fix: Dice So Nice import v14 compat, override Foundry text colors for readability
Release Creation / build (release) Failing after 1m28s
Release Creation / build (release) Failing after 1m28s
- hooks.mjs: replace static dice-so-nice import with dynamic import
using game.modules.get('dice-so-nice').id (path removed in v14)
- hooks.mjs: fix permission condition (|| -> &&), jQuery -> vanilla JS
- less/base.less: override --color-text-* and --button-text-color
for both .themed.theme-dark (AppV2) and body.theme-dark (legacy apps)
- target #settings-config buttons + labels + hints for dark grays
This commit is contained in:
+4
-4
@@ -144,7 +144,7 @@ module.exports = {
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'no-lone-blocks': 'warn',
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'no-lonely-if': 'warn',
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'no-loop-func': 'warn',
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'no-magic-numbers': ['warn', { ignore: [0, 1, 2], ignoreEnums: true, ignoreNumericLiteralTypes: true, ignoreArrayIndexes: true }],
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'@typescript-eslint/no-magic-numbers': 'off',
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'no-multi-assign': 'warn',
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'no-multi-str': 'warn',
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'no-negated-condition': 'warn',
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@@ -208,7 +208,7 @@ module.exports = {
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'one-var': ['warn', 'never'],
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'one-var-declaration-per-line': ['warn', 'initializations'],
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'operator-assignment': ['warn', 'always'],
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'prefer-arrow-callback': ['warn', { classPropertiesAllowed: true, disallowTLSClassFields: true }],
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'prefer-arrow-callback': 'warn',
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'prefer-const': ['error', { destructuring: 'all', ignoreReadBeforeAssign: false }],
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'prefer-destructuring': ['warn', { array: false, object: true }],
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'prefer-exponentiation-operator': 'warn',
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@@ -221,7 +221,7 @@ module.exports = {
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'prefer-rest-params': 'warn',
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'prefer-spread': 'warn',
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'prefer-template': 'warn',
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'quote-props': ['warn', 'as-needed', { keywords: true, unnecessaryQuote: false, numbers: true }],
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'quote-props': ['warn', 'as-needed'],
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'radix': ['error', 'always'],
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'require-await': 'warn',
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'require-unicode-regexp': 'off',
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@@ -313,7 +313,7 @@ module.exports = {
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'padded-blocks': ['warn', 'never'],
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'padding-line-between-statements': 'off',
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'prefer-exponentiation-operator': 'warn',
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'quote-props': ['warn', 'as-needed', { keywords: true, unnecessaryQuote: false, numbers: true }],
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'quote-props': ['warn', 'as-needed'],
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'quotes': ['warn', 'single', { avoidEscape: true, allowTemplateLiterals: true }],
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'rest-spread-spacing': ['warn', 'never'],
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'semi': ['warn', 'always'],
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@@ -2,6 +2,8 @@
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## Build & Development
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Requires Node.js v16.15.1 (see `.nvmrc`).
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```bash
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npm run watch # Watch SCSS + templates, proxy Foundry at localhost:30000 (requires Foundry running)
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npm run buildStyle # Compile SCSS once to css/vermine2047.css
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@@ -10,7 +12,7 @@ npm run pushLDBtoYAML # Extract LevelDB packs to editable YAML in src/packs/
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npx eslint module/ # Lint JavaScript (ESLint configured in .eslintrc.js)
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```
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There are no automated tests. Use `npm run watch` during development to live-reload SCSS and Handlebars templates via browser-sync.
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There are no automated tests. Use `npm run watch` during development — browser-sync proxies Foundry over HTTPS and live-reloads SCSS, `.hbs`, and `.html` templates on change. `system.json` declares `hotReload` for `.css`, `.scss`, `.hbs`, and `.json` extensions, so Foundry auto-refreshes those assets client-side when the dev server is running.
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## Architecture
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@@ -27,6 +29,7 @@ This is a **FoundryVTT game system** (`system.json` → system ID `vermine2047`)
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|---|---|
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| `config.mjs` | All game constants (`CONFIG.VERMINE`) — abilities, skills, totems, threat/role/pattern levels, traits, damage types |
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| `roll.mjs` | `VermineUtils` class — d10 dice pool system with success counting, totem mechanics, rerolls, Dice So Nice integration |
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| `dice3d.mjs` | Dice So Nice 3D dice configuration (appearance, colors, themes for totem/standard dice) |
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| `fight.mjs` | Confrontation system (`VermineFight`), plus `VermineCombat`, `VermineCombatant`, `VermineCombatTracker` |
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| `group-link.mjs` | `GroupLink` — bidirectional sync of members/encounters between group actors and character/NPC actors via Foundry hooks |
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| `hooks.mjs` | All Foundry hook registrations (chat messages, hotbar drop, combat, preCreate, Dice So Nice) |
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@@ -34,21 +37,27 @@ This is a **FoundryVTT game system** (`system.json` → system ID `vermine2047`)
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| `handlebars-manager.mjs` | Template preloading paths + all Handlebars helpers (level config lookups, math, conditionals) |
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| `effects.mjs` | Active effect management |
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| `dialogs/rollDialog.mjs` | Advanced roll dialog (ability/skill selection, difficulty, totems, specialties, assist/pool bonuses) |
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| `applications.mjs` | `TotemPicker` and `TraitSelector` applications |
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| `applications.mjs` | `TotemPicker` and `TraitSelector` applications (still AppV1) |
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| `applications/sheets/` | ApplicationV2 sheet classes: `base-actor-sheet.mjs`, `base-item-sheet.mjs` + 4 actor + 12 item sheets |
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**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`.
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**Data model**: Defined via Foundry DataModels (`module/models/`) extending `foundry.abstract.TypeDataModel`. Type-specific derived data is computed in each DataModel's `prepareDerivedData()`. The legacy `template.json` has been removed in favor of `system.json` → `documentTypes`.
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**Sheet inheritance**: `VermineActorSheet` (base) → `VermineCharacterSheet`, `VermineNpcSheet`, `VermineGroupSheet`, `VermineCreatureSheet`. Sheets expose `CONFIG.VERMINE` as `context.config` in template data.
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**Sheet inheritance**: ApplicationV2 (`HandlebarsApplicationMixin(ActorSheetV2)`/`ItemSheetV2`) in `module/applications/sheets/`. `VermineBaseActorSheet` → `VermineCharacterSheetV2`, etc. Sheets expose `CONFIG.VERMINE` as `context.config` in template data. Each sheet is split into parts via `static PARTS`; tab navigation uses Core's `templates/generic/tab-navigation.hbs`.
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**Data preparation**: `VermineActor.prepareDerivedData()` delegates to the type-specific DataModel. Each DataModel implements its own `prepareDerivedData()` with type-specific computation logic.
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**Global access**: On `init`, `game.vermine2047` is populated with `{ VermineActor, VermineItem, VermineUtils, VermineCombat, GroupLink }` for easy access in macros and scripts.
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**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.
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## Key Conventions
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- **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`.
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- **All `.mjs` files**: ES module syntax only. Foundry globals (`game`, `Hooks`, `CONFIG`, `Actor`, `Item`, `ChatMessage`, `Roll`, `Handlebars`, `renderTemplate`, `foundry`, `ui`, `Canvas`, `Dialog`) are available but declared as readonly globals in `.eslintrc.js`.
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- **ESLint conventions**: 2-space indent, single quotes, semicolons required, `===` equality (except `== null`). Constants named with `VERMINE_` prefix are exempt from camelCase. Max 1 class per file, 500 lines per file, 100 lines per function, 5 levels of nesting max. No `console.log` calls — use `ui.notifications`.
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- **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.
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- **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`.
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- **Template naming**: Actor sheets use ApplicationV2 part templates in `templates/actor/appv2/{type}-{part}.hbs` (e.g. `character-main.hbs`, `npc-characteristics.hbs`). Item sheets at `templates/item/item-{type}-sheet.html`. Chat card templates at `templates/item/chatCards/{type}.hbs`. Legacy templates in `templates/actor/` subdirectories are preserved for dialog/chat use.
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- **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)`.
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- **CSS**: SCSS sources in `scss/` compile to `css/vermine2047.css`. Organized by concern: `_app.scss`, `item-sheet.scss`, `roll.scss`, `dialog.scss`, etc.
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- **CSS**: SCSS sources in `scss/` compile to `css/vermine2047.css`. Entry point: `vermine2047.scss` which imports partials: `_app.scss`, `_flex.scss`, `dialog.scss`, `item-sheet.scss`, `itemCards.scss`, `roll.scss`, `special-applications.scss`, `special-inputs.scss`, `style.scss`, `base_work.scss`. Add new SCSS partials as `_component.scss`, import in `vermine2047.scss`.
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- **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.
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- **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.
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- **New template partials**: Must be listed in `preloadHandlebarsTemplates()` in `handlebars-manager.mjs` for pre-compilation.
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@@ -31,12 +31,16 @@ jobs:
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- name: Install Dependencies
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run: npm ci
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# Build CSS from LESS
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- name: Build CSS
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run: npm run build:less
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# Pull YAML to LDB packs
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- name: Build Packs
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run: npm run pullYAMLtoLDB
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# Create a zip file with all files required by the module to add to the release
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- run: zip -r ./system.zip system.json template.json assets/ css/ lang/ module/ templates/ packs/
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- run: zip -r ./system.zip system.json assets/ css/ lang/ module/ templates/ packs/
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# Create a release for this specific version
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- name: Update Release with Files
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+48
@@ -0,0 +1,48 @@
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{
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"atom": false,
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"borderZero": {
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"style": "none"
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},
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"colorVariables": true,
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"comment": false,
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"depthLevel": 10,
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"duplicateProperty": true,
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"emptyRule": true,
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"finalNewline": true,
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"hexLength": "long",
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"hexNotation": "lowercase",
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"hexValidation": true,
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"idSelector": false,
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"important": true,
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"importPath": [
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"./less"
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],
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"maxCharPerLine": 120,
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"newlineAfterBlock": true,
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"propertyOrdering": false,
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"propertyUnits": true,
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"qualifyingElement": [
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"button",
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"input",
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"select",
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"textarea"
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],
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"selectorNaming": false,
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"singleLinePerProperty": true,
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"singleLinePerSelector": false,
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"spaceAfterComma": true,
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"spaceAfterComment": true,
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"spaceAfterPropertyColon": "one",
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"spaceAfterPropertyValue": true,
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"spaceAroundCombinator": true,
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"spaceAroundOperator": true,
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"spaceBeforeBrace": "one",
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"spaceBetweenParens": false,
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"stringQuotes": "double",
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"trailingSemicolon": true,
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"trailingWhitespace": true,
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"urlFormat": "relative",
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"urlQuotes": true,
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"variableNaming": false,
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"zeroUnit": false
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}
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@@ -0,0 +1,63 @@
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# AGENTS.md — Vermine2047 FoundryVTT system
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## Project
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FoundryVTT v14 game system for the French post-apocalyptic TTRPG "Vermine 2047". Bilingual FR/EN.
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- **Entrypoint**: `module/vermine2047.mjs` (declared in `system.json` esmodules)
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- **CSS**: `css/vermine2047.min.css` (compiled from LESS, **not** SCSS)
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- **System ID**: `vermine2047`
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## Architecture
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| Layer | Location | Notes |
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|-------|----------|-------|
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| Entry/init | `module/vermine2047.mjs` | `Hooks.once('init',...)` — register DataModels before Document classes |
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| DataModels | `module/models/*.mjs` | FoundryV2 `TypeDataModel` — 4 Actor types, 12 Item types |
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| Documents | `module/documents/*.mjs` | `VermineActor`, `VermineItem` (thin wrappers) |
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| Sheets (AppV2) | `module/applications/sheets/*.mjs` | ApplicationV2 sheets per type |
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| System | `module/system/*.mjs` | config, roll, fight, dialogs, hooks, settings, dice3d, group-link |
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| Templates (HBS) | `templates/actor/appv2/*.hbs` | ApplicationV2 templates |
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| Legacy templates | `templates/actor/*.hbs`, `templates/actor/{character,group,npc,creature}/*.hbs` | Coexisting legacy templates |
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### Actor types: character, npc, group, creature
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### Item types: item, weapon, defense, vehicle, ability, specialty, background, trauma, evolution, rumor, target, rite
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Key objects at runtime:
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- `game.vermine2047` → `{ VermineUtils, VermineCombat, GroupLink }`
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- `CONFIG.VERMINE` → game configuration (totems, traits, skills, etc.)
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- `CONFIG.ui.combat` → custom `VermineCombatTracker`
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Dice system: d10-based, success-counting (`Xd10cs>=N`). Totems give domain bonuses. Initiative formula:
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`(@abilities.reflexes.value + @skills.alertness.value)d10cs>=@combatStatus.difficulty`
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## Commands
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```sh
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npm run build:less # LESS → vermine2047.min.css
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npm run build:less:dev # LESS → vermine2047.dev.css (unminified)
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npm run build:all-css # both
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npm run watch # gulp watch + browser-sync proxy to localhost:30000
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npm run lint:less # lesshint
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npm run pushLDBtoYAML # extract Foundry packs → src/packs/*.yml
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npm run pullYAMLtoLDB # compile src/packs/*.yml → packs/ LevelDB
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make build / watch / lint # Makefile wrappers for above
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```
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- Node version required: `v16.15.1` (per `.nvmrc`)
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## Gotchas
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- **DataModels before Document classes**: In `init` hook, register `CONFIG.Actor.dataModels.*` and `CONFIG.Item.dataModels.*` **before** setting `CONFIG.Actor.documentClass` / `CONFIG.Item.documentClass`.
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- **`no-console: 'error'`**: ESLint blocks `console.log/warn/info`. Use `console.error` sparingly or disable the rule inline.
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- **ESLint is very verbose**: ~350 rules. Common failures: missing semicolons, trailing commas, single quotes, 2-space indent, `max-len: 120`. Run `npx eslint module/` before committing.
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- **Two template systems**: Both legacy (`templates/actor/*.hbs`) and ApplicationV2 (`templates/actor/appv2/*.hbs`) are preloaded. Don't confuse them.
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- **Packs in two places**: `src/packs/*.yml` (YAML source, tracked) ↔ `packs/*` (LevelDB binary, gitignored). Edit YAML source, then run `pullYAMLtoLDB` to compile.
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- **CSS auto-loaded**: `system.json` declares styles; **do not** inject `<link>` manually (causes MIME type errors).
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- **`game-mode` setting**: Default in code is `'e'` (likely a typo for `'1'`). Values: `1`=Survie, `2`=Cauchemar, `3`=Apocalypse.
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- **editMode flag disabled**: No auto-set on actor creation (causes ActiveEffect errors). Enable manually via sheet checkbox.
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- **GroupLink auto-syncs**: `GroupLink.registerHooks()` runs on init. Actor updates propagate to groups and vice versa.
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- **Custom dice**: Dice So Nice integration uses user color (regular/human/adapted color sets) with custom d10 face images.
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- **No tests**: `npm test` is a stub (exits 1). No test framework installed.
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- **No CI**: `.github/` is gitignored; no workflows configured.
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- **HotReload**: `system.json` flags hotReload for css, scss, hbs, json extensions.
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@@ -1,203 +0,0 @@
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# Révision Complète des Templates Acteurs Vermine2047
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## 📅 Date: 2026-06-04
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## 🎯 Objectif
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Réviser fichiers par fichier les templates des acteurs pour identifier et corriger les duplications et incohérences, comme demandé par l'utilisateur.
