diff --git a/css/cde-theme.css b/css/cde-theme.css index 180a346..75a307b 100644 --- a/css/cde-theme.css +++ b/css/cde-theme.css @@ -981,6 +981,346 @@ section.npc .cde-neon-tabs .item.active { .cde-npc-tracks .cde-track-note input { width: 100%; } +.cde-chat-app-buttons { + display: flex; + gap: 6px; + padding: 6px 8px 4px; + border-top: 1px solid #1a2436; +} +.cde-chat-app-buttons .cde-chat-btn { + flex: 1 1 0; + display: flex; + align-items: center; + justify-content: center; + gap: 6px; + padding: 5px 8px; + font-size: 11px; + font-family: "Orbitron", "Averia", sans-serif; + text-transform: uppercase; + letter-spacing: 0.06em; + background: #101622; + border: 1px solid #1a2436; + border-radius: 4px; + color: #7d94b8; + cursor: pointer; + transition: all 0.2s; +} +.cde-chat-app-buttons .cde-chat-btn i { + font-size: 12px; +} +.cde-chat-app-buttons .cde-chat-btn:hover { + background: rgba(74, 158, 255, 0.1); + border-color: #4a9eff; + color: #4a9eff; + box-shadow: 0 0 8px rgba(74, 158, 255, 0.3); +} +.cde-chat-app-buttons .cde-chat-btn--tinji:hover { + background: rgba(255, 61, 90, 0.1); + border-color: #ff3d5a; + color: #ff3d5a; + box-shadow: 0 0 8px rgba(255, 61, 90, 0.3); +} +.cde-loksyu-standalone .cde-loksyu-app-body { + padding: 12px; +} +.cde-loksyu-standalone .cde-loksyu-elements { + display: grid; + grid-template-columns: repeat(5, 1fr); + gap: 8px; + margin-bottom: 12px; +} +.cde-loksyu-standalone .cde-lok-card { + background: rgba(16, 22, 34, 0.8); + border: 1px solid #1a2436; + border-radius: 6px; + padding: 8px 6px; + display: flex; + flex-direction: column; + gap: 6px; + transition: border-color 0.2s; +} +.cde-loksyu-standalone .cde-lok-card--wood:hover { + border-color: #4a9e3f; +} +.cde-loksyu-standalone .cde-lok-card--wood .cde-lok-input:focus { + border-bottom-color: #4a9e3f; +} +.cde-loksyu-standalone .cde-lok-card--fire:hover { + border-color: #ff3d5a; +} +.cde-loksyu-standalone .cde-lok-card--fire .cde-lok-input:focus { + border-bottom-color: #ff3d5a; +} +.cde-loksyu-standalone .cde-lok-card--earth:hover { + border-color: #c88a3a; +} +.cde-loksyu-standalone .cde-lok-card--earth .cde-lok-input:focus { + border-bottom-color: #c88a3a; +} +.cde-loksyu-standalone .cde-lok-card--metal:hover { + border-color: #7d94b8; +} +.cde-loksyu-standalone .cde-lok-card--metal .cde-lok-input:focus { + border-bottom-color: #7d94b8; +} +.cde-loksyu-standalone .cde-lok-card--water:hover { + border-color: #4a9eff; +} +.cde-loksyu-standalone .cde-lok-card--water .cde-lok-input:focus { + border-bottom-color: #4a9eff; +} +.cde-loksyu-standalone .cde-lok-header { + display: flex; + align-items: center; + gap: 6px; +} +.cde-loksyu-standalone .cde-lok-header img.cde-lok-icon { + border-radius: 4px; + flex-shrink: 0; +} +.cde-loksyu-standalone .cde-lok-titles { + flex: 1 1 0; + min-width: 0; + display: flex; + flex-direction: column; +} +.cde-loksyu-standalone .cde-lok-titles .cde-lok-name { + font-size: 10px; + font-weight: 700; + text-transform: uppercase; + letter-spacing: 0.08em; + color: #e2e8f4; +} +.cde-loksyu-standalone .cde-lok-titles .cde-lok-qual { + font-size: 9px; + color: #7d94b8; + white-space: nowrap; + overflow: hidden; + text-overflow: ellipsis; +} +.cde-loksyu-standalone .cde-lok-reset { + color: #7d94b8; + font-size: 11px; + flex-shrink: 0; + cursor: pointer; +} +.cde-loksyu-standalone .cde-lok-reset:hover { + color: #e2e8f4; +} +.cde-loksyu-standalone .cde-lok-values { + display: flex; + flex-direction: column; + gap: 4px; +} +.cde-loksyu-standalone .cde-lok-polarity { + display: flex; + align-items: center; + gap: 4px; +} +.cde-loksyu-standalone .cde-lok-polarity .cde-lok-pol-label { + font-size: 9px; + color: #7d94b8; + width: 30px; + flex-shrink: 0; +} +.cde-loksyu-standalone .cde-lok-polarity--yang .cde-lok-pol-label { + color: #e2e8f4; +} +.cde-loksyu-standalone .cde-lok-input { + flex: 1 1 0; + background: transparent; + border: none; + border-bottom: 1px solid #1a2436; + color: #e2e8f4; + font-size: 13px; + font-weight: 700; + text-align: center; + padding: 2px 0; + transition: border-bottom-color 0.2s; + width: 100%; +} +.cde-loksyu-standalone .cde-lok-input:focus { + outline: none; +} +.cde-loksyu-standalone .cde-lok-input[disabled] { + opacity: 0.5; + cursor: default; +} +.cde-loksyu-standalone .cde-loksyu-visual-row { + text-align: center; + margin: 6px 0; +} +.cde-loksyu-standalone .cde-loksyu-visual-row .cde-lok-visual { + max-width: 100%; + max-height: 80px; + opacity: 0.6; +} +.cde-loksyu-standalone .cde-lok-footer { + display: flex; + justify-content: center; + padding-top: 6px; + border-top: 1px solid #1a2436; + margin-top: 6px; +} +.cde-loksyu-standalone .cde-lok-reset-all { + display: flex; + align-items: center; + gap: 6px; + padding: 5px 14px; + font-size: 11px; + background: rgba(255, 61, 90, 0.12); + border: 1px solid rgba(255, 61, 90, 0.3); + border-radius: 4px; + color: #7d94b8; + cursor: pointer; + transition: all 0.2s; +} +.cde-loksyu-standalone .cde-lok-reset-all:hover { + background: rgba(255, 61, 90, 0.2); + border-color: #ff3d5a; + color: #e2e8f4; +} +.cde-tinji-standalone .cde-tinji-app-body { + padding: 16px 12px; + display: flex; + align-items: center; + gap: 16px; +} +.cde-tinji-standalone .cde-tinji-display { + flex: 1 1 0; + display: flex; + flex-direction: column; + align-items: center; + gap: 8px; +} +.cde-tinji-standalone .cde-tinji-chinese-large { + font-size: 40px; + color: #ff3d5a; + text-shadow: 0 0 20px rgba(255, 61, 90, 0.6); + line-height: 1; + font-family: serif; +} +.cde-tinji-standalone .cde-tinji-label { + font-size: 10px; + font-family: "Orbitron", sans-serif; + text-transform: uppercase; + letter-spacing: 0.12em; + color: #7d94b8; +} +.cde-tinji-standalone .cde-tinji-counter { + display: flex; + align-items: center; + gap: 8px; + margin: 4px 0; +} +.cde-tinji-standalone .cde-tinji-step { + width: 28px; + height: 28px; + background: #101622; + border: 1px solid #1a2436; + border-radius: 50%; + color: #7d94b8; + font-size: 18px; + cursor: pointer; + display: flex; + align-items: center; + justify-content: center; + transition: all 0.2s; + line-height: 1; + padding: 0; +} +.cde-tinji-standalone .cde-tinji-step:hover { + background: rgba(255, 61, 90, 0.15); + border-color: #ff3d5a; + color: #ff3d5a; +} +.cde-tinji-standalone .cde-tinji-direct { + width: 72px; + background: transparent; + border: none; + border-bottom: 2px solid #ff3d5a; + color: #ff3d5a; + font-size: 36px; + font-weight: 700; + text-align: center; + text-shadow: 0 0 12px rgba(255, 61, 90, 0.5); + padding: 0; +} +.cde-tinji-standalone .cde-tinji-direct:focus { + outline: none; +} +.cde-tinji-standalone .cde-tinji-direct[disabled] { + opacity: 0.7; + cursor: default; +} +.cde-tinji-standalone .cde-tinji-hint { + font-size: 10px; + color: #7d94b8; + text-align: center; +} +.cde-tinji-standalone .cde-tinji-actions { + display: flex; + gap: 6px; + margin-top: 6px; +} +.cde-tinji-standalone .cde-tinji-spend-btn, +.cde-tinji-standalone .cde-tinji-reset-btn { + display: flex; + align-items: center; + gap: 5px; + padding: 5px 12px; + font-size: 11px; + border-radius: 4px; + cursor: pointer; + transition: all 0.2s; +} +.cde-tinji-standalone .cde-tinji-spend-btn { + background: rgba(255, 61, 90, 0.15); + border: 1px solid #ff3d5a; + color: #ff3d5a; +} +.cde-tinji-standalone .cde-tinji-spend-btn:hover { + background: rgba(255, 61, 90, 0.3); +} +.cde-tinji-standalone .cde-tinji-spend-btn[disabled] { + opacity: 0.4; + cursor: not-allowed; + pointer-events: none; +} +.cde-tinji-standalone .cde-tinji-reset-btn { + background: #101622; + border: 1px solid #1a2436; + color: #7d94b8; +} +.cde-tinji-standalone .cde-tinji-reset-btn:hover { + border-color: #e2e8f4; + color: #e2e8f4; +} +.cde-tinji-standalone .cde-tinji-visual { + width: 90px; + height: auto; + opacity: 0.6; + flex-shrink: 0; +} +.cde-tinji-spend-msg { + display: flex; + align-items: center; + gap: 6px; + font-size: 12px; + padding: 6px 8px; + background: rgba(255, 61, 90, 0.08); + border-left: 3px solid #ff3d5a; + border-radius: 4px; + color: #e2e8f4; +} +.cde-tinji-spend-msg i { + color: #ff3d5a; +} +.cde-tinji-spend-msg .cde-tinji-remain { + margin-left: auto; + font-size: 10px; + color: #7d94b8; +} .cde-loksyu-grid { display: grid; grid-template-columns: repeat(5, minmax(0, 1fr)); diff --git a/css/cde-theme.less b/css/cde-theme.less index 4734f1f..081a451 100644 --- a/css/cde-theme.less +++ b/css/cde-theme.less @@ -1032,6 +1032,351 @@ section.npc .cde-neon-tabs .item.active { color: @cde-supernatural; borde // ============================================================ // Loksyu — 5 elemental cards grid // ============================================================ +// ============================================================ +// Chat buttons — Loksyu / TinJi quick-access +// ============================================================ +.cde-chat-app-buttons { + display: flex; + gap: 6px; + padding: 6px 8px 4px; + border-top: 1px solid @cde-border; + + .cde-chat-btn { + flex: 1 1 0; + display: flex; + align-items: center; + justify-content: center; + gap: 6px; + padding: 5px 8px; + font-size: 11px; + font-family: "Orbitron", "Averia", sans-serif; + text-transform: uppercase; + letter-spacing: 0.06em; + background: @cde-surface; + border: 1px solid @cde-border; + border-radius: 4px; + color: @cde-muted; + cursor: pointer; + transition: all 0.2s; + + i { font-size: 12px; } + + &:hover { + background: fade(@cde-spell, 10%); + border-color: @cde-spell; + color: @cde-spell; + box-shadow: 0 0 8px fade(@cde-spell, 30%); + } + + &--tinji:hover { + background: fade(@cde-kungfu, 10%); + border-color: @cde-kungfu; + color: @cde-kungfu; + box-shadow: 0 0 8px fade(@cde-kungfu, 30%); + } + } +} + +// ============================================================ +// Loksyu standalone app +// ============================================================ +.cde-loksyu-standalone { + .cde-loksyu-app-body { + padding: 12px; + } + + .cde-loksyu-elements { + display: grid; + grid-template-columns: repeat(5, 1fr); + gap: 8px; + margin-bottom: 12px; + } + + .cde-lok-card { + background: fade(@cde-surface, 80%); + border: 1px solid @cde-border; + border-radius: 6px; + padding: 8px 6px; + display: flex; + flex-direction: column; + gap: 6px; + transition: border-color 0.2s; + + &--wood { &:hover { border-color: #4a9e3f; } .cde-lok-input:focus { border-bottom-color: #4a9e3f; } } + &--fire { &:hover { border-color: @cde-kungfu; } .cde-lok-input:focus { border-bottom-color: @cde-kungfu; } } + &--earth { &:hover { border-color: #c88a3a; } .cde-lok-input:focus { border-bottom-color: #c88a3a; } } + &--metal { &:hover { border-color: @cde-muted; } .cde-lok-input:focus { border-bottom-color: @cde-muted; } } + &--water { &:hover { border-color: @cde-spell; } .cde-lok-input:focus { border-bottom-color: @cde-spell; } } + } + + .cde-lok-header { + display: flex; + align-items: center; + gap: 6px; + + img.cde-lok-icon { border-radius: 4px; flex-shrink: 0; } + } + + .cde-lok-titles { + flex: 1 1 0; + min-width: 0; + display: flex; + flex-direction: column; + + .cde-lok-name { + font-size: 10px; + font-weight: 700; + text-transform: uppercase; + letter-spacing: 0.08em; + color: @cde-text; + } + + .cde-lok-qual { + font-size: 9px; + color: @cde-muted; + white-space: nowrap; + overflow: hidden; + text-overflow: ellipsis; + } + } + + .cde-lok-reset { + color: @cde-muted; + font-size: 11px; + flex-shrink: 0; + cursor: pointer; + &:hover { color: @cde-text; } + } + + .cde-lok-values { + display: flex; + flex-direction: column; + gap: 4px; + } + + .cde-lok-polarity { + display: flex; + align-items: center; + gap: 4px; + + .cde-lok-pol-label { + font-size: 9px; + color: @cde-muted; + width: 30px; + flex-shrink: 0; + } + + &--yang .cde-lok-pol-label { color: @cde-text; } + } + + .cde-lok-input { + flex: 1 1 0; + background: transparent; + border: none; + border-bottom: 1px solid @cde-border; + color: @cde-text; + font-size: 13px; + font-weight: 700; + text-align: center; + padding: 2px 0; + transition: border-bottom-color 0.2s; + width: 100%; + + &:focus { outline: none; } + &[disabled] { opacity: 0.5; cursor: default; } + } + + .cde-loksyu-visual-row { + text-align: center; + margin: 6px 0; + + .cde-lok-visual { + max-width: 100%; + max-height: 80px; + opacity: 0.6; + } + } + + .cde-lok-footer { + display: flex; + justify-content: center; + padding-top: 6px; + border-top: 1px solid @cde-border; + margin-top: 6px; + } + + .cde-lok-reset-all { + display: flex; + align-items: center; + gap: 6px; + padding: 5px 14px; + font-size: 11px; + background: fade(@cde-kungfu, 12%); + border: 1px solid fade(@cde-kungfu, 30%); + border-radius: 4px; + color: @cde-muted; + cursor: pointer; + transition: all 0.2s; + + &:hover { + background: fade(@cde-kungfu, 20%); + border-color: @cde-kungfu; + color: @cde-text; + } + } +} + +// ============================================================ +// TinJi standalone app +// ============================================================ +.cde-tinji-standalone { + .cde-tinji-app-body { + padding: 16px 12px; + display: flex; + align-items: center; + gap: 16px; + } + + .cde-tinji-display { + flex: 1 1 0; + display: flex; + flex-direction: column; + align-items: center; + gap: 8px; + } + + .cde-tinji-chinese-large { + font-size: 40px; + color: @cde-kungfu; + text-shadow: 0 0 20px fade(@cde-kungfu, 60%); + line-height: 1; + font-family: serif; + } + + .cde-tinji-label { + font-size: 10px; + font-family: "Orbitron", sans-serif; + text-transform: uppercase; + letter-spacing: 0.12em; + color: @cde-muted; + } + + .cde-tinji-counter { + display: flex; + align-items: center; + gap: 8px; + margin: 4px 0; + } + + .cde-tinji-step { + width: 28px; + height: 28px; + background: @cde-surface; + border: 1px solid @cde-border; + border-radius: 50%; + color: @cde-muted; + font-size: 18px; + cursor: pointer; + display: flex; + align-items: center; + justify-content: center; + transition: all 0.2s; + line-height: 1; + padding: 0; + + &:hover { + background: fade(@cde-kungfu, 15%); + border-color: @cde-kungfu; + color: @cde-kungfu; + } + } + + .cde-tinji-direct { + width: 72px; + background: transparent; + border: none; + border-bottom: 2px solid @cde-kungfu; + color: @cde-kungfu; + font-size: 36px; + font-weight: 700; + text-align: center; + text-shadow: 0 0 12px fade(@cde-kungfu, 50%); + padding: 0; + + &:focus { outline: none; } + &[disabled] { opacity: 0.7; cursor: default; } + } + + .cde-tinji-hint { + font-size: 10px; + color: @cde-muted; + text-align: center; + } + + .cde-tinji-actions { + display: flex; + gap: 6px; + margin-top: 6px; + } + + .cde-tinji-spend-btn, + .cde-tinji-reset-btn { + display: flex; + align-items: center; + gap: 5px; + padding: 5px 12px; + font-size: 11px; + border-radius: 4px; + cursor: pointer; + transition: all 0.2s; + } + + .cde-tinji-spend-btn { + background: fade(@cde-kungfu, 15%); + border: 1px solid @cde-kungfu; + color: @cde-kungfu; + + &:hover { background: fade(@cde-kungfu, 30%); } + &[disabled] { opacity: 0.4; cursor: not-allowed; pointer-events: none; } + } + + .cde-tinji-reset-btn { + background: @cde-surface; + border: 1px solid @cde-border; + color: @cde-muted; + + &:hover { border-color: @cde-text; color: @cde-text; } + } + + .cde-tinji-visual { + width: 90px; + height: auto; + opacity: 0.6; + flex-shrink: 0; + } +} + +// Chat Tin Ji spend message +.cde-tinji-spend-msg { + display: flex; + align-items: center; + gap: 6px; + font-size: 12px; + padding: 6px 8px; + background: fade(@cde-kungfu, 8%); + border-left: 3px solid @cde-kungfu; + border-radius: 4px; + color: @cde-text; + + i { color: @cde-kungfu; } + + .cde-tinji-remain { + margin-left: auto; + font-size: 10px; + color: @cde-muted; + } +} + .cde-loksyu-grid { display: grid; grid-template-columns: repeat(5, minmax(0, 1fr)); diff --git a/dist/system.js b/dist/system.js index 8bffcff..b90255d 100644 --- a/dist/system.js +++ b/dist/system.js @@ -100,7 +100,9 @@ var TEMPLATE_PARTIALS = [ "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-supernaturals.html", "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-spells.html", "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-kungfus.html", - "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html" + "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html", + "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-loksyu-app.html", + "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html" ]; // src/config/localize.js @@ -927,6 +929,61 @@ async function rollInitiativeNPC(actor) { }); } +// src/ui/apps/singletons.js +var WU_XING_CYCLE = { + wood: ["wood", "fire", "water", "earth", "metal"], + fire: ["fire", "earth", "wood", "metal", "water"], + earth: ["earth", "metal", "fire", "water", "wood"], + metal: ["metal", "water", "earth", "wood", "fire"], + water: ["water", "wood", "metal", "fire", "earth"] +}; +var ASPECT_FACES = { + metal: [3, 8], + water: [1, 6], + earth: [0, 5], + fire: [2, 7], + wood: [4, 9] +}; +async function getSingletonActor(type) { + const existing = game.actors.find((a) => a.type === type); + if (existing) return existing; + if (!game.user.isGM) { + ui.notifications.warn(game.i18n.localize(type === ACTOR_TYPES.loksyu ? "CDE.LoksyuNotFound" : "CDE.TinjiNotFound")); + return null; + } + const nameKey = type === ACTOR_TYPES.loksyu ? "CDE.UpperCaseLoksyu" : "CDE.UpperCaseTinJi"; + const actor = await Actor.create({ + name: game.i18n.localize(nameKey), + type, + img: type === ACTOR_TYPES.loksyu ? "systems/fvtt-chroniques-de-l-etrange/images/loksyu_long.webp" : "systems/fvtt-chroniques-de-l-etrange/images/tinji.webp" + }); + return actor ?? null; +} +async function updateLoksyuFromRoll(activeAspect, faces) { + const cycle = WU_XING_CYCLE[activeAspect]; + if (!cycle) return; + const lokAspect = cycle[3]; + const [yinFace, yangFace] = ASPECT_FACES[lokAspect] ?? []; + if (yinFace === void 0) return; + const yinCount = faces[yinFace] ?? 0; + const yangCount = faces[yangFace] ?? 0; + if (yinCount === 0 && yangCount === 0) return; + const actor = await getSingletonActor(ACTOR_TYPES.loksyu); + if (!actor) return; + const current = actor.system[lokAspect] ?? { yin: { value: 0 }, yang: { value: 0 } }; + await actor.update({ + [`system.${lokAspect}.yin.value`]: (current.yin.value ?? 0) + yinCount, + [`system.${lokAspect}.yang.value`]: (current.yang.value ?? 0) + yangCount + }); +} +async function updateTinjiFromRoll(count) { + if (!count || count <= 0) return; + const actor = await getSingletonActor(ACTOR_TYPES.tinji); + if (!actor) return; + const current = actor.system.value ?? 0; + await actor.update({ "system.value": current + count }); +} + // src/ui/rolling.js var RESULT_TEMPLATE2 = "systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html"; var SKILL_PROMPT_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-dice-prompt.html"; @@ -955,7 +1012,7 @@ var ASPECT_ICONS = { fire: "systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp", wood: "systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp" }; -var ASPECT_FACES = { +var ASPECT_FACES2 = { metal: [3, 8], water: [1, 6], earth: [0, 5], @@ -963,7 +1020,7 @@ var ASPECT_FACES = { fire: [2, 7], wood: [4, 9] }; -var WU_XING_CYCLE = { +var WU_XING_CYCLE2 = { wood: ["wood", "fire", "water", "earth", "metal"], fire: ["fire", "earth", "wood", "metal", "water"], earth: ["earth", "metal", "fire", "water", "wood"], @@ -993,14 +1050,14 @@ function countFaces(rollResults) { return counts; } function computeWuXingResults(faces, aspectName, bonusAuspicious = 0) { - const cycle = WU_XING_CYCLE[aspectName]; + const cycle = WU_XING_CYCLE2[aspectName]; if (!cycle) return null; const [succAspect, ausAspect, noxAspect, lokAspect, tinAspect] = cycle; - const [succYin, succYang] = ASPECT_FACES[succAspect]; - const [ausYin, ausYang] = ASPECT_FACES[ausAspect]; - const [noxYin, noxYang] = ASPECT_FACES[noxAspect]; - const [lokYin, lokYang] = ASPECT_FACES[lokAspect]; - const [tinYin, tinYang] = ASPECT_FACES[tinAspect]; + const [succYin, succYang] = ASPECT_FACES2[succAspect]; + const [ausYin, ausYang] = ASPECT_FACES2[ausAspect]; + const [noxYin, noxYang] = ASPECT_FACES2[noxAspect]; + const [lokYin, lokYang] = ASPECT_FACES2[lokAspect]; + const [tinYin, tinYang] = ASPECT_FACES2[tinAspect]; const yin = game.i18n.localize("CDE.Yin"); const yang = game.i18n.localize("CDE.Yang"); return { @@ -1296,6 +1353,8 @@ async function rollForActor(actor, rollKey) { if (game.modules.get("dice-so-nice")?.active && wpMsg?.id) { await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id); } + if ((wpResults.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wpAspectName, wpFaces); + if ((wpResults.tinjidice ?? 0) > 0) await updateTinjiFromRoll(wpResults.tinjidice); return; } default: @@ -1449,6 +1508,8 @@ async function rollForActor(actor, rollKey) { if (game.modules.get("dice-so-nice")?.active && msg?.id) { await game.dice3d.waitFor3DAnimationByMessageID(msg.id); } + if ((results.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wuXingAspectName, faces); + if ((results.tinjidice ?? 0) > 0) await updateTinjiFromRoll(results.tinjidice); } // src/ui/sheets/actors/base.js @@ -1769,6 +1830,118 @@ var CDENpcSheet = class extends CDEBaseActorSheet { } }; +// src/ui/apps/tinji-app.js +var SYSTEM_ID2 = "fvtt-chroniques-de-l-etrange"; +var CDETinjiApp = class _CDETinjiApp extends foundry.applications.api.HandlebarsApplicationMixin( + foundry.applications.api.ApplicationV2 +) { + static DEFAULT_OPTIONS = { + id: "cde-tinji-app", + tag: "div", + window: { + title: "CDE.TinJi2", + icon: "fas fa-star", + resizable: false + }, + classes: ["cde-app", "cde-tinji-standalone"], + position: { width: 320, height: "auto" }, + actions: { + increment: _CDETinjiApp.#onIncrement, + decrement: _CDETinjiApp.#onDecrement, + reset: _CDETinjiApp.#onReset, + spend: _CDETinjiApp.#onSpend + } + }; + static PARTS = { + main: { + template: `systems/${SYSTEM_ID2}/templates/apps/cde-tinji-app.html` + } + }; + /** @type {Actor|null} */ + #actor = null; + /** @type {Function|null} */ + #updateHook = null; + static open() { + const existing = Object.values(foundry.applications.instances ?? {}).find( + (app2) => app2 instanceof _CDETinjiApp + ); + if (existing) { + existing.bringToFront(); + return existing; + } + const app = new _CDETinjiApp(); + app.render(true); + return app; + } + async _prepareContext() { + this.#actor = await getSingletonActor(ACTOR_TYPES.tinji); + if (!this.#actor) return { hasActor: false, value: 0 }; + return { + hasActor: true, + canEdit: this.#actor.isOwner, + value: this.#actor.system.value ?? 0 + }; + } + _onRender(context, options) { + super._onRender(context, options); + this.#bindDirectInput(); + this.#updateHook = Hooks.on("updateActor", (actor) => { + if (actor.id === this.#actor?.id) this.render(); + }); + } + _onClose(options) { + if (this.#updateHook !== null) { + Hooks.off("updateActor", this.#updateHook); + this.#updateHook = null; + } + super._onClose(options); + } + #bindDirectInput() { + const input = this.element?.querySelector("input.cde-tinji-direct"); + if (!input) return; + input.addEventListener("change", async (ev) => { + const val = parseInt(ev.currentTarget.value, 10); + if (!isNaN(val) && this.#actor) { + await this.#actor.update({ "system.value": Math.max(0, val) }); + } + }); + } + static async #onIncrement() { + if (!this.#actor) return; + const current = this.#actor.system.value ?? 0; + await this.#actor.update({ "system.value": current + 1 }); + } + static async #onDecrement() { + if (!this.#actor) return; + const current = this.#actor.system.value ?? 0; + if (current <= 0) return; + await this.#actor.update({ "system.value": current - 1 }); + } + static async #onReset() { + if (!this.#actor) return; + await this.#actor.update({ "system.value": 0 }); + } + /** Spend 1 Tin Ji die and announce it in chat */ + static async #onSpend() { + if (!this.#actor) return; + const current = this.#actor.system.value ?? 0; + if (current <= 0) { + ui.notifications.warn(game.i18n.localize("CDE.TinjiEmpty")); + return; + } + await this.#actor.update({ "system.value": current - 1 }); + ChatMessage.create({ + user: game.user.id, + content: `
+ + ${game.i18n.localize("CDE.TinJi2")} + ${game.i18n.format("CDE.TinjiSpent", { name: game.user.name })} + (${current - 1} ${game.i18n.localize("CDE.TinjiRemaining")}) +
` + }); + } +}; + // src/ui/sheets/actors/tinji.js var CDETinjiSheet = class extends CDEBaseActorSheet { static DEFAULT_OPTIONS = { @@ -1778,6 +1951,120 @@ var CDETinjiSheet = class extends CDEBaseActorSheet { main: { template: "systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-tinji-sheet.html" } }; tabGroups = { primary: "tinji" }; + /** Redirect any direct actor-sheet open to the standalone app instead */ + async _onFirstRender(context, options) { + await this.close({ animate: false }); + CDETinjiApp.open(); + } +}; + +// src/ui/apps/loksyu-app.js +var SYSTEM_ID3 = "fvtt-chroniques-de-l-etrange"; +var CDELoksyuApp = class _CDELoksyuApp extends foundry.applications.api.HandlebarsApplicationMixin( + foundry.applications.api.ApplicationV2 +) { + static DEFAULT_OPTIONS = { + id: "cde-loksyu-app", + tag: "div", + window: { + title: "CDE.Loksyu", + icon: "fas fa-yin-yang", + resizable: false + }, + classes: ["cde-app", "cde-loksyu-standalone"], + position: { width: 540, height: "auto" }, + actions: { + resetElement: _CDELoksyuApp.#onResetElement, + resetAll: _CDELoksyuApp.#onResetAll + } + }; + static PARTS = { + main: { + template: `systems/${SYSTEM_ID3}/templates/apps/cde-loksyu-app.html` + } + }; + /** @type {Actor|null} */ + #actor = null; + /** @type {Function|null} bound hook handler */ + #updateHook = null; + /** Singleton accessor — open or bring to front */ + static open() { + const existing = Object.values(foundry.applications.instances ?? {}).find( + (app2) => app2 instanceof _CDELoksyuApp + ); + if (existing) { + existing.bringToFront(); + return existing; + } + const app = new _CDELoksyuApp(); + app.render(true); + return app; + } + async _prepareContext() { + this.#actor = await getSingletonActor(ACTOR_TYPES.loksyu); + if (!this.#actor) return { hasActor: false }; + const sys = this.#actor.system; + const ELEMENTS = [ + { key: "wood", nameKey: "CDE.Wood", qualKey: "CDE.WoodQualities", img: `systems/${SYSTEM_ID3}/images/cde_bois.webp` }, + { key: "fire", nameKey: "CDE.Fire", qualKey: "CDE.FireQualities", img: `systems/${SYSTEM_ID3}/images/cde_feu.webp` }, + { key: "earth", nameKey: "CDE.Earth", qualKey: "CDE.EarthQualities", img: `systems/${SYSTEM_ID3}/images/cde_terre.webp` }, + { key: "metal", nameKey: "CDE.Metal", qualKey: "CDE.MetalQualities", img: `systems/${SYSTEM_ID3}/images/cde_metal.webp` }, + { key: "water", nameKey: "CDE.Water", qualKey: "CDE.WaterQualities", img: `systems/${SYSTEM_ID3}/images/cde_eau.webp` } + ]; + return { + hasActor: true, + canEdit: this.#actor.isOwner, + elements: ELEMENTS.map((el) => ({ + ...el, + yang: sys[el.key]?.yang?.value ?? 0, + yin: sys[el.key]?.yin?.value ?? 0 + })) + }; + } + _onRender(context, options) { + super._onRender(context, options); + this.#bindInputs(); + this.#updateHook = Hooks.on("updateActor", (actor) => { + if (actor.id === this.#actor?.id) this.render(); + }); + } + _onClose(options) { + if (this.#updateHook !== null) { + Hooks.off("updateActor", this.#updateHook); + this.#updateHook = null; + } + super._onClose(options); + } + #bindInputs() { + const inputs = this.element?.querySelectorAll("input[data-field]"); + if (!inputs?.length) return; + inputs.forEach((input) => { + input.addEventListener("change", async (ev) => { + const field = ev.currentTarget.dataset.field; + const val = parseInt(ev.currentTarget.value, 10); + if (!field || isNaN(val)) return; + await this.#actor?.update({ [field]: Math.max(0, val) }); + }); + }); + } + static async #onResetElement(event, target) { + const key = target.dataset.element; + if (!key || !this.#actor) return; + await this.#actor.update({ + [`system.${key}.yin.value`]: 0, + [`system.${key}.yang.value`]: 0 + }); + } + static async #onResetAll(_event, _target) { + if (!this.#actor) return; + const KEYS = ["wood", "fire", "earth", "metal", "water"]; + const update = {}; + for (const k of KEYS) { + update[`system.${k}.yin.value`] = 0; + update[`system.${k}.yang.value`] = 0; + } + await this.#actor.update(update); + } }; // src/ui/sheets/actors/loksyu.js @@ -1789,6 +2076,11 @@ var CDELoksyuSheet = class extends CDEBaseActorSheet { main: { template: "systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-loksyu-sheet.html" } }; tabGroups = { primary: "loksyu" }; + /** Redirect any direct actor-sheet open to the standalone app instead */ + async _onFirstRender(context, options) { + await this.close({ animate: false }); + CDELoksyuApp.open(); + } }; // src/ui/sheets/items/base.js @@ -2177,6 +2469,24 @@ Hooks.once("init", async () => { Hooks.once("ready", async () => { await migrateIfNeeded(); }); +Hooks.on("renderChatLog", (_app, html) => { + const el = html instanceof HTMLElement ? html : html[0]; + const controls = el?.querySelector?.