feat: gestion de la Fiabilité du matériel (test de Fiabilité + réparations)

- module/system/reliability.mjs : VermineReliability
  - Test de Fiabilité : jet Xd10 (Mineurs 1D / Graves 3D / Critiques 5D),
    chaque dé >= Fiabilité inflige 1 Dommage ; réduit Fiabilité et dommages
    cumulés (panne/état/effet) ; destruction à 0
  - Traits appliqués : Coque (absorbe n puis se perd), Cassant (+1 perte),
    Étanche (Dommages d'immersion ignorés si Fiabilité au max)
  - Réparations : classique (Précision + Artisanat/Mécanique/Technologie/
    Armurerie vs Fiabilité d'origine + Handicap de panne, +1 Fiabilité/Réussite)
    et de fortune (Précision + Bricolage, panne réparée sans gain de Fiabilité)
- ReliabilityDialog (test/réparation) + cartes de chat dédiées
- Boutons Test de Fiabilité / Réparer sur les fiches d'items (weapon/defense/item)
- i18n fr/en + styles des cartes et boutons
This commit is contained in:
2026-08-07 08:57:35 +02:00
parent d499f60386
commit 70a97796a3
10 changed files with 688 additions and 1 deletions
+26
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@@ -211,6 +211,32 @@
"rarity_sm": "Rar.", "rarity_sm": "Rar.",
"reliability": "Reliability", "reliability": "Reliability",
"reliability_sm": "Fiab.", "reliability_sm": "Fiab.",
"reliability_test": "Reliability test",
"reliability_repair": "Repair",
"reliability_severity": "Damage severity",
"reliability_severity_mineurs": "Minor (1D)",
"reliability_severity_graves": "Grave (3D)",
"reliability_severity_critiques": "Critical (5D)",
"reliability_immersion": "Prolonged immersion",
"reliability_damages": "Damage taken",
"reliability_state": "State",
"reliability_destroyed": "OBJECT DESTROYED / UNUSABLE",
"reliability_repair_mode": "Repair type",
"reliability_repair_classic": "Classic",
"reliability_repair_fortune": "Field repair",
"reliability_skill": "Skill",
"reliability_run": "Roll",
"reliability_successes": "Successes",
"reliability_result": "Result",
"reliability_gained": "Reliability restored: +{gained}",
"reliability_fixed": "Breakdown fixed (object functional)",
"reliability_failed": "Failure — no reliability point restored",
"reliability_need_actor": "Repair impossible: the object must belong to an actor",
"reliability_already_destroyed": "Object already destroyed or unusable",
"reliability_coque_absorbed": "Hull absorbs {absorbed} damage(s), {remaining} left",
"reliability_coque_lost": "Hull: trait exhausted and lost",
"reliability_cassant": "Fragile: reliability losses increased by 1 point",
"reliability_etanche": "Watertight: immersion damage ignored",
"wounds": { "wounds": {
"name": "Wounds", "name": "Wounds",
"threshold": "Threshold", "threshold": "Threshold",
+26
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@@ -292,6 +292,32 @@
"rarity_sm": "Rar.", "rarity_sm": "Rar.",
"reliability": "Fiabilité", "reliability": "Fiabilité",
"reliability_sm": "Fiab.", "reliability_sm": "Fiab.",
"reliability_test": "Test de Fiabilité",
"reliability_repair": "Réparer",
"reliability_severity": "Gravité des Dommages",
"reliability_severity_mineurs": "Mineurs (1D)",
"reliability_severity_graves": "Graves (3D)",
"reliability_severity_critiques": "Critiques (5D)",
"reliability_immersion": "Immersion prolongée",
"reliability_damages": "Dommages subis",
"reliability_state": "État",
"reliability_destroyed": "OBJET DÉTRUIT / INUTILISABLE",
"reliability_repair_mode": "Type de réparation",
"reliability_repair_classic": "Classique",
"reliability_repair_fortune": "De fortune",
"reliability_skill": "Compétence",
"reliability_run": "Lancer",
"reliability_successes": "Réussites",
"reliability_result": "Résultat",
"reliability_gained": "Fiabilité restaurée : +{gained}",
