Migration datamodels !

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# Améliorations de la Fiche Créature
## Vue d'ensemble
La fiche créature a été complètement alignée avec les dernières améliorations de la fiche personnage pour assurer une expérience utilisateur cohérente à travers tout le système.
## Changements Apportés
## PARTIE 1 : ONGLET ATTRIBUTS (STATS)
### 1. Attributs avec Liste Déroulante (Dropdown)
**Avant:**
```handlebars
<input type="number" name="system.attributs.{{key}}.value" value="{{attr.value}}" />
```
**Après:**
```handlebars
<select name="system.attributs.{{key}}.value" value="{{attr.value}}" data-dtype="Number">
{{selectOptions @root.config.listeNiveauCreature selected=attr.value}}
</select>
```
**Raison:**
- Les créatures peuvent avoir des attributs de 0 à 35 (vs 0-10 pour personnages)
- Utilise `listeNiveauCreature` créé dynamiquement dans `wasteland-main.js`
- Interface plus propre et empêche les valeurs invalides
### 2. Attributs Cliquables (Rollable)
**Avant:**
```handlebars
<span class="item-name">{{attr.label}}</span>
```
**Après:**
```handlebars
<span class="item-name">
<a class="rollable" data-action="rollAttribut" data-attr-key="{{key}}">{{attr.label}}</a>
</span>
```
**Raison:**
- Permet de cliquer sur le nom de l'attribut pour faire un jet
### 3-5. Boutons +/- pour Santé et Psyché
Ajouté des boutons d'ajustement pour:
- Dégâts non létaux
- Dégâts létaux
- Psyché actuelle
**Raison:**
- Facilite l'ajustement rapide en combat
### 6. Terminologie
Changé "Courante" → "Actuelle" pour la psyché
## PARTIE 2 : ONGLET COMBAT
### 7. Valeurs de Combat - Grille 2x2 avec Champs Bonus
**Layout:**
```
┌──────────────────────────────┬──────────────────────────────┐
│ Initiative 12 [+2] = 14 │ Défense 15 [+2] = 17 │
├──────────────────────────────┼──────────────────────────────┤
│ Vitesse 8 [+0] = 8 │ Bonus Dég. +3 [+1] = +4 │
└──────────────────────────────┴──────────────────────────────┘
```
**Code:**
```handlebars
<div class="grid grid-2col">
<div class="combat-stat-row">
<label class="stat-label">Initiative</label>
<div class="stat-values">
<span class="stat-base">{{combat.initBase}}</span>
<input type="number" class="input-numeric-short" name="system.combat.initbonus"
value="{{system.combat.initbonus}}" data-tooltip="Bonus" />
<span class="stat-total">= {{combat.initTotal}}</span>
</div>
</div>
<!-- 3 autres similaires -->
</div>
```
**Raison:**
- **DIFFÉRENCE IMPORTANTE AVEC PERSONNAGE**: Créatures ont besoin des champs bonus éditables
- **Grille 2x2**: Compacte mais lisible, 2 valeurs par ligne
- Format: Nom | Base | [Bonus] | = Total
### 8. Compétences avec Boutons de Roll et Dropdown Niveau
**Avant:**
```handlebars
<span class="item-niveau">Niveau: {{skill.system.niveau}}</span>
```
**Après:**
```handlebars
<select class="status-small-label color-class-common edit-item-data competence-niveau"
data-item-field="niveau" data-dtype="Number">
{{selectOptions @root.config.listeNiveauSkill selected=skill.system.niveau}}
</select>
```
**Raison:**
- **Liste déroulante pour le niveau** (0-10) au lieu de texte statique
- Modification directe depuis la liste sans ouvrir la fiche
- Utilise le handler `edit-item-data` existant
- Appelle `editItemField()` pour mise à jour automatique
- **Comportement identique** à la fiche personnage
**Ajouts:**
- Boutons de roll par attribut (ADR:15, PUI:12, etc.)
- Nom cliquable pour éditer
- Bouton "Ajouter une compétence" en bas
### 9. Armes avec Format Moderne
**Avant:**
```handlebars
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">Armes</span>
<span>Attaque</span> <span>Défense</span> <span>Dégâts</span>
</li>
```
**Après:**
```handlebars
<span class="weapon-stats">
<span class="stat-offensif" data-tooltip="Attaque">
<i class="fas fa-crosshairs"></i> {{arme.system.totalOffensif}}
</span>
{{#if arme.system.isdefense}}
<span class="stat-defensif" data-tooltip="Défense">
<i class="fas fa-shield"></i> {{arme.system.totalDefensif}}
</span>
{{/if}}
</span>
<button class="button-sheet-roll" data-action="rollArmeOffensif">
<i class="fas fa-dice-d20"></i>
</button>
<button class="button-sheet-roll" data-action="rollArmeDegats">
<i class="fas fa-burst"></i>
</button>
```
**Raison:**
- Stats avec icônes visuelles (🎯 crosshairs, 🛡️ shield)
- Boutons avec icônes au lieu de texte
- Suppression du header colonnes
- Nom cliquable pour éditer
- Bouton "Ajouter une arme" en bas
### 10. Capacités
**Ajouts:**
- Nom cliquable pour éditer
- Bouton "Ajouter une capacité" en bas
## Fichiers Modifiés
### templates/actor-creature-sheet.hbs
- **Lignes 26-37**: Attributs avec dropdown et rollable links
- **Lignes 39-110**: Santé et Psyché avec boutons +/-
- **Lignes 107-146**: Valeurs combat en grille 2x2 avec inputs bonus
- **Lignes 148-189**: Compétences avec dropdown niveau et boutons de roll
- **Lignes 191-243**: Armes au format moderne avec icônes
- **Lignes 245-261**: Capacités avec nom cliquable
- **Total**: ~140 lignes modifiées/ajoutées
### less/actor-styles.less
- **Lignes 279-331**: Nouveaux styles pour `.combat-stats` (grille 2x2 créatures)
- **Total**: 52 lignes ajoutées
## Styles CSS Ajoutés
```less
.combat-stats {
margin-bottom: 1rem;
.grid-2col {
gap: 0.5rem;
}
.combat-stat-row {
display: flex;
align-items: center;
background: rgba(255, 255, 255, 0.2);
border: 1px solid #6a0606;
border-radius: 3px;
padding: 0.4rem 0.6rem;
gap: 0.5rem;
.stat-label {
font-weight: bold;
font-size: 0.85rem;
min-width: 90px;
flex: 0 0 auto;
}
.stat-values {
display: flex;
align-items: center;
gap: 0.3rem;
flex: 1;
.stat-base { font-weight: bold; min-width: 30px; text-align: center; }
.input-numeric-short { width: 50px; text-align: center; padding: 0.2rem; }
.stat-total { font-weight: bold; color: #6a0606; min-width: 40px; }
}
}
}
```
## Actions Utilisées
Toutes réutilisées depuis `base-actor-sheet.mjs`:
- `rollAttribut` - Jets d'attributs
- `incDecSante` - Boutons +/- santé/psyché
- `rollCompetence` - Jets de compétence
- `rollArmeOffensif` / `rollArmeDegats` - Jets d'arme
- `createItem` / `editItem` / `deleteItem` - Gestion items
Handler spécial:
- `edit-item-data` - Modification dropdown niveau compétence
- Appelle `editItemField(itemId, itemType, itemField, dataType, value)` dans wasteland-actor.js
## Bénéfices
### Onglet Attributs
1. **Cohérence**: Même interface que fiche personnage
2. **Facilité**: Boutons +/- pour ajustements rapides
3. **Prévention d'erreurs**: Dropdowns empêchent valeurs invalides
4. **Ergonomie**: Attributs cliquables pour jets rapides
### Onglet Combat
1. **Layout 2x2**: Valeurs de combat compactes
2. **Champs Bonus**: Créatures peuvent ajuster leurs stats
3. **Dropdown Niveau**: Modification compétences sans ouvrir fiche
4. **Jets Rapides**: Boutons directement sur compétences/armes
5. **Interface Moderne**: Icônes et layout épuré
## Comparaison Avant/Après
| Élément | Avant | Après | Bénéfice |
|---------|-------|-------|----------|
| **Attributs** | Input number | Select dropdown (0-35) + rollable | Prévention erreurs + jets rapides |
| **Santé/Psyché** | Input seul | Input + boutons -/+ | Ajustement rapide en combat |
| **Valeurs Combat** | Liste 4 lignes verticale | Grille 2x2 Base [Bonus] = Total | Layout compact + édition |
| **Niveau Compétence** | Texte statique | Dropdown (0-10) éditable | Modification directe |
| **Compétences** | Nom + niveau | Dropdown + boutons roll attributs | Jets + édition rapide |
| **Armes** | Header + colonnes texte | Stats icônes + boutons icônes | Interface moderne |
| **Capacités** | Nom statique | Nom cliquable + bouton ajout | Édition rapide |
## Tests Recommandés
### Onglet Attributs
1. Vérifier dropdown attributs (0-35)
2. Cliquer sur nom d'attribut pour jet
3. Tester boutons +/- santé/psyché
4. Vérifier sauvegarde modifications
### Onglet Combat
1. Vérifier grille 2x2 valeurs combat
2. Modifier les champs bonus
3. **Tester dropdown niveau compétence** (nouveau)
4. Tester boutons roll compétences
5. Cliquer boutons attaque/dégâts armes
6. Vérifier tooltips
7. Tester ajout compétence/arme/capacité
8. Cliquer noms pour éditer
## Notes Importantes
- **Aucune modification JavaScript nécessaire** (actions/handlers déjà existants)
- **Modification CSS mineure** (52 lignes pour grille combat)
- **Changements principalement template Handlebars**
- **Compatible AppV2**
- **Différence clé avec personnage**: Créatures ont champs bonus combat éditables
- **Nouveau**: Dropdown niveau compétence avec modification directe (handler `edit-item-data`)
## Impact Visuel
```
CRÉATURE (Valeurs Combat) - Grille 2x2:
┌──────────────────────────────┬──────────────────────────────┐
│ Initiative 12 [+2] = 14 │ Défense 15 [+2] = 17 │
├──────────────────────────────┼──────────────────────────────┤
│ Vitesse 8 [+0] = 8 │ Bonus Dég. +3 [+1] = +4 │
└──────────────────────────────┴──────────────────────────────┘
CRÉATURE (Compétences):
[🖼️] Mouvements [Dropdown 0-10: 3]
[ADR : 15] [PUI : 12] [✏️] [🗑️]
PERSONNAGE (Compétences):
[🖼️] Mouvements [Dropdown 0-10: 3]
[ADR : 15] [PUI : 12] [✏️] [🗑️]
Prédilections: Escalade, Course
```
Total: ~140 lignes template + 52 lignes CSS = 192 lignes modifiées

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# Workflow de Release Gitea pour Wasteland
## Vue d'ensemble
Ce workflow automatise la création de releases pour le système Wasteland dans Foundry VTT via Gitea Actions.
## Déclenchement
Le workflow se déclenche automatiquement lors de la **publication d'une release** sur Gitea :
```yaml
on:
release:
types: [published]
```
## Étapes du Workflow
### 1. Clone du Repository
- Clone le repository Wasteland
- Utilise `RouxAntoine/checkout@v3.5.4`
### 2. Extraction du Numéro de Version
- Extrait la version depuis le tag de release
- Exemple: tag `v1.2.3` → version `1.2.3`
- Utilise `battila7/get-version-action@v2`
### 3. Substitution des URLs dans system.json
Met à jour automatiquement le `system.json` avec :
```json
{
"version": "1.2.3",
"url": "https://www.uberwald.me/gitea/public/fvtt-wasteland",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-wasteland/releases/download/latest/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-wasteland/releases/download/v1.2.3/fvtt-wasteland.zip"
}
```
### 4. Création du ZIP
Crée `fvtt-wasteland.zip` contenant :
- `system.json` (mis à jour)
- `README.md`
- `changelog.md`
- `assets/`
- `lang/`
- `modules/`
- `packs/`
- `styles/`
- `templates/`
- `template.json`
**Note:** Exclut `node_modules/`, `less/`, `gulpfile.js`, etc.
### 5. Upload vers Gitea
- Upload du ZIP et du system.json vers la release
- Utilise le secret `ALLOW_PUSH_RELEASE`
### 6. Publication sur Foundry VTT
- Notifie le site officiel Foundry VTT de la nouvelle version
- Utilise le secret `FOUNDRYVTT_RELEASE_TOKEN`
- Compatibilité: Foundry V13
## Secrets Requis
Dans les paramètres du repository Gitea, configurer :
1. **`ALLOW_PUSH_RELEASE`**
- Token Gitea avec droits d'écriture sur releases
- Généré dans : Paramètres utilisateur → Applications → Tokens
2. **`FOUNDRYVTT_RELEASE_TOKEN`**
- Token du Foundry Package Creator
- Obtenu sur : https://foundryvtt.com/packages/edit/fvtt-wasteland
## Comment Créer une Release
### Méthode 1: Via l'Interface Gitea
1. Aller sur `https://www.uberwald.me/gitea/public/fvtt-wasteland`
2. Cliquer sur "Releases"
3. Cliquer sur "New Release"
4. Remplir :
- **Tag version**: `v1.2.3` (respecter le format `vX.Y.Z`)
- **Release title**: `Version 1.2.3 - Description courte`
- **Description**: Changelog détaillé
5. Cocher "This is a pre-release" si applicable
6. Cliquer sur "Publish Release"
### Méthode 2: Via Git CLI
```bash
# Créer et pousser le tag
git tag -a v1.2.3 -m "Version 1.2.3 - Description"
git push origin v1.2.3
# Puis créer la release via l'interface Gitea
```
## Déroulement Automatique
1. ✅ Détection de la publication de release
2. ✅ Clone du repository
3. ✅ Extraction de la version depuis le tag
4. ✅ Mise à jour du system.json
5. ✅ Création du ZIP
6. ✅ Upload sur Gitea
7. ✅ Publication sur Foundry VTT
## Vérification
Après publication, vérifier :
1. **Sur Gitea** : `https://www.uberwald.me/gitea/public/fvtt-wasteland/releases`
- Le ZIP `fvtt-wasteland.zip` est disponible
- Le `system.json` est disponible
- Les URLs sont correctes
2. **Sur Foundry VTT** : https://foundryvtt.com/packages/fvtt-wasteland
- La nouvelle version apparaît
- Le manifest pointe vers le bon fichier
3. **Dans Foundry** :
- Installer/Mettre à jour le système
- Vérifier que tout fonctionne
## URLs Importantes
- **Repository**: https://www.uberwald.me/gitea/public/fvtt-wasteland
- **Releases**: https://www.uberwald.me/gitea/public/fvtt-wasteland/releases
- **Manifest (latest)**: https://www.uberwald.me/gitea/public/fvtt-wasteland/releases/download/latest/system.json
- **Foundry Package**: https://foundryvtt.com/packages/fvtt-wasteland
## Troubleshooting
### Le workflow ne se déclenche pas
- Vérifier que la release est bien **published** (pas draft)
- Vérifier que le fichier `.gitea/workflows/release.yaml` existe
### Erreur lors de la création du ZIP
- Vérifier que tous les dossiers existent
- Vérifier les permissions
### Erreur lors de la publication Foundry
- Vérifier que `FOUNDRYVTT_RELEASE_TOKEN` est configuré
- Vérifier que l'ID du package est correct (`fvtt-wasteland`)
### Les URLs ne sont pas mises à jour
- Vérifier le format du tag (doit être `vX.Y.Z`)
- Vérifier que `microsoft/variable-substitution` fonctionne
## Exemple de Changelog
Pour `v1.2.3` :
```markdown
# Version 1.2.3 - Améliorations Fiches Créatures
## Nouvelles Fonctionnalités
- Ajout de dropdowns pour niveaux de compétences créatures
- Message de bienvenue stylé
- Grille 2x2 pour valeurs de combat
## Corrections
- Fix dialog render error
- Fix attribute selection
- Fix predilection reroll
## Améliorations
- Interface créature alignée avec personnage
- Styles cohérents pour tous les messages
- Documentation complète
```
## Notes
- Le workflow utilise Ubuntu latest
- Go 1.20.1+ est installé pour l'action de release
- Le système est compatible avec Foundry V13
- Les packs sont inclus dans le ZIP (format NeDB/LevelDB)