(".chat-controls"); + if (!controls) return; + const wrapper = document.createElement("div"); + wrapper.classList.add("cde-chat-app-buttons"); + wrapper.innerHTML = ` + + + `; + controls.appendChild(wrapper); + wrapper.querySelector(".cde-chat-btn--loksyu")?.addEventListener("click", () => CDELoksyuApp.open()); + wrapper.querySelector(".cde-chat-btn--tinji")?.addEventListener("click", () => CDETinjiApp.open()); +}); function injectCompendiumLink(html) { const header = html[0]?.querySelector?.("h4.divider"); if (!header) return; diff --git a/dist/system.js.map b/dist/system.js.map index f8b5d2b..ad19f5a 100644 --- a/dist/system.js.map +++ b/dist/system.js.map @@ -1,7 +1,7 @@ { "version": 3, - "sources": ["../src/config/constants.js", "../src/config/localize.js", "../src/config/runtime.js", "../src/data/actors/character.js", "../src/data/actors/npc.js", "../src/data/actors/tinji.js", "../src/data/actors/loksyu.js", "../src/data/items/item.js", "../src/data/items/kungfu.js", "../src/data/items/spell.js", "../src/data/items/supernatural.js", "../src/data/items/weapon.js", "../src/data/items/armor.js", "../src/data/items/sanhei.js", "../src/data/items/ingredient.js", "../src/documents/chat-message.js", "../src/documents/actor.js", "../src/documents/item.js", "../src/ui/dice.js", "../src/ui/helpers.js", "../src/ui/templates.js", "../src/ui/initiative.js", "../src/ui/rolling.js", "../src/ui/sheets/actors/base.js", "../src/ui/sheets/actors/character.js", "../src/ui/sheets/actors/npc.js", "../src/ui/sheets/actors/tinji.js", "../src/ui/sheets/actors/loksyu.js", "../src/ui/sheets/items/base.js", "../src/ui/sheets/items/item.js", "../src/ui/sheets/items/kungfu.js", "../src/ui/sheets/items/spell.js", "../src/ui/sheets/items/supernatural.js", "../src/ui/sheets/items/weapon.js", "../src/ui/sheets/items/armor.js", "../src/ui/sheets/items/sanhei.js", "../src/ui/sheets/items/ingredient.js", "../src/migration.js", "../src/system.js"], - "sourcesContent": ["export const SYSTEM_ID = \"fvtt-chroniques-de-l-etrange\"\n\nexport const ACTOR_TYPES = {\n character: \"character\",\n npc: \"npc\",\n tinji: \"tinji\",\n loksyu: \"loksyu\",\n}\n\nexport const ITEM_TYPES = {\n item: \"item\",\n kungfu: \"kungfu\",\n spell: \"spell\",\n supernatural: \"supernatural\",\n weapon: \"weapon\",\n armor: \"armor\",\n sanhei: \"sanhei\",\n ingredient: \"ingredient\",\n}\n\nexport const SUBTYPES = {\n weapon: { id: \"weapon\", label: \"CDE.Weapon\" },\n armor: { id: \"armor\", label: \"CDE.Armor\" },\n sanhei: { id: \"sanhei\", label: \"CDE.Sanhei\" },\n other: { id: \"other\", label: \"CDE.Other\" },\n}\n\nexport const MAGICS = {\n internalcinnabar: {\n id: \"internalcinnabar\",\n background: \"linear-grey\",\n label: \"CDE.InternalCinnabar\",\n aspectlabel: \"CDE.Metal\",\n speciality: {\n essence: { label: \"CDE.Essence\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n mind: { label: \"CDE.Mind\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n purification: { label: \"CDE.Purification\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n manipulation: { label: \"CDE.Manipulation\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n aura: { label: \"CDE.Aura\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n alchemy: {\n id: \"alchemy\",\n background: \"linear-blue\",\n label: \"CDE.Alchemy\",\n aspectlabel: \"CDE.Water\",\n speciality: {\n acupuncture: { label: \"CDE.Acupuncture\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n elixirs: { label: \"CDE.Elixirs\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n poisons: { label: \"CDE.Poisons\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n arsenal: { label: \"CDE.Arsenal\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n potions: { label: \"CDE.Potions\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n masteryoftheway: {\n id: \"masteryoftheway\",\n background: \"linear-brown\",\n label: \"CDE.MasteryOfTheWay\",\n aspectlabel: \"CDE.Earth\",\n speciality: {\n curse: { label: \"CDE.Curse\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n transfiguration: { label: \"CDE.Transfiguration\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n necromancy: { label: \"CDE.Necromancy\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n climatecontrol: { label: \"CDE.ClimateControl\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n goldenmagic: { label: \"CDE.GoldenMagic\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n exorcism: {\n id: \"exorcism\",\n background: \"linear-red\",\n label: \"CDE.Exorcism\",\n aspectlabel: \"CDE.Fire\",\n speciality: {\n invocation: { label: \"CDE.Invocation\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n tracking: { label: \"CDE.Tracking\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n protection: { label: \"CDE.Protection\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n punishment: { label: \"CDE.Punishment\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n domination: { label: \"CDE.Domination\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n geomancy: {\n id: \"geomancy\",\n background: \"linear-green\",\n label: \"CDE.Geomancy\",\n aspectlabel: \"CDE.Wood\",\n speciality: {\n neutralization: { label: \"CDE.Neutralization\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n divination: { label: \"CDE.Divination\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n earthlyprayer: { label: \"CDE.EarthlyPrayer\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n heavenlyprayer: { label: \"CDE.HeavenlyPrayer\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n fungseoi: { label: \"CDE.Fungseoi\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n}\n\nexport const TEMPLATE_PARTIALS = [\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-skills.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-magics.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-nghang.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-treasures.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-items.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-kungfus.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-spells.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-supernaturals.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-spells.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-kungfus.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html\",\n]\n", "import { MAGICS, SUBTYPES } from \"./constants.js\"\n\nexport function preLocalizeConfig() {\n const localizeConfigObject = (obj, keys) => {\n for (const o of Object.values(obj)) {\n for (const key of keys) {\n o[key] = game.i18n.localize(o[key])\n }\n }\n }\n\n localizeConfigObject(SUBTYPES, [\"label\"])\n Object.values(MAGICS).forEach((magic) => {\n magic.label = game.i18n.localize(magic.label)\n magic.aspectlabel = game.i18n.localize(magic.aspectlabel)\n Object.values(magic.speciality).forEach((spec) => {\n spec.label = game.i18n.localize(spec.label)\n spec.labelelement = game.i18n.localize(spec.labelelement)\n })\n })\n}\n", "export function configureRuntime() {\n CONFIG.Actor.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/actor-banner.webp\"\n CONFIG.Adventure.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/adventure-banner.webp\"\n CONFIG.Cards.compendiumBanner = \"ui/banners/cards-banner.webp\"\n CONFIG.Item.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/item-banner.webp\"\n CONFIG.JournalEntry.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/journalentry-banner.webp\"\n CONFIG.Macro.compendiumBanner = \"ui/banners/macro-banner.webp\"\n CONFIG.Playlist.compendiumBanner = \"ui/banners/playlist-banner.webp\"\n CONFIG.RollTable.compendiumBanner = \"ui/banners/rolltable-banner.webp\"\n CONFIG.Scene.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/scene-banner.webp\"\n}\n", "export default class CharacterDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const aspectField = (label, chinese) =>\n new fields.SchemaField({\n chinese: stringField(chinese),\n label: stringField(label),\n value: numberField(15, { min: 0 }),\n })\n\n const skillField = (label) =>\n new fields.SchemaField({\n label: stringField(label),\n specialities: stringField(\"\"),\n value: numberField(0, { min: 0 }),\n })\n\n const resourceField = (label) =>\n new fields.SchemaField({\n label: stringField(label),\n specialities: stringField(\"\"),\n value: numberField(0, { min: 0 }),\n debt: boolField(false),\n })\n\n const componentField = () =>\n new fields.SchemaField({\n value: stringField(\"\"),\n })\n\n const magicSpecialityField = () =>\n new fields.SchemaField({\n check: boolField(false),\n })\n\n const magicField = () =>\n new fields.SchemaField({\n visible: boolField(true),\n value: numberField(0, { min: 0 }),\n speciality: new fields.SchemaField({\n essence: magicSpecialityField(),\n mind: magicSpecialityField(),\n purification: magicSpecialityField(),\n manipulation: magicSpecialityField(),\n aura: magicSpecialityField(),\n acupuncture: magicSpecialityField(),\n elixirs: magicSpecialityField(),\n poisons: magicSpecialityField(),\n arsenal: magicSpecialityField(),\n potions: magicSpecialityField(),\n curse: magicSpecialityField(),\n transfiguration: magicSpecialityField(),\n necromancy: magicSpecialityField(),\n climatecontrol: magicSpecialityField(),\n goldenmagic: magicSpecialityField(),\n invocation: magicSpecialityField(),\n tracking: magicSpecialityField(),\n protection: magicSpecialityField(),\n punishment: magicSpecialityField(),\n domination: magicSpecialityField(),\n neutralization: magicSpecialityField(),\n divination: magicSpecialityField(),\n earthlyprayer: magicSpecialityField(),\n heavenlyprayer: magicSpecialityField(),\n fungseoi: magicSpecialityField(),\n }),\n })\n\n const treasureBranch = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n max: numberField(0, { min: 0 }),\n min: numberField(0, { min: 0 }),\n })\n\n const treasureLevel = () =>\n new fields.SchemaField({\n san: treasureBranch(),\n zing: treasureBranch(),\n })\n\n const schema = {\n concept: stringField(\"\"),\n guardian: numberField(0, { min: 0, max: 5 }),\n initiative: numberField(1, { min: 0 }),\n anti_initiative: numberField(24, { min: 0 }),\n description: htmlField(\"\"),\n prefs: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(true),\n choice: stringField(\"0\"),\n }),\n }),\n prompt: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(true),\n choice: stringField(\"0\"),\n }),\n configure: new fields.SchemaField({\n numberofdice: numberField(0),\n aspect: numberField(0),\n bonus: numberField(0),\n bonusauspiciousdice: numberField(0),\n typeofthrow: numberField(0),\n aspectskill: numberField(0),\n bonusmalusskill: numberField(0),\n aspectspeciality: numberField(0),\n rolldifficulty: numberField(0),\n bonusmalusspeciality: numberField(0),\n }),\n }),\n aspect: new fields.SchemaField({\n fire: aspectField(\"CDE.Fire\", \"\u328B\"),\n earth: aspectField(\"CDE.Earth\", \"\u328F\"),\n metal: aspectField(\"CDE.Metal\", \"\u328E\"),\n water: aspectField(\"CDE.Water\", \"\u328C\"),\n wood: aspectField(\"CDE.Wood\", \"\u328D\"),\n }),\n skills: new fields.SchemaField({\n art: skillField(\"CDE.Art\"),\n investigation: skillField(\"CDE.Investigation\"),\n erudition: skillField(\"CDE.Erudition\"),\n knavery: skillField(\"CDE.Knavery\"),\n wordliness: skillField(\"CDE.Wordliness\"),\n prowess: skillField(\"CDE.Prowess\"),\n sciences: skillField(\"CDE.Sciences\"),\n technologies: skillField(\"CDE.Technologies\"),\n kungfu: skillField(\"CDE.KungFu\"),\n rangedcombat: skillField(\"CDE.RangedCombat\"),\n }),\n resources: new fields.SchemaField({\n supply: resourceField(\"CDE.Supply\"),\n inquiry: resourceField(\"CDE.Inquiry\"),\n influence: resourceField(\"CDE.Influence\"),\n }),\n component: new fields.SchemaField({\n one: componentField(),\n two: componentField(),\n three: componentField(),\n four: componentField(),\n five: componentField(),\n six: componentField(),\n seven: componentField(),\n eight: componentField(),\n nine: componentField(),\n zero: componentField(),\n }),\n magics: new fields.SchemaField({\n internalcinnabar: magicField(),\n alchemy: magicField(),\n masteryoftheway: magicField(),\n exorcism: magicField(),\n geomancy: magicField(),\n }),\n threetreasures: new fields.SchemaField({\n heiyang: new fields.SchemaField({ value: numberField(0, { min: 0 }), max: numberField(0, { min: 0 }) }),\n heiyin: new fields.SchemaField({ value: numberField(0, { min: 0 }), max: numberField(0, { min: 0 }) }),\n dicelevel: new fields.SchemaField({\n level0d: treasureLevel(),\n level1d: treasureLevel(),\n level2d: treasureLevel(),\n }),\n }),\n experience: new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n max: numberField(0, { min: 0 }),\n min: numberField(0, { min: 0 }),\n }),\n }\n\n return schema\n }\n}\n", "export default class NpcDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const aptitudeField = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n speciality: stringField(\"\"),\n })\n\n const trackedField = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n calcul: numberField(0, { min: 0 }),\n note: stringField(\"\"),\n })\n\n return {\n type: stringField(\"\"),\n threat: numberField(0, { min: 0, max: 4 }), // profane(0) | apprentice(1) | initiate(2) | accomplished(3) | renowned(4)\n nuisance: numberField(0, { min: 0, max: 5 }), // figurant(0) | minion(1) | adversary(2) | ally(3) | boss(4) | divinity(5)\n initiative: numberField(1, { min: 0 }),\n anti_initiative: numberField(24, { min: 0 }),\n aptitudes: new fields.SchemaField({\n physical: aptitudeField(),\n martial: aptitudeField(),\n mental: aptitudeField(),\n social: aptitudeField(),\n spiritual: aptitudeField(),\n }),\n vitality: trackedField(),\n hei: trackedField(),\n description: htmlField(\"\"),\n prefs: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(false),\n choice: stringField(\"0\"),\n }),\n }),\n }\n }\n}\n", "export default class TinjiDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n value: numberField(0, { min: 0 }),\n description: htmlField(\"\"),\n }\n }\n}\n", "export default class LoksyuDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const polarity = () =>\n new fields.SchemaField({\n yin: new fields.SchemaField({ value: numberField(0, { min: 0 }) }),\n yang: new fields.SchemaField({ value: numberField(0, { min: 0 }) }),\n })\n\n return {\n fire: polarity(),\n earth: polarity(),\n metal: polarity(),\n water: polarity(),\n wood: polarity(),\n description: htmlField(\"\"),\n }\n }\n}\n", "export default class EquipmentDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n quantity: numberField(1, { min: 0 }),\n weight: numberField(0, { min: 0 }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class KungfuDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n\n const techniqueField = () =>\n new fields.SchemaField({\n check: boolField(false),\n name: stringField(\"\"),\n activation: stringField(\"action-attack\"), // action-attack | action-defense | action-aid | action-attack-defense | reaction | dice | damage-inflicted | damage-received\n technique: htmlField(\"\"),\n })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n orientation: stringField(\"yin\"), // yin | yang | yinyang\n aspect: stringField(\"metal\"), // metal | eau | terre | feu | bois\n skill: stringField(\"kungfu\"), // kungfu | rangedcombat\n speciality: stringField(\"\"),\n style: stringField(\"\"),\n techniques: new fields.SchemaField({\n technique1: techniqueField(),\n technique2: techniqueField(),\n technique3: techniqueField(),\n }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class SpellDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n specialityname: stringField(\"\"),\n associatedelement: stringField(\"metal\"), // metal | eau | terre | feu | bois\n hei: stringField(\"\"),\n realizationtimeritual: stringField(\"\"),\n realizationtimeaccelerated: stringField(\"\"),\n flashback: stringField(\"\"),\n components: htmlField(\"\"),\n effects: htmlField(\"\"),\n examples: htmlField(\"\"),\n notes: htmlField(\"\"),\n discipline: stringField(\"internalcinnabar\"),\n heiType: stringField(\"yin\"),\n heiCost: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 1 }),\n difficulty: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 1 }),\n }\n }\n}\n", "export default class SupernaturalDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n notes: htmlField(\"\"),\n heiType: stringField(\"yin\"),\n heiCost: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 0 }),\n trigger: stringField(\"\"),\n effects: htmlField(\"\"),\n }\n }\n}\n", "export default class WeaponDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n weaponType: stringField(\"melee\"),\n material: stringField(\"\"),\n damageAspect: stringField(\"metal\"),\n damageBase: intField(1),\n range: stringField(\"contact\"), // contact | courte | mediane | longue | extreme\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class ArmorDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n protectionValue: intField(0),\n domain: stringField(\"\"),\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class SanheiDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n const propertySchema = () => new fields.SchemaField({\n name: stringField(\"\"),\n heiCost: intField(0),\n heiType: stringField(\"yin\"),\n description: htmlField(\"\"),\n })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n heiType: stringField(\"yin\"),\n properties: new fields.SchemaField({\n prop1: propertySchema(),\n prop2: propertySchema(),\n prop3: propertySchema(),\n }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class IngredientDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n school: stringField(\"all\"),\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export class CDEMessage extends ChatMessage {\n async renderHTML({ canDelete, canClose = false, ...rest } = {}) {\n const html = await super.renderHTML({ canDelete, canClose, ...rest })\n this.#enrichChatCard(html)\n return html\n }\n\n getAssociatedActor() {\n if (this.speaker.scene && this.speaker.token) {\n const scene = game.scenes.get(this.speaker.scene)\n const token = scene?.tokens.get(this.speaker.token)\n if (token) return token.actor\n }\n return game.actors.get(this.speaker.actor)\n }\n\n #enrichChatCard(html) {\n const actor = this.getAssociatedActor()\n\n let img\n let nameText\n if (this.isContentVisible) {\n img = actor?.img ?? this.author.avatar\n nameText = this.alias\n } else {\n img = this.author.avatar\n nameText = this.author.name\n }\n\n const avatar = document.createElement(\"a\")\n avatar.classList.add(\"avatar\")\n if (actor) avatar.dataset.uuid = actor.uuid\n const avatarImg = document.createElement(\"img\")\n Object.assign(avatarImg, { src: img, alt: nameText })\n avatar.append(avatarImg)\n\n const name = document.createElement(\"span\")\n name.classList.add(\"name-stacked\")\n const title = document.createElement(\"span\")\n title.classList.add(\"title\")\n title.append(nameText)\n name.append(title)\n\n const sender = html.querySelector(\".message-sender\")\n sender?.replaceChildren(avatar, name)\n }\n}\n", "import { ACTOR_TYPES } from \"../config/constants.js\"\n\nexport class CDEActor extends Actor {\n getRollData() {\n const data = this.toObject(false).system\n return data\n }\n\n prepareBaseData() {\n super.prepareBaseData()\n\n if (this.type === ACTOR_TYPES.character) {\n this.system.anti_initiative = 25 - (this.system.initiative ?? 0)\n }\n\n if (this.type === ACTOR_TYPES.npc) {\n this.system.vitality.calcul = (this.system.aptitudes.physical.value ?? 0) * 4\n this.system.hei.calcul = (this.system.aptitudes.spiritual.value ?? 0) * 4\n this.system.anti_initiative = 25 - (this.system.initiative ?? 0)\n }\n }\n}\n", "export class CDEItem extends Item {\n get isWeapon() {\n return this.system.subtype === \"weapon\"\n }\n\n get isArmor() {\n return this.system.subtype === \"armor\"\n }\n\n get isSanhei() {\n return this.system.subtype === \"sanhei\"\n }\n\n get isOther() {\n return this.system.subtype === \"other\"\n }\n}\n", "const DIGIT_LABELS = [\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-1.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-2.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-3.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-4.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-5.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-6.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-7.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-8.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-9.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-10.webp\",\n]\n\nconst CLASSIC_LABELS = [\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-1.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-2.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-3.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-4.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-5.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-6.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-7.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-8.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-9.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-10.webp\",\n]\n\nexport function registerDice() {\n Hooks.once(\"diceSoNiceReady\", (dice3d) => {\n dice3d.addColorset(\n {\n name: \"cde\",\n description: \"CdE\",\n foreground: \"#000000\",\n background: \"#ffffff\",\n edge: \"#ffffff\",\n font: \"DeliusUnicase\",\n texture: \"ice\",\n material: \"plastic\",\n },\n \"preferred\",\n )\n\n dice3d.addSystem({ id: \"fvtt-chroniques-de-l-etrangedigit\", name: \"Chroniques de l'\u00E9trange digits\" }, \"preferred\")\n dice3d.addDicePreset({ type: \"d10\", labels: DIGIT_LABELS, system: \"fvtt-chroniques-de-l-etrangedigit\" })\n\n dice3d.addSystem({ id: \"fvtt-chroniques-de-l-etrange\", name: \"Chroniques de l'\u00E9trange\" }, \"preferred\")\n dice3d.addDicePreset({ type: \"d10\", labels: CLASSIC_LABELS, system: \"fvtt-chroniques-de-l-etrange\" })\n })\n}\n", "import { MAGICS } from \"../config/constants.js\"\n\nexport function registerHandlebarsHelpers() {\n const { Handlebars } = globalThis\n if (!Handlebars) return\n\n Handlebars.registerHelper(\"select\", function (selected, options) {\n const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected))\n const rgx = new RegExp(` value=[\"']${escapedValue}[\"']`)\n const html = options.fn(this)\n return html.replace(rgx, \"$& selected\")\n })\n\n Handlebars.registerHelper(\"getMagicBackground\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.background ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicLabel\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.label ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicAspectLabel\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.aspectlabel ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabel\", function (magic, speciality) {\n return game.i18n.localize(MAGICS[magic]?.speciality?.[speciality]?.label ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityClassIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.classicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.icon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityElementIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.elementicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabelIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.labelicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabelElement\", function (magic, speciality) {\n return game.i18n.localize(MAGICS[magic]?.speciality?.[speciality]?.labelelement ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicAspectIcon\", function (magic) {\n const icons = {\n internalcinnabar: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n alchemy: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n masteryoftheway: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n exorcism: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n geomancy: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n }\n return icons[magic] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getElementIcon\", function (aspect) {\n const icons = {\n metal: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n water: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n earth: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n fire: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n wood: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n // legacy French keys\n eau: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n terre: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n feu: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n bois: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n }\n return icons[aspect] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getOrientationIcon\", function (orientation) {\n const icons = {\n yin: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\",\n yang: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\",\n yinyang: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\",\n }\n return icons[orientation] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getOrientationLabel\", function (orientation) {\n const keys = {\n yin: \"CDE.OrientationYin\",\n yang: \"CDE.OrientationYang\",\n yinyang: \"CDE.OrientationYinYang\",\n }\n return game.i18n.localize(keys[orientation] ?? \"CDE.Orientation\")\n })\n\n Handlebars.registerHelper(\"getActivationLabel\", function (activation) {\n const keys = {\n \"action-attack\": \"CDE.ActivationAttack\",\n \"action-defense\": \"CDE.ActivationDefense\",\n \"action-aid\": \"CDE.ActivationAid\",\n \"action-attack-defense\": \"CDE.ActivationAttackOrDefense\",\n reaction: \"CDE.ActivationReaction\",\n dice: \"CDE.ActivationDice\",\n \"damage-inflicted\": \"CDE.ActivationDamageInflicted\",\n \"damage-received\": \"CDE.ActivationDamageReceived\",\n }\n return game.i18n.localize(keys[activation] ?? \"CDE.Activation\")\n })\n}\n", "import { TEMPLATE_PARTIALS } from \"../config/constants.js\"\n\nexport async function preloadPartials() {\n return loadTemplates(TEMPLATE_PARTIALS)\n}\n", "/**\n * Initiative determination system for Chroniques de l'\u00C9trange.\n *\n * PJ formula: Initiative = Prouesse + Premi\u00E8re action (comp\u00E9tence/ressource/magie)\n * PNJ formula: Initiative = Aptitude physique + Premi\u00E8re action (aptitude)\n *\n * Range 1-24 ; anti-initiative = 25 \u2212 initiative.\n * Combat order is ascending (low initiative acts first).\n */\n\nconst PC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-prompt.html\"\nconst NPC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-prompt-npc.html\"\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-result.html\"\n\n/** Skills, resources and magics available as \"premi\u00E8re action\" for a PC. */\nfunction buildPCOptions(sys) {\n const sk = sys.skills ?? {}\n const rs = sys.resources ?? {}\n const mg = sys.magics ?? {}\n return [\n { key: \"art\", label: game.i18n.localize(\"CDE.Art\"), value: sk.art?.value ?? 0 },\n { key: \"investigation\", label: game.i18n.localize(\"CDE.Investigation\"), value: sk.investigation?.value ?? 0 },\n { key: \"erudition\", label: game.i18n.localize(\"CDE.Erudition\"), value: sk.erudition?.value ?? 0 },\n { key: \"knavery\", label: game.i18n.localize(\"CDE.Knavery\"), value: sk.knavery?.value ?? 0 },\n { key: \"wordliness\", label: game.i18n.localize(\"CDE.Wordliness\"), value: sk.wordliness?.value ?? 0 },\n { key: \"prowess\", label: game.i18n.localize(\"CDE.Prowess\"), value: sk.prowess?.value ?? 0 },\n { key: \"sciences\", label: game.i18n.localize(\"CDE.Sciences\"), value: sk.sciences?.value ?? 0 },\n { key: \"technologies\", label: game.i18n.localize(\"CDE.Technologies\"), value: sk.technologies?.value ?? 0 },\n { key: \"kungfu\", label: game.i18n.localize(\"CDE.KungFu\"), value: sk.kungfu?.value ?? 0 },\n { key: \"rangedcombat\", label: game.i18n.localize(\"CDE.RangedCombat\"), value: sk.rangedcombat?.value ?? 0 },\n { key: \"supply\", label: game.i18n.localize(\"CDE.Supply\"), value: rs.supply?.value ?? 0 },\n { key: \"inquiry\", label: game.i18n.localize(\"CDE.Inquiry\"), value: rs.inquiry?.value ?? 0 },\n { key: \"influence\", label: game.i18n.localize(\"CDE.Influence\"), value: rs.influence?.value ?? 0 },\n { key: \"internalcinnabar\", label: game.i18n.localize(\"CDE.InternalCinnabar\"), value: mg.internalcinnabar?.value ?? 0 },\n { key: \"alchemy\", label: game.i18n.localize(\"CDE.Alchemy\"), value: mg.alchemy?.value ?? 0 },\n { key: \"masteryoftheway\", label: game.i18n.localize(\"CDE.MasteryOfTheWay\"), value: mg.masteryoftheway?.value ?? 0 },\n { key: \"exorcism\", label: game.i18n.localize(\"CDE.Exorcism\"), value: mg.exorcism?.value ?? 0 },\n { key: \"geomancy\", label: game.i18n.localize(\"CDE.Geomancy\"), value: mg.geomancy?.value ?? 0 },\n ]\n}\n\n/** Aptitudes available as \"premi\u00E8re action\" for an NPC. */\nfunction buildNPCOptions(sys) {\n const ap = sys.aptitudes ?? {}\n return [\n { key: \"physical\", label: game.i18n.localize(\"CDE.Physical\"), value: ap.physical?.value ?? 0 },\n { key: \"martial\", label: game.i18n.localize(\"CDE.Martial\"), value: ap.martial?.value ?? 