Merge pull request #10951 from Zakarik/Knight
[Knight] Adding screen effects / Improve Cadence
This commit is contained in:
+1839
-17
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Load Diff
+2388
-357
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Load Diff
@@ -4296,6 +4296,9 @@
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<fieldset class="repeating_armeDruidLion">
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<input class="subMenu" type="hidden" name="attr_tab" value="0" />
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<input class="cadence" type="hidden" name="attr_cadence" value="0" />
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<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
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<input class="guidage" type="hidden" name="attr_guidage" value="0" />
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<div class="data">
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<input type="hidden" name="attr_druidLionDegats" value="{{Degats=[[ [[{[[@{degatDruidLion}+@{chargeurExplosives}-@{chargeurGrappes}-@{munitionsIEM}+@{revetementOmega}]], 0}kh1]]D6+@{degatBonusDruidLion}]]}}" />
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@@ -4342,6 +4345,23 @@
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<button class="rollDice" type="action" name="act_combatdruidroll" value="@{jetGM} &{template:combat} {{Nom=^{druid-companion-lion}}} {{special1=@{name}}}"></button>
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</div>
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</div>
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<div class="bonus">
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<label class="guidage simple fakeButton">
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<input type="checkbox" name="attr_guidageactif" value="5" />
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<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
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<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
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</label>
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<label class="cadence">
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<span>Cadence, plusieurs cibles ?</span>
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<select name="attr_cadenceactif">
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<option value="0" selected>Non</option>
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<option value="1">Oui</option>
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</select>
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</label>
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</div>
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<div class="subMenu">
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<button class="effets" type="action" name="act_tab-1" data-i18n="effets">Effets</button>
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<button class="ameliorationsArmes BL" type="action" name="act_tab-2" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
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@@ -4381,6 +4401,14 @@
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<input type="number" name="attr_barrageValue" class="center" value="0" />
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</div>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
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<span data-i18n-title="bourreau" title="Bourreau"></span>
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</label>
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<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
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</div>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
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@@ -4405,6 +4433,10 @@
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<input type="number" name="attr_chocValue" class="center" value="0" />
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</div>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
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<span data-i18n-title="conviction" title="Conviction"></span>
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</label>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
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@@ -4437,6 +4469,14 @@
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<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
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<span data-i18n-title="destructeur" title="Destructeur"></span>
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</label>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
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<span data-i18n-title="devastation" title="Dévastation"></span>
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</label>
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<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
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</div>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
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@@ -4453,10 +4493,18 @@
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<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
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<span data-i18n-title="esperance" title="Espérance"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
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<span data-i18n-title="excellence" title="Excellence"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
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<span data-i18n-title="fureur" title="Fureur"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_guidage" value="1" />
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<span data-i18n-title="guidage" title="Guidage"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
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<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
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@@ -4537,6 +4585,10 @@
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<input type="number" name="attr_reactionValue" class="center" value="0" />
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</div>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
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<span data-i18n-title="regularite" title="Régularité"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
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<span data-i18n-title="silencieux" title="Silencieux"></span>
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@@ -6290,6 +6342,9 @@
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</div>
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<fieldset class="repeating_armeMALDruidLion">
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<input class="subMenu" type="hidden" name="attr_tab" value="0" />
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<input class="cadence" type="hidden" name="attr_cadence" value="0" />
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<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
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<input class="guidage" type="hidden" name="attr_guidage" value="0" />
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<div class="data">
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<input type="hidden" name="attr_druidLionDegats" value="{{Degats=[[ [[{[[@{degatDruidLion}+@{chargeurExplosives}-@{chargeurGrappes}-@{munitionsIEM}+@{revetementOmega}]], 0}kh1]]D6+@{degatBonusDruidLion}]]}}" />
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@@ -6337,6 +6392,23 @@
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<button class="rollDice" type="action" name="act_combatdruidroll" value="@{jetGM} &{template:combat} {{Nom=^{druid-companion-lion}}} {{special1=@{name}}}"></button>
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</div>
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</div>
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<div class="bonus">
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<label class="guidage simple fakeButton">
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<input type="checkbox" name="attr_guidageactif" value="5" />
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<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
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<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
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</label>
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<label class="cadence">
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<span>Cadence, plusieurs cibles ?</span>
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<select name="attr_cadenceactif">
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<option value="0" selected>Non</option>
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<option value="1">Oui</option>
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</select>
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</label>
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</div>
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<div class="subMenu">
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<button class="effets" type="action" name="act_tab-1" data-i18n="effets">Effets</button>
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<button class="ameliorationsArmes BL" type="action" name="act_tab-2" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
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@@ -6376,6 +6448,14 @@
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<input type="number" name="attr_barrageValue" class="center" value="0" />
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</div>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
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<span data-i18n-title="bourreau" title="Bourreau"></span>
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</label>
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<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
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</div>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
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@@ -6400,6 +6480,10 @@
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<input type="number" name="attr_chocValue" class="center" value="0" />
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</div>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
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<span data-i18n-title="conviction" title="Conviction"></span>
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</label>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
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@@ -6432,6 +6516,14 @@
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<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
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<span data-i18n-title="destructeur" title="Destructeur"></span>
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</label>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
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<span data-i18n-title="devastation" title="Dévastation"></span>
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</label>
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<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
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</div>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
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@@ -6448,10 +6540,18 @@
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<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
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<span data-i18n-title="esperance" title="Espérance"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
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<span data-i18n-title="excellence" title="Excellence"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
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<span data-i18n-title="fureur" title="Fureur"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_guidage" value="1" />
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<span data-i18n-title="guidage" title="Guidage"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
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<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
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@@ -6532,6 +6632,10 @@
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<input type="number" name="attr_reactionValue" class="center" value="0" />
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</div>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
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<span data-i18n-title="regularite" title="Régularité"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
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<span data-i18n-title="silencieux" title="Silencieux"></span>
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@@ -280,6 +280,9 @@
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<div class="armesListe">
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<div class="armeSection1">
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<input class="subMenu" type="hidden" name="attr_pSContactOptions" value="0" />
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<input class="cadence" type="hidden" name="attr_pSCcadence" value="0" />
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<input class="cadence" type="hidden" name="attr_pSCchromeeLignesLC" value="0" />
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<input class="guidage" type="hidden" name="attr_pSCguidage" value="0" />
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<div class="ligne">
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<div class="firstCol armeNom">
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@@ -357,6 +360,20 @@
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</select>
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</label>
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<label class="guidage simple fakeButton">
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<input type="checkbox" name="attr_pSCguidageactif" value="5" />
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<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
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<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
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</label>
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<label class="cadence">
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<span>Cadence, plusieurs cibles ?</span>
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<select name="attr_pSCcadenceactif">
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<option value="0" selected>Non</option>
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<option value="1">Oui</option>
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</select>
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</label>
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<div class="bonusCarac">
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<select name="attr_pSCcaracteristique3Equipement">
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<option value="0" selected></option>
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@@ -423,7 +440,7 @@
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<span data-i18n-title="assassin" title="Assassin"></span>
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</label>
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<input type="number" name="attr_pSCassassinValue" value="0" />
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<input type="number" name="attr_pSCassassinValue" value="0" min="0" />
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</div>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_pSCassistanceAttaque" value="{{assistanceAttaque=Assistance à l'attaque}}" />
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@@ -435,7 +452,15 @@
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<span data-i18n-title="barrage" title="Barrage"></span>
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</label>
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<input type="number" name="attr_pSCbarrageValue" value="0" />
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<input type="number" name="attr_pSCbarrageValue" value="0" min="0" />
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</div>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_pSCbourreau" value="{{bourreau=^{bourreau} @{pSCbourreauValue}}} " />
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<span data-i18n-title="bourreau" title="Bourreau"></span>
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</label>
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<input type="number" name="attr_pSCbourreauValue" value="0" min="0" max="3" />
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</div>
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<div class="double">
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<label class="fakeButton">
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@@ -443,7 +468,7 @@
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<span data-i18n-title="cadence" title="Cadence"></span>
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</label>
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<input type="number" name="attr_pSCcadenceValue" value="0" />
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<input type="number" name="attr_pSCcadenceValue" value="0" min="0"/>
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</div>
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<div class="double">
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<label class="fakeButton">
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@@ -451,7 +476,7 @@
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<span data-i18n-title="chargeur" title="Chargeur"></span>
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</label>
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<input type="number" name="attr_pSCchargeurValue" value="0" />
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<input type="number" name="attr_pSCchargeurValue" value="0" min="0" />
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</div>
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<div class="double">
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<label class="fakeButton">
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@@ -459,15 +484,19 @@
