Ajout multiples pour le combat et ameliorations des items

This commit is contained in:
2024-07-08 07:54:53 +02:00
parent 10b7fcac09
commit 629d369693
45 changed files with 686 additions and 161 deletions

View File

@@ -11,7 +11,7 @@ export class TeDeumActorPJSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-te-deum", "sheet", "actor"],
template: "systems/fvtt-te-deum/templates/actors/actor-sheet.hbs",
width: 860,
@@ -33,10 +33,10 @@ export class TeDeumActorPJSheet extends ActorSheet {
name: this.actor.name,
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
system: duplicate(this.object.system),
system: foundry.utils.duplicate(this.object.system),
limited: this.object.limited,
competences: this.actor.getCompetences(),
config: duplicate(game.system.tedeum.config),
config: foundry.utils.duplicate(game.system.tedeum.config),
armes: this.actor.getArmes(),
caracList: this.actor.prepareCaracteristiques(),
providence: this.actor.prepareProvidence(),
@@ -44,6 +44,11 @@ export class TeDeumActorPJSheet extends ActorSheet {
equipements: this.actor.getEquipements(),
armures: this.actor.getArmures(),
graces: this.actor.getGraces(),
blessures: this.actor.getBlessures(),
maladies: this.actor.getMaladies(),
poisons: this.actor.getPoisons(),
combat: this.actor.prepareCombat(),
santeModifier: this.actor.getSanteModifier(),
description: await TextEditor.enrichHTML(this.object.system.description, { async: true }),
notes: await TextEditor.enrichHTML(this.object.system.notes, { async: true }),
options: this.options,

