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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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How to Apply These Terms to Your New Programs
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Also add information on how to contact you by electronic and paper mail.
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The hypothetical commands `show w' and `show c' should show the appropriate
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For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
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may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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<h2>Système <em>Cthulhu Tenebris</em> pour Foundry Virtual TableTop</h2>
<div align="center">
![Supported Foundry VTT versions](https://img.shields.io/endpoint?url=https%3A%2F%2Ffoundryshields.com%2Fversion%3Fstyle%3Dflat%26url%3Dhttps%3A%2F%2Fraw.githubusercontent.com%2F12-Monkeys-Developers%2Ftenebris%2Fmain%2Fsystem.json)
![Latest Release](https://img.shields.io/github/v/release/12-Monkeys-Developers/tenebris?label=Latest%20release)
</div>
<p>Ceci est une application qui permet de jouer au jeu de rôle "<em>Cthulhu Tenebris</em>" sur la plateforme de jeu Foundry Virtual Tabletop.</p>
<h2>Disclaimer</h2>
<p>"<em>Cthulhu Tenebris</em>" est un jeu de rôle conçu par Les XII Singes.</p>
<p>Toutes les marques, logo et illustrations utilisés sont la propriété de ReSpell SAS et utilisés avec autorisation.</p>
<h2>Contributeurs</h2>
<p>Ce système est développé par Kristov, et publié avec l'accord des auteurs et ayants droits.</p>
<p>La bannière, le tour de token, et l'adaptation des dés en mode Cthulhu Tenebris sombre et Cthulhu Tenebris clair ont été mis à disposition gracieusement par Pretre</p>
<h2>Communauté</h2>
<p>Rejoignez-nous sur le serveur <a href="https://discord.com/invite/pPSDNJk">Discord francophone dédié à Foundry Virtual Tabletop</a><br />
Nous serons ravis d'y avoir vos retours sur le système, des signalements de bug, des idées d'amélioration, ou simplement des encouragements !</p>
<h2>Licences</h2>
<ul>
<li>Le code HTML, CSS et Javascript de ce projet est placé sous <a href="https://choosealicense.com/licenses/gpl-3.0/">licence GNU General Public License v3.0</a></li>
<li>Foundry VTT support is covered by the following license: <a href="https://foundryvtt.com/article/license/">Limited License Agreement for module development 17/02/2021</a>.</li>
</ul>

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import jsdoc from 'eslint-plugin-jsdoc';
import prettier from 'eslint-plugin-prettier';
import configPrettier from 'eslint-config-prettier';
export default [
{
ignores: [
"node_modules/",
"eslint.config.mjs",
"build.mjs",
"gulpfile.js"
],
languageOptions: {
globals: {
browser: true,
es2022: true,
node: true,
jquery: true,
},
ecmaVersion: 2022,
sourceType: 'module',
},
plugins: {
jsdoc,
prettier
},
rules: {
'prettier/prettier': 'error',
'array-bracket-spacing': ['warn', 'never'],
'array-callback-return': 'warn',
'arrow-spacing': 'warn',
'comma-dangle': ['warn', 'never'],
'comma-style': 'warn',
'computed-property-spacing': 'warn',
'constructor-super': 'error',
'default-param-last': 'warn',
'dot-location': ['warn', 'property'],
'eol-last': ['error', 'always'],
'eqeqeq': ['warn', 'smart'],
'func-call-spacing': 'warn',
'func-names': ['warn', 'never'],
'getter-return': 'warn',
'lines-between-class-members': 'warn',
'new-parens': ['warn', 'always'],
'no-alert': 'warn',
'no-array-constructor': 'warn',
'no-class-assign': 'warn',
'no-compare-neg-zero': 'warn',
'no-cond-assign': 'warn',
'no-const-assign': 'error',
'no-constant-condition': 'warn',
'no-constructor-return': 'warn',
'no-delete-var': 'warn',
'no-dupe-args': 'warn',
'no-dupe-class-members': 'warn',
'no-dupe-keys': 'warn',
'no-duplicate-case': 'warn',
'no-duplicate-imports': ['warn', { includeExports: true }],
'no-empty': ['warn', { allowEmptyCatch: true }],
'no-empty-character-class': 'warn',
'no-empty-pattern': 'warn',
'no-func-assign': 'warn',
'no-global-assign': 'warn',
'no-implicit-coercion': ['warn', { allow: ['!!'] }],
'no-implied-eval': 'warn',
'no-import-assign': 'warn',
'no-invalid-regexp': 'warn',
'no-irregular-whitespace': 'warn',
'no-iterator': 'warn',
'no-lone-blocks': 'warn',
'no-lonely-if': 'off',
'no-loop-func': 'warn',
'no-misleading-character-class': 'warn',
'no-mixed-operators': 'warn',
'no-multi-str': 'warn',
'no-multiple-empty-lines': 'warn',
'no-new-func': 'warn',
'no-new-object': 'warn',
'no-new-symbol': 'warn',
'no-new-wrappers': 'warn',
'no-nonoctal-decimal-escape': 'warn',
'no-obj-calls': 'warn',
'no-octal': 'warn',
'no-octal-escape': 'warn',
'no-promise-executor-return': 'warn',
'no-proto': 'warn',
'no-regex-spaces': 'warn',
'no-script-url': 'warn',
'no-self-assign': 'warn',
'no-self-compare': 'warn',
'no-setter-return': 'warn',
'no-sequences': 'warn',
'no-template-curly-in-string': 'warn',
'no-this-before-super': 'error',
'no-unexpected-multiline': 'warn',
'no-unmodified-loop-condition': 'warn',
'no-unneeded-ternary': 'warn',
'no-unreachable': 'warn',
'no-unreachable-loop': 'warn',
'no-unsafe-negation': ['warn', { enforceForOrderingRelations: true }],
'no-unsafe-optional-chaining': ['warn', { disallowArithmeticOperators: true }],
'no-unused-expressions': 'warn',
'no-useless-backreference': 'warn',
'no-useless-call': 'warn',
'no-useless-catch': 'warn',
'no-useless-computed-key': ['warn', { enforceForClassMembers: true }],
'no-useless-concat': 'warn',
'no-useless-constructor': 'warn',
'no-useless-rename': 'warn',
'no-useless-return': 'warn',
'no-var': 'warn',
'no-void': 'warn',
'no-whitespace-before-property': 'warn',
'prefer-numeric-literals': 'warn',
'prefer-object-spread': 'warn',
'prefer-regex-literals': 'warn',
'prefer-spread': 'warn',
'rest-spread-spacing': ['warn', 'never'],
'semi-spacing': 'warn',
'semi-style': ['warn', 'last'],
'space-unary-ops': ['warn', { words: true, nonwords: false }],
'switch-colon-spacing': 'warn',
'symbol-description': 'warn',
'template-curly-spacing': ['warn', 'never'],
'unicode-bom': ['warn', 'never'],
'use-isnan': ['warn', { enforceForSwitchCase: true, enforceForIndexOf: true }],
'valid-typeof': ['warn', { requireStringLiterals: true }],
'wrap-iife': ['warn', 'inside'],
'arrow-parens': ['warn', 'as-needed', { requireForBlockBody: false }],
'capitalized-comments': ['warn', 'always', {
ignoreConsecutiveComments: true,
ignorePattern: 'noinspection',
}],
'comma-spacing': 'warn',
'dot-notation': 'warn',
indent: ['warn', 2, { SwitchCase: 1 }],
'key-spacing': 'warn',
'keyword-spacing': ['warn', { overrides: { catch: { before: true, after: false } } }],
'max-len': ['warn', {
code: 180,
ignoreTrailingComments: true,
ignoreUrls: true,
ignoreStrings: true,
ignoreTemplateLiterals: true,
}],
'prettier/prettier': ['error', { printWidth: 180 }],
'no-extra-boolean-cast': ['warn', { enforceForLogicalOperands: true }],
'no-extra-semi': 'warn',
'no-multi-spaces': ['warn', { ignoreEOLComments: true }],
'no-tabs': 'warn',
'no-throw-literal': 'error',
'no-trailing-spaces': 'warn',
'no-useless-escape': 'warn',
'nonblock-statement-body-position': ['warn', 'beside'],
'one-var': ['warn', 'never'],
'operator-linebreak': ['warn', 'before', {
overrides: { '=': 'after', '+=': 'after', '-=': 'after' },
}],
'prefer-template': 'warn',
'quote-props': ['warn', 'as-needed', { keywords: false }],
quotes: ['warn', 'double', { avoidEscape: true, allowTemplateLiterals: false }],
semi: 'warn',
'space-before-blocks': ['warn', 'always'],
'space-before-function-paren': ['warn', {
anonymous: 'never',
named: 'never',
asyncArrow: 'always',
}],
'spaced-comment': 'warn',
'jsdoc/check-access': 'warn',
'jsdoc/check-alignment': 'warn',
'jsdoc/check-examples': 'off',
'jsdoc/check-indentation': 'off',
'jsdoc/check-line-alignment': 'off',
'jsdoc/check-param-names': 'warn',
'jsdoc/check-property-names': 'warn',
'jsdoc/check-syntax': 'off',
'jsdoc/check-tag-names': ['warn', { definedTags: ['category'] }],
'jsdoc/check-types': 'warn',
'jsdoc/check-values': 'warn',
'jsdoc/empty-tags': 'warn',
'jsdoc/implements-on-classes': 'warn',
'jsdoc/match-description': 'off',
'jsdoc/newline-after-description': 'off',
'jsdoc/no-bad-blocks': 'warn',
'jsdoc/no-defaults': 'off',
'jsdoc/no-types': 'off',
'jsdoc/no-undefined-types': 'off',
'jsdoc/require-description': 'warn',
'jsdoc/require-description-complete-sentence': 'off',
'jsdoc/require-example': 'off',
'jsdoc/require-file-overview': 'off',
'jsdoc/require-hyphen-before-param-description': ['warn', 'never'],
'jsdoc/require-jsdoc': 'warn',
'jsdoc/require-param': 'warn',
'jsdoc/require-param-description': 'off',
'jsdoc/require-param-name': 'warn',
'jsdoc/require-param-type': 'warn',
'jsdoc/require-property': 'warn',
'jsdoc/require-property-description': 'off',
'jsdoc/require-property-name': 'warn',
'jsdoc/require-property-type': 'warn',
'jsdoc/require-returns': 'off',
'jsdoc/require-returns-check': 'warn',
'jsdoc/require-returns-description': 'off',
'jsdoc/require-returns-type': 'warn',
'jsdoc/require-throws': 'off',
'jsdoc/require-yields': 'warn',
'jsdoc/require-yields-check': 'warn',
'jsdoc/valid-types': 'off',
},
settings: {
jsdoc: {
preferredTypes: {
'.<>': '<>',
object: 'Object',
Object: 'object',
},
mode: 'typescript',
tagNamePreference: {
augments: 'extends',
},
},
},
},
// Ajout de la configuration Prettier qui désactive les règles ESLint en conflit avec Prettier
configPrettier
];

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const gulp = require('gulp');
const less = require('gulp-less');
/* ----------------------------------------- */
/* Compile LESS
/* ----------------------------------------- */
function compileLESS() {
return gulp.src("styles/fvtt-lethal-fantasy.less")
.pipe(less())
.pipe(gulp.dest("./css"))
}
const css = gulp.series(compileLESS);
/* ----------------------------------------- */
/* Watch Updates
/* ----------------------------------------- */
const SIMPLE_LESS = ["styles/*.less"];
function watchUpdates() {
gulp.watch(SIMPLE_LESS, css);
}
/* ----------------------------------------- */
/* Export Tasks
/* ----------------------------------------- */
exports.default = gulp.series(
gulp.parallel(css),
watchUpdates
);
exports.css = css;

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{
"TYPES": {
"Actor": {
"character": "Personnage",
"opponent": "Adversaire"
},
"Item": {
"path": "Voie",
"talent": "Talent",
"weapon": "Arme",
"armor": "Armure",
"spell": "Sortilège",
"attack": "Attaque"
}
},
"LETHALFANTASY": {
"Character": {
"FIELDS": {
"voies": {
"majeure": {
"nom": {
"label": "Voie"
}
},
"mineure": {
"nom": {
"label": "Voie Mineure"
}
}
},
"commanditaire": {
"label": "Commanditaire"
},
"dv": {
"label": "Dé de Vie"
},
"pv": {
"value": {
"label": "Points de Vie",
"short": "PV"
}
},
"dmax": {
"valeur": {
"label": "Dégâts max"
}
},
"caracteristiques": {
"rob": {
"valeur": {
"label": "Robustesse",
"short": "Rob"
}
},
"dex": {
"valeur": {
"label": "Dextérité",
"short": "Dex"
}
},
"int": {
"valeur": {
"label": "Intelligence",
"short": "Int"
}
},
"per": {
"valeur": {
"label": "Perception",
"short": "Per"
}
},
"vol": {
"valeur": {
"label": "Volonté",
"short": "Vol"
}
}
},
"ressources": {
"san": {
"valeur": {
"label": "Santé Mentale"
}
},
"oeil": {
"valeur": {
"label": "Œil"
}
},
"verbe": {
"valeur": {
"label": "Verbe"
}
},
"bourse": {
"valeur": {
"label": "Bourse"
}
},
"magie": {
"valeur": {
"label": "Magie"
}
}
}
},
"Label": {
"personnage": "Personnage",
"caracteristiques": "Caractéristiques",
"ressources": "Ressources",
"description": "Description",
"langues": "Langues",
"notes": "Notes",
"details": "Détails",
"biography": "Biographie",
"biens": "Biens",
"talents": "Talents",
"attaques": "Attaques"
}
},
"Opponent": {
"FIELDS": {
"dv": {
"label": "Dé de Vie"
},
"pv": {
"value": {
"label": "Points de Vie"
},
"max": {
"label": "Points de Vie max"
}
},
"armure": {
"label": "Armure"
},
"malus": {
"label": "Malus d'adversité"
},
"actions": {
"label": "Actions"
}
}
},
"Talent": {
"FIELDS": {
"description": {
"label": "Description"
},
"appris": {
"label": "Appris"
},
"progression": {
"label": "Progression"
},
"niveau": {
"label": "Niveau"
}
},
"details": "(Niveau {niveau})"
},
"Path": {
"FIELDS": {
"description": {
"label": "Description"
},
"biens": {
"label": "Biens"
},
"langues": {
"label": "Langues"
},
"talents": {
"label": "Talents"
},
"voies": {
"majeure": {
"label": "Voie Majeure"
},
"mineure": {
"label": "Voie Mineure"
}
},
"dv": {
"label": "Dé de Vie"
},
"dmax": {
"label": "Dégâts max"
},
"caracteristiques": {
"rob": {
"valeur": {
"label": "Robustesse",
"short": "Rob"
}
},
"dex": {
"valeur": {
"label": "Dextérité",
"short": "Dex"
}
},
"int": {
"valeur": {
"label": "Intelligence",
"short": "Int"
}
},
"per": {
"valeur": {
"label": "Perception",
"short": "Per"
}
},
"vol": {
"valeur": {
"label": "Volonté",
"short": "Vol"
}
}
},
"ressources": {
"san": {
"valeur": {
"label": "Santé Mentale"
}
},
"oeil": {
"valeur": {
"label": "Œil"
}
},
"verbe": {
"valeur": {
"label": "Verbe"
}
},
"bourse": {
"valeur": {
"label": "Bourse"
}
},
"magie": {
"valeur": {
"label": "Magie"
}
}
}
}
},
"Weapon": {
"FIELDS": {
"categorie": {
"label": "Catégorie"
},
"degats": {
"label": "Dégâts"
}
},
"Category": {
"main": "Mains Nues",
"improvisee": "Armes Improvisées",
"courte": "Armes courtes",
"longue": "Armes longues",
"lourde": "Armes lourdes"
}
},
"Armor": {
"FIELDS": {
"categorie": {
"label": "Catégorie"
},
"valeur": {
"label": "Valeur"
},
"malus": {
"label": "Malus"
}
},
"Category": {
"sommaire": "Armures sommaires",
"legere": "Armures légères",
"guerre": "Armures de guerre"
},
"details": "Valeur : {valeur} - Malus : {malus}"
},
"Spell": {
"FIELDS": {
"description": {
"label": "Description"
},
"preparation": {
"label": "Préparation"
},
"cible": {
"label": "Cible"
},
"portee": {
"label": "Portée"
},
"duree": {
"label": "Durée"
},
"consequenceA": {
"label": "Conséquence A"
},
"consequenceB": {
"label": "Conséquence B"
}
},
"Range": {
"na": "-",
"contact": "Contact",
"proche": "Proche",
"loin": "Loin",
"distant": "Distant"
}
},
"Attack": {
"FIELDS": {
"degats": {
"label": "Dégâts"
}
}
},
"Label": {
"description": "Description",
"biens": "Biens",
"langues": "Langues",
"profil": "Profil",
"details": "Détails",
"talents": "Talents",
"progressionPossible": "Progression possible",
"equipement": "Equipement",
"spells" : "Sortilèges",
"level": "Niveau",
"degats": "Dégâts",
"ressource": "Ressource",
"sauvegarde": "Sauvegarde",
"newArmor": "Nouvelle armure",
"newWeapon": "Nouvelle arme",
"armor": "Armure",
"malus": "Malus",
"jet": "Jet de ",
"progress": "Progression",
"hasProgressed": "A progressé dans la caractéristique",
"noProgress": "N'a pas progressé dans la caractéristique",
"experience": "Expérience",
"experienceDetail": "Expérience {detail}",
"maximum": "Maximum"
},
"Edit": "Editer",
"Delete": "Supprimer",
"ToggleSheet": "Changer de mode",
"Warning": {
"dejaDeuxVoies": "Vous avez déjà choisi deux voies",
"dejaVoieMajeure": "Vous avez déjà choisi cette voie comme voie majeure",
"voieMajeureAjoutee": "Voie majeure ajoutée",
"voieMineureAjoutee": "Voie mineure ajoutée",
"voieMajeureSupprimee": "Voie majeure supprimée",
"voieMineureSupprimee": "Voie mineure supprimée",
"plusDeRessource": "Vous n'avez plus de ressource {ressource}"
},
"Dialog": {
"ajoutVoieMajeure": "Ajouter une voie majeure va automatiquement remplacer les caractéristiques, les ressources, les langues et les biens. Continuer ?",
"ajoutVoieMajeureTitre": "Ajout d'une voie majeure",
"ajoutVoieMineureTitre": "Ajout d'une voie mineure",
"suppressionTalents": "Supprimer cette voie va supprimer les talents associés. Continuer ?",
"talentDansVoie": "Ce talent est présent dans la voie {path}. Voulez-vous vraiment le supprimer ?",
"titleSave": "Jet de sauvegarde",
"titleResource": "Jet de ressource",
"titleDamage": "Jet de dégâts",
"titleAttack": "Jet d'attaque",
"titleStandard": "Jet standard"
},
"Roll": {
"save": "Jet de sauvegarde <br> {save}",
"resource": "Jet de ressource <br> {resource}",
"damage": "Jet de dégâts <br> {item}",
"attack": "Jet d'attaque <br> {item}",
"roll": "Lancer",
"aide": "Aider",
"gene": "Gêner",
"adversite": "Adversité",
"avantagesDesavantages": "Avantages et désavantages",
"normal": "Normal",
"avantage": "Avec avantage",
"desavantage": "Avec désavantage",
"doubleAvantage": "Avec double avantage",
"doubleDesavantage": "Avec double désavantage",
"visibilite": "Visibilité du lancer",
"success": "Réussite",
"failure": "Echec",
"resourceLost": "Ressource perdue",
"displayArmor": "{targetName} a une armure de {targetArmor}. <br>Dégâts réels : {realDamage}"
},
"Tooltip": {
"learnedTalents": "Les talents appris sont en gras",
"saveIntroTextTooltip": "Caractéristique : {value} <br> Aide : {aide} <br> Gêne : {gene} <br> Modificateur : {modificateur}",
"addAttack": "Ajouter une attaque",
"addEquipment": "Ajouter une arme, Shift + Click pour ajouter une armure",
"addSpell": "Ajouter un sortilège"
},
"Setting": {
"displayOpponentMalus": "Afficher le malus d'adversité",
"displayOpponentMalusHint": "Affiche le malus d'adversité pour les joueurs.",
"fortune": "Roue de Fortune",
"fortuneHint": "Valeur de la roue de Fortune. Nombre de joueurs + 1 en début de partie."
},
"Chat": {
"askFortune": "{name} veut utiliser un point de Fortune !",
"askRollForAll": "Jet de {value}",
"askRollForOne": "Jet de {value} pour {name}"
},
"Fortune": {
"title": "Roue de Fortune"
},
"Manager": {
"title": "Gestionnaire de Personnages",
"player": "Utilisateur",
"character": "Personnage",
"rob": "Robustesse",
"dex": "Dextérité",
"int": "Intelligence",
"per": "Perception",
"vol": "Volonté",
"pv": "Points de Vie",
"san": "Santé Mentale",
"oeil": "Œil",
"verbe": "Verbe",
"bourse": "Bourse",
"magie": "Magie",
"roll": "Faire le jet"
}
}
}