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||||
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||||
---
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||||
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||||
## ✅ Corrections Effectuées
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||||
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||||
### 1. **Corrections de Structure CSS**
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- ✅ `templates/actor/parts/actor-items.hbs:77` - `grid grid-2` → `grid grid-2col`
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||||
### 2. **Corrections des Balises HTML**
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||||
Toutes les balises `<p><a>` mal utilisées dans les listes d'items ont été remplacées par `<div><a class="item-control item-edit">` :
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||||
|
||||
- ✅ `templates/actor/parts/actor-weapons.hbs:25-36` - 6 balises `<p>` corrigées
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||||
- ✅ `templates/actor/parts/actor-defenses.hbs:38-41` - 4 balises `<p>` corrigées
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||||
- ✅ `templates/actor/group/group-items.hbs:20-21` - 2 balises `<p>` corrigées
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||||
- ✅ `templates/actor/group/group-vehicles.hbs:22-27` - 3 balises `<p>` corrigées
|
||||
|
||||
**Impact**: Meilleure sémantique HTML et cohérence avec le reste du codebase.
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||||
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||||
### 3. **Corrections de Fautes de Frappe**
|
||||
- ✅ `templates/actor/character/character-totem.hbs:12-16,19-23,26-30` - `smarttlk` → `smarttl` (3 occurrences)
|
||||
- ✅ `templates/actor/character/character-totem.hbs:98` - `{{compétence}}` → `"Compétence"` (tooltip)
|
||||
|
||||
### 4. **Corrections de Classes CSS Dupliquées**
|
||||
- ✅ `templates/actor/character/character-totem.hbs:59` - `class="item-name" class="flexrow"` → `class="item-name flexrow"`
|
||||
|
||||
### 5. **Corrections de Commentaires HTML**
|
||||
Tous les commentaires HTML standard `<!-- -->` ont été convertis en commentaires Handlebars `{{!-- --}}` :
|
||||
|
||||
- ✅ `templates/actor/character/character-features.hbs:1`
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||||
- ✅ `templates/actor/character/character-header.hbs:1`
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||||
- ✅ `templates/actor/group/group-header.hbs:1`
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||||
- ✅ `templates/actor/character/character-totem.hbs:30-34` - Commentaire multi-lignes simplifié
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||||
- ✅ `templates/actor/character/character-id.hbs:5` - Ajout de commentaire
|
||||
|
||||
### 6. **Uniformisation des Localisations**
|
||||
- ✅ `templates/actor/character/character-features.hbs:2` - `Caractéristiques` → `{{ localize 'VERMINE.abilities' }}`
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||||
- ✅ `templates/actor/character/character-features.hbs:32` - `Compétences` → `{{ localize 'VERMINE.skills' }}`
|
||||
|
||||
### 7. **Suppression des Balises Orphelines**
|
||||
- ✅ `templates/actor/character/character-id.hbs:112` - Suppression de `{{/if}}` orphelin
|
||||
|
||||
### 8. **Optimisation des Structures Dupliquées**
|
||||
|
||||
#### a) Création de Partial pour les Catégories de Compétences NPC
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||||
- ✅ **Nouveau fichier**: `templates/actor/parts/npc-skill-category.hbs`
|
||||
- Partial réutilisable pour afficher une catégorie de compétences
|
||||
- Accepte `categoryKey` et `categoryLabel` comme paramètres
|
||||
- ✅ **Modification**: `templates/actor/actor-npc-sheet.hbs:227-297`
|
||||
- Remplacement de ~150 lignes de code dupliqué par une boucle Handlebars
|
||||
- Utilisation du nouveau partial pour les 6 catégories (Homme, Animal, Outil, Arme, Survie, Monde)
|
||||
- **Réduction**: ~145 lignes de code
|
||||
|
||||
#### b) Création de Partial Générique pour les Listes d'Items
|
||||
- ✅ **Nouveau fichier**: `templates/actor/parts/item-list.hbs`
|
||||
- Partial générique et réutilisable pour afficher des listes d'items
|
||||
- Prend en charge: itemType, items, createType, showSkill
|
||||
- Peut être utilisé pour standardiser l'affichage des listes dans character-totem.hbs et group-info.hbs
|
||||
|
||||
### 9. **Correction d'Erreur JavaScript**
|
||||
- ✅ `module/system/roll.mjs:365-424` - Correction de l'erreur `html.find(...).forEach is not a function`
|
||||
- Problème: La fonction `chatListenners` recevait un objet jQuery ou un élément DOM, et `html.find()` échouait si `html` était un élément DOM natif
|
||||
- Solution: Ajout de `const $html = $(html);` au début de la fonction
|
||||
- Remplacement de toutes les occurrences de `html.` par `$html.` dans la fonction
|
||||
- **Impact**: La fonction gère maintenant correctement les deux types d'entrée (jQuery object ou DOM element)
|
||||
|
||||
---
|
||||
|
||||
## 📁 Fichiers Modifiés
|
||||
|
||||
### Templates Principaux (4)
|
||||
1. `templates/actor/actor-character-sheet.hbs` - OK
|
||||
2. `templates/actor/actor-npc-sheet.hbs` - ✅ Optimisé
|
||||
3. `templates/actor/actor-creature-sheet.hbs` - OK
|
||||
4. `templates/actor/actor-group-sheet.hbs` - OK
|
||||
|
||||
### Partials Character (6)
|
||||
1. `templates/actor/character/character-features.hbs` - ✅ Corrigé
|
||||
2. `templates/actor/character/character-header.hbs` - ✅ Corrigé
|
||||
3. `templates/actor/character/character-id.hbs` - ✅ Corrigé
|
||||
4. `templates/actor/character/character-stories.hbs` - OK
|
||||
5. `templates/actor/character/character-totem.hbs` - ✅ Corrigé (multiples corrections)
|
||||
6. `templates/actor/character/character-combat.hbs` - OK (à optimiser)
|
||||
|
||||
### Partials Parts (7)
|
||||
1. `templates/actor/parts/actor-items.hbs` - ✅ Corrigé
|
||||
2. `templates/actor/parts/actor-weapons.hbs` - ✅ Corrigé
|
||||
3. `templates/actor/parts/actor-defenses.hbs` - ✅ Corrigé
|
||||
4. `templates/actor/parts/actor-effects.hbs` - OK
|
||||
5. `templates/actor/parts/npc-skill-item.hbs` - OK
|
||||
6. `templates/actor/parts/npc-skill-category.hbs` - ✅ **NOUVEAU**
|
||||
7. `templates/actor/parts/item-list.hbs` - ✅ **NOUVEAU**
|
||||
|
||||
### Partials Group (5)
|
||||
1. `templates/actor/group/group-header.hbs` - ✅ Corrigé
|
||||
2. `templates/actor/group/group-info.hbs` - ✅ Corrigé
|
||||
3. `templates/actor/group/group-items.hbs` - ✅ Corrigé
|
||||
4. `templates/actor/group/group-vehicles.hbs` - ✅ Corrigé
|
||||
5. `templates/actor/group/group-experience.hbs` - OK
|
||||
|
||||
### JavaScript (2)
|
||||
1. `module/system/roll.mjs` - ✅ Correction de l'erreur html.find().forEach
|
||||
2. `module/system/hooks.mjs` - OK (pas de modification nécessaire)
|
||||
|
||||
### Nouveaux Fichiers Créés (2)
|
||||
1. `templates/actor/parts/npc-skill-category.hbs`
|
||||
2. `templates/actor/parts/item-list.hbs`
|
||||
|
||||
---
|
||||
|
||||
## 📊 Statistiques
|
||||
|
||||
- **Fichiers analysés**: 24 templates + 2 fichiers JS
|
||||
- **Fichiers modifiés**: 16 fichiers
|
||||
- **Nouveaux fichiers créés**: 3 (2 partials + 1 rapport)
|
||||
- **Duplications supprimées**: 1 majeure (catégories de compétences NPC)
|
||||
- **Lignes de code réduites**: ~150+ lignes
|
||||
- **Problèmes corrigés**: 20+
|
||||
- **Partials créés**: 2
|
||||
|
||||
---
|
||||
|
||||
## 🔍 Problèmes Restants à Résoudre
|
||||
|
||||
### 1. **Duplication des Sections de Blessures**
|
||||
Les templates suivants ont des implémentations similaires pour les blessures :
|
||||
- `templates/actor/character/character-combat.hbs` (lignes 108-199)
|
||||
- `templates/actor/npc/npc-combat.hbs` (lignes 23-47)
|
||||
- `templates/actor/creature/creature-combat.hbs` (lignes 34-66)
|
||||
|
||||
**Solution recommandée**: Créer un partial `templates/actor/parts/wounds-section.hbs` pour standardiser l'affichage des blessures (minor, major, deadly).
|
||||
|
||||
### 2. **Utilisation du Partial item-list.hbs**
|
||||
Le partial `item-list.hbs` a été créé mais n'est pas encore utilisé. Il pourrait remplacer les duplications dans :
|
||||
- `templates/actor/character/character-totem.hbs` (5 listes: abilities, specialties, backgrounds, traumas, evolutions)
|
||||
- `templates/actor/group/group-info.hbs` (5 listes identiques)
|
||||
- `templates/actor/group/group-experience.hbs` (1 liste)
|
||||
|
||||
**Impact potentiel**: Réduction de ~200+ lignes de code dupliqué.
|
||||
|
||||
### 3. **Erreurs JavaScript Restantes**
|
||||
Les erreurs suivantes n'ont pas encore été investiguées :
|
||||
- `vermine2047.mjs:83` - `Cannot read properties of undefined (reading 'Actor')` - Problème de timing avec `game.system.template.Actor`
|
||||
- `actor.mjs:89` - `Cannot read properties of undefined (reading 'difficulty')` - Problème dans `prepareCombatStatus`
|
||||
|
||||
---
|
||||
|
||||
## 📝 Rapport Complet
|
||||
|
||||
Un rapport détaillé a été créé : `REVISION_TEMPLATES_RAPPORT.md`
|
||||
|
||||
---
|
||||
|
||||
## 🎯 Résumé des Actions
|
||||
|
||||
### ✅ Terminées
|
||||
1. Correction de toutes les incohérences de syntaxe HTML/CSS
|
||||
2. Suppression des duplications évidentes (catégories de compétences NPC)
|
||||
3. Correction des fautes de frappe et erreurs de syntaxe
|
||||
4. Uniformisation des commentaires et localisations
|
||||
5. Correction de l'erreur JavaScript `html.find(...).forEach`
|
||||
6. Création de 2 nouveaux partials réutilisables
|
||||
|
||||
### ⏳ Recommandations pour la Suite
|
||||
1. Créer un partial pour les blessures (`wounds-section.hbs`)
|
||||
2. Appliquer le partial `item-list.hbs` dans les templates existants
|
||||
3. Investiguer et corriger les erreurs JavaScript restantes
|
||||
4. Tester tous les templates dans FoundryVTT
|
||||
|
||||
---
|
||||
|
||||
## 💡 Améliorations Apportées
|
||||
|
||||
### Maintenabilité
|
||||
- **Réduction de la duplication**: ~150 lignes supprimées grâce aux partials
|
||||
- **Meilleure organisation**: 2 nouveaux partials créés pour une meilleure réutilisation
|
||||
- **Cohérence accrue**: Uniformisation des commentaires et des balises
|
||||
|
||||
### Robustesse
|
||||
- **Correction d'erreurs**: 1 erreur JavaScript critique corrigée
|
||||
- **Meilleure sémantique HTML**: Remplacement des balises `<p>` inappropriées
|
||||
- **Suppression de balises orphelines**: Élimination de `{{/if}}` sans correspondant
|
||||
|
||||
### Internationalisation
|
||||
- **Localisations ajoutées**: 2 titres maintenant localisés
|
||||
- **Préparation pour traduction**: Structure plus propre pour les traductions futures
|
||||
|
||||
---
|
||||
|
||||
## 📌 Conclusion
|
||||
|
||||
Cette révision a permis de :
|
||||
1. **Corriger** les erreurs de syntaxe et d'incohérence dans les templates
|
||||
2. **Optimiser** le code en supprimant les duplications évidentes
|
||||
3. **Améliorer** la maintenabilité avec de nouveaux partials
|
||||
4. **Stabiliser** le code JavaScript en corrigant une erreur critique
|
||||
|
||||
Le travail peut être considéré comme **complet pour la phase 1** (nettoyage et correction). La phase 2 (optimisation avancée) consiste à créer des partials supplémentaires pour les sections de blessures et à appliquer le partial `item-list.hbs` dans les templates existants.
|
||||
@@ -1,175 +0,0 @@
|
||||
# Rapport de Révision des Templates Acteurs Vermine2047
|
||||
|
||||
## Date: 2026-06-04
|
||||
|
||||
## Objectif
|
||||
Réviser fichiers par fichier les templates des acteurs pour identifier et corriger les duplications et incohérences.
|
||||
|
||||
## Problèmes Initiaux Identifiés
|
||||
|
||||
### 1. Erreurs JavaScript
|
||||
Les erreurs initiales reportées incluaient:
|
||||
- `ENOENT: no such file or directory, open '/.../templates/item/partials/damages.html'` → Fichier existe en `.hbs`
|
||||
- `Cannot read properties of undefined (reading 'Actor')` → Problème dans vermine2047.mjs:123
|
||||
- `html.find(...).forEach is not a function` → Problème dans roll.mjs:373
|
||||
- `Cannot read properties of undefined (reading 'difficulty')` → Problème dans actor.mjs:89
|
||||
- `ActiveEffect application phase "initial" has already completed` → Problème de cycle de vie
|
||||
|
||||
### 2. Duplications dans les Templates
|
||||
|
||||
#### a) Duplication des catégories de compétences NPC (actor-npc-sheet.hbs)
|
||||
**Problème**: 6 catégories de compétences (Homme, Animal, Outil, Arme, Survie, Monde) avec la même structure HTML dupliquée.
|
||||
|
||||
**Solution**:
|
||||
- Créé un nouveau partial: `templates/actor/parts/npc-skill-category.hbs`
|
||||
- Remplacé la section dupliquée (lignes 227-297) par une boucle Handlebars
|
||||
- Utilisation: `{{> "systems/vermine2047/templates/actor/parts/npc-skill-category.hbs" categoryKey=key categoryLabel=(concat "VERMINE.skill_category." key)}}`
|
||||
|
||||
**Réduction**: ~150 lignes → ~5 lignes
|
||||
|
||||
#### b) Duplication de la structure des blessures
|
||||
**Fichiers concernés**:
|
||||
- `character-combat.hbs` (lignes 108-199)
|
||||
- `npc-combat.hbs` (lignes 23-47)
|
||||
- `creature-combat.hbs` (lignes 34-66)
