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@@ -68,4 +68,4 @@ jobs:
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manifest: 'https://www.uberwald.me/gitea/${{gitea.repository}}/releases/download/latest/system.json'
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notes: 'https://www.uberwald.me/gitea/${{gitea.repository}}/releases/download/${{github.event.release.tag_name}}/fvtt-celestopol-${{github.event.release.tag_name}}.zip'
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compatibility-minimum: '13'
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compatibility-verified: '13'
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compatibility-verified: '14'
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@@ -13,3 +13,4 @@ css/*.css
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||||
# Règles (PDFs privés)
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||||
__regles/
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||||
*.pdf
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||||
.github/
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||||
|
||||
@@ -0,0 +1,84 @@
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# Célestopol 1922 — Système FoundryVTT
|
||||
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||||
Système [Foundry VTT](https://foundryvtt.com) pour **Célestopol 1922**, le jeu de rôle d'[Antre Monde Éditions](https://antremonde.fr).
|
||||
|
||||
Copyright 2025-2026 Antre Monde Editions All rights reserved
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||||
|
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Celestopol 1922 is a game written by Emmanuel Chastellière and Julien Arnaud. The authors retain their moral rights to this work in both print and digital formats.
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||||
|
||||
This system for FoundryVTT has been approved and authorized by Antre-Monde Edition
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||||
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||||
---
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## ✨ Fonctionnalités
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### Personnages joueurs (PJ)
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- **4 attributs** (Âme, Corps, Cœur, Esprit) × **4 compétences** chacun (16 compétences au total)
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- Gestion des **Blessures** (8 niveaux avec malus automatique aux jets)
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- Suivi du **Destin** et du **Spleen** (jauges à 8 crans)
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- **Anomalies** : 9 types, déclenchées sur certains résultats de dé
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- **Factions** : 8 factions standard + 2 personnalisées, avec aspects liés
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- **Équipement** : armes, armures, équipements génériques
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- Onglets dédiés : Principal · Compétences · Factions · Équipement · Combat · Biographie
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|
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### Personnages non-joueurs (PNJ)
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- Fiche simplifiée : compétences, blessures, équipement, biographie
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### Items
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- **Arme** : mêlée ou à distance, modificateurs de portée
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- **Armure** : protection et malus éventuels
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- **Aspect de faction** : lié à une faction, bonus / usage limité
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- **Anomalie** : type, usages, description
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- **Équipement** générique
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|
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### Mécanique de jet de désde démonstration
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- **Pool de d6** : `max(1, compétence + malus_blessures)` dés
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- **Bonus Phase de Lune** : automatique selon la phase en cours (0 à +3)
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- **Modificateurs** : difficulté et bonus libres via DialogV2
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- Seuil de succès standard : **7**
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- Résultats spéciaux : **Brio** (+destin), **Contrecoup** (−destin), **Triomphe** (+anomalie/−spleen), **Catastrophe** (−anomalie/+spleen)
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### Dé de la Lune
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- Jet de dé de lune indépendant (menu contextuel du token)
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- 8 faces : Nouvelle Lune, Premiers Croissants, Dernier Croissant, Gibbeuses ×2, Pleine Lune, Lune de Feu, Lune Noire
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- Sur certains résultats : **choix de contrepartie** via pop-up (perte d'anomalie, spleen, ou échec catastrophique)
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- Carte de résultat avec boutons d'application directe
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### Combat
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- **Initiative Célestopol** : jet d'initiative avec dé spécial, insertion dans le tracker
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- Attaque avec calcul automatique dommages / protection
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- Chat de combat avec récapitulatif des dégâts et blessures appliqués
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### Compendiums inclus
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| Pack | Contenu |
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| ------------ | ------------------------------ |
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| Anomalies | Les 8 anomalies du jeu de base |
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| Prétirés | 8 personnages prêts à jouer |
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| Aides de jeu | Aide du système |
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| Scènes | Scènes utiles |
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## 🎨 Charte graphique
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||||
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||||
- Police de titre : **CopaseticNF** (Regular + Bold)
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||||
- Vert sombre en-tête : `#0c4c0c`
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||||
- Orange texte : `#e07b00`
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||||
- Fond parchemin : `#f0e8d4`
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||||
- Texture en-tête : `assets/ui/fond_cadrille.jpg`
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||||
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||||
---
|
||||
|
||||
## 👤 Auteur
|
||||
|
||||
**LeRatierBretonnien / Uberwald**
|
||||
- Discord : `LeRatierBretonnien`
|
||||
- Site : [uberwald.me](https://www.uberwald.me)
|
||||
|
||||
---
|
||||
|
||||
## 📜 Licence
|
||||
|
||||
Copyright 2025 Antre Monde Editions All rights reserved
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||||
|
||||
Celestopol 1922 is a game written by Emmanuel Chastellière and Julien Arnaud. The authors retain their moral rights to this work in both print and digital formats.
|
||||
|
||||
This system for FoundryVTT has been approved and authorized by Antre-Monde Edition.
|
||||
@@ -0,0 +1,368 @@
|
||||
#!/usr/bin/env python3
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"""
|
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convert-old-system.py
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Convertit les fichiers JSON d'acteurs exportés de l'ancien système Célestopol 1922
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(system id: celestopol1922) vers le format du nouveau système (fvtt-celestopol).
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|
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Usage:
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python3 convert-old-system.py <fichier.json> [fichier2.json ...]
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||||
|
||||
Le fichier converti est écrit à côté du fichier source sous le nom :
|
||||
<nom>-converted.json
|
||||
"""
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||||
|
||||
import json
|
||||
import os
|
||||
import re
|
||||
import sys
|
||||
import uuid
|
||||
|
||||
# ─── Mapping des types d'anomalies (préfixe "CEL1922.opt." → clé nouveau système) ─────
|
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ANOMALY_TYPE_MAP = {
|
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"none": "none",
|
||||
"entropie": "entropie",
|
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"communicationaveclesmorts": "communicationaveclesmorts",
|
||||
"illusion": "illusion",
|
||||
"suggestion": "suggestion",
|
||||
"tarotdivinatoire": "tarotdivinatoire",
|
||||
"telekinesie": "telekinesie",
|
||||
"telepathie": "telepathie",
|
||||
"voyageastral": "voyageastral",
|
||||
}
|
||||
|
||||
# Clé anomaly vide → "none"
|
||||
VALID_ANOMALY_TYPES = set(ANOMALY_TYPE_MAP.values())
|
||||
|
||||
# ─── Domaines (stats) ──────────────────────────────────────────────────────────────────
|
||||
STATS = ["ame", "corps", "coeur", "esprit"]
|
||||
|
||||
# Compétences par domaine (dans l'ordre du nouveau système)
|
||||
SKILLS = {
|
||||
"ame": ["artifice", "attraction", "coercition", "faveur"],
|
||||
"corps": ["echauffouree", "effacement", "mobilite", "prouesse"],
|
||||
"coeur": ["appreciation", "arts", "inspiration", "traque"],
|
||||
"esprit": ["instruction", "mtechnologique", "raisonnement", "traitement"],
|
||||
}
|
||||
|
||||
|
||||
def make_id():
|
||||
"""Génère un identifiant Foundry-compatible (16 chars hex)."""
|
||||
return uuid.uuid4().hex[:16]
|
||||
|
||||
|
||||
def strip_prefix(label: str) -> str:
|
||||
"""Extrait la clé depuis 'CEL1922.opt.<clé>'."""
|
||||
return label.split(".")[-1]
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||||
|
||||
|
||||
def resolve_anomaly_type(old_system: dict) -> str:
|
||||
"""
|
||||
Résout le type d'anomalie depuis l'ancien système.
|
||||
old_system.anomaly est un int (index dans anomalytypes[]).
|
||||
"""
|
||||
anomalytypes = old_system.get("skill", {}).get("anomalytypes", [])
|
||||
idx = old_system.get("anomaly", 0)
|
||||
try:
|
||||
idx = int(idx)
|
||||
except (ValueError, TypeError):
|
||||
idx = 0
|
||||
|
||||
if idx == 0 or not anomalytypes:
|
||||
return "none"
|
||||
|
||||
if idx < len(anomalytypes):
|
||||
raw = strip_prefix(anomalytypes[idx])
|
||||
return ANOMALY_TYPE_MAP.get(raw, "none")
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||||
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||||
return "none"
|
||||
|
||||
|
||||
def resolve_anomaly_type_from_name(item_name: str) -> str:
|
||||
"""
|
||||
Infère le type d'anomalie depuis le nom de l'item (ex: 'Entropie 1' → 'entropie').
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||||
Fallback si le mapping par index est insuffisant.
|
||||
"""
|
||||
# Normalise : minuscules, retire accents, retire espaces et chiffres
|
||||
name_clean = item_name.lower().strip()
|
||||
name_clean = re.sub(r"\s*\d+\s*$", "", name_clean).strip() # retire le niveau en fin
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||||
name_clean = re.sub(r"\s+", "", name_clean) # retire tous les espaces
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||||
|
||||
# Normalisation des accents courants
|
||||
replacements = [
|
||||
("é", "e"), ("è", "e"), ("ê", "e"), ("ë", "e"),
|
||||
("à", "a"), ("â", "a"), ("ä", "a"),
|
||||
("î", "i"), ("ï", "i"),
|
||||
("ô", "o"), ("ö", "o"),
|
||||
("û", "u"), ("ù", "u"), ("ü", "u"),
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||||
("ç", "c"),
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||||
]
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||||
for src, dst in replacements:
|
||||
name_clean = name_clean.replace(src, dst)
|
||||
|
||||
for key in ANOMALY_TYPE_MAP:
|
||||
if key == "none":
|
||||
continue
|
||||
if key in name_clean or name_clean in key:
|
||||
return key
|
||||
|
||||
return "none"
|
||||
|
||||
|
||||
def convert_stats_character(old_skill: dict, warnings: list) -> dict:
|
||||
"""Convertit system.skill (ancien) → system.stats (nouveau) pour un PJ."""
|
||||
stats = {}
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||||
for stat in STATS:
|
||||
old_stat = old_skill.get(stat, {})
|
||||
new_stat = {
|
||||
"label": stat,
|
||||
"res": int(old_stat.get("res", 0) or 0),
|
||||
}
|
||||
for skill in SKILLS[stat]:
|
||||
old_sk = old_stat.get(skill, {})
|
||||
val = old_sk.get("value", 0)
|
||||
try:
|
||||
val = int(val) if val is not None else 0
|
||||
except (ValueError, TypeError):
|
||||
warnings.append(f"Valeur de compétence invalide pour {stat}.{skill}: {val!r} → 0")
|
||||
val = 0
|
||||
new_stat[skill] = {"label": skill, "value": val}
|
||||
stats[stat] = new_stat
|
||||
return stats
|
||||
|
||||
|
||||
def convert_stats_npc(old_skill: dict, warnings: list) -> dict:
|
||||
"""Convertit system.skill (ancien) → system.stats (nouveau) pour un PNJ."""
|
||||
stats = {}
|
||||
for stat in STATS:
|
||||
old_stat = old_skill.get(stat, {})
|
||||
res = int(old_stat.get("res", 0) or 0)
|
||||
stats[stat] = {
|
||||
"label": stat,
|
||||
"res": res,
|
||||
"actuel": res, # actuel = res par défaut
|
||||
}
|
||||
return stats
|
||||
|
||||
|
||||
def convert_attributs(old_attributs: dict) -> dict:
|
||||
"""Convertit les attributs du vieux format plat vers SchemaField {value, max}."""
|
||||
return {
|
||||
"entregent": {
|
||||
"value": int(old_attributs.get("entregent", 0) or 0),
|
||||
"max": int(old_attributs.get("entregentmax", 0) or 0),
|
||||
},
|
||||
"fortune": {
|
||||
"value": int(old_attributs.get("fortune", 0) or 0),
|
||||
"max": int(old_attributs.get("fortunemax", 0) or 0),
|
||||
},
|
||||
"reve": {
|
||||
"value": int(old_attributs.get("reve", 0) or 0),
|
||||
"max": int(old_attributs.get("revemax", 0) or 0),
|
||||
},
|
||||
"vision": {
|
||||
"value": int(old_attributs.get("vision", 0) or 0),
|
||||
"max": int(old_attributs.get("visionmax", 0) or 0),
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
def convert_item(item: dict, warnings: list) -> dict | None:
|
||||
"""
|
||||
Convertit un item de l'ancien format vers le nouveau.
|
||||
Retourne None si l'item doit être ignoré (type inconnu sans données utiles).
|
||||
"""
|
||||
old_type = item.get("type", "")
|
||||
old_sys = item.get("system", {})
|
||||
name = item.get("name", "Sans nom")
|
||||
new_item = {
|
||||
"_id": make_id(),
|
||||
"name": name,
|
||||
"img": item.get("img", "icons/svg/item-bag.svg"),
|
||||
"effects": [],
|
||||
"flags": {},
|
||||
"sort": 0,
|
||||
}
|
||||
|
||||
if old_type == "anomaly":
|
||||
level = 0
|
||||
try:
|
||||
level = int(old_sys.get("value", 1) or 1)
|
||||
except (ValueError, TypeError):
|
||||
level = 1
|
||||
level = max(1, min(4, level))
|
||||
|
||||
# Résolution du subtype : l'ancien système le stocke mal ("weapon"), on l'infère du nom
|
||||
subtype = resolve_anomaly_type_from_name(name)
|
||||
if subtype == "none":
|
||||
warnings.append(f"Impossible de déterminer le type d'anomalie depuis '{name}', 'none' utilisé")
|
||||
|
||||
new_item["type"] = "anomaly"
|
||||
new_item["system"] = {
|
||||
"subtype": subtype,
|
||||
"level": level,
|
||||
"usesRemaining": level,
|
||||
"technique": old_sys.get("technique", "") or "",
|
||||
"narratif": old_sys.get("narratif", "") or "",
|
||||
}
|
||||
|
||||
elif old_type == "aspect":
|
||||
valeur = 0
|
||||
try:
|
||||
valeur = int(old_sys.get("value", 0) or 0)
|
||||
except (ValueError, TypeError):
|
||||
valeur = 0
|
||||
|
||||
new_item["type"] = "aspect"
|
||||
new_item["system"] = {
|
||||
"valeur": valeur,
|
||||
"description": old_sys.get("narratif", "") or old_sys.get("technique", "") or "",
|
||||
}
|
||||
|
||||
elif old_type == "item":
|
||||
old_subtype = (old_sys.get("subtype") or "").lower().strip()
|
||||
damage = old_sys.get("damage", "") or ""
|
||||
protect = old_sys.get("protection", "") or ""
|
||||
|
||||
if old_subtype == "weapon" or (damage and not protect):
|
||||
new_item["type"] = "weapon"
|
||||
new_item["system"] = {
|
||||
"type": "melee",
|
||||
"degats": "0",
|
||||
"portee": "contact",
|
||||
"equipped": False,
|
||||
"description": old_sys.get("technique", "") or old_sys.get("narratif", "") or "",
|
||||
}
|
||||
if damage:
|
||||
warnings.append(f"Item '{name}' : valeur damage='{damage}' non convertie automatiquement, à saisir manuellement")
|
||||
elif old_subtype == "armor" or (protect and not damage):
|
||||
new_item["type"] = "armure"
|
||||
new_item["system"] = {
|
||||
"protection": 1,
|
||||
"malus": 1,
|
||||
"equipped": False,
|
||||
"description": old_sys.get("technique", "") or old_sys.get("narratif", "") or "",
|
||||
}
|
||||
if protect:
|
||||
warnings.append(f"Item '{name}' : valeur protection='{protect}' non convertie automatiquement, à saisir manuellement")
|
||||
else:
|
||||
# Équipement générique
|
||||
new_item["type"] = "equipment"
|
||||
new_item["system"] = {
|
||||
"description": old_sys.get("technique", "") or old_sys.get("narratif", "") or "",
|
||||
}
|
||||
else:
|
||||
warnings.append(f"Type d'item inconnu '{old_type}' pour '{name}', ignoré")
|
||||
return None
|
||||
|
||||
return new_item
|
||||
|
||||
|
||||
def convert_actor(old: dict) -> tuple[dict, list[str]]:
|
||||
"""Convertit un acteur complet. Retourne (new_actor, warnings)."""
|
||||
warnings = []
|
||||
actor_type = old.get("type", "character")
|
||||
old_sys = old.get("system", {})
|
||||
old_skill = old_sys.get("skill", {})
|
||||
|
||||
new_sys = {}
|
||||
|
||||
# ── Champs communs ──────────────────────────────────────────────────────────────
|
||||
new_sys["concept"] = old_sys.get("concept", "") or ""
|
||||
new_sys["description"] = old_sys.get("description", "") or "" # gardé dans metier/concept
|
||||
new_sys["metier"] = old_sys.get("metier", "") or old_sys.get("concept", "") or ""
|
||||
new_sys["faction"] = old_sys.get("faction", "") or ""
|
||||
|
||||
# ── Blessures / Destin / Spleen ─────────────────────────────────────────────────
|
||||
new_sys["blessures"] = {"lvl": int(old_sys.get("blessures", {}).get("lvl", 0) or 0)}
|
||||
new_sys["destin"] = {"lvl": int(old_sys.get("destin", {}).get("lvl", 0) or 0)}
|
||||
new_sys["spleen"] = {"lvl": int(old_sys.get("spleen", {}).get("lvl", 0) or 0)}
|
||||
|
||||
# ── Stats ───────────────────────────────────────────────────────────────────────
|
||||
if actor_type == "character":
|
||||
new_sys["stats"] = convert_stats_character(old_skill, warnings)
|
||||
|
||||
# Anomalie : type depuis l'index, niveau depuis anomalyval
|
||||
anomaly_type = resolve_anomaly_type(old_sys)
|
||||
anomaly_val = int(old_sys.get("anomalyval", 0) or 0)
|
||||
new_sys["anomaly"] = {"type": anomaly_type, "value": anomaly_val}
|
||||
|
||||
# Attributs
|
||||
new_sys["attributs"] = convert_attributs(old_sys.get("attributs", {}))
|
||||
|
||||
# Biographie → historique
|
||||
new_sys["historique"] = old_sys.get("description", "") or ""
|
||||
new_sys["descriptionPhysique"] = ""
|
||||
new_sys["descriptionPsychologique"] = ""
|
||||
new_sys["initiative"] = 0
|
||||
|
||||
# Factions (vide)
|
||||
new_sys["factions"] = old_sys.get("factions", {})
|
||||
|
||||
elif actor_type == "npc":
|
||||
new_sys["stats"] = convert_stats_npc(old_skill, warnings)
|
||||
new_sys["npcType"] = old_sys.get("npcType", "standard") or "standard"
|
||||
new_sys["historique"] = old_sys.get("description", "") or ""
|
||||
|
||||
# ── Items ───────────────────────────────────────────────────────────────────────
|
||||
new_items = []
|
||||
for item in old.get("items", []):
|
||||
converted = convert_item(item, warnings)
|
||||
if converted:
|
||||
new_items.append(converted)
|
||||
|
||||
new_actor = {
|
||||
"_id": make_id(),
|
||||
"name": old.get("name", "Personnage sans nom"),
|
||||
"type": actor_type,
|
||||
"img": old.get("img", "icons/svg/mystery-man.svg"),
|
||||
"system": new_sys,
|
||||
"items": new_items,
|
||||
"effects": [],
|
||||
"folder": None,
|
||||
"flags": {},
|
||||
"prototypeToken": old.get("prototypeToken", {}),
|
||||
}
|
||||
|
||||
return new_actor, warnings
|
||||
|
||||
|
||||
def convert_file(path: str) -> None:
|
||||
"""Lit path, convertit, écrit <base>-converted.json."""
|
||||
print(f"\n{'─' * 60}")
|
||||
print(f"Traitement : {path}")
|
||||
|
||||
with open(path, "r", encoding="utf-8") as f:
|
||||
old = json.load(f)
|
||||
|
||||
new_actor, warnings = convert_actor(old)
|
||||
|
||||
for w in warnings:
|
||||
print(f" ⚠ {w}")
|
||||
|
||||
base, _ = os.path.splitext(path)
|
||||
out_path = f"{base}-converted.json"
|
||||
|
||||
with open(out_path, "w", encoding="utf-8") as f:
|
||||
json.dump(new_actor, f, ensure_ascii=False, indent=2)
|
||||
|
||||
print(f" ✓ Écrit : {out_path}")
|
||||
print(f" type={new_actor['type']} items={len(new_actor['items'])} avertissements={len(warnings)}")
|
||||
|
||||
|
||||
def main():
|
||||
if len(sys.argv) < 2:
|
||||
print("Usage: python3 convert-old-system.py <fichier.json> [fichier2.json ...]")