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<span data-i18n-title="choc" title="Choc"></span>
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</label>
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<input type="number" name="attr_pSCchocValue" value="0" />
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<input type="number" name="attr_pSCchocValue" value="0" min="0" />
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</div>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_pSCconviction" value="{{conviction=Conviction}}" />
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<span data-i18n-title="conviction" title="Conviction"></span>
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</label>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_pSCdefense" value="{{defense=^{defense} @{pSCdefenseValue}}}" />
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<span data-i18n-title="defense" title="Défense"></span>
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</label>
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<input type="number" name="attr_pSCdefenseValue" value="0" />
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<input type="number" name="attr_pSCdefenseValue" value="0" min="0" />
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</div>
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<div class="double">
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<label class="fakeButton">
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@@ -493,6 +522,14 @@
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<input type="checkbox" name="attr_pSCdestructeur" value="{{destructeur=[[2D6]]}}" />
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<span data-i18n-title="destructeur" title="Destructeur"></span>
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</label>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_pSCdevastation" value="{{devastation=^{devastation} @{pSCdevastation}}}" />
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<span data-i18n-title="devastation" title="Dévastation"></span>
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</label>
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<input type="number" name="attr_pSCdevastationValue" value="0" min="0" max="4" />
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</div>
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<div class="double">
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<label class="fakeButton">
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<input type="checkbox" name="attr_pSCdispersion" value="{{dispersion=^{dispersion} @{pSCdispersionValue}}} " />
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@@ -509,10 +546,18 @@
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<input type="checkbox" name="attr_pSCesperance" value="{{esperance=Espérance}}" />
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<span data-i18n-title="esperance" title="Espérance"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_pSCexcellence" value="{{excellence=^{excellence}}}" />
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<span data-i18n-title="excellence" title="Excellence"></span>
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</label>
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<label class="simple fakeButton">
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<input type="checkbox" name="attr_pSCfureur" value="{{fureur=[[4D6]]}}" />
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||||
<span data-i18n-title="fureur" title="Fureur"></span>
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||||
</label>
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<label class="simple fakeButton">
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||||
<input type="checkbox" name="attr_pSCguidage" value="1" />
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||||
<span data-i18n-title="guidage" title="Guidage"></span>
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||||
</label>
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<label class="simple fakeButton">
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||||
<input type="checkbox" name="attr_pSCignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
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||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
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||||
@@ -593,6 +638,10 @@
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<input type="number" name="attr_pSCreactionValue" value="0" />
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||||
</div>
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||||
<label class="simple fakeButton">
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||||
<input type="checkbox" name="attr_pSCregularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
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||||
<label class="simple fakeButton checked">
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||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
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||||
</label>
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||||
@@ -785,6 +834,10 @@
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||||
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||||
<div class="armeSection2">
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||||
<input class="subMenu" type="hidden" name="attr_mEContactOptions"value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_mECcadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_mECchromeeLignesLC" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_mECguidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
<input type="text" name="attr_mECaC" value="Marteau-Épieu (Contact)" readonly />
|
||||
@@ -861,6 +914,20 @@
|
||||
<option value="@{dexterite}" data-i18n="dexterite" >Dextérité</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECguidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_mECcadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<div class="bonusCarac">
|
||||
<select name="attr_mECcaracteristique3Equipement">
|
||||
@@ -942,6 +1009,14 @@
|
||||
|
||||
<input type="number" name="attr_mECbarrageValue" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECbourreau" value="{{bourreau=^{bourreau} @{mECbourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_mECbourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECcadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -966,6 +1041,10 @@
|
||||
|
||||
<input type="number" name="attr_mECchocValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECconviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECdefense" value="{{defense=^{defense} @{mECdefenseValue}}}" />
|
||||
@@ -998,6 +1077,14 @@
|
||||
<input type="checkbox" name="attr_mECdestructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECdevastation" value="{{devastation=^{devastation} @{mECdevastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_mECdevastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECdispersion" value="{{dispersion=^{dispersion} @{mECdispersionValue}}} " />
|
||||
@@ -1014,6 +1101,14 @@
|
||||
<input type="checkbox" name="attr_mECesperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECexcellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECguidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECfureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
@@ -1097,6 +1192,10 @@
|
||||
|
||||
<input type="number" name="attr_mECreactionValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECregularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECsilencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -1290,6 +1389,9 @@
|
||||
|
||||
<fieldset class="repeating_armeCaC">
|
||||
<input class="subMenu" type="hidden" name="attr_armeContactOptions" value="0">
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chromeeLignesLC" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
@@ -1369,6 +1471,20 @@
|
||||
<option value="@{dexterite}" data-i18n="dexterite" >Dextérité</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<div class="bonusCarac">
|
||||
<select name="attr_caracteristique3Equipement">
|
||||
@@ -1449,6 +1565,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -1473,6 +1597,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -1505,6 +1633,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -1521,10 +1657,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -1605,6 +1749,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -1833,6 +1981,9 @@
|
||||
<div class="armesListe">
|
||||
<div class="armeSection1">
|
||||
<input class="subMenu" type="hidden" name="attr_pSDistOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_pScadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_pSchambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_pSguidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
@@ -1898,12 +2049,18 @@
|
||||
|
||||
<div class="bonus">
|
||||
<input class="deuxMains" type="hidden" name="attr_pSdeuxMains" value="0" />
|
||||
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSguidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="pilonnage">
|
||||
<span data-i18n="pilonnageTirNumero">Pilonnage, tir n°</span>
|
||||
<input type="number" name="attr_pSpilonnage" value="1" min="1" max="7" />
|
||||
</label>
|
||||
<label class="pilonnage">
|
||||
<label class="pilonnageDetails">
|
||||
<span data-i18n="pilonnageDegatsOuViolence">Pilonnage, dégâts ou violence ?</span>
|
||||
<select name="attr_pSpilonnageType">
|
||||
<option value="degats" selected>Dégâts</option>
|
||||
@@ -1911,6 +2068,14 @@
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_pScadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<div class="bonusCarac">
|
||||
<select name="attr_pScaracteristique3Equipement">
|
||||
<option value="0" selected></option>
|
||||
@@ -1950,6 +2115,7 @@
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_pSDistOptions_1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_pSDistOptions_3" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -1989,6 +2155,14 @@
|
||||
|
||||
<input type="number" name="attr_pSbarrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSbourreau" value="{{bourreau=^{bourreau} @{pSbourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_pSbourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pScadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -2013,6 +2187,10 @@
|
||||
|
||||
<input type="number" name="attr_pSchocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSconviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSdefense" value="{{defense=^{defense} @{pSdefenseValue}}}" />
|
||||
@@ -2045,6 +2223,14 @@
|
||||
<input type="checkbox" name="attr_pSdestructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSdevastation" value="{{devastation=^{devastation} @{pSdevastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_pSdevastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSdispersion" value="{{dispersion=^{dispersion} @{pSdispersionValue}}} " />
|
||||
@@ -2061,10 +2247,18 @@
|
||||
<input type="checkbox" name="attr_pSesperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSexcellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSfureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSguidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -2145,6 +2339,10 @@
|
||||
|
||||
<input type="number" name="attr_pSreactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSregularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton checked">
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
</label>
|
||||
@@ -2294,6 +2492,9 @@
|
||||
|
||||
<div class="armeSection2">
|
||||
<input class="subMenu" type="hidden" name="attr_mEDistOptions" value="0">
|
||||
<input class="cadence" type="hidden" name="attr_mEcadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_mEchambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_mEguidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
@@ -2357,6 +2558,13 @@
|
||||
|
||||
<div class="bonus">
|
||||
<input class="deuxMains" type="hidden" name="attr_mEdeuxMains" value="0" />
|
||||
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEguidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="pilonnage">
|
||||
<span data-i18n="pilonnageTirNumero">Pilonnage, tir n°</span>
|
||||
<input type="number" name="attr_mEpilonnage" value="1" min="1" max="7" />
|
||||
@@ -2369,6 +2577,14 @@
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_mEcadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<div class="bonusCarac">
|
||||
<select name="attr_mEcaracteristique3Equipement">
|
||||
<option value="0" selected></option>
|
||||
@@ -2448,6 +2664,14 @@
|
||||
|
||||
<input type="number" name="attr_mEbarrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mEbourreau" value="{{bourreau=^{bourreau} @{mEbourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_mEbourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mEcadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -2471,6 +2695,10 @@
|
||||
|
||||
<input type="number" name="attr_mEchocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEconviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mEdefense" value="{{defense=^{defense} @{mEdefenseValue}}}" />
|
||||
@@ -2502,6 +2730,14 @@
|
||||
<input type="checkbox" name="attr_mEdestructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mEdevastation" value="{{devastation=^{devastation} @{mEdevastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_mEdevastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton checked">
|
||||
<span data-i18n-title="dispersion" title="Dispersion"></span>
|
||||
@@ -2517,10 +2753,18 @@
|
||||
<input type="checkbox" name="attr_mEesperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEexcellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEfureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEguidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -2600,6 +2844,10 @@
|
||||
|
||||
<input type="number" name="attr_mEreactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEregularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEsilencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -2750,6 +2998,9 @@
|
||||
|
||||
<fieldset class="repeating_armeDist">
|
||||
<input class="subMenu" type="hidden" name="attr_armeDistOptions" value="0">
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
@@ -2821,6 +3072,12 @@
|
||||
<div class="bonus">
|
||||
<input class="deuxMains" type="hidden" name="attr_deuxMains" value="0" />
|
||||
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEguidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="pilonnage">
|
||||
<span data-i18n="pilonnageTirNumero">Pilonnage, tir n°</span>
|
||||
<input type="number" name="attr_pilonnage" value="1" min="1" max="7" />
|
||||
@@ -2833,6 +3090,14 @@
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_mEcadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<div class="bonusCarac">
|
||||
<select name="attr_caracteristique3Equipement">
|
||||
<option value="0" selected></option>
|
||||
@@ -2912,6 +3177,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -2936,6 +3209,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -2968,6 +3245,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -2984,10 +3269,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -3068,6 +3361,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -3222,6 +3519,9 @@
|
||||
<div class="subTabImprovisee">
|
||||
<div class="utilisation">
|
||||
<input class="bonusCarac" type="hidden" name="attr_bonusCarac" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="titre">
|
||||
<button type="action" class="bonusCaracL1" name="act_bonusCarac_1" data-i18n-title="+1 Caractéristique" title="+1 Caractéristique" >+1</button>
|
||||
@@ -3243,6 +3543,20 @@
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<div class="bonusCarac">
|
||||
<select name="attr_caracteristique3ArmeImprovisee">
|
||||
<option value="0" selected></option>
|
||||
@@ -3516,6 +3830,9 @@
|
||||
<div class="armesListe">
|
||||
<fieldset class="repeating_armeAutre">
|
||||
<input class="subMenu" type="hidden" name="attr_armeAutreOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
@@ -3550,6 +3867,22 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_armeautreoptions-1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_armeautreoptions-3" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -3589,6 +3922,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -3613,6 +3954,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -3645,6 +3990,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -3661,10 +4014,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -3745,6 +4106,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
|
||||
@@ -26,6 +26,9 @@
|
||||
<div class="armesListe">
|
||||
<div class="armeSection1">
|
||||
<input class="subMenu" type="hidden" name="attr_pSContactOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_pSCcadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_pSCchromeeLignesLC" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_pSCguidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom"><input type="text" name="attr_pSCaC" value="Couteau de Service" readonly /></div>
|
||||
@@ -62,6 +65,23 @@
|
||||
<button class="rollDice" type="action" name="act_pSContactPNJ" value="@{jetGM} &{template:combat} {{Nom=@{name}}}"></button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSCguidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_pSCcadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_pSContactOptions_1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsStructurelles BL" type="action" name="act_pSContactOptions_2" data-i18n="ameliorations-structurelles">Améliorations Structurelles</button>
|
||||
@@ -106,6 +126,14 @@
|
||||
|
||||
<input type="number" name="attr_pSCbarrageValue" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSCbourreau" value="{{bourreau=^{bourreau} @{pSCbourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_pSCbourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSCcadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -130,6 +158,10 @@
|
||||
|
||||
<input type="number" name="attr_pSCchocValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSCconviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSCdefense" value="{{defense=^{defense} @{pSCdefenseValue}}}" />
|
||||
@@ -162,6 +194,14 @@
|
||||
<input type="checkbox" name="attr_pSCdestructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSCdevastation" value="{{devastation=^{devastation} @{pSCdevastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_pSCdevastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSCdispersion" value="{{dispersion=^{dispersion} @{pSCdispersionValue}}} " />
|
||||
@@ -178,10 +218,18 @@
|
||||