"reliability_fixed": "Panne réparée (objet fonctionnel)",
"reliability_failed": "Échec — aucun point de Fiabilité rendu",
"reliability_need_actor": "Réparation impossible : l'objet doit appartenir à un acteur",
"reliability_already_destroyed": "Objet déjà détruit ou inutilisable",
"reliability_coque_absorbed": "Coque absorbe {absorbed} Dommage(s), {remaining} restant(s)",
"reliability_coque_lost": "Coque : Trait épuisé et perdu",
"reliability_cassant": "Cassant : pertes de Fiabilité majorées d'1 point",
"reliability_etanche": "Étanche : Dommages d'immersion ignorés",
"choose_ability": "Choisissez une caractéristique", "choose_ability": "Choisissez une caractéristique",
"choose_skill": "Choisissez une compétence", "choose_skill": "Choisissez une compétence",
"none": "Aucun", "none": "Aucun",
+161
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@@ -1171,3 +1171,164 @@ ol.chat-log {
} }
} }
} }
// ── Test de Fiabilité / Réparations ──────────────────────────────────
.vermine-reliability-message {
padding: 4px 10px 10px;
.reliability-header {
align-items: center;
gap: 8px;
img {
flex: 0 0 auto;
width: 36px;
height: 36px;
object-fit: cover;
border-radius: 3px;
border: 1px solid @color-border-dark-4;
}
h3 {
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-13;
margin: 0;
border-bottom: none;
color: @theme-color-dark;
}
}
.reliability-meta {
gap: 4px 12px;
margin: 4px 0 6px;
padding: 4px 8px;
background: rgba(0, 0, 0, 0.06);
border-radius: 3px;
.reliability-meta-item {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
color: @color-text-dark-primary;
strong {
text-transform: uppercase;
}
}
}
.reliability-results {
gap: 6px;
margin: 6px 0;
.reliability-die {
flex: none;
width: 34px;
height: 34px;
display: flex;
align-items: center;
justify-content: center;
font-family: "DistressBlack";
font-size: @font-size-16;
border: 1px solid @color-border-dark-4;
border-radius: 50%;
background: rgba(0, 0, 0, 0.08);
color: @color-text-dark-primary;
&.damage {
border-color: @color-hemolymph;
background: fade(@color-hemolymph, 15%);
color: @color-hemolymph;
font-weight: 900;
}
&.success {
border-color: @color-acid-green;
background: fade(@color-acid-green, 15%);
color: @color-acid-green;
font-weight: 900;
}
}
}
.reliability-summary {
gap: 4px 16px;
margin: 4px 0;
font-family: "Roboto", sans-serif;
font-size: @font-size-12;
color: @color-text-dark-primary;
strong {
text-transform: uppercase;
}
}
.reliability-note {
margin: 2px 0;
font-size: @font-size-11;
font-style: italic;
color: @color-text-dark-secondary;
}
.reliability-destroyed {
margin: 6px 0 0;
padding: 4px 8px;
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-12;
text-align: center;
color: @color-hemolymph;
border: 1px solid @color-hemolymph;
border-radius: 3px;
background: fade(@color-hemolymph, 12%);
}
}
.item .reliability-actions {
gap: 6px;
justify-content: center;
margin: 4px 0 8px;
button {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
padding: 3px 12px;
cursor: pointer;
color: @theme-color-dark;
background: fade(@color-hemolymph, 15%);
border: 1px solid @color-hemolymph;
border-radius: 3px;
.transition();
&:hover {
color: @theme-color-dark;
background: @color-hemolymph;
}
i {
margin-right: 4px;
}
}
}
.reliability-severities,
.reliability-modes {
gap: 8px;
.reliability-option {
display: flex;
align-items: center;
gap: 4px;
cursor: pointer;
font-size: @font-size-12;
color: @color-text-dark-primary;
}
}
.reliability-hint {
margin: 0;
font-size: @font-size-11;
font-style: italic;
color: @color-text-dark-secondary;
}
+15 -1
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@@ -25,7 +25,9 @@ export class VermineBaseItemSheet extends HandlebarsApplicationMixin(foundry.app
