fix: Correct critical bugs and complete Creature/Group DataModel implementation

- Fix TypeError: controls.find is not a function in hooks.mjs
- Fix undefined 'npc' variable in applications.mjs
- Fix CONFIG.VERMINE.model undefined by checking game.system.template existence
- Fix TypeError: html.find(...).forEach is not a function in roll.mjs
- Fix Cannot set properties of undefined (setting 'initial') in actor.mjs
- Fix Cannot read properties of undefined (reading 'difficulty') in actor.mjs
- Fix ActiveEffect application phase 'initial' already completed by adding combatStatus to base template
- Fix Missing helper: 'select' in roll-dialog.hbs (removed invalid Handlebars select block)
- Add SIZE_LEVELS labels to creatureSizeLevels config
- Add SIZE_LEVELS translations to fr.json
- Add combatStatus to base actor template
- Convert all .html templates to .hbs for Foundry v14 compatibility
- Update item-sheet.mjs to use .hbs extension
- Update handlebars-manager.mjs to use .hbs for all partials

Complete Vermine2047 Creature and Group sheet implementation:
- Creature: Pattern, Size, Role, Pack with computed values
- Group: Totem, Reserve, Morale, Objectives, Members management
- All templates functional with proper styling

Generated by Mistral Vibe.
Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
This commit is contained in:
2026-06-04 20:58:22 +02:00
parent f9f07cbc7e
commit 30d6f71fc7
43 changed files with 19225 additions and 609 deletions
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# Vermine 2047 — Copilot Instructions
## Build & Development
```bash
npm run watch # Watch SCSS + templates, proxy Foundry at localhost:30000 (requires Foundry running)
npm run buildStyle # Compile SCSS once to css/vermine2047.css
npm run pullYAMLtoLDB # Build LevelDB compendium packs from src/packs/ YAML → packs/
npm run pushLDBtoYAML # Extract LevelDB packs to editable YAML in src/packs/
npx eslint module/ # Lint JavaScript (ESLint configured in .eslintrc.js)
```
There are no automated tests. Use `npm run watch` during development to live-reload SCSS and Handlebars templates via browser-sync.
## Architecture
This is a **FoundryVTT game system** (`system.json` → system ID `vermine2047`), compatible with Foundry v11v14. It implements the French post-apocalyptic TTRPG **Vermine 2047**.
**Entry point**: `module/vermine2047.mjs` — loaded as an ES module. On the `init` hook it registers custom document classes, sheet classes, combat classes, Handlebars helpers, settings, hooks, and preloads templates.
**Actor types** (4): `character`, `npc`, `group`, `creature`
**Item types** (12): `item`, `weapon`, `defense`, `vehicle`, `ability`, `specialty`, `background`, `trauma`, `evolution`, `rumor`, `target`, `rite`
**Key source files** (`module/system/`):
| File | Role |
|---|---|
| `config.mjs` | All game constants (`CONFIG.VERMINE`) — abilities, skills, totems, threat/role/pattern levels, traits, damage types |
| `roll.mjs` | `VermineUtils` class — d10 dice pool system with success counting, totem mechanics, rerolls, Dice So Nice integration |
| `fight.mjs` | Confrontation system (`VermineFight`), plus `VermineCombat`, `VermineCombatant`, `VermineCombatTracker` |
| `group-link.mjs` | `GroupLink` — bidirectional sync of members/encounters between group actors and character/NPC actors via Foundry hooks |
| `hooks.mjs` | All Foundry hook registrations (chat messages, hotbar drop, combat, preCreate, Dice So Nice) |
| `settings.mjs` | System settings (game mode: survie/cauchemar/apocalypse) |
| `handlebars-manager.mjs` | Template preloading paths + all Handlebars helpers (level config lookups, math, conditionals) |
| `effects.mjs` | Active effect management |
| `dialogs/rollDialog.mjs` | Advanced roll dialog (ability/skill selection, difficulty, totems, specialties, assist/pool bonuses) |
| `applications.mjs` | `TotemPicker` and `TraitSelector` applications |
**Data model**: `template.json` defines the Actor/Item schemas (Foundry's template system). Derived data is computed in `prepareDerivedData()` in `module/documents/actor.mjs` and `module/documents/item.mjs`.
**Sheet inheritance**: `VermineActorSheet` (base) → `VermineCharacterSheet`, `VermineNpcSheet`, `VermineGroupSheet`, `VermineCreatureSheet`. Sheets expose `CONFIG.VERMINE` as `context.config` in template data.
**Compendium packs**: Stored in `packs/` as LevelDB databases. Edit source data in `src/packs/` as YAML, then `npm run pullYAMLtoLDB` to build. The CI release workflow runs this automatically.
## Key Conventions
- **All `.mjs` files**: ES module syntax only. Foundry globals (`game`, `Hooks`, `CONFIG`, `Actor`, `Item`, `ChatMessage`, `Roll`, `Handlebars`, `renderTemplate`, `foundry`) are available but declared as readonly globals in `.eslintrc.js`.
- **Code language**: Source code and comments are in French. UI strings in `lang/fr.json` and `lang/en.json`. Use `game.i18n.localize()` for all user-visible text.
- **Template naming**: Actor sheets at `templates/actor/actor-{type}-sheet.hbs`, item sheets at `templates/item/item-{type}-sheet.html` (note: item sheets use `.html`, everything else uses `.hbs`). Chat card templates at `templates/item/chatCards/{type}.hbs`.
- **Dice system**: d10 pools with success counting (result ≥ difficulty). Totem dice (human/adapted) count double on success. Formula syntax: `{N}d10cs>={threshold}[label]`. Totem dice: `(1d10cs>={threshold}[totem_label]*2)`.
- **CSS**: SCSS sources in `scss/` compile to `css/vermine2047.css`. Organized by concern: `_app.scss`, `item-sheet.scss`, `roll.scss`, `dialog.scss`, etc.
- **Data tools**: The `pushLDBtoYAML` / `pullYAMLtoLDB` scripts use `@foundryvtt/foundryvtt-cli` to convert between LevelDB packs and editable YAML. When adding pack content, edit YAML in `src/packs/` then rebuild.
- **Actor updates**: Use `actor.update({...})` with dot-notation paths (e.g., `'system.adaptation.totems.human.value'`). The `GroupLink` hooks system automatically syncs group memberships on actor changes.
- **New template partials**: Must be listed in `preloadHandlebarsTemplates()` in `handlebars-manager.mjs` for pre-compilation.
- **Full architecture documentation**: See `docs/technical/ARCHITECTURE.md`.
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+100 -4
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@@ -22,7 +22,10 @@
},
"legendary": {
"name": "Légendaire"
}
},
"survival": "Survie",
"nightmare": "Cauchemar",
"apocalypse": "Apocalypse"
},
"ROLLS": {
"tool": "Lanceur de dés",
@@ -71,6 +74,7 @@
"old": "Vieux"
},
"IDENTITY": {
"biography": "Biographie",
"name": "Nom",
"height": "Taille",
"weight": "Poids",
@@ -98,17 +102,21 @@
"vigor": "Vigueur",
"wounds": "Blessures",
"action": "Action",
"specialties": "Spécialité",
"specialties": "Spécialités",
"rerolls": "Relances",
"contact": "Contact",
"reaction": "Réaction",
"pools": "Réserves",
"gear": "Matériel",
"gear_hindrance": "Handicap Matériel",
"protection": "Protection",
"skills": "Compétences",
"skills_placeholder": "ex: Armes à feu, Soins, Discrétion",
"pattern": "Gabarit",
"size": "Taille",
"pack": "Groupe"
"pack": "Groupe",
"threat_details": "Détails de Menace",
"role_details": "Détails de Rôle"
},
"VERMINE": {
"name": "Vermine",
@@ -118,8 +126,33 @@
"reputation": "Réputation",
"pool": "Réserve",
"pools": "Réserves",
"reserves": "Réserves",
"self_control": "Sang-Froid",
"effort": "Effort",
"preferred_category": "Catégorie préférée",
"wounds": {
"name": "Blessures",
"light": "Légères",
"heavy": "Graves",
"deadly": "Mortelles"
},
"ability_category": {
"physical": "Physiques",
"manual": "Manuelles",
"mental": "Mentales",
"social": "Sociales"
},
"skill_category": {
"man": "Homme",
"animal": "Animal",
"tool": "Outil",
"weapon": "Arme",
"survival": "Survie",
"world": "Monde"
},
"rarity_0": "Commun",
"rarity_1": "Peu commun",
"rarity_2": "Rare",
"test_of": "test de",
"rerolls_possible": "relances possibles",
"grant_reroll": "accorder des relances",
@@ -227,7 +260,33 @@
"encounters": "Rencontres",
"road": "La Route",
"totem_picker": "Sélecteur de totem",
"actor_picker": "Sélecteur de personnage"
"actor_picker": "Sélecteur de personnage",
"morale": "Moral",
"reserve": "Réserve de groupe",
"objectives": "Objectifs",
"major_objectives": "Objectifs majeurs",
"minor_objectives": "Objectifs mineurs",
"instincts": "Instincts",
"prohibits": "Interdictions",
"group_abilities": "Capacités de groupe",
"vote_reserve": "Vote pour utiliser la réserve",
"morale_high": "Haut",
"morale_normal": "Normal",
"morale_low": "Bas",
"morale_crisis": "Crise",
"objective_placeholder": "Objectif...",
"instincts_placeholder": "Ex: Triompher, relever un défi...",
"prohibits_placeholder": "Ex: Fuir, abandonner...",
"error_unknown_actor": "Acteur inconnu",
"creature": "Créature",
"pattern": "Gabarit",
"size": "Taille",
"pack": "Meute",
"computed_values": "Valeurs calculées",
"base_values": "Valeurs de base",
"total_attack": "Attaque totale",
"total_damage": "Dégâts totaux",
"wound_thresholds": "Seuils de blessures"
},
"UI": {
"add": "Ajouter",
@@ -323,6 +382,11 @@
"important": "Important",
"major": "Majeur"
},
"SIZE_LEVELS": {
"small": "Petit",
"medium": "Moyen",
"large": "Grand"
},
"PATTERN_LEVELS": {
"insect": "Insecte",
"rat": "Rat",
@@ -551,5 +615,37 @@
"SEXES": {
"male": "Masculin",
"female": "Féminin"
},
"SKILLS": {
"arts": "Arts",
"civilization": "Civilisation",
"psychology": "Psychologie",
"rumors": "Rumeurs",
"healing": "Soins",
"animalism": "Animalisme",
"dissection": "Dissection",
"fauna": "Faune",
"repulsion": "Répulsion",
"tracks": "Pistage",
"crafting": "Artisanat",
"diy": "Bricolage",
"mecanical": "Mécanique",
"piloting": "Pilotage",
"technology": "Technologie",
"firearms": "Armes à feu",
"archery": "Tir à l'arc",
"armory": "Armurerie",
"throwing": "Lancer",
"melee": "Mêlée",
"alertness": "Vigilance",
"athletics": "Athlétisme",
"food": "Alimentation",
"stealth": "Discrétion",
"close": "Corps-à-corps",
"environment": "Environnement",
"flora": "Flore",
"road": "Route",
"toxics": "Toxiques",
"ruins": "Vestiges"
}
}
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@@ -11,6 +11,12 @@ export class VermineActor extends Actor {
// the following, in order: data reset (to clear active effects),
// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
// prepareDerivedData().
// Initialize wound data to prevent undefined errors with active effects
if (!this.system.minorWound) this.system.minorWound = { value: 0, min: 0, max: 5, threshold: 1 };
if (!this.system.majorWound) this.system.majorWound = { value: 0, min: 0, max: 4, threshold: 4 };
if (!this.system.deadlyWound) this.system.deadlyWound = { value: 0, min: 0, max: 2, threshold: 8 };
super.prepareData();
}
@@ -48,10 +54,14 @@ export class VermineActor extends Actor {
case "npc":
this._prepareNpcData(actorData);
break;
case "group":
this._prepareGroupData(actorData);
break;
case "creature":
this._prepareCreatureData(actorData);
break;
}
}
/**
@@ -75,6 +85,9 @@ export class VermineActor extends Actor {
}
prepareCombatStatus() {
// Ensure combatStatus exists (defined in base template)
if (!this.system.combatStatus) return;
//combat initiative reaction difficulty
switch (parseInt(this.system.combatStatus.difficulty)) {
case 5: this.system.combatStatus.label = "Offensif";
@@ -98,8 +111,235 @@ export class VermineActor extends Actor {
// Make modifications to data here. For example:
const systemData = actorData.system;
systemData.xp = (systemData.cr * systemData.cr) * 100;
this.prepareCombatStatus()
// Set wound thresholds based on threat level
this._setNpcThresholds();
// Set reserve max values based on role
this._setNpcAttributes();
this.prepareCombatStatus();
// Prepare abilities with labels
for (let [k, v] of Object.entries(systemData.abilities)) {
v.label = game.i18n.localize(CONFIG.VERMINE.abilities[k]) ?? k;
}
}
/**
* Set NPC wound thresholds based on threat level
*/
_setNpcThresholds() {
const health = this.system.abilities?.health?.value || 1;
const threatLevel = this.system.threat?.value || 1;
const threatConfig = CONFIG.VERMINE.npcThreatLevels[threatLevel] || {};
// Use threat-based wounds or fall back to health-based
this.system.minorWound.threshold = threatConfig.minorWound || health;
this.system.majorWound.threshold = threatConfig.majorWound || (health + 3);
this.system.deadlyWound.threshold = threatConfig.deadlyWound || (health + 7 < 11 ? health + 7 : 10);
// Set max wounds based on threat level
this.system.minorWound.max = threatConfig.minorWound || 4;
this.system.majorWound.max = threatConfig.majorWound || 3;
this.system.deadlyWound.max = threatConfig.deadlyWound || 2;
}
/**
* Set NPC attributes from role level
*/
_setNpcAttributes() {
const roleLevel = this.system.role?.value || 1;
const roleConfig = CONFIG.VERMINE.npcRoleLevels[roleLevel] || {};
// Set effort and self_control based on role
this.system.attributes.effort.max = roleConfig.pools || 0;
this.system.attributes.self_control.max = roleConfig.reaction_bonus || 0;
}
/**
* Prepare Group type specific data.
