feat: jets d'attaque depuis les armes (combat en opposition)

- Bouton ⚔ Attaquer sur chaque arme (onglet Équipement, mode Jeu)
- rollAttack(itemId) dans character.mjs : jet Échauffourée vs Corps PNJ
- Dialog combat : input numérique 'Corps du PNJ' à la place du sélect difficulté
- computeResult() : margin===0 → résultat 'tie' (égalité) en combat
- Mêlée échec → blessure joueur auto-cochée (comme résistance)
- Distance échec → simple raté, pas de blessure joueur
- Chat message : infos arme, bandeau égalité, desc succès/échec combat
- CSS : bandeau 'tie' (brun doré), zone arme dans dialog
- i18n : CELESTOPOL.Combat.* (attack, corpsPnj, tie, successHit, etc.)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
2026-03-30 00:29:29 +02:00
parent 149d55dfa0
commit 79a68ee9ab
8 changed files with 210 additions and 23 deletions

View File

@@ -108,6 +108,17 @@
"grave": "Grave", "grave": "Grave",
"dramatique": "Dramatique (hors combat)" "dramatique": "Dramatique (hors combat)"
}, },
"Combat": {
"attack": "Attaquer",
"corpsPnj": "Corps du PNJ",
"tie": "ÉGALITÉ",
"tieDesc": "Personne n'est blessé",
"successHit": "PNJ touché — 1 blessure",
"failureHit": "Joueur touché — 1 blessure (mêlée)",
"distanceNoWound": "Raté — pas de riposte",
"weaponDamage": "dégâts supplémentaires",
"playerWounded": "Blessure infligée au joueur (mêlée)"
},
"Tab": { "Tab": {
"main": "Principal", "main": "Principal",
"competences": "Domaines", "competences": "Domaines",

View File

@@ -22,6 +22,7 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
toggleSheet: CelestopolActorSheet.#onToggleSheet, toggleSheet: CelestopolActorSheet.#onToggleSheet,
edit: CelestopolActorSheet.#onItemEdit, edit: CelestopolActorSheet.#onItemEdit,
delete: CelestopolActorSheet.#onItemDelete, delete: CelestopolActorSheet.#onItemDelete,
attack: CelestopolActorSheet.#onAttack,
}, },
} }
@@ -151,6 +152,12 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
await item?.deleteDialog() await item?.deleteDialog()
} }
static async #onAttack(_event, target) {
const itemId = target.getAttribute("data-item-id")
if (!itemId) return
await this.document.system.rollAttack(itemId)
}
/** /**
* Setup sequential checkbox logic for wound/destin/spleen tracks * Setup sequential checkbox logic for wound/destin/spleen tracks
* Only allows checking the next checkbox in sequence * Only allows checking the next checkbox in sequence