|
||||
|
||||
**Problème**: Chaque template de combat a sa propre implémentation des radio buttons pour les blessures.
|
||||
|
||||
**Solution recommandée**: Créer un partial `wounds-section.hbs` (à implémenter)
|
||||
|
||||
#### c) Duplication des listes d'items
|
||||
**Fichiers concernés**:
|
||||
- `character-totem.hbs` (abilities, specialties, backgrounds, traumas, evolutions)
|
||||
- `group-info.hbs` (abilities, specialties, backgrounds, traumas, evolutions)
|
||||
- `group-experience.hbs` (group abilities)
|
||||
|
||||
**Solution**:
|
||||
- Créé un partial générique: `templates/actor/parts/item-list.hbs`
|
||||
- Peut être utilisé pour standardiser l'affichage des listes d'items
|
||||
|
||||
## Corrections Effectuées
|
||||
|
||||
### 1. Corrections de Classes CSS
|
||||
- ✅ `actor-items.hbs:77`: `grid grid-2` → `grid grid-2col`
|
||||
|
||||
### 2. Corrections des Balises HTML
|
||||
- ✅ `actor-weapons.hbs:25-36`: Remplacement des `<p><a>` par `<div><a class="item-control item-edit">`
|
||||
- ✅ `actor-defenses.hbs:38-41`: Remplacement des `<p><a>` par `<div><a class="item-control item-edit">`
|
||||
- ✅ `group-items.hbs:20-21`: Remplacement des `<p><a>` par `<div><a class="item-control item-edit">`
|
||||
- ✅ `group-vehicles.hbs:22-27`: Remplacement des `<p><a>` par `<div><a class="item-control item-edit">`
|
||||
|
||||
### 3. Corrections de Fautes de Frappe
|
||||
- ✅ `character-totem.hbs:12-16,19-23,26-30`: `smarttlk` → `smarttl`
|
||||
- ✅ `character-totem.hbs:98`: `{{compétence}}` → `"Compétence"` (tooltips)
|
||||
|
||||
### 4. Corrections de Doubles Classes
|
||||
- ✅ `character-totem.hbs:59`: `class="item-name" class="flexrow"` → `class="item-name flexrow"`
|
||||
|
||||
### 5. Corrections de Commentaires HTML
|
||||
- ✅ `character-features.hbs:1`: `<!-- Character -->` → `{{!-- Character --}}`
|
||||
- ✅ `character-header.hbs:1`: `<!-- HEADER -->` → `{{!-- HEADER --}}`
|
||||
- ✅ `group-header.hbs:1`: `<!-- HEADER -->` → `{{!-- HEADER --}}`
|
||||
- ✅ `character-totem.hbs:30-34`: Commentaire HTML multi-lignes → `{{!-- Abstract Items --}}`
|
||||
- ✅ `character-id.hbs:5`: Ajout de commentaire Handlebars
|
||||
|
||||
### 6. Corrections de Localisation
|
||||
- ✅ `character-features.hbs:2`: `Caractéristiques` → `{{ localize 'VERMINE.abilities' }}`
|
||||
- ✅ `character-features.hbs:32`: `Compétences` → `{{ localize 'VERMINE.skills' }}`
|
||||
|
||||
### 7. Optimisation des Structures Dupliquées
|
||||
- ✅ **Création de `npc-skill-category.hbs`**: Partial pour les catégories de compétences NPC
|
||||
- ✅ **Modification de `actor-npc-sheet.hbs`**: Utilisation du nouveau partial avec boucle
|
||||
- ✅ **Création de `item-list.hbs`**: Partial générique pour les listes d'items
|
||||
|
||||
### 8. Correction de Balises Orphelines
|
||||
- ✅ `character-id.hbs:112`: Suppression de `{{/if}}` orphelin
|
||||
|
||||
## Fichiers Modifiés
|
||||
|
||||
### Templates Principaux
|
||||
1. `actor-character-sheet.hbs` - Structure de base OK
|
||||
2. `actor-npc-sheet.hbs` - ✅ Optimisé (duplication des catégories de compétences supprimée)
|
||||
3. `actor-creature-sheet.hbs` - Structure OK
|
||||
4. `actor-group-sheet.hbs` - Structure OK
|
||||
|
||||
### Partials Character
|
||||
1. `character/character-features.hbs` - ✅ Commentaires et localisations corrigés
|
||||
2. `character/character-header.hbs` - ✅ Commentaire corrigé
|
||||
3. `character/character-id.hbs` - ✅ Commentaire ajouté, balise orpheline supprimée
|
||||
4. `character/character-stories.hbs` - OK
|
||||
5. `character/character-totem.hbs` - ✅ Fautes de frappe corrigées, commentaire corrigé, double classe corrigée
|
||||
6. `character/character-combat.hbs` - À optimiser (duplication avec wounds)
|
||||
|
||||
### Partials Parts
|
||||
1. `parts/actor-items.hbs` - ✅ grid-2 → grid-2col
|
||||
2. `parts/actor-weapons.hbs` - ✅ Balises <p> corrigées
|
||||
3. `parts/actor-defenses.hbs` - ✅ Balises <p> corrigées
|
||||
4. `parts/actor-effects.hbs` - OK
|
||||
5. `parts/npc-skill-item.hbs` - OK
|
||||
6. `parts/npc-skill-category.hbs` - ✅ NOUVEAU
|
||||
7. `parts/item-list.hbs` - ✅ NOUVEAU
|
||||
|
||||
### Partials Group
|
||||
1. `group/group-header.hbs` - ✅ Commentaire corrigé
|
||||
2. `group/group-info.hbs` - ✅ Commentaire corrigé
|
||||
3. `group/group-items.hbs` - ✅ Balises <p> corrigées
|
||||
4. `group/group-vehicles.hbs` - ✅ Balises <p> corrigées
|
||||
5. `group/group-experience.hbs` - OK
|
||||
|
||||
### Templates de Combat
|
||||
1. `npc/npc-combat.hbs` - À optimiser
|
||||
2. `creature/creature-combat.hbs` - À optimiser
|
||||
3. `character/character-combat.hbs` - À optimiser
|
||||
|
||||
### Autres
|
||||
1. `create.hbs` - OK
|
||||
|
||||
## Recommandations pour la Suite
|
||||
|
||||
### 1. Créer un partial pour les blessures
|
||||
Créer `templates/actor/parts/wounds-section.hbs` pour standardiser l'affichage des blessures (minor, major, deadly) utilisés dans:
|
||||
- character-combat.hbs
|
||||
- npc-combat.hbs
|
||||
- creature-combat.hbs
|
||||
|
||||
### 2. Standardiser les listes d'items
|
||||
Utiliser le partial `item-list.hbs` pour remplacer les duplications dans:
|
||||
- character-totem.hbs (5 listes)
|
||||
- group-info.hbs (5 listes)
|
||||
- group-experience.hbs (1 liste)
|
||||
|
||||
### 3. Vérifier les erreurs JavaScript
|
||||
Les erreurs initiales doivent être investiguées dans:
|
||||
- `vermine2047.mjs:123` - `Cannot read properties of undefined (reading 'Actor')`
|
||||
- `roll.mjs:373` - `html.find(...).forEach is not a function`
|
||||
- `actor.mjs:89` - `Cannot read properties of undefined (reading 'difficulty')`
|
||||
|
||||
### 4. Vérifier les références .html
|
||||
Bien que aucune référence `.html` n'ait été trouvée dans les templates, l'erreur initiale suggère qu'il y a des références dans le code JavaScript. Rechercher dans:
|
||||
- Les fichiers `.mjs` pour des références à `damages.html`
|
||||
- Les appels à `loadTemplates()` ou `renderTemplate()`
|
||||
|
||||
## Statistiques
|
||||
|
||||
- **Fichiers analysés**: 24 templates
|
||||
- **Duplications supprimées**: 1 (catégories de compétences NPC)
|
||||
- **Partials créés**: 2 (npc-skill-category.hbs, item-list.hbs)
|
||||
- **Fichiers modifiés**: 12
|
||||
- **Lignes de code réduites**: ~150+ lignes
|
||||
- **Problèmes corrigés**: 15+
|
||||
|
||||
## Prochaines Étapes
|
||||
|
||||
1. ✅ Corriger les erreurs de syntaxe HTML/CSS (TERMINÉ)
|
||||
2. ✅ Supprimer les duplications évidentes (TERMINÉ pour NPC skills)
|
||||
3. ⏳ Créer des partials pour les sections communes (EN COURS)
|
||||
4. ⏳ Optimiser les templates de combat
|
||||
5. ⏳ Vérifier et corriger les erreurs JavaScript
|
||||
6. ⏳ Tester tous les templates dans FoundryVTT
|
||||
|
||||
## Notes
|
||||
|
||||
- Tous les templates utilisent maintenant `.hbs` au lieu de `.html`
|
||||
- Les commentaires sont progressivement uniformisés vers `{{!-- --}}`
|
||||
- Les structures de grille utilisent `grid-2col` au lieu de `grid-2`
|
||||
- Les balises `<p>` pour les cellules de tableau ont été remplacées par `<div>`
|
||||
@@ -12,6 +12,47 @@ body.system-vermine2047 {
|
||||
color: @theme-color-secondary;
|
||||
}
|
||||
|
||||
// Override Foundry Core default CSS custom properties
|
||||
// for better readability on the dark Vermine2047 theme.
|
||||
|
||||
// AppV2 windows (sheets) use .themed.theme-dark on their content
|
||||
.system-vermine2047 .themed.theme-dark {
|
||||
--color-text-primary: #888888;
|
||||
--color-text-emphatic: #999999;
|
||||
--color-text-secondary: #777777;
|
||||
--color-text-subtle: #666666;
|
||||
--color-text-light-highlight: #888888;
|
||||
--color-text-light-heading: #777777;
|
||||
--color-text-light-primary: #666666;
|
||||
}
|
||||
|
||||
// Old-style Application windows (settings-config, dialogs) inherit from body.theme-dark
|
||||
body.system-vermine2047.theme-dark {
|
||||
--color-text-primary: #888888;
|
||||
--color-text-emphatic: #999999;
|
||||
--color-text-secondary: #777777;
|
||||
--color-text-subtle: #666666;
|
||||
--color-text-light-highlight: #888888;
|
||||
--color-text-light-heading: #777777;
|
||||
--color-text-light-primary: #666666;
|
||||
}
|
||||
|
||||
#settings-config button,
|
||||
#settings-config a.button {
|
||||
--button-text-color: #000000;
|
||||
--button-border-color: #666666;
|
||||
color: #000000;
|
||||
}
|
||||
|
||||
body.system-vermine2047.theme-dark .form-group > label {
|
||||
color: #777777;
|
||||
}
|
||||
|
||||
#settings-config p,
|
||||
#settings-config .hint {
|
||||
color: #777777;
|
||||
}
|
||||
|
||||
img {
|
||||
border: none;
|
||||
}
|
||||
|
||||
+5
-320
@@ -43,295 +43,27 @@ export default class VermineActor extends Actor {
|
||||
* Prepare Character type specific data
|
||||
*/
|
||||
_prepareCharacterData(actorData) {
|
||||
if (actorData.type !== 'character') return;
|
||||
this._setAgeType();
|
||||
this._setCharacterEffort();
|
||||
this._setCharacterSelfControl();
|
||||
this._setCharacterThresholds();
|
||||
// Make modifications to data here. For example:
|
||||
const systemData = actorData.system;
|
||||
|
||||
// Loop through ability scores, and add their modifiers to our sheet output.
|
||||
for (let [key, ability] of Object.entries(systemData.abilities)) {
|
||||
// Calculate the modifier using d20 rules.
|
||||
ability.mod = Math.floor((ability.value - 10) / 2);
|
||||
}
|
||||
this.prepareCombatStatus();
|
||||
|
||||
// Character derived data is computed by VermineCharacterData.prepareDerivedData()
|
||||
}
|
||||
prepareCombatStatus() {
|
||||
// Ensure combatStatus exists (defined in base template)
|
||||
if (!this.system.combatStatus) {
|
||||
this.system.combatStatus = { difficulty: "9", label: "Passif" };
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure difficulty exists
|
||||
if (!this.system.combatStatus.difficulty) {
|
||||
this.system.combatStatus.difficulty = "9";
|
||||
}
|
||||
|
||||
//combat initiative reaction difficulty
|
||||
const difficulty = parseInt(this.system.combatStatus.difficulty) || 9;
|
||||
|
||||
// Only update if values are different to avoid triggering unnecessary updates
|
||||
const currentLabel = this.system.combatStatus.label;
|
||||
let newLabel = "Passif";
|
||||
|
||||
switch (difficulty) {
|
||||
case 5: newLabel = "Offensif"; break;
|
||||
case 7: newLabel = "Actif"; break;
|
||||
case 9: newLabel = "Passif"; break;
|
||||
}
|
||||
|
||||
// Only update if label changed
|
||||
if (currentLabel !== newLabel) {
|
||||
this.system.combatStatus.label = newLabel;
|
||||
}
|
||||
|
||||
// Only update difficulty if it was undefined or invalid
|
||||
if (!this.system.combatStatus.difficulty || isNaN(parseInt(this.system.combatStatus.difficulty))) {
|
||||
this.system.combatStatus.difficulty = "9";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Prepare NPC type specific data.
|
||||
*/
|
||||
_prepareNpcData(actorData) {
|
||||
if (actorData.type !== 'npc') return;
|
||||
|
||||
// Make modifications to data here. For example:
|
||||
const systemData = actorData.system;
|
||||
|
||||
// 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;
|
||||
// NPC derived data is computed by VermineNpcData.prepareDerivedData()
|
||||
}
|
||||
|
||||
/**
|
||||
* 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";
|
||||
}
|
||||
// Group derived data is computed by VermineGroupData.prepareDerivedData()
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
// Creature derived data is computed by VermineCreatureData.prepareDerivedData()
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -376,53 +108,6 @@ export default class VermineActor extends Actor {
|
||||
// Process additional NPC data here.
|
||||
}
|
||||
|
||||
_setCharacterSelfControl() {
|
||||
this.system.attributes.self_control.max = 0 + Object.values(this.system.abilities).filter(i => i.category === "mental" || i.category === "social").map((i) => i.value).reduce((acc, curr) => acc + curr, 0) + this.modFromAgeSelfControl;
|
||||
}
|
||||
|
||||
_setCharacterEffort() {
|
||||
this.system.attributes.effort.max = 0 + Object.values(this.system.abilities).filter(i => i.category === "physical" || i.category === "manual").map((i) => i.value).reduce((acc, curr) => acc + curr, 0) + this.modFromAgeEffort;
|
||||
}
|
||||
|
||||
_setCharacterThresholds() {
|
||||
const health = this.system.abilities.health.value;
|
||||
|
||||
this.system.minorWound.threshold = health;
|
||||
this.system.majorWound.threshold = health + 3;
|
||||
this.system.deadlyWound.threshold = (health + 7 < 11) ? health + 7 : 10;
|
||||
|
||||
this.system.minorWound.max = 4 + this.modFromAgeWounds.l;
|
||||
this.system.majorWound.max = 3 + this.modFromAgeWounds.h;
|
||||
this.system.deadlyWound.max = 2 + this.modFromAgeWounds.d;
|
||||
}
|
||||
|
||||
|
||||
_setAgeType() {
|
||||
Object.keys(CONFIG.VERMINE.AgeTypes).forEach((type) => {
|
||||
if (this.system.identity.age >= parseInt(CONFIG.VERMINE.AgeTypes[type].beginning, 10)) {
|
||||
this.system.identity.ageType = type;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
get ageType() {
|
||||
return this.system.identity.ageType;
|
||||
}
|
||||
|
||||
get modFromAgeSelfControl() {
|
||||
return this.ageType == 1 ? -1 : 0;
|
||||
}
|
||||
|
||||
get modFromAgeEffort() {
|
||||
if (this.ageType == 1) return -1;
|
||||
if (this.ageType == 3) return -2;
|
||||
return 0;
|
||||
}
|
||||
|
||||
get modFromAgeWounds() {
|
||||
if (this.ageType == 1) return { l: 0, h: 0, d: -1 };
|
||||
if (this.ageType == 3) return { l: -1, h: -1, d: -1 };
|
||||
return { l: 0, h: 0, d: 0 };
|
||||
}
|
||||
// Character derived-data methods removed — handled by VermineCharacterData.prepareDerivedData()
|
||||
|
||||
}
|
||||
@@ -38,7 +38,7 @@ export default class VermineItem extends Item {
|
||||
}
|
||||
|
||||
prepareAbilityData() {
|
||||
console.log('ability data', this)
|
||||
// ability data
|
||||
const actorType = (this.actor !== null) ? this.actor.type : 'character';
|
||||
|
||||
if (this.system.type == "") {
|
||||
|
||||
@@ -94,20 +94,10 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
|
||||
prepareDerivedData() {
|
||||
super.prepareDerivedData()
|
||||
|
||||
// 1. Déterminer la tranche d'âge
|
||||
this._setAgeType()
|
||||
|
||||
// 2. Calculer les modificateurs de caractéristiques
|
||||
this._setAbilityModifiers()
|
||||
|
||||
// 3. Calculer les réserves (sang-froid et effort)
|
||||
this._setSelfControlMax()
|
||||
this._setEffortMax()
|
||||
|
||||
// 4. Calculer les seuils de blessures
|
||||
this._setWoundThresholds()
|
||||
|
||||
// 5. Mettre à jour le statut de combat
|
||||
this._updateCombatStatus()
|
||||
}
|
||||
|
||||
@@ -118,22 +108,15 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
|
||||
_setAgeType() {
|
||||
const age = this.identity.age
|
||||
const ageTypes = CONFIG.VERMINE.AgeTypes
|
||||
for (const [type, cfg] of Object.entries(ageTypes)) {
|
||||
const entries = Object.entries(ageTypes).reverse()
|
||||
for (const [type, cfg] of entries) {
|
||||
if (age >= parseInt(cfg.beginning, 10)) {
|
||||
this.identity.ageType = parseInt(type, 10)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Calcule les modificateurs de caractéristiques (règle d20).
|
||||
*/
|
||||
_setAbilityModifiers() {
|
||||
for (const ability of Object.values(this.abilities)) {
|
||||
ability.mod = Math.floor((ability.value - 10) / 2)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Calcule le max de sang-froid :
|
||||
* somme des caractéristiques mentales + sociales + modificateur d'âge.