View File

@@ -89,48 +89,91 @@ export class TeDeumActor extends Actor {
/* -------------------------------------------- */
getCompetences() {
let comp = duplicate(this.items.filter(item => item.type == 'competence') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'competence') || [])
return comp;
}
/* -------------------------------------------- */
getGraces() {
let comp = duplicate(this.items.filter(item => item.type == 'grace') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'grace') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getArmes() {
let comp = duplicate(this.items.filter(item => item.type == 'arme') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'arme') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getEquipements() {
let comp = duplicate(this.items.filter(item => item.type == 'equipement') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'equipement') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getArmures() {
let comp = duplicate(this.items.filter(item => item.type == 'armure') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'armure') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getBlessures() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'blessure') || [])
for (let c of comp) {
let blessDef = game.system.tedeum.config.blessures[c.system.typeBlessure]
c.malus = blessDef.modifier
}
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getMaladies() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'maladie') || [])
for (let c of comp) {
c.malus = "N/A"
if (c.system.appliquee) {
let malDef = game.system.tedeum.config.virulence[c.system.virulence]
c.malus = malDef.modifier
}
}
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getPoisons() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'poison') || [])
for (let c of comp) {
c.malus = "N/A"
if (c.system.appliquee) {
let poisDef = game.system.tedeum.config.virulencePoison[c.system.virulence]
c.malus = poisDef.modifier
}
}
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
calculMalusBlessures() {
let modifierBlessures = 0
let nbBlessures = 0
// Cumul des malus de blessures
for (let locKey in this.system.localisation) {
let loc = this.system.localisation[locKey]
let bDef = game.system.tedeum.config.blessures[loc.blessures]
modifierBlessures += bDef.modifier
nbBlessures += bDef.count
getSanteModifier() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'maladie') || [])
let modTotal = 0
for (let c of comp) {
if (c.system.appliquee) {
let maladieDef = game.system.tedeum.config.virulence[c.system.virulence]
modTotal += maladieDef.modifier
}
}
let simples= foundry.utils.duplicate(this.items.filter(item => item.type == 'simple') || [])
for (let c of simples) {
if (c.system.appliquee) {
let simpleDef = game.system.tedeum.config.virulencePoison[c.system.virulence]
modTotal += simpleDef.modifier
}
}
let blessures = foundry.utils.duplicate(this.items.filter(item => item.type == 'blessure') || [])
for (let c of blessures) {
let blessDef = game.system.tedeum.config.blessures[c.system.typeBlessure]
modTotal += blessDef.modifier
}
// Si le nombre de blessures est supérieur au score d'endurance, alors malus supplémentaire
let endurance = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "endurance")
if ( nbBlessures > endurance.system.score) {
modifierBlessures += -1
}
return modifierBlessures
if ( blessures.length > endurance.system.score) {
modTotal += -1
}
return modTotal
}
/* -------------------------------------------- */
@@ -160,7 +203,26 @@ export class TeDeumActor extends Actor {
providence.dice = game.system.tedeum.config.providence[providence.value].diceValue
return providence
}
/* -------------------------------------------- */
prepareCombat() {
let combatLoc = foundry.utils.deepClone(this.system.localisation)
for (let key in combatLoc) {
combatLoc[key] = foundry.utils.mergeObject(combatLoc[key], game.system.tedeum.config.LOCALISATION[key])
combatLoc[key].armures = []
combatLoc[key].protectionTotal = 0
let armures = this.getArmures()
for (let armure of armures) {
if (armure.system.equipe && armure.system.localisation[key].protege) {
combatLoc[key].armures.push(armure)
combatLoc[key].protectionTotal += armure.system.protection
}
}
let endurance = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "endurance")
combatLoc[key].endurance = endurance.system.score + game.system.tedeum.config.LOCALISATION[key].locMod
combatLoc[key].touche = combatLoc[key].endurance + combatLoc[key].protectionTotal
}
return combatLoc
}
/* -------------------------------------------- */
modifyProvidence(value) {
let providence = foundry.utils.duplicate(this.system.providence)
@@ -202,7 +264,7 @@ export class TeDeumActor extends Actor {
getItemById(id) {
let item = this.items.find(item => item.id == id);
if (item) {
item = duplicate(item)
item = foundry.utils.duplicate(item)
}
return item;
}
@@ -232,7 +294,7 @@ export class TeDeumActor extends Actor {
/* ------------------------------------------- */
async buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
let equipments = foundry.utils.duplicate(this.items.filter(item => item.type == "equipment") || [])
for (let equip1 of equipments) {
if (equip1.system.iscontainer) {
equip1.system.contents = []
@@ -288,10 +350,13 @@ export class TeDeumActor extends Actor {
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
let init = Math.floor((this.system.attributs.physique.value + this.system.attributs.habilite.value) / 2)
let subValue = new Roll("1d20").roll({ async: false })
return init + (subValue.total / 100)
getInitiativeScore() {
let initiative = this.items.find(it=>it.type == "competence" && it.name.toLowerCase() == "initiative")
if ( initiative ) {
return initiative.system.score
}
ui.notifications.warn("Impossible de trouver la compétence Initiative pour l'acteur " + this.name)
return -1;
}
/* -------------------------------------------- */
@@ -327,8 +392,8 @@ export class TeDeumActor extends Actor {
rollData.actorId = this.id
rollData.img = this.img
rollData.providence = this.prepareProvidence()
rollData.malusBlessures = this.calculMalusBlessures()
rollData.santeModifier = this.getSanteModifier()
return rollData
}
@@ -336,7 +401,7 @@ export class TeDeumActor extends Actor {
getCommonCompetence(compId) {
let rollData = this.getCommonRollData()
let competence = duplicate(this.items.find(it => it.type =="competence" && it.id == compId))
let competence = foundry.utils.duplicate(this.items.find(it => it.type =="competence" && it.id == compId))
rollData.competence = competence
let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique])
@@ -357,15 +422,30 @@ export class TeDeumActor extends Actor {
/* -------------------------------------------- */
rollArme(armeId) {
rollArme(armeId, compName = undefined) {
let weapon = this.items.get(armeId)
if (weapon) {
weapon = duplicate(weapon)
weapon = foundry.utils.duplicate(weapon)
let rollData = this.getCommonRollData()
rollData.mode = "arme"
rollData.arme = weapon
rollData.img = weapon.img
rollData.title = weapon.name
// Setup competence + carac
if (!compName) {
compName = weapon.system.competence
}
let competence = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == compName.toLowerCase())
if ( competence) {
rollData.competence = competence
let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique])
this.updateCarac( c, competence.system.caracteristique)
rollData.carac = c
} else {
ui.notifications.warn("Impossible de trouver la compétence " + compName)
return
}
this.startRoll(rollData).catch("Error on startRoll")
} else {
ui.notifications.warn("Impossible de trouver l'arme concernée ")

