From 73a3381d2aa363abbaec329dd176b13b256c9da4 Mon Sep 17 00:00:00 2001 From: LeRatierBretonnier Date: Wed, 6 May 2026 21:31:03 +0200 Subject: [PATCH] =?UTF-8?q?Import=20des=20persos=20du=20syst=C3=A8me=20pr?= =?UTF-8?q?=C3=A9c=C3=A9dent?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- css/cde-theme.css | 212 +++ css/cde-theme.less | 242 ++++ dist/system.js | 448 +++++++ dist/system.js.map | 6 +- lang/fr-cde.json | 17 + ...fvtt-Actor-billy-lau-BXvMmiWRcnOzGXSM.json | 1194 +++++++++++++++++ ...tt-Actor-lok-zi-jyun-iqoRWF0cPvlsL9NY.json | 165 +++ ...Actor-sbire-du-demon-zzYpLkjrIVDAmqPZ.json | 200 +++ ...t-Actor-sbire-ganger-8WAURJbqWS0tgSbj.json | 165 +++ src/config/settings.js | 10 + src/migration/migrator.js | 412 ++++++ src/ui/apps/index.js | 1 + src/ui/apps/migration-app.js | 148 ++ templates/apps/cde-migration-app.html | 79 ++ 14 files changed, 3296 insertions(+), 3 deletions(-) create mode 100644 sample_data/fvtt-Actor-billy-lau-BXvMmiWRcnOzGXSM.json create mode 100644 sample_data/fvtt-Actor-lok-zi-jyun-iqoRWF0cPvlsL9NY.json create mode 100644 sample_data/fvtt-Actor-sbire-du-demon-zzYpLkjrIVDAmqPZ.json create mode 100644 sample_data/fvtt-Actor-sbire-ganger-8WAURJbqWS0tgSbj.json create mode 100644 src/migration/migrator.js create mode 100644 src/ui/apps/migration-app.js create mode 100644 templates/apps/cde-migration-app.html diff --git a/css/cde-theme.css b/css/cde-theme.css index 8a01cb0..c5c03fd 100644 --- a/css/cde-theme.css +++ b/css/cde-theme.css @@ -4188,3 +4188,215 @@ ol.item-list li.item .item-controls a.item-control:hover { transform: rotate(360deg); } } +/* =================================================================== + Migration App + =================================================================== */ +.cde-migration-app .window-content { + padding: 0; + overflow-y: auto; +} +.cde-migration-body { + display: flex; + flex-direction: column; + gap: 12px; + padding: 16px; +} +/* Drop zone */ +.cde-migration-drop-zone { + display: flex; + flex-direction: column; + align-items: center; + gap: 8px; + padding: 28px 20px; + border: 2px dashed #1a2436; + border-radius: 8px; + background: rgba(13, 21, 32, 0.6); + text-align: center; + transition: border-color 0.15s, background 0.15s; + cursor: pointer; +} +.cde-migration-drop-zone.is-dragover { + border-color: #4a9eff; + background: rgba(74, 158, 255, 0.15); +} +.cde-migration-drop-icon { + font-size: 36px; + color: #4a9eff; + opacity: 0.7; +} +.cde-migration-drop-hint { + margin: 0; + font-size: 12px; + color: #7d94b8; +} +.cde-migration-file-btn { + display: inline-flex; + align-items: center; + gap: 6px; + padding: 6px 14px; + border: 1px solid #4a9eff; + border-radius: 4px; + color: #4a9eff; + font-size: 12px; + font-weight: 600; + cursor: pointer; + transition: background 0.15s; +} +.cde-migration-file-btn:hover { + background: rgba(74, 158, 255, 0.2); +} +/* Preview section */ +.cde-migration-preview { + border: 1px solid #1a2436; + border-radius: 6px; + overflow: hidden; +} +.cde-migration-preview-header { + display: flex; + align-items: center; + justify-content: space-between; + padding: 8px 12px; + background: rgba(13, 21, 32, 0.8); + font-size: 11px; + font-weight: 700; + text-transform: uppercase; + letter-spacing: 0.06em; + color: #7d94b8; +} +.cde-migration-clear-btn { + display: inline-flex; + align-items: center; + gap: 4px; + padding: 2px 8px; + border: 1px solid #1a2436; + border-radius: 4px; + font-size: 11px; + color: #7d94b8; + background: none; + cursor: pointer; + transition: color 0.15s, border-color 0.15s; +} +.cde-migration-clear-btn:hover { + color: #e04444; + border-color: #e04444; +} +/* Preview table */ +.cde-migration-table { + width: 100%; + border-collapse: collapse; + font-size: 12px; +} +.cde-migration-table th { + padding: 5px 8px; + background: rgba(13, 21, 32, 0.9); + color: #7d94b8; + font-size: 10px; + font-weight: 600; + text-transform: uppercase; + text-align: left; + border-bottom: 1px solid #1a2436; +} +.cde-migration-table td { + padding: 5px 8px; + border-bottom: 1px solid rgba(26, 36, 54, 0.4); + vertical-align: middle; +} +.cde-migration-table tr:last-child td { + border-bottom: none; +} +.cde-migration-thumb { + width: 28px; + height: 28px; + border-radius: 3px; + object-fit: cover; +} +.cde-migration-name { + font-weight: 600; + color: #e2e8f4; +} +.cde-migration-items-count { + text-align: center; + color: #7d94b8; +} +.cde-migration-srcfile { + font-size: 10px; + color: #7d94b8; + max-width: 130px; + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; +} +/* Type badge */ +.cde-migration-type-badge { + display: inline-flex; + align-items: center; + gap: 4px; + padding: 2px 8px; + border-radius: 10px; + font-size: 10px; + font-weight: 700; + text-transform: uppercase; +} +.cde-migration-type-badge.cde-migration-type-character { + background: rgba(74, 158, 255, 0.2); + color: #4a9eff; + border: 1px solid rgba(74, 158, 255, 0.4); +} +.cde-migration-type-badge.cde-migration-type-npc { + background: rgba(156, 77, 204, 0.2); + color: #c97ae0; + border: 1px solid rgba(156, 77, 204, 0.4); +} +/* Errors */ +.cde-migration-errors { + list-style: none; + margin: 0; + padding: 0; + display: flex; + flex-direction: column; + gap: 4px; +} +.cde-migration-errors li { + display: flex; + align-items: flex-start; + gap: 6px; + padding: 6px 10px; + border: 1px solid rgba(224, 68, 68, 0.6); + border-radius: 4px; + background: rgba(224, 68, 68, 0.1); + color: #e07070; + font-size: 11px; +} +.cde-migration-errors li i { + margin-top: 2px; + flex-shrink: 0; +} +/* Bottom action bar */ +.cde-migration-actions { + display: flex; + justify-content: center; + padding-top: 4px; +} +.cde-migration-import-btn { + display: inline-flex; + align-items: center; + gap: 8px; + padding: 9px 24px; + border: none; + border-radius: 6px; + background: #4a9eff; + color: #fff; + font-size: 13px; + font-weight: 700; + cursor: pointer; + transition: filter 0.15s; +} +.cde-migration-import-btn:hover { + filter: brightness(1.15); +} +.cde-migration-hint { + margin: 0; + font-size: 12px; + color: #7d94b8; + text-align: center; +} diff --git a/css/cde-theme.less b/css/cde-theme.less index 1f29abf..fd285cb 100644 --- a/css/cde-theme.less +++ b/css/cde-theme.less @@ -4344,3 +4344,245 @@ ol.item-list { from { transform-origin: var(--fx) var(--fy); transform: rotate(0deg); } to { transform-origin: var(--fx) var(--fy); transform: rotate(360deg); } } + +/* =================================================================== + Migration App + =================================================================== */ + +.cde-migration-app { + .window-content { + padding: 0; + overflow-y: auto; + } +} + +.cde-migration-body { + display: flex; + flex-direction: column; + gap: 12px; + padding: 16px; +} + +/* Drop zone */ +.cde-migration-drop-zone { + display: flex; + flex-direction: column; + align-items: center; + gap: 8px; + padding: 28px 20px; + border: 2px dashed @cde-border; + border-radius: 8px; + background: fadeout(@cde-surface2, 40%); + text-align: center; + transition: border-color 0.15s, background 0.15s; + cursor: pointer; + + &.is-dragover { + border-color: @cde-spell; + background: fadeout(@cde-spell, 85%); + } +} + +.cde-migration-drop-icon { + font-size: 36px; + color: @cde-spell; + opacity: 0.7; +} + +.cde-migration-drop-hint { + margin: 0; + font-size: 12px; + color: @cde-muted; +} + +.cde-migration-file-btn { + display: inline-flex; + align-items: center; + gap: 6px; + padding: 6px 14px; + border: 1px solid @cde-spell; + border-radius: 4px; + color: @cde-spell; + font-size: 12px; + font-weight: 600; + cursor: pointer; + transition: background 0.15s; + + &:hover { + background: fadeout(@cde-spell, 80%); + } +} + +/* Preview section */ +.cde-migration-preview { + border: 1px solid @cde-border; + border-radius: 6px; + overflow: hidden; +} + +.cde-migration-preview-header { + display: flex; + align-items: center; + justify-content: space-between; + padding: 8px 12px; + background: fadeout(@cde-surface2, 20%); + font-size: 11px; + font-weight: 700; + text-transform: uppercase; + letter-spacing: 0.06em; + color: @cde-muted; +} + +.cde-migration-clear-btn { + display: inline-flex; + align-items: center; + gap: 4px; + padding: 2px 8px; + border: 1px solid @cde-border; + border-radius: 4px; + font-size: 11px; + color: @cde-muted; + background: none; + cursor: pointer; + transition: color 0.15s, border-color 0.15s; + + &:hover { + color: #e04444; + border-color: #e04444; + } +} + +/* Preview table */ +.cde-migration-table { + width: 100%; + border-collapse: collapse; + font-size: 12px; + + th { + padding: 5px 8px; + background: fadeout(@cde-surface2, 10%); + color: @cde-muted; + font-size: 10px; + font-weight: 600; + text-transform: uppercase; + text-align: left; + border-bottom: 1px solid @cde-border; + } + + td { + padding: 5px 8px; + border-bottom: 1px solid fadeout(@cde-border, 60%); + vertical-align: middle; + } + + tr:last-child td { + border-bottom: none; + } +} + +.cde-migration-thumb { + width: 28px; + height: 28px; + border-radius: 3px; + object-fit: cover; +} + +.cde-migration-name { + font-weight: 600; + color: @cde-text; +} + +.cde-migration-items-count { + text-align: center; + color: @cde-muted; +} + +.cde-migration-srcfile { + font-size: 10px; + color: @cde-muted; + max-width: 130px; + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; +} + +/* Type badge */ +.cde-migration-type-badge { + display: inline-flex; + align-items: center; + gap: 4px; + padding: 2px 8px; + border-radius: 10px; + font-size: 10px; + font-weight: 700; + text-transform: uppercase; + + &.cde-migration-type-character { + background: fadeout(@cde-spell, 80%); + color: @cde-spell; + border: 1px solid fadeout(@cde-spell, 60%); + } + + &.cde-migration-type-npc { + background: fadeout(#9c4dcc, 80%); + color: #c97ae0; + border: 1px solid fadeout(#9c4dcc, 60%); + } +} + +/* Errors */ +.cde-migration-errors { + list-style: none; + margin: 0; + padding: 0; + display: flex; + flex-direction: column; + gap: 4px; + + li { + display: flex; + align-items: flex-start; + gap: 6px; + padding: 6px 10px; + border: 1px solid fadeout(#e04444, 40%); + border-radius: 4px; + background: fadeout(#e04444, 90%); + color: #e07070; + font-size: 11px; + + i { margin-top: 2px; flex-shrink: 0; } + } +} + +/* Bottom action bar */ +.cde-migration-actions { + display: flex; + justify-content: center; + padding-top: 4px; +} + +.cde-migration-import-btn { + display: inline-flex; + align-items: center; + gap: 8px; + padding: 9px 24px; + border: none; + border-radius: 6px; + background: @cde-spell; + color: #fff; + font-size: 13px; + font-weight: 700; + cursor: pointer; + transition: filter 0.15s; + + &:hover { + filter: brightness(1.15); + } +} + +.cde-migration-hint { + margin: 0; + font-size: 12px; + color: @cde-muted; + text-align: center; +} diff --git a/dist/system.js b/dist/system.js index 23c70ee..96dd095 100644 --- a/dist/system.js +++ b/dist/system.js @@ -134,8 +134,456 @@ var TEMPLATE_PARTIALS = [ "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html" ]; +// src/migration/migrator.js +var ELEMENT_LABEL_TO_KEY = { + "m\xE9tal": "metal", + "metal": "metal", + "eau": "eau", + "terre": "terre", + "feu": "feu", + "bois": "bois" +}; +function elementKey(label = "") { + return ELEMENT_LABEL_TO_KEY[label.toLowerCase().trim()] ?? "metal"; +} +function heiKey(label = "") { + const l = label.toLowerCase().trim(); + if (l === "yin/yang" || l === "yinyang") return "yinyang"; + if (l === "yang") return "yang"; + return "yin"; +} +var SPECIALITY_TO_DISCIPLINE = { + // internalcinnabar + "essence": "internalcinnabar", + "esprit": "internalcinnabar", + "mind": "internalcinnabar", + "purification": "internalcinnabar", + "manipulation": "internalcinnabar", + "aura": "internalcinnabar", + // alchemy + "acupuncture": "alchemy", + "\xE9lixirs": "alchemy", + "elixirs": "alchemy", + "poisons": "alchemy", + "arsenal": "alchemy", + "potions": "alchemy", + // masteryoftheway + "mal\xE9diction": "masteryoftheway", + "malediction": "masteryoftheway", + "transfiguration": "masteryoftheway", + "n\xE9cromancie": "masteryoftheway", + "necromancie": "masteryoftheway", + "contr\xF4le climatique": "masteryoftheway", + "controle climatique": "masteryoftheway", + "magie d'or": "masteryoftheway", + "magie dor": "masteryoftheway", + // exorcism + "invocation": "exorcism", + "pistage": "exorcism", + "tra\xE7age": "exorcism", + "tracage": "exorcism", + "protection": "exorcism", + "ch\xE2timent": "exorcism", + "chatiment": "exorcism", + "domination": "exorcism", + // geomancy + "neutralisation": "geomancy", + "divination": "geomancy", + "pri\xE8re terrestre": "geomancy", + "priere terrestre": "geomancy", + "pri\xE8re c\xE9leste": "geomancy", + "priere celeste": "geomancy", + "g\xE9omancie": "geomancy", + "geomancie": "geomancy", + "feng shui": "geomancy", + "fungseoi": "geomancy" +}; +function inferDiscipline(specialityName = "", itemName = "") { + const key = specialityName.toLowerCase().trim(); + if (SPECIALITY_TO_DISCIPLINE[key]) return SPECIALITY_TO_DISCIPLINE[key]; + const name = itemName.toLowerCase(); + if (name.includes("exorcis")) return "exorcism"; + if (name.includes("g\xE9omanci") || name.includes("geomanci")) return "geomancy"; + if (name.includes("alchimi")) return "alchemy"; + if (name.includes("cinnabre") || name.includes("interne")) return "internalcinnabar"; + if (name.includes("ma\xEEtrise") || name.includes("maitrise") || name.includes("tao")) return "masteryoftheway"; + return "internalcinnabar"; +} +function mapActivation(oldActivation = "") { + const s = oldActivation.toLowerCase(); + if (s.includes("inflig\xE9s") || s.includes("infliges")) return "damage-inflicted"; + if (s.includes("re\xE7us") || s.includes("recus")) return "damage-received"; + if (s.includes("r\xE9action") || s.includes("reaction")) return "reaction"; + if (s.includes("d\xE9s-fastes") || s.includes("des-fastes") || s.includes("fastes")) return "dice"; + if (s.includes("aide")) return "action-aid"; + if (s.includes("attaque") && s.includes("d\xE9fense")) return "action-attack-defense"; + if (s.includes("attaque") && s.includes("defense")) return "action-attack-defense"; + if (s.includes("attaque")) return "action-attack"; + if (s.includes("d\xE9fense") || s.includes("defense")) return "action-defense"; + return "action-attack"; +} +var DEFAULT_ACTOR_IMG = "icons/svg/mystery-man.svg"; +var DEFAULT_ITEM_IMG = "icons/svg/item-bag.svg"; +function migrateEquipmentItem(oldItem) { + const s = oldItem.system ?? {}; + return { + name: oldItem.name, + type: "item", + img: oldItem.img || DEFAULT_ITEM_IMG, + system: { + reference: s.reference ?? "", + description: s.description ?? "", + quantity: Number(s.quantity ?? 1), + weight: Number(s.weight ?? 0), + notes: s.notes ?? "" + } + }; +} +function migrateKungfuItem(oldItem) { + const s = oldItem.system ?? {}; + const techs = s.techniques ?? {}; + const migratedTechs = {}; + for (const key of ["technique1", "technique2", "technique3"]) { + const t = techs[key] ?? {}; + migratedTechs[key] = { + check: Boolean(t.check), + name: t.name ?? "", + activation: mapActivation(t.activation ?? ""), + technique: t.technique ?? "" + }; + } + return { + name: oldItem.name, + type: "kungfu", + img: oldItem.img || DEFAULT_ITEM_IMG, + system: { + reference: s.reference ?? "", + description: s.description ?? "", + orientation: s.orientation || "yin", + aspect: s.aspect || "metal", + skill: s.skill || "kungfu", + speciality: s.speciality ?? "", + style: s.style ?? "", + techniques: migratedTechs, + notes: s.notes ?? "" + } + }; +} +function migrateSpellItem(oldItem) { + const s = oldItem.system ?? {}; + return { + name: oldItem.name, + type: "spell", + img: oldItem.img || DEFAULT_ITEM_IMG, + system: { + reference: s.reference ?? "", + description: s.description ?? "", + specialityname: s.specialityname ?? "", + associatedelement: elementKey(s.associatedelement ?? ""), + heiType: heiKey(s.hei ?? ""), + heiCost: Number(s.heiCost ?? 0), + difficulty: Number(s.difficulty ?? 0), + realizationtimeritual: s.realizationtimeritual ?? "", + realizationtimeaccelerated: s.realizationtimeaccelerated ?? "", + flashback: s.flashback ?? "", + components: s.components ?? "", + effects: s.effects ?? "", + examples: s.examples ?? "", + notes: s.notes ?? "", + discipline: inferDiscipline(s.specialityname ?? "", oldItem.name ?? "") + } + }; +} +function migrateSupernaturalItem(oldItem) { + const s = oldItem.system ?? {}; + const nestedRef = s.supernatural?.reference ?? ""; + return { + name: oldItem.name, + type: "supernatural", + img: oldItem.img || DEFAULT_ITEM_IMG, + system: { + reference: s.reference || nestedRef, + description: s.description ?? "", + notes: s.notes ?? "", + heiType: "yin", + heiCost: 0, + trigger: "", + effects: "" + } + }; +} +function migrateItem(oldItem) { + switch (oldItem.type) { + case "item": + return migrateEquipmentItem(oldItem); + case "kungfu": + return migrateKungfuItem(oldItem); + case "spell": + return migrateSpellItem(oldItem); + case "supernatural": + return migrateSupernaturalItem(oldItem); + default: + return migrateEquipmentItem({ ...oldItem, type: "item" }); + } +} +function migrateCharacter(old) { + const s = old.system ?? {}; + const aspect = {}; + for (const [k, v] of Object.entries(s.aspect ?? {})) { + aspect[k] = { chinese: v.chinese ?? "", label: v.label ?? "", value: Number(v.value ?? 0) }; + } + const skills = {}; + for (const [k, v] of Object.entries(s.skills ?? {})) { + skills[k] = { label: v.label ?? "", specialities: v.specialities ?? "", value: Number(v.value ?? 0) }; + } + const resources = {}; + for (const [k, v] of Object.entries(s.resources ?? {})) { + resources[k] = { label: v.label ?? "", specialities: v.specialities ?? "", value: Number(v.value ?? 0), debt: Boolean(v.debt) }; + } + const component = {}; + for (const [k, v] of Object.entries(s.component ?? {})) { + component[k] = { value: v.value ?? "" }; + } + const MAGIC_SPECIALITIES = { + internalcinnabar: ["essence", "mind", "purification", "manipulation", "aura"], + alchemy: ["acupuncture", "elixirs", "poisons", "arsenal", "potions"], + masteryoftheway: ["curse", "transfiguration", "necromancy", "climatecontrol", "goldenmagic"], + exorcism: ["invocation", "tracking", "protection", "punishment", "domination"], + geomancy: ["neutralization", "divination", "earthlyprayer", "heavenlyprayer", "fungseoi"] + }; + const magics = {}; + for (const [school, specs] of Object.entries(MAGIC_SPECIALITIES)) { + const om = s.magics?.[school] ?? {}; + const speciality = {}; + for (const spec of specs) { + speciality[spec] = { check: Boolean(om.speciality?.[spec]?.check) }; + } + magics[school] = { visible: Boolean(om.visible), value: Number(om.value ?? 0), speciality }; + } + const tt = s.threetreasures ?? {}; + const threetreasures = { + heiyang: { value: Number(tt.heiyang?.value ?? 0), max: Number(tt.heiyang?.max ?? 0) }, + heiyin: { value: Number(tt.heiyin?.value ?? 0), max: Number(tt.heiyin?.max ?? 0) }, + dicelevel: { + level0d: { + san: { value: Number(tt.dicelevel?.level0d?.san?.value ?? 0), max: Number(tt.dicelevel?.level0d?.san?.max ?? 0) }, + zing: { value: Number(tt.dicelevel?.level0d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level0d?.zing?.max ?? 0) } + }, + level1d: { + san: { value: Number(tt.dicelevel?.level1d?.san?.value ?? 0), max: Number(tt.dicelevel?.level1d?.san?.max ?? 0) }, + zing: { value: Number(tt.dicelevel?.level1d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level1d?.zing?.max ?? 0) } + }, + level2d: { + san: { value: Number(tt.dicelevel?.level2d?.san?.value ?? 0), max: Number(tt.dicelevel?.level2d?.san?.max ?? 0) }, + zing: { value: Number(tt.dicelevel?.level2d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level2d?.zing?.max ?? 0) } + } + } + }; + const description = s.description || s.biography || ""; + return { + name: old.name, + type: "character", + img: old.img || DEFAULT_ACTOR_IMG, + system: { + concept: s.concept ?? "", + guardian: parseInt(s.guardian ?? "0") || 0, + initiative: Number(s.initiative ?? 1), + anti_initiative: Number(s.anti_initiative ?? 24), + description, + aspect, + skills, + resources, + component, + magics, + threetreasures, + experience: { + value: Number(s.experience?.value ?? 0), + max: Number(s.experience?.max ?? 0), + min: Number(s.experience?.min ?? 0) + } + }, + items: (old.items ?? []).map(migrateItem) + }; +} +function migrateNpc(old) { + const s = old.system ?? {}; + const aptitudes = {}; + for (const [k, v] of Object.entries(s.aptitudes ?? {})) { + aptitudes[k] = { value: Number(v.value ?? 0), speciality: v.speciality ?? "" }; + } + return { + name: old.name, + type: "npc", + img: old.img || DEFAULT_ACTOR_IMG, + system: { + type: s.type ?? "", + // Old system had separate `levelofthreat`/`powerofnuisance` as numbers + // and string copies `threat`/`nuisance` — use the numeric fields + threat: Number(s.levelofthreat ?? s.threat ?? 0), + nuisance: Number(s.powerofnuisance ?? s.nuisance ?? 0), + initiative: Number(s.initiative ?? 1), + anti_initiative: Number(s.anti_initiative ?? 24), + aptitudes, + vitality: { + value: Number(s.vitality?.value ?? 0), + calcul: Number(s.vitality?.calcul ?? 0), + note: s.vitality?.note ?? "" + }, + hei: { + value: Number(s.hei?.value ?? 0), + calcul: Number(s.hei?.calcul ?? 0), + note: s.hei?.note ?? "" + }, + description: s.description ?? "" + }, + items: (old.items ?? []).map(migrateItem) + }; +} +function migrateActor(oldJson) { + switch (oldJson.type) { + case "character": + return migrateCharacter(oldJson); + case "npc": + return migrateNpc(oldJson); + default: + throw new Error(`Unknown actor type "${oldJson.type}" in "${oldJson.name}"`); + } +} +function parseLegacyJson(jsonText) { + const parsed = JSON.parse(jsonText); + if (typeof parsed !== "object" || parsed === null) { + throw new Error("Le fichier JSON doit contenir un objet acteur ou un tableau d'acteurs"); + } + const actors = Array.isArray(parsed) ? parsed : [parsed]; + return actors.map(migrateActor); +} + +// src/ui/apps/migration-app.js +var MIGRATION_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-migration-app.html"; +var CDEMigrationApp = class _CDEMigrationApp extends foundry.applications.api.HandlebarsApplicationMixin( + foundry.applications.api.ApplicationV2 +) { + static DEFAULT_OPTIONS = { + id: "cde-migration-app", + classes: ["cde-migration-app"], + tag: "div", + window: { + title: "CDE.MigrationTitle", + icon: "fas fa-file-import", + resizable: false + }, + position: { width: 560, height: "auto" }, + actions: { + clearFiles: _CDEMigrationApp.#clearFiles, + doImport: _CDEMigrationApp.#doImport + } + }; + static PARTS = { + form: { template: MIGRATION_TEMPLATE } + }; + /** @type {Array<{name: string, type: string, img: string, system: object, items: object[], _srcFile: string}>} */ + #pending = []; + /** @type {string[]} - error messages per file */ + #errors = []; + async _prepareContext(options) { + return { + pending: this.#pending, + errors: this.#errors, + hasPending: this.#pending.length > 0, + hasErrors: this.#errors.length > 0, + count: this.#pending.length + }; + } + /** After render, wire up the file input. */ + _onRender(context, options) { + super._onRender(context, options); + const input = this.element.querySelector(".cde-migration-file-input"); + input?.addEventListener("change", this.#onFileChange.bind(this)); + const dropZone = this.element.querySelector(".cde-migration-drop-zone"); + if (dropZone) { + dropZone.addEventListener("dragover", (e) => { + e.preventDefault(); + dropZone.classList.add("is-dragover"); + }); + dropZone.addEventListener("dragleave", () => dropZone.classList.remove("is-dragover")); + dropZone.addEventListener("drop", (e) => { + e.preventDefault(); + dropZone.classList.remove("is-dragover"); + this.#processFiles(Array.from(e.dataTransfer.files)); + }); + } + } + async #onFileChange(event) { + const files = Array.from(event.target.files ?? []); + event.target.value = ""; + await this.#processFiles(files); + } + async #processFiles(files) { + for (const file of files) { + if (!file.name.endsWith(".json")) { + this.#errors.push(game.i18n.format("CDE.MigrationErrorNotJson", { file: file.name })); + continue; + } + try { + const text = await file.text(); + const actors = parseLegacyJson(text); + for (const actor of actors) { + actor._srcFile = file.name; + if (!this.#pending.some((p) => p.name === actor.name)) { + this.#pending.push(actor); + } + } + } catch (err) { + this.#errors.push(game.i18n.format("CDE.MigrationErrorParse", { file: file.name, error: err.message })); + } + } + this.render(); + } + static async #clearFiles() { + this.#pending = []; + this.#errors = []; + this.render(); + } + static async #doImport() { + if (!this.#pending.length) return; + const created = []; + const failed = []; + for (const data of this.#pending) { + try { + const { _srcFile, ...actorData } = data; + const actor = await Actor.create(actorData); + created.push(actor.name); + } catch (err) { + failed.push(`${data.name}: ${err.message}`); + console.error(`CHRONIQUESDELETRANGE | Migration failed for "${data.name}":`, err); + } + } + this.#pending = []; + this.#errors = failed; + this.render(); + if (created.length) { + ui.notifications.info( + game.i18n.format("CDE.MigrationSuccess", { count: created.length, names: created.join(", ") }) + ); + } + if (failed.length) { + ui.notifications.warn( + game.i18n.format("CDE.MigrationPartialError", { count: failed.length }) + ); + } + } +}; + // src/config/settings.js function registerSettings() { + game.settings.registerMenu(SYSTEM_ID, "migrationTool", { + name: "CDE.MigrationTitle", + label: "CDE.MigrationMenuLabel", + hint: "CDE.MigrationMenuHint", + icon: "fas fa-file-import", + type: CDEMigrationApp, + restricted: true + }); game.settings.register(SYSTEM_ID, "loksyuData", { scope: "world", config: false, diff --git a/dist/system.js.map b/dist/system.js.map index fdef890..0830a44 100644 --- a/dist/system.js.map +++ b/dist/system.js.map @@ -1,7 +1,7 @@ { "version": 3, - "sources": ["../src/config/constants.js", "../src/config/settings.js", "../src/config/localize.js", "../src/config/runtime.js", "../src/data/actors/character.js", "../src/data/actors/npc.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/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/ui/apps/loksyu-app.js", "../src/ui/apps/tinji-app.js", "../src/documents/combat.js", "../src/ui/apps/wheel-app.js", "../src/ui/roll-actions.js", "../src/system.js"], - "sourcesContent": ["/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport const SYSTEM_ID = \"fvtt-chroniques-de-l-etrange\"\n\nexport const ACTOR_TYPES = {\n character: \"character\",\n npc: \"npc\",\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\n/** Map aspect name \u2192 i18n label key */\nexport const 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 */\nexport const 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 name \u2192 die face pair [yin, yang] (face=10 stored as 0) */\nexport const 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/** Ordered aspect names by index (metal=0, water=1, earth=2, fire=3, wood=4) */\nexport const ASPECT_NAMES = [\"metal\", \"water\", \"earth\", \"fire\", \"wood\"]\n\n/**\n * Wu Xing generating/overcoming cycle.\n * For each active aspect, the five result categories in order:\n * [successes, auspicious, noxious, loksyu, tinji]\n */\nexport const 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\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 \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html\",\n]\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { SYSTEM_ID } from \"./constants.js\"\n\n/**\n * Register all world/client settings for the system.