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{
"TYPES": {
"Actor": {
"character": "Personnage",
"opponent": "Adversaire"
},
"Item": {
"path": "Voie",
"talent": "Talent",
"weapon": "Arme",
"armor": "Armure",
"spell": "Sortilège",
"attack": "Attaque"
}
},
"LETHALFANTASY": {
"Character": {
"FIELDS": {
"voies": {
"majeure": {
"nom": {
"label": "Voie"
}
},
"mineure": {
"nom": {
"label": "Voie Mineure"
}
}
},
"commanditaire": {
"label": "Commanditaire"
},
"dv": {
"label": "Dé de Vie"
},
"pv": {
"value": {
"label": "Points de Vie",
"short": "PV"
}
},
"dmax": {
"valeur": {
"label": "Dégâts max"
}
},
"caracteristiques": {
"rob": {
"valeur": {
"label": "Robustesse",
"short": "Rob"
}
},
"dex": {
"valeur": {
"label": "Dextérité",
"short": "Dex"
}
},
"int": {
"valeur": {
"label": "Intelligence",
"short": "Int"
}
},
"per": {
"valeur": {
"label": "Perception",
"short": "Per"
}
},
"vol": {
"valeur": {
"label": "Volonté",
"short": "Vol"
}
}
},
"ressources": {
"san": {
"valeur": {
"label": "Santé Mentale"
}
},
"oeil": {
"valeur": {
"label": "Œil"
}
},
"verbe": {
"valeur": {
"label": "Verbe"
}
},
"bourse": {
"valeur": {
"label": "Bourse"
}
},
"magie": {
"valeur": {
"label": "Magie"
}
}
}
},
"Label": {
"personnage": "Personnage",
"caracteristiques": "Caractéristiques",
"ressources": "Ressources",
"description": "Description",
"langues": "Langues",
"notes": "Notes",
"details": "Détails",
"biography": "Biographie",
"biens": "Biens",
"talents": "Talents",
"attaques": "Attaques"
}
},
"Opponent": {
"FIELDS": {
"dv": {
"label": "Dé de Vie"
},
"pv": {
"value": {
"label": "Points de Vie"
},
"max": {
"label": "Points de Vie max"
}
},
"armure": {
"label": "Armure"
},
"malus": {
"label": "Malus d'adversité"
},
"actions": {
"label": "Actions"
}
}
},
"Talent": {
"FIELDS": {
"description": {
"label": "Description"
},
"appris": {
"label": "Appris"
},
"progression": {
"label": "Progression"
},
"niveau": {
"label": "Niveau"
}
},
"details": "(Niveau {niveau})"
},
"Path": {
"FIELDS": {
"description": {
"label": "Description"
},
"biens": {
"label": "Biens"
},
"langues": {
"label": "Langues"
},
"talents": {
"label": "Talents"
},
"voies": {
"majeure": {
"label": "Voie Majeure"
},
"mineure": {
"label": "Voie Mineure"
}
},
"dv": {
"label": "Dé de Vie"
},
"dmax": {
"label": "Dégâts max"
},
"caracteristiques": {
"rob": {
"valeur": {
"label": "Robustesse",
"short": "Rob"
}
},
"dex": {
"valeur": {
"label": "Dextérité",
"short": "Dex"
}
},
"int": {
"valeur": {
"label": "Intelligence",
"short": "Int"
}
},
"per": {
"valeur": {
"label": "Perception",
"short": "Per"
}
},
"vol": {
"valeur": {
"label": "Volonté",
"short": "Vol"
}
}
},
"ressources": {
"san": {
"valeur": {
"label": "Santé Mentale"
}
},
"oeil": {
"valeur": {
"label": "Œil"
}
},
"verbe": {
"valeur": {
"label": "Verbe"
}
},
"bourse": {
"valeur": {
"label": "Bourse"
}
},
"magie": {
"valeur": {
"label": "Magie"
}
}
}
}
},
"Weapon": {
"FIELDS": {
"categorie": {
"label": "Catégorie"
},
"degats": {
"label": "Dégâts"
}
},
"Category": {
"main": "Mains Nues",
"improvisee": "Armes Improvisées",
"courte": "Armes courtes",
"longue": "Armes longues",
"lourde": "Armes lourdes"
}
},
"Armor": {
"FIELDS": {
"categorie": {
"label": "Catégorie"
},
"valeur": {
"label": "Valeur"
},
"malus": {
"label": "Malus"
}
},
"Category": {
"sommaire": "Armures sommaires",
"legere": "Armures légères",
"guerre": "Armures de guerre"
},
"details": "Valeur : {valeur} - Malus : {malus}"
},
"Spell": {
"FIELDS": {
"description": {
"label": "Description"
},
"preparation": {
"label": "Préparation"
},
"cible": {
"label": "Cible"
},
"portee": {
"label": "Portée"
},
"duree": {
"label": "Durée"
},
"consequenceA": {
"label": "Conséquence A"
},
"consequenceB": {
"label": "Conséquence B"
}
},
"Range": {
"na": "-",
"contact": "Contact",
"proche": "Proche",
"loin": "Loin",
"distant": "Distant"
}
},
"Attack": {
"FIELDS": {
"degats": {
"label": "Dégâts"
}
}
},
"Label": {
"description": "Description",
"biens": "Biens",
"langues": "Langues",
"profil": "Profil",
"details": "Détails",
"talents": "Talents",
"progressionPossible": "Progression possible",
"equipement": "Equipement",
"spells" : "Sortilèges",
"level": "Niveau",
"degats": "Dégâts",
"ressource": "Ressource",
"sauvegarde": "Sauvegarde",
"newArmor": "Nouvelle armure",
"newWeapon": "Nouvelle arme",
"armor": "Armure",
"malus": "Malus",
"jet": "Jet de ",
"progress": "Progression",
"hasProgressed": "A progressé dans la caractéristique",
"noProgress": "N'a pas progressé dans la caractéristique",
"experience": "Expérience",
"experienceDetail": "Expérience {detail}",
"maximum": "Maximum"
},
"Edit": "Editer",
"Delete": "Supprimer",
"ToggleSheet": "Changer de mode",
"Warning": {
"dejaDeuxVoies": "Vous avez déjà choisi deux voies",
"dejaVoieMajeure": "Vous avez déjà choisi cette voie comme voie majeure",
"voieMajeureAjoutee": "Voie majeure ajoutée",
"voieMineureAjoutee": "Voie mineure ajoutée",
"voieMajeureSupprimee": "Voie majeure supprimée",
"voieMineureSupprimee": "Voie mineure supprimée",
"plusDeRessource": "Vous n'avez plus de ressource {ressource}"
},
"Dialog": {
"ajoutVoieMajeure": "Ajouter une voie majeure va automatiquement remplacer les caractéristiques, les ressources, les langues et les biens. Continuer ?",
"ajoutVoieMajeureTitre": "Ajout d'une voie majeure",
"ajoutVoieMineureTitre": "Ajout d'une voie mineure",
"suppressionTalents": "Supprimer cette voie va supprimer les talents associés. Continuer ?",
"talentDansVoie": "Ce talent est présent dans la voie {path}. Voulez-vous vraiment le supprimer ?",
"titleSave": "Jet de sauvegarde",
"titleResource": "Jet de ressource",
"titleDamage": "Jet de dégâts",
"titleAttack": "Jet d'attaque",
"titleStandard": "Jet standard"
},
"Roll": {
"save": "Jet de sauvegarde <br> {save}",
"resource": "Jet de ressource <br> {resource}",
"damage": "Jet de dégâts <br> {item}",
"attack": "Jet d'attaque <br> {item}",
"roll": "Lancer",
"aide": "Aider",
"gene": "Gêner",
"adversite": "Adversité",
"avantagesDesavantages": "Avantages et désavantages",
"normal": "Normal",
"avantage": "Avec avantage",
"desavantage": "Avec désavantage",
"doubleAvantage": "Avec double avantage",
"doubleDesavantage": "Avec double désavantage",
"visibilite": "Visibilité du lancer",
"success": "Réussite",
"failure": "Echec",
"resourceLost": "Ressource perdue",
"displayArmor": "{targetName} a une armure de {targetArmor}. <br>Dégâts réels : {realDamage}"
},
"Tooltip": {
"learnedTalents": "Les talents appris sont en gras",
"saveIntroTextTooltip": "Caractéristique : {value} <br> Aide : {aide} <br> Gêne : {gene} <br> Modificateur : {modificateur}",
"addAttack": "Ajouter une attaque",
"addEquipment": "Ajouter une arme, Shift + Click pour ajouter une armure",
"addSpell": "Ajouter un sortilège"
},
"Setting": {
"displayOpponentMalus": "Afficher le malus d'adversité",
"displayOpponentMalusHint": "Affiche le malus d'adversité pour les joueurs.",
"fortune": "Roue de Fortune",
"fortuneHint": "Valeur de la roue de Fortune. Nombre de joueurs + 1 en début de partie."
},
"Chat": {
"askFortune": "{name} veut utiliser un point de Fortune !",
"askRollForAll": "Jet de {value}",
"askRollForOne": "Jet de {value} pour {name}"
},
"Fortune": {
"title": "Roue de Fortune"
},
"Manager": {
"title": "Gestionnaire de Personnages",
"player": "Utilisateur",
"character": "Personnage",
"rob": "Robustesse",
"dex": "Dextérité",
"int": "Intelligence",
"per": "Perception",
"vol": "Volonté",
"pv": "Points de Vie",
"san": "Santé Mentale",
"oeil": "Œil",
"verbe": "Verbe",
"bourse": "Bourse",
"magie": "Magie",
"roll": "Faire le jet"
}
}
}

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lethal-fantasy.mjs Normal file
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/**
* Lethal Fantasy RPG System
* Author: LeRatierBretonnien/Uberwald
*/
import { SYSTEM } from "./module/config/system.mjs"
globalThis.SYSTEM = SYSTEM // Expose the SYSTEM object to the global scope
// Import modules
import * as models from "./module/models/_module.mjs"
import * as documents from "./module/documents/_module.mjs"
import * as applications from "./module/applications/_module.mjs"
import { handleSocketEvent } from "./module/socket.mjs"
import { configureDiceSoNice } from "./module/dice.mjs"
import { Macros } from "./module/macros.mjs"
import { initControlButtons } from "./module/control-buttons.mjs"
import { setupTextEnrichers } from "./module/enrichers.mjs"
Hooks.once("init", function () {
console.info("Lethal Fantasy RPG | Initializing System")
console.info(SYSTEM.ASCII)
globalThis.lethalFantasy = game.system
game.system.CONST = SYSTEM
// Expose the system API
game.system.api = {
applications,
models,
documents,
}
CONFIG.Actor.documentClass = documents.LethalFantasyActor
CONFIG.Actor.dataModels = {
character: models.LethalFantasyCharacter,
opponent: models.LethalFantasyOpponent,
}
CONFIG.Item.documentClass = documents.LethalFantasyItem
CONFIG.Item.dataModels = {
path: models.LethalFantasyPath,
talent: models.LethalFantasyTalent,
weapon: models.LethalFantasyWeapon,
armor: models.LethalFantasyArmor,
spell: models.LethalFantasySpell,
attack: models.LethalFantasyAttack,
}
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet)
Actors.registerSheet("lethalFantasy", applications.LethalFantasyCharacterSheet, { types: ["character"], makeDefault: true })
Actors.registerSheet("lethalFantasy", applications.LethalFantasyOpponentSheet, { types: ["opponent"], makeDefault: true })
Items.unregisterSheet("core", ItemSheet)
Items.registerSheet("lethalFantasy", applications.LethalFantasyTalentSheet, { types: ["talent"], makeDefault: true })
Items.registerSheet("lethalFantasy", applications.LethalFantasyPathSheet, { types: ["path"], makeDefault: true })
Items.registerSheet("lethalFantasy", applications.LethalFantasyWeaponSheet, { types: ["weapon"], makeDefault: true })
Items.registerSheet("lethalFantasy", applications.LethalFantasySpellSheet, { types: ["spell"], makeDefault: true })
Items.registerSheet("lethalFantasy", applications.LethalFantasyArmorSheet, { types: ["armor"], makeDefault: true })
Items.registerSheet("lethalFantasy", applications.LethalFantasyAttackSheet, { types: ["attack"], makeDefault: true })
// Other Document Configuration
CONFIG.ChatMessage.documentClass = documents.LethalFantasyChatMessage
// Dice system configuration
CONFIG.Dice.rolls.push(documents.LethalFantasyRoll)
// Register system settings
game.settings.register("lethalFantasy", "displayOpponentMalus", {
name: "TENEBRIS.Setting.displayOpponentMalus",
hint: "TENEBRIS.Setting.displayOpponentMalusHint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
game.settings.register("lethalFantasy", "fortune", {
name: "TENEBRIS.Setting.fortune",
hint: "TENEBRIS.Setting.fortuneHint",
scope: "world",
config: true,
type: Number,
default: 0,
requiresReload: true,
})
game.settings.register("lethalFantasy", "worldKey", {
name: "Unique world key",
scope: "world",
config: false,
type: String,
default: "",
})
// Activate socket handler
game.socket.on(`system.${SYSTEM.id}`, handleSocketEvent)
// Pre-localize configuration objects
// TODO : encore d'actualité ?
// preLocalizeConfig()
initControlButtons()
setupTextEnrichers()
// Gestion des jets de dés depuis les journaux
document.addEventListener("click", (event) => {
const anchor = event.target.closest("a.ask-roll-journal")
if (!anchor) return
event.preventDefault()
event.stopPropagation()
const type = anchor.dataset.rollType
const target = anchor.dataset.rollTarget
const title = anchor.dataset.rollTitle
const avantage = anchor.dataset.rollAvantage
applications.LethalFantasyManager.askRollForAll(type, target, title, avantage)
})
console.info("CTHULHU TENEBRIS | System Initialized")
})
/**
* Perform one-time configuration of system configuration objects.
*/
function preLocalizeConfig() {
const localizeConfigObject = (obj, keys) => {
for (let o of Object.values(obj)) {
for (let k of keys) {
o[k] = game.i18n.localize(o[k])
}
}
}
// CONFIG.Dice.rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
// localizeConfigObject(SYSTEM.ACTION.TAG_CATEGORIES, ["label"])
// localizeConfigObject(CONFIG.Dice.rollModes, ["label"])
}
Hooks.once("ready", function () {
console.info("CTHULHU TENEBRIS | Ready")
game.system.applicationFortune = new applications.LethalFantasyFortune()
game.system.applicationFortune.render(true)
game.system.applicationManager = new applications.LethalFantasyManager()
if (game.user.isGM) {
game.system.applicationManager.render(true)
}
if (!SYSTEM.DEV_MODE) {
registerWorldCount("lethalFantasy")
}
_showUserGuide()
/**
*
*/
async function _showUserGuide() {
if (game.user.isGM) {
const newVer = game.system.version
const userGuideJournalName = "Guide du système"
const userGuideCompendiumLabel = "userguide"
let currentVer = "0"
let oldUserGuide = game.journal.getName(userGuideJournalName)
if (oldUserGuide !== undefined && oldUserGuide !== null && oldUserGuide.getFlag("lethalFantasy", "UserGuideVersion") !== undefined) {
currentVer = oldUserGuide.getFlag("lethalFantasy", "UserGuideVersion")
}
if (newVer === currentVer) {
// Up to date
return
}
let newReleasePack = game.packs.find((p) => p.metadata.name === userGuideCompendiumLabel)
if (newReleasePack === null || newReleasePack === undefined) {
console.info("CTHULHU TENEBRIS | No compendium found for the system guide")
return
}
await newReleasePack.getIndex()
let newUserGuide = newReleasePack.index.find((j) => j.name === userGuideJournalName)
if (newUserGuide === undefined || newUserGuide === null) {
console.info("CTHULHU TENEBRIS | No system guide found in the compendium")
return
}
// Don't delete until we have new release Pack
if (oldUserGuide !== null && oldUserGuide !== undefined) {
await oldUserGuide.delete()
}
await game.journal.importFromCompendium(newReleasePack, newUserGuide._id)
let newReleaseJournal = game.journal.getName(newUserGuide.name)
await newReleaseJournal.setFlag("lethalFantasy", "UserGuideVersion", newVer)
// Show journal
await newReleaseJournal.sheet.render(true, { sheetMode: "text" })
}
}
})
Hooks.on("renderChatMessage", (message, html, data) => {
const typeMessage = data.message.flags.lethalFantasy?.typeMessage
// Message de fortune
if (typeMessage === "fortune") {
if (game.user.isGM && !data.message.flags.lethalFantasy?.accepted) {
html.find(".button").click((event) => applications.LethalFantasyFortune.acceptRequest(event, html, data))
} else {
html.find(".button").each((i, btn) => {
btn.style.display = "none"
})
if (game.user.isGM) {
html.find(".fortune-accepted").each((i, btn) => (btn.style.display = "flex"))
}
}
}
// Message de demande de jet de dés
else if (typeMessage === "askRoll") {
// Affichage des boutons de jet de dés uniquement pour les joueurs
if (game.user.isGM) {
html.find(".ask-roll-dice").each((i, btn) => {
btn.style.display = "none"
})
} else {
html.find(".ask-roll-dice").click((event) => {
const btn = $(event.currentTarget)
const type = btn.data("type")
const value = btn.data("value")
const avantage = btn.data("avantage") ?? "="
const character = game.user.character
if (type === SYSTEM.ROLL_TYPE.RESOURCE) character.rollResource(value)
else if (type === SYSTEM.ROLL_TYPE.SAVE) character.rollSave(value, avantage)
})
}
}
})
Hooks.on("updateSetting", async (setting, update, options, id) => {
if (setting.key === "lethalFantasy.fortune") {
game.system.applicationFortune.render(true)
}
})
// Dice-so-nice Ready
Hooks.once("diceSoNiceReady", (dice3d) => {
configureDiceSoNice(dice3d)
})
/**
* Create a macro when dropping an entity on the hotbar
* Item - open roll dialog
* Actor - open actor sheet
* Journal - open journal sheet
*/
Hooks.on("hotbarDrop", (bar, data, slot) => {
if (["Actor", "Item", "JournalEntry", "roll", "rollDamage", "rollAttack"].includes(data.type)) {
Macros.createLethalFantasyMacro(data, slot)
return false
}
})
/**
* Register world usage statistics
* @param {string} registerKey
*/
function registerWorldCount(registerKey) {
if (game.user.isGM) {
let worldKey = game.settings.get(registerKey, "worldKey")
if (worldKey === undefined || worldKey === "") {
worldKey = foundry.utils.randomID(32)
game.settings.set(registerKey, "worldKey", worldKey)
}
// Simple API counter
const worldData = {
register_key: registerKey,
world_key: worldKey,
foundry_version: `${game.release.generation}.${game.release.build}`,
system_name: game.system.id,
system_version: game.system.version,
}
let apiURL = "https://worlds.qawstats.info/worlds-counter"
$.ajax({
url: apiURL,
type: "POST",
data: JSON.stringify(worldData),
contentType: "application/json; charset=utf-8",
dataType: "json",
async: false,
})
}
}

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export { default as LethalFantasyCharacterSheet } from "./sheets/character-sheet.mjs"
export { default as LethalFantasyOpponentSheet } from "./sheets/opponent-sheet.mjs"
export { default as LethalFantasyPathSheet } from "./sheets/path-sheet.mjs"
export { default as LethalFantasyTalentSheet } from "./sheets/talent-sheet.mjs"
export { default as LethalFantasyWeaponSheet } from "./sheets/weapon-sheet.mjs"
export { default as LethalFantasyArmorSheet } from "./sheets/armor-sheet.mjs"
export { default as LethalFantasySpellSheet } from "./sheets/spell-sheet.mjs"
export { default as LethalFantasyAttackSheet } from "./sheets/attack-sheet.mjs"
export { default as LethalFantasyFortune } from "./fortune.mjs"
export { default as LethalFantasyManager } from "./manager.mjs"

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const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api
import { SYSTEM } from "../config/system.mjs"
/**
* An application for configuring the permissions which are available to each User role.
* @extends ApplicationV2
* @mixes HandlebarsApplication
* @alias PermissionConfig
*/
export default class LethalFantasyFortune extends HandlebarsApplicationMixin(ApplicationV2) {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
id: "tenebris-application-fortune",
tag: "form",
window: {
contentClasses: ["tenebris-fortune"],
title: "TENEBRIS.Fortune.title",
controls: [],
},
position: {
width: 200,
height: 200,
top: 80,
left: 150,
},
form: {
closeOnSubmit: true,
},
actions: {
fortune: LethalFantasyFortune.#requestFortune,
increaseFortune: LethalFantasyFortune.#increaseFortune,
decreaseFortune: LethalFantasyFortune.#decreaseFortune,
},
}
/** @override */
_getHeaderControls() {
const controls = []
if (game.user.isGM) {
controls.push(
{
action: "increaseFortune",
icon: "fa fa-plus",
label: "Augmenter",
},
{
action: "decreaseFortune",
icon: "fa fa-minus",
label: "Diminuer",
},
)
}
return controls
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/fortune.hbs",
},
}
/* -------------------------------------------- */
/* Rendering */
/* -------------------------------------------- */
/** @override */
async _prepareContext(_options = {}) {
return {
fortune: game.settings.get("tenebris", "fortune"),
userId: game.user.id,
isGM: game.user.isGM,
}
}
/**
* Handles the request for a fortune.
*
* @param {Event} event The event that triggered the request.
* @param {Object} target The target object for the request.
* @private
*/
static #requestFortune(event, target) {
console.debug("request Fortune, event, target")
game.socket.emit(`system.${SYSTEM.id}`, {
action: "fortune",
data: {
userId: game.user.id,
},
})
}
static async #increaseFortune(event, target) {
console.log("increase Fortune", event, target)
const currentValue = game.settings.get("tenebris", "fortune")
const newValue = currentValue + 1
await game.settings.set("tenebris", "fortune", newValue)
}
static async #decreaseFortune(event, target) {
console.log("decrease Fortune", event, target)
const currentValue = game.settings.get("tenebris", "fortune")
if (currentValue > 0) {
const newValue = currentValue - 1
await game.settings.set("tenebris", "fortune", newValue)
}
}
/**
* Handles the fortune spcket event for a given user.
*
* @param {Object} [options] The options object.
* @param {string} [options.userId] The ID of the user.
* @returns {Promise<ChatMessage>} - The created chat message.
*/
static async handleSocketEvent({ userId } = {}) {
console.debug(`handleSocketEvent Fortune from ${userId} !`)
const origin = game.users.get(userId)
const chatData = {
name: origin.name,
actingCharImg: origin.character?.img,
origin: origin,
user: game.user,
isGM: game.user.isGM,
}
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/chat-fortune.hbs", chatData)
const messageData = {
style: CONST.CHAT_MESSAGE_STYLES.OTHER,
user: origin,
speaker: { user: origin },
content: content,
flags: { tenebris: { typeMessage: "fortune", accepted: false } },
}
ChatMessage.applyRollMode(messageData, CONST.DICE_ROLL_MODES.PRIVATE)
return ChatMessage.implementation.create(messageData)
}
/**
* Handles the acceptance of a request event in the chat message by the GM
*
* @param {Event} event The event object that triggered the request.
* @param {HTMLElement} html The HTML element associated with the event.
* @param {Object} data Additional data related to the event.
* @returns {Promise<void>} A promise that resolves when the request has been processed.
*/
static async acceptRequest(event, html, data) {
console.debug("acceptRequest Fortune", event, html, data)
const currentValue = game.settings.get("tenebris", "fortune")
if (currentValue > 0) {
const newValue = currentValue - 1
await game.settings.set("tenebris", "fortune", newValue)
}
let message = game.messages.get(data.message._id)
message.update({ "flags.tenebris.accepted": true })
}
}