<input type="checkbox" name="attr_pSCesperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSCexcellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSCfureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSCguidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSCignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -262,6 +310,10 @@
|
||||
|
||||
<input type="number" name="attr_pSCreactionValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSCregularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton checked">
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
</label>
|
||||
@@ -454,6 +506,10 @@
|
||||
|
||||
<div class="armeSection2">
|
||||
<input class="subMenu" type="hidden" name="attr_mEContactOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_mECcadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_mECchromeeLignesLC" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_mECguidage" value="0" />
|
||||
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom"><input type="text" name="attr_mECaC" value="Marteau-Épieu (Contact)" readonly /></div>
|
||||
@@ -491,6 +547,23 @@
|
||||
<button class="rollDice" type="action" name="act_mEContactPNJ" value="@{jetGM} &{template:combat} {{Nom=@{name}}}"></button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECguidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_mECcadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_mEContactOptions_1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsStructurelles BL" type="action" name="act_mEContactOptions_2" data-i18n="ameliorations-structurelles">Améliorations Structurelles</button>
|
||||
@@ -535,6 +608,14 @@
|
||||
|
||||
<input type="number" name="attr_mECbarrageValue" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECbourreau" value="{{bourreau=^{bourreau} @{mECbourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_mECbourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECcadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -559,6 +640,10 @@
|
||||
|
||||
<input type="number" name="attr_mECchocValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECconviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECdefense" value="{{defense=^{defense} @{mECdefenseValue}}}" />
|
||||
@@ -591,6 +676,14 @@
|
||||
<input type="checkbox" name="attr_mECdestructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECdevastation" value="{{devastation=^{devastation} @{mECdevastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_mECdevastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mECdispersion" value="{{dispersion=^{dispersion} @{mECdispersionValue}}} " />
|
||||
@@ -607,10 +700,18 @@
|
||||
<input type="checkbox" name="attr_mECesperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECexcellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECfureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECguidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -690,6 +791,10 @@
|
||||
|
||||
<input type="number" name="attr_mECreactionValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECregularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mECsilencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -883,6 +988,9 @@
|
||||
|
||||
<fieldset class="repeating_armeCaC">
|
||||
<input class="subMenu" type="hidden" name="attr_armeContactOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chromeeLignesLC" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom"><input type="text" name="attr_ArmeCaC" /></div>
|
||||
@@ -924,6 +1032,23 @@
|
||||
<button class="rollDice" type="action" name="act_armecontactpnj" value="@{jetGM} &{template:combat} {{Nom=@{name}}}"></button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_armecontactoptions-1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsStructurelles BL" type="action" name="act_armecontactoptions-2" data-i18n="ameliorations-structurelles">Améliorations Structurelles</button>
|
||||
@@ -968,6 +1093,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -992,6 +1125,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -1024,6 +1161,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -1040,10 +1185,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -1124,6 +1277,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -1315,7 +1472,6 @@
|
||||
</div>
|
||||
</fieldset>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="subTabDistance">
|
||||
@@ -1346,6 +1502,9 @@
|
||||
<div class="armesListe">
|
||||
<div class="armeSection1">
|
||||
<input class="subMenu" type="hidden" name="attr_pSDistOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_pScadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_pSchambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_pSguidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom"><input type="text" name="attr_pSDist" class="left width25" value="Pistolet de Service" readonly /></div>
|
||||
@@ -1377,6 +1536,22 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSguidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_pScadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_pSDistOptions_1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_pSDistOptions_3" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -1420,6 +1595,14 @@
|
||||
|
||||
<input type="number" name="attr_pSbarrageValue" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSbourreau" value="{{bourreau=^{bourreau} @{pSbourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_pSbourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pScadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -1444,6 +1627,10 @@
|
||||
|
||||
<input type="number" name="attr_pSchocValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSconviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSdefense" value="{{defense=^{defense} @{pSdefenseValue}}}" />
|
||||
@@ -1476,6 +1663,14 @@
|
||||
<input type="checkbox" name="attr_pSdestructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSdevastation" value="{{devastation=^{devastation} @{pSdevastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_pSdevastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_pSdispersion" value="{{dispersion=^{dispersion} @{pSdispersionValue}}} " />
|
||||
@@ -1492,10 +1687,18 @@
|
||||
<input type="checkbox" name="attr_pSesperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSexcellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSfureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSguidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -1576,6 +1779,10 @@
|
||||
|
||||
<input type="number" name="attr_pSreactionValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_pSregularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton checked">
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
</label>
|
||||
@@ -1718,6 +1925,9 @@
|
||||
|
||||
<div class="armeSection2">
|
||||
<input class="subMenu" type="hidden" name="attr_mEDistOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_mEcadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_mEchambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_mEguidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom"><input type="text" name="attr_mEDist" value="Marteau-Épieu (Tir)" readonly /></div>
|
||||
@@ -1749,6 +1959,23 @@
|
||||
<button class="rollDice" type="action" name="act_mEDistancePNJ" value="@{jetGM} &{template:combat} {{Nom=@{name}}} {{special1=@{mEDist}}} {{portee=^{portee} @{mEDistPortee}}}"></button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEguidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_mEcadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_mEDistOptions_1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_mEDistOptions_3" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -1792,6 +2019,14 @@
|
||||
|
||||
<input type="number" name="attr_mEbarrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mEbourreau" value="{{bourreau=^{bourreau} @{mEbourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_mEbourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mEcadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -1815,6 +2050,10 @@
|
||||
|
||||
<input type="number" name="attr_mEchocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEconviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mEdefense" value="{{defense=^{defense} @{mEdefenseValue}}}" />
|
||||
@@ -1846,6 +2085,14 @@
|
||||
<input type="checkbox" name="attr_mEdestructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_mEdevastation" value="{{devastation=^{devastation} @{mEdevastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_mEdevastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double checked">
|
||||
<label class="fakeButton">
|
||||
<span data-i18n-title="dispersion" title="Dispersion"></span>
|
||||
@@ -1861,10 +2108,18 @@
|
||||
<input type="checkbox" name="attr_mEesperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEexcellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEfureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEguidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -1944,6 +2199,10 @@
|
||||
|
||||
<input type="number" name="attr_mEreactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEregularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_mEsilencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -2087,6 +2346,9 @@
|
||||
|
||||
<fieldset class="repeating_armeDist">
|
||||
<input class="subMenu" type="hidden" name="attr_armeDistOptions" value="0">
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom"><input type="text" name="attr_ArmeDist" /></div>
|
||||
@@ -2123,6 +2385,22 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_armedistoptions-1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_armedistoptions-3" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -2166,6 +2444,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -2190,6 +2476,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -2222,6 +2512,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -2238,10 +2536,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -2322,6 +2628,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -2648,6 +2958,9 @@
|
||||
<div class="armesListe">
|
||||
<fieldset class="repeating_armeAutre">
|
||||
<input class="subMenu" type="hidden" name="attr_armeAutreOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
@@ -2682,6 +2995,22 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_armeautreoptions-1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_armeautreoptions-3" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -2725,6 +3054,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -2749,6 +3086,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -2781,6 +3122,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -2797,10 +3146,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -2881,6 +3238,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
|
||||
@@ -2235,6 +2235,9 @@
|
||||
|
||||
<fieldset class="repeating_armeDruidLion">
|
||||
<input class="subMenu" type="hidden" name="attr_tab" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="data">
|
||||
<input type="hidden" name="attr_druidLionDegats" value="{{Degats=[[ [[{[[@{degatDruidLion}+@{chargeurExplosives}-@{chargeurGrappes}-@{munitionsIEM}+@{revetementOmega}]], 0}kh1]]D6+@{degatBonusDruidLion}]]}}" />
|
||||
@@ -2281,6 +2284,23 @@
|
||||
<button class="rollDice" type="action" name="act_combatdruidroll" value="@{jetGM} &{template:combat} {{Nom=^{druid-companion-lion}}} {{special1=@{name}}}"></button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_tab-1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_tab-2" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -2320,6 +2340,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -2344,6 +2372,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -2376,6 +2408,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -2392,10 +2432,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -2476,6 +2524,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -5486,6 +5538,9 @@
|
||||
</div>
|
||||
<fieldset class="repeating_armeMALDruidLion">
|
||||
<input class="subMenu" type="hidden" name="attr_tab" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="data">
|
||||
<input type="hidden" name="attr_druidLionDegats" value="{{Degats=[[ [[{[[@{degatDruidLion}+@{chargeurExplosives}-@{chargeurGrappes}-@{munitionsIEM}+@{revetementOmega}]], 0}kh1]]D6+@{degatBonusDruidLion}]]}}" />
|
||||
@@ -5533,6 +5588,23 @@
|
||||
<button class="rollDice" type="action" name="act_combatdruidroll" value="@{jetGM} &{template:combat} {{Nom=^{druid-companion-lion}}} {{special1=@{name}}}"></button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_tab-1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_tab-2" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -5572,6 +5644,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -5596,6 +5676,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -5628,6 +5712,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -5644,10 +5736,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -5677,7 +5777,7 @@
|
||||
<input type="checkbox" name="attr_lumiere" value="{{lumiere=^{lumiere} @{lumiereValue}}}" />
|
||||
<span data-i18n-title="lumiere" title="Lumière"></span>
|
||||
</label>
|
||||
|
||||
|
||||
<input type="number" name="attr_lumiereValue" class="center" size="2" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
@@ -5728,6 +5828,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
|
||||
@@ -255,19 +255,24 @@
|
||||
<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="bourreau-description" data-i18n="bourreau-x">Bourreau 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="conviction-description" data-i18n="conviction">Conviction</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="devastation-description" data-i18n="devastation-x">Dévastation X</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="excellence-description" data-i18n="excellence">Excellence</option>
|
||||
<option value="fureur-description" data-i18n="fureur">Fureur</option>
|
||||
<option value="guidage-description" data-i18n="guidage">Guidage</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>
|
||||
@@ -282,6 +287,7 @@
|
||||
<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="regularite-description" data-i18n="regularite">Régularité</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>
|
||||
|
||||
@@ -283,6 +283,9 @@
|
||||
<div class="fichePJ armesListePJ">
|
||||
<fieldset class="repeating_armeDistVehicule">
|
||||
<input class="subMenu" type="hidden" name="attr_armeDistOptions" value="0">
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
@@ -351,13 +354,19 @@
|
||||
|
||||
<div class="bonus">
|
||||
<input class="deuxMains" type="hidden" name="attr_deuxMains" value="0" />
|
||||
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="pilonnage">
|
||||
<span>Pilonnage, tir n°</span>
|
||||
<input type="number" name="attr_pilonnage" value="1" min="1" max="7" />
|
||||
</label>
|
||||
|
||||
<label class="pilonnage">
|
||||
<label class="pilonnageDetails">
|
||||
<span data-i18n="pilonnageDegatsOuViolence">Pilonnage, dégâts ou violence ?</span>
|
||||
<select name="attr_pilonnageType">
|
||||
<option value="degats" selected>Dégâts</option>
|
||||
@@ -365,6 +374,14 @@
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
|
||||
<div class="bonusCarac">
|
||||
<select name="attr_caracteristique3Equipement">
|
||||
<option value="0" selected></option>
|
||||
@@ -444,6 +461,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -468,6 +493,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -500,6 +529,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -516,10 +553,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -600,6 +645,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -745,6 +794,9 @@
|
||||
<div class="ficheVehicule armesListeV">
|
||||
<fieldset class="repeating_armeAutre">
|
||||
<input class="subMenu" type="hidden" name="attr_armeAutreOptions" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_cadence" value="0" />
|
||||
<input class="cadence" type="hidden" name="attr_chambreDouble" value="0" />
|
||||
<input class="guidage" type="hidden" name="attr_guidage" value="0" />
|
||||
|
||||
<div class="ligne">
|
||||
<div class="firstCol armeNom">
|
||||
@@ -779,6 +831,22 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="bonus">
|
||||
<label class="guidage simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidageactif" value="5" />
|
||||
<span class="actif" data-i18n-title="guidage-actif" title="Guidage actif"></span>
|
||||
<span class="inactif" data-i18n-title="guidage-inactif" title="Guidage inactif"></span>
|
||||
</label>
|
||||
|
||||
<label class="cadence">
|
||||
<span>Cadence, plusieurs cibles ?</span>
|
||||
<select name="attr_cadenceactif">
|
||||
<option value="0" selected>Non</option>
|
||||
<option value="1">Oui</option>
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<div class="subMenu">
|
||||
<button class="effets" type="action" name="act_armeautreoptions-1" data-i18n="effets">Effets</button>
|
||||
<button class="ameliorationsArmes BL" type="action" name="act_armeautreoptions-3" data-i18n="ameliorations-d'armes">Améliorations d'armes</button>
|
||||
@@ -818,6 +886,14 @@
|
||||
|
||||
<input type="number" name="attr_barrageValue" class="center" value="0" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_bourreau" value="{{bourreau=^{bourreau} @{bourreauValue}}} " />
|
||||
<span data-i18n-title="bourreau" title="Bourreau"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_bourreauValue" value="0" min="0" max="3" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_cadence" value="[[?{Plusieurs cibles ?|Oui, 3.5|Non, 0.5}]]" />
|
||||
@@ -842,6 +918,10 @@
|
||||
|
||||
<input type="number" name="attr_chocValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_conviction" value="{{conviction=Conviction}}" />
|
||||
<span data-i18n-title="conviction" title="Conviction"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_defense" value="{{defense=^{defense} @{defenseValue}}}" />
|
||||
@@ -874,6 +954,14 @@
|
||||
<input type="checkbox" name="attr_destructeur" value="{{destructeur=[[2D6]]}}" />
|
||||
<span data-i18n-title="destructeur" title="Destructeur"></span>
|
||||
</label>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_devastation" value="{{devastation=^{devastation} @{devastation}}}" />
|
||||
<span data-i18n-title="devastation" title="Dévastation"></span>
|
||||
</label>
|
||||
|
||||
<input type="number" name="attr_devastationValue" value="0" min="0" max="4" />
|
||||
</div>
|
||||
<div class="double">
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_dispersion" value="{{dispersion=^{dispersion} @{dispersionValue}}} " />
|
||||
@@ -890,10 +978,18 @@
|
||||
<input type="checkbox" name="attr_esperance" value="{{esperance=Espérance}}" />
|
||||
<span data-i18n-title="esperance" title="Espérance"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_excellence" value="{{excellence=^{excellence}}}" />
|
||||
<span data-i18n-title="excellence" title="Excellence"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_fureur" value="{{fureur=[[4D6]]}}" />