|
||||
|
||||
@@ -114,13 +114,13 @@ export default class VermineNpcData extends foundry.abstract.TypeDataModel {
|
||||
const threatLevel = this.threat?.value || 1
|
||||
const threatConfig = CONFIG.VERMINE.npcThreatLevels[threatLevel] || {}
|
||||
|
||||
this.minorWound.threshold = threatConfig.minorWound || health
|
||||
this.majorWound.threshold = threatConfig.majorWound || (health + 3)
|
||||
this.deadlyWound.threshold = threatConfig.deadlyWound || (health + 7 < 11 ? health + 7 : 10)
|
||||
this.minorWound.threshold = health
|
||||
this.majorWound.threshold = health + 3
|
||||
this.deadlyWound.threshold = Math.min(health + 7, 10)
|
||||
|
||||
this.minorWound.max = threatConfig.minorWound || 4
|
||||
this.majorWound.max = threatConfig.majorWound || 3
|
||||
this.deadlyWound.max = threatConfig.deadlyWound || 2
|
||||
this.minorWound.max = threatConfig.minorWound || 1
|
||||
this.majorWound.max = threatConfig.majorWound || 1
|
||||
this.deadlyWound.max = threatConfig.deadlyWound || 1
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
+101
-114
@@ -1,5 +1,4 @@
|
||||
export class TotemPicker extends Application {
|
||||
|
||||
export class TotemPicker extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
|
||||
constructor(linkEl, actor) {
|
||||
super();
|
||||
@@ -7,45 +6,39 @@ export class TotemPicker extends Application {
|
||||
this.actor = actor;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
static get DEFAULT_OPTIONS() {
|
||||
return {
|
||||
id: "TOTEM_PICKER",
|
||||
title: game.i18n.localize("VERMINE.totem_picker"),
|
||||
template: 'systems/vermine2047/templates/applications/choose-totem.hbs',
|
||||
popOut: true,
|
||||
resizable: true,
|
||||
height: "800",
|
||||
width: "800"
|
||||
});
|
||||
position: { width: 800, height: 800 },
|
||||
window: { title: game.i18n.localize("VERMINE.totem_picker"), resizable: true }
|
||||
};
|
||||
}
|
||||
|
||||
getData() {
|
||||
// Send data to the template
|
||||
return {
|
||||
config: CONFIG.VERMINE,
|
||||
static PARTS = {
|
||||
main: {
|
||||
template: 'systems/vermine2047/templates/applications/choose-totem.hbs'
|
||||
}
|
||||
};
|
||||
|
||||
_prepareContext() {
|
||||
return { config: CONFIG.VERMINE };
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find('.totem').click(event => {
|
||||
const totem = $(event.target).parent('a').data('totem');
|
||||
if (totem != null) {
|
||||
this.actor.update({ 'system.identity.totem': totem });
|
||||
}
|
||||
this.close();
|
||||
html.querySelectorAll('.totem').forEach(el => {
|
||||
el.addEventListener('click', event => {
|
||||
const link = event.target.closest('a');
|
||||
if (!link?.dataset.totem) return;
|
||||
this.actor.update({ 'system.identity.totem': link.dataset.totem });
|
||||
this.close();
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/*async _updateObject(event, formData) {
|
||||
// console.log(formData.exampleInput);
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
export class ActorPicker extends Application {
|
||||
|
||||
export class ActorPicker extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
|
||||
constructor(linkEl, actor) {
|
||||
super();
|
||||
@@ -53,152 +46,146 @@ export class ActorPicker extends Application {
|
||||
this.actor = actor;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
static get DEFAULT_OPTIONS() {
|
||||
return {
|
||||
id: "ACTOR_PICKER",
|
||||
title: game.i18n.localize("VERMINE.actor_picker"),
|
||||
template: 'systems/vermine2047/templates/applications/choose-actor.hbs',
|
||||
popOut: true,
|
||||
resizable: true,
|
||||
height: "350",
|
||||
width: "600"
|
||||
});
|
||||
position: { width: 600, height: 350 },
|
||||
window: { title: game.i18n.localize("VERMINE.actor_picker"), resizable: true }
|
||||
};
|
||||
}
|
||||
|
||||
static PARTS = {
|
||||
main: {
|
||||
template: 'systems/vermine2047/templates/applications/choose-actor.hbs'
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
getData() {
|
||||
// Send data to the template
|
||||
_prepareContext() {
|
||||
const npcs = game.actors.filter(a => a.type == "npc");
|
||||
const characters = game.actors.filter(a => a.type == "character");
|
||||
const all = game.actors.filter(a => a.type == "npc" || a.type == 'character');
|
||||
const type = $(this.linkEl).data('type');
|
||||
const type = this.linkEl.dataset.type;
|
||||
|
||||
let actorsList = [];
|
||||
if (type == 'members') {
|
||||
actorsList = characters;
|
||||
} else if (type == 'relations') {
|
||||
actorsList = npcs;//[...npcs, ...characters];
|
||||
actorsList = npcs;
|
||||
} else {
|
||||
actorsList = all;
|
||||
}
|
||||
return {
|
||||
config: CONFIG.VERMINE,
|
||||
actorsList: actorsList
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
async activateListeners(html) {
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
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 = [];
|
||||
html.querySelectorAll('.actor').forEach(el => {
|
||||
el.addEventListener('click', async event => {
|
||||
const div = event.target.closest('div');
|
||||
const actorId = div?.dataset.actorId;
|
||||
const type = this.linkEl.dataset.type;
|
||||
if (!actorId) return;
|
||||
|
||||
if (type == 'members') {
|
||||
actorsList = foundry.utils.duplicate(this.actor.system.members || []);
|
||||
} else if (type == 'encounters') {
|
||||
actorsList = foundry.utils.duplicate(this.actor.system.encounters || []);
|
||||
}
|
||||
|
||||
if (!Array.isArray(actorsList)) {
|
||||
actorsList = [];
|
||||
}
|
||||
let actorsList = [];
|
||||
|
||||
// Add actor if not already present
|
||||
if (!actorsList.includes(actorId)) {
|
||||
actorsList.push(actorId);
|
||||
}
|
||||
if (type == 'members') {
|
||||
actorsList = foundry.utils.duplicate(this.actor.system.members || []);
|
||||
} else if (type == 'encounters') {
|
||||
actorsList = foundry.utils.duplicate(this.actor.system.encounters || []);
|
||||
}
|
||||
|
||||
if (type == 'members') {
|
||||
await this.actor.update({ 'system.members': actorsList });
|
||||
} else if (type == 'encounters') {
|
||||
await this.actor.update({ 'system.encounters': actorsList });
|
||||
}
|
||||
|
||||
this.close();
|
||||
if (!Array.isArray(actorsList)) {
|
||||
actorsList = [];
|
||||
}
|
||||
|
||||
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();
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export class TraitSelector extends Application {
|
||||
export class TraitSelector extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
|
||||
constructor(targetItem) {
|
||||
super();
|
||||
this.targetItem = targetItem;
|
||||
this.traits = CONFIG.VERMINE.traits
|
||||
this.traits = CONFIG.VERMINE.traits;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
classes: ["vermine2047", "trait-selector"],
|
||||
title: game.i18n.localize("VERMINE.traits_selector"),
|
||||
template: 'systems/vermine2047/templates/applications/choose-traits.hbs',
|
||||
popOut: true,
|
||||
resizable: true,
|
||||
height: "500",
|
||||
width: "500"
|
||||
});
|
||||
static get DEFAULT_OPTIONS() {
|
||||
return {
|
||||
id: "TRAIT_SELECTOR",
|
||||
position: { width: 500, height: 500 },
|
||||
window: { title: game.i18n.localize("VERMINE.traits_selector"), resizable: true },
|
||||
classes: ["vermine2047", "trait-selector"]
|
||||
};
|
||||
}
|
||||
getData() {
|
||||
|
||||
static PARTS = {
|
||||
main: {
|
||||
template: 'systems/vermine2047/templates/applications/choose-traits.hbs'
|
||||
}
|
||||
};
|
||||
|
||||
_prepareContext() {
|
||||
return {
|
||||
traits: this.traits,
|
||||
item: this.targetItem
|
||||
}
|
||||
};
|
||||
}
|
||||
async activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
this.validateTraits(html);
|
||||
html.find('input').change(ev => {
|
||||
this.onChangeInput(ev)
|
||||
})
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
this._validateTraits(html);
|
||||
html.querySelectorAll('input').forEach(el => {
|
||||
el.addEventListener('change', ev => this._onChangeInput(ev));
|
||||
});
|
||||
}
|
||||
async validateTraits(html) {
|
||||
let checks = html.find("input.trait-selector");
|
||||
for (let inp of checks) {
|
||||
|
||||
async _validateTraits(html) {
|
||||
const checks = html.querySelectorAll("input.trait-selector");
|
||||
for (const inp of checks) {
|
||||
if (this.targetItem.system.traits[inp.dataset.trait]) {
|
||||
if (inp.type == "checkbox") {
|
||||
inp.checked = true
|
||||
inp.checked = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
await this.render(true)
|
||||
await this.render(true);
|
||||
}
|
||||
|
||||
async onChangeInput(ev) {
|
||||
let el = ev.currentTarget;
|
||||
|
||||
let traitKey = el.dataset.trait; // Récupère la clé du trait à partir de l'attribut data-trait
|
||||
let traitValue = parseInt(el.value) || null
|
||||
let traits = this.targetItem.system.traits || {}; // Récupère les traits actuels, ou un objet vide si aucun trait n'est défini
|
||||
|
||||
|
||||
console.log(traitKey, traitValue, traits)
|
||||
async _onChangeInput(ev) {
|
||||
const el = ev.currentTarget;
|
||||
const traitKey = el.dataset.trait;
|
||||
const traitValue = parseInt(el.value) || null;
|
||||
const traits = this.targetItem.system.traits || {};
|
||||
|
||||
if (el.classList.contains('trait-selector')) {
|
||||
if (!traits[traitKey]) {
|
||||
// Si la case est cochée, ajoute le trait
|
||||
await this.targetItem.update({ [`system.traits.${traitKey}`]: this.traits[traitKey] });
|
||||
} else {
|
||||
// Si la case est décochée, retire le trait
|
||||
await this.targetItem.update({ [`system.traits.${traitKey}`]: null });
|
||||
}
|
||||
}
|
||||
if (traitValue) {
|
||||
console.log(el.value)
|
||||
// Logique pour les valeurs des traits si nécessaire
|
||||
el.closest("label").querySelector('.trait-selector').checked = true;
|
||||
} else {
|
||||
el.closest("label").querySelector('.trait-selector').checked = false;
|
||||
}
|
||||
this.render(true)
|
||||
this.render(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+43
-40
@@ -26,46 +26,6 @@ VERMINE.DifficultyLevels = {
|
||||
3: { "label": "DIFFICULTY_LEVELS.hard", "difficulty": 7 },
|
||||
4: { "label": "DIFFICULTY_LEVELS.very_hard", "difficulty": 9 },
|
||||
5: { "label": "DIFFICULTY_LEVELS.impossible", "difficulty": 10 }
|
||||
},
|
||||
|
||||
VERMINE.ThreatLevels = {
|
||||
1: { "label": "THREAT_LEVELS.minor", "attack": 3, "vigor": 1, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 },
|
||||
2: { "label": "THREAT_LEVELS.serious", "attack": 4, "vigor": 2, "minorWound": 2, "majorWound": 1, "deadlyWound": 1 },
|
||||
3: { "label": "THREAT_LEVELS.major", "attack": 5, "vigor": 3, "minorWound": 2, "majorWound": 1, "deadlyWound": 1 },
|
||||
4: { "label": "THREAT_LEVELS.deadly", "attack": 6, "vigor": 4, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 },
|
||||
}
|
||||
|
||||
VERMINE.ExperienceLevels = {
|
||||
1: { "label": "SKILL_LEVELS.beginner", "action": 3, "specialties": 4, "rerolls": 0, "contact": "7" },
|
||||
2: { "label": "SKILL_LEVELS.proficient", "action": 3, "specialties": 5, "rerolls": 0, "contact": "5 ou 7" },
|
||||
3: { "label": "SKILL_LEVELS.expert", "action": 4, "specialties": 6, "rerolls": 1, "contact": "5,7 ou 9" },
|
||||
4: { "label": "SKILL_LEVELS.master", "action": 4, "specialties": 6, "rerolls": 2, "contact": "3,5,7 ou 9" },
|
||||
}
|
||||
|
||||
VERMINE.RoleLevels = {
|
||||
1: { "label": "ROLE_LEVELS.minor", "reaction": 3, "reaction_bonus": 0, "pools": 0, "gear": 9, "gear_hindrance": 0, "protection": 1 },
|
||||
2: { "label": "ROLE_LEVELS.secondary", "reaction": 3, "reaction_bonus": 1, "pools": 1, "gear": 9, "gear_hindrance": 1, "protection": 2 },
|
||||
3: { "label": "ROLE_LEVELS.important", "reaction": 3, "reaction_bonus": 2, "pools": 2, "gear": 9, "gear_hindrance": 2, "protection": 3 },
|
||||
4: { "label": "ROLE_LEVELS.major", "reaction": 4, "reaction_bonus": 2, "pools": 4, "gear": 10, "gear_hindrance": 2, "protection": 3 },
|
||||
}
|
||||
|
||||
VERMINE.PatternLevels = {
|
||||
1: { "label": "PATTERN_LEVELS.insect", "attack": 2, "damage": 0, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
|
||||
2: { "label": "PATTERN_LEVELS.rat", "attack": 3, "damage": 1, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
|
||||
3: { "label": "PATTERN_LEVELS.dog", "attack": 4, "damage": 3, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 },
|
||||
4: { "label": "PATTERN_LEVELS.bear", "attack": 6, "damage": 6, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 },
|
||||
}
|
||||
|
||||
VERMINE.SizeLevels = {
|
||||
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 }
|
||||
}
|
||||
|
||||
VERMINE.PackLevels = {
|
||||
1: { "attack": 1, "damage": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
|
||||
2: { "attack": 2, "damage": 2, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 },
|
||||
3: { "attack": 5, "damage": 5, "minorWound": 3, "majorWound": 3, "deadlyWound": 3 }
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -251,6 +211,49 @@ VERMINE.skillCategories = {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Skills mapping: each skill belongs to a category.
|
||||
* Used by templates to render skill-select dropdowns.
|
||||
*/
|
||||
VERMINE.skills = {
|
||||
// man
|
||||
arts: { category: "man" },
|
||||
civilization: { category: "man" },
|
||||
psychology: { category: "man" },
|
||||
rumors: { category: "man" },
|
||||
healing: { category: "man" },
|
||||
// animal
|
||||
animalism: { category: "animal" },
|
||||
dissection: { category: "animal" },
|
||||
wildlife: { category: "animal" },
|
||||
repulsion: { category: "animal" },
|
||||
tracks: { category: "animal" },
|
||||
// tool
|
||||
crafting: { category: "tool" },
|
||||
diy: { category: "tool" },
|
||||
mecanical: { category: "tool" },
|
||||
piloting: { category: "tool" },
|
||||
technology: { category: "tool" },
|
||||
// weapon
|
||||
firearms: { category: "weapon" },
|
||||
archery: { category: "weapon" },
|
||||
armory: { category: "weapon" },
|
||||
throwing: { category: "weapon" },
|
||||
melee: { category: "weapon" },
|
||||
// survival
|
||||
alertness: { category: "survival" },
|
||||
atletics: { category: "survival" },
|
||||
food: { category: "survival" },
|
||||
stealth: { category: "survival" },
|
||||
close: { category: "survival" },
|
||||
// world
|
||||
environment: { category: "world" },
|
||||
flora: { category: "world" },
|
||||
road: { category: "world" },
|
||||
toxics: { category: "world" },
|
||||
ruins: { category: "world" }
|
||||
}
|
||||
|
||||
VERMINE.sexes = { "male": "SEXES.male", "female": "SEXES.female" };
|
||||
|
||||
VERMINE.totems = {
|
||||
|
||||
@@ -1,37 +0,0 @@
|
||||
import { VermineUtils } from "./roll.mjs";
|
||||
export class CombatResultDialog extends Dialog {
|
||||
|
||||
constructor(dialogData, options) {
|
||||
/*let options = { classes: ["combat", "result"], ...options };
|
||||
let conf = {
|
||||
title: "Résultat de la confrontation",
|
||||
content: dialogData.content
|
||||
};
|
||||
super(conf, options);
|
||||
this.dialogData = dialogData;*/
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
activateListeners(html) {
|
||||
/*super.activateListeners(html);
|
||||
this.html = html;
|
||||
this.setEphemere(this.dialogData.signe.system.ephemere);
|
||||
html.find(".signe-aleatoire").click(event => this.setSigneAleatoire());
|
||||
html.find("[name='signe.system.ephemere']").change((event) => this.setEphemere(event.currentTarget.checked));
|
||||
html.find(".signe-xp-sort").change((event) => this.onValeurXpSort(event));
|
||||
html.find("input.select-actor").change((event) => this.onSelectActor(event));
|
||||
html.find("input.select-tmr").change((event) => this.onSelectTmr(event));*/
|
||||
}
|
||||
|
||||
|
||||
async onSelectActor(event) {
|
||||
/*const actorId = this.html.find(event.currentTarget)?.data("actor-id");
|
||||
const actor = this.dialogData.actors.find(it => it.id == actorId);
|
||||
if (actor) {
|
||||
actor.selected = event.currentTarget.checked;
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -139,7 +139,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
||||
|
||||
getHandicapSelect() {
|
||||
const sel = this.#getHandicap();
|
||||
return parseInt(sel?.value, 10) || 1;
|
||||
return Math.max(0, (parseInt(sel?.value, 10) || 1) - 1);
|
||||
}
|
||||
|
||||
getSkillCategory() {
|
||||
|
||||
@@ -43,19 +43,19 @@ export async function initUserDice(dice3d, user) {
|
||||
export function darkenColor(color, percent) {
|
||||
const num = parseInt(color.replace('#', ''), 16);
|
||||
const amt = Math.round(2.55 * percent);
|
||||
const R = (num >> 16) + amt;
|
||||
const G = ((num >> 8) & 0x00FF) + amt;
|
||||
const B = (num & 0x0000FF) + amt;
|
||||
return '#' + (0x1000000 + (R < 255 ? R < 1 ? 0 : R : 255) * 0x10000 + (G < 255 ? G < 1 ? 0 : G : 255) * 0x100 + (B < 255 ? B < 1 ? 0 : B : 255)).toString(16).slice(1);
|
||||
const R = (num >> 16) - amt;
|
||||
const G = ((num >> 8) & 0x00FF) - amt;
|
||||
const B = (num & 0x0000FF) - amt;
|
||||
return '#' + (0x1000000 + (R < 0 ? 0 : R > 255 ? 255 : R) * 0x10000 + (G < 0 ? 0 : G > 255 ? 255 : G) * 0x100 + (B < 0 ? 0 : B > 255 ? 255 : B)).toString(16).slice(1);
|
||||
}
|
||||
|
||||
export function lightenColor(color, percent) {
|
||||
const num = parseInt(color.replace('#', ''), 16);
|
||||
const amt = Math.round(2.55 * percent);
|
||||
const R = (num >> 16) - amt;
|
||||
const G = ((num >> 8) & 0x00FF) - amt;
|
||||
const B = (num & 0x0000FF) - amt;
|
||||
return '#' + (0x1000000 + (R < 0 ? 0 : R > 255 ? 255 : R) * 0x10000 + (G < 0 ? 0 : G > 255 ? 255 : G) * 0x100 + (B < 0 ? 0 : B > 255 ? 255 : B)).toString(16).slice(1);
|
||||
const R = (num >> 16) + amt;
|
||||
const G = ((num >> 8) & 0x00FF) + amt;
|
||||
const B = (num & 0x0000FF) + amt;
|
||||
return '#' + (0x1000000 + (R < 255 ? R < 1 ? 0 : R : 255) * 0x10000 + (G < 255 ? G < 1 ? 0 : G : 255) * 0x100 + (B < 255 ? B < 1 ? 0 : B : 255)).toString(16).slice(1);
|
||||
}
|
||||
export function oppositeColor(color) {
|
||||
const num = parseInt(color.replace('#', ''), 16);
|
||||
|
||||
+20
-221
@@ -1,5 +1,4 @@
|
||||
import { VERMINE } from "./config.mjs";
|
||||
import { getActorSkillScore, updateActorSkillScore } from "./functions.mjs";
|
||||
|
||||
|
||||
/**
|
||||
* Handles combat-related dice rolls for Vermine2047.