\n * Called during the \"init\" hook before sheets and data-models are set up.\n */\nexport function registerSettings() {\n game.settings.register(SYSTEM_ID, \"loksyuData\", {\n scope: \"world\",\n config: false,\n type: Object,\n default: {\n wood: { yin: 0, yang: 0 },\n fire: { yin: 0, yang: 0 },\n earth: { yin: 0, yang: 0 },\n metal: { yin: 0, yang: 0 },\n water: { yin: 0, yang: 0 },\n },\n })\n\n game.settings.register(SYSTEM_ID, \"tinjiData\", {\n scope: \"world\",\n config: false,\n type: Number,\n default: 0,\n })\n}\n\n/**\n * Run any pending data migrations on the \"ready\" hook.\n * Reserved for future schema migrations.\n */\nexport async function migrateIfNeeded() {\n // No migrations required yet.\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/** Default icons per item type. */\nconst DEFAULT_ICONS = {\n kungfu: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-kungfu.svg\",\n spell: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-spell.svg\",\n supernatural: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-supernatural.svg\",\n weapon: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-weapon.svg\",\n armor: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-armor.svg\",\n sanhei: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-sanhei.svg\",\n ingredient: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-ingredient.svg\",\n item: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-item.svg\",\n};\n\nexport class CDEItem extends Item {\n\n /** @override */\n async _preCreate(data, options, userId) {\n await super._preCreate(data, options, userId);\n const defaultIcon = DEFAULT_ICONS[this.type];\n if (defaultIcon && (!data.img || data.img === Item.DEFAULT_ICON)) {\n this.updateSource({ img: defaultIcon });\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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 /**\n * Compute the SVG x,y coordinates for a cran on the initiative wheel.\n * Cran 1\u201324 are arranged counter-clockwise from the bottom (reference at 6 o'clock).\n * angle = 90\u00B0 + cran * 15\u00B0 (counter-clockwise = positive in standard math, negative in SVG).\n * In SVG coords: x = cx + r*cos(a), y = cy - r*sin(a) [y-axis is flipped in SVG].\n */\n Handlebars.registerHelper(\"cranPosition\", function (cran, cx, cy, r) {\n const angleDeg = 90 + cran * 15 // counter-clockwise from bottom\n const angleRad = (angleDeg * Math.PI) / 180\n const x = Math.round(cx + r * Math.cos(angleRad))\n const y = Math.round(cy - r * Math.sin(angleRad))\n return { x, y }\n })\n\n /** X offset for overlapping fighters on the same cran. Centres a 30px image on the cran cx. */\n Handlebars.registerHelper(\"fighterX\", function (cx, index, total) {\n const offset = total > 1 ? (index - (total - 1) / 2) * 34 : 0\n return Math.round(cx - 15 + offset)\n })\n\n /** Y offset for fighters \u2014 positions image just above the cran circle. */\n Handlebars.registerHelper(\"fighterY\", function (cy, index, total) {\n return Math.round(cy - 50)\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { TEMPLATE_PARTIALS } from \"../config/constants.js\"\n\nexport async function preloadPartials() {\n return foundry.applications.handlebars.loadTemplates(TEMPLATE_PARTIALS)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\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 * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Loksyu / TinJi settings-based helpers.\n *\n * Data is stored as world settings instead of singleton Actor documents.\n */\n\nimport { SYSTEM_ID, WU_XING_CYCLE, ASPECT_FACES } from \"../../config/constants.js\"\n\n/** Read the current loksyu data object from world settings */\nexport function getLoksyuData() {\n return game.settings.get(SYSTEM_ID, \"loksyuData\") ?? {\n wood: {yin:0,yang:0}, fire: {yin:0,yang:0}, earth: {yin:0,yang:0}, metal: {yin:0,yang:0}, water: {yin:0,yang:0},\n }\n}\n\n/** Write the loksyu data object to world settings */\nexport async function setLoksyuData(data) {\n await game.settings.set(SYSTEM_ID, \"loksyuData\", data)\n Hooks.callAll(\"cde:loksyuUpdated\", data)\n}\n\n/** Read current TinJi value from world settings */\nexport function getTinjiValue() {\n return game.settings.get(SYSTEM_ID, \"tinjiData\") ?? 0\n}\n\n/** Write TinJi value to world settings */\nexport async function setTinjiValue(value) {\n await game.settings.set(SYSTEM_ID, \"tinjiData\", Math.max(0, value))\n Hooks.callAll(\"cde:tinjiUpdated\", Math.max(0, value))\n}\n\n/**\n * After a WuXing roll, add the loksyu faces (yin + yang) of the relevant\n * aspect to the loksyu settings data.\n *\n * @param {string} activeAspect - 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 data = getLoksyuData()\n const current = data[lokAspect] ?? { yin: 0, yang: 0 }\n data[lokAspect] = {\n yin: (current.yin ?? 0) + yinCount,\n yang: (current.yang ?? 0) + yangCount,\n }\n await setLoksyuData(data)\n}\n\n/**\n * After a WuXing roll, add tinji faces to the TinJi settings.\n *\n * @param {number} count - Number of tinji faces rolled\n */\nexport async function updateTinjiFromRoll(count) {\n if (!count || count <= 0) return\n const current = getTinjiValue()\n await setTinjiValue(current + count)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\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, ASPECT_LABELS, ASPECT_ICONS, ASPECT_FACES, ASPECT_NAMES, WU_XING_CYCLE } 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/** 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 */\nasync 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 */\nasync 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 */\nasync 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 flags: {\n \"fvtt-chroniques-de-l-etrange\": { rollResult: { ...resultData } },\n },\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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst { 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 foundry.applications.ux.TextEditor.implementation.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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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 this.#bindDiagramZoom()\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 #bindDiagramZoom() {\n const img = this.element?.querySelector(\"[data-action='zoom-diagram']\")\n if (!img) return\n img.addEventListener(\"click\", () => {\n new ImagePopout(img.src, {\n title: game.i18n.localize(\"CDE.NghangDiagramTitle\"),\n shareable: false,\n }).render(true)\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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst { 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 foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const enrichedNotes = await foundry.applications.ux.TextEditor.implementation.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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { getLoksyuData, setLoksyuData } from \"./singletons.js\"\nimport { SYSTEM_ID } from \"../../config/constants.js\"\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: 520, height: \"auto\" },\n actions: {\n resetElement: CDELoksyuApp.#onResetElement,\n resetAll: CDELoksyuApp.#onResetAll,\n zoomVisual: CDELoksyuApp.#onZoomVisual,\n },\n }\n\n static PARTS = {\n main: {\n template: `systems/${SYSTEM_ID}/templates/apps/cde-loksyu-app.html`,\n },\n }\n\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 = Array.from(foundry.applications.instances.values()).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 const sys = getLoksyuData()\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 canEdit: game.user.isGM,\n elements: ELEMENTS.map((el) => ({\n ...el,\n yang: sys[el.key]?.yang ?? 0,\n yin: sys[el.key]?.yin ?? 0,\n })),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInputs()\n\n this._updateHook = Hooks.on(\"cde:loksyuUpdated\", () => this.render())\n }\n\n _onClose(options) {\n if (this._updateHook !== null) {\n Hooks.off(\"cde:loksyuUpdated\", 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 // field is like \"wood.yin\" or \"fire.yang\"\n const [aspect, dim] = field.split(\".\")\n if (!aspect || !dim) return\n const data = getLoksyuData()\n if (!data[aspect]) data[aspect] = { yin: 0, yang: 0 }\n data[aspect][dim] = Math.max(0, val)\n await setLoksyuData(data)\n })\n })\n }\n\n static async #onResetElement(event, target) {\n const key = target.dataset.element\n if (!key) return\n const data = getLoksyuData()\n data[key] = { yin: 0, yang: 0 }\n await setLoksyuData(data)\n }\n\n static async #onResetAll(_event, _target) {\n const KEYS = [\"wood\", \"fire\", \"earth\", \"metal\", \"water\"]\n const data = getLoksyuData()\n for (const k of KEYS) data[k] = { yin: 0, yang: 0 }\n await setLoksyuData(data)\n }\n\n static #onZoomVisual(_event, target) {\n new ImagePopout(target.src, {\n title: game.i18n.localize(\"CDE.LoksyuDiagramTitle\"),\n shareable: false,\n }).render(true)\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { getTinjiValue, setTinjiValue } from \"./singletons.js\"\nimport { SYSTEM_ID } from \"../../config/constants.js\"\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: 380, 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 {Function|null} */\n _updateHook = null\n\n static open() {\n const existing = Array.from(foundry.applications.instances.values()).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 return {\n canEdit: game.user.isGM,\n value: getTinjiValue(),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindDirectInput()\n this._updateHook = Hooks.on(\"cde:tinjiUpdated\", () => this.render())\n }\n\n _onClose(options) {\n if (this._updateHook !== null) {\n Hooks.off(\"cde:tinjiUpdated\", 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)) await setTinjiValue(val)\n })\n }\n\n static async #onIncrement() {\n await setTinjiValue(getTinjiValue() + 1)\n }\n\n static async #onDecrement() {\n const current = getTinjiValue()\n if (current <= 0) return\n await setTinjiValue(current - 1)\n }\n\n static async #onReset() {\n await setTinjiValue(0)\n }\n\n static async #onSpend() {\n const current = getTinjiValue()\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await setTinjiValue(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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { rollInitiativePC, rollInitiativeNPC } from \"../ui/initiative.js\"\nimport { ACTOR_TYPES } from \"../config/constants.js\"\n\n/**\n * Custom Combat document for Chroniques de l'\u00C9trange.\n *\n * The initiative wheel has 24 crans (positions). The character with the\n * highest initiative acts first (furthest counter-clockwise from reference).\n * After each action, their position advances clockwise by the action's cran cost\n * (initiative decreases, wrapping from 1 \u2192 24).\n *\n * Sort order: descending by initiative (highest acts first).\n */\nexport class CDECombat extends Combat {\n\n /**\n * Override rollInitiative to open the PC or NPC initiative dialog\n * for each selected combatant, then sync the result to the Combatant document.\n */\n async rollInitiative(ids, options = {}) {\n const combatantIds = typeof ids === \"string\" ? [ids] : ids\n for (const id of combatantIds) {\n const combatant = this.combatants.get(id)\n if (!combatant) continue\n const actor = combatant.actor\n if (!actor) continue\n\n if (actor.type === ACTOR_TYPES.character) {\n await rollInitiativePC(actor)\n } else {\n await rollInitiativeNPC(actor)\n }\n // combatant.initiative is synced by the updateActor hook in system.js\n // (triggered by actor.update inside rollInitiativePC/NPC)\n }\n return this\n }\n\n /**\n * Sort combatants: highest initiative first (furthest counter-clockwise = acts first).\n * Ties: PCs before NPCs; among PCs, by name; among NPCs, by name.\n * Calls super.setupTurns() first to ensure this.current is properly initialized.\n */\n setupTurns() {\n super.setupTurns()\n this.turns = this.turns.slice().sort((a, b) => {\n const ia = a.initiative ?? 0\n const ib = b.initiative ?? 0\n if (ia !== ib) return ib - ia // descending \u2014 highest acts first\n\n // Tie-break: PCs before NPCs\n const aIsPC = a.actor?.type === ACTOR_TYPES.character ? 1 : 0\n const bIsPC = b.actor?.type === ACTOR_TYPES.character ? 1 : 0\n if (aIsPC !== bIsPC) return bIsPC - aIsPC\n\n return (a.name ?? \"\").localeCompare(b.name ?? \"\")\n })\n return this.turns\n }\n}\n\n/**\n * Advance a combatant's wheel position by the given action cran cost.\n * Position wraps: after reaching 1, it continues from 24.\n *\n * @param {Combatant} combatant\n * @param {number} cranCost\n */\nexport async function advanceCombatantPosition(combatant, cranCost) {\n const current = combatant.initiative ?? combatant.actor?.system?.initiative ?? 1\n const newValue = ((current - cranCost - 1 + 48) % 24) + 1\n // Update combatant only; the updateCombatant hook in system.js syncs actor.initiative.\n await combatant.update({ initiative: newValue })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { advanceCombatantPosition } from \"../../documents/combat.js\"\n\nconst WHEEL_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html\"\n\n/**\n * Action costs for common combat actions (in crans).\n * Listed in order from cheapest to most expensive.\n */\nexport const ACTION_COSTS = [\n { key: \"draw\", label: \"CDE.ActionCostDraw\", cost: 1 },\n { key: \"changestyle\", label: \"CDE.ActionCostChangeStyle\", cost: 1 },\n { key: \"defense\", label: \"CDE.ActionCostDefense\", cost: 1 },\n { key: \"aim\", label: \"CDE.ActionCostAim\", cost: 2 },\n { key: \"help\", label: \"CDE.ActionCostHelp\", cost: 2 },\n { key: \"defally\", label: \"CDE.ActionCostDefendAlly\", cost: 2 },\n { key: \"move\", label: \"CDE.ActionCostMove\", cost: 2 },\n { key: \"attack\", label: \"CDE.ActionCostAttack\", cost: 3 },\n { key: \"delay\", label: \"CDE.ActionCostDelay\", cost: 6 },\n]\n\n/**\n * Wu Xing color segments for the 24-cran wheel.\n * 6 colors \u00D7 4 crans = 24. Each colour covers crans [start..start+3].\n * An effect lasting 6 crans returns to the same colour.\n */\nconst WHEEL_SEGMENTS = [\n { label: \"M\u00E9tal\", color: \"#b8c4cc\", textColor: \"#1a1a1a\", crans: [1, 2, 3, 4] },\n { label: \"Eau\", color: \"#3a7bd5\", textColor: \"#ffffff\", crans: [5, 6, 7, 8] },\n { label: \"Terre\", color: \"#c8a84b\", textColor: \"#1a1a1a\", crans: [9, 10, 11, 12] },\n { label: \"Feu\", color: \"#d94f3d\", textColor: \"#ffffff\", crans: [13, 14, 15, 16] },\n { label: \"Bois\", color: \"#4a9b5a\", textColor: \"#ffffff\", crans: [17, 18, 19, 20] },\n { label: \"Rep\u00E8re\", color: \"#1a1a2e\", textColor: \"#aaaaaa\", crans: [21, 22, 23, 24] },\n]\n\n/** Return the segment data for a given cran (1\u201324). */\nfunction segmentForCran(cran) {\n return WHEEL_SEGMENTS.find(s => s.crans.includes(cran)) ?? WHEEL_SEGMENTS[0]\n}\n\n/**\n * Roue d'Initiative \u2014 visual initiative wheel for CDE combat.\n *\n * Shows all combatants in the current combat scene on a 24-cran wheel.\n * Provides action-cost buttons to advance a combatant's position.\n *\n * Singleton: open via CDEWheelApp.open().\n */\nexport class CDEWheelApp extends foundry.applications.api.ApplicationV2 {\n static DEFAULT_OPTIONS = {\n id: \"cde-wheel-app\",\n classes: [\"cde-wheel-app\"],\n tag: \"div\",\n window: {\n title: \"CDE.InitiativeWheel\",\n icon: \"fas fa-circle-notch\",\n resizable: true,\n },\n position: { width: 820, height: 620 },\n actions: {\n advanceCran: CDEWheelApp.#advanceCran,\n setSurprised: CDEWheelApp.#setSurprised,\n rollInitiative: CDEWheelApp.#rollInitiative,\n },\n }\n\n /** @type {CDEWheelApp|null} */\n static #instance = null\n\n /** Open (or bring to front) the singleton instance. */\n static open() {\n if (!CDEWheelApp.#instance || CDEWheelApp.#instance.rendered === false) {\n CDEWheelApp.#instance = new CDEWheelApp()\n CDEWheelApp.#instance.render(true)\n } else {\n CDEWheelApp.#instance.bringToFront()\n }\n return CDEWheelApp.#instance\n }\n\n /** Currently selected combatant id (for action panel). */\n #selectedId = null\n\n async _prepareContext(options) {\n const combat = game.combat\n const combatants = combat ? [...combat.combatants.values()] : []\n const sorted = [...combatants].sort((a, b) => (b.initiative ?? 0) - (a.initiative ?? 0))\n const cranData = this.#buildCranData(combatants)\n const selected = this.#selectedId\n ? combatants.find(c => c.id === this.#selectedId)\n : null\n const actionCosts = ACTION_COSTS.map(a => ({\n ...a,\n label: game.i18n.localize(a.label),\n }))\n\n return {\n hasCombat: !!combat,\n combatants: sorted.map(c => ({\n id: c.id,\n name: c.name,\n img: c.token?.texture?.src ?? c.actor?.img ?? \"icons/svg/mystery-man.svg\",\n initiative: c.initiative ?? \"\u2014\",\n segment: segmentForCran(c.initiative ?? 1),\n isActive: combat?.current?.combatantId === c.id,\n isSelected: c.id === this.#selectedId,\n hasInitiative: c.initiative != null,\n })),\n cranData,\n selected,\n selectedName: selected?.name ?? null,\n actionCosts,\n }\n }\n\n async _renderHTML(context, options) {\n return foundry.applications.handlebars.renderTemplate(WHEEL_TEMPLATE, context)\n }\n\n _replaceHTML(result, content, options) {\n content.innerHTML = result\n this.#bindEvents(content)\n }\n\n /** Build per-cran data for the SVG wheel. */\n #buildCranData(combatants) {\n const data = []\n for (let cran = 1; cran <= 24; cran++) {\n const segment = segmentForCran(cran)\n const fighters = combatants.filter(c => Math.round(c.initiative) === cran)\n data.push({ cran, segment, fighters })\n }\n return data\n }\n\n /** Bind click events for combatant selection. */\n #bindEvents(content) {\n content.querySelectorAll(\"[data-select-combatant]\").forEach(el => {\n el.addEventListener(\"click\", () => {\n this.#selectedId = el.dataset.selectCombatant\n this.render()\n })\n })\n }\n\n /** Action: advance selected combatant by given cran cost. */\n static async #advanceCran(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const cost = parseInt(element.dataset.cost, 10)\n if (!cost || isNaN(cost)) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n await advanceCombatantPosition(combatant, cost)\n }\n\n /** Action: set selected combatant to surprised (position 1 = reference). */\n static async #setSurprised(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n // Update combatant only \u2014 updateCombatant hook in system.js syncs actor\n await combatant.update({ initiative: 1 })\n }\n\n /** Action: open the initiative dialog for the selected combatant. */\n static async #rollInitiative(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n await game.combat.rollInitiative([app.#selectedId])\n }\n\n /** Re-render when combat state changes. */\n static registerHooks() {\n const refresh = () => {\n if (CDEWheelApp.#instance?.rendered) CDEWheelApp.#instance.render()\n }\n Hooks.on(\"updateCombat\", refresh)\n Hooks.on(\"updateCombatant\", refresh)\n Hooks.on(\"createCombatant\", refresh)\n Hooks.on(\"deleteCombatant\", refresh)\n Hooks.on(\"updateActor\", (_actor, diff) => {\n if (foundry.utils.hasProperty(diff, \"system.initiative\")) refresh()\n })\n Hooks.on(\"deleteCombat\", () => {\n if (CDEWheelApp.#instance?.rendered) CDEWheelApp.#instance.render()\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Post-roll interactive action buttons injected into dice result chat messages.\n * Allows players to pull dice from the Loksyu (as Successes or d\u00E9s-fastes)\n * and allows the GM to spend Tin Ji to intervene.\n *\n * After a draw, the originating roll result message is updated in-place\n * with the new counts, without creating noise.\n */\n\nimport { getLoksyuData, setLoksyuData, getTinjiValue, setTinjiValue } from \"./apps/singletons.js\"\nimport { SYSTEM_ID, WU_XING_CYCLE, ASPECT_LABELS, ASPECT_ICONS } from \"../config/constants.js\"\n\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html\"\n\n/**\n * Inject or refresh post-roll action buttons in the given chat message HTML element.\n * Called from renderChatMessageHTML hook.\n * @param {ChatMessage} message\n * @param {HTMLElement} html - the chat message HTML element (li.chat-message)\n */\nexport function injectRollActions(message, html) {\n const rollCard = html.querySelector(\".cde-roll-result\")\n if (!rollCard) return\n const aspect = rollCard.dataset.aspect\n if (!aspect || !WU_XING_CYCLE[aspect]) return\n refreshRollActions(rollCard, aspect, message)\n}\n\n/**\n * Re-render the action buttons section based on current Loksyu / TinJi state.\n */\nfunction refreshRollActions(rollCard, aspect, message) {\n rollCard.querySelector(\".cde-roll-actions\")?.remove()\n\n const cycle = WU_XING_CYCLE[aspect]\n const fasteAspect = cycle[1]\n\n const loksyu = getLoksyuData()\n const tinji = getTinjiValue()\n\n const successAvail = (loksyu[aspect]?.yin ?? 0) + (loksyu[aspect]?.yang ?? 0)\n const fasteAvail = (loksyu[fasteAspect]?.yin ?? 0) + (loksyu[fasteAspect]?.yang ?? 0)\n const isGM = game.user.isGM\n\n const hasSomething = successAvail > 0 || fasteAvail > 0 || (isGM && tinji > 0)\n if (!hasSomething) return\n\n const aspLabel = game.i18n.localize(ASPECT_LABELS[aspect])\n const fasteLabel = game.i18n.localize(ASPECT_LABELS[fasteAspect])\n\n let btns = \"\"\n\n if (successAvail > 0) {\n btns += ``\n }\n\n if (fasteAvail > 0) {\n btns += ``\n }\n\n if (isGM && tinji > 0) {\n btns += ``\n }\n\n const wrapper = document.createElement(\"div\")\n wrapper.className = \"cde-roll-actions\"\n wrapper.innerHTML = `\n
\n \n ${game.i18n.localize(\"CDE.PostRollActions\")}\n
\n
${btns}
\n `\n rollCard.appendChild(wrapper)\n\n wrapper.addEventListener(\"click\", async ev => {\n const btn = ev.target.closest(\"[data-action]\")\n if (!btn || btn.disabled) return\n const action = btn.dataset.action\n if (action === \"loksyu-success\") {\n await _drawFromLoksyu(message, aspect, \"success\", aspLabel)\n } else if (action === \"loksyu-faste\") {\n await _drawFromLoksyu(message, fasteAspect, \"faste\", fasteLabel)\n } else if (action === \"tinji\") {\n await _spendTinjiPostRoll()\n }\n // Buttons will be re-injected automatically via renderChatMessageHTML\n // after message.update(). For tinji (no message update), refresh manually.\n if (action === \"tinji\") refreshRollActions(rollCard, aspect, message)\n })\n}\n\n/**\n * Pull one die from a given Loksyu aspect slot, update Loksyu settings,\n * and update the originating roll-result message in-place.\n *\n * @param {ChatMessage} message - the roll result chat message to update\n * @param {string} aspect - which Loksyu aspect slot to draw from\n * @param {\"success\"|\"faste\"} type\n * @param {string} aspectLabel - localised aspect name for the notification\n */\nasync function _drawFromLoksyu(message, aspect, type, aspectLabel) {\n const data = getLoksyuData()\n const entry = data[aspect] ?? { yin: 0, yang: 0 }\n const total = entry.yin + entry.yang\n if (total <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.LoksyuEmpty\"))\n return\n }\n\n // Remove 1 die (prefer yang first)\n if (entry.yang > 0) entry.yang--\n else entry.yin--\n data[aspect] = entry\n await setLoksyuData(data)\n\n // Update the roll-result message in-place if it has stored flags\n const flags = message?.flags?.[SYSTEM_ID]\n if (flags?.rollResult && message.isOwner) {\n const updated = foundry.utils.deepClone(flags.rollResult)\n if (type === \"success\") {\n updated.successesdice = (updated.successesdice ?? 0) + 1\n updated.loksyuBonusSuc = (updated.loksyuBonusSuc ?? 0) + 1\n // Recalculate weapon damage if applicable\n if (updated.damageBase) updated.totalDamage = updated.successesdice * updated.damageBase\n } else {\n updated.auspiciousdice = (updated.auspiciousdice ?? 0) + 1\n updated.loksyuBonusFaste = (updated.loksyuBonusFaste ?? 0) + 1\n }\n const newHtml = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, updated)\n await message.update({\n content: newHtml,\n [`flags.${SYSTEM_ID}.rollResult`]: updated,\n })\n // renderChatMessageHTML hook fires automatically \u2192 buttons re-injected\n }\n\n const remain = entry.yin + entry.yang\n const typeLabel = type === \"success\"\n ? game.i18n.localize(\"CDE.Successes\")\n : game.i18n.localize(\"CDE.AuspiciousDie\")\n\n ChatMessage.create({\n user: game.user.id,\n content: `
\n
\n \"${aspectLabel}\"/\n ${game.user.name}\n ${game.i18n.localize(\"CDE.LoksyuDrawsA\")}\n ${typeLabel}\n ${game.i18n.localize(\"CDE.LoksyuFromAspect\")} ${aspectLabel}\n
\n
\n \n ${game.i18n.localize(\"CDE.Loksyu\")} ${aspectLabel} : \n ${remain} ${game.i18n.localize(\"CDE.LoksyuRemaining\")}\n
\n
`,\n })\n}\n\n/**\n * Spend 1 Tin Ji point (GM only) and post a notification.\n */\nasync function _spendTinjiPostRoll() {\n if (!game.user.isGM) return\n const current = getTinjiValue()\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await setTinjiValue(current - 1)\n ChatMessage.create({\n user: game.user.id,\n content: `
\n \u5929\n \n ${game.user.name} ${game.i18n.localize(\"CDE.TinjiSpent\").replace(\"{name}\", game.user.name)}\n \n (${current - 1} ${game.i18n.localize(\"CDE.TinjiRemaining\")})\n