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const gulp = require('gulp');
const less = require('gulp-less');
const sourcemaps = require('gulp-sourcemaps');
// Paths
const paths = {
styles: {
src: 'less/**/*.less',
dest: 'styles/'
}
};
// Compile LESS to CSS
function styles() {
return gulp.src('less/wasteland.less')
.pipe(sourcemaps.init())
.pipe(less())
.pipe(sourcemaps.write('.'))
.pipe(gulp.dest(paths.styles.dest));
}
// Watch files
function watchFiles() {
gulp.watch(paths.styles.src, styles);
}
// Define complex tasks
const build = gulp.series(styles);
const watch = gulp.series(build, watchFiles);
// Export tasks
exports.styles = styles;
exports.build = build;
exports.watch = watch;
exports.default = build;

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{
{
"TYPES": {
"Item": {
"arme": "Arme",
@@ -6,6 +6,8 @@
"protection": "Protection",
"monnaie": "Monnaie",
"equipement": "Equipement",
"don": "Don",
"hubris": "Hubris",
"capacite": "Capacité",
"origine": "Origine",
"heritage": "Héritage",
@@ -19,7 +21,7 @@
},
"Actor": {
"personnage": "Personnage",
"pnj": "PNJ"
"creature": "Créature"
}
}
}

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less/chat-styles.less Normal file
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/* ============================================ */
/* WASTELAND CHAT MESSAGE STYLES */
/* Post-Apocalyptic Theme */
/* ============================================ */
.wasteland-chat-result {
background: linear-gradient(135deg, rgba(50, 40, 30, 0.95) 0%, rgba(30, 25, 20, 0.95) 100%);
border: 2px solid #8b7355;
border-radius: 2px;
overflow: hidden;
font-family: "Charlemagne", serif;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.6), inset 0 1px 0 rgba(255, 255, 255, 0.1);
position: relative;
// Effet de texture sale/usée
&::before {
content: "";
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
background:
repeating-linear-gradient(
0deg,
transparent,
transparent 2px,
rgba(0, 0, 0, 0.03) 2px,
rgba(0, 0, 0, 0.03) 4px
);
pointer-events: none;
opacity: 0.5;
}
.chat-result-header {
background: linear-gradient(135deg, #3d2f1f 0%, #2a1f15 100%);
border-bottom: 2px solid #8b7355;
padding: 0.5rem;
display: flex;
align-items: center;
gap: 0.625rem;
position: relative;
box-shadow: inset 0 -2px 4px rgba(0, 0, 0, 0.4);
// Effet rouille sur le bord
&::after {
content: "";
position: absolute;
bottom: -2px;
left: 0;
right: 0;
height: 2px;
background: linear-gradient(90deg,
transparent 0%,
#6a0606 20%,
#8b7355 40%,
#6a0606 60%,
transparent 100%
);
}
.actor-icon {
width: 48px;
height: 48px;
border-radius: 2px;
border: 2px solid #8b7355;
object-fit: cover;
flex-shrink: 0;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.6);
filter: contrast(1.1) saturate(0.9);
}
.header-info {
flex: 1;
.actor-name {
margin: 0;
color: #e8dcc4;
font-size: 1.1rem;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.9);
font-family: "Charlemagne", serif;
letter-spacing: 0.5px;
}
.action-title {
color: #c9a86a;
font-size: 0.9rem;
margin-top: 0.125rem;
text-shadow: 1px 1px 3px rgba(0, 0, 0, 0.9);
font-style: italic;
i {
margin-right: 0.25rem;
color: #8b7355;
}
}
}
}
.result-main {
background: linear-gradient(180deg, rgba(230, 220, 200, 0.9) 0%, rgba(210, 200, 180, 0.9) 100%);
padding: 0.25rem 0.5rem;
border-bottom: 1px solid rgba(139, 115, 85, 0.5);
position: relative;
&.damage {
background: linear-gradient(180deg, rgba(200, 180, 160, 0.95) 0%, rgba(180, 160, 140, 0.95) 100%);
}
.result-display {
display: flex;
justify-content: space-around;
align-items: center;
gap: 0.5rem;
margin-bottom: 0.1875rem;
.dice-result,
.total-result,
.difficulty {
text-align: center;
flex: 1;
background: linear-gradient(180deg, rgba(50, 40, 30, 0.7) 0%, rgba(40, 30, 20, 0.8) 100%);
padding: 0.25rem 0.375rem;
border-radius: 2px;
border: 2px solid #8b7355;
box-shadow: inset 0 1px 2px rgba(0, 0, 0, 0.5), 0 2px 4px rgba(0, 0, 0, 0.3);
i {
color: #c9a86a;
font-size: 1rem;
display: block;
margin-bottom: 0.125rem;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.8);
}
span {
display: block;
font-weight: bold;
}
.dice-value,
.total-value,
.difficulty-value {
font-size: 1.5rem;
color: #e8dcc4;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.9);
font-weight: bold;
line-height: 1.2;
}
.total-label,
.difficulty-label {
font-size: 0.75rem;
color: #c9a86a;
text-transform: uppercase;
font-weight: bold;
line-height: 1.1;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.8);
}
}
}
.damage-display {
.damage-total {
text-align: center;
background: linear-gradient(180deg, rgba(60, 50, 40, 0.8) 0%, rgba(50, 40, 30, 0.9) 100%);
padding: 0.5rem;
border-radius: 2px;
border: 2px solid #8b7355;
box-shadow: inset 0 1px 3px rgba(0, 0, 0, 0.6), 0 2px 4px rgba(0, 0, 0, 0.4);
i {
color: #c9a86a;
font-size: 1.2rem;
display: block;
margin-bottom: 0.25rem;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.8);
}
.damage-label {
display: block;
font-size: 0.85rem;
color: #c9a86a;
text-transform: uppercase;
font-weight: bold;
margin-bottom: 0.25rem;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.8);
}
.damage-value {
display: block;
font-size: 2rem;
color: #e8dcc4;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.9), 0 0 8px rgba(200, 0, 0, 0.3);
font-weight: bold;
line-height: 1.2;
}
}
}
.result-badge-container {
display: flex;
justify-content: center;
margin-top: 0.25rem;
.result-badge {
padding: 0.25rem 0.75rem;
border-radius: 2px;
font-weight: bold;
font-size: 0.9rem;
text-transform: uppercase;
text-align: center;
box-shadow: 0 3px 6px rgba(0, 0, 0, 0.5), inset 0 1px 0 rgba(255, 255, 255, 0.2);
border: 1px solid rgba(0, 0, 0, 0.4);
i {
margin-right: 0.375rem;
}
&.heroique {
background: linear-gradient(135deg, #c9a86a 0%, #8b7355 100%);
color: #1a1a1a;
text-shadow: 1px 1px 2px rgba(255, 255, 255, 0.5);
border-color: #8b7355;
}
&.success {
background: linear-gradient(135deg, #6b8e23 0%, #4a6017 100%);
color: #e8dcc4;
text-shadow: 1px 1px 3px rgba(0, 0, 0, 0.8);
border-color: #4a6017;
}
&.failure {
background: linear-gradient(135deg, #5a4a3a 0%, #3a2a1a 100%);
color: #c9a86a;
text-shadow: 1px 1px 3px rgba(0, 0, 0, 0.9);
border-color: #3a2a1a;
}
&.dramatique {
background: linear-gradient(135deg, #4a0404 0%, #2a0202 100%);
color: #e8dcc4;
text-shadow: 1px 1px 3px rgba(0, 0, 0, 0.9);
border-color: #6a0606;
}
}
}
}
.result-details {
padding: 0.5rem;
background: linear-gradient(180deg, rgba(70, 60, 50, 0.6) 0%, rgba(60, 50, 40, 0.7) 100%);
border-top: 1px solid rgba(139, 115, 85, 0.3);
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
.details-section {
display: flex;
flex-direction: column;
gap: 0.1875rem;
.detail-row {
display: flex;
justify-content: space-between;
padding: 0.1875rem 0.375rem;
background: linear-gradient(90deg, rgba(230, 220, 200, 0.6) 0%, rgba(210, 200, 180, 0.5) 100%);
border-radius: 1px;
font-size: 0.85rem;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
border-left: 2px solid #8b7355;
box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.1);
&.bonus {
background: linear-gradient(90deg, rgba(200, 220, 180, 0.7) 0%, rgba(180, 200, 160, 0.6) 100%);
border-left-color: #6b8e23;
}
&.malus {
background: linear-gradient(90deg, rgba(220, 180, 160, 0.7) 0%, rgba(200, 160, 140, 0.6) 100%);
border-left-color: #8b4513;
}
&.rune {
background: linear-gradient(90deg, rgba(190, 180, 210, 0.7) 0%, rgba(170, 160, 190, 0.6) 100%);
border-left-color: #6a5acd;
}
.detail-label {
color: #2a1f15;
font-weight: bold;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
}
.detail-value {
color: #2a1f15;
font-weight: 500;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
}
}
}
}
.result-effects {
padding: 0.5rem;
background: linear-gradient(180deg, rgba(80, 70, 60, 0.5) 0%, rgba(70, 60, 50, 0.6) 100%);
border-top: 1px solid rgba(139, 115, 85, 0.4);
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
.effect-success,
.effect-warning,
.effect-failure,
.effect-damage,
.effect-heroic {
padding: 0.3125rem 0.5rem;
margin-bottom: 0.3125rem;
background: linear-gradient(90deg, rgba(230, 220, 200, 0.8) 0%, rgba(210, 200, 180, 0.7) 100%);
border-radius: 1px;
border-left: 3px solid;
font-size: 0.85rem;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.1), 0 1px 2px rgba(0, 0, 0, 0.3);
i {
margin-right: 0.375rem;
}
&:last-child {
margin-bottom: 0;
}
}
.effect-success {
border-left-color: #6b8e23;
color: #2a1f15;
}
.effect-heroic {
border-left-color: #c9a86a;
color: #2a1f15;
font-weight: bold;
background: linear-gradient(90deg, rgba(201, 168, 106, 0.3) 0%, rgba(230, 220, 200, 0.8) 100%);
}
.effect-warning {
border-left-color: #d97706;
color: #2a1f15;
}
.effect-failure {
border-left-color: #8b4513;
color: #2a1f15;
}
.effect-damage {
border-left-color: #6a0606;
color: #2a1f15;
background: linear-gradient(90deg, rgba(200, 100, 100, 0.3) 0%, rgba(210, 200, 180, 0.7) 100%);
}
}
.damage-button-section {
padding: 0.5rem;
background: linear-gradient(180deg, rgba(100, 70, 60, 0.5) 0%, rgba(80, 60, 50, 0.6) 100%);
border-top: 1px solid rgba(139, 115, 85, 0.5);
.chat-card-button {
width: 100%;
padding: 0.5rem;
background: linear-gradient(to bottom, #6a0606 0%, #4a0404 100%);
border: 2px solid #8b7355;
border-radius: 2px;
color: #e8dcc4;
font-size: 0.9rem;
font-weight: bold;
font-family: "Charlemagne", serif;
cursor: pointer;
transition: all 0.2s ease;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.5), inset 0 1px 0 rgba(255, 255, 255, 0.1);
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.9);
&:hover {
background: linear-gradient(to bottom, #8a0808 0%, #5a0505 100%);
box-shadow: 0 3px 6px rgba(0, 0, 0, 0.6), inset 0 1px 0 rgba(255, 255, 255, 0.2);
border-color: #c9a86a;
}
i {
margin-right: 0.5rem;
}
}
}
.predilection-reroll-section {
padding: 0.75rem;
background: linear-gradient(135deg, rgba(139, 115, 85, 0.3) 0%, rgba(100, 80, 60, 0.4) 100%);
border: 2px solid #8b7355;
border-radius: 2px;
margin: 0.5rem;
box-shadow: inset 0 2px 4px rgba(0, 0, 0, 0.3);
// Cacher toute icône de dé qui pourrait apparaître par erreur
.fa-dice {
display: none;
}
.predilection-header {
display: flex;
align-items: center;
gap: 0.5rem;
margin-bottom: 0.75rem;
padding-bottom: 0.5rem;
border-bottom: 1px solid rgba(139, 115, 85, 0.5);
i {
color: #c9a86a;
font-size: 1.1rem;
}
.predilection-title {
color: #e8dcc4;
font-weight: bold;
font-size: 1rem;
font-family: "Charlemagne", serif;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.8);
}
}
.predilection-results {
display: flex;
gap: 0.75rem;
margin-bottom: 0.75rem;
.predilection-roll {
flex: 1;
padding: 0.5rem;
background: linear-gradient(90deg, rgba(230, 220, 200, 0.4) 0%, rgba(210, 200, 180, 0.3) 100%);
border-radius: 2px;
border-left: 2px solid #8b7355;
display: flex;
align-items: center;
justify-content: space-between;
gap: 0.5rem;
position: relative;
&.kept {
background: linear-gradient(90deg, rgba(200, 220, 180, 0.6) 0%, rgba(180, 200, 160, 0.5) 100%);
border-left-color: #6b8e23;
box-shadow: 0 0 8px rgba(107, 142, 35, 0.3);
}
.roll-label {
color: #2a1f15;
font-weight: bold;
font-size: 0.75rem;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
}
.roll-value {
color: #2a1f15;
font-weight: 700;
font-size: 1rem;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
}
i.fa-check-circle {
color: #6b8e23;
font-size: 1.1rem;
margin-left: 0.25rem;
}
}
}
.predilection-kept {
padding: 0.5rem;
background: linear-gradient(90deg, rgba(200, 220, 180, 0.7) 0%, rgba(180, 200, 160, 0.6) 100%);
border: 1px solid #6b8e23;
border-radius: 2px;
text-align: center;
color: #2a1f15;
font-size: 0.95rem;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.2);
display: flex;
align-items: center;
justify-content: center;
gap: 0.5rem;
i {
color: #6b8e23;
}
.kept-label {
font-weight: 600;
}
strong {
font-size: 1.1rem;
font-weight: 700;
}
}
}
.predilection-section {
padding: 0.5rem;
background: linear-gradient(180deg, rgba(100, 90, 70, 0.5) 0%, rgba(80, 70, 60, 0.6) 100%);
border-top: 1px solid rgba(139, 115, 85, 0.5);
.chat-card-button {
width: 100%;
padding: 0.5rem;
background: linear-gradient(to bottom, #5a4a3a 0%, #3a2a1a 100%);
border: 2px solid #8b7355;
border-radius: 2px;
color: #e8dcc4;
font-size: 0.9rem;
font-weight: bold;
font-family: "Charlemagne", serif;
cursor: pointer;
transition: all 0.2s ease;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.5), inset 0 1px 0 rgba(255, 255, 255, 0.1);
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.9);
&:hover {
background: linear-gradient(to bottom, #6a5a4a 0%, #4a3a2a 100%);
box-shadow: 0 3px 6px rgba(0, 0, 0, 0.6), inset 0 1px 0 rgba(255, 255, 255, 0.2);
border-color: #c9a86a;
}
i {
margin-right: 0.5rem;
}
}
}
}
/* ============================================ */
/* WASTELAND ITEM CHAT POSTS */
/* ============================================ */
.wasteland-chat-item {
background: linear-gradient(135deg, rgba(50, 40, 30, 0.95) 0%, rgba(30, 25, 20, 0.95) 100%);
border: 2px solid #8b7355;
border-radius: 2px;
overflow: hidden;
font-family: "Charlemagne", serif;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.6), inset 0 1px 0 rgba(255, 255, 255, 0.1);
position: relative;
// Effet de texture sale/usée
&::before {
content: "";
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
background:
repeating-linear-gradient(
0deg,
transparent,
transparent 2px,
rgba(0, 0, 0, 0.03) 2px,
rgba(0, 0, 0, 0.03) 4px
);
pointer-events: none;
opacity: 0.5;
}
.chat-item-header {
background: linear-gradient(135deg, #3d2f1f 0%, #2a1f15 100%);
border-bottom: 2px solid #8b7355;
padding: 0.5rem;
display: flex;
align-items: center;
gap: 0.625rem;
position: relative;
box-shadow: inset 0 -2px 4px rgba(0, 0, 0, 0.4);
// Effet rouille sur le bord
&::after {
content: "";
position: absolute;
bottom: -2px;
left: 0;
right: 0;
height: 2px;
background: linear-gradient(90deg,
transparent 0%,
#6a0606 20%,
#8b7355 40%,
#6a0606 60%,
transparent 100%
);
}
.item-icon {
width: 48px;
height: 48px;
border-radius: 2px;
border: 2px solid #8b7355;
object-fit: cover;
flex-shrink: 0;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.6);
filter: contrast(1.1) saturate(0.9);
}
.header-info {
flex: 1;
.item-name {
margin: 0;
color: #e8dcc4;
font-size: 1.1rem;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.9);
font-weight: bold;
letter-spacing: 0.5px;
}
.item-type {
margin-top: 0.25rem;
color: #c9a86a;
font-size: 0.85rem;
display: flex;
align-items: center;
gap: 0.375rem;
text-transform: capitalize;
i {
color: #8b7355;
font-size: 0.9rem;
}
}
}
}
.chat-item-body {
padding: 0.75rem;
position: relative;
z-index: 1;
.item-description {
color: #e8dcc4;
font-size: 0.9rem;
line-height: 1.5;
margin-bottom: 0.75rem;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.5);
p {
margin: 0.5rem 0;
&:first-child {
margin-top: 0;
}
&:last-child {
margin-bottom: 0;
}
}
}
.item-properties {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(120px, 1fr));
gap: 0.5rem;
margin-top: 0.75rem;
padding-top: 0.75rem;
border-top: 1px solid rgba(139, 115, 85, 0.3);
.property {
background: linear-gradient(90deg, rgba(230, 220, 200, 0.6) 0%, rgba(210, 200, 180, 0.5) 100%);
padding: 0.375rem 0.5rem;
border-radius: 1px;
border-left: 2px solid #8b7355;
box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.1);
display: flex;
justify-content: space-between;
align-items: center;
.property-label {
color: #2a1f15;
font-weight: bold;
font-size: 0.85rem;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
}
.property-value {
color: #2a1f15;
font-weight: 600;
font-size: 0.9rem;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Helvetica Neue", sans-serif;
}
}
}
}
}
/* ============================================ */
/* WASTELAND WELCOME MESSAGE */
/* ============================================ */
.wasteland-welcome-message {
background: linear-gradient(135deg, rgba(61, 47, 31, 0.15) 0%, rgba(42, 31, 21, 0.2) 100%);
border: 2px solid #6a0606;
border-radius: 8px;
padding: 0;
margin: 8px 0;
overflow: hidden;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.4),
inset 0 1px 0 rgba(201, 168, 106, 0.1);
font-family: "Charlemagne", serif;
.welcome-header {
background: linear-gradient(135deg, #6a0606 0%, #4a0404 100%);
padding: 10px;
text-align: center;
border-bottom: 2px solid #c9a86a;
position: relative;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
.welcome-icon {
font-size: 1.8rem;
color: #c9a86a;
margin-bottom: 4px;
text-shadow: 0 0 10px rgba(201, 168, 106, 0.5);
animation: pulse 2s ease-in-out infinite;
}
.welcome-title {
margin: 4px 0 2px 0;
font-size: 1.3rem;
font-weight: bold;
color: #e8dcc4;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);
font-family: "Charlemagne", serif;
letter-spacing: 0.5px;
}
.welcome-subtitle {
font-size: 0.9rem;
color: #c9a86a;
font-style: italic;
margin-top: 2px;
line-height: 1.2;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
}
}
.welcome-content {
padding: 12px;
background: linear-gradient(180deg, rgba(230, 220, 200, 0.9) 0%, rgba(210, 200, 180, 0.85) 100%);
.welcome-section {
display: flex;
gap: 10px;
margin-bottom: 10px;
padding: 8px;
background: rgba(255, 255, 255, 0.5);
border-radius: 4px;
border: 1px solid #c9a86a;
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.15);
&:last-child {
margin-bottom: 0;
}
.section-icon {
flex-shrink: 0;
width: 32px;
height: 32px;
display: flex;
align-items: center;
justify-content: center;
background: linear-gradient(135deg, #6a0606 0%, #4a0404 100%);
color: #c9a86a;
border-radius: 50%;
font-size: 1rem;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
i {
line-height: 1;
}
}
.section-text {
flex: 1;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
strong {
display: block;
color: #3d2f1f;
margin-bottom: 4px;
font-size: 0.95rem;
font-weight: 700;
}
p {
margin: 0;
line-height: 1.4;
color: #2a1f15;
font-size: 0.9rem;
}
.welcome-link {
display: inline-block;
margin-top: 4px;
color: #6a0606;
font-weight: 600;
text-decoration: none;
transition: all 0.2s ease;
font-size: 0.9rem;
i {
margin-right: 4px;
}
&:hover {
color: #8b0606;
text-shadow: 0 0 4px rgba(106, 6, 6, 0.3);
}
}
}
}
}
.welcome-footer {
background: linear-gradient(135deg, #4a0404 0%, #6a0606 100%);
padding: 8px;
text-align: center;
color: #c9a86a;
font-style: italic;
font-size: 0.95rem;
border-top: 1px solid #8b7355;
box-shadow: inset 0 1px 2px rgba(0, 0, 0, 0.3);
font-family: "Charlemagne", serif;
i {
margin: 0 8px;
opacity: 0.7;
font-size: 0.85rem;
}
span {
vertical-align: middle;
}
}
@keyframes pulse {
0%, 100% {
transform: scale(1);
opacity: 1;
}
50% {
transform: scale(1.05);
opacity: 0.9;
}
}
}