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const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api
import { SYSTEM } from "../config/system.mjs"
/**
* An application for configuring the permissions which are available to each User role.
* @extends ApplicationV2
* @mixes HandlebarsApplication
* @alias PermissionConfig
*/
export default class LethalFantasyManager extends HandlebarsApplicationMixin(ApplicationV2) {
static DEFAULT_OPTIONS = {
id: "tenebris-application-manager",
tag: "form",
window: {
contentClasses: ["tenebris-manager"],
title: "TENEBRIS.Manager.title",
resizable: true,
},
position: {
width: "auto",
height: "auto",
top: 80,
left: 400,
},
form: {
closeOnSubmit: true,
},
actions: {
resourceAll: LethalFantasyManager.#onResourceAll,
resourceOne: LethalFantasyManager.#onResourceOne,
saveAll: LethalFantasyManager.#onSaveAll,
saveOne: LethalFantasyManager.#onSaveOne,
openSheet: LethalFantasyManager.#onOpenSheet,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/manager.hbs",
},
}
/* -------------------------------------------- */
/* Rendering */
/* -------------------------------------------- */
/** @override */
async _prepareContext(_options = {}) {
return {
players: game.users.filter((u) => u.hasPlayerOwner && u.active),
}
}
static async #onResourceAll(event, target) {
const value = event.target.dataset.resource
LethalFantasyManager.askRollForAll("resource", value)
}
static async #onSaveAll(event, target) {
const value = event.target.dataset.save
LethalFantasyManager.askRollForAll("save", value)
}
static #onResourceOne(event, target) {
const value = event.target.dataset.resource
const recipient = event.target.parentElement.dataset.userId
const name = event.target.parentElement.dataset.characterName
LethalFantasyManager.askRollForOne("resource", value, recipient, name)
}
static async #onSaveOne(event, target) {
const value = event.target.dataset.save
const recipient = event.target.parentElement.dataset.userId
const name = event.target.parentElement.dataset.characterName
LethalFantasyManager.askRollForOne("save", value, recipient, name)
}
static #onOpenSheet(event, target) {
const characterId = event.target.dataset.characterId
game.actors.get(characterId).sheet.render(true)
}
static async askRollForAll(type, value, title = null, avantage = null) {
let label = game.i18n.localize(`TENEBRIS.Manager.${value}`)
let text = game.i18n.format("TENEBRIS.Chat.askRollForAll", { value: label })
if (avantage) {
switch (avantage) {
case "++":
text += ` ${game.i18n.localize("TENEBRIS.Roll.doubleAvantage")}`
break
case "+":
text += ` ${game.i18n.localize("TENEBRIS.Roll.avantage")}`
break
case "-":
text += ` ${game.i18n.localize("TENEBRIS.Roll.desavantage")}`
break
case "--":
text += ` ${game.i18n.localize("TENEBRIS.Roll.doubleDesavantage")}`
break
default:
break
}
}
ChatMessage.create({
user: game.user.id,
content: await renderTemplate(`systems/fvtt-lethal-fantasy/templates/chat-ask-roll.hbs`, {
title: title !== null ? title : "",
text: text,
rollType: type,
value: value,
avantage: avantage,
}),
flags: { tenebris: { typeMessage: "askRoll" } },
})
}
static async askRollForOne(type, value, recipient, name) {
let label = game.i18n.localize(`TENEBRIS.Manager.${value}`)
const text = game.i18n.format("TENEBRIS.Chat.askRollForOne", { value: label, name: name })
game.socket.emit(`system.${SYSTEM.id}`, {
action: "askRoll",
data: {
userId: recipient,
},
})
ChatMessage.create({
user: game.user.id,
content: await renderTemplate(`systems/fvtt-lethal-fantasy/templates/chat-ask-roll.hbs`, {
text: text,
rollType: type,
value: value,
}),
whisper: [recipient],
flags: { tenebris: { typeMessage: "askRoll" } },
})
}
}

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import LethalFantasyItemSheet from "./base-item-sheet.mjs"
export default class LethalFantasyArmorSheet extends LethalFantasyItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["armor"],
position: {
width: 400,
},
window: {
contentClasses: ["armor-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/armor.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
return context
}
}

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import LethalFantasyItemSheet from "./base-item-sheet.mjs"
export default class LethalFantasyAttackSheet extends LethalFantasyItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["attack"],
position: {
width: 600,
},
window: {
contentClasses: ["attack-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/attack.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
return context
}
}

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const { HandlebarsApplicationMixin } = foundry.applications.api
export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2) {
/**
* Different sheet modes.r
* @enum {number}
*/
static SHEET_MODES = { EDIT: 0, PLAY: 1 }
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["tenebris", "actor"],
position: {
width: 1400,
height: "auto",
},
form: {
submitOnChange: true,
},
window: {
resizable: true,
},
dragDrop: [{ dragSelector: '[data-drag="true"], .rollable', dropSelector: null }],
actions: {
editImage: LethalFantasyActorSheet.#onEditImage,
toggleSheet: LethalFantasyActorSheet.#onToggleSheet,
edit: LethalFantasyActorSheet.#onItemEdit,
delete: LethalFantasyActorSheet.#onItemDelete,
createSpell: LethalFantasyActorSheet.#onCreateSpell,
},
}
/**
* The current sheet mode.
* @type {number}
*/
_sheetMode = this.constructor.SHEET_MODES.PLAY
/**
* Is the sheet currently in 'Play' mode?
* @type {boolean}
*/
get isPlayMode() {
return this._sheetMode === this.constructor.SHEET_MODES.PLAY
}
/**
* Is the sheet currently in 'Edit' mode?
* @type {boolean}
*/
get isEditMode() {
return this._sheetMode === this.constructor.SHEET_MODES.EDIT
}
/** @override */
async _prepareContext() {
const context = {
fields: this.document.schema.fields,
systemFields: this.document.system.schema.fields,
actor: this.document,
system: this.document.system,
source: this.document.toObject(),
enrichedDescription: await TextEditor.enrichHTML(this.document.system.description, { async: true }),
isEditMode: this.isEditMode,
isPlayMode: this.isPlayMode,
isEditable: this.isEditable,
}
return context
}
/** @override */
_onRender(context, options) {
this.#dragDrop.forEach((d) => d.bind(this.element))
// Add listeners to rollable elements
const rollables = this.element.querySelectorAll(".rollable")
rollables.forEach((d) => d.addEventListener("click", this._onRoll.bind(this)))
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
* @returns {DragDrop[]} An array of DragDrop handlers
* @private
*/
#createDragDropHandlers() {
return this.options.dragDrop.map((d) => {
d.permissions = {
dragstart: this._canDragStart.bind(this),
drop: this._canDragDrop.bind(this),
}
d.callbacks = {
dragstart: this._onDragStart.bind(this),
dragover: this._onDragOver.bind(this),
drop: this._onDrop.bind(this),
}
return new DragDrop(d)
})
}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {}
/**
* Define whether a user is able to begin a dragstart workflow for a given drag selector
* @param {string} selector The candidate HTML selector for dragging
* @returns {boolean} Can the current user drag this selector?
* @protected
*/
_canDragStart(selector) {
return this.isEditable
}
/**
* Define whether a user is able to conclude a drag-and-drop workflow for a given drop selector
* @param {string} selector The candidate HTML selector for the drop target
* @returns {boolean} Can the current user drop on this selector?
* @protected
*/
_canDragDrop(selector) {
return this.isEditable && this.document.isOwner
}
/**
* Callback actions which occur at the beginning of a drag start workflow.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
_onDragStart(event) {
if ("link" in event.target.dataset) return
const el = event.currentTarget.closest('[data-drag="true"]')
const dragType = el.dataset.dragType
let dragData = {}
let target
switch (dragType) {
case "save":
target = event.currentTarget.querySelector("input")
dragData = {
actorId: this.document.id,
type: "roll",
rollType: target.dataset.rollType,
rollTarget: target.dataset.rollTarget,
value: target.value,
}
break
case "resource":
target = event.currentTarget.querySelector("select")
dragData = {
actorId: this.document.id,
type: "roll",
rollType: target.dataset.rollType,
rollTarget: target.dataset.rollTarget,
value: target.value,
}
break
case "damage":
dragData = {
actorId: this.document.id,
type: "rollDamage",
rollType: el.dataset.dragType,
rollTarget: el.dataset.itemId,
}
break
case "attack":
dragData = {
actorId: this.document.id,
type: "rollAttack",
rollValue: el.dataset.rollValue,
rollTarget: el.dataset.rollTarget,
}
break
default:
// Handle other cases or do nothing
break
}
// Extract the data you need
if (!dragData) return
// Set data transfer
event.dataTransfer.setData("text/plain", JSON.stringify(dragData))
}
/**
* Callback actions which occur when a dragged element is over a drop target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
_onDragOver(event) {}
async _onDropItem(item) {
let itemData = item.toObject()
await this.document.createEmbeddedDocuments("Item", [itemData], { renderSheet: false })
}
// #endregion
// #region Actions
/**
* Handle toggling between Edit and Play mode.
* @param {Event} event The initiating click event.
* @param {HTMLElement} target The current target of the event listener.
*/
static #onToggleSheet(event, target) {
const modes = this.constructor.SHEET_MODES
this._sheetMode = this.isEditMode ? modes.PLAY : modes.EDIT
this.render()
}
/**
* Handle changing a Document's image.
*
* @this LethalFantasyCharacterSheet
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
* @returns {Promise}
* @private
*/
static async #onEditImage(event, target) {
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}
const fp = new FilePicker({
current,
type: "image",
redirectToRoot: img ? [img] : [],
callback: (path) => {
this.document.update({ [attr]: path })
},
top: this.position.top + 40,
left: this.position.left + 10,
})
return fp.browse()
}
/**
* Edit an existing item within the Actor
* Start with the uuid, if it's not found, fallback to the id (as Embedded item in the actor)
* @this LethalFantasyCharacterSheet
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target the capturing HTML element which defined a [data-action]
*/
static async #onItemEdit(event, target) {
const id = target.getAttribute("data-item-id")
const uuid = target.getAttribute("data-item-uuid")
let item
item = await fromUuid(uuid)
if (!item) item = this.document.items.get(id)
if (!item) return
item.sheet.render(true)
}
/**
* Delete an existing talent within the Actor
* Use the uuid to display the talent sheet
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target the capturing HTML element which defined a [data-action]
*/
static async #onItemDelete(event, target) {
const itemUuid = target.getAttribute("data-item-uuid")
const talent = await fromUuid(itemUuid)
await talent.deleteDialog()
}
/**
* Handles the creation of a new attack item.
*
* @param {Event} event The event that triggered the creation of the attack.
* @param {Object} target The target object where the attack will be created.
* @private
* @static
*/
static #onCreateSpell(event, target) {
const item = this.document.createEmbeddedDocuments("Item", [{ name: "Nouveau sortilège", type: "spell" }])
}
// #endregion
}

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const { HandlebarsApplicationMixin } = foundry.applications.api
export default class LethalFantasyItemSheet extends HandlebarsApplicationMixin(foundry.applications.sheets.ItemSheetV2) {
/**
* Different sheet modes.
* @enum {number}
*/
static SHEET_MODES = { EDIT: 0, PLAY: 1 }
constructor(options = {}) {
super(options)
this.#dragDrop = this.#createDragDropHandlers()
}
#dragDrop
/** @override */
static DEFAULT_OPTIONS = {
classes: ["tenebris", "item"],
position: {
width: 600,
height: "auto",
},
form: {
submitOnChange: true,
},
window: {
resizable: true,
},
dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }],
actions: {
toggleSheet: LethalFantasyItemSheet.#onToggleSheet,
editImage: LethalFantasyItemSheet.#onEditImage,
},
}
/**
* The current sheet mode.
* @type {number}
*/
_sheetMode = this.constructor.SHEET_MODES.PLAY
/**
* Is the sheet currently in 'Play' mode?
* @type {boolean}
*/
get isPlayMode() {
return this._sheetMode === this.constructor.SHEET_MODES.PLAY
}
/**
* Is the sheet currently in 'Edit' mode?
* @type {boolean}
*/
get isEditMode() {
return this._sheetMode === this.constructor.SHEET_MODES.EDIT
}
/** @override */
async _prepareContext() {
const context = {
fields: this.document.schema.fields,
systemFields: this.document.system.schema.fields,
item: this.document,
system: this.document.system,
source: this.document.toObject(),
enrichedDescription: await TextEditor.enrichHTML(this.document.system.description, { async: true }),
isEditMode: this.isEditMode,
isPlayMode: this.isPlayMode,
isEditable: this.isEditable,
}
return context
}
/** @override */
_onRender(context, options) {
this.#dragDrop.forEach((d) => d.bind(this.element))
}
// #region Drag-and-Drop Workflow
/**
* Create drag-and-drop workflow handlers for this Application
* @returns {DragDrop[]} An array of DragDrop handlers
* @private
*/
#createDragDropHandlers() {
return this.options.dragDrop.map((d) => {
d.permissions = {
dragstart: this._canDragStart.bind(this),
drop: this._canDragDrop.bind(this),
}
d.callbacks = {
dragstart: this._onDragStart.bind(this),
dragover: this._onDragOver.bind(this),
drop: this._onDrop.bind(this),
}
return new DragDrop(d)
})
}
/**
* Define whether a user is able to begin a dragstart workflow for a given drag selector
* @param {string} selector The candidate HTML selector for dragging
* @returns {boolean} Can the current user drag this selector?
* @protected
*/
_canDragStart(selector) {
return this.isEditable
}
/**
* Define whether a user is able to conclude a drag-and-drop workflow for a given drop selector
* @param {string} selector The candidate HTML selector for the drop target
* @returns {boolean} Can the current user drop on this selector?
* @protected
*/
_canDragDrop(selector) {
return this.isEditable && this.document.isOwner
}
/**
* Callback actions which occur at the beginning of a drag start workflow.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
_onDragStart(event) {
const el = event.currentTarget
if ("link" in event.target.dataset) return
// Extract the data you need
let dragData = null
if (!dragData) return
// Set data transfer
event.dataTransfer.setData("text/plain", JSON.stringify(dragData))
}
/**
* Callback actions which occur when a dragged element is over a drop target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
_onDragOver(event) {}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {}
// #endregion
// #region Actions
/**
* Handle toggling between Edit and Play mode.
* @param {Event} event The initiating click event.
* @param {HTMLElement} target The current target of the event listener.
*/
static #onToggleSheet(event, target) {
const modes = this.constructor.SHEET_MODES
this._sheetMode = this.isEditMode ? modes.PLAY : modes.EDIT
this.render()
}
/**
* Handle changing a Document's image.
*
* @this LethalFantasyCharacterSheet
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target The capturing HTML element which defined a [data-action]
* @returns {Promise}
* @private
*/
static async #onEditImage(event, target) {
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}
const fp = new FilePicker({
current,
type: "image",
redirectToRoot: img ? [img] : [],
callback: (path) => {
this.document.update({ [attr]: path })
},
top: this.position.top + 40,
left: this.position.left + 10,
})
return fp.browse()
}
// #endregion
}

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import LethalFantasyActorSheet from "./base-actor-sheet.mjs"
import { ROLL_TYPE } from "../../config/system.mjs"
export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["character"],
position: {
width: 1150,
height: 780,
},
window: {
contentClasses: ["character-content"],
},
actions: {
deleteVoieMajeure: LethalFantasyCharacterSheet.#onDeleteVoieMajeure,
deleteVoieMineure: LethalFantasyCharacterSheet.#onDeleteVoieMineure,
createEquipment: LethalFantasyCharacterSheet.#onCreateEquipment,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/character-main.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
items: {
template: "systems/fvtt-lethal-fantasy/templates/character-items.hbs",
},
biography: {
template: "systems/fvtt-lethal-fantasy/templates/character-biography.hbs",
},
}
/** @override */
tabGroups = {
sheet: "items",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
const tabs = {
items: { id: "items", group: "sheet", icon: "fa-solid fa-shapes", label: "TENEBRIS.Character.Label.details" },
biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "TENEBRIS.Character.Label.biography" },
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
context.tooltipsCaracteristiques = {
rob: this._generateTooltip("save", "rob"),
dex: this._generateTooltip("save", "dex"),
int: this._generateTooltip("save", "int"),
per: this._generateTooltip("save", "per"),
vol: this._generateTooltip("save", "vol"),
dmax: this._generateTooltip("other", "dmax"),
}
context.tooltipsRessources = {
san: this._generateTooltip("resource", "san"),
oeil: this._generateTooltip("resource", "oeil"),
verbe: this._generateTooltip("resource", "verbe"),
bourse: this._generateTooltip("resource", "bourse"),
magie: this._generateTooltip("resource", "magie"),
}
context.rollType = {
saveRob: {
action: "roll",
rollType: "save",
rollTarget: "rob",
tooltip: this._generateTooltip("save", "rob"),
},
saveDex: {
action: "roll",
rollType: "save",
rollTarget: "dex",
tooltip: this._generateTooltip("save", "dex"),
},
saveInt: {
action: "roll",
rollType: "save",
rollTarget: "int",
tooltip: this._generateTooltip("save", "int"),
},
savePer: {
action: "roll",
rollType: "save",
rollTarget: "per",
tooltip: this._generateTooltip("save", "per"),
drag: true,
},
saveVol: {
action: "roll",
rollType: "save",
rollTarget: "vol",
tooltip: this._generateTooltip("save", "vol"),
drag: true,
},
resourceSan: {
action: "roll",
rollType: "resource",
rollTarget: "san",
tooltip: this._generateTooltip("resource", "san"),
drag: true,
},
resourceOeil: {
action: "roll",
rollType: "resource",
rollTarget: "oeil",
tooltip: this._generateTooltip("resource", "oeil"),
drag: true,
},
resourceVerbe: {
action: "roll",
rollType: "resource",
rollTarget: "verbe",
tooltip: this._generateTooltip("resource", "verbe"),
drag: true,
},
resourceBourse: {
action: "roll",
rollType: "resource",
rollTarget: "bourse",
tooltip: this._generateTooltip("resource", "bourse"),
drag: true,
},
resourceMagie: {
action: "roll",
rollType: "resource",
rollTarget: "magie",
tooltip: this._generateTooltip("resource", "magie"),
drag: true,
},
}
return context
}
_generateTooltip(type, target) {
if (type === ROLL_TYPE.SAVE) {
const progres = this.document.system.caracteristiques[target].progression.progres
? game.i18n.localize("TENEBRIS.Label.hasProgressed")
: game.i18n.localize("TENEBRIS.Label.noProgress")
return `${game.i18n.localize("TENEBRIS.Label.experience")} : ${this.document.system.caracteristiques[target].progression.experience} <br> ${progres}`
} else if (type === ROLL_TYPE.RESOURCE) {
return `${game.i18n.localize("TENEBRIS.Label.maximum")} : ${this.document.system.ressources[target].max} <br> ${game.i18n.localize("TENEBRIS.Label.experience")} : ${this.document.system.ressources[target].experience}`
} else if (type === "other") {
return `${game.i18n.localize("TENEBRIS.Label.experience")} : ${this.document.system.dmax.experience}`
}
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
context.enrichedBiens = await TextEditor.enrichHTML(doc.system.biens, { async: true })
break
case "items":
context.tab = context.tabs.items
const talents = await this._prepareTalents()
context.talents = talents
context.talentsAppris = talents.filter((talent) => talent.appris)
context.weapons = doc.itemTypes.weapon
context.armors = doc.itemTypes.armor
context.spells = doc.itemTypes.spell
context.hasSpells = context.spells.length > 0
break
case "biography":
context.tab = context.tabs.biography
context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
context.enrichedLangues = await TextEditor.enrichHTML(doc.system.langues, { async: true })
context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true })
break
}
return context
}
/**
* Prepares the talents for the character sheet.
*
* @returns {Array} An array of talents with their properties.
*/
async _prepareTalents() {
const talents = await Promise.all(
this.document.itemTypes.talent.map(async (talent) => {
const pathName = await talent.system.getPathName()
return {
id: talent.id,
uuid: talent.uuid,
name: talent.name,
img: talent.img,
path: `Obtenu par ${pathName}`,
description: talent.system.improvedDescription,
progression: talent.system.progression,
niveau: talent.system.niveau,
appris: talent.system.appris,
details: talent.system.details,
}
}),
)
talents.sort((a, b) => b.appris - a.appris || a.name.localeCompare(b.name, game.i18n.lang))
return talents
}
// #region Drag-and-Drop Workflow
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {
if (!this.isEditable || !this.isEditMode) return
const data = TextEditor.getDragEventData(event)
// Handle different data types
switch (data.type) {
case "Item":
const item = await fromUuid(data.uuid)
if (!["path", "weapon", "armor", "spell"].includes(item.type)) return
if (item.type === "path") return this.#onDropPathItem(item)
if (item.type === "weapon") return super._onDropItem(item)
if (item.type === "armor") return this._onDropItem(item)
if (item.type === "spell") return this._onDropItem(item)
}
}
async #onDropPathItem(item) {
await this.document.addPath(item)
}
// #endregion
// #region Actions
/**
* Suppression de la voie majeure
* @param {Event} event The initiating click event.
* @param {HTMLElement} target The current target of the event listener.
*/
static async #onDeleteVoieMajeure(event, target) {
const proceed = await foundry.applications.api.DialogV2.confirm({
content: game.i18n.localize("TENEBRIS.Dialog.suppressionTalents"),
rejectClose: false,
modal: true,
})
if (!proceed) return
const path = this.document.items.get(this.document.system.voies.majeure.id)
if (!path) return
await this.document.deletePath(path, true)
}
/**
* Suppression de la voie mineure
* @param {Event} event The initiating click event.
* @param {HTMLElement} target The current target of the event listener.
*/
static async #onDeleteVoieMineure(event, target) {
const proceed = await foundry.applications.api.DialogV2.confirm({
content: game.i18n.localize("TENEBRIS.Dialog.suppressionTalents"),
rejectClose: false,
modal: true,
})
if (!proceed) return
const path = this.document.items.get(this.document.system.voies.mineure.id)
if (!path) return
await this.document.deletePath(path, false)
}
/**
* Creates a new attack item directly from the sheet and embeds it into the document.
* @param {Event} event The initiating click event.
* @param {HTMLElement} target The current target of the event listener.
*/
static #onCreateEquipment(event, target) {
// Création d'une armure
if (event.shiftKey) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("TENEBRIS.Label.newArmor"), type: "armor" }])
}
// Création d'une arme
else {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("TENEBRIS.Label.newWeapon"), type: "weapon" }])
}
}
/**
* Handles the roll action triggered by user interaction.
*
* @param {PointerEvent} event The event object representing the user interaction.
* @param {HTMLElement} target The target element that triggered the roll.
*
* @returns {Promise<void>} A promise that resolves when the roll action is complete.
*
* @throws {Error} Throws an error if the roll type is not recognized.
*
* @description This method checks the current mode (edit or not) and determines the type of roll
* (save, resource, or damage) based on the target element's data attributes. It retrieves the
* corresponding value from the document's system and performs the roll.
*/
async _onRoll(event, target) {
if (this.isEditMode) return
// Jet de sauvegarde
let elt = event.currentTarget.querySelector("input")
// Jet de ressource
if (!elt) elt = event.currentTarget.querySelector("select")
// Jet de dégâts
if (!elt) elt = event.currentTarget
const rollType = elt.dataset.rollType
let rollTarget
switch (rollType) {
case ROLL_TYPE.SAVE:
rollTarget = elt.dataset.rollTarget
break
case ROLL_TYPE.RESOURCE:
rollTarget = elt.dataset.rollTarget
break
case ROLL_TYPE.DAMAGE:
rollTarget = elt.dataset.itemId
break
default:
break
}
await this.document.system.roll(rollType, rollTarget)
}
// #endregion
}