`,\n })\n}\n\n/**\n * Refresh all visible roll-result buttons when Loksyu or TinJi settings change.\n * Wired up via Hooks.on(\"updateSetting\", ...) in system.js.\n */\nexport function refreshAllRollActions() {\n document.querySelectorAll(\".chat-message .cde-roll-result[data-aspect]\").forEach(card => {\n const aspect = card.dataset.aspect\n if (!aspect || !WU_XING_CYCLE[aspect]) return\n // Find the ChatMessage document from the ancestor element's data-message-id\n const msgEl = card.closest(\"[data-message-id]\")\n const msgId = msgEl?.dataset?.messageId\n const message = msgId ? game.messages.get(msgId) : null\n refreshRollActions(card, aspect, message)\n })\n}\n\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { ACTOR_TYPES, ITEM_TYPES, MAGICS, SUBTYPES, SYSTEM_ID } from \"./config/constants.js\"\nimport { registerSettings, migrateIfNeeded } from \"./config/settings.js\"\nimport { preLocalizeConfig } from \"./config/localize.js\"\nimport { configureRuntime } from \"./config/runtime.js\"\nimport { CharacterDataModel, NpcDataModel } 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 { CDECharacterSheet, CDENpcSheet } 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 { CDEWheelApp } from \"./ui/apps/wheel-app.js\"\nimport { injectRollActions, refreshAllRollActions } from \"./ui/roll-actions.js\"\nimport { CDECombat } from \"./documents/combat.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 // Expose standalone apps globally for macros\n game.cde = { CDELoksyuApp, CDETinjiApp, CDEWheelApp }\n\n CONFIG.Combat.documentClass = CDECombat\n\n CONFIG.Actor.dataModels = {\n [ACTOR_TYPES.character]: CharacterDataModel,\n [ACTOR_TYPES.npc]: NpcDataModel,\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\", foundry.appv1.sheets.ActorSheet)\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Item, \"core\", foundry.appv1.sheets.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\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\n console.info(`CHRONIQUESDELETRANGE | Initialized`)\n})\n\nHooks.once(\"ready\", async () => {\n await migrateIfNeeded()\n CDEWheelApp.registerHooks()\n})\n\n/** Add Loksyu + Tin Ji quick-access buttons to the chat panel (FoundryVTT v13) */\nHooks.on(\"renderChatLog\", (_app, html) => {\n const el = html instanceof HTMLElement ? html : (html[0] ?? html)\n if (!el?.querySelector) return\n\n // Avoid double-injection on re-renders\n if (el.querySelector(\".cde-chat-app-buttons\")) return\n\n const wrapper = document.createElement(\"div\")\n wrapper.classList.add(\"cde-chat-app-buttons\")\n wrapper.innerHTML = `\n \n \n \n `\n\n // Use event delegation to avoid being swallowed by Foundry's own handlers\n wrapper.addEventListener(\"click\", (ev) => {\n if (ev.target.closest(\".cde-chat-btn--loksyu\")) CDELoksyuApp.open()\n if (ev.target.closest(\".cde-chat-btn--tinji\")) CDETinjiApp.open()\n if (ev.target.closest(\".cde-chat-btn--wheel\")) CDEWheelApp.open()\n })\n\n // Insert before the chat form \u2014 works on v12 and v13\n const anchor = el.querySelector(\".chat-form\")\n ?? el.querySelector(\".chat-message-form\")\n ?? el.querySelector(\"form\")\n if (anchor) anchor.parentElement.insertBefore(wrapper, anchor)\n else el.appendChild(wrapper)\n})\n\n/** Inject Loksyu / TinJi action buttons into roll-result chat messages */\nHooks.on(\"renderChatMessageHTML\", (message, html) => {\n injectRollActions(message, html)\n})\n\n/** Refresh all visible roll-result buttons whenever Loksyu or TinJi settings change */\nHooks.on(\"updateSetting\", setting => {\n if (!setting.key) return\n if (setting.key.includes(\"loksyuData\") || setting.key.includes(\"tinjiData\")) {\n refreshAllRollActions()\n }\n})\n\n/**\n * When an actor's initiative changes (via +/- buttons on the sheet),\n * sync the corresponding combatant in the active combat.\n */\nHooks.on(\"updateActor\", (actor, diff) => {\n if (!foundry.utils.hasProperty(diff, \"system.initiative\")) return\n if (!game.combat) return\n const initiative = actor.system.initiative\n const combatant = game.combat.combatants.find(c => c.actor?.id === actor.id)\n if (combatant && combatant.initiative !== initiative) {\n combatant.update({ initiative }).catch(() => {})\n }\n})\n\n/**\n * When a combatant's initiative changes (via wheel action buttons),\n * sync the actor's system.initiative to match.\n * Uses setTimeout to defer until after Foundry's update chain resolves,\n * avoiding concurrent #recordPreviousState errors on the combat document.\n */\nHooks.on(\"updateCombatant\", (combatant, diff) => {\n if (!(\"initiative\" in diff)) return\n const initiative = combatant.initiative\n if (initiative == null) return\n setTimeout(() => {\n const actor = combatant.actor\n if (actor && actor.system?.initiative !== initiative) {\n actor.update({ \"system.initiative\": initiative }).catch(() => {})\n }\n }, 0)\n})\n"], - "mappings": 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+ "sources": ["../src/config/constants.js", "../src/migration/migrator.js", "../src/ui/apps/migration-app.js", "../src/config/settings.js", "../src/config/localize.js", "../src/config/runtime.js", "../src/data/actors/character.js", "../src/data/actors/npc.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/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/ui/apps/loksyu-app.js", "../src/ui/apps/tinji-app.js", "../src/documents/combat.js", "../src/ui/apps/wheel-app.js", "../src/ui/roll-actions.js", "../src/system.js"], + "sourcesContent": ["/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport const SYSTEM_ID = \"fvtt-chroniques-de-l-etrange\"\n\nexport const ACTOR_TYPES = {\n character: \"character\",\n npc: \"npc\",\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\n/** Map aspect name \u2192 i18n label key */\nexport const 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 */\nexport const 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 name \u2192 die face pair [yin, yang] (face=10 stored as 0) */\nexport const 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/** Ordered aspect names by index (metal=0, water=1, earth=2, fire=3, wood=4) */\nexport const ASPECT_NAMES = [\"metal\", \"water\", \"earth\", \"fire\", \"wood\"]\n\n/**\n * Wu Xing generating/overcoming cycle.\n * For each active aspect, the five result categories in order:\n * [successes, auspicious, noxious, loksyu, tinji]\n */\nexport const 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\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 \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html\",\n]\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Migrates actor JSON from the legacy CDE system to the current system format.\n *\n * This module is pure logic \u2014 it does not interact with Foundry APIs directly.\n * All transformation is done in-memory; the caller is responsible for creating\n * Foundry documents from the returned data.\n */\n\n// \u2500\u2500 Element label \u2192 key \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nconst ELEMENT_LABEL_TO_KEY = {\n \"m\u00E9tal\": \"metal\",\n \"metal\": \"metal\",\n \"eau\": \"eau\",\n \"terre\": \"terre\",\n \"feu\": \"feu\",\n \"bois\": \"bois\",\n}\n\n/** Normalise a French element label to its system key (e.g. \"M\u00E9tal\" \u2192 \"metal\"). */\nfunction elementKey(label = \"\") {\n return ELEMENT_LABEL_TO_KEY[label.toLowerCase().trim()] ?? \"metal\"\n}\n\n// \u2500\u2500 Hei polarity label \u2192 key \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfunction heiKey(label = \"\") {\n const l = label.toLowerCase().trim()\n if (l === \"yin/yang\" || l === \"yinyang\") return \"yinyang\"\n if (l === \"yang\") return \"yang\"\n return \"yin\"\n}\n\n// \u2500\u2500 Spell discipline inference from speciality name \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\n/** Maps French speciality labels (lowercase, accents stripped) \u2192 school key. */\nconst SPECIALITY_TO_DISCIPLINE = {\n // internalcinnabar\n \"essence\": \"internalcinnabar\",\n \"esprit\": \"internalcinnabar\",\n \"mind\": \"internalcinnabar\",\n \"purification\": \"internalcinnabar\",\n \"manipulation\": \"internalcinnabar\",\n \"aura\": \"internalcinnabar\",\n // alchemy\n \"acupuncture\": \"alchemy\",\n \"\u00E9lixirs\": \"alchemy\",\n \"elixirs\": \"alchemy\",\n \"poisons\": \"alchemy\",\n \"arsenal\": \"alchemy\",\n \"potions\": \"alchemy\",\n // masteryoftheway\n \"mal\u00E9diction\": \"masteryoftheway\",\n \"malediction\": \"masteryoftheway\",\n \"transfiguration\": \"masteryoftheway\",\n \"n\u00E9cromancie\": \"masteryoftheway\",\n \"necromancie\": \"masteryoftheway\",\n \"contr\u00F4le climatique\": \"masteryoftheway\",\n \"controle climatique\": \"masteryoftheway\",\n \"magie d'or\": \"masteryoftheway\",\n \"magie dor\": \"masteryoftheway\",\n // exorcism\n \"invocation\": \"exorcism\",\n \"pistage\": \"exorcism\",\n \"tra\u00E7age\": \"exorcism\",\n \"tracage\": \"exorcism\",\n \"protection\": \"exorcism\",\n \"ch\u00E2timent\": \"exorcism\",\n \"chatiment\": \"exorcism\",\n \"domination\": \"exorcism\",\n // geomancy\n \"neutralisation\": \"geomancy\",\n \"divination\": \"geomancy\",\n \"pri\u00E8re terrestre\": \"geomancy\",\n \"priere terrestre\": \"geomancy\",\n \"pri\u00E8re c\u00E9leste\": \"geomancy\",\n \"priere celeste\": \"geomancy\",\n \"g\u00E9omancie\": \"geomancy\",\n \"geomancie\": \"geomancy\",\n \"feng shui\": \"geomancy\",\n \"fungseoi\": \"geomancy\",\n}\n\n/**\n * Attempt to infer the magic school (discipline) from a spell's speciality name.\n * Falls back to scanning the item name for school keywords if needed.\n */\nfunction inferDiscipline(specialityName = \"\", itemName = \"\") {\n const key = specialityName.toLowerCase().trim()\n if (SPECIALITY_TO_DISCIPLINE[key]) return SPECIALITY_TO_DISCIPLINE[key]\n\n // Fuzzy fallback: check item name for school markers\n const name = itemName.toLowerCase()\n if (name.includes(\"exorcis\")) return \"exorcism\"\n if (name.includes(\"g\u00E9omanci\") || name.includes(\"geomanci\")) return \"geomancy\"\n if (name.includes(\"alchimi\")) return \"alchemy\"\n if (name.includes(\"cinnabre\") || name.includes(\"interne\")) return \"internalcinnabar\"\n if (name.includes(\"ma\u00EEtrise\") || name.includes(\"maitrise\") || name.includes(\"tao\")) return \"masteryoftheway\"\n\n return \"internalcinnabar\"\n}\n\n// \u2500\u2500 KungFu activation mapping \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfunction mapActivation(oldActivation = \"\") {\n const s = oldActivation.toLowerCase()\n if (s.includes(\"inflig\u00E9s\") || s.includes(\"infliges\")) return \"damage-inflicted\"\n if (s.includes(\"re\u00E7us\") || s.includes(\"recus\")) return \"damage-received\"\n if (s.includes(\"r\u00E9action\") || s.includes(\"reaction\")) return \"reaction\"\n if (s.includes(\"d\u00E9s-fastes\") || s.includes(\"des-fastes\") || s.includes(\"fastes\")) return \"dice\"\n if (s.includes(\"aide\")) return \"action-aid\"\n if (s.includes(\"attaque\") && s.includes(\"d\u00E9fense\")) return \"action-attack-defense\"\n if (s.includes(\"attaque\") && s.includes(\"defense\")) return \"action-attack-defense\"\n if (s.includes(\"attaque\")) return \"action-attack\"\n if (s.includes(\"d\u00E9fense\") || s.includes(\"defense\")) return \"action-defense\"\n return \"action-attack\"\n}\n\n// \u2500\u2500 Helpers \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nconst DEFAULT_ACTOR_IMG = \"icons/svg/mystery-man.svg\"\nconst DEFAULT_ITEM_IMG = \"icons/svg/item-bag.svg\"\n\n// \u2500\u2500 Item migration \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfunction migrateEquipmentItem(oldItem) {\n const s = oldItem.system ?? {}\n return {\n name: oldItem.name,\n type: \"item\",\n img: oldItem.img || DEFAULT_ITEM_IMG,\n system: {\n reference: s.reference ?? \"\",\n description: s.description ?? \"\",\n quantity: Number(s.quantity ?? 1),\n weight: Number(s.weight ?? 0),\n notes: s.notes ?? \"\",\n },\n }\n}\n\nfunction migrateKungfuItem(oldItem) {\n const s = oldItem.system ?? {}\n const techs = s.techniques ?? {}\n\n const migratedTechs = {}\n for (const key of [\"technique1\", \"technique2\", \"technique3\"]) {\n const t = techs[key] ?? {}\n migratedTechs[key] = {\n check: Boolean(t.check),\n name: t.name ?? \"\",\n activation: mapActivation(t.activation ?? \"\"),\n technique: t.technique ?? \"\",\n }\n }\n\n return {\n name: oldItem.name,\n type: \"kungfu\",\n img: oldItem.img || DEFAULT_ITEM_IMG,\n system: {\n reference: s.reference ?? \"\",\n description: s.description ?? \"\",\n orientation: s.orientation || \"yin\",\n aspect: s.aspect || \"metal\",\n skill: s.skill || \"kungfu\",\n speciality: s.speciality ?? \"\",\n style: s.style ?? \"\",\n techniques: migratedTechs,\n notes: s.notes ?? \"\",\n },\n }\n}\n\nfunction migrateSpellItem(oldItem) {\n const s = oldItem.system ?? {}\n return {\n name: oldItem.name,\n type: \"spell\",\n img: oldItem.img || DEFAULT_ITEM_IMG,\n system: {\n reference: s.reference ?? \"\",\n description: s.description ?? \"\",\n specialityname: s.specialityname ?? \"\",\n associatedelement: elementKey(s.associatedelement ?? \"\"),\n heiType: heiKey(s.hei ?? \"\"),\n heiCost: Number(s.heiCost ?? 0),\n difficulty: Number(s.difficulty ?? 0),\n realizationtimeritual: s.realizationtimeritual ?? \"\",\n realizationtimeaccelerated: s.realizationtimeaccelerated ?? \"\",\n flashback: s.flashback ?? \"\",\n components: s.components ?? \"\",\n effects: s.effects ?? \"\",\n examples: s.examples ?? \"\",\n notes: s.notes ?? \"\",\n discipline: inferDiscipline(s.specialityname ?? \"\", oldItem.name ?? \"\"),\n },\n }\n}\n\nfunction migrateSupernaturalItem(oldItem) {\n const s = oldItem.system ?? {}\n // Old system stored a nested `supernatural: { reference }` \u2014 prefer that reference if top-level is empty\n const nestedRef = s.supernatural?.reference ?? \"\"\n return {\n name: oldItem.name,\n type: \"supernatural\",\n img: oldItem.img || DEFAULT_ITEM_IMG,\n system: {\n reference: s.reference || nestedRef,\n description: s.description ?? \"\",\n notes: s.notes ?? \"\",\n heiType: \"yin\",\n heiCost: 0,\n trigger: \"\",\n effects: \"\",\n },\n }\n}\n\nfunction migrateItem(oldItem) {\n switch (oldItem.type) {\n case \"item\": return migrateEquipmentItem(oldItem)\n case \"kungfu\": return migrateKungfuItem(oldItem)\n case \"spell\": return migrateSpellItem(oldItem)\n case \"supernatural\": return migrateSupernaturalItem(oldItem)\n default:\n // Unknown item type: keep as generic equipment\n return migrateEquipmentItem({ ...oldItem, type: \"item\" })\n }\n}\n\n// \u2500\u2500 Actor migration \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\nfunction migrateCharacter(old) {\n const s = old.system ?? {}\n\n // aspects: keep only { chinese, label, value }\n const aspect = {}\n for (const [k, v] of Object.entries(s.aspect ?? {})) {\n aspect[k] = { chinese: v.chinese ?? \"\", label: v.label ?? \"\", value: Number(v.value ?? 0) }\n }\n\n // skills: keep { label, specialities, value }\n const skills = {}\n for (const [k, v] of Object.entries(s.skills ?? {})) {\n skills[k] = { label: v.label ?? \"\", specialities: v.specialities ?? \"\", value: Number(v.value ?? 0) }\n }\n\n // resources: keep { label, specialities, value, debt }\n const resources = {}\n for (const [k, v] of Object.entries(s.resources ?? {})) {\n resources[k] = { label: v.label ?? \"\", specialities: v.specialities ?? \"\", value: Number(v.value ?? 0), debt: Boolean(v.debt) }\n }\n\n // components: keep { value }\n const component = {}\n for (const [k, v] of Object.entries(s.component ?? {})) {\n component[k] = { value: v.value ?? \"\" }\n }\n\n // magics: keep { visible, value, speciality: { [key]: { check } } }\n const MAGIC_SPECIALITIES = {\n internalcinnabar: [\"essence\", \"mind\", \"purification\", \"manipulation\", \"aura\"],\n alchemy: [\"acupuncture\", \"elixirs\", \"poisons\", \"arsenal\", \"potions\"],\n masteryoftheway: [\"curse\", \"transfiguration\", \"necromancy\", \"climatecontrol\", \"goldenmagic\"],\n exorcism: [\"invocation\", \"tracking\", \"protection\", \"punishment\", \"domination\"],\n geomancy: [\"neutralization\", \"divination\", \"earthlyprayer\", \"heavenlyprayer\", \"fungseoi\"],\n }\n const magics = {}\n for (const [school, specs] of Object.entries(MAGIC_SPECIALITIES)) {\n const om = s.magics?.[school] ?? {}\n const speciality = {}\n for (const spec of specs) {\n speciality[spec] = { check: Boolean(om.speciality?.[spec]?.check) }\n }\n magics[school] = { visible: Boolean(om.visible), value: Number(om.value ?? 0), speciality }\n }\n\n // threetreasures: strip `min` from heiyang/heiyin; keep dicelevel as-is\n const tt = s.threetreasures ?? {}\n const threetreasures = {\n heiyang: { value: Number(tt.heiyang?.value ?? 0), max: Number(tt.heiyang?.max ?? 0) },\n heiyin: { value: Number(tt.heiyin?.value ?? 0), max: Number(tt.heiyin?.max ?? 0) },\n dicelevel: {\n level0d: {\n san: { value: Number(tt.dicelevel?.level0d?.san?.value ?? 0), max: Number(tt.dicelevel?.level0d?.san?.max ?? 0) },\n zing: { value: Number(tt.dicelevel?.level0d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level0d?.zing?.max ?? 0) },\n },\n level1d: {\n san: { value: Number(tt.dicelevel?.level1d?.san?.value ?? 0), max: Number(tt.dicelevel?.level1d?.san?.max ?? 0) },\n zing: { value: Number(tt.dicelevel?.level1d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level1d?.zing?.max ?? 0) },\n },\n level2d: {\n san: { value: Number(tt.dicelevel?.level2d?.san?.value ?? 0), max: Number(tt.dicelevel?.level2d?.san?.max ?? 0) },\n zing: { value: Number(tt.dicelevel?.level2d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level2d?.zing?.max ?? 0) },\n },\n },\n }\n\n // biography (old separate field) merged into description\n const description = s.description || s.biography || \"\"\n\n return {\n name: old.name,\n type: \"character\",\n img: old.img || DEFAULT_ACTOR_IMG,\n system: {\n concept: s.concept ?? \"\",\n guardian: parseInt(s.guardian ?? \"0\") || 0,\n initiative: Number(s.initiative ?? 1),\n anti_initiative: Number(s.anti_initiative ?? 24),\n description,\n aspect,\n skills,\n resources,\n component,\n magics,\n threetreasures,\n experience: {\n value: Number(s.experience?.value ?? 0),\n max: Number(s.experience?.max ?? 0),\n min: Number(s.experience?.min ?? 0),\n },\n },\n items: (old.items ?? []).map(migrateItem),\n }\n}\n\nfunction migrateNpc(old) {\n const s = old.system ?? {}\n\n const aptitudes = {}\n for (const [k, v] of Object.entries(s.aptitudes ?? {})) {\n aptitudes[k] = { value: Number(v.value ?? 0), speciality: v.speciality ?? \"\" }\n }\n\n return {\n name: old.name,\n type: \"npc\",\n img: old.img || DEFAULT_ACTOR_IMG,\n system: {\n type: s.type ?? \"\",\n // Old system had separate `levelofthreat`/`powerofnuisance` as numbers\n // and string copies `threat`/`nuisance` \u2014 use the numeric fields\n threat: Number(s.levelofthreat ?? s.threat ?? 0),\n nuisance: Number(s.powerofnuisance ?? s.nuisance ?? 0),\n initiative: Number(s.initiative ?? 1),\n anti_initiative: Number(s.anti_initiative ?? 24),\n aptitudes,\n vitality: {\n value: Number(s.vitality?.value ?? 0),\n calcul: Number(s.vitality?.calcul ?? 0),\n note: s.vitality?.note ?? \"\",\n },\n hei: {\n value: Number(s.hei?.value ?? 0),\n calcul: Number(s.hei?.calcul ?? 0),\n note: s.hei?.note ?? \"\",\n },\n description: s.description ?? \"\",\n },\n items: (old.items ?? []).map(migrateItem),\n }\n}\n\n// \u2500\u2500 Public API \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n\n/**\n * Migrate a single legacy actor JSON to the current system format.\n *\n * @param {object} oldJson Parsed JSON from the old system export\n * @returns {{ name: string, type: string, img: string, system: object, items: object[] }}\n * @throws {Error} if the actor type is unrecognised\n */\nexport function migrateActor(oldJson) {\n switch (oldJson.type) {\n case \"character\": return migrateCharacter(oldJson)\n case \"npc\": return migrateNpc(oldJson)\n default:\n throw new Error(`Unknown actor type \"${oldJson.type}\" in \"${oldJson.name}\"`)\n }\n}\n\n/**\n * Parse one or more legacy JSON strings and return migrated actor data.\n * Accepts a single actor object or an array of actor objects in one file.\n *\n * @param {string} jsonText Raw JSON text from a file\n * @returns {Array<{ name, type, img, system, items }>}\n */\nexport function parseLegacyJson(jsonText) {\n const parsed = JSON.parse(jsonText)\n if (typeof parsed !== \"object\" || parsed === null) {\n throw new Error(\"Le fichier JSON doit contenir un objet acteur ou un tableau d'acteurs\")\n }\n const actors = Array.isArray(parsed) ? parsed : [parsed]\n return actors.map(migrateActor)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { parseLegacyJson } from \"../../migration/migrator.js\"\n\nconst MIGRATION_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-migration-app.html\"\n\n/**\n * Dialog for importing legacy CDE actor JSON files into the current system.\n *\n * Accessible via the System Settings menu (registerMenu).\n * Supports multi-file selection and shows a preview table before importing.\n */\nexport class CDEMigrationApp extends foundry.applications.api.HandlebarsApplicationMixin(\n foundry.applications.api.ApplicationV2\n) {\n static DEFAULT_OPTIONS = {\n id: \"cde-migration-app\",\n classes: [\"cde-migration-app\"],\n tag: \"div\",\n window: {\n title: \"CDE.MigrationTitle\",\n icon: \"fas fa-file-import\",\n resizable: false,\n },\n position: { width: 560, height: \"auto\" },\n actions: {\n clearFiles: CDEMigrationApp.#clearFiles,\n doImport: CDEMigrationApp.#doImport,\n },\n }\n\n static PARTS = {\n form: { template: MIGRATION_TEMPLATE },\n }\n\n /** @type {Array<{name: string, type: string, img: string, system: object, items: object[], _srcFile: string}>} */\n #pending = []\n\n /** @type {string[]} - error messages per file */\n #errors = []\n\n async _prepareContext(options) {\n return {\n pending: this.#pending,\n errors: this.#errors,\n hasPending: this.#pending.length > 0,\n hasErrors: this.#errors.length > 0,\n count: this.#pending.length,\n }\n }\n\n /** After render, wire up the file input. */\n _onRender(context, options) {\n super._onRender(context, options)\n const input = this.element.querySelector(\".cde-migration-file-input\")\n input?.addEventListener(\"change\", this.#onFileChange.bind(this))\n\n const dropZone = this.element.querySelector(\".cde-migration-drop-zone\")\n if (dropZone) {\n dropZone.addEventListener(\"dragover\", (e) => { e.preventDefault(); dropZone.classList.add(\"is-dragover\") })\n dropZone.addEventListener(\"dragleave\", () => dropZone.classList.remove(\"is-dragover\"))\n dropZone.addEventListener(\"drop\", (e) => {\n e.preventDefault()\n dropZone.classList.remove(\"is-dragover\")\n this.#processFiles(Array.from(e.dataTransfer.files))\n })\n }\n }\n\n async #onFileChange(event) {\n const files = Array.from(event.target.files ?? [])\n event.target.value = \"\"\n await this.#processFiles(files)\n }\n\n async #processFiles(files) {\n for (const file of files) {\n if (!file.name.endsWith(\".json\")) {\n this.#errors.push(game.i18n.format(\"CDE.MigrationErrorNotJson\", { file: file.name }))\n continue\n }\n try {\n const text = await file.text()\n const actors = parseLegacyJson(text)\n for (const actor of actors) {\n actor._srcFile = file.name\n // Avoid duplicates by name\n if (!this.#pending.some(p => p.name === actor.name)) {\n this.#pending.push(actor)\n }\n }\n } catch (err) {\n this.#errors.push(game.i18n.format(\"CDE.MigrationErrorParse\", { file: file.name, error: err.message }))\n }\n }\n this.render()\n }\n\n static async #clearFiles() {\n this.#pending = []\n this.#errors = []\n this.render()\n }\n\n static async #doImport() {\n if (!this.#pending.length) return\n\n const created = []\n const failed = []\n\n for (const data of this.#pending) {\n try {\n const { _srcFile, ...actorData } = data\n const actor = await Actor.create(actorData)\n created.push(actor.name)\n } catch (err) {\n failed.push(`${data.name}: ${err.message}`)\n console.error(`CHRONIQUESDELETRANGE | Migration failed for \"${data.name}\":`, err)\n }\n }\n\n this.#pending = []\n this.#errors = failed\n this.render()\n\n if (created.length) {\n ui.notifications.info(\n game.i18n.format(\"CDE.MigrationSuccess\", { count: created.length, names: created.join(\", \") })\n )\n }\n if (failed.length) {\n ui.notifications.warn(\n game.i18n.format(\"CDE.MigrationPartialError\", { count: failed.length })\n )\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { SYSTEM_ID } from \"./constants.js\"\nimport { CDEMigrationApp } from \"../ui/apps/migration-app.js\"\n\n/**\n * Register all world/client settings for the system.\n * Called during the \"init\" hook before sheets and data-models are set up.\n */\nexport function registerSettings() {\n game.settings.registerMenu(SYSTEM_ID, \"migrationTool\", {\n name: \"CDE.MigrationTitle\",\n label: \"CDE.MigrationMenuLabel\",\n hint: \"CDE.MigrationMenuHint\",\n icon: \"fas fa-file-import\",\n type: CDEMigrationApp,\n restricted: true,\n })\n\n game.settings.register(SYSTEM_ID, \"loksyuData\", {\n scope: \"world\",\n config: false,\n type: Object,\n default: {\n wood: { yin: 0, yang: 0 },\n fire: { yin: 0, yang: 0 },\n earth: { yin: 0, yang: 0 },\n metal: { yin: 0, yang: 0 },\n water: { yin: 0, yang: 0 },\n },\n })\n\n game.settings.register(SYSTEM_ID, \"tinjiData\", {\n scope: \"world\",\n config: false,\n type: Number,\n default: 0,\n })\n}\n\n/**\n * Run any pending data migrations on the \"ready\" hook.\n * Reserved for future schema migrations.\n */\nexport async function migrateIfNeeded() {\n // No migrations required yet.\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nexport 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/** Default icons per item type. */\nconst DEFAULT_ICONS = {\n kungfu: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-kungfu.svg\",\n spell: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-spell.svg\",\n supernatural: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-supernatural.svg\",\n weapon: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-weapon.svg\",\n armor: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-armor.svg\",\n sanhei: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-sanhei.svg\",\n ingredient: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-ingredient.svg\",\n item: \"systems/fvtt-chroniques-de-l-etrange/images/icons/icon-item.svg\",\n};\n\nexport class CDEItem extends Item {\n\n /** @override */\n async _preCreate(data, options, userId) {\n await super._preCreate(data, options, userId);\n const defaultIcon = DEFAULT_ICONS[this.type];\n if (defaultIcon && (!data.img || data.img === Item.DEFAULT_ICON)) {\n this.updateSource({ img: defaultIcon });\n }\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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 /**\n * Compute the SVG x,y coordinates for a cran on the initiative wheel.\n * Cran 1\u201324 are arranged counter-clockwise from the bottom (reference at 6 o'clock).\n * angle = 90\u00B0 + cran * 15\u00B0 (counter-clockwise = positive in standard math, negative in SVG).\n * In SVG coords: x = cx + r*cos(a), y = cy - r*sin(a) [y-axis is flipped in SVG].\n */\n Handlebars.registerHelper(\"cranPosition\", function (cran, cx, cy, r) {\n const angleDeg = 90 + cran * 15 // counter-clockwise from bottom\n const angleRad = (angleDeg * Math.PI) / 180\n const x = Math.round(cx + r * Math.cos(angleRad))\n const y = Math.round(cy - r * Math.sin(angleRad))\n return { x, y }\n })\n\n /** X offset for overlapping fighters on the same cran. Centres a 30px image on the cran cx. */\n Handlebars.registerHelper(\"fighterX\", function (cx, index, total) {\n const offset = total > 1 ? (index - (total - 1) / 2) * 34 : 0\n return Math.round(cx - 15 + offset)\n })\n\n /** Y offset for fighters \u2014 positions image just above the cran circle. */\n Handlebars.registerHelper(\"fighterY\", function (cy, index, total) {\n return Math.round(cy - 50)\n })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { TEMPLATE_PARTIALS } from \"../config/constants.js\"\n\nexport async function preloadPartials() {\n return foundry.applications.handlebars.loadTemplates(TEMPLATE_PARTIALS)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\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 * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Loksyu / TinJi settings-based helpers.\n *\n * Data is stored as world settings instead of singleton Actor documents.\n */\n\nimport { SYSTEM_ID, WU_XING_CYCLE, ASPECT_FACES } from \"../../config/constants.js\"\n\n/** Read the current loksyu data object from world settings */\nexport function getLoksyuData() {\n return game.settings.get(SYSTEM_ID, \"loksyuData\") ?? {\n wood: {yin:0,yang:0}, fire: {yin:0,yang:0}, earth: {yin:0,yang:0}, metal: {yin:0,yang:0}, water: {yin:0,yang:0},\n }\n}\n\n/** Write the loksyu data object to world settings */\nexport async function setLoksyuData(data) {\n await game.settings.set(SYSTEM_ID, \"loksyuData\", data)\n Hooks.callAll(\"cde:loksyuUpdated\", data)\n}\n\n/** Read current TinJi value from world settings */\nexport function getTinjiValue() {\n return game.settings.get(SYSTEM_ID, \"tinjiData\") ?? 0\n}\n\n/** Write TinJi value to world settings */\nexport async function setTinjiValue(value) {\n await game.settings.set(SYSTEM_ID, \"tinjiData\", Math.max(0, value))\n Hooks.callAll(\"cde:tinjiUpdated\", Math.max(0, value))\n}\n\n/**\n * After a WuXing roll, add the loksyu faces (yin + yang) of the relevant\n * aspect to the loksyu settings data.\n *\n * @param {string} activeAspect - 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 data = getLoksyuData()\n const current = data[lokAspect] ?? { yin: 0, yang: 0 }\n data[lokAspect] = {\n yin: (current.yin ?? 0) + yinCount,\n yang: (current.yang ?? 0) + yangCount,\n }\n await setLoksyuData(data)\n}\n\n/**\n * After a WuXing roll, add tinji faces to the TinJi settings.