569
less/item-styles.less Normal file
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/* ==================== Item Sheet Styles ==================== */
/* Item header with image and name */
.fvtt-wasteland.item {
/* Background pour toute la fiche d'item */
background: url("../assets/ui/pc_sheet_bg.webp") repeat;
display: flex;
flex-direction: column;
height: 100%;
padding: 0;
margin: 0;
/* AppV2 - Remove window content padding */
.window-content {
padding: 0;
margin: 0;
}
/* AppV2 - Main section structure */
section {
background: url("../assets/ui/pc_sheet_bg.webp") repeat-y;
color: black;
display: flex;
flex-direction: column;
height: 100%;
overflow: hidden;
padding: 0;
margin: 0;
}
/* AppV2 Item Sheets - Disabled inputs readability */
input:disabled,
select:disabled {
color: #000000;
opacity: 0.8;
background-color: rgba(255, 255, 255, 0.5);
}
/* Inputs and selects styling */
input[type="text"],
input[type="number"],
select {
color: #000000;
background-color: rgba(255, 255, 255, 0.7);
border: 1px solid #999999;
margin: 0;
padding: 2px 4px;
font-family: "Charlemagne", serif;
font-size: 0.85rem;
}
textarea {
margin: 0;
padding: 2px 4px;
}
input[type="checkbox"] {
width: auto;
height: auto;
margin: 0 4px;
align-self: center;
}
.header {
flex: 0 0 auto;
border-bottom: 1px solid #999;
margin: 0;
}
.sheet-header {
display: flex;
flex-direction: row;
align-items: center;
gap: 1rem;
padding: 0.5rem;
background: url("../assets/ui/pc_sheet_bg.webp") repeat;
flex: 0 0 auto;
}
.item-sheet-img {
flex: 0 0 100px;
height: 100px;
border: 2px solid #999;
border-radius: 4px;
cursor: pointer;
img {
width: 100%;
height: 100%;
object-fit: cover;
}
}
.item-sheet-title {
flex: 1;
display: flex;
flex-direction: column;
gap: 0.25rem;
h1 {
margin: 0;
padding: 0;
font-size: 1.5rem;
border-bottom: none;
input {
background: none;
border: none;
font-size: 1.5rem;
font-family: "Charlemagne", serif;
font-weight: bold;
}
}
.item-subtitle {
font-size: 0.9rem;
color: #666;
font-style: italic;
}
}
/* Navigation tabs - Modern style */
nav.tabs {
display: flex;
border-bottom: 2px solid #403f3e;
margin: 0;
padding: 4px 8px;
background: linear-gradient(to bottom, #2a2520 0%, #1a1510 100%);
flex: 0 0 auto;
gap: 4px;
a.item {
padding: 8px 16px;
color: rgba(218, 218, 218, 0.85);
text-decoration: none;
border: 1px solid transparent;
border-radius: 6px 6px 0 0;
font-family: "Charlemagne", serif;
font-size: 0.9rem;
font-weight: normal;
transition: all 0.3s ease;
background: rgba(64, 63, 62, 0.3);
min-width: 80px;
text-align: center;
i {
display: none; // Hide icons for cleaner look
}
&:hover {
background: rgba(74, 4, 4, 0.4);
color: #f5f5f5;
border-color: rgba(218, 218, 218, 0.2);
}
&.active {
background: linear-gradient(to bottom, #4a0404 0%, #3a0303 100%);
border: 1px solid transparent;
color: #f5f5f5;
font-weight: bold;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
}
}
}
/* Tab content */
.tab {
display: none;
padding: 8px 12px;
overflow-y: auto;
flex: 1 1 auto;
&.active {
display: block;
}
}
/* Sheet body - scrollable content */
.sheet-body {
flex: 1;
overflow-y: auto;
overflow-x: hidden;
padding: 1rem;
&[data-tab] {
display: none;
&.active {
display: block;
}
}
/* Dans l'onglet details, les form-group sont horizontaux par défaut */
&[data-tab="details"] {
.form-group {
display: flex;
flex-direction: row;
align-items: center;
gap: 0.75rem;
margin-bottom: 0.75rem;
label {
font-weight: bold;
font-size: 0.9rem;
color: #464331;
flex: 0 0 auto;
min-width: 160px;
margin: 0;
}
input[type="text"],
input[type="number"],
select,
textarea {
flex: 1;
}
input[type="checkbox"] {
flex: 0 0 auto;
margin-right: 0.5rem;
}
/* Checkbox avec label après (pas avant) */
&:has(input[type="checkbox"]:first-child) {
label {
min-width: auto;
flex: 1;
order: 2;
}
input[type="checkbox"] {
order: 1;
}
}
/* Exception: quand le label contient lui-même le checkbox */
label:has(input[type="checkbox"]) {
min-width: auto;
flex: 1;
display: flex;
align-items: center;
gap: 0.5rem;
}
}
/* Pour les sections avec grilles, garder le comportement vertical */
.grid .form-group {
flex-direction: column;
align-items: flex-start;
gap: 0.25rem;
label {
min-width: auto;
}
}
}
}
/* Form groups - comportement par défaut pour autres onglets */
.form-group {
display: flex;
flex-direction: column;
gap: 0.25rem;
margin-bottom: 0.5rem;
label {
font-weight: bold;
font-size: 0.9rem;
color: #464331;
}
&.horizontal {
flex-direction: row;
align-items: center;
gap: 0.5rem;
label {
flex: 0 0 auto;
min-width: 100px;
}
input, select, textarea {
flex: 1;
}
}
}
/* Grid layouts */
.grid {
display: grid;
gap: 0.5rem;
margin: 0.5rem 0;
&.grid-2col {
grid-template-columns: repeat(2, 1fr);
}
&.grid-3col {
grid-template-columns: repeat(3, 1fr);
}
&.grid-4col {
grid-template-columns: repeat(4, 1fr);
}
}
/* Editor content */
.editor-content {
min-height: 200px;
border: 1px solid #999;
padding: 0.5rem;
background: rgba(255, 255, 255, 0.9);
border-radius: 4px;
}
/* Actions buttons */
.item-actions {
display: flex;
gap: 0.5rem;
margin-top: 1rem;
padding-top: 0.5rem;
border-top: 1px solid #999;
button {
flex: 1;
padding: 0.5rem 1rem;
background: rgba(74, 4, 4, 0.8);
color: white;
border: 1px solid #000;
border-radius: 4px;
cursor: pointer;
font-family: "Charlemagne", serif;
font-size: 0.9rem;
transition: all 0.2s;
&:hover {
background: rgba(74, 4, 4, 1);
box-shadow: 0 0 8px rgba(74, 4, 4, 0.6);
}
&:disabled {
opacity: 0.5;
cursor: not-allowed;
}
}
}
/* Rollable elements */
.rollable {
cursor: pointer;
&:hover {
color: #ff6600;
text-shadow: 0 0 8px rgba(255, 102, 0, 0.8);
}
}
/* Item-specific sections */
.item-details {
display: flex;
flex-direction: column;
gap: 1rem;
.detail-section {
padding: 0.5rem;
background: rgba(255, 255, 255, 0.3);
border: 1px solid #999;
border-radius: 4px;
h3 {
margin: 0 0 0.5rem 0;
padding-bottom: 0.25rem;
border-bottom: 1px solid #999;
font-size: 1.1rem;
color: #2a1510;
font-family: "Charlemagne", serif;
font-weight: bold;
}
}
}
}
/* Specific item type styles */
.fvtt-wasteland.item {
&.arme-content,
&.bouclier-content {
.weapon-stats {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 0.5rem;
.stat-box {
padding: 0.5rem;
background: rgba(255, 255, 255, 0.5);
border: 1px solid #999;
border-radius: 4px;
text-align: center;
.stat-label {
font-size: 0.8rem;
color: #666;
margin-bottom: 0.25rem;
}
.stat-value {
font-size: 1.2rem;
font-weight: bold;
}
}
}
}
&.competence-content {
.predilections-container {
margin-top: 0.5rem;
.no-predilections {
text-align: center;
font-style: italic;
color: #999;
padding: 1rem;
margin: 0;
}
}
.predilections-list {
list-style: none;
padding: 0;
margin: 0 0 0.75rem 0;
display: flex;
flex-direction: column;
gap: 0.5rem;
.predilection-item {
display: flex;
align-items: center;
gap: 0.75rem;
padding: 0.5rem;
background: rgba(42, 37, 32, 0.3);
border: 1px solid rgba(106, 6, 6, 0.3);
border-radius: 4px;
transition: background 0.2s;
&:hover {
background: rgba(42, 37, 32, 0.5);
border-color: rgba(106, 6, 6, 0.5);
}
.predilection-main {
flex: 1;
.predilection-name {
width: 100%;
padding: 0.375rem 0.5rem;
border: 1px solid rgba(0, 0, 0, 0.3);
border-radius: 3px;
background: rgba(255, 255, 255, 0.9);
font-family: inherit;
&::placeholder {
color: #999;
font-style: italic;
}
&:focus {
outline: none;
border-color: #6a0606;
box-shadow: 0 0 0 2px rgba(106, 6, 6, 0.2);
}
}
}
.predilection-controls {
display: flex;
align-items: center;
gap: 0.75rem;
flex-shrink: 0;
.predilection-used {
display: flex;
align-items: center;
gap: 0.375rem;
cursor: pointer;
user-select: none;
white-space: nowrap;
input[type="checkbox"] {
width: 16px;
height: 16px;
cursor: pointer;
}
span {
font-size: 0.9rem;
color: rgba(218, 218, 218, 0.85);
}
&:hover span {
color: rgba(218, 218, 218, 1);
}
}
.predilection-delete {
display: flex;
align-items: center;
justify-content: center;
width: 28px;
height: 28px;
padding: 0;
background: rgba(106, 6, 6, 0.6);
border: 1px solid rgba(106, 6, 6, 0.8);
border-radius: 3px;
cursor: pointer;
transition: all 0.2s;
i {
color: rgba(255, 255, 255, 0.9);
font-size: 0.875rem;
}
&:hover {
background: rgba(106, 6, 6, 0.9);
border-color: #6a0606;
transform: scale(1.05);
i {
color: #fff;
}
}
}
}
}
}
.add-predilection-btn {
width: 100%;
padding: 0.5rem 1rem;
background: linear-gradient(to bottom, #4a0404 0%, #3a0303 100%);
border: 1px solid #6a0606;
border-radius: 4px;
color: rgba(218, 218, 218, 0.95);
font-family: "Charlemagne", serif;
font-size: 0.9rem;
cursor: pointer;
transition: all 0.2s;
display: flex;
align-items: center;
justify-content: center;
gap: 0.5rem;
i {
font-size: 0.875rem;
}
&:hover {
background: linear-gradient(to bottom, #5a0505 0%, #4a0404 100%);
border-color: #8a0808;
color: #fff;
transform: translateY(-1px);
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
}
&:active {
transform: translateY(0);
box-shadow: 0 1px 2px rgba(0, 0, 0, 0.3);
}
}
}
}

