totalGhost);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3056,14 +3073,11 @@ function getArmorBonus(value, armure, isELumiere, isASLumiere, vDiscretion, oDis
|
||||
|
||||
result.exec = exec;
|
||||
result.cRoll = cRoll;
|
||||
result.isConditionnelA = isConditionnelA;
|
||||
result.isConditionnelD = isConditionnelD;
|
||||
result.attaquesSurprises = attaquesSurprises;
|
||||
result.attaquesSurprisesValue = attaquesSurprisesValue;
|
||||
result.attaquesSurprisesCondition = attaquesSurprisesCondition;
|
||||
result.diceDegats = diceDegats;
|
||||
result.bDegats = bDegats;
|
||||
result.diceViolence = diceViolence;
|
||||
result.ODBarbarian = ODBarbarian;
|
||||
result.ODRogue = ODRogue;
|
||||
result.ODShaman = ODShaman;
|
||||
result.ODWarrior = ODWarrior;
|
||||
|
||||
@@ -3074,18 +3088,13 @@ function getMALBonus(value, armureL, isELumiere, isASLumiere, vDiscretion, oDisc
|
||||
const result = {};
|
||||
const exec = [];
|
||||
const cRoll = [];
|
||||
|
||||
let isConditionnelA = false;
|
||||
let isConditionnelD = false;
|
||||
|
||||
const attaquesSurprises = [];
|
||||
const attaquesSurprisesValue = [];
|
||||
let attaquesSurprisesCondition = '';
|
||||
const bDegats = [];
|
||||
|
||||
let diceDegats = 0;
|
||||
let diceViolence = 0;
|
||||
|
||||
const ODMALBarbarian = [];
|
||||
const ODMALRogue = [];
|
||||
const ODMALShaman = [];
|
||||
const bonusWarrior = 1;
|
||||
|
||||
@@ -3124,8 +3133,16 @@ function getMALBonus(value, armureL, isELumiere, isASLumiere, vDiscretion, oDisc
|
||||
diceDegats += MALGoliath;
|
||||
diceViolence += MALGoliath;
|
||||
|
||||
exec.push(`{{vBarbarianD=+${MALGoliath}D6}}`);
|
||||
exec.push(`{{vBarbarianV=+${MALGoliath}D6}}`);
|
||||
exec.push(`{{vMALBarbarianD=+${MALGoliath}D6}}`);
|
||||
exec.push(`{{vMALBarbarianV=+${MALGoliath}D6}}`);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'bard':
|
||||
MALchangeling = +value.MALBardChangeling;
|
||||
|
||||
if (MALchangeling !== 0) {
|
||||
exec.push(`{{MALspecial2=${i18n_changelingActive}}}`);
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -3138,17 +3155,11 @@ function getMALBonus(value, armureL, isELumiere, isASLumiere, vDiscretion, oDisc
|
||||
if (isELumiere === false && isASLumiere === false) {
|
||||
const totalMALGhost = vDiscretion + oDiscretion;
|
||||
|
||||
isConditionnelA = true;
|
||||
isConditionnelD = true;
|
||||
|
||||
exec.push(`{{vODGhostA=${i18n_ghost}}}`);
|
||||
exec.push(`{{vODGhostAValue=[[{${vDiscretion}D6cs2cs4cs6cf1cf3cf5s%2}=0+${oDiscretion}]]}}`);
|
||||
exec.push(`{{vODGhostCondition=${i18n_attaqueSurpriseCondition}}}`);
|
||||
|
||||
attaquesSurprises.unshift(i18n_ghost);
|
||||
attaquesSurprisesValue.unshift(totalMALGhost);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`; }
|
||||
exec.push(`{{vMALGhostA=${vDiscretion}D6+${oDiscretion}}}`);
|
||||
exec.push(`{{vMALGhostD=${totalMALGhost}}}`);
|
||||
cRoll.push(vDiscretion);
|
||||
ODMALRogue.push(oDiscretion);
|
||||
bDegats.push(totalMALGhost);
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -3283,14 +3294,11 @@ function getMALBonus(value, armureL, isELumiere, isASLumiere, vDiscretion, oDisc
