# Copilot Instructions — fvtt-celestopol ## Project Overview This is a **Foundry VTT system** for **Célestopol 1922**, a French tabletop RPG set in an art-deco 1922 universe. The project targets FoundryVTT v13+ and is developed in French. The reference rulebooks are in `__regles/` (gitignored): - *Célestopol 1922 Livre de base* — core rulebook - *Célestopol 1922 Fiches de prêts à jouer* — pre-generated character sheets ## Architecture This system uses **FoundryVTT v13 DataModels + ApplicationV2** — NOT the legacy template.json / AppV1 approach. ``` fvtt-celestopol.mjs # Main entry point (Hooks.once("init")) module/ config/system.mjs # All game constants (SYSTEM export) models/ # TypeDataModel subclasses (character, npc, items) documents/ # Actor, Item, ChatMessage, Roll wrappers applications/sheets/ # AppV2 sheets (HandlebarsApplicationMixin) lang/fr.json # French i18n (key prefix: CELESTOPOL.*) styles/ # LESS source files css/ # Compiled CSS (via gulp) templates/ # Handlebars (.hbs) templates assets/fonts/ # CopaseticNF art-deco font assets/ui/ # Background images assets/icons/ # Item icons packs-system/ # Source files for compendium packs ``` ## DataModels (no template.json) - Extend `foundry.abstract.TypeDataModel` - Schema in `static defineSchema()` using `foundry.data.fields.*` - `prepareDerivedData()` for computed values - Files: `module/models/character.mjs`, `npc.mjs`, `items.mjs` ## ApplicationV2 / Sheets - Actor sheets: `HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2)` - Item sheets: `HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2)` - `static DEFAULT_OPTIONS` for config; `static PARTS` for templates - `_prepareContext()` for base context; `_preparePartContext(partId, context)` for per-tab - Edit/Play mode toggle via `_sheetMode` + `isPlayMode`/`isEditMode` getters - Actions: `static #onXxx(event, target)` private static methods in `DEFAULT_OPTIONS.actions` - `form: { submitOnChange: true }` enables live saving ## Roll Mechanics - Pool of d6 dice: `nbDice = max(1, skillValue + woundMalus)` - Formula: `{n}d6 [+ moonBonus + modifier]` - Moon phase bonus: Nouvelle Lune=0, Croissants=+1, Gibbeuse=+2, Pleine Lune=+3 - Compare total vs difficulty threshold (normal=7) - Wound malus: levels 1-2=0, 3-4=-1, 5-6=-2, 7=-3, 8=-999 (out) - DialogV2 for roll configuration: `foundry.applications.api.DialogV2.wait(...)` ## Game Data (4 stats × 4 skills) - **Âme**: Artifice, Attraction, Coercition, Faveur - **Corps**: Échauffourée, Effacement, Mobilité, Prouesse - **Cœur**: Appréciation, Arts, Inspiration, Traque - **Esprit**: Instruction, Merveilleux technologique, Raisonnement, Traitement **Tracks**: Blessures (8 niveaux), Destin (8), Spleen (8) **Anomalies**: 9 types (none + 8) **Factions**: 8 standard + 2 custom ## Build ```bash npm install # Install dev deps npx gulp css # Compile LESS → css/fvtt-celestopol.css (once) npx gulp # Compile + watch ``` ## Visual Style - Font: **CopaseticNF** (Regular + Bold, in `assets/fonts/`) — art-deco style - Header bg color: `rgb(12, 76, 12)` (dark green) with orange text (`#e07b00`) - Sheet header texture: `assets/ui/fond_cadrille.jpg` - CSS variables: `--cel-green`, `--cel-orange`, `--cel-font-title`, etc. ## Language All in-game text, labels, and code comments should be in **French**. Code identifiers may be English. All i18n keys use the `CELESTOPOL.*` prefix (see `lang/fr.json`).