View File

@@ -20,6 +20,7 @@ export class CelestopolRoll extends Roll {
get resultType() { return this.options.resultType } get resultType() { return this.options.resultType }
get isSuccess() { return this.resultType === "success" || this.resultType === "critical-success" } get isSuccess() { return this.resultType === "success" || this.resultType === "critical-success" }
get isFailure() { return this.resultType === "failure" || this.resultType === "critical-failure" } get isFailure() { return this.resultType === "failure" || this.resultType === "critical-failure" }
get isTie() { return this.resultType === "tie" }
get isCriticalSuccess(){ return this.resultType === "critical-success" } get isCriticalSuccess(){ return this.resultType === "critical-success" }
get isCriticalFailure(){ return this.resultType === "critical-failure" } get isCriticalFailure(){ return this.resultType === "critical-failure" }
get actorId() { return this.options.actorId } get actorId() { return this.options.actorId }
@@ -40,6 +41,10 @@ export class CelestopolRoll extends Roll {
const destGaugeFull = options.destGaugeFull ?? false const destGaugeFull = options.destGaugeFull ?? false
const fortuneValue = options.fortuneValue ?? 0 const fortuneValue = options.fortuneValue ?? 0
const isResistance = options.isResistance ?? false const isResistance = options.isResistance ?? false
const isCombat = options.isCombat ?? false
const weaponType = options.weaponType ?? "melee"
const weaponName = options.weaponName ?? null
const weaponDegats = options.weaponDegats ?? "0"
const woundLabel = woundLevelId > 0 const woundLabel = woundLevelId > 0
? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "") ? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
: null : null
@@ -66,6 +71,10 @@ export class CelestopolRoll extends Roll {
destGaugeFull, destGaugeFull,
defaultRollMoonDie: options.rollMoonDie ?? false, defaultRollMoonDie: options.rollMoonDie ?? false,
isResistance, isResistance,
isCombat,
weaponType,
weaponName,
weaponDegats,
modifierChoices, modifierChoices,
aspectChoices, aspectChoices,
fortuneValue, fortuneValue,
@@ -135,7 +144,7 @@ export class CelestopolRoll extends Roll {
if (previewEl) previewEl.textContent = formula if (previewEl) previewEl.textContent = formula
} }
wrap.querySelectorAll('#modifier, #aspectModifier, #useDestin, #useFortune, #puiserRessources') wrap.querySelectorAll('#modifier, #aspectModifier, #useDestin, #useFortune, #puiserRessources, #corpsPnj')
.forEach(el => { .forEach(el => {
el.addEventListener('change', update) el.addEventListener('change', update)
el.addEventListener('input', update) el.addEventListener('input', update)
@@ -161,8 +170,12 @@ export class CelestopolRoll extends Roll {
if (!rollContext) return null if (!rollContext) return null
const difficulty = rollContext.difficulty ?? "normal" // En combat : Corps PNJ = seuil direct (pas le sélect difficulté)
const diffConfig = SYSTEM.DIFFICULTY_CHOICES[difficulty] ?? SYSTEM.DIFFICULTY_CHOICES.normal const corpsPnj = isCombat ? (parseInt(rollContext.corpsPnj ?? 7) || 7) : null
const difficulty = isCombat ? "combat" : (rollContext.difficulty ?? "normal")
const diffConfig = isCombat
? { value: corpsPnj, label: "CELESTOPOL.Combat.corpsPnj" }
: (SYSTEM.DIFFICULTY_CHOICES[difficulty] ?? SYSTEM.DIFFICULTY_CHOICES.normal)
const autoSuccess = rollContext.modifier === "auto" const autoSuccess = rollContext.modifier === "auto"
const modifier = autoSuccess ? 0 : (parseInt(rollContext.modifier ?? 0) || 0) const modifier = autoSuccess ? 0 : (parseInt(rollContext.modifier ?? 0) || 0)
const aspectMod = parseInt(rollContext.aspectModifier ?? 0) || 0 const aspectMod = parseInt(rollContext.aspectModifier ?? 0) || 0
@@ -207,6 +220,10 @@ export class CelestopolRoll extends Roll {
woundMalus: effectiveWoundMalus, woundMalus: effectiveWoundMalus,
autoSuccess, autoSuccess,
isResistance, isResistance,
isCombat,
weaponType,
weaponName,
weaponDegats,
useDestin: !isResistance && useDestin, useDestin: !isResistance && useDestin,
useFortune: !isResistance && useFortune, useFortune: !isResistance && useFortune,
puiserRessources: effectivePuiser, puiserRessources: effectivePuiser,
@@ -234,6 +251,16 @@ export class CelestopolRoll extends Roll {
} }
} }
// Combat mêlée échoué → joueur prend une blessure
if (isCombat && weaponType === "melee" && actor && roll.options.resultType === "failure") {
const wounds = actor.system.blessures
const nextIdx = [1,2,3,4,5,6,7,8].find(i => !wounds[`b${i}`]?.checked)
if (nextIdx) {
await actor.update({ [`system.blessures.b${nextIdx}.checked`]: true })
roll.options.woundTaken = nextIdx
}
}
await roll.toMessage({}, { rollMode: rollData.rollMode }) await roll.toMessage({}, { rollMode: rollData.rollMode })
// Destin utilisé → vider la jauge (reset à 0) // Destin utilisé → vider la jauge (reset à 0)