\n *\n * @param {number} count - Number of tinji faces rolled\n */\nexport async function updateTinjiFromRoll(count) {\n if (!count || count <= 0) return\n const current = getTinjiValue()\n await setTinjiValue(current + count)\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\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, ASPECT_LABELS, ASPECT_ICONS, ASPECT_FACES, ASPECT_NAMES, WU_XING_CYCLE } 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/** 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 */\nasync 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 */\nasync 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 */\nasync 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 flags: {\n \"fvtt-chroniques-de-l-etrange\": { rollResult: { ...resultData } },\n },\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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst { 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 foundry.applications.ux.TextEditor.implementation.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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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 this.#bindDiagramZoom()\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 #bindDiagramZoom() {\n const img = this.element?.querySelector(\"[data-action='zoom-diagram']\")\n if (!img) return\n img.addEventListener(\"click\", () => {\n new ImagePopout(img.src, {\n title: game.i18n.localize(\"CDE.NghangDiagramTitle\"),\n shareable: false,\n }).render(true)\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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nconst { 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 foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.description ?? \"\", { async: true })\n const enrichedNotes = await foundry.applications.ux.TextEditor.implementation.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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { 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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { getLoksyuData, setLoksyuData } from \"./singletons.js\"\nimport { SYSTEM_ID } from \"../../config/constants.js\"\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: 520, height: \"auto\" },\n actions: {\n resetElement: CDELoksyuApp.#onResetElement,\n resetAll: CDELoksyuApp.#onResetAll,\n zoomVisual: CDELoksyuApp.#onZoomVisual,\n },\n }\n\n static PARTS = {\n main: {\n template: `systems/${SYSTEM_ID}/templates/apps/cde-loksyu-app.html`,\n },\n }\n\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 = Array.from(foundry.applications.instances.values()).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 const sys = getLoksyuData()\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 canEdit: game.user.isGM,\n elements: ELEMENTS.map((el) => ({\n ...el,\n yang: sys[el.key]?.yang ?? 0,\n yin: sys[el.key]?.yin ?? 0,\n })),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindInputs()\n\n this._updateHook = Hooks.on(\"cde:loksyuUpdated\", () => this.render())\n }\n\n _onClose(options) {\n if (this._updateHook !== null) {\n Hooks.off(\"cde:loksyuUpdated\", 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 // field is like \"wood.yin\" or \"fire.yang\"\n const [aspect, dim] = field.split(\".\")\n if (!aspect || !dim) return\n const data = getLoksyuData()\n if (!data[aspect]) data[aspect] = { yin: 0, yang: 0 }\n data[aspect][dim] = Math.max(0, val)\n await setLoksyuData(data)\n })\n })\n }\n\n static async #onResetElement(event, target) {\n const key = target.dataset.element\n if (!key) return\n const data = getLoksyuData()\n data[key] = { yin: 0, yang: 0 }\n await setLoksyuData(data)\n }\n\n static async #onResetAll(_event, _target) {\n const KEYS = [\"wood\", \"fire\", \"earth\", \"metal\", \"water\"]\n const data = getLoksyuData()\n for (const k of KEYS) data[k] = { yin: 0, yang: 0 }\n await setLoksyuData(data)\n }\n\n static #onZoomVisual(_event, target) {\n new ImagePopout(target.src, {\n title: game.i18n.localize(\"CDE.LoksyuDiagramTitle\"),\n shareable: false,\n }).render(true)\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { getTinjiValue, setTinjiValue } from \"./singletons.js\"\nimport { SYSTEM_ID } from \"../../config/constants.js\"\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: 380, 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 {Function|null} */\n _updateHook = null\n\n static open() {\n const existing = Array.from(foundry.applications.instances.values()).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 return {\n canEdit: game.user.isGM,\n value: getTinjiValue(),\n }\n }\n\n _onRender(context, options) {\n super._onRender(context, options)\n this.#bindDirectInput()\n this._updateHook = Hooks.on(\"cde:tinjiUpdated\", () => this.render())\n }\n\n _onClose(options) {\n if (this._updateHook !== null) {\n Hooks.off(\"cde:tinjiUpdated\", 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)) await setTinjiValue(val)\n })\n }\n\n static async #onIncrement() {\n await setTinjiValue(getTinjiValue() + 1)\n }\n\n static async #onDecrement() {\n const current = getTinjiValue()\n if (current <= 0) return\n await setTinjiValue(current - 1)\n }\n\n static async #onReset() {\n await setTinjiValue(0)\n }\n\n static async #onSpend() {\n const current = getTinjiValue()\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await setTinjiValue(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", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { rollInitiativePC, rollInitiativeNPC } from \"../ui/initiative.js\"\nimport { ACTOR_TYPES } from \"../config/constants.js\"\n\n/**\n * Custom Combat document for Chroniques de l'\u00C9trange.\n *\n * The initiative wheel has 24 crans (positions). The character with the\n * highest initiative acts first (furthest counter-clockwise from reference).\n * After each action, their position advances clockwise by the action's cran cost\n * (initiative decreases, wrapping from 1 \u2192 24).\n *\n * Sort order: descending by initiative (highest acts first).\n */\nexport class CDECombat extends Combat {\n\n /**\n * Override rollInitiative to open the PC or NPC initiative dialog\n * for each selected combatant, then sync the result to the Combatant document.\n */\n async rollInitiative(ids, options = {}) {\n const combatantIds = typeof ids === \"string\" ? [ids] : ids\n for (const id of combatantIds) {\n const combatant = this.combatants.get(id)\n if (!combatant) continue\n const actor = combatant.actor\n if (!actor) continue\n\n if (actor.type === ACTOR_TYPES.character) {\n await rollInitiativePC(actor)\n } else {\n await rollInitiativeNPC(actor)\n }\n // combatant.initiative is synced by the updateActor hook in system.js\n // (triggered by actor.update inside rollInitiativePC/NPC)\n }\n return this\n }\n\n /**\n * Sort combatants: highest initiative first (furthest counter-clockwise = acts first).\n * Ties: PCs before NPCs; among PCs, by name; among NPCs, by name.\n * Calls super.setupTurns() first to ensure this.current is properly initialized.\n */\n setupTurns() {\n super.setupTurns()\n this.turns = this.turns.slice().sort((a, b) => {\n const ia = a.initiative ?? 0\n const ib = b.initiative ?? 0\n if (ia !== ib) return ib - ia // descending \u2014 highest acts first\n\n // Tie-break: PCs before NPCs\n const aIsPC = a.actor?.type === ACTOR_TYPES.character ? 1 : 0\n const bIsPC = b.actor?.type === ACTOR_TYPES.character ? 1 : 0\n if (aIsPC !== bIsPC) return bIsPC - aIsPC\n\n return (a.name ?? \"\").localeCompare(b.name ?? \"\")\n })\n return this.turns\n }\n}\n\n/**\n * Advance a combatant's wheel position by the given action cran cost.\n * Position wraps: after reaching 1, it continues from 24.\n *\n * @param {Combatant} combatant\n * @param {number} cranCost\n */\nexport async function advanceCombatantPosition(combatant, cranCost) {\n const current = combatant.initiative ?? combatant.actor?.system?.initiative ?? 1\n const newValue = ((current - cranCost - 1 + 48) % 24) + 1\n // Update combatant only; the updateCombatant hook in system.js syncs actor.initiative.\n await combatant.update({ initiative: newValue })\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { advanceCombatantPosition } from \"../../documents/combat.js\"\n\nconst WHEEL_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-wheel-app.html\"\n\n/**\n * Action costs for common combat actions (in crans).\n * Listed in order from cheapest to most expensive.\n */\nexport const ACTION_COSTS = [\n { key: \"draw\", label: \"CDE.ActionCostDraw\", cost: 1 },\n { key: \"changestyle\", label: \"CDE.ActionCostChangeStyle\", cost: 1 },\n { key: \"defense\", label: \"CDE.ActionCostDefense\", cost: 1 },\n { key: \"aim\", label: \"CDE.ActionCostAim\", cost: 2 },\n { key: \"help\", label: \"CDE.ActionCostHelp\", cost: 2 },\n { key: \"defally\", label: \"CDE.ActionCostDefendAlly\", cost: 2 },\n { key: \"move\", label: \"CDE.ActionCostMove\", cost: 2 },\n { key: \"attack\", label: \"CDE.ActionCostAttack\", cost: 3 },\n { key: \"delay\", label: \"CDE.ActionCostDelay\", cost: 6 },\n]\n\n/**\n * Wu Xing color segments for the 24-cran wheel.\n * 6 colors \u00D7 4 crans = 24. Each colour covers crans [start..start+3].\n * An effect lasting 6 crans returns to the same colour.\n */\nconst WHEEL_SEGMENTS = [\n { label: \"M\u00E9tal\", color: \"#b8c4cc\", textColor: \"#1a1a1a\", crans: [1, 2, 3, 4] },\n { label: \"Eau\", color: \"#3a7bd5\", textColor: \"#ffffff\", crans: [5, 6, 7, 8] },\n { label: \"Terre\", color: \"#c8a84b\", textColor: \"#1a1a1a\", crans: [9, 10, 11, 12] },\n { label: \"Feu\", color: \"#d94f3d\", textColor: \"#ffffff\", crans: [13, 14, 15, 16] },\n { label: \"Bois\", color: \"#4a9b5a\", textColor: \"#ffffff\", crans: [17, 18, 19, 20] },\n { label: \"Rep\u00E8re\", color: \"#1a1a2e\", textColor: \"#aaaaaa\", crans: [21, 22, 23, 24] },\n]\n\n/** Return the segment data for a given cran (1\u201324). */\nfunction segmentForCran(cran) {\n return WHEEL_SEGMENTS.find(s => s.crans.includes(cran)) ?? WHEEL_SEGMENTS[0]\n}\n\n/**\n * Roue d'Initiative \u2014 visual initiative wheel for CDE combat.\n *\n * Shows all combatants in the current combat scene on a 24-cran wheel.\n * Provides action-cost buttons to advance a combatant's position.\n *\n * Singleton: open via CDEWheelApp.open().\n */\nexport class CDEWheelApp extends foundry.applications.api.ApplicationV2 {\n static DEFAULT_OPTIONS = {\n id: \"cde-wheel-app\",\n classes: [\"cde-wheel-app\"],\n tag: \"div\",\n window: {\n title: \"CDE.InitiativeWheel\",\n icon: \"fas fa-circle-notch\",\n resizable: true,\n },\n position: { width: 820, height: 620 },\n actions: {\n advanceCran: CDEWheelApp.#advanceCran,\n setSurprised: CDEWheelApp.#setSurprised,\n rollInitiative: CDEWheelApp.#rollInitiative,\n },\n }\n\n /** @type {CDEWheelApp|null} */\n static #instance = null\n\n /** Open (or bring to front) the singleton instance. */\n static open() {\n if (!CDEWheelApp.#instance || CDEWheelApp.#instance.rendered === false) {\n CDEWheelApp.#instance = new CDEWheelApp()\n CDEWheelApp.#instance.render(true)\n } else {\n CDEWheelApp.#instance.bringToFront()\n }\n return CDEWheelApp.#instance\n }\n\n /** Currently selected combatant id (for action panel). */\n #selectedId = null\n\n async _prepareContext(options) {\n const combat = game.combat\n const combatants = combat ? [...combat.combatants.values()] : []\n const sorted = [...combatants].sort((a, b) => (b.initiative ?? 0) - (a.initiative ?? 0))\n const cranData = this.#buildCranData(combatants)\n const selected = this.#selectedId\n ? combatants.find(c => c.id === this.#selectedId)\n : null\n const actionCosts = ACTION_COSTS.map(a => ({\n ...a,\n label: game.i18n.localize(a.label),\n }))\n\n return {\n hasCombat: !!combat,\n combatants: sorted.map(c => ({\n id: c.id,\n name: c.name,\n img: c.token?.texture?.src ?? c.actor?.img ?? \"icons/svg/mystery-man.svg\",\n initiative: c.initiative ?? \"\u2014\",\n segment: segmentForCran(c.initiative ?? 1),\n isActive: combat?.current?.combatantId === c.id,\n isSelected: c.id === this.#selectedId,\n hasInitiative: c.initiative != null,\n })),\n cranData,\n selected,\n selectedName: selected?.name ?? null,\n actionCosts,\n }\n }\n\n async _renderHTML(context, options) {\n return foundry.applications.handlebars.renderTemplate(WHEEL_TEMPLATE, context)\n }\n\n _replaceHTML(result, content, options) {\n content.innerHTML = result\n this.#bindEvents(content)\n }\n\n /** Build per-cran data for the SVG wheel. */\n #buildCranData(combatants) {\n const data = []\n for (let cran = 1; cran <= 24; cran++) {\n const segment = segmentForCran(cran)\n const fighters = combatants.filter(c => Math.round(c.initiative) === cran)\n data.push({ cran, segment, fighters })\n }\n return data\n }\n\n /** Bind click events for combatant selection. */\n #bindEvents(content) {\n content.querySelectorAll(\"[data-select-combatant]\").forEach(el => {\n el.addEventListener(\"click\", () => {\n this.#selectedId = el.dataset.selectCombatant\n this.render()\n })\n })\n }\n\n /** Action: advance selected combatant by given cran cost. */\n static async #advanceCran(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const cost = parseInt(element.dataset.cost, 10)\n if (!cost || isNaN(cost)) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n await advanceCombatantPosition(combatant, cost)\n }\n\n /** Action: set selected combatant to surprised (position 1 = reference). */\n static async #setSurprised(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n // Update combatant only \u2014 updateCombatant hook in system.js syncs actor\n await combatant.update({ initiative: 1 })\n }\n\n /** Action: open the initiative dialog for the selected combatant. */\n static async #rollInitiative(event, element) {\n const app = CDEWheelApp.#instance\n if (!app?.#selectedId) return\n const combatant = game.combat?.combatants.get(app.#selectedId)\n if (!combatant) return\n await game.combat.rollInitiative([app.#selectedId])\n }\n\n /** Re-render when combat state changes. */\n static registerHooks() {\n const refresh = () => {\n if (CDEWheelApp.#instance?.rendered) CDEWheelApp.#instance.render()\n }\n Hooks.on(\"updateCombat\", refresh)\n Hooks.on(\"updateCombatant\", refresh)\n Hooks.on(\"createCombatant\", refresh)\n Hooks.on(\"deleteCombatant\", refresh)\n Hooks.on(\"updateActor\", (_actor, diff) => {\n if (foundry.utils.hasProperty(diff, \"system.initiative\")) refresh()\n })\n Hooks.on(\"deleteCombat\", () => {\n if (CDEWheelApp.#instance?.rendered) CDEWheelApp.#instance.render()\n })\n }\n}\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\n/**\n * Post-roll interactive action buttons injected into dice result chat messages.\n * Allows players to pull dice from the Loksyu (as Successes or d\u00E9s-fastes)\n * and allows the GM to spend Tin Ji to intervene.\n *\n * After a draw, the originating roll result message is updated in-place\n * with the new counts, without creating noise.\n */\n\nimport { getLoksyuData, setLoksyuData, getTinjiValue, setTinjiValue } from \"./apps/singletons.js\"\nimport { SYSTEM_ID, WU_XING_CYCLE, ASPECT_LABELS, ASPECT_ICONS } from \"../config/constants.js\"\n\nconst RESULT_TEMPLATE = \"systems/fvtt-chroniques-de-l-etrange/templates/form/cde-dice-result.html\"\n\n/**\n * Inject or refresh post-roll action buttons in the given chat message HTML element.\n * Called from renderChatMessageHTML hook.\n * @param {ChatMessage} message\n * @param {HTMLElement} html - the chat message HTML element (li.chat-message)\n */\nexport function injectRollActions(message, html) {\n const rollCard = html.querySelector(\".cde-roll-result\")\n if (!rollCard) return\n const aspect = rollCard.dataset.aspect\n if (!aspect || !WU_XING_CYCLE[aspect]) return\n refreshRollActions(rollCard, aspect, message)\n}\n\n/**\n * Re-render the action buttons section based on current Loksyu / TinJi state.\n */\nfunction refreshRollActions(rollCard, aspect, message) {\n rollCard.querySelector(\".cde-roll-actions\")?.remove()\n\n const cycle = WU_XING_CYCLE[aspect]\n const fasteAspect = cycle[1]\n\n const loksyu = getLoksyuData()\n const tinji = getTinjiValue()\n\n const successAvail = (loksyu[aspect]?.yin ?? 0) + (loksyu[aspect]?.yang ?? 0)\n const fasteAvail = (loksyu[fasteAspect]?.yin ?? 0) + (loksyu[fasteAspect]?.yang ?? 0)\n const isGM = game.user.isGM\n\n const hasSomething = successAvail > 0 || fasteAvail > 0 || (isGM && tinji > 0)\n if (!hasSomething) return\n\n const aspLabel = game.i18n.localize(ASPECT_LABELS[aspect])\n const fasteLabel = game.i18n.localize(ASPECT_LABELS[fasteAspect])\n\n let btns = \"\"\n\n if (successAvail > 0) {\n btns += ``\n }\n\n if (fasteAvail > 0) {\n btns += ``\n }\n\n if (isGM && tinji > 0) {\n btns += ``\n }\n\n const wrapper = document.createElement(\"div\")\n wrapper.className = \"cde-roll-actions\"\n wrapper.innerHTML = `\n
\n \n ${game.i18n.localize(\"CDE.PostRollActions\")}\n
\n
${btns}
\n `\n rollCard.appendChild(wrapper)\n\n wrapper.addEventListener(\"click\", async ev => {\n const btn = ev.target.closest(\"[data-action]\")\n if (!btn || btn.disabled) return\n const action = btn.dataset.action\n if (action === \"loksyu-success\") {\n await _drawFromLoksyu(message, aspect, \"success\", aspLabel)\n } else if (action === \"loksyu-faste\") {\n await _drawFromLoksyu(message, fasteAspect, \"faste\", fasteLabel)\n } else if (action === \"tinji\") {\n await _spendTinjiPostRoll()\n }\n // Buttons will be re-injected automatically via renderChatMessageHTML\n // after message.update(). For tinji (no message update), refresh manually.\n if (action === \"tinji\") refreshRollActions(rollCard, aspect, message)\n })\n}\n\n/**\n * Pull one die from a given Loksyu aspect slot, update Loksyu settings,\n * and update the originating roll-result message in-place.\n *\n * @param {ChatMessage} message - the roll result chat message to update\n * @param {string} aspect - which Loksyu aspect slot to draw from\n * @param {\"success\"|\"faste\"} type\n * @param {string} aspectLabel - localised aspect name for the notification\n */\nasync function _drawFromLoksyu(message, aspect, type, aspectLabel) {\n const data = getLoksyuData()\n const entry = data[aspect] ?? { yin: 0, yang: 0 }\n const total = entry.yin + entry.yang\n if (total <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.LoksyuEmpty\"))\n return\n }\n\n // Remove 1 die (prefer yang first)\n if (entry.yang > 0) entry.yang--\n else entry.yin--\n data[aspect] = entry\n await setLoksyuData(data)\n\n // Update the roll-result message in-place if it has stored flags\n const flags = message?.flags?.[SYSTEM_ID]\n if (flags?.rollResult && message.isOwner) {\n const updated = foundry.utils.deepClone(flags.rollResult)\n if (type === \"success\") {\n updated.successesdice = (updated.successesdice ?? 0) + 1\n updated.loksyuBonusSuc = (updated.loksyuBonusSuc ?? 0) + 1\n // Recalculate weapon damage if applicable\n if (updated.damageBase) updated.totalDamage = updated.successesdice * updated.damageBase\n } else {\n updated.auspiciousdice = (updated.auspiciousdice ?? 0) + 1\n updated.loksyuBonusFaste = (updated.loksyuBonusFaste ?? 0) + 1\n }\n const newHtml = await foundry.applications.handlebars.renderTemplate(RESULT_TEMPLATE, updated)\n await message.update({\n content: newHtml,\n [`flags.${SYSTEM_ID}.rollResult`]: updated,\n })\n // renderChatMessageHTML hook fires automatically \u2192 buttons re-injected\n }\n\n const remain = entry.yin + entry.yang\n const typeLabel = type === \"success\"\n ? game.i18n.localize(\"CDE.Successes\")\n : game.i18n.localize(\"CDE.AuspiciousDie\")\n\n ChatMessage.create({\n user: game.user.id,\n content: `
\n
\n \"${aspectLabel}\"/\n ${game.user.name}\n ${game.i18n.localize(\"CDE.LoksyuDrawsA\")}\n ${typeLabel}\n ${game.i18n.localize(\"CDE.LoksyuFromAspect\")} ${aspectLabel}\n
\n
\n \n ${game.i18n.localize(\"CDE.Loksyu\")} ${aspectLabel} : \n ${remain} ${game.i18n.localize(\"CDE.LoksyuRemaining\")}\n
\n
`,\n })\n}\n\n/**\n * Spend 1 Tin Ji point (GM only) and post a notification.\n */\nasync function _spendTinjiPostRoll() {\n if (!game.user.isGM) return\n const current = getTinjiValue()\n if (current <= 0) {\n ui.notifications.warn(game.i18n.localize(\"CDE.TinjiEmpty\"))\n return\n }\n await setTinjiValue(current - 1)\n ChatMessage.create({\n user: game.user.id,\n content: `
\n \u5929\n \n ${game.user.name} ${game.i18n.localize(\"CDE.TinjiSpent\").replace(\"{name}\", game.user.name)}\n \n (${current - 1} ${game.i18n.localize(\"CDE.TinjiRemaining\")})\n
`,\n })\n}\n\n/**\n * Refresh all visible roll-result buttons when Loksyu or TinJi settings change.\n * Wired up via Hooks.on(\"updateSetting\", ...) in system.js.\n */\nexport function refreshAllRollActions() {\n document.querySelectorAll(\".chat-message .cde-roll-result[data-aspect]\").forEach(card => {\n const aspect = card.dataset.aspect\n if (!aspect || !WU_XING_CYCLE[aspect]) return\n // Find the ChatMessage document from the ancestor element's data-message-id\n const msgEl = card.closest(\"[data-message-id]\")\n const msgId = msgEl?.dataset?.messageId\n const message = msgId ? game.messages.get(msgId) : null\n refreshRollActions(card, aspect, message)\n })\n}\n\n", "/**\n * Chroniques de l'\u00C9trange \u2014 Syst\u00E8me FoundryVTT\n *\n * Chroniques de l'\u00C9trange est un jeu de r\u00F4le \u00E9dit\u00E9 par Antre-Monde \u00C9ditions.\n * Ce syst\u00E8me FoundryVTT est une impl\u00E9mentation ind\u00E9pendante et n'est pas\n * affili\u00E9 \u00E0 Antre-Monde \u00C9ditions,\n * mais a \u00E9t\u00E9 r\u00E9alis\u00E9 avec l'autorisation d'Antre-Monde \u00C9ditions.\n *\n * @author LeRatierBretonnien\n * @copyright 2024\u20132026 LeRatierBretonnien\n * @license CC BY-NC-SA 4.0 \u2013 https://creativecommons.org/licenses/by-nc-sa/4.0/\n */\n\nimport { ACTOR_TYPES, ITEM_TYPES, MAGICS, SUBTYPES, SYSTEM_ID } from \"./config/constants.js\"\nimport { registerSettings, migrateIfNeeded } from \"./config/settings.js\"\nimport { preLocalizeConfig } from \"./config/localize.js\"\nimport { configureRuntime } from \"./config/runtime.js\"\nimport { CharacterDataModel, NpcDataModel } 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 { CDECharacterSheet, CDENpcSheet } 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 { CDEWheelApp } from \"./ui/apps/wheel-app.js\"\nimport { injectRollActions, refreshAllRollActions } from \"./ui/roll-actions.js\"\nimport { CDECombat } from \"./documents/combat.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 // Expose standalone apps globally for macros\n game.cde = { CDELoksyuApp, CDETinjiApp, CDEWheelApp }\n\n CONFIG.Combat.documentClass = CDECombat\n\n CONFIG.Actor.dataModels = {\n [ACTOR_TYPES.character]: CharacterDataModel,\n [ACTOR_TYPES.npc]: NpcDataModel,\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\", foundry.appv1.sheets.ActorSheet)\n foundry.applications.apps.DocumentSheetConfig.unregisterSheet(Item, \"core\", foundry.appv1.sheets.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\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\n console.info(`CHRONIQUESDELETRANGE | Initialized`)\n})\n\nHooks.once(\"ready\", async () => {\n await migrateIfNeeded()\n CDEWheelApp.registerHooks()\n})\n\n/** Add Loksyu + Tin Ji quick-access buttons to the chat panel (FoundryVTT v13) */\nHooks.on(\"renderChatLog\", (_app, html) => {\n const el = html instanceof HTMLElement ? html : (html[0] ?? html)\n if (!el?.querySelector) return\n\n // Avoid double-injection on re-renders\n if (el.querySelector(\".cde-chat-app-buttons\")) return\n\n const wrapper = document.createElement(\"div\")\n wrapper.classList.add(\"cde-chat-app-buttons\")\n wrapper.innerHTML = `\n \n \n \n `\n\n // Use event delegation to avoid being swallowed by Foundry's own handlers\n wrapper.addEventListener(\"click\", (ev) => {\n if (ev.target.closest(\".cde-chat-btn--loksyu\")) CDELoksyuApp.open()\n if (ev.target.closest(\".cde-chat-btn--tinji\")) CDETinjiApp.open()\n if (ev.target.closest(\".cde-chat-btn--wheel\")) CDEWheelApp.open()\n })\n\n // Insert before the chat form \u2014 works on v12 and v13\n const anchor = el.querySelector(\".chat-form\")\n ?? el.querySelector(\".chat-message-form\")\n ?? el.querySelector(\"form\")\n if (anchor) anchor.parentElement.insertBefore(wrapper, anchor)\n else el.appendChild(wrapper)\n})\n\n/** Inject Loksyu / TinJi action buttons into roll-result chat messages */\nHooks.on(\"renderChatMessageHTML\", (message, html) => {\n injectRollActions(message, html)\n})\n\n/** Refresh all visible roll-result buttons whenever Loksyu or TinJi settings change */\nHooks.on(\"updateSetting\", setting => {\n if (!setting.key) return\n if (setting.key.includes(\"loksyuData\") || setting.key.includes(\"tinjiData\")) {\n refreshAllRollActions()\n }\n})\n\n/**\n * When an actor's initiative changes (via +/- buttons on the sheet),\n * sync the corresponding combatant in the active combat.\n */\nHooks.on(\"updateActor\", (actor, diff) => {\n if (!foundry.utils.hasProperty(diff, \"system.initiative\")) return\n if (!game.combat) return\n const initiative = actor.system.initiative\n const combatant = game.combat.combatants.find(c => c.actor?.id === actor.id)\n if (combatant && combatant.initiative !== initiative) {\n combatant.update({ initiative }).catch(() => {})\n }\n})\n\n/**\n * When a combatant's initiative changes (via wheel action buttons),\n * sync the actor's system.initiative to match.\n * Uses setTimeout to defer until after Foundry's update chain resolves,\n * avoiding concurrent #recordPreviousState errors on the combat document.\n */\nHooks.on(\"updateCombatant\", (combatant, diff) => {\n if (!(\"initiative\" in diff)) return\n const initiative = combatant.initiative\n if (initiative == null) return\n setTimeout(() => {\n const actor = combatant.actor\n if (actor && actor.system?.initiative !== initiative) {\n actor.update({ \"system.initiative\": initiative }).catch(() => {})\n }\n }, 0)\n})\n"], + "mappings": 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"names": ["RESULT_TEMPLATE", "HandlebarsApplicationMixin", "app", "app", "RESULT_TEMPLATE"] } diff --git a/lang/fr-cde.json b/lang/fr-cde.json index d179341..9dddcd6 100644 --- a/lang/fr-cde.json +++ b/lang/fr-cde.json @@ -131,6 +131,23 @@ "CDE.InitiativeNPCSpeciality": "Première action (Aptitude) que vous escomptez effectuer", "CDE.InitiativeRoll": "Jet d'initiative", "CDE.InitiativeSpeciality": "Première action (Compétence) que vous escomptez effectuer", + "CDE.MigrationTitle": "Migration depuis l'ancien système", + "CDE.MigrationMenuLabel": "Importer des personnages", + "CDE.MigrationMenuHint": "Importer des fiches de personnage depuis l'ancien système CDE", + "CDE.MigrationHint": "Glissez-déposez des fichiers JSON ou cliquez pour les sélectionner.", + "CDE.MigrationDropHint": "Déposez vos fichiers JSON ici", + "CDE.MigrationChooseFiles": "Choisir des fichiers", + "CDE.MigrationPreviewTitle": "Personnages à importer", + "CDE.MigrationClear": "Vider", + "CDE.MigrationColName": "Nom", + "CDE.MigrationColType": "Type", + "CDE.MigrationColItems": "Objets", + "CDE.MigrationColFile": "Fichier source", + "CDE.MigrationImport": "Importer", + "CDE.MigrationSuccess": "{count} personnage(s) importé(s) : {names}", + "CDE.MigrationPartialError": "{count} personnage(s) n'ont pas pu être importés.", + "CDE.MigrationErrorNotJson": "Le fichier « {file} » n'est pas un fichier JSON.", + "CDE.MigrationErrorParse": "Erreur lors de la lecture de « {file} » : {error}", "CDE.InitiativeWheel": "Roue d'Initiative", "CDE.InitiativeWheelOpen": "Ouvrir la Roue d'Initiative", "CDE.InitiativeWheelHint": "Roue d'initiative – Les Chroniques de l'Étrange", diff --git a/sample_data/fvtt-Actor-billy-lau-BXvMmiWRcnOzGXSM.json b/sample_data/fvtt-Actor-billy-lau-BXvMmiWRcnOzGXSM.json new file mode 100644 index 0000000..11382b9 --- /dev/null +++ b/sample_data/fvtt-Actor-billy-lau-BXvMmiWRcnOzGXSM.json @@ -0,0 +1,1194 @@ +{ + "name": "Billy Lau", + "type": "character", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/systems/chroniquesdeletrange/images/fat_si/billy.png?1701021038975", + "system": { + "concept": "Enquêteur de l'étrange", + "guardian": "5", + "initiative": 1, + "anti_initiative": 24, + "description": "