|
||||
sys.exit(1)
|
||||
|
||||
for path in sys.argv[1:]:
|
||||
if not os.path.isfile(path):
|
||||
print(f"Fichier introuvable : {path}", file=sys.stderr)
|
||||
continue
|
||||
convert_file(path)
|
||||
|
||||
print(f"\n{'─' * 60}")
|
||||
print("Conversion terminée.")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,143 @@
|
||||
{
|
||||
"_id": "e9e583fc41454c90",
|
||||
"name": "Ajax",
|
||||
"type": "npc",
|
||||
"img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/celestopol/ajax.Avatar.webp?1719437847752",
|
||||
"system": {
|
||||
"concept": "",
|
||||
"description": "",
|
||||
"metier": "",
|
||||
"faction": "",
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "ame",
|
||||
"res": 0,
|
||||
"actuel": 0
|
||||
},
|
||||
"corps": {
|
||||
"label": "corps",
|
||||
"res": 0,
|
||||
"actuel": 0
|
||||
},
|
||||
"coeur": {
|
||||
"label": "coeur",
|
||||
"res": 0,
|
||||
"actuel": 0
|
||||
},
|
||||
"esprit": {
|
||||
"label": "esprit",
|
||||
"res": 0,
|
||||
"actuel": 0
|
||||
}
|
||||
},
|
||||
"npcType": "standard",
|
||||
"historique": ""
|
||||
},
|
||||
"items": [],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"flags": {},
|
||||
"prototypeToken": {
|
||||
"name": "Ajax",
|
||||
"displayName": 0,
|
||||
"actorLink": false,
|
||||
"appendNumber": false,
|
||||
"prependAdjective": false,
|
||||
"texture": {
|
||||
"src": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/celestopol/ajax.Token.webp?1719437847752",
|
||||
"scaleX": 1,
|
||||
"scaleY": 1,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"rotation": 0,
|
||||
"anchorX": 0.5,
|
||||
"anchorY": 0.5,
|
||||
"fit": "contain",
|
||||
"tint": "#ffffff",
|
||||
"alphaThreshold": 0.75
|
||||
},
|
||||
"width": 1,
|
||||
"height": 1,
|
||||
"lockRotation": false,
|
||||
"rotation": 0,
|
||||
"alpha": 1,
|
||||
"disposition": -1,
|
||||
"displayBars": 0,
|
||||
"bar1": {
|
||||
"attribute": null
|
||||
},
|
||||
"bar2": {
|
||||
"attribute": null
|
||||
},
|
||||
"light": {
|
||||
"alpha": 0.5,
|
||||
"angle": 360,
|
||||
"bright": 0,
|
||||
"coloration": 1,
|
||||
"dim": 0,
|
||||
"attenuation": 0.5,
|
||||
"luminosity": 0.5,
|
||||
"saturation": 0,
|
||||
"contrast": 0,
|
||||
"shadows": 0,
|
||||
"animation": {
|
||||
"type": null,
|
||||
"speed": 5,
|
||||
"intensity": 5,
|
||||
"reverse": false
|
||||
},
|
||||
"darkness": {
|
||||
"min": 0,
|
||||
"max": 1
|
||||
},
|
||||
"negative": false,
|
||||
"priority": 0,
|
||||
"color": null
|
||||
},
|
||||
"sight": {
|
||||
"enabled": true,
|
||||
"range": 30,
|
||||
"angle": 360,
|
||||
"visionMode": "basic",
|
||||
"color": null,
|
||||
"attenuation": 0.1,
|
||||
"brightness": 0,
|
||||
"saturation": 0,
|
||||
"contrast": 0
|
||||
},
|
||||
"detectionModes": [],
|
||||
"flags": {},
|
||||
"randomImg": false,
|
||||
"occludable": {
|
||||
"radius": 0
|
||||
},
|
||||
"ring": {
|
||||
"enabled": false,
|
||||
"colors": {
|
||||
"ring": null,
|
||||
"background": null
|
||||
},
|
||||
"effects": 1,
|
||||
"subject": {
|
||||
"scale": 1,
|
||||
"texture": null
|
||||
}
|
||||
},
|
||||
"turnMarker": {
|
||||
"mode": 1,
|
||||
"animation": null,
|
||||
"src": null,
|
||||
"disposition": false
|
||||
},
|
||||
"movementAction": null
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,459 @@
|
||||
{
|
||||
"folder": "fbRXVyFLLyOpuiTd",
|
||||
"name": "Ajax",
|
||||
"type": "npc",
|
||||
"img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/celestopol/ajax.Avatar.webp?1719437847752",
|
||||
"system": {
|
||||
"concept": "",
|
||||
"anomaly": "0",
|
||||
"anomalyval": 0,
|
||||
"anomalymax": "0",
|
||||
"initiative": 0,
|
||||
"description": "",
|
||||
"prefs": {
|
||||
"typeofthrow": {
|
||||
"check": true,
|
||||
"choice": "0"
|
||||
}
|
||||
},
|
||||
"prompt": {
|
||||
"typeofthrow": {
|
||||
"check": true,
|
||||
"choice": "0"
|
||||
},
|
||||
"configure": {
|
||||
"numberofdice": 0,
|
||||
"aspect": 0,
|
||||
"bonus": 0,
|
||||
"bonusauspiciousdice": 0,
|
||||
"typeofthrow": 0,
|
||||
"aspectskill": 0,
|
||||
"bonusmalusskill": 0,
|
||||
"aspectspeciality": 0,
|
||||
"rolldifficulty": 0,
|
||||
"bonusmalusspeciality": 0
|
||||
}
|
||||
},
|
||||
"skill": {
|
||||
"skilltypes": [
|
||||
"CEL1922.opt.ame",
|
||||
"CEL1922.opt.attraction",
|
||||
"CEL1922.opt.artifice",
|
||||
"CEL1922.opt.coercition",
|
||||
"CEL1922.opt.faveur",
|
||||
"CEL1922.opt.corps",
|
||||
"CEL1922.opt.echauffouree",
|
||||
"CEL1922.opt.effacement",
|
||||
"CEL1922.opt.prouesse",
|
||||
"CEL1922.opt.mobilite",
|
||||
"CEL1922.opt.coeur",
|
||||
"CEL1922.opt.appreciation",
|
||||
"CEL1922.opt.arts",
|
||||
"CEL1922.opt.inspiration",
|
||||
"CEL1922.opt.traque",
|
||||
"CEL1922.opt.esprit",
|
||||
"CEL1922.opt.instruction",
|
||||
"CEL1922.opt.mtechnologique",
|
||||
"CEL1922.opt.raisonnement",
|
||||
"CEL1922.opt.traitement"
|
||||
],
|
||||
"moondicetypes": [
|
||||
"CEL1922.opt.nouvellelune",
|
||||
"CEL1922.opt.premiercroissant",
|
||||
"CEL1922.opt.premierquartier",
|
||||
"CEL1922.opt.lunegibbeuse",
|
||||
"CEL1922.opt.lunevoutee",
|
||||
"CEL1922.opt.derniercroissant",
|
||||
"CEL1922.opt.dernierquartier",
|
||||
"CEL1922.opt.pleinelune"
|
||||
],
|
||||
"woundstypes": [
|
||||
"CEL1922.opt.none",
|
||||
"CEL1922.opt.anodin",
|
||||
"CEL1922.opt.derisoire",
|
||||
"CEL1922.opt.negligeable",
|
||||
"CEL1922.opt.superficiel",
|
||||
"CEL1922.opt.leger",
|
||||
"CEL1922.opt.modere",
|
||||
"CEL1922.opt.grave",
|
||||
"CEL1922.opt.dramatique"
|
||||
],
|
||||
"woundsmalus": [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
-1,
|
||||
-1,
|
||||
-2,
|
||||
-2,
|
||||
-3,
|
||||
-999
|
||||
],
|
||||
"woundsrecup": [
|
||||
"CEL1922.opt.none",
|
||||
"CEL1922.1 minute",
|
||||
"CEL1922.1 minute",
|
||||
"CEL1922.10 minutes",
|
||||
"CEL1922.10 minutes",
|
||||
"CEL1922.30 minutes",
|
||||
"CEL1922.30 minutes",
|
||||
"CEL1922.1 day",
|
||||
"CEL1922.Out of Fiction"
|
||||
],
|
||||
"destinytypes": [
|
||||
"CEL1922.opt.none",
|
||||
"CEL1922.opt.libel1",
|
||||
"CEL1922.opt.libel2",
|
||||
"CEL1922.opt.libel3",
|
||||
"CEL1922.opt.libel4",
|
||||
"CEL1922.opt.libel5",
|
||||
"CEL1922.opt.libel6",
|
||||
"CEL1922.opt.libel7",
|
||||
"CEL1922.opt.libel8"
|
||||
],
|
||||
"spleentypes": [
|
||||
"CEL1922.opt.none",
|
||||
"CEL1922.opt.libel1",
|
||||
"CEL1922.opt.libel2",
|
||||
"CEL1922.opt.libel3",
|
||||
"CEL1922.opt.libel4",
|
||||
"CEL1922.opt.libel5",
|
||||
"CEL1922.opt.libel6",
|
||||
"CEL1922.opt.libel7",
|
||||
"CEL1922.opt.libel8"
|
||||
],
|
||||
"anomalytypes": [
|
||||
"CEL1922.opt.none",
|
||||
"CEL1922.opt.entropie",
|
||||
"CEL1922.opt.communicationaveclesmorts",
|
||||
"CEL1922.opt.illusion",
|
||||
"CEL1922.opt.suggestion",
|
||||
"CEL1922.opt.tarotdivinatoire",
|
||||
"CEL1922.opt.telekinesie",
|
||||
"CEL1922.opt.telepathie",
|
||||
"CEL1922.opt.voyageastral"
|
||||
],
|
||||
"ame": {
|
||||
"res": 0,
|
||||
"actuel": 0,
|
||||
"artifice": {
|
||||
"value": 0
|
||||
},
|
||||
"attraction": {
|
||||
"value": 0
|
||||
},
|
||||
"coercition": {
|
||||
"value": 0
|
||||
},
|
||||
"faveur": {
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"res": 0,
|
||||
"actuel": 0,
|
||||
"echauffouree": {
|
||||
"value": 0
|
||||
},
|
||||
"effacement": {
|
||||
"value": 0
|
||||
},
|
||||
"prouesse": {
|
||||
"value": 0
|
||||
},
|
||||
"mobilite": {
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"res": 0,
|
||||
"actuel": 0,
|
||||
"appreciation": {
|
||||
"value": 0
|
||||
},
|
||||
"arts": {
|
||||
"value": 0
|
||||
},
|
||||
"inspiration": {
|
||||
"value": 0
|
||||
},
|
||||
"traque": {
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"res": 0,
|
||||
"actuel": 0,
|
||||
"instruction": {
|
||||
"value": 0
|
||||
},
|
||||
"mtechnologique": {
|
||||
"value": 0
|
||||
},
|
||||
"raisonnement": {
|
||||
"value": 0
|
||||
},
|
||||
"traitement": {
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"aspecttypes": [
|
||||
"CEL1922.opt.none",
|
||||
"CEL1922.opt.aspect1",
|
||||
"CEL1922.opt.aspect2",
|
||||
"CEL1922.opt.aspect3",
|
||||
"CEL1922.opt.aspect4",
|
||||
"CEL1922.opt.aspect5",
|
||||
"CEL1922.opt.aspect6",
|
||||
"CEL1922.opt.aspect7",
|
||||
"CEL1922.opt.aspect8"
|
||||
]
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0,
|
||||
"blessure_1": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"blessure_2": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"blessure_3": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": -1
|
||||
},
|
||||
"blessure_4": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": -1
|
||||
},
|
||||
"blessure_5": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": -2
|
||||
},
|
||||
"blessure_6": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": -2
|
||||
},
|
||||
"blessure_7": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": -3
|
||||
},
|
||||
"blessure_8": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": -999
|
||||
}
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0,
|
||||
"destin_1": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"destin_2": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"destin_3": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"destin_4": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"destin_5": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"destin_6": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"destin_7": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"destin_8": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
}
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0,
|
||||
"spleen_1": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"spleen_2": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"spleen_3": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"spleen_4": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"spleen_5": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
"spleen_6": {
|
||||
"check": false,
|
||||
"bonus": 0,
|
||||
"malus": 0
|
||||
},
|
||||
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@@ -0,0 +1,296 @@
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|
||||
"narratif": "<p><span class=\"fontstyle0\">Bao peut influer sur le hasard de manière mineure. </span><span class=\"fontstyle2\">Exemple : <em>avoir une bonne main en jouant au poker à la distribution, que le feu soit au vert en tournant au coin de la rue, etc.</em></span></p>"
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||||
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"npcType": "standard",
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"historique": ""
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||||
"lastModifiedBy": "6VFjkRpqiseDFIh9",
|
||||
"compendiumSource": null,
|
||||
"duplicateSource": null,
|
||||
"exportSource": {
|
||||
"worldId": "celestopol-1922",
|
||||
"uuid": "Actor.H4qPWYC8kbacuBfm",
|
||||
"coreVersion": "13.351",
|
||||
"systemId": "celestopol1922",
|
||||
"systemVersion": "1.2.0"
|
||||
}
|
||||
},
|
||||
"ownership": {
|
||||
"default": 0
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,228 @@
|
||||
{
|
||||
"_id": "preBaoWang00001",
|
||||
"_key": "!actors!preBaoWang00001",
|
||||
"name": "Bao Wang",
|
||||
"type": "character",
|
||||
"img": "systems/fvtt-celestopol/assets/ui/logo_jeu.png",
|
||||
"system": {
|
||||
"concept": "L’escroc",
|
||||
"metier": "Videur",
|
||||
"faction": "Agence du Lys blanc",
|
||||
"initiative": 7,
|
||||
"anomaly": {
|
||||
"type": "entropie",
|
||||
"value": 2
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "CELESTOPOL.Stat.ame",
|
||||
"res": 0,
|
||||
"artifice": {
|
||||
"label": "CELESTOPOL.Skill.artifice",
|
||||
"value": 1
|
||||
},
|
||||
"attraction": {
|
||||
"label": "CELESTOPOL.Skill.attraction",
|
||||
"value": 2
|
||||
},
|
||||
"coercition": {
|
||||
"label": "CELESTOPOL.Skill.coercition",
|
||||
"value": 2
|
||||
},
|
||||
"faveur": {
|
||||
"label": "CELESTOPOL.Skill.faveur",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"label": "CELESTOPOL.Stat.corps",
|
||||
"res": 0,
|
||||
"echauffouree": {
|
||||
"label": "CELESTOPOL.Skill.echauffouree",
|
||||
"value": 1
|
||||
},
|
||||
"effacement": {
|
||||
"label": "CELESTOPOL.Skill.effacement",
|
||||
"value": 3
|
||||
},
|
||||
"mobilite": {
|
||||
"label": "CELESTOPOL.Skill.mobilite",
|
||||
"value": 2
|
||||
},
|
||||
"prouesse": {
|
||||
"label": "CELESTOPOL.Skill.prouesse",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"label": "CELESTOPOL.Stat.coeur",
|
||||
"res": 0,
|
||||
"appreciation": {
|
||||
"label": "CELESTOPOL.Skill.appreciation",
|
||||
"value": 1
|
||||
},
|
||||
"arts": {
|
||||
"label": "CELESTOPOL.Skill.arts",
|
||||
"value": 1
|
||||
},
|
||||
"inspiration": {
|
||||
"label": "CELESTOPOL.Skill.inspiration",
|
||||
"value": 1
|
||||
},
|
||||
"traque": {
|
||||
"label": "CELESTOPOL.Skill.traque",
|
||||
"value": 3
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"label": "CELESTOPOL.Stat.esprit",
|
||||
"res": 0,
|
||||
"instruction": {
|
||||
"label": "CELESTOPOL.Skill.instruction",
|
||||
"value": 1
|
||||
},
|
||||
"mtechnologique": {
|
||||
"label": "CELESTOPOL.Skill.mtechnologique",
|
||||
"value": 0
|
||||
},
|
||||
"raisonnement": {
|
||||
"label": "CELESTOPOL.Skill.raisonnement",
|
||||
"value": 2
|
||||
},
|
||||
"traitement": {
|
||||
"label": "CELESTOPOL.Skill.traitement",
|
||||
"value": 1
|
||||
}
|
||||
}
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"attributs": {
|
||||
"entregent": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"fortune": {
|
||||
"value": 2,
|
||||
"max": 4
|
||||
},
|
||||
"reve": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"vision": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"factions": {
|
||||
"pinkerton": {
|
||||
"value": 0
|
||||
},
|
||||
"police": {
|
||||
"value": 0
|
||||
},
|
||||
"okhrana": {
|
||||
"value": 0
|
||||
},
|
||||
"lunanovatek": {
|
||||
"value": 0
|
||||
},
|
||||
"oto": {
|
||||
"value": 0
|
||||
},
|
||||
"syndicats": {
|
||||
"value": 0
|
||||
},
|
||||
"vorovskoymir": {
|
||||
"value": 0
|
||||
},
|
||||
"cour": {
|
||||
"value": 0
|
||||
},
|
||||
"perso1": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
},
|
||||
"perso2": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"prefs": {
|
||||
"rollMoonDie": false,
|
||||
"difficulty": "normal"
|
||||
},
|
||||
"xp": {
|
||||
"actuel": 0,
|
||||
"log": []
|
||||
},
|
||||
"descriptionPhysique": "<p>Toujours tiré à quatre épingles, Bao est reconnu par ses coéquipiers comme le plus nonchalant du groupe.</p>",
|
||||
"descriptionPsychologique": "<p>Ancienne petite frappe de Shanghai devenue videur au casino flottant La Libellule, Bao a rejoint Célestopol pour disparaître des radars de la police chinoise.</p><p>Peu enclin à la violence, joueur, séducteur et débrouillard, il a été recruté par Ernest pour mettre son passé houleux au service de l’agence du Lys blanc.</p>",
|
||||
"historique": "",
|
||||
"portraitImage": "",
|
||||
"notes": "<p>Compétences reconstruites à partir des résistances, des aspects et de l'archétype du prétiré, la source PDF ne fournissant pas de dots de spécialisation différenciés de manière exploitable.</p>",
|
||||
"biodata": {
|
||||
"age": "32 ans",
|
||||
"genre": "Homme",
|
||||
"taille": "",
|
||||
"yeux": "",
|
||||
"naissance": "",
|
||||
"cheveux": "",
|
||||
"origine": "Chine"
|
||||
}
|
||||
},
|
||||
"items": [
|
||||
{
|
||||
"_id": "preBaoWangAnom",
|
||||
"name": "Entropie",
|
||||
"type": "anomaly",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/anomaly.svg",
|
||||
"system": {
|
||||
"subtype": "entropie",
|
||||
"level": 2,
|
||||
"usesRemaining": 1,
|
||||
"technique": "<p>Durant un scénario, Bao peut <strong>relancer le Dé de Lune une seule fois</strong> et conserver le résultat qu’il préfère.</p><p>Cette capacité ne s’applique pas aux tests de chance.</p>",
|
||||
"narratif": "<p>Le protagoniste peut <strong>influencer le hasard</strong> à sa façon, en déclenchant ou en évitant de petits événements aléatoires dans son environnement proche. Ces manifestations sont mineures, subtiles, et ne semblent jamais surnaturelles aux yeux des témoins.</p>",
|
||||
"exemples": "<ul><li>Obtenir une bonne main au jeu de cartes lors de la distribution.</li><li>Voir le feu passer au vert en tournant le coin de la rue.</li><li>Faire tomber le verre d'un convive gênant au bon moment.</li></ul>"
|
||||
},
|
||||
"_key": "!actors.items!preBaoWang00001.preBaoWangAnom"
|
||||
},
|
||||
{
|
||||
"_id": "preBaoWangAsp1",
|
||||
"name": "Aime le jeu",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Aime le jeu</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preBaoWang00001.preBaoWangAsp1"
|
||||
},
|
||||
{
|
||||
"_id": "preBaoWangAsp2",
|
||||
"name": "Belle gueule",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Belle gueule</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preBaoWang00001.preBaoWangAsp2"
|
||||
}
|
||||
],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"sort": 0,
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||||
"ownership": {
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"default": 0
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||||
},
|
||||
"flags": {}
|
||||
}
|
||||
@@ -0,0 +1,228 @@
|
||||
{
|
||||
"_id": "preElemiah0001",
|
||||
"_key": "!actors!preElemiah0001",
|
||||
"name": "Elemiah Cowen",
|
||||
"type": "character",
|
||||
"img": "systems/fvtt-celestopol/assets/ui/logo_jeu.png",
|
||||
"system": {
|
||||
"concept": "L’ouvrier",
|
||||
"metier": "Manutentionnaire",
|
||||
"faction": "Agence du Lys blanc",
|
||||
"initiative": 7,
|
||||
"anomaly": {
|
||||
"type": "tarotdivinatoire",
|
||||
"value": 2
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "CELESTOPOL.Stat.ame",
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||||
"res": 0,
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"artifice": {
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||||
"label": "CELESTOPOL.Skill.artifice",
|
||||
"value": 1
|
||||
},
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"attraction": {
|
||||
"label": "CELESTOPOL.Skill.attraction",
|
||||
"value": 1
|
||||
},
|
||||
"coercition": {
|
||||
"label": "CELESTOPOL.Skill.coercition",
|
||||
"value": 1
|
||||
},
|
||||
"faveur": {
|
||||
"label": "CELESTOPOL.Skill.faveur",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"label": "CELESTOPOL.Stat.corps",
|
||||
"res": 0,
|
||||
"echauffouree": {
|
||||
"label": "CELESTOPOL.Skill.echauffouree",
|
||||
"value": 2
|
||||
},
|
||||
"effacement": {
|
||||
"label": "CELESTOPOL.Skill.effacement",
|
||||
"value": 1
|
||||
},
|
||||
"mobilite": {
|
||||
"label": "CELESTOPOL.Skill.mobilite",
|
||||
"value": 1
|
||||
},
|
||||
"prouesse": {
|
||||
"label": "CELESTOPOL.Skill.prouesse",
|
||||
"value": 5
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"label": "CELESTOPOL.Stat.coeur",
|
||||
"res": 0,
|
||||
"appreciation": {
|
||||
"label": "CELESTOPOL.Skill.appreciation",
|
||||
"value": 2
|
||||
},
|
||||
"arts": {
|
||||
"label": "CELESTOPOL.Skill.arts",
|
||||
"value": 1
|
||||
},
|
||||
"inspiration": {
|
||||
"label": "CELESTOPOL.Skill.inspiration",
|
||||
"value": 2
|
||||
},
|
||||
"traque": {
|
||||
"label": "CELESTOPOL.Skill.traque",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"label": "CELESTOPOL.Stat.esprit",
|
||||
"res": 0,
|
||||
"instruction": {
|
||||
"label": "CELESTOPOL.Skill.instruction",
|
||||
"value": 2
|
||||
},
|
||||
"mtechnologique": {
|
||||
"label": "CELESTOPOL.Skill.mtechnologique",
|
||||
"value": 1
|
||||
},
|
||||
"raisonnement": {
|
||||
"label": "CELESTOPOL.Skill.raisonnement",
|
||||
"value": 2
|
||||
},
|
||||
"traitement": {
|
||||
"label": "CELESTOPOL.Skill.traitement",
|
||||
"value": 3
|
||||
}
|
||||
}
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"attributs": {
|
||||
"entregent": {
|
||||
"value": 1,
|
||||
"max": 4
|
||||
},
|
||||
"fortune": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"reve": {
|
||||
"value": 1,
|
||||
"max": 4
|
||||
},
|
||||
"vision": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"factions": {
|
||||
"pinkerton": {
|
||||
"value": 0
|
||||
},
|
||||
"police": {
|
||||
"value": 0
|
||||
},
|
||||
"okhrana": {
|
||||
"value": 0
|
||||
},
|
||||
"lunanovatek": {
|
||||
"value": 0
|
||||
},
|
||||
"oto": {
|
||||
"value": 0
|
||||
},
|
||||
"syndicats": {
|
||||
"value": 0
|
||||
},
|
||||
"vorovskoymir": {
|
||||
"value": 0
|
||||
},
|
||||
"cour": {
|
||||
"value": 0
|
||||
},
|
||||
"perso1": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
},
|
||||
"perso2": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"prefs": {
|
||||
"rollMoonDie": false,
|
||||
"difficulty": "normal"
|
||||
},
|
||||
"xp": {
|
||||
"actuel": 0,
|
||||
"log": []
|
||||
},
|
||||
"descriptionPhysique": "<p>Ancien ouvrier d’une trentaine d’années, Elemiah impressionne par son torse large, ses sourcils broussailleux, sa moustache travaillée et l’absence de deux doigts à la main gauche.</p>",
|
||||
"descriptionPsychologique": "<p>Après la mort de son frère Rubben dans un accident industriel, Elemiah s’est juré de soutenir les miséreux de Célestopol.</p><p>Taiseux mais profondément solidaire, il s’émerveille désormais de l’architecture et des automates de la cité tout en travaillant aux galeries Sabline.</p>",
|
||||
"historique": "",
|
||||
"portraitImage": "",
|
||||
"notes": "<p>Compétences reconstruites à partir des résistances, des aspects et de l'archétype du prétiré, la source PDF ne fournissant pas de dots de spécialisation différenciés de manière exploitable.</p>",
|
||||
"biodata": {
|
||||
"age": "28 ans",
|
||||
"genre": "Homme",
|
||||
"taille": "",
|
||||
"yeux": "",
|
||||
"naissance": "",
|
||||
"cheveux": "",
|
||||
"origine": "Célestopol"
|
||||
}
|
||||
},
|
||||
"items": [
|
||||
{
|
||||
"_id": "preElemiahAnom",
|
||||
"name": "Tarot divinatoire",
|
||||
"type": "anomaly",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/anomaly.svg",
|
||||
"system": {
|
||||
"subtype": "tarotdivinatoire",
|
||||
"level": 2,
|
||||
"usesRemaining": 2,
|
||||
"technique": "<p>Durant un scénario, lors d'un test d'une <strong>Spécialisation du Cœur</strong> (Appréciation, Arts, Inspiration, Traque), le protagoniste gagne la possibilité de relancer les 2d8 un nombre de fois égal à son Niveau d'Anomalie.</p><p>Il doit conserver le dernier résultat.</p>",
|
||||
"narratif": "<p>En <strong>tirant les cartes</strong>, le protagoniste peut apprendre une information sur une personne concernant son <em>passé, son présent ou son avenir</em>. L'information reste sujette à interprétation et le narrateur peut choisir de la formuler de façon symbolique ou métaphorique.</p>",
|
||||
"exemples": "<ul><li>Deviner où se trouvera une cible le lendemain.</li><li>Connaître les antécédents douloureux d'un voisin mystérieux.</li><li>Obtenir une image symbolique du danger qui attend un allié.</li></ul>"
|
||||
},
|
||||
"_key": "!actors.items!preElemiah0001.preElemiahAnom"
|
||||
},
|
||||
{
|
||||
"_id": "preElemiahAsp1",
|
||||
"name": "Digne de confiance",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Digne de confiance</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preElemiah0001.preElemiahAsp1"
|
||||
},
|
||||
{
|
||||
"_id": "preElemiahAsp2",
|
||||
"name": "Robuste",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Robuste</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preElemiah0001.preElemiahAsp2"
|
||||
}
|
||||
],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"sort": 0,
|
||||
"ownership": {
|
||||
"default": 0
|
||||
},
|
||||
"flags": {}
|
||||
}
|
||||
@@ -0,0 +1,228 @@
|
||||
{
|
||||
"_id": "preMaribel0001",
|
||||
"_key": "!actors!preMaribel0001",
|
||||
"name": "Maribel Vargas",
|
||||
"type": "character",
|
||||
"img": "systems/fvtt-celestopol/assets/ui/logo_jeu.png",