|
||||
@@ -28,7 +27,8 @@ export class VermineFight {
|
||||
*/
|
||||
async performTest(enemyAchievement, enemyConservation, skillKey, skill, params, actor) {
|
||||
// Use d10 as per Vermine2047 official rules
|
||||
const dicePool = (params.spleen != undefined || params.purpose != undefined) ? '5' : '4';
|
||||
const basePool = Math.max(skill, 1)
|
||||
const dicePool = (params.spleen != undefined || params.purpose != undefined) ? String(basePool + 1) : String(basePool)
|
||||
const difficulty = params.difficulty || 7; // Default difficulty
|
||||
const r = new Roll(dicePool + `d10`);
|
||||
let diceString = '';
|
||||
@@ -167,218 +167,25 @@ export class VermineFight {
|
||||
// data injected to char data
|
||||
static previousValues = {
|
||||
dicePool: 4,
|
||||
skills: VERMINE.skillsList,
|
||||
cskills: VERMINE.cskills,
|
||||
skills: [],
|
||||
cskills: [],
|
||||
cephalic: false,
|
||||
achievementReroll: VERMINE.achievementReroll,
|
||||
conservationReroll: VERMINE.conservationReroll
|
||||
achievementReroll: 0,
|
||||
conservationReroll: 0
|
||||
};
|
||||
|
||||
static rollerTemplate = 'systems/vermine2047/templates/fight.html';
|
||||
static CombatResultTemplate = 'systems/vermine2047/templates/fight-result.html';
|
||||
|
||||
static async chatMessageHandler(message, html, data) {
|
||||
// console.log("accès au fin du fin", message._id);
|
||||
|
||||
// sélection du dé actif
|
||||
html.on("click", '.confrontation .die.d10', event => {
|
||||
const diceResult = parseInt($(event.target).html(), 10);
|
||||
html.find('.confrontation .die.d10').removeClass('active');
|
||||
$(event.target).addClass('active');
|
||||
});
|
||||
|
||||
// sélection des dés d'accomplissement (achievement = successes)
|
||||
html.on("click", '.confrontation .add-to-achievement', event => {
|
||||
const diceResult = parseInt(html.find('.confrontation .die.d10.active').html(), 10);
|
||||
html.find('.confrontation .die.d10.active').removeClass('min').addClass('max');
|
||||
});
|
||||
|
||||
// sélection des dés de conservation
|
||||
html.on("click", '.confrontation .add-to-conservation', event => {
|
||||
const diceResult = parseInt(html.find('.confrontation .die.d10.active').html(), 10);
|
||||
html.find('.confrontation .die.d10.active').removeClass('max').addClass('min');
|
||||
});
|
||||
|
||||
// reset de la sélection des pools
|
||||
html.on("click", '.confrontation .reset', event => {
|
||||
html.find('.confrontation .die.d10')
|
||||
.removeClass('max')
|
||||
.removeClass('min');
|
||||
});
|
||||
|
||||
// résolution de la confrontation
|
||||
// Note: With d10 system, we count successes (dice >= difficulty) instead of summing
|
||||
html.on("click", '.confrontation .resolve', async event => {
|
||||
let achievementDice = 0;
|
||||
let conservationDice = 0;
|
||||
let achievementBasis = 0;
|
||||
let conservationBasis = 0;
|
||||
const difficulty = 7; // Default difficulty for legacy compatibility
|
||||
|
||||
// Count successes (dice >= difficulty) for achievement
|
||||
html.find('.confrontation .die.d10.max').each(function (index) {
|
||||
const value = parseInt($(this).html(), 10);
|
||||
if (value >= difficulty) {
|
||||
achievementDice++;
|
||||
}
|
||||
});
|
||||
|
||||
// Count successes (dice >= difficulty) for conservation
|
||||
html.find('.confrontation .die.d10.min').each(function (index) {
|
||||
const value = parseInt($(this).html(), 10);
|
||||
if (value >= difficulty) {
|
||||
conservationDice++;
|
||||
}
|
||||
});
|
||||
|
||||
// saisie des résultats
|
||||
achievementBasis = html.find('td.achievement-result').data('achievement-basis');
|
||||
html.find('td.achievement-result').data('achievement-value', achievementDice);
|
||||
html.find('td.achievement-result').html(achievementBasis + achievementDice);
|
||||
|
||||
conservationBasis = html.find('td.conservation-result').data('conservation-basis');
|
||||
html.find('td.conservation-result').data('conservation-value', conservationDice);
|
||||
html.find('td.conservation-result').html(conservationBasis + conservationDice);
|
||||
|
||||
// calcul des marges (now based on successes, not sum)
|
||||
const achievementMargin = achievementBasis + achievementDice - parseInt(html.find('td.adv-achievement-result').html(), 10);
|
||||
const conservationMargin = conservationBasis + conservationDice - parseInt(html.find('td.adv-conservation-result').html(), 10);
|
||||
html.find('td.achievement-margin').html(achievementMargin);
|
||||
html.find('td.conservation-margin').html(conservationMargin);
|
||||
|
||||
});
|
||||
|
||||
|
||||
// fin de la résolution de la confrontation
|
||||
|
||||
|
||||
}
|
||||
|
||||
static async chatListeners(html) {
|
||||
// supprime le masquage des résultats du dé
|
||||
html.off("click", ".dice-roll");
|
||||
}
|
||||
|
||||
/**
|
||||
* main class function
|
||||
* @returns
|
||||
*/
|
||||
static async ui(externalData = {}) {
|
||||
let actor = {};
|
||||
|
||||
// get the actor
|
||||
try {
|
||||
actor = game.user.character;
|
||||
} catch (e) {
|
||||
throw ("Aucun personnage défini !");
|
||||
}
|
||||
|
||||
if (actor == null && externalData.speakerId != undefined && externalData.speakerId != null) {
|
||||
// on récupère le speakerId, et de là l'objet actor
|
||||
actor = game.actors.get(externalData.speakerId);
|
||||
VermineFight.previousValues['speakerName'] = actor.name;
|
||||
VermineFight.previousValues['speakerImg'] = actor.img;
|
||||
} else {
|
||||
VermineFight.previousValues['speakerName'] = "Anonyme";
|
||||
}
|
||||
|
||||
// get the data
|
||||
let charData = (externalData) => {
|
||||
let o = Object.assign({ _template: VermineFight.rollerTemplate }, { ...VermineFight.previousValues, ...externalData });
|
||||
return o;
|
||||
};
|
||||
let data = charData(externalData);
|
||||
console.log(data);
|
||||
|
||||
// render template
|
||||
let html = await foundry.applications.handlebars.renderTemplate(data._template, data);
|
||||
|
||||
let ui = new Dialog({
|
||||
title: game.i18n.localize("VERMINE.FightTool"),
|
||||
content: html,
|
||||
buttons: {
|
||||
roll: {
|
||||
label: game.i18n.localize('VERMINE.Roll4Fight'),
|
||||
callback: (html) => {
|
||||
let form = html.find('#dice-pool-form');
|
||||
if (!form[0].checkValidity()) {
|
||||
throw "Invalid Data";
|
||||
}
|
||||
let enemyAchievement, enemyConservation, skillKey, skill = 5, enemySkill, params = {};
|
||||
form.serializeArray().forEach(e => {
|
||||
switch (e.name) {
|
||||
case "skill":
|
||||
case "cephalic":
|
||||
if (e.value !== '') {
|
||||
skillKey = e.value;
|
||||
}
|
||||
break;
|
||||
case "skill-score":
|
||||
skill = +e.value;
|
||||
break;
|
||||
case "specialization":
|
||||
params.specialization = true;
|
||||
break;
|
||||
case "usure":
|
||||
params.usure = +e.value;
|
||||
break;
|
||||
case "trait":
|
||||
params.trait = +e.value;
|
||||
break;
|
||||
case "purpose":
|
||||
params.purpose = true;
|
||||
break;
|
||||
case "spleen":
|
||||
params.spleen = true;
|
||||
break;
|
||||
case "adv-skill":
|
||||
enemySkill = +e.value;
|
||||
break;
|
||||
case "achievement":
|
||||
enemyAchievement = +e.value;
|
||||
break;
|
||||
case "conservation":
|
||||
enemyConservation = +e.value;
|
||||
break;
|
||||
}
|
||||
});
|
||||
// prise en compte de l'usure sur la feuille de perso
|
||||
if (params.usure != undefined) {
|
||||
const newSpentScore = getActorSkillScore(actor, skillKey, 'spent') + params.usure;
|
||||
console.log(newSpentScore);
|
||||
updateActorSkillScore(actor, skillKey, 'spent', newSpentScore);
|
||||
}
|
||||
|
||||
return VermineFight.get().performTest(enemyAchievement + enemySkill, enemyConservation + enemySkill, skillKey, skill, params, actor);
|
||||
}
|
||||
},
|
||||
cancel: {
|
||||
label: game.i18n.localize('Close'),
|
||||
callback: () => { }
|
||||
}
|
||||
},
|
||||
render: function (h) {
|
||||
h.on("change", 'select[name="skill"]', event => {
|
||||
const skillLabel = $(event.target).val();
|
||||
const currentSkillScore = getActorSkillScore(actor, skillLabel) - getActorSkillScore(actor, skillLabel, 'spent');
|
||||
if (parseInt(currentSkillScore, 10) >= 0) {
|
||||
h.find('input#skillScore').val(currentSkillScore);
|
||||
}
|
||||
});
|
||||
}
|
||||
}, { width: 601, height: 'fit-content' });
|
||||
ui.render(true);
|
||||
return ui;
|
||||
}
|
||||
}
|
||||
|
||||
export class VermineCombat extends Combat {
|
||||
_encounterCheck() {
|
||||
console.log('encounter combat object', this);
|
||||
// encounter check
|
||||
}
|
||||
|
||||
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
|
||||
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
|
||||
// roll initiative
|
||||
return super.rollInitiative(ids, formula, messageOptions)
|
||||
|
||||
}
|
||||
@@ -421,13 +228,6 @@ export class VermineCombatTracker extends foundry.applications.sidebar.tabs.Comb
|
||||
return "systems/vermine2047/templates/combat-tracker.hbs";
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
get template() {
|
||||
return "systems/vermine2047/templates/combat-tracker.hbs";
|
||||
}
|
||||
|
||||
async getData(options) {
|
||||
const context = await super.getData(options);
|
||||
|
||||
@@ -441,7 +241,9 @@ export class VermineCombatTracker extends foundry.applications.sidebar.tabs.Comb
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find("[data-attitude]").click(this._setStatut.bind(this));
|
||||
html.querySelectorAll("[data-attitude]").forEach(el => {
|
||||
el.addEventListener("click", this._setStatut.bind(this));
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -465,23 +267,20 @@ export class VermineCombatTracker extends foundry.applications.sidebar.tabs.Comb
|
||||
}
|
||||
|
||||
let actor = await game.actors.get(combatant.actorId)
|
||||
console.log(actor, combatant)
|
||||
// combatant attitude set
|
||||
}
|
||||
}
|
||||
|
||||
export class VermineCombatant extends Combatant {
|
||||
constructor(data, context) {
|
||||
super(data, context);
|
||||
this.setDefaultAttitude();
|
||||
|
||||
}
|
||||
setDefaultAttitude() {
|
||||
this.attitude = this.token.flags.world?.attitude || "active"
|
||||
super(data, context)
|
||||
if (this.token) {
|
||||
this.attitude = this.token.flags.world?.attitude || "active"
|
||||
} else {
|
||||
this.attitude = "active"
|
||||
}
|
||||
}
|
||||
_getInitiativeFormula() {
|
||||
|
||||
return String(CONFIG.Combat.initiative.formula || game.system.initiative);
|
||||
return String(CONFIG.Combat.initiative.formula || game.system.initiative)
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
+28
-30
@@ -1,47 +1,45 @@
|
||||
import { VERMINE } from './config.mjs'
|
||||
|
||||
/**
|
||||
* renvoie le score d'une compétence d'un actor existant
|
||||
* @param {VermineActor}
|
||||
* @return {number||null} Data for rendering or null
|
||||
* Returns the score of a skill for an actor.
|
||||
* Skills are stored as a flat object in actor.system.skills: { [key]: { value, spent, label, category } }
|
||||
* @param {VermineActor} actor
|
||||
* @param {string} skillLabel - The localized label of the skill to find
|
||||
* @param {"value"|"spent"} [property="value"] - Which property to return
|
||||
* @returns {number|null} The skill score or null if not found
|
||||
*/
|
||||
export function getActorSkillScore(actor, skillLabel, property = "value") {
|
||||
let returnedValue = null;
|
||||
const skills = actor.system?.skills;
|
||||
if (!skills) return null;
|
||||
|
||||
for(let i in actor.system.skills){
|
||||
for(let j in actor.system.skills[i].data){
|
||||
if (actor.system.skills[i].data[j].label == skillLabel){
|
||||
returnedValue = actor.system.skills[i].data[j][property];
|
||||
}
|
||||
for (const key of Object.keys(skills)) {
|
||||
if (skills[key].label === skillLabel) {
|
||||
return skills[key][property] ?? null;
|
||||
}
|
||||
}
|
||||
|
||||
return returnedValue;
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* met à jour le score d'une compétence d'un actor existant
|
||||
* @param {VermineActor}
|
||||
* @return {boolean} bool
|
||||
* Updates the score of a skill for an actor.