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/* ============================================ */
/* WASTELAND ROLL DIALOG STYLES */
/* ============================================ */
.wasteland-roll-dialog {
background: url("../assets/ui/pc_sheet_bg.webp") repeat;
.window-content {
background: transparent;
}
.dialog-header {
display: flex;
align-items: center;
gap: 0.5rem;
padding: 0.5rem;
background: linear-gradient(to bottom, #4a0404 0%, #3a0303 100%);
border-bottom: 2px solid #6a0606;
margin: -0.5rem -0.5rem 0.5rem -0.5rem;
.actor-icon {
width: 48px;
height: 48px;
border: 2px solid #6a0606;
border-radius: 4px;
object-fit: cover;
}
.dialog-title {
flex: 1;
color: #f5f5f5;
h3 {
margin: 0 0 0.15rem 0;
font-size: 1rem;
font-family: "Charlemagne", serif;
font-weight: bold;
text-transform: uppercase;
}
.competence-name {
font-size: 0.85rem;
color: rgba(255, 255, 255, 0.9);
font-style: italic;
.attribut-info {
color: rgba(255, 255, 255, 0.7);
font-size: 0.8rem;
}
}
}
}
.dialog-content {
padding: 0 0.5rem 0.5rem 0.5rem;
.form-group {
margin-bottom: 0.4rem;
label {
display: block;
margin-bottom: 0.2rem;
font-weight: bold;
font-size: 0.85rem;
color: #2a1510;
font-family: "Charlemagne", serif;
}
select,
input[type="number"] {
width: 100%;
background: rgba(255, 255, 255, 0.5);
border: 1px solid #6a0606;
border-radius: 3px;
padding: 0.3rem 0.4rem;
font-size: 0.85rem;
color: #1a1510;
&:hover {
background: rgba(255, 255, 255, 0.6);
}
&:focus {
outline: none;
background: rgba(255, 255, 255, 0.7);
border-color: #aa0a0a;
box-shadow: 0 0 4px rgba(170, 10, 10, 0.3);
}
&:disabled {
opacity: 0.6;
cursor: not-allowed;
}
}
}
.modifiers-grid {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 0.4rem;
margin-bottom: 0.4rem;
}
.attributes-section {
background: rgba(106, 6, 6, 0.1);
border: 1px solid #6a0606;
border-radius: 4px;
padding: 0.5rem;
margin-bottom: 0.5rem;
label {
color: #6a0606;
}
}
.special-option {
margin-top: 0.5rem;
padding: 0.5rem;
background: rgba(106, 6, 6, 0.05);
border: 2px solid #6a0606;
border-radius: 4px;
.checkbox-label {
display: flex;
align-items: center;
gap: 0.4rem;
margin: 0;
cursor: pointer;
&.highlight {
span {
font-weight: bold;
color: #6a0606;
font-family: "Charlemagne", serif;
font-size: 0.85rem;
}
}
input[type="checkbox"] {
width: 18px;
height: 18px;
cursor: pointer;
accent-color: #6a0606;
}
span {
flex: 1;
font-size: 0.85rem;
color: #2a1510;
}
}
}
/* Weapon Section */
.weapon-section {
background: rgba(139, 101, 8, 0.1);
padding: 0.5rem;
border-radius: 4px;
border: 1px solid rgba(139, 101, 8, 0.4);
margin-bottom: 0.5rem;
.weapon-info {
display: flex;
justify-content: space-between;
align-items: center;
padding: 0.4rem 0.5rem;
background: rgba(139, 101, 8, 0.15);
border-radius: 3px;
margin-bottom: 0.5rem;
.weapon-label {
font-weight: bold;
font-size: 0.9rem;
color: #2a1510;
font-family: "Charlemagne", serif;
}
.weapon-bonus {
font-size: 0.85rem;
color: #8b0000;
font-weight: bold;
}
}
.defense-info {
display: flex;
justify-content: space-between;
align-items: center;
padding: 0.4rem 0.5rem;
background: rgba(0, 100, 0, 0.1);
border-radius: 3px;
margin-bottom: 0.5rem;
.defense-label {
font-size: 0.85rem;
color: #2a1510;
font-weight: bold;
}
.defense-value {
font-size: 1rem;
color: #006400;
font-weight: bold;
}
}
}
/* Combat Modifiers */
.combat-modifiers,
.ranged-combat-section {
background: rgba(139, 69, 19, 0.1);
padding: 0.5rem;
border-radius: 4px;
border: 1px solid rgba(139, 69, 19, 0.4);
margin-bottom: 0.5rem;
h4 {
margin: 0 0 0.5rem 0;
color: #2a1510;
font-size: 0.9rem;
font-weight: bold;
font-family: "Charlemagne", serif;
text-transform: uppercase;
text-shadow: 1px 1px 1px rgba(255, 255, 255, 0.3);
}
.checkbox-label {
display: flex;
align-items: center;
gap: 0.4rem;
padding: 0.3rem 0.4rem;
cursor: pointer;
border-radius: 3px;
margin-bottom: 0.3rem;
transition: background 0.2s ease;
&:hover {
background: rgba(255, 255, 255, 0.2);
}
input[type="checkbox"] {
width: auto;
margin: 0;
cursor: pointer;
accent-color: #8b4513;
}
span {
color: #2a1510;
font-size: 0.85rem;
user-select: none;
}
}
.info-message {
padding: 0.4rem 0.6rem;
background: rgba(201, 168, 106, 0.2);
border-left: 3px solid rgba(201, 168, 106, 0.8);
border-radius: 3px;
font-size: 0.85rem;
color: #2a1510;
margin-bottom: 0.5rem;
font-style: italic;
}
}
.modifiers-columns {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 0.3rem 0.6rem;
}
}
// Styles pour les boutons du dialog
.dialog-buttons {
display: flex;
gap: 0.4rem;
padding: 0.5rem;
border-top: 1px solid #6a0606;
margin: 0.5rem -0.5rem -0.5rem -0.5rem;
background: rgba(255, 255, 255, 0.1);
button {
flex: 1;
padding: 0.5rem 0.75rem;
background: linear-gradient(to bottom, #4a0404 0%, #3a0303 100%);
border: 1px solid #6a0606;
border-radius: 3px;
color: #f5f5f5;
font-size: 0.85rem;
font-weight: bold;
font-family: "Charlemagne", serif;
cursor: pointer;
transition: all 0.2s ease;
&:hover {
background: linear-gradient(to bottom, #5a0505 0%, #4a0404 100%);
box-shadow: 0 0 6px rgba(106, 6, 6, 0.6);
}
&.default {
border-width: 2px;
border-color: #aa0a0a;
}
i {
margin-right: 0.4rem;
}
}
}
}

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// Main LESS file for Wasteland system
// Importing base styles and component-specific styles
@import "simple-converted";
@import "item-styles";
@import "actor-styles";
@import "roll-dialog-styles";
@import "chat-styles";

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/**
* Index des applications AppV2 pour Wasteland
* Ce fichier centralise tous les exports des applications
*/
// Applications de feuilles d'acteurs
export { default as WastelandPersonnageSheet } from './wasteland-personnage-sheet.mjs';
export { default as WastelandCreatureSheet } from './wasteland-creature-sheet.mjs';
// Applications de feuilles d'items
export { default as WastelandArmeSheet } from './wasteland-arme-sheet.mjs';
export { default as WastelandArtifexSheet } from './wasteland-artifex-sheet.mjs';
export { default as WastelandBouclierSheet } from './wasteland-bouclier-sheet.mjs';
export { default as WastelandCapaciteSheet } from './wasteland-capacite-sheet.mjs';
export { default as WastelandCharmeSheet } from './wasteland-charme-sheet.mjs';
export { default as WastelandCompetenceSheet } from './wasteland-competence-sheet.mjs';
export { default as WastelandDonSheet } from './wasteland-don-sheet.mjs';
export { default as WastelandEquipementSheet } from './wasteland-equipement-sheet.mjs';
export { default as WastelandHeritageSheet } from './wasteland-heritage-sheet.mjs';
export { default as WastelandHubrisSheet } from './wasteland-hubris-sheet.mjs';
export { default as WastelandMetierSheet } from './wasteland-metier-sheet.mjs';
export { default as WastelandMonnaieSheet } from './wasteland-monnaie-sheet.mjs';
export { default as WastelandMutationSheet } from './wasteland-mutation-sheet.mjs';
export { default as WastelandOrigineSheet } from './wasteland-origine-sheet.mjs';
export { default as WastelandPeupleSheet } from './wasteland-peuple-sheet.mjs';
export { default as WastelandPouvoirSheet } from './wasteland-pouvoir-sheet.mjs';
export { default as WastelandProtectionSheet } from './wasteland-protection-sheet.mjs';