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@@ -6,11 +6,10 @@ export class TeDeumCombat extends Combat {
/* -------------------------------------------- */
async rollInitiative(ids, formula = undefined, messageOptions = {} ) {
ids = typeof ids === "string" ? [ids] : ids;
for (let cId = 0; cId < ids.length; cId++) {
const c = this.combatants.get(ids[cId]);
let id = c._id || c.id;
let initBonus = c.actor ? c.actor.getInitiativeScore( this.id, id ) : -1;
await this.updateEmbeddedDocuments("Combatant", [ { _id: id, initiative: initBonus } ]);
for (let cId of ids) {
const c = this.combatants.get(cId);
let initBonus = c.actor ? c.actor.getInitiativeScore( this.id, cId ) : -1;
await this.updateEmbeddedDocuments("Combatant", [ { _id: cId, initiative: initBonus } ]);
}
return this;

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@@ -13,17 +13,16 @@ export const TEDEUM_CONFIG = {
{ value: 10 }, { value: 30 }, { value: 50 }],
LOCALISATION: {
"pieddroit": { label: "Pied Droit", value: 1, id: "pieddroit", nbArmure: 1 },
"jambedroite": { label: "Jambe Droite", value: 1, id: "jambedroite", nbArmure: 1 },
"jambegauche": { label: "Jambe Gauche", value: 1, id: "jambegauche", nbArmure: 1 },
"piedgauche": { label: "Pied Gauche", value: 1, id: "piedgauche", nbArmure: 1 },
"piedgauche": { label: "Pied Gauche", value: 1, id: "piedgauche", nbArmure: 1 },
"maindroite": { label: "Main Droite", value: 1, id: "maindroite", nbArmure: 1 },
"maingauche": { label: "Main Gauche", value: 1, id: "maingauche", nbArmure: 1 },
"brasdroit": { label: "Bras Droit", value: 1, id: "brasdroit", nbArmure: 2 },
"brasgauche": { label: "Bras Gauche", value: 1, id: "brasgauche", nbArmure: 2 },
"corps": { label: "Corps", value: 1, id: "corps", nbArmure: 2 },
"tete": { label: "Tête", value: 1, id: "tete", nbArmure: 2 },
"pieddroit": { label: "Pied Droit", value: 1, locMod:0, id: "pieddroit", nbArmure: 1, score: {min: 1, max:1}, coord: { top: 500, left: 0 } },
"jambedroite": { label: "Jambe Droite", value: 1, locMod:-1,id: "jambedroite", nbArmure: 1, score: {min: 3, max:4},coord: { top: 400, left: 100 } },
"jambegauche": { label: "Jambe Gauche", value: 1, locMod:-1,id: "jambegauche", nbArmure: 1, score: {min: 5, max:6},coord: { top: 400, left: 300 } },
"piedgauche": { label: "Pied Gauche", value: 1, locMod:0,id: "piedgauche", nbArmure: 1, score: {min: 2, max:2},coord: { top: 500, left: 400 } },
"maindroite": { label: "Main Droite", value: 1, locMod:0,id: "maindroite", nbArmure: 1, score: {min: 7, max:7},coord: { top: 0, left: 0 } },
"maingauche": { label: "Main Gauche", value: 1, locMod:0,id: "maingauche", nbArmure: 1, score: {min: 8, max:8},coord: { top: 0, left: 400 } },
"brasdroit": { label: "Bras Droit", value: 1, locMod:-1,id: "brasdroit", nbArmure: 2, score: {min: 9, max:10},coord: { top: 200, left: 0 } },