editImage: VermineBaseItemSheet.#onEditImage, editImage: VermineBaseItemSheet.#onEditImage,
toggleSheet: VermineBaseItemSheet.#onToggleSheet, toggleSheet: VermineBaseItemSheet.#onToggleSheet,
clickDamage: VermineBaseItemSheet.#onClickDamage, clickDamage: VermineBaseItemSheet.#onClickDamage,
openTraits: VermineBaseItemSheet.#onOpenTraits openTraits: VermineBaseItemSheet.#onOpenTraits,
reliabilityTest: VermineBaseItemSheet.#onReliabilityTest,
reliabilityRepair: VermineBaseItemSheet.#onReliabilityRepair
} }
} }
@@ -120,4 +122,16 @@ export class VermineBaseItemSheet extends HandlebarsApplicationMixin(foundry.app
const { TraitSelector } = await import("../../system/applications.mjs") const { TraitSelector } = await import("../../system/applications.mjs")
new TraitSelector(this.document).render(true) new TraitSelector(this.document).render(true)
} }
static async #onReliabilityTest() {
const { ReliabilityDialog } = await import("../../system/dialogs/reliabilityDialog.mjs")
const dialog = new ReliabilityDialog({ item: this.document, mode: "test" })
await dialog.render(true)
}
static async #onReliabilityRepair() {
const { ReliabilityDialog } = await import("../../system/dialogs/reliabilityDialog.mjs")
const dialog = new ReliabilityDialog({ item: this.document, mode: "repair" })
await dialog.render(true)
}
} }
+114
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@@ -0,0 +1,114 @@
import { VermineReliability } from '../reliability.mjs';
const { HandlebarsApplicationMixin } = foundry.applications.api;
/**
* Dialogue de Test de Fiabilité / Réparation d'un item.
* Mode "test" : choix de la gravité des Dommages matériels (Mineurs/Graves/Critiques)
* + case Immersion (Trait Étanche). Mode "repair" : type de réparation
* (classique/de fortune) + compétence utilisée.
*/
export default class ReliabilityDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
#item;
#mode;
static DEFAULT_OPTIONS = {
classes: ['vermine-roll', 'reliability'],
tag: 'form',
window: {
icon: 'fas fa-tools',
resizable: false,
},
position: {
width: 460,
height: 'auto',
},
actions: {
run: ReliabilityDialog.#onRun,
cancel: ReliabilityDialog.#onCancel,
},
};
static PARTS = {
main: { template: 'systems/vermine2047/templates/dialogs/reliability-dialog.hbs', scrollable: [''] },
};
static async create({ item, mode = 'test' }) {
return new ReliabilityDialog({ item, mode });
}
constructor(options = {}) {
super(options);
this.#item = options.item;
this.#mode = options.mode ?? 'test';
}
get title() {
return game.i18n.localize(this.#mode === 'repair' ? 'VERMINE.reliability_repair' : 'VERMINE.reliability_test');
}
async _prepareContext() {
const hasEtanche = !!this.#item.system?.traits?.etanche;
const hasActor = !!this.#item.actor;
const severities = ['mineurs', 'graves', 'critiques'].map((key) => ({
key,
label: game.i18n.localize(`VERMINE.reliability_severity_${key}`),
selected: key === 'graves',
}));
const skills = VermineReliability.REPAIR_SKILLS.map((key) => ({
key,
label: game.i18n.localize(`SKILLS.${key}.name`),
}));
return {
mode: this.#mode,
isTest: this.#mode === 'test',
isRepair: this.#mode === 'repair',
hasEtanche,
hasActor,
severities,
skills,
};
}
_onRender(context, options) {
super._onRender(context, options);
if (this.#mode !== 'repair') return;
const select = this.element.querySelector('#reliability-skill');
const radios = this.element.querySelectorAll('input[name="repairMode"]');
if (!select || !radios.length) return;
const refresh = () => {
const fortune = this.element.querySelector('input[name="repairMode"]:checked')?.value === 'fortune';
select.closest('.form-group')?.classList.toggle('hidden', fortune);