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import LethalFantasyActorSheet from "./base-actor-sheet.mjs"
export default class LethalFantasyOpponentSheet extends LethalFantasyActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["opponent"],
position: {
width: 800,
height: 700,
},
window: {
contentClasses: ["opponent-content"],
},
actions: {
createAttack: LethalFantasyOpponentSheet.#onCreateAttack,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/opponent.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.attacks = context.actor.itemTypes.attack
context.spells = context.actor.itemTypes.spell
context.hasSpells = context.spells.length > 0
return context
}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {
if (!this.isEditable || !this.isEditMode) return
const data = TextEditor.getDragEventData(event)
// Handle different data types
switch (data.type) {
case "Item":
const item = await fromUuid(data.uuid)
if (item.type === "attack") return this.#onDropAttackItem(item)
if (item.type === "spell") return this._onDropItem(item)
}
}
/**
* Handles the drop event of an attack item.
*
* @param {Object} item The attack item being dropped.
* @returns {Promise<void>} A promise that resolves when the attack item has been added to the document.
* @private
*/
async #onDropAttackItem(item) {
await this.document.addAttack(item)
}
/**
* Handles the creation of a new attack item.
*
* @param {Event} event The event that triggered the creation of the attack.
* @param {Object} target The target object where the attack will be created.
* @private
* @static
*/
static #onCreateAttack(event, target) {
const item = this.document.createEmbeddedDocuments("Item", [{ name: "Nouvelle attaque", type: "attack" }])
}
/**
* Roll a damage roll.
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target the capturing HTML element which defined a [data-action]
*/
async _onRoll(event, target) {
if (this.isEditMode) return
const elt = event.currentTarget
const rollValue = elt.dataset.rollValue
const rollTarget = elt.dataset.itemName
await this.document.system.roll(rollValue, rollTarget)
}
}

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import LethalFantasyItemSheet from "./base-item-sheet.mjs"
export default class LethalFantasyPathSheet extends LethalFantasyItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["path"],
position: {
width: 1400,
},
window: {
contentClasses: ["path-content"],
},
dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }],
actions: {
edit: LethalFantasyPathSheet.#onTalentEdit,
delete: LethalFantasyPathSheet.#onTalentDelete,
},
}
/** @override */
static PARTS = {
header: {
template: "systems/fvtt-lethal-fantasy/templates/path-header.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
main: {
template: "systems/fvtt-lethal-fantasy/templates/path-main.hbs",
},
talents: {
template: "systems/fvtt-lethal-fantasy/templates/path-talents.hbs",
},
}
/** @override */
tabGroups = {
sheet: "main",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
const tabs = {
main: { id: "main", group: "sheet", icon: "fa-solid fa-user", label: "TENEBRIS.Label.profil" },
talents: { id: "talents", group: "sheet", icon: "fa-solid fa-book", label: "TENEBRIS.Label.talents" },
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
context.tab = context.tabs.main
context.enrichedBiens = await TextEditor.enrichHTML(this.document.system.biens, { async: true })
context.enrichedLangues = await TextEditor.enrichHTML(this.document.system.langues, { async: true })
break
case "talents":
context.tab = context.tabs.talents
const talentItems = []
for (const talent of this.item.system.talents) {
const talentItem = await fromUuid(talent)
if (talentItem) talentItems.push(talentItem)
}
context.talents = talentItems
context.talents.sort((a, b) => a.name.localeCompare(b.name, game.i18n.lang))
break
}
return context
}
/**
* Callback actions which occur when a dragged element is dropped on a target.
* Seul un item de type Talent peut être déposé sur une voie.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {
const data = TextEditor.getDragEventData(event)
switch (data.type) {
case "Item":
if (this.isPlayMode) return
const item = await fromUuid(data.uuid)
if (item.type !== "talent") return
console.debug("dropped item", item)
const talents = this.item.toObject().system.talents
talents.push(item.uuid)
this.item.update({ "system.talents": talents })
}
}
// #region Actions
/**
* Edit an existing talent within the path item
* Use the uuid to display the talent sheet (from world or compendium)
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target the capturing HTML element which defined a [data-action]
*/
static async #onTalentEdit(event, target) {
const itemUuid = target.getAttribute("data-item-uuid")
const talent = await fromUuid(itemUuid)
talent.sheet.render(true)
}
/**
* Delete an existing talent within the path item
* Use the uuid to remove it form the array of talents
* @param {PointerEvent} event The originating click event
* @param {HTMLElement} target the capturing HTML element which defined a [data-action]
*/
static async #onTalentDelete(event, target) {
const itemUuid = target.getAttribute("data-item-uuid")
const talents = this.item.toObject().system.talents
const index = talents.indexOf(itemUuid)
talents.splice(index, 1)
this.item.update({ "system.talents": talents })
}
// #endregion
}

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import LethalFantasyItemSheet from "./base-item-sheet.mjs"
export default class LethalFantasySpellSheet extends LethalFantasyItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["spell"],
position: {
width: 450,
},
window: {
contentClasses: ["spell-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/spell.hbs",
},
}
}

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import LethalFantasyItemSheet from "./base-item-sheet.mjs"
export default class LethalFantasyTalentSheet extends LethalFantasyItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["talent"],
position: {
width: 600,
},
window: {
contentClasses: ["talent-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/talent.hbs",
},
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.enrichedDescription = await TextEditor.enrichHTML(this.document.system.improvedDescription, { async: true })
context.canProgress = this.document.system.canProgress
return context
}
}

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import LethalFantasyItemSheet from "./base-item-sheet.mjs"
export default class LethalFantasyWeaponSheet extends LethalFantasyItemSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["weapon"],
position: {
width: 400,
},
window: {
contentClasses: ["weapon-content"],
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/weapon.hbs",
},
}
}

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export const CATEGORY = Object.freeze({
sommaire: { id: "sommaire", label: "LETHALFANTASY.Armor.Category.sommaire" },
legere: { id: "legere", label: "LETHALFANTASY.Armor.Category.legere" },
guerre: { id: "guerre", label: "LETHALFANTASY.Armor.Category.guerre" },
})

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export const CHARACTERISTICS = Object.freeze({
rob: {
id: "rob",
label: "LETHALFANTASY.Character.rob.label",
abbreviation: "LETHALFANTASY.Character.rob.short",
},
dex: {
id: "dex",
label: "LETHALFANTASY.Character.dex.label",
abbreviation: "LETHALFANTASY.Character.dex.short",
},
int: {
id: "int",
label: "LETHALFANTASY.Character.int.label",
abbreviation: "LETHALFANTASY.Character.int.short",
},
per: {
id: "per",
label: "LETHALFANTASY.Character.per.label",
abbreviation: "LETHALFANTASY.Character.per.short",
},
vol: {
id: "vol",
label: "LETHALFANTASY.Character.vol.label",
abbreviation: "LETHALFANTASY.Character.vol.short",
},
})
export const RESOURCES = Object.freeze({
san: {
id: "san",
label: "LETHALFANTASY.Character.san.label",
},
oeil: {
id: "oeil",
label: "LETHALFANTASY.Character.oeil.label",
},
verbe: {
id: "verbe",
label: "LETHALFANTASY.Character.verbe.label",
},
bourse: {
id: "bourse",
label: "LETHALFANTASY.Character.bourse.label",
},
magie: {
id: "magie",
label: "LETHALFANTASY.Character.magie.label",
},
})

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export const RANGE = Object.freeze({
na: {
id: "na",
label: "LETHALFANTASY.Spell.Range.na",
},
contact: {
id: "contact",
label: "LETHALFANTASY.Spell.Range.contact",
},
proche: {
id: "proche",
label: "LETHALFANTASY.Spell.Range.proche",
},
loin: {
id: "loin",
label: "LETHALFANTASY.Spell.Range.loin",
},
distant: {
id: "distant",
label: "LETHALFANTASY.Spell.Range.distant",
},
})

102
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import * as CHARACTER from "./character.mjs"
import * as WEAPON from "./weapon.mjs"
import * as ARMOR from "./armor.mjs"
import * as SPELL from "./spell.mjs"
export const SYSTEM_ID = "tenebris"
export const DEV_MODE = false
export const RESOURCE_VALUE = Object.freeze({
ZERO: "0",
D4: "d4",
D6: "d6",
D8: "d8",
D10: "d10",
D12: "d12",
})
export const DICE_VALUE = Object.freeze({
D4: "d4",
D6: "d6",
D8: "d8",
D10: "d10",
D12: "d12",
})
export const DICE_VALUES = ["0", "d4", "d6", "d8", "d10", "d12"]
export const ROLL_TYPE = Object.freeze({
SAVE: "save",
RESOURCE: "resource",
DAMAGE: "damage",
ATTACK: "attack",
})
export const MINOR_PATH = Object.freeze({
epee: {
onze: "rob",
neuf: {
main: "per",
plume: "vol",
livre: "int",
},
},
main: {
onze: "dex",
neuf: {
chene: "rob",
plume: "vol",
livre: "int",
},
},
plume: {
onze: "int",
neuf: {
chene: "rob",
main: "per",
epee: "dex",
},
},
chene: {
onze: "per",
neuf: {
plume: "vol",
livre: "int",
epee: "dex",
},
},
livre: {
onze: "vol",
neuf: {
chene: "rob",
main: "per",
epee: "dex",
},
},
})
export const ASCII = `
`
/**
* Include all constant definitions within the SYSTEM global export
* @type {Object}
*/
export const SYSTEM = {
id: SYSTEM_ID,
CHARACTERISTICS: CHARACTER.CHARACTERISTICS,
RESOURCES: CHARACTER.RESOURCES,
RESOURCE_VALUE,
WEAPON_CATEGORY: WEAPON.CATEGORY,
WEAPON_DAMAGE: WEAPON.DAMAGE,
ARMOR_CATEGORY: ARMOR.CATEGORY,
SPELL_RANGE: SPELL.RANGE,
ASCII,
MINOR_PATH,
ROLL_TYPE,
DEV_MODE,
}

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export const CATEGORY = Object.freeze({
mains: {
id: "mains",
label: "LETHALFANTASY.Weapon.Category.main",
},
improvisee: {
id: "improvisee",
label: "LETHALFANTASY.Weapon.Category.improvisee",
},
courte: {
id: "courte",
label: "LETHALFANTASY.Weapon.Category.courte",
},
longue: {
id: "longue",
label: "LETHALFANTASY.Weapon.Category.longue",
},
lourde: {
id: "lourde",
label: "LETHALFANTASY.Weapon.Category.lourde",
},
})
export const DAMAGE = Object.freeze({
UN: "1",
D4: "d4",
D6: "d6",
D8: "d8",
D10: "d10",
})

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/**
* Menu spécifique au système
*/
export function initControlButtons() {
CONFIG.Canvas.layers.tenebris = { layerClass: ControlsLayer, group: "primary" }
Hooks.on("getSceneControlButtons", (btns) => {
let menu = []
menu.push({
name: "fortune",
title: game.i18n.localize("TENEBRIS.Fortune.title"),
icon: "fa-solid fa-clover",
button: true,
onClick: () => {
if (!foundry.applications.instances.has("tenebris-application-fortune")) {
game.system.applicationFortune.render(true)
} else game.system.applicationFortune.close()
},
})
if (game.user.isGM) {
menu.push({
name: "gm-manager",
title: game.i18n.localize("TENEBRIS.Manager.title"),
icon: "fa-solid fa-users",
button: true,
onClick: () => {
if (!foundry.applications.instances.has("tenebris-application-manager")) {
game.system.applicationManager.render(true)
} else game.system.applicationManager.close()
},
})
}
btns.push({
name: "tenebris",
title: "Cthulhu LethalFantasy",
icon: "tenebris",
layer: "tenebris",
tools: menu,
})
})
}

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export { default as LethalFantasyActor } from "./actor.mjs"
export { default as LethalFantasyItem } from "./item.mjs"
export { default as LethalFantasyRoll } from "./roll.mjs"
export { default as LethalFantasyChatMessage } from "./chat-message.mjs"

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import { ROLL_TYPE } from "../config/system.mjs"
export default class LethalFantasyActor extends Actor {
async _preCreate(data, options, user) {
await super._preCreate(data, options, user)
// Configure prototype token settings
const prototypeToken = {}
if (this.type === "character") {
Object.assign(prototypeToken, {
sight: { enabled: true },
actorLink: true,
disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY,
})
this.updateSource({ prototypeToken })
}
}
/**
* Adds a path to the character.
* First path added is the major path, second path added is the minor path.
* Create all talents of the path and add them to the character.
* Add the path to the character.
*
* @param {Object} item The item to add as a path.
* @returns {Promise<void>} - A promise that resolves when the path is added.
*/
async addPath(item) {
if (this.type !== "character") return
let itemData = item.toObject()
if (this.system.hasVoieMajeure && this.system.hasVoieMineure) {
ui.notifications.warn(game.i18n.localize("TENEBRIS.Warning.dejaDeuxVoies"))
return
}
// Voie mineure
if (this.system.hasVoieMajeure) {
if (this.system.voies.majeure.nom === item.name) {
ui.notifications.warn(game.i18n.localize("TENEBRIS.Warning.dejaVoieMajeure"))
return
}
// Voie de base
const isBasePath = itemData.system.key !== "" && this.system.voies.majeure.key !== ""
let dropNotification
let neufModifie
let onze
let neuf
if (isBasePath) {
onze = game.system.CONST.MINOR_PATH[itemData.system.key].onze
const labelOnze = game.i18n.localize(`TENEBRIS.Character.FIELDS.caracteristiques.${onze}.valeur.label`)
dropNotification = `La valeur de ${labelOnze} va être modifiée pour 11`
neuf = game.system.CONST.MINOR_PATH[itemData.system.key].neuf[this.system.voies.majeure.key]
if (neuf) {
neufModifie = true
const labelNeuf = game.i18n.localize(`TENEBRIS.Character.FIELDS.caracteristiques.${neuf}.valeur.label`)
dropNotification += `<br> La valeur de ${labelNeuf} va être modifiée pour 9`
}
} else {
dropNotification = "Vous devez modifier manuellement les caractéristiques selon la voie ajoutée"
}
dropNotification += `<br>Vous pouvez renoncer à des biens de la voie majeure pour ceux de la voie mineure`
dropNotification += `<br> Vous pouvez renoncer à des langues de la voie majeure pour celles de la voie mineure`
const proceed = await foundry.applications.api.DialogV2.confirm({
window: { title: game.i18n.localize("TENEBRIS.Dialog.ajoutVoieMineureTitre") },
content: dropNotification,
rejectClose: false,
modal: true,
})
if (!proceed) return
let voie
// Création de la voie
voie = await this.createEmbeddedDocuments("Item", [itemData], { renderSheet: false })
if (isBasePath) {
await this.update({
"system.voies.mineure.nom": item.name,
"system.voies.mineure.id": voie[0].id,
"system.voies.mineure.key": item.system.key,
[`system.caracteristiques.${onze}.valeur`]: 11,
"system.langues": `${this.system.langues} <br>${item.name} : ${item.system.langues}`,
"system.biens": `${this.system.biens} <br>${item.name} : ${item.system.biens}`,
})
if (neufModifie) {
await this.update({
[`system.caracteristiques.${neuf}.valeur`]: 9,
})
}
} else {
await this.update({
"system.voies.mineure.nom": item.name,
"system.voies.mineure.id": voie[0].id,
"system.voies.mineure.key": item.system.key,
"system.langues": `${this.system.langues} <br>${item.name} : ${item.system.langues}`,
"system.biens": `${this.system.biens} <br>${item.name} : ${item.system.biens}`,
})
}
// Création des talents
let newTalents = []
for (const talent of itemData.system.talents) {
const talentItem = await fromUuid(talent)
if (talentItem) {
const newTalent = await this.createEmbeddedDocuments("Item", [talentItem.toObject()])
// Modification de la voie du talent
await newTalent[0].update({ "system.path": voie[0].uuid })
newTalents.push(newTalent[0].uuid)
}
}
// Mise à jour de la voie avec les nouveaux talents
await voie[0].update({ "system.talents": newTalents })
return ui.notifications.info(game.i18n.localize("TENEBRIS.Warning.voieMineureAjoutee"))
}
// Voie majeure
else {
const proceed = await foundry.applications.api.DialogV2.confirm({
window: { title: game.i18n.localize("TENEBRIS.Dialog.ajoutVoieMajeureTitre") },
content: game.i18n.localize("TENEBRIS.Dialog.ajoutVoieMajeure"),
rejectClose: false,
modal: true,
})
if (!proceed) return
// Création de la voie
const voie = await this.createEmbeddedDocuments("Item", [itemData], { renderSheet: false })
// Création des talents
let newTalents = []
for (const talent of itemData.system.talents) {
const talentItem = await fromUuid(talent)
if (talentItem) {
const newTalent = await this.createEmbeddedDocuments("Item", [talentItem.toObject()])
// Modification de la voie du talent
await newTalent[0].update({ "system.path": voie[0].uuid })
newTalents.push(newTalent[0].uuid)
}
}
// Mise à jour de la voie avec les nouveaux talents
await voie[0].update({ "system.talents": newTalents })
await this.update({
"system.voies.majeure.id": voie[0].id,
"system.voies.majeure.nom": item.name,
"system.voies.majeure.key": item.system.key,
"system.caracteristiques.rob": item.system.caracteristiques.rob,
"system.caracteristiques.dex": item.system.caracteristiques.dex,
"system.caracteristiques.int": item.system.caracteristiques.int,
"system.caracteristiques.per": item.system.caracteristiques.per,
"system.caracteristiques.vol": item.system.caracteristiques.vol,
"system.ressources.san": item.system.ressources.san,
"system.ressources.oeil": item.system.ressources.oeil,
"system.ressources.verbe": item.system.ressources.verbe,
"system.ressources.bourse": item.system.ressources.bourse,
"system.ressources.magie": item.system.ressources.magie,
"system.dv": item.system.dv,
"system.dmax.valeur": item.system.dmax,
"system.langues": `${item.name} : ${item.system.langues}`,
"system.biens": `${item.name} : ${item.system.biens}`,
})
return ui.notifications.info(game.i18n.localize("TENEBRIS.Warning.voieMajeureAjoutee"))
}
}
/**
* Deletes a specified path and its associated talents.
*
* @param {Object} path The path object to be deleted.
* @param {boolean} isMajor Indicates if the path is a major path, elswise it is a minor path.
* @returns {Promise<void>} A promise that resolves when the deletion is complete.
* @throws {Error} Throws an error if the type is not "character".
*/
async deletePath(path, isMajor) {
if (this.type !== "character") return
// Delete all talents linked to the path
let toDelete = path.system.talents.map((talent) => foundry.utils.parseUuid(talent).id)
toDelete.push(path.id)
await this.deleteEmbeddedDocuments("Item", toDelete)
// Voie majeure
if (isMajor) {
await this.update({ "system.voies.majeure.nom": "", "system.voies.majeure.id": null, "system.voies.majeure.key": "" })
ui.notifications.info(game.i18n.localize("TENEBRIS.Warning.voieMajeureSupprimee"))
}
// Voie mineure
else {
await this.update({ "system.voies.mineure.nom": "", "system.voies.mineure.id": null, "system.voies.mineure.key": "" })
ui.notifications.info(game.i18n.localize("TENEBRIS.Warning.voieMineureSupprimee"))
}
}
/**
* Adds an attack to the actor if the actor type is "opponent".
*
* @param {Object} attack The attack object to be added.
* @returns {Promise<void>} A promise that resolves when the attack has been added.
*/
async addAttack(attack) {
if (this.type !== "opponent") return
await this.createEmbeddedDocuments("Item", [attack])
}
async rollResource(resource) {
if (this.type !== "character") return
await this.system.roll(ROLL_TYPE.RESOURCE, resource)
}
async rollSave(save, avantage) {
if (this.type !== "character") return
await this.system.roll(ROLL_TYPE.SAVE, save, avantage)
}
}

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import LethalFantasyRoll from "./roll.mjs"
export default class LethalFantasyChatMessage extends ChatMessage {
async _renderRollContent(messageData) {
const data = messageData.message
if (this.rolls[0] instanceof LethalFantasyRoll) {
const isPrivate = !this.isContentVisible
// _renderRollHTML va appeler render sur tous les rolls
const rollHTML = await this._renderRollHTML(isPrivate)
if (isPrivate) {
data.flavor = game.i18n.format("CHAT.PrivateRollContent", { user: this.user.name })
messageData.isWhisper = false
messageData.alias = this.user.name
}
data.content = `<section class="dice-rolls">${rollHTML}</section>`
return
}
return super._renderRollContent(messageData)
}
}

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export default class LethalFantasyItem extends Item {}

