diff --git a/src/lang/de.json b/src/lang/de.json
index b1914f86..164dc25c 100644
--- a/src/lang/de.json
+++ b/src/lang/de.json
@@ -20,9 +20,7 @@
}
},
"COOLDOWN": {
- "progress": "{t} weiter durchführen",
- "cancel": "{t} abbrechen",
- "activate": "{t} auslösen"
+ "cancel": "{t} abbrechen"
},
"WEAPON": {
"attack": "Mit {weapon} angreifen",
diff --git a/src/module/dialog/combatAction.mjs b/src/module/dialog/combatAction.mjs
index c89f0165..05eaae06 100644
--- a/src/module/dialog/combatAction.mjs
+++ b/src/module/dialog/combatAction.mjs
@@ -126,7 +126,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
/** @type Cooldown */
const newCooldown = {
start: maneuver.cooldown({weapon, skill, target, mod: this._mod}),
- current: maneuver.cooldown({weapon, skill, target, mod: this._mod}),
+ current: 0,
data: {
cssClass: "Kampf",
weapon: this._weaponId,
diff --git a/src/module/dialog/liturgyDialog.mjs b/src/module/dialog/liturgyDialog.mjs
index 7d7764d6..23fea809 100644
--- a/src/module/dialog/liturgyDialog.mjs
+++ b/src/module/dialog/liturgyDialog.mjs
@@ -163,7 +163,7 @@ export class LiturgyDialog extends HandlebarsApplicationMixin(ApplicationV2) {
}
cooldowns.push({
start: castingTime,
- current: castingTime,
+ current: 0,
data: {
cssClass: "Karmal",
title: this._liturgy.name,
diff --git a/src/module/sheets/character/combat.mjs b/src/module/sheets/character/combat.mjs
index 10485d66..ff41d23c 100644
--- a/src/module/sheets/character/combat.mjs
+++ b/src/module/sheets/character/combat.mjs
@@ -26,9 +26,11 @@ export default {
context.lepper = Math.min((actorData.system.lep.aktuell / actorData.system.lep.max) * 100, 100)
context.keper = Math.min((actorData.system.kap.aktuell / actorData.system.kap.max) * 100, 100)
context.aspper = Math.min((actorData.system.asp.aktuell / actorData.system.asp.max) * 100, 100)
- context.lepcurrent = actorData.system.lep.aktuell ?? 0
+ context.lepcurrent = actorData.system.lep.aktuell ?? 0
context.aupcurrent = actorData.system.aup.aktuell ?? 0
+ context.aspcurrent = actorData.system.asp.aktuell ?? 0
+ context.kapcurrent = actorData.system.kap.aktuell ?? 0
return context
diff --git a/src/module/sheets/characterSheet.mjs b/src/module/sheets/characterSheet.mjs
index aaba9861..51e5ee86 100644
--- a/src/module/sheets/characterSheet.mjs
+++ b/src/module/sheets/characterSheet.mjs
@@ -153,7 +153,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
cooldowns.splice(cooldownId, 1)
if (cooldown) {
- cooldown.current = cooldown.current - 1
+ cooldown.current = cooldown.current + 1
}
cooldowns.push(cooldown)
@@ -177,7 +177,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
const cooldowns = this.document.system.cooldowns
const cooldown = this.document.system.cooldowns[cooldownId]
- if (cooldown && cooldown.current <= 0) {
+ if (cooldown && cooldown.current >= cooldown.start) {
const am = new ActionManager(this.document)
console.log(cooldown.data.maneuver)
const action = new Function(`return ${cooldown.data.maneuver}`)
@@ -412,8 +412,11 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
context.lepper = Math.min((actorData.system.lep.aktuell / actorData.system.lep.max) * 100, 100)
context.keper = Math.min((actorData.system.kap.aktuell / actorData.system.kap.max) * 100, 100)
context.aspper = Math.min((actorData.system.asp.aktuell / actorData.system.asp.max) * 100, 100)
+
context.lepcurrent = actorData.system.lep.aktuell ?? 0
context.aupcurrent = actorData.system.aup.aktuell ?? 0
+ context.aspcurrent = actorData.system.asp.aktuell ?? 0
+ context.kapcurrent = actorData.system.kap.aktuell ?? 0
const fernkampf = actorData.findEquipmentOnSlot("fernkampf", actorData.system.setEquipped, actorData)
const links = actorData.findEquipmentOnSlot("links", actorData.system.setEquipped, actorData)
@@ -489,15 +492,20 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
let tooltip = cooldown.data.title
if (cooldown.data.weapon) {
weapon = this.document.itemTypes["Equipment"].find(p => p._id === cooldown.data.weapon)
- tooltip += `
Waffe:${weapon.name}`
+ tooltip += `
Waffe: ${weapon.name}`
}
if (cooldown.data.target) {
target = game.actors.get(game.scenes.current.tokens.find(p => p._id === cooldown.data.target).actorId)
- tooltip += `
Waffe:${target.name}`
+ tooltip += `
Ziel: ${target.name}`
}
cooldown.title = cooldown.data.title
cooldown.progress = ((cooldown.current / cooldown.start) * 100) + "%"
- cooldown.tooltip = tooltip + `
Aktionen verbleibend: ${cooldown.current}`
+ if (cooldown.start - cooldown.current > 0) {
+ cooldown.tooltip = tooltip + `
Aktionen verbleibend: ${cooldown.start - cooldown.current}