@@ -284,7 +311,8 @@ export class CelestopolRoll extends Roll {
/** /**
* Détermine succès/échec selon la marge (total seuil). * Détermine succès/échec selon la marge (total seuil).
* - Marge ≥ 5 → succès critique * - Marge ≥ 5 → succès critique
* - Marge 0 → succès * - Marge > 0 → succès
* - Marge = 0 → succès (ou égalité en combat)
* - Marge ≤ 5 → échec critique * - Marge ≤ 5 → échec critique
* - Marge < 0 → échec * - Marge < 0 → échec
*/ */
@@ -294,7 +322,9 @@ export class CelestopolRoll extends Roll {
this.options.margin = null this.options.margin = null
return return
} }
const threshold = SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0 const threshold = this.options.isCombat
? (this.options.difficultyValue ?? 0)
: (SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0)
if (threshold === 0) { if (threshold === 0) {
this.options.resultType = "unknown" this.options.resultType = "unknown"
this.options.margin = null this.options.margin = null
@@ -302,7 +332,9 @@ export class CelestopolRoll extends Roll {
} }
const margin = this.total - threshold const margin = this.total - threshold
this.options.margin = margin this.options.margin = margin
if (margin >= 5) this.options.resultType = "critical-success" if (this.options.isCombat && margin === 0) {
this.options.resultType = "tie"
} else if (margin >= 5) this.options.resultType = "critical-success"
else if (margin >= 0) this.options.resultType = "success" else if (margin >= 0) this.options.resultType = "success"
else if (margin <= -5) this.options.resultType = "critical-failure" else if (margin <= -5) this.options.resultType = "critical-failure"
else this.options.resultType = "failure" else this.options.resultType = "failure"
@@ -320,7 +352,9 @@ export class CelestopolRoll extends Roll {
const resultType = this.resultType const resultType = this.resultType
const diceResults = this.dice[0]?.results?.map(r => r.result) ?? [] const diceResults = this.dice[0]?.results?.map(r => r.result) ?? []
const diceSum = diceResults.reduce((a, b) => a + b, 0) const diceSum = diceResults.reduce((a, b) => a + b, 0)
const threshold = SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0 const threshold = this.options.isCombat
? (this.options.difficultyValue ?? 0)
: (SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0)
const margin = this.options.margin const margin = this.options.margin
const woundMalus = this.options.woundMalus ?? 0 const woundMalus = this.options.woundMalus ?? 0
const skillValue = this.options.skillValue ?? 0 const skillValue = this.options.skillValue ?? 0
@@ -337,11 +371,17 @@ export class CelestopolRoll extends Roll {
const resultClassMap = { const resultClassMap = {
"critical-success": "critical-success", "critical-success": "critical-success",
"success": "success", "success": "success",
"tie": "tie",
"failure": "failure", "failure": "failure",
"critical-failure": "critical-failure", "critical-failure": "critical-failure",
"unknown": "", "unknown": "",
} }
// Libellé de difficulté : en combat, afficher "Corps PNJ : N"
const difficultyLabel = this.options.isCombat
? `${game.i18n.localize("CELESTOPOL.Combat.corpsPnj")} : ${threshold}`
: game.i18n.localize(SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.label ?? "")
return { return {
cssClass: [SYSTEM.id, "dice-roll"].join(" "), cssClass: [SYSTEM.id, "dice-roll"].join(" "),
actorId: this.actorId, actorId: this.actorId,
@@ -357,10 +397,11 @@ export class CelestopolRoll extends Roll {
resultClass: resultClassMap[resultType] ?? "", resultClass: resultClassMap[resultType] ?? "",
isSuccess: this.isSuccess, isSuccess: this.isSuccess,
isFailure: this.isFailure, isFailure: this.isFailure,
isTie: this.isTie,
isCriticalSuccess: this.isCriticalSuccess, isCriticalSuccess: this.isCriticalSuccess,
isCriticalFailure: this.isCriticalFailure, isCriticalFailure: this.isCriticalFailure,
difficulty: this.options.difficulty, difficulty: this.options.difficulty,
difficultyLabel: game.i18n.localize(SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.label ?? ""), difficultyLabel,
difficultyValue: threshold, difficultyValue: threshold,
margin, margin,
marginAbs: margin !== null ? Math.abs(margin) : null, marginAbs: margin !== null ? Math.abs(margin) : null,
@@ -376,6 +417,10 @@ export class CelestopolRoll extends Roll {
woundMalus, woundMalus,
woundLabel, woundLabel,
isResistance: this.options.isResistance ?? false, isResistance: this.options.isResistance ?? false,
isCombat: this.options.isCombat ?? false,
weaponName: this.options.weaponName ?? null,
weaponDegats: this.options.weaponDegats ?? null,
weaponType: this.options.weaponType ?? null,
woundTaken: this.options.woundTaken ?? null, woundTaken: this.options.woundTaken ?? null,
// Dé de lune // Dé de lune
hasMoonDie: moonDieResult !== null, hasMoonDie: moonDieResult !== null,