};
radios.forEach((r) => r.addEventListener('change', refresh));
refresh();
}
#getOptions() {
const el = this.element;
if (this.#mode === 'test') {
return {
severity: el.querySelector('input[name="severity"]:checked')?.value ?? 'graves',
immersion: !!el.querySelector('#reliability-immersion')?.checked,
};
}
return {
mode: el.querySelector('input[name="repairMode"]:checked')?.value ?? 'classique',
skill: el.querySelector('#reliability-skill')?.value ?? 'technology',
};
}
static async #onRun() {
const options = this.#getOptions();
if (this.#mode === 'test') {
await VermineReliability.test(this.#item, options);
} else {
await VermineReliability.repair(this.#item, options);
}
this.close();
}
static #onCancel() {
this.close();
}
}
+246
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@@ -0,0 +1,246 @@
import { VermineUtils } from './roll.mjs';
/**
* Gestion de la Fiabilité du matériel (regles/regles_materiel.txt).
*
* Test de Fiabilité (Dommages matériels) : selon la gravité (Mineurs 1D,
* Graves 3D, Critiques 5D), on lance les dés sans Relance ni Réserve ;
* chaque dé >= Fiabilité inflige 1 Dommage (réduit la Fiabilité de 1).
* À 0, l'équipement est détruit ou inutilisable.
*
* Réparations : jet de Précision + Compétence contre la Fiabilité d'origine
* (classique) ou de Précision + Bricolage contre la Fiabilité actuelle
* (de fortune). Chaque Réussite rend 1 point de Fiabilité (classique) ;
* la réparation de fortune rend l'objet fonctionnel sans rendre de point.
*/
export class VermineReliability {
/** Gravités et nombre de dés de Dommages (p. 37). */
static SEVERITIES = { mineurs: 1, graves: 3, critiques: 5 };
/** Handicap de réparation selon les Dommages subis (Mineure I, Grave II, Critique III). */
static #PANNE_HANDICAP = { 1: 1, 2: 1, 3: 2, 4: 2, 5: 3 };
/** Compétences de réparation classique (regles_materiel p. 39). */
static REPAIR_SKILLS = ['crafting', 'mecanical', 'technology', 'armory'];
/**
* Handicap de la panne courante (0 si intact).
* @param {Item} item
* @returns {number}
*/
static panneHandicap(item) {
const value = parseInt(item.system?.damages?.value ?? 0, 10) || 0;
return this.#PANNE_HANDICAP[value] || 0;
}
/**
* État courant dérivé des Dommages subis (tableau `damages.state`).
* @param {Item} item
* @returns {string}
*/
static panneState(item) {
const damages = item.system?.damages;
const idx = (parseInt(damages?.value ?? 0, 10) || 0) - 1;
return idx >= 0 ? damages.state?.[idx] ?? '' : '';
}
/**
* Test de Fiabilité : jet de Dommages matériels.
* @param {Item} item
* @param {Object} opts
* @param {string} opts.severity "mineurs" | "graves" | "critiques"
* @param {boolean} opts.immersion si vrai, le Trait Étanche peut annuler les Dommages
* @returns {Promise<Object|null>} Résultat (null si impossible)
*/
static async test(item, { severity = 'graves', immersion = false } = {}) {
if (!item) return null;
const diceCount = this.SEVERITIES[severity] ?? 3;
const current = parseInt(item.system?.reliability ?? 0, 10) || 0;
const traits = item.system?.traits ?? {};
const damagesValue = parseInt(item.system?.damages?.value ?? 0, 10) || 0;
if (current <= 0) {
ui.notifications.warn(game.i18n.localize('VERMINE.reliability_already_destroyed'));
return { destroyed: true, dommages: 0 };
}
// Jet des dés de Dommages (sans Relance ni Réserve)
const roll = new Roll(`${diceCount}d10`);
await roll.evaluate();
await VermineUtils.showDiceSoNice(roll);
const results = (roll.dice ?? []).flatMap((d) => (d.results ?? []).map((r) => r.result ?? 0));
const traitsNotes = [];
// Trait Étanche : ignore les Dommages d'immersion tant que la Fiabilité
// est à son maximum (objet sans Dommage cumulé).