|
||||
<span data-i18n-title="fureur" title="Fureur"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_guidage" value="1" />
|
||||
<span data-i18n-title="guidage" title="Guidage"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_ignoreArmure" value="{{ignoreArmure=Ignore Armure}}" />
|
||||
<span data-i18n-title="ignore-armure" title="Ignore Armure"></span>
|
||||
@@ -974,6 +1070,10 @@
|
||||
|
||||
<input type="number" name="attr_reactionValue" class="center" value="0" />
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_regularite" value="{{regularite=^{regularite}}}" />
|
||||
<span data-i18n-title="regularite" title="Régularité"></span>
|
||||
</label>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_silencieux" value="{{silencieux=Silencieux}}" />
|
||||
<span data-i18n-title="silencieux" title="Silencieux"></span>
|
||||
@@ -1026,7 +1126,15 @@
|
||||
<span data-i18n-title="jumelage" title="Jumelage :"></span>
|
||||
</label>
|
||||
|
||||
<input type="text" name="attr_jumelageValue" class="center" />
|
||||
<input type="text" name="attr_jumelageValue" class="borderBottom" />
|
||||
<label class="fakeButton">
|
||||
<input type="checkbox" name="attr_jumelageType" value="ambidextrie" />
|
||||
<span data-i18n-title="ambidextrie" title="Ambidextrie"></span>
|
||||
</label>
|
||||
<label class="fakeButton borderTop">
|
||||
<input type="checkbox" name="attr_jumelageType" value="akimbo" />
|
||||
<span data-i18n-title="akimbo" title="Akimbo"></span>
|
||||
</label>
|
||||
</div>
|
||||
<label class="simple fakeButton">
|
||||
<input type="checkbox" name="attr_lunetteIntelligente" value="{{lunetteIntelligente=Lunette Intelligente (+1 Portée)}}" />
|
||||
|
||||
@@ -134,13 +134,25 @@
|
||||
<span class="full"><span data-i18n="pointeur-laser-inclus">Pointeur laser inclus</span> ({{vMPLaser}})</span>
|
||||
{{/vMPLaser}}
|
||||
|
||||
{{#vCadence}}
|
||||
<span class="full">{{rCadence}} (-{{vCadence}})</span>
|
||||
{{/vCadence}}
|
||||
{{^vChrome}}
|
||||
{{^vChambreDouble}}
|
||||
{{#vCadence}}
|
||||
<span class="full"><span data-i18n="cadence">Cadence</span>{{vCadence}} (-3D)</span>
|
||||
{{/vCadence}}
|
||||
{{/vChambreDouble}}
|
||||
{{/vChrome}}
|
||||
|
||||
{{#vChrome}}
|
||||
<span class="full"><span data-i18n="chromee">Chrome</span> (<span data-i18n="cadence">Cadence</span> {{vChrome}} (-3D)</span>
|
||||
{{/vChrome}}
|
||||
|
||||
{{#vChambreDouble}}
|
||||
<span class="full"><span data-i18n="chambre-double-inclus">Chambre double inclus</span> (-{{vChambreDouble}})</span>
|
||||
<span class="full"><span data-i18n="chambre-double">Chambre double</span> (<span data-i18n="cadence">Cadence</span> {{vChambreDouble}} (-3D)</span>
|
||||
{{/vChambreDouble}}
|
||||
|
||||
{{#vGuidage}}
|
||||
<span class="full"><span>{{vGuidage}}</span></span>
|
||||
{{/vGuidage}}
|
||||
</div>
|
||||
{{/jet}}
|
||||
|
||||
@@ -257,6 +269,11 @@
|
||||
{{#vBeteD}}
|
||||
<span class="full"><span data-i18n="bonus-bete-inclus">Bonus bête inclus</span> ({{vBeteD}})</span>
|
||||
{{/vBeteD}}
|
||||
|
||||
{{#vRegularite}}
|
||||
<span class="full"><span data-i18n="regularite-inclus">Bonus de Régularité inclus</span> ({{computed::vRegularite}})</span>
|
||||
{{/vRegularite}}
|
||||
|
||||
{{#vBarbarianD}}
|
||||
<span class="full"><span data-i18n="goliath-inclus">Bonus du Mode Goliath inclus</span> ({{vBarbarianD}})</span>
|
||||
{{/vBarbarianD}}
|
||||
@@ -335,6 +352,10 @@
|
||||
{{#vGrenadesAmeliorees}}
|
||||
<span class="full"><span data-i18n="grenades-intelligentes-avancees-inclus">Grenades intelligentes avancées inclus</span> ({{vGrenadesAmeliorees}})</span>
|
||||
{{/vGrenadesAmeliorees}}
|
||||
|
||||
{{#vBourreau}}
|
||||
<span class="full"><span>{{vBourreau}}</span></span>
|
||||
{{/vBourreau}}
|
||||
</div>
|
||||
{{/degats}}
|
||||
{{#degatsConditionnel}}
|
||||
@@ -347,6 +368,14 @@
|
||||
</span>
|
||||
</div>
|
||||
{{/assistanceAttaque}}
|
||||
{{#excellence}}
|
||||
<div class="ligneF f12">
|
||||
<span class="nom">+{{excellence}}</span>
|
||||
<span class="full">
|
||||
{{excellenceCondition}}
|
||||
</span>
|
||||
</div>
|
||||
{{/excellence}}
|
||||
{{#attaqueSurprise}}
|
||||
<div class="ligneM f12">
|
||||
<span class="nom">+{{attaqueSurprise}}</span>
|
||||
@@ -613,6 +642,10 @@
|
||||
{{#vGrenadesAmeliorees}}
|
||||
<span class="full"><span data-i18n="grenades-intelligentes-avancees-inclus">Grenades intelligentes avancées inclus</span> ({{vGrenadesAmeliorees}})</span>
|
||||
{{/vGrenadesAmeliorees}}
|
||||
|
||||
{{#vDevastation}}
|
||||
<span class="full"><span>{{vDevastation}}</span></span>
|
||||
{{/vDevastation}}
|
||||
</div>
|
||||
{{/violence}}
|
||||
{{#violenceConditionnel}}
|
||||
@@ -625,6 +658,14 @@
|
||||
</span>
|
||||
</div>
|
||||
{{/assistanceAttaque}}
|
||||
{{#excellence}}
|
||||
<div class="ligneF f12">
|
||||
<span class="nom">+{{excellence}}</span>
|
||||
<span class="full">
|
||||
{{excellenceCondition}}
|
||||
</span>
|
||||
</div>
|
||||
{{/excellence}}
|
||||
{{#fureur}}
|
||||
<div class="ligneM f12">
|
||||
<span class="nom">+{{fureur}}</span>
|
||||
@@ -769,13 +810,13 @@
|
||||
|
||||
{{#Exploit}}
|
||||
{{#^rollTotal() Exploit 0}}
|
||||
{{#rollTotal() Exploit jet}}
|
||||
{{#rollTotal() Exploit computed::basejet}}
|
||||
<h1 class="exploit" data-i18n="exploit">Exploit</h1>
|
||||
{{/rollTotal() Exploit jet}}
|
||||
{{/rollTotal() Exploit computed::basejet}}
|
||||
{{/^rollTotal() Exploit 0}}
|
||||
{{#rollTotal() jet 0}}
|
||||
{{#rollTotal() computed::basejet 0}}
|
||||
<h1 class="echecCritique" data-i18n="echec-critique">Échec Critique</h1>
|
||||
{{/rollTotal() jet 0}}
|
||||
{{/rollTotal() computed::basejet 0}}
|
||||
{{/Exploit}}
|
||||
|
||||
{{#debordement}}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -859,7 +859,15 @@ const i18n_deplacement = getTranslationByKey("deplacement"),
|
||||
i18n_porteeCourte = getTranslationByKey("portee-courte"),
|
||||
i18n_devasterAnatheme = getTranslationByKey("devaster-anatheme"),
|
||||
i18n_bourreauTenebres = getTranslationByKey("bourreau-tenebres"),
|
||||
i18n_equilibrerBalance = getTranslationByKey("equilibrer-balance")
|
||||
i18n_equilibrerBalance = getTranslationByKey("equilibrer-balance"),
|
||||
i18n_bourreau = getTranslationByKey("bourreau"),
|
||||
i18n_conviction = getTranslationByKey("conviction"),
|
||||
i18n_devastation = getTranslationByKey("devastation"),
|
||||
i18n_excellence = getTranslationByKey("excellence"),
|
||||
i18n_excellenceCondition = getTranslationByKey("excellence-condition"),
|
||||
i18n_guidage = getTranslationByKey("guidage"),
|
||||
i18n_guidageInclus = getTranslationByKey("guidage-inclus"),
|
||||
i18n_regularite = getTranslationByKey("regularite")
|
||||
;
|
||||
|
||||
function maxCar(carac, score, aspect)
|
||||
|
||||
@@ -88,7 +88,6 @@ rollCombatAutre.forEach((button) => {
|
||||
let isAssistantAttaque = false;
|
||||
let isAntiAnatheme = false;
|
||||
let isCadence = false;
|
||||
let sCadence = 0;
|
||||
let vCadence = 0;
|
||||
let isDestructeur = false;
|
||||
let vDestructeur = 0;
|
||||
@@ -99,14 +98,23 @@ rollCombatAutre.forEach((button) => {
|
||||
let isObliteration = false;
|
||||
let isTenebricide = false;
|
||||
let isTirRafale = false;
|
||||
let isChambreDouble = false;
|
||||
let isUltraviolence = false;
|
||||
let isSurprise = false;
|
||||
|
||||
let isELumiere = false;
|
||||
let lumiereValue = 0;
|
||||
|
||||
let isBourreau = false;
|
||||
let isDevastation = false;
|
||||
let isGuidage = false;
|
||||
let isRegularite = false;
|
||||
|
||||
let eBourreauValue = 0;
|
||||
let eDevastationValue = 0;
|
||||
|
||||
const energie = attrs.energieVehicule;
|
||||
let hasEnergieRetiree = false;
|
||||
let vEnergieRetiree = 0;
|
||||
|
||||
let autresEffets = [];
|
||||
let autresAmeliorationsA = [];
|
||||
@@ -132,7 +140,6 @@ rollCombatAutre.forEach((button) => {
|
||||
isAssistantAttaque = effets.isAssistantAttaque;
|
||||
|
||||
isCadence = effets.isCadence;
|
||||
sCadence = effets.sCadence;
|
||||
vCadence = effets.vCadence;
|
||||
|
||||
isDestructeur = effets.isDestructeur;
|
||||
@@ -155,6 +162,14 @@ rollCombatAutre.forEach((button) => {
|
||||
isELumiere = effets.isELumiere;
|
||||
lumiereValue = Number(effets.eLumiereValue);
|
||||
|
||||
isBourreau = effets.isBourreau;
|
||||
isDevastation = effets.isDevastation;
|
||||
isGuidage = effets.isGuidage;
|
||||
isRegularite = effets.isRegularite;
|
||||
|
||||
eBourreauValue = effets.vBourreau;
|
||||
eDevastationValue = effets.vDevastation;
|
||||
|
||||
if (effets.isConditionnelA) { isConditionnelA = true; }
|
||||
|
||||
if (effets.isConditionnelD) { isConditionnelD = true; }
|
||||
@@ -182,9 +197,8 @@ rollCombatAutre.forEach((button) => {
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = ameliorationsA.attaquesSurprisesCondition; }
|
||||
|
||||
if (ameliorationsA.isChambreDouble) {
|
||||
isCadence = false;
|
||||
isChambreDouble = ameliorationsA.isChambreDouble;
|
||||
sCadence = ameliorationsA.rChambreDouble;
|
||||
isCadence = true;
|
||||
vCadence = ameliorationsA.vCadence;
|
||||
}
|
||||
|
||||
autresEffets = autresEffets.concat(ameliorationsA.autresEffets);
|
||||
@@ -232,11 +246,21 @@ rollCombatAutre.forEach((button) => {
|
||||
bViolence.push(sBonusViolenceFixe);
|
||||
}
|
||||
|
||||
if (sEnergie) {
|
||||
if (button === 'repeating_armeautre:armeautrepjvehicule') {
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${sEnergieValue})`);
|
||||
if (isGuidage) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += 5;
|
||||
}
|
||||
|
||||
newEnergie = Number(energie) - Number(sEnergieValue);
|
||||
if (sEnergie) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += +sEnergieValue;
|
||||
}
|
||||
|
||||
if (hasEnergieRetiree) {
|
||||
if (button === 'repeating_armeautre:armeautrepjvehicule') {
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
|
||||
|
||||
newEnergie = Number(energie) - Number(vEnergieRetiree);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEnergie;
|
||||
@@ -246,6 +270,8 @@ rollCombatAutre.forEach((button) => {
|
||||
pasEnergie = true;
|
||||
}
|
||||
} else { autresSpecial.push(`^{energie} (${sEnergieValue})`); }
|
||||
|
||||
exec.push(`{{energieR=${newEnergie}}}`);
|
||||
}
|
||||
|
||||
// FIN DE GESTION DES BONUS SPECIAUX
|
||||
@@ -267,10 +293,17 @@ rollCombatAutre.forEach((button) => {
|
||||
violence.push(`${diceViolence}D6`);
|
||||
violence = violence.concat(bViolence);
|
||||
|
||||
const jet = `{{jet=[[ {{[[{${cRoll.join('+')}-${sCadence}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0}]]}}`;
|
||||
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
||||
|
||||
const malusRoll = isCadence === true ? 3 : 0;
|
||||
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
||||
|
||||
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
||||
const baseJet = '{{basejet=[[0]]}}';
|
||||
|
||||
firstExec.push(jet);
|
||||
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
|
||||
firstExec.push(baseJet);
|
||||
exec.push(`{{Exploit=[[${total}]]}}`);
|
||||
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
||||
|
||||
exec.push(`{{degats=[[${degats.join('+')}]]}}`);
|
||||
@@ -314,16 +347,6 @@ rollCombatAutre.forEach((button) => {
|
||||
}
|
||||
}
|
||||
|
||||
if (isCadence) {
|
||||
exec.push(`{{rCadence=${i18n_cadence} ${vCadence} ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (isChambreDouble) {
|
||||
exec.push(`{{rCadence=${i18n_chambreDouble} (${i18n_cadence} 2) ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (eASAssassinValue > 0) {
|
||||
attaquesSurprises.unshift(eASAssassin);
|
||||
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
|
||||
@@ -380,6 +403,9 @@ rollCombatAutre.forEach((button) => {
|
||||
|
||||
if (effets.firstExec) { firstExec = firstExec.concat(effets.firstExec); }
|
||||
|
||||
if (isBourreau) { exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauValue} ${i18n_inclus}}}`); }
|
||||
if (isDevastation) { exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationValue} ${i18n_inclus}}}`); }
|
||||
|
||||
exec = firstExec.concat(exec);
|
||||
|
||||
// ROLL
|
||||
@@ -388,6 +414,7 @@ rollCombatAutre.forEach((button) => {
|
||||
if (pasEnergie === false) {
|
||||
finalRoll = await startRoll(exec.join(' '));
|
||||
const tJet = finalRoll.results.jet.result;
|
||||
const rJet = finalRoll.results.jet.dice;
|
||||
|
||||
const tBonus = finalRoll.results.bonus.result;
|
||||
const tExploit = finalRoll.results.Exploit.result;
|
||||
@@ -405,29 +432,45 @@ rollCombatAutre.forEach((button) => {
|
||||
isSurprise,
|
||||
isMeurtrier,
|
||||
isUltraviolence,
|
||||
isBourreau,
|
||||
isDevastation,
|
||||
isRegularite,
|
||||
isGuidage,
|
||||
};
|
||||
|
||||
const computed = updateRoll(finalRoll, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions);
|
||||
|
||||
const finalComputed = {
|
||||
jet: tJet + tBonus,
|
||||
const conditionsValues = {
|
||||
eBourreauValue,
|
||||
eDevastationValue,
|
||||
};
|
||||
|
||||
Object.assign(finalComputed, computed);
|
||||
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions, conditionsValues);
|
||||
|
||||
finishRoll(finalRoll.rollId, finalComputed);
|
||||
finishRoll(finalRoll.rollId, computed);
|
||||
|
||||
if (tJet !== 0 && tJet === tExploit) {
|
||||
if (tJet !== 0 && computed.basejet === tExploit) {
|
||||
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}${jet}`);
|
||||
const tRExploit = exploitRoll.results.jet.result;
|
||||
const rExploit = exploitRoll.results.jet.dice;
|
||||
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
|
||||
|
||||
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
|
||||
const vC = valeurCourante;
|
||||
let nV = 0;
|
||||
|
||||
if (vC % 2 === exploitPairOrImpair) {
|
||||
nV = 1;
|
||||
}
|
||||
|
||||
return accumulateur + nV;
|
||||
}, 0);
|
||||
|
||||
const exploitComputed = {
|
||||
jet: tRExploit,
|
||||
jet: jetExploit,
|
||||
};
|
||||
|
||||
finishRoll(exploitRoll.rollId, exploitComputed);
|
||||
}
|
||||
|
||||
if (sEnergie !== false && button === 'repeating_armeautre:armeautrepjvehicule') {
|
||||
if (hasEnergieRetiree && button === 'repeating_armeautre:armeautrepjvehicule') {
|
||||
setAttrs({ energieVehicule: newEnergie });
|
||||
|
||||
if (newEnergie === 0) {
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
/* eslint-disable no-plusplus */
|
||||
/* eslint-disable max-len */
|
||||
/* eslint-disable prefer-destructuring */
|
||||
/* eslint-disable camelcase */
|
||||
@@ -311,8 +312,6 @@ rollCombatContact.forEach((button) => {
|
||||
let isAssistantAttaque = false;
|
||||
let isAntiAnatheme = false;
|
||||
let isCadence = false;
|
||||
let isChromee = false;
|
||||
let sCadence = 0;
|
||||
let vCadence = 0;
|
||||
let isChoc = false;
|
||||
let isDestructeur = false;
|
||||
@@ -356,8 +355,19 @@ rollCombatContact.forEach((button) => {
|
||||
let isAProtectrice = false;
|
||||
let isAAllegee = false;
|
||||
|
||||
let isBourreau = false;
|
||||
let isDevastation = false;
|
||||
let isGuidage = false;
|
||||
let isRegularite = false;
|
||||
|
||||
let eBourreauValue = 0;
|
||||
let eDevastationValue = 0;
|
||||
|
||||
let pasEnergie = false;
|
||||
let sEnergieText = '';
|
||||
let hasEnergieRetiree = false;
|
||||
let energieIsEspoir = false;
|
||||
let vEnergieRetiree = 0;
|
||||
const energie = attrs.energiePJ;
|
||||
const espoir = attrs.espoir;
|
||||
|
||||
@@ -476,7 +486,6 @@ rollCombatContact.forEach((button) => {
|
||||
isAssistantAttaque = effets.isAssistantAttaque;
|
||||
|
||||
isCadence = effets.isCadence;
|
||||
sCadence = effets.sCadence;
|
||||
vCadence = effets.vCadence;
|
||||
|
||||
isChoc = effets.isChoc;
|
||||
@@ -511,6 +520,14 @@ rollCombatContact.forEach((button) => {
|
||||
isEAkimbo = effets.isAkimbo;
|
||||
isEAmbidextrie = effets.isAmbidextrie;
|
||||
|
||||
isBourreau = effets.isBourreau;
|
||||
isDevastation = effets.isDevastation;
|
||||
isGuidage = effets.isGuidage;
|
||||
isRegularite = effets.isRegularite;
|
||||
|
||||
eBourreauValue = effets.vBourreau;
|
||||
eDevastationValue = effets.vDevastation;
|
||||
|
||||
if (effets.isConditionnelA) { isConditionnelA = true; }
|
||||
|
||||
if (effets.isConditionnelD) { isConditionnelD = true; }
|
||||
@@ -563,8 +580,7 @@ rollCombatContact.forEach((button) => {
|
||||
ameliorationsO = getWeaponsContactAO(prefix, attrs, isCadence, vCadence, isObliteration, isAntiAnatheme);
|
||||
|
||||
if (ameliorationsO.isChromee) {
|
||||
sCadence = ameliorationsO.rCadence;
|
||||
isChromee = ameliorationsO.isChromee;
|
||||
isCadence = true;
|
||||
vCadence = ameliorationsO.vCadence;
|
||||
}
|
||||
|
||||
@@ -598,6 +614,7 @@ rollCombatContact.forEach((button) => {
|
||||
vRouagesCasses = ameliorationsO.vRouagesCasses;
|
||||
|
||||
autresAmeliorationsO = autresAmeliorationsO.concat(ameliorationsO.autresAmeliorations);
|
||||
autresAmeliorationsO = autresAmeliorationsO.filter((val) => val !== '');
|
||||
|
||||
baseDegats += ameliorationsO.diceDegats;
|
||||
baseViolence += ameliorationsO.diceViolence;
|
||||
@@ -658,15 +675,41 @@ rollCombatContact.forEach((button) => {
|
||||
bViolence.push(sBonusViolenceFixe);
|
||||
}
|
||||
|
||||
if (isGuidage) {
|
||||
if (armure === 'berserk') {
|
||||
let sEspoirValue = Math.floor((5 / 2) - 1);
|
||||
|
||||
if (sEspoirValue < 1) { sEspoirValue = 1; }
|
||||
|
||||
hasEnergieRetiree = true;
|
||||
energieIsEspoir = true;
|
||||
vEnergieRetiree += sEspoirValue;
|
||||
} else {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += 5;
|
||||
}
|
||||
}
|
||||
|
||||
if (sEnergie) {
|
||||
if (armure === 'berserk') {
|
||||
let sEspoirValue = Math.floor((Number(sEnergieValue) / 2) - 1);
|
||||
|
||||
if (sEspoirValue < 1) { sEspoirValue = 1; }
|
||||
|
||||
autresSpecial.push(`${i18n_espoirRetire} (${sEspoirValue})`);
|
||||
hasEnergieRetiree = true;
|
||||
energieIsEspoir = true;
|
||||
vEnergieRetiree += sEspoirValue;
|
||||
} else {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += +sEnergieValue;
|
||||
}
|
||||
}
|
||||
|
||||
newEnergie = Number(espoir) - Number(sEspoirValue);
|
||||
if (hasEnergieRetiree) {
|
||||
if (energieIsEspoir) {
|
||||
newEnergie = Number(espoir) - Number(vEnergieRetiree);
|
||||
|
||||
autresSpecial.push(`${i18n_espoirRetire} (${vEnergieRetiree})`);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEspoir;
|
||||
@@ -676,9 +719,9 @@ rollCombatContact.forEach((button) => {
|
||||
pasEnergie = true;
|
||||
}
|
||||
} else {
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${sEnergieValue})`);
|
||||
newEnergie = Number(energie) - Number(vEnergieRetiree);
|
||||
|
||||
newEnergie = Number(energie) - Number(sEnergieValue);
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEnergie;
|
||||
@@ -763,10 +806,17 @@ rollCombatContact.forEach((button) => {
|
||||
|
||||
if (cBonus.length !== 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
|
||||
|
||||
const jet = `{{jet=[[ {{[[{${cRoll.join('+')}-${sCadence}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0}]]}}`;
|
||||
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
||||
|
||||
const malusRoll = isCadence === true ? 3 : 0;
|
||||
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