0 },\n { key: \"mental\", label: game.i18n.localize(\"CDE.Mental\"), value: ap.mental?.value ?? 0 },\n { key: \"social\", label: game.i18n.localize(\"CDE.Social\"), value: ap.social?.value ?? 0 },\n { key: \"spiritual\", label: game.i18n.localize(\"CDE.Spiritual\"), value: ap.spiritual?.value ?? 0 },\n ]\n}\n\n/** Parse the dialog element and extract firstaction + modifier. */\nfunction readInitFields(dialog) {\n const root = dialog.element ?? dialog\n const selectedKey = root.querySelector(\"select[name='firstaction']\")?.value ?? \"\"\n const modifier = parseInt(root.querySelector(\"input[name='modifier']\")?.value ?? \"0\", 10) || 0\n return { selectedKey, modifier }\n}\n\n/** Post a styled initiative chat message. */\nasync function sendInitChatMessage({ actor, baseName, baseValue, actionName, actionValue, modifier, initiative, antiInitiative }) {\n const html = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, {\n actorName: actor.name,\n actorImg: actor.img,\n baseName,\n baseValue,\n actionName,\n actionValue,\n modifier,\n hasModifier: modifier !== 0,\n initiative,\n antiInitiative,\n })\n await ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor }),\n content: html,\n })\n}\n\n/**\n * Open the PC initiative dialog, compute initiative (Prouesse + Premi\u00E8re action + modificateur)\n * and update the actor, then post a chat card.\n */\nexport async function rollInitiativePC(actor) {\n const sys = actor.system\n const prowess = sys.skills?.prowess?.value ?? 0\n const options = buildPCOptions(sys)\n const baseName = game.i18n.localize(\"CDE.Prowess\")\n\n const content = await foundry.applications.handlebars.renderTemplate(PC_PROMPT_TEMPLATE, {\n prowessValue: prowess,\n options,\n modifier: 0,\n })\n\n const result = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.InitiativeRoll\") },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => readInitFields(dialog),\n },\n })\n if (!result) return\n\n const { selectedKey, modifier } = result\n const selected = options.find((o) => o.key === selectedKey) ?? options[0]\n const rawValue = prowess + selected.value + modifier\n const initiative = Math.max(1, Math.min(24, rawValue))\n const antiInit = 25 - initiative\n\n await actor.update({ \"system.initiative\": initiative })\n await sendInitChatMessage({\n actor,\n baseName,\n baseValue: prowess,\n actionName: selected.label,\n actionValue: selected.value,\n modifier,\n initiative,\n antiInitiative: antiInit,\n })\n}\n\n/**\n * Open the NPC initiative dialog, compute initiative (Aptitude physique + Premi\u00E8re action + modificateur)\n * and update the actor, then post a chat card.\n */\nexport async function rollInitiativeNPC(actor) {\n const sys = actor.system\n const physical = sys.aptitudes?.physical?.value ?? 0\n const options = buildNPCOptions(sys)\n const baseName = game.i18n.localize(\"CDE.Physical\")\n\n const content = await foundry.applications.handlebars.renderTemplate(NPC_PROMPT_TEMPLATE, {\n physicalValue: physical,\n options,\n modifier: 0,\n })\n\n const result = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.InitiativeRoll\") },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => readInitFields(dialog),\n },\n })\n if (!result) return\n\n const { selectedKey, modifier } = result\n const selected = options.find((o) => o.key === selectedKey) ?? options[0]\n const rawValue = physical + selected.value + modifier\n const initiative = Math.max(1, Math.min(24, rawValue))\n const antiInit = 25 - initiative\n\n await actor.update({ \"system.initiative\": initiative })\n await sendInitChatMessage({\n actor,\n baseName,\n baseValue: physical,\n actionName: selected.label,\n actionValue: selected.value,\n modifier,\n initiative,\n antiInitiative: antiInit,\n })\n}\n", "/**\n * Wu Xing rolling system for Chroniques de l'\u00C9trange.\n *\n * The Wu Xing cycle maps each aspect (by index 0-4) to die face groups:\n * - metal=0 : faces 3,8\n * - water=1 : faces 1,6\n * - earth=2 : faces 0/10,5\n * - fire=3 : faces 2,7\n * - wood=4 : faces 4,9\n *\n * For a given active aspect the five result categories are:\n * successes / auspicious / noxious / loksyu (yin face, yang face) / tinji\n * Each category is associated with one of the five aspects in Wu Xing cycle order.\n */\n\nimport { MAGICS } from \"../config/constants.js\"\n\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html\"\nconst SKILL_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-dice-prompt.html\"\nconst SKILL_SPECIAL_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-special-dice-prompt.html\"\nconst MAGIC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-magic-dice-prompt.html\"\nconst WEAPON_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-weapon-dice-prompt.html\"\n\n/** Maps i18n element label \u2192 aspect name (for speciality default aspect lookup) */\nconst LABELELEMENT_TO_ASPECT = {\n \"CDE.Metal\": \"metal\",\n \"CDE.Water\": \"water\",\n \"CDE.Earth\": \"earth\",\n \"CDE.Fire\": \"fire\",\n \"CDE.Wood\": \"wood\",\n}\n\n/** Map aspect index \u2192 string name used in result template */\nconst ASPECT_NAMES = [\"metal\", \"water\", \"earth\", \"fire\", \"wood\"]\n\n/** Map aspect name \u2192 i18n label key */\nconst ASPECT_LABELS = {\n metal: \"CDE.Metal\",\n water: \"CDE.Water\",\n earth: \"CDE.Earth\",\n fire: \"CDE.Fire\",\n wood: \"CDE.Wood\",\n}\n\n/** Map aspect name \u2192 image path */\nconst ASPECT_ICONS = {\n metal: \"systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n water: \"systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n earth: \"systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n fire: \"systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n wood: \"systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n}\n\n/** Map aspect index \u2192 die face pair [yin, yang] (face=10 stored as 0) */\nconst ASPECT_FACES = {\n metal: [3, 8],\n water: [1, 6],\n earth: [0, 5], // 0 = face \"10\"\n fire: [2, 7],\n wood: [4, 9],\n}\n\n/**\n * Wu Xing generating/overcoming cycle:\n * wood \u2192 fire \u2192 earth \u2192 metal \u2192 water \u2192 wood (generating)\n * For each active aspect, the five categories in order:\n * [successes, auspicious, noxious, loksyu, tinji]\n */\nconst WU_XING_CYCLE = {\n wood: [\"wood\", \"fire\", \"water\", \"earth\", \"metal\"],\n fire: [\"fire\", \"earth\", \"wood\", \"metal\", \"water\"],\n earth: [\"earth\", \"metal\", \"fire\", \"water\", \"wood\"],\n metal: [\"metal\", \"water\", \"earth\", \"wood\", \"fire\"],\n water: [\"water\", \"wood\", \"metal\", \"fire\", \"earth\"],\n}\n\n/** Maps weapon range string \u2192 dice malus applied to the attack pool */\nconst RANGE_MALUS = {\n contact: 0,\n courte: 0,\n mediane: -1,\n longue: -2,\n extreme: -3,\n}\n\n/** Maps weapon type string \u2192 default skill key */\nconst WEAPON_TYPE_SKILL = {\n melee: \"kungfu\",\n thrown: \"rangedcombat\",\n ranged: \"rangedcombat\",\n firearm: \"rangedcombat\",\n}\n\n/** Maps weapon damageAspect name \u2192 ASPECT_NAMES index */\nconst WEAPON_ASPECT_INDEX = { metal: 0, eau: 1, water: 1, terre: 2, earth: 2, feu: 3, fire: 3, bois: 4, wood: 4 }\n\n/** Count how many times each die face appeared in the roll results */\nfunction countFaces(rollResults) {\n const counts = { 1:0, 2:0, 3:0, 4:0, 5:0, 6:0, 7:0, 8:0, 9:0, 0:0 }\n for (const die of rollResults) {\n const face = die.result === 10 ? 0 : die.result\n counts[face]++\n }\n return counts\n}\n\n/**\n * Compute Wu Xing result categories from face counts and active aspect.\n * Returns { successesdice, auspiciousdice, noxiousdice, loksyudice, tinjidice, loksyurepartition }\n */\nfunction computeWuXingResults(faces, aspectName, bonusAuspicious = 0) {\n const cycle = WU_XING_CYCLE[aspectName]\n if (!cycle) return null\n\n const [succAspect, ausAspect, noxAspect, lokAspect, tinAspect] = cycle\n const [succYin, succYang] = ASPECT_FACES[succAspect]\n const [ausYin, ausYang] = ASPECT_FACES[ausAspect]\n const [noxYin, noxYang] = ASPECT_FACES[noxAspect]\n const [lokYin, lokYang] = ASPECT_FACES[lokAspect]\n const [tinYin, tinYang] = ASPECT_FACES[tinAspect]\n\n const yin = game.i18n.localize(\"CDE.Yin\")\n const yang = game.i18n.localize(\"CDE.Yang\")\n\n return {\n successesdice: faces[succYin] + faces[succYang],\n auspiciousdice: faces[ausYin] + faces[ausYang] + bonusAuspicious,\n noxiousdice: faces[noxYin] + faces[noxYang],\n loksyudice: faces[lokYin] + faces[lokYang],\n loksyurepartition: `[${yin}(${faces[lokYin]}) ${yang}(${faces[lokYang]})]`,\n tinjidice: faces[tinYin] + faces[tinYang],\n }\n}\n\n/** Read a named field from a dialog DOM element */\nfunction readField(dlg, name) {\n const el = dlg.querySelector(`[name=\"${name}\"]`)\n if (!el) return null\n return el.type === \"checkbox\" ? el.checked : el.value\n}\n\n/**\n * Open a DialogV2.prompt with the given template + data and return the resolved form values.\n * The callback receives the DialogV2 application instance; fields are read from its .element.\n * @returns {Promise|null>}\n */\nasync function showRollPrompt({ title, template, data, fields }) {\n const content = await foundry.applications.handlebars.renderTemplate(template, data)\n return foundry.applications.api.DialogV2.prompt({\n window: { title },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (event, button, dialog) => {\n // In AppV2, dialog is the application instance; .element is the root HTMLElement\n const root = dialog.element ?? dialog\n const result = {}\n for (const field of fields) {\n result[field] = readField(root, field)\n }\n return result\n },\n },\n })\n}\n\n/**\n * Open the skill roll prompt and return the user-confirmed parameters.\n * @param {object} params - Initial values\n * @returns {Promise}\n */\nexport async function showSkillPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: params.isSpecial ? SKILL_SPECIAL_PROMPT_TEMPLATE : SKILL_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice,\n aspect: Number(params.aspect ?? 0),\n bonusmalus: params.bonusmalus ?? 0,\n woundmalus: params.woundmalus ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"aspect\", \"bonusmalus\", \"woundmalus\", \"bonusauspiciousdice\", \"typeofthrow\"],\n })\n}\n\n/**\n * Open the magic roll prompt and return the user-confirmed parameters.\n */\nexport async function showMagicPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: MAGIC_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice ?? 0,\n aspectskill: Number(params.aspectskill ?? 0),\n bonusmalusskill: params.bonusmalusskill ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n aspectspeciality: Number(params.aspectspeciality ?? 0),\n rolldifficulty: params.rolldifficulty ?? 1,\n bonusmalusspeciality: params.bonusmalusspeciality ?? 0,\n heispend: params.heispend ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"aspectskill\", \"bonusmalusskill\", \"bonusauspiciousdice\",\n \"aspectspeciality\", \"rolldifficulty\", \"bonusmalusspeciality\",\n \"heispend\", \"typeofthrow\"],\n })\n}\n\n/**\n * Open the weapon attack roll prompt and return user-confirmed parameters.\n */\nexport async function showWeaponPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: WEAPON_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice ?? 0,\n weaponName: params.weaponName ?? \"\",\n weaponTypeLabel: params.weaponTypeLabel ?? \"CDE.Weapon\",\n weaponAspectIcon: params.weaponAspectIcon ?? \"\",\n weaponAspectLabel: params.weaponAspectLabel ?? \"\",\n damageBase: params.damageBase ?? 1,\n weaponskill: params.weaponskill ?? \"kungfu\",\n aspect: Number(params.aspect ?? 0),\n effectiverange: params.effectiverange ?? \"contact\",\n bonusmalus: params.bonusmalus ?? 0,\n woundmalus: params.woundmalus ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"weaponskill\", \"aspect\", \"effectiverange\", \"bonusmalus\", \"woundmalus\",\n \"bonusauspiciousdice\", \"typeofthrow\"],\n })\n}\n\n/**\n * Build and send a single enriched ChatMessage containing both the roll\n * (for Dice So Nice) and the Wu Xing result card.\n */\nasync function sendResultMessage(actor, resultData, roll, rollMode) {\n const html = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, resultData)\n return ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor }),\n content: html,\n rolls: [roll],\n rollMode,\n })\n}\n\nconst ROLL_MODES = [\"roll\", \"gmroll\", \"blindroll\", \"selfroll\"]\n\n/**\n * Main entry point: roll dice for a given actor.\n *\n * @param {Actor} actor\n * @param {string} rollKey - e.g. \"prowess-skill\", \"fire-aspect\", \"alchemy-magic-elixirs\"\n */\nexport async function rollForActor(actor, rollKey) {\n const parts = rollKey.split(\"-\")\n const skillLibel = parts[0]\n const typeLibel = parts[1]\n const specialLibel = parts[2] ?? null\n\n const sys = actor.system\n const typeOfThrow = Number(sys.prefs?.typeofthrow?.choice ?? 0)\n\n let numberofdice = 0\n let title = \"\"\n let isSpecial = false\n let isMagic = false\n let isMagicSpecial = false\n let kfDefaultAspect = -1 // set in \"itemkungfu\" case, used when computing defaultAspect\n\n // ---- Determine dice count + title ----\n const MAGIC_I18N_KEYS = {\n internalcinnabar: \"CDE.InternalCinnabar\",\n alchemy: \"CDE.Alchemy\",\n masteryoftheway: \"CDE.MasteryOfTheWay\",\n exorcism: \"CDE.Exorcism\",\n geomancy: \"CDE.Geomancy\",\n }\n\n switch (typeLibel) {\n case \"aspect\":\n numberofdice = sys.aspect[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.aspect[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"aptitude\":\n // NPC aptitude roll \u2014 flat pool with WuXing prompt\n numberofdice = sys.aptitudes?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(`CDE.${skillLibel.charAt(0).toUpperCase() + skillLibel.slice(1)}`)\n break\n case \"skill\":\n numberofdice = sys.skills[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.skills[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"special\":\n numberofdice = sys.skills[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.skills[skillLibel]?.label ?? \"CDE.Roll\")\n title += ` [${game.i18n.localize(\"CDE.Speciality\")}]`\n isSpecial = true\n if (!sys.skills[skillLibel]?.specialities) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error2\"))\n return\n }\n break\n case \"resource\":\n numberofdice = sys.resources[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.resources[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"field\":\n numberofdice = sys.resources[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.resources[skillLibel]?.label ?? \"CDE.Roll\")\n title += ` [${game.i18n.localize(\"CDE.Field\")}]`\n isSpecial = true\n if (!sys.resources[skillLibel]?.specialities) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error4\"))\n return\n }\n break\n case \"magic\":\n numberofdice = sys.magics[skillLibel]?.value ?? 0\n isMagic = true\n title = game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? \"CDE.Magics\")\n break\n case \"magicspecial\":\n numberofdice = sys.magics[skillLibel]?.value ?? 0\n isMagicSpecial = true\n isMagic = true\n if (!sys.magics[skillLibel]?.speciality?.[specialLibel]?.check) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error6\"))\n return\n }\n title = `${game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? \"CDE.Magics\")} [${game.i18n.localize(MAGICS?.[skillLibel]?.speciality?.[specialLibel]?.label ?? \"\")}]`\n break\n case \"itemkungfu\": {\n // skillLibel = item._id \u2014 look up the kungfu item to find which skill + aspect to use\n const kfItem = actor.items.get(skillLibel)\n if (!kfItem) { ui.notifications.warn(game.i18n.localize(\"CDE.Error0\")); return }\n const kfSkill = kfItem.system.skill ?? \"kungfu\"\n numberofdice = sys.skills[kfSkill]?.value ?? 0\n title = `${kfItem.name} [${game.i18n.localize(sys.skills[kfSkill]?.label ?? \"CDE.KungFu\")}]`\n kfDefaultAspect = ASPECT_NAMES.indexOf(kfItem.system.aspect ?? \"metal\")\n if (kfDefaultAspect < 0) kfDefaultAspect = 0\n break\n }\n case \"itemweapon\": {\n // skillLibel = item._id \u2014 look up the weapon item to find type + aspect + damage\n const wpItem = actor.items.get(skillLibel)\n if (!wpItem) { ui.notifications.warn(game.i18n.localize(\"CDE.Error0\")); return }\n\n const wpType = wpItem.system.weaponType ?? \"melee\"\n const wpSkill = WEAPON_TYPE_SKILL[wpType] ?? \"kungfu\"\n numberofdice = sys.skills[wpSkill]?.value ?? 0\n\n const wpAspectRaw = wpItem.system.damageAspect ?? \"metal\"\n const wpAspectIdx = WEAPON_ASPECT_INDEX[wpAspectRaw] ?? 0\n const wpRange = wpItem.system.range ?? \"contact\"\n\n const WEAPON_TYPE_LABELS = {\n melee: \"CDE.WeaponMelee\",\n thrown: \"CDE.WeaponThrown\",\n ranged: \"CDE.WeaponRanged\",\n firearm: \"CDE.WeaponFirearm\",\n }\n\n // Show weapon-specific prompt\n const wParams = await showWeaponPrompt({\n title: `${wpItem.name} [${game.i18n.localize(sys.skills[wpSkill]?.label ?? \"CDE.WeaponRoll\")}]`,\n numberofdice,\n weaponName: wpItem.name,\n weaponTypeLabel: WEAPON_TYPE_LABELS[wpType] ?? \"CDE.Weapon\",\n weaponAspectIcon: ASPECT_ICONS[ASPECT_NAMES[wpAspectIdx]] ?? \"\",\n weaponAspectLabel: game.i18n.localize(ASPECT_LABELS[ASPECT_NAMES[wpAspectIdx]] ?? \"\"),\n damageBase: wpItem.system.damageBase ?? 1,\n weaponskill: wpSkill,\n aspect: wpAspectIdx,\n effectiverange: wpRange,\n bonusmalus: 0,\n woundmalus: 0,\n bonusauspiciousdice: 0,\n typeofthrow: typeOfThrow,\n })\n\n if (!wParams) return // cancelled\n\n // Resolve final pool from weapon prompt values\n const wpChosenSkill = wParams.weaponskill ?? wpSkill\n const wpSkillDice = sys.skills[wpChosenSkill]?.value ?? 0\n const wpAspFinal = Number(wParams.aspect ?? wpAspectIdx)\n const wpAspectDice = sys.aspect[ASPECT_NAMES[wpAspFinal]]?.value ?? 0\n const wpRangeMalus = RANGE_MALUS[wParams.effectiverange ?? \"contact\"] ?? 0\n const wpBonusMalus = Number(wParams.bonusmalus ?? 0)\n const wpWoundMalus = Number(wParams.woundmalus ?? 0)\n const wpBonusAusp = Number(wParams.bonusauspiciousdice ?? 0)\n const wpThrowMode = Number(wParams.typeofthrow ?? 0)\n const wpDamageBase = wpItem.system.damageBase ?? 1\n\n const wpTotalDice = wpSkillDice + wpAspectDice + wpRangeMalus + wpBonusMalus - wpWoundMalus\n if (wpTotalDice <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n const wpRoll = new Roll(`${wpTotalDice}d10`)\n await wpRoll.evaluate()\n\n const wpAspectName = ASPECT_NAMES[wpAspFinal] ?? \"metal\"\n const wpFaces = countFaces(wpRoll.dice[0]?.results ?? [])\n const wpResults = computeWuXingResults(wpFaces, wpAspectName, wpBonusAusp)\n if (!wpResults) return\n\n const wpModParts = []\n if (wpRangeMalus !== 0) wpModParts.push(`${wpRangeMalus} ${game.i18n.localize(\"CDE.RangePenalty\")}`)\n if (wpBonusMalus !== 0) wpModParts.push(`${wpBonusMalus > 0 ? \"+\" : \"\"}${wpBonusMalus} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (wpWoundMalus !== 0) wpModParts.push(`-${wpWoundMalus} ${game.i18n.localize(\"CDE.WoundMalus\")}`)\n if (wpBonusAusp !== 0) wpModParts.push(`+${wpBonusAusp} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n\n const wpMsg = await sendResultMessage(actor, {\n rollLabel: `${wpItem.name}`,\n aspectName: wpAspectName,\n aspectLabel: game.i18n.localize(ASPECT_LABELS[wpAspectName] ?? \"\"),\n aspectIcon: ASPECT_ICONS[wpAspectName] ?? \"\",\n totalDice: wpTotalDice,\n modifiersText: wpModParts.length ? wpModParts.join(\" \u00B7 \") : \"\",\n spellPower: null,\n rollDifficulty: null,\n actorName: actor.name ?? \"\",\n actorImg: actor.img ?? \"\",\n // weapon-specific\n weaponName: wpItem.name,\n damageBase: wpDamageBase,\n totalDamage: wpResults.successesdice * wpDamageBase,\n ...wpResults,\n aspect: wpAspectName,\n d1: wpFaces[1], d2: wpFaces[2], d3: wpFaces[3], d4: wpFaces[4], d5: wpFaces[5],\n d6: wpFaces[6], d7: wpFaces[7], d8: wpFaces[8], d9: wpFaces[9], d0: wpFaces[0],\n }, wpRoll, ROLL_MODES[wpThrowMode] ?? \"roll\")\n\n if (game.modules.get(\"dice-so-nice\")?.active && wpMsg?.id) {\n await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id)\n }\n return\n }\n default:\n ui.notifications.warn(`Unknown roll type: ${typeLibel}`)\n return\n }\n\n // For magic rolls the prompt allows adding HEI dice, so don't block early.\n // For itemkungfu, allow 0 base dice (user can add bonus dice in the prompt).\n if (numberofdice <= 0 && typeLibel !== \"aspect\" && typeLibel !== \"itemkungfu\" && !isMagic) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n // ---- Pre-compute default aspect for magic based on skill ----\n const MAGIC_ASPECTS = {\n internalcinnabar: 0, // metal\n alchemy: 1, // water\n masteryoftheway: 2, // earth\n exorcism: 3, // fire\n geomancy: 4, // wood\n }\n\n let defaultAspect = typeLibel === \"aspect\"\n ? [\"metal\",\"water\",\"earth\",\"fire\",\"wood\"].indexOf(skillLibel)\n : 0\n if (isMagic && MAGIC_ASPECTS[skillLibel] !== undefined) {\n defaultAspect = MAGIC_ASPECTS[skillLibel]\n }\n if (kfDefaultAspect >= 0) {\n defaultAspect = kfDefaultAspect\n }\n\n let defaultSpecialAspect = 0\n if (isMagicSpecial && specialLibel) {\n // Look up the speciality's element from the MAGICS config constant\n const specialCfg = MAGICS?.[skillLibel]?.speciality?.[specialLibel]\n const aspectName = LABELELEMENT_TO_ASPECT[specialCfg?.labelelement]\n if (aspectName) {\n defaultSpecialAspect = ASPECT_NAMES.indexOf(aspectName)\n }\n }\n\n // ---- Show roll prompt ----\n let params\n\n if (isMagic) {\n params = await showMagicPrompt({\n title,\n numberofdice,\n aspectskill: defaultAspect,\n bonusmalusskill: 0,\n bonusauspiciousdice: 0,\n aspectspeciality: defaultSpecialAspect,\n rolldifficulty: 1,\n bonusmalusspeciality: 0,\n heispend: 0,\n typeofthrow: typeOfThrow,\n })\n } else {\n params = await showSkillPrompt({\n title,\n numberofdice,\n aspect: defaultAspect,\n bonusmalus: 0,\n woundmalus: 0,\n bonusauspiciousdice: 0,\n typeofthrow: typeOfThrow,\n isSpecial,\n })\n }\n\n if (!params) return // cancelled\n\n // ---- Compute total dice and roll ----\n let aspectIndex, bonusMalus, bonusAuspicious, throwMode\n let spellAspectIndex = null // magic only: aspect of the speciality for Wu Xing\n let rollDifficulty = 1 // magic only: multiplier applied to successes\n\n if (isMagic) {\n const skillAspectIndex = Number(params.aspectskill ?? 0)\n spellAspectIndex = Number(params.aspectspeciality ?? skillAspectIndex)\n aspectIndex = skillAspectIndex // used only for skill dice pool\n bonusMalus = Number(params.bonusmalusskill ?? 0)\n bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)\n rollDifficulty = Math.max(1, Number(params.rolldifficulty ?? 1))\n throwMode = Number(params.typeofthrow ?? 0)\n // magic: magic skill + aspect + bonuses + 1 (speciality base) + HEI spent\n const aspectDice = sys.aspect[ASPECT_NAMES[aspectIndex]]?.value ?? 0\n const bonusSpec = Number(params.bonusmalusspeciality ?? 0)\n const heiDice = Number(params.heispend ?? 0)\n numberofdice = numberofdice + aspectDice + bonusMalus + 1 + bonusSpec + heiDice\n } else {\n aspectIndex = Number(params.aspect ?? 0)\n bonusMalus = Number(params.bonusmalus ?? 0)\n const woundMalus = Number(params.woundmalus ?? 0)\n bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)\n throwMode = Number(params.typeofthrow ?? 0)\n\n const aspectDice = (typeLibel !== \"aspect\")\n ? (sys.aspect[ASPECT_NAMES[aspectIndex]]?.value ?? 0)\n : 0\n\n numberofdice = numberofdice + aspectDice + bonusMalus - woundMalus\n if (isSpecial) numberofdice += 1 // +1d for speciality\n }\n\n if (numberofdice <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n // ---- Roll ----\n const roll = new Roll(`${numberofdice}d10`)\n await roll.evaluate()\n\n const rollModeKey = ROLL_MODES[throwMode] ?? \"roll\"\n\n // ---- Compute Wu Xing results ----\n // For magic rolls, the spell's aspect (aspectspeciality) governs the Wu Xing\n // cycle (which faces count as successes/auspicious/etc.), not the skill aspect.\n const wuXingAspectName = spellAspectIndex !== null\n ? ASPECT_NAMES[spellAspectIndex]\n : ASPECT_NAMES[aspectIndex]\n const allResults = roll.dice[0]?.results ?? []\n const faces = countFaces(allResults)\n const results = computeWuXingResults(faces, wuXingAspectName, bonusAuspicious)\n if (!results) return\n\n // For magic, successesdice \u00D7 rollDifficulty = spell power\n const spellPower = isMagic ? results.successesdice * rollDifficulty : null\n\n // ---- Build modifier summary text ----\n const modParts = []\n if (isMagic) {\n const bm = Number(params.bonusmalusskill ?? 0)\n const bs = Number(params.bonusmalusspeciality ?? 0)\n const hs = Number(params.heispend ?? 0)\n const ba = Number(params.bonusauspiciousdice ?? 0)\n if (bm !== 0) modParts.push(`${bm > 0 ? \"+\" : \"\"}${bm} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (bs !== 0) modParts.push(`${bs > 0 ? \"+\" : \"\"}${bs} ${game.i18n.localize(\"CDE.SpellBonus\")}`)\n if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n if (hs !== 0) modParts.push(`${hs} ${game.i18n.localize(\"CDE.HeiSpend\")}`)\n if (rollDifficulty !== 1) modParts.push(`\u00D7${rollDifficulty} ${game.i18n.localize(\"CDE.RollDifficulty\")}`)\n } else {\n const bm = Number(params.bonusmalus ?? 0)\n const wm = Number(params.woundmalus ?? 0)\n const ba = Number(params.bonusauspiciousdice ?? 0)\n if (bm !== 0) modParts.push(`${bm > 0 ? \"+\" : \"\"}${bm} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (wm !== 0) modParts.push(`-${wm} ${game.i18n.localize(\"CDE.WoundMalus\")}`)\n if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n }\n\n // ---- Send single enriched ChatMessage (roll + result card) ----\n const msg = await sendResultMessage(actor, {\n // Roll identity\n rollLabel: title,\n aspectName: wuXingAspectName,\n aspectLabel: game.i18n.localize(ASPECT_LABELS[wuXingAspectName] ?? \"\"),\n aspectIcon: ASPECT_ICONS[wuXingAspectName] ?? \"\",\n totalDice: numberofdice,\n modifiersText: modParts.length ? modParts.join(\" \u00B7 \") : \"\",\n // Spell power (magic only)\n spellPower,\n rollDifficulty: isMagic ? rollDifficulty : null,\n // Actor info\n actorName: actor.name ?? \"\",\n actorImg: actor.img ?? \"\",\n // Wu Xing results\n aspect: wuXingAspectName,\n ...results,\n // Die face counts\n d1: faces[1], d2: faces[2], d3: faces[3], d4: faces[4], d5: faces[5],\n d6: faces[6], d7: faces[7], d8: faces[8], d9: faces[9], d0: faces[0],\n }, roll, rollModeKey)\n\n // ---- Wait for Dice So Nice animation ----\n if (game.modules.get(\"dice-so-nice\")?.active && msg?.id) {\n await game.dice3d.waitFor3DAnimationByMessageID(msg.id)\n }\n}\n", "const { HandlebarsApplicationMixin } = foundry.applications.api\n\nexport class CDEBaseActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {\n static DEFAULT_OPTIONS = {\n classes: [\"fvtt-chroniques-de-l-etrange\", \"actor\"],\n position: { width: 920, height: 800 },\n window: { resizable: true },\n form: { submitOnChange: true },\n dragDrop: [{ dragSelector: \".item, [data-drag='true']\", dropSelector: null }],\n actions: {\n create: CDEBaseActorSheet.#onItemCreate,\n edit: CDEBaseActorSheet.#onItemEdit,\n delete: CDEBaseActorSheet.#onItemDelete,\n editImage: CDEBaseActorSheet.#onEditImage,\n },\n }\n\n tabGroups = { primary: \"description\" }\n\n get title() {\n return this.document.name\n }\n\n async _prepareContext() {\n const descriptionHTML = await TextEditor.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const cssClass = this.options.classes?.join(\" \") ?? \"\"\n return {\n actor: this.document,\n system: this.document.system,\n systemData: this.document.system,\n systemFields: this.document.system.schema.fields,\n items: this.document.items.contents,\n descriptionHTML,\n editable: this.isEditable,\n cssClass,\n }\n }\n\n // Restore the active tab after every render (including re-renders from submitOnChange).\n // AppV2 does NOT preserve tab state natively \u2014 we must re-apply it from this.tabGroups,\n // which is dynamically updated by changeTab() when the user clicks a tab.\n _onRender(context, options) {\n super._onRender?.(context, options)\n for (const [group, tab] of Object.entries(this.tabGroups)) {\n this.changeTab(tab, group, { force: true })\n }\n }\n\n static async #onItemCreate(event, target) {\n const type = target.dataset.type ?? \"item\"\n const cls = getDocumentClass(\"Item\")\n const labels = {\n item: \"CDE.ItemNew\",\n weapon: \"CDE.WeaponNew\",\n armor: \"CDE.ArmorNew\",\n sanhei: \"CDE.SanheiNew\",\n ingredient: \"CDE.IngredientNew\",\n kungfu: \"CDE.KFNew\",\n spell: \"CDE.SpellNew\",\n supernatural: \"CDE.SupernaturalNew\",\n }\n const name = game.i18n.localize(labels[type] ?? \"CDE.ItemNew\")\n const systemData = {}\n if (type === \"spell\" && target.dataset.discipline) {\n systemData.discipline = target.dataset.discipline\n }\n return cls.create({ name, type, system: systemData }, { parent: this.document })\n }\n\n static #onItemEdit(event, target) {\n const itemId = target.dataset.itemId ?? target.closest(\"[data-item-id]\")?.dataset.itemId\n const item = this.document.items.get(itemId)\n if (item) item.sheet.render(true)\n }\n\n static #onItemDelete(event, target) {\n const itemId = target.dataset.itemId ?? target.closest(\"[data-item-id]\")?.dataset.itemId\n const item = this.document.items.get(itemId)\n if (item) item.delete()\n }\n\n static async #onEditImage(event, target) {\n const attr = target.dataset.edit\n const current = foundry.utils.getProperty(this.document, attr)\n const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}\n const fp = new FilePicker({\n current,\n type: \"image\",\n redirectToRoot: img ? [img] : [],\n callback: (path) => this.document.update({ [attr]: path }),\n top: this.position.top + 40,\n left: this.position.left + 10,\n })\n return fp.browse()\n }\n}\n", "import { MAGICS, SUBTYPES } from \"../../../config/constants.js\"\nimport { rollInitiativePC } from \"../../initiative.js\"\nimport { rollForActor } from \"../../rolling.js\"\nimport { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDECharacterSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"character\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-character-sheet.html\" },\n }\n\n tabGroups = { primary: \"description\" }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n context.equipments = context.items.filter((item) => item.type === \"item\")\n context.weapons = context.items.filter((item) => item.type === \"weapon\")\n context.armors = context.items.filter((item) => item.type === \"armor\")\n context.sanheis = context.items.filter((item) => item.type === \"sanhei\")\n context.ingredients = context.items.filter((item) => item.type === \"ingredient\")\n context.spells = context.items.filter((item) => item.type === \"spell\")\n context.kungfus = context.items.filter((item) => item.type === \"kungfu\")\n context.CDE = { MAGICS, SUBTYPES }\n\n // Group spells by discipline key (matches MAGICS keys)\n const spellsByDiscipline = {}\n for (const spell of context.spells) {\n const disc = spell.system?.discipline ?? \"internalcinnabar\"\n if (!spellsByDiscipline[disc]) spellsByDiscipline[disc] = []\n spellsByDiscipline[disc].push(spell)\n }\n\n // Build magicsDisplay: only include the 5 relevant specialities per magic type + grimoire\n const systemMagics = context.systemData.magics ?? {}\n context.magicsDisplay = Object.fromEntries(\n Object.entries(MAGICS).map(([magicKey, magicDef]) => {\n const magicData = systemMagics[magicKey] ?? {}\n return [\n magicKey,\n {\n value: magicData.value ?? 0,\n visible: magicData.visible ?? false,\n speciality: Object.fromEntries(\n Object.keys(magicDef.speciality).map((specKey) => [\n specKey,\n { check: magicData.speciality?.[specKey]?.check ?? false },\n ])\n ),\n grimoire: spellsByDiscipline[magicKey] ?? [],\n },\n ]\n })\n )\n\n return context\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInitiativeControls()\n this.#bindPrefs()\n this.#bindRollButtons()\n this.#bindComponentRandomize()\n }\n\n #bindInitiativeControls() {\n const buttons = this.element?.querySelectorAll(\".click-initiative\")\n if (!buttons?.length) return\n buttons.forEach((button) => {\n button.addEventListener(\"click\", async () => {\n const action = button.dataset.libelId\n let initiative = this.document.system.initiative ?? 1\n if (action === \"plus\") {\n initiative = initiative >= 24 ? 1 : initiative + 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"minus\") {\n initiative = initiative <= 1 ? 24 : initiative - 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"create\") {\n await rollInitiativePC(this.document)\n }\n })\n })\n }\n\n #bindPrefs() {\n const button = this.element?.querySelector(\".click-prefs\")\n if (!button) return\n button.addEventListener(\"click\", async () => {\n const current = this.document.system.prefs?.typeofthrow ?? { choice: \"0\", check: true }\n const html = `\n