|
||||
"system": {
|
||||
"concept": "La scientifique",
|
||||
"metier": "Mécanicienne",
|
||||
"faction": "Agence du Lys blanc",
|
||||
"initiative": 7,
|
||||
"anomaly": {
|
||||
"type": "communicationaveclesmorts",
|
||||
"value": 2
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "CELESTOPOL.Stat.ame",
|
||||
"res": 0,
|
||||
"artifice": {
|
||||
"label": "CELESTOPOL.Skill.artifice",
|
||||
"value": 1
|
||||
},
|
||||
"attraction": {
|
||||
"label": "CELESTOPOL.Skill.attraction",
|
||||
"value": 1
|
||||
},
|
||||
"coercition": {
|
||||
"label": "CELESTOPOL.Skill.coercition",
|
||||
"value": 1
|
||||
},
|
||||
"faveur": {
|
||||
"label": "CELESTOPOL.Skill.faveur",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"label": "CELESTOPOL.Stat.corps",
|
||||
"res": 0,
|
||||
"echauffouree": {
|
||||
"label": "CELESTOPOL.Skill.echauffouree",
|
||||
"value": 1
|
||||
},
|
||||
"effacement": {
|
||||
"label": "CELESTOPOL.Skill.effacement",
|
||||
"value": 1
|
||||
},
|
||||
"mobilite": {
|
||||
"label": "CELESTOPOL.Skill.mobilite",
|
||||
"value": 2
|
||||
},
|
||||
"prouesse": {
|
||||
"label": "CELESTOPOL.Skill.prouesse",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"label": "CELESTOPOL.Stat.coeur",
|
||||
"res": 0,
|
||||
"appreciation": {
|
||||
"label": "CELESTOPOL.Skill.appreciation",
|
||||
"value": 2
|
||||
},
|
||||
"arts": {
|
||||
"label": "CELESTOPOL.Skill.arts",
|
||||
"value": 2
|
||||
},
|
||||
"inspiration": {
|
||||
"label": "CELESTOPOL.Skill.inspiration",
|
||||
"value": 1
|
||||
},
|
||||
"traque": {
|
||||
"label": "CELESTOPOL.Skill.traque",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"label": "CELESTOPOL.Stat.esprit",
|
||||
"res": 0,
|
||||
"instruction": {
|
||||
"label": "CELESTOPOL.Skill.instruction",
|
||||
"value": 2
|
||||
},
|
||||
"mtechnologique": {
|
||||
"label": "CELESTOPOL.Skill.mtechnologique",
|
||||
"value": 4
|
||||
},
|
||||
"raisonnement": {
|
||||
"label": "CELESTOPOL.Skill.raisonnement",
|
||||
"value": 3
|
||||
},
|
||||
"traitement": {
|
||||
"label": "CELESTOPOL.Skill.traitement",
|
||||
"value": 2
|
||||
}
|
||||
}
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"attributs": {
|
||||
"entregent": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"fortune": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"reve": {
|
||||
"value": 2,
|
||||
"max": 4
|
||||
},
|
||||
"vision": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"factions": {
|
||||
"pinkerton": {
|
||||
"value": 0
|
||||
},
|
||||
"police": {
|
||||
"value": 0
|
||||
},
|
||||
"okhrana": {
|
||||
"value": 0
|
||||
},
|
||||
"lunanovatek": {
|
||||
"value": 0
|
||||
},
|
||||
"oto": {
|
||||
"value": 0
|
||||
},
|
||||
"syndicats": {
|
||||
"value": 0
|
||||
},
|
||||
"vorovskoymir": {
|
||||
"value": 0
|
||||
},
|
||||
"cour": {
|
||||
"value": 0
|
||||
},
|
||||
"perso1": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
},
|
||||
"perso2": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"prefs": {
|
||||
"rollMoonDie": false,
|
||||
"difficulty": "normal"
|
||||
},
|
||||
"xp": {
|
||||
"actuel": 0,
|
||||
"log": []
|
||||
},
|
||||
"descriptionPhysique": "<p>Jeune scientifique mexicaine, Maribel possède l’allure vive et appliquée de celles qui pensent plus vite qu’elles ne parlent.</p>",
|
||||
"descriptionPsychologique": "<p>Mécanicienne brillante et major de promotion de l’université de Célestopol, Maribel s’est spécialisée dans l’ingénierie de pointe et le sélénium.</p><p>Longtemps freinée par son origine et son genre, elle a finalement trouvé sa place auprès d’Ernest, même si son habitude de parler seule amuse encore le reste de l’équipe.</p>",
|
||||
"historique": "",
|
||||
"portraitImage": "",
|
||||
"notes": "<p>Compétences reconstruites à partir des résistances, des aspects et de l'archétype du prétiré, la source PDF ne fournissant pas de dots de spécialisation différenciés de manière exploitable.</p>",
|
||||
"biodata": {
|
||||
"age": "25 ans",
|
||||
"genre": "Femme",
|
||||
"taille": "",
|
||||
"yeux": "",
|
||||
"naissance": "",
|
||||
"cheveux": "",
|
||||
"origine": "Mexique"
|
||||
}
|
||||
},
|
||||
"items": [
|
||||
{
|
||||
"_id": "preMaribelAnom",
|
||||
"name": "Communication avec les morts",
|
||||
"type": "anomaly",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/anomaly.svg",
|
||||
"system": {
|
||||
"subtype": "communicationaveclesmorts",
|
||||
"level": 2,
|
||||
"usesRemaining": 2,
|
||||
"technique": "<p>Durant un scénario, lors d'un test d'une <strong>Spécialisation de l'Esprit</strong> (Instruction, Merveilleux technologique, Raisonnement, Traitement), le protagoniste gagne la possibilité de relancer les 2d8 un nombre de fois égal à son Niveau d'Anomalie.</p><p>Il doit conserver le dernier résultat.</p>",
|
||||
"narratif": "<p>Le protagoniste entre <strong>en contact avec l'esprit d'un défunt</strong>. Il peut lui poser une <em>question fermée</em> (réponse par oui ou par non uniquement). Le contact est bref et les réponses peuvent être fragmentées ou métaphoriques, à la discrétion du narrateur.</p>",
|
||||
"exemples": "<ul><li>Interroger la victime d'un meurtre sur l'identité de son agresseur.</li><li>Consulter l'esprit d'un ancêtre pour retrouver un objet caché.</li><li>Demander à un fantôme si quelqu'un l'a aidé à mourir.</li></ul>"
|
||||
},
|
||||
"_key": "!actors.items!preMaribel0001.preMaribelAnom"
|
||||
},
|
||||
{
|
||||
"_id": "preMaribelAsp1",
|
||||
"name": "Déterminée",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Déterminée</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preMaribel0001.preMaribelAsp1"
|
||||
},
|
||||
{
|
||||
"_id": "preMaribelAsp2",
|
||||
"name": "Sagace",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Sagace</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preMaribel0001.preMaribelAsp2"
|
||||
}
|
||||
],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"sort": 0,
|
||||
"ownership": {
|
||||
"default": 0
|
||||
},
|
||||
"flags": {}
|
||||
}
|
||||
@@ -0,0 +1,228 @@
|
||||
{
|
||||
"_id": "preNadeja00001",
|
||||
"_key": "!actors!preNadeja00001",
|
||||
"name": "Nadeja Danilo",
|
||||
"type": "character",
|
||||
"img": "systems/fvtt-celestopol/assets/ui/logo_jeu.png",
|
||||
"system": {
|
||||
"concept": "La pilote",
|
||||
"metier": "Pilote",
|
||||
"faction": "Agence du Lys blanc",
|
||||
"initiative": 10,
|
||||
"anomaly": {
|
||||
"type": "telekinesie",
|
||||
"value": 2
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "CELESTOPOL.Stat.ame",
|
||||
"res": 0,
|
||||
"artifice": {
|
||||
"label": "CELESTOPOL.Skill.artifice",
|
||||
"value": 1
|
||||
},
|
||||
"attraction": {
|
||||
"label": "CELESTOPOL.Skill.attraction",
|
||||
"value": 1
|
||||
},
|
||||
"coercition": {
|
||||
"label": "CELESTOPOL.Skill.coercition",
|
||||
"value": 1
|
||||
},
|
||||
"faveur": {
|
||||
"label": "CELESTOPOL.Skill.faveur",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"label": "CELESTOPOL.Stat.corps",
|
||||
"res": 0,
|
||||
"echauffouree": {
|
||||
"label": "CELESTOPOL.Skill.echauffouree",
|
||||
"value": 1
|
||||
},
|
||||
"effacement": {
|
||||
"label": "CELESTOPOL.Skill.effacement",
|
||||
"value": 1
|
||||
},
|
||||
"mobilite": {
|
||||
"label": "CELESTOPOL.Skill.mobilite",
|
||||
"value": 3
|
||||
},
|
||||
"prouesse": {
|
||||
"label": "CELESTOPOL.Skill.prouesse",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"label": "CELESTOPOL.Stat.coeur",
|
||||
"res": 0,
|
||||
"appreciation": {
|
||||
"label": "CELESTOPOL.Skill.appreciation",
|
||||
"value": 1
|
||||
},
|
||||
"arts": {
|
||||
"label": "CELESTOPOL.Skill.arts",
|
||||
"value": 1
|
||||
},
|
||||
"inspiration": {
|
||||
"label": "CELESTOPOL.Skill.inspiration",
|
||||
"value": 3
|
||||
},
|
||||
"traque": {
|
||||
"label": "CELESTOPOL.Skill.traque",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"label": "CELESTOPOL.Stat.esprit",
|
||||
"res": 0,
|
||||
"instruction": {
|
||||
"label": "CELESTOPOL.Skill.instruction",
|
||||
"value": 2
|
||||
},
|
||||
"mtechnologique": {
|
||||
"label": "CELESTOPOL.Skill.mtechnologique",
|
||||
"value": 1
|
||||
},
|
||||
"raisonnement": {
|
||||
"label": "CELESTOPOL.Skill.raisonnement",
|
||||
"value": 3
|
||||
},
|
||||
"traitement": {
|
||||
"label": "CELESTOPOL.Skill.traitement",
|
||||
"value": 2
|
||||
}
|
||||
}
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"attributs": {
|
||||
"entregent": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"fortune": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"reve": {
|
||||
"value": 1,
|
||||
"max": 4
|
||||
},
|
||||
"vision": {
|
||||
"value": 1,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"factions": {
|
||||
"pinkerton": {
|
||||
"value": 0
|
||||
},
|
||||
"police": {
|
||||
"value": 0
|
||||
},
|
||||
"okhrana": {
|
||||
"value": 0
|
||||
},
|
||||
"lunanovatek": {
|
||||
"value": 0
|
||||
},
|
||||
"oto": {
|
||||
"value": 0
|
||||
},
|
||||
"syndicats": {
|
||||
"value": 0
|
||||
},
|
||||
"vorovskoymir": {
|
||||
"value": 0
|
||||
},
|
||||
"cour": {
|
||||
"value": 0
|
||||
},
|
||||
"perso1": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
},
|
||||
"perso2": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"prefs": {
|
||||
"rollMoonDie": false,
|
||||
"difficulty": "normal"
|
||||
},
|
||||
"xp": {
|
||||
"actuel": 0,
|
||||
"log": []
|
||||
},
|
||||
"descriptionPhysique": "<p>Nadeja donne d’abord l’image d’une femme sérieuse et farouche, toujours parfaitement concentrée.</p>",
|
||||
"descriptionPsychologique": "<p>Née à Célestopol dans une famille d’universitaires, Nadeja s’est tournée très tôt vers les étoiles et les destinations lointaines.</p><p>Pilote extrêmement douée, elle travaille pour Columbia après avoir subi le sexisme du milieu aéronautique et supporte mal le manque de respect.</p>",
|
||||
"historique": "",
|
||||
"portraitImage": "",
|
||||
"notes": "<p>Compétences reconstruites à partir des résistances, des aspects et de l'archétype du prétiré, la source PDF ne fournissant pas de dots de spécialisation différenciés de manière exploitable.</p>",
|
||||
"biodata": {
|
||||
"age": "35 ans",
|
||||
"genre": "Femme",
|
||||
"taille": "",
|
||||
"yeux": "",
|
||||
"naissance": "",
|
||||
"cheveux": "",
|
||||
"origine": "Célestopol"
|
||||
}
|
||||
},
|
||||
"items": [
|
||||
{
|
||||
"_id": "preNadeja0Anom",
|
||||
"name": "Télékinésie",
|
||||
"type": "anomaly",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/anomaly.svg",
|
||||
"system": {
|
||||
"subtype": "telekinesie",
|
||||
"level": 2,
|
||||
"usesRemaining": 2,
|
||||
"technique": "<p>Durant un scénario, lors d'un test d'une <strong>Spécialisation du Corps</strong> (Échauffourée, Effacement, Mobilité, Prouesse), le protagoniste gagne la possibilité de relancer les 2d8 un nombre de fois égal à son Niveau d'Anomalie.</p><p>Il doit conserver le dernier résultat.</p>",
|
||||
"narratif": "<p>Dans un rayon de <strong>8 mètres</strong>, le protagoniste peut <strong>déplacer par la pensée</strong> un petit objet léger sans attaches, sur <strong>4 mètres</strong> (dans n'importe quelle direction) pendant <strong>2 tours</strong>. L'objet doit être visible et accessible par le regard.</p>",
|
||||
"exemples": "<ul><li>Déplacer une cuillère pour la faire tomber d'une table au bon moment.</li><li>Faire léviter un jeu de tarot ou un trousseau de clés.</li><li>Pousser doucement un verre pour attirer l'attention d'un interlocuteur.</li></ul>"
|
||||
},
|
||||
"_key": "!actors.items!preNadeja00001.preNadeja0Anom"
|
||||
},
|
||||
{
|
||||
"_id": "preNadeja0Asp1",
|
||||
"name": "Résiliente",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Résiliente</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preNadeja00001.preNadeja0Asp1"
|
||||
},
|
||||
{
|
||||
"_id": "preNadeja0Asp2",
|
||||
"name": "Tête froide",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Tête froide</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preNadeja00001.preNadeja0Asp2"
|
||||
}
|
||||
],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"sort": 0,
|
||||
"ownership": {
|
||||
"default": 0
|
||||
},
|
||||
"flags": {}
|
||||
}
|
||||
@@ -0,0 +1,228 @@
|
||||
{
|
||||
"_id": "preNielsBielke1",
|
||||
"_key": "!actors!preNielsBielke1",
|
||||
"name": "Niels Bielke",
|
||||
"type": "character",
|
||||
"img": "systems/fvtt-celestopol/assets/ui/logo_jeu.png",
|
||||
"system": {
|
||||
"concept": "L’Artiste maudit",
|
||||
"metier": "Acteur",
|
||||
"faction": "Agence du Lys blanc",
|
||||
"initiative": 8,
|
||||
"anomaly": {
|
||||
"type": "suggestion",
|
||||
"value": 2
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "CELESTOPOL.Stat.ame",
|
||||
"res": 0,
|
||||
"artifice": {
|
||||
"label": "CELESTOPOL.Skill.artifice",
|
||||
"value": 1
|
||||
},
|
||||
"attraction": {
|
||||
"label": "CELESTOPOL.Skill.attraction",
|
||||
"value": 3
|
||||
},
|
||||
"coercition": {
|
||||
"label": "CELESTOPOL.Skill.coercition",
|
||||
"value": 2
|
||||
},
|
||||
"faveur": {
|
||||
"label": "CELESTOPOL.Skill.faveur",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"label": "CELESTOPOL.Stat.corps",
|
||||
"res": 0,
|
||||
"echauffouree": {
|
||||
"label": "CELESTOPOL.Skill.echauffouree",
|
||||
"value": 0
|
||||
},
|
||||
"effacement": {
|
||||
"label": "CELESTOPOL.Skill.effacement",
|
||||
"value": 1
|
||||
},
|
||||
"mobilite": {
|
||||
"label": "CELESTOPOL.Skill.mobilite",
|
||||
"value": 2
|
||||
},
|
||||
"prouesse": {
|
||||
"label": "CELESTOPOL.Skill.prouesse",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"label": "CELESTOPOL.Stat.coeur",
|
||||
"res": 0,
|
||||
"appreciation": {
|
||||
"label": "CELESTOPOL.Skill.appreciation",
|
||||
"value": 1
|
||||
},
|
||||
"arts": {
|
||||
"label": "CELESTOPOL.Skill.arts",
|
||||
"value": 2
|
||||
},
|
||||
"inspiration": {
|
||||
"label": "CELESTOPOL.Skill.inspiration",
|
||||
"value": 2
|
||||
},
|
||||
"traque": {
|
||||
"label": "CELESTOPOL.Skill.traque",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"label": "CELESTOPOL.Stat.esprit",
|
||||
"res": 0,
|
||||
"instruction": {
|
||||
"label": "CELESTOPOL.Skill.instruction",
|
||||
"value": 2
|
||||
},
|
||||
"mtechnologique": {
|
||||
"label": "CELESTOPOL.Skill.mtechnologique",
|
||||
"value": 0
|
||||
},
|
||||
"raisonnement": {
|
||||
"label": "CELESTOPOL.Skill.raisonnement",
|
||||
"value": 1
|
||||
},
|
||||
"traitement": {
|
||||
"label": "CELESTOPOL.Skill.traitement",
|
||||
"value": 3
|
||||
}
|
||||
}
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"attributs": {
|
||||
"entregent": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"fortune": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"reve": {
|
||||
"value": 2,
|
||||
"max": 4
|
||||
},
|
||||
"vision": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"factions": {
|
||||
"pinkerton": {
|
||||
"value": 0
|
||||
},
|
||||
"police": {
|
||||
"value": 0
|
||||
},
|
||||
"okhrana": {
|
||||
"value": 0
|
||||
},
|
||||
"lunanovatek": {
|
||||
"value": 0
|
||||
},
|
||||
"oto": {
|
||||
"value": 0
|
||||
},
|
||||
"syndicats": {
|
||||
"value": 0
|
||||
},
|
||||
"vorovskoymir": {
|
||||
"value": 0
|
||||
},
|
||||
"cour": {
|
||||
"value": 0
|
||||
},
|
||||
"perso1": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
},
|
||||
"perso2": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"prefs": {
|
||||
"rollMoonDie": false,
|
||||
"difficulty": "normal"
|
||||
},
|
||||
"xp": {
|
||||
"actuel": 0,
|
||||
"log": []
|
||||
},
|
||||
"descriptionPhysique": "<p>Niels approche de la quarantaine. Malgré une allure en apparence négligée et un tic nerveux persistant, il conserve un charisme et une aura certains.</p>",
|
||||
"descriptionPsychologique": "<p>Ancienne vedette des scènes suédoises, Niels a quitté la Terre pour conquérir Célestopol avant de sombrer dans la disgrâce et l’alcool.</p><p>Sauvé par Ernest alors qu’il était au bord du gouffre, il sert désormais l’équipe du Lys blanc avec la volonté de payer sa dette et de tenir sa parole de ne plus toucher à l’alcool.</p>",
|
||||
"historique": "",
|
||||
"portraitImage": "",
|
||||
"notes": "<p>Compétences reconstruites à partir des résistances, des aspects et de l'archétype du prétiré, la source PDF ne fournissant pas de dots de spécialisation différenciés de manière exploitable.</p>",
|
||||
"biodata": {
|
||||
"age": "38 ans",
|
||||
"genre": "Homme",
|
||||
"taille": "",
|
||||
"yeux": "",
|
||||
"naissance": "",
|
||||
"cheveux": "",
|
||||
"origine": "Suède"
|
||||
}
|
||||
},
|
||||
"items": [
|
||||
{
|
||||
"_id": "preNielsBiAnom",
|
||||
"name": "Suggestion",
|
||||
"type": "anomaly",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/anomaly.svg",
|
||||
"system": {
|
||||
"subtype": "suggestion",
|
||||
"level": 2,
|
||||
"usesRemaining": 2,
|
||||
"technique": "<p>Durant un scénario, lors d'un test d'une <strong>Spécialisation de l'Âme</strong> (Artifice, Attraction, Coercition, Faveur), le protagoniste gagne la possibilité de relancer les 2d8 un nombre de fois égal à son Niveau d'Anomalie.</p><p>Il doit conserver le dernier résultat.</p>",
|
||||
"narratif": "<p>Le protagoniste est capable d'<strong>influencer la prise de décision</strong> d'une personne en lui parlant à voix haute et en la regardant dans les yeux. Cette décision doit avoir un <em>impact immédiat</em> sur l'action de la personne concernée.</p><p>Cette capacité fonctionne également sur les <strong>automates sophistiqués de 4e et 5e génération</strong>.</p>",
|
||||
"exemples": "<ul><li>Convaincre un garde de laisser passer sans vérifier les laissez-passer.</li><li>Pousser un prisonnier à donner son nom ou à s'asseoir.</li><li>Inciter un chauffeur de taxi à emprunter un itinéraire détourné.</li></ul>"
|
||||
},
|
||||
"_key": "!actors.items!preNielsBielke1.preNielsBiAnom"
|
||||
},
|
||||
{
|
||||
"_id": "preNielsBiAsp1",
|
||||
"name": "Charismatique",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Charismatique</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preNielsBielke1.preNielsBiAsp1"
|
||||
},
|
||||
{
|
||||
"_id": "preNielsBiAsp2",
|
||||
"name": "Sensible",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Sensible</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preNielsBielke1.preNielsBiAsp2"
|
||||
}
|
||||
],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"sort": 0,
|
||||
"ownership": {
|
||||
"default": 0
|
||||
},
|
||||
"flags": {}
|
||||
}
|
||||
@@ -0,0 +1,250 @@
|
||||
{
|
||||
"_id": "prePolyphme0001",
|
||||
"_key": "!actors!prePolyphme0001",
|
||||
"name": "Polyphème",
|
||||
"type": "character",
|
||||
"img": "systems/fvtt-celestopol/assets/ui/logo_jeu.png",
|
||||
"system": {
|
||||
"concept": "Le chroniqueur",
|
||||
"metier": "Assistant-archiviste",
|
||||
"faction": "Agence du Lys blanc",
|
||||
"initiative": 7,
|
||||
"anomaly": {
|
||||
"type": "voyageastral",
|
||||
"value": 2
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "CELESTOPOL.Stat.ame",
|
||||
"res": 0,
|
||||
"artifice": {
|
||||
"label": "CELESTOPOL.Skill.artifice",
|
||||
"value": 1
|
||||
},
|
||||
"attraction": {
|
||||
"label": "CELESTOPOL.Skill.attraction",
|
||||
"value": 0
|
||||
},
|
||||
"coercition": {
|
||||
"label": "CELESTOPOL.Skill.coercition",
|
||||
"value": 1
|
||||
},
|
||||
"faveur": {
|
||||
"label": "CELESTOPOL.Skill.faveur",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"label": "CELESTOPOL.Stat.corps",
|
||||
"res": 0,
|
||||
"echauffouree": {
|
||||
"label": "CELESTOPOL.Skill.echauffouree",
|
||||
"value": 1
|
||||
},
|
||||
"effacement": {
|
||||
"label": "CELESTOPOL.Skill.effacement",
|
||||
"value": 1
|
||||
},
|
||||
"mobilite": {
|
||||
"label": "CELESTOPOL.Skill.mobilite",
|
||||
"value": 2
|
||||
},
|
||||
"prouesse": {
|
||||
"label": "CELESTOPOL.Skill.prouesse",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"label": "CELESTOPOL.Stat.coeur",
|
||||
"res": 0,
|
||||
"appreciation": {
|
||||
"label": "CELESTOPOL.Skill.appreciation",
|
||||
"value": 2
|
||||
},
|
||||
"arts": {
|
||||
"label": "CELESTOPOL.Skill.arts",
|
||||
"value": 2
|
||||
},
|
||||
"inspiration": {
|
||||
"label": "CELESTOPOL.Skill.inspiration",
|
||||
"value": 1
|
||||
},
|
||||
"traque": {
|
||||
"label": "CELESTOPOL.Skill.traque",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"label": "CELESTOPOL.Stat.esprit",
|
||||
"res": 0,
|
||||
"instruction": {
|
||||
"label": "CELESTOPOL.Skill.instruction",
|
||||
"value": 1
|
||||
},
|
||||
"mtechnologique": {
|
||||
"label": "CELESTOPOL.Skill.mtechnologique",
|
||||
"value": 4
|
||||
},
|
||||
"raisonnement": {
|
||||
"label": "CELESTOPOL.Skill.raisonnement",
|
||||
"value": 2
|
||||
},
|
||||
"traitement": {
|
||||
"label": "CELESTOPOL.Skill.traitement",
|
||||
"value": 2
|
||||
}
|
||||
}
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"attributs": {
|
||||
"entregent": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"fortune": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"reve": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"vision": {
|
||||
"value": 2,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"factions": {
|
||||
"pinkerton": {
|
||||
"value": 0
|
||||
},
|
||||
"police": {
|
||||
"value": 0
|
||||
},
|
||||
"okhrana": {
|
||||
"value": 0
|
||||
},
|
||||
"lunanovatek": {
|
||||
"value": 0
|
||||
},
|
||||
"oto": {
|
||||
"value": 0
|
||||
},
|
||||
"syndicats": {
|
||||
"value": 0
|
||||
},
|
||||
"vorovskoymir": {
|
||||
"value": 0
|
||||
},
|
||||
"cour": {
|
||||
"value": 0
|
||||
},
|
||||
"perso1": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
},
|
||||
"perso2": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"prefs": {
|
||||
"rollMoonDie": false,
|
||||
"difficulty": "normal"
|
||||
},
|
||||
"xp": {
|
||||
"actuel": 0,
|
||||
"log": []
|
||||
},
|
||||
"descriptionPhysique": "<p>Automate de 4e génération remis en état par Ernest, Polyphème se distingue par son apparence artificielle et son obsession de ne pas avoir le « bon visage ».</p>",
|
||||
"descriptionPsychologique": "<p>Retrouvé à demi détruit au fond d’une impasse, Polyphème a été réparé puis intégré à l’agence du Lys blanc comme assistant-archiviste.</p><p>Parfaitement intégré à l’équipe, il demeure hanté par la violence subie avant sa remise en état et par l’absence de souvenirs de sa vie passée.</p>",
|
||||
"historique": "",
|
||||
"portraitImage": "",
|
||||
"notes": "<p>Compétences reconstruites à partir des résistances, des aspects et de l'archétype du prétiré, la source PDF ne fournissant pas de dots de spécialisation différenciés de manière exploitable.</p>",
|
||||
"biodata": {
|
||||
"age": "Inconnu",
|
||||
"genre": "Automate",
|
||||
"taille": "",
|
||||
"yeux": "",
|
||||
"naissance": "",
|
||||
"cheveux": "",
|
||||
"origine": "Inconnue"
|
||||
}
|
||||
},
|
||||
"items": [
|
||||
{
|
||||
"_id": "prePolyphmAnom",
|
||||
"name": "Voyage astral",
|
||||
"type": "anomaly",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/anomaly.svg",
|
||||
"system": {
|
||||
"subtype": "voyageastral",
|
||||
"level": 2,
|
||||
"usesRemaining": 2,
|
||||
"technique": "<p>Durant un scénario, lors d'un test d'<strong>Appréciation, Merveilleux technologique, Traitement ou Traque</strong>, le protagoniste gagne la possibilité de relancer les 2d8 un nombre de fois égal à son Niveau d'Anomalie.</p><p>Il doit conserver le dernier résultat.</p>",
|
||||
"narratif": "<p>L'<strong>esprit du protagoniste quitte son enveloppe corporelle</strong> et se déplace de <strong>8 mètres par tour</strong> pendant <strong>4 tours</strong>, dans n'importe quelle direction. L'esprit est <em>invisible</em> et peut traverser tous les obstacles matériels. Les sens du protagoniste restent les mêmes durant le voyage.</p><p>Le corps reste immobile et vulnérable durant le voyage.</p>",