||||
|
||||
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
||||
const baseJet = '{{basejet=[[0]]}}';
|
||||
|
||||
firstExec.push(jet);
|
||||
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
|
||||
firstExec.push(baseJet);
|
||||
exec.push(`{{Exploit=[[${total}]]}}`);
|
||||
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
||||
|
||||
exec.push(`{{degats=[[${degats.join('+')}]]}}`);
|
||||
@@ -822,16 +872,6 @@ rollCombatContact.forEach((button) => {
|
||||
if (isRouagesCasses) { exec.push(`{{obliterationRouagesCassesValue=${vRouagesCasses * 6}}}`); }
|
||||
}
|
||||
|
||||
if (isCadence) {
|
||||
exec.push(`{{rCadence=${i18n_cadence} ${vCadence} ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (isChromee) {
|
||||
exec.push(`{{rCadence=${i18n_chromee} (${i18n_cadence} ${vCadence}) ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (eASAssassinValue > 0) {
|
||||
attaquesSurprises.unshift(eASAssassin);
|
||||
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
|
||||
@@ -917,11 +957,16 @@ rollCombatContact.forEach((button) => {
|
||||
let finalRoll;
|
||||
|
||||
if (pasEnergie === false) {
|
||||
if (isBourreau && !bourreau && !equilibre) { exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauValue} ${i18n_inclus}}}`); }
|
||||
if (isDevastation && !devaste && !equilibre) { exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationValue} ${i18n_inclus}}}`); }
|
||||
|
||||
finalRoll = await startRoll(exec.join(' '));
|
||||
const rDegats = finalRoll.results.degats.dice;
|
||||
const rViolence = finalRoll.results.violence.dice;
|
||||
|
||||
const tJet = finalRoll.results.jet.result;
|
||||
const rJet = finalRoll.results.jet.dice;
|
||||
|
||||
const rDegats = finalRoll.results.degats.dice;
|
||||
const rViolence = finalRoll.results.violence.dice;
|
||||
|
||||
const tBonus = finalRoll.results.bonus.result;
|
||||
const tExploit = finalRoll.results.Exploit.result;
|
||||
@@ -945,31 +990,46 @@ rollCombatContact.forEach((button) => {
|
||||
isGriffureGravee,
|
||||
isMasqueBrise,
|
||||
isRouagesCasses,
|
||||
isBourreau,
|
||||
isDevastation,
|
||||
isRegularite,
|
||||
isGuidage,
|
||||
};
|
||||
|
||||
const computed = updateRoll(finalRoll, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions);
|
||||
|
||||
const finalComputed = {
|
||||
jet: tJet + tBonus,
|
||||
const conditionsValues = {
|
||||
eBourreauValue,
|
||||
eDevastationValue,
|
||||
};
|
||||
|
||||
Object.assign(finalComputed, computed);
|
||||
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions, conditionsValues);
|
||||
|
||||
finishRoll(finalRoll.rollId, finalComputed);
|
||||
finishRoll(finalRoll.rollId, computed);
|
||||
|
||||
if (tJet !== 0 && tJet === tExploit) {
|
||||
if (tJet !== 0 && computed.basejet === tExploit) {
|
||||
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}${jet}`);
|
||||
const tRExploit = exploitRoll.results.jet.result;
|
||||
const rExploit = exploitRoll.results.jet.dice;
|
||||
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
|
||||
|
||||
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
|
||||
const vC = valeurCourante;
|
||||
let nV = 0;
|
||||
|
||||
if (vC % 2 === exploitPairOrImpair) {
|
||||
nV = 1;
|
||||
}
|
||||
|
||||
return accumulateur + nV;
|
||||
}, 0);
|
||||
|
||||
const exploitComputed = {
|
||||
jet: tRExploit,
|
||||
jet: jetExploit,
|
||||
};
|
||||
|
||||
finishRoll(exploitRoll.rollId, exploitComputed);
|
||||
}
|
||||
|
||||
if (sEnergie !== false) {
|
||||
if (armure === 'berserk') {
|
||||
if (hasEnergieRetiree) {
|
||||
if (energieIsEspoir) {
|
||||
setAttrs({ espoir: newEnergie });
|
||||
} else {
|
||||
setAttrs({ energiePJ: newEnergie });
|
||||
|
||||
@@ -280,7 +280,6 @@ rollCombatDistance.forEach((button) => {
|
||||
let isAssistantAttaque = false;
|
||||
let isAntiAnatheme = false;
|
||||
let isCadence = false;
|
||||
let sCadence = 0;
|
||||
let vCadence = 0;
|
||||
let isDeuxMains = false;
|
||||
let isDestructeur = false;
|
||||
@@ -293,7 +292,6 @@ rollCombatDistance.forEach((button) => {
|
||||
let isTenebricide = false;
|
||||
let isTirRafale = false;
|
||||
let isUltraviolence = false;
|
||||
let isChambreDouble = false;
|
||||
|
||||
let isELumiere = false;
|
||||
let lumiereValue = 0;
|
||||
@@ -301,8 +299,19 @@ rollCombatDistance.forEach((button) => {
|
||||
let isEAkimbo = false;
|
||||
let isEAmbidextrie = false;
|
||||
|
||||
let isBourreau = false;
|
||||
let isDevastation = false;
|
||||
let isGuidage = false;
|
||||
let isRegularite = false;
|
||||
|
||||
let eBourreauValue = 0;
|
||||
let eDevastationValue = 0;
|
||||
|
||||
let pasEnergie = false;
|
||||
let sEnergieText = '';
|
||||
let hasEnergieRetiree = false;
|
||||
let energieIsEspoir = false;
|
||||
let vEnergieRetiree = 0;
|
||||
const energie = attrs.energiePJ;
|
||||
const espoir = attrs.espoir;
|
||||
|
||||
@@ -407,7 +416,6 @@ rollCombatDistance.forEach((button) => {
|
||||
isAssistantAttaque = effets.isAssistantAttaque;
|
||||
|
||||
isCadence = effets.isCadence;
|
||||
sCadence = effets.sCadence;
|
||||
vCadence = effets.vCadence;
|
||||
|
||||
isDestructeur = effets.isDestructeur;
|
||||
@@ -435,6 +443,14 @@ rollCombatDistance.forEach((button) => {
|
||||
isEAkimbo = effets.isAkimbo;
|
||||
isEAmbidextrie = effets.isAmbidextrie;
|
||||
|
||||
isBourreau = effets.isBourreau;
|
||||
isDevastation = effets.isDevastation;
|
||||
isGuidage = effets.isGuidage;
|
||||
isRegularite = effets.isRegularite;
|
||||
|
||||
eBourreauValue = effets.vBourreau;
|
||||
eDevastationValue = effets.vDevastation;
|
||||
|
||||
if (effets.isConditionnelA) { isConditionnelA = true; }
|
||||
|
||||
if (effets.isConditionnelD) { isConditionnelD = true; }
|
||||
@@ -465,9 +481,8 @@ rollCombatDistance.forEach((button) => {
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = ameliorationsA.attaquesSurprisesCondition; }
|
||||
|
||||
if (ameliorationsA.isChambreDouble) {
|
||||
isCadence = false;
|
||||
isChambreDouble = ameliorationsA.isChambreDouble;
|
||||
sCadence = ameliorationsA.rChambreDouble;
|
||||
isCadence = true;
|
||||
vCadence = ameliorationsA.vCadence;
|
||||
}
|
||||
|
||||
if (ameliorationsA.isJAkimbo) { isEAkimbo = ameliorationsA.isJAkimbo; }
|
||||
@@ -527,15 +542,41 @@ rollCombatDistance.forEach((button) => {
|
||||
bViolence.push(sBonusViolenceFixe);
|
||||
}
|
||||
|
||||
if (isGuidage) {
|
||||
if (armure === 'berserk') {
|
||||
let sEspoirValue = Math.floor((5 / 2) - 1);
|
||||
|
||||
if (sEspoirValue < 1) { sEspoirValue = 1; }
|
||||
|
||||
hasEnergieRetiree = true;
|
||||
energieIsEspoir = true;
|
||||
vEnergieRetiree += sEspoirValue;
|
||||
} else {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += 5;
|
||||
}
|
||||
}
|
||||
|
||||
if (sEnergie) {
|
||||
if (armure === 'berserk') {
|
||||
let sEspoirValue = Math.floor((Number(sEnergieValue) / 2) - 1);
|
||||
|
||||
if (sEspoirValue < 1) { sEspoirValue = 1; }
|
||||
|
||||
autresSpecial.push(`${i18n_espoirRetire} (${sEspoirValue})`);
|
||||
hasEnergieRetiree = true;
|
||||
energieIsEspoir = true;
|
||||
vEnergieRetiree += sEspoirValue;
|
||||
} else {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += +sEnergieValue;
|
||||
}
|
||||
}
|
||||
|
||||
newEnergie = Number(espoir) - Number(sEspoirValue);
|
||||
if (hasEnergieRetiree) {
|
||||
if (energieIsEspoir) {
|
||||
newEnergie = Number(espoir) - Number(vEnergieRetiree);
|
||||
|
||||
autresSpecial.push(`${i18n_espoirRetire} (${vEnergieRetiree})`);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEspoir;
|
||||
@@ -545,9 +586,9 @@ rollCombatDistance.forEach((button) => {
|
||||
pasEnergie = true;
|
||||
}
|
||||
} else {
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${sEnergieValue})`);
|
||||
newEnergie = Number(energie) - Number(vEnergieRetiree);
|
||||
|
||||
newEnergie = Number(energie) - Number(sEnergieValue);
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEnergie;
|
||||
@@ -631,10 +672,17 @@ rollCombatDistance.forEach((button) => {
|
||||
|
||||
if (cBonus.length !== 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
|
||||
|
||||
const jet = `{{jet=[[ {{[[{${cRoll.join('+')}-${sCadence}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0}]]}}`;
|
||||
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
||||
|
||||
const malusRoll = isCadence === true ? 3 : 0;
|
||||
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
||||
|
||||
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
||||
const baseJet = '{{basejet=[[0]]}}';
|
||||
|
||||
firstExec.push(jet);
|
||||
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
|
||||
firstExec.push(baseJet);
|
||||
exec.push(`{{Exploit=[[${total}]]}}`);
|
||||
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
||||
|
||||
exec.push(`{{degats=[[${degats.join('+')}]]}}`);
|
||||
@@ -678,16 +726,6 @@ rollCombatDistance.forEach((button) => {
|
||||
}
|
||||
}
|
||||
|
||||
if (isCadence) {
|
||||
exec.push(`{{rCadence=${i18n_cadence} ${vCadence} ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (isChambreDouble) {
|
||||
exec.push(`{{rCadence=${i18n_chambreDouble} (${i18n_cadence} 2) ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (eASAssassinValue > 0) {
|
||||
attaquesSurprises.unshift(eASAssassin);
|
||||
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
|
||||
@@ -759,8 +797,12 @@ rollCombatDistance.forEach((button) => {
|
||||
let finalRoll;
|
||||
|
||||
if (pasEnergie === false) {
|
||||
if (isBourreau && !bourreau && !equilibre) { exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauValue} ${i18n_inclus}}}`); }
|
||||
if (isDevastation && !devaste && !equilibre) { exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationValue} ${i18n_inclus}}}`); }
|
||||
|
||||
finalRoll = await startRoll(exec.join(' '));
|
||||
const tJet = finalRoll.results.jet.result;
|
||||
const rJet = finalRoll.results.jet.dice;
|
||||
|
||||
const tBonus = finalRoll.results.bonus.result;
|
||||
const tExploit = finalRoll.results.Exploit.result;
|
||||
@@ -781,41 +823,53 @@ rollCombatDistance.forEach((button) => {
|
||||
isFureur,
|
||||
isMeurtrier,
|
||||
isUltraviolence,
|
||||
isBourreau,
|
||||
isDevastation,
|
||||
isRegularite,
|
||||
isGuidage,
|
||||
};
|
||||
|
||||
const computed = updateRoll(finalRoll, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions);
|
||||
|
||||
const finalComputed = {
|
||||
jet: tJet + tBonus,
|
||||
const conditionsValues = {
|
||||
eBourreauValue,
|
||||
eDevastationValue,
|
||||
};
|
||||
|
||||
Object.assign(finalComputed, computed);
|
||||
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions, conditionsValues);
|
||||
|
||||
finishRoll(finalRoll.rollId, finalComputed);
|
||||
finishRoll(finalRoll.rollId, computed);
|
||||
|
||||
if (tJet !== 0 && tJet === tExploit) {
|
||||
if (tJet !== 0 && computed.basejet === tExploit) {
|
||||
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}${jet}`);
|
||||
const tRExploit = exploitRoll.results.jet.result;
|
||||
const rExploit = exploitRoll.results.jet.dice;
|
||||
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
|
||||
|
||||
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
|
||||
const vC = valeurCourante;
|
||||
let nV = 0;
|
||||
|
||||
if (vC % 2 === exploitPairOrImpair) {
|
||||
nV = 1;
|
||||
}
|
||||
|
||||
return accumulateur + nV;
|
||||
}, 0);
|
||||
|
||||
const exploitComputed = {
|
||||
jet: tRExploit,
|
||||
jet: jetExploit,
|
||||
};
|
||||
|
||||
finishRoll(exploitRoll.rollId, exploitComputed);
|
||||
}
|
||||
|
||||
if (sEnergie !== false) {
|
||||
if (armure === 'berserk') {
|
||||
setAttrs({
|
||||
espoir: newEnergie,
|
||||
});
|
||||
if (hasEnergieRetiree) {
|
||||
if (energieIsEspoir) {
|
||||
setAttrs({ espoir: newEnergie });
|
||||
} else {
|
||||
setAttrs({
|
||||
energiePJ: newEnergie,
|
||||
});
|
||||
setAttrs({ energiePJ: newEnergie });
|
||||
}
|
||||
|
||||
if (newEnergie === 0) {
|
||||
const noEnergieRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${name}}} {{text=${sEnergieText}}}`);
|
||||
const noEnergieRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{text=${sEnergieText}}}${name}`);
|
||||
finishRoll(noEnergieRoll.rollId, {});
|
||||
}
|
||||
}
|
||||
|
||||
+261
-69
@@ -337,12 +337,16 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
'repeating_armeDruidLion_assistanceAttaque',
|
||||
'repeating_armeDruidLion_barrage',
|
||||
'repeating_armeDruidLion_barrageValue',
|
||||
'repeating_armeDruidLion_bourreau',
|
||||
'repeating_armeDruidLion_bourreauValue',
|
||||
'repeating_armeDruidLion_cadence',
|
||||
'repeating_armeDruidLion_cadenceValue',
|
||||
'repeating_armeDruidLion_cadenceactif',
|
||||
'repeating_armeDruidLion_chargeur',
|
||||
'repeating_armeDruidLion_chargeurValue',
|
||||
'repeating_armeDruidLion_choc',
|
||||
'repeating_armeDruidLion_chocValue',
|
||||
'repeating_armeDruidLion_conviction',
|
||||
'repeating_armeDruidLion_defense',
|
||||
'repeating_armeDruidLion_defenseValue',
|
||||
'repeating_armeDruidLion_degatContinue',
|
||||
@@ -351,11 +355,16 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
'repeating_armeDruidLion_demoralisant',
|
||||
'repeating_armeDruidLion_designation',
|
||||
'repeating_armeDruidLion_destructeur',
|
||||
'repeating_armeDruidLion_devastation',
|
||||
'repeating_armeDruidLion_devastationValue',
|
||||
'repeating_armeDruidLion_dispersion',
|
||||
'repeating_armeDruidLion_dispersionValue',
|
||||
'repeating_armeDruidLion_enChaine',
|
||||
'repeating_armeDruidLion_esperance',
|
||||
'repeating_armeDruidLion_excellence',
|
||||
'repeating_armeDruidLion_fureur',
|
||||
'repeating_armeDruidLion_guidage',
|
||||
'repeating_armeDruidLion_guidageactif',
|
||||
'repeating_armeDruidLion_ignoreArmure',
|
||||
'repeating_armeDruidLion_ignoreCdF',
|
||||
'repeating_armeDruidLion_akimbo',
|
||||
@@ -376,6 +385,7 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
'repeating_armeDruidLion_precision',
|
||||
'repeating_armeDruidLion_reaction',
|
||||
'repeating_armeDruidLion_reactionValue',
|
||||
'repeating_armeDruidLion_regularite',
|
||||
'repeating_armeDruidLion_silencieux',
|
||||
'repeating_armeDruidLion_soumission',
|
||||
'repeating_armeDruidLion_tenebricite',
|
||||
@@ -492,6 +502,15 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
let isUltraviolence = false;
|
||||
let isSurprise = false;
|
||||
let isTenebricide = false;
|
||||
let isCadence = false;
|
||||
|
||||
let isBourreau = false;
|
||||
let isDevastation = false;
|
||||
let isGuidage = false;
|
||||
let isRegularite = false;
|
||||
|
||||
let eBourreauValue = 0;
|
||||
let eDevastationValue = 0;
|
||||
|
||||
const cRoll = [];
|
||||
const AE = [];
|
||||
@@ -532,8 +551,6 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
// FIN DE GESTION DES ASPECTS EXCEPTIONNELS
|
||||
|
||||
// GESTION DES EFFETS
|
||||
let rCadence = 0;
|
||||
|
||||
const eAntiAnatheme = attrs.repeating_armeDruidLion_antiAnatheme;
|
||||
const eAntiVehicule = attrs.repeating_armeDruidLion_antiVehicule;
|
||||
const eArtillerie = attrs.repeating_armeDruidLion_artillerie;
|
||||
@@ -542,12 +559,16 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
const eAssistanceAttaque = attrs.repeating_armeDruidLion_assistanceAttaque;
|
||||
const eBarrage = attrs.repeating_armeDruidLion_barrage;
|
||||
const eBarrageV = attrs.repeating_armeDruidLion_barrageValue;
|
||||
const eBourreau = attrs.repeating_armeDruidLion_bourreau;
|
||||
const eBourreauV = attrs.repeating_armeDruidLion_bourreauValue;
|
||||
const eCadence = attrs.repeating_armeDruidLion_cadence;
|
||||
const eCadenceV = attrs.repeating_armeDruidLion_cadenceValue;
|
||||
const eCadenceV = +attrs.repeating_armeDruidLion_cadenceValue;
|
||||
const eCadenceActif = +attrs.repeating_armeDruidLion_cadenceactif;
|
||||
const eChargeur = attrs.repeating_armeDruidLion_chargeur;
|
||||
const eChargeurV = attrs.repeating_armeDruidLion_chargeurValue;
|
||||
const eChoc = attrs.repeating_armeDruidLion_choc;
|
||||
const eChocV = attrs.repeating_armeDruidLion_chocValue;
|
||||
const eConviction = attrs.repeating_armeDruidLion_conviction;
|
||||
const eDefense = attrs.repeating_armeDruidLion_defense;
|
||||
const eDefenseV = attrs.repeating_armeDruidLion_defenseValue;
|
||||
const eDegatsContinus = attrs.repeating_armeDruidLion_degatContinue;
|
||||
@@ -557,12 +578,17 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
const eDesignation = attrs.repeating_armeDruidLion_designation;
|
||||
const eDestructeur = attrs.repeating_armeDruidLion_destructeur;
|
||||
const eDestructeurV = 2;
|
||||
const eDevastation = attrs.repeating_armeDruidLion_devastation;
|
||||
const eDevastationV = attrs.repeating_armeDruidLion_devastationValue;
|
||||
const eDispersion = attrs.repeating_armeDruidLion_dispersion;
|
||||
const eDispersionV = attrs.repeating_armeDruidLion_dispersionValue;
|
||||
const eEnChaine = attrs.repeating_armeDruidLion_enChaine;
|
||||
const eEsperance = attrs.repeating_armeDruidLion_esperance;
|
||||
const eExcellence = attrs.repeating_armeDruidLion_excellence;
|
||||
const eFureur = attrs.repeating_armeDruidLion_fureur;
|
||||
const eFureurV = 4;
|
||||
const eGuidage = attrs.repeating_armeDruidLion_guidage;
|
||||
const eGuidageActif = +attrs.repeating_armeDruidLion_guidageactif;
|
||||
const eIgnoreArmure = attrs.repeating_armeDruidLion_ignoreArmure;
|
||||
const eIgnoreCDF = attrs.repeating_armeDruidLion_ignoreCdF;
|
||||
const eJAkimbo = attrs.repeating_armeDruidLion_akimbo;
|
||||
@@ -584,6 +610,7 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
const ePrecision = attrs.repeating_armeDruidLion_precision;
|
||||
const eReaction = attrs.repeating_armeDruidLion_reaction;
|
||||
const eReactionV = attrs.repeating_armeDruidLion_reactionValue;
|
||||
const eRegularite = attrs.repeating_armeDruidLion_regularite;
|
||||
const eSilencieux = attrs.repeating_armeDruidLion_silencieux;
|
||||
const eSoumission = attrs.repeating_armeDruidLion_soumission;
|
||||
const eTenebricide = attrs.repeating_armeDruidLion_tenebricite;
|
||||
@@ -621,8 +648,17 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`; }
|
||||
}
|
||||
|
||||
if (eCadence !== '0') {
|
||||
rCadence = '?{Plusieurs cibles ?|Oui, 3|Non, 0}';
|
||||
if (eBourreau) {
|
||||
isBourreau = true;
|
||||
eBourreauValue = eBourreauV;
|
||||
exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauV} ${i18n_inclus}}}`);
|
||||
}
|
||||
|
||||
if (eCadence && eCadenceActif === 0) {
|
||||
autresEffets.push(`${i18n_cadence} ${eCadenceV}`);
|
||||
} else if (eCadence && eCadenceActif === 1) {
|
||||
isCadence = true;
|
||||
exec.push(`{{vCadence=${eCadenceV} ${i18n_inclus}}}`);
|
||||
}
|
||||
|
||||
if (eChoc !== '0') {
|
||||
@@ -631,6 +667,10 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{chocCondition=${i18n_chocCondition}}}`);
|
||||
}
|
||||
|
||||
if (eConviction !== 0) {
|
||||
autresEffets.push(i18n_conviction);
|
||||
}
|
||||
|
||||
if (eDemoralisant !== '0') {
|
||||
isConditionnelA = true;
|
||||
exec.push(`{{demoralisant=${i18n_demoralisant}}}`);
|
||||
@@ -646,6 +686,12 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
isDestructeur = true;
|
||||
}
|
||||
|
||||
if (eDevastation) {
|
||||
isDevastation = true;
|
||||