View File

@@ -239,18 +239,39 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
const statData = this.stats[statId] const statData = this.stats[statId]
if (!statData) return null if (!statData) return null
/**
* Lance une attaque avec une arme (test Échauffourée vs Corps PNJ).
* Mêlée : échec → blessure joueur auto-cochée.
* Distance : échec → simple raté, pas de blessure joueur.
* Égalité (marge=0) → personne n'est blessé.
* @param {string} itemId - Id de l'item arme
*/
async rollAttack(itemId) {
const { CelestopolRoll } = await import("../documents/roll.mjs")
const item = this.parent.items.get(itemId)
if (!item || item.type !== "weapon") return null
const echauffouree = this.stats.corps.echauffouree
if (!echauffouree) return null
return CelestopolRoll.prompt({ return CelestopolRoll.prompt({
actorId: this.parent.id, actorId: this.parent.id,
actorName: this.parent.name, actorName: this.parent.name,
actorImage: this.parent.img, actorImage: this.parent.img,
statId, statId: "corps",
statLabel: SYSTEM.STATS[statId]?.label, skillId: "echauffouree",
skillLabel: "CELESTOPOL.Roll.resistanceTest", statLabel: SYSTEM.STATS.corps.label,
skillValue: statData.res ?? 0, skillLabel: SYSTEM.SKILLS.corps.echauffouree.label,
woundMalus: this.getWoundMalus(), skillValue: echauffouree.value,
woundLevel: this.blessures.lvl, woundMalus: this.getWoundMalus(),
difficulty: this.prefs.difficulty, woundLevel: this.blessures.lvl,
isResistance: true, rollMoonDie: this.prefs.rollMoonDie ?? false,
destGaugeFull: this.destin.lvl > 0,
fortuneValue: this.attributs.fortune.value,
isCombat: true,
weaponType: item.system.type,
weaponName: item.name,
weaponDegats: item.system.degats,
}) })
} }
} }

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@@ -800,3 +800,61 @@
.wound-icon { font-size: 1em; } .wound-icon { font-size: 1em; }
} }
} }
// Bandeau "Égalité" en combat
.celestopol.chat-roll {
.roll-result-banner.tie {
background: #3a2e1a;
color: #d4b870;
border-top: 2px solid #7a6230;
border-bottom: 2px solid #7a6230;
text-shadow: 0 1px 2px rgba(0,0,0,0.6);
}
.weapon-info-header {
display: flex;
align-items: center;
gap: 0.3em;
margin-bottom: 1px;
font-size: 0.85em;
color: var(--cel-orange, #e07b00);
.weapon-icon-small { font-size: 0.9em; }
.weapon-degats-small {
font-weight: bold;
color: #f0c060;
}
}
}
// Zone arme dans le dialog (combat)
.fvtt-celestopol.roll-dialog {
.roll-weapon-line {
display: flex;
align-items: center;
gap: 0.4em;
margin-bottom: 2px;
font-size: 0.9em;
color: var(--cel-orange, #e07b00);
.weapon-icon { font-size: 1em; }
.weapon-degats {
font-weight: bold;
color: #f0c060;
font-size: 0.85em;
}
}
.form-corps-pnj {
.corps-pnj-input {
width: 70px;
font-size: 1.1em;
font-weight: bold;
text-align: center;
font-family: var(--cel-font-title, "CopaseticNF", serif);
background: rgba(0,0,0,0.3);
color: var(--cel-orange, #e07b00);
border: 1px solid var(--cel-orange, #e07b00);
border-radius: 4px;
padding: 2px 4px;
}
}
}

View File

@@ -16,6 +16,9 @@
<span class="item-tag type">{{#if (eq item.system.type "melee")}}{{localize "CELESTOPOL.Weapon.typeMelee"}}{{else}}{{localize "CELESTOPOL.Weapon.typeDistance"}}{{/if}}</span> <span class="item-tag type">{{#if (eq item.system.type "melee")}}{{localize "CELESTOPOL.Weapon.typeMelee"}}{{else}}{{localize "CELESTOPOL.Weapon.typeDistance"}}{{/if}}</span>
<span class="item-tag dmg">{{localize "CELESTOPOL.Weapon.degats"}} {{item.system.degats}}</span> <span class="item-tag dmg">{{localize "CELESTOPOL.Weapon.degats"}} {{item.system.degats}}</span>
<div class="item-controls"> <div class="item-controls">
{{#unless ../isEditMode}}
<a data-action="attack" data-item-id="{{item.id}}" title="{{localize 'CELESTOPOL.Combat.attack'}}"><i class="fas fa-khanda"></i></a>
{{/unless}}
<a data-action="edit" data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a> <a data-action="edit" data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
{{#if ../isEditMode}}<a data-action="delete" data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>{{/if}} {{#if ../isEditMode}}<a data-action="delete" data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>{{/if}}
</div> </div>