|
||||
"exemples": "<ul><li>Accéder aux toits d'une maison pour effectuer une reconnaissance sans risque physique.</li><li>Inspecter une pièce adjacente verrouillée avant d'y pénétrer.</li><li>Voir à quelle distance un éboulement bloque le passage dans un tunnel et s'il y a des survivants.</li></ul>"
|
||||
},
|
||||
"_key": "!actors.items!prePolyphme0001.prePolyphmAnom"
|
||||
},
|
||||
{
|
||||
"_id": "prePolyphmAsp1",
|
||||
"name": "Difficile à lire",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Difficile à lire</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!prePolyphme0001.prePolyphmAsp1"
|
||||
},
|
||||
{
|
||||
"_id": "prePolyphmAsp2",
|
||||
"name": "Étrangeté",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Étrangeté</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!prePolyphme0001.prePolyphmAsp2"
|
||||
},
|
||||
{
|
||||
"_id": "prePolyphmAsp3",
|
||||
"name": "Mémoire eidétique",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Mémoire eidétique</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!prePolyphme0001.prePolyphmAsp3"
|
||||
},
|
||||
{
|
||||
"_id": "prePolyphmAsp4",
|
||||
"name": "Vision aiguisée",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Vision aiguisée</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!prePolyphme0001.prePolyphmAsp4"
|
||||
}
|
||||
],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"sort": 0,
|
||||
"ownership": {
|
||||
"default": 0
|
||||
},
|
||||
"flags": {}
|
||||
}
|
||||
@@ -0,0 +1,228 @@
|
||||
{
|
||||
"_id": "preSedami000001",
|
||||
"_key": "!actors!preSedami000001",
|
||||
"name": "Sèdami Alassane",
|
||||
"type": "character",
|
||||
"img": "systems/fvtt-celestopol/assets/ui/logo_jeu.png",
|
||||
"system": {
|
||||
"concept": "La diplomate",
|
||||
"metier": "Guerrière / diplomate",
|
||||
"faction": "Agence du Lys blanc",
|
||||
"initiative": 9,
|
||||
"anomaly": {
|
||||
"type": "telepathie",
|
||||
"value": 2
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "CELESTOPOL.Stat.ame",
|
||||
"res": 0,
|
||||
"artifice": {
|
||||
"label": "CELESTOPOL.Skill.artifice",
|
||||
"value": 1
|
||||
},
|
||||
"attraction": {
|
||||
"label": "CELESTOPOL.Skill.attraction",
|
||||
"value": 3
|
||||
},
|
||||
"coercition": {
|
||||
"label": "CELESTOPOL.Skill.coercition",
|
||||
"value": 3
|
||||
},
|
||||
"faveur": {
|
||||
"label": "CELESTOPOL.Skill.faveur",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"label": "CELESTOPOL.Stat.corps",
|
||||
"res": 0,
|
||||
"echauffouree": {
|
||||
"label": "CELESTOPOL.Skill.echauffouree",
|
||||
"value": 4
|
||||
},
|
||||
"effacement": {
|
||||
"label": "CELESTOPOL.Skill.effacement",
|
||||
"value": 1
|
||||
},
|
||||
"mobilite": {
|
||||
"label": "CELESTOPOL.Skill.mobilite",
|
||||
"value": 2
|
||||
},
|
||||
"prouesse": {
|
||||
"label": "CELESTOPOL.Skill.prouesse",
|
||||
"value": 3
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"label": "CELESTOPOL.Stat.coeur",
|
||||
"res": 0,
|
||||
"appreciation": {
|
||||
"label": "CELESTOPOL.Skill.appreciation",
|
||||
"value": 2
|
||||
},
|
||||
"arts": {
|
||||
"label": "CELESTOPOL.Skill.arts",
|
||||
"value": 1
|
||||
},
|
||||
"inspiration": {
|
||||
"label": "CELESTOPOL.Skill.inspiration",
|
||||
"value": 3
|
||||
},
|
||||
"traque": {
|
||||
"label": "CELESTOPOL.Skill.traque",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"label": "CELESTOPOL.Stat.esprit",
|
||||
"res": 0,
|
||||
"instruction": {
|
||||
"label": "CELESTOPOL.Skill.instruction",
|
||||
"value": 1
|
||||
},
|
||||
"mtechnologique": {
|
||||
"label": "CELESTOPOL.Skill.mtechnologique",
|
||||
"value": 0
|
||||
},
|
||||
"raisonnement": {
|
||||
"label": "CELESTOPOL.Skill.raisonnement",
|
||||
"value": 2
|
||||
},
|
||||
"traitement": {
|
||||
"label": "CELESTOPOL.Skill.traitement",
|
||||
"value": 1
|
||||
}
|
||||
}
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"attributs": {
|
||||
"entregent": {
|
||||
"value": 1,
|
||||
"max": 4
|
||||
},
|
||||
"fortune": {
|
||||
"value": 1,
|
||||
"max": 4
|
||||
},
|
||||
"reve": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"vision": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"factions": {
|
||||
"pinkerton": {
|
||||
"value": 0
|
||||
},
|
||||
"police": {
|
||||
"value": 0
|
||||
},
|
||||
"okhrana": {
|
||||
"value": 0
|
||||
},
|
||||
"lunanovatek": {
|
||||
"value": 0
|
||||
},
|
||||
"oto": {
|
||||
"value": 0
|
||||
},
|
||||
"syndicats": {
|
||||
"value": 0
|
||||
},
|
||||
"vorovskoymir": {
|
||||
"value": 0
|
||||
},
|
||||
"cour": {
|
||||
"value": 0
|
||||
},
|
||||
"perso1": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
},
|
||||
"perso2": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"prefs": {
|
||||
"rollMoonDie": false,
|
||||
"difficulty": "normal"
|
||||
},
|
||||
"xp": {
|
||||
"actuel": 0,
|
||||
"log": []
|
||||
},
|
||||
"descriptionPhysique": "<p>Sèdami est une femme d’âge mûr, confiante dans ses capacités et dotée d’un esprit très ouvert.</p>",
|
||||
"descriptionPsychologique": "<p>Ancienne officière des Mino du Dahomey, Sèdami s’est illustrée au combat comme en stratégie avant de devenir diplomate.</p><p>Fascinée par Célestopol lors d’une mission de courtoisie, elle a choisi de rester vivre sur la Lune, malgré la nostalgie de son pays natal.</p>",
|
||||
"historique": "",
|
||||
"portraitImage": "",
|
||||
"notes": "<p>Compétences reconstruites à partir des résistances, des aspects et de l'archétype du prétiré, la source PDF ne fournissant pas de dots de spécialisation différenciés de manière exploitable.</p>",
|
||||
"biodata": {
|
||||
"age": "58 ans",
|
||||
"genre": "Femme",
|
||||
"taille": "",
|
||||
"yeux": "",
|
||||
"naissance": "",
|
||||
"cheveux": "",
|
||||
"origine": "Dahomey"
|
||||
}
|
||||
},
|
||||
"items": [
|
||||
{
|
||||
"_id": "preSedami0Anom",
|
||||
"name": "Télépathie",
|
||||
"type": "anomaly",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/anomaly.svg",
|
||||
"system": {
|
||||
"subtype": "telepathie",
|
||||
"level": 2,
|
||||
"usesRemaining": 2,
|
||||
"technique": "<p>Durant un scénario, lors d'un test d'<strong>Appréciation, Attraction, Échauffourée ou Faveur</strong>, le protagoniste gagne la possibilité de relancer les 2d8 un nombre de fois égal à son Niveau d'Anomalie.</p><p>Il doit conserver le dernier résultat.</p><p>Cette capacité fonctionne également sur les <strong>automates sophistiqués de 4e et 5e génération</strong>.</p>",
|
||||
"narratif": "<p>Le protagoniste est capable de <strong>percevoir les pensées superficielles</strong> d'un tiers. Il peut comprendre l'état émotionnel d'une personne ou capter une image ou un mot dans son esprit (à la discrétion du narrateur), simplement en <em>l'observant</em>.</p>",
|
||||
"exemples": "<ul><li>Percevoir l'image d'un cristal de cyanure dans l'esprit d'un serviteur soupçonné de tentative de meurtre.</li><li>Détecter, malgré un visage parfaitement contrôlé, qu'un magistrat est en réalité terrifié.</li><li>Ressentir la culpabilité d'un homme qui ment avec aplomb.</li></ul>"
|
||||
},
|
||||
"_key": "!actors.items!preSedami000001.preSedami0Anom"
|
||||
},
|
||||
{
|
||||
"_id": "preSedami0Asp1",
|
||||
"name": "Comportementaliste",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Comportementaliste</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preSedami000001.preSedami0Asp1"
|
||||
},
|
||||
{
|
||||
"_id": "preSedami0Asp2",
|
||||
"name": "Stratège",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 2,
|
||||
"description": "<p>Aspect du prétiré : <strong>Stratège</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preSedami000001.preSedami0Asp2"
|
||||
}
|
||||
],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"sort": 0,
|
||||
"ownership": {
|
||||
"default": 0
|
||||
},
|
||||
"flags": {}
|
||||
}
|
||||
@@ -0,0 +1,239 @@
|
||||
{
|
||||
"_id": "preWiktoria001",
|
||||
"_key": "!actors!preWiktoria001",
|
||||
"name": "Wiktoria Raźny",
|
||||
"type": "character",
|
||||
"img": "systems/fvtt-celestopol/assets/ui/logo_jeu.png",
|
||||
"system": {
|
||||
"concept": "La vétérane",
|
||||
"metier": "Soldate",
|
||||
"faction": "Agence du Lys blanc",
|
||||
"initiative": 6,
|
||||
"anomaly": {
|
||||
"type": "illusion",
|
||||
"value": 2
|
||||
},
|
||||
"stats": {
|
||||
"ame": {
|
||||
"label": "CELESTOPOL.Stat.ame",
|
||||
"res": 0,
|
||||
"artifice": {
|
||||
"label": "CELESTOPOL.Skill.artifice",
|
||||
"value": 1
|
||||
},
|
||||
"attraction": {
|
||||
"label": "CELESTOPOL.Skill.attraction",
|
||||
"value": 1
|
||||
},
|
||||
"coercition": {
|
||||
"label": "CELESTOPOL.Skill.coercition",
|
||||
"value": 3
|
||||
},
|
||||
"faveur": {
|
||||
"label": "CELESTOPOL.Skill.faveur",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
"corps": {
|
||||
"label": "CELESTOPOL.Stat.corps",
|
||||
"res": 0,
|
||||
"echauffouree": {
|
||||
"label": "CELESTOPOL.Skill.echauffouree",
|
||||
"value": 2
|
||||
},
|
||||
"effacement": {
|
||||
"label": "CELESTOPOL.Skill.effacement",
|
||||
"value": 3
|
||||
},
|
||||
"mobilite": {
|
||||
"label": "CELESTOPOL.Skill.mobilite",
|
||||
"value": 1
|
||||
},
|
||||
"prouesse": {
|
||||
"label": "CELESTOPOL.Skill.prouesse",
|
||||
"value": 2
|
||||
}
|
||||
},
|
||||
"coeur": {
|
||||
"label": "CELESTOPOL.Stat.coeur",
|
||||
"res": 0,
|
||||
"appreciation": {
|
||||
"label": "CELESTOPOL.Skill.appreciation",
|
||||
"value": 1
|
||||
},
|
||||
"arts": {
|
||||
"label": "CELESTOPOL.Skill.arts",
|
||||
"value": 1
|
||||
},
|
||||
"inspiration": {
|
||||
"label": "CELESTOPOL.Skill.inspiration",
|
||||
"value": 1
|
||||
},
|
||||
"traque": {
|
||||
"label": "CELESTOPOL.Skill.traque",
|
||||
"value": 3
|
||||
}
|
||||
},
|
||||
"esprit": {
|
||||
"label": "CELESTOPOL.Stat.esprit",
|
||||
"res": 0,
|
||||
"instruction": {
|
||||
"label": "CELESTOPOL.Skill.instruction",
|
||||
"value": 1
|
||||
},
|
||||
"mtechnologique": {
|
||||
"label": "CELESTOPOL.Skill.mtechnologique",
|
||||
"value": 0
|
||||
},
|
||||
"raisonnement": {
|
||||
"label": "CELESTOPOL.Skill.raisonnement",
|
||||
"value": 2
|
||||
},
|
||||
"traitement": {
|
||||
"label": "CELESTOPOL.Skill.traitement",
|
||||
"value": 2
|
||||
}
|
||||
}
|
||||
},
|
||||
"blessures": {
|
||||
"lvl": 0
|
||||
},
|
||||
"destin": {
|
||||
"lvl": 0
|
||||
},
|
||||
"spleen": {
|
||||
"lvl": 0
|
||||
},
|
||||
"attributs": {
|
||||
"entregent": {
|
||||
"value": 2,
|
||||
"max": 4
|
||||
},
|
||||
"fortune": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"reve": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
},
|
||||
"vision": {
|
||||
"value": 0,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"factions": {
|
||||
"pinkerton": {
|
||||
"value": 0
|
||||
},
|
||||
"police": {
|
||||
"value": 0
|
||||
},
|
||||
"okhrana": {
|
||||
"value": 0
|
||||
},
|
||||
"lunanovatek": {
|
||||
"value": 0
|
||||
},
|
||||
"oto": {
|
||||
"value": 0
|
||||
},
|
||||
"syndicats": {
|
||||
"value": 0
|
||||
},
|
||||
"vorovskoymir": {
|
||||
"value": 0
|
||||
},
|
||||
"cour": {
|
||||
"value": 0
|
||||
},
|
||||
"perso1": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
},
|
||||
"perso2": {
|
||||
"label": "",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
"prefs": {
|
||||
"rollMoonDie": false,
|
||||
"difficulty": "normal"
|
||||
},
|
||||
"xp": {
|
||||
"actuel": 0,
|
||||
"log": []
|
||||
},
|
||||
"descriptionPhysique": "<p>Wiktoria est une Polonaise dégingandée portant un œil de verre à la place de l’œil perdu durant la guerre.</p>",
|
||||
"descriptionPsychologique": "<p>Ancienne soldate de la Seconde Guerre de Crimée, Wiktoria a quitté la Pologne par dégoût après avoir été rejetée pour son handicap.</p><p>Amie d’Ernest et agente du Lys blanc, elle aime les soirées mondaines où elle glane des informations utiles tout en cultivant un goût affirmé pour la compagnie et l’élégance.</p>",
|
||||
"historique": "",
|
||||
"portraitImage": "",
|
||||
"notes": "<p>Compétences reconstruites à partir des résistances, des aspects et de l'archétype du prétiré, la source PDF ne fournissant pas de dots de spécialisation différenciés de manière exploitable.</p>",
|
||||
"biodata": {
|
||||
"age": "39 ans",
|
||||
"genre": "Femme",
|
||||
"taille": "",
|
||||
"yeux": "",
|
||||
"naissance": "",
|
||||
"cheveux": "",
|
||||
"origine": "Pologne"
|
||||
}
|
||||
},
|
||||
"items": [
|
||||
{
|
||||
"_id": "preWiktoriAnom",
|
||||
"name": "Illusion",
|
||||
"type": "anomaly",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/anomaly.svg",
|
||||
"system": {
|
||||
"subtype": "illusion",
|
||||
"level": 2,
|
||||
"usesRemaining": 2,
|
||||
"technique": "<p>Durant un scénario, lors d'un test de <strong>Coercition, Échauffourée, Effacement ou Traque</strong>, le protagoniste gagne la possibilité de relancer les 2d8 un nombre de fois égal à son Niveau d'Anomalie.</p><p>Il doit conserver le dernier résultat.</p>",
|
||||
"narratif": "<p>Le protagoniste peut <strong>générer une petite illusion mineure</strong> — visuelle, auditive ou olfactive, au choix — sans détail ni précision, pour une durée d'<strong>une minute</strong>. L'illusion ne peut représenter un être vivant en détail et ne résiste pas à un examen rapproché.</p>",
|
||||
"exemples": "<ul><li>Le son d'un chat qui miaule ou d'un livre qui tombe dans la pièce voisine.</li><li>Un reflet métallique ou une ombre fugace au bout d'un couloir.</li><li>L'odeur de la pluie ou d'une fumée inquiétante.</li></ul>"
|
||||
},
|
||||
"_key": "!actors.items!preWiktoria001.preWiktoriAnom"
|
||||
},
|
||||
{
|
||||
"_id": "preWiktoriAsp1",
|
||||
"name": "Affable",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Affable</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preWiktoria001.preWiktoriAsp1"
|
||||
},
|
||||
{
|
||||
"_id": "preWiktoriAsp2",
|
||||
"name": "Grande",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Grande</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preWiktoria001.preWiktoriAsp2"
|
||||
},
|
||||
{
|
||||
"_id": "preWiktoriAsp3",
|
||||
"name": "Expérience militaire",
|
||||
"type": "aspect",
|
||||
"img": "systems/fvtt-celestopol/assets/icons/aspect.svg",
|
||||
"system": {
|
||||
"valeur": 1,
|
||||
"description": "<p>Aspect du prétiré : <strong>Expérience militaire</strong>.</p>"
|
||||
},
|
||||
"_key": "!actors.items!preWiktoria001.preWiktoriAsp3"
|
||||
}
|
||||
],
|
||||
"effects": [],
|
||||
"folder": null,
|
||||
"sort": 0,
|
||||
"ownership": {
|
||||
"default": 0
|
||||
},
|
||||
"flags": {}
|
||||
}
|
||||
|
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@@ -0,0 +1,154 @@
|
||||
import fitz, re, json
|
||||
|
||||
pdf_path = '/home/morr/work/uberwald/fvtt-celestopol/__regles/Célestopol 1922 Fiches de prêts à jouer v1_cdjdr.pdf'
|
||||
doc = fitz.open(pdf_path)
|
||||
|
||||
def is_green(color, tol=0.008):
|
||||
if not color: return False
|
||||
return (abs(color[0]-0.131) < tol and abs(color[1]-0.284) < tol and abs(color[2]-0.160) < tol)
|
||||
|
||||
SKILL_LIST = ['ARTIFICE','ATTRACTION','COERCITION','FAVEUR',
|
||||
'ÉCHAUFFOURÉE','EFFACEMENT','MOBILITÉ','PROUESSE',
|
||||
'APPRÉCIATION','ARTS','INSPIRATION','TRAQUE',
|
||||
'INSTRUCTION','MERV.TECH.','RAISONNEMENT','TRAITEMENT']
|
||||
|
||||
def norm(s):
|
||||
return s.strip().upper().replace('É','E').replace('È','E').replace('Ê','E').replace('Ô','O').replace('Â','A').replace('Î','I').replace('Œ','OE').replace('.','')
|
||||
|
||||
def get_skill_values(page):
|
||||
words = page.get_text("words")
|
||||
skill_y = {}
|
||||
for w in words:
|
||||
wn = norm(w[4])
|
||||
for sk in SKILL_LIST:
|
||||
if wn == norm(sk) and w[0] < 430:
|
||||
skill_y[sk] = (w[1]+w[3])/2
|
||||
# MERV.TECH. special
|
||||
for w in words:
|
||||
if 'MERV' in w[4].upper() and w[0] < 430:
|
||||
skill_y['MERV.TECH.'] = (w[1]+w[3])/2
|
||||
|
||||
green_circles = []
|
||||
for d in page.get_drawings():
|
||||
if is_green(d.get('fill')):
|
||||
rect = d['rect']
|
||||
ws = rect.x1 - rect.x0
|
||||
if 5.5 < ws < 8.5:
|
||||
green_circles.append(((rect.x0+rect.x1)/2, (rect.y0+rect.y1)/2))
|
||||
|
||||
skills = {}
|
||||
for sk in SKILL_LIST:
|
||||
sy = skill_y.get(sk, None)
|
||||
if sy is not None:
|
||||
skills[sk] = sum(1 for cx, cy in green_circles if abs(cy - sy) < 7)
|
||||
else:
|
||||
skills[sk] = 0
|
||||
return skills
|
||||
|
||||
def get_resistances(page):
|
||||
words = page.get_text("words")
|
||||
domain_y = {}
|
||||
for w in sorted(words, key=lambda x: x[1]):
|
||||
t = norm(w[4])
|
||||
x0 = w[0]
|
||||
if t == 'AME' and 300 < x0 < 500:
|
||||
domain_y['ame'] = w[1]
|
||||
elif t == 'CORPS' and 300 < x0 < 500:
|
||||
domain_y['corps'] = w[1]
|
||||
elif t == 'COEUR' and 300 < x0 < 500:
|
||||
domain_y['coeur'] = w[1]
|
||||
elif t == 'ESPRIT' and 300 < x0 < 500:
|
||||
domain_y['esprit'] = w[1]
|
||||
res = {}
|
||||
for dom, dy in domain_y.items():
|
||||
for w in words:
|
||||
if w[4].strip().isdigit() and w[0] > 480 and abs(w[1]-dy) < 35:
|
||||
res[dom] = int(w[4].strip())
|
||||
break
|
||||
return res
|
||||
|
||||
def get_anomalie_name(stats_page):
|
||||
# Extract from text: the anomalie name appears in the bottom-right of the page
|
||||
# Parse cleanly using raw text
|
||||
text = stats_page.get_text("text")
|
||||
lines = [l.strip() for l in text.split('\n') if l.strip()]
|
||||
|
||||
skip_words = {'ANOMALIE','NV','RÉSISTANCE','RESISTANCE'}
|
||||
skip_starts = ['pour ','lors ','gagner ','trouver ','éviter ','sortir ','obtenir ',
|
||||
'lors d', 'Vider ', 'Gain ', 'en pui', 'pour ne', 'pour ré']
|
||||
|
||||
for i, line in enumerate(lines):
|
||||
if 'ANOMALIE' in line.upper() or 'NV' in line:
|
||||
# Look in next few lines for the name
|
||||
for j in range(i+1, min(i+10, len(lines))):
|
||||
l = lines[j]
|
||||
if not any(l.startswith(s) for s in skip_starts) and l not in skip_words:
|
||||
if l and l[0].isupper() and len(l) > 1:
|
||||
return l
|
||||
return "?"
|
||||
|
||||
def get_anomalie_niveau(stats_page):
|
||||
words = stats_page.get_text("words")
|
||||
for w in sorted(words, key=lambda x: (x[1],x[0])):
|
||||
if w[4].strip().isdigit() and w[0] > 480 and w[1] > 650:
|
||||
return int(w[4].strip())
|
||||
return None
|
||||
|
||||
def get_char_base_info(stats_page):
|
||||
blocks = stats_page.get_text("dict")["blocks"]
|
||||
name = None
|
||||
for block in blocks:
|
||||
for line in block.get("lines", []):
|
||||
for span in line.get("spans", []):
|
||||
if span.get("size", 0) > 11 and 'Bold' in span.get("font",""):
|
||||
y = span["origin"][1]
|
||||
t = span["text"].strip()
|
||||
if t and len(t) > 3 and 150 < y < 250:
|
||||
name = t
|
||||
return {'name': name}
|
||||
|
||||
def get_raw_text(page):
|
||||
html = page.get_text("html")
|
||||
clean = re.sub(r'<[^>]+>', ' ', html)
|
||||
clean = re.sub(r'&#x([0-9a-fA-F]+);', lambda m: chr(int(m.group(1),16)), clean)
|
||||
clean = re.sub(r'&#([0-9]+);', lambda m: chr(int(m.group(1))), clean)
|
||||
return re.sub(r'\s+', ' ', clean).strip()
|
||||
|
||||
def parse_aspects_page(asp_page):
|
||||
text = asp_page.get_text("text")
|
||||
lines = [l.strip() for l in text.split('\n') if l.strip()]
|
||||
return lines
|
||||
|
||||
# Characters: (name_idx, anom_desc_idx, stats_idx, aspects_idx)
|
||||
CHARACTERS = [
|
||||
(0, 1, 2, 3),
|
||||
(4, 5, 6, 7),
|
||||
(8, 9, 10, 11),
|
||||
(12, 13, 14, 15),
|
||||
(16, 17, 18, 19),
|
||||
(20, 21, 22, 23),
|
||||
(24, 25, 26, 27),
|
||||
(28, 29, 30, 31),
|
||||
]
|
||||
|
||||
for n_idx, a_idx, s_idx, asp_idx in CHARACTERS:
|
||||
sp = doc[s_idx]
|
||||
skills = get_skill_values(sp)
|
||||
res = get_resistances(sp)
|
||||
anom_name = get_anomalie_name(sp)
|
||||
anom_nv = get_anomalie_niveau(sp)
|
||||
char_info = get_char_base_info(sp)
|
||||
anom_desc = get_raw_text(doc[a_idx])
|
||||
asp_lines = parse_aspects_page(doc[asp_idx])
|
||||
|
||||
print(f"\n{'='*70}")
|
||||
print(f"NAME: {char_info.get('name','?')}")
|
||||
print(f"SKILLS: {json.dumps(skills, ensure_ascii=False)}")
|
||||
print(f"RESISTANCES: {res}")
|
||||
print(f"ANOMALIE: {anom_name} nv{anom_nv}")
|
||||
print(f"ANOM DESC (first 300 chars): {anom_desc[:300]}")
|
||||
print("ASPECTS LINES:")
|
||||
for i,l in enumerate(asp_lines[:60]): print(f" {i:2d}: {l}")
|
||||
|
||||
doc.close()
|
||||
print("\nDONE")
|
||||
@@ -20,6 +20,14 @@
|
||||
"anomaly": "Anomalie",
|
||||
"descriptionPhysique": "Description physique",
|
||||
"descriptionPsychologique": "Description psychologique",
|
||||
"historique": "Historique",
|
||||
"portraitImage": "Image de portrait",
|
||||
"portraitImagePlaceholder": "Chemin vers une image verticale…",
|
||||
"portraitImageHint": "Cette image est indépendante du portrait affiché dans l’en-tête de la fiche.",
|
||||
"portraitImageEmpty": "Aucun portrait biographique distinct n’est encore renseigné.",
|
||||
"portraitImageMissing": "Aucun portrait biographique distinct n’est disponible pour cette fiche.",
|
||||
"sendPortraitToChat": "Envoyer dans le tchat",
|
||||
"portraitChatTitle": "Portrait",
|
||||
"notes": "Notes",
|
||||
"metier": "Métier",
|
||||
"origine": "Origine",
|
||||
@@ -50,7 +58,25 @@
|
||||
"instruction": "Instruction",
|
||||
"mtechnologique": "Merveilleux technologique",
|
||||
"raisonnement": "Raisonnement",
|
||||
"traitement": "Traitement"
|
||||
"traitement": "Traitement",
|
||||
"tooltip": {
|
||||
"artifice": "Art du badinage et de la conversation subtile. Permet de se glisser dans une discussion pour glaner des renseignements ou noyer des informations mensongères. Favorise la manipulation et l'incitation plutôt que la contrainte.",
|
||||
"attraction": "Capacité à orienter les émotions d'un interlocuteur. Sert à plaire, séduire, mais aussi à passer inaperçu lors d'une soirée mondaine.",
|
||||
"coercition": "Art d'intimider par le regard ou les mots. Couvre également la capacité à donner des ordres dans un contexte militaire ou hiérarchique.",
|
||||
"faveur": "Rapport de force oral : convaincre, persuader, négocier. S'appuie sur un discours argumentatif pour imposer son point de vue ou emporter l'adhésion.",
|
||||
"echauffouree": "Techniques de combat à mains nues, avec une arme improvisée, une arme blanche ou des armes à feu et à distance.",
|
||||
"effacement": "Capacité à être discret et à ne pas se faire repérer. Couvre le camouflage et l'escamotage. Requiert souvent de demeurer immobile.",
|
||||
"mobilite": "Réflexes et vivacité. Sert pour la conduite, le pilotage, l'équitation, et représente l'initiative d'un protagoniste.",
|
||||
"prouesse": "Efforts sportifs et physiques : escalade, natation, sprint, force brute et endurance.",
|
||||
"appreciation": "Observer son environnement de façon exhaustive. Permet de repérer des intrus, des pièges, des guets-apens et des indices.",
|
||||
"arts": "Domaines artistiques au sens large : musique, littérature, théâtre, prestidigitation. Permet de captiver un auditoire ou de créer des œuvres.",
|
||||
"inspiration": "Intuition et inconscient : écouter sa petite voix intérieure sans démarche logique préalable. Permet aussi de lire le comportement d'une personne.",
|
||||
"traque": "Filer un individu ou un groupe, pister et s'orienter. Ouvre également vers les techniques de survie.",
|
||||
"instruction": "Savoirs encyclopédiques : sciences humaines, sciences dures, sciences sociales et linguistique. Chaque tranche de 2 points permet de maîtriser une langue supplémentaire.",
|
||||
"mtechnologique": "Technologies extraordinaires de Célestopol : mécanique, automates, ingénierie au sélénium, horlogerie, serrurerie et artisanat.",
|
||||
"raisonnement": "Capacités cognitives : déduction froide, logique pragmatique, analyse des faits. Utile pour percevoir des liens dans une enquête.",
|
||||
"traitement": "Techniques médicales et thérapeutiques : premiers secours, chirurgie, pharmacopée, psychanalyse et psychothérapie."