"brasgauche": { label: "Bras Gauche", value: 1, locMod:-1,id: "brasgauche", nbArmure: 2, score: {min: 11, max:12},coord: { top: 200, left: 400 } },
"corps": { label: "Corps", value: 1, id: "corps", locMod:-2,nbArmure: 2, score: {min: 13, max:17},coord: { top: 200, left: 200 } },
"tete": { label: "Tête", value: 1, id: "tete", locMod:-2,nbArmure: 2 , score: {min: 18, max:20},coord: { top: 0, left: 200 }},
},
ARME_SPECIFICITE: {
@@ -157,13 +156,32 @@ export const TEDEUM_CONFIG = {
{ value: "1", label: "+1 niveau" },
{ value: "2", label: "+2 niveaux" }
],
blessures: [
{ value: 0, label: "Indemne", degatsMax: -1, count: 0, modifier: 0 },
{ value: 1, label: "Estafilade/Contusion", degatsMax: 2, count: 1, modifier: 0 },
{ value: 2, label: "Plaie", degatsMax: 4, count: 1, modifier: -1 },
{ value: 3, label: "Plaie béante", degatsMax: 6, count: 1, modifier: -2 },
{ value: 4, label: "Plaie atroce", degatsMax: 6, count: 1, horsCombat: true, modifier: -12 },
{ value: 5, label: "Tué net", degatsMax: 100, count: 1, horsCombat: true, mort: true, modifier: -12 }
]
blessures: {
indemne: { value: 0, label: "Indemne", key: "indemne", degatsMax: -1, count: 0, modifier: 0 },
estafilade: { value: 1, label: "Estafilade", key: "estafilade", degatsMax: 2, count: 1, modifier: 0 },
plaie: { value: 2, label: "Plaie", key: "plaie", degatsMax: 4, count: 1, modifier: -1 },
plaiebeante: { value: 3, label: "Plaie béante", key: "plaiebeante", degatsMax: 6, count: 1, modifier: -2 },
plaieatroce: { value: 4, label: "Plaie atroce", key: "plaieatroce", degatsMax: 6, count: 1, horsCombat: true, modifier: -12 },
tunenet: { value: 5, label: "Tué net", key: "tuenet", degatsMax: 100, count: 1, horsCombat: true, mort: true, modifier: -12 }
},
virulence: {
fatigue: { label: "Fatigue", value: "fatigue", modifier: 0 },
epuisement: { label: "Epuisement", value: "epuisement",modifier: -1 },
souffrance: { label: "Souffrance", value: "souffrance", modifier: -2 },
agonie: { label: "Agonie", value: "agonie", modifier: -3 }
},
fievre: {
aucune: { label: "Aucune", value: "aucune" },
legere: { label: "Légère", value: "legere" },
forte: { label: "Forte", value: "forte" },
grave: { label: "Grave", value: "grave" }
},
virulencePoison: {
aucune: { label: "Aucune", value: "nausee", modifier: 0 },
nausee: { label: "Nausées & Vertiges", value: "nausee", modifier:0 },
inflammation: { label: "Inflammations & Vomissements", value: "inflammation", modifier: -1 },
elancement: { label: "Elancements & Hémorragies", value: "elancement" , modifier: -2 },
convulsion: { label: "Convulsions & Délire hallucinatoire", value: "convulsion", modifier: -3 },
mort: { label: "Inconscience & Mort", value: "mort", modifier: -12 }
}
}