View File

@@ -7,6 +7,14 @@
{{/if}} {{/if}}
<div class="roll-info"> <div class="roll-info">
<span class="actor-name">{{actorName}}</span> <span class="actor-name">{{actorName}}</span>
{{!-- Arme (mode combat) --}}
{{#if isCombat}}
<span class="weapon-info-header">
<span class="weapon-icon-small">⚔</span>
<span class="weapon-name-small">{{weaponName}}</span>
{{#if (gt weaponDegats "0")}}<span class="weapon-degats-small">+{{weaponDegats}}</span>{{/if}}
</span>
{{/if}}
<span class="skill-info"> <span class="skill-info">
{{#if statLabel}}<span class="stat-lbl">{{statLabel}}</span><span class="sep"> </span>{{/if}} {{#if statLabel}}<span class="stat-lbl">{{statLabel}}</span><span class="sep"> </span>{{/if}}
<span class="skill-lbl">{{skillLabel}}</span> <span class="skill-lbl">{{skillLabel}}</span>
@@ -64,7 +72,7 @@
<span class="vs-wrap"> <span class="vs-wrap">
<span class="vs-label">vs</span> <span class="vs-label">vs</span>
<span class="diff-label">{{difficultyLabel}}</span> <span class="diff-label">{{difficultyLabel}}</span>
<span class="diff-val">({{difficultyValue}})</span> {{#unless isCombat}}<span class="diff-val">({{difficultyValue}})</span>{{/unless}}
</span> </span>
{{#if margin}} {{#if margin}}
<span class="margin-badge {{#if marginAbove}}above{{else}}below{{/if}}"> <span class="margin-badge {{#if marginAbove}}above{{else}}below{{/if}}">
@@ -107,27 +115,46 @@
{{#if autoSuccess}} {{#if autoSuccess}}
<span class="result-icon">★</span> <span class="result-icon">★</span>
<span class="result-label">{{localize "CELESTOPOL.Roll.autoSuccess"}}</span> <span class="result-label">{{localize "CELESTOPOL.Roll.autoSuccess"}}</span>
{{else if isTie}}
<span class="result-icon">⚖</span>
<span class="result-label">{{localize "CELESTOPOL.Combat.tie"}}</span>
<span class="result-desc">{{localize "CELESTOPOL.Combat.tieDesc"}}</span>
{{else if isCriticalSuccess}} {{else if isCriticalSuccess}}
<span class="result-icon">✦✦</span> <span class="result-icon">✦✦</span>
<span class="result-label">{{localize "CELESTOPOL.Roll.criticalSuccess"}}</span> <span class="result-label">{{localize "CELESTOPOL.Roll.criticalSuccess"}}</span>
{{#if isCombat}}
<span class="result-desc">{{localize "CELESTOPOL.Combat.successHit"}}{{#if (gt weaponDegats "0")}} +{{weaponDegats}} {{localize "CELESTOPOL.Combat.weaponDamage"}}{{/if}}</span>
{{else}}
<span class="result-desc">{{localize "CELESTOPOL.Roll.criticalSuccessDesc"}}</span> <span class="result-desc">{{localize "CELESTOPOL.Roll.criticalSuccessDesc"}}</span>
{{/if}}
{{else if isSuccess}} {{else if isSuccess}}
<span class="result-icon">✦</span> <span class="result-icon">✦</span>
<span class="result-label">{{localize "CELESTOPOL.Roll.success"}}</span> <span class="result-label">{{localize "CELESTOPOL.Roll.success"}}</span>
{{#if isCombat}}
<span class="result-desc">{{localize "CELESTOPOL.Combat.successHit"}}{{#if (gt weaponDegats "0")}} +{{weaponDegats}} {{localize "CELESTOPOL.Combat.weaponDamage"}}{{/if}}</span>
{{/if}}
{{else if isCriticalFailure}} {{else if isCriticalFailure}}
<span class="result-icon">✖✖</span> <span class="result-icon">✖✖</span>
<span class="result-label">{{localize "CELESTOPOL.Roll.criticalFailure"}}</span> <span class="result-label">{{localize "CELESTOPOL.Roll.criticalFailure"}}</span>
{{#if isCombat}}
<span class="result-desc">{{#if (eq weaponType "melee")}}{{localize "CELESTOPOL.Combat.failureHit"}}{{else}}{{localize "CELESTOPOL.Combat.distanceNoWound"}}{{/if}}</span>
{{else}}
<span class="result-desc">{{localize "CELESTOPOL.Roll.criticalFailureDesc"}}</span> <span class="result-desc">{{localize "CELESTOPOL.Roll.criticalFailureDesc"}}</span>
{{/if}}
{{else if isFailure}} {{else if isFailure}}
<span class="result-icon">✖</span> <span class="result-icon">✖</span>
<span class="result-label">{{localize "CELESTOPOL.Roll.failure"}}</span> <span class="result-label">{{localize "CELESTOPOL.Roll.failure"}}</span>
{{#if isCombat}}
<span class="result-desc">{{#if (eq weaponType "melee")}}{{localize "CELESTOPOL.Combat.failureHit"}}{{else}}{{localize "CELESTOPOL.Combat.distanceNoWound"}}{{/if}}</span>
{{/if}}
{{/if}} {{/if}}
</div> </div>
{{!-- Blessure auto-cochée (test de résistance raté) --}}
{{!-- Blessure auto-cochée (résistance ratée ou combat mêlée raté) --}}
{{#if woundTaken}} {{#if woundTaken}}
<div class="resistance-wound-notice"> <div class="resistance-wound-notice">
<span class="wound-icon">🩹</span> <span class="wound-icon">🩹</span>
<span>{{localize "CELESTOPOL.Roll.woundTaken"}}</span> <span>{{#if isCombat}}{{localize "CELESTOPOL.Combat.playerWounded"}}{{else}}{{localize "CELESTOPOL.Roll.woundTaken"}}{{/if}}</span>
</div> </div>
{{/if}} {{/if}}