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import { ROLL_TYPE } from "../config/system.mjs"
import LethalFantasyUtils from "../utils.mjs"
export default class LethalFantasyRoll extends Roll {
/**
* The HTML template path used to render dice checks of this type
* @type {string}
*/
static CHAT_TEMPLATE = "systems/fvtt-lethal-fantasy/templates/chat-message.hbs"
get type() {
return this.options.type
}
get isSave() {
return this.type === ROLL_TYPE.SAVE
}
get isResource() {
return this.type === ROLL_TYPE.RESOURCE
}
get isDamage() {
return this.type === ROLL_TYPE.DAMAGE
}
get target() {
return this.options.target
}
get value() {
return this.options.value
}
get treshold() {
return this.options.treshold
}
get actorId() {
return this.options.actorId
}
get actorName() {
return this.options.actorName
}
get actorImage() {
return this.options.actorImage
}
get introText() {
return this.options.introText
}
get introTextTooltip() {
return this.options.introTextTooltip
}
get aide() {
return this.options.aide
}
get gene() {
return this.options.gene
}
get modificateur() {
return this.options.modificateur
}
get avantages() {
return this.options.avantages
}
get resultType() {
return this.options.resultType
}
get isFailure() {
return this.resultType === "failure"
}
get hasTarget() {
return this.options.hasTarget
}
get targetName() {
return this.options.targetName
}
get targetArmor() {
return this.options.targetArmor
}
get targetMalus() {
return this.options.targetMalus
}
get realDamage() {
return this.options.realDamage
}
get rollAdvantage() {
return this.options.rollAdvantage
}
/**
* Generates introductory text based on the roll type.
*
* @returns {string} The formatted introductory text for the roll.
*/
_createIntroText() {
let text
switch (this.type) {
case ROLL_TYPE.SAVE:
const saveLabel = game.i18n.localize(`TENEBRIS.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
text = game.i18n.format("TENEBRIS.Roll.save", { save: saveLabel })
text = text.concat("<br>").concat(`Seuil : ${this.treshold}`)
break
case ROLL_TYPE.RESOURCE:
const resourceLabel = game.i18n.localize(`TENEBRIS.Character.FIELDS.ressources.${this.target}.valeur.label`)
text = game.i18n.format("TENEBRIS.Roll.resource", { resource: resourceLabel })
break
case ROLL_TYPE.DAMAGE:
const damageLabel = this.target
text = game.i18n.format("TENEBRIS.Roll.damage", { item: damageLabel })
break
case ROLL_TYPE.ATTACK:
const attackLabel = this.target
text = game.i18n.format("TENEBRIS.Roll.attack", { item: attackLabel })
break
}
return text
}
/**
* Generates an introductory text tooltip with characteristics and modifiers.
*
* @returns {string} A formatted string containing the value, help, hindrance, and modifier.
*/
_createIntroTextTooltip() {
let tooltip = game.i18n.format("TENEBRIS.Tooltip.saveIntroTextTooltip", { value: this.value, aide: this.aide, gene: this.gene, modificateur: this.modificateur })
if (this.hasTarget) {
tooltip = tooltip.concat(`<br>Cible : ${this.targetName}`)
}
return tooltip
}
/**
* Prompt the user with a dialog to configure and execute a roll.
*
* @param {Object} options Configuration options for the roll.
* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
* @param {string} options.rollValue The initial value or formula for the roll.
* @param {string} options.rollTarget The target of the roll.
* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @param {string} options.actorId The ID of the actor performing the roll.
* @param {string} options.actorName The name of the actor performing the roll.
* @param {string} options.actorImage The image of the actor performing the roll.
* @param {boolean} options.hasTarget Whether the roll has a target.
* @param {Object} options.target The target of the roll, if any.
* @param {Object} options.data Additional data for the roll.
*
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
*/
static async prompt(options = {}) {
let formula = options.rollValue
// Formula for a resource roll
if (options.rollType === ROLL_TYPE.RESOURCE) {
let ressource = game.i18n.localize(`TENEBRIS.Character.FIELDS.ressources.${options.rollTarget}.valeur.label`)
if (formula === "0" || formula === "") {
ui.notifications.warn(game.i18n.format("TENEBRIS.Warning.plusDeRessource", { ressource: ressource }))
return null
}
}
const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
const fieldRollMode = new foundry.data.fields.StringField({
choices: rollModes,
blank: false,
default: "public",
})
const choiceAide = foundry.utils.mergeObject({ 0: "0" }, options.rollValue <= 10 ? { 1: "1" } : { 1: "1", 2: "2" })
const choiceGene = {
0: "0",
"-1": "-1",
"-2": "-2",
"-3": "-3",
"-4": "-4",
"-5": "-5",
"-6": "-6",
"-7": "-7",
"-8": "-8",
"-9": "-9",
"-10": "-10",
}
const choiceAvantage = { normal: "Normal", avantage: "Avantage", desavantage: "Désavantage", doubleAvantage: "Double avantage", doubleDesavantage: "Double désavantage" }
const choiceModificateur = {
0: "0",
"-1": "-1",
"-2": "-2",
"-3": "-3",
"-4": "-4",
"-5": "-5",
"-6": "-6",
"-7": "-7",
"-8": "-8",
"-9": "-9",
"-10": "-10",
}
let damageDice
let damageDiceMax
let damageDiceFinal
let damageDiceLowered
// Damage roll : check the roll is not above the maximum damage
if (options.rollType === ROLL_TYPE.DAMAGE) {
damageDice = options.rollValue
damageDiceMax = game.actors.get(options.actorId).system.dmax.valeur
damageDiceFinal = LethalFantasyUtils.maxDamage(damageDice, damageDiceMax)
damageDiceLowered = damageDiceFinal !== damageDice
// Récupération du nom de l'objet si c'est un jet depuis la fiche de l'acteur
// Si c'est via une macro le nom est connu
options.rollTarget = game.actors.get(options.actorId).items.get(options.rollTarget).name
}
if (options.rollType === ROLL_TYPE.ATTACK) {
damageDice = options.rollValue
}
let malus = "0"
let targetMalus = "0"
let targetName
let targetArmor
const displayOpponentMalus = game.settings.get("tenebris", "displayOpponentMalus")
if (options.rollType === ROLL_TYPE.SAVE && options.hasTarget && options.target.document.actor.type === "opponent") {
targetName = options.target.document.actor.name
if (displayOpponentMalus) malus = options.target.document.actor.system.malus.toString()
else targetMalus = options.target.document.actor.system.malus.toString()
}
if (options.rollType === ROLL_TYPE.DAMAGE && options.hasTarget && options.target.document.actor.type === "opponent") {
targetName = options.target.document.actor.name
targetArmor = options.target.document.actor.system.armure.toString()
}
let dialogContext = {
isSave: options.rollType === ROLL_TYPE.SAVE,
isResource: options.rollType === ROLL_TYPE.RESOURCE,
isDamage: options.rollType === ROLL_TYPE.DAMAGE,
isAttack: options.rollType === ROLL_TYPE.ATTACK,
rollModes,
fieldRollMode,
choiceAide,
choiceGene,
choiceAvantage,
choiceModificateur,
damageDice,
damageDiceMax,
damageDiceFinal,
damageDiceLowered,
formula,
hasTarget: options.hasTarget,
malus,
targetName,
targetArmor,
rollAdvantage: this._convertAvantages(options.rollAdvantage),
rangeAdvantage: this._convertRollAdvantageToRange(options.rollAdvantage),
}
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-dialog.hbs", dialogContext)
const title = LethalFantasyRoll.createTitle(options.rollType, options.rollTarget)
const label = game.i18n.localize("TENEBRIS.Roll.roll")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: title },
classes: ["tenebris"],
content,
buttons: [
{
label: label,
callback: (event, button, dialog) => {
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
}, {})
// Avantages
switch (output.avantages) {
case "1":
output.avantages = "doubleDesavantage"
break
case "2":
output.avantages = "desavantage"
break
case "3":
output.avantages = "normal"
break
case "4":
output.avantages = "avantage"
break
case "5":
output.avantages = "doubleAvantage"
break
}
return output
},
},
],
rejectClose: false, // Click on Close button will not launch an error
render: (event, dialog) => {
const rangeInput = dialog.querySelector('input[name="avantages"]')
if (rangeInput) {
rangeInput.addEventListener("change", (event) => {
event.preventDefault()
event.stopPropagation()
const readOnly = dialog.querySelector('input[name="selectAvantages"]')
readOnly.value = this._convertAvantages(event.target.value)
})
}
},
})
// If the user cancels the dialog, exit
if (rollContext === null) return
let treshold
if (options.rollType === ROLL_TYPE.SAVE) {
const aide = rollContext.aide === "" ? 0 : parseInt(rollContext.aide, 10)
const gene = rollContext.gene === "" ? 0 : parseInt(rollContext.gene, 10)
const modificateur = rollContext.modificateur === "" ? 0 : parseInt(rollContext.modificateur, 10)
if (options.rollType === ROLL_TYPE.SAVE) {
let dice = "1d20"
switch (rollContext.avantages) {
case "avantage":
dice = "2d20kl"
break
case "desavantage":
dice = "2d20kh"
break
case "doubleAvantage":
dice = "3d20kl"
break
case "doubleDesavantage":
dice = "3d20kh"
break
}
formula = `${dice}`
}
treshold = options.rollValue + aide + gene + modificateur
}
// Formula for a damage roll
if (options.rollType === ROLL_TYPE.DAMAGE) {
formula = damageDiceFinal
}
// Formula for an attack roll
if (options.rollType === ROLL_TYPE.ATTACK) {
formula = damageDice
}
const rollData = {
type: options.rollType,
target: options.rollTarget,
value: options.rollValue,
treshold: treshold,
actorId: options.actorId,
actorName: options.actorName,
actorImage: options.actorImage,
rollMode: rollContext.visibility,
hasTarget: options.hasTarget,
targetName,
targetArmor,
targetMalus,
...rollContext,
}
/**
* A hook event that fires before the roll is made.
* @function tenebris.preRoll
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("tenebris.preRoll", options, rollData) === false) return
const roll = new this(formula, options.data, rollData)
await roll.evaluate()
let resultType
if (options.rollType === ROLL_TYPE.SAVE) {
resultType = roll.total <= treshold ? "success" : "failure"
} else if (options.rollType === ROLL_TYPE.RESOURCE) {
resultType = roll.total === 1 || roll.total === 2 ? "failure" : "success"
}
let realDamage
if (options.rollType === ROLL_TYPE.DAMAGE) {
realDamage = Math.max(0, roll.total - parseInt(targetArmor, 10))
}
roll.options.resultType = resultType
roll.options.treshold = treshold
roll.options.introText = roll._createIntroText()
roll.options.introTextTooltip = roll._createIntroTextTooltip()
roll.options.realDamage = realDamage
/**
* A hook event that fires after the roll has been made.
* @function tenebris.Roll
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
@param {LethalFantasyRoll} roll The resulting roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("tenebris.Roll", options, rollData, roll) === false) return
return roll
}
/**
* Creates a title based on the given type.
*
* @param {string} type The type of the roll.
* @param {string} target The target of the roll.
* @returns {string} The generated title.
*/
static createTitle(type, target) {
switch (type) {
case ROLL_TYPE.SAVE:
return `${game.i18n.localize("TENEBRIS.Dialog.titleSave")} : ${game.i18n.localize(`TENEBRIS.Manager.${target}`)}`
case ROLL_TYPE.RESOURCE:
return `${game.i18n.localize("TENEBRIS.Dialog.titleResource")} : ${game.i18n.localize(`TENEBRIS.Manager.${target}`)}`
case ROLL_TYPE.DAMAGE:
return `${game.i18n.localize("TENEBRIS.Dialog.titleDamage")} : ${target}`
case ROLL_TYPE.ATTACK:
return `${game.i18n.localize("TENEBRIS.Dialog.titleAttack")} : ${target}`
default:
return game.i18n.localize("TENEBRIS.Dialog.titleStandard")
}
}
/** @override */
async render(chatOptions = {}) {
let chatData = await this._getChatCardData(chatOptions.isPrivate)
return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
}
/**
* Generates the data required for rendering a roll chat card.
*
* @param {boolean} isPrivate Indicates if the chat card is private.
* @returns {Promise<Object>} A promise that resolves to an object containing the chat card data.
* @property {Array<string>} css - CSS classes for the chat card.
* @property {Object} data - The data associated with the roll.
* @property {number} diceTotal - The total value of the dice rolled.
* @property {boolean} isGM - Indicates if the user is a Game Master.
* @property {string} formula - The formula used for the roll.
* @property {number} total - The total result of the roll.
* @property {boolean} isSave - Indicates if the roll is a saving throw.
* @property {boolean} isResource - Indicates if the roll is related to a resource.
* @property {boolean} isDamage - Indicates if the roll is for damage.
* @property {boolean} isFailure - Indicates if the roll is a failure.
* @property {Array} avantages - Advantages associated with the roll.
* @property {string} actorId - The ID of the actor performing the roll.
* @property {string} actingCharName - The name of the character performing the roll.
* @property {string} actingCharImg - The image of the character performing the roll.
* @property {string} introText - Introductory text for the roll.
* @property {string} introTextTooltip - Tooltip for the introductory text.
* @property {string} resultType - The type of result (e.g., success, failure).
* @property {boolean} hasTarget - Indicates if the roll has a target.
* @property {string} targetName - The name of the target.
* @property {number} targetArmor - The armor value of the target.
* @property {number} realDamage - The real damage dealt.
* @property {boolean} isPrivate - Indicates if the chat card is private.
* @property {string} cssClass - The combined CSS classes as a single string.
* @property {string} tooltip - The tooltip text for the chat card.
*/
async _getChatCardData(isPrivate) {
const cardData = {
css: [SYSTEM.id, "dice-roll"],
data: this.data,
diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
isGM: game.user.isGM,
formula: this.formula,
total: this.total,
isSave: this.isSave,
isResource: this.isResource,
isDamage: this.isDamage,
isFailure: this.isFailure,
avantages: this.avantages,
actorId: this.actorId,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
introText: this.introText,
introTextTooltip: this.introTextTooltip,
resultType: this.resultType,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
realDamage: this.realDamage,
isPrivate: isPrivate,
}
cardData.cssClass = cardData.css.join(" ")
cardData.tooltip = isPrivate ? "" : await this.getTooltip()
return cardData
}
/**
* Converts the roll result to a chat message.
*
* @param {Object} [messageData={}] Additional data to include in the message.
* @param {Object} options Options for message creation.
* @param {string} options.rollMode The mode of the roll (e.g., public, private).
* @param {boolean} [options.create=true] Whether to create the message.
* @returns {Promise} - A promise that resolves when the message is created.
*/
async toMessage(messageData = {}, { rollMode, create = true } = {}) {
super.toMessage(
{
isSave: this.isSave,
isResource: this.isResource,
isDamage: this.isDamage,
isFailure: this.resultType === "failure",
avantages: this.avantages,
introText: this.introText,
introTextTooltip: this.introTextTooltip,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
targetMalus: this.targetMalus,
realDamage: this.realDamage,
...messageData,
},
{ rollMode: rollMode },
)
}
// Used in the avantages select and with the rollAdvantage parameter: convert the selected value to the corresponding string
static _convertAvantages(value) {
switch (value) {
case "1":
return game.i18n.localize("TENEBRIS.Roll.doubleDesavantage")
case "2":
return game.i18n.localize("TENEBRIS.Roll.desavantage")
case "3":
return game.i18n.localize("TENEBRIS.Roll.normal")
case "4":
return game.i18n.localize("TENEBRIS.Roll.avantage")
case "5":
return game.i18n.localize("TENEBRIS.Roll.doubleAvantage")
case "--":
return game.i18n.localize("TENEBRIS.Roll.doubleDesavantage")
case "-":
return game.i18n.localize("TENEBRIS.Roll.desavantage")
case "=":
return game.i18n.localize("TENEBRIS.Roll.normal")
case "+":
return game.i18n.localize("TENEBRIS.Roll.avantage")
case "++":
return game.i18n.localize("TENEBRIS.Roll.doubleAvantage")
}
}
// Used in the rollAdvantage parameter: convert the selected value to the corresponding range value
static _convertRollAdvantageToRange(value) {
switch (value) {
case "--":
return 1
case "-":
return 2
case "=":
return 3
case "+":
return 4
case "++":
return 5
}
}
}

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/**
* Enricher qui permet de transformer un texte en un lien de lancer de dés
* Pour une syntaxe de type @jet[x]{y}(z) avec x la caractéristique, y le titre et z l'avantage
* x de type rob, dex, int, per, vol pour les caractéristiques
* et de type oeil, verbe, san, bourse, magie pour les ressources
* y est le titre du jet et permet de décrire l'action
* z est l'avantage du jet, avec pour valeurs possibles : --, -, +, ++
*/
export function setupTextEnrichers() {
CONFIG.TextEditor.enrichers = CONFIG.TextEditor.enrichers.concat([
{
// eslint-disable-next-line no-useless-escape
pattern: /\@jet\[(.+?)\]{(.*?)}\((.*?)\)/gm,
enricher: async (match, options) => {
const a = document.createElement("a")
a.classList.add("ask-roll-journal")
const target = match[1]
const title = match[2]
const avantage = match[3]
let type = "resource"
if (["rob", "dex", "int", "per", "vol"].includes(target)) {
type = "save"
}
let rollAvantage = "normal"
if (avantage) {
switch (avantage) {
case "++":
rollAvantage = "++"
break
case "+":
rollAvantage = "+"
break
case "-":
rollAvantage = "-"
break
case "--":
rollAvantage = "--"
break
default:
break
}
}
a.dataset.rollType = type
a.dataset.rollTarget = target
a.dataset.rollTitle = title
a.dataset.rollAvantage = rollAvantage
a.innerHTML = `
<i class="fas fa-dice-d20"></i> ${getLibelle(target)}${rollAvantage !== "normal" ? rollAvantage : ""}
`
return a
},
},
])
}
const mapLibelles = {
rob: "ROB",
dex: "DEX",
int: "INT",
per: "PER",
vol: "VOL",
oeil: "OEIL",
verbe: "VERBE",
san: "SANTE MENTALE",
bourse: "BOURSE",
magie: "MAGIE",
}
/**
* Retourne le libellé associé à la valeur qui sera affiché dans le journal
* @param {string} value
*/
function getLibelle(value) {
if (mapLibelles[value]) {
return mapLibelles[value]
}
return null
}

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export class Macros {
/**
* Creates a macro based on the type of data dropped onto the hotbar.
*
* @param {Object} dropData The data object representing the item dropped.
* @param {string} dropData.type The type of the dropped item (e.g., "Actor", "JournalEntry", "roll").
* @param {string} dropData.uuid The UUID of the dropped item.
* @param {string} [dropData.actorId] The ID of the actor (required if type is "roll").
* @param {string} [dropData.rollType] The type of roll (required if type is "roll").
* @param {string} [dropData.rollTarget] The target of the roll (required if type is "roll").
* @param {string} [dropData.value] The value of the roll (required if type is "roll").
* @param {number} slot The hotbar slot where the macro will be created.
*
* @returns {Promise<void>} A promise that resolves when the macro is created.
*/
static createLethalFantasyMacro = async function (dropData, slot) {
switch (dropData.type) {
case "Actor":
const actor = await fromUuid(dropData.uuid)
const actorCommand = `game.actors.get("${actor.id}").sheet.render(true)`
this.createMacro(slot, actor.name, actorCommand, actor.img)
break
case "JournalEntry":
const journal = await fromUuid(dropData.uuid)
const journalCommand = `game.journal.get("${journal.id}").sheet.render(true)`
this.createMacro(slot, journal.name, journalCommand, journal.img ? journal.img : "icons/svg/book.svg")
break
case "roll":
const rollCommand =
dropData.rollType === "save"
? `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}', '=');`
: `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}');`
const rollName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${game.i18n.localize(`TENEBRIS.Manager.${dropData.rollTarget}`)}`
this.createMacro(slot, rollName, rollCommand, "icons/svg/d20-grey.svg")
break
case "rollDamage":
const weapon = game.actors.get(dropData.actorId).items.get(dropData.rollTarget)
const rollDamageCommand = `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}');`
const rollDamageName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${weapon.name}`
this.createMacro(slot, rollDamageName, rollDamageCommand, weapon.img)
break
case "rollAttack":
const rollAttackCommand = `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollValue}', '${dropData.rollTarget}');`
const rollAttackName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${dropData.rollTarget}`
this.createMacro(slot, rollAttackName, rollAttackCommand, "icons/svg/d20-grey.svg")
break
default:
// Handle other cases or do nothing
break
}
}
/**
* Create a macro
* All macros are flaged with a tenebris.macro flag at true
* @param {*} slot
* @param {*} name
* @param {*} command
* @param {*} img
*/
static createMacro = async function (slot, name, command, img) {
let macro = game.macros.contents.find((m) => m.name === name && m.command === command)
if (!macro) {
macro = await Macro.create(
{
name: name,
type: "script",
img: img,
command: command,
flags: { "tenebris.macro": true },
},
{ displaySheet: false },
)
game.user.assignHotbarMacro(macro, slot)
}
}
}

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export { default as LethalFantasyCharacter } from "./character.mjs"
export { default as LethalFantasyOpponent } from "./opponent.mjs"
export { default as LethalFantasyPath } from "./path.mjs"
export { default as LethalFantasyTalent } from "./talent.mjs"
export { default as LethalFantasyArmor } from "./armor.mjs"
export { default as LethalFantasyWeapon } from "./weapon.mjs"
export { default as LethalFantasySpell } from "./spell.mjs"
export { default as LethalFantasyAttack } from "./attack.mjs"

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import { SYSTEM } from "../config/system.mjs"
import { CATEGORY } from "../config/armor.mjs"
export default class LethalFantasyArmor extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.categorie = new fields.StringField({ required: true, initial: "sommaire", choices: SYSTEM.ARMOR_CATEGORY })
schema.valeur = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
schema.malus = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["TENEBRIS.Armor"]
get armorCategory() {
return game.i18n.localize(CATEGORY[this.categorie].label)
}
get details() {
return game.i18n.format("TENEBRIS.Armor.details", {
valeur: this.valeur,
malus: this.malus,
})
}
}

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export default class LethalFantasy extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.degats = new fields.StringField({ required: false, nullable: true, blank: true })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["TENEBRIS.Attack"]
get toolTip() {
return this.description || ""
}
}