|
||||
}
|
||||
},
|
||||
"Anomaly": {
|
||||
"type": "Type d'anomalie",
|
||||
@@ -82,7 +108,17 @@
|
||||
"Faction": {
|
||||
"label": "Faction",
|
||||
"relation": "Niveau de Relation",
|
||||
"legendTitle": "Rappel des relations",
|
||||
"custom": "Faction personnalisée…",
|
||||
"levelAllies": "Alliés",
|
||||
"levelAmicaux": "Amicaux",
|
||||
"levelPartenaires": "Partenaires",
|
||||
"levelBienveillants": "Bienveillants",
|
||||
"levelNeutres": "Neutres",
|
||||
"levelMefiants": "Méfiants",
|
||||
"levelHostiles": "Hostiles",
|
||||
"levelRivaux": "Rivaux",
|
||||
"levelEnnemis": "Ennemis",
|
||||
"pinkerton": "Agence Pinkerton",
|
||||
"police": "Police secrète du duc",
|
||||
"okhrana": "Okhrana",
|
||||
@@ -92,6 +128,74 @@
|
||||
"vorovskoymir": "Vorovskoy Mir",
|
||||
"cour": "Cour des merveilles"
|
||||
},
|
||||
"FactionAspect": {
|
||||
"title": "Aspects de faction",
|
||||
"manage": "Gérer",
|
||||
"managerTitle": "Gestion des Aspects de faction",
|
||||
"managerState": "État du scénario",
|
||||
"managerSettings": "Paramètres de groupe",
|
||||
"officialSourcesTitle": "Factions officielles reconnues",
|
||||
"officialSourcesHint": "En usage normal, les aspects disponibles proviennent automatiquement des factions principales des protagonistes.",
|
||||
"officialSourcesEmpty": "Aucune faction officielle reconnue. Renseignez la faction principale des PJ sur leur fiche, ou activez une cellule indépendante si le groupe joue sa propre structure.",
|
||||
"availablePoolTitle": "Aspects actuellement mobilisables",
|
||||
"availablePoolHint": "Les joueurs choisissent collectivement un aspect disponible et la valeur qu'ils veulent lui attribuer, dans la limite de la réserve du scénario.",
|
||||
"globalPoolLabel": "Pool global du scénario (MJ)",
|
||||
"globalPoolHint": "Le MJ ajuste ici uniquement la réserve totale disponible pour le groupe au cours du scénario.",
|
||||
"pointsMax": "Points disponibles",
|
||||
"pointsSpent": "Points mobilisés",
|
||||
"pointsRemaining": "Points restants",
|
||||
"sources": "Sources disponibles",
|
||||
"noSource": "Aucune faction de protagoniste reconnue pour le moment.",
|
||||
"activeTitle": "Aspects mobilisés",
|
||||
"noneActive": "Aucun aspect de faction mobilisé.",
|
||||
"activateTitle": "Mobiliser un aspect",
|
||||
"activateHint": "Une fois choisi par les joueurs et mobilisé ici, l'aspect reste figé pour tout le scénario, jusqu'au bouton « Nouveau scénario » ou à une correction manuelle du MJ.",
|
||||
"activateAspect": "Aspect à mobiliser",
|
||||
"activateValue": "Valeur",
|
||||
"activateButton": "Mobiliser",
|
||||
"removeAspect": "Retirer un aspect mobilisé",
|
||||
"removeButton": "Retirer",
|
||||
"customCell": "Cellule indépendante",
|
||||
"customCellSection": "Cellule indépendante (optionnel)",
|
||||
"customCellEnabled": "Utiliser une cellule indépendante",
|
||||
"customCellHint": "Utilisez cette option uniquement si le groupe agit comme sa propre cellule ou si vous voulez compléter ou remplacer les factions officielles reconnues.",
|
||||
"customCellName": "Nom de la cellule",
|
||||
"customCellMode": "Mode de combinaison",
|
||||
"modeReplace": "Remplace les factions officielles",
|
||||
"modeExtend": "S'ajoute aux factions officielles",
|
||||
"save": "Enregistrer",
|
||||
"saved": "Paramètres des Aspects de faction enregistrés.",
|
||||
"resetScenario": "Nouveau scénario",
|
||||
"resetDone": "Les Aspects de faction mobilisés ont été réinitialisés.",
|
||||
"activated": "{aspect} mobilisé à +{value}.",
|
||||
"removed": "{aspect} (+{value}) retiré de la réserve mobilisée.",
|
||||
"alreadyActive": "Cet aspect de faction est déjà mobilisé pour ce scénario.",
|
||||
"invalidAspect": "Choisissez un aspect de faction disponible à mobiliser.",
|
||||
"invalidRemove": "Choisissez un aspect de faction mobilisé à retirer.",
|
||||
"notEnoughPoints": "La réserve d'Aspects de faction ne suffit pas pour cette mobilisation.",
|
||||
"pointsBelowSpent": "Le total disponible ne peut pas être inférieur aux points déjà mobilisés.",
|
||||
"customCellAspectCount": "Une cellule indépendante doit proposer entre 4 et 8 aspects.",
|
||||
"gmOnly": "Seul le MJ peut gérer les Aspects de faction.",
|
||||
"noAspectAvailable": "Aucun aspect disponible à mobiliser",
|
||||
"legacyFactionValue": "Valeur héritée",
|
||||
"rollLabel": "Aspect de faction",
|
||||
"noneOption": "Aucun aspect de faction",
|
||||
"bonnesadresses": "Bonnes adresses",
|
||||
"contrebande": "Contrebande",
|
||||
"corruption": "Corruption",
|
||||
"diversion": "Diversion",
|
||||
"falsification": "Falsification",
|
||||
"passedroit": "Passe-droit",
|
||||
"renforts": "Renforts",
|
||||
"renseignements": "Renseignements",
|
||||
"ressources": "Ressources",
|
||||
"surveillance": "Surveillance",
|
||||
"resetButton": "Réinitialiser",
|
||||
"resetTitle": "Réinitialiser les Aspects de faction",
|
||||
"resetConfirm": "Voulez-vous réinitialiser tous les Aspects de faction mobilisés ? Cette action efface la réserve de scénario en cours.",
|
||||
"resetConfirmYes": "Réinitialiser",
|
||||
"resetSuccess": "Aspects de faction réinitialisés pour le nouveau scénario."
|
||||
},
|
||||
"Track": {
|
||||
"blessures": "Blessures",
|
||||
"destin": "Destin",
|
||||
@@ -99,7 +203,7 @@
|
||||
"level": "Niveau",
|
||||
"currentMalus": "Malus actuel",
|
||||
"blessuresTooltip": "Niveaux de blessures :\n1–2 : Anodin / Négligeable → aucun malus (1 min)\n3–4 : Dérisoire / Superficiel → −1 (10 min)\n5–6 : Léger / Modéré → −2 (30 min)\n7 : Grave → −3 (1 journée)\n8 : Dramatique → hors combat",
|
||||
"spleenTooltip": "Le Spleen représente l'usure morale du protagoniste.\nLorsqu'il atteint son maximum, le protagoniste sombre dans la mélancolie et peut se retirer du scénario.",
|
||||
"spleenTooltip": "Le Spleen représente l'usure morale du protagoniste.\nLa jauge de Spleen augmente avec les actions suivantes :\n• Lors d’un test de Spécialisation, en obtenant un échec et une Pleine lune sur le dé de la Lune.\n• Après un test de Spécialisation, pour transformer un échec en réussite, même après l’utilisation éventuelle d’une Anomalie.\n• Avant un test de résistance, pour réussir automatiquement le test.\n• Pour ne pas subir une blessure Dramatique.\n• En choisissant de puiser dans ses ressources.\nLorsque la jauge est remplie, le Protagoniste subit une Séquelle Dramatique et risque, à terme, de passer définitivement Hors Fiction.",
|
||||
"destinTooltip": "Usages du Destin :\n• Réaliser un test avec 3d8\n• Gagner l'initiative lors d'un combat\n• Trouver l'ensemble des indices\n• Éviter une blessure\n• Sortir de l'inconscience\n• Obtenir un Triomphe"
|
||||
},
|
||||
"Wound": {
|
||||
@@ -121,21 +225,44 @@
|
||||
"Combat": {
|
||||
"initiative": "Initiative",
|
||||
"attack": "Attaquer",
|
||||
"unarmedAttack": "Attaque à main nue",
|
||||
"baseActions": "Actions de base",
|
||||
"baseRangedDefense": "Esquive d'attaque à distance",
|
||||
"rangedAttack": "Attaque à distance",
|
||||
"corpsPnj": "Corps du PNJ",
|
||||
"tie": "ÉGALITÉ",
|
||||
"tieDesc": "Personne n'est blessé",
|
||||
"successHit": "PNJ touché — 1 blessure",
|
||||
"failureHit": "Joueur touché — 1 blessure (mêlée)",
|
||||
"successHit": "Attaque réussie — cible touchée",
|
||||
"failureHit": "Joueur touché — dégâts de l'arme appliqués (mêlée)",
|
||||
"distanceNoWound": "Raté — pas de riposte",
|
||||
"weaponDamage": "dégâts supplémentaires",
|
||||
"playerWounded": "Blessure infligée au joueur (mêlée)",
|
||||
"playerWounded": "Blessures infligées au joueur (mêlée)",
|
||||
"rangedDefenseTitle": "Esquiver (Mobilité)",
|
||||
"rangedDefenseTag": "Défense à distance",
|
||||
"rangedDefenseSuccess": "Attaque esquivée — pas de blessure",
|
||||
"rangedDefenseFailure": "Touché par le PNJ — 1 blessure",
|
||||
"rangedDefensePlayerWounded": "Blessure infligée par attaque à distance",
|
||||
"rangedDefenseFailure": "Touché par le PNJ — dégâts de l'arme appliqués",
|
||||
"rangedDefensePlayerWounded": "Blessures infligées par attaque à distance",
|
||||
"targetLabel": "Cible",
|
||||
"targetAuto": "Saisir manuellement",
|
||||
"targetCharacterLabel": "Personnage visé",
|
||||
"targetCharacterAuto": "Aucun personnage présélectionné",
|
||||
"damageLabel": "Dégâts infligés",
|
||||
"damageUnit": "blessure(s)",
|
||||
"damageManual": "Dégâts variables : application manuelle par le MJ.",
|
||||
"damageArmorReduction": "Protection d'armure",
|
||||
"damageApplied": "Blessures après armure",
|
||||
"applyDamage": "Appliquer les blessures",
|
||||
"damageApplying": "Application...",
|
||||
"damageApplyingNotice": "Application des blessures en cours...",
|
||||
"damageAppliedDone": "Blessures appliquées",
|
||||
"damageAppliedCard": "{actor} subit {wounds} blessure(s) après armure ({armor}).",
|
||||
"damageNoEffectCard": "{actor} ne subit aucune blessure : l'armure absorbe l'attaque ({armor}).",
|
||||
"selectCharacter": "Choisir une cible",
|
||||
"selectCharacterFirst": "Sélectionnez une cible avant d'appliquer les blessures.",
|
||||
"noCharacterTargetAvailable": "Aucune cible de la scène active disponible pour appliquer les blessures.",
|
||||
"damageRequestSent": "Demande d'application des blessures envoyée au MJ.",
|
||||
"damageAppliedNotify": "{actor} : {wounds} blessure(s) appliquée(s) après armure ({armor}).",
|
||||
"damageNoEffectNotify": "{actor} : l'armure absorbe entièrement l'attaque ({armor}).",
|
||||
"rangedMod": "Modificateur de tir",
|
||||
"rangedModNone": "Aucun modificateur",
|
||||
"rangedModAim": "Visée (dépense 1 tour) +2",
|
||||
@@ -148,6 +275,7 @@
|
||||
"competences": "Domaines",
|
||||
"blessures": "Jauges",
|
||||
"factions": "Factions",
|
||||
"combat": "Combat",
|
||||
"equipement": "Équipement",
|
||||
"biography": "Biographie",
|
||||
"description": "Description",
|
||||
@@ -210,7 +338,8 @@
|
||||
"resistanceTest": "Test de résistance",
|
||||
"resistanceClickToRoll": "Lancer un test de résistance",
|
||||
"woundTaken": "Blessure cochée suite à l'échec",
|
||||
"autoSuccess": "Réussite automatique"
|
||||
"autoSuccess": "Réussite automatique",
|
||||
"usedFactionAspect": "Aspect de faction mobilisé"
|
||||
},
|
||||
"Modifier": {
|
||||
"evident": "Évident — Réussite automatique",
|
||||
@@ -244,7 +373,22 @@
|
||||
"mauvaiseFortune": "🔴 Mauvaise Fortune",
|
||||
"chanceInterpret": "Chance",
|
||||
"narrativeInterpret": "Narratif",
|
||||
"quantiteHint": "Valeur"
|
||||
"quantiteHint": "Valeur",
|
||||
"applyChoose": "Choisissez la contrepartie :",
|
||||
"effectNarrativeOnly": "(Narratif — sans effet mécanique)",
|
||||
"effectRegainAnomaly": "🌟 Regain d'1 Anomalie",
|
||||
"effectLoseSpleen": "💚 Perte d'1 Spleen",
|
||||
"effectGainDestin": "⭐ Gain de 2 Destin",
|
||||
"effectLoseDestin": "⭐ Perte de 2 Destin",
|
||||
"effectLoseAnomaly": "❌ Perte d'1 Anomalie",
|
||||
"effectGainSpleen": "💔 Gain d'1 Spleen",
|
||||
"effectApplied": "Contrepartie appliquée : {label}",
|
||||
"noAnomaly": "Ce personnage n'a pas d'anomalie",
|
||||
"anomalyFull": "L'anomalie est déjà au maximum d'utilisations",
|
||||
"anomalyEmpty": "L'anomalie n'a plus d'utilisation disponible",
|
||||
"spleenEmpty": "Le Spleen est déjà à 0",
|
||||
"spleenFull": "Le Spleen est déjà au maximum",
|
||||
"actorNotFound": "Personnage introuvable"
|
||||
},
|
||||
"Difficulty": {
|
||||
"unknown": "Aucun seuil",
|
||||
@@ -309,8 +453,40 @@
|
||||
"rollMoonDieByDefault": {
|
||||
"name": "Lancer le dé de la lune par défaut",
|
||||
"hint": "Cocher automatiquement 'Lancer le dé de la lune' dans les fenêtres de jet"
|
||||
},
|
||||
"defaultRollThreshold": {
|
||||
"name": "Seuil de difficulté par défaut",
|
||||
"hint": "Valeur du seuil utilisée par défaut pour les jets de compétence hors combat"
|
||||
},
|
||||
"migrateOldSystem": {
|
||||
"name": "Migration depuis l'ancien système",
|
||||
"hint": "Importer un personnage exporté depuis l'ancien système Célestopol 1922 (celestopol1922).",
|
||||
"label": "Migrer un personnage…"
|
||||
}
|
||||
},
|
||||
"Migration": {
|
||||
"title": "Migration ancien système Célestopol",
|
||||
"instructions": "Sélectionnez un fichier JSON exporté depuis l'ancien système Célestopol 1922. Le personnage sera converti et créé automatiquement dans la liste des acteurs.",
|
||||
"fileLabel": "Fichier JSON :",
|
||||
"importBtn": "Convertir et importer",
|
||||
"success": "'{name}' importé avec succès ({count} item(s)).",
|
||||
"warnings": "{count} avertissement(s) — consultez la console (F12) pour le détail.",
|
||||
"errorParse": "Impossible de lire le fichier JSON. Vérifiez qu'il s'agit bien d'un export Célestopol valide.",
|
||||
"errorCreate": "Échec de la création de l'acteur. Consultez la console (F12) pour le détail."
|
||||
},
|
||||
"Welcome": {
|
||||
"title": "Bienvenue dans Célestopol 1922",
|
||||
"intro": "Bienvenue dans le système FoundryVTT de Célestopol 1922.",
|
||||
"helpLabel": "Aide de jeu",
|
||||
"helpCompendium": "Une aide de jeu est disponible dans le compendium : {help}.",
|
||||
"bookLabel": "Livre de base",
|
||||
"helpFallback": "Célestopol 1922 — Aides de jeu",
|
||||
"bookLinkLabel": "Voir le livre de base sur le site d’Antre-Monde Éditions"
|
||||
},
|
||||
"Pregens": {
|
||||
"folderName": "Prétirés",
|
||||
"imported": "Célestopol 1922 | Prétirés importés dans le dossier Acteurs."
|
||||
},
|
||||
"ChatCard": {
|
||||
"rollFor": "Jet de {skill} ({stat})"
|
||||
},
|
||||
@@ -330,7 +506,9 @@
|
||||
"rangeLongue": "Longue portée",
|
||||
"type": "Type",
|
||||
"typeMelee": "Mêlée",
|
||||
"typeDistance": "Distance"
|
||||
"typeDistance": "Distance",
|
||||
"equip": "Équiper",
|
||||
"unequip": "Retirer"
|
||||
},
|
||||
"Armure": {
|
||||
"protection": "Protection",
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
export { default as CelestopolCharacterSheet } from "./sheets/character-sheet.mjs"
|
||||
export { default as CelestopolNPCSheet } from "./sheets/npc-sheet.mjs"
|
||||
export { CelestopolAnomalySheet, CelestopolAspectSheet, CelestopolEquipmentSheet, CelestopolWeaponSheet, CelestopolArmureSheet } from "./sheets/item-sheets.mjs"
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
import { SYSTEM } from "../../config/system.mjs"
|
||||
|
||||
const { HandlebarsApplicationMixin } = foundry.applications.api
|
||||
@@ -21,15 +34,19 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
|
||||
dragDrop: [{ dragSelector: '[data-drag="true"], .rollable', dropSelector: null }],
|
||||
actions: {
|
||||
editImage: CelestopolActorSheet.#onEditImage,
|
||||
sendBiographyPortrait: CelestopolActorSheet.#onSendBiographyPortrait,
|
||||
toggleSheet: CelestopolActorSheet.#onToggleSheet,
|
||||
edit: CelestopolActorSheet.#onItemEdit,
|
||||
delete: CelestopolActorSheet.#onItemDelete,
|
||||
attack: CelestopolActorSheet.#onAttack,
|
||||
rangedDefense: CelestopolActorSheet.#onRangedDefense,
|
||||
unarmedAttack: CelestopolActorSheet.#onUnarmedAttack,
|
||||
baseRangedDefense: CelestopolActorSheet.#onBaseRangedDefense,
|
||||
trackBox: CelestopolActorSheet.#onTrackBox,
|
||||
skillLevel: CelestopolActorSheet.#onSkillLevel,
|
||||
factionLevel: CelestopolActorSheet.#onFactionLevel,
|
||||
toggleArmure: CelestopolActorSheet.#onToggleArmure,
|
||||
toggleWeapon: CelestopolActorSheet.#onToggleWeapon,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -46,6 +63,7 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
|
||||
actor: this.document,
|
||||
system: this.document.system,
|
||||
source: this.document.toObject(),
|
||||
isGM: game.user.isGM,
|
||||
isEditMode: this.isEditMode,
|
||||
isPlayMode: this.isPlayMode,
|
||||
isEditable: this.isEditable,
|
||||
@@ -122,6 +140,35 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
|
||||
return fp.browse()
|
||||
}
|
||||
|
||||
static async #onSendBiographyPortrait() {
|
||||
const portrait = this.document.system?.portraitImage || ""
|
||||
if (!portrait) {
|
||||
ui.notifications.warn(game.i18n.localize("CELESTOPOL.Actor.portraitImageMissing"))
|
||||
return
|
||||
}
|
||||
|
||||
const rawContent = `
|
||||
<div class="cel-portrait-message chat-system-card">
|
||||
<div class="portrait-message-header">
|
||||
<span class="portrait-message-mark">✦</span>
|
||||
<span class="portrait-message-title">${game.i18n.localize("CELESTOPOL.Actor.portraitChatTitle")}</span>
|
||||
</div>
|
||||
<div class="portrait-message-body">
|
||||
<div class="portrait-message-name">${foundry.utils.escapeHTML(this.document.name)}</div>
|
||||
<div class="portrait-message-frame">
|
||||
<img src="${portrait}" alt="${foundry.utils.escapeHTML(this.document.name)}" class="portrait-message-image">
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
`
|
||||
|
||||
await ChatMessage.create({
|
||||
speaker: ChatMessage.getSpeaker({ actor: this.document }),
|
||||
style: CONST.CHAT_MESSAGE_STYLES.OTHER,
|
||||
content: await foundry.applications.ux.TextEditor.implementation.enrichHTML(rawContent, { async: true }),
|
||||
})
|
||||
}
|
||||
|
||||
static #onToggleSheet() {
|
||||
const modes = this.constructor.SHEET_MODES
|
||||
this._sheetMode = this.isEditMode ? modes.PLAY : modes.EDIT
|
||||
@@ -153,6 +200,16 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
|
||||
await this.document.system.rollRangedDefense(itemId)
|
||||
}
|
||||
|
||||
static async #onUnarmedAttack() {
|
||||
if (typeof this.document.system.rollUnarmedAttack !== "function") return
|
||||
await this.document.system.rollUnarmedAttack()
|
||||
}
|
||||
|
||||
static async #onBaseRangedDefense() {
|
||||
if (typeof this.document.system.rollRangedDefenseBase !== "function") return
|
||||
await this.document.system.rollRangedDefenseBase()
|
||||
}
|
||||
|
||||
/** Met à jour une jauge de piste (blessures/destin/spleen) par clic sur une case. */
|
||||
static #onTrackBox(_event, target) {
|
||||
if (!this.isEditable) return
|
||||
@@ -181,6 +238,13 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
|
||||
if (item?.type === "armure") await item.update({ "system.equipped": !item.system.equipped })
|
||||
}
|
||||
|
||||
static async #onToggleWeapon(_event, target) {
|
||||
const uuid = target.closest('[data-item-uuid]')?.dataset.itemUuid
|
||||
if (!uuid) return
|
||||
const item = await fromUuid(uuid)
|
||||
if (item?.type === "weapon") await item.update({ "system.equipped": !item.system.equipped })
|
||||
}
|
||||
|
||||
static #onFactionLevel(_event, target) {
|
||||
if (!this.isEditable) return
|
||||
const factionId = target.dataset.faction
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
const { HandlebarsApplicationMixin } = foundry.applications.api
|
||||
|
||||
export default class CelestopolItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
import CelestopolActorSheet from "./base-actor-sheet.mjs"
|
||||
import { SYSTEM } from "../../config/system.mjs"
|
||||
|
||||
@@ -18,6 +31,8 @@ export default class CelestopolCharacterSheet extends CelestopolActorSheet {
|
||||
depenseXp: CelestopolCharacterSheet.#onDepenseXp,
|
||||
supprimerXpLog: CelestopolCharacterSheet.#onSupprimerXpLog,
|
||||
rollMoonDie: CelestopolCharacterSheet.#onRollMoonDie,
|
||||
manageFactionAspects: CelestopolCharacterSheet.#onManageFactionAspects,
|
||||
resetFactionAspects: CelestopolCharacterSheet.#onResetFactionAspects,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -28,6 +43,7 @@ export default class CelestopolCharacterSheet extends CelestopolActorSheet {
|
||||
competences:{ template: "systems/fvtt-celestopol/templates/character-competences.hbs" },
|
||||
blessures: { template: "systems/fvtt-celestopol/templates/character-blessures.hbs" },
|
||||
factions: { template: "systems/fvtt-celestopol/templates/character-factions.hbs" },
|
||||
combat: { template: "systems/fvtt-celestopol/templates/character-combat.hbs" },
|
||||
equipement: { template: "systems/fvtt-celestopol/templates/character-equipement.hbs" },
|
||||
biography: { template: "systems/fvtt-celestopol/templates/character-biography.hbs" },
|
||||
}
|
||||
@@ -39,6 +55,7 @@ export default class CelestopolCharacterSheet extends CelestopolActorSheet {
|
||||
competences:{ id: "competences", group: "sheet", icon: "fa-solid fa-dice-d6", label: "CELESTOPOL.Tab.competences" },
|
||||
blessures: { id: "blessures", group: "sheet", icon: "fa-solid fa-heart-crack", label: "CELESTOPOL.Tab.blessures" },
|
||||
factions: { id: "factions", group: "sheet", icon: "fa-solid fa-flag", label: "CELESTOPOL.Tab.factions" },
|
||||
combat: { id: "combat", group: "sheet", icon: "fa-solid fa-khanda", label: "CELESTOPOL.Tab.combat" },