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const { HandlebarsApplicationMixin } = foundry.applications.api
import { WastelandUtility } from "../../wasteland-utility.js"
export default class WastelandActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
/**
* Different sheet modes.
* @enum {number}
*/
static SHEET_MODES = { EDIT: 0, PLAY: 1 }
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
this._sheetMode = this.constructor.SHEET_MODES.PLAY
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["fvtt-wasteland", "sheet", "actor"],
position: {
width: 650,
height: 720,
},
form: {
submitOnChange: true,
closeOnSubmit: false,
},
window: {
resizable: true,
},
tabs: [
{
navSelector: 'nav[data-group="primary"]',
contentSelector: "section.sheet-body",
initial: "stats",
},
],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
actions: {
editImage: WastelandActorSheet.#onEditImage,
toggleSheet: WastelandActorSheet.#onToggleSheet,
editItem: WastelandActorSheet.#onEditItem,
deleteItem: WastelandActorSheet.#onDeleteItem,
createItem: WastelandActorSheet.#onCreateItem,
equipItem: WastelandActorSheet.#onEquipItem,
modifyQuantity: WastelandActorSheet.#onModifyQuantity,
incDecSante: WastelandActorSheet.#onIncDecSante,
rollAttribut: WastelandActorSheet.#onRollAttribut,
rollCompetence: WastelandActorSheet.#onRollCompetence,
rollCharme: WastelandActorSheet.#onRollCharme,
rollPouvoir: WastelandActorSheet.#onRollPouvoir,
rollArmeOffensif: WastelandActorSheet.#onRollArmeOffensif,
rollArmeDegats: WastelandActorSheet.#onRollArmeDegats,
resetPredilections: WastelandActorSheet.#onResetPredilections,
rollAssommer: WastelandActorSheet.#onRollAssommer,
rollFuir: WastelandActorSheet.#onRollFuir,
rollImmobiliser: WastelandActorSheet.#onRollImmobiliser,
},
}
/**
* Is the sheet currently in 'Play' mode?
* @type {boolean}
*/
get isPlayMode() {
if (this._sheetMode === undefined) this._sheetMode = this.constructor.SHEET_MODES.PLAY
return this._sheetMode === this.constructor.SHEET_MODES.PLAY
}
/**
* Is the sheet currently in 'Edit' mode?
* @type {boolean}
*/
get isEditMode() {
if (this._sheetMode === undefined) this._sheetMode = this.constructor.SHEET_MODES.PLAY
return this._sheetMode === this.constructor.SHEET_MODES.EDIT
}
/**
* Tab groups state
* @type {object}
*/
tabGroups = { primary: "stats" }
/** @override */
async _prepareContext() {
const actor = this.document
const context = {
actor: actor,
system: actor.system,
source: actor.toObject(),
fields: actor.schema.fields,
systemFields: actor.system.schema.fields,
isEditable: this.isEditable,
isEditMode: this.isEditMode,
isPlayMode: this.isPlayMode,
isGM: game.user.isGM,
config: game.system.wasteland.config,
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.description || "", { async: true }),
enrichedComportement: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.comportement || "", { async: true }),
enrichedHabitat: await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.habitat || "", { async: true }),
}
return context
}
/** @override */
_onRender(context, options) {
super._onRender(context, options)
this.#dragDrop.forEach((d) => d.bind(this.element))
// Handle edit-item-data changes
this.element.querySelectorAll('.edit-item-data').forEach(element => {
element.addEventListener('change', async (event) => {
const target = event.currentTarget
const itemElement = target.closest('[data-item-id]')
if (!itemElement) return
const itemId = itemElement.dataset.itemId
const itemType = itemElement.dataset.itemType
const itemField = target.dataset.itemField
const dataType = target.dataset.dtype
const value = target.value
await this.document.editItemField(itemId, itemType, itemField, dataType, value)
})
})
// Activate tab navigation manually
const nav = this.element.querySelector('nav.tabs[data-group]')
if (nav) {
const group = nav.dataset.group
// Activate the current tab
const activeTab = this.tabGroups[group] || "stats"
nav.querySelectorAll('[data-tab]').forEach(link => {
const tab = link.dataset.tab
link.classList.toggle('active', tab === activeTab)
link.addEventListener('click', (event) => {
event.preventDefault()
this.tabGroups[group] = tab
this.render()
})
})
// Show/hide tab content
this.element.querySelectorAll('[data-group="' + group + '"][data-tab]').forEach(content => {
content.classList.toggle('active', content.dataset.tab === activeTab)
})
}
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
*/
#createDragDropHandlers() {
return []
}
// #region Actions
/**
* Handle editing the actor image
* @param {Event} event - The triggering event
*/
static async #onEditImage(event) {
event.preventDefault()
const sheet = this
const filePicker = new FilePicker({
type: "image",
current: sheet.document.img,
callback: (path) => {
sheet.document.update({ img: path })
},
})
filePicker.browse()
}
/**
* Handle toggling the sheet mode
* @param {Event} event - The triggering event
*/
static async #onToggleSheet(event) {
event.preventDefault()
const sheet = this
sheet._sheetMode = sheet._sheetMode === sheet.constructor.SHEET_MODES.PLAY ? sheet.constructor.SHEET_MODES.EDIT : sheet.constructor.SHEET_MODES.PLAY
sheet.render()
}
/**
* Handle editing an item
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onEditItem(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
const item = this.actor.items.get(itemId)
if (item) item.sheet.render(true)
}
/**
* Handle deleting an item
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onDeleteItem(event, target) {
const li = target.closest(".item")
await WastelandUtility.confirmDelete(this, li)
}
/**
* Handle creating an item
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onCreateItem(event, target) {
const itemType = target.dataset.type
await this.actor.createEmbeddedDocuments("Item", [{ name: `Nouveau ${itemType}`, type: itemType }], { renderSheet: true })
}
/**
* Handle equipping an item
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onEquipItem(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.equipItem(itemId)
}
/**
* Handle modifying item quantity
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onModifyQuantity(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
const item = this.actor.items.get(itemId)
if (!item) return
const qty = parseInt(target.dataset.qty) || 0
const currentQty = item.system.quantite || 0
const newQty = Math.max(0, currentQty + qty)
await item.update({ 'system.quantite': newQty })
}
/**
* Handle modifying santé/psyché
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onIncDecSante(event, target) {
const field = target.dataset.field
const value = parseInt(target.dataset.value) || 0
if (field === 'psyche') {
await this.actor.update({ 'system.psyche.value': this.actor.system.psyche.value + value })
} else if (field === 'nonletaux') {
await this.actor.update({ 'system.sante.nonletaux': this.actor.system.sante.nonletaux + value })
} else if (field === 'letaux') {
await this.actor.update({ 'system.sante.letaux': this.actor.system.sante.letaux + value })
}
}
/**
* Handle rolling an attribute
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollAttribut(event, target) {
const attrKey = target.dataset.attrKey
await this.actor.rollAttribut(attrKey)
}
/**
* Handle rolling a competence
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollCompetence(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
const attrKey = target.dataset.attrKey
if (!itemId) return
await this.actor.rollCompetence(attrKey, itemId)
}
/**
* Handle rolling a charme
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollCharme(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.rollCharme(itemId)
}
/**
* Handle rolling a pouvoir
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollPouvoir(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.rollPouvoir(itemId)
}
/**
* Handle rolling weapon attack
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollArmeOffensif(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.rollArmeOffensif(itemId)
}
/**
* Handle rolling weapon damage
* @param {Event} event - The triggering event
* @param {HTMLElement} target - The target element
*/
static async #onRollArmeDegats(event, target) {
const li = target.closest(".item")
const itemId = li?.dataset.itemId
if (!itemId) return
await this.actor.rollArmeDegats(itemId)
}
/**
* Handle resetting all predilections
* @param {Event} event - The originating click event
* @param {HTMLElement} target - The target element
*/
static async #onResetPredilections(event, target) {
await this.actor.resetAllPredilections()
}
/**
* Handle Assommer roll
* @param {Event} event - The originating click event
* @param {HTMLElement} target - The target element
*/
static async #onRollAssommer(event, target) {
await this.actor.rollAssommer()
}
/**
* Handle Fuir roll
* @param {Event} event - The originating click event
* @param {HTMLElement} target - The target element
*/
static async #onRollFuir(event, target) {
await this.actor.rollFuir()
}
/**
* Handle Immobiliser roll
* @param {Event} event - The originating click event
* @param {HTMLElement} target - The target element
*/
static async #onRollImmobiliser(event, target) {
await this.actor.rollImmobiliser()
}
}

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const { HandlebarsApplicationMixin } = foundry.applications.api
export default class WastelandItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["fvtt-wasteland", "item"],
position: {
width: 620,
height: 600,
},
form: {
submitOnChange: true,
},
window: {
resizable: true,
},
tabs: [
{
navSelector: 'nav[data-group="primary"]',
contentSelector: "section.sheet-body",
initial: "description",
},
],
dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }],
actions: {
editImage: WastelandItemSheet.#onEditImage,
postItem: WastelandItemSheet.#onPostItem,
},
}
/**
* Tab groups state
* @type {object}
*/
tabGroups = { primary: "description" }
/** @override */
async _prepareContext() {
const context = {
fields: this.document.schema.fields,
systemFields: this.document.system.schema.fields,
item: this.document,
system: this.document.system,
source: this.document.toObject(),
enrichedDescription: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description, { async: true }),
isEditMode: true,
isEditable: this.isEditable,
isGM: game.user.isGM,
config: game.system.wasteland.config,
}
return context
}
/** @override */
_onRender(context, options) {
super._onRender(context, options)
this.#dragDrop.forEach((d) => d.bind(this.element))
// Activate tab navigation manually
const nav = this.element.querySelector('nav.tabs[data-group]')
if (nav) {
const group = nav.dataset.group
// Activate the current tab
const activeTab = this.tabGroups[group] || "description"
nav.querySelectorAll('[data-tab]').forEach(link => {
const tab = link.dataset.tab
link.classList.toggle('active', tab === activeTab)
link.addEventListener('click', (event) => {
event.preventDefault()
this.tabGroups[group] = tab
this.render()
})
})
// Show/hide tab content
this.element.querySelectorAll('[data-group="' + group + '"][data-tab]').forEach(content => {
content.classList.toggle('active', content.dataset.tab === activeTab)
})
}
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
*/
#createDragDropHandlers() {
return []
}
// #region Actions
/**
* Handle editing the item image
* @param {Event} event - The triggering event
*/
static async #onEditImage(event) {
event.preventDefault()
const filePicker = new FilePicker({
type: "image",
current: this.document.img,
callback: (path) => {
this.document.update({ img: path })
},
})
filePicker.browse()
}
/**
* Handle posting the item to chat
* @param {Event} event - The triggering event
*/
static async #onPostItem(event) {
event.preventDefault()
// Prepare chat data
const chatData = {
name: this.document.name,
img: this.document.img,
type: this.document.type,
system: this.document.system,
}
// Add actor reference if item is owned
if (this.document.actor) {
chatData.actor = { id: this.document.actor.id }
}
// Don't post any image for the item if the default image is used
if (chatData.img && chatData.img.includes("/blank.png")) {
chatData.img = null
}
// JSON object for easy creation
chatData.jsondata = JSON.stringify({
compendium: "postedItem",
payload: chatData,
})
// Render the chat card template
const html = await foundry.applications.handlebars.renderTemplate('systems/fvtt-wasteland/templates/post-item.hbs', chatData)
// Create the chat message
const chatOptions = {
user: game.user.id,
content: html,
speaker: ChatMessage.getSpeaker({ actor: this.document.actor })
}
ChatMessage.create(chatOptions)
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandArmeSheet extends WastelandItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["arme"],
position: {
width: 620,
},
window: {
contentClasses: ["arme-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-wasteland/templates/item-arme-sheet.hbs",
},
}
/** @override */
tabGroups = {
primary: "details",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandArtifexSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["artifex"],
position: { width: 620 },
window: { contentClasses: ["artifex-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-artifex-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandBouclierSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["bouclier"],
position: { width: 620 },
window: { contentClasses: ["bouclier-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-bouclier-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandCapaciteSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["capacite"],
position: { width: 620 },
window: { contentClasses: ["capacite-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-capacite-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandCharmeSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["charme"],
position: { width: 620 },
window: { contentClasses: ["charme-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-charme-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandCompetenceSheet extends WastelandItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["competence"],
position: {
width: 620,
},
window: {
contentClasses: ["competence-content"],
},
actions: {
"add-predilection": this.#onAddPredilection,
"delete-predilection": this.#onDeletePredilection
}
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-wasteland/templates/item-competence-sheet.hbs",
},
}
/** @override */
tabGroups = {
primary: "details",
}
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
/**
* Handle adding a new predilection
* @param {PointerEvent} event - The triggering event
* @param {HTMLElement} target - The button element
*/
static async #onAddPredilection(event, target) {
const predilections = foundry.utils.duplicate(this.document.system.predilections)
predilections.push({ name: "Nouvelle prédilection", used: false })
await this.document.update({ "system.predilections": predilections })
}
/**
* Handle deleting a predilection
* @param {PointerEvent} event - The triggering event
* @param {HTMLElement} target - The delete button element
*/
static async #onDeletePredilection(event, target) {
const index = parseInt(target.dataset.index)
const predilections = foundry.utils.duplicate(this.document.system.predilections)
predilections.splice(index, 1)
await this.document.update({ "system.predilections": predilections })
}
}

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import WastelandActorSheet from "./base-actor-sheet.mjs"
export default class WastelandCreatureSheet extends WastelandActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes, "creature"],
window: {
...super.DEFAULT_OPTIONS.window,
title: "Feuille de Créature",
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/fvtt-wasteland/templates/actor-creature-sheet.hbs",
},
}
/** @override */
tabGroups = {
primary: "stats",
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
// Add creature-specific data
context.skills = actor.getSkills()
context.armes = foundry.utils.duplicate(actor.getWeapons())
context.protections = foundry.utils.duplicate(actor.getArmors())
context.capacites = foundry.utils.duplicate(actor.getCapacites())
context.combat = actor.getCombatValues()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandDonSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["don"],
position: { width: 620 },
window: { contentClasses: ["don-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-don-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandEquipementSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["equipement"],
position: { width: 620 },
window: { contentClasses: ["equipement-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-equipement-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandHeritageSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["heritage"],
position: { width: 620 },
window: { contentClasses: ["heritage-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-heritage-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandHubrisSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["hubris"],
position: { width: 620 },
window: { contentClasses: ["hubris-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-hubris-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandMetierSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["metier"],
position: { width: 620 },
window: { contentClasses: ["metier-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-metier-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandMonnaieSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["monnaie"],
position: { width: 620 },
window: { contentClasses: ["monnaie-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-monnaie-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandMutationSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["mutation"],
position: { width: 620 },
window: { contentClasses: ["mutation-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-mutation-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandOrigineSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["origine"],
position: { width: 620 },
window: { contentClasses: ["origine-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-origine-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandActorSheet from "./base-actor-sheet.mjs"
export default class WastelandPersonnageSheet extends WastelandActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
...super.DEFAULT_OPTIONS,
classes: [...super.DEFAULT_OPTIONS.classes, "personnage"],
window: {
...super.DEFAULT_OPTIONS.window,
title: "Feuille de Personnage",
},
}
/** @override */
static PARTS = {
sheet: {
template: "systems/fvtt-wasteland/templates/actor-personnage-sheet.hbs",
},
}
/** @override */
tabGroups = {
primary: "stats",
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
const actor = this.document
// Add personnage-specific data
context.skills = actor.getSkills()
context.armes = foundry.utils.duplicate(actor.getWeapons())
context.protections = foundry.utils.duplicate(actor.getArmors())
context.pouvoirs = foundry.utils.duplicate(actor.getPouvoirs())
context.dons = foundry.utils.duplicate(actor.getDons())
context.hubrises = foundry.utils.duplicate(actor.getHubris())
context.tours = foundry.utils.duplicate(actor.getTours())
context.artifex = foundry.utils.duplicate(actor.getArtifex())
context.charmes = foundry.utils.duplicate(actor.getCharmes())
context.peuple = foundry.utils.duplicate(actor.getPeuple() || {})
context.origine = foundry.utils.duplicate(actor.getOrigine() || {})
context.heritage = foundry.utils.duplicate(actor.getHeritage() || {})
context.metier = foundry.utils.duplicate(actor.getMetier() || {})
context.combat = actor.getCombatValues()
context.capacites = foundry.utils.duplicate(actor.getCapacites())
context.equipements = foundry.utils.duplicate(actor.getEquipments())
context.monnaies = foundry.utils.duplicate(actor.getMonnaies())
context.mutations = foundry.utils.duplicate(actor.getMutations())
// Enrich HTML fields for biodata
context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.notes || "", { async: true })
context.enrichedGMNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.gmnotes || "", { async: true })
context.enrichedSequelles = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.sequelles || "", { async: true })
context.enrichedTraumatismes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(actor.system.biodata?.traumatismes || "", { async: true })
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandPeupleSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["peuple"],
position: { width: 620 },
window: { contentClasses: ["peuple-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-peuple-sheet.hbs" },
}
tabGroups = { primary: "description" }
#getTabs() {
const tabs = {
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandPouvoirSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["pouvoir"],
position: { width: 620 },
window: { contentClasses: ["pouvoir-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-pouvoir-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import WastelandItemSheet from "./base-item-sheet.mjs"
export default class WastelandProtectionSheet extends WastelandItemSheet {
static DEFAULT_OPTIONS = {
classes: ["protection"],
position: { width: 620 },
window: { contentClasses: ["protection-content"] },
}
static PARTS = {
main: { template: "systems/fvtt-wasteland/templates/item-protection-sheet.hbs" },
}
tabGroups = { primary: "details" }
#getTabs() {
const tabs = {
details: { id: "details", group: "primary", label: "Détails" },
description: { id: "description", group: "primary", label: "Description" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
}