\n
\n \n \n
\n
\n \n \n
\n
`\n const prefs = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.Preferences\") },\n content: html,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => {\n const root = dialog.element ?? dialog\n const choice = root.querySelector(\"select[name='choice']\")?.value ?? \"0\"\n const check = root.querySelector(\"input[name='check']\")?.checked ?? false\n return { choice, check }\n },\n },\n })\n if (prefs) {\n await this.document.update({\n \"system.prefs.typeofthrow.choice\": String(prefs.choice),\n \"system.prefs.typeofthrow.check\": !!prefs.check,\n })\n }\n })\n }\n\n #bindRollButtons() {\n const cells = this.element?.querySelectorAll(\"td.click[data-libel-id], td.click2[data-libel-id], .cde-roll-trigger[data-libel-id]\")\n if (!cells?.length) return\n cells.forEach((cell) => {\n cell.addEventListener(\"click\", (event) => {\n event.preventDefault()\n const rollKey = cell.dataset.libelId\n if (rollKey) rollForActor(this.document, rollKey)\n })\n })\n }\n\n #bindComponentRandomize() {\n const btn = this.element?.querySelector(\"[data-action='randomize-component']\")\n if (!btn) return\n btn.addEventListener(\"click\", async () => {\n const roll = new Roll(\"1d10\")\n await roll.evaluate()\n const face = roll.total === 10 ? 0 : roll.total\n const COMPONENT_KEYS = { 1:\"one\", 2:\"two\", 3:\"three\", 4:\"four\", 5:\"five\",\n 6:\"six\", 7:\"seven\", 8:\"eight\", 9:\"nine\", 0:\"zero\" }\n const componentKey = COMPONENT_KEYS[face]\n const componentValue = this.document.system.component?.[componentKey]?.value ?? \"\"\n const label = componentValue\n ? `${componentValue}`\n : `${game.i18n.localize(\"CDE.Component\")}${face}`\n const content = `\n
\n ${game.i18n.localize(\"CDE.ChanceThrowResult\")}\n ${label}\n
`\n await ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor: this.document }),\n content,\n rolls: [roll],\n rollMode: game.settings.get(\"core\", \"rollMode\") ?? \"roll\",\n })\n })\n }\n}\n", "import { rollInitiativeNPC } from \"../../initiative.js\"\nimport { rollForActor } from \"../../rolling.js\"\nimport { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDENpcSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"npc\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-npc-sheet.html\" },\n }\n\n tabGroups = { primary: \"description\" }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n context.supernaturals = context.items.filter((item) => item.type === \"supernatural\")\n context.spells = context.items.filter((item) => item.type === \"spell\")\n context.kungfus = context.items.filter((item) => item.type === \"kungfu\")\n context.weapons = context.items.filter((item) => item.type === \"weapon\")\n context.armors = context.items.filter((item) => item.type === \"armor\")\n context.equipments = context.items.filter((item) => item.type === \"item\")\n return context\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInitiativeControls()\n this.#bindRollButtons()\n }\n\n #bindRollButtons() {\n const cells = this.element?.querySelectorAll(\".cde-roll-trigger[data-libel-id]\")\n if (!cells?.length) return\n cells.forEach((cell) => {\n cell.addEventListener(\"click\", (event) => {\n event.preventDefault()\n const rollKey = cell.dataset.libelId\n if (rollKey) rollForActor(this.document, rollKey)\n })\n })\n }\n\n #bindInitiativeControls() {\n const buttons = this.element?.querySelectorAll(\".click-initiative-npc\")\n if (!buttons?.length) return\n buttons.forEach((button) => {\n button.addEventListener(\"click\", async () => {\n const action = button.dataset.libelId\n let initiative = this.document.system.initiative ?? 1\n if (action === \"plus\") {\n initiative = initiative >= 24 ? 1 : initiative + 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"minus\") {\n initiative = initiative <= 1 ? 24 : initiative - 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"create\") {\n await rollInitiativeNPC(this.document)\n }\n })\n })\n }\n}\n", "import { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDETinjiSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"tinji\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-tinji-sheet.html\" },\n }\n\n tabGroups = { primary: \"tinji\" }\n}\n", "import { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDELoksyuSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"loksyu\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-loksyu-sheet.html\" },\n }\n\n tabGroups = { primary: \"loksyu\" }\n}\n", "const { HandlebarsApplicationMixin } = foundry.applications.api\n\nexport class CDEBaseItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {\n static DEFAULT_OPTIONS = {\n classes: [\"fvtt-chroniques-de-l-etrange\", \"item\"],\n position: { width: 520, height: \"auto\" },\n window: { resizable: true },\n form: { submitOnChange: true },\n actions: {\n editImage: CDEBaseItemSheet.#onEditImage,\n },\n }\n\n tabGroups = { primary: \"details\" }\n\n get title() {\n return this.document.name\n }\n\n async _prepareContext() {\n const cssClass = this.options.classes?.join(\" \") ?? \"\"\n const enrichedDescription = await TextEditor.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes ?? \"\", { async: true })\n return {\n item: this.document,\n system: this.document.system,\n systemData: this.document.system,\n systemFields: this.document.system.schema.fields,\n editable: this.isEditable,\n cssClass,\n enrichedDescription,\n enrichedNotes,\n descriptionHTML: enrichedDescription,\n notesHTML: enrichedNotes,\n }\n }\n\n // Restore the active tab after every render (including re-renders from submitOnChange).\n _onRender(context, options) {\n super._onRender?.(context, options)\n for (const [group, tab] of Object.entries(this.tabGroups)) {\n this.changeTab(tab, group, { force: true })\n }\n }\n\n static async #onEditImage(event, target) {\n const attr = target.dataset.edit\n const current = foundry.utils.getProperty(this.document, attr)\n const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}\n const fp = new FilePicker({\n current,\n type: \"image\",\n redirectToRoot: img ? [img] : [],\n callback: (path) => this.document.update({ [attr]: path }),\n top: this.position.top + 40,\n left: this.position.left + 10,\n })\n return fp.browse()\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEItemSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"equipment\"],\n position: { width: 560, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-item-sheet.html\" },\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEKungfuSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"kungfu\"],\n position: { width: 720, height: 680 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-kungfu-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const techniques = this.document.system.techniques ?? {}\n const enrich = (value) => foundry.applications.ux.TextEditor.implementation.enrichHTML(value ?? \"\", { async: true })\n context.descriptionTechnique1HTML = await enrich(techniques.technique1?.technique)\n context.descriptionTechnique2HTML = await enrich(techniques.technique2?.technique)\n context.descriptionTechnique3HTML = await enrich(techniques.technique3?.technique)\n return context\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESpellSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"spell\"],\n position: { width: 660, height: 680 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-spell-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n context.spellDescriptionHTML = await enrich(this.document.system.description)\n context.componentsDescriptionHTML = await enrich(this.document.system.components)\n context.effectsDescriptionHTML = await enrich(this.document.system.effects)\n context.examplesDescriptionHTML = await enrich(this.document.system.examples)\n return context\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESupernaturalSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"supernatural\"],\n position: { width: 560, height: 520 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-supernatural-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n context.effectsHTML = await enrich(this.document.system.effects)\n return context\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEWeaponSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"weapon\"],\n position: { width: 580, height: 520 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-weapon-sheet.html\" },\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEArmorSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"armor\"],\n position: { width: 520, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-armor-sheet.html\" },\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESanheiSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"sanhei\"],\n position: { width: 580, height: 620 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-sanhei-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n const props = this.document.system.properties\n context.prop1DescriptionHTML = await enrich(props.prop1.description)\n context.prop2DescriptionHTML = await enrich(props.prop2.description)\n context.prop3DescriptionHTML = await enrich(props.prop3.description)\n context.propFields = this.document.system.schema.fields.properties.fields\n return context\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEIngredientSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"ingredient\"],\n position: { width: 520, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-ingredient-sheet.html\" },\n }\n}\n", "import { SYSTEM_ID } from \"./config/constants.js\"\n\nconst MIGRATION_VERSION = \"3.0.0\"\n\nexport function registerSettings() {\n game.settings.register(SYSTEM_ID, \"migrationVersion\", {\n name: \"Migration version\",\n scope: \"world\",\n config: false,\n type: String,\n default: \"0.0.0\",\n })\n}\n\nexport async function migrateIfNeeded() {\n const current = MIGRATION_VERSION\n const stored = game.settings.get(SYSTEM_ID, \"migrationVersion\") ?? \"0.0.0\"\n if (!foundry.utils.isNewerVersion(current, stored)) return\n\n ui.notifications.info(`CHRONIQUESDELETRANGE | Migration vers ${current} en cours...`, { permanent: true })\n await migrateActors()\n await migrateItems()\n await migrateCompendiumActors()\n await migrateCompendiumItems()\n await game.settings.set(SYSTEM_ID, \"migrationVersion\", current)\n ui.notifications.info(`CHRONIQUESDELETRANGE | Migration vers ${current} termin\u00E9e.`)\n}\n\nasync function migrateActors() {\n const updates = []\n for (const actor of game.actors.contents) {\n const updateData = migrateActorData(actor)\n if (Object.keys(updateData).length > 0) {\n updates.push(actor.update(updateData))\n }\n }\n await Promise.all(updates)\n}\n\nasync function migrateCompendiumActors() {\n const packs = game.packs.filter((p) => p.documentName === \"Actor\" && p.metadata.system === SYSTEM_ID)\n for (const pack of packs) {\n const content = await pack.getDocuments()\n for (const actor of content) {\n const updateData = migrateActorData(actor)\n if (Object.keys(updateData).length > 0) {\n await actor.update(updateData, { pack: pack.collection })\n }\n }\n }\n}\n\nasync function migrateItems() {\n const updates = []\n for (const item of game.items.contents) {\n const updateData = migrateItemData(item)\n if (Object.keys(updateData).length > 0) {\n updates.push(item.update(updateData))\n }\n }\n await Promise.all(updates)\n}\n\nasync function migrateCompendiumItems() {\n const packs = game.packs.filter((p) => p.documentName === \"Item\" && p.metadata.system === SYSTEM_ID)\n for (const pack of packs) {\n const content = await pack.getDocuments()\n for (const item of content) {\n const updateData = migrateItemData(item)\n if (Object.keys(updateData).length > 0) {\n await item.update(updateData, { pack: pack.collection })\n }\n }\n }\n}\n\nfunction migrateActorData(actor) {\n const updateData = {}\n const system = actor.system ?? {}\n const actorType = actor.type\n\n // Fix legacy typo: masteryofthway -> masteryoftheway\n const legacyMagic = system.magics?.masteryofthway\n if (legacyMagic && !system.magics?.masteryoftheway) {\n updateData[\"system.magics.masteryoftheway\"] = legacyMagic\n updateData[\"system.magics.-=masteryofthway\"] = null\n }\n\n // Ensure prefs.typeofthrow exists on relevant actor types\n if ((actorType === \"character\" || actorType === \"npc\") && !system.prefs?.typeofthrow) {\n const defaultCheck = actorType === \"character\"\n updateData[\"system.prefs.typeofthrow\"] = { check: defaultCheck, choice: \"0\" }\n }\n\n // Migrate NPC field renames: levelofthreat \u2192 threat, powerofnuisance \u2192 nuisance\n if (actorType === \"npc\") {\n if (system.levelofthreat !== undefined && system.threat === undefined) {\n updateData[\"system.threat\"] = system.levelofthreat\n updateData[\"system.-=levelofthreat\"] = null\n }\n if (system.powerofnuisance !== undefined && system.nuisance === undefined) {\n updateData[\"system.nuisance\"] = system.powerofnuisance\n updateData[\"system.-=powerofnuisance\"] = null\n }\n }\n\n // Migrate character guardian from string to number\n if (actorType === \"character\" && typeof system.guardian === \"string\") {\n const guardianNum = parseInt(system.guardian, 10)\n if (!isNaN(guardianNum)) {\n updateData[\"system.guardian\"] = guardianNum\n }\n }\n\n return updateData\n}\n\nfunction migrateItemData(item) {\n const updateData = {}\n const system = item.system ?? {}\n\n // Normalize legacy French damageAspect values to English keys\n if (item.type === \"weapon\") {\n const ASPECT_FR_TO_EN = { eau: \"water\", terre: \"earth\", feu: \"fire\", bois: \"wood\" }\n const normalized = ASPECT_FR_TO_EN[system.damageAspect]\n if (normalized) {\n updateData[\"system.damageAspect\"] = normalized\n }\n }\n\n return updateData\n}\n", "import { ACTOR_TYPES, ITEM_TYPES, MAGICS, SUBTYPES, SYSTEM_ID } from \"./config/constants.js\"\nimport { preLocalizeConfig } from \"./config/localize.js\"\nimport { configureRuntime } from \"./config/runtime.js\"\nimport { CharacterDataModel, LoksyuDataModel, NpcDataModel, TinjiDataModel } from \"./data/actors/index.js\"\nimport { EquipmentDataModel, KungfuDataModel, SpellDataModel, SupernaturalDataModel, WeaponDataModel, ArmorDataModel, SanheiDataModel, IngredientDataModel } from \"./data/items/index.js\"\nimport { CDEMessage } from \"./documents/chat-message.js\"\nimport { CDEActor } from \"./documents/actor.js\"\nimport { CDEItem } from \"./documents/item.js\"\nimport { registerDice } from \"./ui/dice.js\"\nimport { registerHandlebarsHelpers } from \"./ui/helpers.js\"\nimport { preloadPartials } from \"./ui/templates.js\"\nimport { CDELoksyuSheet, CDECharacterSheet, CDENpcSheet, CDETinjiSheet } from \"./ui/sheets/actors/index.js\"\nimport { CDEItemSheet, CDEKungfuSheet, CDESpellSheet, CDESupernaturalSheet, CDEWeaponSheet, CDEArmorSheet, CDESanheiSheet, CDEIngredientSheet } from \"./ui/sheets/items/index.js\"\nimport { migrateIfNeeded, registerSettings } from \"./migration.js\"\n\nHooks.once(\"i18nInit\", preLocalizeConfig)\n\nHooks.once(\"init\", async () => {\n console.info(`CHRONIQUESDELETRANGE | Initializing ${SYSTEM_ID}`)\n\n registerSettings()\n\n game.system.CONST = { MAGICS, SUBTYPES }\n\n CONFIG.Actor.dataModels = {\n [ACTOR_TYPES.character]: CharacterDataModel,\n [ACTOR_TYPES.npc]: NpcDataModel,\n [ACTOR_TYPES.tinji]: TinjiDataModel,\n [ACTOR_TYPES.loksyu]: LoksyuDataModel,\n }\n CONFIG.Item.dataModels = {\n [ITEM_TYPES.item]: EquipmentDataModel,\n [ITEM_TYPES.kungfu]: KungfuDataModel,\n [ITEM_TYPES.spell]: SpellDataModel,\n [ITEM_TYPES.supernatural]: SupernaturalDataModel,\n [ITEM_TYPES.weapon]: WeaponDataModel,\n [ITEM_TYPES.armor]: ArmorDataModel,\n [ITEM_TYPES.sanhei]: SanheiDataModel,\n [ITEM_TYPES.ingredient]: IngredientDataModel,\n }\n\n CONFIG.Actor.documentClass = CDEActor\n CONFIG.Item.documentClass = CDEItem\n CONFIG.ChatMessage.documentClass = CDEMessage\n\n configureRuntime()\n\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Actor, \"core\", ActorSheet)\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Item, \"core\", ItemSheet)\n\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDECharacterSheet, {\n types: [ACTOR_TYPES.character],\n makeDefault: true,\n label: \"CDE Character Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDENpcSheet, {\n types: [ACTOR_TYPES.npc],\n makeDefault: true,\n label: \"CDE NPC Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDETinjiSheet, {\n types: [ACTOR_TYPES.tinji],\n makeDefault: true,\n label: \"CDE Tinji Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDELoksyuSheet, {\n types: [ACTOR_TYPES.loksyu],\n makeDefault: true,\n label: \"CDE Loksyu Sheet (V2)\",\n })\n\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEItemSheet, {\n types: [ITEM_TYPES.item],\n makeDefault: true,\n label: \"CDE Item Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEKungfuSheet, {\n types: [ITEM_TYPES.kungfu],\n makeDefault: true,\n label: \"CDE KungFu Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESpellSheet, {\n types: [ITEM_TYPES.spell],\n makeDefault: true,\n label: \"CDE Spell Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESupernaturalSheet, {\n types: [ITEM_TYPES.supernatural],\n makeDefault: true,\n label: \"CDE Supernatural Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEWeaponSheet, {\n types: [ITEM_TYPES.weapon],\n makeDefault: true,\n label: \"CDE Weapon Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEArmorSheet, {\n types: [ITEM_TYPES.armor],\n makeDefault: true,\n label: \"CDE Armor Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESanheiSheet, {\n types: [ITEM_TYPES.sanhei],\n makeDefault: true,\n label: \"CDE Sanhei Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEIngredientSheet, {\n types: [ITEM_TYPES.ingredient],\n makeDefault: true,\n label: \"CDE Ingredient Sheet (V2)\",\n })\n\n await preloadPartials()\n registerHandlebarsHelpers()\n registerDice()\n Hooks.on(\"renderSettings\", (_app, html) => injectCompendiumLink(html))\n\n console.info(`CHRONIQUESDELETRANGE | Initialized`)\n})\n\nHooks.once(\"ready\", async () => {\n await migrateIfNeeded()\n})\n\nfunction injectCompendiumLink(html) {\n const header = html[0]?.querySelector?.(\"h4.divider\")\n if (!header) return\n\n const section = document.createElement(\"section\")\n section.classList.add(\"settings\", \"flexcol\")\n section.innerHTML = `\n \n
\n \n
\n Guide d'installation\n \n

Rendez-vous sur le site de l'\u00E9diteur, t\u00E9l\u00E9chargez les PDF contenant les liens vers les compendia, puis ajoutez leurs manifestes dans Foundry.

\n
\n
\n
\n `\n section.querySelector(\"button[data-action='open-cde-link']\")?.addEventListener(\"click\", () => {\n window.open(\"https://antre-monde.com/les-chroniques-de-letrange/\", \"_blank\")\n })\n\n header.parentNode.insertBefore(section, header)\n}\n"], - "mappings": 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- "names": ["RESULT_TEMPLATE", "HandlebarsApplicationMixin"] + "sources": ["../src/config/constants.js", "../src/config/localize.js", "../src/config/runtime.js", "../src/data/actors/character.js", "../src/data/actors/npc.js", "../src/data/actors/tinji.js", "../src/data/actors/loksyu.js", "../src/data/items/item.js", "../src/data/items/kungfu.js", "../src/data/items/spell.js", "../src/data/items/supernatural.js", "../src/data/items/weapon.js", "../src/data/items/armor.js", "../src/data/items/sanhei.js", "../src/data/items/ingredient.js", "../src/documents/chat-message.js", "../src/documents/actor.js", "../src/documents/item.js", "../src/ui/dice.js", "../src/ui/helpers.js", "../src/ui/templates.js", "../src/ui/initiative.js", "../src/ui/apps/singletons.js", "../src/ui/rolling.js", "../src/ui/sheets/actors/base.js", "../src/ui/sheets/actors/character.js", "../src/ui/sheets/actors/npc.js", "../src/ui/apps/tinji-app.js", "../src/ui/sheets/actors/tinji.js", "../src/ui/apps/loksyu-app.js", "../src/ui/sheets/actors/loksyu.js", "../src/ui/sheets/items/base.js", "../src/ui/sheets/items/item.js", "../src/ui/sheets/items/kungfu.js", "../src/ui/sheets/items/spell.js", "../src/ui/sheets/items/supernatural.js", "../src/ui/sheets/items/weapon.js", "../src/ui/sheets/items/armor.js", "../src/ui/sheets/items/sanhei.js", "../src/ui/sheets/items/ingredient.js", "../src/migration.js", "../src/system.js"], + "sourcesContent": ["export const SYSTEM_ID = \"fvtt-chroniques-de-l-etrange\"\n\nexport const ACTOR_TYPES = {\n character: \"character\",\n npc: \"npc\",\n tinji: \"tinji\",\n loksyu: \"loksyu\",\n}\n\nexport const ITEM_TYPES = {\n item: \"item\",\n kungfu: \"kungfu\",\n spell: \"spell\",\n supernatural: \"supernatural\",\n weapon: \"weapon\",\n armor: \"armor\",\n sanhei: \"sanhei\",\n ingredient: \"ingredient\",\n}\n\nexport const SUBTYPES = {\n weapon: { id: \"weapon\", label: \"CDE.Weapon\" },\n armor: { id: \"armor\", label: \"CDE.Armor\" },\n sanhei: { id: \"sanhei\", label: \"CDE.Sanhei\" },\n other: { id: \"other\", label: \"CDE.Other\" },\n}\n\nexport const MAGICS = {\n internalcinnabar: {\n id: \"internalcinnabar\",\n background: \"linear-grey\",\n label: \"CDE.InternalCinnabar\",\n aspectlabel: \"CDE.Metal\",\n speciality: {\n essence: { label: \"CDE.Essence\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n mind: { label: \"CDE.Mind\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n purification: { label: \"CDE.Purification\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n manipulation: { label: \"CDE.Manipulation\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n aura: { label: \"CDE.Aura\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n alchemy: {\n id: \"alchemy\",\n background: \"linear-blue\",\n label: \"CDE.Alchemy\",\n aspectlabel: \"CDE.Water\",\n speciality: {\n acupuncture: { label: \"CDE.Acupuncture\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n elixirs: { label: \"CDE.Elixirs\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n poisons: { label: \"CDE.Poisons\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n arsenal: { label: \"CDE.Arsenal\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n potions: { label: \"CDE.Potions\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n masteryoftheway: {\n id: \"masteryoftheway\",\n background: \"linear-brown\",\n label: \"CDE.MasteryOfTheWay\",\n aspectlabel: \"CDE.Earth\",\n speciality: {\n curse: { label: \"CDE.Curse\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n transfiguration: { label: \"CDE.Transfiguration\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n necromancy: { label: \"CDE.Necromancy\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n climatecontrol: { label: \"CDE.ClimateControl\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n goldenmagic: { label: \"CDE.GoldenMagic\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n exorcism: {\n id: \"exorcism\",\n background: \"linear-red\",\n label: \"CDE.Exorcism\",\n aspectlabel: \"CDE.Fire\",\n speciality: {\n invocation: { label: \"CDE.Invocation\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n tracking: { label: \"CDE.Tracking\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n protection: { label: \"CDE.Protection\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n punishment: { label: \"CDE.Punishment\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n domination: { label: \"CDE.Domination\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n geomancy: {\n id: \"geomancy\",\n background: \"linear-green\",\n label: \"CDE.Geomancy\",\n aspectlabel: \"CDE.Wood\",\n speciality: {\n neutralization: { label: \"CDE.Neutralization\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\", labelicon: \"Yin\", labelelement: \"CDE.Metal\" },\n divination: { label: \"CDE.Divination\", classicon: \"icon-yin\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\", labelicon: \"Yin\", labelelement: \"CDE.Water\" },\n earthlyprayer: { label: \"CDE.EarthlyPrayer\", classicon: \"icon-yinyang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\", labelicon: \"Yin/Yang\", labelelement: \"CDE.Earth\" },\n heavenlyprayer: { label: \"CDE.HeavenlyPrayer\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\", labelicon: \"Yang\", labelelement: \"CDE.Fire\" },\n fungseoi: { label: \"CDE.Fungseoi\", classicon: \"icon-yang\", icon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\", elementicon: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\", labelicon: \"Yang\", labelelement: \"CDE.Wood\" },\n },\n },\n}\n\nexport const TEMPLATE_PARTIALS = [\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-skills.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-magics.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-nghang.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-treasures.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-items.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-kungfus.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-character-spells.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-supernaturals.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-spells.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-kungfus.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-loksyu-app.html\",\n \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html\",\n]\n", "import { MAGICS, SUBTYPES } from \"./constants.js\"\n\nexport function preLocalizeConfig() {\n const localizeConfigObject = (obj, keys) => {\n for (const o of Object.values(obj)) {\n for (const key of keys) {\n o[key] = game.i18n.localize(o[key])\n }\n }\n }\n\n localizeConfigObject(SUBTYPES, [\"label\"])\n Object.values(MAGICS).forEach((magic) => {\n magic.label = game.i18n.localize(magic.label)\n magic.aspectlabel = game.i18n.localize(magic.aspectlabel)\n Object.values(magic.speciality).forEach((spec) => {\n spec.label = game.i18n.localize(spec.label)\n spec.labelelement = game.i18n.localize(spec.labelelement)\n })\n })\n}\n", "export function configureRuntime() {\n CONFIG.Actor.