*/
_prepareGroupData(actorData) {
if (actorData.type !== 'group') return;
this.prepareCombatStatus();
// Initialize group-specific data if not present
this._initGroupData();
// Calculate reserve max based on group level
this._calculateGroupReserve();
// Update morale level based on dice value
this._updateGroupMorale();
}
/**
* Initialize group data with defaults
*/
_initGroupData() {
if (this.type !== 'group') return;
const system = this.system;
// Initialize objectives if not present
if (!system.objectives) {
system.objectives = { major: [], minor: [] };
}
// Initialize groupAbilities if not present
if (!system.groupAbilities) {
system.groupAbilities = [];
}
// Initialize reserve if not present
if (!system.reserve) {
system.reserve = { value: 0, min: 0, max: 10 };
}
}
/**
* Calculate group reserve max based on level
* Rules: Group level determines reserve size
*/
_calculateGroupReserve() {
if (this.type !== 'group') return;
const level = this.system.level?.value || 1;
// Reserve max is based on group level (simplified: level * 1D for now)
// Can be customized based on specific rules
this.system.reserve.max = Math.min(10, level * 2);
// Ensure value doesn't exceed max
if (this.system.reserve.value > this.system.reserve.max) {
this.system.reserve.value = this.system.reserve.max;
}
}
/**
* Update group morale level based on dice value
* Rules: 7D+ = Haut, 6-3D = Normal, 2D- = Bas, 0D = Crise
*/
_updateGroupMorale() {
if (this.type !== 'group') return;
const moraleValue = this.system.morale?.value || 0;
const moraleLevel = this.system.morale?.level;
// If level is already explicitly set, keep it
if (moraleLevel && moraleLevel !== "high") return;
// Determine morale level based on dice value
if (moraleValue >= 7) {
this.system.morale.level = "high";
} else if (moraleValue >= 3) {
this.system.morale.level = "normal";
} else if (moraleValue >= 1) {
this.system.morale.level = "low";
} else {
this.system.morale.level = "crisis";
}
}
/**
* Prepare Creature type specific data.
* Calculates computed values from pattern, size, role, and pack.
*/
_prepareCreatureData(actorData) {
if (actorData.type !== 'creature') return;
this.prepareCombatStatus();
// Calculate computed values from pattern, size, role, and pack
this._calculateCreatureComputedValues();
// Set wound thresholds from creature characteristics
this._calculateCreatureWoundThresholds();
}
/**
* Calculate creature computed values from pattern, size, role, and pack.
* Rules: Attack = pattern + size + pack + role.reaction
* Damage = pattern.damage + size.vigor + pack.damage
* Reaction = role.reaction + role.reaction_bonus
*/
_calculateCreatureComputedValues() {
if (this.type !== 'creature') return;
const patternLevel = this.system.pattern?.value || 1;
const sizeLevel = this.system.size?.value || 1;
const roleLevel = this.system.role?.value || 1;
const packLevel = this.system.pack?.value || 0;
// Get config values
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {};
const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {};
const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel] || {};
const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {};
// Calculate computed values
this.system.computed = this.system.computed || {};
// Attack: pattern + size + pack + role.reaction
this.system.computed.attack = (patternConfig.attack || 0) +
(sizeConfig.attack || 0) +
(packConfig.attack || 0) +
(roleConfig.reaction || 0);
// Damage: pattern + size.vigor + pack
this.system.computed.damage = (patternConfig.damage || 0) +
(sizeConfig.vigor || 0) +
(packConfig.damage || 0);
// Vigor: size.vigor + pack.damage
this.system.computed.vigor = (sizeConfig.vigor || 0) + (packConfig.damage || 0);
// Reaction: role.reaction + role.reaction_bonus
this.system.computed.reaction = (roleConfig.reaction || 0) + (roleConfig.reaction_bonus || 0);
this.system.computed.reactionBonus = roleConfig.reaction_bonus || 0;
// Pools (reserves)
this.system.computed.pools = roleConfig.pools || 0;
// Gear and hindrance
this.system.computed.gear = roleConfig.gear || 9;
this.system.computed.gearHindrance = roleConfig.gear_hindrance || 0;
// Protection
this.system.computed.protection = roleConfig.protection || 1;
}
/**
* Calculate creature wound thresholds from pattern, size, and pack.
* Rules: Thresholds are sum of minorWound, majorWound, deadlyWound from all sources
*/
_calculateCreatureWoundThresholds() {
if (this.type !== 'creature') return;
const patternLevel = this.system.pattern?.value || 1;
const sizeLevel = this.system.size?.value || 1;
const packLevel = this.system.pack?.value || 0;
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {};
const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {};
const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {};
// Calculate wound thresholds (sum of all sources)
this.system.minorWound.threshold = (patternConfig.minorWound || 0) +
(sizeConfig.minorWound || 0) +
(packConfig.minorWound || 0);
this.system.majorWound.threshold = (patternConfig.majorWound || 0) +
(sizeConfig.majorWound || 0) +
(packConfig.majorWound || 0);
this.system.deadlyWound.threshold = (patternConfig.deadlyWound || 0) +
(sizeConfig.deadlyWound || 0) +
(packConfig.deadlyWound || 0);
// Set max wounds
this.system.minorWound.max = Math.min(5, this.system.minorWound.threshold + 2);
this.system.majorWound.max = Math.min(4, this.system.majorWound.threshold + 1);
this.system.deadlyWound.max = Math.min(2, this.system.deadlyWound.threshold);
}
/**
+52 -9
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@@ -12,9 +12,9 @@ export class VermineCreatureSheet extends VermineActorSheet {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["vermine2047", "sheet", "actor", "creature"],
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
width: 300,
height: 300,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
width: 650,
height: 600,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
@@ -52,6 +52,12 @@ export class VermineCreatureSheet extends VermineActorSheet {
this._prepareItems(context);
}
// Prepare Creature data and items.
if (actorData.type == 'creature') {
this._prepareItems(context);
this._prepareCreatureData(context);
}
// Add roll data for TinyMCE editors.
context.rollData = context.actor.getRollData();
@@ -68,6 +74,18 @@ export class VermineCreatureSheet extends VermineActorSheet {
*
* @return {undefined}
*/
_prepareItems(context) {
context.gear = this.actor.itemTypes['item'];
context.traits = this.actor.itemTypes['trait'];
}
/**
* Prepare Character type specific data.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCharacterData(context) {
// Handle ability scores.
for (let [k, v] of Object.entries(context.system.abilities)) {
@@ -76,15 +94,40 @@ export class VermineCreatureSheet extends VermineActorSheet {
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
* Prepare Creature type specific data for the sheet.
*
* @param {Object} context The context data to prepare.
* @return {undefined}
*/
_prepareItems(context) {
context.gear = this.actor.itemTypes['item'];
context.traits = this.actor.itemTypes['trait'];
_prepareCreatureData(context) {
if (this.actor.type !== 'creature') return;
// Add computed values to context
context.computed = context.system.computed || {};
// Get labels for pattern, size, role
const patternLevel = context.system.pattern?.value || 1;
const sizeLevel = context.system.size?.value || 1;
const roleLevel = context.system.role?.value || 1;
const packLevel = context.system.pack?.value || 0;
// Add pattern label
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel];
if (patternConfig) {
context.patternLabel = game.i18n.localize(patternConfig.label);
}
// Add size label (using numeric for now)
context.sizeLabel = sizeLevel;
// Add role label
const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel];
if (roleConfig) {
context.roleLabel = game.i18n.localize(roleConfig.label);
}
// Add pack label
context.packLabel = packLevel > 0 ? packLevel : game.i18n.localize('VERMINE.none');
}
/* -------------------------------------------- */
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@@ -0,0 +1,167 @@
import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
import { VermineActorSheet } from "./actor-sheet.mjs";
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
export class VermineCreatureSheet extends VermineActorSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["vermine2047", "sheet", "actor", "creature"],
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
width: 650,
height: 600,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
/** @override */
get template() {
return `systems/vermine2047/templates/actor/actor-${this.actor.type}-sheet.hbs`;
}
/* -------------------------------------------- */
/** @override */
getData() {
// Retrieve the data structure from the base sheet. You can inspect or log
// the context variable to see the structure, but some key properties for
// sheets are the actor object, the data object, whether or not it's
// editable, the items array, and the effects array.
const context = super.getData();
// Use a safe clone of the actor data for further operations.
const actorData = this.actor.toObject(false);
// Add the actor's data to context.data for easier access, as well as flags.
context.system = actorData.system;
context.flags = actorData.flags;
context.config = CONFIG.VERMINE;
// Prepare character data and items.
if (actorData.type == 'character') {
this._prepareItems(context);
this._prepareCharacterData(context);
}
// Prepare NPC data and items.
if (actorData.type == 'npc') {
this._prepareItems(context);
}
// Prepare Creature data and items.
if (actorData.type == 'creature') {
this._prepareItems(context);
this._prepareCreatureData(context);
}
// Add roll data for TinyMCE editors.
context.rollData = context.actor.getRollData();
// Prepare active effects
context.effects = prepareActiveEffectCategories(this.actor.effects);
return context;
/**
* Prepare Creature type specific data for the sheet.
*
* @param {Object} context The context data to prepare.
* @return {undefined}
*/
_prepareCreatureData(context) {
if (this.actor.type !== 'creature') return;
// Add computed values to context
context.computed = context.system.computed || {};
// Get labels for pattern, size, role
const patternLevel = context.system.pattern?.value || 1;
const sizeLevel = context.system.size?.value || 1;
const roleLevel = context.system.role?.value || 1;
const packLevel = context.system.pack?.value || 0;
// Add pattern label
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel];
if (patternConfig) {
context.patternLabel = game.i18n.localize(patternConfig.label);
}
// Add size label (using numeric for now)
context.sizeLabel = sizeLevel;
// Add role label
const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel];
if (roleConfig) {
context.roleLabel = game.i18n.localize(roleConfig.label);
}
// Add pack label
context.packLabel = packLevel > 0 ? packLevel : game.i18n.localize('VERMINE.none');
}}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCharacterData(context) {
// Handle ability scores.
for (let [k, v] of Object.entries(context.system.abilities)) {
v.label = game.i18n.localize(context.system.abilities[k].label) ?? k;
}
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareItems(context) {
context.gear = this.actor.itemTypes['item'];
context.traits = this.actor.itemTypes['trait'];
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find('.item-create').click(this._onItemCreate.bind(this));
}
async _onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
// Get the type of item to create.
const type = header.dataset.type;
// Grab any data associated with this control.
const data = duplicate(header.dataset);
// Initialize a default name.
// const name = `New ${type.capitalize()}`;
const name = game.i18n.localize('ITEMS.new_' + type);
console.log('onItemCreate child', data.type, this.actor.type);
// Prepare the item object.
const itemData = {
name: name,
type: type,
system: data
};
// Remove the type from the dataset since it's in the itemData.type prop.
delete itemData.system["type"];
// Finally, create the item!
return await Item.create(itemData, { parent: this.actor });
}
}
+1 -1
View File
@@ -19,7 +19,7 @@ export class VermineItemSheet extends ItemSheet {
/** @override */
get template() {
const path = "systems/vermine2047/templates/item";
return `${path}/item-${this.item.type}-sheet.html`;
return `${path}/item-${this.item.type}-sheet.hbs`;
}
/* -------------------------------------------- */
+103 -3
View File
@@ -13,9 +13,9 @@ export class VermineGroupSheet extends VermineActorSheet {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["vermine2047", "sheet", "actor", "group"],
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
width: 500,
height: 500,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
width: 700,
height: 600,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
@@ -55,6 +55,7 @@ export class VermineGroupSheet extends VermineActorSheet {
if (actorData.type == 'group') {
this._prepareItems(context);
this._prepareGroupData(context);
}
// Add roll data for TinyMCE editors.
@@ -80,6 +81,73 @@ export class VermineGroupSheet extends VermineActorSheet {
}
}
/**
* Prepare Group type specific data.
* Resolves member and encounter actor IDs to actual actor data.
*
* @param {Object} context The context data to prepare.
* @return {undefined}
*/
_prepareGroupData(context) {
if (this.actor.type !== 'group') return;
// Resolve member IDs to actor data
context.resolvedMembers = {};
if (context.system.members && context.system.members.length > 0) {
context.system.members.forEach(memberId => {
const actor = game.actors.get(memberId);
if (actor) {
context.resolvedMembers[memberId] = {
name: actor.name,
id: actor.id
};
}
});
}
// Resolve encounter IDs to actor data
context.resolvedEncounters = {};
if (context.system.encounters && context.system.encounters.length > 0) {
context.system.encounters.forEach(encounterId => {
const actor = game.actors.get(encounterId);
if (actor) {
context.resolvedEncounters[encounterId] = {
name: actor.name,
id: actor.id
};
}
});
}
// Set morale level based on dice value (rules: p. 68-69)
this._updateMoraleLevel(context);
}
/**
* Update morale level based on dice value.
* Rules: 7D+ = Haut, 6-3D = Normal, 2D- = Bas, 0D = Crise
*
* @param {Object} context The context data.
* @return {undefined}
*/
_updateMoraleLevel(context) {
const moraleValue = context.system.morale.value || 0;
// If level is already set, keep it
if (context.system.morale.level) return;
// Determine morale level based on dice value
if (moraleValue >= 7) {
context.system.morale.level = "high";
} else if (moraleValue >= 3) {
context.system.morale.level = "normal";
} else if (moraleValue >= 1) {
context.system.morale.level = "low";
} else {
context.system.morale.level = "crisis";
}
}
/**
* Organize and classify Items for Character sheets.
*
@@ -141,6 +209,38 @@ export class VermineGroupSheet extends VermineActorSheet {
this.render(true);
});
// Handle objective deletion
html.find('.objective-delete').click(ev => {
ev.preventDefault();
const btn = $(ev.currentTarget);
const type = btn.data("type"); // 'major' or 'minor'
const index = parseInt(btn.data("index"));
if (!isNaN(index)) {
const objectives = foundry.utils.duplicate(this.actor.system.objectives || { major: [], minor: [] });
objectives[type].splice(index, 1);
this.actor.update({ "system.objectives": objectives });
}
});
// Handle adding new objectives
html.find('.item-create[data-type="major_objective"], .item-create[data-type="minor_objective"]').click(ev => {
ev.preventDefault();
const btn = $(ev.currentTarget);
const type = btn.data("type") === "major_objective" ? "major" : "minor";
const objectives = foundry.utils.duplicate(this.actor.system.objectives || { major: [], minor: [] });
objectives[type].push("");
this.actor.update({ "system.objectives": objectives });
});
// Handle morale level change
html.find('select[name="system.morale.level"]').change(ev => {
const select = $(ev.currentTarget);
const level = select.val();
this.actor.update({ "system.morale.level": level });
});
}
+89 -30
View File
@@ -1,8 +1,9 @@
import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
import { VermineActorSheet } from "./actor-sheet.mjs";
import { TotemPicker } from "../system/applications.mjs";
/**
* Extend the basic ActorSheet with some very simple modifications
* Extend the basic ActorSheet for NPC type
* @extends {VermineActorSheet}
*/
export class VermineNpcSheet extends VermineActorSheet {
@@ -12,9 +13,11 @@ export class VermineNpcSheet extends VermineActorSheet {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["vermine2047", "sheet", "actor", "npc"],
template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
width: 400,
height: 400,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
width: 600,
height: 700,
tabs: [
{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "characteristics" }
]
});
}
@@ -27,10 +30,7 @@ export class VermineNpcSheet extends VermineActorSheet {
/** @override */
getData() {
// Retrieve the data structure from the base sheet. You can inspect or log
// the context variable to see the structure, but some key properties for
// sheets are the actor object, the data object, whether or not it's
// editable, the items array, and the effects array.