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import { WastelandUtility } from "../wasteland-utility.js"
/**
* Dialogue de jet de dé pour Wasteland - Version DialogV2
*/
export class WastelandRollDialog {
/**
* Create and display the roll dialog
* @param {WastelandActor} actor - The actor making the roll
* @param {Object} rollData - Data for the roll
* @returns {Promise<WastelandRollDialog>}
*/
static async create(actor, rollData) {
// Préparer le contexte pour le template
const context = {
...rollData,
difficulte: String(rollData.difficulte || 0),
img: actor.img,
name: actor.name,
config: game.system.wasteland.config,
}
// Rendre le template en HTML
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-wasteland/templates/roll-dialog-v2.hbs",
context
)
// Utiliser DialogV2.wait avec le HTML rendu
return foundry.applications.api.DialogV2.wait({
window: { title: "Test de Capacité", icon: "fa-solid fa-dice-d20" },
classes: ["wasteland-roll-dialog"],
position: { width: 500 },
modal: false,
content,
buttons: rollData.charme ? [
{
action: "roll",
label: "Lancer",
icon: "fa-solid fa-dice-d20",
default: true,
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
WastelandUtility.rollWasteland(rollData)
}
}
] : [
{
action: "rolld10",
label: "Lancer 1d10",
icon: "fa-solid fa-dice-d10",
default: true,
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
rollData.mainDice = "1d10"
WastelandUtility.rollWasteland(rollData)
}
},
{
action: "rolld20",
label: "Lancer 1d20",
icon: "fa-solid fa-dice-d20",
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
rollData.mainDice = "1d20"
WastelandUtility.rollWasteland(rollData)
}
},
],
rejectClose: false,
})
}
/**
* Mettre à jour rollData avec les valeurs du formulaire
* @param {Object} rollData - L'objet rollData à mettre à jour
* @param {HTMLFormControlsCollection} formElements - Les éléments du formulaire
* @param {WastelandActor} actor - L'acteur pour récupérer les attributs
* @private
*/
static _updateRollDataFromForm(rollData, formElements, actor) {
// Attributs
if (formElements.attrKey) {
rollData.attrKey = formElements.attrKey.value
if (rollData.attrKey !== "tochoose" && actor) {
rollData.attr = foundry.utils.duplicate(actor.system.attributs[rollData.attrKey])
}
}
// Modificateurs de base
if (formElements.difficulte) {
rollData.difficulte = Number(formElements.difficulte.value)
}
if (formElements.modificateur) {
rollData.modificateur = Number(formElements.modificateur.value)
}
// Charme
if (formElements.charmeDice) {
rollData.charmeDice = String(formElements.charmeDice.value)
}
// Combat mêlée
if (formElements.typeAttaque) {
rollData.typeAttaque = String(formElements.typeAttaque.value)
rollData.typeAttaqueLabel = rollData.config.attaques[rollData.typeAttaque]
}
if (formElements.isMonte !== undefined) {
rollData.isMonte = formElements.isMonte.checked
}
// Combat distance
if (formElements.visee !== undefined) {
rollData.visee = formElements.visee.checked
}
if (formElements.cibleconsciente !== undefined) {
rollData.cibleconsciente = formElements.cibleconsciente.checked
}
if (formElements.ciblecourt !== undefined) {
rollData.ciblecourt = formElements.ciblecourt.checked
}
if (formElements.typeCouvert) {
rollData.typeCouvert = String(formElements.typeCouvert.value)
const couvert = rollData.config.couverts[rollData.typeCouvert]
if (rollData.typeCouvert !== "aucun" && couvert) {
rollData.typeCouvertLabel = couvert.name
rollData.typeCouvertValue = couvert.value
}
}
// Désavantages (avantages tactiques)
if (!rollData.desavantages) rollData.desavantages = {}
if (formElements.cibleausol !== undefined) {
rollData.desavantages.cibleausol = formElements.cibleausol.checked
}
if (formElements.cibledesarmee !== undefined) {
rollData.desavantages.cibledesarmee = formElements.cibledesarmee.checked
}
if (formElements.ciblerestreint !== undefined) {
rollData.desavantages.ciblerestreint = formElements.ciblerestreint.checked
}
if (formElements.cibleimmobilisée !== undefined) {
rollData.desavantages.cibleimmobilisée = formElements.cibleimmobilisée.checked
}
if (formElements.ciblesurplomb !== undefined) {
rollData.desavantages.ciblesurplomb = formElements.ciblesurplomb.checked
}
// Double D20
if (formElements.doubleD20 !== undefined) {
rollData.doubleD20 = formElements.doubleD20.checked
}
}
}

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/**
* Data model pour les armes
*/
export default class ArmeDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
typearme: new fields.StringField({ initial: "" }),
isdefense: new fields.BooleanField({ initial: false }),
bonusmaniementoff: new fields.NumberField({ initial: 0, integer: true }),
bonusmaniementdef: new fields.NumberField({ initial: 0, integer: true }),
nobonusdegats: new fields.BooleanField({ initial: false }),
degats: new fields.StringField({ initial: "" }),
nonletaux: new fields.BooleanField({ initial: false }),
deuxmains: new fields.BooleanField({ initial: false }),
courte: new fields.NumberField({ initial: 0, integer: true }),
moyenne: new fields.NumberField({ initial: 0, integer: true }),
longue: new fields.NumberField({ initial: 0, integer: true }),
tr: new fields.NumberField({ initial: 0, integer: true }),
rarete: new fields.NumberField({ initial: 0, integer: true }),
prix: new fields.NumberField({ initial: 0, integer: true }),
equipped: new fields.BooleanField({ initial: false })
};
}
}

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/**
* Data model pour les artifex
*/
export default class ArtifexDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
artifextype: new fields.StringField({ initial: "vapeur" }),
competence: new fields.StringField({ initial: "" }),
complexite: new fields.NumberField({ initial: 0, integer: true }),
dureerealisation: new fields.StringField({ initial: "" }),
tempsmiseenroute: new fields.StringField({ initial: "" }),
defautcourant: new fields.StringField({ initial: "" }),
prix: new fields.NumberField({ initial: 0, integer: true })
};
}
}

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/**
* Data model pour les boucliers
*/
export default class BouclierDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
bonusdefense: new fields.NumberField({ initial: 0, integer: true }),
degats: new fields.StringField({ initial: "" }),
nonletaux: new fields.BooleanField({ initial: false }),
rarete: new fields.NumberField({ initial: 0, integer: true }),
prix: new fields.NumberField({ initial: 0, integer: true }),
equipped: new fields.BooleanField({ initial: false })
};
}
}

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/**
* Data model pour les capacités
*/
export default class CapaciteDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" })
};
}
}

25
modules/models/charme.mjs Normal file
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/**
* Data model pour les charmes
*/
export default class CharmeDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
charmetype: new fields.StringField({ initial: "tour" }),
resultats: new fields.ArrayField(new fields.SchemaField({
value: new fields.NumberField({ initial: -1, integer: true }),
description: new fields.StringField({ initial: "" })
}), {
initial: [
{ value: -1, description: "" },
{ value: -1, description: "" },
{ value: -1, description: "" },
{ value: -1, description: "" },
{ value: -1, description: "" },
{ value: -1, description: "" }
]
})
};
}
}

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/**
* Data model pour les compétences
*/
export default class CompetenceDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
niveau: new fields.NumberField({ initial: 0, integer: true }),
attribut1: new fields.StringField({ initial: "" }),
attribut2: new fields.StringField({ initial: "" }),
attribut3: new fields.StringField({ initial: "" }),
doublebonus: new fields.BooleanField({ initial: false }),
predilections: new fields.ArrayField(new fields.SchemaField({
name: new fields.StringField({ initial: "" }),
description: new fields.StringField({ initial: "" }),
used: new fields.BooleanField({ initial: false })
}), { initial: [] })
};
}
}

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/**
* Data model pour les créatures
*/
export default class CreatureDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
// Template biodata
biodata: new fields.SchemaField({
name: new fields.StringField({ initial: "" }),
age: new fields.NumberField({ initial: 0, integer: true }),
alignement: new fields.StringField({ initial: "" }),
poids: new fields.StringField({ initial: "" }),
taille: new fields.StringField({ initial: "" }),
cheveux: new fields.StringField({ initial: "" }),
sexe: new fields.StringField({ initial: "" }),
yeux: new fields.StringField({ initial: "" }),
description: new fields.HTMLField({ initial: "" }),
habitat: new fields.StringField({ initial: "" }),
comportement: new fields.StringField({ initial: "" }),
psychemultiplier: new fields.NumberField({ initial: 1, integer: true }),
notes: new fields.HTMLField({ initial: "" }),
gmnotes: new fields.HTMLField({ initial: "" })
}),
// Template core
terreur: new fields.SchemaField({
value: new fields.NumberField({ initial: -1, integer: true })
}),
protection: new fields.SchemaField({
value: new fields.NumberField({ initial: 0, integer: true })
}),
ressource: new fields.SchemaField({
value: new fields.NumberField({ initial: 0, integer: true })
}),
subactors: new fields.ArrayField(new fields.StringField(), { initial: [] }),
attributs: new fields.SchemaField({
adr: new fields.SchemaField({
label: new fields.StringField({ initial: "Adresse" }),
labelnorm: new fields.StringField({ initial: "adresse" }),
abbrev: new fields.StringField({ initial: "adr" }),
value: new fields.NumberField({ initial: 1, integer: true })
}),
pui: new fields.SchemaField({
label: new fields.StringField({ initial: "Puissance" }),
labelnorm: new fields.StringField({ initial: "puissance" }),
abbrev: new fields.StringField({ initial: "pui" }),
value: new fields.NumberField({ initial: 1, integer: true })
}),
cla: new fields.SchemaField({
label: new fields.StringField({ initial: "Clairvoyance" }),
labelnorm: new fields.StringField({ initial: "clairvoyance" }),
abbrev: new fields.StringField({ initial: "cla" }),
value: new fields.NumberField({ initial: 1, integer: true })
}),
pre: new fields.SchemaField({
label: new fields.StringField({ initial: "Présence" }),
labelnorm: new fields.StringField({ initial: "presence" }),
abbrev: new fields.StringField({ initial: "pre" }),
value: new fields.NumberField({ initial: 0, integer: true })
}),
tre: new fields.SchemaField({
label: new fields.StringField({ initial: "Trempe" }),
labelnorm: new fields.StringField({ initial: "trempe" }),
abbrev: new fields.StringField({ initial: "tre" }),
value: new fields.NumberField({ initial: 0, integer: true })
})
}),
bonneaventure: new fields.SchemaField({
base: new fields.NumberField({ initial: 0, integer: true }),
actuelle: new fields.NumberField({ initial: 0, integer: true })
}),
experience: new fields.SchemaField({
value: new fields.NumberField({ initial: 0, integer: true })
}),
eclat: new fields.SchemaField({
value: new fields.NumberField({ initial: 0, integer: true })
}),
sante: new fields.SchemaField({
base: new fields.NumberField({ initial: 0, integer: true }),
bonus: new fields.NumberField({ initial: 0, integer: true }),
nonletaux: new fields.NumberField({ initial: 0, integer: true }),
letaux: new fields.NumberField({ initial: 0, integer: true }),
sequelles: new fields.StringField({ initial: "" })
}),
psyche: new fields.SchemaField({
fullmax: new fields.NumberField({ initial: 0, integer: true }),
currentmax: new fields.NumberField({ initial: 0, integer: true }),
value: new fields.NumberField({ initial: 0, integer: true }),
traumatismes: new fields.StringField({ initial: "" })
}),
combat: new fields.SchemaField({
initbonus: new fields.NumberField({ initial: 0, integer: true }),
vitessebonus: new fields.NumberField({ initial: 0, integer: true }),
bonusdegats: new fields.NumberField({ initial: 0, integer: true }),
defensebonus: new fields.NumberField({ initial: 0, integer: true })
})
};
}
}

12
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/**
* Data model pour les dons
*/
export default class DonDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
coutpsyche: new fields.NumberField({ initial: 0, integer: true })
};
}
}

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/**
* Data model pour les équipements
*/
export default class EquipementDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
quantite: new fields.NumberField({ initial: 1, integer: true, min: 0 }),
rarete: new fields.NumberField({ initial: 0, integer: true }),
prix: new fields.NumberField({ initial: 0, integer: true })
};
}
}

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/**
* Data model pour les héritages
*/
export default class HeritageDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" })
};
}
}

12
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/**
* Data model pour les hubris
*/
export default class HubrisDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
hubristype: new fields.StringField({ initial: "mental" })
};
}
}

27
modules/models/index.mjs Normal file
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/**
* Index des DataModels pour Wasteland
* Ce fichier centralise tous les exports des modèles de données
*/
// Modèles d'items
export { default as ArmeDataModel } from './arme.mjs';
export { default as BouclierDataModel } from './bouclier.mjs';
export { default as CapaciteDataModel } from './capacite.mjs';
export { default as CompetenceDataModel } from './competence.mjs';
export { default as DonDataModel } from './don.mjs';
export { default as EquipementDataModel } from './equipement.mjs';
export { default as HeritageDataModel } from './heritage.mjs';
export { default as MetierDataModel } from './metier.mjs';
export { default as MonnaieDataModel } from './monnaie.mjs';
export { default as OrigineDataModel } from './origine.mjs';
export { default as ProtectionDataModel } from './protection.mjs';
export { default as MutationDataModel } from './mutation.mjs';
export { default as PouvoirDataModel } from './pouvoir.mjs';
export { default as CharmeDataModel } from './charme.mjs';
export { default as ArtifexDataModel } from './artifex.mjs';
export { default as PeupleDataModel } from './peuple.mjs';
export { default as HubrisDataModel } from './hubris.mjs';
// Modèles d'acteurs
export { default as PersonnageDataModel } from './personnage.mjs';
export { default as CreatureDataModel } from './creature.mjs';