|
||||
equipement: { id: "equipement", group: "sheet", icon: "fa-solid fa-shield-halved",label: "CELESTOPOL.Tab.equipement" },
|
||||
biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "CELESTOPOL.Tab.biography" },
|
||||
}
|
||||
@@ -58,6 +75,11 @@ export default class CelestopolCharacterSheet extends CelestopolActorSheet {
|
||||
context.anomalyTypes = SYSTEM.ANOMALY_TYPES
|
||||
context.factions = SYSTEM.FACTIONS
|
||||
context.woundLevels = SYSTEM.WOUND_LEVELS
|
||||
context.selectedPrimaryFactionId = game.celestopol?.normalizeFactionId(this.document.system.faction) || ""
|
||||
context.legacyPrimaryFactionValue = this.document.system.faction && !context.selectedPrimaryFactionId
|
||||
? `${this.document.system.faction}`.trim()
|
||||
: ""
|
||||
context.primaryFactionLabel = game.celestopol?.getFactionDisplayLabel(this.document.system.faction) || this.document.system.faction
|
||||
return context
|
||||
}
|
||||
|
||||
@@ -94,6 +116,18 @@ export default class CelestopolCharacterSheet extends CelestopolActorSheet {
|
||||
|
||||
case "factions":
|
||||
context.tab = context.tabs.factions
|
||||
context.factionAspectSummary = game.celestopol?.getFactionAspectSummary(this.document) ?? null
|
||||
context.factionLegend = [
|
||||
{ value: "+4", label: game.i18n.localize("CELESTOPOL.Faction.levelAllies") },
|
||||
{ value: "+3", label: game.i18n.localize("CELESTOPOL.Faction.levelAmicaux") },
|
||||
{ value: "+2", label: game.i18n.localize("CELESTOPOL.Faction.levelPartenaires") },
|
||||
{ value: "+1", label: game.i18n.localize("CELESTOPOL.Faction.levelBienveillants") },
|
||||
{ value: "0", label: game.i18n.localize("CELESTOPOL.Faction.levelNeutres") },
|
||||
{ value: "-1", label: game.i18n.localize("CELESTOPOL.Faction.levelMefiants") },
|
||||
{ value: "-2", label: game.i18n.localize("CELESTOPOL.Faction.levelHostiles") },
|
||||
{ value: "-3", label: game.i18n.localize("CELESTOPOL.Faction.levelRivaux") },
|
||||
{ value: "-4", label: game.i18n.localize("CELESTOPOL.Faction.levelEnnemis") },
|
||||
]
|
||||
context.factionRows = Object.entries(SYSTEM.FACTIONS).map(([id, fDef]) => {
|
||||
const val = this.document.system.factions[id]?.value ?? 0
|
||||
return {
|
||||
@@ -125,21 +159,29 @@ export default class CelestopolCharacterSheet extends CelestopolActorSheet {
|
||||
})
|
||||
break
|
||||
|
||||
case "combat":
|
||||
context.tab = context.tabs.combat
|
||||
context.weapons = doc.itemTypes.weapon.sort((a, b) => a.name.localeCompare(b.name))
|
||||
context.armures = doc.itemTypes.armure.sort((a, b) => a.name.localeCompare(b.name))
|
||||
break
|
||||
|
||||
case "biography":
|
||||
context.tab = context.tabs.biography
|
||||
context.xpLogEmpty = (doc.system.xp?.log?.length ?? 0) === 0
|
||||
context.biographyPortrait = doc.system.portraitImage || ""
|
||||
context.hasBiographyPortrait = !!doc.system.portraitImage
|
||||
context.enrichedDescriptionPhysique = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
|
||||
doc.system.descriptionPhysique, { relativeTo: this.document })
|
||||
context.enrichedDescriptionPsychologique = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
|
||||
doc.system.descriptionPsychologique, { relativeTo: this.document })
|
||||
context.enrichedHistorique = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
|
||||
doc.system.historique, { relativeTo: this.document })
|
||||
context.enrichedNotes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
|
||||
doc.system.notes, { relativeTo: this.document })
|
||||
break
|
||||
|
||||
case "equipement":
|
||||
context.tab = context.tabs.equipement
|
||||
context.weapons = doc.itemTypes.weapon.sort((a, b) => a.name.localeCompare(b.name))
|
||||
context.armures = doc.itemTypes.armure.sort((a, b) => a.name.localeCompare(b.name))
|
||||
context.equipments= doc.itemTypes.equipment.sort((a, b) => a.name.localeCompare(b.name))
|
||||
break
|
||||
}
|
||||
@@ -177,6 +219,7 @@ export default class CelestopolCharacterSheet extends CelestopolActorSheet {
|
||||
static async #onCreateArmure() {
|
||||
await this.document.createEmbeddedDocuments("Item", [{
|
||||
name: game.i18n.localize("TYPES.Item.armure"), type: "armure",
|
||||
system: { protection: 1, malus: 1 },
|
||||
}])
|
||||
}
|
||||
|
||||
@@ -199,6 +242,14 @@ export default class CelestopolCharacterSheet extends CelestopolActorSheet {
|
||||
await anomaly.update({ "system.usesRemaining": anomaly.system.level })
|
||||
}
|
||||
|
||||
static async #onManageFactionAspects() {
|
||||
await game.celestopol?.manageFactionAspects(this.document)
|
||||
}
|
||||
|
||||
static async #onResetFactionAspects() {
|
||||
await game.celestopol?.resetFactionAspects()
|
||||
}
|
||||
|
||||
/** Ouvre un dialogue pour dépenser de l'XP. */
|
||||
static async #onDepenseXp() {
|
||||
const actor = this.document
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
import CelestopolItemSheet from "./base-item-sheet.mjs"
|
||||
import { SYSTEM } from "../../config/system.mjs"
|
||||
|
||||
@@ -97,4 +110,22 @@ export class CelestopolArmureSheet extends CelestopolItemSheet {
|
||||
this.document.system.description, { async: true })
|
||||
return ctx
|
||||
}
|
||||
|
||||
_onRender(context, options) {
|
||||
super._onRender(context, options)
|
||||
|
||||
const protectionInput = this.element.querySelector('[name="system.protection"]')
|
||||
const malusInput = this.element.querySelector('[name="system.malus"]')
|
||||
const malusValue = this.element.querySelector('[data-armure-malus-value]')
|
||||
if (!protectionInput || !malusInput || !malusValue) return
|
||||
|
||||
const syncMalus = () => {
|
||||
malusInput.value = protectionInput.value
|
||||
malusValue.textContent = protectionInput.value
|
||||
}
|
||||
|
||||
syncMalus()
|
||||
protectionInput.addEventListener("input", syncMalus)
|
||||
protectionInput.addEventListener("change", syncMalus)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
import CelestopolActorSheet from "./base-actor-sheet.mjs"
|
||||
import { SYSTEM } from "../../config/system.mjs"
|
||||
|
||||
@@ -9,6 +22,7 @@ export default class CelestopolNPCSheet extends CelestopolActorSheet {
|
||||
window: { contentClasses: ["npc-content"] },
|
||||
actions: {
|
||||
createAspect: CelestopolNPCSheet.#onCreateAspect,
|
||||
createEquipment: CelestopolNPCSheet.#onCreateEquipment,
|
||||
createWeapon: CelestopolNPCSheet.#onCreateWeapon,
|
||||
createArmure: CelestopolNPCSheet.#onCreateArmure,
|
||||
rollMoonDie: CelestopolNPCSheet.#onRollMoonDie,
|
||||
@@ -21,6 +35,7 @@ export default class CelestopolNPCSheet extends CelestopolActorSheet {
|
||||
tabs: { template: "templates/generic/tab-navigation.hbs" },
|
||||
competences: { template: "systems/fvtt-celestopol/templates/npc-competences.hbs" },
|
||||
blessures: { template: "systems/fvtt-celestopol/templates/npc-blessures.hbs" },
|
||||
combat: { template: "systems/fvtt-celestopol/templates/npc-combat.hbs" },
|
||||
equipement: { template: "systems/fvtt-celestopol/templates/npc-equipement.hbs" },
|
||||
biographie: { template: "systems/fvtt-celestopol/templates/npc-biographie.hbs" },
|
||||
}
|
||||
@@ -31,6 +46,7 @@ export default class CelestopolNPCSheet extends CelestopolActorSheet {
|
||||
const tabs = {
|
||||
competences: { id: "competences", group: "sheet", icon: "fa-solid fa-dice-d6", label: "CELESTOPOL.Tab.competences" },
|
||||
blessures: { id: "blessures", group: "sheet", icon: "fa-solid fa-heart-crack", label: "CELESTOPOL.Tab.blessures" },
|
||||
combat: { id: "combat", group: "sheet", icon: "fa-solid fa-khanda", label: "CELESTOPOL.Tab.combat" },
|
||||
equipement: { id: "equipement", group: "sheet", icon: "fa-solid fa-shield-halved",label: "CELESTOPOL.Tab.equipement" },
|
||||
biographie: { id: "biographie", group: "sheet", icon: "fa-solid fa-book-open", label: "CELESTOPOL.Tab.biographie" },
|
||||
}
|
||||
@@ -54,8 +70,9 @@ export default class CelestopolNPCSheet extends CelestopolActorSheet {
|
||||
|
||||
const sys = this.document.system
|
||||
context.aspects = this.document.itemTypes.aspect ?? []
|
||||
context.weapons = this.document.itemTypes.weapon ?? []
|
||||
context.armures = this.document.itemTypes.armure ?? []
|
||||
context.weapons = this.document.itemTypes.weapon.sort((a, b) => a.name.localeCompare(b.name))
|
||||
context.armures = this.document.itemTypes.armure.sort((a, b) => a.name.localeCompare(b.name))
|
||||
context.equipments = this.document.itemTypes.equipment.sort((a, b) => a.name.localeCompare(b.name))
|
||||
context.armorMalus = sys.armorMalus ?? 0
|
||||
|
||||
// Label effectif de chaque domaine selon le type de PNJ
|
||||
@@ -91,11 +108,16 @@ export default class CelestopolNPCSheet extends CelestopolActorSheet {
|
||||
context.system.notes, { relativeTo: this.document }
|
||||
)
|
||||
break
|
||||
case "combat":
|
||||
context.tab = context.tabs.combat
|
||||
break
|
||||
case "equipement":
|
||||
context.tab = context.tabs.equipement
|
||||
break
|
||||
case "biographie":
|
||||
context.tab = context.tabs.biographie
|
||||
context.biographyPortrait = context.system.portraitImage || ""
|
||||
context.hasBiographyPortrait = !!context.system.portraitImage
|
||||
context.enrichedHistoire = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
|
||||
context.system.histoire, { relativeTo: this.document }
|
||||
)
|
||||
@@ -119,9 +141,16 @@ export default class CelestopolNPCSheet extends CelestopolActorSheet {
|
||||
}])
|
||||
}
|
||||
|
||||
static async #onCreateEquipment() {
|
||||
await this.document.createEmbeddedDocuments("Item", [{
|
||||
name: game.i18n.localize("TYPES.Item.equipment"), type: "equipment",
|
||||
}])
|
||||
}
|
||||
|
||||
static async #onCreateArmure() {
|
||||
await this.document.createEmbeddedDocuments("Item", [{
|
||||
name: game.i18n.localize("TYPES.Item.armure"), type: "armure",
|
||||
system: { protection: 1, malus: 1 },
|
||||
}])
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
export const SYSTEM_ID = "fvtt-celestopol"
|
||||
|
||||
export const ASCII = `
|
||||
@@ -18,28 +31,28 @@ export const STATS = {
|
||||
/** Domaines groupées par attribut. */
|
||||
export const SKILLS = {
|
||||
ame: {
|
||||
artifice: { id: "artifice", label: "CELESTOPOL.Skill.artifice", stat: "ame", resThreshold: 5 },
|
||||
attraction: { id: "attraction", label: "CELESTOPOL.Skill.attraction", stat: "ame", resThreshold: 2 },
|
||||
coercition: { id: "coercition", label: "CELESTOPOL.Skill.coercition", stat: "ame", resThreshold: 3 },
|
||||
faveur: { id: "faveur", label: "CELESTOPOL.Skill.faveur", stat: "ame", resThreshold: 6 },
|
||||
artifice: { id: "artifice", label: "CELESTOPOL.Skill.artifice", tooltip: "CELESTOPOL.Skill.tooltip.artifice", stat: "ame", resThreshold: 5 },
|
||||
attraction: { id: "attraction", label: "CELESTOPOL.Skill.attraction", tooltip: "CELESTOPOL.Skill.tooltip.attraction", stat: "ame", resThreshold: 2 },
|
||||
coercition: { id: "coercition", label: "CELESTOPOL.Skill.coercition", tooltip: "CELESTOPOL.Skill.tooltip.coercition", stat: "ame", resThreshold: 3 },
|
||||
faveur: { id: "faveur", label: "CELESTOPOL.Skill.faveur", tooltip: "CELESTOPOL.Skill.tooltip.faveur", stat: "ame", resThreshold: 6 },
|
||||
},
|
||||
corps: {
|
||||
echauffouree: { id: "echauffouree", label: "CELESTOPOL.Skill.echauffouree", stat: "corps", resThreshold: 6 },
|
||||
effacement: { id: "effacement", label: "CELESTOPOL.Skill.effacement", stat: "corps", resThreshold: 3 },
|
||||
mobilite: { id: "mobilite", label: "CELESTOPOL.Skill.mobilite", stat: "corps", resThreshold: 2 },
|
||||
prouesse: { id: "prouesse", label: "CELESTOPOL.Skill.prouesse", stat: "corps", resThreshold: 5 },
|
||||
echauffouree: { id: "echauffouree", label: "CELESTOPOL.Skill.echauffouree", tooltip: "CELESTOPOL.Skill.tooltip.echauffouree", stat: "corps", resThreshold: 6 },
|
||||
effacement: { id: "effacement", label: "CELESTOPOL.Skill.effacement", tooltip: "CELESTOPOL.Skill.tooltip.effacement", stat: "corps", resThreshold: 3 },
|
||||
mobilite: { id: "mobilite", label: "CELESTOPOL.Skill.mobilite", tooltip: "CELESTOPOL.Skill.tooltip.mobilite", stat: "corps", resThreshold: 2 },
|
||||
prouesse: { id: "prouesse", label: "CELESTOPOL.Skill.prouesse", tooltip: "CELESTOPOL.Skill.tooltip.prouesse", stat: "corps", resThreshold: 5 },
|
||||
},
|
||||
coeur: {
|
||||
appreciation: { id: "appreciation", label: "CELESTOPOL.Skill.appreciation", stat: "coeur", resThreshold: 6 },
|
||||
arts: { id: "arts", label: "CELESTOPOL.Skill.arts", stat: "coeur", resThreshold: 2 },
|
||||
inspiration: { id: "inspiration", label: "CELESTOPOL.Skill.inspiration", stat: "coeur", resThreshold: 3 },
|
||||
traque: { id: "traque", label: "CELESTOPOL.Skill.traque", stat: "coeur", resThreshold: 5 },
|
||||
appreciation: { id: "appreciation", label: "CELESTOPOL.Skill.appreciation", tooltip: "CELESTOPOL.Skill.tooltip.appreciation", stat: "coeur", resThreshold: 6 },
|
||||
arts: { id: "arts", label: "CELESTOPOL.Skill.arts", tooltip: "CELESTOPOL.Skill.tooltip.arts", stat: "coeur", resThreshold: 2 },
|
||||
inspiration: { id: "inspiration", label: "CELESTOPOL.Skill.inspiration", tooltip: "CELESTOPOL.Skill.tooltip.inspiration", stat: "coeur", resThreshold: 3 },
|
||||
traque: { id: "traque", label: "CELESTOPOL.Skill.traque", tooltip: "CELESTOPOL.Skill.tooltip.traque", stat: "coeur", resThreshold: 5 },
|
||||
},
|
||||
esprit: {
|
||||
instruction: { id: "instruction", label: "CELESTOPOL.Skill.instruction", stat: "esprit", resThreshold: 2 },
|
||||
mtechnologique: { id: "mtechnologique", label: "CELESTOPOL.Skill.mtechnologique", stat: "esprit", resThreshold: 6 },
|
||||
raisonnement: { id: "raisonnement", label: "CELESTOPOL.Skill.raisonnement", stat: "esprit", resThreshold: 5 },
|
||||
traitement: { id: "traitement", label: "CELESTOPOL.Skill.traitement", stat: "esprit", resThreshold: 3 },
|
||||
instruction: { id: "instruction", label: "CELESTOPOL.Skill.instruction", tooltip: "CELESTOPOL.Skill.tooltip.instruction", stat: "esprit", resThreshold: 2 },
|
||||
mtechnologique: { id: "mtechnologique", label: "CELESTOPOL.Skill.mtechnologique", tooltip: "CELESTOPOL.Skill.tooltip.mtechnologique", stat: "esprit", resThreshold: 6 },
|
||||
raisonnement: { id: "raisonnement", label: "CELESTOPOL.Skill.raisonnement", tooltip: "CELESTOPOL.Skill.tooltip.raisonnement", stat: "esprit", resThreshold: 5 },
|
||||
traitement: { id: "traitement", label: "CELESTOPOL.Skill.traitement", tooltip: "CELESTOPOL.Skill.tooltip.traitement", stat: "esprit", resThreshold: 3 },
|
||||
},
|
||||
}
|
||||
|
||||
@@ -88,6 +101,52 @@ export const FACTIONS = {
|
||||
cour: { id: "cour", label: "CELESTOPOL.Faction.cour" },
|
||||
}
|
||||
|
||||
/** Aspects de faction mobilisables au niveau du groupe. */
|
||||
export const FACTION_ASPECTS = {
|
||||
bonnesadresses: { id: "bonnesadresses", label: "CELESTOPOL.FactionAspect.bonnesadresses" },
|
||||
contrebande: { id: "contrebande", label: "CELESTOPOL.FactionAspect.contrebande" },
|
||||
corruption: { id: "corruption", label: "CELESTOPOL.FactionAspect.corruption" },
|
||||
diversion: { id: "diversion", label: "CELESTOPOL.FactionAspect.diversion" },
|
||||
falsification: { id: "falsification", label: "CELESTOPOL.FactionAspect.falsification" },
|
||||
passedroit: { id: "passedroit", label: "CELESTOPOL.FactionAspect.passedroit" },
|
||||
renforts: { id: "renforts", label: "CELESTOPOL.FactionAspect.renforts" },
|
||||
renseignements: { id: "renseignements", label: "CELESTOPOL.FactionAspect.renseignements" },
|
||||
ressources: { id: "ressources", label: "CELESTOPOL.FactionAspect.ressources" },
|
||||
surveillance: { id: "surveillance", label: "CELESTOPOL.FactionAspect.surveillance" },
|
||||
}
|
||||
|
||||
/** Tableau p.111 : aspects de faction disponibles selon l'organisation. */
|
||||
export const FACTION_ASPECTS_BY_FACTION = {
|
||||
police: [
|
||||
"diversion", "passedroit", "renforts", "renseignements", "ressources", "surveillance",
|
||||
],
|
||||
vorovskoymir: [
|
||||
"bonnesadresses", "contrebande", "corruption", "diversion", "falsification",
|
||||
"renforts", "renseignements", "ressources", "surveillance",
|
||||
],
|
||||
okhrana: [
|
||||
"corruption", "diversion", "falsification", "passedroit", "renforts",
|
||||
"renseignements", "ressources",
|
||||
],
|
||||
oto: [
|
||||
"contrebande", "corruption", "falsification", "renseignements", "surveillance",
|
||||
],
|
||||
syndicats: [
|
||||
"bonnesadresses", "contrebande", "corruption", "falsification", "renseignements", "surveillance",
|
||||
],
|
||||
pinkerton: [
|
||||
"bonnesadresses", "diversion", "falsification", "renforts",
|
||||
"renseignements", "ressources", "surveillance",
|
||||
],
|
||||
cour: [
|
||||
"bonnesadresses", "contrebande", "diversion", "renforts", "renseignements", "surveillance",
|
||||
],
|
||||
lunanovatek: [
|
||||
"contrebande", "corruption", "falsification", "renforts",
|
||||
"renseignements", "ressources", "surveillance",
|
||||
],
|
||||
}
|
||||
|
||||
/** Niveaux de blessures avec leur malus associé. */
|
||||
export const WOUND_LEVELS = [
|
||||
{ id: 0, label: "CELESTOPOL.Wound.none", malus: 0, duration: "" },
|
||||
@@ -209,6 +268,8 @@ export const SYSTEM = {
|
||||
ANOMALY_TYPES,
|
||||
ANOMALY_DEFINITIONS,
|
||||
FACTIONS,
|
||||
FACTION_ASPECTS,
|
||||
FACTION_ASPECTS_BY_FACTION,
|
||||
NPC_TYPES,
|
||||
ANTAGONISTE_STATS,
|
||||
WOUND_LEVELS,
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
export { default as CelestopolActor } from "./actor.mjs"
|
||||
export { default as CelestopolItem } from "./item.mjs"
|
||||
export { default as CelestopolChatMessage } from "./chat-message.mjs"
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
export default class CelestopolActor extends Actor {
|
||||
/** @override */
|
||||
getRollData() {
|
||||
|
||||
@@ -1 +1,14 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
export default class CelestopolChatMessage extends ChatMessage {}
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
const SYSTEM_ID = "fvtt-celestopol"
|
||||
|
||||
export default class CelestopolCombat extends Combat {
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
export default class CelestopolItem extends Item {
|
||||
/** @override */
|
||||
getRollData() {
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
|
||||
/** Construit la formule de jet à partir du nombre de dés et du modificateur total. */
|
||||
@@ -29,6 +42,58 @@ export class CelestopolRoll extends Roll {
|
||||
get skillLabel() { return this.options.skillLabel }
|
||||
get difficulty() { return this.options.difficulty }
|
||||
|
||||
/**
|
||||
* Convertit le niveau de dégâts d'une arme en nombre de blessures de base.
|
||||
* Règle : une attaque réussie inflige toujours 1 blessure, plus le bonus de dégâts.
|
||||
* @param {string|number|null} weaponDegats
|
||||
* @returns {number|null}
|
||||
*/
|
||||
static getIncomingWounds(weaponDegats) {
|
||||
const raw = `${weaponDegats ?? "0"}`
|
||||
const bonus = Number.parseInt(raw, 10)
|
||||
if (!Number.isFinite(bonus)) return null
|
||||
return Math.max(0, 1 + bonus)
|
||||
}
|
||||
|
||||
/**
|
||||
* Retourne la protection totale de l'armure équipée pour un acteur.
|
||||
* @param {Actor|null} actor
|
||||
* @returns {number}
|
||||
*/
|
||||
static getActorArmorProtection(actor) {
|
||||
if (!actor) return 0
|
||||
|
||||
if (typeof actor.system?.getArmorMalus === "function") {
|
||||
return Math.abs(actor.system.getArmorMalus())
|
||||
}
|
||||
|
||||
const derivedArmorMalus = actor.system?.armorMalus
|
||||
if (Number.isFinite(derivedArmorMalus)) {
|
||||
return Math.abs(derivedArmorMalus)
|
||||
}
|
||||
|
||||
const armures = actor.itemTypes?.armure ?? []
|
||||
return armures
|
||||
.filter(a => a.system.equipped)
|
||||
.reduce((sum, a) => sum + Math.abs(a.system.protection ?? a.system.malus ?? 0), 0)
|
||||
}
|
||||
|
||||
/**
|
||||
* Résout un acteur à partir de son UUID si disponible, sinon via son identifiant monde.
|
||||
* @param {object} ref
|
||||
* @param {string|null} ref.actorUuid
|
||||
* @param {string|null} ref.actorId
|
||||
* @returns {Promise<Actor|null>}
|
||||
*/
|
||||
static async resolveActor({ actorUuid = null, actorId = null } = {}) {
|
||||
if (actorUuid) {
|
||||
const actorFromUuid = await fromUuid(actorUuid)
|
||||
if (actorFromUuid) return actorFromUuid
|
||||
}
|
||||
if (actorId) return game.actors.get(actorId) ?? null
|
||||
return null
|
||||
}
|
||||
|
||||
/**
|
||||
* Ouvre le dialogue de configuration du jet via DialogV2 et exécute le jet.