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import { ROLL_TYPE, SYSTEM } from "../config/system.mjs"
import LethalFantasyRoll from "../documents/roll.mjs"
import LethalFantasyUtils from "../utils.mjs"
export default class LethalFantasyCharacter extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.langues = new fields.HTMLField({ required: true, textSearch: true })
schema.notes = new fields.HTMLField({ required: true, textSearch: true })
schema.biens = new fields.HTMLField({ required: true, textSearch: true })
// Caractéristiques
const characteristicField = (label) => {
const schema = {
valeur: new fields.NumberField({ ...requiredInteger, initial: 10, min: 0 }),
progression: new fields.SchemaField({
experience: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
progres: new fields.BooleanField(),
}),
}
return new fields.SchemaField(schema, { label })
}
schema.caracteristiques = new fields.SchemaField(
Object.values(SYSTEM.CHARACTERISTICS).reduce((obj, characteristic) => {
obj[characteristic.id] = characteristicField(characteristic.label)
return obj
}, {}),
)
// Ressources
const resourceField = (label) => {
const schema = {
valeur: new fields.StringField({
required: true,
nullable: false,
initial: SYSTEM.RESOURCE_VALUE.ZERO,
choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
blank: true,
}),
max: new fields.StringField({
required: true,
nullable: false,
initial: SYSTEM.RESOURCE_VALUE.ZERO,
choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
blank: true,
}),
experience: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
}
return new fields.SchemaField(schema, { label })
}
schema.ressources = new fields.SchemaField(
Object.values(SYSTEM.RESOURCES).reduce((obj, resource) => {
obj[resource.id] = resourceField(resource.label)
return obj
}, {}),
)
schema.commanditaire = new fields.StringField({})
schema.dv = new fields.StringField({
required: true,
nullable: false,
initial: SYSTEM.RESOURCE_VALUE.ZERO,
choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
})
schema.pv = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
schema.dmax = new fields.SchemaField({
valeur: new fields.StringField({
required: true,
nullable: false,
initial: SYSTEM.RESOURCE_VALUE.ZERO,
choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
}),
experience: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
schema.voies = new fields.SchemaField({
majeure: new fields.SchemaField({
id: new fields.DocumentIdField(),
key: new fields.StringField({ required: true }),
nom: new fields.StringField({ required: true }),
}),
mineure: new fields.SchemaField({
id: new fields.DocumentIdField(),
key: new fields.StringField({ required: true }),
nom: new fields.StringField({ required: true }),
}),
})
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["TENEBRIS.Character"]
get hasVoieMajeure() {
return !!this.voies.majeure.id
}
get hasVoieMineure() {
return !!this.voies.mineure.id
}
/**
* Rolls a dice for a character.
* @param {("save"|"resource|damage")} rollType The type of the roll.
* @param {number} rollTarget The target value for the roll. Which caracteristic or resource. If the roll is a damage roll, this is the id of the item.
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async roll(rollType, rollTarget, rollAdvantage = "=") {
let rollValue
let opponentTarget
switch (rollType) {
case ROLL_TYPE.SAVE:
rollValue = this.caracteristiques[rollTarget].valeur
opponentTarget = game.user.targets.first()
break
case ROLL_TYPE.RESOURCE:
rollValue = this.ressources[rollTarget].valeur
break
case ROLL_TYPE.DAMAGE:
rollValue = this.parent.items.get(rollTarget).system.degats
opponentTarget = game.user.targets.first()
break
default:
// Handle other cases or do nothing
break
}
await this._roll(rollType, rollTarget, rollValue, opponentTarget, rollAdvantage)
}
/**
* Rolls a dice for a character.
* @param {("save"|"resource|damage")} rollType The type of the roll.
* @param {number} rollTarget The target value for the roll. Which caracteristic or resource. If the roll is a damage roll, this is the id of the item.
* @param {number} rollValue The value of the roll. If the roll is a damage roll, this is the dice to roll.
* @param {Token} opponentTarget The target of the roll : used for save rolls to get the oppponent's malus.
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async _roll(rollType, rollTarget, rollValue, opponentTarget = undefined, rollAdvantage = "=") {
const hasTarget = opponentTarget !== undefined
let roll = await LethalFantasyRoll.prompt({
rollType,
rollTarget,
rollValue,
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
hasTarget,
target: opponentTarget,
rollAdvantage,
})
if (!roll) return null
// Perte de ressouces
if (rollType === ROLL_TYPE.RESOURCE && roll.resultType === "failure") {
const value = this.ressources[rollTarget].valeur
const newValue = LethalFantasyUtils.findLowerDice(value)
await this.parent.update({ [`system.ressources.${rollTarget}.valeur`]: newValue })
}
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
}

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import LethalFantasyRoll from "../documents/roll.mjs"
import { ROLL_TYPE } from "../config/system.mjs"
export default class LethalFantasyOpponent extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.dv = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
schema.pv = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
schema.armure = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
schema.malus = new fields.NumberField({ ...requiredInteger, initial: 0, max: 0 })
schema.actions = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
schema.description = new fields.HTMLField({ required: true, textSearch: true })
// Attaques : embedded items of type Attack
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["TENEBRIS.Opponent"]
/**
* Rolls a dice attack for an opponent.
* @param {number} rollValue The dice to roll.
* @param {number} rollTarget The name of the attack
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async roll(rollValue, rollTarget) {
let roll = await LethalFantasyRoll.prompt({
rollType: ROLL_TYPE.ATTACK,
rollValue,
rollTarget,
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
get toolTip() {
return this.description || ""
}
}

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import { SYSTEM } from "../config/system.mjs"
export default class LethalFantasyPath extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
schema.key = new fields.StringField({ required: true, nullable: false, initial: "" })
// Caractéristiques
const characteristicField = (label) => {
const schema = {
valeur: new fields.NumberField({
required: true,
nullable: false,
integer: true,
initial: 10,
min: 0,
}),
}
return new fields.SchemaField(schema, { label })
}
schema.caracteristiques = new fields.SchemaField(
Object.values(SYSTEM.CHARACTERISTICS).reduce((obj, characteristic) => {
obj[characteristic.id] = characteristicField(characteristic.label)
return obj
}, {}),
)
// Ressources
const resourceField = (label) => {
const schema = {
valeur: new fields.StringField({
required: true,
initial: SYSTEM.RESOURCE_VALUE.ZERO,
choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
}),
}
return new fields.SchemaField(schema, { label })
}
schema.ressources = new fields.SchemaField(
Object.values(SYSTEM.RESOURCES).reduce((obj, resource) => {
obj[resource.id] = resourceField(resource.label)
return obj
}, {}),
)
schema.dv = new fields.StringField({
required: true,
initial: SYSTEM.RESOURCE_VALUE.ZERO,
choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
})
schema.dmax = new fields.StringField({
required: true,
initial: SYSTEM.RESOURCE_VALUE.ZERO,
choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
})
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.biens = new fields.HTMLField({ required: true, textSearch: true })
schema.langues = new fields.HTMLField({ required: true, textSearch: true })
schema.talents = new fields.ArrayField(new fields.DocumentUUIDField())
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["TENEBRIS.Path"]
async getAllTalents() {
const talents = []
this.talents.forEach(async (element) => {
const talent = await fromUuid(element)
if (talent) talents.push(talent)
})
return talents
}
}

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import { SYSTEM } from "../config/system.mjs"
export default class LethalFantasySpell extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({
required: false,
blank: true,
initial: "",
textSearch: true,
})
schema.preparation = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
schema.cible = new fields.StringField({ required: true })
schema.portee = new fields.StringField({ required: true, initial: "contact", choices: SYSTEM.SPELL_RANGE })
schema.duree = new fields.StringField({ required: true })
schema.consequenceA = new fields.StringField({ required: true })
schema.consequenceB = new fields.StringField({ required: true })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["TENEBRIS.Spell"]
}

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export default class LethalFantasyTalent extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.appris = new fields.BooleanField()
schema.progression = new fields.BooleanField()
schema.niveau = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 3 })
schema.path = new fields.DocumentUUIDField()
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["TENEBRIS.Talent"]
get canProgress() {
return this.progression
}
get isLearned() {
return this.appris
}
get improvedDescription() {
return this.description.replace(/#niveau\b/g, this.niveau)
}
get details() {
if (this.progression)
return game.i18n.format("TENEBRIS.Talent.details", {
niveau: this.niveau,
})
return ""
}
async getPathName() {
const path = await fromUuid(this.path)
return path ? path.name : ""
}
}

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import { SYSTEM } from "../config/system.mjs"
import { CATEGORY } from "../config/weapon.mjs"
export default class LethalFantasyWeapon extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.categorie = new fields.StringField({ required: true, initial: "mains", choices: SYSTEM.WEAPON_CATEGORY })
schema.degats = new fields.StringField({
required: true,
initial: SYSTEM.WEAPON_DAMAGE.UN,
choices: Object.fromEntries(Object.entries(SYSTEM.WEAPON_DAMAGE).map(([key, value]) => [value, { label: `${value}` }])),
})
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["TENEBRIS.Weapon"]
get weaponCategory() {
return game.i18n.localize(CATEGORY[this.categorie].label)
}
}

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import LethalFantasyFortune from "./applications/fortune.mjs"
/**
* Handles socket events based on the provided action.
*
* @param {Object} [params={}] The parameters for the socket event.
* @param {string|null} [params.action=null] The action to be performed.
* @param {Object} [params.data={}] The data associated with the action.
* @returns {*} The result of the action handler, if applicable.
*/
export function handleSocketEvent({ action = null, data = {} } = {}) {
console.debug("handleSocketEvent", action, data)
switch (action) {
case "fortune":
return LethalFantasyFortune.handleSocketEvent(data)
case "askRoll":
return _askRoll(data)
}
}
/**
* Handles the socket event to ask for a roll.
*
* @param {Object} [options={}] The options object.
* @param {string} [options.userId] The ID of the user who initiated the roll.
*/
export function _askRoll({ userId } = {}) {
console.debug(`handleSocketEvent _askRoll from ${userId} !`)
const currentUser = game.user._id
if (userId === currentUser) {
foundry.audio.AudioHelper.play({ src: "/systems/fvtt-lethal-fantasy/sounds/drums.wav", volume: 0.8, autoplay: true, loop: false }, false)
}
}

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import { DICE_VALUES } from "./config/system.mjs"
export default class LethalFantasyUtils {
// Return the maximum damage limited by the maximum damage of the character
static maxDamage(damage, damageMax) {
const damageIndex = DICE_VALUES.indexOf(damage)
const damageMaxIndex = DICE_VALUES.indexOf(damageMax)
// If damage exceeds damageMax, return damageMax
if (damageIndex > damageMaxIndex) {
return damageMax
}
// Otherwise, return damage (as it is less than or equal to damageMax)
return damage
}
// Used when a ressource is lost to find the next lower dice
static findLowerDice(dice) {
let index = DICE_VALUES.indexOf(dice)
return DICE_VALUES[index - 1]
}
}

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{
"name": "fvtt-lethal-fantasy",
"private": true,
"version": "1.0.0",
"devDependencies": {
"@eslint/js": "^9.8.0",
"@foundryvtt/foundryvtt-cli": "^1.0.2",
"commander": "^11.1.0",
"eslint": "^9.9.0",
"eslint-config-prettier": "^9.1.0",
"eslint-plugin-jsdoc": "^48.11.0",
"eslint-plugin-prettier": "^5.2.1",
"globals": "^15.9.0",
"less": "^4.1.3",
"prettier": "^3.3.3"
},
"author": "LeRatierBretonnien",
"license": "UNLICENSED",
"dependencies": {
"gulp": "^5.0.0",
"gulp-less": "^5.0.0"
},
"scripts": {
"pushLDBtoYML": "node ./tools/pushLDBtoYML.mjs",
"pullYMLtoLDB": "node ./tools/pullYMLtoLDB.mjs"
}
}

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#tenebris-application-fortune {
font-family: var(--font-primary);
font-size: calc(var(--font-size-standard) * 1.2);
color: var(--color-light-1);
menu {
.rollable:hover,
.rollable:focus {
text-shadow: 0 0 8px var(--color-shadow-primary);
}
}
section {
background-image: url("../assets/background-small.webp");
background-repeat: no-repeat;
background-size: 100% 100%;
padding: 0;
}
.application-fortune {
display: flex;
flex: 1;
flex-direction: column;
align-items: center;
//align-items: center;
font-size: calc(var(--font-size-standard) * 3);
button {
color: var(--color-light-1);
font-size: calc(var(--font-size-standard) * 1.2);
margin-top: 10px;
border: none;
background-color: inherit;
}
}
.application-fortune-gm {
//padding-right: 50px;
justify-content: flex-end;
}
.application-fortune-player {
//padding-right: 20px;
justify-content: space-between
}
}

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#tenebris-application-manager {
display: flex;
font-family: var(--font-primary);
font-size: calc(var(--font-size-standard) * 1);
color: var(--color-dark-1);
background-image: var(--background-image-base);
background-repeat: no-repeat;
background-size: 100% 100%;
.tenebris-table {
margin: 1rem;
background: none;
padding: 0;
margin: 0;
text-align: center;
.player {
font-size: calc(var(--font-size-standard) * 1);
}
}
}

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.armor-content {
.sheet-common();
.item-sheet-common();
.header {
display: flex;
img {
width: 50px;
height: 50px;
}
}
label {
flex: 10%;
}
}

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styles/attack.less Normal file
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.attack-content {
.sheet-common();
.item-sheet-common();
.header {
display: flex;
img {
width: 50px;
height: 50px;
}
}
label {
flex: 10%;
}
}

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.character-content {
.sheet-common();
.character-sheet-common();
overflow: scroll;
}
.character-main {
display: flex;
.character-personnage {
display: flex;
gap: 10px;
flex: 1;
.character-gauche {
min-width: 180px;
display: flex;
flex-direction: column;
.character-gauche-image {
display: flex;
justify-content: center;
align-items: center;
padding-bottom: 20px;
.character-img {
height: 140px;
width: auto;
border: none;
}
}
.character-dv,
.character-dmax {
.form-fields {
flex: none;
}
}
.character-dmax-edit {
input {
display: flex;
width: 60px;
font-size: calc(var(--font-size-standard) * 1.4);
align-items: center;
justify-content: center;
padding: 0 5px 0 5px;
text-align: center;
}
}
}
.character-droite {
display: flex;
flex-direction: column;
gap: 5px;
.character-name {
display: flex;
input {
width: 400px;
}
}
.character-infos {
display: flex;
flex-direction: column;
gap: 10px;
label {
min-width: 120px;
}
.character-voie-majeure,
.character-voie-mineure {
display: flex;
input {
width: 280px;
}
.controls {
padding-left: 5px;
}
}
.character-commanditaire {
display: flex;
input {
width: 280px;
}
}
.character-pv {
display: flex;
gap: 2px;
align-items: center;
.character-pv-value {
.form-fields input {
flex: none;
width: 50px;
margin-left: 10px;
font-size: calc(var(--font-size-standard) * 1.4);
}
}
.character-pv-max {
clear: both;
display: flex;
flex-direction: row;
flex-wrap: wrap;
margin: 3px 0;
align-items: center;
input {
width: 50px;
text-align: center;
font-size: calc(var(--font-size-standard) * 1.4);
}
}
.pv-separator {
font-size: calc(var(--font-size-standard) * 1.2);
display: flex;
align-items: center;
justify-content: center;
}
}
}
}
}
.character-personnage-play {
min-width: 500px;
}
.character-personnage-edit {
min-width: 650px;
}
.character-caracteristiques {
display: flex;
flex-direction: column;
gap: 5px;
flex: 1;
.character-caracteristique {
display: flex;
align-items: center;
.rollable:hover,
.rollable:focus {
text-shadow: 0 0 8px var(--color-shadow-primary);
cursor: pointer;
}
.form-group {
flex: 1;
padding-left: 5px;
.form-fields {
flex: none;
width: 70px;
}
}
.experience {
display: flex;
align-items: center;
gap: 10px;
margin-left: 10px;
input {
display: flex;
width: 70px;
font-size: calc(var(--font-size-standard) * 1.4);
align-items: center;
justify-content: center;
padding: 0 5px 0 5px;
}
input[type="number"] {
text-align: center;
}
input[type="checkbox"] {
width: 20px;
}
input[type="checkbox"]:checked {
background-color: rgba(0, 0, 0, 0.1);
}
input[type="checkbox"]:checked::after {
color: rgba(0, 0, 0, 0.1);
}
}
}
}
.character-caracteristiques-play {
min-width: 225px;
}
.character-caracteristiques-edit {
min-width: 400px;
}
.character-ressources {
display: flex;
flex-direction: column;
gap: 5px;
flex: 1;
.character-ressource {
display: flex;
align-items: center;
.rollable:hover,
.rollable:focus {
text-shadow: 0 0 8px var(--color-shadow-primary);
cursor:
pointer;
}
.form-group {
flex: 1;
padding-left: 5px;
.form-fields {
flex: none;
width: 70px;
}
}
.character-ressource-edit {
display: flex;
align-items: center;
gap: 10px;
margin-left: 10px;
input {
display: flex;
width: 70px;
font-size: calc(var(--font-size-standard) * 1.4);
align-items: center;
justify-content: center;
padding: 0 5px 0 5px;
}
input[type="number"] {
text-align: center;
}
select {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.5);
text-align: center;
width: 75px;
}
}
}
}
.character-ressources-play {
min-width: 235px;
}
.character-ressources-edit {
min-width: 400px;
}
}
.character-biography {
prose-mirror.inactive {
min-height: 40px;
}
prose-mirror.active {
min-height: 150px;
}
}
.tab.character-items {
display: grid;
grid-template-columns: 1fr;
legend {
a {
font-size: calc(var(--font-size-standard) * 1.4);
padding-left: 5px;
}
}
.talents {
display: grid;
grid-template-columns: repeat(5, 1fr);
gap: 10px;
.talent {
display: flex;
align-items: center;
gap: 10px;
.item-img {
width: 50px;
height: 50px;
}
}
}
.weapons {
display: grid;
grid-template-columns: repeat(4, 1fr);
gap: 10px;
.weapon {
display: flex;
align-items: center;
gap: 10px;
.item-img {
width: 50px;
height: 50px;
margin: 5px 0 0 0;
}
}
}
.armors {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 10px;
.armor {
display: flex;
align-items: center;
gap: 10px;
.item-img {
width: 50px;
height: 50px;
margin: 5px 0 0 0;
}
}
}
.spells {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 10px;
.spell {
display: flex;
gap: 10px;
}
}
.appris {
font-weight: bold;
}
prose-mirror.inactive {
min-height: 40px;
}
prose-mirror.active {
min-height: 150px;
}
}

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&.fortune {
img {
border: 0px;
}
.intro-chat {
border-radius: 20px;
display: flex;
flex-direction: row;
.intro-img {
padding: 5px;
width: 80px;
align-self: center;
}
.intro-right {
display: flex;
flex-direction: column;
.introText {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2);
width: 210px;
text-align: center;
}
}
}
.button.control, .fortune-accepted {
display: flex;
justify-content: center;
align-items: center;
font-size: calc(var(--font-size-standard) * 1.3);
}
}
&.ask-roll {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2);
}

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styles/fonts.less Normal file
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@font-face {
font-family: "Cat Franken";
src: url("../fonts/catfranken-deutsch.ttf") format("truetype");
}
@font-face {
font-family: "Caslon";
src: url("../fonts/caslonpro-regular.otf") format("truetype");
}
@font-face {
font-family: "Caslon Bold";
src: url("../fonts/caslonpro-bold.otf") format("truetype");
}
@font-face {
font-family: "Caslon Bold Italic";
src: url("../fonts/caslonpro-bolditalic.otf") format("truetype");
}
@font-face {
font-family: "Caslon Italic";
src: url("../fonts/caslonpro-italic.otf") format("truetype");
}

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styles/global.less Normal file
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:root {
--font-size-standard: 0.8125rem;
--background-image-base: url("../assets/parchment.jpg");
--font-secondary: "Amiri", serif;
--logo-standard: url("../assets/tenebris-logo.webp");
}
#logo {
content: var(--logo-standard);
width: 50px;
height: 50px;
margin-left: 15px;
}
#pause > img {
content: var(--logo-standard);
height: 192px;
width: 192px;
top: -45px;
left: calc(50% - 96px);
}
i.tenebris {
width: 36px;
height: 36px;
background-image: var(--logo-standard);
background-size: 100%;
background-position: center;
background-repeat: no-repeat;
display: flex;
position: relative;
filter: grayscale(1);
transition: 0.3s;
}
.application.dialog.tenebris {
font-family: var(--font-primary);
font-size: calc(var(--font-size-standard) * 1.2);
background-image: var(--background-image-base);
button:hover {
background: var(--color-dark-6);
}
.legend {
font-family: var(--font-primary);
}
}
#tooltip.tooltip-avantages {
max-width: 550px;
text-align: left;
}
.chat-message,
.chat-message.whisper {
font-family: var(--font-primary);
background-image: var(--background-image-base);
background-repeat: no-repeat;
background-size: 100% 100%;
}

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@import "global.less";
.tenebris {
@import "mixins.less";
@import "character.less";
@import "opponent.less";
@import "path.less";
@import "talent.less";
@import "weapon.less";
@import "armor.less";
@import "spell.less";
@import "attack.less";
@import "chat.less";
}
@import "roll.less";
@import "application-fortune.less";
@import "application-manager.less";

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.sheet-common() {
font-family: var(--font-primary);
font-size: calc(var(--font-size-standard) * 1);
color: var(--color-dark-1);
background-image: var(--background-image-base);
background-repeat: no-repeat;
background-size: 100% 100%;
input:disabled,
select:disabled {
background-color: rgba(0, 0, 0, 0.2);
border-color: transparent;
color: var(--color-dark-3);
}
input,
select {
background-color: rgba(0, 0, 0, 0.1);
border-color: var(--color-dark-6);
color: var(--color-dark-2);
}
input[name="name"] {
height: 50px;
margin-right: 10px;
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 2);
font-weight: bold;
border: none;
}
fieldset {
margin-bottom: 10px;
border-radius: 5px;
}
.form-fields {
input,
select {
text-align: center;
font-size: calc(var(--font-size-standard) * 1.4);
}
select {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.4);
}
}
legend {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.6);
font-weight: bold;
letter-spacing: 1px;
}
}
.character-sheet-common {
label {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.4);
}
}
.item-sheet-common {
.form-fields {
padding-top: 5px;
}
label {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.6);
flex: 50%;
}
}