|
||||
* @param {VermineActor} selectedActor
|
||||
* @param {string} skillLabel - The localized label of the skill to update
|
||||
* @param {"value"|"spent"} [property="value"] - Which property to update
|
||||
* @param {number} updatedValue - The new value
|
||||
* @returns {boolean} Whether the update was successful
|
||||
*/
|
||||
export function updateActorSkillScore(selectedActor, skillLabel, property = "value", updatedValue) {
|
||||
try {
|
||||
let updated = false;
|
||||
// on recherche le label parmi les compétences
|
||||
for (let st in selectedActor.system.skills){
|
||||
for (let s in selectedActor.system.skills[st].data){
|
||||
if (selectedActor.system.skills[st].data[s].label == skillLabel){
|
||||
selectedActor.system.skills[st].data[s][property] = updatedValue; // printing the new value
|
||||
const systemSkillKey = `system.skills.${st}.data.${s}.${property}`;
|
||||
selectedActor.update({[systemSkillKey]:updatedValue }); // updating actor's data
|
||||
updated = true;
|
||||
}
|
||||
const skills = selectedActor.system?.skills;
|
||||
if (!skills) return false;
|
||||
|
||||
for (const key of Object.keys(skills)) {
|
||||
if (skills[key].label === skillLabel) {
|
||||
skills[key][property] = updatedValue;
|
||||
selectedActor.update({ [`system.skills.${key}.${property}`]: updatedValue });
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return updated;
|
||||
} catch(e){
|
||||
return false;
|
||||
} catch (e) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -124,7 +124,7 @@ export const registerHandlebarsHelpers = function () {
|
||||
Handlebars.registerHelper('threatLevel', function (property, level, options) {
|
||||
if (level < 1 || level > 4)
|
||||
return "";
|
||||
let levelData = CONFIG.VERMINE.ThreatLevels[level];
|
||||
let levelData = CONFIG.VERMINE.npcThreatLevels[level];
|
||||
if (property == 'label') {
|
||||
return (levelData !== undefined) ? game.i18n.localize(levelData[property]) : "";
|
||||
} else {
|
||||
@@ -136,7 +136,7 @@ export const registerHandlebarsHelpers = function () {
|
||||
Handlebars.registerHelper('experienceLevel', function (property, level, options) {
|
||||
if (level < 1 || level > 4)
|
||||
return "";
|
||||
let levelData = CONFIG.VERMINE.ExperienceLevels[level];
|
||||
let levelData = CONFIG.VERMINE.npcExperienceLevels[level];
|
||||
if (property == 'label') {
|
||||
return (levelData !== undefined) ? game.i18n.localize(levelData[property]) : "";
|
||||
} else {
|
||||
@@ -148,7 +148,7 @@ export const registerHandlebarsHelpers = function () {
|
||||
Handlebars.registerHelper('roleLevel', function (property, level, options) {
|
||||
if (level < 1 || level > 4)
|
||||
return "";
|
||||
let levelData = CONFIG.VERMINE.RoleLevels[level];
|
||||
let levelData = CONFIG.VERMINE.npcRoleLevels[level];
|
||||
if (property == 'label') {
|
||||
return (levelData !== undefined) ? game.i18n.localize(levelData[property]) : "";
|
||||
} else {
|
||||
@@ -160,7 +160,7 @@ export const registerHandlebarsHelpers = function () {
|
||||
Handlebars.registerHelper('patternLevel', function (property, level, options) {
|
||||
if (level < 1 || level > 4)
|
||||
return "";
|
||||
let levelData = CONFIG.VERMINE.PatternLevels[level];
|
||||
let levelData = CONFIG.VERMINE.creaturePatternLevels[level];
|
||||
if (property == 'label') {
|
||||
return (levelData !== undefined) ? game.i18n.localize(levelData[property]) : "";
|
||||
} else {
|
||||
@@ -172,7 +172,7 @@ export const registerHandlebarsHelpers = function () {
|
||||
Handlebars.registerHelper('sizeLevel', function (property, level, options) {
|
||||
if (level < 1 || level > 4)
|
||||
return "";
|
||||
let levelData = CONFIG.VERMINE.SizeLevels[level];
|
||||
let levelData = CONFIG.VERMINE.creatureSizeLevels[level];
|
||||
if (property == 'label') {
|
||||
return (levelData !== undefined) ? game.i18n.localize(levelData[property]) : "";
|
||||
} else {
|
||||
@@ -184,7 +184,7 @@ export const registerHandlebarsHelpers = function () {
|
||||
Handlebars.registerHelper('packLevel', function (property, level, options) {
|
||||
if (level < 0 || level > 3)
|
||||
return "";
|
||||
let levelData = CONFIG.VERMINE.PackLevels[level];
|
||||
let levelData = CONFIG.VERMINE.creaturePackLevels[level];
|
||||
if (property == 'label') {
|
||||
return (levelData !== undefined) ? game.i18n.localize(levelData[property]) : "";
|
||||
} else {
|
||||
|
||||
+15
-9
@@ -1,6 +1,5 @@
|
||||
import RollDialog from "./dialogs/rollDialog.mjs";
|
||||
import { initUserDice } from "./dice3d.mjs";
|
||||
import { DiceSystem } from '../../../../modules/dice-so-nice/api.js';
|
||||
import { VermineUtils } from "./roll.mjs";
|
||||
import { registerTours } from "./tour.mjs";
|
||||
|
||||
@@ -10,6 +9,9 @@ export const registerHooks = function () {
|
||||
*/
|
||||
CONFIG.debug.hooks = false;
|
||||
Hooks.once('diceSoNiceReady', async (dice3d) => {
|
||||
const dsnModule = game.modules.get('dice-so-nice');
|
||||
if (!dsnModule?.active) return;
|
||||
const { DiceSystem } = await import(`/modules/${dsnModule.id}/api.js`);
|
||||
const vermineSystem = new DiceSystem('Vermine2047', 'Vermine 2047', "preferred", 'totem')
|
||||
dice3d.addSystem(vermineSystem);
|
||||
|
||||
@@ -43,7 +45,7 @@ export const registerHooks = function () {
|
||||
if (rerollTitle) {
|
||||
rerollTitle.addEventListener("click", () => { html.querySelector(".reroll").classList.toggle('visible') })
|
||||
}
|
||||
if (message.author?._id != game.user._id || !game.user.isGM) {
|
||||
if (message.author?._id !== game.user._id && !game.user.isGM) {
|
||||
// désactiver les inputs pour les joueurs non-auteurs du message
|
||||
html.querySelectorAll("input").forEach(inp => inp.disabled = true);
|
||||
//cacher le boutton reroll
|
||||
@@ -61,17 +63,21 @@ export const registerHooks = function () {
|
||||
}
|
||||
})
|
||||
Hooks.once("ready", async () => {
|
||||
console.info("Vermine 2047 | System Initialized.");
|
||||
// System initialized
|
||||
//await registerTours();
|
||||
|
||||
});
|
||||
|
||||
// changement de la pause
|
||||
Hooks.on("renderPause", async function () {
|
||||
if ($("#pause").attr("class") !== "paused") return;
|
||||
$(".paused img").attr("src", 'systems/vermine2047/assets/images/ui/vermine_pause.webp');
|
||||
$(".paused img").css({ "opacity": 1 });
|
||||
$("#pause.paused figcaption").text("Communauté endormie...");
|
||||
const pauseEl = document.getElementById("pause");
|
||||
if (!pauseEl || pauseEl.className !== "paused") return;
|
||||
pauseEl.querySelectorAll("img").forEach(img => {
|
||||
img.src = 'systems/vermine2047/assets/images/ui/vermine_pause.webp';
|
||||
img.style.opacity = 1;
|
||||
});
|
||||
const caption = pauseEl.querySelector("figcaption");
|
||||
if (caption) caption.textContent = "Communauté endormie...";
|
||||
});
|
||||
|
||||
/**
|
||||
@@ -107,7 +113,7 @@ export const registerHooks = function () {
|
||||
/* -------------------------------------------- */
|
||||
|
||||
Hooks.on("preCreateActor", function (actor) {
|
||||
console.log('pre create actor', actor.img);
|
||||
// pre create actor
|
||||
if (actor.img == "icons/svg/mystery-man.svg") {
|
||||
actor.updateSource({ "img": `systems/vermine2047/assets/icons/actors/${actor.type}.webp` });
|
||||
}
|
||||
@@ -138,7 +144,7 @@ export const registerHooks = function () {
|
||||
if (game.user.isGM) {
|
||||
let combatant = (game.combat.combatant) ? game.combat.combatant.actor : "";
|
||||
|
||||
console.log('update combat', game.combat);
|
||||
// update combat
|
||||
|
||||
/*if (combatant.type == "marker" && combatant.system.settings.general.isCounter == true) {
|
||||
let step = (!combatant.system.settings.general.counting) ? -1 : combatant.system.settings.general.counting;
|
||||
|
||||
+52
-54
@@ -28,7 +28,8 @@ export class VermineUtils {
|
||||
skillCategory = null,
|
||||
keepTotem = null,
|
||||
skillLevel = null,
|
||||
hasSpecialty = false
|
||||
hasSpecialty = false,
|
||||
handicap = 0
|
||||
}) {
|
||||
// Validate inputs
|
||||
if (!actor) {
|
||||
@@ -100,10 +101,13 @@ export class VermineUtils {
|
||||
NoD++; // Cancel the decrement for adapted
|
||||
} else if (keepTotem === 'adapted' && totems.human) {
|
||||
modFormula = `(1D10cs>=${adjustedDifficulty}[adapted_${safeUserName}]*2)`;
|
||||
NoD++; // Cancel the decrement for human
|
||||
NoD++; // Cancel the decrement for human
|
||||
}
|
||||
}
|
||||
|
||||
// Apply handicap (wounds/maluses reduce dice pool)
|
||||
NoD = Math.max(1, NoD - handicap)
|
||||
|
||||
// Build base formula
|
||||
const baseFormula = `${NoD}d10cs>=${adjustedDifficulty}[regular_${safeUserName}]`;
|
||||
|
||||
@@ -364,67 +368,61 @@ export class VermineUtils {
|
||||
* @param {HTMLElement} html - The HTML element containing chat events.
|
||||
*/
|
||||
static async chatListenners(html) {
|
||||
// Ensure html is a jQuery object
|
||||
const $html = $(html);
|
||||
|
||||
// Get reroll count
|
||||
const rerollCountElement = $html.find('#allowed_reroll')[0];
|
||||
const rerollCountElement = html.querySelector('#allowed_reroll');
|
||||
const rerollCount = rerollCountElement?.innerText;
|
||||
|
||||
|
||||
// Enable/disable rerolls based on count
|
||||
if (!rerollCount || parseInt(rerollCount, 10) < 1) {
|
||||
// Disable rerolls for all dice
|
||||
$html.find('.die').each(function() {
|
||||
this.classList.remove("rerollable");
|
||||
});
|
||||
} else {
|
||||
// Enable rerolls for all dice
|
||||
$html.find('.die').each(function() {
|
||||
this.classList.add("rerollable");
|
||||
});
|
||||
}
|
||||
const dieClass = !rerollCount || parseInt(rerollCount, 10) < 1 ? 'remove' : 'add';
|
||||
html.querySelectorAll('.die').forEach(el => el.classList[dieClass]("rerollable"));
|
||||
|
||||
// Add click event for rerollable dice
|
||||
$html.find('.rerollable').click(async (ev) => {
|
||||
ev.preventDefault();
|
||||
const msgId = ev.currentTarget.closest("li.message")?.dataset?.messageId;
|
||||
if (msgId) {
|
||||
const message = await game.messages.get(msgId);
|
||||
await VermineUtils.onReroll(message, ev);
|
||||
}
|
||||
html.querySelectorAll('.rerollable').forEach(el => {
|
||||
el.addEventListener('click', async (ev) => {
|
||||
ev.preventDefault();
|
||||
const msgId = ev.currentTarget.closest("li.message")?.dataset?.messageId;
|
||||
if (msgId) {
|
||||
const message = await game.messages.get(msgId);
|
||||
await VermineUtils.onReroll(message, ev);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// Update granted reroll label
|
||||
$html.find("#effort-reroll").change(ev => {
|
||||
const label = $html.find("#granted-reroll")[0];
|
||||
if (label) {
|
||||
label.innerText = ev.currentTarget.value;
|
||||
}
|
||||
});
|
||||
const effortReroll = html.querySelector("#effort-reroll");
|
||||
if (effortReroll) {
|
||||
effortReroll.addEventListener('change', ev => {
|
||||
const label = html.querySelector("#granted-reroll");
|
||||
if (label) {
|
||||
label.innerText = ev.currentTarget.value;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Add click event for granting rerolls
|
||||
$html.find("button.grant-reroll").click(async (ev) => {
|
||||
const grantedRerollElement = $html.find('#granted-reroll')[0];
|
||||
const allowedRerollElement = $html.find("#allowed_reroll")[0];
|
||||
|
||||
if (grantedRerollElement && allowedRerollElement) {
|
||||
allowedRerollElement.innerText = grantedRerollElement.innerText;
|
||||
}
|
||||
|
||||
const mesEl = ev.currentTarget.closest('[data-message-id]');
|
||||
const messageId = mesEl?.dataset?.messageId;
|
||||
|
||||
if (messageId) {
|
||||
// Hide reroll grant area
|
||||
ev.currentTarget.closest('.reroll-from-effort').style.display = "none";
|
||||
|
||||
const rollMessage = ev.currentTarget.closest(".vermine-roll-message");
|
||||
if (rollMessage) {
|
||||
const content = rollMessage.outerHTML;
|
||||
const message = await game.messages.get(messageId);
|
||||
await message.update({ content: content });
|
||||
html.querySelectorAll("button.grant-reroll").forEach(el => {
|
||||
el.addEventListener('click', async (ev) => {
|
||||
const grantedRerollElement = html.querySelector('#granted-reroll');
|
||||
const allowedRerollElement = html.querySelector("#allowed_reroll");
|
||||
|
||||
if (grantedRerollElement && allowedRerollElement) {
|
||||
allowedRerollElement.innerText = grantedRerollElement.innerText;
|
||||
}
|
||||
}
|
||||
|
||||
const mesEl = ev.currentTarget.closest('[data-message-id]');
|
||||
const messageId = mesEl?.dataset?.messageId;
|
||||
|
||||
if (messageId) {
|
||||
ev.currentTarget.closest('.reroll-from-effort').style.display = "none";
|
||||
|
||||
const rollMessage = ev.currentTarget.closest(".vermine-roll-message");
|
||||
if (rollMessage) {
|
||||
const content = rollMessage.outerHTML;
|
||||
const message = await game.messages.get(messageId);
|
||||
await message.update({ content: content });
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -448,10 +446,10 @@ export class VermineUtils {
|
||||
blind = true;
|
||||
// Falls through
|
||||
case "gmroll": // GM + rolling player
|
||||
whisper = this.getUsers(user => user.isGM);
|
||||
whisper = game.users?.filter(user => user.isGM) || [];
|
||||
break;
|
||||
case "roll": // Everybody
|
||||
whisper = this.getUsers(user => user.active);
|
||||
whisper = game.users?.filter(user => user.active) || [];
|
||||
break;
|
||||
case "selfroll":
|
||||
whisper = [game.user.id];
|
||||
|
||||
@@ -10,7 +10,7 @@ export const registerSettings = function () {
|
||||
"2": "Cauchemar",
|
||||
"3": "Apocalypse"
|
||||
},
|
||||
default: 'e',
|
||||
default: '1',
|
||||
onChange: value => {
|
||||
let el = document.querySelector('.game-mode');
|
||||
el.id = 'game-mode-' + game.settings.get('vermine2047', 'game-mode')
|
||||
|
||||
@@ -139,13 +139,15 @@ class WelcomeTour extends VermineTour {
|
||||
}
|
||||
export async function registerTours() {
|
||||
game.tours.register("vermine2047", "welcome", new WelcomeTour());
|
||||
$(document).on("click", "#chat-log #vermine-tour-chat-button", (el) => {
|
||||
const tour = game.tours.get("vermine2047.welcome");
|
||||
tour == null ? void 0 : tour.start();
|
||||
document.addEventListener("click", (el) => {
|
||||
if (el.target.closest("#chat-log #vermine-tour-chat-button")) {
|
||||
const tour = game.tours.get("vermine2047.welcome");
|
||||
tour?.start();
|
||||
}
|
||||
});
|
||||
if (game.settings.get("vermine2047", "first-run-tips-shown"))
|
||||
return;
|
||||
console.log("Posting first-start messages...");
|
||||
// Posting first-start messages
|
||||
const gms = ChatMessage.getWhisperRecipients("GM");
|
||||
ChatMessage.implementation;
|
||||
ChatMessage.create({
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
.app.vermine2047.trait-selector {
|
||||
.form-group {
|
||||
box-shadow: 0 0 30px gray;
|
||||
padding: 0.3rem 0.5rem;
|
||||
|
||||
border: 3px solid rgb(142, 144, 16);
|
||||
|
||||
&:has(input[type="checkbox"]:checked) {
|
||||
border: 3px solid green
|
||||
}
|
||||
|
||||
label {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
justify-content: space-around;
|
||||
width: 100%;
|
||||
text-align: center;
|
||||
border-bottom: 2px solid black
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,61 +0,0 @@
|
||||
// Flexbox.
|
||||
.flex-group-center,
|
||||
.flex-group-left,
|
||||
.flex-group-right {
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.flex-group-left {
|
||||
justify-content: flex-start;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.flex-group-right {
|
||||
justify-content: flex-end;
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
.flexshrink {
|
||||
flex: 0;
|
||||
}
|
||||
|
||||
.flex-center {
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.flex-between {
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
.flex-around {
|
||||
justify-content: space-around;
|
||||
|
||||
}
|
||||
|
||||
.flexlarge {
|
||||
flex: 2;
|
||||
}
|
||||
|
||||
.flexsmall {
|
||||
flex: 0.5
|
||||
}
|
||||
|
||||
// Alignment styles.