|
||||
* @param {object} options
|
||||
@@ -71,6 +136,8 @@ export class CelestopolRoll extends Roll {
|
||||
value: m.value,
|
||||
label: game.i18n.localize(m.label),
|
||||
}))
|
||||
const factionAspectChoices = game.celestopol?.getFactionAspectSummary(options.actorId ? game.actors.get(options.actorId) : null)
|
||||
?.availableAspectChoices ?? []
|
||||
|
||||
const dialogContext = {
|
||||
actorName: options.actorName,
|
||||
@@ -89,6 +156,7 @@ export class CelestopolRoll extends Roll {
|
||||
aspectChoices,
|
||||
situationChoices,
|
||||
rangedModChoices,
|
||||
factionAspectChoices,
|
||||
availableTargets,
|
||||
fortuneValue,
|
||||
armorMalus,
|
||||
@@ -123,7 +191,7 @@ export class CelestopolRoll extends Roll {
|
||||
function applyTargetSelection() {
|
||||
if (!targetSelect) return
|
||||
const selectedOption = targetSelect.options[targetSelect.selectedIndex]
|
||||
const val = parseFloat(targetSelect.value)
|
||||
const val = parseFloat(selectedOption?.dataset.corps ?? "")
|
||||
const corpsPnjInput = wrap.querySelector('#corpsPnj')
|
||||
if (targetSelect.value && !isNaN(val)) {
|
||||
// Cible sélectionnée : masquer la valeur, afficher le nom
|
||||
@@ -155,6 +223,8 @@ export class CelestopolRoll extends Roll {
|
||||
const autoSucc = rawMod === "auto"
|
||||
const modifier = autoSucc ? 0 : (parseInt(rawMod ?? 0) || 0)
|
||||
const aspectMod = parseInt(wrap.querySelector('#aspectModifier')?.value ?? 0) || 0
|
||||
const selectedFactionAspect = wrap.querySelector('#factionAspectId')?.selectedOptions?.[0]
|
||||
const factionAspectBonus = parseInt(selectedFactionAspect?.dataset.value ?? 0) || 0
|
||||
const situMod = parseInt(wrap.querySelector('#situationMod')?.value ?? 0) || 0
|
||||
const rangedMod = parseInt(wrap.querySelector('#rangedMod')?.value ?? 0) || 0
|
||||
const useDestin = wrap.querySelector('#useDestin')?.checked
|
||||
@@ -180,7 +250,7 @@ export class CelestopolRoll extends Roll {
|
||||
const effSit = puiser ? Math.max(0, situMod) : situMod
|
||||
const effArmor = puiser ? 0 : armorMalus
|
||||
const effRanged = puiser ? Math.max(0, rangedMod) : rangedMod
|
||||
const totalMod = skillValue + effWound + effMod + effAspect + effSit + effArmor + effRanged
|
||||
const totalMod = skillValue + effWound + effMod + effAspect + factionAspectBonus + effSit + effArmor + effRanged
|
||||
|
||||
let formula
|
||||
if (autoSucc) {
|
||||
@@ -198,7 +268,7 @@ export class CelestopolRoll extends Roll {
|
||||
if (previewEl) previewEl.textContent = formula
|
||||
}
|
||||
|
||||
wrap.querySelectorAll('#modifier, #aspectModifier, #situationMod, #rangedMod, #useDestin, #useFortune, #puiserRessources, #corpsPnj')
|
||||
wrap.querySelectorAll('#modifier, #aspectModifier, #factionAspectId, #situationMod, #rangedMod, #useDestin, #useFortune, #puiserRessources, #corpsPnj')
|
||||
.forEach(el => {
|
||||
el.addEventListener('change', update)
|
||||
el.addEventListener('input', update)
|
||||
@@ -224,22 +294,38 @@ export class CelestopolRoll extends Roll {
|
||||
|
||||
if (!rollContext) return null
|
||||
|
||||
// En combat : Corps PNJ = seuil direct ; sinon seuil fixe = 11
|
||||
// En combat : Corps PNJ = seuil direct ; sinon seuil configurable via setting
|
||||
const corpsPnj = isCombat ? (parseInt(rollContext.corpsPnj ?? 7) || 7) : null
|
||||
const difficulty = isCombat ? "combat" : "standard"
|
||||
const defaultThreshold = game.settings.get(game.celestopol.SYSTEM.id, game.celestopol.DEFAULT_ROLL_THRESHOLD_SETTING)
|
||||
const diffConfig = isCombat
|
||||
? { value: corpsPnj, label: "CELESTOPOL.Combat.corpsPnj" }
|
||||
: { value: 11, label: "CELESTOPOL.Roll.threshold" }
|
||||
: { value: defaultThreshold, label: "CELESTOPOL.Roll.threshold" }
|
||||
const autoSuccess = rollContext.modifier === "auto"
|
||||
const modifier = autoSuccess ? 0 : (parseInt(rollContext.modifier ?? 0) || 0)
|
||||
const aspectMod = parseInt(rollContext.aspectModifier ?? 0) || 0
|
||||
const factionAspectId = typeof rollContext.factionAspectId === "string" ? rollContext.factionAspectId : ""
|
||||
const selectedFactionAspect = factionAspectChoices.find(choice => choice.id === factionAspectId) ?? null
|
||||
const factionAspectBonus = selectedFactionAspect?.value ?? 0
|
||||
const factionAspectLabel = selectedFactionAspect?.label ?? ""
|
||||
const situationMod = parseInt(rollContext.situationMod ?? 0) || 0
|
||||
const rangedMod = isRangedAttack ? (parseInt(rollContext.rangedMod ?? 0) || 0) : 0
|
||||
const isOpposition = !isCombat && !isResistance && (rollContext.isOpposition === true || rollContext.isOpposition === "true")
|
||||
const isOpposition = !isCombat && (rollContext.isOpposition === true || rollContext.isOpposition === "true")
|
||||
const useDestin = destGaugeFull && (rollContext.useDestin === true || rollContext.useDestin === "true")
|
||||
const useFortune = fortuneValue > 0 && (rollContext.useFortune === true || rollContext.useFortune === "true")
|
||||
const puiserRessources = rollContext.puiserRessources === true || rollContext.puiserRessources === "true"
|
||||
const rollMoonDie = rollContext.rollMoonDie === true || rollContext.rollMoonDie === "true"
|
||||
const selectedCombatTargetRef = typeof rollContext.targetSelect === "string" ? rollContext.targetSelect : ""
|
||||
const selectedCombatTarget = selectedCombatTargetRef
|
||||
? availableTargets.find(t => t.uuid === selectedCombatTargetRef || t.id === selectedCombatTargetRef) ?? null
|
||||
: null
|
||||
const resolvedWeaponName = (isRangedDefense && selectedCombatTarget?.weaponName) ? selectedCombatTarget.weaponName : weaponName
|
||||
const resolvedWeaponDegats = (isRangedDefense && selectedCombatTarget?.weaponDegats) ? selectedCombatTarget.weaponDegats : weaponDegats
|
||||
// Dégâts de l'arme adverse en cas d'échec (arme équipée du PNJ ciblé en mêlée, arme distance en esquive)
|
||||
const incomingWeaponDegats = selectedCombatTarget?.weaponDegats ?? resolvedWeaponDegats
|
||||
const targetActorId = selectedCombatTarget?.id || ""
|
||||
const targetActorUuid = selectedCombatTarget?.uuid || ""
|
||||
const targetActorName = selectedCombatTarget?.name || ""
|
||||
|
||||
// En résistance : forcer puiser=false, lune=false, fortune=false, destin=false
|
||||
const effectivePuiser = isResistance ? false : puiserRessources
|
||||
@@ -255,7 +341,7 @@ export class CelestopolRoll extends Roll {
|
||||
|
||||
// Fortune : 1d8 + 8 ; Destin : 3d8 ; sinon : 2d8
|
||||
const nbDice = (!isResistance && useDestin) ? 3 : 2
|
||||
const totalModifier = skillValue + effectiveWoundMalus + effectiveAspectMod + effectiveModifier + effectiveSituationMod + effectiveArmorMalus + effectiveRangedMod
|
||||
const totalModifier = skillValue + effectiveWoundMalus + effectiveAspectMod + effectiveModifier + factionAspectBonus + effectiveSituationMod + effectiveArmorMalus + effectiveRangedMod
|
||||
const formula = (!isResistance && useFortune)
|
||||
? buildFormula(1, totalModifier + 8)
|
||||
: buildFormula(nbDice, totalModifier)
|
||||
@@ -277,6 +363,9 @@ export class CelestopolRoll extends Roll {
|
||||
difficultyValue: diffConfig.value,
|
||||
modifier: effectiveModifier,
|
||||
aspectMod: effectiveAspectMod,
|
||||
factionAspectId,
|
||||
factionAspectLabel,
|
||||
factionAspectBonus,
|
||||
situationMod: effectiveSituationMod,
|
||||
woundMalus: effectiveWoundMalus,
|
||||
autoSuccess,
|
||||
@@ -285,15 +374,20 @@ export class CelestopolRoll extends Roll {
|
||||
isCombat,
|
||||
isRangedDefense,
|
||||
weaponType,
|
||||
weaponName,
|
||||
weaponDegats,
|
||||
weaponName: resolvedWeaponName,
|
||||
weaponDegats: resolvedWeaponDegats,
|
||||
incomingWeaponDegats,
|
||||
targetActorId,
|
||||
targetActorUuid,
|
||||
targetActorName,
|
||||
availableTargets,
|
||||
rangedMod: effectiveRangedMod,
|
||||
useDestin: !isResistance && useDestin,
|
||||
useFortune: !isResistance && useFortune,
|
||||
puiserRessources: effectivePuiser,
|
||||
nbDice: (!isResistance && useFortune) ? 1 : nbDice,
|
||||
formula,
|
||||
rollMode: rollContext.visibility ?? "publicroll",
|
||||
rollMode: rollContext.visibility ?? "public",
|
||||
rollMoonDie: effectiveMoon,
|
||||
moonDieResult,
|
||||
moonFace,
|
||||
@@ -305,7 +399,10 @@ export class CelestopolRoll extends Roll {
|
||||
roll.computeResult()
|
||||
|
||||
// Test de résistance échoué → cocher automatiquement la prochaine case de blessure
|
||||
const actor = game.actors.get(options.actorId)
|
||||
const actor = await this.resolveActor({
|
||||
actorUuid: options.actorUuid ?? null,
|
||||
actorId: options.actorId ?? null,
|
||||
})
|
||||
if (isResistance && actor && roll.options.resultType === "failure") {
|
||||
const nextLvl = (actor.system.blessures.lvl ?? 0) + 1
|
||||
if (nextLvl <= 8) {
|
||||
@@ -314,16 +411,25 @@ export class CelestopolRoll extends Roll {
|
||||
}
|
||||
}
|
||||
|
||||
// Mêlée échouée OU défense à distance échouée → joueur prend une blessure
|
||||
if (isCombat && (weaponType === "melee" || isRangedDefense) && actor && roll.options.resultType === "failure") {
|
||||
const nextLvl = (actor.system.blessures.lvl ?? 0) + 1
|
||||
if (nextLvl <= 8) {
|
||||
// Mêlée échouée OU défense à distance échouée → le protagoniste (PJ uniquement) subit les dégâts de l'arme PNJ
|
||||
if (isCombat && (weaponType === "melee" || isRangedDefense) && actor?.type === "character" && roll.options.resultType === "failure") {
|
||||
const incomingWounds = this.getIncomingWounds(roll.options.incomingWeaponDegats ?? resolvedWeaponDegats)
|
||||
const protection = this.getActorArmorProtection(actor)
|
||||
const appliedWounds = incomingWounds === null
|
||||
? 1
|
||||
: Math.max(0, incomingWounds - protection)
|
||||
if (appliedWounds > 0) {
|
||||
const nextLvl = Math.min(8, (actor.system.blessures.lvl ?? 0) + appliedWounds)
|
||||
await actor.update({ "system.blessures.lvl": nextLvl })
|
||||
roll.options.woundTaken = nextLvl
|
||||
roll.options.woundTakenCount = appliedWounds
|
||||
roll.options.incomingWounds = incomingWounds
|
||||
roll.options.selectedTargetProtection = protection
|
||||
roll.options.selectedTargetAppliedWounds = appliedWounds
|
||||
}
|
||||
}
|
||||
|
||||
await roll.toMessage({}, { rollMode: rollData.rollMode })
|
||||
await roll.toMessage({}, { messageMode: rollData.rollMode })
|
||||
|
||||
// Batching de toutes les mises à jour de l'acteur en un seul appel réseau
|
||||
if (actor) {
|
||||
@@ -359,7 +465,7 @@ export class CelestopolRoll extends Roll {
|
||||
|
||||
/**
|
||||
* Détermine succès/échec selon la marge (total − seuil).
|
||||
* Seuil : 11 pour les tests normaux, Corps PNJ pour le combat.
|
||||
* Seuil : configurable via setting pour les tests normaux, Corps PNJ pour le combat.
|
||||
* Pas de succès/échec critique — seul le Dé de la Lune produit des résultats exceptionnels.
|
||||
*/
|
||||
computeResult() {
|
||||
@@ -374,9 +480,10 @@ export class CelestopolRoll extends Roll {
|
||||
this.options.margin = null
|
||||
return
|
||||
}
|
||||
const defaultThreshold = game.settings.get(game.celestopol.SYSTEM.id, game.celestopol.DEFAULT_ROLL_THRESHOLD_SETTING)
|
||||
const threshold = this.options.isCombat
|
||||
? (this.options.difficultyValue ?? 0)
|
||||
: 11
|
||||
: defaultThreshold
|
||||
if (threshold === 0) {
|
||||
this.options.resultType = "unknown"
|
||||
this.options.margin = null
|
||||
@@ -405,13 +512,16 @@ export class CelestopolRoll extends Roll {
|
||||
const resultType = this.resultType
|
||||
const diceResults = this.dice[0]?.results?.map(r => r.result) ?? []
|
||||
const diceSum = diceResults.reduce((a, b) => a + b, 0)
|
||||
const defaultThreshold = game.settings.get(game.celestopol.SYSTEM.id, game.celestopol.DEFAULT_ROLL_THRESHOLD_SETTING)
|
||||
const threshold = this.options.isCombat
|
||||
? (this.options.difficultyValue ?? 0)
|
||||
: 11
|
||||
: defaultThreshold
|
||||
const margin = this.options.margin
|
||||
const woundMalus = this.options.woundMalus ?? 0
|
||||
const armorMalus = this.options.armorMalus ?? 0
|
||||
const skillValue = this.options.skillValue ?? 0
|
||||
const woundLevelId = this.options.woundLevel ?? 0
|
||||
const weaponDegats = `${this.options.weaponDegats ?? "0"}`
|
||||
const woundLabel = woundLevelId > 0
|
||||
? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
|
||||
: null
|
||||
@@ -430,13 +540,40 @@ export class CelestopolRoll extends Roll {
|
||||
}
|
||||
|
||||
const isOpposition = this.options.isOpposition ?? false
|
||||
const isWeaponHit = (this.options.isCombat ?? false) && !(this.options.isRangedDefense ?? false) && this.isSuccess
|
||||
const incomingWounds = isWeaponHit ? this.constructor.getIncomingWounds(weaponDegats) : null
|
||||
const hasVariableDamage = isWeaponHit && incomingWounds === null
|
||||
const targetActorId = this.options.targetActorId ?? ""
|
||||
const targetActorUuid = this.options.targetActorUuid ?? ""
|
||||
const targetActorName = this.options.targetActorName ?? ""
|
||||
const availableTargets = (this.options.availableTargets ?? []).map(target => ({
|
||||
...target,
|
||||
selected: target.uuid === targetActorUuid || target.id === targetActorId,
|
||||
}))
|
||||
const selectedTargetActor = await this.constructor.resolveActor({
|
||||
actorUuid: targetActorUuid,
|
||||
actorId: targetActorId,
|
||||
})
|
||||
const selectedTargetProtection = selectedTargetActor
|
||||
? this.constructor.getActorArmorProtection(selectedTargetActor)
|
||||
: null
|
||||
const selectedTargetAppliedWounds = (incomingWounds !== null && selectedTargetActor)
|
||||
? Math.max(0, incomingWounds - selectedTargetProtection)
|
||||
: null
|
||||
|
||||
// Libellé de difficulté : en combat "Corps PNJ : N", en opposition "vs ?", sinon "Seuil : 11"
|
||||
// Type de l'acteur qui lance le jet (character | npc)
|
||||
const rollingActor = await this.constructor.resolveActor({
|
||||
actorUuid: this.options.actorUuid ?? null,
|
||||
actorId: this.options.actorId ?? null,
|
||||
})
|
||||
const actorType = rollingActor?.type ?? this.options.actorType ?? null
|
||||
|
||||
// Libellé de difficulté : en combat "Corps PNJ : N", en opposition "vs ?", sinon "Seuil : N"
|
||||
const difficultyLabel = this.options.isCombat
|
||||
? `${game.i18n.localize("CELESTOPOL.Combat.corpsPnj")} : ${threshold}`
|
||||
: isOpposition
|
||||
? `${game.i18n.localize("CELESTOPOL.Roll.oppositionVs")}`
|
||||
: `${game.i18n.localize("CELESTOPOL.Roll.threshold")} : 11`
|
||||
: `${game.i18n.localize("CELESTOPOL.Roll.threshold")} : ${threshold}`
|
||||
|
||||
return {
|
||||
cssClass: [SYSTEM.id, "dice-roll"].join(" "),
|
||||
@@ -464,22 +601,39 @@ export class CelestopolRoll extends Roll {
|
||||
modifier: this.options.modifier ?? 0,
|
||||
autoSuccess: this.options.autoSuccess ?? false,
|
||||
aspectMod: this.options.aspectMod ?? 0,
|
||||
factionAspectLabel: this.options.factionAspectLabel ?? "",
|
||||
factionAspectBonus: this.options.factionAspectBonus ?? 0,
|
||||
skillValue,
|
||||
useDestin: this.options.useDestin ?? false,
|
||||
useFortune: this.options.useFortune ?? false,
|
||||
puiserRessources: this.options.puiserRessources ?? false,
|
||||
nbDice: this.options.nbDice ?? diceResults.length,
|
||||
woundMalus,
|
||||
armorMalus,
|
||||
woundLabel,
|
||||
isResistance: this.options.isResistance ?? false,
|
||||
isCombat: this.options.isCombat ?? false,
|
||||
actorType,
|
||||
isNpcAttack: actorType === "npc",
|
||||
weaponName: this.options.weaponName ?? null,
|
||||
weaponDegats: this.options.weaponDegats ?? null,
|
||||
weaponDegats,
|
||||
weaponType: this.options.weaponType ?? null,
|
||||
isRangedDefense: this.options.isRangedDefense ?? false,
|
||||
woundTaken: this.options.woundTaken ?? null,
|
||||
woundTakenCount: this.options.woundTakenCount ?? null,
|
||||
situationMod: this.options.situationMod ?? 0,
|
||||
rangedMod: this.options.rangedMod ?? 0,
|
||||
hasDamageSummary: isWeaponHit,
|
||||
incomingWounds,
|
||||
incomingWoundsDisplay: incomingWounds ?? "1 + X",
|
||||
hasVariableDamage,
|
||||
canApplyWeaponDamage: incomingWounds !== null,
|
||||
targetActorId,
|
||||
targetActorUuid,
|
||||
targetActorName,
|
||||
selectedTargetProtection,
|
||||
selectedTargetAppliedWounds,
|
||||
availableTargets,
|
||||
// Dé de lune
|
||||
hasMoonDie: moonDieResult !== null,
|
||||
moonDieResult,
|
||||
@@ -488,20 +642,55 @@ export class CelestopolRoll extends Roll {
|
||||
moonResultClass: moonResultType?.cssClass ?? "",
|
||||
moonResultLabel: moonResultType ? game.i18n.localize(moonResultType.label) : "",
|
||||
moonResultDesc: moonResultType ? game.i18n.localize(moonResultType.desc) : "",
|
||||
moonResultTypeId: moonResultType?.id ?? null,
|
||||
moonActorId: (actorType === "character") ? (this.options.actorId ?? null) : null,
|
||||
moonActorUuid: (actorType === "character") ? (this.options.actorUuid ?? null) : null,
|
||||
moonActorIsCharacter: actorType === "character",
|
||||
isPrivate,
|
||||
tooltip: isPrivate ? "" : await this.getTooltip(),
|
||||
}
|
||||
}
|
||||
|
||||
/** @override */
|
||||
async toMessage(messageData = {}, { rollMode, create = true } = {}) {
|
||||
async toMessage(messageData = {}, { messageMode, rollMode, create = true } = {}) {
|
||||
const modernToLegacyRollMode = {
|
||||
public: CONST.DICE_ROLL_MODES.PUBLIC,
|
||||
gm: CONST.DICE_ROLL_MODES.PRIVATE,
|
||||
blind: CONST.DICE_ROLL_MODES.BLIND,
|
||||
self: CONST.DICE_ROLL_MODES.SELF,
|
||||
ic: CONST.DICE_ROLL_MODES.PUBLIC,
|
||||
}
|
||||
let effectiveRollMode = rollMode ?? messageMode ?? game.settings.get("core", "rollMode") ?? CONST.DICE_ROLL_MODES.PUBLIC
|
||||
effectiveRollMode = modernToLegacyRollMode[effectiveRollMode] ?? effectiveRollMode
|
||||
if (!Object.values(CONST.DICE_ROLL_MODES).includes(effectiveRollMode)) {
|
||||
effectiveRollMode = game.settings.get("core", "rollMode") ?? CONST.DICE_ROLL_MODES.PUBLIC
|
||||
}
|
||||
|
||||
if (!this._evaluated) await this.evaluate({ allowInteractive: effectiveRollMode !== CONST.DICE_ROLL_MODES.BLIND })
|
||||
|
||||
const skillLocalized = this.skillLabel ? game.i18n.localize(this.skillLabel) : ""
|
||||
const statLocalized = this.options.statLabel
|
||||
? game.i18n.localize(this.options.statLabel) : ""
|
||||
const flavor = statLocalized
|
||||
? `<strong>${statLocalized} › ${skillLocalized}</strong>`
|
||||
: `<strong>${skillLocalized}</strong>`
|
||||
return super.toMessage({ flavor, ...messageData }, { rollMode })
|
||||
const speakerActor = await this.constructor.resolveActor({
|
||||
actorUuid: this.options.actorUuid ?? null,
|
||||
actorId: this.options.actorId ?? null,
|
||||
})
|
||||
const content = await this.render({ isPrivate: effectiveRollMode !== CONST.DICE_ROLL_MODES.PUBLIC })
|
||||
const chatData = foundry.utils.mergeObject({
|
||||
author: game.user.id,
|
||||
content,
|
||||
flavor,
|
||||
sound: CONFIG.sounds.dice,
|
||||
rolls: [this],
|
||||
speaker: speakerActor ? ChatMessage.getSpeaker({ actor: speakerActor }) : undefined,
|
||||
style: CONST.CHAT_MESSAGE_STYLES.OTHER,
|
||||
}, messageData)
|
||||
ChatMessage.applyRollMode(chatData, effectiveRollMode)
|
||||
if (create) return ChatMessage.create(chatData)
|
||||
return chatData
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -516,6 +705,7 @@ export class CelestopolRoll extends Roll {
|
||||
const resultType = face ? SYSTEM.MOON_RESULT_TYPES[face.result] ?? null : null
|
||||
const isGoodFortune = result <= 4
|
||||
|
||||
const actorIsCharacter = actor?.type === "character"
|
||||
const templateData = {
|
||||
result,
|
||||
moonFaceSymbol: face?.symbol ?? "",
|
||||
@@ -523,8 +713,12 @@ export class CelestopolRoll extends Roll {
|
||||
moonResultLabel: resultType ? game.i18n.localize(resultType.label) : "",
|
||||
moonResultDesc: resultType ? game.i18n.localize(resultType.desc) : "",
|
||||
moonResultClass: resultType?.cssClass ?? "",
|
||||
moonResultTypeId: resultType?.id ?? null,
|
||||
isGoodFortune,
|
||||
actorName: actor?.name ?? null,
|
||||
moonActorIsCharacter: actorIsCharacter,
|
||||
moonActorId: actorIsCharacter ? (actor.id ?? null) : null,
|
||||
moonActorUuid: actorIsCharacter ? (actor.uuid ?? null) : null,
|
||||
}
|
||||
|
||||
const content = await foundry.applications.handlebars.renderTemplate(
|
||||
@@ -539,8 +733,7 @@ export class CelestopolRoll extends Roll {
|
||||
await ChatMessage.create({
|
||||
content,
|
||||
speaker,
|
||||
rolls: [roll],
|
||||
style: CONST.CHAT_MESSAGE_STYLES?.ROLL ?? 5,
|
||||
style: CONST.CHAT_MESSAGE_STYLES.OTHER,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
export { default as CelestopolCharacter } from "./character.mjs"
|
||||
export { default as CelestopolNPC } from "./npc.mjs"
|
||||
export { CelestopolAnomaly, CelestopolAspect, CelestopolEquipment, CelestopolWeapon, CelestopolArmure } from "./items.mjs"
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
|
||||
export default class CelestopolCharacter extends foundry.abstract.TypeDataModel {
|
||||
@@ -116,6 +129,8 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
// Description & notes
|
||||
schema.descriptionPhysique = new fields.HTMLField({ required: true, textSearch: true })
|
||||
schema.descriptionPsychologique = new fields.HTMLField({ required: true, textSearch: true })
|
||||
schema.historique = new fields.HTMLField({ required: true, initial: "", textSearch: true })
|
||||
schema.portraitImage = new fields.StringField({ required: true, nullable: false, initial: "" })
|
||||
schema.notes = new fields.HTMLField({ required: true, textSearch: true })
|
||||
|
||||
// Données biographiques
|
||||
@@ -165,8 +180,21 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
getArmorMalus() {
|
||||
if (!this.parent) return 0
|
||||
return -(this.parent.itemTypes.armure
|
||||
.filter(a => a.system.equipped && a.system.malus > 0)
|
||||
.reduce((sum, a) => sum + a.system.malus, 0))
|
||||
.filter(a => a.system.equipped && (a.system.protection ?? a.system.malus) > 0)
|
||||
.reduce((sum, a) => sum + (a.system.protection ?? a.system.malus), 0))
|
||||
}
|
||||
|
||||
/**
|
||||
* Retourne le malus d'armure applicable pour un jet PJ.
|
||||
* Règle : uniquement sur Mobilité et Effacement si l'armure est équipée.
|
||||
* @param {string} statId
|
||||
* @param {string|null} skillId
|
||||
* @returns {number}
|
||||
*/
|
||||
getArmorMalusForRoll(statId, skillId = null) {
|
||||
if (statId !== "corps") return 0
|
||||
if (!["mobilite", "effacement"].includes(skillId)) return 0
|
||||
return this.getArmorMalus()
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -190,6 +218,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId,
|
||||
@@ -198,11 +227,11 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
skillLabel: skill.label,
|
||||
skillValue: skill.value,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalus(),
|
||||
armorMalus: this.getArmorMalusForRoll(statId, skillId),
|
||||
woundLevel: this.blessures.lvl,
|
||||
difficulty: this.prefs.difficulty,
|
||||
rollMoonDie: this.prefs.rollMoonDie ?? false,
|
||||
destGaugeFull: this.destin.lvl > 0,
|
||||
destGaugeFull: this.destin.lvl >= 8,
|
||||
fortuneValue: this.attributs.fortune.value,
|
||||
})
|
||||
}
|
||||
@@ -221,6 +250,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId,
|
||||
@@ -229,7 +259,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
skillLabel: "CELESTOPOL.Roll.resistanceTest",
|
||||
skillValue: statData.res,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalus(),
|
||||
armorMalus: 0,
|
||||
woundLevel: this.blessures.lvl,
|
||||
isResistance: true,
|
||||
rollMoonDie: false,
|
||||
@@ -240,35 +270,48 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
}
|
||||
|
||||
/**
|
||||
* Collecte les tokens PNJs disponibles comme cibles de combat.
|
||||
* Priorise le combat tracker, sinon les tokens ciblés par l'utilisateur.
|
||||
* @returns {Array<{id:string, name:string, corps:number}>}
|
||||
* Collecte les cibles de combat sur la scène active.
|
||||
* Pour un PJ attaquant, seules les cibles PNJ présentes sur la scène sont proposées.