|
||||
|
||||
result.exec = exec;
|
||||
result.cRoll = cRoll;
|
||||
result.isConditionnelA = isConditionnelA;
|
||||
result.isConditionnelD = isConditionnelD;
|
||||
result.attaquesSurprises = attaquesSurprises;
|
||||
result.attaquesSurprisesValue = attaquesSurprisesValue;
|
||||
result.attaquesSurprisesCondition = attaquesSurprisesCondition;
|
||||
result.diceDegats = diceDegats;
|
||||
result.diceViolence = diceViolence;
|
||||
result.bDegats = bDegats;
|
||||
result.ODMALBarbarian = ODMALBarbarian;
|
||||
result.ODMALRogue = ODMALRogue;
|
||||
result.ODMALShaman = ODMALShaman;
|
||||
result.ODMALWarrior = ODMALWarrior;
|
||||
|
||||
@@ -3598,7 +3606,7 @@ function getStyleDistanceMod(value, diceDegats, diceViolence, pilonnage, pilonna
|
||||
if (bPilonnage < 0) { bPilonnage = 0; }
|
||||
|
||||
exec.push(`{{vMStyleV=+${bPilonnage}D6}}`);
|
||||
bViolence += Number(bPilonnage);
|
||||
dViolence += Number(bPilonnage);
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -4028,8 +4036,6 @@ function updateRoll(roll, totalDegats, diceDegats, bonusDegats, totalViolence, d
|
||||
}
|
||||
}
|
||||
|
||||
log(vTDestructeur);
|
||||
|
||||
const computed = {
|
||||
degats: tDegats,
|
||||
violence: tViolence,
|
||||
|
||||
@@ -120,6 +120,25 @@ buttonCapaciteActive.forEach((button) => {
|
||||
});
|
||||
});
|
||||
|
||||
// CAPACITES BARD
|
||||
const buttonBard = ['bardChangeling', 'MALBardChangeling'];
|
||||
|
||||
buttonBard.forEach((button) => {
|
||||
on(`clicked:${button}`, () => {
|
||||
getAttrs([button], (value) => {
|
||||
const active = value[button];
|
||||
let newValue = '{{modeChangeling=Activé}}';
|
||||
|
||||
if (active === '{{modeChangeling=Activé}}') { newValue = ''; }
|
||||
|
||||
const newAttr = {};
|
||||
newAttr[button] = newValue;
|
||||
|
||||
setAttrs(newAttr);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// CAPACITES BERSERK
|
||||
const buttonBerserk = ['berserkBlaze', 'berserkCandle', 'berserkBeacon', 'berserkTorch', 'berserkProjector', 'berserkLighthouse', 'berserkLantern', 'berserkIlluminationBeaconA', 'berserkIlluminationTorchA', 'berserkIlluminationProjectorA', 'berserkIlluminationLighthouseA', 'berserkIlluminationLanternA', 'berserkRageA'];
|
||||
|
||||
|
||||
@@ -235,6 +235,7 @@ on('change:armure', async (newArmure) => {
|
||||
MALWarmasterImpGPersonnel: 0,
|
||||
MALRogueGhost: 0,
|
||||
rogueGhost: 0,
|
||||
bardChangeling: 0,
|
||||
MALBarbarianGoliath: 0,
|
||||
slotTeteMax: sTete,
|
||||
slotTorseMax: sTorse,
|
||||
|
||||
@@ -693,6 +693,7 @@ const i18n_deplacement = getTranslationByKey("deplacement"),
|
||||
i18n_typeScout = getTranslationByKey("warrior-type-scout"),
|
||||
i18n_ghost = getTranslationByKey("mode-ghost"),
|
||||
i18n_ghostActive = getTranslationByKey("mode-ghost-active"),
|
||||
i18n_changelingActive = getTranslationByKey("mode-changeling-active"),
|
||||
i18n_impregnation = getTranslationByKey("shaman-impregnation"),
|
||||
i18n_portee = getTranslationByKey("portee"),
|
||||
i18n_chocAutomatique = getTranslationByKey("choc-automatique-si-chair"),