let dommages = results.filter((r) => r >= current).length;
if (immersion && traits.etanche && damagesValue === 0) {
dommages = 0;
traitsNotes.push(game.i18n.localize('VERMINE.reliability_etanche'));
}
// Trait Coque (n) : ignore les (n) premiers Dommages puis se perd.
let coqueValue = parseInt(traits.coque?.value ?? 0, 10) || 0;
const updates = {};
if (coqueValue > 0 && dommages > 0) {
const absorbed = Math.min(coqueValue, dommages);
dommages -= absorbed;
coqueValue -= absorbed;
if (coqueValue > 0) {
updates['system.traits.coque.value'] = coqueValue;
traitsNotes.push(game.i18n.format('VERMINE.reliability_coque_absorbed', { absorbed, remaining: coqueValue }));
} else {
updates['system.traits.coque'] = null;
traitsNotes.push(game.i18n.localize('VERMINE.reliability_coque_lost'));
}
}
// Trait Cassant : toutes les pertes de Fiabilité sont majorées d'1 point.
const cassant = !!traits.cassant;
if (cassant && dommages > 0) {
dommages += 1;
traitsNotes.push(game.i18n.localize('VERMINE.reliability_cassant'));
}
const newReliability = Math.max(0, current - dommages);
const newDamagesValue = Math.min(5, damagesValue + dommages);
const destroyed = newReliability === 0;
updates['system.reliability'] = newReliability;
updates['system.damages.value'] = destroyed ? 5 : newDamagesValue;
await item.update(updates);
// État final affiché sur la carte.
let state = '';
if (destroyed) {
state = game.i18n.localize('VERMINE.reliability_destroyed');
} else if (newDamagesValue > 0) {
const idx = newDamagesValue - 1;
state = item.system.damages.state?.[idx] ?? '';
} else {
state = '';
}
const content = await foundry.applications.handlebars.renderTemplate(
'systems/vermine2047/templates/reliability-test.hbs',
{
item: { name: item.name, img: item.img },
severityLabel: game.i18n.localize(`VERMINE.reliability_severity_${severity}`),
diceCount,
oldReliability: current,
newReliability,
dommages,
results: results.map((v) => ({ value: v, isDamage: v >= current })),
state,
destroyed,
traitsNotes,
},
);
await ChatMessage.create({
user: game.user?._id,
speaker: this.#getSpeaker(item),
content,
});
return { dommages, newReliability, destroyed };
}
/**
* Réparation classique ou de fortune.
* @param {Item} item
* @param {Object} opts
* @param {string} opts.mode "classique" | "fortune"
* @param {string} opts.skill Compétence de réparation classique (clé de skills)
* @returns {Promise<Object|null>}
*/
static async repair(item, { mode = 'classique', skill = 'technology' } = {}) {
const actor = item?.actor;
if (!item || !actor) {
ui.notifications.warn(game.i18n.localize('VERMINE.reliability_need_actor'));
return null;
}
const current = parseInt(item.system?.reliability ?? 0, 10) || 0;
const damagesValue = parseInt(item.system?.damages?.value ?? 0, 10) || 0;
const handicap = this.panneHandicap(item);
// Difficulté : Fiabilité d'origine (≈ actuelle + Dommages subis) pour la
// réparation classique ; Fiabilité actuelle pour la réparation de fortune.