// Retrieve the data structure from the base sheet.
const context = super.getData();
// Use a safe clone of the actor data for further operations.
@@ -41,19 +41,16 @@ export class VermineNpcSheet extends VermineActorSheet {
context.flags = actorData.flags;
context.config = CONFIG.VERMINE;
// Prepare character data and items.
if (actorData.type == 'character') {
this._prepareItems(context);
this._prepareCharacterData(context);
// Prepare items for all actor types
this._prepareItems(context);
// Prepare NPC-specific data
if (actorData.type === 'npc') {
this._prepareNpcData(context);
}
// Prepare NPC data and items.
if (actorData.type == 'npc') {
this._prepareItems(context);
}
// Add roll data for TinyMCE editors.
context.rollData = context.actor.getRollData();
// Add roll data for TinyMCE editors
context.rollData = this.actor.getRollData();
// Prepare active effects
context.effects = prepareActiveEffectCategories(this.actor.effects);
@@ -62,26 +59,75 @@ export class VermineNpcSheet extends VermineActorSheet {
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
* Prepare NPC specific data
*/
_prepareCharacterData(context) {
_prepareNpcData(context) {
// Calculate derived values from threat, experience, and role
const threat = CONFIG.VERMINE.npcThreatLevels[context.system.threat.value];
const experience = CONFIG.VERMINE.npcExperienceLevels[context.system.experience.value];
const role = CONFIG.VERMINE.npcRoleLevels[context.system.role.value];
// Add calculated values to context for easier access
context.threatData = threat;
context.experienceData = experience;
context.roleData = role;
// Set wound thresholds based on threat level
if (threat) {
context.system.minorWound.threshold = threat.minorWound || context.system.minorWound.threshold;
context.system.majorWound.threshold = threat.majorWound || context.system.majorWound.threshold;
context.system.deadlyWound.threshold = threat.deadlyWound || context.system.deadlyWound.threshold;
// Set max wounds
context.system.minorWound.max = threat.minorWound || context.system.minorWound.max;
context.system.majorWound.max = threat.majorWound || context.system.majorWound.max;
context.system.deadlyWound.max = threat.deadlyWound || context.system.deadlyWound.max;
}
// Set reserve max values based on role
if (role) {
context.system.attributes.effort.max = role.pools || context.system.attributes.effort.max;
context.system.attributes.self_control.max = role.reaction_bonus || context.system.attributes.self_control.max;
}
// Prepare abilities with labels
for (let [k, v] of Object.entries(context.system.abilities)) {
v.label = game.i18n.localize(CONFIG.VERMINE.abilities[k]) ?? k;
}
// Prepare skills with localized names
for (let [k, v] of Object.entries(context.system.skills)) {
const skillKey = `VERMINE.skill.${k}`;
v.name = game.i18n.localize(skillKey);
if (v.name === skillKey) {
// Fallback to key if no translation
v.name = k.charAt(0).toUpperCase() + k.slice(1);
}
}
// Prepare skill categories
for (let [k, v] of Object.entries(context.system.skill_categories)) {
if (k !== 'preferred') {
v.label = game.i18n.localize(v.label) ?? k;
}
}
}
/**
* Organize and classify Items for Character sheets.
* Organize and classify Items for NPC sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
* @param {Object} context - The context to prepare.
*/
_prepareItems(context) {
context.gear = this.actor.itemTypes['item'];
context.traits = this.actor.itemTypes['trait'];
context.weapons = this.actor.itemTypes['weapon'];
context.defenses = this.actor.itemTypes['defense'];
context.vehicles = this.actor.itemTypes['vehicle'];
context.abilities = this.actor.itemTypes['ability'];
context.specialties = this.actor.itemTypes['specialty'];
context.backgrounds = this.actor.itemTypes['background'];
context.traumas = this.actor.itemTypes['trauma'];
context.evolutions = this.actor.itemTypes['evolution'];
}
/* -------------------------------------------- */
@@ -90,6 +136,19 @@ export class VermineNpcSheet extends VermineActorSheet {
activateListeners(html) {
super.activateListeners(html);
// Choose Totem
html.find('.chooseTotem').click(this._onTotemButton.bind(this));
}
/**
* Handle totem pick
* @param {Event} event - The originating click event
* @private
*/
_onTotemButton(event) {
event.preventDefault();
const el = event.currentTarget;
const totemPicker = new TotemPicker(el, this.actor);
totemPicker.render(true);
}
}
+17 -10
View File
@@ -79,7 +79,7 @@ export class ActorPicker extends Application {
if (type == 'members') {
actorsList = characters;
} else if (type == 'relations') {
actorsList = npc;//[...npc, ...characters];
actorsList = npcs;//[...npcs, ...characters];
} else {
actorsList = all;
}
@@ -94,26 +94,33 @@ export class ActorPicker extends Application {
html.find('.actor').click(async (event) => {
const actorId = $(event.target).parent('div').data('actor-id');
const type = $(this.linkEl).data('type');
if (!actorId) return;
let actorsList = [];
if (type == 'members') {
actorsList = this.actor.system.members;
actorsList = foundry.utils.duplicate(this.actor.system.members || []);
} else if (type == 'encounters') {
actorsList = this.actor.system.encounters;
actorsList = foundry.utils.duplicate(this.actor.system.encounters || []);
}
if (!Array.isArray(actorsList)) {
actorsList = [];
}
actorsList.push(actorId);
if (type == 'members') {
actorsList = this.actor.system.members;
this.actor.update({ 'system.members': actorsList });
} else if (type == 'encounters') {
this.actor.update({ 'system.encounters': actorsList });
// Add actor if not already present
if (!actorsList.includes(actorId)) {
actorsList.push(actorId);
}
if (type == 'members') {
await this.actor.update({ 'system.members': actorsList });
} else if (type == 'encounters') {
await this.actor.update({ 'system.encounters': actorsList });
}
this.close();
});
}
+74 -3
View File
@@ -179,9 +179,9 @@ VERMINE.creaturePatternLevels = {
* Creature Size Levels configuration
*/
VERMINE.creatureSizeLevels = {
1: { "attack": 2, "vigor": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
2: { "attack": 3, "vigor": 2, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
3: { "attack": 4, "vigor": 3, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 }
1: { "label": "SIZE_LEVELS.small", "attack": 2, "vigor": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
2: { "label": "SIZE_LEVELS.medium", "attack": 3, "vigor": 2, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
3: { "label": "SIZE_LEVELS.large", "attack": 4, "vigor": 3, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 }
}
/**
@@ -394,3 +394,74 @@ VERMINE.combatStatus = {
passif: 9
}
/**
* Group Morale Levels configuration
* Rules: p. 68-69 - Group Reserve and Morale
*/
VERMINE.groupMoraleLevels = {
"high": {
"label": "VERMINE.morale_high",
"description": "7D+ - Moral élevé, groupe déterminé",
"minDice": 7
},
"normal": {
"label": "VERMINE.morale_normal",
"description": "3-6D - Moral normal",
"minDice": 3,
"maxDice": 6
},
"low": {
"label": "VERMINE.morale_low",
"description": "1-2D - Moral bas, groupe hésitant",
"minDice": 1,
"maxDice": 2
},
"crisis": {
"label": "VERMINE.morale_crisis",
"description": "0D - Crise, groupe au bord de l'effondrement",
"minDice": 0,
"maxDice": 0
}
}
/**
* Group Reserve configuration
* The reserve is shared among all group members and can be used with vote
*/
VERMINE.groupReserve = {
"min": 0,
"max": 10,
"description": "Réserve de dés partagée par le groupe (p. 68-69)"
}
/**
* Group Level configuration (1-10)
*/
VERMINE.groupLevels = {
1: { "label": "Niveau 1 - Débutant" },
2: { "label": "Niveau 2 - Initié" },
3: { "label": "Niveau 3 - Expérimenté" },
4: { "label": "Niveau 4 - Confirmé" },
5: { "label": "Niveau 5 - Vétéran" },
6: { "label": "Niveau 6 - Élite" },
7: { "label": "Niveau 7 - Légendaire" },
8: { "label": "Niveau 8 - Mythique" },
9: { "label": "Niveau 9 - Hérotique" },
10: { "label": "Niveau 10 - Légende" }
}
/**
* Totem Instincts and Prohibitions effects
* Rules: p. 68-69 - Instincts give +3D/+5D, Prohibitions give -3D/-5D
*/
VERMINE.totemEffects = {
"instinct": {
"minor": "+3D",
"major": "+5D"
},
"prohibition": {
"minor": "-3D",
"major": "-5D"
}
}
+3 -3
View File
@@ -39,11 +39,11 @@ export const preloadHandlebarsTemplates = async function () {
"systems/vermine2047/templates/dialogs/roll-dialog.hbs",
//items partials
"systems/vermine2047/templates/item/partials/damages.html",
"systems/vermine2047/templates/item/partials/traits.html",
"systems/vermine2047/templates/item/partials/damages.hbs",
"systems/vermine2047/templates/item/partials/traits.hbs",
"systems/vermine2047/templates/item/partials/header.hbs",
"systems/vermine2047/templates/item/partials/physicalItems.hbs",
"systems/vermine2047/templates/item/chatCards/parts/base.html",
"systems/vermine2047/templates/item/chatCards/parts/base.hbs",
]);
+12 -10
View File
@@ -88,16 +88,18 @@ export const registerHooks = function () {
});
Hooks.on('getSceneControlButtons', async (controls) => {
console.log;
controls.find((c) => c.name === 'token').tools.push({
name: 'Dice Roller',
title: game.i18n.localize("VERMINE.RollTool"),
icon: 'fas fa-dice-d10',
button: true,
onClick() {
RollDialog.create().then(d => d.render(true));
}
});
const tokenControls = controls.token;
if (tokenControls && tokenControls.tools) {
tokenControls.tools.push({
name: 'Dice Roller',
title: game.i18n.localize("VERMINE.RollTool"),
icon: 'fas fa-dice-d10',
button: true,
onClick() {
RollDialog.create().then(d => d.render(true));
}
});
}
});
/* -------------------------------------------- */
+4 -4
View File
@@ -370,13 +370,13 @@ export class VermineUtils {
// Enable/disable rerolls based on count
if (!rerollCount || parseInt(rerollCount, 10) < 1) {
// Disable rerolls for all dice
html.find('.die').forEach(die => {
die.classList.remove("rerollable");
html.find('.die').each(function() {
this.classList.remove("rerollable");
});
} else {
// Enable rerolls for all dice
html.find('.die').forEach(die => {
die.classList.add("rerollable");
html.find('.die').each(function() {
this.classList.add("rerollable");
});
}
+9 -9
View File
@@ -76,14 +76,15 @@ Hooks.once('init', async function () {
registerHooks(); // register Hooks
registerSettings(); // register Vermine Settings
//CONFIG AFTER INIT documentypes
// Add custom constants for configuration.
CONFIG.VERMINE = VERMINE;
CONFIG.VERMINE.model = {
Actor: game.system.template.Actor,
Item: game.system.template.Item
// Set up model templates - must be done after system templates are loaded
if (game.system?.template?.Actor && game.system?.template?.Item) {
CONFIG.VERMINE.model = {
Actor: game.system.template.Actor,
Item: game.system.template.Item
};
}
/**
@@ -95,8 +96,6 @@ Hooks.once('init', async function () {
decimals: 2
};
//afficher le mode de jeu
let mode = game.settings.get('vermine2047', 'game-mode');
if (!mode) { mode = '1'; await game.settings.set('vermine2047', 'game-mode', '1') }
@@ -117,8 +116,9 @@ Hooks.once('init', async function () {
document.querySelector('#ui-left').prepend(el);
// Preload Handlebars templates.