Billy Lau, enquêteur de l'étrange

怪 Durant sa jeunesse, Eddy Lau – le père de Billy – connut une brève mais intense carrière de fat si, raison pour laquelle il refusa fermement que son fils emprunte cette voie à son tour. En effet, il avait reçu une grave blessure lors d’un combat contre un démon et n’avait dû la vie sauve qu’à ses compagnons de l’époque. Prématurément forcé de trouver une autre activité en raison du trauma qui affecta son hei de manière permanente, il fit tout pour se tenir à l’écart du monde occulte.

怪 Une fois retiré, Eddy se maria mais son épouse mourut en couche lors de la naissance de Billy. Tentant de l’élever seul malgré sa profonde dépression, l’ancien exorciste dut travailler dur en enchaînant divers petits boulots précaires et physiquement éreintants. Billy grandit ainsi dans un quartier difficile de Sham Shui Po. De son point de vue, son père se montrait trop souvent absent et, livré à lui-même, il passa son adolescence en compagnie de petites frappes et autres voyous de bas étage. Gravissant les échelons d’un gang à l’insu de son père, il fut finalement repéré par un occultiste de la pègre nommé Jim Chiu.

怪 C’est donc Jim qui enseigna les ficelles du métier de fat si à Billy en lieu et place d’Eddy. En tant que géomancien, le gangster apprit au jeune homme à communiquer avec les divinités terrestres et à pratiquer l’art de la divination, ainsi que diverses méthodes permettant de dissiper les nœuds d’énergies néfastes. Billy devint également un enquêteur réputé pour son esprit de déduction, aussi perspicace qu’observateur et pouvant s’appuyer sur ses nombreux contacts. Hélas, quand Eddy découvrit que son fils avait appris la magie et auprès de qui, une violente dispute éclata – au terme de laquelle Billy claqua la porte de chez lui pour ne plus jamais y revenir.

怪 Le jeune fat si entretient encore des relations avec son ancien gang et ne manque jamais de rien grâce à la fraternité de la rue. De plus, comme son maître avant lui, il vend ses services aux triades qui se retrouvent face à des problèmes de nature occulte – ce qui lui assure des revenus réguliers. Heureusement d’ailleurs, car Billy brûle d’une passion dévorante : les belles voitures. Dans ses moments perdus, il retape ainsi un coupé sport de 1990 – une beauté qui lui a coûté de nombreuses heures de sommeil et la totalité de ses maigres économies.

怪 Sous une attitude un peu macho, Billy cache un cœur généreux et nostalgique. Son ex-petite amie – Clara, elle aussi passionnée de bolides – a trouvé la mort dans un violent accident à l’occasion d’une course de voitures urbaine illégale. Même si elle connaissait les risques liés à ce sport extrême, cette disparition affecta durement Billy qui en garde une grande sensibilité lorsqu’il s’agit d’interagir avec des fantômes ou autres créatures en proie à des peines de cœur. Son sanhei se nomme Regard abyssal. Il s’agit d’une boussole lopun que lui a léguée son mentor Jim Chiu à sa mort. La scène est encore gravée dans la mémoire de Billy, puisqu’il se trouvait auprès de son maître lorsque celui-ci fut assassiné non par une créature surnaturelle, mais bien par un assassin mortel lors d’un règlement de compte entre triades.

怪 Récemment, son père Eddy – qui tient aujourd’hui le restaurant Chez Lau – a renoué avec Billy. Le temps aidant, les absences de l’un et les frasques de l’autre se sont vues pardonnées. Depuis, le jeune homme fréquente le restaurant avec des collègues fat si dont il vient de rejoindre le groupe après les avoir croisés au cours de plusieurs affaires successives. Il râle à chaque fois que l’addition lui est présentée, arguant qu’en tant que fils du propriétaire il pourrait manger gratis. Mais peine perdue…

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à feu", + "value": 3, + "min": 0, + "max": 5 + } + }, + "resources": { + "supply": { + "label": "CDE.Supply", + "specialities": "triades", + "value": 2, + "debt": false, + "min": 0, + "max": 5 + }, + "inquiry": { + "label": "CDE.Inquiry", + "specialities": "triades", + "value": 2, + "debt": false, + "min": 0, + "max": 5 + }, + "influence": { + "label": "CDE.Influence", + "specialities": "gangs", + "value": 1, + "debt": false, + "min": 0, + "max": 5 + } + }, + "component": { + "one": { + "value": "poignée de grains de riz" + }, + "two": { + "value": "fiole de sel" + }, + "three": { + "value": "fiole de sang" + }, + "four": { + "value": "écaille ventrale de tortue" + }, + "five": { + "value": "fiole d'eau pure" + }, + "six": { + "value": " fiole d'eau de riz" + }, + "seven": { + "value": "papier à origami" + }, + "eight": { + "value": "bâton d'encens" + }, + "nine": { + "value": "bâton d'encens" + }, + "zero": { + "value": "bâton d'encens" + } + }, + "magics": { + "internalcinnabar": { + 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"linear-green", + "label": "CDE.Geomancy", + "min": 0, + "max": 5, + "aspectlabel": "CDE.Wood" + } + }, + "threetreasures": { + "heiyang": { + "value": 5, + "max": 5, + "min": 0 + }, + "heiyin": { + "value": 3, + "max": 3, + "min": 0 + }, + "dicelevel": { + "level0d": { + "san": { + "value": 7, + "max": 7, + "min": 0 + }, + "zing": { + "value": 5, + "max": 5, + "min": 0 + } + }, + "level1d": { + "san": { + "value": 3, + "max": 3, + "min": 0 + }, + "zing": { + "value": 3, + "max": 3, + "min": 0 + } + }, + "level2d": { + "san": { + "value": 4, + "max": 4, + "min": 0 + }, + "zing": { + "value": 2, + "max": 2, + "min": 0 + } + } + } + }, + "experience": { + "value": 6, + "max": 6, + "min": 0 + }, + "biography": "

Billy Lau, lenquêteur de l'étrange

怪 Durant sa jeunesse, Eddy Lau – le père de Billy – connut une brève mais intense carrière de fat si, raison pour laquelle il refusa fermement que son fils emprunte cette voie à son tour. En effet, il avait reçu une grave blessure lors d’un combat contre un démon et n’avait dû la vie sauve qu’à ses compagnons de l’époque. Prématurément forcé de trouver une autre activité en raison du trauma qui affecta son hei de manière permanente, il fit tout pour se tenir à l’écart du monde occulte.

怪 Une fois retiré, Eddy se maria mais son épouse mourut en couche lors de la naissance de Billy. Tentant de l’élever seul malgré sa profonde dépression, l’ancien exorciste dut travailler dur en enchaînant divers petits boulots précaires et physiquement éreintants. Billy grandit ainsi dans un quartier difficile de Sham Shui Po. De son point de vue, son père se montrait trop souvent absent et, livré à lui-même, il passa son adolescence en compagnie de petites frappes et autres voyous de bas étage. Gravissant les échelons d’un gang à l’insu de son père, il fut finalement repéré par un occultiste de la pègre nommé Jim Chiu.

怪 C’est donc Jim qui enseigna les ficelles du métier de fat si à Billy en lieu et place d’Eddy. En tant que géomancien, le gangster apprit au jeune homme à communiquer avec les divinités terrestres et à pratiquer l’art de la divination, ainsi que diverses méthodes permettant de dissiper les nœuds d’énergies néfastes. Billy devint également un enquêteur réputé pour son esprit de déduction, aussi perspicace qu’observateur et pouvant s’appuyer sur ses nombreux contacts. Hélas, quand Eddy découvrit que son fils avait appris la magie et auprès de qui, une violente dispute éclata – au terme de laquelle Billy claqua la porte de chez lui pour ne plus jamais y revenir.

怪 Le jeune fat si entretient encore des relations avec son ancien gang et ne manque jamais de rien grâce à la fraternité de la rue. De plus, comme son maître avant lui, il vend ses services aux triades qui se retrouvent face à des problèmes de nature occulte – ce qui lui assure des revenus réguliers. Heureusement d’ailleurs, car Billy brûle d’une passion dévorante : les belles voitures. Dans ses moments perdus, il retape ainsi un coupé sport de 1990 – une beauté qui lui a coûté de nombreuses heures de sommeil et la totalité de ses maigres économies.

怪 Sous une attitude un peu macho, Billy cache un cœur généreux et nostalgique. Son ex-petite amie – Clara, elle aussi passionnée de bolides – a trouvé la mort dans un violent accident à l’occasion d’une course de voitures urbaine illégale. Même si elle connaissait les risques liés à ce sport extrême, cette disparition affecta durement Billy qui en garde une grande sensibilité lorsqu’il s’agit d’interagir avec des fantômes ou autres créatures en proie à des peines de cœur.

怪 Son sanhei se nomme Regard abyssal. Il s’agit d’une boussole lopun que lui a légué son mentor Jim Chiu à sa mort. La scène est encore gravée dans la mémoire de Billy, puisqu’il se trouvait auprès de son maître lorsque celui-ci fut assassiné non par une créature surnaturelle, mais bien par un assassin mortel lors d’un règlement de compte entre triades.

怪 Récemment, son père Eddy – qui tient aujourd’hui le restaurant Chez Lau – a renoué avec Billy. Le temps aidant, les absences de l’un et les frasques de l’autre se sont vues pardonnées. Depuis, le jeune homme fréquente le restaurant avec des collègues fat si dont il vient de rejoindre le groupe après les avoir croisés au cours de plusieurs affaires successives. Il râle à chaque fois que l’addition lui est présentée, arguant qu’en tant que fils du propriétaire il pourrait manger gratis. Mais peine perdue…

" + }, + "prototypeToken": { + "name": "Billy Lau", + "displayName": 0, + "actorLink": true, + "appendNumber": false, + "prependAdjective": false, + "texture": { + "src": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/CdE/billy_lau.Token.webp?1701021038975", + "scaleX": 1, + "scaleY": 1, + "offsetX": 0, + "offsetY": 0, + "rotation": 0, + "tint": "#ffffff", + "anchorX": 0.5, + "anchorY": 0.5, + "fit": "contain", + "alphaThreshold": 0.75 + }, + "width": 1, + "height": 1, + "lockRotation": false, + "rotation": 0, + "alpha": 1, + "disposition": 1, + "displayBars": 0, + "bar1": { + "attribute": null + }, + "bar2": { + "attribute": null + }, + "light": { + "alpha": 0.5, + "angle": 360, + "bright": 0, + "coloration": 1, + "dim": 0, + "attenuation": 0.5, + "luminosity": 0.5, + "saturation": 0, + "contrast": 0, + "shadows": 0, + "animation": { + "type": null, + "speed": 5, + "intensity": 5, + "reverse": false + }, + "darkness": { + "min": 0, + "max": 1 + }, + "color": null, + "negative": false, + "priority": 0 + }, + "sight": { + "enabled": true, + "range": 30, + "angle": 360, + "visionMode": "basic", + "attenuation": 0.1, + "brightness": 0, + "saturation": 0, + "contrast": 0, + "color": null + }, + "detectionModes": [], + "flags": {}, + "randomImg": false, + "occludable": { + "radius": 0 + }, + "ring": { + "enabled": false, + "colors": { + "ring": null, + "background": null + }, + "effects": 1, + "subject": { + "scale": 1, + "texture": null + } + }, + "turnMarker": { + "mode": 1, + "animation": null, + "src": null, + "disposition": false + }, + "movementAction": null + }, + "items": [ + { + "name": "怪 Regard abyssal", + "type": "item", + "_id": "cYoxj5ZM5x9hZjDO", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/systems/chroniquesdeletrange/images/sanhei/regard_abyssal.png", + "system": { + "subtype": "sanhei", + "reference": "Sanhei du pré-tiré Billy Lau", + "description": "

Regard abyssal

(boussole lopun)

怪 récupère +1 san.

怪 1 Hei Yang = +4 dé-fastes lors d'un jet Enquête (déduction).

怪 1 Hei Yang = +2D Géomancie.

Son sanhei se nomme Regard abyssal. Il s’agit d’une boussole lopun que lui a léguée son mentor Jim Chiu à sa mort.

", + "quantity": 1, + "weight": 0, + "protection": "", + "damage": "", + "range": "", + "notes": "

Vos notes…

", + "attributes": {}, + "groups": {}, + "item": { + "reference": "Sanhei du pré-tiré Billy Lau", + "quantity": null, + "weight": null, + "protection": "", + "damage": "", + "range": "", + "subtype": "0" + } + }, + "effects": [], + "folder": null, + "sort": 0, + "flags": { + "core": {} + }, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "0.0.5", + "coreVersion": "13.351", + "createdTime": 1699520282399, + "modifiedTime": 1700644833055, + "lastModifiedBy": "W82XmomFchGR6t67", + "compendiumSource": "Compendium.world.des-exemples-de-sanhei.Item.anftCgrbQsrBhd3K", + "duplicateSource": null, + "exportSource": null + }, + "ownership": { + "default": 0 + } + }, + { + "name": "Le Gun Fu", + "type": "kungfu", + "_id": "wKuTjvtYs5pSk8Ib", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/systems/chroniquesdeletrange/images/kung-fu/pistolet.png", + "system": { + "reference": "LdB p. 282", + "description": "

Le Gun Fu

En l’espace d’une génération, il était inévitable que les amateurs des films d’action de Hong Kong finissent par s’inspirer des cascades mises en scène par John Woo, Tsui Hark et d’autres... Combiner les arts martiaux traditionnels avec les armes à feu est une voie encore embryonnaire – d’autant que la législation sur les armes à feu de Hong Kong est loin d’être souple. Cependant, quelques soldats des triades, une poignée de tueurs à gages et certains perfectionnistes en quête de nouveauté ont obtenu des résultats assez intéressants. Il n’existe pas encore de véritable « école de Gun fu », mais Hong Kong accueille plusieurs dizaines d’adeptes de cette nouvelle voie largement dénigrée par à peu près tous les autres pratiquants des arts martiaux.

Le Gun fu mise sur la rapidité d’action et la mobilité. En dehors des armes à feu, il s’avère donc être un style défensif et assez acrobatique.

Style

Sa célérité et ses angles de tir improbables permettent au pratiquant de toucher des cibles qui semblent hors d’atteinte. La portée des attaques du personnage passe de distance longue à distance extrême, et les dégâts des armes à feu sont augmentés de 1 à portée courte.

", + "orientation": "", + "aspect": "", + "skill": "", + "speciality": "", + "style": "", + "techniques": { + "technique1": { + "check": false, + "name": "Louvoyer entre les flammes", + "activation": "Dés-fastes", + "technique": "

Louvoyer entre les flammes

Ne restant jamais immobile dans une fusillade, le pratiquant n’offre pas une cible facile ! Le personnage peut annuler sur son action de défense (qu’elle soit réussie ou non) un nombre de dés-néfastes égal à sa valeur de Feu (ou d’Aptitude sociale pour un PNJ).

" + }, + "technique2": { + "check": false, + "name": "Rester conscient", + "activation": "Action d'attaque ou de défense", + "technique": "

Rester conscient

Pris dans une fusillade, le pratiquant se concentre sur sa survie malgré les blessures éventuelles. Quelle que soit son action, lorsque le personnage fait son jet, il ignore 1 dé de malus dû à la perte de Zing et/ou de San. S’il dépense 2 dés-fastes à cet effet, il ignore alors 2 dés de malus dus à la perte de Zing et/ou de San. S’il s’agit d’un PNJ, il récupère 1 point de Vitalité.