eDevastationValue = eDevastationV;
|
||||
exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationV} ${i18n_inclus}}}`);
|
||||
}
|
||||
|
||||
if (eEnChaine !== '0') {
|
||||
isConditionnelD = true;
|
||||
exec.push(`{{enChaine=${i18n_enChaine}}}`);
|
||||
@@ -660,6 +706,13 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{esperanceConditionV=${i18n_esperanceConditionV}}}`);
|
||||
}
|
||||
|
||||
if (eExcellence) {
|
||||
isConditionnelD = true;
|
||||
isConditionnelV = true;
|
||||
|
||||
exec.push(`{{excellence=${i18n_excellence}}} {{excellenceCondition=${i18n_excellenceCondition}}}`);
|
||||
}
|
||||
|
||||
if (eFureur !== '0') {
|
||||
isConditionnelV = true;
|
||||
exec.push(`{{fureur=${i18n_fureur}}}`);
|
||||
@@ -669,6 +722,13 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
isFureur = true;
|
||||
}
|
||||
|
||||
if (eGuidage !== '0' && eGuidageActif !== 0) {
|
||||
isGuidage = true;
|
||||
exec.push(`{{vGuidage=${i18n_guidageInclus}}}`);
|
||||
} else if (eGuidage !== '0') {
|
||||
autresEffets.push(i18n_guidage);
|
||||
}
|
||||
|
||||
if (eLeste !== '0') {
|
||||
if (portee !== '^{portee-contact}') { bChairD = vChair; }
|
||||
|
||||
@@ -712,6 +772,11 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{vPrecision=${vPrecision}}}`);
|
||||
}
|
||||
|
||||
if (eRegularite) {
|
||||
isRegularite = true;
|
||||
exec.push('{{vRegularite=[[0]]}}');
|
||||
}
|
||||
|
||||
if (eSilencieux !== '0') {
|
||||
const totalSilencieux = Math.ceil((vMasque / 2) + vAEMasque);
|
||||
|
||||
@@ -790,8 +855,6 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
// FIN GESTION DES EFFETS
|
||||
|
||||
// GESTION DES AMELIORATIONS
|
||||
let rChambreDouble = 0;
|
||||
|
||||
const aChargeurGrappes = attrs.repeating_armeDruidLion_chargeurGrappes;
|
||||
const aCanonLong = attrs.repeating_armeDruidLion_canonLong;
|
||||
const aCanonRaccourci = attrs.repeating_armeDruidLion_canonRaccourci;
|
||||
@@ -831,9 +894,12 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{canonRaccourciCondition=${i18n_canonRaccourciCondition}}}`);
|
||||
}
|
||||
|
||||
if (aChambreDouble !== '0') {
|
||||
if (eCadence !== 0) { autresAmeliorations.push(i18n_chambreDouble); } else if (eCadence === 0) { rChambreDouble = '?{Plusieurs cibles ?|Oui, 3|Non, 0}'; }
|
||||
}
|
||||
if (aChambreDouble !== '0' && eCadenceActif === 1) {
|
||||
if (eCadence !== '0' && eCadenceV >= 2) { autresAmeliorations.push(i18n_chambreDouble); } else {
|
||||
isCadence = true;
|
||||
exec.push(`{{vChambreDouble=2) ${i18n_inclus}}}`);
|
||||
}
|
||||
} else if (aChambreDouble !== '0' && eCadenceActif === 0) { autresAmeliorations.push(i18n_chambreDouble); }
|
||||
|
||||
if (aLunetteIntelligente !== '0') {
|
||||
isConditionnelA = true;
|
||||
@@ -924,7 +990,7 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
const sBonusViolenceD6 = attrs.repeating_armeDruidLion_bVDiversD6;
|
||||
const sBonusViolenceFixe = +attrs.repeating_armeDruidLion_bVDiversFixe;
|
||||
|
||||
const sEnergie = attrs.repeating_armeDruidLion_energie;
|
||||
const sEnergie = +attrs.repeating_armeDruidLion_energie;
|
||||
const sEnergieValue = attrs.repeating_armeDruidLion_energieValue;
|
||||
|
||||
let pasDEnergie = false;
|
||||
@@ -945,10 +1011,23 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
bonusViolence.push(sBonusViolenceFixe);
|
||||
}
|
||||
|
||||
if (sEnergie !== '0') {
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${sEnergieValue})`);
|
||||
let hasEnergieRetiree = false;
|
||||
let vEnergieRetiree = 0;
|
||||
|
||||
newEnergie = Number(energie) - Number(sEnergieValue);
|
||||
if (eGuidage !== 0 && eGuidageActif !== 0) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += 5;
|
||||
}
|
||||
|
||||
if (sEnergie !== 0) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += +sEnergieValue;
|
||||
}
|
||||
|
||||
if (hasEnergieRetiree) {
|
||||
newEnergie = Number(energie) - Number(vEnergieRetiree);
|
||||
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEnergie;
|
||||
@@ -973,8 +1052,17 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
|
||||
bonus = bonus.concat(AE);
|
||||
|
||||
exec.push(`{{jet=[[ {[[{${cRoll.join('+')}-${rCadence}-${rChambreDouble}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}}`);
|
||||
exec.push(`{{Exploit=[[${cRoll.join('+')}-${rCadence}-${rChambreDouble}]]}}`);
|
||||
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
||||
|
||||
const malusRoll = isCadence === true ? 3 : 0;
|
||||
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
||||
|
||||
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
||||
const baseJet = '{{basejet=[[0]]}}';
|
||||
|
||||
exec.push(jet);
|
||||
exec.push(baseJet);
|
||||
exec.push(`{{Exploit=[[${total}]]}}`);
|
||||
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
||||
|
||||
if (diceDegats < 0) { diceDegats = 0; }
|
||||
@@ -1029,13 +1117,6 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
}
|
||||
}
|
||||
|
||||
if (rCadence !== 0) {
|
||||
exec.push(`{{rCadence=${i18n_cadence} ${eCadenceV} ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${rCadence}D6}}`);
|
||||
}
|
||||
|
||||
if (rChambreDouble !== 0) { exec.push(`{{vChambreDouble=${rChambreDouble}}}`); }
|
||||
|
||||
if (eASAssassinValue > 0) {
|
||||
attaquesSurprises.unshift(eASAssassin);
|
||||
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
|
||||
@@ -1088,13 +1169,11 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
|
||||
if (isConditionnelV === true) { exec.push('{{violenceConditionnel=true}}'); }
|
||||
|
||||
log(exec);
|
||||
|
||||
if (pasDEnergie === false) {
|
||||
const finalRoll = await startRoll(exec.join(' '));
|
||||
|
||||
const tJet = finalRoll.results.jet.result;
|
||||
const tJetDice = finalRoll.results.jet.dice.length;
|
||||
const rJet = finalRoll.results.jet.dice;
|
||||
|
||||
const tBonus = finalRoll.results.bonus.result;
|
||||
const tExploit = finalRoll.results.Exploit.result;
|
||||
@@ -1115,29 +1194,45 @@ on('clicked:repeating_armeDruidLion:combatdruidroll', async (info) => {
|
||||
isFureur,
|
||||
isMeurtrier,
|
||||
isUltraviolence,
|
||||
isBourreau,
|
||||
isDevastation,
|
||||
isRegularite,
|
||||
isGuidage,
|
||||
};
|
||||
|
||||
const computed = updateRoll(finalRoll, tDegats, rDegats, bonusDegats, tViolence, rViolence, bonusViolence, conditions);
|
||||
|
||||
const finalComputed = {
|
||||
jet: tJet + tBonus,
|
||||
const conditionsValues = {
|
||||
eBourreauValue,
|
||||
eDevastationValue,
|
||||
};
|
||||
|
||||
Object.assign(finalComputed, computed);
|
||||
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bonusDegats, tViolence, rViolence, bonusViolence, conditions, conditionsValues);
|
||||
|
||||
finishRoll(finalRoll.rollId, finalComputed);
|
||||
finishRoll(finalRoll.rollId, computed);
|
||||
|
||||
if (tJet !== 0 && computed.basejet === tExploit) {
|
||||
const exploitRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=^{druid-companion-lion}}} {{special1=@{name}}} {{special1B=${i18n_exploit}}}${jet}`);
|
||||
const rExploit = exploitRoll.results.jet.dice;
|
||||
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
|
||||
|
||||
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
|
||||
const vC = valeurCourante;
|
||||
let nV = 0;
|
||||
|
||||
if (vC % 2 === exploitPairOrImpair) {
|
||||
nV = 1;
|
||||
}
|
||||
|
||||
return accumulateur + nV;
|
||||
}, 0);
|
||||
|
||||
if (tJet !== 0 && tJet === tExploit) {
|
||||
const exploitRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=^{druid-companion-lion}}} {{special1=@{name}}} {{special1B=${i18n_exploit}}} {{jet=[[ {[[{${tJetDice}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}}`);
|
||||
const tRExploit = exploitRoll.results.jet.result;
|
||||
const exploitComputed = {
|
||||
jet: tRExploit,
|
||||
jet: jetExploit,
|
||||
};
|
||||
|
||||
finishRoll(exploitRoll.rollId, exploitComputed);
|
||||
}
|
||||
|
||||
if (sEnergie !== '0') {
|
||||
if (hasEnergieRetiree) {
|
||||
setAttrs({
|
||||
[nEnergie]: newEnergie,
|
||||
});
|
||||
@@ -1488,12 +1583,16 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
'repeating_armeMALDruidLion_assistanceAttaque',
|
||||
'repeating_armeMALDruidLion_barrage',
|
||||
'repeating_armeMALDruidLion_barrageValue',
|
||||
'repeating_armeMALDruidLion_bourreau',
|
||||
'repeating_armeMALDruidLion_bourreauValue',
|
||||
'repeating_armeMALDruidLion_cadence',
|
||||
'repeating_armeMALDruidLion_cadenceValue',
|
||||
'repeating_armeMALDruidLion_cadenceactif',
|
||||
'repeating_armeMALDruidLion_chargeur',
|
||||
'repeating_armeMALDruidLion_chargeurValue',
|
||||
'repeating_armeMALDruidLion_choc',
|
||||
'repeating_armeMALDruidLion_chocValue',
|
||||
'repeating_armeMALDruidLion_conviction',
|
||||
'repeating_armeMALDruidLion_defense',
|
||||
'repeating_armeMALDruidLion_defenseValue',
|
||||
'repeating_armeMALDruidLion_degatContinue',
|
||||
@@ -1502,11 +1601,16 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
'repeating_armeMALDruidLion_demoralisant',
|
||||
'repeating_armeMALDruidLion_designation',
|
||||
'repeating_armeMALDruidLion_destructeur',
|
||||
'repeating_armeMALDruidLion_devastation',
|
||||
'repeating_armeMALDruidLion_devastationValue',
|
||||
'repeating_armeMALDruidLion_dispersion',
|
||||
'repeating_armeMALDruidLion_dispersionValue',
|
||||
'repeating_armeMALDruidLion_enChaine',
|
||||
'repeating_armeMALDruidLion_esperance',
|
||||
'repeating_armeMALDruidLion_excellence',
|
||||
'repeating_armeMALDruidLion_fureur',
|
||||
'repeating_armeMALDruidLion_guidage',
|
||||
'repeating_armeMALDruidLion_guidageactif',
|
||||
'repeating_armeMALDruidLion_ignoreArmure',
|
||||
'repeating_armeMALDruidLion_ignoreCdF',
|
||||
'repeating_armeMALDruidLion_akimbo',
|
||||
@@ -1527,6 +1631,7 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
'repeating_armeMALDruidLion_precision',
|
||||
'repeating_armeMALDruidLion_reaction',
|
||||
'repeating_armeMALDruidLion_reactionValue',
|
||||
'repeating_armeMALDruidLion_regularite',
|
||||
'repeating_armeMALDruidLion_silencieux',
|
||||
'repeating_armeMALDruidLion_soumission',
|
||||
'repeating_armeMALDruidLion_tenebricite',
|
||||
@@ -1647,6 +1752,15 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
let isUltraviolence = false;
|
||||
let isTenebricide = false;
|
||||
let isSurprise = false;
|
||||
let isCadence = false;
|
||||
|
||||
let isBourreau = false;
|
||||
let isDevastation = false;
|
||||
let isGuidage = false;
|
||||
let isRegularite = false;
|
||||
|
||||
let eBourreauValue = 0;
|
||||
let eDevastationValue = 0;
|
||||
|
||||
AE.push(AEValue);
|
||||
|
||||
@@ -1683,8 +1797,6 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
// FIN DE GESTION DES ASPECTS EXCEPTIONNELS
|
||||
|
||||
// GESTION DES EFFETS
|
||||
let rCadence = 0;
|
||||
|
||||
const eAntiAnatheme = attrs.repeating_armeMALDruidLion_antiAnatheme;
|
||||
const eAntiVehicule = attrs.repeating_armeMALDruidLion_antiVehicule;
|
||||
const eArtillerie = attrs.repeating_armeMALDruidLion_artillerie;
|
||||
@@ -1693,12 +1805,16 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
const eAssistanceAttaque = attrs.repeating_armeMALDruidLion_assistanceAttaque;
|
||||
const eBarrage = attrs.repeating_armeMALDruidLion_barrage;
|
||||
const eBarrageV = attrs.repeating_armeMALDruidLion_barrageValue;
|
||||
const eBourreau = attrs.repeating_armeMALDruidLion_bourreau;
|
||||
const eBourreauV = attrs.repeating_armeMALDruidLion_bourreauValue;
|
||||
const eCadence = attrs.repeating_armeMALDruidLion_cadence;
|
||||
const eCadenceV = attrs.repeating_armeMALDruidLion_cadenceValue;
|
||||
const eCadenceActif = +attrs.repeating_armeMALDruidLion_cadenceactif;
|
||||
const eChargeur = attrs.repeating_armeMALDruidLion_chargeur;
|
||||
const eChargeurV = attrs.repeating_armeMALDruidLion_chargeurValue;
|
||||
const eChoc = attrs.repeating_armeMALDruidLion_choc;
|
||||
const eChocV = attrs.repeating_armeMALDruidLion_chocValue;
|
||||
const eConviction = attrs.repeating_armeMALDruidLion_conviction;
|
||||
const eDefense = attrs.repeating_armeMALDruidLion_defense;
|
||||
const eDefenseV = attrs.repeating_armeMALDruidLion_defenseValue;
|
||||
const eDegatsContinus = attrs.repeating_armeMALDruidLion_degatContinue;
|
||||
@@ -1708,12 +1824,17 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
const eDesignation = attrs.repeating_armeMALDruidLion_designation;
|
||||
const eDestructeur = attrs.repeating_armeMALDruidLion_destructeur;
|
||||
const eDestructeurV = 2;
|
||||
const eDevastation = attrs.repeating_armeMALDruidLion_devastation;
|
||||
const eDevastationV = attrs.repeating_armeMALDruidLion_devastationValue;
|
||||
const eDispersion = attrs.repeating_armeMALDruidLion_dispersion;
|
||||
const eDispersionV = attrs.repeating_armeMALDruidLion_dispersionValue;
|
||||
const eEnChaine = attrs.repeating_armeMALDruidLion_enChaine;
|
||||
const eEsperance = attrs.repeating_armeMALDruidLion_esperance;
|
||||
const eExcellence = attrs.repeating_armeMALDruidLion_excellence;
|
||||
const eFureur = attrs.repeating_armeMALDruidLion_fureur;
|
||||
const eFureurV = 4;
|
||||
const eGuidage = attrs.repeating_armeMALDruidLion_guidage;
|
||||
const eGuidageActif = +attrs.repeating_armeMALDruidLion_guidageactif;
|
||||
const eIgnoreArmure = attrs.repeating_armeMALDruidLion_ignoreArmure;
|
||||
const eIgnoreCDF = attrs.repeating_armeMALDruidLion_ignoreCdF;
|
||||
const eJAkimbo = attrs.repeating_armeMALDruidLion_akimbo;
|
||||
@@ -1735,6 +1856,7 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
const ePrecision = attrs.repeating_armeMALDruidLion_precision;
|
||||
const eReaction = attrs.repeating_armeMALDruidLion_reaction;
|
||||
const eReactionV = attrs.repeating_armeMALDruidLion_reactionValue;
|
||||
const eRegularite = attrs.repeating_armeMALDruidLion_regularite;
|
||||
const eSilencieux = attrs.repeating_armeMALDruidLion_silencieux;
|
||||
const eSoumission = attrs.repeating_armeMALDruidLion_soumission;
|
||||
const eTenebricide = attrs.repeating_armeMALDruidLion_tenebricite;
|
||||
@@ -1771,8 +1893,17 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`; }
|
||||
}
|
||||
|
||||
if (eCadence !== '0') {
|
||||
rCadence = '?{Plusieurs cibles ?|Oui, 3|Non, 0}';
|
||||
if (eBourreau) {
|
||||
isBourreau = true;
|
||||
eBourreauValue = eBourreauV;
|
||||
exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauV} ${i18n_inclus}}}`);
|
||||
}
|
||||
|
||||
if (eCadence && eCadenceActif === 0) {
|
||||
autresEffets.push(`${i18n_cadence} ${eCadenceV}`);
|
||||
} else if (eCadence && eCadenceActif === 1) {
|
||||
isCadence = true;
|
||||
exec.push(`{{vCadence=${eCadenceV} ${i18n_inclus}}}`);
|
||||
}
|
||||
|
||||
if (eChoc !== '0') {
|
||||
@@ -1781,6 +1912,10 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{chocCondition=${i18n_chocCondition}}}`);
|
||||
}
|
||||
|
||||
if (eConviction !== 0) {
|
||||
autresEffets.push(i18n_conviction);
|
||||
}
|
||||
|
||||
if (eDemoralisant !== '0') {
|
||||
isConditionnelA = true;
|
||||
exec.push(`{{demoralisant=${i18n_demoralisant}}}`);
|
||||
@@ -1795,6 +1930,12 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{destructeurCondition=${i18n_destructeurCondition}}}`);
|
||||
}
|
||||
|
||||
if (eDevastation) {
|
||||
isDevastation = true;
|
||||
eDevastationValue = eDevastationV;
|
||||
exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationV} ${i18n_inclus}}}`);
|
||||
}
|
||||
|
||||
if (eEnChaine !== '0') {
|
||||
isConditionnelD = true;
|
||||
exec.push(`{{enChaine=${i18n_enChaine}}}`);
|
||||
@@ -1809,6 +1950,13 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{esperanceConditionV=${i18n_esperanceConditionV}}}`);
|
||||
}
|
||||
|
||||
if (eExcellence) {
|
||||
isConditionnelD = true;
|
||||
isConditionnelV = true;
|
||||
|
||||
exec.push(`{{excellence=${i18n_excellence}}} {{excellenceCondition=${i18n_excellenceCondition}}}`);
|
||||
}
|
||||
|
||||
if (eFureur !== '0') {
|
||||
isConditionnelV = true;
|
||||
isFureur = true;
|
||||
@@ -1817,6 +1965,13 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{fureurCondition=${i18n_fureurCondition}}}`);
|
||||
}
|
||||
|
||||
if (eGuidage !== '0' && eGuidageActif !== 0) {
|
||||
isGuidage = true;
|
||||
exec.push(`{{vGuidage=${i18n_guidageInclus}}}`);
|
||||
} else if (eGuidage !== '0') {
|
||||
autresEffets.push(i18n_guidage);
|
||||
}
|
||||
|
||||
if (eLeste !== '0') {
|
||||
if (portee !== '^{portee-contact}') { bChairD = vChair; }
|
||||
|
||||
@@ -1859,6 +2014,11 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{vPrecision=${vPrecision}}}`);
|
||||
}
|
||||
|
||||
if (eRegularite) {
|
||||
isRegularite = true;
|
||||
exec.push('{{vRegularite=[[0]]}}');
|
||||
}
|
||||
|
||||
if (eSilencieux !== '0') {
|
||||
const totalSilencieux = Math.ceil((vMasque / 2) + vAEMasque);
|
||||
|
||||
@@ -1939,8 +2099,6 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
// FIN GESTION DES EFFETS
|
||||
|
||||
// GESTION DES AMELIORATIONS
|
||||
let rChambreDouble = 0;
|
||||
|
||||
const aChargeurGrappes = attrs.repeating_armeMALDruidLion_chargeurGrappes;
|
||||
const aCanonLong = attrs.repeating_armeMALDruidLion_canonLong;
|
||||
const aCanonRaccourci = attrs.repeating_armeMALDruidLion_canonRaccourci;
|
||||
@@ -1980,9 +2138,12 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
exec.push(`{{canonRaccourciCondition=${i18n_canonRaccourciCondition}}}`);
|
||||
}
|
||||
|
||||
if (aChambreDouble !== '0') {
|
||||
if (eCadence !== 0) { autresAmeliorations.push(i18n_chambreDouble); } else if (eCadence === 0) { rChambreDouble = '?{Plusieurs cibles ?|Oui, 3|Non, 0}'; }
|
||||
}
|
||||
if (aChambreDouble !== '0' && eCadenceActif === 1) {
|
||||
if (eCadence !== '0' && eCadenceV >= 2) { autresAmeliorations.push(i18n_chambreDouble); } else {
|
||||
isCadence = true;
|
||||
exec.push(`{{vChambreDouble=2) ${i18n_inclus}}}`);
|
||||
}
|
||||
} else if (aChambreDouble !== '0' && eCadenceActif === 0) { autresAmeliorations.push(i18n_chambreDouble); }
|
||||
|
||||
if (aLunetteIntelligente !== '0') {
|
||||
isConditionnelA = true;
|
||||
@@ -2094,10 +2255,23 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
bonusViolence.push(sBonusViolenceFixe);
|
||||
}
|
||||
|
||||
if (sEnergie !== '0') {
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${sEnergieValue})`);
|
||||
let hasEnergieRetiree = false;
|
||||
let vEnergieRetiree = 0;
|
||||
|
||||
newEnergie = Number(energie) - Number(sEnergieValue);
|
||||
if (eGuidage !== 0 && eGuidageActif !== 0) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += 5;
|
||||
}
|
||||
|
||||
if (sEnergie !== '0') {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += +sEnergieValue;
|
||||
}
|
||||
|
||||
if (hasEnergieRetiree) {
|
||||
newEnergie = Number(energie) - Number(vEnergieRetiree);
|
||||
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEnergie;
|
||||
@@ -2122,8 +2296,17 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
|
||||
bonus = bonus.concat(AE);
|
||||
|
||||
exec.push(`{{jet=[[ {[[{${cRoll.join('+')}-${rCadence}-${rChambreDouble}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}}`);
|
||||
exec.push(`{{Exploit=[[${cRoll.join('+')}-${rCadence}-${rChambreDouble}]]}}`);
|
||||
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