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/actor-banner.webp\"\n CONFIG.Adventure.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/adventure-banner.webp\"\n CONFIG.Cards.compendiumBanner = \"ui/banners/cards-banner.webp\"\n CONFIG.Item.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/item-banner.webp\"\n CONFIG.JournalEntry.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/journalentry-banner.webp\"\n CONFIG.Macro.compendiumBanner = \"ui/banners/macro-banner.webp\"\n CONFIG.Playlist.compendiumBanner = \"ui/banners/playlist-banner.webp\"\n CONFIG.RollTable.compendiumBanner = \"ui/banners/rolltable-banner.webp\"\n CONFIG.Scene.compendiumBanner = \"/systems/fvtt-chroniques-de-l-etrange/images/banners/scene-banner.webp\"\n}\n", "export default class CharacterDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const aspectField = (label, chinese) =>\n new fields.SchemaField({\n chinese: stringField(chinese),\n label: stringField(label),\n value: numberField(15, { min: 0 }),\n })\n\n const skillField = (label) =>\n new fields.SchemaField({\n label: stringField(label),\n specialities: stringField(\"\"),\n value: numberField(0, { min: 0 }),\n })\n\n const resourceField = (label) =>\n new fields.SchemaField({\n label: stringField(label),\n specialities: stringField(\"\"),\n value: numberField(0, { min: 0 }),\n debt: boolField(false),\n })\n\n const componentField = () =>\n new fields.SchemaField({\n value: stringField(\"\"),\n })\n\n const magicSpecialityField = () =>\n new fields.SchemaField({\n check: boolField(false),\n })\n\n const magicField = () =>\n new fields.SchemaField({\n visible: boolField(true),\n value: numberField(0, { min: 0 }),\n speciality: new fields.SchemaField({\n essence: magicSpecialityField(),\n mind: magicSpecialityField(),\n purification: magicSpecialityField(),\n manipulation: magicSpecialityField(),\n aura: magicSpecialityField(),\n acupuncture: magicSpecialityField(),\n elixirs: magicSpecialityField(),\n poisons: magicSpecialityField(),\n arsenal: magicSpecialityField(),\n potions: magicSpecialityField(),\n curse: magicSpecialityField(),\n transfiguration: magicSpecialityField(),\n necromancy: magicSpecialityField(),\n climatecontrol: magicSpecialityField(),\n goldenmagic: magicSpecialityField(),\n invocation: magicSpecialityField(),\n tracking: magicSpecialityField(),\n protection: magicSpecialityField(),\n punishment: magicSpecialityField(),\n domination: magicSpecialityField(),\n neutralization: magicSpecialityField(),\n divination: magicSpecialityField(),\n earthlyprayer: magicSpecialityField(),\n heavenlyprayer: magicSpecialityField(),\n fungseoi: magicSpecialityField(),\n }),\n })\n\n const treasureBranch = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n max: numberField(0, { min: 0 }),\n min: numberField(0, { min: 0 }),\n })\n\n const treasureLevel = () =>\n new fields.SchemaField({\n san: treasureBranch(),\n zing: treasureBranch(),\n })\n\n const schema = {\n concept: stringField(\"\"),\n guardian: numberField(0, { min: 0, max: 5 }),\n initiative: numberField(1, { min: 0 }),\n anti_initiative: numberField(24, { min: 0 }),\n description: htmlField(\"\"),\n prefs: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(true),\n choice: stringField(\"0\"),\n }),\n }),\n prompt: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(true),\n choice: stringField(\"0\"),\n }),\n configure: new fields.SchemaField({\n numberofdice: numberField(0),\n aspect: numberField(0),\n bonus: numberField(0),\n bonusauspiciousdice: numberField(0),\n typeofthrow: numberField(0),\n aspectskill: numberField(0),\n bonusmalusskill: numberField(0),\n aspectspeciality: numberField(0),\n rolldifficulty: numberField(0),\n bonusmalusspeciality: numberField(0),\n }),\n }),\n aspect: new fields.SchemaField({\n fire: aspectField(\"CDE.Fire\", \"\u328B\"),\n earth: aspectField(\"CDE.Earth\", \"\u328F\"),\n metal: aspectField(\"CDE.Metal\", \"\u328E\"),\n water: aspectField(\"CDE.Water\", \"\u328C\"),\n wood: aspectField(\"CDE.Wood\", \"\u328D\"),\n }),\n skills: new fields.SchemaField({\n art: skillField(\"CDE.Art\"),\n investigation: skillField(\"CDE.Investigation\"),\n erudition: skillField(\"CDE.Erudition\"),\n knavery: skillField(\"CDE.Knavery\"),\n wordliness: skillField(\"CDE.Wordliness\"),\n prowess: skillField(\"CDE.Prowess\"),\n sciences: skillField(\"CDE.Sciences\"),\n technologies: skillField(\"CDE.Technologies\"),\n kungfu: skillField(\"CDE.KungFu\"),\n rangedcombat: skillField(\"CDE.RangedCombat\"),\n }),\n resources: new fields.SchemaField({\n supply: resourceField(\"CDE.Supply\"),\n inquiry: resourceField(\"CDE.Inquiry\"),\n influence: resourceField(\"CDE.Influence\"),\n }),\n component: new fields.SchemaField({\n one: componentField(),\n two: componentField(),\n three: componentField(),\n four: componentField(),\n five: componentField(),\n six: componentField(),\n seven: componentField(),\n eight: componentField(),\n nine: componentField(),\n zero: componentField(),\n }),\n magics: new fields.SchemaField({\n internalcinnabar: magicField(),\n alchemy: magicField(),\n masteryoftheway: magicField(),\n exorcism: magicField(),\n geomancy: magicField(),\n }),\n threetreasures: new fields.SchemaField({\n heiyang: new fields.SchemaField({ value: numberField(0, { min: 0 }), max: numberField(0, { min: 0 }) }),\n heiyin: new fields.SchemaField({ value: numberField(0, { min: 0 }), max: numberField(0, { min: 0 }) }),\n dicelevel: new fields.SchemaField({\n level0d: treasureLevel(),\n level1d: treasureLevel(),\n level2d: treasureLevel(),\n }),\n }),\n experience: new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n max: numberField(0, { min: 0 }),\n min: numberField(0, { min: 0 }),\n }),\n }\n\n return schema\n }\n}\n", "export default class NpcDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const aptitudeField = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n speciality: stringField(\"\"),\n })\n\n const trackedField = () =>\n new fields.SchemaField({\n value: numberField(0, { min: 0 }),\n calcul: numberField(0, { min: 0 }),\n note: stringField(\"\"),\n })\n\n return {\n type: stringField(\"\"),\n threat: numberField(0, { min: 0, max: 4 }), // profane(0) | apprentice(1) | initiate(2) | accomplished(3) | renowned(4)\n nuisance: numberField(0, { min: 0, max: 5 }), // figurant(0) | minion(1) | adversary(2) | ally(3) | boss(4) | divinity(5)\n initiative: numberField(1, { min: 0 }),\n anti_initiative: numberField(24, { min: 0 }),\n aptitudes: new fields.SchemaField({\n physical: aptitudeField(),\n martial: aptitudeField(),\n mental: aptitudeField(),\n social: aptitudeField(),\n spiritual: aptitudeField(),\n }),\n vitality: trackedField(),\n hei: trackedField(),\n description: htmlField(\"\"),\n prefs: new fields.SchemaField({\n typeofthrow: new fields.SchemaField({\n check: boolField(false),\n choice: stringField(\"0\"),\n }),\n }),\n }\n }\n}\n", "export default class TinjiDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n value: numberField(0, { min: 0 }),\n description: htmlField(\"\"),\n }\n }\n}\n", "export default class LoksyuDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n const polarity = () =>\n new fields.SchemaField({\n yin: new fields.SchemaField({ value: numberField(0, { min: 0 }) }),\n yang: new fields.SchemaField({ value: numberField(0, { min: 0 }) }),\n })\n\n return {\n fire: polarity(),\n earth: polarity(),\n metal: polarity(),\n water: polarity(),\n wood: polarity(),\n description: htmlField(\"\"),\n }\n }\n}\n", "export default class EquipmentDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const numberField = (initial = 0, extra = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...extra })\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n quantity: numberField(1, { min: 0 }),\n weight: numberField(0, { min: 0 }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class KungfuDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const boolField = (initial = false) => new fields.BooleanField({ required: true, initial })\n\n const techniqueField = () =>\n new fields.SchemaField({\n check: boolField(false),\n name: stringField(\"\"),\n activation: stringField(\"action-attack\"), // action-attack | action-defense | action-aid | action-attack-defense | reaction | dice | damage-inflicted | damage-received\n technique: htmlField(\"\"),\n })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n orientation: stringField(\"yin\"), // yin | yang | yinyang\n aspect: stringField(\"metal\"), // metal | eau | terre | feu | bois\n skill: stringField(\"kungfu\"), // kungfu | rangedcombat\n speciality: stringField(\"\"),\n style: stringField(\"\"),\n techniques: new fields.SchemaField({\n technique1: techniqueField(),\n technique2: techniqueField(),\n technique3: techniqueField(),\n }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class SpellDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n specialityname: stringField(\"\"),\n associatedelement: stringField(\"metal\"), // metal | eau | terre | feu | bois\n hei: stringField(\"\"),\n realizationtimeritual: stringField(\"\"),\n realizationtimeaccelerated: stringField(\"\"),\n flashback: stringField(\"\"),\n components: htmlField(\"\"),\n effects: htmlField(\"\"),\n examples: htmlField(\"\"),\n notes: htmlField(\"\"),\n discipline: stringField(\"internalcinnabar\"),\n heiType: stringField(\"yin\"),\n heiCost: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 1 }),\n difficulty: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 1 }),\n }\n }\n}\n", "export default class SupernaturalDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n notes: htmlField(\"\"),\n heiType: stringField(\"yin\"),\n heiCost: new fields.NumberField({ required: true, nullable: false, integer: true, min: 0, initial: 0 }),\n trigger: stringField(\"\"),\n effects: htmlField(\"\"),\n }\n }\n}\n", "export default class WeaponDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n weaponType: stringField(\"melee\"),\n material: stringField(\"\"),\n damageAspect: stringField(\"metal\"),\n damageBase: intField(1),\n range: stringField(\"contact\"), // contact | courte | mediane | longue | extreme\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class ArmorDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n protectionValue: intField(0),\n domain: stringField(\"\"),\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class SanheiDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n const propertySchema = () => new fields.SchemaField({\n name: stringField(\"\"),\n heiCost: intField(0),\n heiType: stringField(\"yin\"),\n description: htmlField(\"\"),\n })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n heiType: stringField(\"yin\"),\n properties: new fields.SchemaField({\n prop1: propertySchema(),\n prop2: propertySchema(),\n prop3: propertySchema(),\n }),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export default class IngredientDataModel extends foundry.abstract.TypeDataModel {\n static defineSchema() {\n const { fields } = foundry.data\n const stringField = (initial = \"\") => new fields.StringField({ required: true, nullable: false, initial })\n const htmlField = (initial = \"\") => new fields.HTMLField({ required: true, nullable: false, initial, textSearch: true })\n const intField = (initial = 0, opts = {}) => new fields.NumberField({ required: true, nullable: false, integer: true, initial, ...opts })\n\n return {\n reference: stringField(\"\"),\n description: htmlField(\"\"),\n school: stringField(\"all\"),\n obtainLevel: intField(0, { min: 0, max: 5 }),\n obtainDifficulty: intField(0, { min: 0, max: 3 }),\n quantity: intField(1),\n notes: htmlField(\"\"),\n }\n }\n}\n", "export class CDEMessage extends ChatMessage {\n async renderHTML({ canDelete, canClose = false, ...rest } = {}) {\n const html = await super.renderHTML({ canDelete, canClose, ...rest })\n this.#enrichChatCard(html)\n return html\n }\n\n getAssociatedActor() {\n if (this.speaker.scene && this.speaker.token) {\n const scene = game.scenes.get(this.speaker.scene)\n const token = scene?.tokens.get(this.speaker.token)\n if (token) return token.actor\n }\n return game.actors.get(this.speaker.actor)\n }\n\n #enrichChatCard(html) {\n const actor = this.getAssociatedActor()\n\n let img\n let nameText\n if (this.isContentVisible) {\n img = actor?.img ?? this.author.avatar\n nameText = this.alias\n } else {\n img = this.author.avatar\n nameText = this.author.name\n }\n\n const avatar = document.createElement(\"a\")\n avatar.classList.add(\"avatar\")\n if (actor) avatar.dataset.uuid = actor.uuid\n const avatarImg = document.createElement(\"img\")\n Object.assign(avatarImg, { src: img, alt: nameText })\n avatar.append(avatarImg)\n\n const name = document.createElement(\"span\")\n name.classList.add(\"name-stacked\")\n const title = document.createElement(\"span\")\n title.classList.add(\"title\")\n title.append(nameText)\n name.append(title)\n\n const sender = html.querySelector(\".message-sender\")\n sender?.replaceChildren(avatar, name)\n }\n}\n", "import { ACTOR_TYPES } from \"../config/constants.js\"\n\nexport class CDEActor extends Actor {\n getRollData() {\n const data = this.toObject(false).system\n return data\n }\n\n prepareBaseData() {\n super.prepareBaseData()\n\n if (this.type === ACTOR_TYPES.character) {\n this.system.anti_initiative = 25 - (this.system.initiative ?? 0)\n }\n\n if (this.type === ACTOR_TYPES.npc) {\n this.system.vitality.calcul = (this.system.aptitudes.physical.value ?? 0) * 4\n this.system.hei.calcul = (this.system.aptitudes.spiritual.value ?? 0) * 4\n this.system.anti_initiative = 25 - (this.system.initiative ?? 0)\n }\n }\n}\n", "export class CDEItem extends Item {\n get isWeapon() {\n return this.system.subtype === \"weapon\"\n }\n\n get isArmor() {\n return this.system.subtype === \"armor\"\n }\n\n get isSanhei() {\n return this.system.subtype === \"sanhei\"\n }\n\n get isOther() {\n return this.system.subtype === \"other\"\n }\n}\n", "const DIGIT_LABELS = [\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-1.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-2.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-3.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-4.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-5.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-6.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-7.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-8.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-9.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/digit/d10-10.webp\",\n]\n\nconst CLASSIC_LABELS = [\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-1.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-2.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-3.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-4.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-5.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-6.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-7.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-8.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-9.webp\",\n \"systems/fvtt-chroniques-de-l-etrange/images/dice-so-nice/d10-10.webp\",\n]\n\nexport function registerDice() {\n Hooks.once(\"diceSoNiceReady\", (dice3d) => {\n dice3d.addColorset(\n {\n name: \"cde\",\n description: \"CdE\",\n foreground: \"#000000\",\n background: \"#ffffff\",\n edge: \"#ffffff\",\n font: \"DeliusUnicase\",\n texture: \"ice\",\n material: \"plastic\",\n },\n \"preferred\",\n )\n\n dice3d.addSystem({ id: \"fvtt-chroniques-de-l-etrangedigit\", name: \"Chroniques de l'\u00E9trange digits\" }, \"preferred\")\n dice3d.addDicePreset({ type: \"d10\", labels: DIGIT_LABELS, system: \"fvtt-chroniques-de-l-etrangedigit\" })\n\n dice3d.addSystem({ id: \"fvtt-chroniques-de-l-etrange\", name: \"Chroniques de l'\u00E9trange\" }, \"preferred\")\n dice3d.addDicePreset({ type: \"d10\", labels: CLASSIC_LABELS, system: \"fvtt-chroniques-de-l-etrange\" })\n })\n}\n", "import { MAGICS } from \"../config/constants.js\"\n\nexport function registerHandlebarsHelpers() {\n const { Handlebars } = globalThis\n if (!Handlebars) return\n\n Handlebars.registerHelper(\"select\", function (selected, options) {\n const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected))\n const rgx = new RegExp(` value=[\"']${escapedValue}[\"']`)\n const html = options.fn(this)\n return html.replace(rgx, \"$& selected\")\n })\n\n Handlebars.registerHelper(\"getMagicBackground\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.background ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicLabel\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.label ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicAspectLabel\", function (magic) {\n return game.i18n.localize(MAGICS[magic]?.aspectlabel ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabel\", function (magic, speciality) {\n return game.i18n.localize(MAGICS[magic]?.speciality?.[speciality]?.label ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityClassIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.classicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.icon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityElementIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.elementicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabelIcon\", function (magic, speciality) {\n return MAGICS[magic]?.speciality?.[speciality]?.labelicon ?? \"\"\n })\n\n Handlebars.registerHelper(\"getMagicSpecialityLabelElement\", function (magic, speciality) {\n return game.i18n.localize(MAGICS[magic]?.speciality?.[speciality]?.labelelement ?? \"\")\n })\n\n Handlebars.registerHelper(\"getMagicAspectIcon\", function (magic) {\n const icons = {\n internalcinnabar: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n alchemy: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n masteryoftheway: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n exorcism: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n geomancy: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n }\n return icons[magic] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getElementIcon\", function (aspect) {\n const icons = {\n metal: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n water: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n earth: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n fire: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n wood: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n // legacy French keys\n eau: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n terre: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n feu: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n bois: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n }\n return icons[aspect] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getOrientationIcon\", function (orientation) {\n const icons = {\n yin: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yin.webp\",\n yang: \"/systems/fvtt-chroniques-de-l-etrange/images/cde_yang.webp\",\n yinyang: \"/systems/fvtt-chroniques-de-l-etrange/images/yin_yang.webp\",\n }\n return icons[orientation] ?? \"\"\n })\n\n Handlebars.registerHelper(\"getOrientationLabel\", function (orientation) {\n const keys = {\n yin: \"CDE.OrientationYin\",\n yang: \"CDE.OrientationYang\",\n yinyang: \"CDE.OrientationYinYang\",\n }\n return game.i18n.localize(keys[orientation] ?? \"CDE.Orientation\")\n })\n\n Handlebars.registerHelper(\"getActivationLabel\", function (activation) {\n const keys = {\n \"action-attack\": \"CDE.ActivationAttack\",\n \"action-defense\": \"CDE.ActivationDefense\",\n \"action-aid\": \"CDE.ActivationAid\",\n \"action-attack-defense\": \"CDE.ActivationAttackOrDefense\",\n reaction: \"CDE.ActivationReaction\",\n dice: \"CDE.ActivationDice\",\n \"damage-inflicted\": \"CDE.ActivationDamageInflicted\",\n \"damage-received\": \"CDE.ActivationDamageReceived\",\n }\n return game.i18n.localize(keys[activation] ?? \"CDE.Activation\")\n })\n}\n", "import { TEMPLATE_PARTIALS } from \"../config/constants.js\"\n\nexport async function preloadPartials() {\n return loadTemplates(TEMPLATE_PARTIALS)\n}\n", "/**\n * Initiative determination system for Chroniques de l'\u00C9trange.\n *\n * PJ formula: Initiative = Prouesse + Premi\u00E8re action (comp\u00E9tence/ressource/magie)\n * PNJ formula: Initiative = Aptitude physique + Premi\u00E8re action (aptitude)\n *\n * Range 1-24 ; anti-initiative = 25 \u2212 initiative.\n * Combat order is ascending (low initiative acts first).\n */\n\nconst PC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-prompt.html\"\nconst NPC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-prompt-npc.html\"\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-initiative-result.html\"\n\n/** Skills, resources and magics available as \"premi\u00E8re action\" for a PC. */\nfunction buildPCOptions(sys) {\n const sk = sys.skills ?? {}\n const rs = sys.resources ?? {}\n const mg = sys.magics ?? {}\n return [\n { key: \"art\", label: game.i18n.localize(\"CDE.Art\"), value: sk.art?.value ?? 0 },\n { key: \"investigation\", label: game.i18n.localize(\"CDE.Investigation\"), value: sk.investigation?.value ?? 0 },\n { key: \"erudition\", label: game.i18n.localize(\"CDE.Erudition\"), value: sk.erudition?.value ?? 0 },\n { key: \"knavery\", label: game.i18n.localize(\"CDE.Knavery\"), value: sk.knavery?.value ?? 0 },\n { key: \"wordliness\", label: game.i18n.localize(\"CDE.Wordliness\"), value: sk.wordliness?.value ?? 0 },\n { key: \"prowess\", label: game.i18n.localize(\"CDE.Prowess\"), value: sk.prowess?.value ?? 0 },\n { key: \"sciences\", label: game.i18n.localize(\"CDE.Sciences\"), value: sk.sciences?.value ?? 0 },\n { key: \"technologies\", label: game.i18n.localize(\"CDE.Technologies\"), value: sk.technologies?.value ?? 0 },\n { key: \"kungfu\", label: game.i18n.localize(\"CDE.KungFu\"), value: sk.kungfu?.value ?? 0 },\n { key: \"rangedcombat\", label: game.i18n.localize(\"CDE.RangedCombat\"), value: sk.rangedcombat?.value ?? 0 },\n { key: \"supply\", label: game.i18n.localize(\"CDE.Supply\"), value: rs.supply?.value ?? 0 },\n { key: \"inquiry\", label: game.i18n.localize(\"CDE.Inquiry\"), value: rs.inquiry?.value ?? 0 },\n { key: \"influence\", label: game.i18n.localize(\"CDE.Influence\"), value: rs.influence?.value ?? 0 },\n { key: \"internalcinnabar\", label: game.i18n.localize(\"CDE.InternalCinnabar\"), value: mg.internalcinnabar?.value ?? 0 },\n { key: \"alchemy\", label: game.i18n.localize(\"CDE.Alchemy\"), value: mg.alchemy?.value ?? 0 },\n { key: \"masteryoftheway\", label: game.i18n.localize(\"CDE.MasteryOfTheWay\"), value: mg.masteryoftheway?.value ?? 0 },\n { key: \"exorcism\", label: game.i18n.localize(\"CDE.Exorcism\"), value: mg.exorcism?.value ?? 0 },\n { key: \"geomancy\", label: game.i18n.localize(\"CDE.Geomancy\"), value: mg.geomancy?.value ?? 0 },\n ]\n}\n\n/** Aptitudes available as \"premi\u00E8re action\" for an NPC. */\nfunction buildNPCOptions(sys) {\n const ap = sys.aptitudes ?? {}\n return [\n { key: \"physical\", label: game.i18n.localize(\"CDE.Physical\"), value: ap.physical?.value ?? 0 },\n { key: \"martial\", label: game.i18n.localize(\"CDE.Martial\"), value: ap.martial?.value ?? 0 },\n { key: \"mental\", label: game.i18n.localize(\"CDE.Mental\"), value: ap.mental?.value ?? 0 },\n { key: \"social\", label: game.i18n.localize(\"CDE.Social\"), value: ap.social?.value ?? 0 },\n { key: \"spiritual\", label: game.i18n.localize(\"CDE.Spiritual\"), value: ap.spiritual?.value ?? 0 },\n ]\n}\n\n/** Parse the dialog element and extract firstaction + modifier. */\nfunction readInitFields(dialog) {\n const root = dialog.element ?? dialog\n const selectedKey = root.querySelector(\"select[name='firstaction']\")?.value ?? \"\"\n const modifier = parseInt(root.querySelector(\"input[name='modifier']\")?.value ?? \"0\", 10) || 0\n return { selectedKey, modifier }\n}\n\n/** Post a styled initiative chat message. */\nasync function sendInitChatMessage({ actor, baseName, baseValue, actionName, actionValue, modifier, initiative, antiInitiative }) {\n const html = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, {\n actorName: actor.name,\n actorImg: actor.img,\n baseName,\n baseValue,\n actionName,\n actionValue,\n modifier,\n hasModifier: modifier !== 0,\n initiative,\n antiInitiative,\n })\n await ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor }),\n content: html,\n })\n}\n\n/**\n * Open the PC initiative dialog, compute initiative (Prouesse + Premi\u00E8re action + modificateur)\n * and update the actor, then post a chat card.\n */\nexport async function rollInitiativePC(actor) {\n const sys = actor.system\n const prowess = sys.skills?.prowess?.value ?? 0\n const options = buildPCOptions(sys)\n const baseName = game.i18n.localize(\"CDE.Prowess\")\n\n const content = await foundry.applications.handlebars.renderTemplate(PC_PROMPT_TEMPLATE, {\n prowessValue: prowess,\n options,\n modifier: 0,\n })\n\n const result = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.InitiativeRoll\") },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => readInitFields(dialog),\n },\n })\n if (!result) return\n\n const { selectedKey, modifier } = result\n const selected = options.find((o) => o.key === selectedKey) ?? options[0]\n const rawValue = prowess + selected.value + modifier\n const initiative = Math.max(1, Math.min(24, rawValue))\n const antiInit = 25 - initiative\n\n await actor.update({ \"system.initiative\": initiative })\n await sendInitChatMessage({\n actor,\n baseName,\n baseValue: prowess,\n actionName: selected.label,\n actionValue: selected.value,\n modifier,\n initiative,\n antiInitiative: antiInit,\n })\n}\n\n/**\n * Open the NPC initiative dialog, compute initiative (Aptitude physique + Premi\u00E8re action + modificateur)\n * and update the actor, then post a chat card.\n */\nexport async function rollInitiativeNPC(actor) {\n const sys = actor.system\n const physical = sys.aptitudes?.physical?.value ?? 0\n const options = buildNPCOptions(sys)\n const baseName = game.i18n.localize(\"CDE.Physical\")\n\n const content = await foundry.applications.handlebars.renderTemplate(NPC_PROMPT_TEMPLATE, {\n physicalValue: physical,\n options,\n modifier: 0,\n })\n\n const result = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.InitiativeRoll\") },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => readInitFields(dialog),\n },\n })\n if (!result) return\n\n const { selectedKey, modifier } = result\n const selected = options.find((o) => o.key === selectedKey) ?? options[0]\n const rawValue = physical + selected.value + modifier\n const initiative = Math.max(1, Math.min(24, rawValue))\n const antiInit = 25 - initiative\n\n await actor.update({ \"system.initiative\": initiative })\n await sendInitChatMessage({\n actor,\n baseName,\n baseValue: physical,\n actionName: selected.label,\n actionValue: selected.value,\n modifier,\n initiative,\n antiInitiative: antiInit,\n })\n}\n", "/**\n * Singleton actor utilities for Loksyu and Tin Ji.\n *\n * Both are world-level shared trackers backed by a singleton Actor document\n * of type \"loksyu\" / \"tinji\". GMs can create them via the Actors sidebar;\n * the apps find the first one or offer to create it.\n */\n\nimport { ACTOR_TYPES } from \"../../config/constants.js\"\n\n/** Wu Xing generating cycle \u2014 [successes, auspicious, noxious, loksyu, tinji] */\nconst WU_XING_CYCLE = {\n wood: [\"wood\", \"fire\", \"water\", \"earth\", \"metal\"],\n fire: [\"fire\", \"earth\", \"wood\", \"metal\", \"water\"],\n earth: [\"earth\", \"metal\", \"fire\", \"water\", \"wood\"],\n metal: [\"metal\", \"water\", \"earth\", \"wood\", \"fire\"],\n water: [\"water\", \"wood\", \"metal\", \"fire\", \"earth\"],\n}\n\n/** Die face pairs [yin, yang] per aspect (0 = face \"10\") */\nconst ASPECT_FACES = {\n metal: [3, 8],\n water: [1, 6],\n earth: [0, 5],\n fire: [2, 7],\n wood: [4, 9],\n}\n\n/**\n * Find the first actor of the given type in the world, or create one if the\n * current user is a GM and none exists.\n *\n * @param {\"loksyu\"|\"tinji\"} type\n * @returns {Promise}\n */\nexport async function getSingletonActor(type) {\n const existing = game.actors.find((a) => a.type === type)\n if (existing) return existing\n\n if (!game.user.isGM) {\n ui.notifications.warn(game.i18n.localize(type === ACTOR_TYPES.loksyu ? \"CDE.LoksyuNotFound\" : \"CDE.TinjiNotFound\"))\n return null\n }\n\n // Auto-create the singleton when the GM opens the app for the first time.\n const nameKey = type === ACTOR_TYPES.loksyu ? \"CDE.UpperCaseLoksyu\" : \"CDE.UpperCaseTinJi\"\n const actor = await Actor.create({\n name: game.i18n.localize(nameKey),\n type,\n img: type === ACTOR_TYPES.loksyu\n ? \"systems/fvtt-chroniques-de-l-etrange/images/loksyu_long.webp\"\n : \"systems/fvtt-chroniques-de-l-etrange/images/tinji.webp\",\n })\n return actor ?? null\n}\n\n/**\n * After a WuXing roll, add the loksyu faces (yin + yang) of the relevant\n * aspect to the singleton Loksyu actor.