" + }, + "technique3": { + "check": false, + "name": "Le Cri du dragon", + "activation": "Dégâts infligés", + "technique": "

Le Cri du dragon

Vidant ses chargeurs dans un déluge de plomb, le pratiquant s’assure d’occasionner le maximum de dommages. Le personnage inflige des dégâts supplémentaires égaux à sa valeur de Métal (ou d’Aptitude martiale pour un PNJ) sur une attaque réussie.

" + } + }, + "notes": "

Vos notes…

", + "kungfu": { + "orientation": "Yin", + "aspect": "Eau", + "skill": "Combat à distance", + "speciality": "Pistolet, Fusil", + "reference": "LdB p. 282", + "techniques": { + "technique1": { + "check": false, + "name": "Louvoyer entre les flammes", + "activation": "Dés-fastes" + }, + "technique2": { + "name": "Rester conscient", + "activation": "Action d'attaque ou de défense" + }, + "technique3": { + "check": false, + "name": "Le Cri du dragon", + "activation": "Dégâts infligés" + } + } + } + }, + "effects": [], + "folder": "abjIyt0RUU5iCz4a", + "sort": 1100000, + "flags": { + "core": {} + }, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "0.0.5", + "coreVersion": "13.351", + "createdTime": 1700418824973, + "modifiedTime": 1700597642284, + "lastModifiedBy": "W82XmomFchGR6t67", + "compendiumSource": "Compendium.world.les-arts-martiaux.Item.hqvIHzToEQPdmGKr", + "duplicateSource": null, + "exportSource": null + }, + "ownership": { + "default": 0 + } + }, + { + "name": "怪 Grand imperméable à la doublure constellée de talismans (protection spirituelle 1)", + "type": "item", + "_id": "iTnOEYwcbhfJ45Fe", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/systems/chroniquesdeletrange/images/jetons/aides_de_jeu/jetons_mode_et_accessoires/polo-shirt.png", + "system": { + "subtype": "other", + "reference": "", + "description": "

怪 Grand imperméable à la doublure constellée de talismans (protection spirituelle 1)

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怪 Revolver Glock 17, munitions à têtes en bois de saule (dégâts 3, distance longue)

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怪 Cigarettes de contrebande

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怪 Smartphone d’entrée de gamme avec accès au Taonet

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怪 scooter

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怪 Voiture de luxe en panne dans un garage, à remettre en état

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怪 Appartement modeste dans un quartier sous protection d'une triade : quartier de Wan Chai

", + "quantity": 1, + "weight": 0, + "protection": "", + "damage": "", + "range": "", + "notes": "" + }, + "effects": [], + "folder": null, + "sort": 0, + "flags": {}, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "2.0.7", + "coreVersion": "13.351", + "createdTime": 1700644791365, + "modifiedTime": 1715374336403, + "lastModifiedBy": "Zew3ewJOgFzy4txU", + "compendiumSource": null, + "duplicateSource": null, + "exportSource": null + }, + "ownership": { + "default": 0 + } + }, + { + "name": "Exorcisme (Feu) : Invocation", + "type": "spell", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/systems/chroniquesdeletrange/images/aspects/FEU.gif", + "system": { + "reference": "LdB p. 316", + "description": "

Exorcisme (Feu)

L’Exorcisme est la magie qui permet de lutter efficacement contre les jiugwaai – tels les esprits, démons, fantômes, etc. – mais aussi d’interagir avec elles. Un exorciste est capable de pister ces êtres, de les affronter, de s’en protéger et même de les soumettre.

Il s’agit d’une magie qui fait un grand usage d’objets et d’armes. Un exorciste est souvent équipé d’une épée de saule et de talismans de protection, mais aussi de divers outils facilitant sa traque et son combat – boussole à esprits ou GPS à fantômes, entre autres.

Les sorts d’Exorcisme ne sont en général d’aucune utilité face à des mortels ou des créatures d’essence céleste.

Invocation (Métal)

Le PJ est capable de canaliser son énergie Yang afin de se créer un redoutable arsenal, transférable et utilisable par un autre personnage que lui-même.

Lorsqu’il la transfère dans un objet, celui-ci devient capable de blesser ou perturber (en gênant leurs actions par le port d’un masque représentant le visage d’un dieu courroucé, une musique produite par une clochette de bronze ou une odeur répandue par de l’encens) tous les jiugwaai, même s’ils disposent de la Capacité intangibilité. De la même façon, les dégâts infligés par une arme ainsi imprégnée de Hei ne tiennent pas compte de l’éventuelle Capacité protection de la cible.

L’exorciste peut également se protéger des attaques portées par des créatures surnaturelles. Généralement, il utilise pour cela un talisman qu’il porte sur lui et dans lequel il déverse son énergie Yang pour former une armure spirituelle.

Certains matériaux sont des « conducteurs » privilégiés pour l’énergie Yang : les essences de bois sacré (pêcher, saule) et les métaux nobles (or, argent, jade) notamment. Bien des exorcistes utilisent encore la classique épée de saule, mais nombre d’entre eux se sont adaptés à l’ère moderne et se servent de munitions à tête en bois sacré pour leurs armes à feu – toutefois, ces balles sont difficiles à produire et donc plutôt chères (sans compter que la stricte législation de Hong Kong concernant les armes à feu rend leur possession très difficile). Certains fat si utilisent également de l’eau pure ou de l’alcool qu’ils crachent sur les créatures après y avoir insufflé leur puissance !

Lorsque le PJ mobilise son souffle positif pour prier une divinité (expression ultime de l’énergie Yang), cette discipline lui permet également d’invoquer l’un de ses attributs : en général, l’arme ou une partie de l’équipement du dieu ainsi sollicité (le trident de Jilong, la hallebarde de Gwaan Dai, le bâton du Roi singe, etc.). Cet objet est capable de blesser les jiugwaai (même ceux possédant la Capacité intangibilité ; les dégâts infligés par une arme ainsi invoquée ne tiennent pas compte de leur éventuelle Capacité protection) et frappe également les mortels ou les êtres célestes. De façon similaire, la protection octroyée par cet équipement protège le PJ aussi bien contre les agressions des créatures surnaturelles que contre les armes profanes.

En même temps que cet attribut, le PJ est également investi d’une part de l’essence du dieu – qui lui permet de manier son arme avec efficacité. Si l’attribut invoqué n’est pas une arme, mais un outil (comme le Pilon de Soeng Ngo), le PJ bénéficie d’un bonus à un jet spécifique en relation avec son utilisation.

", + "specialityname": "Invocation", + "associatedelement": "Métal", + "hei": "Yin", + "realizationtimeritual": "5 minutes", + "realizationtimeaccelerated": "3 crans d’initiative", + "flashback": "non", + "components": "

Composantes

  • Mots : prière à Zung Kwai, prière à Jilong, sûtra du diamant

  • Gestes : suivre le contour de l’objet à enchanter du plat de la main, lever les mains vers le ciel

  • État d’esprit : courroucé, combatif

  • Consommables : poudre de jade, eau pure, alcool de riz, encens, représentation en papier de l’attribut emprunté au dieu

  • Objets : arme en bois de saule ou de pécher, masque nuo, clochette de bronze, statuette du dieu auquel on emprunte un attribut

", + "effects": "

Effets

  • L’Effet « Trois Trésors » indique les dégâts supplémentaires provoqués par un objet chargé en énergie Yang (ces dégâts n’affectant que les créatures d’essence Yin), ainsi que la protection qu’il peut octroyer au personnage (là aussi, uniquement contre des attaques portées par des créatures d’essence Yin). Il traduit aussi les dégâts supplémentaires provoqués par l’attribut divin invoqué, ainsi que la protection qu’elle peut octroyer au personnage contre les attaques physiques (s’il s’agit d’un bouclier ou d’une armure).

  • L’Effet « malus » impose des dés-néfastes ou diminue le nombre de dés à lancer d’un jiugwaai lors d’actions particulières (généralement les actions physiques ou de combat), rendant compte de sa gêne quand il est exposé à une vision, un son ou même une odeur chargée de Yang.

  • L’Effet « bonus » indique les dés-fastes ou dés supplémentaires à lancer lors d’actions en lien avec l’objet ou l’arme invoqué (bonus en Kung-fu pour manier l’épée de Zung Kwai, en Combat à distance pour tirer avec l’arc de Jik l’Archer, en Prouesse avec les Roues de Feu de Naazaa, etc.).

  • L’Effet « durée » définit le temps durant lequel l’objet reste chargé ou durant lequel l’attribut divin se trouve entre les mains du personnage.


Certains effets des attributs divins peuvent également être associés à une « aire » d’effet ou avoir une « distance » pour la portée.


", + "examples": "

Exemples

Voici une liste non exhaustive d’invocations utiles, avec leur coût en Puissance :

  • Balle bénie à tête en bois de saule (3 points) : contre les jiugwaai, les dégâts de cette balle spéciale s’élèvent à [Feu + 3 ou Aptitude mentale + 3 dans le cas d’un PNJ] du lanceur. Chaque balle est à usage unique, mais il arrive que des exorcistes en enchantent tout un chargeur (+ 1 point par dégât supplémentaire au-delà du premier concernant le bonus de dégât) (+ 2 points pour rendre le bonus de dégât effectif pour une durée de 1 scène en enchantant tout le chargeur).

  • Lame bénie insufflée de Yang (3 points) : contre les jiugwaai, les dégâts de cette épée (qui doit être constituée de bois de saule) s’élèvent à [Bois + 3 ou Aptitude physique + 3 dans le cas d’un PNJ] du lanceur. Le Yang se dissipe après le premier coup porté avec l’arme (+ 1 point par dégât supplémentaire au-delà du premier concernant le bonus de dégât) (+ 2 points pour rendre le bonus de dégât effectif pour une durée de 1 scène).

  • Le Cercle du Ciel et de la Terre de Naazaa (5 points) : il s’agit d’un attribut divin semblable à un anneau d’or (considéré comme un chakram), dont les dégâts s’élèvent à [Eau + 3 ou Aptitude mentale + 3 dans le cas d’un PNJ] du lanceur. Cette arme peut s’utiliser au contact ou à distance, jusqu’à une distance extrême. Elle revient toujours dans la main de celui qui l‘a invoquée et perdure pour une durée de 1 scène (+ 1 point par dégât supplémentaire au-delà du premier concernant le bonus de dégât).

  • Les Roues de Feu de Naazaa (6 points) : il s’agit d’un attribut divin permettant de voler. Il accorde au bénéficiaire 2 dés-fastes gratuits à toutes les actions où le fait de pouvoir voler s’avère utile (y compris dans le cadre d’un affrontement). Il perdure pour une durée de 1 scène (+ 2 points par dé-faste supplémentaire au-delà des deux premiers).

  • Talisman de protection (6 points) : ce talisman dans lequel l’exorciste a insufflé son Hei octroie à son bénéficiaire 1 point de protection physique et spirituelle contre les jiugwaai de toutes sortes. À usage unique, il ne protège que contre une attaque ou équivalent – comme l’effet d’un nœud d’énergies néfastes (+ 3 points par point de protection physique ou spirituelle supplémentaire au-delà du premier) (+ 2 points pour rendre son usage effectif pour une durée de 1 scène).

  • Le Pilon de Soeng Ngo (8 points) : il s’agit d’un attribut divin représenté par un ensemble mortier / pilon. Pour une durée de 2 heures, il accorde à son bénéficiaire 2 dés-fastes gratuits sur un jet d’alchimie et lui permet de préparer une potion en seulement 2 heures (+ 2 points par dé-faste supplémentaire au-delà du premier).

  • Flèche divine de Soeng Ngo (10 points) : compagne de Jik l’Archer divin, la déesse lunaire permet à cette flèche argentée d’infliger des dégâts s’élevant à [Terre + 6 ou Attribut mentale + 6 dans le cas d’un PNJ] du lanceur et ignore alors toute forme de protection. Elle ne fonctionne toutefois que contre les revenants (cf p. 367) et n’autorise que 1 tir – le bénéficiaire doit de plus disposer d’un arc pour la décocher (+ 1 point par dégât supplémentaire au-delà du premier concernant le bonus de dégât).

  • Jyuji Gamku Paang, le bâton du Roi singe (9 points) : attribut divin, ce bâton inflige des dégâts s’élevant à [Bois + 2 ou Aptitude physique + 2 dans le cas d’un PNJ] du lanceur et peut atteindre des cibles situées à distance courte en ignorant leur protection. cette arme se révèle si versatile que sur chaque jet d’attaque, elle accorde 2 dés-fastes gratuits à son bénéficiaire. Elle perdure pour une durée de 1 scène (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 1 point par dégât supplémentaire au-delà du premier concernant le bonus de dégât).

  • La Lame du Dragon bleu de Gwaan Dai (9 points) : attribut divin, cette hallebarde inflige des dégâts s’élevant à [Métal + 4 ou Aptitude physique + 4 dans le cas d’un PNJ] du lanceur. Elle perdure pour une durée de 1 scène. Sa lame ajoute 1 dé supplémentaire à lancer (ou augmente de 1 l’Aptitude martiale dans le cas d’un PNJ) sur tous les jets d’attaque et de défense de son bénéficiaire (+ 1 point par dégât supplémentaire au-delà du premier concernant le bonus de dégât) (+ 3 points par dé supplémentaire au-delà du premier).

  • Le Trident à Double-tranchant de Jilong (9 points) : attribut divin, ce trident inflige des dégâts s’élevant à [Métal + 4 ou Attribut physique + 4] du lanceur. Il perdure pour une durée de 1 scène. Ses pointes retirent 1 dé (ou diminuent de 1 l’Aptitude martiale dans le cas d’un PNJ) sur tous les jets d’attaque et de défense d’un adversaire de son bénéficiaire, nommé au moment de l’invocation de l’arme (+ 1 point par dégât supplémentaire au-delà du premier concernant le bonus de dégât) (+ 3 points par dé retiré supplémentaire au-delà du premier).

  • Le Miroir de Din Mou (13 points) : attribut divin, ce bouclier octroie une protection physique et spirituelle de 1. Sa simple présence impose à tout adversaire qui affronte son bénéficiaire 1 dé-néfaste et 1 dé à retirer (ou la diminution de 1 à l’Aptitude martiale dans le cas d’un PNJ) à tous leurs jets d’attaque et de défense. L’objet perdure pour 1 scène (+ 3 points par point de protection physique ou spirituelle supplémentaire au-delà du premier) (+ 2 points par dé-néfaste supplémentaire au-delà du premier) (+ 3 points par dé retiré supplémentaire au-delà du premier).

  • Les Cloches de Bouddha (14 points) : le tintement de ces cloches est insupportable pour les créatures surnaturelles, qui subissent pour une durée de 1 scène 1 dé-néfaste et retirent 2 dés (ou diminuent leurs Aptitudes dans le cas de PNJ) sur toutes leurs actions, au sein d’une aire correspondant à la surface d’une pièce de maison – jusqu’à distance extrême. Se boucher les oreilles ne protège pas contre le glas du jugement céleste.


Chaque exemple d’Effet ci-dessus est indépendant et nécessite son propre sort. Cependant, les effets d’un sort peuvent être renforcés : le coût pour en augmenter les effets est précisé entre parenthèses.


", + "notes": "

Vos notes…

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Géomancie (Bois)

Le Géomancie recouvre la compréhension qu’a le fat si des flux d’énergie qui circulent à travers le cosmos, ainsi que sa capacité à les manipuler dans une certaine mesure. Il voit ainsi la façon dont l’énergie du Tao baigne le monde et le relie au Ciel – mais aussi aux Dix Enfers. Cette Compétence recouvre la divination et le fungseoi. Grâce à la divination, le fat si est capable de recevoir des présages et de les interpréter – il discerne ainsi des bribes de l’avenir par divers moyens (tirage du Jik Ging, scapulomancie, horoscope, etc.). Il est également versé dans l’art de prier les dieux célestes afin de demander leur bénédiction pour une occasion particulière. Enfin, il sait s’adresser aux divinités terrestres afin d’obtenir des faveurs et de leur demander des services. Le fungseoi permet de manipuler les lignes d’énergie dans le but de les harmoniser ou de les perturber – afin de changer du tout au tout l’influence exercée par un lieu sur ses occupants.

Le fat si est également capable de repérer et de détruire un nœud de flux néfastes afin de libérer un endroit de son influence délétère.

Neutralisation (Métal)

Grâce à son art de la géomancie, le PJ est capable d’analyser un nœud de flux néfastes, d’en bloquer les effets et même de le détruire.

Lorsqu’il se trouve face à un tel confluent d’énergie négative, le PJ peut en premier lieu étudier ce qui en est à l’origine. S’agit-il d’une stagnation d’un élément due à une mauvaise circulation des souffles ? Le nœud provient-il de l’accumulation de sentiments violents (colère, peine, ressentiment) ? Est-il né à la suite d’un événement atroce (meurtre, tortures, suicide) ? Le PJ peut ainsi apprendre diverses informations sur la nature de ce nœud néfaste.

Uniquement après s’être livré à cette analyse, le personnage peut se prémunir – lui-même ainsi que d’autres personnes s’il lance le sort sur elles – des effets de la puissance négative de cette confluence délétère. Grâce à diverses protections (talisman, peinture corporelle, amulette, etc.), il réduit ainsi la valeur du nœud.

Toujours grâce à une analyse préalable, le PJ use enfin de sa magie pour détruire le nœud de flux néfastes – généralement en dissipant les énergies négatives qui le composent par une réorganisation de leur circulation. Il peut ainsi ramener une certaine harmonie dans le lieu qui était pollué par cette confluence.

", + "specialityname": "Neutralisation", + "associatedelement": "Métal", + "hei": "Yin", + "realizationtimeritual": "5 minutes", + "realizationtimeaccelerated": "6 crans d’initiative", + "flashback": "non", + "components": "

Composantes

  • Mots : prière à Zung Kwai, prière à Jilong, citation du Dou Dak Ging

  • Gestes : gestes rituels de purification, manipulation des ingrédients

  • État d’esprit : apaisé, serein

  • Consommables : riz, œuf, sang, alcool

  • Objets : plumeau taoïste, collier de pièces, amulette de purification

", + "effects": "

Effets

  • L’Effet « ampleur » indique l’importance des informations apprises par le personnage en analysant le nœud d’énergie Yin (son origine, sa puissance, etc.).

  • L’Effet « source de dégâts récurrents » permet de diminuer la valeur du nœud d’énergies néfastes. Cela peut aller jusqu’à le détruire en abaissant cette valeur à 0.

  • L’Effet « bonus » octroie des dés supplémentaires à lancer sur un jet d’Aspect privilégié visant à résister aux effets du nœud néfaste.

  • L’Effet « Trois Trésors » recouvre le personnage d’une protection contre la perte de San provoquée par l’exposition au nœud de flux néfastes.

  • L’Effet « durée » indique le temps durant lequel les effets du sort perdurent.

", + "examples": "

Exemples

Voici une liste non exhaustive de sorts utiles, avec leur coût en Puissance :

  • Dans l’eau du bol, contempler le Taigik (2 à 6 points) : offre des visions concernant la nature d’un nœud d’énergies néfastes, le coût en Puissance dépendant de la nature des informations à obtenir (Effet « ampleur » – à la discrétion du MJ) et chaque information doit être obtenue séparément (mais un même sort permet d’en obtenir plusieurs).

  • Rituel de purification des énergies (3 points) : diminuer de 1 la valeur d’un nœud d’énergies néfastes (source de dégâts spirituels récurrents) clairement identifié, ce qui l’annule si cette valeur est réduite à 0 (+ 3 points par diminution supplémentaire de la valeur au-delà de la première).

  • Protection spirituelle (5 points) : crée une protection spirituelle de 1 point pour 1 personne ciblée (qui peut être le lanceur) pour une durée de 1 scène, valable uniquement contre les pertes de San occasionnées par un nœud d’énergies néfastes (source de dégâts spirituels récurrents) (+ 3 points par point de protection supplémentaire au-delà du premier) (+ 2 points pour protéger 1 personne supplémentaire, + 4 points pour protéger jusqu’à 4 personnes et + 6 points pour protéger jusqu’à 8 personnes).

  • Bouclier spirituel (7 points) : accorde 1 dé-faste gratuit et ajoute 1 dé supplémentaire à lancer (ou augmente l’Aptitude spirituelle dans le cas d’un PNJ) sur tout jet de résistance contre la perte de San occasionnée par un nœud d’énergies néfastes (source de dégâts spirituels récurrents) (+ 3 points par dé supplémentaire au-delà du premier) (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 2 points pour protéger 1 personne supplémentaire, + 4 points pour protéger jusqu’à 4 personnes et + 6 points pour protéger jusqu’à 8 personnes).


Il est possible de déclencher chaque Effet plusieurs fois dans un même sort. Le coût pour en augmenter les Effets est précisé entre parenthèses. Il est aussi possible de les combiner entre eux pour créer de nouveaux sorts plus puissants.


", + "notes": "

Vos notes…

" + }, + "effects": [], + "folder": "4zDQbhA5kjiUgZgf", + "flags": { + "core": {} + }, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "2.0.7", + "coreVersion": "13.351", + "createdTime": 1701001409576, + "modifiedTime": 1715367023670, + "lastModifiedBy": "oWO8UFosc6mCdtAr", + "compendiumSource": "Compendium.chroniquesdeletrange.les-sortileges.Item.67bmlUbZ1URqJUjn", + "duplicateSource": null, + "exportSource": null + }, + "_id": "i9JyVYizdbVk29Od", + "sort": 0, + "ownership": { + "default": 2 + } + }, + { + "name": "Géomancie (Bois) : Divination", + "type": "spell", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/systems/chroniquesdeletrange/images/aspects/BOIS.gif", + "system": { + "reference": "LdB p. 324", + "description": "

Exorcisme (Feu)

L’Exorcisme est la magie qui permet de lutter efficacement contre les jiugwaai – tels les esprits, démons, fantômes, etc. – mais aussi d’interagir avec elles. Un exorciste est capable de pister ces êtres, de les affronter, de s’en protéger et même de les soumettre.

Il s’agit d’une magie qui fait un grand usage d’objets et d’armes. Un exorciste est souvent équipé d’une épée de saule et de talismans de protection, mais aussi de divers outils facilitant sa traque et son combat – boussole à esprits ou GPS à fantômes, entre autres.

Les sorts d’Exorcisme ne sont en général d’aucune utilité face à des mortels ou des créatures d’essence céleste.

Divination (Eau)

Magie ancienne, la divination permet au PJ de deviner l’avenir, d’entrevoir le destin, de visualiser le passé et le présent ainsi que de recevoir divers signes qu’il aura à charge d’interpréter au mieux. La divination chinoise prend bien des formes : lecture de la position des étoiles, horoscope et almanach, scapulomancie, tirage du Jik Ging, analyse des lignes de la main et des traits du visage, rêve prémonitoire, etc.

Concrètement, le PJ discerne un futur probable ou des événements à venir sur un certain laps de temps. Une divination va souvent concerner une occasion particulière (la réussite à un concours, la signature d’un contrat, etc.), pendant la durée de laquelle le PJ (ou celui à qui il a fait sa prédiction) gagnera un certain nombre de bonus.

Il est également possible d’explorer le passé, de visualiser des scènes s’étant produites en un lieu donné ou aux abords d’un objet précis (à la façon de la psychomancie). De même, le devin peut voir le présent et percevoir des images d’événements en cours qui se déroulent loin de lui.

Le PJ peut bien sûr réaliser une réelle prédiction – pour lui-même ou un tiers – et le MJ doit alors délivrer des informations plus ou moins exploitables en fonction de la Puissance investie dans le sort.

", + "specialityname": "Divination", + "associatedelement": "Eau", + "hei": "Yin", + "realizationtimeritual": "30 minutes", + "realizationtimeaccelerated": "impossible", + "flashback": "oui, mais sans la possibilité d’agir sur le Loksyu", + "components": "

Composantes

  • Mots : citation du Dou Dak Ging, citation du Jik Ging, prière à Fuk Hei

  • Gestes : jeter les baguettes d’achillée, lire une carte céleste, suivre les lignes de la main

  • État d’esprit : tourné vers l’avenir, concentration

  • Consommables : écaille ventrale de tortue, encens

  • Objets : disque de jade, baguettes d’achillée, pièces, almanach

", + "effects": "

Effets

  • L’Effet « ampleur » indique le degré de précision de la vision ou prédiction obtenue – de messages sibyllins à véritables visions claires.

  • L’Effet « Loksyu » simule les avantages qu’a procurés aux PJ la connaissance de la divination lorsque l’événement prédit survient.

", + "examples": "

Exemples

Voici une liste non exhaustive de divinations utiles, avec leur coût en Puissance :

  • Vents favorables (2 points) : le devin s’attire les faveurs des dieux pour ses prochaines actions, sans se soucier de la manière dont ceux-ci vont lui venir en aide. Il lance 1 dé à ajouter au Loksyu (ou ajoute 1 point à la Tin Ji dans le cas d’un PNJ) (+ 2 points par dé supplémentaire au-delà du premier).

  • Murmure du vent (2 points) : l’avenir change comme la direction du vent, mais en utilisant la divination, le devin obtient une information symbolique sur ce qui lui est réservé. Cet augure peut se voir orienté par une question : si le MJ dispose d’une réponse, il la formule sous la forme d’une image ou d’un symbole (Ampleur faible). Dans le cas contraire, le devin lance 1 dé à ajouter au Loksyu (ou ajoute 1 point à la Tin Ji dans le cas d’un PNJ) pour signifier qu’il a obtenu des informations parcellaires mais utiles pour ses prochaines actions – bien que le scénario ne permette pas d’identifier lesquelles pour l’instant (Cf encadré Interpréter une divination).

  • Clairvoyance (4 points) : le devin plonge le regard dans le flot de hei et obtient une information claire sur ce que lui réserve l’avenir. L’augure peut se voir orienté par une question : si le MJ dispose d’une réponse, il la formule sous la forme d’une prédiction (Ampleur moyenne). Dans le cas contraire, le devin lance 2 dés à ajouter au Loksyu (ou ajoute 2 points à la Tin Ji dans le cas d’un PNJ) pour signifier qu’il a obtenu des informations parcellaires mais utiles pour ses prochaines actions – bien que le scénario ne permette pas d’identifier lesquelles pour l’instant (cf encadré Interpréter une divination).

  • Scruter le Taigik (6 points) : au prix d’une concentration extrême, le devin obtient une information limpide sur ce que lui réserve l’avenir. L’augure peut se voir orienté par une question : si le MJ dispose d’une réponse, il la formule sous la forme d’une prédiction (Ampleur importante). Dans le cas contraire, le devin lance 3 dés à ajouter au Loksyu (ou ajoute 3 points à la Tin Ji dans le cas d’un PNJ) pour signifier qu’il a obtenu des informations parcellaires mais utiles pour ses prochaines actions – bien que le scénario ne permette pas d’identifier lesquelles pour l’instant (cf encadré Interpréter une divination).