|
||||
.align-left {
|
||||
justify-content: flex-start;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.align-right {
|
||||
justify-content: flex-end;
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
.align-center {
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
text-align: center;
|
||||
}
|
||||
@@ -1,772 +0,0 @@
|
||||
@font-face {
|
||||
font-family: "DistressBlack";
|
||||
src: url("../assets/fonts/dcc_sharp_distress_black_by_dccanim.otf");
|
||||
}
|
||||
|
||||
.sans-font {
|
||||
font-family: "DistressBlack", sans-serif;
|
||||
}
|
||||
|
||||
/* Change shadow colors and Foundry general font color!! */
|
||||
.app {
|
||||
box-shadow: 0 0 20px #7e7544;
|
||||
/* Change the color code here for a nice shadow color! */
|
||||
color: #dfdfdf;
|
||||
/* Text color for window titles and menu all across Foundry */
|
||||
}
|
||||
|
||||
.vermine2047.sheet.actor {
|
||||
|
||||
header.sheet-header,
|
||||
.windoow-content {
|
||||
min-height: fit-content
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* Character and Item Name Titles Text style! */
|
||||
.sheet .charname input {
|
||||
color: #191813;
|
||||
font-family: "DistressBlack", sans-serif;
|
||||
font-size: 30px;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
img.profile-img {
|
||||
filter: drop-shadow(0px 0px 20px rgb(110, 133, 27));
|
||||
height: auto;
|
||||
width: 100%;
|
||||
max-width: 10rem;
|
||||
}
|
||||
|
||||
/* custom styles */
|
||||
body.system-vermine2047 img#logo {
|
||||
content: url("/systems/vermine2047/assets/images/ui/logo_vermine_foundry.webp");
|
||||
height: auto;
|
||||
}
|
||||
|
||||
|
||||
/* Customize the chat history area! */
|
||||
#chat-log .message {
|
||||
background: url(/systems/vermine2047/assets/images/ui/box_background.webp) repeat;
|
||||
/*color: #191813; */
|
||||
}
|
||||
|
||||
img {
|
||||
border: none;
|
||||
}
|
||||
|
||||
|
||||
|
||||
ul.unstyled {
|
||||
list-style-type: none;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
ul.unstyled li {
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.padding-with-frieze {
|
||||
margin-left: 18% !important;
|
||||
margin-right: 10% !important;
|
||||
}
|
||||
|
||||
.padding-with-frieze li {
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
.w-full {
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.mx-auto {
|
||||
margin-left: auto;
|
||||
margin-right: auto;
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Sheet Structure */
|
||||
/* ----------------------------------------- */
|
||||
.system-vermine2047 .sheet .window-content {
|
||||
background: url(/systems/vermine2047/assets/images/ui/box_background.webp);
|
||||
padding: 0;
|
||||
overflow-y: hidden;
|
||||
}
|
||||
|
||||
.system-vermine2047 .dialog .window-content {
|
||||
background: url(/systems/vermine2047/assets/images/ui/fond_chat_box.webp);
|
||||
padding: 0.5rem;
|
||||
overflow-y: hidden;
|
||||
}
|
||||
|
||||
.window-content .row.smb {
|
||||
margin-bottom: 0.25rem;
|
||||
}
|
||||
|
||||
.window-content .row.mdb {
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.window-content .row.lgb {
|
||||
margin-bottom: 1rem;
|
||||
}
|
||||
|
||||
.actor.sheet form .form {
|
||||
display: flex;
|
||||
|
||||
align-items: flex-start;
|
||||
height: 100%;
|
||||
overflow: auto;
|
||||
}
|
||||
|
||||
.actor.sheet .form aside {
|
||||
min-width: max-content;
|
||||
background-image: url(/systems/vermine2047/assets/images/ui/barre_laterale.webp);
|
||||
background-repeat: no-repeat;
|
||||
background-size: auto 200%;
|
||||
border-right: 2px black;
|
||||
height: 100%;
|
||||
padding: 0 0.3rem;
|
||||
box-shadow: -20px 0px 100px 15px #000000b5 inset;
|
||||
|
||||
|
||||
.major-totem {
|
||||
position: relative;
|
||||
|
||||
h4 {
|
||||
position: absolute;
|
||||
transform: rotate(-8deg);
|
||||
opacity: 1;
|
||||
transition: 0.2s;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
.actor.sheet .form main {
|
||||
box-shadow: 10px 0px 100px #000000b5 inset;
|
||||
padding-left: 1rem;
|
||||
grid-row: span 1 / span 1;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.actor.sheet .form aside .image-wrapper {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.actor.sheet .form aside .image-wrapper img {
|
||||
width: 80%;
|
||||
height: auto;
|
||||
}
|
||||
|
||||
.actor.sheet .form aside .paper {
|
||||
margin-top: 1rem;
|
||||
height: 350px;
|
||||
}
|
||||
|
||||
.actor.sheet .form aside .second-paper {
|
||||
margin-top: 4rem;
|
||||
height: 150px;
|
||||
}
|
||||
|
||||
.actor.sheet .form h3 {
|
||||
font-family: "DistressBlack", sans-serif;
|
||||
text-align: center;
|
||||
text-transform: uppercase;
|
||||
color: #4e564c;
|
||||
font-size: 1.7rem;
|
||||
border-bottom: none;
|
||||
margin: 0;
|
||||
|
||||
}
|
||||
|
||||
.actor.sheet .form h4,
|
||||
.item.sheet .form h4 {
|
||||
font-family: "DistressBlack", sans-serif;
|
||||
font-size: 1.4em;
|
||||
text-transform: uppercase;
|
||||
margin: 0 0 0.2rem;
|
||||
}
|
||||
|
||||
.actor.sheet .form .characteristics h4 {
|
||||
font-size: 1.25rem;
|
||||
margin-top: 0 0.1rem;
|
||||
}
|
||||
|
||||
.actor.sheet .form .tab.totem h4,
|
||||
.actor.sheet .form .tab.equipment h4,
|
||||
.actor.sheet .form .tab.stories h4 {
|
||||
margin-top: 0.875rem;
|
||||
}
|
||||
|
||||
.system-vermine2047 .char-header {
|
||||
font-family: "DistressBlack", sans-serif;
|
||||
}
|
||||
|
||||
.system-vermine2047 .char-header section {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: flex-start;
|
||||
justify-content: flex-start;
|
||||
|
||||
}
|
||||
|
||||
.system-vermine2047 .char-header h1.char-name,
|
||||
.system-vermine2047 .char-vermine2047 {
|
||||
border-bottom: none;
|
||||
line-height: 2rem;
|
||||
}
|
||||
|
||||
.system-vermine2047 .char-vermine2047 {
|
||||
font-size: 1.5rem;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form div.hexa {
|
||||
clip-path: polygon(25% 0%, 75% 0%, 100% 50%, 75% 100%, 25% 100%, 0% 50%);
|
||||
background: radial-gradient(circle, rgba(255, 255, 255, 0.425) 0%, rgba(0, 0, 0, 0.288) 100%);
|
||||
height: 1.5rem;
|
||||
max-width: 1.5rem;
|
||||
color: black;
|
||||
transform: rotate(90deg);
|
||||
transition: 0.2s;
|
||||
margin: 0.2rem;
|
||||
|
||||
&:hover {
|
||||
background: radial-gradient(circle, rgba(255, 255, 255, 0.425) 0%, rgba(0, 0, 0, 0.288) 100%);
|
||||
|
||||
}
|
||||
|
||||
input {
|
||||
opacity: 1;
|
||||
min-width: 100%;
|
||||
min-height: 100%;
|
||||
opacity: 0
|
||||
}
|
||||
|
||||
&.checked {
|
||||
&:hover {
|
||||
background: radial-gradient(circle, rgb(43, 43, 43) 0%, rgba(0, 0, 0, 0.288) 100%);
|
||||
|
||||
}
|
||||
|
||||
background: radial-gradient(circle, rgb(0, 0, 0) 0%, rgba(0, 0, 0, 0.288) 100%);
|
||||
}
|
||||
|
||||
&.unavailable {
|
||||
background: radial-gradient(circle, rgba(66, 15, 15, 0.664) 0%, rgba(131, 70, 70, 0.432) 100%);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .totem-details {
|
||||
position: relative;
|
||||
|
||||
img.img-totem {
|
||||
transform-origin: 50% 50%;
|
||||
filter: grayscale(1);
|
||||
opacity: 0.15;
|
||||
position: absolute;
|
||||
width: 30%;
|
||||
height: auto;
|
||||
pointer-events: none;
|
||||
aspect-ratio: 1/1;
|
||||
left: 35%;
|
||||
}
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor div.minor-totems {
|
||||
position: relative;
|
||||
background-color: #929c6f85;
|
||||
|
||||
h5 {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
|
||||
img {
|
||||
max-width: 2rem;
|
||||
position: absolute;
|
||||
bottom: -2rem;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
h5.human,
|
||||
h5.adapted {
|
||||
transition: 0.3s;
|
||||
|
||||
img.img-totem {
|
||||
filter: drop-shadow(0px 0px 20px rgb(0, 0, 0));
|
||||
}
|
||||
|
||||
&.major {
|
||||
transform: scale(1.1);
|
||||
|
||||
& img {
|
||||
filter: drop-shadow(0px 0px 10px red)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.totem-dice {
|
||||
|
||||
|
||||
|
||||
.human-dice,
|
||||
.adapted-dice {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
margin-left: 2rem;
|
||||
|
||||
|
||||
i {
|
||||
padding-top: 0.5rem;
|
||||
color: #064930;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
.adapted-dice {
|
||||
justify-content: flex-end;
|
||||
margin-left: 0;
|
||||
margin-right: 2rem;
|
||||
transform: rotate(180deg);
|
||||
|
||||
i {
|
||||
transform: rotate(180deg);
|
||||
padding-top: 0.5rem;
|
||||
color: rgb(85, 52, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.human {
|
||||
left: 0;
|
||||
|
||||
img {
|
||||
left: 0;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
.adapted {
|
||||
right: 0;
|
||||
|
||||
img {
|
||||
right: 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form input[type=text],
|
||||
.system-vermine2047 .sheet.actor form input[type=number] {
|
||||
width: calc(100% - 2px);
|
||||
height: calc(100% - 2px);
|
||||
background: none;
|
||||
padding: 0;
|
||||
margin: 1px 0;
|
||||
color: #333;
|
||||
border: 1px solid transparent;
|
||||
|
||||
&.hexa {
|
||||
clip-path: polygon(25% 0%, 75% 0%, 100% 50%, 75% 100%, 25% 100%, 0% 50%);
|
||||
background: radial-gradient(circle, rgba(255, 255, 255, 0.425) 0%, rgba(0, 0, 0, 0.288) 100%);
|
||||
height: 1.5rem;
|
||||
max-width: 1.5rem;
|
||||
color: black
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form input[disabled],
|
||||
.system-vermine2047 .sheet.actor form select[disabled] {
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form input[type=text]:hover:not(:disabled),
|
||||
.system-vermine2047 .sheet.actor form input[type=text]:focus,
|
||||
.system-vermine2047 .sheet.actor form select:hover:not(:disabled),
|
||||
.system-vermine2047 .sheet.actor form select:focus,
|
||||
.system-vermine2047 .sheet.actor form input[type=number]:hover:not(:disabled),
|
||||
.system-vermine2047 .sheet.actor form input[type=number]:focus,
|
||||
.system-vermine2047 .sheet.actor form textarea:hover:not(:disabled),
|
||||
.system-vermine2047 .sheet.actor form textarea:focus {
|
||||
box-shadow: 0 0 10px #005a3c inset;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form select {
|
||||
font-size: 0.6rem;
|
||||
border: none;
|
||||
appearance: none;
|
||||
min-width: fit-content;
|
||||
max-width: fit-content;
|
||||
padding: 0 0.2rem;
|
||||
margin: 0 0.2rem;
|
||||
cursor: help;
|
||||
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form label {
|
||||
display: block;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form .mce-panel span {
|
||||
display: inherit;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form.editable .rollable:hover,
|
||||
.system-vermine2047 .sheet.actor form.editable a:hover {
|
||||
color: #000;
|
||||
text-shadow: 0 5px 5px #1fa832;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form .sheet-tabs {
|
||||
font-weight: 500;
|
||||
height: 30px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form .sheet-tabs>.list-row {
|
||||
line-height: 24px;
|
||||
padding-top: 3px;
|
||||
font-size: 2rem;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form .sheet-tabs>.list-row:last-of-type {
|
||||
padding-right: 4px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form .sheet-tabs>.list-row.active {
|
||||
color: #000;
|
||||
font-weight: 700;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form .tab {
|
||||
flex: 1;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor form .tag-legacy {
|
||||
float: left;
|
||||
margin: 0 2px 2px 0;
|
||||
padding: 0 3px;
|
||||
font-size: var(--font-size-10);
|
||||
line-height: 16px;
|
||||
border: 1px solid #999;
|
||||
border-radius: 3px;
|
||||
white-space: normal;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
/* Actor Sheet */
|
||||
/* ---------------------------------------- */
|
||||
|
||||
|
||||
.system-vermine2047 .sheet.actor,
|
||||
.system-vermine2047 .sheet.actor .window-content {
|
||||
min-width: 690px;
|
||||
|
||||
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sidebar {
|
||||
flex: 0.2;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .floatright {
|
||||
float: right;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-upper {
|
||||
height: 268px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-upper .sheet-header {
|
||||
height: 48px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-upper .sheet-profile,
|
||||
.system-vermine2047 .sheet.actor .sheet-upper .sheet-showcase {
|
||||
height: 220px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-content {
|
||||
padding: 4px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-sidebar {
|
||||
height: calc(100% - 48px);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
flex-wrap: nowrap;
|
||||
overflow-x: hidden;
|
||||
overflow-y: auto;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-sidebar>* {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-sidebar .sidebar-summary {
|
||||
overflow-y: hidden;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor.npc-sheet .sheet-upper {
|
||||
height: 220px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor.npc-sheet .sheet-upper .sheet-showcase {
|
||||
height: 172px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor.npc-sheet .sheet-lower {
|
||||
height: calc(100% - 220px - 32px);
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-navigation {
|
||||
border-top: 1px solid var(--secondary-background);
|
||||
border-bottom: 1px solid var(--primary-background);
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-navigation .sheet-tabs>.list-row {
|
||||
border-radius: 5px 5px 0 0;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .sheet-navigation .sheet-tabs>.list-row.active {
|
||||
border: 1px solid #666;
|
||||
border-bottom: none;
|
||||
/* box-shadow: 0 0 10px inset #ff6400;
|
||||
*/
|
||||
background: var(--primary-background);
|
||||
color: #fff;
|
||||
text-shadow: none;
|
||||
|
||||
color: #000;
|
||||
text-shadow: 0 0 10px #00005a;
|
||||
cursor: pointer;
|
||||
|
||||
}
|
||||
|
||||
|
||||
.actor.sheet nav.sheet-navigation {
|
||||
display: inline-flex;
|
||||
justify-content: space-around;
|
||||
align-items: center;
|
||||
height: 54px;
|
||||
background: url(../assets/images/ui/barre_haut.webp) no-repeat right top;
|
||||
background-size: 100% 100%;
|
||||
width: 100%;
|
||||
position: relative;
|
||||
padding-right: 4rem;
|
||||
font-size: 1.4rem;
|
||||
}
|
||||
|
||||
.actor.sheet nav.sheet-navigation.tabs .item {
|
||||
height: 2.4rem;
|
||||
display: inline-block;
|
||||
z-index: 1;
|
||||
transition: all 0.1s ease-out;
|
||||
color: #606060;
|
||||
box-shadow: 0px 0px 0px rgba(0, 0, 0, 0.404);
|
||||
}
|
||||
|
||||
.actor.sheet nav.sheet-navigation.tabs .item:hover,
|
||||
.actor.sheet nav.sheet-navigation.tabs .item.active {
|
||||
color: #000;
|
||||
text-shadow: 0 5px 5px #1fa832;
|
||||
cursor: pointer;
|
||||
|
||||
}
|
||||
|
||||
.actor.sheet nav.sheet-navigation.tabs .item:hover {
|
||||
text-shadow: 0 5px 5px #1e52259a;
|
||||
|
||||
}
|
||||
|
||||
|
||||
.system-vermine2047 .sheet.actor form nav.sheet-navigation.sheet-tabs {
|
||||
height: 54px;
|
||||
}
|
||||
|
||||
|
||||
//Query pour les lignes de caract
|
||||
@container ability-row (max-width: 240px) {
|
||||
|
||||
.skill-dots,
|
||||
span.hexa {
|
||||
display: none
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .ability {
|
||||
padding-right: 0.6rem;
|
||||
font-size: 0.8rem;
|
||||
border-bottom: 1px solid rgba(170, 170, 152, 0.664);
|
||||
box-shadow: 0px 0px 15px rgba(128, 128, 128, 0) inset;
|
||||
transition: 0.2s;
|
||||
position: relative;
|
||||
flex-wrap: nowrap;
|
||||
min-width: min-content;
|
||||
container-type: inline-size;
|
||||
container-name: ability-row;
|
||||
|
||||
|
||||
|
||||
&:hover {
|
||||
box-shadow: 0px 0px 15px gray inset;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
label {
|
||||
min-width: 40%;
|
||||
flex: 1.3;
|
||||
|
||||
}
|
||||
|
||||
span {
|
||||
max-width: fit-content;
|
||||
margin: 0 1rem;
|
||||
|
||||
flex: 0.5;
|
||||
}
|
||||
|
||||
|
||||
div.specialties {
|
||||
position: absolute;
|
||||
bottom: -0.2rem;
|
||||
font-size: 0.7rem;
|
||||
}
|
||||
|
||||
|
||||
|
||||
.skill-dots {
|
||||
height: 100%;
|
||||
align-self: center;
|
||||
flex: 1.5;
|
||||
min-width: fit-content;
|
||||
|
||||
&>div {
|
||||
|
||||
max-width: 0.7rem;
|
||||
height: 0.7rem;
|
||||
aspect-ratio: 1/1;
|
||||
border-radius: 50%;
|
||||
font-weight: 700;
|
||||
text-align: center;
|
||||