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styles/opponent.less Normal file
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.opponent-content {
.sheet-common();
overflow: scroll;
label {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.4);
}
}
.opponent-header {
display: flex;
align-items: center;
justify-content: center;
.opponent-img {
width: 100px;
height: auto;
margin: 10px;
}
.character-name {
display: flex;
width: 100%;
}
}
.opponent-main {
display: flex;
flex-direction: row;
gap: 10px;
.opponent-gauche {
display: flex;
flex-direction: column;
min-width: 250px;
.opponent-caracteristiques {
display: flex;
flex-direction: column;
.form-fields {
flex: none;
input {
width: 50px;
}
}
}
.opponent-attacks {
legend {
a {
font-size: calc(var(--font-size-standard) * 1.6);
}
}
.opponent-attack {
display: flex;
justify-content: space-between;
}
}
.opponent-spells {
legend {
a {
font-size: calc(var(--font-size-standard) * 1.6);
}
}
.opponent-spell {
display: flex;
justify-content: space-between;
}
}
}
.opponent-droite {
.opponent-description {
flex: 1; /* Prend également l'espace disponible */
min-width: 200px; /* Pour éviter que le contenu ne déborde */
prose-mirror.inactive {
min-height: 40px;
}
prose-mirror.active {
min-height: 450px;
height: 100%;
min-width: 200px;
width: 100%;
}
}
}
}

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styles/path.less Normal file
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.path-content {
.sheet-common();
.item-sheet-common();
.path-name {
display: flex;
justify-content: space-between;
.control {
margin: 5px;
}
img {
width: 50px;
height: 50px;
}
}
.path-main {
display: grid;
grid-template-columns: 2fr 2fr 1fr;
.profil {
display: grid;
grid-template-columns: repeat(2, 1fr);
}
.profil-gauche,
.profil-droite {
flex: 1; /* Chaque colonne prend la moitié de l'espace disponible */
padding: 10px; /* Espacement intérieur */
}
.profil-gauche {
margin-right: 10px; /* Espace entre les deux colonnes */
}
/* Optionnel : supprimer le margin-right sur la dernière colonne si vous avez besoin d'un espacement précis */
.profil-droite {
margin-right: 0;
}
.biens {
prose-mirror {
height: 100%;
}
}
.langues {
prose-mirror {
height: 100%;
}
}
.description {
prose-mirror.inactive {
min-height: 40px;
}
prose-mirror.active {
min-height: 150px;
}
grid-column: span 3;
}
}
.path-talents {
display: grid;
grid-template-columns: repeat(5, 1fr);
gap: 10px;
.talent {
background-color: #f0f0f0;
padding: 5px;
border-radius: 5px;
.header {
display: flex;
justify-content: space-between;
.name {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.5);
padding-left: 20px;
}
.controls {
font-size: calc(var(--font-size-standard) * 0.8);
}
}
.progression {
display: flex;
justify-content: space-between;
padding-top: 10px;
}
.description {
font-size: calc(var(--font-size-standard) * 1);
}
}
}
}

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.application.dialog.tenebris {
color: var(--color-dark-1);
input,
select {
background-color: rgba(0, 0, 0, 0.1);
border-color: var(--color-dark-6);
color: var(--color-dark-2);
}
}
.tenebris-roll-dialog {
fieldset {
padding: 10px;
}
}
input[name="selectAvantages"] {
border: none;
}
.dialog-aide-gene {
display: flex;
justify-content: center;
align-items: center;
select {
border: none;
background-color: rgba(0, 0, 0, 0.1);
color: var(--color-dark-2);
width: 60px;
text-align: center;
}
}
.dialog-modificateur {
display: flex;
justify-content: center;
align-items: center;
select {
border: none;
background-color: rgba(0, 0, 0, 0.1);
color: var(--color-dark-2);
width: 60px;
text-align: center;
}
}
.dialog-avantages {
#selectAvantages {
background-color: inherit;
text-align: center;
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2);
}
}
.dialog-damage,
.dialog-resource,
.dialog-save {
display: flex;
justify-content: center;
align-items: center;
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 2);
color: var(--color-dark-1);
}
&.dice-roll {
flex-direction: column;
.dice-total,
.dice-formula {
padding-top: 5px;
}
.dice-total {
margin-bottom: 5px;
}
.message-header {
font-family: var(--font-primary);
}
img {
border: 0px;
}
.intro-chat {
border-radius: 20px;
display: flex;
flex-direction: row;
.intro-img {
padding: 5px;
width: 80px;
align-self: center;
}
.intro-right {
display: flex;
flex-direction: column;
.introText {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2);
width: 210px;
margin-left: 20px;
}
}
}
.result {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
font-size: calc(var(--font-size-standard) * 1.2);
text-shadow: 0 0 10px var(--color-shadow-primary);
}
}

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styles/spell.less Normal file
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.spell-content {
.sheet-common();
.item-sheet-common();
.header {
display: flex;
img {
width: 50px;
height: 50px;
}
}
label {
flex: 10%;
}
input[name="system.consequenceA"], input[name="system.consequenceB"] {
font-size: calc(var(--font-size-standard) * 1.2);
}
}

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styles/talent.less Normal file
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.talent-content {
.sheet-common();
.item-sheet-common();
.header {
display: flex;
img {
width: 50px;
height: 50px;
}
}
input[type="checkbox"] {
font-size: var(--font-size-14);
width: 20px;
padding-top: 0;
}
input[type="checkbox"]:checked {
background-color: rgba(0, 0, 0, 0.1);
}
input[type="checkbox"]:checked::after {
color: rgba(0, 0, 0, 0.1);
}
}

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styles/weapon.less Normal file
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.weapon-content {
.sheet-common();
.item-sheet-common();
.header {
display: flex;
img {
width: 50px;
height: 50px;
}
}
label {
flex: 10%;
}
}

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system.json Normal file
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{
"id": "fvtt-lethal-fantasy",
"title": "Lethal Fantasy RPG",
"description": "",
"manifest": "#{MANIFEST}#",
"download": "#{DOWNLOAD}#",
"url": "#{URL}#",
"license": "LICENSE",
"version": "#{VERSION}#",
"authors": [
{
"name": "Uberwald",
"discord": "LeRatierBretonnien"
}
],
"compatibility": {
"minimum": "12",
"verified": "12"
},
"esmodules": ["lethal-fantasy.mjs"],
"styles": ["css/lethal-fantasy.css"],
"languages": [
{
"lang": "en",
"name": "Anglais",
"path": "lang/fr.json"
}
],
"documentTypes": {
"Actor": {
"character": { "htmlFields": ["description", "langues", "notes"] },
"opponent": { "htmlFields": ["description"] }
},
"Item": {
"path": { "htmlFields": ["description", "biens", "langues"] },
"talent": { "htmlFields": ["description"] },
"weapon": { "htmlFields": ["description"] },
"armor": { "htmlFields": ["description"] },
"spell": { "htmlFields": ["description"] },
"attack": { "htmlFields": ["description"] }
}
},
"grid": {
"distance": 10,
"units": "m"
},
"primaryTokenAttribute": "hp",
"socket": true,
"background": "systems/fvtt-lethal-fantasy/assets/background.webp",
"packs": [
{
}
]
}

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<section>
<div class="header">
<img class="item-img" src="{{item.img}}" data-edit="img" data-action="editImage" data-tooltip="{{item.name}}" />
{{formInput fields.name value=source.name}}
</div>
{{formField systemFields.categorie value=system.categorie localize=true}}
{{formField systemFields.valeur value=system.valeur}}
{{formField systemFields.malus value=system.malus}}
<fieldset>
<legend>{{localize "TENEBRIS.Label.description"}}</legend>
{{formInput
systemFields.description
enriched=enrichedDescription
value=system.description
name="system.description"
toggled="false"
}}
</fieldset>
</section>

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templates/attack.hbs Normal file
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<section>
<div class="header">
<img class="item-img" src="{{item.img}}" data-edit="img" data-action="editImage" data-tooltip="{{item.name}}" />
{{formInput fields.name value=source.name}}
</div>
{{formField systemFields.degats value=system.degats}}
<fieldset>
<legend>{{localize "TENEBRIS.Label.description"}}</legend>
{{formInput systemFields.description enriched=enrichedDescription value=system.description name="system.description" toggled=true}}
</fieldset>
</section>

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<section class="tab character-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
<fieldset>
<legend>{{localize "TENEBRIS.Character.Label.description"}}</legend>
{{formInput systemFields.description enriched=enrichedDescription value=system.description name="system.description" toggled=true}}
</fieldset>
<fieldset>
<legend>{{localize "TENEBRIS.Character.Label.langues"}}</legend>
{{formInput systemFields.langues enriched=enrichedLangues value=system.langues name="system.langues" toggled=true}}
</fieldset>
<fieldset>
<legend>{{localize "TENEBRIS.Character.Label.notes"}}</legend>
{{formInput systemFields.notes enriched=enrichedNotes value=system.notes name="system.notes" toggled=true}}
</fieldset>
</section>

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<section class="tab character-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
<fieldset>
<legend data-tooltip="{{localize "TENEBRIS.Tooltip.learnedTalents"}}" data-tooltip-direction="UP">{{localize "TENEBRIS.Label.talents"}}</legend>
<div class="talents">
{{#if @root.isEditMode}}
{{#each talents as |item|}}
{{!log "path-talent" this}}
<div class="talent {{#if item.appris}}appris{{/if}}" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
<div class="name" data-tooltip="{{{item.description}}}<br><br>{{item.path}}" data-tooltip-direction="UP">{{item.name}}
{{#if item.progression}}<span data-tooltip="{{localize 'TENEBRIS.Label.progressionPossible'}}"> (P)</span>{{/if}}
{{#if (and item.progression (gt item.niveau 1))}}{{localize 'TENEBRIS.Label.level'}} {{item.niveau}}{{/if}}
</div>
<div class="controls">
<a data-tooltip="{{localize 'TENEBRIS.Edit'}}" data-action="edit" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
<a data-tooltip="{{localize 'TENEBRIS.Delete'}}" data-action="delete" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>
</div>
</div>
{{/each}}
{{else}}
{{#each talentsAppris as |item|}}
{{!log "path-talent appris" this}}
<div class="talent" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}" data-tooltip="{{{item.description}}}<br><br>{{item.path}}">
{{#if (ne item.img "icons/svg/item-bag.svg")}}
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
{{/if}}
{{item.name}} {{item.details}}
</div>
{{/each}}
{{/if}}
</div>
</fieldset>
<fieldset>
<legend>{{localize "TENEBRIS.Label.equipement"}}{{#if isEditMode}}<a class="action" data-tooltip="{{localize "TENEBRIS.Tooltip.addEquipment"}}" data-tooltip-direction="UP"><i class="fas fa-plus" data-action="createEquipment"></i></a>{{/if}}</legend>
<div class="weapons">
{{#each weapons as |item|}}
{{!log 'weapon' this}}
<div class="weapon" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}" data-drag="true" data-drag-type="damage">
{{#if (ne item.img "icons/svg/item-bag.svg")}}
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
{{/if}}
<div class="name" data-tooltip="{{{item.system.description}}}">
{{item.name}}
</div>
<a {{#if (ne item.system.degats "1")}}class="rollable" data-item-id="{{item.id}}" data-action="roll" data-roll-type="damage" data-roll-value="{{item.system.degats}}"{{/if}}>{{localize "TENEBRIS.Label.degats"}} : {{item.system.degats}}</a>
{{#if @root.isEditMode}}
<div class="controls">
<a data-tooltip="{{localize 'TENEBRIS.Edit'}}" data-action="edit" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
<a data-tooltip="{{localize 'TENEBRIS.Delete'}}" data-action="delete" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</div>
{{/each}}
</div>
<div class="armors">
{{#each armors as |item|}}
{{!log 'armor' this}}
<div class="armor" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
<div class="name" data-tooltip="{{{item.system.description}}}">
{{item.name}}
</div>
{{localize "TENEBRIS.Label.armor"}} : {{item.system.valeur}} {{localize "TENEBRIS.Label.malus"}} : {{item.system.malus}}
{{#if @root.isEditMode}}
<div class="controls">
<a data-tooltip="{{localize 'TENEBRIS.Edit'}}" data-action="edit" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
<a data-tooltip="{{localize 'TENEBRIS.Delete'}}" data-action="delete" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</div>
{{/each}}
</div>
</fieldset>
<fieldset>
<legend>{{localize "TENEBRIS.Label.biens"}}</legend>
{{formInput systemFields.biens enriched=enrichedBiens value=system.biens name="system.biens" toggled=true }}
</fieldset>
{{#if (or isEditMode (and isPlayMode hasSpells))}}
<fieldset>
<legend>{{localize "TENEBRIS.Label.spells"}}{{#if isEditMode}}<a class="action" data-tooltip="{{localize "TENEBRIS.Tooltip.addSpell"}}" data-tooltip-direction="UP"><i class="fas fa-plus" data-action="createSpell"></i></a>{{/if}}</legend>
<div class="spells">
{{#each spells as |item|}}
{{!log 'weapon' this}}
<div class="spell" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}" data-drag="true" data-drag-type="spell">
<div class="name" data-tooltip="{{{item.system.description}}}">
{{item.name}}
</div>
{{#if @root.isEditMode}}
<div class="controls">
<a data-tooltip="{{localize 'TENEBRIS.Edit'}}" data-action="edit" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
<a data-tooltip="{{localize 'TENEBRIS.Delete'}}" data-action="delete" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</div>
{{/each}}
</div>
</fieldset>
{{/if}}
</section>

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<section class="character-main character-main-{{ifThen isPlayMode 'play' 'edit'}}">
{{!log "character-main" this}}
<fieldset>
<legend>{{localize "TENEBRIS.Character.Label.personnage"}}</legend>
<div class="character-personnage character-personnage-{{ifThen isPlayMode 'play' 'edit'}}">
<div class="character-gauche">
<div class="character-gauche-image">
<img class="character-img" src="{{actor.img}}" data-edit="img" data-action="editImage" data-tooltip="{{actor.name}}" />
</div>
<div class="character-dv">
{{formField systemFields.dv value=system.dv rootId=partId disabled=isPlayMode classes="character-dv"}}
</div>
<div class="character-dmax" data-tooltip="{{tooltipsCaracteristiques.dmax}}">
{{formField systemFields.dmax.fields.valeur value=system.dmax.valeur rootId=partId disabled=isPlayMode classes="character-dmax"}}
{{#if isEditMode}}
<div class="character-dmax-edit">
<div data-tooltip="{{localize "TENEBRIS.Label.experienceDetail" detail='Dégâts max'}}">{{formInput systemFields.dmax.fields.experience value=system.dmax.experience}}</div>
</div>
{{/if}}
</div>
</div>
<div class="character-droite">
<div class="character-name">
{{formInput fields.name value=source.name rootId=partId disabled=isPlayMode}}
<a class="control" data-action="toggleSheet" data-tooltip="TENEBRIS.ToggleSheet" data-tooltip-direction="UP">
<i class="fa-solid fa-user-{{ifThen isPlayMode 'lock' 'pen'}}"></i>
</a>
</div>
<div class="character-infos">
{{#if isEditMode}}
<div class="character-voie-majeure">
{{formField systemFields.voies.fields.majeure.fields.nom value=system.voies.majeure.nom rootId=partId disabled=true}}
{{#if system.hasVoieMajeure}}
<div class="controls">
<a class="control" data-action="edit" data-item-id="{{actor.system.voies.majeure.id}}" data-tooltip="{{localize 'TENEBRIS.Edit'}}"><i class="fas fa-edit"></i></a>
{{#if (not system.hasVoieMineure)}}
<a class="control" data-action="deleteVoieMajeure" data-tooltip="{{localize 'TENEBRIS.Delete'}}"><i class="fas fa-trash"></i></a>
{{/if}}
</div>
{{/if}}
</div>
<div class="character-voie-mineure">
{{formField systemFields.voies.fields.mineure.fields.nom value=system.voies.mineure.nom rootId=partId disabled=true}}
{{#if system.hasVoieMineure}}
<div class="controls">
<a class="control" data-action="edit" data-item-id="{{actor.system.voies.majeure.id}}" data-tooltip="{{localize 'TENEBRIS.Edit'}}"><i class="fas fa-edit"></i></a>
<a class="control" data-action="deleteVoieMineure" data-tooltip="{{localize 'TENEBRIS.Delete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</div>
{{else}}
<div class="character-voie-majeure">
{{formField systemFields.voies.fields.majeure.fields.nom value=system.voies.majeure.nom rootId=partId disabled=true}}
</div>
{{#if system.hasVoieMineure}}
<div class="character-voie-mineure">
{{formField systemFields.voies.fields.mineure.fields.nom value=system.voies.mineure.nom rootId=partId disabled=true}}
</div>
{{/if}}
{{/if}}
<div class="character-commanditaire">
{{formField systemFields.commanditaire value=system.commanditaire rootId=partId disabled=isPlayMode classes="character-commanditaire"}}
</div>
<div class="character-pv">
<div class="character-pv-value">
{{formField systemFields.pv.fields.value value=system.pv.value}}
</div>
<div class="pv-separator">/</div>
<div class="character-pv-max">
{{formInput systemFields.pv.fields.max value=system.pv.max rootId=partId disabled=isPlayMode}}
</div>
</div>
</div>
</div>
</div>
</fieldset>
<fieldset class="character-caracteristiques character-caracteristiques-{{ifThen isPlayMode 'play' 'edit'}}">
<legend>{{localize "TENEBRIS.Character.Label.caracteristiques"}}</legend>
<div class="character-caracteristique" data-drag="true" data-drag-type="save">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsCaracteristiques.rob}}" style="font-size: small;"></i>
{{formField systemFields.caracteristiques.fields.rob.fields.valeur value=system.caracteristiques.rob.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.saveRob}}
{{#if isEditMode}}
<div class="experience">
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.caracteristiques.fields.rob.fields.progression.fields.experience value=system.caracteristiques.rob.progression.experience}}</div>
<div class="experience-progress" data-tooltip="{{localize "TENEBRIS.Label.progress"}}">{{formInput systemFields.caracteristiques.fields.rob.fields.progression.fields.progres value=system.caracteristiques.rob.progression.progres}}</div>
</div>
{{/if}}
</div>
<div class="character-caracteristique" data-drag="true" data-drag-type="save">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsCaracteristiques.dex}}" style="font-size: small;"></i>
{{formField systemFields.caracteristiques.fields.dex.fields.valeur value=system.caracteristiques.dex.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.saveDex}}
{{#if isEditMode}}
<div class="experience">
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.caracteristiques.fields.dex.fields.progression.fields.experience value=system.caracteristiques.dex.progression.experience}}</div>
<div class="experience-progress" data-tooltip="{{localize "TENEBRIS.Label.progress"}}">{{formInput systemFields.caracteristiques.fields.dex.fields.progression.fields.progres value=system.caracteristiques.dex.progression.progres}}</div>
</div>
{{/if}}
</div>
<div class="character-caracteristique" data-drag="true" data-drag-type="save">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsCaracteristiques.int}}" style="font-size: small;"></i>
{{formField systemFields.caracteristiques.fields.int.fields.valeur value=system.caracteristiques.int.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.saveInt}}
{{#if isEditMode}}
<div class="experience">
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.caracteristiques.fields.int.fields.progression.fields.experience value=system.caracteristiques.int.progression.experience}}</div>
<div class="experience-progress" data-tooltip="{{localize "TENEBRIS.Label.progress"}}">{{formInput systemFields.caracteristiques.fields.int.fields.progression.fields.progres value=system.caracteristiques.int.progression.progres}}</div>
</div>
{{/if}}
</div>
<div class="character-caracteristique" data-drag="true" data-drag-type="save">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsCaracteristiques.per}}" style="font-size: small;"></i>
{{formField systemFields.caracteristiques.fields.per.fields.valeur value=system.caracteristiques.per.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.savePer}}
{{#if isEditMode}}
<div class="experience">
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.caracteristiques.fields.per.fields.progression.fields.experience value=system.caracteristiques.per.progression.experience}}</div>
<div class="experience-progress" data-tooltip="{{localize "TENEBRIS.Label.progress"}}">{{formInput systemFields.caracteristiques.fields.per.fields.progression.fields.progres value=system.caracteristiques.per.progression.progres}}</div>
</div>
{{/if}}
</div>
<div class="character-caracteristique" data-drag="true" data-drag-type="save">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsCaracteristiques.vol}}" style="font-size: small;"></i>
{{formField systemFields.caracteristiques.fields.vol.fields.valeur value=system.caracteristiques.vol.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.saveVol}}
{{#if isEditMode}}
<div class="experience">
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.caracteristiques.fields.vol.fields.progression.fields.experience value=system.caracteristiques.vol.progression.experience}}</div>
<div class="experience-progress" data-tooltip="{{localize "TENEBRIS.Label.progress"}}">{{formInput systemFields.caracteristiques.fields.vol.fields.progression.fields.progres value=system.caracteristiques.vol.progression.progres}}</div>
</div>
{{/if}}
</div>
</fieldset>
<fieldset class="character-ressources character-ressources-{{ifThen isPlayMode 'play' 'edit'}}">
<legend>{{localize "TENEBRIS.Character.Label.ressources"}}</legend>
<div class="character-ressource" data-drag="true" data-drag-type="resource">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsRessources.san}}" style="font-size: small;"></i>
{{formField systemFields.ressources.fields.san.fields.valeur value=system.ressources.san.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.resourceSan}}
{{#if isEditMode}}
<div class="character-ressource-edit">
{{formInput systemFields.ressources.fields.san.fields.max value=system.ressources.san.max}}
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.ressources.fields.san.fields.experience value=system.ressources.san.experience}}</div>
</div>
{{/if}}
</div>
<div class="character-ressource" data-drag="true" data-drag-type="resource">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsRessources.oeil}}" style="font-size: small;"></i>
{{formField systemFields.ressources.fields.oeil.fields.valeur value=system.ressources.oeil.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.resourceOeil}}
{{#if isEditMode}}
<div class="character-ressource-edit">
{{formInput systemFields.ressources.fields.oeil.fields.max value=system.ressources.oeil.max}}
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.ressources.fields.oeil.fields.experience value=system.ressources.oeil.experience}}</div>
</div>
{{/if}}
</div>
<div class="character-ressource" data-drag="true" data-drag-type="resource">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsRessources.verbe}}" style="font-size: small;"></i>
{{formField systemFields.ressources.fields.verbe.fields.valeur value=system.ressources.verbe.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.resourceVerbe}}
{{#if isEditMode}}
<div class="character-ressource-edit">
{{formInput systemFields.ressources.fields.verbe.fields.max value=system.ressources.verbe.max}}
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.ressources.fields.verbe.fields.experience value=system.ressources.verbe.experience}}</div>
</div>
{{/if}}
</div>
<div class="character-ressource" data-drag="true" data-drag-type="resource">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsRessources.bourse}}" style="font-size: small;"></i>
{{formField systemFields.ressources.fields.bourse.fields.valeur value=system.ressources.bourse.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.resourceBourse}}
{{#if isEditMode}}
<div class="character-ressource-edit">
{{formInput systemFields.ressources.fields.bourse.fields.max value=system.ressources.bourse.max}}
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.ressources.fields.bourse.fields.experience value=system.ressources.bourse.experience}}</div>
</div>
{{/if}}
</div>
<div class="character-ressource" data-drag="true" data-drag-type="resource">
<i class="fa fa-question-circle" aria-hidden="true" data-tooltip="{{tooltipsRessources.magie}}" style="font-size: small;"></i>
{{formField systemFields.ressources.fields.magie.fields.valeur value=system.ressources.magie.valeur rootId=partId disabled=isPlayMode classes="rollable" dataset=rollType.resourceMagie}}
{{#if isEditMode}}
<div class="character-ressource-edit">
{{formInput systemFields.ressources.fields.magie.fields.max value=system.ressources.magie.max}}
<div data-tooltip="{{localize "TENEBRIS.Label.experience"}}">{{formInput systemFields.ressources.fields.magie.fields.experience value=system.ressources.magie.experience}}</div>
</div>
{{/if}}
</div>
</fieldset>
</section>