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@@ -50,6 +50,10 @@ export class TeDeumUtility {
//console.log("getConfigLabel", configName, key)
return game.system.tedeum.config[configName][key].label
})
Handlebars.registerHelper('getConfigLabelArray', function (configName, key) {
//console.log("getConfigLabel", configName, key)
return game.system.tedeum.config[configName][key].label
})
Handlebars.registerHelper('isSpecArmeType', function (key, armeType) {
return game.system.tedeum.config.ARME_SPECIFICITE[key][armeType]
})
@@ -360,6 +364,10 @@ export class TeDeumUtility {
/* -------------------------------------------- */
static modifyDice(dice, bonusMalus) {
let newIndex = game.system.tedeum.config.diceValeur.indexOf(dice) + Number(bonusMalus)
if (newIndex < 0) {
ui.notifications.error("Vos blessures ou maladies vous empêchent de réaliser cette action, vous êtes trop faibles")
return undefined
}
newIndex = Math.min(Math.max(newIndex, 0), game.system.tedeum.config.diceValeur.length - 1)
return game.system.tedeum.config.diceValeur[newIndex]
}
@@ -368,7 +376,8 @@ export class TeDeumUtility {
static computeRollFormula(rollData, actor, isConfrontation = false) {
let diceFormula = ""
if (rollData.competence) {
let diceBase = this.modifyDice(rollData.carac.dice, rollData.bonusMalus+rollData.malusBlessures)
let diceBase = this.modifyDice(rollData.carac.dice, Number(rollData.bonusMalus)+rollData.santeModifier)
if (!diceBase) return;
diceFormula = diceBase + "x + " + rollData.competence.system.score
}
if (rollData.enableProvidence) {
@@ -386,8 +395,9 @@ export class TeDeumUtility {
rollData.difficulty = 7
}
rollData.difficulty = game.system.tedeum.config.difficulte[rollData.difficulty].value
let diceFormula = this.computeRollFormula(rollData, actor)
if (!diceFormula) return;
console.log("RollData", rollData, diceFormula )
// Performs roll
let myRoll = await new Roll(diceFormula).roll()
@@ -501,7 +511,7 @@ export class TeDeumUtility {
/* -------------------------------------------- */
static getBasicRollData() {
let rollData = {
rollId: randomID(16),
rollId: foundry.utils.randomID(16),
type: "roll-data",
rollMode: game.settings.get("core", "rollMode"),
difficulty: "pardefaut",
@@ -509,7 +519,7 @@ export class TeDeumUtility {
isReroll : false,
enableProvidence : false,
malusBlessures: 0,
config: duplicate(game.system.tedeum.config)
config: foundry.utils.duplicate(game.system.tedeum.config)
}
TeDeumUtility.updateWithTarget(rollData)
return rollData

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@@ -48,7 +48,9 @@ export class TeDeumArmeSchema extends foundry.abstract.TypeDataModel {
schema.prix = new fields.NumberField({ ...requiredDouble, initial: 0, min: 0 });
schema.monnaie = new fields.StringField({ required: true, blank: false, initial: "denier" });
schema.equipe = new fields.BooleanField({initial: false}),
schema.description = new fields.HTMLField({ required: true, blank: true });
return schema;

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@@ -19,6 +19,8 @@ export class TeDeumArmureSchema extends foundry.abstract.TypeDataModel {
schema.prix = new fields.NumberField({ ...requiredDouble, initial: 0, min: 0 });
schema.monnaie = new fields.StringField({ required: true, blank: false, initial: "denier" });
schema.equipe = new fields.BooleanField({initial: false}),
schema.description = new fields.HTMLField({ required: true, blank: true });

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@@ -0,0 +1,14 @@
export class TeDeumBlessureSchema extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
const schema = {};
schema.typeBlessure = new fields.StringField({required: true, choices: ["indemne", "estafilade", "plaie", "plaiebeante", "plaieatroce", "tuenet"], initial: "estafilade"});
schema.localisation = new fields.StringField({required: true, choices: ["piedgauche", "pieddroit", "jambegauche", "jambedroite", "maingauche", "maindroite", "brasgauche", "brasdroit", "tete", "corps"], initial: "corps"});
schema.description = new fields.HTMLField({ required: true, blank: true });
return schema;
}
}