||||
|
||||
const malusRoll = isCadence === true ? 3 : 0;
|
||||
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
||||
|
||||
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
||||
const baseJet = '{{basejet=[[0]]}}';
|
||||
|
||||
exec.push(jet);
|
||||
exec.push(baseJet);
|
||||
exec.push(`{{Exploit=[[${total}]]}}`);
|
||||
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
||||
|
||||
if (diceDegats < 0) { diceDegats = 0; }
|
||||
@@ -2178,13 +2361,6 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
}
|
||||
}
|
||||
|
||||
if (rCadence !== 0) {
|
||||
exec.push(`{{rCadence=${i18n_cadence} ${eCadenceV} ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${rCadence}D6}}`);
|
||||
}
|
||||
|
||||
if (rChambreDouble !== 0) { exec.push(`{{vChambreDouble=${rChambreDouble}}}`); }
|
||||
|
||||
if (eASAssassinValue > 0) {
|
||||
attaquesSurprises.unshift(eASAssassin);
|
||||
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
|
||||
@@ -2225,7 +2401,7 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
const finalRoll = await startRoll(exec.join(' '));
|
||||
|
||||
const tJet = finalRoll.results.jet.result;
|
||||
const tJetDice = finalRoll.results.jet.dice.length;
|
||||
const rJet = finalRoll.results.jet.dice;
|
||||
|
||||
const tBonus = finalRoll.results.bonus.result;
|
||||
const tExploit = finalRoll.results.Exploit.result;
|
||||
@@ -2246,29 +2422,45 @@ on('clicked:repeating_armeMALDruidLion:combatdruidroll', async (info) => {
|
||||
isFureur,
|
||||
isMeurtrier,
|
||||
isUltraviolence,
|
||||
isBourreau,
|
||||
isDevastation,
|
||||
isRegularite,
|
||||
isGuidage,
|
||||
};
|
||||
|
||||
const computed = updateRoll(finalRoll, tDegats, rDegats, bonusDegats, tViolence, rViolence, bonusViolence, conditions);
|
||||
|
||||
const finalComputed = {
|
||||
jet: tJet + tBonus,
|
||||
const conditionsValues = {
|
||||
eBourreauValue,
|
||||
eDevastationValue,
|
||||
};
|
||||
|
||||
Object.assign(finalComputed, computed);
|
||||
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bonusDegats, tViolence, rViolence, bonusViolence, conditions, conditionsValues);
|
||||
|
||||
finishRoll(finalRoll.rollId, finalComputed);
|
||||
finishRoll(finalRoll.rollId, computed);
|
||||
|
||||
if (tJet !== 0 && tJet === tExploit) {
|
||||
if (tJet !== 0 && computed.basejet === tExploit) {
|
||||
const exploitRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=^{druid-companion-lion}}} {{special1=@{name}}} {{special1B=${i18n_exploit}}} {{jet=[[ {[[{${tJetDice}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0]]}}`);
|
||||
const tRExploit = exploitRoll.results.jet.result;
|
||||
const rExploit = exploitRoll.results.jet.dice;
|
||||
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
|
||||
|
||||
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
|
||||
const vC = valeurCourante;
|
||||
let nV = 0;
|
||||
|
||||
if (vC % 2 === exploitPairOrImpair) {
|
||||
nV = 1;
|
||||
}
|
||||
|
||||
return accumulateur + nV;
|
||||
}, 0);
|
||||
|
||||
const exploitComputed = {
|
||||
jet: tRExploit,
|
||||
jet: jetExploit,
|
||||
};
|
||||
|
||||
finishRoll(exploitRoll.rollId, exploitComputed);
|
||||
}
|
||||
|
||||
if (sEnergie !== '0') {
|
||||
if (hasEnergieRetiree) {
|
||||
setAttrs({
|
||||
[nEnergie]: newEnergie,
|
||||
});
|
||||
|
||||
@@ -86,7 +86,6 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
let isAssistantAttaque = false;
|
||||
let isAntiAnatheme = false;
|
||||
let isCadence = false;
|
||||
let sCadence = 0;
|
||||
let vCadence = 0;
|
||||
let isDestructeur = false;
|
||||
let vDestructeur = 0;
|
||||
@@ -96,7 +95,6 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
let isObliteration = false;
|
||||
let isTenebricide = false;
|
||||
let isTirRafale = false;
|
||||
let isChambreDouble = false;
|
||||
let isFureur = false;
|
||||
let isUltraviolence = false;
|
||||
let isSurprise = false;
|
||||
@@ -104,6 +102,17 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
let isELumiere = false;
|
||||
let lumiereValue = 0;
|
||||
|
||||
let isBourreau = false;
|
||||
let isDevastation = false;
|
||||
let isGuidage = false;
|
||||
let isRegularite = false;
|
||||
|
||||
let eBourreauValue = 0;
|
||||
let eDevastationValue = 0;
|
||||
|
||||
let hasEnergieRetiree = false;
|
||||
let vEnergieRetiree = 0;
|
||||
|
||||
let autresEffets = [];
|
||||
let autresAmeliorationsA = [];
|
||||
const autresSpecial = [];
|
||||
@@ -128,7 +137,6 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
isAssistantAttaque = effets.isAssistantAttaque;
|
||||
|
||||
isCadence = effets.isCadence;
|
||||
sCadence = effets.sCadence;
|
||||
vCadence = effets.vCadence;
|
||||
|
||||
isDestructeur = effets.isDestructeur;
|
||||
@@ -151,6 +159,14 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
isELumiere = effets.isELumiere;
|
||||
lumiereValue = Number(effets.eLumiereValue);
|
||||
|
||||
isBourreau = effets.isBourreau;
|
||||
isDevastation = effets.isDevastation;
|
||||
isGuidage = effets.isGuidage;
|
||||
isRegularite = effets.isRegularite;
|
||||
|
||||
eBourreauValue = effets.vBourreau;
|
||||
eDevastationValue = effets.vDevastation;
|
||||
|
||||
if (effets.isConditionnelA) { isConditionnelA = true; }
|
||||
|
||||
if (effets.isConditionnelD) { isConditionnelD = true; }
|
||||
@@ -178,9 +194,8 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = ameliorationsA.attaquesSurprisesCondition; }
|
||||
|
||||
if (ameliorationsA.isChambreDouble) {
|
||||
isCadence = false;
|
||||
isChambreDouble = ameliorationsA.isChambreDouble;
|
||||
sCadence = ameliorationsA.rChambreDouble;
|
||||
isCadence = true;
|
||||
vCadence = ameliorationsA.vCadence;
|
||||
}
|
||||
|
||||
autresEffets = autresEffets.concat(ameliorationsA.autresEffets);
|
||||
@@ -224,8 +239,18 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
bViolence.push(sBonusViolenceFixe);
|
||||
}
|
||||
|
||||
if (isGuidage) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += 5;
|
||||
}
|
||||
|
||||
if (sEnergie) {
|
||||
autresSpecial.push(`^{energie} (${sEnergieValue})`);
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += +sEnergieValue;
|
||||
}
|
||||
|
||||
if (hasEnergieRetiree) {
|
||||
autresSpecial.push(`^{energie} (${vEnergieRetiree})`);
|
||||
}
|
||||
|
||||
// FIN DE GESTION DES BONUS SPECIAUX
|
||||
@@ -247,10 +272,17 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
violence.push(`${diceViolence}D6`);
|
||||
violence = violence.concat(bViolence);
|
||||
|
||||
const jet = `{{jet=[[ {{[[{${cRoll.join('+')}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0}]]}}`;
|
||||
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
||||
|
||||
const malusRoll = isCadence === true ? 3 : 0;
|
||||
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
||||
|
||||
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
||||
const baseJet = '{{basejet=[[0]]}}';
|
||||
|
||||
firstExec.push(jet);
|
||||
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
|
||||
firstExec.push(baseJet);
|
||||
exec.push(`{{Exploit=[[${total}]]}}`);
|
||||
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
||||
|
||||
exec.push(`{{degats=[[${degats.join('+')}]]}}`);
|
||||
@@ -294,16 +326,6 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
}
|
||||
}
|
||||
|
||||
if (isCadence) {
|
||||
exec.push(`{{rCadence=${i18n_cadence} ${vCadence} ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (isChambreDouble) {
|
||||
exec.push(`{{rCadence=${i18n_chambreDouble} (${i18n_cadence} 2) ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (eASAssassinValue > 0) {
|
||||
attaquesSurprises.unshift(eASAssassin);
|
||||
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
|
||||
@@ -360,11 +382,15 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
|
||||
if (effets.firstExec) { firstExec = firstExec.concat(effets.firstExec); }
|
||||
|
||||
if (isBourreau) { exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauValue} ${i18n_inclus}}}`); }
|
||||
if (isDevastation) { exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationValue} ${i18n_inclus}}}`); }
|
||||
|
||||
exec = firstExec.concat(exec);
|
||||
|
||||
const finalRoll = await startRoll(exec.join(' '));
|
||||
|
||||
const tJet = finalRoll.results.jet.result;
|
||||
const rJet = finalRoll.results.jet.dice;
|
||||
|
||||
const tBonus = finalRoll.results.bonus.result;
|
||||
const tExploit = finalRoll.results.Exploit.result;
|
||||
@@ -382,23 +408,39 @@ rollCombatAutrePNJ.forEach((button) => {
|
||||
isSurprise,
|
||||
isMeurtrier,
|
||||
isUltraviolence,
|
||||
isBourreau,
|
||||
isDevastation,
|
||||
isRegularite,
|
||||
isGuidage,
|
||||
};
|
||||
|
||||
const computed = updateRoll(finalRoll, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions);
|
||||
|
||||
const finalComputed = {
|
||||
jet: tJet + tBonus,
|
||||
const conditionsValues = {
|
||||
eBourreauValue,
|
||||
eDevastationValue,
|
||||
};
|
||||
|
||||
Object.assign(finalComputed, computed);
|
||||
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions, conditionsValues);
|
||||
|
||||
finishRoll(finalRoll.rollId, finalComputed);
|
||||
finishRoll(finalRoll.rollId, computed);
|
||||
|
||||
if (tJet !== 0 && tJet === tExploit) {
|
||||
if (tJet !== 0 && computed.basejet === tExploit) {
|
||||
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}${jet}`);
|
||||
const tRExploit = exploitRoll.results.jet.result;
|
||||
const rExploit = exploitRoll.results.jet.dice;
|
||||
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
|
||||
|
||||
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
|
||||
const vC = valeurCourante;
|
||||
let nV = 0;
|
||||
|
||||
if (vC % 2 === exploitPairOrImpair) {
|
||||
nV = 1;
|
||||
}
|
||||
|
||||
return accumulateur + nV;
|
||||
}, 0);
|
||||
|
||||
const exploitComputed = {
|
||||
jet: tRExploit,
|
||||
jet: jetExploit,
|
||||
};
|
||||
|
||||
finishRoll(exploitRoll.rollId, exploitComputed);
|
||||
|
||||
@@ -84,11 +84,8 @@ rollCombatPNJContact.forEach((button) => {
|
||||
let isSurprise = false;
|
||||
|
||||
let isCadence = false;
|
||||
let rCadence = '0';
|
||||
let vCadence = 0;
|
||||
|
||||
let isChromee = false;
|
||||
|
||||
let isArmeAzurine = false;
|
||||
let vArmeAzurine = 0;
|
||||
|
||||
@@ -107,6 +104,14 @@ rollCombatPNJContact.forEach((button) => {
|
||||
let isRouagesCasses = false;
|
||||
let vRouagesCasses = 0;
|
||||
|
||||
let isBourreau = false;
|
||||
let isDevastation = false;
|
||||
let isGuidage = false;
|
||||
let isRegularite = false;
|
||||
|
||||
let eBourreauValue = 0;
|
||||
let eDevastationValue = 0;
|
||||
|
||||
let attaquesSurprises = [];
|
||||
let attaquesSurprisesValue = [];
|
||||
let attaquesSurprisesCondition = '';
|
||||
@@ -321,9 +326,16 @@ rollCombatPNJContact.forEach((button) => {
|
||||
isFureur = rEffets.isFureur;
|
||||
|
||||
isCadence = rEffets.isCadence;
|
||||
rCadence = rEffets.rCadence || '0';
|
||||
vCadence = rEffets.vCadence;
|
||||
|
||||
isBourreau = rEffets.isBourreau;
|
||||
isDevastation = rEffets.isDevastation;
|
||||
isGuidage = rEffets.isGuidage;
|
||||
isRegularite = rEffets.isRegularite;
|
||||
|
||||
eBourreauValue = rEffets.vBourreau;
|
||||
eDevastationValue = rEffets.vDevastation;
|
||||
|
||||
attaquesSurprises = attaquesSurprises.concat(rEffets.attaquesSurprises);
|
||||
attaquesSurprisesValue = attaquesSurprisesValue.concat(rEffets.attaquesSurprisesValue);
|
||||
attaquesSurprisesCondition = rEffets.attaquesSurprisesCondition;
|
||||
@@ -389,13 +401,16 @@ rollCombatPNJContact.forEach((button) => {
|
||||
|
||||
if (rAO.vCadence > 0) {
|
||||
isCadence = false;
|
||||
rCadence = rAO.rCadence;
|
||||
vCadence = rAO.vCadence;
|
||||
}
|
||||
|
||||
if (rAO.isObliteration) { isObliteration = true; }
|
||||
|
||||
isChromee = rAO.isChromee;
|
||||
if (rAO.isChromee) {
|
||||
isCadence = true;
|
||||
vCadence = rAO.vCadence;
|
||||
}
|
||||
|
||||
isCraneRieur = rAO.isCraneRieur;
|
||||
|
||||
isArmeAzurine = rAO.isArmeAzurine;
|
||||
@@ -440,6 +455,8 @@ rollCombatPNJContact.forEach((button) => {
|
||||
const sEnergieValue = attrs[`${prefix}energieValue`];
|
||||
let sEnergieText = '';
|
||||
let pasEnergie = false;
|
||||
let hasEnergieRetiree = false;
|
||||
let vEnergieRetiree = 0;
|
||||
let newEnergie = 0;
|
||||
|
||||
if (sBonusDegats) {
|
||||
@@ -454,10 +471,20 @@ rollCombatPNJContact.forEach((button) => {
|
||||
bViolence += Number(sBonusViolenceFixe);
|
||||
}
|
||||
|
||||
if (sEnergie) {
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${sEnergieValue})`);
|
||||
if (isGuidage) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += 5;
|
||||
}
|
||||
|
||||
newEnergie = Number(energie) - Number(sEnergieValue);
|
||||
if (sEnergie) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += +sEnergieValue;
|
||||
}
|
||||
|
||||
if (hasEnergieRetiree) {
|
||||
newEnergie = Number(energie) - Number(vEnergieRetiree);
|
||||
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEnergie;
|
||||
@@ -474,13 +501,21 @@ rollCombatPNJContact.forEach((button) => {
|
||||
|
||||
if (cRoll.length === 0) { cRoll.push(0); }
|
||||
|
||||
const jet = `{{jet=[[ {{[[{${cRoll.join('+')}-${rCadence}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0}]]}}`;
|
||||
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
||||
|
||||
const malusRoll = isCadence === true ? 3 : 0;
|
||||
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
||||
|
||||
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
||||
const baseJet = '{{basejet=[[0]]}}';
|
||||
|
||||
firstExec.push(jet);
|
||||
firstExec.push(baseJet);
|
||||
|
||||
bonus.push(AEValue);
|
||||
|
||||
exec.push(`{{vAE=${AEValue}}}`);
|
||||
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
|
||||
exec.push(`{{Exploit=[[${total}]]}}`);
|
||||
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
||||
|
||||
if (diceDegats < 0) { diceDegats = 0; }
|
||||
@@ -490,16 +525,6 @@ rollCombatPNJContact.forEach((button) => {
|
||||
firstExec.push(`{{degats=[[${diceDegats}D6+${bDegats}]]}}`);
|
||||
firstExec.push(`{{violence=[[${diceViolence}D6+${bViolence}]]}}`);
|
||||
|
||||
if (isCadence) {
|
||||
exec.push(`{{rCadence=${i18n_cadence} ${vCadence} ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (isChromee) {
|
||||
exec.push(`{{rCadence=${i18n_chromee} (${i18n_cadence} ${vCadence}) ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${rCadence}D}}`);
|
||||
}
|
||||
|
||||
if (isObliteration) {
|
||||
let ASObliteration = [];
|
||||
let ASValueObliteration = [];
|
||||
@@ -604,6 +629,9 @@ rollCombatPNJContact.forEach((button) => {
|
||||
|
||||
if (isConditionnelV) { exec.push('{{violenceConditionnel=true}}'); }
|
||||
|
||||
if (isBourreau) { exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauValue} ${i18n_inclus}}}`); }
|
||||
if (isDevastation) { exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationValue} ${i18n_inclus}}}`); }
|
||||
|
||||
firstExec = firstExec.concat(exec);
|
||||
|
||||
// ROLL
|
||||
@@ -616,6 +644,7 @@ rollCombatPNJContact.forEach((button) => {
|
||||
const rViolence = finalRoll.results.violence.dice;
|
||||
|
||||
const tJet = finalRoll.results.jet.result;
|
||||
const rJet = finalRoll.results.jet.dice;
|
||||
|
||||
const tBonus = finalRoll.results.bonus.result;
|
||||
const tExploit = finalRoll.results.Exploit.result;
|
||||
@@ -636,30 +665,45 @@ rollCombatPNJContact.forEach((button) => {
|
||||
isGriffureGravee,
|
||||
isMasqueBrise,
|
||||
isRouagesCasses,
|
||||
isBourreau,
|
||||
isDevastation,
|
||||
isRegularite,
|
||||
isGuidage,
|
||||
};
|
||||
|
||||
const computed = updateRoll(finalRoll, tDegats, rDegats, [bDegats], tViolence, rViolence, [bViolence], conditions);
|
||||
|
||||
const finalComputed = {
|
||||
jet: tJet + tBonus,
|
||||
const conditionsValues = {
|
||||
eBourreauValue,
|
||||
eDevastationValue,
|
||||
};
|
||||
|
||||
Object.assign(finalComputed, computed);
|
||||
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, [bDegats], tViolence, rViolence, [bViolence], conditions, conditionsValues);
|
||||
|
||||
finishRoll(finalRoll.rollId, finalComputed);
|
||||
finishRoll(finalRoll.rollId, computed);
|
||||
|
||||
if (tJet !== 0 && tJet === tExploit) {
|
||||
if (tJet !== 0 && computed.basejet === tExploit) {
|
||||
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}${jet}`);
|
||||
const tRExploit = exploitRoll.results.jet.result;
|
||||
const rExploit = exploitRoll.results.jet.dice;
|
||||
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
|
||||
|
||||
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
|
||||
const vC = valeurCourante;
|
||||
let nV = 0;
|
||||
|
||||
if (vC % 2 === exploitPairOrImpair) {
|
||||
nV = 1;
|
||||
}
|
||||
|
||||
return accumulateur + nV;
|
||||
}, 0);
|
||||
|
||||
const exploitComputed = {
|
||||
jet: tRExploit,
|
||||
jet: jetExploit,
|
||||
};
|
||||
|
||||
finishRoll(exploitRoll.rollId, exploitComputed);
|
||||
}
|
||||
|
||||
if (sEnergie !== false) {
|
||||
if (hasEnergieRetiree) {
|
||||
setAttrs({
|
||||
energiePNJ: newEnergie,
|
||||
});
|
||||
|
||||
@@ -178,11 +178,11 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
let aspect = attrs[`${prefix}AspectPNJ`] || '0';
|
||||
|
||||
if (button === 'repeating_armeDist:armedistancepnj' || button === 'repeating_armeDistVehicule:armedistancepnj') {
|
||||
const dName = attrs[`${prefix}ArmeDist`] || '';
|
||||
const dPortee = attrs[`${prefix}armeDistPortee`] || '^{portee-contact}';
|
||||
name = attrs[`${prefix}ArmeDist`] || '';
|
||||
portee = attrs[`${prefix}armeDistPortee`] || '^{portee-contact}';
|
||||
|
||||
name = `{{special1=${dName}}}`;
|
||||
portee = `{{portee=^{portee} ${dPortee}}}`;
|
||||
exec.push(`{{special1=${name}}}`);
|
||||
exec.push(`{{portee=^{portee} ${portee}}}`);
|
||||
|
||||
diceDegats = Number(attrs[`${prefix}armeDistDegat`]) || 0;
|
||||
bDegats = Number(attrs[`${prefix}armeDistBDegat`]) || 0;
|
||||
@@ -220,7 +220,6 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
let isAssistantAttaque = false;
|
||||
let isAntiAnatheme = false;
|
||||
let isCadence = false;
|
||||
let sCadence = 0;
|
||||
let vCadence = 0;
|
||||
let isDestructeur = false;
|
||||
let isMeurtrier = false;
|
||||
@@ -228,13 +227,22 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
let isObliteration = false;
|
||||
let isTenebricide = false;
|
||||
let isTirRafale = false;
|
||||
let isChambreDouble = false;
|
||||
let isSurprise = false;
|
||||
let isUltraviolence = false;
|
||||
let isFureur = false;
|
||||
|
||||
let isBourreau = false;
|
||||
let isDevastation = false;
|
||||
let isGuidage = false;
|
||||
let isRegularite = false;
|
||||
|
||||
let eBourreauValue = 0;
|
||||
let eDevastationValue = 0;
|
||||
|
||||
let pasEnergie = false;
|
||||
let sEnergieText = '';
|
||||
let hasEnergieRetiree = false;
|
||||
let vEnergieRetiree = 0;
|
||||
const energie = attrs.energiePNJ;
|
||||
|
||||
let autresEffets = [];
|
||||
@@ -284,7 +292,6 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
isAssistantAttaque = effets.isAssistantAttaque;
|
||||
|
||||
isCadence = effets.isCadence;
|
||||
sCadence = effets.sCadence;
|
||||
vCadence = effets.vCadence;
|
||||
|
||||
isDestructeur = effets.isDestructeur;
|
||||