|
||||
@@ -1244,6 +1245,7 @@ const listBase = [
|
||||
|
||||
const listArmure = [
|
||||
`barbarianGoliath`,
|
||||
`bardChangeling`,
|
||||
`rogueGhost`,
|
||||
`shamanNbreTotem`,
|
||||
`caracteristiqueTotem1`,
|
||||
@@ -1259,6 +1261,7 @@ const listArmure = [
|
||||
|
||||
const listArmureLegende = [
|
||||
`MALBarbarianGoliath`,
|
||||
`MALBardChangeling`,
|
||||
`MALRogueGhost`,
|
||||
`MALShamanNbreTotem`,
|
||||
`MALCaracteristiqueTotem1`,
|
||||
|
||||
@@ -282,6 +282,8 @@ rollCombatContact.forEach((button) => {
|
||||
|
||||
let ODBarbarian = [];
|
||||
let ODMALBarbarian = [];
|
||||
let ODRogue = [];
|
||||
let ODMALRogue = [];
|
||||
let ODShaman = [];
|
||||
let ODMALShaman = [];
|
||||
const ODWarrior = [];
|
||||
@@ -698,19 +700,12 @@ rollCombatContact.forEach((button) => {
|
||||
exec = exec.concat(armorBonus.exec);
|
||||
cRoll = cRoll.concat(armorBonus.cRoll);
|
||||
|
||||
if (isConditionnelA === false) { isConditionnelA = armorBonus.isConditionnelA; }
|
||||
|
||||
if (isConditionnelD === false) { isConditionnelD = armorBonus.isConditionnelD; }
|
||||
|
||||
attaquesSurprises = armorBonus.attaquesSurprises.concat(attaquesSurprises);
|
||||
attaquesSurprisesValue = armorBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = armorBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition); }
|
||||
|
||||
diceDegats += Number(armorBonus.diceDegats);
|
||||
bDegats = bDegats.concat(armorBonus.bDegats);
|
||||
diceViolence += Number(armorBonus.diceViolence);
|
||||
|
||||
ODBarbarian = ODBarbarian.concat(armorBonus.ODBarbarian);
|
||||
ODRogue = ODRogue.concat(armorBonus.ODRogue);
|
||||
ODShaman = ODShaman.concat(armorBonus.ODShaman);
|
||||
ODWarrior.push(armorBonus.ODWarrior);
|
||||
|
||||
@@ -719,19 +714,12 @@ rollCombatContact.forEach((button) => {
|
||||
exec = exec.concat(MALBonus.exec);
|
||||
cRoll = cRoll.concat(MALBonus.cRoll);
|
||||
|
||||
if (isConditionnelA === false) { isConditionnelA = MALBonus.isConditionnelA; }
|
||||
|
||||
if (isConditionnelD === false) { isConditionnelD = MALBonus.isConditionnelD; }
|
||||
|
||||
attaquesSurprises = MALBonus.attaquesSurprises.concat(attaquesSurprises);
|
||||
attaquesSurprisesValue = MALBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = MALBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition); }
|
||||
|
||||
diceDegats += Number(MALBonus.diceDegats);
|
||||
bDegats = bDegats.concat(MALBonus.bDegats);
|
||||
diceViolence += Number(MALBonus.diceViolence);
|
||||
|
||||
ODMALBarbarian = ODMALBarbarian.concat(MALBonus.ODMALBarbarian);
|
||||
ODMALRogue = ODMALRogue.concat(MALBonus.ODMALRogue);
|
||||
ODMALShaman = ODMALShaman.concat(MALBonus.ODMALShaman);
|
||||
ODMALWarrior.push(MALBonus.ODMALWarrior);
|
||||
|
||||
@@ -748,6 +736,8 @@ rollCombatContact.forEach((button) => {
|
||||
bonus = bonus.concat(OD);
|
||||
bonus = bonus.concat(ODBarbarian);
|
||||
bonus = bonus.concat(ODMALBarbarian);
|
||||
bonus = bonus.concat(ODRogue);
|
||||
bonus = bonus.concat(ODMALRogue);
|
||||
bonus = bonus.concat(ODShaman);
|
||||
bonus = bonus.concat(ODMALShaman);
|
||||