11
modules/models/metier.mjs Normal file
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/**
* Data model pour les métiers
*/
export default class MetierDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" })
};
}
}

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/**
* Data model pour les monnaies
*/
export default class MonnaieDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
quantite: new fields.NumberField({ initial: 0, integer: true }),
unite: new fields.StringField({ initial: "" })
};
}
}

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/**
* Data model pour les mutations
*/
export default class MutationDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" })
};
}
}

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/**
* Data model pour les origines
*/
export default class OrigineDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" })
};
}
}

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/**
* Data model pour les personnages
*/
export default class PersonnageDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
// Template biodata
biodata: new fields.SchemaField({
name: new fields.StringField({ initial: "" }),
age: new fields.NumberField({ initial: 0, integer: true }),
alignement: new fields.StringField({ initial: "" }),
poids: new fields.StringField({ initial: "" }),
taille: new fields.StringField({ initial: "" }),
cheveux: new fields.StringField({ initial: "" }),
sexe: new fields.StringField({ initial: "" }),
yeux: new fields.StringField({ initial: "" }),
description: new fields.HTMLField({ initial: "" }),
habitat: new fields.StringField({ initial: "" }),
comportement: new fields.StringField({ initial: "" }),
psychemultiplier: new fields.NumberField({ initial: 1, integer: true }),
notes: new fields.HTMLField({ initial: "" }),
gmnotes: new fields.HTMLField({ initial: "" })
}),
// Template core
terreur: new fields.SchemaField({
value: new fields.NumberField({ initial: -1, integer: true })
}),
protection: new fields.SchemaField({
value: new fields.NumberField({ initial: 0, integer: true })
}),
ressource: new fields.SchemaField({
value: new fields.NumberField({ initial: 0, integer: true })
}),
subactors: new fields.ArrayField(new fields.StringField(), { initial: [] }),
attributs: new fields.SchemaField({
adr: new fields.SchemaField({
label: new fields.StringField({ initial: "Adresse" }),
labelnorm: new fields.StringField({ initial: "adresse" }),
abbrev: new fields.StringField({ initial: "adr" }),
value: new fields.NumberField({ initial: 1, integer: true })
}),
pui: new fields.SchemaField({
label: new fields.StringField({ initial: "Puissance" }),
labelnorm: new fields.StringField({ initial: "puissance" }),
abbrev: new fields.StringField({ initial: "pui" }),
value: new fields.NumberField({ initial: 1, integer: true })
}),
cla: new fields.SchemaField({
label: new fields.StringField({ initial: "Clairvoyance" }),
labelnorm: new fields.StringField({ initial: "clairvoyance" }),
abbrev: new fields.StringField({ initial: "cla" }),
value: new fields.NumberField({ initial: 1, integer: true })
}),
pre: new fields.SchemaField({
label: new fields.StringField({ initial: "Présence" }),
labelnorm: new fields.StringField({ initial: "presence" }),
abbrev: new fields.StringField({ initial: "pre" }),
value: new fields.NumberField({ initial: 0, integer: true })
}),
tre: new fields.SchemaField({
label: new fields.StringField({ initial: "Trempe" }),
labelnorm: new fields.StringField({ initial: "trempe" }),
abbrev: new fields.StringField({ initial: "tre" }),
value: new fields.NumberField({ initial: 0, integer: true })
})
}),
bonneaventure: new fields.SchemaField({
base: new fields.NumberField({ initial: 0, integer: true }),
actuelle: new fields.NumberField({ initial: 0, integer: true })
}),
experience: new fields.SchemaField({
value: new fields.NumberField({ initial: 0, integer: true })
}),
eclat: new fields.SchemaField({
value: new fields.NumberField({ initial: 0, integer: true })
}),
sante: new fields.SchemaField({
base: new fields.NumberField({ initial: 0, integer: true }),
bonus: new fields.NumberField({ initial: 0, integer: true }),
nonletaux: new fields.NumberField({ initial: 0, integer: true }),
letaux: new fields.NumberField({ initial: 0, integer: true }),
sequelles: new fields.StringField({ initial: "" })
}),
psyche: new fields.SchemaField({
fullmax: new fields.NumberField({ initial: 0, integer: true }),
currentmax: new fields.NumberField({ initial: 0, integer: true }),
value: new fields.NumberField({ initial: 0, integer: true }),
traumatismes: new fields.StringField({ initial: "" })
}),
combat: new fields.SchemaField({
initbonus: new fields.NumberField({ initial: 0, integer: true }),
vitessebonus: new fields.NumberField({ initial: 0, integer: true }),
bonusdegats: new fields.NumberField({ initial: 0, integer: true }),
defensebonus: new fields.NumberField({ initial: 0, integer: true }),
monte: new fields.BooleanField({ initial: false })
})
};
}
}

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modules/models/peuple.mjs Normal file
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/**
* Data model pour les peuples
*/
export default class PeupleDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" })
};
}
}

View File

@@ -0,0 +1,20 @@
/**
* Data model pour les pouvoirs
*/
export default class PouvoirDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
chemin: new fields.StringField({ initial: "force" }),
attribut1: new fields.StringField({ initial: "cla" }),
competence: new fields.StringField({ initial: "" }),
seuil: new fields.NumberField({ initial: 0, integer: true }),
coutpsyche: new fields.NumberField({ initial: 0, integer: true }),
cible: new fields.StringField({ initial: "" }),
duree: new fields.StringField({ initial: "" }),
formulesimple: new fields.StringField({ initial: "" }),
formuleetendue: new fields.StringField({ initial: "" })
};
}
}

View File

@@ -0,0 +1,15 @@
/**
* Data model pour les protections
*/
export default class ProtectionDataModel extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
description: new fields.HTMLField({ initial: "" }),
protection: new fields.NumberField({ initial: 0, integer: true }),
equipped: new fields.BooleanField({ initial: false }),
rarete: new fields.NumberField({ initial: 0, integer: true }),
prix: new fields.NumberField({ initial: 0, integer: true })
};
}
}

View File

@@ -1,194 +0,0 @@
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
import { WastelandUtility } from "./wasteland-utility.js";
import { WastelandRollDialog } from "./wasteland-roll-dialog.js";
/* -------------------------------------------- */
export class WastelandActorSheet extends foundry.appv1.sheets.ActorSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-wasteland", "sheet", "actor"],
template: "systems/fvtt-wasteland/templates/actor-sheet.html",
width: 640,
height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: false
});
}
/* -------------------------------------------- */
async getData() {
const objectData = foundry.utils.duplicate(this.object)
let actorData = objectData
let formData = {
title: this.title,
id: objectData.id,
type: objectData.type,
img: objectData.img,
name: objectData.name,
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
data: actorData.system,
effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
limited: this.object.limited,
skills: this.actor.getSkills(),
armes: foundry.utils.duplicate(this.actor.getWeapons()),
protections: foundry.utils.duplicate(this.actor.getArmors()),
pouvoirs:foundry.utils.duplicate(this.actor.getPouvoirs()),
dons: foundry.utils.duplicate(this.actor.getDons()),
hubrises: foundry.utils.duplicate(this.actor.getHubris()),
tours:foundry.utils.duplicate(this.actor.getTours()),
artifex: foundry.utils.duplicate(this.actor.getArtifex()),
charmes:foundry.utils.duplicate(this.actor.getCharmes()),
peuple: foundry.utils.duplicate(this.actor.getPeuple() || {}),
origine: foundry.utils.duplicate(this.actor.getOrigine() || {}),
heritage: foundry.utils.duplicate(this.actor.getHeritage() || {}),
metier: foundry.utils.duplicate(this.actor.getMetier() || {}),
combat: this.actor.getCombatValues(),
config: foundry.utils.duplicate(game.system.wasteland.config),
capacites: foundry.utils.duplicate(this.actor.getCapacites()),
equipements: foundry.utils.duplicate(this.actor.getEquipments()),
monnaies: foundry.utils.duplicate(this.actor.getMonnaies()),
mutations: foundry.utils.duplicate(this.actor.getMutations()),
description: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.biodata.description, {async: true}),
comportement: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.biodata.comportement, {async: true}),
habitat: await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.object.system.biodata.habitat, {async: true}),
options: this.options,
owner: this.document.isOwner,
editScore: this.options.editScore,
isGM: game.user.isGM,
config: game.system.wasteland.config
}
this.formData = formData;
console.log("PC : ", formData, this.object);
return formData;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// Update Inventory Item
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
const item = this.actor.items.get( itemId )
item.sheet.render(true)
})
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
WastelandUtility.confirmDelete(this, li);
})
html.find('.edit-item-data').change(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
let itemType = li.data("item-type")
let itemField = $(ev.currentTarget).data("item-field")
let dataType = $(ev.currentTarget).data("dtype")
let value = ev.currentTarget.value
this.actor.editItemField(itemId, itemType, itemField, dataType, value)
})
html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 );
} );
html.find('.quantity-plus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), +1 );
} );
html.find('.roll-attribut').click((event) => {
const li = $(event.currentTarget).parents(".item")
let attrKey = li.data("attr-key")
this.actor.rollAttribut(attrKey)
})
html.find('.roll-competence').click((event) => {
const li = $(event.currentTarget).parents(".item")
let attrKey = $(event.currentTarget).data("attr-key")
let compId = li.data("item-id")
this.actor.rollCompetence(attrKey, compId)
})
html.find('.roll-charme').click((event) => {
const li = $(event.currentTarget).parents(".item")
let charmeId = li.data("item-id")
this.actor.rollCharme(charmeId)
})
html.find('.roll-pouvoir').click((event) => {
const li = $(event.currentTarget).parents(".item")
let pouvoirId = li.data("item-id")
this.actor.rollPouvoir(pouvoirId)
})
html.find('.roll-arme-offensif').click((event) => {
const li = $(event.currentTarget).parents(".item")
let armeId = li.data("item-id")
this.actor.rollArmeOffensif(armeId)
})
html.find('.roll-arme-degats').click((event) => {
const li = $(event.currentTarget).parents(".item")
let armeId = li.data("item-id")
this.actor.rollArmeDegats(armeId)
})
html.find('.quantity-modify').click(event => {
const li = $(event.currentTarget).parents(".item")
const value = Number($(event.currentTarget).data("quantite-value"))
this.actor.incDecQuantity( li.data("item-id"), value );
})
html.find('.item-add').click((event) => {
const itemType = $(event.currentTarget).data("type")
this.actor.createEmbeddedDocuments('Item', [{ name: `Nouveau ${itemType}`, type: itemType }], { renderSheet: true })
})
html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore;
this.render(true);
});
html.find('.item-equip').click(ev => {
const li = $(ev.currentTarget).parents(".item");
this.actor.equipItem( li.data("item-id") );
this.render(true);
});
}
/* -------------------------------------------- */
/** @override */
setPosition(options = {}) {
const position = super.setPosition(options);
const sheetBody = this.element.find(".sheet-body");
const bodyHeight = position.height - 192;
sheetBody.css("height", bodyHeight);
return position;
}
/* -------------------------------------------- */
/*async _onDropItem(event, dragData) {
let item = await WastelandUtility.searchItem( dragData)
this.actor.preprocessItem( event, item, true )
super._onDropItem(event, dragData)
}*/
/* -------------------------------------------- */
/** @override */
_updateObject(event, formData) {
// Update the Actor
return this.object.update(formData);
}
}

View File

@@ -1,6 +1,6 @@
/* -------------------------------------------- */
import { WastelandUtility } from "./wasteland-utility.js";
import { WastelandRollDialog } from "./wasteland-roll-dialog.js";
import { WastelandRollDialog } from "./applications/wasteland-roll-dialog.mjs";
/* -------------------------------------------- */
const __degatsBonus = [-2, -2, -1, -1, 0, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 10, 10]
@@ -53,6 +53,7 @@ export class WastelandActor extends Actor {
arme = foundry.utils.duplicate(arme)
let combat = this.getCombatValues()
if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") {
arme.system.isMelee = true
arme.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
arme.system.attrKey = "pui"
arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
@@ -62,6 +63,7 @@ export class WastelandActor extends Actor {
}
}
if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
arme.system.isDistance = true
arme.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
arme.system.attrKey = "adr"
arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
@@ -296,6 +298,10 @@ export class WastelandActor extends Actor {
changeEclat(value) {
let newE = this.system.eclat.value
newE += value
// Empêcher que l'éclat devienne négatif
if (newE < 0) {
newE = 0
}
this.update({ 'system.eclat.value': newE })
}
@@ -382,6 +388,32 @@ export class WastelandActor extends Actor {
await this.updateEmbeddedDocuments('Item', [{ _id: compId, 'system.predilections': pred }])
}
/* -------------------------------------------- */
async resetAllPredilections() {
let updates = []
for (let item of this.items) {
if (item.type === "competence" && item.system.predilections && item.system.predilections.length > 0) {
let pred = foundry.utils.duplicate(item.system.predilections)
let hasUsed = false
for (let p of pred) {
if (p.used) {
p.used = false
hasUsed = true
}
}
if (hasUsed) {
updates.push({ _id: item.id, 'system.predilections': pred })
}
}
}
if (updates.length > 0) {
await this.updateEmbeddedDocuments('Item', updates)
ui.notifications.info(`${updates.length} prédilection(s) réinitialisée(s) pour ${this.name}`)
} else {
ui.notifications.info(`Aucune prédilection à réinitialiser pour ${this.name}`)
}
}
/* -------------------------------------------- */
getInitiativeScore( ) {
return Number(this.system.attributs.adr.value) + Number(this.system.combat.initbonus)
@@ -414,10 +446,12 @@ export class WastelandActor extends Actor {
rollData.actorId = this.id
rollData.tokenId = this.token?.id
rollData.img = this.img
rollData.canEclatDoubleD20 = true // Always true in Wastelan
rollData.canEclatDoubleD20 = this.getEclat() >= 1 // Vérifier que l'acteur a au moins 1 point d'éclat
rollData.doubleD20 = false
rollData.attributs = WastelandUtility.getAttributs()
rollData.config = foundry.utils.duplicate(game.system.wasteland.config)
rollData.desavantages = {}
rollData.isMonte = this.system.combat.monte
if (attrKey) {
rollData.attrKey = attrKey
@@ -440,8 +474,7 @@ export class WastelandActor extends Actor {
/* -------------------------------------------- */
async launchRoll(rollData) {
console.log("RollData", rollData)
let rollDialog = await WastelandRollDialog.create(this, rollData)
rollDialog.render(true)
await WastelandRollDialog.create(this, rollData)
}
/* -------------------------------------------- */
rollAttribut(attrKey) {
@@ -467,7 +500,7 @@ export class WastelandActor extends Actor {
async rollPouvoir(pouvoirId) {
let pouvoir = foundry.utils.duplicate(this.items.get(pouvoirId) || {})
if (pouvoir?.system) {
let rollData = this.getCommonRollData(pouvoir.system.attribut, undefined, pouvoir.system.competence)
let rollData = this.getCommonRollData(pouvoir.system.attribut1, undefined, pouvoir.system.competence)
if (!rollData.competence) {
ui.notifications.error("Le pouvoir " + pouvoir.name + " n'a pas de compétence associée. Editez le pouvoir avec la compétence associée.")
return
@@ -488,6 +521,12 @@ export class WastelandActor extends Actor {
}
let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id)
rollData.arme = arme
rollData.typeAttaque = "assaut"
rollData.typeCouvert = "aucun"
rollData.hasDesavantageBonus = true
rollData.visee = false
rollData.ciblecourt = false
rollData.cibleconsciente = false
this.launchRoll(rollData)
}
@@ -511,8 +550,52 @@ export class WastelandActor extends Actor {
actionImg: arme.img,
}
WastelandUtility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-wasteland/templates/chat-degats-result.html`, rollData)
content: await foundry.applications.handlebars.renderTemplate(`systems/fvtt-wasteland/templates/chat-degats-result-v2.hbs`, rollData)
})
}
/* -------------------------------------------- */
async rollAssommer() {
let rollData = this.getCommonRollData("adr", undefined, "Mouvements")
rollData.specialAction = "Assommer"
rollData.typeAttaque = "assommer"
rollData.typeCouvert = "aucun"
rollData.hasDesavantageBonus = true
if (rollData.defender) {
rollData.selectDifficulte = false
rollData.difficulte = rollData.defender.system.attributs.tre.value * 2
}
this.launchRoll(rollData)
}
/* -------------------------------------------- */
async rollFuir() {
let rollData = this.getCommonRollData("adr", undefined, "Mouvements")
rollData.specialAction = "Fuir"
rollData.typeAttaque = "fuir"
rollData.typeCouvert = "aucun"
rollData.hasDesavantageBonus = true
if (rollData.defender) {
rollData.selectDifficulte = false
let comp = rollData.defender.items.find(it => it.type == "competence" && it.name.toLowerCase() == "mouvements")
rollData.difficulte = rollData.defender.system.attributs.adr.value + ((comp) ? comp.system.niveau : rollData.defender.system.attributs.adr.value)
}
this.launchRoll(rollData)
}
/* -------------------------------------------- */
async rollImmobiliser() {
let rollData = this.getCommonRollData("pui", undefined, "Mêlée")
rollData.specialAction = "Immobiliser"
rollData.typeAttaque = "immobiliser"
rollData.typeCouvert = "aucun"
rollData.hasDesavantageBonus = true
if (rollData.defender) {
rollData.selectDifficulte = false
rollData.difficulte = rollData.armeDefense ? rollData.armeDefense.system.totalDefensif : 10
}
this.launchRoll(rollData)
}
}