  • Souffler le vent (7 points) : le devin obtient une vision si claire de ce que lui réserve l’avenir qu’il devient capable d’influer celui-ci par ses propres actions. Cela se traduit par l’ajout de 1 dé de la valeur choisie par le devin au Loksyu ou l’ajout de 2 points à la Tin Ji dans le cas d’un PNJ) (+ 7 points par dé supplémentaire au-delà du premier).


Il est possible de déclencher chaque Effet plusieurs fois dans un même sort. Le coût pour en augmenter les effets est précisé entre parenthèses. Il est aussi possible de les combiner entre eux pour créer de nouveaux sorts plus puissants.


", + "notes": "

Vos notes…

" + }, + "effects": [], + "folder": "4zDQbhA5kjiUgZgf", + "flags": { + "core": {} + }, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "2.0.7", + "coreVersion": "13.351", + "createdTime": 1701001992242, + "modifiedTime": 1715367027781, + "lastModifiedBy": "oWO8UFosc6mCdtAr", + "compendiumSource": "Compendium.chroniquesdeletrange.les-sortileges.Item.ax1EKdaQBKwh55YT", + "duplicateSource": null, + "exportSource": null + }, + "_id": "ohOOxp6QWKi6Bmz1", + "sort": 0, + "ownership": { + "default": 2 + } + }, + { + "name": "Géomancie (Bois) : Prière céleste", + "type": "spell", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/systems/chroniquesdeletrange/images/aspects/BOIS.gif", + "system": { + "reference": "LdB p. 327", + "description": "

Géomancie (Bois)

Le Géomancie recouvre la compréhension qu’a le fat si des flux d’énergie qui circulent à travers le cosmos, ainsi que sa capacité à les manipuler dans une certaine mesure. Il voit ainsi la façon dont l’énergie du Tao baigne le monde et le relie au Ciel – mais aussi aux Dix Enfers. Cette Compétence recouvre la divination et le fungseoi. Grâce à la divination, le fat si est capable de recevoir des présages et de les interpréter – il discerne ainsi des bribes de l’avenir par divers moyens (tirage du Jik Ging, scapulomancie, horoscope, etc.). Il est également versé dans l’art de prier les dieux célestes afin de demander leur bénédiction pour une occasion particulière. Enfin, il sait s’adresser aux divinités terrestres afin d’obtenir des faveurs et de leur demander des services. Le fungseoi permet de manipuler les lignes d’énergie dans le but de les harmoniser ou de les perturber – afin de changer du tout au tout l’influence exercée par un lieu sur ses occupants.

Le fat si est également capable de repérer et de détruire un nœud de flux néfastes afin de libérer un endroit de son influence délétère.

Prière céleste (Feu)

Le PJ connaît les rituels et paroles permettant d’appeler la bénédiction d’une divinité céleste. En général, on sollicite les dieux pour qu’ils nous prêtent force et assistance durant une épreuve particulière et planifiée – qui peut être un combat, une négociation, un interrogatoire, l’analyse d’une scène de crime, la préparation d’une potion d’alchimie, etc. Cette épreuve doit être planifiée à l’avance afin que le Ciel identifie le moment où il doit apporter son aide.

Le PJ doit bien sûr rendre hommage à la divinité la plus en rapport avec la nature de l’épreuve prévue. S’il s’apprête à combattre des démons, il priera Jinlong ou Gwaan Ji. S’il compte séduire la personne dont il est amoureux, il sollicitera Soeng Ngo. Si l’épreuve est de nature intellectuelle (des recherches à accomplir, un examen à réussir, etc.), il se tournera vers Man Tai. Il est bien sûr possible d’adresser ses prières aux immortels et aux divers bouddhas !

", + "specialityname": "Prière céleste", + "associatedelement": "Feu", + "hei": "Yang", + "realizationtimeritual": "30 minutes", + "realizationtimeaccelerated": "non applicable", + "flashback": "oui", + "components": "

Composantes

  • Mots : prière à la divinité implorée

  • Gestes : danse rituelle

  • État d’esprit : lié à la divinité implorée, concentration

  • Consommables : offrandes à la divinité implorée, encens

  • Objets : statuette ou amulette de la divinité implorée, autel de prière

", + "effects": "

Effets

  • L’Effet « bonus » octroie des dés-fastes ou des dés supplémentaires à lancer lors des épreuves en rapport avec la bénédiction demandée : si le personnage compte examiner une scène de crime, il obtiendra ces bonus sur ses jets d’Enquête ; s’il s’agit de reconstituer un antique rituel, il choisira la Compétence Érudition, etc.

  • L’Effet « durée » permet de décider du temps durant lequel les dieux veillent sur le personnage et favorisent ses actions.

  • L’Effet « Loksyu » traduit une bénédiction s’étendant sur le groupe des PJ, signe qu’ils se trouvent sous la protection du dieu céleste prié.

  • Les bienfaits proposés par une divinité céleste sont accordés à une ou plusieurs personnes : où qu’elles aillent, la bénédiction ou la faveur les suit pour une durée donnée.

", + "examples": "

Exemples

Voici une liste non exhaustive de prières utiles, avec leur coût en Puissance :

  • Faveur de Mansyu (2 points) : la divinité de la sagesse accorde 1 dé-faste gratuit au lanceur sur un prochain jet d’Érudition ou d’Enquête, au choix (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 4 points pour étendre la bénédiction à 4 personnes supplémentaires, chacun recevant le ou les dé(s)-faste(s) sur son prochain jet).

  • Protection des cinq Gardiens célestes (2 points) : la prière s’adresse aux Gardiens célestes afin de leur demander d’attirer la chance. Seuls les fat si s’avèrent normalement capables de la réaliser et elle permet de lancer 1 dé à ajouter au Loksyu (ou ajoute 1 point à la Tin Ji dans le cas d’un PNJ) (+ 2 points par dé supplémentaire au-delà du premier).

  • Appui de Man Coeng (3 points) : le lanceur reçoit une assistance discrète du dieu des lettrés sous sa forme d’entité numérique. Il ajoute 1 dé supplémentaire à lancer (ou augmente de 1 son Aptitude mentale dans le cas d’un PNJ) sur son prochain jet en rapport avec une recherche sur internet – dont le Taonet (+ 3 points par dé supplémentaire au-delà du premier).

  • • Bénédiction de Gunjam (3 points) : la déesse de la compassion ajoute 1 dé supplémentaire à lancer (ou augmente de 1 son Aptitude physique ou spirituelle dans le cas d’un PNJ) sur un prochain jet de récupération d’un personnage (qui peut être le lanceur) (+ 3 points par dé supplémentaire au-delà du premier).

  • Faveur de Poujin (3 points) : la divinité de la vérité ultime ajoute 1 dé supplémentaire (ou augmente de 1 son Aptitude mentale dans le cas d’un PNJ) sur un prochain jet d’Enquête ou de Renseignement – au choix – du lanceur (+ 3 points par dé supplémentaire au-delà du premier).

  • Sapience de Sannung (3 points) : la divinité de l’herboristerie ajoute 1 dé supplémentaire (ou augmente de 1 son Aptitude mentale dans le cas d’un PNJ) sur un prochain jet d’Érudition du lanceur (+ 3 points par dé supplémentaire au-delà du premier).

  • Grâce de Soeng Ngo (3 points) : la déesse lunaire ajoute 1 dé supplémentaire (ou augmente de 1 son Aptitude sociale dans le cas d’un PNJ) sur un prochain jet de Mondanités du lanceur (+ 3 points par dé supplémentaire au-delà du premier).

  • Bénédiction de Gwaan Dai (4 points) : le dieu de la guerre accorde 1 dé-faste gratuit sur tous les jets du lanceur lors de son prochain combat. Les effets de cette prière durent 1 scène (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 4 points pour étendre la bénédiction à 4 combattants supplémentaires) (+ 3 points par dé pour obtenir des dés supplémentaires à lancer – ou des augmentations de l’Aptitude martiale – en plus des dés-fastes).

  • Souffle de la Dame aux Sept Étoiles de la Grande Ourse (4 points) : la déesse protectrice accorde 1 dé-faste gratuit sur tous les jets du lanceur liés aux Spécialités magiques suivantes : Purification, Punition et Neutralisation (mais un seul à la fois). Les Effets de cette prière durent 1 scène (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 4 points pour étendre la bénédiction à 4 exorcistes supplémentaires).

  • Assentiment de Jilong (4 points) : le défenseur du Ciel accorde 1 dé-faste gratuit sur tous les jets du lanceur, tant qu’il combat ou s’oppose à des jiugwaai dont les actions ou l’existence s’opposent à la Volonté du Ciel – ce qui inclut la plupart des revenants et démons (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 4 points pour étendre la bénédiction à 4 combattants supplémentaires).

  • Faveur de Naazaa (5 points) : apprécié de cette divinité martiale, le lanceur ajoute 1 dé supplémentaire à lancer (ou augmente de 1 son Aptitude martiale dans le cas d’un PNJ) sur tous ses jets d’attaque et de défense tant qu’il utilise un Style d’art martial (+ 3 points par dé supplémentaire au-delà du premier) (+ 4 points pour étendre la bénédiction à 4 combattants supplémentaires).

  • Assentiment de Ymlo (6 points) : un groupe d’au maximum 4 fat si reçoit l’approbation du dieu des Enfers lui-même et se voit accorder pour chacun de ses membres 1 dé-faste gratuit sur tous ses jets, tant qu’il s’agit d’affronter des démons ou des revenants (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 2 points pour étendre la bénédiction à 8 personnes supplémentaires).

  • Bienfait de Syun Nghung (6 points) : le Roi-singe aux nombreuses formes offre un déguisement presque parfait qui accorde au lanceur 2 dés-fastes gratuits sur tous ses jets pour lesquels cette illusion s’avère utile (+ 2 points par dé-faste supplémentaire au-delà du premier).

  • Présent de Soeng Ngo (6 points) : l’éclat de la lune elle-même se voile pour dissimuler les actions nocturnes du lanceur, qui se voit accorder 1 dé-faste sur tous ses jets pour se dissimuler ou être discret – incluant les jets de Filouterie, mais aussi d’autres Compétences éventuelles (comme Prouesse). Les effets de cette prière durent 1 nuit (+ 2 points par dé-faste supplémentaire au-delà du premier).

  • Bénédiction de Tin Hau (7 points) : la déesse tutélaire de Hong Kong permet au lanceur d’ajouter 1 dé supplémentaire sur tous ses jets impliquant l’Aspect Terre (ou augmente de 1 son Aptitude spirituelle ou martiale dans le cas d’un PNJ) et accorde 1 dé-faste gratuit sur tous ses jets liés à une Compétence Magie, une Spécialité de Magie ou un Style d’art martial liés à l’Aspect Terre. Ces bonus sont cumulatifs et durent 1 scène. Il est possible de recevoir cette bénédiction et d’en utiliser les effets lors d’une scène ultérieure, à la discrétion du MJ (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 3 points par dé supplémentaire au-delà du premier).

  • Faveur de Zuk Jung (7 points) : le dieu du feu chevaucheur de dragon ajoute 1 dé supplémentaire à lancer sur tous les jets du lanceur impliquant l’Aspect Feu (ou augmente de 1 son Aptitude spirituelle ou martiale dans le cas d’un PNJ) et accorde 1 dé-faste gratuit sur tous ses jets liés à une Compétence Magie, une Spécialité de Magie ou un Style d’art martial liés à l’Aspect Feu. Ces bonus sont cumulatifs et durent 1 scène. Il est possible de recevoir cette bénédiction et d’en utiliser les effets lors d’une scène ultérieure, à la discrétion du MJ (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 3 points par dé supplémentaire au-delà du premier).

  • Manifestation de Din Mou (7 points) : la déesse des éclairs ajoute 1 dé supplémentaire à lancer sur tous les jets du lanceur impliquant l’Aspect Eau (ou augmente de 1 son Aptitude spirituelle ou martiale dans le cas d’un PNJ) et accorde 1 dé-faste gratuit sur tous ses jets liés à une Compétence de Magie, une Spécialité de Magie ou un Style d’art martial liés à l’Aspect Eau. Ces bonus sont cumulatifs et durent 1 scène. Il est possible de recevoir cette bénédiction et d’en utiliser les effets lors d’une scène ultérieure, à la discrétion du MJ (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 3 points par dé supplémentaire au-delà du premier).

  • Imprécation de Deizong (7 points) : ce dieu apporte une endurance et une détermination sans faille, se traduisant par l’ajout de 1 dé supplémentaire à lancer sur tous les jets du lanceur impliquant l’Aspect Bois (ou augmente de 1 son Aptitude spirituelle ou martiale dans le cas d’un PNJ) et accorde 1 dé-faste gratuit sur tous ses jets liés à une Compétence de Magie, une Spécialité de Magie ou un Style d’art martial liés à l’Aspect Bois. Ces bonus sont cumulatifs et durent 1 scène. Il est possible de recevoir cette bénédiction et d’en utiliser les effets lors d’une scène ultérieure, à la discrétion du MJ (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 3 points par dé supplémentaire au-delà du premier).

  • Manifestation de Leoi Gung (7 points) : le dieu du tonnerre ajoute 1 dé supplémentaire à lancer sur tous les jets du lanceur impliquant l’Aspect Métal (ou augmente de 1 son Aptitude spirituelle ou martiale dans le cas d’un PNJ) et accorde 1 dé-faste gratuit sur tous ses jets liés à une Compétence de Magie, une Spécialité de Magie ou un Style d’art martial liés à l’Aspect Métal. Ces bonus sont cumulatifs et durent 1 scène. Il est possible de recevoir cette bénédiction et d’en utiliser les effets lors d’une scène ultérieure, à la discrétion du MJ (+ 2 points par dé-faste supplémentaire au-delà du premier) (+ 3 points par dé supplémentaire au-delà du premier).

  • Prospérité de Coi San (7 points) : cette bénédiction apporte richesse et succès. Le lanceur s’accorde 2 dés-fastes gratuits et ajoute 1 dé supplémentaire à lancer sur son prochain jet de Ressource Matériel (ou augmente sa capacité de Nuisance de 1 cran dans le cas d’un PNJ) (+ 2 points par dé-faste supplémentaire au-delà des 2 premiers) (+ 3 points par dé supplémentaire au-delà du premier).

  • Visions de Neilakfat (7 points) : rares sont ceux qui possèdent le pouvoir de prier le bouddha du futur pour obtenir de lui une vision de leur propre destin. Cela se traduit par l’ajout de 1 dé de la valeur choisie par le lanceur au Loksyu (ou l’ajout de 2 points à la Tin Ji dans le cas d’un PNJ) (+ 7 points par dé supplémentaire au-delà du premier).

  • Soutien de Zung Kwai (9 points) : grâce au soutien de la divinité, le personnage ajoute 1 dé supplémentaire à lancer (ou augmente de 1 son Aptitude mentale, sociale ou spirituelle dans le cas d’un PNJ) sur tous ses jets d’Enquête, Renseignement et Exorcisme (Traque) visant à identifier ou traquer un revenant. Il faut spécifier de quel spectre, fantôme ou mort-vivant il s’agit au départ car on ne peut en traquer qu’un seul à la fois. Les effets de cette prière durent 1 journée – jusqu’à la prochaine aube (+ 3 points par dé supplémentaire au-delà du premier).

  • Sceau des Neuf Cieux, message de l’Impératrice du Ciel (10 points) : pour effectuer cette prière, le fat si doit disposer du véritable nom d’un, de l’un de ses effets personnels ou l’avoir déjà clairement identifié. Il obtient de la messagère de l’Impératrice du Ciel l’ascendant sur la créature ciblée : l’ajout de 2 dés supplémentaires à lancer (ou l’augmentation de 2 de ses Aptitudes spirituelles ou sociales dans le cas d’un PNJ) et 2 dés-fastes gratuits sur son prochain jet de Domination ou de Nécromancie visant à la contrôler ou de toute autre Compétence permettant de s’en octroyer les services durablement, comme Mondanités (Négociation) par exemple.

  • Mandat de l’Empereur de Jade (12 points) : pour effectuer cette prière, le fat si doit disposer du véritable nom d’un jiugwaai, de l’un de ses effets personnels ou l’avoir déjà clairement identifié. Il obtient de l’Empereur de Jade lui-même l’assentiment pour le bannir : l’ajout de 2 dés supplémentaires à lancer (ou l’augmentation de 2 de ses Aptitudes spirituelles ou sociales dans le cas d’un PNJ) et 2 dés-fastes gratuits sur tous ses jets pour affronter, vaincre ou utiliser des Spécialités magiques telles qu’Invocation, Neutralisation ou Punition à l’encontre de la créature ciblée. Les effets de cette prière durent 1 scène. Il est possible de recevoir cette bénédiction et d’en utiliser les effets lors d’une scène ultérieure, à la discrétion du MJ (+ 4 points pour étendre la bénédiction à 4 combattants supplémentaires).


Chaque exemple d’Effet ci-dessus est indépendant et nécessite son propre sort. Cependant, les Effets d’un sort peuvent être renforcés : le coût pour en augmenter les Effets est précisé entre parenthèses.


", + "notes": "

Vos notes…

" + }, + "effects": [], + "folder": "4zDQbhA5kjiUgZgf", + "flags": { + "core": {} + }, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "2.0.7", + "coreVersion": "13.351", + "createdTime": 1701001844407, + "modifiedTime": 1715367031357, + "lastModifiedBy": "oWO8UFosc6mCdtAr", + "compendiumSource": "Compendium.chroniquesdeletrange.les-sortileges.Item.STGMwnJ3CwF4yWMF", + "duplicateSource": null, + "exportSource": null + }, + "_id": "7sglBnVlnezdvMjd", + "sort": 0, + "ownership": { + "default": 2 + } + } + ], + "effects": [], + "folder": "rD6PUynwezdCAjuJ", + "flags": { + "core": {} + }, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "2.0.7", + "coreVersion": "13.351", + "createdTime": 1700051023127, + "modifiedTime": 1715381898629, + "lastModifiedBy": "Zew3ewJOgFzy4txU", + "compendiumSource": "Compendium.chroniquesdeletrange.fat-si-pre-tires.Actor.Kaxqgz6SNRUBdFiv", + "duplicateSource": null, + "exportSource": { + "worldId": "chroniques-de-letrange", + "uuid": "Actor.BXvMmiWRcnOzGXSM", + "coreVersion": "13.351", + "systemId": "chroniquesdeletrange", + "systemVersion": "2.4.0" + } + }, + "ownership": { + "default": 0 + } +} \ No newline at end of file diff --git a/sample_data/fvtt-Actor-lok-zi-jyun-iqoRWF0cPvlsL9NY.json b/sample_data/fvtt-Actor-lok-zi-jyun-iqoRWF0cPvlsL9NY.json new file mode 100644 index 0000000..9380d23 --- /dev/null +++ b/sample_data/fvtt-Actor-lok-zi-jyun-iqoRWF0cPvlsL9NY.json @@ -0,0 +1,165 @@ +{ + "folder": "sRyI5qmuFAzCdgGq", + "name": "Lok Zi-Jyun", + "type": "npc", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/CdE/lok_zi_jyun.Avatar.webp?1710026739974", + "system": { + "type": "", + "levelofthreat": 0, + "powerofnuisance": 0, + "initiative": 1, + "anti_initiative": 24, + "aptitudes": { + "physical": { + "value": 2, + "speciality": "" + }, + "martial": { + "value": 3, + "speciality": "" + }, + "mental": { + "value": 3, + "speciality": "Enquête" + }, + "social": { + "value": 2, + "speciality": "Interrogatoire" + }, + "spiritual": { + "value": 1, + "speciality": "" + } + }, + "vitality": { + "value": 8, + "calcul": 0, + "note": "" + }, + "hei": { + "value": 4, + "calcul": 0, + "note": "" + }, + "description": "", + "threat": "0", + "nuisance": "0" + }, + "prototypeToken": { + "name": "Lok Zi-Jyun", + "displayName": 0, + "actorLink": false, + "appendNumber": false, + "prependAdjective": false, + "texture": { + "src": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/CdE/lok_zi_jyun.Token.webp?1710026739974", + "scaleX": 1, + "scaleY": 1, + "offsetX": 0, + "offsetY": 0, + "rotation": 0, + "tint": "#ffffff", + "anchorX": 0.5, + "anchorY": 0.5, + "fit": "contain", + "alphaThreshold": 0.75 + }, + "width": 1, + "height": 1, + "lockRotation": false, + "rotation": 0, + "alpha": 1, + "disposition": 1, + "displayBars": 0, + "bar1": { + "attribute": null + }, + "bar2": { + "attribute": null + }, + "light": { + "alpha": 0.5, + "angle": 360, + "bright": 0, + "coloration": 1, + "dim": 0, + "attenuation": 0.5, + "luminosity": 0.5, + "saturation": 0, + "contrast": 0, + "shadows": 0, + "animation": { + "type": null, + "speed": 5, + "intensity": 5, + "reverse": false + }, + "darkness": { + "min": 0, + "max": 1 + }, + "color": null, + "negative": false, + "priority": 0 + }, + "sight": { + "enabled": true, + "range": 30, + "angle": 360, + "visionMode": "basic", + "color": null, + "attenuation": 0.1, + "brightness": 0, + "saturation": 0, + "contrast": 0 + }, + "detectionModes": [], + "flags": {}, + "randomImg": false, + "occludable": { + "radius": 0 + }, + "ring": { + "enabled": false, + "colors": { + "ring": null, + "background": null + }, + "effects": 1, + "subject": { + "scale": 1, + "texture": null + } + }, + "turnMarker": { + "mode": 1, + "animation": null, + "src": null, + "disposition": false + }, + "movementAction": null + }, + "items": [], + "effects": [], + "flags": {}, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "2.0.7", + "coreVersion": "13.351", + "createdTime": 1701299385970, + "modifiedTime": 1715368926185, + "lastModifiedBy": "oWO8UFosc6mCdtAr", + "compendiumSource": null, + "duplicateSource": null, + "exportSource": { + "worldId": "chroniques-de-letrange", + "uuid": "Actor.iqoRWF0cPvlsL9NY", + "coreVersion": "13.351", + "systemId": "chroniquesdeletrange", + "systemVersion": "2.4.0" + } + }, + "ownership": { + "default": 0 + } +} \ No newline at end of file diff --git a/sample_data/fvtt-Actor-sbire-du-demon-zzYpLkjrIVDAmqPZ.json b/sample_data/fvtt-Actor-sbire-du-demon-zzYpLkjrIVDAmqPZ.json new file mode 100644 index 0000000..e6f0794 --- /dev/null +++ b/sample_data/fvtt-Actor-sbire-du-demon-zzYpLkjrIVDAmqPZ.json @@ -0,0 +1,200 @@ +{ + "folder": "7Ezze35hGqYvFR27", + "name": "Sbire du démon", + "type": "npc", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/CdE/sbire_du_d_mon.Avatar.webp?1701298726849", + "system": { + "type": "", + "levelofthreat": 0, + "powerofnuisance": 0, + "initiative": 1, + "anti_initiative": 24, + "aptitudes": { + "physical": { + "value": 3, + "speciality": "" + }, + "martial": { + "value": 3, + "speciality": "" + }, + "mental": { + "value": 2, + "speciality": "" + }, + "social": { + "value": 2, + "speciality": "" + }, + "spiritual": { + "value": 2, + "speciality": "" + } + }, + "vitality": { + "value": 12, + "calcul": 0, + "note": "" + }, + "hei": { + "value": 8, + "calcul": 0, + "note": "" + }, + "description": "", + "threat": "0", + "nuisance": "0" + }, + "prototypeToken": { + "name": "Sbire du démon", + "displayName": 0, + "actorLink": false, + "appendNumber": false, + "prependAdjective": false, + "texture": { + "src": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/CdE/sbire_du_d_mon.Token.webp?1701298726849", + "scaleX": 1, + "scaleY": 1, + "offsetX": 0, + "offsetY": 0, + "rotation": 0, + "anchorX": 0.5, + "anchorY": 0.5, + "fit": "contain", + "tint": "#ffffff", + "alphaThreshold": 0.75 + }, + "width": 1, + "height": 1, + "lockRotation": false, + "rotation": 0, + "alpha": 1, + "disposition": -1, + "displayBars": 0, + "bar1": { + "attribute": null + }, + "bar2": { + "attribute": null + }, + "light": { + "alpha": 0.5, + "angle": 360, + "bright": 0, + "coloration": 1, + "dim": 0, + "attenuation": 0.5, + "luminosity": 0.5, + "saturation": 0, + "contrast": 0, + "shadows": 0, + "animation": { + "type": null, + "speed": 5, + "intensity": 5, + "reverse": false + }, + "darkness": { + "min": 0, + "max": 1 + }, + "negative": false, + "priority": 0, + "color": null + }, + "sight": { + "enabled": true, + "range": 30, + "angle": 360, + "visionMode": "basic", + "color": null, + "attenuation": 0.1, + "brightness": 0, + "saturation": 0, + "contrast": 0 + }, + "detectionModes": [], + "flags": {}, + "randomImg": false, + "occludable": { + "radius": 0 + }, + "ring": { + "enabled": false, + "colors": { + "ring": null, + "background": null + }, + "effects": 1, + "subject": { + "scale": 1, + "texture": null + } + }, + "turnMarker": { + "mode": 1, + "animation": null, + "src": null, + "disposition": false + }, + "movementAction": null + }, + "items": [ + { + "name": "Arme Crocs (3)", + "type": "supernatural", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/systems/chroniquesdeletrange/images/capacites-surnaturelles/ki-rin.png", + "system": { + "reference": "LdB p. 350", + "description": "

Arme

Bien des créatures disposent de cette Capacité surnaturelle, sous une forme ou une autre. Cornes, griffes, crocs, excroissances osseuses, flammes naturelles, projection de venin, etc., ces armes peuvent occasionner des dommages importants durant un affrontement.

La valeur de l’arme s’ajoute aux dégâts que le jiugwaai inflige par son attaque. Selon la nature de l’arme, l’attaque peut se faire au corps à corps (des griffes ou une aura glacée) ou à distance (un crachat acide ou un éclair) – auquel cas la portée est indiquée.