bonus = bonus.concat(ODWarrior);
|
||||
|
||||
@@ -254,6 +254,8 @@ rollCombatDistance.forEach((button) => {
|
||||
|
||||
let ODBarbarian = [];
|
||||
let ODMALBarbarian = [];
|
||||
let ODRogue = [];
|
||||
let ODMALRogue = [];
|
||||
let ODShaman = [];
|
||||
let ODMALShaman = [];
|
||||
const ODWarrior = [];
|
||||
@@ -568,19 +570,12 @@ rollCombatDistance.forEach((button) => {
|
||||
exec = exec.concat(armorBonus.exec);
|
||||
cRoll = cRoll.concat(armorBonus.cRoll);
|
||||
|
||||
if (isConditionnelA === false) { isConditionnelA = armorBonus.isConditionnelA; }
|
||||
|
||||
if (isConditionnelD === false) { isConditionnelD = armorBonus.isConditionnelD; }
|
||||
|
||||
attaquesSurprises = armorBonus.attaquesSurprises.concat(attaquesSurprises);
|
||||
attaquesSurprisesValue = armorBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = armorBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition); }
|
||||
|
||||
diceDegats += Number(armorBonus.diceDegats);
|
||||
bDegats = bDegats.concat(armorBonus.bDegats);
|
||||
diceViolence += Number(armorBonus.diceViolence);
|
||||
|
||||
ODBarbarian = ODBarbarian.concat(armorBonus.ODBarbarian);
|
||||
ODRogue = ODRogue.concat(armorBonus.ODRogue);
|
||||
ODShaman = ODShaman.concat(armorBonus.ODShaman);
|
||||
ODWarrior.push(armorBonus.ODWarrior);
|
||||
|
||||
@@ -589,19 +584,12 @@ rollCombatDistance.forEach((button) => {
|
||||
exec = exec.concat(MALBonus.exec);
|
||||
cRoll = cRoll.concat(MALBonus.cRoll);
|
||||
|
||||
if (isConditionnelA === false) { isConditionnelA = MALBonus.isConditionnelA; }
|
||||
|
||||
if (isConditionnelD === false) { isConditionnelD = MALBonus.isConditionnelD; }
|
||||
|
||||
attaquesSurprises = MALBonus.attaquesSurprises.concat(attaquesSurprises);
|
||||
attaquesSurprisesValue = MALBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = MALBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition); }
|
||||
|
||||
diceDegats += Number(MALBonus.diceDegats);
|
||||
bDegats = bDegats.concat(MALBonus.bDegats);
|
||||
diceViolence += Number(MALBonus.diceViolence);
|
||||
|
||||
ODMALBarbarian = ODMALBarbarian.concat(MALBonus.ODMALBarbarian);
|
||||
ODMALRogue = ODMALRogue.concat(MALBonus.ODMALRogue);
|
||||
ODMALShaman = ODMALShaman.concat(MALBonus.ODMALShaman);
|
||||
ODMALWarrior.push(MALBonus.ODMALWarrior);
|
||||
|
||||
@@ -618,6 +606,8 @@ rollCombatDistance.forEach((button) => {
|
||||
bonus = bonus.concat(OD);
|
||||
bonus = bonus.concat(ODBarbarian);
|
||||
bonus = bonus.concat(ODMALBarbarian);
|
||||
bonus = bonus.concat(ODRogue);
|
||||
bonus = bonus.concat(ODMALRogue);
|
||||
bonus = bonus.concat(ODShaman);
|
||||
bonus = bonus.concat(ODMALShaman);
|
||||
bonus = bonus.concat(ODWarrior);
|
||||
|
||||
@@ -37,7 +37,7 @@ rollCombatGrenade.forEach((button) => {
|
||||
let diceDegats = 3;
|
||||
let diceViolence = 3;
|
||||
|
||||
const bDegats = [];
|
||||
let bDegats = [];
|
||||
const bViolence = [];
|
||||
|
||||
let degats = [];
|
||||
@@ -80,6 +80,8 @@ rollCombatGrenade.forEach((button) => {
|
||||
|
||||
let ODBarbarian = [];
|
||||
let ODMALBarbarian = [];
|
||||
let ODRogue = [];