const difficulty = mode === 'classique' ? Math.min(10, current + damagesValue) : current;
const precision = parseInt(actor.system?.abilities?.precision?.value ?? 0, 10) || 0;
const skillValue = mode === 'fortune'
? parseInt(actor.system?.skills?.diy?.value ?? 0, 10) || 0
: parseInt(actor.system?.skills?.[skill]?.value ?? 0, 10) || 0;
const NoD = Math.max(0, precision + skillValue);
const roll = new Roll(`${NoD}d10cs>=${difficulty}`);
await roll.evaluate();
await VermineUtils.showDiceSoNice(roll);
const results = (roll.dice ?? []).flatMap((d) => (d.results ?? []).map((r) => ({
value: r.result ?? 0,
isSuccess: r.success,
})));
const successes = roll._total ?? 0;
const required = 1 + handicap;
const success = successes >= required;
let gained = 0;
let fortuneFixed = false;
let resultLabel = '';
if (success) {
if (mode === 'classique') {
gained = successes;
resultLabel = game.i18n.format('VERMINE.reliability_gained', { gained });
} else {
fortuneFixed = true;
resultLabel = game.i18n.localize('VERMINE.reliability_fixed');
}
} else {
resultLabel = game.i18n.localize('VERMINE.reliability_failed');
}
const updates = {};
if (mode === 'classique' && gained > 0) {
updates['system.reliability'] = Math.min(10, current + gained);
updates['system.damages.value'] = Math.max(0, damagesValue - gained);
} else if (mode === 'fortune' && fortuneFixed) {
updates['system.damages.value'] = 0;
}
if (Object.keys(updates).length) await item.update(updates);
const skillLabel = mode === 'fortune'
? game.i18n.localize('SKILLS.diy.name')
: game.i18n.localize(`SKILLS.${skill}.name`);
const content = await foundry.applications.handlebars.renderTemplate(
'systems/vermine2047/templates/reliability-repair.hbs',
{
item: { name: item.name, img: item.img },
modeLabel: game.i18n.localize(mode === 'classique' ? 'VERMINE.reliability_repair_classic' : 'VERMINE.reliability_repair_fortune'),
skillLabel,
difficulty,
handicap,
results,
successes,
required,
resultLabel,
},
);
await ChatMessage.create({
user: game.user?._id,
speaker: this.#getSpeaker(item),
content,
});
return { success, gained, successes, required };
}
static #getSpeaker(item) {
return ChatMessage.getSpeaker({ actor: item?.actor ?? null });
}
}
+53
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@@ -0,0 +1,53 @@
<div class="roll-dialog-content">
{{#if isTest}}
<div class="form-group">
<label>{{ localize "VERMINE.reliability_severity" }}</label>
<div class="flexrow flex-wrap reliability-severities">
{{#each severities}}
<label class="reliability-option">
<input type="radio" name="severity" value="{{this.key}}" {{#if this.selected}}checked{{/if}}>
<span>{{this.label}}</span>
</label>
{{/each}}
</div>
</div>
{{#if hasEtanche}}
<div class="form-group">
<label class="flexrow reliability-option">
<input type="checkbox" id="reliability-immersion" name="immersion">
<span>{{ localize "VERMINE.reliability_immersion" }}</span>
</label>
</div>
{{/if}}
{{else}}
<div class="form-group">
<label>{{ localize "VERMINE.reliability_repair_mode" }}</label>
<div class="flexrow flex-wrap reliability-modes">
<label class="reliability-option">
<input type="radio" name="repairMode" value="classique" checked>
<span>{{ localize "VERMINE.reliability_repair_classic" }}</span>
</label>
<label class="reliability-option">
<input type="radio" name="repairMode" value="fortune">
<span>{{ localize "VERMINE.reliability_repair_fortune" }}</span>
</label>
</div>
</div>
<div class="form-group">
<label for="reliability-skill">{{ localize "VERMINE.reliability_skill" }}</label>
<select id="reliability-skill" name="skill">
{{#each skills}}