View File

@@ -1,7 +1,7 @@
/* -------------------------------------------- */
import { WastelandUtility } from "./wasteland-utility.js";
import { WastelandRollDialog } from "./wasteland-roll-dialog.js";
import { WastelandRollDialog } from "./applications/wasteland-roll-dialog.mjs";
/* -------------------------------------------- */
export class WastelandCommands {

View File

@@ -1,5 +1,12 @@
export const WASTELAND_CONFIG = {
attributs: {
"adr": "Adresse",
"pui": "Puissance",
"cla": "Clairvoyance",
"pre": "Présence",
"tre": "Trempe"
},
cheminpouvoir : {
"force": "Chemin des Forces",
"forge": "Chemin des Forges",
@@ -44,13 +51,54 @@ export const WASTELAND_CONFIG = {
tir: "Arme de Tir",
special: "Spécial (capacité/don)"
},
attaques: {
assaut: "Assaut",
precise: "Attaque Précise",
feinte: "Feinte",
coupbas: "Coup Bas",
charger: "Charger",
contenir: "Contenir",
desarmer: "Désarmer"
},
couverts: {
aucun: { name: "Aucun", value: 0 },
rondache: { name: "Couvert Léger", value: -2 },
pavois: { name: "Couvert Moyen", value: -5 },
complet: { name: "Couvert Complet", value: -10 },
},
listePortees: {
"10": "Moins que Courte",
"15": "Courte ou plus",
"20": "Moyenne ou plus",
"25": "Longue ou plus"
},
difficulteOptions: {
"0": "Aucune/Inconnue",
"5": "Facile (5)",
"6": "(6)",
"7": "(7)",
"8": "(8)",
"9": "(9)",
"10": "Moyenne (10)",
"11": "(11)",
"12": "(12)",
"13": "(13)",
"14": "(14)",
"15": "Ardue (15)",
"16": "(16)",
"17": "(17)",
"18": "(18)",
"19": "(19)",
"20": "Hasardeuse (20)",
"21": "(21)",
"22": "(22)",
"23": "(23)",
"24": "(24)",
"25": "Insensée (25)",
"26": "(26)",
"27": "(27)",
"28": "(28)",
"29": "(29)",
"30": "Pure Folie (30)"
}

View File

@@ -1,26 +0,0 @@
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
import { WastelandUtility } from "./wasteland-utility.js";
import { WastelandActorSheet } from "./wasteland-actor-sheet.js";
/* -------------------------------------------- */
export class WastelandCreatureSheet extends WastelandActorSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-wasteland", "sheet", "creature"],
template: "systems/fvtt-wasteland/templates/creature-sheet.html",
width: 640,
height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: false
});
}
}

View File

@@ -1,176 +0,0 @@
import { WastelandUtility } from "./wasteland-utility.js";
/**
* Extend the basic ItemSheet with some very simple modifications
* @extends {ItemSheet}
*/
export class WastelandItemSheet extends foundry.appv1.sheets.ItemSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-wasteland", "sheet", "item"],
template: "systems/fvtt-wasteland/templates/item-sheet.html",
dragDrop: [{ dragSelector: null, dropSelector: null }],
width: 620,
height: 550
//tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
/* -------------------------------------------- */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
// Add "Post to chat" button
// We previously restricted this to GM and editable items only. If you ever find this comment because it broke something: eh, sorry!
buttons.unshift(
{
class: "post",
icon: "fas fa-comment",
onclick: ev => { }
})
return buttons
}
/* -------------------------------------------- */
/** @override */
setPosition(options = {}) {
const position = super.setPosition(options);
const sheetBody = this.element.find(".sheet-body");
const bodyHeight = position.height - 192;
sheetBody.css("height", bodyHeight);
if (this.item.type.includes('weapon')) {
position.width = 640;
}
return position;
}
/* -------------------------------------------- */
async getData() {
const objectData = foundry.utils.duplicate(this.object)
let itemData = objectData
let formData = {
title: this.title,
id: this.id,
type: objectData.type,
img: objectData.img,
name: objectData.name,
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
attributs: WastelandUtility.getAttributs(),
config: foundry.utils.duplicate(game.system.wasteland.config),
data: itemData.system,
system: itemData.system,
limited: this.object.limited,
options: this.options,
owner: this.document.isOwner,
description: await TextEditor.enrichHTML(this.object.system.description, {async: true}),
isGM: game.user.isGM
}
console.log("ITEM DATA", formData, this);
return formData;
}
/* -------------------------------------------- */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
buttons.unshift({
class: "post",
icon: "fas fa-comment",
onclick: ev => this.postItem()
});
return buttons
}
/* -------------------------------------------- */
postItem() {
let chatData = foundry.utils.duplicate(WastelandUtility.data(this.item));
if (this.actor) {
chatData.actor = { id: this.actor.id };
}
// Don't post any image for the item (which would leave a large gap) if the default image is used
if (chatData.img.includes("/blank.png")) {
chatData.img = null;
}
// JSON object for easy creation
chatData.jsondata = JSON.stringify(
{
compendium: "postedItem",
payload: chatData,
});
renderTemplate('systems/fvtt-Wasteland-rpg/templates/post-item.html', chatData).then(html => {
let chatOptions = WastelandUtility.chatDataSetup(html);
ChatMessage.create(chatOptions)
});
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
// Update Inventory Item
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item")
const item = this.object.options.actor.getOwnedItem(li.data("item-id"))
item.sheet.render(true);
});
html.find('.delete-subitem').click(ev => {
this.deleteSubitem(ev);
})
html.find('.edit-prediction').change(ev => {
const li = $(ev.currentTarget).parents(".prediction-item")
let index = li.data("prediction-index")
let pred = foundry.utils.duplicate(this.object.system.predilections)
pred[index].name = ev.currentTarget.value
this.object.update( { 'data.predilections': pred })
})
html.find('.delete-prediction').click(ev => {
const li = $(ev.currentTarget).parents(".prediction-item")
let index = li.data("prediction-index")
let pred = foundry.utils.duplicate(this.object.system.predilections)
pred.splice(index,1)
this.object.update( { 'data.predilections': pred })
})
html.find('.use-prediction').change(ev => {
const li = $(ev.currentTarget).parents(".prediction-item")
let index = li.data("prediction-index")
let pred = foundry.utils.duplicate(this.object.system.predilections)
pred[index].used = ev.currentTarget.checked
this.object.update( { 'data.predilections': pred })
})
html.find('#add-predilection').click(ev => {
let pred = foundry.utils.duplicate(this.object.system.predilections)
pred.push( { name: "Nouvelle prédilection", used: false })
this.object.update( { 'data.predilections': pred })
})
// Update Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let itemId = li.data("item-id");
let itemType = li.data("item-type");
});
}
/* -------------------------------------------- */
get template() {
let type = this.item.type;
return `systems/fvtt-wasteland/templates/item-${type}-sheet.html`;
}
/* -------------------------------------------- */
/** @override */
_updateObject(event, formData) {
return this.object.update(formData);
}
}

View File

@@ -9,14 +9,17 @@
/* -------------------------------------------- */
// Import Modules
import { WastelandActor } from "./wasteland-actor.js";
import { WastelandItemSheet } from "./wasteland-item-sheet.js";
import { WastelandActorSheet } from "./wasteland-actor-sheet.js";
import { WastelandCreatureSheet } from "./wasteland-creature-sheet.js";
import { WastelandUtility } from "./wasteland-utility.js";
import { WastelandCombat } from "./wasteland-combat.js";
import { WastelandItem } from "./wasteland-item.js";
import { WASTELAND_CONFIG } from "./wasteland-config.js";
// Import DataModels
import * as models from "./models/index.mjs";
// Import AppV2 Sheets
import * as sheets from "./applications/sheets/_module.mjs";
/* -------------------------------------------- */
/* Foundry VTT Initialization */
/* -------------------------------------------- */
@@ -45,35 +48,112 @@ Hooks.once("init", async function () {
// Define custom Entity classes
CONFIG.Combat.documentClass = WastelandCombat
CONFIG.Actor.documentClass = WastelandActor
CONFIG.Item.documentClass = WastelandItem
game.system.wasteland = {
config: WASTELAND_CONFIG
CONFIG.Actor.dataModels = {
personnage: models.PersonnageDataModel,
creature: models.CreatureDataModel
}
CONFIG.Item.documentClass = WastelandItem
CONFIG.Item.dataModels = {
arme: models.ArmeDataModel,
artifex: models.ArtifexDataModel,
bouclier: models.BouclierDataModel,
capacite: models.CapaciteDataModel,
charme: models.CharmeDataModel,
competence: models.CompetenceDataModel,
don: models.DonDataModel,
equipement: models.EquipementDataModel,
heritage: models.HeritageDataModel,
hubris: models.HubrisDataModel,
metier: models.MetierDataModel,
monnaie: models.MonnaieDataModel,
mutation: models.MutationDataModel,
origine: models.OrigineDataModel,
peuple: models.PeupleDataModel,
pouvoir: models.PouvoirDataModel,
protection: models.ProtectionDataModel
}
game.system.wasteland = {
config: WASTELAND_CONFIG,
models,
sheets
}
// Initialize dynamic config options that need to be available immediately
// Create option lists inline to ensure they're available
const listeNiveauSkill = {}
for (let i = 0; i <= 10; i++) {
listeNiveauSkill[`${i}`] = `${i}`
}
game.system.wasteland.config.listeNiveauSkill = listeNiveauSkill
const listeNiveauAttribut = {}
for (let i = 0; i <= 10; i++) {
listeNiveauAttribut[`${i}`] = `${i}`
}
game.system.wasteland.config.listeNiveauAttribut = listeNiveauAttribut
const listeNiveauCreature = {}
for (let i = 0; i <= 35; i++) {
listeNiveauCreature[`${i}`] = `${i}`
}
game.system.wasteland.config.listeNiveauCreature = listeNiveauCreature
const modificateurOptions = []
for (let i = -15; i <= 15; i++) {
modificateurOptions.push({ key: i, label: `${i >= 0 ? '+' : ''}${i}` })
}
game.system.wasteland.config.modificateurOptions = modificateurOptions
const pointsAmeOptions = {}
for (let i = 0; i <= 20; i++) {
pointsAmeOptions[`${i}`] = `${i}`
}
game.system.wasteland.config.pointsAmeOptions = pointsAmeOptions
/* -------------------------------------------- */
// Register sheet application classes
// Register AppV2 Actor Sheets
foundry.documents.collections.Actors.unregisterSheet("core", foundry.appv1.sheets.ActorSheet);
foundry.documents.collections.Actors.registerSheet("fvtt-wasteland", WastelandActorSheet, { types: ["personnage"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("fvtt-wasteland", WastelandCreatureSheet, { types: ["creature"], makeDefault: false });
foundry.documents.collections.Actors.registerSheet("fvtt-wasteland", sheets.WastelandPersonnageSheet, { types: ["personnage"], makeDefault: true });
foundry.documents.collections.Actors.registerSheet("fvtt-wasteland", sheets.WastelandCreatureSheet, { types: ["creature"], makeDefault: true });
// Register AppV2 Item Sheets
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ItemSheet);
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", WastelandItemSheet, { makeDefault: true })
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandArmeSheet, { types: ["arme"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandArtifexSheet, { types: ["artifex"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandBouclierSheet, { types: ["bouclier"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandCapaciteSheet, { types: ["capacite"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandCharmeSheet, { types: ["charme"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandCompetenceSheet, { types: ["competence"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandDonSheet, { types: ["don"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandEquipementSheet, { types: ["equipement"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandHeritageSheet, { types: ["heritage"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandHubrisSheet, { types: ["hubris"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandMetierSheet, { types: ["metier"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandMonnaieSheet, { types: ["monnaie"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandMutationSheet, { types: ["mutation"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandOrigineSheet, { types: ["origine"], makeDefault: true });
foundry.documents.collections.Items.registerSheet("fvtt-wasteland", sheets.WastelandPeupleSheet, { types: ["peuple"], makeDefault: true });