|
||||
let ODMALRogue = [];
|
||||
let ODShaman = [];
|
||||
let ODMALShaman = [];
|
||||
const ODWarrior = [];
|
||||
@@ -89,8 +91,8 @@ rollCombatGrenade.forEach((button) => {
|
||||
const oDiscretion = +attrs[`${ODValue.discretion}`];
|
||||
const oTir = +attrs.tir;
|
||||
|
||||
let attaquesSurprises = [];
|
||||
let attaquesSurprisesValue = [];
|
||||
const attaquesSurprises = [];
|
||||
const attaquesSurprisesValue = [];
|
||||
let attaquesSurprisesCondition = '';
|
||||
|
||||
let isTenebricide = false;
|
||||
@@ -262,19 +264,12 @@ rollCombatGrenade.forEach((button) => {
|
||||
exec = exec.concat(armorBonus.exec);
|
||||
cRoll = cRoll.concat(armorBonus.cRoll);
|
||||
|
||||
if (isConditionnelA === false) { isConditionnelA = armorBonus.isConditionnelA; }
|
||||
|
||||
if (isConditionnelD === false) { isConditionnelD = armorBonus.isConditionnelD; }
|
||||
|
||||
attaquesSurprises = armorBonus.attaquesSurprises.concat(attaquesSurprises);
|
||||
attaquesSurprisesValue = armorBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = armorBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition); }
|
||||
|
||||
diceDegats += Number(armorBonus.diceDegats);
|
||||
bDegats = bDegats.concat(armorBonus.bDegats);
|
||||
diceViolence += Number(armorBonus.diceViolence);
|
||||
|
||||
ODBarbarian = ODBarbarian.concat(armorBonus.ODBarbarian);
|
||||
ODRogue = ODRogue.concat(armorBonus.ODRogue);
|
||||
ODShaman = ODShaman.concat(armorBonus.ODShaman);
|
||||
ODWarrior.push(armorBonus.ODWarrior);
|
||||
|
||||
@@ -291,19 +286,12 @@ rollCombatGrenade.forEach((button) => {
|
||||
exec = exec.concat(MALBonus.exec);
|
||||
cRoll = cRoll.concat(MALBonus.cRoll);
|
||||
|
||||
if (isConditionnelA === false) { isConditionnelA = MALBonus.isConditionnelA; }
|
||||
|
||||
if (isConditionnelD === false) { isConditionnelD = MALBonus.isConditionnelD; }
|
||||
|
||||
attaquesSurprises = MALBonus.attaquesSurprises.concat(attaquesSurprises);
|
||||
attaquesSurprisesValue = MALBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = MALBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition); }
|
||||
|
||||
diceDegats += Number(MALBonus.diceDegats);
|
||||
bDegats = bDegats.concat(MALBonus.bDegats);
|
||||
diceViolence += Number(MALBonus.diceViolence);
|
||||
|
||||
ODMALBarbarian = ODMALBarbarian.concat(MALBonus.ODMALBarbarian);
|
||||
ODMALRogue = ODRogue.concat(MALBonus.ODMALRogue);
|
||||
ODMALShaman = ODMALShaman.concat(MALBonus.ODMALShaman);
|
||||
ODMALWarrior.push(MALBonus.ODMALWarrior);
|
||||
|
||||
@@ -320,6 +308,8 @@ rollCombatGrenade.forEach((button) => {
|
||||
bonus = bonus.concat(OD);
|
||||
bonus = bonus.concat(ODBarbarian);
|
||||
bonus = bonus.concat(ODMALBarbarian);
|
||||
bonus = bonus.concat(ODRogue);
|
||||
bonus = bonus.concat(ODMALRogue);
|
||||
bonus = bonus.concat(ODShaman);
|
||||
bonus = bonus.concat(ODMALShaman);
|
||||
bonus = bonus.concat(ODWarrior);
|
||||
|
||||
@@ -91,7 +91,6 @@ for (let i = 0; i < rollCombatImprovise; i += 1) {
|
||||
let exec = [];
|
||||
exec.push(roll);
|
||||
|
||||
let isConditionnelA = false;
|
||||