", + "notes": "

Vos notes…

", + "supernatural": { + "reference": "" + } + }, + "effects": [], + "folder": "Pd8AxjsdV0FjAUub", + "flags": { + "core": {} + }, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "0.1.3", + "coreVersion": "13.351", + "createdTime": 1700491358365, + "modifiedTime": 1701298759309, + "lastModifiedBy": "oWO8UFosc6mCdtAr", + "compendiumSource": "Compendium.chroniquesdeletrange.capacites-surnaturelles.Item.As0zz39FZdgFTCUS", + "duplicateSource": null, + "exportSource": null + }, + "_id": "7B1TO4mhlvcpFGvs", + "sort": 0, + "ownership": { + "default": 0 + } + } + ], + "effects": [], + "flags": {}, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "2.0.2", + "coreVersion": "13.351", + "createdTime": 1701298702582, + "modifiedTime": 1704633831462, + "lastModifiedBy": "oWO8UFosc6mCdtAr", + "compendiumSource": null, + "duplicateSource": null, + "exportSource": { + "worldId": "chroniques-de-letrange", + "uuid": "Actor.zzYpLkjrIVDAmqPZ", + "coreVersion": "13.351", + "systemId": "chroniquesdeletrange", + "systemVersion": "2.4.0" + } + }, + "ownership": { + "default": 0 + } +} \ No newline at end of file diff --git a/sample_data/fvtt-Actor-sbire-ganger-8WAURJbqWS0tgSbj.json b/sample_data/fvtt-Actor-sbire-ganger-8WAURJbqWS0tgSbj.json new file mode 100644 index 0000000..d7db9f7 --- /dev/null +++ b/sample_data/fvtt-Actor-sbire-ganger-8WAURJbqWS0tgSbj.json @@ -0,0 +1,165 @@ +{ + "folder": "MkYhJmOo4OfONJvM", + "name": "Sbire Ganger", + "type": "npc", + "img": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/CdE/sbire_ganger.Avatar.webp?1710234619398", + "system": { + "type": "", + "levelofthreat": 0, + "powerofnuisance": 0, + "initiative": 1, + "anti_initiative": 24, + "aptitudes": { + "physical": { + "value": 3, + "speciality": "" + }, + "martial": { + "value": 3, + "speciality": "" + }, + "mental": { + "value": 2, + "speciality": "" + }, + "social": { + "value": 2, + "speciality": "" + }, + "spiritual": { + "value": 2, + "speciality": "" + } + }, + "vitality": { + "value": 12, + "calcul": 0, + "note": "" + }, + "hei": { + "value": 8, + "calcul": 0, + "note": "" + }, + "description": "", + "threat": "0", + "nuisance": "0" + }, + "prototypeToken": { + "name": "Sbire Ganger", + "displayName": 0, + "actorLink": false, + "appendNumber": false, + "prependAdjective": false, + "texture": { + "src": "https://assets.forge-vtt.com/630dd9fa56bd61d804eb1dec/tokenizer/CdE/sbire_ganger.Token.webp?1710234619398", + "scaleX": 1, + "scaleY": 1, + "offsetX": 0, + "offsetY": 0, + "rotation": 0, + "tint": "#ffffff", + "anchorX": 0.5, + "anchorY": 0.5, + "fit": "contain", + "alphaThreshold": 0.75 + }, + "width": 1, + "height": 1, + "lockRotation": false, + "rotation": 0, + "alpha": 1, + "disposition": -1, + "displayBars": 0, + "bar1": { + "attribute": null + }, + "bar2": { + "attribute": null + }, + "light": { + "alpha": 0.5, + "angle": 360, + "bright": 0, + "coloration": 1, + "dim": 0, + "attenuation": 0.5, + "luminosity": 0.5, + "saturation": 0, + "contrast": 0, + "shadows": 0, + "animation": { + "type": null, + "speed": 5, + "intensity": 5, + "reverse": false + }, + "darkness": { + "min": 0, + "max": 1 + }, + "color": null, + "negative": false, + "priority": 0 + }, + "sight": { + "enabled": true, + "range": 30, + "angle": 360, + "visionMode": "basic", + "color": null, + "attenuation": 0.1, + "brightness": 0, + "saturation": 0, + "contrast": 0 + }, + "detectionModes": [], + "flags": {}, + "randomImg": false, + "occludable": { + "radius": 0 + }, + "ring": { + "enabled": false, + "colors": { + "ring": null, + "background": null + }, + "effects": 1, + "subject": { + "scale": 1, + "texture": null + } + }, + "turnMarker": { + "mode": 1, + "animation": null, + "src": null, + "disposition": false + }, + "movementAction": null + }, + "items": [], + "effects": [], + "flags": {}, + "_stats": { + "systemId": "chroniquesdeletrange", + "systemVersion": "2.0.4", + "coreVersion": "13.351", + "createdTime": 1701298966616, + "modifiedTime": 1710234617883, + "lastModifiedBy": "oWO8UFosc6mCdtAr", + "compendiumSource": null, + "duplicateSource": null, + "exportSource": { + "worldId": "chroniques-de-letrange", + "uuid": "Actor.8WAURJbqWS0tgSbj", + "coreVersion": "13.351", + "systemId": "chroniquesdeletrange", + "systemVersion": "2.4.0" + } + }, + "ownership": { + "default": 0 + } +} \ No newline at end of file diff --git a/src/config/settings.js b/src/config/settings.js index 1972ccb..686f9c7 100644 --- a/src/config/settings.js +++ b/src/config/settings.js @@ -12,12 +12,22 @@ */ import { SYSTEM_ID } from "./constants.js" +import { CDEMigrationApp } from "../ui/apps/migration-app.js" /** * Register all world/client settings for the system. * Called during the "init" hook before sheets and data-models are set up. */ export function registerSettings() { + game.settings.registerMenu(SYSTEM_ID, "migrationTool", { + name: "CDE.MigrationTitle", + label: "CDE.MigrationMenuLabel", + hint: "CDE.MigrationMenuHint", + icon: "fas fa-file-import", + type: CDEMigrationApp, + restricted: true, + }) + game.settings.register(SYSTEM_ID, "loksyuData", { scope: "world", config: false, diff --git a/src/migration/migrator.js b/src/migration/migrator.js new file mode 100644 index 0000000..77a9de4 --- /dev/null +++ b/src/migration/migrator.js @@ -0,0 +1,412 @@ +/** + * Chroniques de l'Étrange — Système FoundryVTT + * + * Chroniques de l'Étrange est un jeu de rôle édité par Antre-Monde Éditions. + * Ce système FoundryVTT est une implémentation indépendante et n'est pas + * affilié à Antre-Monde Éditions, + * mais a été réalisé avec l'autorisation d'Antre-Monde Éditions. + * + * @author LeRatierBretonnien + * @copyright 2024–2026 LeRatierBretonnien + * @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/ + */ + +/** + * Migrates actor JSON from the legacy CDE system to the current system format. + * + * This module is pure logic — it does not interact with Foundry APIs directly. + * All transformation is done in-memory; the caller is responsible for creating + * Foundry documents from the returned data. + */ + +// ── Element label → key ────────────────────────────────────────────────────── + +const ELEMENT_LABEL_TO_KEY = { + "métal": "metal", + "metal": "metal", + "eau": "eau", + "terre": "terre", + "feu": "feu", + "bois": "bois", +} + +/** Normalise a French element label to its system key (e.g. "Métal" → "metal"). */ +function elementKey(label = "") { + return ELEMENT_LABEL_TO_KEY[label.toLowerCase().trim()] ?? "metal" +} + +// ── Hei polarity label → key ────────────────────────────────────────────────── + +function heiKey(label = "") { + const l = label.toLowerCase().trim() + if (l === "yin/yang" || l === "yinyang") return "yinyang" + if (l === "yang") return "yang" + return "yin" +} + +// ── Spell discipline inference from speciality name ─────────────────────────── + +/** Maps French speciality labels (lowercase, accents stripped) → school key. */ +const SPECIALITY_TO_DISCIPLINE = { + // internalcinnabar + "essence": "internalcinnabar", + "esprit": "internalcinnabar", + "mind": "internalcinnabar", + "purification": "internalcinnabar", + "manipulation": "internalcinnabar", + "aura": "internalcinnabar", + // alchemy + "acupuncture": "alchemy", + "élixirs": "alchemy", + "elixirs": "alchemy", + "poisons": "alchemy", + "arsenal": "alchemy", + "potions": "alchemy", + // masteryoftheway + "malédiction": "masteryoftheway", + "malediction": "masteryoftheway", + "transfiguration": "masteryoftheway", + "nécromancie": "masteryoftheway", + "necromancie": "masteryoftheway", + "contrôle climatique": "masteryoftheway", + "controle climatique": "masteryoftheway", + "magie d'or": "masteryoftheway", + "magie dor": "masteryoftheway", + // exorcism + "invocation": "exorcism", + "pistage": "exorcism", + "traçage": "exorcism", + "tracage": "exorcism", + "protection": "exorcism", + "châtiment": "exorcism", + "chatiment": "exorcism", + "domination": "exorcism", + // geomancy + "neutralisation": "geomancy", + "divination": "geomancy", + "prière terrestre": "geomancy", + "priere terrestre": "geomancy", + "prière céleste": "geomancy", + "priere celeste": "geomancy", + "géomancie": "geomancy", + "geomancie": "geomancy", + "feng shui": "geomancy", + "fungseoi": "geomancy", +} + +/** + * Attempt to infer the magic school (discipline) from a spell's speciality name. + * Falls back to scanning the item name for school keywords if needed. + */ +function inferDiscipline(specialityName = "", itemName = "") { + const key = specialityName.toLowerCase().trim() + if (SPECIALITY_TO_DISCIPLINE[key]) return SPECIALITY_TO_DISCIPLINE[key] + + // Fuzzy fallback: check item name for school markers + const name = itemName.toLowerCase() + if (name.includes("exorcis")) return "exorcism" + if (name.includes("géomanci") || name.includes("geomanci")) return "geomancy" + if (name.includes("alchimi")) return "alchemy" + if (name.includes("cinnabre") || name.includes("interne")) return "internalcinnabar" + if (name.includes("maîtrise") || name.includes("maitrise") || name.includes("tao")) return "masteryoftheway" + + return "internalcinnabar" +} + +// ── KungFu activation mapping ───────────────────────────────────────────────── + +function mapActivation(oldActivation = "") { + const s = oldActivation.toLowerCase() + if (s.includes("infligés") || s.includes("infliges")) return "damage-inflicted" + if (s.includes("reçus") || s.includes("recus")) return "damage-received" + if (s.includes("réaction") || s.includes("reaction")) return "reaction" + if (s.includes("dés-fastes") || s.includes("des-fastes") || s.includes("fastes")) return "dice" + if (s.includes("aide")) return "action-aid" + if (s.includes("attaque") && s.includes("défense")) return "action-attack-defense" + if (s.includes("attaque") && s.includes("defense")) return "action-attack-defense" + if (s.includes("attaque")) return "action-attack" + if (s.includes("défense") || s.includes("defense")) return "action-defense" + return "action-attack" +} + +// ── Helpers ─────────────────────────────────────────────────────────────────── + +const DEFAULT_ACTOR_IMG = "icons/svg/mystery-man.svg" +const DEFAULT_ITEM_IMG = "icons/svg/item-bag.svg" + +// ── Item migration ──────────────────────────────────────────────────────────── + +function migrateEquipmentItem(oldItem) { + const s = oldItem.system ?? {} + return { + name: oldItem.name, + type: "item", + img: oldItem.img || DEFAULT_ITEM_IMG, + system: { + reference: s.reference ?? "", + description: s.description ?? "", + quantity: Number(s.quantity ?? 1), + weight: Number(s.weight ?? 0), + notes: s.notes ?? "", + }, + } +} + +function migrateKungfuItem(oldItem) { + const s = oldItem.system ?? {} + const techs = s.techniques ?? {} + + const migratedTechs = {} + for (const key of ["technique1", "technique2", "technique3"]) { + const t = techs[key] ?? {} + migratedTechs[key] = { + check: Boolean(t.check), + name: t.name ?? "", + activation: mapActivation(t.activation ?? ""), + technique: t.technique ?? "", + } + } + + return { + name: oldItem.name, + type: "kungfu", + img: oldItem.img || DEFAULT_ITEM_IMG, + system: { + reference: s.reference ?? "", + description: s.description ?? "", + orientation: s.orientation || "yin", + aspect: s.aspect || "metal", + skill: s.skill || "kungfu", + speciality: s.speciality ?? "", + style: s.style ?? "", + techniques: migratedTechs, + notes: s.notes ?? "", + }, + } +} + +function migrateSpellItem(oldItem) { + const s = oldItem.system ?? {} + return { + name: oldItem.name, + type: "spell", + img: oldItem.img || DEFAULT_ITEM_IMG, + system: { + reference: s.reference ?? "", + description: s.description ?? "", + specialityname: s.specialityname ?? "", + associatedelement: elementKey(s.associatedelement ?? ""), + heiType: heiKey(s.hei ?? ""), + heiCost: Number(s.heiCost ?? 0), + difficulty: Number(s.difficulty ?? 0), + realizationtimeritual: s.realizationtimeritual ?? "", + realizationtimeaccelerated: s.realizationtimeaccelerated ?? "", + flashback: s.flashback ?? "", + components: s.components ?? "", + effects: s.effects ?? "", + examples: s.examples ?? "", + notes: s.notes ?? "", + discipline: inferDiscipline(s.specialityname ?? "", oldItem.name ?? ""), + }, + } +} + +function migrateSupernaturalItem(oldItem) { + const s = oldItem.system ?? {} + // Old system stored a nested `supernatural: { reference }` — prefer that reference if top-level is empty + const nestedRef = s.supernatural?.reference ?? "" + return { + name: oldItem.name, + type: "supernatural", + img: oldItem.img || DEFAULT_ITEM_IMG, + system: { + reference: s.reference || nestedRef, + description: s.description ?? "", + notes: s.notes ?? "", + heiType: "yin", + heiCost: 0, + trigger: "", + effects: "", + }, + } +} + +function migrateItem(oldItem) { + switch (oldItem.type) { + case "item": return migrateEquipmentItem(oldItem) + case "kungfu": return migrateKungfuItem(oldItem) + case "spell": return migrateSpellItem(oldItem) + case "supernatural": return migrateSupernaturalItem(oldItem) + default: + // Unknown item type: keep as generic equipment + return migrateEquipmentItem({ ...oldItem, type: "item" }) + } +} + +// ── Actor migration ─────────────────────────────────────────────────────────── + +function migrateCharacter(old) { + const s = old.system ?? {} + + // aspects: keep only { chinese, label, value } + const aspect = {} + for (const [k, v] of Object.entries(s.aspect ?? {})) { + aspect[k] = { chinese: v.chinese ?? "", label: v.label ?? "", value: Number(v.value ?? 0) } + } + + // skills: keep { label, specialities, value } + const skills = {} + for (const [k, v] of Object.entries(s.skills ?? {})) { + skills[k] = { label: v.label ?? "", specialities: v.specialities ?? "", value: Number(v.value ?? 0) } + } + + // resources: keep { label, specialities, value, debt } + const resources = {} + for (const [k, v] of Object.entries(s.resources ?? {})) { + resources[k] = { label: v.label ?? "", specialities: v.specialities ?? "", value: Number(v.value ?? 0), debt: Boolean(v.debt) } + } + + // components: keep { value } + const component = {} + for (const [k, v] of Object.entries(s.component ?? {})) { + component[k] = { value: v.value ?? "" } + } + + // magics: keep { visible, value, speciality: { [key]: { check } } } + const MAGIC_SPECIALITIES = { + internalcinnabar: ["essence", "mind", "purification", "manipulation", "aura"], + alchemy: ["acupuncture", "elixirs", "poisons", "arsenal", "potions"], + masteryoftheway: ["curse", "transfiguration", "necromancy", "climatecontrol", "goldenmagic"], + exorcism: ["invocation", "tracking", "protection", "punishment", "domination"], + geomancy: ["neutralization", "divination", "earthlyprayer", "heavenlyprayer", "fungseoi"], + } + const magics = {} + for (const [school, specs] of Object.entries(MAGIC_SPECIALITIES)) { + const om = s.magics?.[school] ?? {} + const speciality = {} + for (const spec of specs) { + speciality[spec] = { check: Boolean(om.speciality?.[spec]?.check) } + } + magics[school] = { visible: Boolean(om.visible), value: Number(om.value ?? 0), speciality } + } + + // threetreasures: strip `min` from heiyang/heiyin; keep dicelevel as-is + const tt = s.threetreasures ?? {} + const threetreasures = { + heiyang: { value: Number(tt.heiyang?.value ?? 0), max: Number(tt.heiyang?.max ?? 0) }, + heiyin: { value: Number(tt.heiyin?.value ?? 0), max: Number(tt.heiyin?.max ?? 0) }, + dicelevel: { + level0d: { + san: { value: Number(tt.dicelevel?.level0d?.san?.value ?? 0), max: Number(tt.dicelevel?.level0d?.san?.max ?? 0) }, + zing: { value: Number(tt.dicelevel?.level0d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level0d?.zing?.max ?? 0) }, + }, + level1d: { + san: { value: Number(tt.dicelevel?.level1d?.san?.value ?? 0), max: Number(tt.dicelevel?.level1d?.san?.max ?? 0) }, + zing: { value: Number(tt.dicelevel?.level1d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level1d?.zing?.max ?? 0) }, + }, + level2d: { + san: { value: Number(tt.dicelevel?.level2d?.san?.value ?? 0), max: Number(tt.dicelevel?.level2d?.san?.max ?? 0) }, + zing: { value: Number(tt.dicelevel?.level2d?.zing?.value ?? 0), max: Number(tt.dicelevel?.level2d?.zing?.max ?? 0) }, + }, + }, + } + + // biography (old separate field) merged into description + const description = s.description || s.biography || "" + + return { + name: old.name, + type: "character", + img: old.img || DEFAULT_ACTOR_IMG, + system: { + concept: s.concept ?? "", + guardian: parseInt(s.guardian ?? "0") || 0, + initiative: Number(s.initiative ?? 1), + anti_initiative: Number(s.anti_initiative ?? 24), + description, + aspect, + skills, + resources, + component, + magics, + threetreasures, + experience: { + value: Number(s.experience?.value ?? 0), + max: Number(s.experience?.max ?? 0), + min: Number(s.experience?.min ?? 0), + }, + }, + items: (old.items ?? []).map(migrateItem), + } +} + +function migrateNpc(old) { + const s = old.system ?? {} + + const aptitudes = {} + for (const [k, v] of Object.entries(s.aptitudes ?? {})) { + aptitudes[k] = { value: Number(v.value ?? 0), speciality: v.speciality ?? "" } + } + + return { + name: old.name, + type: "npc", + img: old.img || DEFAULT_ACTOR_IMG, + system: { + type: s.type ?? "", + // Old system had separate `levelofthreat`/`powerofnuisance` as numbers + // and string copies `threat`/`nuisance` — use the numeric fields + threat: Number(s.levelofthreat ?? s.threat ?? 0), + nuisance: Number(s.powerofnuisance ?? s.nuisance ?? 0), + initiative: Number(s.initiative ?? 1), + anti_initiative: Number(s.anti_initiative ?? 24), + aptitudes, + vitality: { + value: Number(s.vitality?.value ?? 0), + calcul: Number(s.vitality?.calcul ?? 0), + note: s.vitality?.note ?? "", + }, + hei: { + value: Number(s.hei?.value ?? 0), + calcul: Number(s.hei?.calcul ?? 0), + note: s.hei?.note ?? "", + }, + description: s.description ?? "", + }, + items: (old.items ?? []).map(migrateItem), + } +} + +// ── Public API ──────────────────────────────────────────────────────────────── + +/** + * Migrate a single legacy actor JSON to the current system format. + * + * @param {object} oldJson Parsed JSON from the old system export + * @returns {{ name: string, type: string, img: string, system: object, items: object[] }} + * @throws {Error} if the actor type is unrecognised + */ +export function migrateActor(oldJson) { + switch (oldJson.type) { + case "character": return migrateCharacter(oldJson) + case "npc": return migrateNpc(oldJson) + default: + throw new Error(`Unknown actor type "${oldJson.type}" in "${oldJson.name}"`) + } +} + +/** + * Parse one or more legacy JSON strings and return migrated actor data. + * Accepts a single actor object or an array of actor objects in one file. + * + * @param {string} jsonText Raw JSON text from a file + * @returns {Array<{ name, type, img, system, items }>} + */ +export function parseLegacyJson(jsonText) { + const parsed = JSON.parse(jsonText) + if (typeof parsed !== "object" || parsed === null) { + throw new Error("Le fichier JSON doit contenir un objet acteur ou un tableau d'acteurs") + } + const actors = Array.isArray(parsed) ? parsed : [parsed] + return actors.map(migrateActor) +} diff --git a/src/ui/apps/index.js b/src/ui/apps/index.js index 50d270f..3be1cb8 100644 --- a/src/ui/apps/index.js +++ b/src/ui/apps/index.js @@ -15,3 +15,4 @@ export { CDELoksyuApp } from "./loksyu-app.js" export { CDETinjiApp } from "./tinji-app.js" export { updateLoksyuFromRoll, updateTinjiFromRoll } from "./singletons.js" export { CDEWheelApp } from "./wheel-app.js" +export { CDEMigrationApp } from "./migration-app.js" diff --git a/src/ui/apps/migration-app.js b/src/ui/apps/migration-app.js new file mode 100644 index 0000000..4923f73 --- /dev/null +++ b/src/ui/apps/migration-app.js @@ -0,0 +1,148 @@ +/** + * Chroniques de l'Étrange — Système FoundryVTT + * + * Chroniques de l'Étrange est un jeu de rôle édité par Antre-Monde Éditions. + * Ce système FoundryVTT est une implémentation indépendante et n'est pas + * affilié à Antre-Monde Éditions, + * mais a été réalisé avec l'autorisation d'Antre-Monde Éditions. + * + * @author LeRatierBretonnien + * @copyright 2024–2026 LeRatierBretonnien + * @license CC BY-NC-SA 4.0 – https://creativecommons.org/licenses/by-nc-sa/4.0/ + */ + +import { parseLegacyJson } from "../../migration/migrator.js" + +const MIGRATION_TEMPLATE = "systems/fvtt-chroniques-de-l-etrange/templates/apps/cde-migration-app.html" + +/** + * Dialog for importing legacy CDE actor JSON files into the current system. + * + * Accessible via the System Settings menu (registerMenu). + * Supports multi-file selection and shows a preview table before importing. + */ +export class CDEMigrationApp extends foundry.applications.api.HandlebarsApplicationMixin( + foundry.applications.api.ApplicationV2 +) { + static DEFAULT_OPTIONS = { + id: "cde-migration-app", + classes: ["cde-migration-app"], + tag: "div", + window: { + title: "CDE.MigrationTitle", + icon: "fas fa-file-import", + resizable: false, + }, + position: { width: 560, height: "auto" }, + actions: { + clearFiles: CDEMigrationApp.#clearFiles, + doImport: CDEMigrationApp.#doImport, + }, + } + + static PARTS = { + form: { template: MIGRATION_TEMPLATE }, + } + + /** @type {Array<{name: string, type: string, img: string, system: object, items: object[], _srcFile: string}>} */ + #pending = [] + + /** @type {string[]} - error messages per file */ + #errors = [] + + async _prepareContext(options) { + return { + pending: this.#pending, + errors: this.#errors, + hasPending: this.#pending.length > 0, + hasErrors: this.#errors.length > 0, + count: this.#pending.length, + } + } + + /** After render, wire up the file input. */ + _onRender(context, options) { + super._onRender(context, options) + const input = this.element.querySelector(".cde-migration-file-input") + input?.addEventListener("change", this.#onFileChange.bind(this)) + + const dropZone = this.element.querySelector(".cde-migration-drop-zone") + if (dropZone) { + dropZone.addEventListener("dragover", (e) => { e.preventDefault(); dropZone.classList.add("is-dragover") }) + dropZone.addEventListener("dragleave", () => dropZone.classList.remove("is-dragover")) + dropZone.addEventListener("drop", (e) => { + e.preventDefault() + dropZone.classList.remove("is-dragover") + this.#processFiles(Array.from(e.dataTransfer.files)) + }) + } + } + + async #onFileChange(event) { + const files = Array.from(event.target.files ?? []) + event.target.value = "" + await this.#processFiles(files) + } + + async #processFiles(files) { + for (const file of files) { + if (!file.name.endsWith(".json")) { + this.#errors.push(game.i18n.format("CDE.MigrationErrorNotJson", { file: file.name })) + continue + } + try { + const text = await file.text() + const actors = parseLegacyJson(text) + for (const actor of actors) { + actor._srcFile = file.name + // Avoid duplicates by name + if (!this.#pending.some(p => p.name === actor.name)) { + this.#pending.push(actor) + } + } + } catch (err) { + this.#errors.push(game.i18n.format("CDE.MigrationErrorParse", { file: file.name, error: err.message })) + } + } + this.render() + } + + static async #clearFiles() { + this.#pending = [] + this.#errors = [] + this.render() + } + + static async #doImport() { + if (!this.#pending.length) return + + const created = [] + const failed = [] + + for (const data of this.#pending) { + try { + const { _srcFile, ...actorData } = data + const actor = await Actor.create(actorData) + created.push(actor.name) + } catch (err) { + failed.push(`${data.name}: ${err.message}`) + console.error(`CHRONIQUESDELETRANGE | Migration failed for "${data.name}":`, err) + } + } + + this.#pending = [] + this.#errors = failed + this.render() + + if (created.length) { + ui.notifications.info( + game.i18n.format("CDE.MigrationSuccess", { count: created.length, names: created.join(", ") }) + ) + } + if (failed.length) { + ui.notifications.warn( + game.i18n.format("CDE.MigrationPartialError", { count: failed.length }) + ) + } + } +} diff --git a/templates/apps/cde-migration-app.html b/templates/apps/cde-migration-app.html new file mode 100644 index 0000000..5f256c2 --- /dev/null +++ b/templates/apps/cde-migration-app.html @@ -0,0 +1,79 @@ +{{! Migration Dialog — Chroniques de l'Étrange }} +
+ + {{! Drop zone / file picker }} +
+ +

{{ localize "CDE.MigrationDropHint" }}

+ +
+ + {{! Preview table }} + {{#if hasPending}} +
+
+ {{ localize "CDE.MigrationPreviewTitle" }} + +
+ + + + + + + + + + + + {{#each pending}} + + + + + + + + {{/each}} + +
{{ localize "CDE.MigrationColName" }}{{ localize "CDE.MigrationColType" }}{{ localize "CDE.MigrationColItems" }}{{ localize "CDE.MigrationColFile" }}
{{name}} + + {{#if (eq type "character")}} + Personnage + {{else}} + PNJ + {{/if}} + + {{items.length}}{{_srcFile}}
+
+ {{/if}} + + {{! Errors }} + {{#if hasErrors}} +
    + {{#each errors}} +
  • {{this}}
  • + {{/each}} +
+ {{/if}} + + {{! Action bar }} +
+ {{#if hasPending}} + + {{else}} +

{{ localize "CDE.MigrationHint" }}

+ {{/if}} +
+ +