return preloadHandlebarsTemplates();
});
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+366 -10
View File
@@ -25,6 +25,10 @@
"value": 0,
"min": 0,
"max": 2
},
"combatStatus": {
"label": "",
"difficulty": 7
}
}
},
@@ -385,8 +389,330 @@
"templates": [
"base"
],
"age": 15,
"skills": "",
"identity": {
"name": "",
"profile": "",
"origin": "",
"totem": "",
"theme": "",
"notes": ""
},
"attributes": {
"xp": {
"value": 0,
"max": 10
},
"reputation": {
"value": 0,
"max": 10
},
"self_control": {
"value": 0,
"min": 0,
"max": 5
},
"effort": {
"value": 0,
"min": 0,
"max": 5
}
},
"abilities": {
"vigor": {
"value": 1,
"min": 0,
"max": 5,
"category": "physical"
},
"health": {
"value": 1,
"min": 0,
"max": 5,
"category": "physical"
},
"precision": {
"value": 1,
"min": 0,
"max": 5,
"category": "manual"
},
"reflexes": {
"value": 1,
"min": 0,
"max": 5,
"category": "manual"
},
"knowledge": {
"value": 1,
"min": 0,
"max": 5,
"category": "mental"
},
"perception": {
"value": 1,
"min": 0,
"max": 5,
"category": "mental"
},
"will": {
"value": 1,
"min": 0,
"max": 5,
"category": "social"
},
"empathy": {
"value": 1,
"min": 0,
"max": 5,
"category": "social"
}
},
"skill_categories": {
"preferred": "",
"man": {
"label": "VERMINE.skill_category.man",
"preferred": false
},
"animal": {
"label": "VERMINE.skill_category.animal",
"preferred": false
},
"tool": {
"label": "VERMINE.skill_category.tool",
"preferred": false
},
"weapon": {
"label": "VERMINE.skill_category.weapon",
"preferred": false
},
"survival": {
"label": "VERMINE.skill_category.survival",
"preferred": false
},
"world": {
"label": "VERMINE.skill_category.world",
"preferred": false
}
},
"skills": {
"arts": {
"value": 0,
"min": 0,
"max": 5,
"category": "man",
"rarity": 1
},
"civilization": {
"value": 0,
"min": 0,
"max": 5,
"category": "man",
"rarity": 2
},
"psychology": {
"value": 0,
"min": 0,
"max": 5,
"category": "man",
"rarity": 1
},
"rumors": {
"value": 0,
"min": 0,
"max": 5,
"category": "man",
"rarity": 0
},
"healing": {
"value": 0,
"min": 0,
"max": 5,
"category": "man",
"rarity": 1
},
"animalism": {
"value": 0,
"min": 0,
"max": 5,
"category": "animal",
"rarity": 1
},
"dissection": {
"value": 0,
"min": 0,
"max": 5,
"category": "animal",
"rarity": 2
},
"fauna": {
"value": 0,
"min": 0,
"max": 5,
"category": "animal",
"rarity": 1
},
"repulsion": {
"value": 0,
"min": 0,
"max": 5,
"category": "animal",
"rarity": 1
},
"tracks": {
"value": 0,
"min": 0,
"max": 5,
"category": "animal",
"rarity": 0
},
"crafting": {
"value": 0,
"min": 0,
"max": 5,
"category": "tool",
"rarity": 2
},
"diy": {
"value": 0,
"min": 0,
"max": 5,
"category": "tool",
"rarity": 0
},
"mecanical": {
"value": 0,
"min": 0,
"max": 5,
"category": "tool",
"rarity": 2
},
"piloting": {
"value": 0,
"min": 0,
"max": 5,
"category": "tool",
"rarity": 1
},
"technology": {
"value": 0,
"min": 0,
"max": 5,
"category": "tool",
"rarity": 2
},
"firearms": {
"value": 0,
"min": 0,
"max": 5,
"category": "weapon",
"rarity": 2
},
"archery": {
"value": 0,
"min": 0,
"max": 5,
"category": "weapon",
"rarity": 0
},
"armory": {
"value": 0,
"min": 0,
"max": 5,
"category": "weapon",
"rarity": 2
},
"throwing": {
"value": 0,
"min": 0,
"max": 5,
"category": "weapon",
"rarity": 0
},
"melee": {
"value": 0,
"min": 0,
"max": 5,
"category": "weapon",
"rarity": 0
},
"alertness": {
"value": 0,
"min": 0,
"max": 5,
"category": "survival",
"rarity": 0
},
"athletics": {
"value": 0,
"min": 0,
"max": 5,
"category": "survival",
"rarity": 0
},
"food": {
"value": 0,
"min": 0,
"max": 5,
"category": "survival",
"rarity": 0
},
"stealth": {
"value": 0,
"min": 0,
"max": 5,
"category": "survival",
"rarity": 0
},
"close": {
"value": 0,
"min": 0,
"max": 5,
"category": "survival",
"rarity": 0
},
"environment": {
"value": 0,
"min": 0,
"max": 5,
"category": "world",
"rarity": 1
},
"flora": {
"value": 0,
"min": 0,
"max": 5,
"category": "world",
"rarity": 1
},
"road": {
"value": 0,
"min": 0,
"max": 5,
"category": "world",
"rarity": 0
},
"toxics": {
"value": 0,
"min": 0,
"max": 5,
"category": "world",
"rarity": 2
},
"ruins": {
"value": 0,
"min": 0,
"max": 5,
"category": "world",
"rarity": 1
}
},
"combatStatus": {
"label": "",
"difficulty": 9
},
"equipment": {
"description": ""
},
"threat": {
"value": 1,
"min": 1,
@@ -401,7 +727,8 @@
"value": 1,
"min": 1,
"max": 4
}
},
"skills": ""
},
"group": {
"templates": [
@@ -414,17 +741,15 @@
"theme": "",
"instincts": "",
"prohibits": "",
"major_objectives": "",
"minor_objectives": "",
"notes": ""
},
"equipment": {
"description": ""
},
"level": {
"value": 0,
"min": 0,
"max": 3
"value": 1,
"min": 1,
"max": 10
},
"reputation": {
"value": 10,
@@ -434,9 +759,19 @@
"morale": {
"level": "high",
"value": 7,
"min": 1,
"min": 0,
"max": 7
},
"reserve": {
"value": 0,
"min": 0,
"max": 10
},
"objectives": {
"major": [],
"minor": []
},
"groupAbilities": [],
"members": [],
"encounters": []
},
@@ -444,6 +779,13 @@
"templates": [
"base"
],
"identity": {
"profile": "",
"origin": "",
"theme": "",
"notes": "",
"biography": ""
},
"skills": "",
"modes": {
"survival": true,
@@ -458,7 +800,7 @@
"size": {
"value": 1,
"min": 1,
"max": 4
"max": 3
},
"role": {
"value": 1,
@@ -469,6 +811,20 @@
"value": 0,
"min": 0,
"max": 3
},
"computed": {
"attack": 0,
"damage": 0,
"vigor": 0,
"reaction": 0,
"reactionBonus": 0,
"pools": 0,
"gear": 9,
"gearHindrance": 0,
"protection": 1
},
"equipment": {
"description": ""
}
}
},
+146 -133
View File
@@ -4,107 +4,154 @@
<header class="sheet-header">
<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100"/>
<div class="header-fields">
<div class="resources grid grid-3col">
<h1 class="charname">
<input name="name" type="text" value="{{actor.name}}" placeholder="Nom"/>
<div class="resources grid grid-4col">
<h1 class="charname grid-span-2">
<input name="name" type="text" value="{{actor.name}}" placeholder="{{ localize 'IDENTITY.name' }}"/>
</h1>
<div class="resource-content flexrow row text-right">
<label for="system.pack.value" class="resource-label">{{ localize 'ADVERSITY.pack'}}</label>
<select
name="system.pack.value"
id="system.pack.value"
data-dtype="Number"
>
<option value="0">{{localize 'VERMINE.none'}}</option>
{{#each ../config.creaturePackLevels}}
{{#if @key}}
<option
value="{{@key}}"
{{#ife @key ../system.pack.value}}selected{{/ife}}
>{{@key}}</option>
{{/if}}
{{/each}}
</select>
<div class="resource flex-group-center grid-span-1">
<label for="system.pattern.value" class="resource-label">{{ localize 'ADVERSITY.pattern' }}</label>
<div class="resource-content">
<select name="system.pattern.value" id="system.pattern.value" data-dtype="Number">
{{#each ../config.creaturePatternLevels}}
<option value="{{@key}}" {{#ife @key ../system.pattern.value}}selected{{/ife}}>
{{localize this.label}} ({{@key}})
</option>
{{/each}}
</select>
</div>
</div>
<div class="resource flex-group-center grid-span-1">
<label for="system.role.value" class="resource-label">{{ localize 'ADVERSITY.role' }}</label>
<div class="resource-content">
<select name="system.role.value" id="system.role.value" data-dtype="Number">
{{#each ../config.creatureRoleLevels}}
<option value="{{@key}}" {{#ife @key ../system.role.value}}selected{{/ife}}>
{{localize this.label}} ({{@key}})
</option>
{{/each}}
</select>
</div>
</div>
</div>
<div class="resources grid grid-3col">
<div class="resources grid grid-4col">
<div class="resource flex-group-center">
<label for="system.pattern.value" class="resource-label">{{ localize 'ADVERSITY.pattern'}}</label>
<label for="system.size.value" class="resource-label">{{ localize 'ADVERSITY.size' }}</label>
<div class="resource-content">
<select
name="system.pattern.value"
id="system.pattern.value"
data-dtype="Number"
>
{{#each ../config.creaturePatternLevels}}
<option
value="{{@key}}"
{{#ife @key ../system.pattern.value}}selected{{/ife}}
>{{localize this.label}} ({{@key}})</option>
{{/each}}
</select>
</div>
</div>
<div class="resource flex-group-center">
<label for="system.size.value" class="resource-label">{{ localize 'ADVERSITY.size'}}</label>
<div class="resource-content">
<select
name="system.size.value"
id="system.size.value"
data-dtype="Number"
>
<select name="system.size.value" id="system.size.value" data-dtype="Number">
{{#each ../config.creatureSizeLevels}}
<option
value="{{@key}}"
{{#ife @key ../system.size.value}}selected{{/ife}}
>{{@key}}</option>
<option value="{{@key}}" {{#ife @key ../system.size.value}}selected{{/ife}}>
{{@key}}
</option>
{{/each}}
</select>
</div>
</div>
<div class="resource flex-group-center">
<label for="system.role.value" class="resource-label">{{ localize 'ADVERSITY.role'}}</label>
<label for="system.pack.value" class="resource-label">{{ localize 'ADVERSITY.pack' }}</label>
<div class="resource-content">
<select
name="system.role.value"
id="system.role.value"
data-dtype="Number"
>
{{#each ../config.creatureRoleLevels}}
<option
value="{{@key}}"
{{#ife @key ../system.role.value}}selected{{/ife}}
>{{localize this.label}} ({{@key}})</option>
<select name="system.pack.value" id="system.pack.value" data-dtype="Number">
<option value="0">{{localize 'VERMINE.none'}}</option>
{{#each ../config.creaturePackLevels}}
{{#if @key}}
<option value="{{@key}}" {{#ife @key ../system.pack.value}}selected{{/ife}}>
{{@key}}
</option>
{{/if}}
{{/each}}
</select>
</div>
</div>
<div class="resource flex-group-center grid-span-2">
<label class="resource-label">{{ localize 'VERMINE.computed_values' }}</label>
<div class="resource-content">
<span>{{ localize 'VERMINE.total_attack' }}: {{ system.computed.attack }}</span>
<span style="margin-left: 10px;">{{ localize 'ADVERSITY.damage' }}: {{ system.computed.damage }}</span>
</div>
</div>
</div>
</div>
</header>
{{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
{{!-- Default tab is specified in actor-sheet.mjs --}}
<a class="item" data-tab="description">{{ localize 'VERMINE.abilities'}}</a>
<a class="item" data-tab="effects">{{ localize 'VERMINE.combat'}}</a>
<a class="item" data-tab="description">{{ localize 'VERMINE.information' }}</a>
<a class="item" data-tab="stats">{{ localize 'VERMINE.stats' }}</a>
<a class="item" data-tab="combat">{{ localize 'VERMINE.combat' }}</a>
<a class="item" data-tab="effects">{{ localize 'UI.effects.name' }}</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Biography Tab --}}
<div class="tab stats" data-group="primary" data-tab="description">
{{!-- Information Tab --}}
<div class="tab biography" data-group="primary" data-tab="description">
<div class="grid grid-2col">
<div>
<h4>{{ localize 'IDENTITY.profile' }}</h4>
<input type="text" name="system.identity.profile" value="{{system.identity.profile}}"
placeholder="Profil..." style="width: 100%;" />
</div>
<div>
<h4>{{ localize 'IDENTITY.origin' }}</h4>
<input type="text" name="system.identity.origin" value="{{system.identity.origin}}"
placeholder="Origine..." style="width: 100%;" />
</div>
<div>
<h4>{{ localize 'IDENTITY.theme' }}</h4>
<input type="text" name="system.identity.theme" value="{{system.identity.theme}}"
placeholder="Concept..." style="width: 100%;" />
</div>
<div>
<h4>{{ localize 'ADVERSITY.skills' }}</h4>
<input type="text" name="system.skills" value="{{system.skills}}"
placeholder="Compétences..." style="width: 100%;" />
</div>
</div>
<div class="grid-span-2">
<h4>{{ localize 'IDENTITY.notes' }}</h4>
{{editor system.identity.notes target="system.identity.notes" button=true owner=owner editable=editable}}
</div>
{{!-- Modes --}}
<div class="grid-span-2">
<h4>{{ localize 'VERMINE.modes' }}</h4>
<div class="grid grid-3col">
<div>
<label>
<input type="checkbox" name="system.modes.survival"
{{#if system.modes.survival}}checked{{/if}} data-dtype="Boolean" />
{{ localize 'GAME_MODES.survival' }}
</label>
</div>
<div>
<label>
<input type="checkbox" name="system.modes.nightmare"
{{#if system.modes.nightmare}}checked{{/if}} data-dtype="Boolean" />
{{ localize 'GAME_MODES.nightmare' }}
</label>
</div>
<div>
<label>
<input type="checkbox" name="system.modes.apocalypse"
{{#if system.modes.apocalypse}}checked{{/if}} data-dtype="Boolean" />
{{ localize 'GAME_MODES.apocalypse' }}
</label>
</div>
</div>
</div>
</div>
{{!-- Stats Tab --}}
<div class="tab stats" data-group="primary" data-tab="stats">
<h3>{{ localize 'VERMINE.base_values' }}</h3>
<section class="grid grid-3col gap-md">
<div class="mdb">
<h4 class="align-center">{{ localize 'ADVERSITY.pattern'}}</h4>
<h4 class="align-center">{{ localize 'ADVERSITY.pattern' }}: {{ patternLabel }}</h4>
<ul class="unstyled">
<li>{{ localize 'ADVERSITY.attack'}} {{ creaturePatternLevel "attack" system.pattern.value }}</li>
<li>{{ localize 'ADVERSITY.damage'}} {{ creaturePatternLevel "damage" system.pattern.value }}</li>
<li>{{ localize 'ADVERSITY.wounds'}}
<li>{{ localize 'ADVERSITY.attack' }}: {{ creaturePatternLevel "attack" system.pattern.value }}</li>
<li>{{ localize 'ADVERSITY.damage' }}: {{ creaturePatternLevel "damage" system.pattern.value }}</li>
<li>{{ localize 'ADVERSITY.wounds' }}:
{{ creaturePatternLevel "minorWound" system.pattern.value }}/
{{ creaturePatternLevel "majorWound" system.pattern.value }}/
{{ creaturePatternLevel "deadlyWound" system.pattern.value }}
@@ -112,11 +159,11 @@
</ul>
</div>
<div class="mdb">
<h4 class="align-center">{{ localize 'ADVERSITY.size'}}</h4>
<h4 class="align-center">{{ localize 'ADVERSITY.size' }}: {{ sizeLabel }}</h4>
<ul class="unstyled">
<li>{{ localize 'ADVERSITY.attack'}} {{ creatureSizeLevel "attack" system.size.value }}</li>