let isConditionnelD = false;
|
||||
let isConditionnelV = false;
|
||||
|
||||
@@ -108,7 +107,7 @@ for (let i = 0; i < rollCombatImprovise; i += 1) {
|
||||
let diceDegats = baseDegats;
|
||||
let diceViolence = baseDegats;
|
||||
|
||||
const bDegats = [];
|
||||
let bDegats = [];
|
||||
const bViolence = [];
|
||||
|
||||
let degats = [];
|
||||
@@ -166,6 +165,8 @@ for (let i = 0; i < rollCombatImprovise; i += 1) {
|
||||
|
||||
let ODBarbarian = [];
|
||||
let ODMALBarbarian = [];
|
||||
let ODRogue = [];
|
||||
let ODMALRogue = [];
|
||||
let ODShaman = [];
|
||||
let ODMALShaman = [];
|
||||
const ODWarrior = [];
|
||||
@@ -181,8 +182,8 @@ for (let i = 0; i < rollCombatImprovise; i += 1) {
|
||||
let isSurprise = false;
|
||||
let isTenebricide = false;
|
||||
|
||||
let attaquesSurprises = [];
|
||||
let attaquesSurprisesValue = [];
|
||||
const attaquesSurprises = [];
|
||||
const attaquesSurprisesValue = [];
|
||||
let attaquesSurprisesCondition = '';
|
||||
|
||||
const devaste = +attrs.devasterAnatheme;
|
||||
@@ -286,19 +287,12 @@ for (let i = 0; i < rollCombatImprovise; i += 1) {
|
||||
exec = exec.concat(armorBonus.exec);
|
||||
cRoll = cRoll.concat(armorBonus.cRoll);
|
||||
|
||||
if (isConditionnelA === false) { isConditionnelA = armorBonus.isConditionnelA; }
|
||||
|
||||
if (isConditionnelD === false) { isConditionnelD = armorBonus.isConditionnelD; }
|
||||
|
||||
attaquesSurprises = armorBonus.attaquesSurprises.concat(attaquesSurprises);
|
||||
attaquesSurprisesValue = armorBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = armorBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition); }
|
||||
|
||||
diceDegats += Number(armorBonus.diceDegats);
|
||||
bDegats = bDegats.concat(armorBonus.bDegats);
|
||||
diceViolence += Number(armorBonus.diceViolence);
|
||||
|
||||
ODBarbarian = ODBarbarian.concat(armorBonus.ODBarbarian);
|
||||
ODRogue = ODRogue.concat(armorBonus.ODRogue);
|
||||
ODShaman = ODShaman.concat(armorBonus.ODShaman);
|
||||
ODWarrior.push(armorBonus.ODWarrior);
|
||||
|
||||
@@ -307,19 +301,12 @@ for (let i = 0; i < rollCombatImprovise; i += 1) {
|
||||
exec = exec.concat(MALBonus.exec);
|
||||
cRoll = cRoll.concat(MALBonus.cRoll);
|
||||
|
||||
if (isConditionnelA === false) { isConditionnelA = MALBonus.isConditionnelA; }
|
||||
|
||||
if (isConditionnelD === false) { isConditionnelD = MALBonus.isConditionnelD; }
|
||||
|
||||
attaquesSurprises = MALBonus.attaquesSurprises.concat(attaquesSurprises);
|
||||
attaquesSurprisesValue = MALBonus.attaquesSurprisesValue.concat(attaquesSurprisesValue);
|
||||
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = MALBonus.attaquesSurprisesCondition.concat(attaquesSurprisesCondition); }
|
||||
|
||||
diceDegats += Number(MALBonus.diceDegats);
|
||||
bDegats = bDegats.concat(MALBonus.bDegats);
|
||||
diceViolence += Number(MALBonus.diceViolence);
|
||||
|
||||
ODMALBarbarian = ODMALBarbarian.concat(MALBonus.ODMALBarbarian);
|
||||
ODMALRogue = ODMALRogue.concat(MALBonus.ODMALRogue);
|
||||
ODMALShaman = ODMALShaman.concat(MALBonus.ODMALShaman);
|
||||
ODMALWarrior.push(MALBonus.ODMALWarrior);