\n *\n * @param {string} activeAspect - The aspect used for the roll (e.g. \"fire\")\n * @param {Object} faces - Die face counts { 0: n, 1: n, \u2026, 9: n }\n */\nexport async function updateLoksyuFromRoll(activeAspect, faces) {\n const cycle = WU_XING_CYCLE[activeAspect]\n if (!cycle) return\n\n const lokAspect = cycle[3]\n const [yinFace, yangFace] = ASPECT_FACES[lokAspect] ?? []\n if (yinFace === undefined) return\n\n const yinCount = faces[yinFace] ?? 0\n const yangCount = faces[yangFace] ?? 0\n if (yinCount === 0 && yangCount === 0) return\n\n const actor = await getSingletonActor(ACTOR_TYPES.loksyu)\n if (!actor) return\n\n const current = actor.system[lokAspect] ?? { yin: { value: 0 }, yang: { value: 0 } }\n await actor.update({\n [`system.${lokAspect}.yin.value`]: (current.yin.value ?? 0) + yinCount,\n [`system.${lokAspect}.yang.value`]: (current.yang.value ?? 0) + yangCount,\n })\n}\n\n/**\n * After a WuXing roll, add tinji faces to the singleton TinJi actor.\n *\n * @param {number} count - Number of tinji faces rolled\n */\nexport async function updateTinjiFromRoll(count) {\n if (!count || count <= 0) return\n\n const actor = await getSingletonActor(ACTOR_TYPES.tinji)\n if (!actor) return\n\n const current = actor.system.value ?? 0\n await actor.update({ \"system.value\": current + count })\n}\n", "/**\n * Wu Xing rolling system for Chroniques de l'\u00C9trange.\n *\n * The Wu Xing cycle maps each aspect (by index 0-4) to die face groups:\n * - metal=0 : faces 3,8\n * - water=1 : faces 1,6\n * - earth=2 : faces 0/10,5\n * - fire=3 : faces 2,7\n * - wood=4 : faces 4,9\n *\n * For a given active aspect the five result categories are:\n * successes / auspicious / noxious / loksyu (yin face, yang face) / tinji\n * Each category is associated with one of the five aspects in Wu Xing cycle order.\n */\n\nimport { MAGICS } from \"../config/constants.js\"\nimport { updateLoksyuFromRoll, updateTinjiFromRoll } from \"./apps/singletons.js\"\n\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html\"\nconst SKILL_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-dice-prompt.html\"\nconst SKILL_SPECIAL_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-special-dice-prompt.html\"\nconst MAGIC_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-magic-dice-prompt.html\"\nconst WEAPON_PROMPT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-weapon-dice-prompt.html\"\n\n/** Maps i18n element label \u2192 aspect name (for speciality default aspect lookup) */\nconst LABELELEMENT_TO_ASPECT = {\n \"CDE.Metal\": \"metal\",\n \"CDE.Water\": \"water\",\n \"CDE.Earth\": \"earth\",\n \"CDE.Fire\": \"fire\",\n \"CDE.Wood\": \"wood\",\n}\n\n/** Map aspect index \u2192 string name used in result template */\nconst ASPECT_NAMES = [\"metal\", \"water\", \"earth\", \"fire\", \"wood\"]\n\n/** Map aspect name \u2192 i18n label key */\nconst ASPECT_LABELS = {\n metal: \"CDE.Metal\",\n water: \"CDE.Water\",\n earth: \"CDE.Earth\",\n fire: \"CDE.Fire\",\n wood: \"CDE.Wood\",\n}\n\n/** Map aspect name \u2192 image path */\nconst ASPECT_ICONS = {\n metal: \"systems/fvtt-chroniques-de-l-etrange/images/cde_metal.webp\",\n water: \"systems/fvtt-chroniques-de-l-etrange/images/cde_eau.webp\",\n earth: \"systems/fvtt-chroniques-de-l-etrange/images/cde_terre.webp\",\n fire: \"systems/fvtt-chroniques-de-l-etrange/images/cde_feu.webp\",\n wood: \"systems/fvtt-chroniques-de-l-etrange/images/cde_bois.webp\",\n}\n\n/** Map aspect index \u2192 die face pair [yin, yang] (face=10 stored as 0) */\nconst ASPECT_FACES = {\n metal: [3, 8],\n water: [1, 6],\n earth: [0, 5], // 0 = face \"10\"\n fire: [2, 7],\n wood: [4, 9],\n}\n\n/**\n * Wu Xing generating/overcoming cycle:\n * wood \u2192 fire \u2192 earth \u2192 metal \u2192 water \u2192 wood (generating)\n * For each active aspect, the five categories in order:\n * [successes, auspicious, noxious, loksyu, tinji]\n */\nconst WU_XING_CYCLE = {\n wood: [\"wood\", \"fire\", \"water\", \"earth\", \"metal\"],\n fire: [\"fire\", \"earth\", \"wood\", \"metal\", \"water\"],\n earth: [\"earth\", \"metal\", \"fire\", \"water\", \"wood\"],\n metal: [\"metal\", \"water\", \"earth\", \"wood\", \"fire\"],\n water: [\"water\", \"wood\", \"metal\", \"fire\", \"earth\"],\n}\n\n/** Maps weapon range string \u2192 dice malus applied to the attack pool */\nconst RANGE_MALUS = {\n contact: 0,\n courte: 0,\n mediane: -1,\n longue: -2,\n extreme: -3,\n}\n\n/** Maps weapon type string \u2192 default skill key */\nconst WEAPON_TYPE_SKILL = {\n melee: \"kungfu\",\n thrown: \"rangedcombat\",\n ranged: \"rangedcombat\",\n firearm: \"rangedcombat\",\n}\n\n/** Maps weapon damageAspect name \u2192 ASPECT_NAMES index */\nconst WEAPON_ASPECT_INDEX = { metal: 0, eau: 1, water: 1, terre: 2, earth: 2, feu: 3, fire: 3, bois: 4, wood: 4 }\n\n/** Count how many times each die face appeared in the roll results */\nfunction countFaces(rollResults) {\n const counts = { 1:0, 2:0, 3:0, 4:0, 5:0, 6:0, 7:0, 8:0, 9:0, 0:0 }\n for (const die of rollResults) {\n const face = die.result === 10 ? 0 : die.result\n counts[face]++\n }\n return counts\n}\n\n/**\n * Compute Wu Xing result categories from face counts and active aspect.\n * Returns { successesdice, auspiciousdice, noxiousdice, loksyudice, tinjidice, loksyurepartition }\n */\nfunction computeWuXingResults(faces, aspectName, bonusAuspicious = 0) {\n const cycle = WU_XING_CYCLE[aspectName]\n if (!cycle) return null\n\n const [succAspect, ausAspect, noxAspect, lokAspect, tinAspect] = cycle\n const [succYin, succYang] = ASPECT_FACES[succAspect]\n const [ausYin, ausYang] = ASPECT_FACES[ausAspect]\n const [noxYin, noxYang] = ASPECT_FACES[noxAspect]\n const [lokYin, lokYang] = ASPECT_FACES[lokAspect]\n const [tinYin, tinYang] = ASPECT_FACES[tinAspect]\n\n const yin = game.i18n.localize(\"CDE.Yin\")\n const yang = game.i18n.localize(\"CDE.Yang\")\n\n return {\n successesdice: faces[succYin] + faces[succYang],\n auspiciousdice: faces[ausYin] + faces[ausYang] + bonusAuspicious,\n noxiousdice: faces[noxYin] + faces[noxYang],\n loksyudice: faces[lokYin] + faces[lokYang],\n loksyurepartition: `[${yin}(${faces[lokYin]}) ${yang}(${faces[lokYang]})]`,\n tinjidice: faces[tinYin] + faces[tinYang],\n }\n}\n\n/** Read a named field from a dialog DOM element */\nfunction readField(dlg, name) {\n const el = dlg.querySelector(`[name=\"${name}\"]`)\n if (!el) return null\n return el.type === \"checkbox\" ? el.checked : el.value\n}\n\n/**\n * Open a DialogV2.prompt with the given template + data and return the resolved form values.\n * The callback receives the DialogV2 application instance; fields are read from its .element.\n * @returns {Promise|null>}\n */\nasync function showRollPrompt({ title, template, data, fields }) {\n const content = await foundry.applications.handlebars.renderTemplate(template, data)\n return foundry.applications.api.DialogV2.prompt({\n window: { title },\n content,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (event, button, dialog) => {\n // In AppV2, dialog is the application instance; .element is the root HTMLElement\n const root = dialog.element ?? dialog\n const result = {}\n for (const field of fields) {\n result[field] = readField(root, field)\n }\n return result\n },\n },\n })\n}\n\n/**\n * Open the skill roll prompt and return the user-confirmed parameters.\n * @param {object} params - Initial values\n * @returns {Promise}\n */\nexport async function showSkillPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: params.isSpecial ? SKILL_SPECIAL_PROMPT_TEMPLATE : SKILL_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice,\n aspect: Number(params.aspect ?? 0),\n bonusmalus: params.bonusmalus ?? 0,\n woundmalus: params.woundmalus ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"aspect\", \"bonusmalus\", \"woundmalus\", \"bonusauspiciousdice\", \"typeofthrow\"],\n })\n}\n\n/**\n * Open the magic roll prompt and return the user-confirmed parameters.\n */\nexport async function showMagicPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: MAGIC_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice ?? 0,\n aspectskill: Number(params.aspectskill ?? 0),\n bonusmalusskill: params.bonusmalusskill ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n aspectspeciality: Number(params.aspectspeciality ?? 0),\n rolldifficulty: params.rolldifficulty ?? 1,\n bonusmalusspeciality: params.bonusmalusspeciality ?? 0,\n heispend: params.heispend ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"aspectskill\", \"bonusmalusskill\", \"bonusauspiciousdice\",\n \"aspectspeciality\", \"rolldifficulty\", \"bonusmalusspeciality\",\n \"heispend\", \"typeofthrow\"],\n })\n}\n\n/**\n * Open the weapon attack roll prompt and return user-confirmed parameters.\n */\nexport async function showWeaponPrompt(params) {\n return showRollPrompt({\n title: params.title,\n template: WEAPON_PROMPT_TEMPLATE,\n data: {\n numberofdice: params.numberofdice ?? 0,\n weaponName: params.weaponName ?? \"\",\n weaponTypeLabel: params.weaponTypeLabel ?? \"CDE.Weapon\",\n weaponAspectIcon: params.weaponAspectIcon ?? \"\",\n weaponAspectLabel: params.weaponAspectLabel ?? \"\",\n damageBase: params.damageBase ?? 1,\n weaponskill: params.weaponskill ?? \"kungfu\",\n aspect: Number(params.aspect ?? 0),\n effectiverange: params.effectiverange ?? \"contact\",\n bonusmalus: params.bonusmalus ?? 0,\n woundmalus: params.woundmalus ?? 0,\n bonusauspiciousdice: params.bonusauspiciousdice ?? 0,\n typeofthrow: Number(params.typeofthrow ?? 0),\n },\n fields: [\"weaponskill\", \"aspect\", \"effectiverange\", \"bonusmalus\", \"woundmalus\",\n \"bonusauspiciousdice\", \"typeofthrow\"],\n })\n}\n\n/**\n * Build and send a single enriched ChatMessage containing both the roll\n * (for Dice So Nice) and the Wu Xing result card.\n */\nasync function sendResultMessage(actor, resultData, roll, rollMode) {\n const html = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, resultData)\n return ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor }),\n content: html,\n rolls: [roll],\n rollMode,\n })\n}\n\nconst ROLL_MODES = [\"roll\", \"gmroll\", \"blindroll\", \"selfroll\"]\n\n/**\n * Main entry point: roll dice for a given actor.\n *\n * @param {Actor} actor\n * @param {string} rollKey - e.g. \"prowess-skill\", \"fire-aspect\", \"alchemy-magic-elixirs\"\n */\nexport async function rollForActor(actor, rollKey) {\n const parts = rollKey.split(\"-\")\n const skillLibel = parts[0]\n const typeLibel = parts[1]\n const specialLibel = parts[2] ?? null\n\n const sys = actor.system\n const typeOfThrow = Number(sys.prefs?.typeofthrow?.choice ?? 0)\n\n let numberofdice = 0\n let title = \"\"\n let isSpecial = false\n let isMagic = false\n let isMagicSpecial = false\n let kfDefaultAspect = -1 // set in \"itemkungfu\" case, used when computing defaultAspect\n\n // ---- Determine dice count + title ----\n const MAGIC_I18N_KEYS = {\n internalcinnabar: \"CDE.InternalCinnabar\",\n alchemy: \"CDE.Alchemy\",\n masteryoftheway: \"CDE.MasteryOfTheWay\",\n exorcism: \"CDE.Exorcism\",\n geomancy: \"CDE.Geomancy\",\n }\n\n switch (typeLibel) {\n case \"aspect\":\n numberofdice = sys.aspect[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.aspect[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"aptitude\":\n // NPC aptitude roll \u2014 flat pool with WuXing prompt\n numberofdice = sys.aptitudes?.[skillLibel]?.value ?? 0\n title = game.i18n.localize(`CDE.${skillLibel.charAt(0).toUpperCase() + skillLibel.slice(1)}`)\n break\n case \"skill\":\n numberofdice = sys.skills[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.skills[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"special\":\n numberofdice = sys.skills[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.skills[skillLibel]?.label ?? \"CDE.Roll\")\n title += ` [${game.i18n.localize(\"CDE.Speciality\")}]`\n isSpecial = true\n if (!sys.skills[skillLibel]?.specialities) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error2\"))\n return\n }\n break\n case \"resource\":\n numberofdice = sys.resources[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.resources[skillLibel]?.label ?? \"CDE.Roll\")\n break\n case \"field\":\n numberofdice = sys.resources[skillLibel]?.value ?? 0\n title = game.i18n.localize(sys.resources[skillLibel]?.label ?? \"CDE.Roll\")\n title += ` [${game.i18n.localize(\"CDE.Field\")}]`\n isSpecial = true\n if (!sys.resources[skillLibel]?.specialities) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error4\"))\n return\n }\n break\n case \"magic\":\n numberofdice = sys.magics[skillLibel]?.value ?? 0\n isMagic = true\n title = game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? \"CDE.Magics\")\n break\n case \"magicspecial\":\n numberofdice = sys.magics[skillLibel]?.value ?? 0\n isMagicSpecial = true\n isMagic = true\n if (!sys.magics[skillLibel]?.speciality?.[specialLibel]?.check) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error6\"))\n return\n }\n title = `${game.i18n.localize(MAGIC_I18N_KEYS[skillLibel] ?? \"CDE.Magics\")} [${game.i18n.localize(MAGICS?.[skillLibel]?.speciality?.[specialLibel]?.label ?? \"\")}]`\n break\n case \"itemkungfu\": {\n // skillLibel = item._id \u2014 look up the kungfu item to find which skill + aspect to use\n const kfItem = actor.items.get(skillLibel)\n if (!kfItem) { ui.notifications.warn(game.i18n.localize(\"CDE.Error0\")); return }\n const kfSkill = kfItem.system.skill ?? \"kungfu\"\n numberofdice = sys.skills[kfSkill]?.value ?? 0\n title = `${kfItem.name} [${game.i18n.localize(sys.skills[kfSkill]?.label ?? \"CDE.KungFu\")}]`\n kfDefaultAspect = ASPECT_NAMES.indexOf(kfItem.system.aspect ?? \"metal\")\n if (kfDefaultAspect < 0) kfDefaultAspect = 0\n break\n }\n case \"itemweapon\": {\n // skillLibel = item._id \u2014 look up the weapon item to find type + aspect + damage\n const wpItem = actor.items.get(skillLibel)\n if (!wpItem) { ui.notifications.warn(game.i18n.localize(\"CDE.Error0\")); return }\n\n const wpType = wpItem.system.weaponType ?? \"melee\"\n const wpSkill = WEAPON_TYPE_SKILL[wpType] ?? \"kungfu\"\n numberofdice = sys.skills[wpSkill]?.value ?? 0\n\n const wpAspectRaw = wpItem.system.damageAspect ?? \"metal\"\n const wpAspectIdx = WEAPON_ASPECT_INDEX[wpAspectRaw] ?? 0\n const wpRange = wpItem.system.range ?? \"contact\"\n\n const WEAPON_TYPE_LABELS = {\n melee: \"CDE.WeaponMelee\",\n thrown: \"CDE.WeaponThrown\",\n ranged: \"CDE.WeaponRanged\",\n firearm: \"CDE.WeaponFirearm\",\n }\n\n // Show weapon-specific prompt\n const wParams = await showWeaponPrompt({\n title: `${wpItem.name} [${game.i18n.localize(sys.skills[wpSkill]?.label ?? \"CDE.WeaponRoll\")}]`,\n numberofdice,\n weaponName: wpItem.name,\n weaponTypeLabel: WEAPON_TYPE_LABELS[wpType] ?? \"CDE.Weapon\",\n weaponAspectIcon: ASPECT_ICONS[ASPECT_NAMES[wpAspectIdx]] ?? \"\",\n weaponAspectLabel: game.i18n.localize(ASPECT_LABELS[ASPECT_NAMES[wpAspectIdx]] ?? \"\"),\n damageBase: wpItem.system.damageBase ?? 1,\n weaponskill: wpSkill,\n aspect: wpAspectIdx,\n effectiverange: wpRange,\n bonusmalus: 0,\n woundmalus: 0,\n bonusauspiciousdice: 0,\n typeofthrow: typeOfThrow,\n })\n\n if (!wParams) return // cancelled\n\n // Resolve final pool from weapon prompt values\n const wpChosenSkill = wParams.weaponskill ?? wpSkill\n const wpSkillDice = sys.skills[wpChosenSkill]?.value ?? 0\n const wpAspFinal = Number(wParams.aspect ?? wpAspectIdx)\n const wpAspectDice = sys.aspect[ASPECT_NAMES[wpAspFinal]]?.value ?? 0\n const wpRangeMalus = RANGE_MALUS[wParams.effectiverange ?? \"contact\"] ?? 0\n const wpBonusMalus = Number(wParams.bonusmalus ?? 0)\n const wpWoundMalus = Number(wParams.woundmalus ?? 0)\n const wpBonusAusp = Number(wParams.bonusauspiciousdice ?? 0)\n const wpThrowMode = Number(wParams.typeofthrow ?? 0)\n const wpDamageBase = wpItem.system.damageBase ?? 1\n\n const wpTotalDice = wpSkillDice + wpAspectDice + wpRangeMalus + wpBonusMalus - wpWoundMalus\n if (wpTotalDice <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n const wpRoll = new Roll(`${wpTotalDice}d10`)\n await wpRoll.evaluate()\n\n const wpAspectName = ASPECT_NAMES[wpAspFinal] ?? \"metal\"\n const wpFaces = countFaces(wpRoll.dice[0]?.results ?? [])\n const wpResults = computeWuXingResults(wpFaces, wpAspectName, wpBonusAusp)\n if (!wpResults) return\n\n const wpModParts = []\n if (wpRangeMalus !== 0) wpModParts.push(`${wpRangeMalus} ${game.i18n.localize(\"CDE.RangePenalty\")}`)\n if (wpBonusMalus !== 0) wpModParts.push(`${wpBonusMalus > 0 ? \"+\" : \"\"}${wpBonusMalus} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (wpWoundMalus !== 0) wpModParts.push(`-${wpWoundMalus} ${game.i18n.localize(\"CDE.WoundMalus\")}`)\n if (wpBonusAusp !== 0) wpModParts.push(`+${wpBonusAusp} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n\n const wpMsg = await sendResultMessage(actor, {\n rollLabel: `${wpItem.name}`,\n aspectName: wpAspectName,\n aspectLabel: game.i18n.localize(ASPECT_LABELS[wpAspectName] ?? \"\"),\n aspectIcon: ASPECT_ICONS[wpAspectName] ?? \"\",\n totalDice: wpTotalDice,\n modifiersText: wpModParts.length ? wpModParts.join(\" \u00B7 \") : \"\",\n spellPower: null,\n rollDifficulty: null,\n actorName: actor.name ?? \"\",\n actorImg: actor.img ?? \"\",\n // weapon-specific\n weaponName: wpItem.name,\n damageBase: wpDamageBase,\n totalDamage: wpResults.successesdice * wpDamageBase,\n ...wpResults,\n aspect: wpAspectName,\n d1: wpFaces[1], d2: wpFaces[2], d3: wpFaces[3], d4: wpFaces[4], d5: wpFaces[5],\n d6: wpFaces[6], d7: wpFaces[7], d8: wpFaces[8], d9: wpFaces[9], d0: wpFaces[0],\n }, wpRoll, ROLL_MODES[wpThrowMode] ?? \"roll\")\n\n if (game.modules.get(\"dice-so-nice\")?.active && wpMsg?.id) {\n await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id)\n }\n // Auto-update Loksyu/TinJi singletons from weapon roll faces\n if ((wpResults.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wpAspectName, wpFaces)\n if ((wpResults.tinjidice ?? 0) > 0) await updateTinjiFromRoll(wpResults.tinjidice)\n return\n }\n default:\n ui.notifications.warn(`Unknown roll type: ${typeLibel}`)\n return\n }\n\n // For magic rolls the prompt allows adding HEI dice, so don't block early.\n // For itemkungfu, allow 0 base dice (user can add bonus dice in the prompt).\n if (numberofdice <= 0 && typeLibel !== \"aspect\" && typeLibel !== \"itemkungfu\" && !isMagic) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n // ---- Pre-compute default aspect for magic based on skill ----\n const MAGIC_ASPECTS = {\n internalcinnabar: 0, // metal\n alchemy: 1, // water\n masteryoftheway: 2, // earth\n exorcism: 3, // fire\n geomancy: 4, // wood\n }\n\n let defaultAspect = typeLibel === \"aspect\"\n ? [\"metal\",\"water\",\"earth\",\"fire\",\"wood\"].indexOf(skillLibel)\n : 0\n if (isMagic && MAGIC_ASPECTS[skillLibel] !== undefined) {\n defaultAspect = MAGIC_ASPECTS[skillLibel]\n }\n if (kfDefaultAspect >= 0) {\n defaultAspect = kfDefaultAspect\n }\n\n let defaultSpecialAspect = 0\n if (isMagicSpecial && specialLibel) {\n // Look up the speciality's element from the MAGICS config constant\n const specialCfg = MAGICS?.[skillLibel]?.speciality?.[specialLibel]\n const aspectName = LABELELEMENT_TO_ASPECT[specialCfg?.labelelement]\n if (aspectName) {\n defaultSpecialAspect = ASPECT_NAMES.indexOf(aspectName)\n }\n }\n\n // ---- Show roll prompt ----\n let params\n\n if (isMagic) {\n params = await showMagicPrompt({\n title,\n numberofdice,\n aspectskill: defaultAspect,\n bonusmalusskill: 0,\n bonusauspiciousdice: 0,\n aspectspeciality: defaultSpecialAspect,\n rolldifficulty: 1,\n bonusmalusspeciality: 0,\n heispend: 0,\n typeofthrow: typeOfThrow,\n })\n } else {\n params = await showSkillPrompt({\n title,\n numberofdice,\n aspect: defaultAspect,\n bonusmalus: 0,\n woundmalus: 0,\n bonusauspiciousdice: 0,\n typeofthrow: typeOfThrow,\n isSpecial,\n })\n }\n\n if (!params) return // cancelled\n\n // ---- Compute total dice and roll ----\n let aspectIndex, bonusMalus, bonusAuspicious, throwMode\n let spellAspectIndex = null // magic only: aspect of the speciality for Wu Xing\n let rollDifficulty = 1 // magic only: multiplier applied to successes\n\n if (isMagic) {\n const skillAspectIndex = Number(params.aspectskill ?? 0)\n spellAspectIndex = Number(params.aspectspeciality ?? skillAspectIndex)\n aspectIndex = skillAspectIndex // used only for skill dice pool\n bonusMalus = Number(params.bonusmalusskill ?? 0)\n bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)\n rollDifficulty = Math.max(1, Number(params.rolldifficulty ?? 1))\n throwMode = Number(params.typeofthrow ?? 0)\n // magic: magic skill + aspect + bonuses + 1 (speciality base) + HEI spent\n const aspectDice = sys.aspect[ASPECT_NAMES[aspectIndex]]?.value ?? 0\n const bonusSpec = Number(params.bonusmalusspeciality ?? 0)\n const heiDice = Number(params.heispend ?? 0)\n numberofdice = numberofdice + aspectDice + bonusMalus + 1 + bonusSpec + heiDice\n } else {\n aspectIndex = Number(params.aspect ?? 0)\n bonusMalus = Number(params.bonusmalus ?? 0)\n const woundMalus = Number(params.woundmalus ?? 0)\n bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)\n throwMode = Number(params.typeofthrow ?? 0)\n\n const aspectDice = (typeLibel !== \"aspect\")\n ? (sys.aspect[ASPECT_NAMES[aspectIndex]]?.value ?? 0)\n : 0\n\n numberofdice = numberofdice + aspectDice + bonusMalus - woundMalus\n if (isSpecial) numberofdice += 1 // +1d for speciality\n }\n\n if (numberofdice <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.Error0\"))\n return\n }\n\n // ---- Roll ----\n const roll = new Roll(`${numberofdice}d10`)\n await roll.evaluate()\n\n const rollModeKey = ROLL_MODES[throwMode] ?? \"roll\"\n\n // ---- Compute Wu Xing results ----\n // For magic rolls, the spell's aspect (aspectspeciality) governs the Wu Xing\n // cycle (which faces count as successes/auspicious/etc.), not the skill aspect.\n const wuXingAspectName = spellAspectIndex !== null\n ? ASPECT_NAMES[spellAspectIndex]\n : ASPECT_NAMES[aspectIndex]\n const allResults = roll.dice[0]?.results ?? []\n const faces = countFaces(allResults)\n const results = computeWuXingResults(faces, wuXingAspectName, bonusAuspicious)\n if (!results) return\n\n // For magic, successesdice \u00D7 rollDifficulty = spell power\n const spellPower = isMagic ? results.successesdice * rollDifficulty : null\n\n // ---- Build modifier summary text ----\n const modParts = []\n if (isMagic) {\n const bm = Number(params.bonusmalusskill ?? 0)\n const bs = Number(params.bonusmalusspeciality ?? 0)\n const hs = Number(params.heispend ?? 0)\n const ba = Number(params.bonusauspiciousdice ?? 0)\n if (bm !== 0) modParts.push(`${bm > 0 ? \"+\" : \"\"}${bm} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (bs !== 0) modParts.push(`${bs > 0 ? \"+\" : \"\"}${bs} ${game.i18n.localize(\"CDE.SpellBonus\")}`)\n if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n if (hs !== 0) modParts.push(`${hs} ${game.i18n.localize(\"CDE.HeiSpend\")}`)\n if (rollDifficulty !== 1) modParts.push(`\u00D7${rollDifficulty} ${game.i18n.localize(\"CDE.RollDifficulty\")}`)\n } else {\n const bm = Number(params.bonusmalus ?? 0)\n const wm = Number(params.woundmalus ?? 0)\n const ba = Number(params.bonusauspiciousdice ?? 0)\n if (bm !== 0) modParts.push(`${bm > 0 ? \"+\" : \"\"}${bm} ${game.i18n.localize(\"CDE.BonusMalus\")}`)\n if (wm !== 0) modParts.push(`-${wm} ${game.i18n.localize(\"CDE.WoundMalus\")}`)\n if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize(\"CDE.BonusAuspiciousDice\")}`)\n }\n\n // ---- Send single enriched ChatMessage (roll + result card) ----\n const msg = await sendResultMessage(actor, {\n // Roll identity\n rollLabel: title,\n aspectName: wuXingAspectName,\n aspectLabel: game.i18n.localize(ASPECT_LABELS[wuXingAspectName] ?? \"\"),\n aspectIcon: ASPECT_ICONS[wuXingAspectName] ?? \"\",\n totalDice: numberofdice,\n modifiersText: modParts.length ? modParts.join(\" \u00B7 \") : \"\",\n // Spell power (magic only)\n spellPower,\n rollDifficulty: isMagic ? rollDifficulty : null,\n // Actor info\n actorName: actor.name ?? \"\",\n actorImg: actor.img ?? \"\",\n // Wu Xing results\n aspect: wuXingAspectName,\n ...results,\n // Die face counts\n d1: faces[1], d2: faces[2], d3: faces[3], d4: faces[4], d5: faces[5],\n d6: faces[6], d7: faces[7], d8: faces[8], d9: faces[9], d0: faces[0],\n }, roll, rollModeKey)\n\n // ---- Wait for Dice So Nice animation ----\n if (game.modules.get(\"dice-so-nice\")?.active && msg?.id) {\n await game.dice3d.waitFor3DAnimationByMessageID(msg.id)\n }\n\n // ---- Auto-update Loksyu / TinJi singletons ----\n if ((results.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wuXingAspectName, faces)\n if ((results.tinjidice ?? 0) > 0) await updateTinjiFromRoll(results.tinjidice)\n}\n", "const { HandlebarsApplicationMixin } = foundry.applications.api\n\nexport class CDEBaseActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {\n static DEFAULT_OPTIONS = {\n classes: [\"fvtt-chroniques-de-l-etrange\", \"actor\"],\n position: { width: 920, height: 800 },\n window: { resizable: true },\n form: { submitOnChange: true },\n dragDrop: [{ dragSelector: \".item, [data-drag='true']\", dropSelector: null }],\n actions: {\n create: CDEBaseActorSheet.#onItemCreate,\n edit: CDEBaseActorSheet.#onItemEdit,\n delete: CDEBaseActorSheet.#onItemDelete,\n editImage: CDEBaseActorSheet.#onEditImage,\n },\n }\n\n tabGroups = { primary: \"description\" }\n\n get title() {\n return this.document.name\n }\n\n async _prepareContext() {\n const descriptionHTML = await TextEditor.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const cssClass = this.options.classes?.join(\" \") ?? \"\"\n return {\n actor: this.document,\n system: this.document.system,\n systemData: this.document.system,\n systemFields: this.document.system.schema.fields,\n items: this.document.items.contents,\n descriptionHTML,\n editable: this.isEditable,\n cssClass,\n }\n }\n\n // Restore the active tab after every render (including re-renders from submitOnChange).\n // AppV2 does NOT preserve tab state natively \u2014 we must re-apply it from this.tabGroups,\n // which is dynamically updated by changeTab() when the user clicks a tab.\n _onRender(context, options) {\n super._onRender?.(context, options)\n for (const [group, tab] of Object.entries(this.tabGroups)) {\n this.changeTab(tab, group, { force: true })\n }\n }\n\n static async #onItemCreate(event, target) {\n const type = target.dataset.type ?? \"item\"\n const cls = getDocumentClass(\"Item\")\n const labels = {\n item: \"CDE.ItemNew\",\n weapon: \"CDE.WeaponNew\",\n armor: \"CDE.ArmorNew\",\n sanhei: \"CDE.SanheiNew\",\n ingredient: \"CDE.IngredientNew\",\n kungfu: \"CDE.KFNew\",\n spell: \"CDE.SpellNew\",\n supernatural: \"CDE.SupernaturalNew\",\n }\n const name = game.i18n.localize(labels[type] ?? \"CDE.ItemNew\")\n const systemData = {}\n if (type === \"spell\" && target.dataset.discipline) {\n systemData.discipline = target.dataset.discipline\n }\n return cls.create({ name, type, system: systemData }, { parent: this.document })\n }\n\n static #onItemEdit(event, target) {\n const itemId = target.dataset.itemId ?? target.closest(\"[data-item-id]\")?.dataset.itemId\n const item = this.document.items.get(itemId)\n if (item) item.sheet.render(true)\n }\n\n static #onItemDelete(event, target) {\n const itemId = target.dataset.itemId ?? target.closest(\"[data-item-id]\")?.dataset.itemId\n const item = this.document.items.get(itemId)\n if (item) item.delete()\n }\n\n static async #onEditImage(event, target) {\n const attr = target.dataset.edit\n const current = foundry.utils.getProperty(this.document, attr)\n const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}\n const fp = new FilePicker({\n current,\n type: \"image\",\n redirectToRoot: img ? [img] : [],\n callback: (path) => this.document.update({ [attr]: path }),\n top: this.position.top + 40,\n left: this.position.left + 10,\n })\n return fp.browse()\n }\n}\n", "import { MAGICS, SUBTYPES } from \"../../../config/constants.js\"\nimport { rollInitiativePC } from \"../../initiative.js\"\nimport { rollForActor } from \"../../rolling.js\"\nimport { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDECharacterSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"character\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-character-sheet.html\" },\n }\n\n tabGroups = { primary: \"description\" }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n context.equipments = context.items.filter((item) => item.type === \"item\")\n context.weapons = context.items.filter((item) => item.type === \"weapon\")\n context.armors = context.items.filter((item) => item.type === \"armor\")\n context.sanheis = context.items.filter((item) => item.type === \"sanhei\")\n context.ingredients = context.items.filter((item) => item.type === \"ingredient\")\n context.spells = context.items.filter((item) => item.type === \"spell\")\n context.kungfus = context.items.filter((item) => item.type === \"kungfu\")\n context.CDE = { MAGICS, SUBTYPES }\n\n // Group spells by discipline key (matches MAGICS keys)\n const spellsByDiscipline = {}\n for (const spell of context.spells) {\n const disc = spell.system?.discipline ?? \"internalcinnabar\"\n if (!spellsByDiscipline[disc]) spellsByDiscipline[disc] = []\n spellsByDiscipline[disc].push(spell)\n }\n\n // Build magicsDisplay: only include the 5 relevant specialities per magic type + grimoire\n const systemMagics = context.systemData.magics ?? {}\n context.magicsDisplay = Object.fromEntries(\n Object.entries(MAGICS).map(([magicKey, magicDef]) => {\n const magicData = systemMagics[magicKey] ?? {}\n return [\n magicKey,\n {\n value: magicData.value ?? 0,\n visible: magicData.visible ?? false,\n speciality: Object.fromEntries(\n Object.keys(magicDef.speciality).map((specKey) => [\n specKey,\n { check: magicData.speciality?.[specKey]?.check ?? false },\n ])\n ),\n grimoire: spellsByDiscipline[magicKey] ?? [],\n },\n ]\n })\n )\n\n return context\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInitiativeControls()\n this.#bindPrefs()\n this.#bindRollButtons()\n this.#bindComponentRandomize()\n }\n\n #bindInitiativeControls() {\n const buttons = this.element?.querySelectorAll(\".click-initiative\")\n if (!buttons?.length) return\n buttons.forEach((button) => {\n button.addEventListener(\"click\", async () => {\n const action = button.dataset.libelId\n let initiative = this.document.system.initiative ?? 1\n if (action === \"plus\") {\n initiative = initiative >= 24 ? 1 : initiative + 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"minus\") {\n initiative = initiative <= 1 ? 24 : initiative - 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"create\") {\n await rollInitiativePC(this.document)\n }\n })\n })\n }\n\n #bindPrefs() {\n const button = this.element?.querySelector(\".click-prefs\")\n if (!button) return\n button.addEventListener(\"click\", async () => {\n const current = this.document.system.prefs?.typeofthrow ?? { choice: \"0\", check: true }\n const html = `\n