@@ -305,6 +312,14 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
isFureur = effets.isFureur;
|
||||
isUltraviolence = effets.isUltraviolence;
|
||||
|
||||
isBourreau = effets.isBourreau;
|
||||
isDevastation = effets.isDevastation;
|
||||
isGuidage = effets.isGuidage;
|
||||
isRegularite = effets.isRegularite;
|
||||
|
||||
eBourreauValue = effets.vBourreau;
|
||||
eDevastationValue = effets.vDevastation;
|
||||
|
||||
if (isLeste) {
|
||||
bDegats += Math.ceil(vChair / 2);
|
||||
exec.push(`{{vLeste=${vChair}}}`);
|
||||
@@ -346,9 +361,8 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = ameliorationsA.attaquesSurprisesCondition; }
|
||||
|
||||
if (ameliorationsA.isChambreDouble) {
|
||||
isCadence = false;
|
||||
isChambreDouble = ameliorationsA.isChambreDouble;
|
||||
sCadence = ameliorationsA.rChambreDouble;
|
||||
isCadence = true;
|
||||
vCadence = ameliorationsA.vCadence;
|
||||
}
|
||||
|
||||
autresEffets = autresEffets.concat(ameliorationsA.autresEffets);
|
||||
@@ -393,10 +407,20 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
bViolence += Number(sBonusViolenceFixe);
|
||||
}
|
||||
|
||||
if (sEnergie) {
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${sEnergieValue})`);
|
||||
if (isGuidage) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += 5;
|
||||
}
|
||||
|
||||
newEnergie = Number(energie) - Number(sEnergieValue);
|
||||
if (sEnergie) {
|
||||
hasEnergieRetiree = true;
|
||||
vEnergieRetiree += +sEnergieValue;
|
||||
}
|
||||
|
||||
if (hasEnergieRetiree) {
|
||||
newEnergie = Number(energie) - Number(vEnergieRetiree);
|
||||
|
||||
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
|
||||
|
||||
if (newEnergie === 0) {
|
||||
sEnergieText = i18n_plusEnergie;
|
||||
@@ -419,10 +443,17 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
|
||||
if (cBase.length !== 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
|
||||
|
||||
const jet = `{{jet=[[ {{[[{${cRoll.join('+')}-${sCadence}, 0}kh1]]d6cs2cs4cs6cf1cf3cf5s%2}=0}]]}}`;
|
||||
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
|
||||
|
||||
const malusRoll = isCadence === true ? 3 : 0;
|
||||
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
|
||||
|
||||
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
|
||||
const baseJet = '{{basejet=[[0]]}}';
|
||||
|
||||
firstExec.push(jet);
|
||||
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
|
||||
firstExec.push(baseJet);
|
||||
exec.push(`{{Exploit=[[${total}]]}}`);
|
||||
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
|
||||
|
||||
if (diceDegats < 0) { diceDegats = 0; }
|
||||
@@ -470,16 +501,6 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
}
|
||||
}
|
||||
|
||||
if (isCadence) {
|
||||
exec.push(`{{rCadence=${i18n_cadence} ${vCadence} ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (isChambreDouble) {
|
||||
exec.push(`{{rCadence=${i18n_chambreDouble} (${i18n_cadence} 2) ${i18n_inclus}}}`);
|
||||
exec.push(`{{vCadence=${sCadence}D}}`);
|
||||
}
|
||||
|
||||
if (eASAssassinValue > 0) {
|
||||
attaquesSurprises.unshift(eASAssassin);
|
||||
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
|
||||
@@ -534,6 +555,9 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
|
||||
if (effets.firstExec) { firstExec = firstExec.concat(effets.firstExec); }
|
||||
|
||||
if (isBourreau) { exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauValue} ${i18n_inclus}}}`); }
|
||||
if (isDevastation) { exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationValue} ${i18n_inclus}}}`); }
|
||||
|
||||
exec = firstExec.concat(exec);
|
||||
|
||||
// ROLL
|
||||
@@ -542,6 +566,7 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
if (pasEnergie === false) {
|
||||
finalRoll = await startRoll(exec.join(' '));
|
||||
const tJet = finalRoll.results.jet.result;
|
||||
const rJet = finalRoll.results.jet.dice;
|
||||
|
||||
const tBonus = finalRoll.results.bonus.result;
|
||||
const tExploit = finalRoll.results.Exploit.result;
|
||||
@@ -559,29 +584,45 @@ rollCombatDistancePNJ.forEach((button) => {
|
||||
isFureur,
|
||||
isMeurtrier,
|
||||
isUltraviolence,
|
||||
isBourreau,
|
||||
isDevastation,
|
||||
isRegularite,
|
||||
isGuidage,
|
||||
};
|
||||
|
||||
const computed = updateRoll(finalRoll, tDegats, rDegats, [bDegats], tViolence, rViolence, [bViolence], conditions);
|
||||
|
||||
const finalComputed = {
|
||||
jet: tJet + tBonus,
|
||||
const conditionsValues = {
|
||||
eBourreauValue,
|
||||
eDevastationValue,
|
||||
};
|
||||
|
||||
Object.assign(finalComputed, computed);
|
||||
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, [bDegats], tViolence, rViolence, [bViolence], conditions, conditionsValues);
|
||||
|
||||
finishRoll(finalRoll.rollId, finalComputed);
|
||||
finishRoll(finalRoll.rollId, computed);
|
||||
|
||||
if (tJet !== 0 && tJet === tExploit) {
|
||||
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}${jet}`);
|
||||
const tRExploit = exploitRoll.results.jet.result;
|
||||
const rExploit = exploitRoll.results.jet.dice;
|
||||
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
|
||||
|
||||
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
|
||||
const vC = valeurCourante;
|
||||
let nV = 0;
|
||||
|
||||
if (vC % 2 === exploitPairOrImpair) {
|
||||
nV = 1;
|
||||
}
|
||||
|
||||
return accumulateur + nV;
|
||||
}, 0);
|
||||
|
||||
const exploitComputed = {
|
||||
jet: tRExploit,
|
||||
jet: jetExploit,
|
||||
};
|
||||
|
||||
finishRoll(exploitRoll.rollId, exploitComputed);
|
||||
}
|
||||
|
||||
if (sEnergie !== false) {
|
||||
if (hasEnergieRetiree) {
|
||||
setAttrs({
|
||||
energiePNJ: newEnergie,
|
||||
});
|
||||
|
||||
@@ -5256,6 +5256,38 @@ div.tabArmure {
|
||||
}
|
||||
}
|
||||
|
||||
input[type="hidden"] {
|
||||
&.guidage {
|
||||
&:not([value="0"]) {
|
||||
& ~ div.bonus {
|
||||
display:flex;
|
||||
|
||||
label.guidage {
|
||||
display:block;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
&.cadence {
|
||||
&:not([value="0"]) {
|
||||
& ~ div.bonus {
|
||||
display:flex;
|
||||
|
||||
label.cadence {
|
||||
display:flex;
|
||||
padding-right:28px;
|
||||
}
|
||||
|
||||
label.guidage {
|
||||
width:99px;
|
||||
margin-right:0px !important;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.coups {
|
||||
$subMenu: (
|
||||
"color":$white,
|
||||
@@ -5651,6 +5683,12 @@ div.tabArmure {
|
||||
}
|
||||
}
|
||||
|
||||
div.bonus {
|
||||
display:none;
|
||||
width:100%;
|
||||
justify-content: flex-end;
|
||||
}
|
||||
|
||||
div.effets,
|
||||
div.ameliorationsArmes,
|
||||
div.special {
|
||||
@@ -5836,6 +5874,114 @@ div.tabArmure {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.bonus {
|
||||
$fakeButton: (
|
||||
"label":(
|
||||
"width":100%,
|
||||
"height":23px
|
||||
),
|
||||
"span": (
|
||||
"width":100%,
|
||||
"height":23px,
|
||||
"background":$sombre,
|
||||
"color":$white,
|
||||
"border":false
|
||||
),
|
||||
"shadow":false
|
||||
);
|
||||
|
||||
@include fakeButton($fakeButton) {
|
||||
font-size:12px;
|
||||
};
|
||||
|
||||
label.cadence {
|
||||
display:none;
|
||||
width:382px;
|
||||
background: $clair;
|
||||
justify-content: space-between;
|
||||
border-top:1px solid $sombre;
|
||||
border-left:1px solid $sombre;
|
||||
|
||||
span {
|
||||
width: 236px;
|
||||
padding-left: 2px;
|
||||
line-height: 27px;
|
||||
font-size: 14px;
|
||||
color: $black;
|
||||
font-weight: bold;
|
||||
|
||||
}
|
||||
|
||||
select {
|
||||
width:142px;
|
||||
border:0px;
|
||||
padding:0px;
|
||||
padding-left:15px;
|
||||
height:28px;
|
||||
text-align: center;
|
||||
border-left:1px solid $sombre;
|
||||
border-right:1px solid $sombre;
|
||||
}
|
||||
}
|
||||
|
||||
label.guidage {
|
||||
display:none;
|
||||
margin-top:1px;
|
||||
width:140px;
|
||||
height:28px;
|
||||
margin:0px;
|
||||
margin-right:29px;
|
||||
border-right:1px solid $sombre;
|
||||
border:0px;
|
||||
background:$clair;
|
||||
|
||||
span.actif,
|
||||
span.inactif {
|
||||
display:none;
|
||||
text-align: center;
|
||||
color:$black;
|
||||
height:28px;
|
||||
line-height: 28px;
|
||||
align-items:center;
|
||||
border-left:1px solid $sombre;
|
||||
|
||||
&::before {
|
||||
height:28px;
|
||||
line-height: 28px;
|
||||
background:transparent;
|
||||
color:$black;
|
||||
}
|
||||
}
|
||||
|
||||
span.actif {
|
||||
border-left:1px solid $clair;
|
||||
|
||||
&::before {
|
||||
background:$sombre;
|
||||
color:$white;
|
||||
border-bottom:1px solid $clair;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
input[type="checkbox"] {
|
||||
height:28px;
|
||||
|
||||
&:checked {
|
||||
& ~ span.actif {
|
||||
display:flex;
|
||||
}
|
||||
}
|
||||
|
||||
&:not(:checked) {
|
||||
& ~ span.inactif {
|
||||
display:flex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.modules {
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -609,6 +609,38 @@ div.tabVehicule {
|
||||
width:100%;
|
||||
flex-wrap: wrap;
|
||||
|
||||
input[type="hidden"] {
|
||||
&.guidage {
|
||||
&:not([value="0"]) {
|
||||
& ~ div.bonus {
|
||||
display:flex;
|
||||
|
||||
label.guidage {
|
||||
display:block;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
&.cadence {
|
||||
&:not([value="0"]) {
|
||||
& ~ div.bonus {
|
||||
display:flex;
|
||||
|
||||
label.cadence {
|
||||
display:flex;
|
||||
padding-right:28px;
|
||||
}
|
||||
|
||||
label.guidage {
|
||||
width:99px;
|
||||
margin-right:0px !important;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.repcontainer {
|
||||
display:flex;
|
||||
width:100%;
|
||||
@@ -638,6 +670,7 @@ div.tabVehicule {
|
||||
|
||||
div.bonus {
|
||||
display:none;
|
||||
flex-wrap: wrap;
|
||||
width:100%;
|
||||
justify-content: flex-end;
|
||||
}
|
||||
@@ -769,18 +802,84 @@ div.tabVehicule {
|
||||
}
|
||||
|
||||
div.bonus {
|
||||
$fakeButton: (
|
||||
"label":(
|
||||
"width":100%,
|
||||
"height":23px
|
||||
),
|
||||
"span": (
|
||||
"width":100%,
|
||||
"height":23px,
|
||||
"background":$sombre,
|
||||
"color":$white,
|
||||
"border":false
|
||||
),
|
||||
"shadow":false
|
||||
);
|
||||
|
||||
@include fakeButton($fakeButton) {
|
||||
font-size:12px;
|
||||
};
|
||||
|
||||
input[type="hidden"] {
|
||||
&.deuxMains {
|
||||
&[value="0"] {
|
||||
& ~ label.pilonnage {
|
||||
& ~ label.pilonnage,
|
||||
& ~ label.pilonnageDetails {
|
||||
display:none;
|
||||
}
|
||||
|
||||
& ~ label.guidage {
|
||||
margin-right:29px;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
label.pilonnage {
|
||||
display:none;
|
||||
width: 241px;
|
||||
background: $clair;
|
||||
justify-content: space-between;
|
||||
border-top:1px solid $sombre;
|
||||
border-left:1px solid $sombre;
|
||||
|
||||
span {
|
||||
width: max-content;
|
||||
padding-left: 2px;
|
||||
line-height: 27px;
|
||||
font-size: 14px;
|
||||
color: $black;
|
||||
font-weight: bold;
|
||||
|
||||
}
|
||||
|
||||
input[type="number"] {
|
||||
width:121px;
|
||||
border:0px;
|
||||
padding:0px;
|
||||
height:28px;
|
||||
text-align: center;
|
||||
border-left:1px solid $sombre;
|
||||
}
|
||||
|
||||
select {
|
||||
width:131px;
|
||||
border:0px;
|
||||
padding:0px;
|
||||
height:28px;
|
||||
text-align: center;
|
||||
border-left:1px solid $sombre;
|
||||
border-right:1px solid $sombre;
|
||||
padding-left:15px;
|
||||
}
|
||||
}
|
||||
|
||||
label.pilonnageDetails {
|
||||
display:none;
|
||||
width:calc(130px + 130px + 121px);
|
||||
border-left:1px solid $sombre;
|
||||
padding-right:28px;
|
||||
background: $clair;
|
||||
justify-content: space-between;
|
||||
border-top:1px solid $sombre;
|
||||
@@ -825,6 +924,93 @@ div.tabVehicule {
|
||||
padding-right:28px;
|
||||
}
|
||||
}
|
||||
|
||||
label.cadence {
|
||||
display:none;
|
||||
width:381px;
|
||||
background: $clair;
|
||||
justify-content: space-between;
|
||||
border-top:1px solid $sombre;
|
||||
border-left:1px solid $sombre;
|
||||
|
||||
span {
|
||||
width: 251px;
|
||||
padding-left: 2px;
|
||||
line-height: 27px;
|
||||
font-size: 14px;
|
||||
color: $black;
|
||||
font-weight: bold;
|
||||
|
||||
}
|
||||
|
||||
select {
|
||||
width:132px;
|
||||
border:0px;
|
||||
padding:0px;
|
||||
padding-left:15px;
|
||||
height:28px;
|
||||
text-align: center;
|
||||
border-left:1px solid $sombre;
|
||||
border-right:1px solid $sombre;
|
||||
}
|
||||
}
|
||||
|
||||
label.guidage {
|
||||
display:none;
|
||||
margin-top:1px;
|
||||
width:130px;
|
||||
height:28px;
|
||||
margin:0px;
|
||||
margin-right:29px;
|
||||
border-right:1px solid $sombre;
|
||||
border:0px;
|
||||
background:$clair;
|
||||
|
||||
span.actif,
|
||||
span.inactif {
|
||||
display:none;
|
||||
text-align: center;
|
||||
color:$black;
|
||||
height:28px;
|
||||
line-height: 28px;
|
||||
align-items:center;
|
||||
border-left:1px solid $sombre;
|
||||
|
||||
&::before {
|
||||
height:28px;
|
||||
line-height: 28px;
|
||||
background:transparent;
|
||||
color:$black;
|
||||
}
|
||||
}
|
||||
|
||||
span.actif {
|
||||
border-left:1px solid $clair;
|
||||
|
||||
&::before {
|
||||
background:$sombre;
|
||||
color:$white;
|
||||
border-bottom:1px solid $clair;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
input[type="checkbox"] {
|
||||
height:28px;
|
||||
|
||||
&:checked {
|
||||
& ~ span.actif {
|
||||
display:flex;
|
||||
}
|
||||
}
|
||||
|
||||
&:not(:checked) {
|
||||
& ~ span.inactif {
|
||||
display:flex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.effets,
|
||||
@@ -1029,6 +1215,67 @@ div.tabVehicule {
|
||||
width:100%;
|
||||
flex-wrap: wrap;
|
||||
|
||||
input[type="hidden"] {
|
||||
&.guidage {
|
||||
&:not([value="0"]) {
|
||||
& ~ div.bonus {
|
||||
display:flex;
|
||||
|
||||
label.guidage {
|
||||
display:block;
|
||||
}
|
||||
|
||||
label.precis {
|
||||
width:250px;
|
||||
padding:0px;
|
||||
|
||||
span {
|
||||
width:119px;
|
||||
}
|
||||
|
||||
select {
|
||||
width:131px;
|
||||
border-right:0px;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
&.cadence {
|
||||
&:not([value="0"]) {
|
||||
& ~ div.bonus {
|
||||
display:flex;
|
||||
|
||||
label.cadence {
|
||||
display:flex;
|
||||
padding-right:28px;
|
||||
}
|
||||
|
||||
label.guidage {
|
||||
width:121px;
|
||||
margin-right:0px !important;
|
||||
}
|
||||
|
||||
label.precis {
|
||||
width:241px;
|
||||
padding-right:0px;
|
||||
|
||||
span {
|
||||
width: calc(50% - 3px);
|
||||
}
|
||||
|
||||
select {
|
||||
width:121px;
|
||||
border-right:0px;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.repcontainer {
|
||||
display:flex;
|
||||
width:100%;
|
||||
@@ -1055,6 +1302,12 @@ div.tabVehicule {
|
||||
display:flex;
|
||||
width:100%;
|
||||
flex-wrap: wrap;
|
||||
|
||||
div.bonus {
|
||||
display:none;
|
||||
width:100%;
|
||||
justify-content: flex-end;
|
||||
}
|
||||
}
|
||||
|
||||
div.ligne {
|
||||
@@ -1191,6 +1444,114 @@ div.tabVehicule {
|
||||
}
|
||||
}
|
||||
|
||||
div.bonus {
|
||||
$fakeButton: (
|
||||
"label":(
|
||||
"width":100%,
|
||||
"height":23px
|
||||
),
|
||||
"span": (
|
||||
"width":100%,
|
||||
"height":23px,
|
||||
"background":$sombre,
|
||||
"color":$white,
|
||||
"border":false
|
||||
),
|
||||
"shadow":false
|
||||
);
|
||||
|
||||
@include fakeButton($fakeButton) {
|
||||
font-size:12px;
|
||||
};
|
||||
|
||||
label.cadence {
|
||||
display:none;
|
||||
width:372px;
|
||||
background: $clair;
|
||||
justify-content: space-between;
|
||||
border-top:1px solid $sombre;
|
||||
border-left:1px solid $sombre;
|
||||
|
||||
span {
|
||||
width: 236px;
|
||||
padding-left: 2px;
|
||||
line-height: 27px;
|
||||
font-size: 14px;
|
||||
color: $black;
|
||||
font-weight: bold;
|
||||
|
||||
}
|
||||
|
||||
select {
|
||||
width:131px;
|
||||
border:0px;
|
||||
padding:0px;
|
||||
padding-left:15px;
|
||||
height:28px;
|
||||
text-align: center;
|
||||
border-left:1px solid $sombre;
|
||||
border-right:1px solid $sombre;
|
||||
}
|
||||
}
|
||||
|
||||
label.guidage {
|
||||
display:none;
|
||||
margin-top:1px;
|
||||
width:130px;
|
||||
height:28px;
|
||||
margin:0px;
|
||||
margin-right:29px;
|
||||
border-right:1px solid $sombre;
|
||||
border:0px;
|
||||
background:$clair;
|
||||
|
||||
span.actif,
|
||||
span.inactif {
|
||||
display:none;
|
||||
text-align: center;
|
||||
color:$black;
|
||||
height:28px;
|
||||
line-height: 28px;
|
||||
align-items:center;
|
||||
border-left:1px solid $sombre;
|
||||
|
||||
&::before {
|
||||
height:28px;
|
||||
line-height: 28px;
|
||||
background:transparent;
|
||||
color:$black;
|
||||
}
|
||||
}
|
||||
|
||||
span.actif {
|
||||
border-left:1px solid $clair;
|
||||
|
||||
&::before {
|
||||
background:$sombre;
|
||||
color:$white;
|
||||
border-bottom:1px solid $clair;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
input[type="checkbox"] {
|
||||
height:28px;
|
||||
|
||||
&:checked {
|
||||
& ~ span.actif {
|
||||
display:flex;
|
||||
}
|
||||
}
|
||||
|
||||
&:not(:checked) {
|
||||
& ~ span.inactif {
|
||||
display:flex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.effets,
|
||||
div.ameliorationsArmes,
|
||||
div.special {
|
||||
@@ -1398,6 +1759,14 @@ div.tabVehicule {
|
||||
& ~ div label.pilonnage {
|
||||
display:flex;
|
||||
}
|
||||
|
||||
& ~ div label.pilonnageDetails {
|
||||
display:flex;
|
||||
}
|
||||
|
||||
& ~ div label.guidage {
|
||||
margin-right:0px;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -322,6 +322,7 @@
|
||||
background:none !important;
|
||||
color:$black;
|
||||
font-size:inherit;
|
||||
padding:0px !important;
|
||||
|
||||
&.fullcrit,
|
||||
&.fullfail,
|
||||
|
||||
+20
-1
@@ -1295,5 +1295,24 @@
|
||||
"devaster-anatheme":"Dévaster l'Anathème actif",
|
||||
"bourreau-tenebres":"Bourreau des ténèbres actif",
|
||||
"equilibrer-balance":"Équilibrer la balance actif",
|
||||
"membre-section-kraken":"Membre de la section Kraken."
|
||||
"membre-section-kraken":"Membre de la section Kraken.",
|
||||
"guidage":"Guidage",
|
||||
"guidage-description":"À chaque test d'attaque, 5 PE pour compter les impairs comme réussite plutôt que les pairs.",
|
||||
"guidage-inclus":"Guidage inclus",
|
||||
"guidage-inactif":"Guidage inactif",
|
||||
"guidage-actif":"Guidage actif",
|
||||
"bourreau":"Bourreau",
|
||||
"bourreau-x":"Bourreau X",
|
||||
"bourreau-description":"Quand lance les dés de dégâts, tout résultat inférieur ou égal à X est considéré comme un 4.",
|
||||
"devastation":"Dévastation",
|
||||
"devastation-x":"Dévastation X",
|
||||
"devastation-description":"Quand lance les dés de violence, tout résultat inférieur ou égal à X est considéré comme un 5.",
|
||||
"excellence":"Excellence",
|
||||
"excellence-condition":"Chaque réussite excédentaire (OD Compris) inflige 2 pts de dégâts (ou de violence) supplémentaire.",
|
||||
"excellence-description":"Sur test d'attaque, chaque réussite excédentaire (OD compris) inflige 2 points de dégâts (ou de violence) supplémentaire.",
|
||||
"conviction":"Conviction",
|
||||
"conviction-description":"Quand vainc un ennemi, reçoit 1PEs (max 1 par attaque), 3PEs si vainc une bande.",
|
||||
"regularite":"Régularité",
|
||||
"regularite-inclus":"Bonus de Régularité inclus",
|
||||
"regularite-description":"Sur les tests d'attaque, chaque 6 obtenu ajoute 3 au calcul des dégâts."
|
||||
}
|
||||
Reference in New Issue
Block a user