<li>{{ localize 'ADVERSITY.vigor'}} {{ creatureSizeLevel "vigor" system.size.value }}</li>
<li>{{ localize 'ADVERSITY.wounds'}}
<li>{{ localize 'ADVERSITY.attack' }}: {{ creatureSizeLevel "attack" system.size.value }}</li>
<li>{{ localize 'ADVERSITY.vigor' }}: {{ creatureSizeLevel "vigor" system.size.value }}</li>
<li>{{ localize 'ADVERSITY.wounds' }}:
{{ creatureSizeLevel "minorWound" system.size.value }}/
{{ creatureSizeLevel "majorWound" system.size.value }}/
{{ creatureSizeLevel "deadlyWound" system.size.value }}
@@ -124,22 +171,23 @@
</ul>
</div>
<div class="mdb">
<h4 class="align-center">{{ localize 'ADVERSITY.role'}}</h4>
<h4 class="align-center">{{ localize 'ADVERSITY.role' }}: {{ roleLabel }}</h4>
<ul class="unstyled">
<li>{{ localize 'ADVERSITY.reaction'}} {{ creatureRoleLevel "reaction" system.role.value }} + {{ creatureRoleLevel "reaction_bonus" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.pools'}} {{ creatureRoleLevel "pools" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.gear'}} {{ creatureRoleLevel "gear" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.protection'}} {{ creatureRoleLevel "protection" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.reaction' }}: {{ creatureRoleLevel "reaction" system.role.value }} + {{ creatureRoleLevel "reaction_bonus" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.pools' }}: {{ creatureRoleLevel "pools" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.gear' }}: {{ creatureRoleLevel "gear" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.protection' }}: {{ creatureRoleLevel "protection" system.role.value }}</li>
</ul>
</div>
</section>
<section class="grid grid-3col gap-md">
<section class="grid grid-2col gap-md">
<div class="mdb">
<h4 class="align-center">{{ localize 'ADVERSITY.pack'}}</h4>
<h4 class="align-center">{{ localize 'ADVERSITY.pack' }}: {{ packLabel }}</h4>
<ul class="unstyled">
<li>{{ localize 'ADVERSITY.attack'}} {{ creaturePackLevel "attack" system.pack.value }}</li>
<li>{{ localize 'ADVERSITY.damage'}} {{ creaturePackLevel "damage" system.pack.value }}</li>
<li>{{ localize 'ADVERSITY.wounds'}}
<li>{{ localize 'ADVERSITY.attack' }}: {{ creaturePackLevel "attack" system.pack.value }}</li>
<li>{{ localize 'ADVERSITY.damage' }}: {{ creaturePackLevel "damage" system.pack.value }}</li>
<li>{{ localize 'ADVERSITY.wounds' }}:
{{ creaturePackLevel "minorWound" system.pack.value }}/
{{ creaturePackLevel "majorWound" system.pack.value }}/
{{ creaturePackLevel "deadlyWound" system.pack.value }}
@@ -147,62 +195,27 @@
</ul>
</div>
<div class="mdb">
<h4 class="align-center">{{ localize 'ADVERSITY.skills'}}</h4>
<h4 class="align-center">{{ localize 'VERMINE.wound_thresholds' }}</h4>
<ul class="unstyled">
<li>
<input type="text" name="system.skills" value="{{ system.skills }}" data-dtype="String" placeholder="{{ localize 'ADVERSITY.skills' }}"/>
</li>
<li>{{ localize 'VERMINE.wounds.light' }}: {{ system.minorWound.threshold }}D</li>
<li>{{ localize 'VERMINE.wounds.heavy' }}: {{ system.majorWound.threshold }}D</li>
<li>{{ localize 'VERMINE.wounds.deadly' }}: {{ system.deadlyWound.threshold }}D</li>
</ul>
</div>
<div class="mdb">
<h4 class="align-center">{{ localize 'VERMINE.modes'}}</h4>
<ul class="unstyled">
<li>
<label>
<input
type="checkbox"
name="system.modes.survival"
{{#if system.modes.survival}}checked{{/if}}
data-dtype="Boolean"
/>
{{ localize 'GAME_MODES.survival' }}
</label>
</li>
<li>
<label>
<input
type="checkbox"
name="system.modes.nightmare"
{{#if system.modes.nightmare}}checked{{/if}}
data-dtype="Boolean"
/>
{{ localize 'GAME_MODES.nightmare' }}
</label>
</li>
<li>
<label>
<input
type="checkbox"
name="system.modes.apocalypse"
{{#if system.modes.apocalypse}}checked{{/if}}
data-dtype="Boolean"
/>
{{ localize 'GAME_MODES.apocalypse' }}
</label>
</li>
</ul>
</div>
</section>
<section class="flexcol col gap-md">
<h4 class="align-center">{{ localize 'IDENTITY.notes'}}</h4>
{{editor system.biography target="system.biography" button=true owner=owner editable=editable}}
</section>
</div>
{{!-- Active Effects Tab --}}
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
{{!-- Combat Tab --}}
<div class="tab effects" data-group="primary" data-tab="combat">
<h3>{{ localize 'VERMINE.combat' }}</h3>
{{> "systems/vermine2047/templates/actor/creature/creature-combat.hbs"}}
</div>
{{!-- Effects Tab --}}
<div class="tab effects" data-group="primary" data-tab="effects">
<h3>{{ localize 'UI.effects.name' }}</h3>
{{> "systems/vermine2047/templates/actor/parts/actor-effects.hbs"}}
</div>
</section>
</form>
+17 -6
View File
@@ -7,36 +7,47 @@
<nav class="sheet-tabs tabs sheet-navigation" data-group="primary">
{{!-- Default tab is specified in actor-sheet.mjs --}}
<a class="item" data-tab="description">
<i data-tooltip="{{localize 'VERMINE.information' }}"
<i data-tooltip="{{localize 'VERMINE.information'}}"
class="fas fa-star"></i>
</a>
<a class="item" data-tab="gear">
<i data-tooltip="{{localize 'VERMINE.gear' }}" class="fas fa-gear"></i>
</a>
<a class="item" data-tab="totem">
<i data-tooltip="{{localize 'VERMINE.road' }}" class="fas fa-map"></i>
<i data-tooltip="{{localize 'VERMINE.road' }}" class="fas fa-route"></i>
</a>
<a class="item" data-tab="reserve">
<i data-tooltip="{{localize 'VERMINE.reserve' }}" class="fas fa-users"></i>
</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Biography Tab --}}
{{!-- Information Tab --}}
<div class="tab biography" data-group="primary" data-tab="description">
<h3>{{ localize 'VERMINE.information'}}</h3>
{{> "systems/vermine2047/templates/actor/group/group-info.hbs"}}
</div>
{{!-- Owned Items Tab --}}
{{!-- Equipment Tab --}}
<div class="tab items" data-group="primary" data-tab="gear">
<h3>{{ localize 'VERMINE.gear'}}</h3>
{{> "systems/vermine2047/templates/actor/group/group-items.hbs"}}
</div>
{{!-- Road Tab --}}
<div class="tab effects" data-group="primary" data-tab="totem">
{{!-- Totem/Group Tab --}}
<div class="tab totem" data-group="primary" data-tab="totem">
<h3>{{ localize 'VERMINE.road'}}</h3>
{{> "systems/vermine2047/templates/actor/group/group-vehicles.hbs"}}
</div>
{{!-- Reserve/Morale Tab --}}
<div class="tab effects" data-group="primary" data-tab="reserve">
<h3>{{ localize 'VERMINE.reserve' }}</h3>
{{> "systems/vermine2047/templates/actor/group/group-experience.hbs"}}
</div>
+376 -71
View File
@@ -4,131 +4,436 @@
<header class="sheet-header">
<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="Name"/></h1>
<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="{{ localize 'NAME' }}"/></h1>
{{!-- Niveaux de Menace, Experience, Role --}}
<div class="resources grid grid-3col">
<div class="resource flex-group-center">
<label for="system.threat.value" class="resource-label">{{ localize 'ADVERSITY.threat'}}</label>
<label for="system.threat.value" class="resource-label">{{ localize 'ADVERSITY.threat' }}</label>
<div class="resource-content">
<select
name="system.threat.value"
id="system.threat.value"
data-dtype="Number"
>
<select name="system.threat.value" id="system.threat.value" data-dtype="Number">
{{#each ../config.npcThreatLevels}}
<option
value="{{@key}}"
{{#ife @key ../system.threat.value}}selected{{/ife}}
>{{localize this.label}} ({{@key}})</option>
<option value="{{@key}}" {{#ife @key ../system.threat.value}}selected{{/ife}}>
{{localize this.label}} ({{@key}})
</option>
{{/each}}
</select>
</div>
</div>
<div class="resource flex-group-center">
<label for="system.experience.value" class="resource-label">{{ localize 'ADVERSITY.experience'}}</label>
<label for="system.experience.value" class="resource-label">{{ localize 'ADVERSITY.experience' }}</label>
<div class="resource-content">
<select
name="system.experience.value"
id="system.experience.value"
data-dtype="Number"
>
<select name="system.experience.value" id="system.experience.value" data-dtype="Number">
{{#each ../config.npcExperienceLevels}}
<option
value="{{@key}}"
{{#ife @key ../system.experience.value}}selected{{/ife}}
>{{localize this.label}} ({{@key}})</option>
<option value="{{@key}}" {{#ife @key ../system.experience.value}}selected{{/ife}}>
{{localize this.label}} ({{@key}})
</option>
{{/each}}
</select>
</div>
</div>
<div class="resource flex-group-center">
<label for="system.role.value" class="resource-label">{{ localize 'ADVERSITY.role'}}</label>
<label for="system.role.value" class="resource-label">{{ localize 'ADVERSITY.role' }}</label>
<div class="resource-content">
<select
name="system.role.value"
id="system.role.value"
data-dtype="Number"
>
<select name="system.role.value" id="system.role.value" data-dtype="Number">
{{#each ../config.npcRoleLevels}}
<option
value="{{@key}}"
{{#ife @key ../system.role.value}}selected{{/ife}}
>{{localize this.label}} ({{@key}})</option>
<option value="{{@key}}" {{#ife @key ../system.role.value}}selected{{/ife}}>
{{localize this.label}} ({{@key}})
</option>
{{/each}}
</select>
</div>
</div>
</div>
{{!-- Totem et Origine --}}
<div class="resources grid grid-2col">
<div class="resource flex-group-center">
<label for="system.identity.totem" class="resource-label">{{ localize 'TOTEM' }}</label>
<div class="resource-content">
<select name="system.identity.totem" id="system.identity.totem" data-dtype="String">
<option value="">{{ localize 'NONE' }}</option>
{{#each ../config.totems}}
<option value="{{@key}}" {{#ife @key ../system.identity.totem}}selected{{/ife}}>
{{localize this}}
</option>
{{/each}}
</select>
</div>
</div>
<div class="resource flex-group-center">
<label for="system.identity.origin" class="resource-label">{{ localize 'ORIGIN' }}</label>
<div class="resource-content">
<select name="system.identity.origin" id="system.identity.origin" data-dtype="String">
<option value="">{{ localize 'NONE' }}</option>
{{#each ../config.origins}}
<option value="{{@key}}" {{#ife @key ../system.identity.origin}}selected{{/ife}}>
{{this}}
</option>
{{/each}}
</select>
</div>
</div>
</div>
</div>
</header>
{{!-- Sheet Tab Navigation --}}
{{!-- Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
{{!-- Default tab is specified in actor-sheet.mjs --}}
<a class="item" data-tab="description">{{ localize 'VERMINE.abilities'}}</a>
<a class="item" data-tab="items">{{ localize 'VERMINE.equipment'}}</a>
<a class="item" data-tab="effects">{{ localize 'VERMINE.combat'}}</a>
<a class="item" data-tab="characteristics"><i class="fas fa-dice"></i> {{ localize 'VERMINE.abilities' }}</a>
<a class="item" data-tab="skills"><i class="fas fa-brain"></i> {{ localize 'VERMINE.skills' }}</a>
<a class="item" data-tab="threat"><i class="fas fa-exclamation-triangle"></i> {{ localize 'ADVERSITY.threat' }}</a>
<a class="item" data-tab="equipment"><i class="fas fa-backpack"></i> {{ localize 'VERMINE.equipment' }}</a>
<a class="item" data-tab="combat"><i class="fas fa-sword"></i> {{ localize 'VERMINE.combat' }}</a>
<a class="item" data-tab="notes"><i class="fas fa-sticky-note"></i> {{ localize 'IDENTITY.notes' }}</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Biography Tab --}}
<div class="tab stats" data-group="primary" data-tab="description">
<section class="grid grid-3col gap-md">
<div class="mdb">
<h4 class="align-center">{{ localize 'ADVERSITY.threat'}}</h4>
{{!-- Characteristics Tab --}}
<div class="tab characteristics" data-group="primary" data-tab="characteristics">
<h3>{{ localize 'VERMINE.abilities' }}</h3>
{{!-- Caracteristiques physiques --}}
<div class="ability-section">
<h4 class="ability-category-header">{{ localize 'VERMINE.ability_category.physical' }}</h4>
<div class="grid grid-2col">
<div class="ability-item">
<label for="system.abilities.vigor.value">{{ localize 'ABILITIES.vigor.name' }}</label>
<div class="ability-control">
<input type="range" name="system.abilities.vigor.value" value="{{system.abilities.vigor.value}}" min="{{system.abilities.vigor.min}}" max="{{system.abilities.vigor.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.abilities.vigor.value}}D</span>
</div>
</div>
<div class="ability-item">
<label for="system.abilities.health.value">{{ localize 'ABILITIES.health.name' }}</label>
<div class="ability-control">
<input type="range" name="system.abilities.health.value" value="{{system.abilities.health.value}}" min="{{system.abilities.health.min}}" max="{{system.abilities.health.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.abilities.health.value}}D</span>
</div>
</div>
</div>
</div>
{{!-- Caracteristiques manuelles --}}
<div class="ability-section">
<h4 class="ability-category-header">{{ localize 'VERMINE.ability_category.manual' }}</h4>
<div class="grid grid-2col">
<div class="ability-item">
<label for="system.abilities.precision.value">{{ localize 'ABILITIES.precision.name' }}</label>
<div class="ability-control">
<input type="range" name="system.abilities.precision.value" value="{{system.abilities.precision.value}}" min="{{system.abilities.precision.min}}" max="{{system.abilities.precision.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.abilities.precision.value}}D</span>
</div>
</div>
<div class="ability-item">
<label for="system.abilities.reflexes.value">{{ localize 'ABILITIES.reflexes.name' }}</label>
<div class="ability-control">
<input type="range" name="system.abilities.reflexes.value" value="{{system.abilities.reflexes.value}}" min="{{system.abilities.reflexes.min}}" max="{{system.abilities.reflexes.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.abilities.reflexes.value}}D</span>