|
||||
|
||||
@@ -336,6 +323,8 @@ for (let i = 0; i < rollCombatImprovise; i += 1) {
|
||||
bonus = bonus.concat(OD);
|
||||
bonus = bonus.concat(ODBarbarian);
|
||||
bonus = bonus.concat(ODMALBarbarian);
|
||||
bonus = bonus.concat(ODRogue);
|
||||
bonus = bonus.concat(ODMALRogue);
|
||||
bonus = bonus.concat(ODShaman);
|
||||
bonus = bonus.concat(ODMALShaman);
|
||||
bonus = bonus.concat(ODWarrior);
|
||||
@@ -405,8 +394,6 @@ for (let i = 0; i < rollCombatImprovise; i += 1) {
|
||||
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
|
||||
}
|
||||
|
||||
if (isConditionnelA) { exec.push('{{succesConditionnel=true}}'); }
|
||||
|
||||
if (isConditionnelD) { exec.push('{{degatsConditionnel=true}}'); }
|
||||
|
||||
if (isConditionnelV) { exec.push('{{violenceConditionnel=true}}'); }
|
||||
|
||||
@@ -1,11 +1,10 @@
|
||||
<script type="text/worker">
|
||||
script(type="text/worker")
|
||||
include js/library.js
|
||||
include js/_functionsWeapons.js
|
||||
|
||||
include js/knight.js
|
||||
include js/buttons.js
|
||||
include js/roll.pug
|
||||
</script>
|
||||
|
||||
div(class="content")
|
||||
input(
|
||||
@@ -173,7 +172,7 @@ div(class="content")
|
||||
|
||||
include html/tab/dossier.html
|
||||
include html/tab/armure.html
|
||||
include html/tab/combat.html
|
||||
include html/tab/combat.pug
|
||||
include html/tab/modules.html
|
||||
include html/tab/IA.html
|
||||
include html/tab/IAIncarnee.html
|
||||
|
||||
@@ -821,7 +821,8 @@ div.tabArmure {
|
||||
div.bardChangeling {
|
||||
$titre:(
|
||||
"titre":(
|
||||
"hasButton":true
|
||||
"hasButton":true,
|
||||
"hasButtonActivate":true
|
||||
)
|
||||
);
|
||||
|
||||
@@ -834,6 +835,10 @@ div.tabArmure {
|
||||
display:flex;
|
||||
}
|
||||
|
||||
div.firstTitre {
|
||||
border-bottom:1px solid $clair;
|
||||
}
|
||||
|
||||
input[type="text"] {
|
||||
text-align: center;
|
||||
padding: 0px;
|
||||
@@ -887,6 +892,16 @@ div.tabArmure {
|
||||
display:flex;
|
||||
}
|
||||
}
|
||||
|
||||
input[type="hidden"].active {
|
||||
&[value^="{{modeChangeling"] {
|
||||
& ~ div.titre {
|
||||
button[type="action"].active {
|
||||
box-shadow: 0px 0px 7px 0px $black inset;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.berserkIllumination {
|
||||
|
||||
@@ -850,7 +850,8 @@ div.tabCombat {
|
||||
div.bardChangeling {
|
||||
$titre:(
|
||||
"titre":(
|
||||
"hasButton":true
|
||||
"hasButton":true,
|
||||
"hasButtonActivate":true
|
||||
)
|
||||
);
|
||||
|
||||
@@ -862,6 +863,10 @@ div.tabCombat {
|
||||
h1.titre {
|
||||
display:flex;
|
||||
}
|
||||
|
||||
div.firstTitre {
|
||||
border-bottom:1px solid $clair;
|
||||
}
|
||||
|
||||
input[type="text"] {
|
||||
text-align: center;
|
||||
@@ -916,6 +921,16 @@ div.tabCombat {
|
||||
display:flex;
|
||||
}
|
||||
}
|
||||
|
||||
input[type="hidden"].active {
|
||||
&[value^="{{modeChangeling"] {
|
||||
& ~ div.titre {
|
||||
button[type="action"].active {
|
||||
box-shadow: 0px 0px 7px 0px $black inset;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.berserkIllumination {
|
||||
|
||||
Reference in New Issue
Block a user