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@@ -0,0 +1,18 @@
export class TeDeumMaladieSchema extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
const schema = {};
schema.transmission = new fields.HTMLField({ required: true, blank: true });
schema.difficulteEndurance = new fields.StringField({required:true, initial:"routine"});
schema.virulence = new fields.StringField({required: true, choices: ["fatigue", "epuisement", "souffrance", "agonie"], initial: "fatigue"});
schema.fievre = new fields.StringField({required: true, choices: ["aucune", "legere", "forte", "grave"], initial: "aucune"});
schema.symptomes = new fields.HTMLField({ required: true, blank: true });
schema.appliquee = new fields.BooleanField({initial: false}),
schema.description = new fields.HTMLField({ required: true, blank: true });
return schema;
}
}

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@@ -23,7 +23,9 @@ export class TeDeumPJSchema extends foundry.abstract.TypeDataModel {
schema.localisation = new fields.SchemaField(
Object.values(game.system.tedeum.config.LOCALISATION).reduce((obj, loc) => {
obj[loc.id] =new fields.SchemaField({
obj[loc.id] = new fields.SchemaField({
armure: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 20 }),
touche: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 20 }),
blessures: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 20 })
});
return obj;

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@@ -0,0 +1,20 @@
export class TeDeumMaladieSchema extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
const requiredInteger = { required: true, nullable: false, integer: true };
const schema = {};
schema.difficulteEndurance = new fields.StringField({required:true, initial:"routine"});
schema.virulence = new fields.StringField({required: true, choices: ["aucune", "nausee", "inflammation", "elancement", "convulsion", "mort"], initial: "fatigue"});
schema.vertus = new fields.HTMLField({ required: true, blank: true });
schema.toxicite = new fields.HTMLField({ required: true, blank: true });
schema.appliquee = new fields.BooleanField({initial: false}),
schema.prix = new fields.NumberField({ ...requiredDouble, initial: 0, min: 0 });
schema.monnaie = new fields.StringField({ required: true, blank: false, initial: "denier" });
schema.description = new fields.HTMLField({ required: true, blank: true });
return schema;
}
}

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@@ -8,7 +8,7 @@ export class TeDeumItemSheet extends ItemSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-te-deum", "sheet", "item"],
template: "systems/fvtt-te-deum/templates/item-sheet.hbs",
dragDrop: [{ dragSelector: null, dropSelector: null }],

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@@ -7,6 +7,9 @@ export const defaultItemImg = {
competence: "systems/fvtt-te-deum/images/icons/competence.webp",
education: "systems/fvtt-te-deum/images/icons/education.webp",
grace: "systems/fvtt-te-deum/images/icons/grace.webp",
blessure: "systems/fvtt-te-deum/images/icons/blessure.webp",
maladie: "systems/fvtt-te-deum/images/icons/maladie.webp",
simple: "systems/fvtt-te-deum/images/icons/simple.webp",
}
/**

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@@ -19,6 +19,8 @@ import { TeDeumEquipementSchema } from "./data/tedeum-schema-equipement.js";
import { TeDeumOrigineSchema } from "./data/tedeum-schema-origine.js";
import { TeDeumEducationSchema } from "./data/tedeum-schema-education.js";
import { TeDeumGraceSchema } from "./data/tedeum-schema-grace.js";
import { TeDeumBlessureSchema } from "./data/tedeum-schema-blessure.js";
import { TeDeumMaladieSchema } from "./data/tedeum-schema-maladie.js";
import { TeDeumItem } from "./items/tedeum-item.js";
import { TeDeumItemSheet } from "./items/tedeum-item-sheet.js";
@@ -71,7 +73,9 @@ Hooks.once("init", async function () {
armure: TeDeumArmureSchema,
origine: TeDeumOrigineSchema,
education: TeDeumEducationSchema,
grace: TeDeumGraceSchema
grace: TeDeumGraceSchema,
blessure: TeDeumBlessureSchema,
maladie: TeDeumMaladieSchema,
};
console.log("TeDeum RPG | Ready");