|
||||
* @param {object} options
|
||||
* @param {boolean} [options.onlyRanged=false] - Filtrer sur les PNJ ayant une arme à distance équipée
|
||||
* @param {boolean} [options.fallbackToAll=false] - Revenir à tous les PNJ si aucune cible trouvée
|
||||
* @param {boolean} [options.includeMeleeWeapon=false] - Inclure l'arme de mêlée équipée du PNJ (dégâts adverses)
|
||||
* @returns {Array<{id:string, uuid:string, name:string, corps:number, weaponName?:string, weaponDegats?:string}>}
|
||||
*/
|
||||
_getCombatTargets() {
|
||||
const toEntry = actor => ({
|
||||
_getCombatTargets({ onlyRanged = false, fallbackToAll = false, includeMeleeWeapon = false } = {}) {
|
||||
const getEquippedWeapon = (actor, type) =>
|
||||
actor.itemTypes?.weapon?.find(item => item.system.type === type && item.system.equipped) ?? null
|
||||
|
||||
const toEntry = actor => {
|
||||
const entry = {
|
||||
id: actor.id,
|
||||
uuid: actor.uuid,
|
||||
name: actor.name,
|
||||
corps: actor.system.stats?.corps?.res ?? 0,
|
||||
})
|
||||
// Priorité 1 : PNJs dans le combat actif
|
||||
if (game.combat?.active) {
|
||||
const list = game.combat.combatants
|
||||
.filter(c => c.actor?.type === "npc" && c.actorId !== this.parent.id)
|
||||
.map(c => toEntry(c.actor))
|
||||
if (list.length) return list
|
||||
}
|
||||
// Priorité 2 : Tokens ciblés par le joueur
|
||||
const targeted = [...(game.user?.targets ?? [])]
|
||||
.filter(t => t.actor?.type === "npc")
|
||||
.map(t => toEntry(t.actor))
|
||||
if (targeted.length) return targeted
|
||||
// Priorité 3 : Tous les tokens NPC de la scène active
|
||||
if (canvas?.tokens?.placeables) {
|
||||
return canvas.tokens.placeables
|
||||
if (onlyRanged) {
|
||||
const weapon = getEquippedWeapon(actor, "distance")
|
||||
if (weapon) {
|
||||
entry.weaponName = weapon.name
|
||||
entry.weaponDegats = weapon.system.degats
|
||||
}
|
||||
} else if (includeMeleeWeapon) {
|
||||
const weapon = getEquippedWeapon(actor, "melee")
|
||||
entry.weaponDegats = weapon ? weapon.system.degats : "0"
|
||||
}
|
||||
return entry
|
||||
}
|
||||
|
||||
const sceneTokens = canvas?.scene?.isView ? (canvas.tokens?.placeables ?? []) : []
|
||||
const targets = [...new Map(sceneTokens
|
||||
.filter(t => t.actor?.type === "npc" && t.actor.id !== this.parent.id)
|
||||
.map(t => toEntry(t.actor))
|
||||
}
|
||||
return []
|
||||
.filter(t => !onlyRanged || getEquippedWeapon(t.actor, "distance"))
|
||||
.map(t => {
|
||||
const actor = t.actor
|
||||
return [actor.uuid, toEntry(actor)]
|
||||
})).values()]
|
||||
if (!targets.length && onlyRanged && fallbackToAll) return this._getCombatTargets()
|
||||
return targets
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -288,6 +331,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId: "corps",
|
||||
@@ -296,17 +340,50 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
skillLabel: SYSTEM.SKILLS.corps.echauffouree.label,
|
||||
skillValue: echauffouree.value,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalus(),
|
||||
armorMalus: this.getArmorMalusForRoll("corps", "echauffouree"),
|
||||
woundLevel: this.blessures.lvl,
|
||||
rollMoonDie: this.prefs.rollMoonDie ?? false,
|
||||
destGaugeFull: this.destin.lvl > 0,
|
||||
destGaugeFull: this.destin.lvl >= 8,
|
||||
fortuneValue: this.attributs.fortune.value,
|
||||
isCombat: true,
|
||||
isRangedDefense: false,
|
||||
weaponType: item.system.type,
|
||||
weaponName: item.name,
|
||||
weaponDegats: item.system.degats,
|
||||
availableTargets: this._getCombatTargets(),
|
||||
availableTargets: this._getCombatTargets({ includeMeleeWeapon: item.system.type === "melee" }),
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Lance une attaque à mains nues (Échauffourée sans arme).
|
||||
*/
|
||||
async rollUnarmedAttack() {
|
||||
const { CelestopolRoll } = await import("../documents/roll.mjs")
|
||||
const echauffouree = this.stats.corps.echauffouree
|
||||
if (!echauffouree) return null
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId: "corps",
|
||||
skillId: "echauffouree",
|
||||
statLabel: SYSTEM.STATS.corps.label,
|
||||
skillLabel: SYSTEM.SKILLS.corps.echauffouree.label,
|
||||
skillValue: echauffouree.value,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalusForRoll("corps", "echauffouree"),
|
||||
woundLevel: this.blessures.lvl,
|
||||
rollMoonDie: this.prefs.rollMoonDie ?? false,
|
||||
destGaugeFull: this.destin.lvl >= 8,
|
||||
fortuneValue: this.attributs.fortune.value,
|
||||
isCombat: true,
|
||||
isRangedDefense: false,
|
||||
weaponType: "melee",
|
||||
weaponName: game.i18n.localize("CELESTOPOL.Combat.unarmedAttack"),
|
||||
weaponDegats: "0",
|
||||
availableTargets: this._getCombatTargets({ includeMeleeWeapon: true }),
|
||||
})
|
||||
}
|
||||
|
||||
@@ -326,6 +403,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId: "corps",
|
||||
@@ -334,17 +412,51 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
skillLabel: SYSTEM.SKILLS.corps.mobilite.label,
|
||||
skillValue: mobilite.value,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalus(),
|
||||
armorMalus: this.getArmorMalusForRoll("corps", "mobilite"),
|
||||
woundLevel: this.blessures.lvl,
|
||||
rollMoonDie: this.prefs.rollMoonDie ?? false,
|
||||
destGaugeFull: this.destin.lvl > 0,
|
||||
destGaugeFull: this.destin.lvl >= 8,
|
||||
fortuneValue: this.attributs.fortune.value,
|
||||
isCombat: true,
|
||||
isRangedDefense: true,
|
||||
weaponType: "distance",
|
||||
weaponName: item.name,
|
||||
weaponDegats: "0",
|
||||
availableTargets: this._getCombatTargets(),
|
||||
availableTargets: this._getCombatTargets({ onlyRanged: true, fallbackToAll: true }),
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Lance une esquive d'attaque à distance sans dépendre d'une arme possédée par le PJ.
|
||||
* @returns {Promise<import("../documents/roll.mjs").CelestopolRoll|null>}
|
||||
*/
|
||||
async rollRangedDefenseBase() {
|
||||
const { CelestopolRoll } = await import("../documents/roll.mjs")
|
||||
const mobilite = this.stats.corps.mobilite
|
||||
if (!mobilite) return null
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId: "corps",
|
||||
skillId: "mobilite",
|
||||
statLabel: SYSTEM.STATS.corps.label,
|
||||
skillLabel: SYSTEM.SKILLS.corps.mobilite.label,
|
||||
skillValue: mobilite.value,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalusForRoll("corps", "mobilite"),
|
||||
woundLevel: this.blessures.lvl,
|
||||
rollMoonDie: this.prefs.rollMoonDie ?? false,
|
||||
destGaugeFull: this.destin.lvl >= 8,
|
||||
fortuneValue: this.attributs.fortune.value,
|
||||
isCombat: true,
|
||||
isRangedDefense: true,
|
||||
weaponType: "distance",
|
||||
weaponName: game.i18n.localize("CELESTOPOL.Combat.rangedAttack"),
|
||||
weaponDegats: "0",
|
||||
availableTargets: this._getCombatTargets({ onlyRanged: true, fallbackToAll: true }),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
|
||||
/** Schéma partagé pour les bonus/malus par domaine (utilisé dans anomaly/aspect). */
|
||||
@@ -72,6 +85,7 @@ export class CelestopolWeapon extends foundry.abstract.TypeDataModel {
|
||||
choices: Object.keys(SYSTEM.WEAPON_DAMAGE_TYPES) }),
|
||||
portee: new fields.StringField({ required: true, nullable: false, initial: "contact",
|
||||
choices: Object.keys(SYSTEM.WEAPON_RANGE_TYPES) }),
|
||||
equipped: new fields.BooleanField({ initial: false }),
|
||||
description: new fields.HTMLField({ required: true, textSearch: true }),
|
||||
}
|
||||
}
|
||||
@@ -83,9 +97,14 @@ export class CelestopolArmure extends foundry.abstract.TypeDataModel {
|
||||
const reqInt = { required: true, nullable: false, integer: true }
|
||||
return {
|
||||
protection: new fields.NumberField({ ...reqInt, initial: 1, min: 1, max: 2 }),
|
||||
malus: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 2 }),
|
||||
malus: new fields.NumberField({ ...reqInt, initial: 1, min: 0, max: 2 }),
|
||||
equipped: new fields.BooleanField({ initial: false }),
|
||||
description: new fields.HTMLField({ required: true, textSearch: true }),
|
||||
}
|
||||
}
|
||||
|
||||
prepareDerivedData() {
|
||||
super.prepareDerivedData()
|
||||
this.malus = this.protection
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/**
|
||||
* Célestopol 1922 — Système FoundryVTT
|
||||
*
|
||||
* Célestopol 1922 est un jeu de rôle édité par Antre-Monde Éditions.
|
||||
* Ce système FoundryVTT est une implémentation indépendante et n'est pas
|
||||
* affilié à Antre-Monde Éditions,
|
||||
* mais a été réalisé avec l'autorisation d'Antre-Monde Éditions.
|
||||
*
|
||||
* @author LeRatierBretonnien
|
||||
* @copyright 2025–2026 LeRatierBretonnien
|
||||
* @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
|
||||
export default class CelestopolNPC extends foundry.abstract.TypeDataModel {
|
||||
@@ -21,7 +34,7 @@ export default class CelestopolNPC extends foundry.abstract.TypeDataModel {
|
||||
// PNJs : 4 domaines uniquement (pas de sous-compétences)
|
||||
const domainField = (statId) => new fields.SchemaField({
|
||||
label: new fields.StringField({ required: true, initial: SYSTEM.STATS[statId].label }),
|
||||
res: new fields.NumberField({ ...reqInt, initial: 0, min: 0, max: 8 }),
|
||||
res: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
|
||||
actuel: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
|
||||
})
|
||||
|
||||
@@ -38,6 +51,7 @@ export default class CelestopolNPC extends foundry.abstract.TypeDataModel {
|
||||
|
||||
schema.histoire = new fields.HTMLField({ required: true, textSearch: true })
|
||||
schema.descriptionPhysique = new fields.HTMLField({ required: true, textSearch: true })
|
||||
schema.portraitImage = new fields.StringField({ required: true, nullable: false, initial: "" })
|
||||
schema.notes = new fields.HTMLField({ required: true, textSearch: true })
|
||||
|
||||
return schema
|
||||
@@ -66,7 +80,20 @@ export default class CelestopolNPC extends foundry.abstract.TypeDataModel {
|
||||
const armures = this.parent?.itemTypes?.armure ?? []
|
||||
return armures
|
||||
.filter(a => a.system.equipped)
|
||||
.reduce((sum, a) => sum + (a.system.malus ? -Math.abs(a.system.malus) : 0), 0)
|
||||
.reduce((sum, a) => {
|
||||
const value = a.system.protection ?? a.system.malus
|
||||
return sum + (value ? -Math.abs(value) : 0)
|
||||
}, 0)
|
||||
}
|
||||
|
||||
/**
|
||||
* Retourne le malus d'armure applicable pour un jet PNJ.
|
||||
* Règle : sur tous les jets de Corps uniquement.
|
||||
* @param {string} statId
|
||||
* @returns {number}
|
||||
*/
|
||||
getArmorMalusForRoll(statId) {
|
||||
return statId === "corps" ? this.getArmorMalus() : 0
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -85,13 +112,14 @@ export default class CelestopolNPC extends foundry.abstract.TypeDataModel {
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId,
|
||||
skillLabel,
|
||||
skillValue: statData.res,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalus(),
|
||||
armorMalus: this.getArmorMalusForRoll(statId),
|
||||
woundLevel: this.blessures.lvl,
|
||||
})
|
||||
}
|
||||
@@ -100,4 +128,95 @@ export default class CelestopolNPC extends foundry.abstract.TypeDataModel {
|
||||
async rollResistance(statId) {
|
||||
return this.roll(statId)
|
||||
}
|
||||
|
||||
/**
|
||||
* Collecte les cibles protagonistes de la scène active pour les jets de combat PNJ.
|
||||
* @returns {Array<{id:string, name:string, corps:number}>}
|
||||
*/
|
||||
_getCombatTargets() {
|
||||
const toEntry = actor => ({
|
||||
id: actor.id,
|
||||
uuid: actor.uuid,
|
||||
name: actor.name,
|
||||
corps: actor.system.stats?.corps?.res ?? 0,
|
||||
})
|
||||
const sceneTokens = canvas?.scene?.isView ? (canvas.tokens?.placeables ?? []) : []
|
||||
return [...new Map(sceneTokens
|
||||
.filter(t => t.actor?.type === "character" && t.actor.id !== this.parent.id)
|
||||
.map(t => {
|
||||
const actor = t.actor
|
||||
return [actor.id, toEntry(actor)]
|
||||
})).values()]
|
||||
}
|
||||
|
||||
/**
|
||||
* Lance une attaque PNJ avec une arme.
|
||||
* Le test utilise le domaine Corps et transmet explicitement les dégâts de l'arme.
|
||||
* @param {string} itemId
|
||||
* @returns {Promise<import("../documents/roll.mjs").CelestopolRoll|null>}
|
||||
*/
|
||||
async rollAttack(itemId) {
|
||||
const { CelestopolRoll } = await import("../documents/roll.mjs")
|
||||
const item = this.parent.items.get(itemId)
|
||||
if (!item || item.type !== "weapon") return null
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId: "corps",
|
||||
skillId: null,
|
||||
statLabel: SYSTEM.STATS.corps.label,
|
||||
skillLabel: "CELESTOPOL.Combat.attack",
|
||||
skillValue: this.stats.corps.res,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalusForRoll("corps"),
|
||||
woundLevel: this.blessures.lvl,
|
||||
rollMoonDie: false,
|
||||
destGaugeFull: false,
|
||||
fortuneValue: 0,
|
||||
isCombat: true,
|
||||
isRangedDefense: false,
|
||||
weaponType: item.system.type,
|
||||
weaponName: item.name,
|
||||
weaponDegats: item.system.degats,
|
||||
availableTargets: this._getCombatTargets(),
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Lance un jet de tir/esquive PNJ avec une arme à distance.
|
||||
* @param {string} itemId
|
||||
* @returns {Promise<import("../documents/roll.mjs").CelestopolRoll|null>}
|
||||
*/
|
||||
async rollRangedDefense(itemId) {
|
||||
const { CelestopolRoll } = await import("../documents/roll.mjs")
|
||||
const item = this.parent.items.get(itemId)
|
||||
if (!item || item.type !== "weapon" || item.system.type !== "distance") return null
|
||||
|
||||
return CelestopolRoll.prompt({
|
||||
actorId: this.parent.id,
|
||||
actorUuid: this.parent.uuid,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
statId: "corps",
|
||||
skillId: null,
|
||||
statLabel: SYSTEM.STATS.corps.label,
|
||||
skillLabel: "CELESTOPOL.Combat.rangedDefenseTitle",
|
||||
skillValue: this.stats.corps.res,
|
||||
woundMalus: this.getWoundMalus(),
|
||||
armorMalus: this.getArmorMalusForRoll("corps"),
|
||||
woundLevel: this.blessures.lvl,
|
||||
rollMoonDie: false,
|
||||
destGaugeFull: false,
|
||||
fortuneValue: 0,
|
||||
isCombat: true,
|
||||
isRangedDefense: true,
|
||||
weaponType: "distance",
|
||||
weaponName: item.name,
|
||||
weaponDegats: item.system.degats,
|
||||
availableTargets: this._getCombatTargets(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
MANIFEST-000105
|
||||
@@ -0,0 +1,11 @@
|
||||
2026/05/29-18:25:23.135570 7f381f7fe6c0 Delete type=3 #1
|
||||
2026/05/29-18:27:57.110280 7f381e7fc6c0 Level-0 table #108: started
|
||||
2026/05/29-18:27:57.110317 7f381e7fc6c0 Level-0 table #108: 0 bytes OK
|
||||
2026/05/29-18:27:57.146936 7f381e7fc6c0 Delete type=0 #106
|
||||
2026/05/29-18:27:57.291474 7f381e7fc6c0 Manual compaction at level-0 from '!journal!eNYstmPK0mMmVJYC' @ 72057594037927935 : 1 .. '!journal.pages!eNYstmPK0mMmVJYC.r9h1ggd3G9hiqYJX' @ 0 : 0; will stop at '!journal.pages!eNYstmPK0mMmVJYC.r9h1ggd3G9hiqYJX' @ 1 : 1
|
||||
2026/05/29-18:27:57.291484 7f381e7fc6c0 Compacting 1@0 + 0@1 files
|
||||
2026/05/29-18:27:57.308314 7f381e7fc6c0 Generated table #109@0: 6 keys, 5441 bytes
|
||||
2026/05/29-18:27:57.308348 7f381e7fc6c0 Compacted 1@0 + 0@1 files => 5441 bytes
|
||||
2026/05/29-18:27:57.339343 7f381e7fc6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
|
||||
2026/05/29-18:27:57.339668 7f381e7fc6c0 Delete type=2 #88
|
||||
2026/05/29-18:27:57.450192 7f381e7fc6c0 Manual compaction at level-0 from '!journal.pages!eNYstmPK0mMmVJYC.r9h1ggd3G9hiqYJX' @ 1 : 1 .. '!journal.pages!eNYstmPK0mMmVJYC.r9h1ggd3G9hiqYJX' @ 0 : 0; will stop at (end)
|
||||
@@ -0,0 +1,4 @@
|
||||
2026/05/29-18:25:23.120174 7f381f7fe6c0 Log #103: 0 ops saved to Table #104 OK
|
||||
2026/05/29-18:25:23.120268 7f381f7fe6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/fvtt-celestopol/packs-system/aides-de-jeu/000103.log: OK
|
||||
2026/05/29-18:25:23.120320 7f381f7fe6c0 Table #88: 6 entries OK
|
||||
2026/05/29-18:25:23.123657 7f381f7fe6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/fvtt-celestopol/packs-system/aides-de-jeu; recovered 1 files; 5441 bytes. Some data may have been lost. ****
|
||||
@@ -1 +1 @@
|
||||
MANIFEST-000018
|
||||
MANIFEST-000168
|
||||
|
||||
@@ -1,3 +1,12 @@
|
||||
2026/04/06-17:46:52.532955 7f67ebfff6c0 Recovering log #15
|
||||
2026/04/06-17:46:52.543005 7f67ebfff6c0 Delete type=3 #13
|
||||
2026/04/06-17:46:52.543081 7f67ebfff6c0 Delete type=0 #15
|
||||
2026/05/29-18:25:23.097516 7f381effd6c0 Delete type=3 #1
|
||||
2026/05/29-18:27:57.232279 7f381e7fc6c0 Level-0 table #171: started
|
||||
2026/05/29-18:27:57.253183 7f381e7fc6c0 Level-0 table #171: 3524 bytes OK
|
||||
2026/05/29-18:27:57.291326 7f381e7fc6c0 Delete type=0 #169
|
||||
2026/05/29-18:27:57.404912 7f381e7fc6c0 Manual compaction at level-0 from '!items!anomCommMorts001' @ 72057594037927935 : 1 .. '!items!null' @ 0 : 0; will stop at '!items!null' @ 141 : 1
|
||||
2026/05/29-18:27:57.404922 7f381e7fc6c0 Compacting 2@0 + 0@1 files
|
||||
2026/05/29-18:27:57.421172 7f381e7fc6c0 Generated table #172@0: 9 keys, 6617 bytes
|
||||
2026/05/29-18:27:57.421194 7f381e7fc6c0 Compacted 2@0 + 0@1 files => 6617 bytes
|
||||
2026/05/29-18:27:57.449840 7f381e7fc6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
|
||||
2026/05/29-18:27:57.449959 7f381e7fc6c0 Delete type=2 #166
|
||||
2026/05/29-18:27:57.450112 7f381e7fc6c0 Delete type=2 #171
|
||||
2026/05/29-18:27:57.505063 7f381e7fc6c0 Manual compaction at level-0 from '!items!null' @ 141 : 1 .. '!items!null' @ 0 : 0; will stop at (end)
|
||||
|
||||
@@ -1,15 +1,4 @@
|
||||
2026/04/05-21:02:44.634018 7f8249dff6c0 Recovering log #10
|
||||
2026/04/05-21:02:44.729398 7f8249dff6c0 Delete type=3 #8
|
||||
2026/04/05-21:02:44.729470 7f8249dff6c0 Delete type=0 #10
|
||||
2026/04/06-00:09:38.933436 7f82177fe6c0 Level-0 table #16: started
|
||||
2026/04/06-00:09:38.937122 7f82177fe6c0 Level-0 table #16: 3525 bytes OK
|
||||
2026/04/06-00:09:38.943462 7f82177fe6c0 Delete type=0 #14
|
||||
2026/04/06-00:09:38.943723 7f82177fe6c0 Manual compaction at level-0 from '!items!anomCommMorts001' @ 72057594037927935 : 1 .. '!items!null' @ 0 : 0; will stop at (end)
|
||||
2026/04/06-00:09:38.966124 7f82177fe6c0 Manual compaction at level-1 from '!items!anomCommMorts001' @ 72057594037927935 : 1 .. '!items!null' @ 0 : 0; will stop at '!items!null' @ 17 : 1
|
||||
2026/04/06-00:09:38.966141 7f82177fe6c0 Compacting 1@1 + 1@2 files
|
||||
2026/04/06-00:09:38.969869 7f82177fe6c0 Generated table #17@1: 9 keys, 6617 bytes
|
||||
2026/04/06-00:09:38.969906 7f82177fe6c0 Compacted 1@1 + 1@2 files => 6617 bytes
|
||||
2026/04/06-00:09:38.976148 7f82177fe6c0 compacted to: files[ 0 0 1 0 0 0 0 ]
|
||||
2026/04/06-00:09:38.976266 7f82177fe6c0 Delete type=2 #12
|
||||
2026/04/06-00:09:38.976457 7f82177fe6c0 Delete type=2 #16
|
||||
2026/04/06-00:09:38.987710 7f82177fe6c0 Manual compaction at level-1 from '!items!null' @ 17 : 1 .. '!items!null' @ 0 : 0; will stop at (end)
|
||||
2026/05/29-18:25:23.059599 7f381effd6c0 Log #164: 0 ops saved to Table #167 OK
|
||||
2026/05/29-18:25:23.059740 7f381effd6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/fvtt-celestopol/packs-system/anomalies/000164.log: OK
|
||||
2026/05/29-18:25:23.059875 7f381effd6c0 Table #166: 9 entries OK
|
||||
2026/05/29-18:25:23.063157 7f381effd6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/fvtt-celestopol/packs-system/anomalies; recovered 1 files; 6617 bytes. Some data may have been lost. ****
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
MANIFEST-000066
|
||||
@@ -0,0 +1,11 @@
|
||||
2026/05/29-18:25:23.116810 7f381ffff6c0 Delete type=3 #1
|
||||
2026/05/29-18:27:57.533567 7f381e7fc6c0 Level-0 table #69: started
|
||||
2026/05/29-18:27:57.533614 7f381e7fc6c0 Level-0 table #69: 0 bytes OK
|
||||
2026/05/29-18:27:57.568380 7f381e7fc6c0 Delete type=0 #67
|
||||
2026/05/29-18:27:57.662122 7f381e7fc6c0 Manual compaction at level-0 from '!actors!6RZ6IzJUHm4dB5Ut' @ 72057594037927935 : 1 .. '!folders!MbFQgPdF6Gtbj5AU' @ 0 : 0; will stop at '!folders!MbFQgPdF6Gtbj5AU' @ 37 : 1
|
||||
2026/05/29-18:27:57.662130 7f381e7fc6c0 Compacting 1@0 + 0@1 files
|
||||
2026/05/29-18:27:57.681906 7f381e7fc6c0 Generated table #70@0: 36 keys, 35733 bytes
|
||||
2026/05/29-18:27:57.681939 7f381e7fc6c0 Compacted 1@0 + 0@1 files => 35733 bytes
|
||||
2026/05/29-18:27:57.724776 7f381e7fc6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
|
||||
2026/05/29-18:27:57.724885 7f381e7fc6c0 Delete type=2 #49
|
||||
2026/05/29-18:27:57.817815 7f381e7fc6c0 Manual compaction at level-0 from '!folders!MbFQgPdF6Gtbj5AU' @ 37 : 1 .. '!folders!MbFQgPdF6Gtbj5AU' @ 0 : 0; will stop at (end)
|
||||
@@ -0,0 +1,4 @@
|
||||
2026/05/29-18:25:23.101143 7f381ffff6c0 Log #64: 0 ops saved to Table #65 OK
|
||||
2026/05/29-18:25:23.101233 7f381ffff6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/fvtt-celestopol/packs-system/pretires/000064.log: OK
|
||||
2026/05/29-18:25:23.101342 7f381ffff6c0 Table #49: 36 entries OK
|
||||
2026/05/29-18:25:23.105539 7f381ffff6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/fvtt-celestopol/packs-system/pretires; recovered 1 files; 35733 bytes. Some data may have been lost. ****
|
||||
@@ -0,0 +1 @@
|
||||
MANIFEST-000108
|
||||
@@ -0,0 +1,11 @@
|
||||
2026/05/29-18:25:23.154144 7f381ffff6c0 Delete type=3 #1
|
||||
2026/05/29-18:27:57.197941 7f381e7fc6c0 Level-0 table #111: started
|
||||
2026/05/29-18:27:57.197975 7f381e7fc6c0 Level-0 table #111: 0 bytes OK
|
||||
2026/05/29-18:27:57.232075 7f381e7fc6c0 Delete type=0 #109
|
||||
2026/05/29-18:27:57.339840 7f381e7fc6c0 Manual compaction at level-0 from '!scenes!0iGCRqkdJKjmmbl4' @ 72057594037927935 : 1 .. '!scenes.levels!X3XJg7raEXtOFOtj.defaultLevel0000' @ 0 : 0; will stop at '!scenes.levels!X3XJg7raEXtOFOtj.defaultLevel0000' @ 61 : 1
|
||||
2026/05/29-18:27:57.339849 7f381e7fc6c0 Compacting 1@0 + 0@1 files
|
||||
2026/05/29-18:27:57.358860 7f381e7fc6c0 Generated table #112@0: 4 keys, 1746 bytes
|
||||
2026/05/29-18:27:57.358888 7f381e7fc6c0 Compacted 1@0 + 0@1 files => 1746 bytes
|
||||
2026/05/29-18:27:57.404742 7f381e7fc6c0 compacted to: files[ 0 1 0 0 0 0 0 ]
|
||||
2026/05/29-18:27:57.404821 7f381e7fc6c0 Delete type=2 #91
|
||||
2026/05/29-18:27:57.505039 7f381e7fc6c0 Manual compaction at level-0 from '!scenes.levels!X3XJg7raEXtOFOtj.defaultLevel0000' @ 61 : 1 .. '!scenes.levels!X3XJg7raEXtOFOtj.defaultLevel0000' @ 0 : 0; will stop at (end)
|
||||
@@ -0,0 +1,4 @@
|
||||
2026/05/29-18:25:23.139385 7f381ffff6c0 Log #106: 0 ops saved to Table #107 OK
|
||||
2026/05/29-18:25:23.139489 7f381ffff6c0 Archiving /home/morr/foundry/foundrydata-dev/Data/systems/fvtt-celestopol/packs-system/scenes/000106.log: OK
|
||||
2026/05/29-18:25:23.139532 7f381ffff6c0 Table #91: 4 entries OK
|
||||
2026/05/29-18:25:23.142713 7f381ffff6c0 **** Repaired leveldb /home/morr/foundry/foundrydata-dev/Data/systems/fvtt-celestopol/packs-system/scenes; recovered 1 files; 1746 bytes. Some data may have been lost. ****
|
||||