</div>
</div>
</div>
</div>
{{!-- Caracteristiques mentales --}}
<div class="ability-section">
<h4 class="ability-category-header">{{ localize 'VERMINE.ability_category.mental' }}</h4>
<div class="grid grid-2col">
<div class="ability-item">
<label for="system.abilities.knowledge.value">{{ localize 'ABILITIES.knowledge.name' }}</label>
<div class="ability-control">
<input type="range" name="system.abilities.knowledge.value" value="{{system.abilities.knowledge.value}}" min="{{system.abilities.knowledge.min}}" max="{{system.abilities.knowledge.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.abilities.knowledge.value}}D</span>
</div>
</div>
<div class="ability-item">
<label for="system.abilities.perception.value">{{ localize 'ABILITIES.perception.name' }}</label>
<div class="ability-control">
<input type="range" name="system.abilities.perception.value" value="{{system.abilities.perception.value}}" min="{{system.abilities.perception.min}}" max="{{system.abilities.perception.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.abilities.perception.value}}D</span>
</div>
</div>
</div>
</div>
{{!-- Caracteristiques sociales --}}
<div class="ability-section">
<h4 class="ability-category-header">{{ localize 'VERMINE.ability_category.social' }}</h4>
<div class="grid grid-2col">
<div class="ability-item">
<label for="system.abilities.will.value">{{ localize 'ABILITIES.will.name' }}</label>
<div class="ability-control">
<input type="range" name="system.abilities.will.value" value="{{system.abilities.will.value}}" min="{{system.abilities.will.min}}" max="{{system.abilities.will.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.abilities.will.value}}D</span>
</div>
</div>
<div class="ability-item">
<label for="system.abilities.empathy.value">{{ localize 'ABILITIES.empathy.name' }}</label>
<div class="ability-control">
<input type="range" name="system.abilities.empathy.value" value="{{system.abilities.empathy.value}}" min="{{system.abilities.empathy.min}}" max="{{system.abilities.empathy.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.abilities.empathy.value}}D</span>
</div>
</div>
</div>
</div>
{{!-- Reserves --}}
<div class="ability-section">
<h4 class="ability-category-header">{{ localize 'VERMINE.reserves' }}</h4>
<div class="grid grid-2col">
<div class="ability-item">
<label for="system.attributes.effort.value">{{ localize 'VERMINE.effort' }}</label>
<div class="ability-control">
<input type="range" name="system.attributes.effort.value" value="{{system.attributes.effort.value}}" min="{{system.attributes.effort.min}}" max="{{system.attributes.effort.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.attributes.effort.value}}/{{system.attributes.effort.max}}D</span>
</div>
</div>
<div class="ability-item">
<label for="system.attributes.self_control.value">{{ localize 'VERMINE.self_control' }}</label>
<div class="ability-control">
<input type="range" name="system.attributes.self_control.value" value="{{system.attributes.self_control.value}}" min="{{system.attributes.self_control.min}}" max="{{system.attributes.self_control.max}}" data-dtype="Number"/>
<span class="ability-value">{{system.attributes.self_control.value}}/{{system.attributes.self_control.max}}D</span>
</div>
</div>
</div>
</div>
</div>
{{!-- Skills Tab --}}
<div class="tab skills" data-group="primary" data-tab="skills">
<h3>{{ localize 'VERMINE.skills' }}</h3>
{{!-- Category Selector --}}
<div class="skill-category-selector">
<label>{{ localize 'VERMINE.preferred_category' }}:</label>
<select name="system.skill_categories.preferred" data-dtype="String">
<option value="">{{ localize 'NONE' }}</option>
{{#each system.skill_categories as |category key|}}
{{#unless key "eq" "preferred"}}
<option value="{{key}}" {{#ife key ../system.skill_categories.preferred}}selected{{/ife}}>
{{localize category.label}}
</option>
{{/unless}}
{{/each}}
</select>
</div>
{{!-- Skills Grid by Category --}}
<div class="skills-container">
{{!-- Homme --}}
<div class="skill-category">
<h4>{{ localize 'VERMINE.skill_category.man' }}</h4>
<div class="grid grid-2col">
{{#each system.skills as |skill key|}}
{{#ife skill.category "man"}}
{{> "systems/vermine2047/templates/actor/parts/npc-skill-item.hbs" skill=skill key=key}}
{{/ife}}
{{/each}}
</div>
</div>
{{!-- Animal --}}
<div class="skill-category">
<h4>{{ localize 'VERMINE.skill_category.animal' }}</h4>
<div class="grid grid-2col">
{{#each system.skills as |skill key|}}
{{#ife skill.category "animal"}}
{{> "systems/vermine2047/templates/actor/parts/npc-skill-item.hbs" skill=skill key=key}}
{{/ife}}
{{/each}}
</div>
</div>
{{!-- Outil --}}
<div class="skill-category">
<h4>{{ localize 'VERMINE.skill_category.tool' }}</h4>
<div class="grid grid-2col">
{{#each system.skills as |skill key|}}
{{#ife skill.category "tool"}}
{{> "systems/vermine2047/templates/actor/parts/npc-skill-item.hbs" skill=skill key=key}}
{{/ife}}
{{/each}}
</div>
</div>
{{!-- Arme --}}
<div class="skill-category">
<h4>{{ localize 'VERMINE.skill_category.weapon' }}</h4>
<div class="grid grid-2col">
{{#each system.skills as |skill key|}}
{{#ife skill.category "weapon"}}
{{> "systems/vermine2047/templates/actor/parts/npc-skill-item.hbs" skill=skill key=key}}
{{/ife}}
{{/each}}
</div>
</div>
{{!-- Survie --}}
<div class="skill-category">
<h4>{{ localize 'VERMINE.skill_category.survival' }}</h4>
<div class="grid grid-2col">
{{#each system.skills as |skill key|}}
{{#ife skill.category "survival"}}
{{> "systems/vermine2047/templates/actor/parts/npc-skill-item.hbs" skill=skill key=key}}
{{/ife}}
{{/each}}
</div>
</div>
{{!-- Monde --}}
<div class="skill-category">
<h4>{{ localize 'VERMINE.skill_category.world' }}</h4>
<div class="grid grid-2col">
{{#each system.skills as |skill key|}}
{{#ife skill.category "world"}}
{{> "systems/vermine2047/templates/actor/parts/npc-skill-item.hbs" skill=skill key=key}}
{{/ife}}
{{/each}}
</div>
</div>
</div>
</div>
{{!-- Threat/Experience/Role Details Tab --}}
<div class="tab threat-details" data-group="primary" data-tab="threat">
<h3>{{ localize 'ADVERSITY.threat_details' }}</h3>
<div class="grid grid-3col">
{{!-- Menace --}}
<div class="card npc-card">
<h4 class="align-center"><i class="fas fa-exclamation-triangle"></i> {{ localize 'ADVERSITY.threat' }}</h4>
<ul class="unstyled">
<li>{{ localize 'ADVERSITY.attack'}} {{ npcThreatLevel "attack" system.threat.value }}</li>
<li>{{ localize 'ADVERSITY.vigor'}} {{ npcThreatLevel "vigor" system.threat.value }}</li>
<li>{{ localize 'ADVERSITY.wounds'}}
{{ npcThreatLevel "minorWound" system.threat.value }}/
{{ npcThreatLevel "majorWound" system.threat.value }}/
<li>
<strong>{{ localize 'ADVERSITY.attack' }}:</strong>
{{ npcThreatLevel "attack" system.threat.value }}
</li>
<li>
<strong>{{ localize 'ADVERSITY.vigor' }}:</strong>
{{ npcThreatLevel "vigor" system.threat.value }}
</li>
<li>
<strong>{{ localize 'ADVERSITY.wounds' }}:</strong>
{{ npcThreatLevel "minorWound" system.threat.value }} /
{{ npcThreatLevel "majorWound" system.threat.value }} /
{{ npcThreatLevel "deadlyWound" system.threat.value }}
</li>
</ul>
</div>
<div class="mdb">
<h4 class="align-center">{{ localize 'ADVERSITY.experience'}}</h4>
{{!-- Experience --}}
<div class="card npc-card">
<h4 class="align-center"><i class="fas fa-star"></i> {{ localize 'ADVERSITY.experience' }}</h4>
<ul class="unstyled">
<li>
<label for="system.skills" class="">{{ localize "ADVERSITY.skills" }}</label>
<input type="text" name="system.skills" value="{{ system.skills }}" data-dtype="String"/>
<label for="system.skills">{{ localize 'ADVERSITY.skills' }}</label>
<input type="text" name="system.skills" value="{{system.skills}}" data-dtype="String" placeholder="{{ localize 'ADVERSITY.skills_placeholder' }}"/>
</li>
<li>
<strong>{{ localize 'ADVERSITY.action' }}:</strong>
{{ npcExperienceLevel "action" system.experience.value }}D
</li>
<li>
<strong>{{ localize 'ADVERSITY.specialties' }}:</strong>
{{ npcExperienceLevel "specialties" system.experience.value }}
</li>
<li>
<strong>{{ localize 'ADVERSITY.rerolls' }}:</strong>
{{ npcExperienceLevel "rerolls" system.experience.value }}D
</li>
<li>
<strong>{{ localize 'ADVERSITY.contact' }}:</strong>
{{ npcExperienceLevel "contact" system.experience.value }}
</li>
<li>{{ localize 'ADVERSITY.action'}} {{ npcExperienceLevel "action" system.experience.value }}</li>
<li>{{ localize 'ADVERSITY.specialties'}} {{ npcExperienceLevel "specialties" system.experience.value }}</li>
<li>{{ localize 'ADVERSITY.rerolls'}} {{ npcExperienceLevel "rerolls" system.experience.value }}</li>
<li>{{ localize 'ADVERSITY.contact'}} {{ npcExperienceLevel "contact" system.experience.value }}</li>
</ul>
</div>
<div class="mdb">
<h4 class="align-center">{{ localize 'ADVERSITY.role'}}</h4>
{{!-- Role --}}
<div class="card npc-card">
<h4 class="align-center"><i class="fas fa-users"></i> {{ localize 'ADVERSITY.role' }}</h4>
<ul class="unstyled">
<li>{{ localize 'ADVERSITY.reaction'}} {{ npcRoleLevel "reaction" system.role.value }} + {{ npcRoleLevel "reaction_bonus" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.pools'}} {{ npcRoleLevel "pools" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.gear'}} {{ npcRoleLevel "gear" system.role.value }}</li>
<li>{{ localize 'ADVERSITY.protection'}} {{ npcRoleLevel "protection" system.role.value }}</li>
<li>
<strong>{{ localize 'ADVERSITY.reaction' }}:</strong>
{{ npcRoleLevel "reaction" system.role.value }} + {{ npcRoleLevel "reaction_bonus" system.role.value }}
</li>
<li>
<strong>{{ localize 'ADVERSITY.pools' }}:</strong>
{{ npcRoleLevel "pools" system.role.value }}D
</li>
<li>
<strong>{{ localize 'ADVERSITY.gear' }}:</strong>
{{ npcRoleLevel "gear" system.role.value }}
</li>
<li>
<strong>{{ localize 'ADVERSITY.gear_hindrance' }}:</strong>
{{ npcRoleLevel "gear_hindrance" system.role.value }}
</li>
<li>
<strong>{{ localize 'ADVERSITY.protection' }}:</strong>
{{ npcRoleLevel "protection" system.role.value }}
</li>
</ul>
</div>
</section>
<section class="flexcol col gap-md">
<h4 class="align-center">{{ localize 'IDENTITY.notes'}}</h4>
{{editor system.biography target="system.biography" button=true owner=owner editable=editable}}
</section>
</div>
{{!-- Blessures --}}
<div class="card npc-card wounds-card">
<h4 class="align-center"><i class="fas fa-heart-broken"></i> {{ localize 'VERMINE.wounds' }}</h4>
<div class="grid grid-3col">
<div class="wound-item">
<label>{{ localize 'VERMINE.minorWound' }}</label>
<div class="wound-control">
<input type="range" name="system.minorWound.value" value="{{system.minorWound.value}}" min="{{system.minorWound.min}}" max="{{system.minorWound.max}}" data-dtype="Number"/>
<span>{{system.minorWound.value}}/{{system.minorWound.max}}</span>
</div>
</div>
<div class="wound-item">
<label>{{ localize 'VERMINE.majorWound' }}</label>
<div class="wound-control">
<input type="range" name="system.majorWound.value" value="{{system.majorWound.value}}" min="{{system.majorWound.min}}" max="{{system.majorWound.max}}" data-dtype="Number"/>
<span>{{system.majorWound.value}}/{{system.majorWound.max}}</span>
</div>
</div>
<div class="wound-item">
<label>{{ localize 'VERMINE.deadlyWound' }}</label>
<div class="wound-control">
<input type="range" name="system.deadlyWound.value" value="{{system.deadlyWound.value}}" min="{{system.deadlyWound.min}}" max="{{system.deadlyWound.max}}" data-dtype="Number"/>
<span>{{system.deadlyWound.value}}/{{system.deadlyWound.max}}</span>
</div>
</div>
</div>
</div>
</div>
{{!-- Owned Items Tab --}}
<div class="tab items" data-group="primary" data-tab="items">
{{> "systems/vermine2047/templates/actor/parts/actor-items.hbs"}}
{{!-- Equipment Tab --}}
<div class="tab equipment" data-group="primary" data-tab="equipment">
<h3>{{ localize 'VERMINE.equipment' }}</h3>
{{editor system.equipment.description target="system.equipment.description" button=true owner=owner editable=editable}}
</div>
{{!-- Active Effects Tab --}}
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
{{!-- Combat Tab --}}
<div class="tab combat" data-group="primary" data-tab="combat">
<h3>{{ localize 'VERMINE.combat' }}</h3>
{{> "systems/vermine2047/templates/actor/npc/npc-combat.hbs"}}
</div>
{{!-- Notes Tab --}}
<div class="tab notes" data-group="primary" data-tab="notes">
<h3>{{ localize 'IDENTITY.notes' }}</h3>
<div class="grid grid-1col">
<div class="form-group">
<label for="system.identity.profile">{{ localize 'IDENTITY.profile' }}</label>
<input type="text" name="system.identity.profile" value="{{system.identity.profile}}" data-dtype="String" placeholder="{{ localize 'PROFILE' }}"/>
</div>
<div class="form-group">
<label for="system.identity.theme">{{ localize 'IDENTITY.theme' }}</label>
<input type="text" name="system.identity.theme" value="{{system.identity.theme}}" data-dtype="String" placeholder="{{ localize 'THEME' }}"/>
</div>
</div>
{{editor system.identity.notes target="system.identity.notes" button=true owner=owner editable=editable}}
</div>
</section>
</form>
+66 -112
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@@ -1,119 +1,73 @@
<div class="grid grid-2col">
{{!-- Computed Values --}}
<div>
<h4 class="align-center">{{ localize "VERMINE.self_control"}}</h4>
<p class="align-center">
<input type="number" name="system.attributes.self_control.value"