\n
\n \n \n
\n
\n \n \n
\n
`\n const prefs = await foundry.applications.api.DialogV2.prompt({\n window: { title: game.i18n.localize(\"CDE.Preferences\") },\n content: html,\n rejectClose: false,\n ok: {\n label: game.i18n.localize(\"CDE.Validate\"),\n callback: (_ev, _btn, dialog) => {\n const root = dialog.element ?? dialog\n const choice = root.querySelector(\"select[name='choice']\")?.value ?? \"0\"\n const check = root.querySelector(\"input[name='check']\")?.checked ?? false\n return { choice, check }\n },\n },\n })\n if (prefs) {\n await this.document.update({\n \"system.prefs.typeofthrow.choice\": String(prefs.choice),\n \"system.prefs.typeofthrow.check\": !!prefs.check,\n })\n }\n })\n }\n\n #bindRollButtons() {\n const cells = this.element?.querySelectorAll(\"td.click[data-libel-id], td.click2[data-libel-id], .cde-roll-trigger[data-libel-id]\")\n if (!cells?.length) return\n cells.forEach((cell) => {\n cell.addEventListener(\"click\", (event) => {\n event.preventDefault()\n const rollKey = cell.dataset.libelId\n if (rollKey) rollForActor(this.document, rollKey)\n })\n })\n }\n\n #bindComponentRandomize() {\n const btn = this.element?.querySelector(\"[data-action='randomize-component']\")\n if (!btn) return\n btn.addEventListener(\"click\", async () => {\n const roll = new Roll(\"1d10\")\n await roll.evaluate()\n const face = roll.total === 10 ? 0 : roll.total\n const COMPONENT_KEYS = { 1:\"one\", 2:\"two\", 3:\"three\", 4:\"four\", 5:\"five\",\n 6:\"six\", 7:\"seven\", 8:\"eight\", 9:\"nine\", 0:\"zero\" }\n const componentKey = COMPONENT_KEYS[face]\n const componentValue = this.document.system.component?.[componentKey]?.value ?? \"\"\n const label = componentValue\n ? `${componentValue}`\n : `${game.i18n.localize(\"CDE.Component\")}${face}`\n const content = `\n
\n ${game.i18n.localize(\"CDE.ChanceThrowResult\")}\n ${label}\n
`\n await ChatMessage.create({\n user: game.user.id,\n speaker: ChatMessage.getSpeaker({ actor: this.document }),\n content,\n rolls: [roll],\n rollMode: game.settings.get(\"core\", \"rollMode\") ?? \"roll\",\n })\n })\n }\n}\n", "import { rollInitiativeNPC } from \"../../initiative.js\"\nimport { rollForActor } from \"../../rolling.js\"\nimport { CDEBaseActorSheet } from \"./base.js\"\n\nexport class CDENpcSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"npc\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-npc-sheet.html\" },\n }\n\n tabGroups = { primary: \"description\" }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n context.supernaturals = context.items.filter((item) => item.type === \"supernatural\")\n context.spells = context.items.filter((item) => item.type === \"spell\")\n context.kungfus = context.items.filter((item) => item.type === \"kungfu\")\n context.weapons = context.items.filter((item) => item.type === \"weapon\")\n context.armors = context.items.filter((item) => item.type === \"armor\")\n context.equipments = context.items.filter((item) => item.type === \"item\")\n return context\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInitiativeControls()\n this.#bindRollButtons()\n }\n\n #bindRollButtons() {\n const cells = this.element?.querySelectorAll(\".cde-roll-trigger[data-libel-id]\")\n if (!cells?.length) return\n cells.forEach((cell) => {\n cell.addEventListener(\"click\", (event) => {\n event.preventDefault()\n const rollKey = cell.dataset.libelId\n if (rollKey) rollForActor(this.document, rollKey)\n })\n })\n }\n\n #bindInitiativeControls() {\n const buttons = this.element?.querySelectorAll(\".click-initiative-npc\")\n if (!buttons?.length) return\n buttons.forEach((button) => {\n button.addEventListener(\"click\", async () => {\n const action = button.dataset.libelId\n let initiative = this.document.system.initiative ?? 1\n if (action === \"plus\") {\n initiative = initiative >= 24 ? 1 : initiative + 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"minus\") {\n initiative = initiative <= 1 ? 24 : initiative - 1\n await this.document.update({ \"system.initiative\": initiative })\n return\n }\n if (action === \"create\") {\n await rollInitiativeNPC(this.document)\n }\n })\n })\n }\n}\n", "import { getSingletonActor } from \"./singletons.js\"\nimport { ACTOR_TYPES } from \"../../config/constants.js\"\n\nconst SYSTEM_ID = \"fvtt-chroniques-de-l-etrange\"\n\nexport class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationMixin(\n foundry.applications.api.ApplicationV2\n) {\n static DEFAULT_OPTIONS = {\n id: \"cde-tinji-app\",\n tag: \"div\",\n window: {\n title: \"CDE.TinJi2\",\n icon: \"fas fa-star\",\n resizable: false,\n },\n classes: [\"cde-app\", \"cde-tinji-standalone\"],\n position: { width: 320, height: \"auto\" },\n actions: {\n increment: CDETinjiApp.#onIncrement,\n decrement: CDETinjiApp.#onDecrement,\n reset: CDETinjiApp.#onReset,\n spend: CDETinjiApp.#onSpend,\n },\n }\n\n static PARTS = {\n main: {\n template: `systems/${SYSTEM_ID}/templates/apps/cde-tinji-app.html`,\n },\n }\n\n /** @type {Actor|null} */\n #actor = null\n /** @type {Function|null} */\n #updateHook = null\n\n static open() {\n const existing = Object.values(foundry.applications.instances ?? {}).find(\n (app) => app instanceof CDETinjiApp\n )\n if (existing) { existing.bringToFront(); return existing }\n const app = new CDETinjiApp()\n app.render(true)\n return app\n }\n\n async _prepareContext() {\n this.#actor = await getSingletonActor(ACTOR_TYPES.tinji)\n if (!this.#actor) return { hasActor: false, value: 0 }\n\n return {\n hasActor: true,\n canEdit: this.#actor.isOwner,\n value: this.#actor.system.value ?? 0,\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindDirectInput()\n\n this.#updateHook = Hooks.on(\"updateActor\", (actor) => {\n if (actor.id === this.#actor?.id) this.render()\n })\n }\n\n _onClose(options) {\n if (this.#updateHook !== null) {\n Hooks.off(\"updateActor\", this.#updateHook)\n this.#updateHook = null\n }\n super._onClose(options)\n }\n\n #bindDirectInput() {\n const input = this.element?.querySelector(\"input.cde-tinji-direct\")\n if (!input) return\n input.addEventListener(\"change\", async (ev) => {\n const val = parseInt(ev.currentTarget.value, 10)\n if (!isNaN(val) && this.#actor) {\n await this.#actor.update({ \"system.value\": Math.max(0, val) })\n }\n })\n }\n\n static async #onIncrement() {\n if (!this.#actor) return\n const current = this.#actor.system.value ?? 0\n await this.#actor.update({ \"system.value\": current + 1 })\n }\n\n static async #onDecrement() {\n if (!this.#actor) return\n const current = this.#actor.system.value ?? 0\n if (current <= 0) return\n await this.#actor.update({ \"system.value\": current - 1 })\n }\n\n static async #onReset() {\n if (!this.#actor) return\n await this.#actor.update({ \"system.value\": 0 })\n }\n\n /** Spend 1 Tin Ji die and announce it in chat */\n static async #onSpend() {\n if (!this.#actor) return\n const current = this.#actor.system.value ?? 0\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await this.#actor.update({ \"system.value\": current - 1 })\n ChatMessage.create({\n user: game.user.id,\n content: `
\n \n ${game.i18n.localize(\"CDE.TinJi2\")}\n ${game.i18n.format(\"CDE.TinjiSpent\", { name: game.user.name })}\n (${current - 1} ${game.i18n.localize(\"CDE.TinjiRemaining\")})\n
`,\n })\n }\n}\n", "import { CDEBaseActorSheet } from \"./base.js\"\nimport { CDETinjiApp } from \"../../apps/tinji-app.js\"\n\nexport class CDETinjiSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"tinji\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-tinji-sheet.html\" },\n }\n\n tabGroups = { primary: \"tinji\" }\n\n /** Redirect any direct actor-sheet open to the standalone app instead */\n async _onFirstRender(context, options) {\n await this.close({ animate: false })\n CDETinjiApp.open()\n }\n}\n", "import { getSingletonActor } from \"./singletons.js\"\nimport { ACTOR_TYPES } from \"../../config/constants.js\"\n\nconst SYSTEM_ID = \"fvtt-chroniques-de-l-etrange\"\n\nexport class CDELoksyuApp extends foundry.applications.api.HandlebarsApplicationMixin(\n foundry.applications.api.ApplicationV2\n) {\n static DEFAULT_OPTIONS = {\n id: \"cde-loksyu-app\",\n tag: \"div\",\n window: {\n title: \"CDE.Loksyu\",\n icon: \"fas fa-yin-yang\",\n resizable: false,\n },\n classes: [\"cde-app\", \"cde-loksyu-standalone\"],\n position: { width: 540, height: \"auto\" },\n actions: {\n resetElement: CDELoksyuApp.#onResetElement,\n resetAll: CDELoksyuApp.#onResetAll,\n },\n }\n\n static PARTS = {\n main: {\n template: `systems/${SYSTEM_ID}/templates/apps/cde-loksyu-app.html`,\n },\n }\n\n /** @type {Actor|null} */\n #actor = null\n /** @type {Function|null} bound hook handler */\n #updateHook = null\n\n /** Singleton accessor \u2014 open or bring to front */\n static open() {\n const existing = Object.values(foundry.applications.instances ?? {}).find(\n (app) => app instanceof CDELoksyuApp\n )\n if (existing) { existing.bringToFront(); return existing }\n const app = new CDELoksyuApp()\n app.render(true)\n return app\n }\n\n async _prepareContext() {\n this.#actor = await getSingletonActor(ACTOR_TYPES.loksyu)\n if (!this.#actor) return { hasActor: false }\n\n const sys = this.#actor.system\n const ELEMENTS = [\n { key: \"wood\", nameKey: \"CDE.Wood\", qualKey: \"CDE.WoodQualities\", img: `systems/${SYSTEM_ID}/images/cde_bois.webp` },\n { key: \"fire\", nameKey: \"CDE.Fire\", qualKey: \"CDE.FireQualities\", img: `systems/${SYSTEM_ID}/images/cde_feu.webp` },\n { key: \"earth\", nameKey: \"CDE.Earth\", qualKey: \"CDE.EarthQualities\", img: `systems/${SYSTEM_ID}/images/cde_terre.webp` },\n { key: \"metal\", nameKey: \"CDE.Metal\", qualKey: \"CDE.MetalQualities\", img: `systems/${SYSTEM_ID}/images/cde_metal.webp` },\n { key: \"water\", nameKey: \"CDE.Water\", qualKey: \"CDE.WaterQualities\", img: `systems/${SYSTEM_ID}/images/cde_eau.webp` },\n ]\n\n return {\n hasActor: true,\n canEdit: this.#actor.isOwner,\n elements: ELEMENTS.map((el) => ({\n ...el,\n yang: sys[el.key]?.yang?.value ?? 0,\n yin: sys[el.key]?.yin?.value ?? 0,\n })),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInputs()\n\n // Subscribe to actor updates to keep the app live\n this.#updateHook = Hooks.on(\"updateActor\", (actor) => {\n if (actor.id === this.#actor?.id) this.render()\n })\n }\n\n _onClose(options) {\n if (this.#updateHook !== null) {\n Hooks.off(\"updateActor\", this.#updateHook)\n this.#updateHook = null\n }\n super._onClose(options)\n }\n\n #bindInputs() {\n const inputs = this.element?.querySelectorAll(\"input[data-field]\")\n if (!inputs?.length) return\n inputs.forEach((input) => {\n input.addEventListener(\"change\", async (ev) => {\n const field = ev.currentTarget.dataset.field\n const val = parseInt(ev.currentTarget.value, 10)\n if (!field || isNaN(val)) return\n await this.#actor?.update({ [field]: Math.max(0, val) })\n })\n })\n }\n\n static async #onResetElement(event, target) {\n const key = target.dataset.element\n if (!key || !this.#actor) return\n await this.#actor.update({\n [`system.${key}.yin.value`]: 0,\n [`system.${key}.yang.value`]: 0,\n })\n }\n\n static async #onResetAll(_event, _target) {\n if (!this.#actor) return\n const KEYS = [\"wood\", \"fire\", \"earth\", \"metal\", \"water\"]\n const update = {}\n for (const k of KEYS) {\n update[`system.${k}.yin.value`] = 0\n update[`system.${k}.yang.value`] = 0\n }\n await this.#actor.update(update)\n }\n}\n", "import { CDEBaseActorSheet } from \"./base.js\"\nimport { CDELoksyuApp } from \"../../apps/loksyu-app.js\"\n\nexport class CDELoksyuSheet extends CDEBaseActorSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"loksyu\"],\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-loksyu-sheet.html\" },\n }\n\n tabGroups = { primary: \"loksyu\" }\n\n /** Redirect any direct actor-sheet open to the standalone app instead */\n async _onFirstRender(context, options) {\n // Close this actor sheet immediately and open the standalone app\n await this.close({ animate: false })\n CDELoksyuApp.open()\n }\n}\n", "const { HandlebarsApplicationMixin } = foundry.applications.api\n\nexport class CDEBaseItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {\n static DEFAULT_OPTIONS = {\n classes: [\"fvtt-chroniques-de-l-etrange\", \"item\"],\n position: { width: 520, height: \"auto\" },\n window: { resizable: true },\n form: { submitOnChange: true },\n actions: {\n editImage: CDEBaseItemSheet.#onEditImage,\n },\n }\n\n tabGroups = { primary: \"details\" }\n\n get title() {\n return this.document.name\n }\n\n async _prepareContext() {\n const cssClass = this.options.classes?.join(\" \") ?? \"\"\n const enrichedDescription = await TextEditor.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const enrichedNotes = await TextEditor.enrichHTML(this.document.system.notes ?? \"\", { async: true })\n return {\n item: this.document,\n system: this.document.system,\n systemData: this.document.system,\n systemFields: this.document.system.schema.fields,\n editable: this.isEditable,\n cssClass,\n enrichedDescription,\n enrichedNotes,\n descriptionHTML: enrichedDescription,\n notesHTML: enrichedNotes,\n }\n }\n\n // Restore the active tab after every render (including re-renders from submitOnChange).\n _onRender(context, options) {\n super._onRender?.(context, options)\n for (const [group, tab] of Object.entries(this.tabGroups)) {\n this.changeTab(tab, group, { force: true })\n }\n }\n\n static async #onEditImage(event, target) {\n const attr = target.dataset.edit\n const current = foundry.utils.getProperty(this.document, attr)\n const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}\n const fp = new FilePicker({\n current,\n type: \"image\",\n redirectToRoot: img ? [img] : [],\n callback: (path) => this.document.update({ [attr]: path }),\n top: this.position.top + 40,\n left: this.position.left + 10,\n })\n return fp.browse()\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEItemSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"equipment\"],\n position: { width: 560, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-item-sheet.html\" },\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEKungfuSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"kungfu\"],\n position: { width: 720, height: 680 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-kungfu-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const techniques = this.document.system.techniques ?? {}\n const enrich = (value) => foundry.applications.ux.TextEditor.implementation.enrichHTML(value ?? \"\", { async: true })\n context.descriptionTechnique1HTML = await enrich(techniques.technique1?.technique)\n context.descriptionTechnique2HTML = await enrich(techniques.technique2?.technique)\n context.descriptionTechnique3HTML = await enrich(techniques.technique3?.technique)\n return context\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESpellSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"spell\"],\n position: { width: 660, height: 680 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-spell-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n context.spellDescriptionHTML = await enrich(this.document.system.description)\n context.componentsDescriptionHTML = await enrich(this.document.system.components)\n context.effectsDescriptionHTML = await enrich(this.document.system.effects)\n context.examplesDescriptionHTML = await enrich(this.document.system.examples)\n return context\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESupernaturalSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"supernatural\"],\n position: { width: 560, height: 520 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-supernatural-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n context.effectsHTML = await enrich(this.document.system.effects)\n return context\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEWeaponSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"weapon\"],\n position: { width: 580, height: 520 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-weapon-sheet.html\" },\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEArmorSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"armor\"],\n position: { width: 520, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-armor-sheet.html\" },\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDESanheiSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"sanhei\"],\n position: { width: 580, height: 620 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-sanhei-sheet.html\" },\n }\n\n async _prepareContext() {\n const context = await super._prepareContext()\n const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? \"\", { async: true })\n const props = this.document.system.properties\n context.prop1DescriptionHTML = await enrich(props.prop1.description)\n context.prop2DescriptionHTML = await enrich(props.prop2.description)\n context.prop3DescriptionHTML = await enrich(props.prop3.description)\n context.propFields = this.document.system.schema.fields.properties.fields\n return context\n }\n}\n", "import { CDEBaseItemSheet } from \"./base.js\"\n\nexport class CDEIngredientSheet extends CDEBaseItemSheet {\n static DEFAULT_OPTIONS = {\n classes: [\"ingredient\"],\n position: { width: 520, height: 460 },\n }\n\n static PARTS = {\n main: { template: \"systems/fvtt-chroniques-de-l-etrange/templates/item/cde-ingredient-sheet.html\" },\n }\n}\n", "import { SYSTEM_ID } from \"./config/constants.js\"\n\nconst MIGRATION_VERSION = \"3.0.0\"\n\nexport function registerSettings() {\n game.settings.register(SYSTEM_ID, \"migrationVersion\", {\n name: \"Migration version\",\n scope: \"world\",\n config: false,\n type: String,\n default: \"0.0.0\",\n })\n}\n\nexport async function migrateIfNeeded() {\n const current = MIGRATION_VERSION\n const stored = game.settings.get(SYSTEM_ID, \"migrationVersion\") ?? \"0.0.0\"\n if (!foundry.utils.isNewerVersion(current, stored)) return\n\n ui.notifications.info(`CHRONIQUESDELETRANGE | Migration vers ${current} en cours...`, { permanent: true })\n await migrateActors()\n await migrateItems()\n await migrateCompendiumActors()\n await migrateCompendiumItems()\n await game.settings.set(SYSTEM_ID, \"migrationVersion\", current)\n ui.notifications.info(`CHRONIQUESDELETRANGE | Migration vers ${current} termin\u00E9e.`)\n}\n\nasync function migrateActors() {\n const updates = []\n for (const actor of game.actors.contents) {\n const updateData = migrateActorData(actor)\n if (Object.keys(updateData).length > 0) {\n updates.push(actor.update(updateData))\n }\n }\n await Promise.all(updates)\n}\n\nasync function migrateCompendiumActors() {\n const packs = game.packs.filter((p) => p.documentName === \"Actor\" && p.metadata.system === SYSTEM_ID)\n for (const pack of packs) {\n const content = await pack.getDocuments()\n for (const actor of content) {\n const updateData = migrateActorData(actor)\n if (Object.keys(updateData).length > 0) {\n await actor.update(updateData, { pack: pack.collection })\n }\n }\n }\n}\n\nasync function migrateItems() {\n const updates = []\n for (const item of game.items.contents) {\n const updateData = migrateItemData(item)\n if (Object.keys(updateData).length > 0) {\n updates.push(item.update(updateData))\n }\n }\n await Promise.all(updates)\n}\n\nasync function migrateCompendiumItems() {\n const packs = game.packs.filter((p) => p.documentName === \"Item\" && p.metadata.system === SYSTEM_ID)\n for (const pack of packs) {\n const content = await pack.getDocuments()\n for (const item of content) {\n const updateData = migrateItemData(item)\n if (Object.keys(updateData).length > 0) {\n await item.update(updateData, { pack: pack.collection })\n }\n }\n }\n}\n\nfunction migrateActorData(actor) {\n const updateData = {}\n const system = actor.system ?? {}\n const actorType = actor.type\n\n // Fix legacy typo: masteryofthway -> masteryoftheway\n const legacyMagic = system.magics?.masteryofthway\n if (legacyMagic && !system.magics?.masteryoftheway) {\n updateData[\"system.magics.masteryoftheway\"] = legacyMagic\n updateData[\"system.magics.-=masteryofthway\"] = null\n }\n\n // Ensure prefs.typeofthrow exists on relevant actor types\n if ((actorType === \"character\" || actorType === \"npc\") && !system.prefs?.typeofthrow) {\n const defaultCheck = actorType === \"character\"\n updateData[\"system.prefs.typeofthrow\"] = { check: defaultCheck, choice: \"0\" }\n }\n\n // Migrate NPC field renames: levelofthreat \u2192 threat, powerofnuisance \u2192 nuisance\n if (actorType === \"npc\") {\n if (system.levelofthreat !== undefined && system.threat === undefined) {\n updateData[\"system.threat\"] = system.levelofthreat\n updateData[\"system.-=levelofthreat\"] = null\n }\n if (system.powerofnuisance !== undefined && system.nuisance === undefined) {\n updateData[\"system.nuisance\"] = system.powerofnuisance\n updateData[\"system.-=powerofnuisance\"] = null\n }\n }\n\n // Migrate character guardian from string to number\n if (actorType === \"character\" && typeof system.guardian === \"string\") {\n const guardianNum = parseInt(system.guardian, 10)\n if (!isNaN(guardianNum)) {\n updateData[\"system.guardian\"] = guardianNum\n }\n }\n\n return updateData\n}\n\nfunction migrateItemData(item) {\n const updateData = {}\n const system = item.system ?? {}\n\n // Normalize legacy French damageAspect values to English keys\n if (item.type === \"weapon\") {\n const ASPECT_FR_TO_EN = { eau: \"water\", terre: \"earth\", feu: \"fire\", bois: \"wood\" }\n const normalized = ASPECT_FR_TO_EN[system.damageAspect]\n if (normalized) {\n updateData[\"system.damageAspect\"] = normalized\n }\n }\n\n return updateData\n}\n", "import { ACTOR_TYPES, ITEM_TYPES, MAGICS, SUBTYPES, SYSTEM_ID } from \"./config/constants.js\"\nimport { preLocalizeConfig } from \"./config/localize.js\"\nimport { configureRuntime } from \"./config/runtime.js\"\nimport { CharacterDataModel, LoksyuDataModel, NpcDataModel, TinjiDataModel } from \"./data/actors/index.js\"\nimport { EquipmentDataModel, KungfuDataModel, SpellDataModel, SupernaturalDataModel, WeaponDataModel, ArmorDataModel, SanheiDataModel, IngredientDataModel } from \"./data/items/index.js\"\nimport { CDEMessage } from \"./documents/chat-message.js\"\nimport { CDEActor } from \"./documents/actor.js\"\nimport { CDEItem } from \"./documents/item.js\"\nimport { registerDice } from \"./ui/dice.js\"\nimport { registerHandlebarsHelpers } from \"./ui/helpers.js\"\nimport { preloadPartials } from \"./ui/templates.js\"\nimport { CDELoksyuSheet, CDECharacterSheet, CDENpcSheet, CDETinjiSheet } from \"./ui/sheets/actors/index.js\"\nimport { CDEItemSheet, CDEKungfuSheet, CDESpellSheet, CDESupernaturalSheet, CDEWeaponSheet, CDEArmorSheet, CDESanheiSheet, CDEIngredientSheet } from \"./ui/sheets/items/index.js\"\nimport { CDELoksyuApp } from \"./ui/apps/loksyu-app.js\"\nimport { CDETinjiApp } from \"./ui/apps/tinji-app.js\"\nimport { migrateIfNeeded, registerSettings } from \"./migration.js\"\n\nHooks.once(\"i18nInit\", preLocalizeConfig)\n\nHooks.once(\"init\", async () => {\n console.info(`CHRONIQUESDELETRANGE | Initializing ${SYSTEM_ID}`)\n\n registerSettings()\n\n game.system.CONST = { MAGICS, SUBTYPES }\n\n CONFIG.Actor.dataModels = {\n [ACTOR_TYPES.character]: CharacterDataModel,\n [ACTOR_TYPES.npc]: NpcDataModel,\n [ACTOR_TYPES.tinji]: TinjiDataModel,\n [ACTOR_TYPES.loksyu]: LoksyuDataModel,\n }\n CONFIG.Item.dataModels = {\n [ITEM_TYPES.item]: EquipmentDataModel,\n [ITEM_TYPES.kungfu]: KungfuDataModel,\n [ITEM_TYPES.spell]: SpellDataModel,\n [ITEM_TYPES.supernatural]: SupernaturalDataModel,\n [ITEM_TYPES.weapon]: WeaponDataModel,\n [ITEM_TYPES.armor]: ArmorDataModel,\n [ITEM_TYPES.sanhei]: SanheiDataModel,\n [ITEM_TYPES.ingredient]: IngredientDataModel,\n }\n\n CONFIG.Actor.documentClass = CDEActor\n CONFIG.Item.documentClass = CDEItem\n CONFIG.ChatMessage.documentClass = CDEMessage\n\n configureRuntime()\n\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Actor, \"core\", ActorSheet)\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Item, \"core\", ItemSheet)\n\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDECharacterSheet, {\n types: [ACTOR_TYPES.character],\n makeDefault: true,\n label: \"CDE Character Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDENpcSheet, {\n types: [ACTOR_TYPES.npc],\n makeDefault: true,\n label: \"CDE NPC Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDETinjiSheet, {\n types: [ACTOR_TYPES.tinji],\n makeDefault: true,\n label: \"CDE Tinji Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Actor, SYSTEM_ID, CDELoksyuSheet, {\n types: [ACTOR_TYPES.loksyu],\n makeDefault: true,\n label: \"CDE Loksyu Sheet (V2)\",\n })\n\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEItemSheet, {\n types: [ITEM_TYPES.item],\n makeDefault: true,\n label: \"CDE Item Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEKungfuSheet, {\n types: [ITEM_TYPES.kungfu],\n makeDefault: true,\n label: \"CDE KungFu Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESpellSheet, {\n types: [ITEM_TYPES.spell],\n makeDefault: true,\n label: \"CDE Spell Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESupernaturalSheet, {\n types: [ITEM_TYPES.supernatural],\n makeDefault: true,\n label: \"CDE Supernatural Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEWeaponSheet, {\n types: [ITEM_TYPES.weapon],\n makeDefault: true,\n label: \"CDE Weapon Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEArmorSheet, {\n types: [ITEM_TYPES.armor],\n makeDefault: true,\n label: \"CDE Armor Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDESanheiSheet, {\n types: [ITEM_TYPES.sanhei],\n makeDefault: true,\n label: \"CDE Sanhei Sheet (V2)\",\n })\n foundry.applications.apps.DocumentSheetConfig.registerSheet(Item, SYSTEM_ID, CDEIngredientSheet, {\n types: [ITEM_TYPES.ingredient],\n makeDefault: true,\n label: \"CDE Ingredient Sheet (V2)\",\n })\n\n await preloadPartials()\n registerHandlebarsHelpers()\n registerDice()\n Hooks.on(\"renderSettings\", (_app, html) => injectCompendiumLink(html))\n\n console.info(`CHRONIQUESDELETRANGE | Initialized`)\n})\n\nHooks.once(\"ready\", async () => {\n await migrateIfNeeded()\n})\n\n/** Add Loksyu + Tin Ji quick-access buttons to the chat footer */\nHooks.on(\"renderChatLog\", (_app, html) => {\n const el = html instanceof HTMLElement ? html : html[0]\n const controls = el?.querySelector?.(\".chat-controls\")\n if (!controls) return\n\n const wrapper = document.createElement(\"div\")\n wrapper.classList.add(\"cde-chat-app-buttons\")\n wrapper.innerHTML = `\n \n \n `\n controls.appendChild(wrapper)\n\n wrapper.querySelector(\".cde-chat-btn--loksyu\")?.addEventListener(\"click\", () => CDELoksyuApp.open())\n wrapper.querySelector(\".cde-chat-btn--tinji\")?.addEventListener(\"click\", () => CDETinjiApp.open())\n})\n\nfunction injectCompendiumLink(html) {\n const header = html[0]?.querySelector?.(\"h4.divider\")\n if (!header) return\n\n const section = document.createElement(\"section\")\n section.classList.add(\"settings\", \"flexcol\")\n section.innerHTML = `\n \n
\n \n
\n Guide d'installation\n \n

Rendez-vous sur le site de l'\u00E9diteur, t\u00E9l\u00E9chargez les PDF contenant les liens vers les compendia, puis ajoutez leurs manifestes dans Foundry.