View File

@@ -3,6 +3,14 @@
{{!-- En-tête : acteur + domaine + formule de base --}} {{!-- En-tête : acteur + domaine + formule de base --}}
<div class="roll-info-block"> <div class="roll-info-block">
<div class="roll-actor">{{actorName}}</div> <div class="roll-actor">{{actorName}}</div>
{{!-- Arme (mode combat) --}}
{{#if isCombat}}
<div class="roll-weapon-line">
<span class="weapon-icon">⚔</span>
<span class="weapon-name">{{weaponName}}</span>
<span class="weapon-degats">+{{weaponDegats}}</span>
</div>
{{/if}}
<div class="roll-skill-line"> <div class="roll-skill-line">
{{#if statLabel}}<span class="stat-label">{{localize statLabel}}</span><span class="sep"> </span>{{/if}} {{#if statLabel}}<span class="stat-label">{{localize statLabel}}</span><span class="sep"> </span>{{/if}}
<span class="skill-label">{{localize skillLabel}}</span> <span class="skill-label">{{localize skillLabel}}</span>
@@ -24,7 +32,13 @@
<div class="roll-form-rows"> <div class="roll-form-rows">
{{!-- Difficulté --}} {{!-- Difficulté : sélect standard OU input Corps PNJ en combat --}}
{{#if isCombat}}
<div class="form-row-line form-corps-pnj">
<label for="corpsPnj">{{localize "CELESTOPOL.Combat.corpsPnj"}}</label>
<input type="number" id="corpsPnj" name="corpsPnj" value="7" min="1" max="30" class="corps-pnj-input">
</div>
{{else}}
<div class="form-row-line"> <div class="form-row-line">
<label for="difficulty">{{localize "CELESTOPOL.Roll.difficulty"}}</label> <label for="difficulty">{{localize "CELESTOPOL.Roll.difficulty"}}</label>
<select id="difficulty" name="difficulty"> <select id="difficulty" name="difficulty">
@@ -35,6 +49,7 @@
{{/each}} {{/each}}
</select> </select>
</div> </div>
{{/if}}
{{!-- Options non disponibles en test de résistance --}} {{!-- Options non disponibles en test de résistance --}}
{{#unless isResistance}} {{#unless isResistance}}