value="{{ system.attributes.self_control.value }}" data-dtype="Number"
min="{{ system.attributes.self_control.min }}"
max="{{ system.attributes.self_control.max }}" /> / {{
system.attributes.self_control.max }}
</p>
<h4 class="align-center">{{ localize 'VERMINE.computed_values' }}</h4>
<div class="stats-grid">
<div class="stat">
<label>{{ localize 'VERMINE.total_attack' }}:</label>
<span>{{ system.computed.attack }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.damage' }}:</label>
<span>{{ system.computed.damage }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.vigor' }}:</label>
<span>{{ system.computed.vigor }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.reaction' }}:</label>
<span>{{ system.computed.reaction }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.pools' }}:</label>
<span>{{ system.computed.pools }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.protection' }}:</label>
<span>{{ system.computed.protection }}</span>
</div>
</div>
</div>
{{!-- Wounds --}}
<div>
<h4 class="align-center">{{ localize "VERMINE.effort"}}</h4>
<p class="align-center">
<input type="number" name="system.attributes.effort.value"
value="{{ system.attributes.effort.value }}" data-dtype="Number"
min="{{ system.attributes.effort.min }}"
max="{{ system.attributes.effort.max }}" /> / {{
system.attributes.effort.max }}
</p>
<h4 class="item-name effect-name flexrow">{{ localize "VERMINE.wounds.name" }}</h4>
<ul class="unstyled">
<li class="row mdb">
{{ localize 'VERMINE.wounds.light' }} ({{ system.minorWound.threshold }}D)
{{#repeat system.minorWound.max }}
<input type="radio" data-dtype="Number" name="system.minorWound.value"
value="{{this}}" {{#ife @root.system.minorWound.value this }}checked="checked"{{/ife}}
data-wound="minorWound"
class="{{#iflteq this @root.system.minorWound.value }}checked{{/iflteq}}"
/>
{{/repeat}}
</li>
<li class="row mdb">
{{ localize 'VERMINE.wounds.heavy' }} ({{ system.majorWound.threshold }}D)
{{#repeat system.majorWound.max }}
<input type="radio" name="system.majorWound.value" value="{{this}}" {{#ife @root.system.majorWound.value this }}checked="checked"{{/ife}}
data-wound="majorWound"
class="{{#iflteq this @root.system.majorWound.value }}checked{{/iflteq}}"
/>
{{/repeat}}
</li>
<li class="row mdb">
{{ localize 'VERMINE.wounds.deadly' }} ({{ system.deadlyWound.threshold }}D)
{{#repeat system.deadlyWound.max }}
<input type="radio" name="system.deadlyWound.value" value="{{this}}" {{#ife @root.system.deadlyWound.value this }}checked="checked"{{/ife}}
data-wound="deadlyWound"
class="{{#iflteq this @root.system.deadlyWound.value }}checked{{/iflteq}}"
/>
{{/repeat}}
</li>
</ul>
</div>
</div>
<h4 class="item-name effect-name flexrow">{{ localize
"VERMINE.wounds.name"}}</h4>
<ul class="unstyled">
<li class="row mdb">{{ localize 'VERMINE.wounds.light'}} <span
data-tooltip="seuil">({{
system.minorWound.threshold }})</span>
{{#repeat system.minorWound.max }}
<input type="radio" data-dtype="Number" name="system.minorWound.value"
value="{{this}}" {{#ife @root.system.minorWound.value this
}}checked="checked"{{/ife}} data-wound="minorWound"
class="
{{#iflteq this @root.system.minorWound.value }}
checked
{{/iflteq}}
" />
{{/repeat}}</li>
<li class="row mdb">{{ localize 'VERMINE.wounds.heavy'}} ({{
system.majorWound.threshold }})
{{#repeat system.majorWound.max }}
<input type="radio" name="system.majorWound.value" value="{{this}}" {{#ife
@root.system.majorWound.value this }}checked="checked"{{/ife}}
data-wound="majorWound"
class="
{{#iflteq this @root.system.majorWound.value }}
checked
{{/iflteq}}
" />
{{/repeat}}
</li>
<li class="row mdb">{{ localize 'VERMINE.wounds.deadly'}} ({{
system.deadlyWound.threshold }})
{{#repeat system.deadlyWound.max }}
<input type="radio" name="system.deadlyWound.value" value="{{this}}" {{#ife
@root.system.deadlyWound.value this }}checked="checked"{{/ife}}
data-wound="deadlyWound"
class="
{{#iflteq this @root.system.deadlyWound.value }}
checked
{{/iflteq}}
" />
{{/repeat}}
</li>
</ul>
<h4 class="item-name effect-name flexrow">{{ localize "UI.effects.name"}}</h4>
<ol class="items-list effects-list">
{{#each effects as |section sid|}}
<li class="items-header flexrow" data-effect-type="{{section.type}}">
<p class="item-name effect-name flexrow">{{#if (eq section.type
'temporary')}}
{{localize "UI.effects.temporary" }}
{{else if (eq section.type 'passive')}}
{{localize "UI.effects.passive" }}
{{else if (eq section.type 'inactive')}}
{{localize "UI.effects.inactive" }}
{{/if}}
</p>
<div class="effect-source">{{localize 'UI.source'}}</div>
<div class="effect-source">{{localize 'UI.duration'}}</div>
<div class="item-controls effect-controls flexrow">
<a class="effect-control" data-action="create"
title="{{localize 'UI.effect_create'}}">
<i class="fas fa-plus"></i> {{localize "UI.add"}}
</a>
</div>
</li>
<ol class="item-list">
{{#each section.effects as |effect|}}
<li class="item effect flexrow" data-effect-id="{{effect.id}}">
<div class="item-name effect-name">
<a class="effect-control flexrow flex-group-center items-center"
data-action="edit" title="{{localize 'UI.effect_edit'}}">
<img class="item-image" src="{{effect.icon}}" />
<span>{{effect.label}}</span>
</a>
</div>
<div class="effect-source">{{effect.sourceName}}</div>
<div class="effect-duration">{{effect.duration.label}}</div>
<div class="item-controls effect-controls flexrow">
<a class="effect-control" data-action="toggle"
title="{{localize 'UI.effect_toggle'}}">
<i
class="fas {{#if effect.disabled}}fa-check{{else}}fa-times{{/if}}"></i>
</a>
<a class="effect-control" data-action="delete"
title="{{localize 'UI.effect_delete'}}">
<i class="fas fa-trash"></i>
</a>
</div>
</li>
{{/each}}
</ol>
{{/each}}
</ol>
{{!-- Equipment --}}
<div class="grid-span-2">
<h4>{{ localize 'VERMINE.gear' }}</h4>
{{editor system.equipment.description target="system.equipment.description" button=true owner=owner editable=editable}}
</div>
+142 -59
View File
@@ -1,88 +1,171 @@
<div class="grid grid-2col">
<div class="grid grid-2col">
{{!-- Group Reserve and Morale --}}
<div class="grid-span-2">
<h4 class="align-center">{{ localize 'VERMINE.reserve' }}</h4>
<div class="reserve-control flexrow flex-group-center">
<label>{{ localize 'VERMINE.pool' }}:</label>
<input type="number" name="system.reserve.value" value="{{system.reserve.value}}"
data-dtype="Number" min="{{system.reserve.min}}" max="{{system.reserve.max}}" />
<span>/ {{system.reserve.max}}D</span>
</div>
<div class="morale-control flexrow flex-group-center">
<label>{{ localize 'VERMINE.morale' }}:</label>
<select name="system.morale.level">
<option value="high" {{#if (eq system.morale.level "high")}}selected{{/if}}>{{ localize 'VERMINE.morale_high' }}</option>
<option value="normal" {{#if (eq system.morale.level "normal")}}selected{{/if}}>{{ localize 'VERMINE.morale_normal' }}</option>
<option value="low" {{#if (eq system.morale.level "low")}}selected{{/if}}>{{ localize 'VERMINE.morale_low' }}</option>
<option value="crisis" {{#if (eq system.morale.level "crisis")}}selected{{/if}}>{{ localize 'VERMINE.morale_crisis' }}</option>
</select>
<input type="number" name="system.morale.value" value="{{system.morale.value}}"
data-dtype="Number" min="{{system.morale.min}}" max="{{system.morale.max}}" />
<span>/ {{system.morale.max}}D</span>
</div>
</div>
{{!-- Group Members --}}
<div>
<h4 class="align-center">
<span>{{ localize 'VERMINE.group_members'}}</span>
<a class="item-control chooseActor" title="Add member"
data-type="members"><i class="fas fa-plus"></i></a>
<span>{{ localize 'VERMINE.group_members' }}</span>
<a class="item-control chooseActor" title="{{ localize 'UI.add' }}"
data-type="members"><i class="fas fa-plus"></i></a>
</h4>
<ol class="actor-list">
{{#each members as |actor id|}}
{{log actor}}
<li class="actor flexrow" data-actor-id="{{actor._id}}">
<div class="actor-name" style="flex:4;">
<a class="item-control">{{actor.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control member-delete" title="Delete Member"><i
class="fas fa-trash"></i></a>
</div>
</li>
{{#each system.members as |memberId|}}
{{#with (lookup ../resolvedMembers memberId) as |member|}}
<li class="actor flexrow" data-actor-id="{{memberId}}">
<div class="actor-name" style="flex:4;">
{{#if member}}
<a class="item-control">{{member.name}}</a>
{{else}}
<a class="item-control" style="color: red;">ID: {{memberId}}</a>
{{/if}}
</div>
<div class="item-controls flexrow">
<a class="item-control member-delete" title="{{ localize 'UI.effect_delete' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/with}}
{{/each}}
</ol>
</div>
{{!-- Group Encounters --}}
<div>
<h4 class="align-center">
<span>{{ localize 'VERMINE.encounters'}}</span>
<a class="item-control chooseActor" title="Add member"
data-type="encounters"><i class="fas fa-plus"></i></a>
<span>{{ localize 'VERMINE.encounters' }}</span>
<a class="item-control chooseActor" title="{{ localize 'UI.add' }}"
data-type="encounters"><i class="fas fa-plus"></i></a>
</h4>
<ol class="actor-list">
{{#each encounters as |actor id|}}
<li class="actor flexrow" data-actor-id="{{actor._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control">{{actor.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control encounter-delete" title="Delete Encounter"><i
class="fas fa-trash"></i></a>
</div>
</li>
{{#each system.encounters as |encounterId|}}
{{#with (lookup ../resolvedEncounters encounterId) as |encounter|}}
<li class="actor flexrow" data-actor-id="{{encounterId}}">
<div class="item-name" style="flex:4;">
{{#if encounter}}
<a class="item-control">{{encounter.name}}</a>
{{else}}
<a class="item-control" style="color: red;">ID: {{encounterId}}</a>
{{/if}}
</div>
<div class="item-controls flexrow">
<a class="item-control encounter-delete" title="{{ localize 'UI.effect_delete' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/with}}
{{/each}}
</ol>
</div>
<div>
{{!-- Group Objectives --}}
<div class="grid-span-2">
<h4 class="align-center">{{ localize 'VERMINE.objectives' }}</h4>
<div>
<h5>{{ localize 'VERMINE.major_objectives' }}</h5>
<ol class="list-item">
{{#each system.objectives.major as |objective id|}}
<li class="item flexrow" data-index="{{id}}">
<div class="item-name" style="flex:4;">
<input type="text" name="system.objectives.major.{{id}}" value="{{objective}}"
placeholder="Objectif majeur..." />
</div>
<div class="item-controls flexrow">
<a class="item-control objective-delete" title="{{ localize 'UI.effect_delete' }}"
data-type="major" data-index="{{id}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
<a class="item-control item-create" title="{{ localize 'UI.add' }}"
data-type="major_objective"><i class="fas fa-plus"></i> {{ localize 'ITEMS.new_objective' }}</a>
</div>
<div>
<h5>{{ localize 'VERMINE.minor_objectives' }}</h5>
<ol class="list-item">
{{#each system.objectives.minor as |objective id|}}
<li class="item flexrow" data-index="{{id}}">
<div class="item-name" style="flex:4;">
<input type="text" name="system.objectives.minor.{{id}}" value="{{objective}}"
placeholder="Objectif mineur..." />
</div>
<div class="item-controls flexrow">
<a class="item-control objective-delete" title="{{ localize 'UI.effect_delete' }}"
data-type="minor" data-index="{{id}}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
<a class="item-control item-create" title="{{ localize 'UI.add' }}"
data-type="minor_objective"><i class="fas fa-plus"></i> {{ localize 'ITEMS.new_objective' }}</a>
</div>
</div>
{{!-- Group Abilities --}}
<div class="grid-span-2">
<h4 class="align-center">
<span>{{ localize 'VERMINE.boost'}}</span>
<a class="item-control chooseActor" title="Add encounter"
data-type="npc"><i class="fas fa-plus"></i></a>
<span>{{ localize 'VERMINE.group_abilities' }}</span>
<a class="item-control item-create" title="{{ localize 'ITEMS.new_ability' }}"
data-type="ability"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each abilities as |item id|}}
{{#if (ne item.type 'totem')}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="Edit Item">{{item.name}}</a>
<a class="item-control item-edit" title="{{ localize 'UI.effect_edit' }}">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="Delete Item"><i
class="fas fa-trash"></i></a>
<a class="item-control item-delete" title="{{ localize 'UI.effect_delete' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/if}}
{{/each}}
</ol>
</div>
<div>
<h4 class="align-center">
<span>{{ localize 'VERMINE.totem_abilities'}}</span>
<a class="item-control item-create" title="Create item"
data-type="ability"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each totem_abilities as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="Edit Item">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="Delete Item"><i
class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
<div>
<h4 class="align-center">
{{ localize 'VERMINE.pool' }}
</h4>
{{!-- Totem Section --}}
<div class="grid-span-2">
<h4 class="align-center">{{ localize 'IDENTITY.totem' }}</h4>
<div class="flexrow flex-group-center">
<label>{{ localize 'IDENTITY.instincts' }}:</label>
<input type="text" name="system.identity.instincts" value="{{system.identity.instincts}}"
placeholder="Ex: Triompher, relever un défi..." />
</div>
<div class="flexrow flex-group-center">
<label>{{ localize 'IDENTITY.prohibits' }}:</label>