\n
\n
\n
\n `\n section.querySelector(\"button[data-action='open-cde-link']\")?.addEventListener(\"click\", () => {\n window.open(\"https://antre-monde.com/les-chroniques-de-letrange/\", \"_blank\")\n })\n\n header.parentNode.insertBefore(section, header)\n}\n"], + "mappings": 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+ "names": ["RESULT_TEMPLATE", "ASPECT_FACES", "WU_XING_CYCLE", "SYSTEM_ID", "app", "SYSTEM_ID", "app", "HandlebarsApplicationMixin"] } diff --git a/lang/en-cde.json b/lang/en-cde.json index 6edf27c..52cc330 100644 --- a/lang/en-cde.json +++ b/lang/en-cde.json @@ -242,6 +242,7 @@ "CDE.LoksyuName": "Loksyu Name", "CDE.Loksyu": "Loksyu", + "CDE.LoksyuNotFound": "No Loksyu actor found. The Game Master must create one.", "CDE.MetalYang": "㊎ Yang Metal (3)", "CDE.MetalYin": "㊎ Yin Metal (8)", "CDE.WaterYang": "㊌ Yang Water (1)", @@ -302,6 +303,15 @@ "CDE.TinJiName": "Tin Ji Name", "CDE.TinJi2": "Tin Ji", + "CDE.TinjiNotFound": "No Tin Ji actor found. The Game Master must create one.", + "CDE.TinjiEmpty": "No Tin Ji dice remaining.", + "CDE.TinjiSpent": "{name} spends 1 Tin Ji die.", + "CDE.TinjiRemaining": "remaining", + "CDE.SpendTinji": "Spend a die", + "CDE.Reset": "Reset", + "CDE.ResetAll": "Reset all", + "CDE.Decrement": "Decrease", + "CDE.Increment": "Increase", "CDE.UpperCaseSuccesses": "SUCCESSES", "CDE.UpperCaseAuspiciousDice": "AUSPICIOUS-DICE", diff --git a/lang/fr-cde.json b/lang/fr-cde.json index 1786894..374c04d 100644 --- a/lang/fr-cde.json +++ b/lang/fr-cde.json @@ -151,6 +151,7 @@ "CDE.Loksyu": "Loksyu", "CDE.Loksyu2": "Loksyu :", "CDE.LoksyuName": "Nom du Loksyu", + "CDE.LoksyuNotFound": "Aucun acteur Loksyu trouvé. Le Maître du Jeu doit en créer un.", "CDE.MagicPromptName": "Jet de Magie", "CDE.Magics": "Magies", "CDE.Manipulation": "Manipulation", @@ -281,6 +282,15 @@ "CDE.TinJi": "Tin Ji :", "CDE.TinJi2": "Tin Ji", "CDE.TinJiName": "Nom de la Tin Ji", + "CDE.TinjiNotFound": "Aucun acteur Tin Ji trouvé. Le Maître du Jeu doit en créer un.", + "CDE.TinjiEmpty": "Il n'y a plus de dés de Tin Ji disponibles.", + "CDE.TinjiSpent": "{name} dépense 1 dé de Tin Ji.", + "CDE.TinjiRemaining": "restant(s)", + "CDE.SpendTinji": "Dépenser un dé", + "CDE.Reset": "Réinitialiser", + "CDE.ResetAll": "Tout réinitialiser", + "CDE.Decrement": "Diminuer", + "CDE.Increment": "Augmenter", "CDE.Total": "Total", "CDE.Total-Present": "Total ● Actuel", "CDE.Tracking": "Traque", diff --git a/packs/aide-pour-fxmaster/000071.log b/packs/aide-pour-fxmaster/000072.log similarity index 100% rename from packs/aide-pour-fxmaster/000071.log rename to packs/aide-pour-fxmaster/000072.log diff --git a/packs/aide-pour-fxmaster/LOG b/packs/aide-pour-fxmaster/LOG index 1ec5bf0..09a5aa5 100644 --- a/packs/aide-pour-fxmaster/LOG +++ b/packs/aide-pour-fxmaster/LOG @@ -1,3 +1,7 @@ 2026/03/30-08:26:03.921273 7f4bd9fec6c0 Recovering log #68 2026/03/30-08:26:03.931083 7f4bd9fec6c0 Delete type=3 #66 2026/03/30-08:26:03.931138 7f4bd9fec6c0 Delete type=0 #68 +2026/03/30-09:43:28.098488 7f4bd8fea6c0 Level-0 table #73: started +2026/03/30-09:43:28.098511 7f4bd8fea6c0 Level-0 table #73: 0 bytes OK +2026/03/30-09:43:28.104264 7f4bd8fea6c0 Delete type=0 #71 +2026/03/30-09:43:28.117464 7f4bd8fea6c0 Manual compaction at level-0 from '!journal!ZWBHiWW5QlUeseAX' @ 72057594037927935 : 1 .. '!journal.pages!ZWBHiWW5QlUeseAX.jtQXIqLfyet8Nlte' @ 0 : 0; will stop at (end) diff --git a/packs/aide-pour-fxmaster/MANIFEST-000070 b/packs/aide-pour-fxmaster/MANIFEST-000070 index 2da0cde..7f03da6 100644 Binary files a/packs/aide-pour-fxmaster/MANIFEST-000070 and b/packs/aide-pour-fxmaster/MANIFEST-000070 differ diff --git a/packs/aide-pour-la-lumiere/000187.log b/packs/aide-pour-la-lumiere/000188.log similarity index 100% rename from packs/aide-pour-la-lumiere/000187.log rename to packs/aide-pour-la-lumiere/000188.log diff --git a/packs/aide-pour-la-lumiere/LOG b/packs/aide-pour-la-lumiere/LOG index 3039e1f..5f9e49d 100644 --- a/packs/aide-pour-la-lumiere/LOG +++ b/packs/aide-pour-la-lumiere/LOG @@ -1,3 +1,8 @@ 2026/03/30-08:26:03.909166 7f4bdafee6c0 Recovering log #184 2026/03/30-08:26:03.919289 7f4bdafee6c0 Delete type=3 #182 2026/03/30-08:26:03.919342 7f4bdafee6c0 Delete type=0 #184 +2026/03/30-09:43:28.079081 7f4bd8fea6c0 Level-0 table #189: started +2026/03/30-09:43:28.079103 7f4bd8fea6c0 Level-0 table #189: 0 bytes OK +2026/03/30-09:43:28.086060 7f4bd8fea6c0 Delete type=0 #187 +2026/03/30-09:43:28.092246 7f4bd8fea6c0 Manual compaction at level-0 from '!journal!TniC3ok9W0hDYxJS' @ 72057594037927935 : 1 .. '!journal.pages!yZsG9QaBHT3cUfNd.AHcfBcO96nUCELxv' @ 0 : 0; will stop at (end) +2026/03/30-09:43:28.092280 7f4bd8fea6c0 Manual compaction at level-1 from '!journal!TniC3ok9W0hDYxJS' @ 72057594037927935 : 1 .. '!journal.pages!yZsG9QaBHT3cUfNd.AHcfBcO96nUCELxv' @ 0 : 0; will stop at (end) diff --git a/packs/aide-pour-la-lumiere/MANIFEST-000186 b/packs/aide-pour-la-lumiere/MANIFEST-000186 index 772311f..9387211 100644 Binary files a/packs/aide-pour-la-lumiere/MANIFEST-000186 and b/packs/aide-pour-la-lumiere/MANIFEST-000186 differ diff --git a/packs/aide-pour-linitiative/000759.log b/packs/aide-pour-linitiative/000760.log similarity index 100% rename from packs/aide-pour-linitiative/000759.log rename to packs/aide-pour-linitiative/000760.log diff --git a/packs/aide-pour-linitiative/LOG b/packs/aide-pour-linitiative/LOG index f7906d1..dfe3f97 100644 --- a/packs/aide-pour-linitiative/LOG +++ b/packs/aide-pour-linitiative/LOG @@ -1,3 +1,8 @@ 2026/03/30-08:26:03.896176 7f4bd97eb6c0 Recovering log #756 2026/03/30-08:26:03.907046 7f4bd97eb6c0 Delete type=3 #754 2026/03/30-08:26:03.907119 7f4bd97eb6c0 Delete type=0 #756 +2026/03/30-09:43:28.086148 7f4bd8fea6c0 Level-0 table #761: started +2026/03/30-09:43:28.086168 7f4bd8fea6c0 Level-0 table #761: 0 bytes OK +2026/03/30-09:43:28.092174 7f4bd8fea6c0 Delete type=0 #759 +2026/03/30-09:43:28.092256 7f4bd8fea6c0 Manual compaction at level-0 from '!journal!f6UhPlIUh2O0F36q' @ 72057594037927935 : 1 .. '!journal.pages!f6UhPlIUh2O0F36q.keqszrb6FAI7CVZx' @ 0 : 0; will stop at (end) +2026/03/30-09:43:28.092274 7f4bd8fea6c0 Manual compaction at level-1 from '!journal!f6UhPlIUh2O0F36q' @ 72057594037927935 : 1 .. '!journal.pages!f6UhPlIUh2O0F36q.keqszrb6FAI7CVZx' @ 0 : 0; will stop at (end) diff --git a/packs/aide-pour-linitiative/MANIFEST-000758 b/packs/aide-pour-linitiative/MANIFEST-000758 index 82f01c9..00ba550 100644 Binary files a/packs/aide-pour-linitiative/MANIFEST-000758 and b/packs/aide-pour-linitiative/MANIFEST-000758 differ diff --git a/packs/aides-pour-les-joueuses/004380.log b/packs/aides-pour-les-joueuses/004381.log similarity index 100% rename from packs/aides-pour-les-joueuses/004380.log rename to packs/aides-pour-les-joueuses/004381.log diff --git a/packs/aides-pour-les-joueuses/LOG b/packs/aides-pour-les-joueuses/LOG index 237e8d2..3c02948 100644 --- a/packs/aides-pour-les-joueuses/LOG +++ b/packs/aides-pour-les-joueuses/LOG @@ -1,3 +1,7 @@ 2026/03/30-08:26:03.870788 7f4bd9fec6c0 Recovering log #4377 2026/03/30-08:26:03.881274 7f4bd9fec6c0 Delete type=3 #4375 2026/03/30-08:26:03.881332 7f4bd9fec6c0 Delete type=0 #4377 +2026/03/30-09:43:28.073001 7f4bd8fea6c0 Level-0 table #4382: started +2026/03/30-09:43:28.073024 7f4bd8fea6c0 Level-0 table #4382: 0 bytes OK +2026/03/30-09:43:28.078972 7f4bd8fea6c0 Delete type=0 #4380 +2026/03/30-09:43:28.092238 7f4bd8fea6c0 Manual compaction at level-0 from '!journal!0lxwWrzKsdTBQhH0' @ 72057594037927935 : 1 .. '!journal.pages!wgSyae4GTJDkmBOm.6Ql0lgquUCTrMyTZ' @ 0 : 0; will stop at (end) diff --git a/packs/aides-pour-les-joueuses/MANIFEST-004379 b/packs/aides-pour-les-joueuses/MANIFEST-004379 index 303a3d9..ca1caaa 100644 Binary files a/packs/aides-pour-les-joueuses/MANIFEST-004379 and b/packs/aides-pour-les-joueuses/MANIFEST-004379 differ diff --git a/packs/cantonese-name-generators/000100.log b/packs/cantonese-name-generators/000101.log similarity index 100% rename from packs/cantonese-name-generators/000100.log rename to packs/cantonese-name-generators/000101.log diff --git a/packs/cantonese-name-generators/LOG b/packs/cantonese-name-generators/LOG index 93cc28a..e8339f4 100644 --- a/packs/cantonese-name-generators/LOG +++ b/packs/cantonese-name-generators/LOG @@ -1,3 +1,8 @@ 2026/03/30-08:26:03.960135 7f4bdafee6c0 Recovering log #97 2026/03/30-08:26:03.970139 7f4bdafee6c0 Delete type=3 #95 2026/03/30-08:26:03.970187 7f4bdafee6c0 Delete type=0 #97 +2026/03/30-09:43:28.104316 7f4bd8fea6c0 Level-0 table #102: started +2026/03/30-09:43:28.104333 7f4bd8fea6c0 Level-0 table #102: 0 bytes OK +2026/03/30-09:43:28.111378 7f4bd8fea6c0 Delete type=0 #100 +2026/03/30-09:43:28.117472 7f4bd8fea6c0 Manual compaction at level-0 from '!tables!J9VdvrwkbyKxMAT7' @ 72057594037927935 : 1 .. '!tables.results!jGKjfCyk4ROSy9fU.zRzADzATtijaBdNX' @ 0 : 0; will stop at (end) +2026/03/30-09:43:28.117505 7f4bd8fea6c0 Manual compaction at level-1 from '!tables!J9VdvrwkbyKxMAT7' @ 72057594037927935 : 1 .. '!tables.results!jGKjfCyk4ROSy9fU.zRzADzATtijaBdNX' @ 0 : 0; will stop at (end) diff --git a/packs/cantonese-name-generators/MANIFEST-000099 b/packs/cantonese-name-generators/MANIFEST-000099 index b61fb05..10ce44c 100644 Binary files a/packs/cantonese-name-generators/MANIFEST-000099 and b/packs/cantonese-name-generators/MANIFEST-000099 differ diff --git a/packs/fxmastercde/000081.log b/packs/fxmastercde/000082.log similarity index 100% rename from packs/fxmastercde/000081.log rename to packs/fxmastercde/000082.log diff --git a/packs/fxmastercde/LOG b/packs/fxmastercde/LOG index 97bccf7..b47ac58 100644 --- a/packs/fxmastercde/LOG +++ b/packs/fxmastercde/LOG @@ -1,3 +1,8 @@ 2026/03/30-08:26:03.946656 7f4bd9fec6c0 Recovering log #78 2026/03/30-08:26:03.958209 7f4bd9fec6c0 Delete type=3 #76 2026/03/30-08:26:03.958276 7f4bd9fec6c0 Delete type=0 #78 +2026/03/30-09:43:28.111476 7f4bd8fea6c0 Level-0 table #83: started +2026/03/30-09:43:28.111506 7f4bd8fea6c0 Level-0 table #83: 0 bytes OK +2026/03/30-09:43:28.117383 7f4bd8fea6c0 Delete type=0 #81 +2026/03/30-09:43:28.117483 7f4bd8fea6c0 Manual compaction at level-0 from '!macros!apyHJT40enTKFUfX' @ 72057594037927935 : 1 .. '!macros!suexsLbORUfE9ptz' @ 0 : 0; will stop at (end) +2026/03/30-09:43:28.117499 7f4bd8fea6c0 Manual compaction at level-1 from '!macros!apyHJT40enTKFUfX' @ 72057594037927935 : 1 .. '!macros!suexsLbORUfE9ptz' @ 0 : 0; will stop at (end) diff --git a/packs/fxmastercde/MANIFEST-000080 b/packs/fxmastercde/MANIFEST-000080 index 1f40a24..457962f 100644 Binary files a/packs/fxmastercde/MANIFEST-000080 and b/packs/fxmastercde/MANIFEST-000080 differ diff --git a/packs/macros/000259.log b/packs/macros/000260.log similarity index 100% rename from packs/macros/000259.log rename to packs/macros/000260.log diff --git a/packs/macros/LOG b/packs/macros/LOG index 67a9e93..319a663 100644 --- a/packs/macros/LOG +++ b/packs/macros/LOG @@ -1,3 +1,8 @@ 2026/03/30-08:26:03.934190 7f4bd97eb6c0 Recovering log #256 2026/03/30-08:26:03.945052 7f4bd97eb6c0 Delete type=3 #254 2026/03/30-08:26:03.945123 7f4bd97eb6c0 Delete type=0 #256 +2026/03/30-09:43:28.092357 7f4bd8fea6c0 Level-0 table #261: started +2026/03/30-09:43:28.092374 7f4bd8fea6c0 Level-0 table #261: 0 bytes OK +2026/03/30-09:43:28.098362 7f4bd8fea6c0 Delete type=0 #259 +2026/03/30-09:43:28.117455 7f4bd8fea6c0 Manual compaction at level-0 from '!macros!Admg6zBHid4mfbJY' @ 72057594037927935 : 1 .. '!macros!wY3tga12higX7soz' @ 0 : 0; will stop at (end) +2026/03/30-09:43:28.117478 7f4bd8fea6c0 Manual compaction at level-1 from '!macros!Admg6zBHid4mfbJY' @ 72057594037927935 : 1 .. '!macros!wY3tga12higX7soz' @ 0 : 0; will stop at (end) diff --git a/packs/macros/MANIFEST-000258 b/packs/macros/MANIFEST-000258 index 87dfefe..bd1f6cf 100644 Binary files a/packs/macros/MANIFEST-000258 and b/packs/macros/MANIFEST-000258 differ diff --git a/packs/telecharger-compendiums/001001.log b/packs/telecharger-compendiums/001002.log similarity index 100% rename from packs/telecharger-compendiums/001001.log rename to packs/telecharger-compendiums/001002.log diff --git a/packs/telecharger-compendiums/LOG b/packs/telecharger-compendiums/LOG index b96dbb6..aebe164 100644 --- a/packs/telecharger-compendiums/LOG +++ b/packs/telecharger-compendiums/LOG @@ -1,3 +1,8 @@ 2026/03/30-08:26:03.884089 7f4bda7ed6c0 Recovering log #998 2026/03/30-08:26:03.894023 7f4bda7ed6c0 Delete type=3 #996 2026/03/30-08:26:03.894104 7f4bda7ed6c0 Delete type=0 #998 +2026/03/30-09:43:28.067084 7f4bd8fea6c0 Level-0 table #1003: started +2026/03/30-09:43:28.067126 7f4bd8fea6c0 Level-0 table #1003: 0 bytes OK +2026/03/30-09:43:28.072914 7f4bd8fea6c0 Delete type=0 #1001 +2026/03/30-09:43:28.092224 7f4bd8fea6c0 Manual compaction at level-0 from '!journal!OgzOugwIXfHtijaY' @ 72057594037927935 : 1 .. '!journal.pages!OgzOugwIXfHtijaY.OOev7kj2KoMOGoMD' @ 0 : 0; will stop at (end) +2026/03/30-09:43:28.092251 7f4bd8fea6c0 Manual compaction at level-1 from '!journal!OgzOugwIXfHtijaY' @ 72057594037927935 : 1 .. '!journal.pages!OgzOugwIXfHtijaY.OOev7kj2KoMOGoMD' @ 0 : 0; will stop at (end) diff --git a/packs/telecharger-compendiums/MANIFEST-001000 b/packs/telecharger-compendiums/MANIFEST-001000 index 2c911bd..c05cea6 100644 Binary files a/packs/telecharger-compendiums/MANIFEST-001000 and b/packs/telecharger-compendiums/MANIFEST-001000 differ diff --git a/src/config/constants.js b/src/config/constants.js index dc86b96..704e87c 100644 --- a/src/config/constants.js +++ b/src/config/constants.js @@ -105,4 +105,6 @@ export const TEMPLATE_PARTIALS = [ "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-spells.html", "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-kungfus.html", "systems/fvtt-chroniques-de-l-etrange/templates/actor/parts/cde-npc-items.html", + "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-loksyu-app.html", + "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-tinji-app.html", ] diff --git a/src/system.js b/src/system.js index 10528c0..56fef61 100644 --- a/src/system.js +++ b/src/system.js @@ -11,6 +11,8 @@ import { registerHandlebarsHelpers } from "./ui/helpers.js" import { preloadPartials } from "./ui/templates.js" import { CDELoksyuSheet, CDECharacterSheet, CDENpcSheet, CDETinjiSheet } from "./ui/sheets/actors/index.js" import { CDEItemSheet, CDEKungfuSheet, CDESpellSheet, CDESupernaturalSheet, CDEWeaponSheet, CDEArmorSheet, CDESanheiSheet, CDEIngredientSheet } from "./ui/sheets/items/index.js" +import { CDELoksyuApp } from "./ui/apps/loksyu-app.js" +import { CDETinjiApp } from "./ui/apps/tinji-app.js" import { migrateIfNeeded, registerSettings } from "./migration.js" Hooks.once("i18nInit", preLocalizeConfig) @@ -122,6 +124,28 @@ Hooks.once("ready", async () => { await migrateIfNeeded() }) +/** Add Loksyu + Tin Ji quick-access buttons to the chat footer */ +Hooks.on("renderChatLog", (_app, html) => { + const el = html instanceof HTMLElement ? html : html[0] + const controls = el?.querySelector?.(".chat-controls") + if (!controls) return + + const wrapper = document.createElement("div") + wrapper.classList.add("cde-chat-app-buttons") + wrapper.innerHTML = ` + + + ` + controls.appendChild(wrapper) + + wrapper.querySelector(".cde-chat-btn--loksyu")?.addEventListener("click", () => CDELoksyuApp.open()) + wrapper.querySelector(".cde-chat-btn--tinji")?.addEventListener("click", () => CDETinjiApp.open()) +}) + function injectCompendiumLink(html) { const header = html[0]?.querySelector?.("h4.divider") if (!header) return diff --git a/src/ui/apps/index.js b/src/ui/apps/index.js new file mode 100644 index 0000000..ea8b8eb --- /dev/null +++ b/src/ui/apps/index.js @@ -0,0 +1,3 @@ +export { CDELoksyuApp } from "./loksyu-app.js" +export { CDETinjiApp } from "./tinji-app.js" +export { getSingletonActor, updateLoksyuFromRoll, updateTinjiFromRoll } from "./singletons.js" diff --git a/src/ui/apps/loksyu-app.js b/src/ui/apps/loksyu-app.js new file mode 100644 index 0000000..cac4b40 --- /dev/null +++ b/src/ui/apps/loksyu-app.js @@ -0,0 +1,121 @@ +import { getSingletonActor } from "./singletons.js" +import { ACTOR_TYPES } from "../../config/constants.js" + +const SYSTEM_ID = "fvtt-chroniques-de-l-etrange" + +export class CDELoksyuApp extends foundry.applications.api.HandlebarsApplicationMixin( + foundry.applications.api.ApplicationV2 +) { + static DEFAULT_OPTIONS = { + id: "cde-loksyu-app", + tag: "div", + window: { + title: "CDE.Loksyu", + icon: "fas fa-yin-yang", + resizable: false, + }, + classes: ["cde-app", "cde-loksyu-standalone"], + position: { width: 540, height: "auto" }, + actions: { + resetElement: CDELoksyuApp.#onResetElement, + resetAll: CDELoksyuApp.#onResetAll, + }, + } + + static PARTS = { + main: { + template: `systems/${SYSTEM_ID}/templates/apps/cde-loksyu-app.html`, + }, + } + + /** @type {Actor|null} */ + #actor = null + /** @type {Function|null} bound hook handler */ + #updateHook = null + + /** Singleton accessor — open or bring to front */ + static open() { + const existing = Object.values(foundry.applications.instances ?? {}).find( + (app) => app instanceof CDELoksyuApp + ) + if (existing) { existing.bringToFront(); return existing } + const app = new CDELoksyuApp() + app.render(true) + return app + } + + async _prepareContext() { + this.#actor = await getSingletonActor(ACTOR_TYPES.loksyu) + if (!this.#actor) return { hasActor: false } + + const sys = this.#actor.system + const ELEMENTS = [ + { key: "wood", nameKey: "CDE.Wood", qualKey: "CDE.WoodQualities", img: `systems/${SYSTEM_ID}/images/cde_bois.webp` }, + { key: "fire", nameKey: "CDE.Fire", qualKey: "CDE.FireQualities", img: `systems/${SYSTEM_ID}/images/cde_feu.webp` }, + { key: "earth", nameKey: "CDE.Earth", qualKey: "CDE.EarthQualities", img: `systems/${SYSTEM_ID}/images/cde_terre.webp` }, + { key: "metal", nameKey: "CDE.Metal", qualKey: "CDE.MetalQualities", img: `systems/${SYSTEM_ID}/images/cde_metal.webp` }, + { key: "water", nameKey: "CDE.Water", qualKey: "CDE.WaterQualities", img: `systems/${SYSTEM_ID}/images/cde_eau.webp` }, + ] + + return { + hasActor: true, + canEdit: this.#actor.isOwner, + elements: ELEMENTS.map((el) => ({ + ...el, + yang: sys[el.key]?.yang?.value ?? 0, + yin: sys[el.key]?.yin?.value ?? 0, + })), + } + } + + _onRender(context, options) { + super._onRender(context, options) + this.#bindInputs() + + // Subscribe to actor updates to keep the app live + this.#updateHook = Hooks.on("updateActor", (actor) => { + if (actor.id === this.#actor?.id) this.render() + }) + } + + _onClose(options) { + if (this.#updateHook !== null) { + Hooks.off("updateActor", this.#updateHook) + this.#updateHook = null + } + super._onClose(options) + } + + #bindInputs() { + const inputs = this.element?.querySelectorAll("input[data-field]") + if (!inputs?.length) return + inputs.forEach((input) => { + input.addEventListener("change", async (ev) => { + const field = ev.currentTarget.dataset.field + const val = parseInt(ev.currentTarget.value, 10) + if (!field || isNaN(val)) return + await this.#actor?.update({ [field]: Math.max(0, val) }) + }) + }) + } + + static async #onResetElement(event, target) { + const key = target.dataset.element + if (!key || !this.#actor) return + await this.#actor.update({ + [`system.${key}.yin.value`]: 0, + [`system.${key}.yang.value`]: 0, + }) + } + + static async #onResetAll(_event, _target) { + if (!this.#actor) return + const KEYS = ["wood", "fire", "earth", "metal", "water"] + const update = {} + for (const k of KEYS) { + update[`system.${k}.yin.value`] = 0 + update[`system.${k}.yang.value`] = 0 + } + await this.#actor.update(update) + } +} diff --git a/src/ui/apps/singletons.js b/src/ui/apps/singletons.js new file mode 100644 index 0000000..9f9c933 --- /dev/null +++ b/src/ui/apps/singletons.js @@ -0,0 +1,99 @@ +/** + * Singleton actor utilities for Loksyu and Tin Ji. + * + * Both are world-level shared trackers backed by a singleton Actor document + * of type "loksyu" / "tinji". GMs can create them via the Actors sidebar; + * the apps find the first one or offer to create it. + */ + +import { ACTOR_TYPES } from "../../config/constants.js" + +/** Wu Xing generating cycle — [successes, auspicious, noxious, loksyu, tinji] */ +const WU_XING_CYCLE = { + wood: ["wood", "fire", "water", "earth", "metal"], + fire: ["fire", "earth", "wood", "metal", "water"], + earth: ["earth", "metal", "fire", "water", "wood"], + metal: ["metal", "water", "earth", "wood", "fire"], + water: ["water", "wood", "metal", "fire", "earth"], +} + +/** Die face pairs [yin, yang] per aspect (0 = face "10") */ +const ASPECT_FACES = { + metal: [3, 8], + water: [1, 6], + earth: [0, 5], + fire: [2, 7], + wood: [4, 9], +} + +/** + * Find the first actor of the given type in the world, or create one if the + * current user is a GM and none exists. + * + * @param {"loksyu"|"tinji"} type + * @returns {Promise} + */ +export async function getSingletonActor(type) { + const existing = game.actors.find((a) => a.type === type) + if (existing) return existing + + if (!game.user.isGM) { + ui.notifications.warn(game.i18n.localize(type === ACTOR_TYPES.loksyu ? "CDE.LoksyuNotFound" : "CDE.TinjiNotFound")) + return null + } + + // Auto-create the singleton when the GM opens the app for the first time. + const nameKey = type === ACTOR_TYPES.loksyu ? "CDE.UpperCaseLoksyu" : "CDE.UpperCaseTinJi" + const actor = await Actor.create({ + name: game.i18n.localize(nameKey), + type, + img: type === ACTOR_TYPES.loksyu + ? "systems/fvtt-chroniques-de-l-etrange/images/loksyu_long.webp" + : "systems/fvtt-chroniques-de-l-etrange/images/tinji.webp", + }) + return actor ?? null +} + +/** + * After a WuXing roll, add the loksyu faces (yin + yang) of the relevant + * aspect to the singleton Loksyu actor. + * + * @param {string} activeAspect - The aspect used for the roll (e.g. "fire") + * @param {Object} faces - Die face counts { 0: n, 1: n, …, 9: n } + */ +export async function updateLoksyuFromRoll(activeAspect, faces) { + const cycle = WU_XING_CYCLE[activeAspect] + if (!cycle) return + + const lokAspect = cycle[3] + const [yinFace, yangFace] = ASPECT_FACES[lokAspect] ?? [] + if (yinFace === undefined) return + + const yinCount = faces[yinFace] ?? 0 + const yangCount = faces[yangFace] ?? 0 + if (yinCount === 0 && yangCount === 0) return + + const actor = await getSingletonActor(ACTOR_TYPES.loksyu) + if (!actor) return + + const current = actor.system[lokAspect] ?? { yin: { value: 0 }, yang: { value: 0 } } + await actor.update({ + [`system.${lokAspect}.yin.value`]: (current.yin.value ?? 0) + yinCount, + [`system.${lokAspect}.yang.value`]: (current.yang.value ?? 0) + yangCount, + }) +} + +/** + * After a WuXing roll, add tinji faces to the singleton TinJi actor. + * + * @param {number} count - Number of tinji faces rolled + */ +export async function updateTinjiFromRoll(count) { + if (!count || count <= 0) return + + const actor = await getSingletonActor(ACTOR_TYPES.tinji) + if (!actor) return + + const current = actor.system.value ?? 0 + await actor.update({ "system.value": current + count }) +} diff --git a/src/ui/apps/tinji-app.js b/src/ui/apps/tinji-app.js new file mode 100644 index 0000000..1738c08 --- /dev/null +++ b/src/ui/apps/tinji-app.js @@ -0,0 +1,124 @@ +import { getSingletonActor } from "./singletons.js" +import { ACTOR_TYPES } from "../../config/constants.js" + +const SYSTEM_ID = "fvtt-chroniques-de-l-etrange" + +export class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationMixin( + foundry.applications.api.ApplicationV2 +) { + static DEFAULT_OPTIONS = { + id: "cde-tinji-app", + tag: "div", + window: { + title: "CDE.TinJi2", + icon: "fas fa-star", + resizable: false, + }, + classes: ["cde-app", "cde-tinji-standalone"], + position: { width: 320, height: "auto" }, + actions: { + increment: CDETinjiApp.#onIncrement, + decrement: CDETinjiApp.#onDecrement, + reset: CDETinjiApp.#onReset, + spend: CDETinjiApp.#onSpend, + }, + } + + static PARTS = { + main: { + template: `systems/${SYSTEM_ID}/templates/apps/cde-tinji-app.html`, + }, + } + + /** @type {Actor|null} */ + #actor = null + /** @type {Function|null} */ + #updateHook = null + + static open() { + const existing = Object.values(foundry.applications.instances ?? {}).find( + (app) => app instanceof CDETinjiApp + ) + if (existing) { existing.bringToFront(); return existing } + const app = new CDETinjiApp() + app.render(true) + return app + } + + async _prepareContext() { + this.#actor = await getSingletonActor(ACTOR_TYPES.tinji) + if (!this.#actor) return { hasActor: false, value: 0 } + + return { + hasActor: true, + canEdit: this.#actor.isOwner, + value: this.#actor.system.value ?? 0, + } + } + + _onRender(context, options) { + super._onRender(context, options) + this.#bindDirectInput() + + this.#updateHook = Hooks.on("updateActor", (actor) => { + if (actor.id === this.#actor?.id) this.render() + }) + } + + _onClose(options) { + if (this.#updateHook !== null) { + Hooks.off("updateActor", this.#updateHook) + this.#updateHook = null + } + super._onClose(options) + } + + #bindDirectInput() { + const input = this.element?.querySelector("input.cde-tinji-direct") + if (!input) return + input.addEventListener("change", async (ev) => { + const val = parseInt(ev.currentTarget.value, 10) + if (!isNaN(val) && this.#actor) { + await this.#actor.update({ "system.value": Math.max(0, val) }) + } + }) + } + + static async #onIncrement() { + if (!this.#actor) return + const current = this.#actor.system.value ?? 0 + await this.#actor.update({ "system.value": current + 1 }) + } + + static async #onDecrement() { + if (!this.#actor) return + const current = this.#actor.system.value ?? 0 + if (current <= 0) return + await this.#actor.update({ "system.value": current - 1 }) + } + + static async #onReset() { + if (!this.#actor) return + await this.#actor.update({ "system.value": 0 }) + } + + /** Spend 1 Tin Ji die and announce it in chat */ + static async #onSpend() { + if (!this.#actor) return + const current = this.#actor.system.value ?? 0 + if (current <= 0) { + ui.notifications.warn(game.i18n.localize("CDE.TinjiEmpty")) + return + } + await this.#actor.update({ "system.value": current - 1 }) + ChatMessage.create({ + user: game.user.id, + content: `
+ + ${game.i18n.localize("CDE.TinJi2")} + ${game.i18n.format("CDE.TinjiSpent", { name: game.user.name })} + (${current - 1} ${game.i18n.localize("CDE.TinjiRemaining")}) +
`, + }) + } +} diff --git a/src/ui/rolling.js b/src/ui/rolling.js index 6a79f47..aa3bcdd 100644 --- a/src/ui/rolling.js +++ b/src/ui/rolling.js @@ -14,6 +14,7 @@ */ import { MAGICS } from "../config/constants.js" +import { updateLoksyuFromRoll, updateTinjiFromRoll } from "./apps/singletons.js" const RESULT_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html" const SKILL_PROMPT_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/form/cde-skill-dice-prompt.html" @@ -445,6 +446,9 @@ export async function rollForActor(actor, rollKey) { if (game.modules.get("dice-so-nice")?.active && wpMsg?.id) { await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id) } + // Auto-update Loksyu/TinJi singletons from weapon roll faces + if ((wpResults.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wpAspectName, wpFaces) + if ((wpResults.tinjidice ?? 0) > 0) await updateTinjiFromRoll(wpResults.tinjidice) return } default: @@ -625,4 +629,8 @@ export async function rollForActor(actor, rollKey) { if (game.modules.get("dice-so-nice")?.active && msg?.id) { await game.dice3d.waitFor3DAnimationByMessageID(msg.id) } + + // ---- Auto-update Loksyu / TinJi singletons ---- + if ((results.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wuXingAspectName, faces) + if ((results.tinjidice ?? 0) > 0) await updateTinjiFromRoll(results.tinjidice) } diff --git a/src/ui/sheets/actors/loksyu.js b/src/ui/sheets/actors/loksyu.js index 6b9695f..46b0f06 100644 --- a/src/ui/sheets/actors/loksyu.js +++ b/src/ui/sheets/actors/loksyu.js @@ -1,4 +1,5 @@ import { CDEBaseActorSheet } from "./base.js" +import { CDELoksyuApp } from "../../apps/loksyu-app.js" export class CDELoksyuSheet extends CDEBaseActorSheet { static DEFAULT_OPTIONS = { @@ -10,4 +11,11 @@ export class CDELoksyuSheet extends CDEBaseActorSheet { } tabGroups = { primary: "loksyu" } + + /** Redirect any direct actor-sheet open to the standalone app instead */ + async _onFirstRender(context, options) { + // Close this actor sheet immediately and open the standalone app + await this.close({ animate: false }) + CDELoksyuApp.open() + } } diff --git a/src/ui/sheets/actors/tinji.js b/src/ui/sheets/actors/tinji.js index 1a84e35..f346c5d 100644 --- a/src/ui/sheets/actors/tinji.js +++ b/src/ui/sheets/actors/tinji.js @@ -1,4 +1,5 @@ import { CDEBaseActorSheet } from "./base.js" +import { CDETinjiApp } from "../../apps/tinji-app.js" export class CDETinjiSheet extends CDEBaseActorSheet { static DEFAULT_OPTIONS = { @@ -10,4 +11,10 @@ export class CDETinjiSheet extends CDEBaseActorSheet { } tabGroups = { primary: "tinji" } + + /** Redirect any direct actor-sheet open to the standalone app instead */ + async _onFirstRender(context, options) { + await this.close({ animate: false }) + CDETinjiApp.open() + } } diff --git a/templates/apps/cde-loksyu-app.html b/templates/apps/cde-loksyu-app.html new file mode 100644 index 0000000..31a74d1 --- /dev/null +++ b/templates/apps/cde-loksyu-app.html @@ -0,0 +1,55 @@ +{{!-- Loksyu standalone app --}} +
+ + {{#unless hasActor}} +

{{ localize "CDE.LoksyuNotFound" }}

+ {{/unless}} + + {{#if hasActor}} +
+ {{#each elements as |el|}} +
+
+ {{localize el.nameKey}} +
+ {{ localize el.nameKey }} + {{ localize el.qualKey }} +
+ + + +
+
+
+ ○ {{ localize "CDE.Yang" }} + +
+
+ ● {{ localize "CDE.Yin" }} + +
+
+
+ {{/each}} +
+ +
+ Loksyu +
+ + {{#if canEdit}} + + {{/if}} + {{/if}} + +
diff --git a/templates/apps/cde-tinji-app.html b/templates/apps/cde-tinji-app.html new file mode 100644 index 0000000..8096fd8 --- /dev/null +++ b/templates/apps/cde-tinji-app.html @@ -0,0 +1,41 @@ +{{!-- Tin Ji standalone app --}} +
+ + {{#unless hasActor}} +

{{ localize "CDE.TinjiNotFound" }}

+ {{/unless}} + + {{#if hasActor}} +
+
天機
+
{{ localize "CDE.UpperCaseTinJi" }}
+ +
+ {{#if canEdit}} + + {{/if}} + + {{#if canEdit}} + + {{/if}} +
+ +
{{ localize "CDE.AuspiciousDice" }}
+ +
+ + {{#if canEdit}} + + {{/if}} +
+
+ + Tin Ji + {{/if}} + +