ActiveEffects: Add complete ActiveEffects management system
- New: modules/mournblade-cyd2-effects.js with utility methods for creating, applying, and managing effects - New: templates/partial-active-effects.hbs for displaying actor effects - New: templates/partial-item-effects.hbs for displaying item effects - Update: modules/mournblade-cyd2-config.js with effect configuration (types, attribute keys, categories) - Update: templates/actor-sheet.hbs and creature-sheet.hbs with Effects tab - Update: templates/partial-item-nav.hbs with conditional Effects tab - Update: templates/item-talent-sheet.hbs with Effects tab content - Update: base-actor-sheet.mjs with effect action handlers (create, edit, delete, toggle) - Update: base-item-sheet.mjs with effect action handlers and context - Update: modules/mournblade-cyd2-main.js to import and expose MournbladeCYD2Effects - Update: lang/fr.json with effect-related translations Features: - Support for creating permanent and temporary effects - Support for attribute modifications (ADR, PUI, CLA, PRE, TRE, etc.) - Support for health, soul, combat, and adversity modifications - Support for status effects - Support for runes (pronounced and traced) effects - Toggle to enable/disable effects - Duration tracking (rounds, turns, seconds, combat, scene) - Display of all active modifications summary Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
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@@ -119,6 +119,96 @@ export const MOURNBLADECYD2_CONFIG = {
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{ key: "personnage", label: "Personnage" },
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{ key: "traitespece", label: "Trait d'espèce" }
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],
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// Configuration des ActiveEffects
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effectTypes: {
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bonus: "Bonus",
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malus: "Malus",
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rune: "Effet de Rune",
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don: "Effet de Don",
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talent: "Effet de Talent",
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trait: "Effet de Trait",
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temporaire: "Effet Temporaire",
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permanent: "Effet Permanent"
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},
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// Clés des attributs pour les modifications d'effets
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effectAttributeKeys: {
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// Attributs
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adr: "system.attributs.adr.value",
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pui: "system.attributs.pui.value",
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cla: "system.attributs.cla.value",
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pre: "system.attributs.pre.value",
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tre: "system.attributs.tre.value",
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// Santé
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vigueur: "system.sante.vigueur",
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etat: "system.sante.etat",
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nbcombativite: "system.sante.nbcombativite",
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// Âme
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nbame: "system.ame.nbame",
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seuilpouvoir: "system.ame.seuilpouvoir",
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etatAme: "system.ame.etat",
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// Bonne Aventure
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bonneaventure: "system.bonneaventure.base",
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bonneaventureActuelle: "system.bonneaventure.actuelle",
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eclat: "system.eclat.value",
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// Combat
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initiative: "system.combat.inittotal",
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defense: "system.combat.defensetotal",
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protection: "system.combat.protectiontotal",
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// Adversités
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adversiteBleue: "system.adversite.bleue",
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adversiteRouge: "system.adversite.rouge",
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adversiteNoire: "system.adversite.noire",
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// Balance
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loi: "system.balance.loi",
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chaos: "system.balance.chaos",
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aspect: "system.balance.aspect",
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// Ressources
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ressources: "system.ressources.value",
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// Vitesse
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vitesse: "system.vitesse.value"
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},
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// Types de bonus/malus supportés (groupés par catégorie)
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effectTypesConfig: {
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attribut: {
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label: "Attribut",
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keys: ["adr", "pui", "cla", "pre", "tre"]
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},
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sante: {
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label: "Santé",
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keys: ["vigueur", "etat", "nbcombativite"]
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},
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ame: {
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label: "Âme",
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keys: ["nbame", "seuilpouvoir", "etatAme"]
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},
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combat: {
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label: "Combat",
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keys: ["initiative", "defense", "protection"]
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},
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bonneAventure: {
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label: "Bonne Aventure",
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keys: ["bonneaventure", "bonneaventureActuelle", "eclat"]
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},
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adversite: {
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label: "Adversité",
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keys: ["adversiteBleue", "adversiteRouge", "adversiteNoire"]
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},
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balance: {
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label: "Balance",
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keys: ["loi", "chaos", "aspect"]
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}
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},
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optionsUseTalent: [
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{ key: "permanent", label: "Permanent" },
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{ key: "sceance", label: "Une fois par scéance" },
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