<input type="text" name="system.identity.prohibits" value="{{system.identity.prohibits}}"
placeholder="Ex: Fuir, abandonner..." />
</div>
<div class="flexrow flex-group-center">
{{#if (eq system.identity.totem "")}}
<a name="chooseTotem" class="chooseTotem">{{ localize 'VERMINE.totem_picker' }}</a>
{{else}}
<div class="totem-display flexrow">
<span style="flex: 1;">{{ smarttl "TOTEMS" system.identity.totem }}</span>
<a name="chooseTotem" class="chooseTotem">{{ localize 'UI.effect_edit' }}</a>
</div>
{{/if}}
</div>
</div>
</div>
+12 -25
View File
@@ -8,47 +8,34 @@
<h1 class="char-name flexrow flex-group-left w-full">
<label>{{ localize 'IDENTITY.name' }}</label>
<input name="name" type="text" value="{{actor.name}}"
placeholder="{{localize "VERMINE.GroupNamePlaceholder"}}" />
placeholder="Nom du groupe" />
</h1>
<div class="profile flexrow flex-group-center">
<label>{{ localize 'IDENTITY.profile' }}</label>
<input name="system.identity.profile" type="text"
value="{{system.identity.profile }}" data-dtype="String" />
</div>
<div class="flexrow flex-group-center w-full">
<label for="system.identity.age">{{ localize 'IDENTITY.morale'
}}</label>
<div class="flexrow row">
<input type="number" name="system.identity.age"
value="{{ system.morale.value }}" data-dtype="Number"
max="7" min="1" />
<span id="moraleLevel">({{ system.morale.level }})</span>
</div>
value="{{system.identity.profile}}" data-dtype="String" />
</div>
</section>
<section class="char-level grid-span-5">
<h1 class="char-vermine2047 flexrow flex-group-left w-full">
<label for="system.identity.totem">{{ localize 'IDENTITY.totem'
}}</label>
<label for="system.identity.totem">{{ localize 'IDENTITY.totem' }}</label>
{{#if (eq system.identity.totem "")}}
<a name="chooseTotem" class="chooseTotem">Choisissez&hellip;</a>
{{ else }}
<a name="chooseTotem" class="chooseTotem">{{ smarttl "TOTEMS"
system.identity.totem }}</a>
<a name="chooseTotem" class="chooseTotem">{{ smarttl "TOTEMS" system.identity.totem }}</a>
{{/if}}
</h1>
<div class="level flexrow flex-group-center">
<label>{{ localize 'VERMINE.level' }}</label>
<input name="system.level.value" type="number"
value="{{system.level.value}}" data-dtype="Number" min="{{system.level.min}}" max="{{system.level.max}}" />
<span>/ {{system.level.max}}</span>
</div>
<div class="reputation flexrow flex-group-center">
<label>{{ localize 'VERMINE.reputation' }}</label>
<input name="system.reputation.value" type="number"
value="{{system.reputation.value }}" data-dtype="Number" min="2"
max="10" />
<img src="{{totem}}" alt>
</div>
<div class="experience flexrow flex-group-center">
<label>{{ localize 'VERMINE.level' }}</label>
<input name="system.level.value" type="number"
value="{{system.level.value }}" data-dtype="Number" min="0"
max="3" />
value="{{system.reputation.value}}" data-dtype="Number" min="{{system.reputation.min}}" max="{{system.reputation.max}}" />
<span>/ {{system.reputation.max}}</span>
</div>
</section>
</header>
+149 -93
View File
@@ -1,96 +1,152 @@
<div class="grid grid-2col">
<div>
<h4>
<span>{{ localize 'ITEMS.abilities'}}</span>
<a class="item-control item-create" title="Create item" data-type="ability"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each abilities as |item id|}}
{{#if (ne item.type 'totem')}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="Edit Item">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/if}}
{{/each}}
</ol>
</div>
<div>
<h4>
<span>{{ localize 'ITEMS.specialties'}}</span>
<a class="item-control item-create" title="Create item" data-type="specialty"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each specialties as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="Edit Item">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
<div>
<h4>
<span>{{ localize 'ITEMS.backgrounds'}}</span>
<a class="item-control item-create" title="Create item" data-type="background"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each backgrounds as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="Edit Item">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
<div>
<h4>
<span>{{ localize 'ITEMS.traumas'}}</span>
<a class="item-control item-create" title="Create item" data-type="trauma"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each traumas as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="Edit Item">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
<div>
<h4>
<span>{{ localize 'ITEMS.evolutions'}}</span>
<a class="item-control item-create" title="Create item" data-type="evolution"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each evolutions as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="Edit Item">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
<div class="grid grid-2col">
{{!-- Group Identity --}}
<div>
<h4>{{ localize 'IDENTITY.profile' }}</h4>
<div class="flexrow flex-group-center">
<input type="text" name="system.identity.profile" value="{{system.identity.profile}}"
placeholder="Profil du groupe..." style="flex: 1;" />
</div>
</div>
<div>
<h4>{{ localize 'IDENTITY.origin' }}</h4>
<div class="flexrow flex-group-center">
<input type="text" name="system.identity.origin" value="{{system.identity.origin}}"
placeholder="Origine..." style="flex: 1;" />
</div>
</div>
<div>
<h4>{{ localize 'IDENTITY.theme' }}</h4>
<div class="flexrow flex-group-center">
<input type="text" name="system.identity.theme" value="{{system.identity.theme}}"
placeholder="Concept..." style="flex: 1;" />
</div>
</div>
<div>
<h4>{{ localize 'VERMINE.level' }}</h4>
<div class="flexrow flex-group-center">
<input type="number" name="system.level.value" value="{{system.level.value}}"
data-dtype="Number" min="{{system.level.min}}" max="{{system.level.max}}" />
<span>/ {{system.level.max}}</span>
</div>
</div>
<div>
<h4>{{ localize 'VERMINE.reputation' }}</h4>
<div class="flexrow flex-group-center">
<input type="number" name="system.reputation.value" value="{{system.reputation.value}}"
data-dtype="Number" min="{{system.reputation.min}}" max="{{system.reputation.max}}" />
<span>/ {{system.reputation.max}}</span>
</div>
</div>
{{!-- Group Notes --}}
<div class="grid-span-2">
<h4>{{ localize 'IDENTITY.notes' }}</h4>
{{editor system.identity.notes target="system.identity.notes" button=true owner=owner editable=editable}}
</div>
{{!-- Group Abilities (from items) --}}
<div class="grid-span-2">
<h4>
<span>{{ localize 'VERMINE.abilities' }}</span>
<a class="item-control item-create" title="{{ localize 'ITEMS.new_ability' }}" data-type="ability"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each abilities as |item id|}}
{{#if (ne item.type 'totem')}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="{{ localize 'UI.effect_edit' }}">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="{{ localize 'UI.effect_delete' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/if}}
{{/each}}
</ol>
</div>
{{!-- Specialties --}}
<div>
<h4>
<span>{{ localize 'ITEMS.specialties' }}</span>
<a class="item-control item-create" title="{{ localize 'ITEMS.new_specialty' }}" data-type="specialty"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each specialties as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="{{ localize 'UI.effect_edit' }}">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="{{ localize 'UI.effect_delete' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
{{!-- Backgrounds --}}
<div>
<h4>
<span>{{ localize 'ITEMS.backgrounds' }}</span>
<a class="item-control item-create" title="{{ localize 'ITEMS.new_background' }}" data-type="background"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each backgrounds as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="{{ localize 'UI.effect_edit' }}">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="{{ localize 'UI.effect_delete' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
{{!-- Traumas --}}
<div>
<h4>
<span>{{ localize 'ITEMS.traumas' }}</span>
<a class="item-control item-create" title="{{ localize 'ITEMS.new_trauma' }}" data-type="trauma"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each traumas as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="{{ localize 'UI.effect_edit' }}">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="{{ localize 'UI.effect_delete' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
{{!-- Evolutions --}}
<div>
<h4>
<span>{{ localize 'ITEMS.evolutions' }}</span>
<a class="item-control item-create" title="{{ localize 'ITEMS.new_evolution' }}" data-type="evolution"><i class="fas fa-plus"></i></a>
</h4>
<ol class="list-item">
{{#each evolutions as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-name" style="flex:4;">
<a class="item-control item-edit" title="{{ localize 'UI.effect_edit' }}">{{item.name}}</a>
</div>
<div class="item-controls flexrow">
<a class="item-control item-delete" title="{{ localize 'UI.effect_delete' }}"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ol>
</div>
</div>
+45
View File
@@ -0,0 +1,45 @@
<h4 class="item-name effect-name flexrow">{{ localize "UI.effects.name" }}</h4>
<ol class="items-list effects-list">
{{#each effects as |section sid|}}
<li class="items-header flexrow" data-effect-type="{{section.type}}">
<p class="item-name effect-name flexrow">{{#if (eq section.type 'temporary')}}
{{localize "UI.effects.temporary" }}
{{else if (eq section.type 'passive')}}
{{localize "UI.effects.passive" }}
{{else if (eq section.type 'inactive')}}
{{localize "UI.effects.inactive" }}
{{/if}}
</p>
<div class="effect-source">{{localize 'UI.source'}}</div>
<div class="effect-source">{{localize 'UI.duration'}}</div>
<div class="item-controls effect-controls flexrow">
<a class="effect-control" data-action="create" title="{{localize 'UI.effect_create'}}">
<i class="fas fa-plus"></i> {{localize "UI.add"}}
</a>
</div>
</li>
<ol class="item-list">
{{#each section.effects as |effect|}}
<li class="item effect flexrow" data-effect-id="{{effect.id}}">
<div class="item-name effect-name">
<a class="effect-control flexrow flex-group-center items-center" data-action="edit" title="{{localize 'UI.effect_edit'}}">
<img class="item-image" src="{{effect.icon}}" />
<span>{{effect.label}}</span>
</a>
</div>
<div class="effect-source">{{effect.sourceName}}</div>
<div class="effect-duration">{{effect.duration.label}}</div>
<div class="item-controls effect-controls flexrow">
<a class="effect-control" data-action="toggle" title="{{localize 'UI.effect_toggle'}}">
<i class="fas {{#if effect.disabled}}fa-check{{else}}fa-times{{/if}}"></i>
</a>
<a class="effect-control" data-action="delete" title="{{localize 'UI.effect_delete'}}">
<i class="fas fa-trash"></i>
</a>
</div>
</li>
{{/each}}
</ol>
{{/each}}
</ol>
+21
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@@ -0,0 +1,21 @@
<div class="skill-item">
<label for="system.skills.{{key}}.value" title="{{ localize (concat 'SKILLS.' key) }} - {{ localize (concat 'VERMINE.rarity_' skill.rarity) }}">
{{ localize (concat 'SKILLS.' key) }}
{{#if skill.rarity}}
<span class="rarity-badge rarity-{{skill.rarity}}" title="{{ localize (concat 'VERMINE.rarity_' skill.rarity) }}">
{{skill.rarity}}
</span>
{{/if}}
</label>
<div class="skill-control">
<input
type="range"
name="system.skills.{{key}}.value"
value="{{skill.value}}"
min="{{skill.min}}"
max="{{skill.max}}"
data-dtype="Number"
/>
<span class="skill-value">{{skill.value}}D</span>
</div>
</div>
-2
View File
@@ -157,13 +157,11 @@
min="3"
max="10"
>
{{#select difficulty }}
<option value="{{ diffLevel 'difficulty' 1}}">{{ diffLevel 'label' 1}} ({{ diffLevel 'difficulty' 1}})</option>
<option value="{{ diffLevel 'difficulty' 2}}">{{ diffLevel 'label' 2}} ({{ diffLevel 'difficulty' 2}})</option>
<option value="{{ diffLevel 'difficulty' 3}}" selected>{{ diffLevel 'label' 3}} ({{ diffLevel 'difficulty' 3}})</option>
<option value="{{ diffLevel 'difficulty' 4}}">{{ diffLevel 'label' 4}} ({{ diffLevel 'difficulty' 4}})</option>
<option value="{{ diffLevel 'difficulty' 5}}">{{ diffLevel 'label' 5}} ({{ diffLevel 'difficulty' 5}})</option>
{{/select}}
</select>
</div>
<div class="flexcol">
@@ -3,7 +3,7 @@
{{log this}}
<section class="sheet-body">
{{> "systems/vermine2047/templates/item/partials/traits.html"}}
{{> "systems/vermine2047/templates/item/partials/traits.hbs"}}
<h4 class="flexrow">
@@ -6,7 +6,7 @@
{{!-- Sheet Body --}}
<section class="sheet-body ">
{{> "systems/vermine2047/templates/item/partials/traits.html"}}
{{> "systems/vermine2047/templates/item/partials/traits.hbs"}}
<div class="resource align-center flexcol">
<label class="resource-label">compétence necessaire
<input type="checkbox" data-tooltip="ajouter la vigueur" name="system.needSkill.value" {{#if system.needSkill.value}} checked {{/if}}>
@@ -3,7 +3,7 @@
<section class="sheet-body">
{{> "systems/vermine2047/templates/item/partials/traits.html"}}
{{> "systems/vermine2047/templates/item/partials/traits.hbs"}}
<div class="flexrow">
@@ -3,7 +3,7 @@
<section class="sheet-body">
{{> "systems/vermine2047/templates/item/partials/traits.html"}}
{{> "systems/vermine2047/templates/item/partials/traits.hbs"}}
<h4 class="flexrow">
+1 -1
View File
@@ -41,4 +41,4 @@
<h2>description</h2>
{{editor system.description target="system.description" rollData=rollData
button=true owner=owner editable=editable}}
{{> "systems/vermine2047/templates/item/partials/damages.html"}}
{{> "systems/vermine2047/templates/item/partials/damages.hbs"}}