<option value="{{this.key}}">{{this.label}}</option>
{{/each}}
</select>
</div>
{{#unless hasActor}}
<p class="reliability-hint">{{ localize "VERMINE.reliability_need_actor" }}</p>
{{/unless}}
{{/if}}
<footer class="sheet-footer flexrow">
<button type="button" data-action="run">{{ localize "VERMINE.reliability_run" }}</button>
<button type="button" data-action="cancel">{{ localize "VERMINE.cancel" }}</button>
</footer>
</div>
@@ -38,6 +38,10 @@
</div> </div>
</h4> </h4>
<div class="flexrow reliability-actions">
<button type="button" data-action="reliabilityTest" title="{{ localize 'VERMINE.reliability_test' }}"><i class="fas fa-flask"></i> {{ localize 'VERMINE.reliability_test' }}</button>
<button type="button" data-action="reliabilityRepair" title="{{ localize 'VERMINE.reliability_repair' }}"><i class="fas fa-hammer"></i> {{ localize 'VERMINE.reliability_repair' }}</button>
</div>
<h2>description</h2> <h2>description</h2>
<fieldset> <fieldset>
<legend>{{localize "VERMINE.sheet.description"}}</legend> <legend>{{localize "VERMINE.sheet.description"}}</legend>
+21
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@@ -0,0 +1,21 @@
<div class="vermine-reliability-message">
<div class="reliability-header flexrow">
{{#if item.img}}<img src="{{item.img}}" alt="{{item.name}}">{{/if}}
<h3>{{item.name}}{{ localize "VERMINE.reliability_repair" }}</h3>
</div>
<div class="reliability-meta flexrow flex-wrap">
<span class="reliability-meta-item"><strong>{{ localize "VERMINE.reliability_repair_mode" }}:</strong> {{modeLabel}}</span>
<span class="reliability-meta-item"><strong>{{ localize "VERMINE.reliability_skill" }}:</strong> {{skillLabel}}</span>
<span class="reliability-meta-item"><strong>{{ localize "VERMINE.difficulty" }}:</strong> {{difficulty}}</span>
{{#if handicap}}<span class="reliability-meta-item"><strong>{{ localize "VERMINE.handicap" }}:</strong> +{{handicap}}</span>{{/if}}
</div>
<ul class="flexrow reliability-results">
{{#each results}}
<li class="reliability-die {{#if this.isSuccess}}success{{/if}}">{{this.value}}</li>
{{/each}}
</ul>
<div class="reliability-summary flexrow flex-wrap">
<span><strong>{{ localize "VERMINE.reliability_successes" }}:</strong> {{successes}} / {{required}}</span>
<span><strong>{{ localize "VERMINE.reliability_result" }}:</strong> {{resultLabel}}</span>
</div>
</div>
+22
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@@ -0,0 +1,22 @@
<div class="vermine-reliability-message">
<div class="reliability-header flexrow">
{{#if item.img}}<img src="{{item.img}}" alt="{{item.name}}">{{/if}}
<h3>{{item.name}}{{ localize "VERMINE.reliability_test" }}</h3>
</div>
<div class="reliability-meta flexrow flex-wrap">
<span class="reliability-meta-item"><strong>{{ localize "VERMINE.reliability_severity" }}:</strong> {{severityLabel}}</span>
<span class="reliability-meta-item"><strong>{{ localize "VERMINE.reliability" }}:</strong> {{oldReliability}}</span>
</div>
<ul class="flexrow reliability-results">
{{#each results}}
<li class="reliability-die {{#if this.isDamage}}damage{{/if}}">{{this.value}}</li>
{{/each}}
</ul>
<div class="reliability-summary flexrow flex-wrap">
<span><strong>{{ localize "VERMINE.reliability_damages" }}:</strong> {{dommages}}</span>
<span><strong>{{ localize "VERMINE.reliability" }}:</strong> {{oldReliability}}{{newReliability}}</span>
{{#if state}}<span><strong>{{ localize "VERMINE.reliability_state" }}:</strong> {{state}}</span>{{/if}}
</div>
{{#each traitsNotes}}<p class="reliability-note">{{this}}</p>{{/each}}
{{#if destroyed}}<p class="reliability-destroyed">{{ localize "VERMINE.reliability_destroyed" }}</p>{{/if}}
</div>