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<div class="tenebris ask-roll">
<h4 class="ask-roll-title">{{title}}<br>{{text}}</h4>
<a class="ask-roll-dice" data-type="{{rollType}}" data-value="{{value}}" data-avantage="{{avantage}}">
<i class="fas fa-dice-d20" title="{{localize 'TENEBRIS.Manager.roll'}}"></i> {{localize 'TENEBRIS.Manager.roll'}}
</a>
</div>

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{{!log 'chat-fortune' this}}
<div class="tenebris fortune">
<div class="intro-chat">
{{#if (ne actingCharImg "icons/svg/mystery-man.svg")}}
<div class="intro-img">
<img src="{{actingCharImg}}" data-tooltip="{{name}}" />
</div>
{{/if}}
<div class="intro-right">
<p class="introText">{{localize "TENEBRIS.Chat.askFortune" name=name}}</p>
</div>
</div>
{{#if isGM}}
<a class="button control" data-action="accept-fortune" data-tooltip="Accepter"><i class="fa-solid fa-check"></i></a>
<div class="fortune-accepted" style="display: none;">Accepté !</div>
{{/if}}
</div>

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{{!log 'chat-message' this}}
<div class="{{cssClass}}">
<div class="intro-chat">
{{#if (ne actingCharImg "icons/svg/mystery-man.svg")}}
<div class="intro-img">
<img src="{{actingCharImg}}" data-tooltip="{{actingCharName}}" />
</div>
{{else}}
<div></div>
{{/if}}
<div class="intro-right">
<p class="introText" {{#if isSave}}data-tooltip="{{introTextTooltip}}"{{/if}}>{{{introText}}}
{{#if isSave}}
<br>
{{#if (eq avantages "avantage")}} {{localize "TENEBRIS.Roll.avantage"}}{{/if}}
{{#if (eq avantages "desavantage")}} {{localize "TENEBRIS.Roll.desavantage"}}{{/if}}
{{#if (eq avantages "doubleAvantage")}} {{localize "TENEBRIS.Roll.doubleAvantage"}}{{/if}}
{{#if (eq avantages "doubleDesavantage")}} {{localize "TENEBRIS.Roll.doubleDesavantage"}}{{/if}}
{{/if}}
</p>
</div>
</div>
{{#if isSave}}
<div class="result">
{{#if (eq resultType "success")}}
{{#if isPrivate}}?{{else}}{{localize "TENEBRIS.Roll.success"}}{{/if}}
{{else}}
{{#if isPrivate}}?{{else}}{{localize "TENEBRIS.Roll.failure"}}{{/if}}
{{/if}}
</div>
{{/if}}
{{#if isResource}}
<div class="result">
{{#if (eq resultType "success")}}
{{#if isPrivate}}?{{else}}{{localize "TENEBRIS.Roll.success"}}{{/if}}
{{else}}
{{#if isPrivate}}?{{else}}{{localize "TENEBRIS.Roll.failure"}}{{#if isFailure}} ({{localize "TENEBRIS.Roll.resourceLost"}}){{/if}}{{/if}}
{{/if}}
</div>
{{/if}}
{{#if isDamage}}
<div>
{{#if (and isGM hasTarget)}}
{{{localize "TENEBRIS.Roll.displayArmor" targetName=targetName targetArmor=targetArmor realDamage=realDamage}}}
{{/if}}
</div>
{{/if}}
{{#unless isPrivate}}
<div class="dice-result">
<h4 class="dice-total">{{total}}</h4>
<div class="dice-formula">{{formula}}</div>
{{{tooltip}}}
</div>
{{/unless}}
</div>

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templates/fortune.hbs Normal file
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{{!log "fortune" this}}
<div class="application-fortune application-fortune-{{ifThen isGM 'gm' 'player'}}">
{{#unless isGM}}
<button type="button" class="action-button frame-brown" data-action="fortune" data-user-id={{userId}}>
<label>Dépenser</label>
</button>
{{/unless}}
<div class="application-fortune-value">{{fortune}}</div>
</div>

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templates/manager.hbs Normal file
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<table class="tenebris-table">
<thead>
<tr>
<th>{{localize "TENEBRIS.Manager.player"}}</th>
<th>{{localize "TENEBRIS.Manager.character"}}</th>
<th>{{localize "TENEBRIS.Manager.pv"}}</th>
<td data-action="saveAll" data-save="rob">{{localize "TENEBRIS.Manager.rob"}}</td>
<td data-action="saveAll" data-save="dex">{{localize "TENEBRIS.Manager.dex"}}</td>
<td data-action="saveAll" data-save="int">{{localize "TENEBRIS.Manager.int"}}</td>
<td data-action="saveAll" data-save="per">{{localize "TENEBRIS.Manager.per"}}</td>
<td data-action="saveAll" data-save="vol">{{localize "TENEBRIS.Manager.vol"}}</td>
<td data-action="resourceAll" data-resource="san">{{localize "TENEBRIS.Manager.san"}}</td>
<td data-action="resourceAll" data-resource="oeil">{{localize "TENEBRIS.Manager.oeil"}}</td>
<td data-action="resourceAll" data-resource="verbe">{{localize "TENEBRIS.Manager.verbe"}}</td>
<td data-action="resourceAll" data-resource="bourse">{{localize "TENEBRIS.Manager.bourse"}}</td>
<td data-action="resourceAll" data-resource="magie">{{localize "TENEBRIS.Manager.magie"}}</td>
</tr>
</thead>
<tbody>
{{#each players as |player|}}
{{!log "player" this}}
<tr class="player" data-user-id="{{player.id}}" data-character-name="{{player.character.name}}" data-character-id="{{player.character.id}}">
<td>{{player.name}}</td>
<td data-action="openSheet" data-character-id="{{player.character.id}}">{{player.character.name}}</td>
<td>{{player.character.system.pv.value}}</td>
<td data-action="saveOne" data-save="rob">{{player.character.system.caracteristiques.rob.valeur}}</td>
<td data-action="saveOne" data-save="dex">{{player.character.system.caracteristiques.dex.valeur}}</td>
<td data-action="saveOne" data-save="int">{{player.character.system.caracteristiques.int.valeur}}</td>
<td data-action="saveOne" data-save="per">{{player.character.system.caracteristiques.per.valeur}}</td>
<td data-action="saveOne" data-save="vol">{{player.character.system.caracteristiques.vol.valeur}}</td>
<td data-action="resourceOne" data-resource="san">{{player.character.system.ressources.san.valeur}}</td>
<td data-action="resourceOne" data-resource="oeil">{{player.character.system.ressources.oeil.valeur}}</td>
<td data-action="resourceOne" data-resource="verbe">{{player.character.system.ressources.verbe.valeur}}</td>
<td data-action="resourceOne" data-resource="bourse">{{player.character.system.ressources.bourse.valeur}}</td>
<td data-action="resourceOne" data-resource="magie">{{player.character.system.ressources.magie.valeur}}</td>
</tr>
{{/each}}
</tbody>
</table>

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templates/opponent.hbs Normal file
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<section>
{{!log "opponent sheet" this}}
<div class="opponent-header">
<img class="opponent-img" src="{{actor.img}}" data-edit="img" data-action="editImage" data-tooltip="{{actor.name}}" />
{{formInput fields.name value=source.name}}
<a class="control" data-action="toggleSheet" data-tooltip="TENEBRIS.ToggleSheet" data-tooltip-direction="UP">
<i class="fa-solid fa-user-{{ifThen isPlayMode 'lock' 'pen'}}"></i>
</a>
</div>
<div class="opponent-main">
<div class="opponent-gauche">
<fieldset class="opponent-caracteristiques">
<legend>{{localize "TENEBRIS.Character.Label.caracteristiques"}}</legend>
{{formField systemFields.dv value=system.dv disabled=isPlayMode}}
{{formField systemFields.pv.fields.value value=system.pv.value}}
{{formField systemFields.pv.fields.max value=system.pv.max disabled=isPlayMode}}
{{formField systemFields.armure value=system.armure disabled=isPlayMode}}
{{formField systemFields.malus value=system.malus disabled=isPlayMode}}
{{formField systemFields.actions value=system.actions disabled=isPlayMode}}
</fieldset>
<fieldset class="opponent-attacks">
<legend>{{localize "TENEBRIS.Character.Label.attaques"}}
{{#if isEditMode}}<a class="action" data-tooltip="{{localize 'TENEBRIS.Tooltip.addAttack'}}" data-tooltip-direction="UP"><i
class="fas fa-plus"
data-action="createAttack"
></i></a>{{/if}}</legend>
{{#each attacks as |attack|}}
<div class="opponent-attack" data-drag="true" data-drag-type="attack" data-roll-value="{{attack.system.degats}}" data-roll-target="{{attack.name}}">
<div class="attack-name">
<a
class="rollable"
data-item-id="{{attack.id}}"
data-item-name="{{attack.name}}"
data-action="roll"
data-roll-type="attack"
data-roll-value="{{attack.system.degats}}"
>{{attack.system.degats}}</a>
(<span data-tooltip="{{attack.system.toolTip}}">{{attack.name}}</span>)
</div>
{{#if @root.isEditMode}}
<div class="controls">
<a data-tooltip="{{localize 'TENEBRIS.Edit'}}" data-action="edit" data-item-id="{{attack.id}}" data-item-uuid="{{attack.uuid}}"><i class="fas fa-edit"></i></a>
<a data-tooltip="{{localize 'TENEBRIS.Delete'}}" data-action="delete" data-item-id="{{attack.id}}" data-item-uuid="{{attack.uuid}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</div>
{{/each}}
</fieldset>
{{#if (or isEditMode (and isPlayMode hasSpells))}}
<fieldset class="opponent-spells">
<legend>{{localize "TENEBRIS.Label.spells"}}{{#if isEditMode}}<a class="action" data-tooltip="{{localize "TENEBRIS.Tooltip.addSpell"}}" data-tooltip-direction="UP"><i class="fas fa-plus" data-action="createSpell"></i></a>{{/if}}</legend>
{{#each spells as |spell|}}
<div class="opponent-spell">
<div class="name" data-tooltip="{{{spell.system.description}}}">
{{spell.name}}
</div>
{{#if @root.isEditMode}}
<div class="controls">
<a data-tooltip="{{localize 'TENEBRIS.Edit'}}" data-action="edit" data-item-id="{{spell.id}}" data-item-uuid="{{spell.uuid}}"><i class="fas fa-edit"></i></a>
<a data-tooltip="{{localize 'TENEBRIS.Delete'}}" data-action="delete" data-item-id="{{spell.id}}" data-item-uuid="{{spell.uuid}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</div>
{{/each}}
</fieldset>
{{/if}}
</div>
<div class="opponent-droite">
<fieldset class="opponent-description">
<legend>{{localize "TENEBRIS.Label.description"}}</legend>
{{formInput systemFields.description enriched=enrichedDescription value=system.description name="system.description" toggled=true compact=true}}
</fieldset>
</div>
</div>
</section>

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<section class="path-name">
<img class="item-img" src="{{item.img}}" data-edit="img" data-action="editImage" data-tooltip="{{item.name}}" />
{{formInput fields.name value=source.name rootId=partId disabled=isPlayMode}}
<a class="control" data-action="toggleSheet" data-tooltip="TENEBRIS.ToggleSheet">
<i class="fa-solid fa-user-{{ifThen isPlayMode 'lock' 'pen'}}"></i>
</a>
</section>

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<section class="tab path-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
<fieldset>
<legend>{{localize "TENEBRIS.Label.profil"}}</legend>
<div class="profil">
<div class="profil-gauche">
{{formField systemFields.caracteristiques.fields.rob.fields.valeur value=system.caracteristiques.rob.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.caracteristiques.fields.dex.fields.valeur value=system.caracteristiques.dex.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.caracteristiques.fields.int.fields.valeur value=system.caracteristiques.int.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.caracteristiques.fields.per.fields.valeur value=system.caracteristiques.per.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.caracteristiques.fields.vol.fields.valeur value=system.caracteristiques.vol.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.dv value=system.dv rootId=partId disabled=isPlayMode}}
</div>
<div class="profil-droite">
{{formField systemFields.dmax value=system.dmax rootId=partId disabled=isPlayMode}}
{{formField systemFields.ressources.fields.san.fields.valeur value=system.ressources.san.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.ressources.fields.oeil.fields.valeur value=system.ressources.oeil.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.ressources.fields.verbe.fields.valeur value=system.ressources.verbe.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.ressources.fields.bourse.fields.valeur value=system.ressources.bourse.valeur rootId=partId disabled=isPlayMode}}
{{formField systemFields.ressources.fields.magie.fields.valeur value=system.ressources.magie.valeur rootId=partId disabled=isPlayMode}}
</div>
</div>
</fieldset>
<fieldset class="biens">
<legend>{{localize "TENEBRIS.Label.biens"}}</legend>
{{formInput systemFields.biens enriched=enrichedBiens value=system.biens documentUUID=item.uuid name="system.biens" collaborate="true" toggled=true}}
</fieldset>
<fieldset class="langues">
<legend>{{localize "TENEBRIS.Label.langues"}}</legend>
{{formInput systemFields.langues enriched=enrichedLangues value=system.langues documentUUID=item.uuid name="system.langues" collaborate="true" toggled=true}}
</fieldset>
<fieldset class="description">
<legend>{{localize "TENEBRIS.Label.description"}}</legend>
{{formInput
systemFields.description
enriched=enrichedDescription
value=system.description
name="system.description"
toggled=true
}}
</fieldset>
</section>

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<section class="tab path-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
{{!log "path-talents" this}}
{{#each talents as |item|}}
{{!log "path-talent" this}}
<div class="talent" data-item-uuid="{{item.uuid}}">
<div class="header">
<div class="name">{{item.name}} {{#if item.system.canProgress}}<span data-tooltip="{{localize 'TENEBRIS.Label.progressionPossible'}}"> (P)</span>{{/if}}
{{#if item.system.isLearned}}
<span data-tooltip="{{localize 'TENEBRIS.Talent.FIELDS.appris.label'}}"> <i class="fa-solid fa-book"></i>({{item.system.niveau}})</span>
{{/if}}
</div>
{{#if @root.isEditMode}}
<div class="controls">
<a data-tooltip="{{localize 'TENEBRIS.Edit'}}" data-action="edit" data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
<a data-tooltip="{{localize 'TENEBRIS.Delete'}}" data-action="delete" data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</div>
{{#if item.system.isLearned}}
<div class="progression">
<div>{{localize "TENEBRIS.Label.appris"}}</div>
<div>{{localize "TENEBRIS.Label.niveau"}} {{item.system.niveau}}</div>
</div>
{{/if}}
<div class="description">{{{item.system.improvedDescription}}}</div>
</div>
{{/each}}
</section>

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{{log "roll-dialog" this}}
<div class="tenebris-roll-dialog">
{{#if isSave}}
<fieldSet>
<legend>{{localize "TENEBRIS.Label.sauvegarde"}}</legend>
<div class="dialog-save">{{formula}}</div>
</fieldSet>
<fieldSet class="dialog-avantages">
<legend>{{localize "TENEBRIS.Roll.avantagesDesavantages"}}</legend>
<input
type="range"
name="avantages"
min="1"
max="5"
value="{{rangeAdvantage}}"
data-tooltip="Double désavantage - Désavantage - Normal - Avantage - Double avantage"
data-tooltip-direction="UP"
data-tooltip-class="tooltip-avantages"
/>
<input id="selectAvantages" name="selectAvantages" readonly value="{{rollAdvantage}}">
</fieldSet>
<div class="dialog-aide-gene">
<fieldSet>
<legend>{{localize "TENEBRIS.Roll.aide"}}</legend>
<select name="aide">
{{selectOptions choiceAide}}
</select>
</fieldSet>
<fieldSet>
<legend>{{localize "TENEBRIS.Roll.gene"}}</legend>
<select name="gene">
{{selectOptions choiceGene}}
</select>
</fieldSet>
</div>
<fieldSet class="dialog-modificateur">
<legend>{{localize "TENEBRIS.Roll.adversite"}}</legend>
<select name="modificateur" {{#if hasTarget}}data-tooltip="Cible : {{targetName}}" data-tooltip-direction="UP"{{/if}}>
{{selectOptions choiceModificateur selected=malus}}
</select>
</fieldSet>
{{/if}}
{{#if (or isDamage isAttack)}}
<fieldSet>
<legend>{{localize "TENEBRIS.Label.degats"}}</legend>
<div class="dialog-damage">{{damageDice}} {{#if damageDiceLowered}}limités par les dégâts max à {{damageDiceFinal}} {{/if}}</div>
</fieldSet>
{{/if}}
{{#if isResource}}
<fieldSet>
<legend>{{localize "TENEBRIS.Label.ressource"}}</legend>
<div class="dialog-resource">{{formula}}</div>
</fieldSet>
{{/if}}
<fieldSet>
<legend>{{localize "TENEBRIS.Roll.visibilite"}}</legend>
<select name="visibility">
{{selectOptions rollModes selected=visibility}}
</select>
</fieldSet>
</div>

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<section>
<div class="header">
<img class="item-img" src="{{item.img}}" data-edit="img" data-action="editImage" data-tooltip="{{item.name}}" />
{{formInput fields.name value=source.name}}
</div>
{{formField systemFields.preparation value=system.preparation}}
{{formField systemFields.cible value=system.cible}}
{{formField systemFields.portee value=system.portee localize=true}}
{{formField systemFields.duree value=system.duree}}
{{formField systemFields.consequenceA value=system.consequenceA}}
{{formField systemFields.consequenceB value=system.consequenceB}}
<fieldset>
<legend>{{localize "TENEBRIS.Label.description"}}</legend>
{{formInput systemFields.description enriched=enrichedDescription value=system.description name="system.description" toggled=true}}
</fieldset>
</section>

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<section>
<div class="header">
<img class="item-img" src="{{item.img}}" data-edit="img" data-action="editImage" data-tooltip="{{item.name}}" />
{{formInput fields.name value=source.name}}
</div>
{{formField systemFields.appris value=system.appris}}
{{formField systemFields.progression value=system.progression}}
{{#if canProgress}}
{{formField systemFields.niveau value=system.niveau }}
{{/if}}
<fieldset>
<legend>{{localize "TENEBRIS.Label.description"}}</legend>
{{formInput systemFields.description enriched=enrichedDescription value=system.description name="system.description" toggled=true}}
</fieldset>
</section>

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<section>
<div class="header">
<img class="item-img" src="{{item.img}}" data-edit="img" data-action="editImage" data-tooltip="{{item.name}}" />
{{formInput fields.name value=source.name}}
</div>
{{formField systemFields.categorie value=system.categorie localize=true}}
{{formField systemFields.degats value=system.degats}}
<fieldset>
<legend>{{localize "TENEBRIS.Label.description"}}</legend>
{{formInput
systemFields.description
enriched=enrichedDescription
value=system.description
name="system.description"
toggled=true
}}
</fieldset>
</section>

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import { extractPack, compilePack } from '@foundryvtt/foundryvtt-cli';
import { promises as fs } from 'fs';
import path from "path";
const MODULE_ID = process.cwd();
export class CompendiumsManager {
static async packToDistDir(srcDir = 'packs_src', distDir = 'packs', mode = 'yaml') {
const yaml = mode === 'yaml'
const packs = await fs.readdir('./' + srcDir);
for (const pack of packs) {
if (pack === '.gitattributes') continue;
console.log('Packing ' + pack);
await compilePack(
`${MODULE_ID}/${srcDir}/${pack}`,
`${MODULE_ID}/${distDir}/${pack}`,
{ yaml }
);
}
}
static async unpackToSrcDir(srcDir = 'packs_src', distDir = 'packs', mode = 'yaml') {
const yaml = mode === 'yaml'
const packs = await fs.readdir("./" + distDir);
for (const pack of packs) {
if (pack === ".gitattributes") continue;
if (pack === ".directory") continue;
if (pack.endsWith(".db")) continue;
console.log("Unpacking " + pack);
const directory = `./${srcDir}/${pack}`;
// Create the directory if it doesn't exist
await fs.mkdir(directory, { recursive: true });
try {
for (const file of await fs.readdir(directory)) {
await fs.unlink(path.join(directory, file));
}
} catch (error) {
if (error.code === "ENOENT") console.log("No files inside of " + pack);
else console.log(error);
}
await extractPack(
`${MODULE_ID}/${distDir}/${pack}`,
`${MODULE_ID}/${srcDir}/${pack}`,
{
yaml: mode === 'yaml',
transformName: doc => CompendiumsManager.transformName(doc, mode === 'yaml'),
}
);
}
}
/**
* Prefaces the document with its type
* @param {object} doc - The document data
*/
static transformName(doc, yaml) {
const safeFileName = doc.name.replace(/[^a-zA-Z0-9А-я]/g, "_");
const type = doc._key.split("!")[1];
const prefix = ["actors", "items"].includes(type) ? doc.type : type;
return `${doc.name ? `${prefix}_${safeFileName}_${doc._id}` : doc._id}.${yaml ? "yml" : "json"}`;
}
}

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import { CompendiumsManager } from './CompendiumsManager.mjs';
CompendiumsManager.packToDistDir()

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import { CompendiumsManager } from './CompendiumsManager.mjs';
CompendiumsManager.unpackToSrcDir()