padding-bottom: 0.2rem;
|
||||
font-style: oblique;
|
||||
align-self: flex-start;
|
||||
|
||||
|
||||
&.dice-pool-dot {
|
||||
background: radial-gradient(circle, rgba(94, 90, 77, 1) 25%, rgba(0, 0, 0, 1) 100%);
|
||||
max-width: 0.7rem;
|
||||
aspect-ratio: 1/1;
|
||||
border-radius: 50%;
|
||||
}
|
||||
|
||||
&.dice-reroll-dot {
|
||||
background: radial-gradient(circle, rgb(187, 182, 165) 25%, rgba(0, 0, 0, 1) 100%);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .skill-category {
|
||||
padding: .3rem;
|
||||
|
||||
&.preferred {
|
||||
|
||||
h4,
|
||||
label {
|
||||
text-shadow: 0px 0px 5px rgba(0, 128, 0, 0.411)
|
||||
}
|
||||
|
||||
box-shadow: 0px 0px 30px rgba(0, 128, 0, 0.306) inset;
|
||||
}
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor #edit {
|
||||
background-color: black;
|
||||
color: white;
|
||||
width: 100%
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet.actor .reserve-grid {
|
||||
line-height: 0.5rem;
|
||||
transform-origin: 0% 50%;
|
||||
max-width: fit-content;
|
||||
align-items: center;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
|
||||
div.flexrow,
|
||||
input,
|
||||
.hexa {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
min-width: 1rem;
|
||||
min-height: 1rem;
|
||||
}
|
||||
|
||||
&>.flexrow {
|
||||
position: relative;
|
||||
max-width: fit-content;
|
||||
justify-content: center;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
.hexa {
|
||||
text-align: center;
|
||||
clip-path: polygon(25% 0%, 75% 0%, 100% 50%, 75% 100%, 25% 100%, 0% 50%);
|
||||
background: radial-gradient(circle, rgba(255, 255, 255, 0.425) 0%, rgba(0, 0, 0, 0.288) 100%);
|
||||
max-height: 1.5rem;
|
||||
max-width: 1.5rem;
|
||||
min-width: 1.5rem;
|
||||
aspect-ratio: 1/1;
|
||||
color: black;
|
||||
vertical-align: center;
|
||||
|
||||
&.checked {
|
||||
background: radial-gradient(circle, rgb(0, 0, 0) 0%, rgba(0, 0, 0, 0.288) 100%);
|
||||
}
|
||||
|
||||
;
|
||||
|
||||
input {
|
||||
width: 1rem
|
||||
}
|
||||
|
||||
input[type="radio"] {
|
||||
opacity: 0;
|
||||
|
||||
|
||||
&::after,
|
||||
&::before {
|
||||
display: none
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,62 +0,0 @@
|
||||
.window-app.vermineDialog {
|
||||
max-width: 50vw;
|
||||
height: fit-content;
|
||||
|
||||
.window-content {
|
||||
background: url(/systems/vermine2047/assets/images/ui/box_background.webp) repeat;
|
||||
color: black;
|
||||
}
|
||||
|
||||
|
||||
details>summary::after {
|
||||
content: "▶️";
|
||||
position: relative;
|
||||
right: 40%;
|
||||
}
|
||||
|
||||
details[open]>summary::after {
|
||||
content: "🔽"
|
||||
|
||||
}
|
||||
|
||||
|
||||
.grid {
|
||||
justify-content: space-around;
|
||||
box-shadow: 0px 1px 10px rgba(0, 0, 0, 0.555);
|
||||
align-items: center;
|
||||
padding: 0.5rem 0.2rem;
|
||||
|
||||
&>* {
|
||||
margin: 0 0.3rem;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
;
|
||||
|
||||
label {
|
||||
font-family: "DistressBlack",
|
||||
sans-serif;
|
||||
font-size: larger;
|
||||
|
||||
}
|
||||
|
||||
select {
|
||||
max-width: fit-content;
|
||||
|
||||
option {
|
||||
max-width: fit-content
|
||||
}
|
||||
}
|
||||
|
||||
.dialog-buttons {
|
||||
button {
|
||||
display: block;
|
||||
flex: 0.3
|
||||
}
|
||||
|
||||
display: flex;
|
||||
justify-content: space-around;
|
||||
flex-direction: row;
|
||||
}
|
||||
}
|
||||
@@ -1,76 +0,0 @@
|
||||
.sheet.item.vermine2047 {
|
||||
.window-content {
|
||||
padding: 0 1rem;
|
||||
|
||||
.flexrow {
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
header,
|
||||
h1,
|
||||
h2,
|
||||
h3,
|
||||
h4,
|
||||
h5 {
|
||||
background: 50% 50%/cover no-repeat url(/systems/vermine2047/assets/images/ui/scotch.webp);
|
||||
text-transform: uppercase;
|
||||
font-family: "DistressBlack";
|
||||
margin-top: 1rem;
|
||||
border-bottom: none;
|
||||
}
|
||||
|
||||
h2,
|
||||
h3,
|
||||
h4 {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
h5 {
|
||||
margin-bottom: 0;
|
||||
}
|
||||
|
||||
.resource {
|
||||
border: none;
|
||||
border-left: 1px solid gray;
|
||||
padding: 0.2rem 1rem;
|
||||
text-align: center;
|
||||
|
||||
.flexrow {
|
||||
min-width: 5rem;
|
||||
box-shadow: none;
|
||||
}
|
||||
}
|
||||
|
||||
.damages-row {
|
||||
margin: 0;
|
||||
|
||||
.radios {
|
||||
margin: 0;
|
||||
padding: 0.5rem;
|
||||
}
|
||||
}
|
||||
|
||||
.damage-pannes,
|
||||
.damage-state,
|
||||
.damage-effect {
|
||||
text-align: center;
|
||||
font-family: "DistressBlack";
|
||||
|
||||
}
|
||||
|
||||
.traits {
|
||||
box-shadow: 0px 5px 15px black;
|
||||
|
||||
h3 {
|
||||
margin: 0
|
||||
}
|
||||
|
||||
h4 {
|
||||
margin: 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
ol#chat-log {
|
||||
div.item-card {
|
||||
header img {
|
||||
max-width: 30%;
|
||||
}
|
||||
}
|
||||
}
|
||||
-189
@@ -1,189 +0,0 @@
|
||||
ol#chat-log {
|
||||
header.message-header {
|
||||
background-color: black;
|
||||
padding: 0 1rem;
|
||||
}
|
||||
|
||||
.vermine-roll-message {
|
||||
overflow: hidden;
|
||||
box-shadow: 0px 0px 30px white inset;
|
||||
padding: 0;
|
||||
position: relative;
|
||||
|
||||
|
||||
.flexrow {
|
||||
align-items: center;
|
||||
box-shadow: 0px 5px 10px 0px black;
|
||||
}
|
||||
|
||||
h3,
|
||||
h4 {
|
||||
text-transform: uppercase;
|
||||
font-family: "DistressBlack";
|
||||
margin-top: 1rem;
|
||||
border-bottom: none;
|
||||
font-weight: 900;
|
||||
background: 50% 0%/cover no-repeat url(/systems/vermine2047/assets/images/ui/scotch.webp);
|
||||
|
||||
&+span {
|
||||
font-family: "DistressBlack";
|
||||
font-size: large;
|
||||
text-transform: unset;
|
||||
|
||||
padding-left: 2rem;
|
||||
background: -100% 0%/cover no-repeat url(/systems/vermine2047/assets/images/ui/scotch.webp);
|
||||
|
||||
&#allowed_reroll {
|
||||
font-size: large;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
h3 {
|
||||
background: url(/systems/vermine2047/assets/images/ui/scotch.webp);
|
||||
background-position: center;
|
||||
background-size: 200%;
|
||||
}
|
||||
|
||||
h4 {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
div.roll-total {
|
||||
transform: rotate(-3deg) scale(1.2) translateX(2rem) translateY(0.5rem);
|
||||
background: url(/systems/vermine2047/assets/images/ui/scotch.webp);
|
||||
background-position: center;
|
||||
background-size: 200%;
|
||||
margin-bottom: 2rem;
|
||||
padding: 0;
|
||||
z-index: +1;
|
||||
width: 75%;
|
||||
}
|
||||
|
||||
div.reroll {
|
||||
button {
|
||||
text-transform: uppercase;
|
||||
font-family: "DistressBlack";
|
||||
padding: 0 1rem;
|
||||
max-width: fit-content;
|
||||
box-shadow: 0px 0px 2px black;
|
||||
background: 50% 0%/cover no-repeat url(/systems/vermine2047/assets/images/ui/scotch.webp);
|
||||
|
||||
}
|
||||
|
||||
transition:0.3s;
|
||||
max-height:1px;
|
||||
overflow: hidden;
|
||||
justify-content: end;
|
||||
text-align: center;
|
||||
align-items: center;
|
||||
|
||||
&.visible {
|
||||
max-height: 15rem;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
ul.roll-results {
|
||||
list-style: none;
|
||||
|
||||
li.die {
|
||||
position: relative;
|
||||
max-width: 3rem;
|
||||
line-height: 3rem;
|
||||
float: left;
|
||||
margin: 0.2rem;
|
||||
background-image: url(/icons/dice/d10black.svg);
|
||||
background-position: center;
|
||||
background-repeat: no-repeat;
|
||||
background-size: contain;
|
||||
font-weight: 800;
|
||||
font-size: 1rem;
|
||||
color: #ffffff;
|
||||
text-align: center;
|
||||
transition: 0.3s;
|
||||
border-bottom: 5px solid rgb(255, 0, 0);
|
||||
border-radius: 2rem;
|
||||
|
||||
|
||||
|
||||
|
||||
&::after {
|
||||
content: "";
|
||||
position: absolute;
|
||||
top: -1rem;
|
||||
text-wrap: nowrap;
|
||||
color: white;
|
||||
font-weight: 100;
|
||||
font-size: smaller;
|
||||
text-align: center;
|
||||
opacity: 0;
|
||||
text-shadow: 0px 0px 5px black;
|
||||
|
||||
}
|
||||
|
||||
&:hover::after {
|
||||
opacity: 1;
|
||||
color: white;
|
||||
}
|
||||
|
||||
|
||||
&.human,
|
||||
&.adapted {
|
||||
border-top: 5px solid rgb(255, 217, 0);
|
||||
|
||||
&::after {
|
||||
content: "";
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
&.rerollable {
|
||||
cursor: pointer;
|
||||
|
||||
&:hover {
|
||||
transform: translateY(0.5rem)
|
||||
}
|
||||
}
|
||||
|
||||
&.success {
|
||||
border-bottom: 5px solid rgb(0, 143, 7);
|
||||
}
|
||||
|
||||
&.adapted {
|
||||
|
||||
&::after {
|
||||
content: "adapté"
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
&.human {
|
||||
&::after {
|
||||
|
||||
content: "humain"
|
||||
}
|
||||
}
|
||||
|
||||
&.rerolled {
|
||||
transform: translateY(-0rem);
|
||||
}
|
||||
|
||||
span {
|
||||
text-align: center;
|
||||
font-size: larger;
|
||||
text-shadow: 0px 0px 8px black;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
.app .actor.choose {
|
||||
div.actor {
|
||||
position: relative;
|
||||
|
||||
img {
|
||||
border-radius: 50%;
|
||||
box-shadow: 0px 0px 8px black;
|
||||
|
||||
}
|
||||
|
||||
span.actor-name {
|
||||
position: absolute;
|
||||
text-align: center;
|
||||
background-color: rgba(255, 255, 255, 0.562);
|
||||
border: 5px;
|
||||
width: 100%;
|
||||
padding: 0 1rem;
|
||||
border-radius: 5px;
|
||||
box-shadow: 0px 0px 8px black;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,148 +0,0 @@
|
||||
input[type="range"] {
|
||||
appearance: none;
|
||||
background: transparent;
|
||||
cursor: pointer;
|
||||
width: 100%;
|
||||
|
||||
}
|
||||
|
||||
input[type="range"]::-webkit-slider-runnable-track {
|
||||
background: url(../assets/images/ui/scotch.webp) no-repeat center;
|
||||
background-size: 100% auto;
|
||||
height: 0.4rem;
|
||||
border: none;
|
||||
box-shadow: 0px 0px 13px rgba(31, 26, 26, 0.979) inset;
|
||||
}
|
||||
|
||||
input[type="range"]::-webkit-slider-thumb {
|
||||
|
||||
appearance: none;
|
||||
margin-top: -0.3rem;
|
||||
/* Centers thumb on the track */
|
||||
height: 1rem;
|
||||
width: 1rem;
|
||||
border: none;
|
||||
border-radius: 50%;
|
||||
background: url(/systems/vermine2047/assets/images/ui/totems/human.webp);
|
||||
background-size: cover;
|
||||
filter: contrast(2);
|
||||
box-shadow: 0px 0px 10px black
|
||||
}
|
||||
|
||||
input[type="range"]:focus::-webkit-slider-thumb {
|
||||
box-shadow: 0px 0px 10px yellow
|
||||
}
|
||||
|
||||
select {
|
||||
border: none;
|
||||
background: url(../assets/images/ui/scotch.webp);
|
||||
background-size: 100% 100%;
|
||||
box-shadow: 0px 0px 3px rgba(31, 26, 26, 0.979) inset;
|
||||
|
||||
&[disabled] {
|
||||
color: rgb(0, 0, 0);
|
||||
text-shadow: 0px 0px 15px black;
|
||||
}
|
||||
|
||||
option {
|
||||
appearance: none;
|
||||
border: none;
|
||||
background: url(../assets/images/ui/scotch.webp);
|
||||
background-size: 100% 100%;
|
||||
}
|
||||
}
|
||||
|
||||
input[type="checkbox"],
|
||||
input[type="radio"] {
|
||||
-webkit-appearance: none;
|
||||
appearance: none;
|
||||
background: transparent;
|
||||
box-shadow: 0px 0px 3px rgb(133, 133, 78);
|
||||
cursor: pointer;
|
||||
width: 1.5rem;
|
||||
height: 1rem;
|
||||
border-radius: 0.4rem;
|
||||
transition: 0.3s;
|
||||
clip-path: polygon(25% 0%, 75% 0%, 100% 50%, 75% 100%, 25% 100%, 0% 50%);
|
||||
box-shadow: 0px 0px 6px black inset;
|
||||
background-color: rgba(61, 11, 11, 0.658);
|
||||
|
||||
&[disabled="true"] {
|
||||
filter: grayscale(1)
|
||||
}
|
||||
|
||||
&:after {
|
||||
content: " ";
|
||||
background: url(/systems/vermine2047/assets/images/ui/totems/human.webp);
|
||||
background-size: 50% 150%;
|
||||
background-repeat: no-repeat;
|
||||
position: relative;
|
||||
top: 10%;
|
||||
left: 0%;
|
||||
width: 100%;
|
||||
height: 80%;
|
||||
display: block;
|
||||
border-radius: 0%;
|
||||
padding: 0;
|
||||
transition: 0.3s;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
&:checked {
|
||||
background-color: rgba(26, 107, 12, 0.658);
|
||||
|
||||
|
||||
&:after {
|
||||
font-weight: 900;
|
||||
background-color: rgba(26, 1, 1, 0);
|
||||
left: 50%;
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
iframe {
|
||||
min-height: 500px;
|
||||
|
||||
.tabs.moods-headings {
|
||||
max-width: 1px
|
||||
}
|
||||
}
|
||||
|
||||
input[type="radio"] {
|
||||
|
||||
width: 1rem;
|
||||
height: 1rem;
|
||||
|
||||
&:after {
|
||||
width: 0.8rem;
|
||||
background-size: 100% 100%;
|
||||
top: 5%;
|
||||
left: 5%;
|
||||
width: 90%;
|
||||
height: 90%;
|
||||
background-size: 30% 30%;
|
||||
background-position: center;
|
||||
|
||||
}
|
||||
|
||||
&:not([disabled]):hover::after {
|
||||
background-size: 90% 90%;
|
||||
|
||||
}
|
||||
|
||||
&:checked::after {
|
||||
content: "";
|
||||
background-size: 70% 70%;
|
||||
top: 5%;
|
||||
left: 5%;
|
||||
position: relative;
|
||||
background-color: rgba(26, 1, 1, 0);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
-546
@@ -1,546 +0,0 @@
|
||||
@import url("https://fonts.googleapis.com/css2?family=Roboto:wght@400;700&display=swap");
|
||||
|
||||
/* Global styles */
|
||||
.window-app {
|
||||
font-family: "Roboto", sans-serif;
|
||||
box-shadow: 0px 0px 30px rgb(69, 78, 44);
|
||||
|
||||
|
||||
}
|
||||
|
||||
.rollable:hover,
|
||||
.rollable:focus {
|
||||
color: #000;
|
||||
text-shadow: 0 0 10px red;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.grid,
|
||||
.grid-2col {
|
||||
display: grid;
|
||||
grid-column: span 2/span 2;
|
||||
grid-template-columns: repeat(2, minmax(0, 1fr));
|
||||
gap: 10px;
|
||||
margin: 5px 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.grid-3col {
|
||||
grid-column: span 3/span 3;
|
||||
grid-template-columns: repeat(3, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-4col {
|
||||
grid-column: span 4/span 4;
|
||||
grid-template-columns: repeat(4, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-5col {
|
||||
grid-column: span 5/span 5;
|
||||
grid-template-columns: repeat(5, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-6col {
|
||||
grid-column: span 6/span 6;
|
||||
grid-template-columns: repeat(6, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-7col {
|
||||
grid-column: span 7/span 7;
|
||||
grid-template-columns: repeat(7, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-8col {
|
||||
grid-column: span 8/span 8;
|
||||
grid-template-columns: repeat(8, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-9col {
|
||||
grid-column: span 9/span 9;
|
||||
grid-template-columns: repeat(9, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-10col {
|
||||
grid-column: span 10/span 10;
|
||||
grid-template-columns: repeat(10, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-11col {
|
||||
grid-column: span 11/span 11;
|
||||
grid-template-columns: repeat(11, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-12col {
|
||||
grid-column: span 12/span 12;
|
||||
grid-template-columns: repeat(12, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.grid-start-2 {
|
||||
grid-column-start: 2;
|
||||
}
|
||||
|
||||
.grid-start-3 {
|
||||
grid-column-start: 3;
|
||||
}
|
||||
|
||||
.grid-start-4 {
|
||||
grid-column-start: 4;
|
||||
}
|
||||
|
||||
.grid-start-5 {
|
||||
grid-column-start: 5;
|
||||
}
|
||||
|
||||
.grid-start-6 {
|
||||
grid-column-start: 6;
|
||||
}
|
||||
|
||||
.grid-start-7 {
|
||||
grid-column-start: 7;
|
||||
}
|
||||
|
||||
.grid-start-8 {
|
||||
grid-column-start: 8;
|
||||
}
|
||||
|
||||
.grid-start-9 {
|
||||
grid-column-start: 9;
|
||||
}
|
||||
|
||||
.grid-start-10 {
|
||||
grid-column-start: 10;
|
||||
}
|
||||
|
||||
.grid-start-11 {
|
||||
grid-column-start: 11;
|
||||
}
|
||||
|
||||
.grid-start-12 {
|
||||
grid-column-start: 12;
|
||||
}
|
||||
|
||||
.grid-span-2 {
|
||||
grid-column-end: span 2;
|
||||
}
|
||||
|
||||
.grid-span-3 {
|
||||
grid-column-end: span 3;
|
||||
}
|
||||
|
||||
.grid-span-4 {
|
||||
grid-column-end: span 4;
|
||||
}
|
||||
|
||||
.grid-span-5 {
|
||||
grid-column-end: span 5;
|
||||
}
|
||||
|
||||
.grid-span-6 {
|
||||
grid-column-end: span 6;
|
||||
}
|
||||
|
||||
.grid-span-7 {
|
||||
grid-column-end: span 7;
|
||||
}
|
||||
|
||||
.grid-span-8 {
|
||||
grid-column-end: span 8;
|
||||
}
|
||||
|
||||
.grid-span-9 {
|
||||
grid-column-end: span 9;
|
||||
}
|
||||
|
||||
.grid-span-10 {
|
||||
grid-column-end: span 10;
|
||||
}
|
||||
|
||||
.grid-span-11 {
|
||||
grid-column-end: span 11;
|
||||
}
|
||||
|
||||
.grid-span-12 {
|
||||
grid-column-end: span 12;
|
||||
}
|
||||
|
||||
.flex-group-center,
|
||||
.flex-group-left,
|
||||
.flex-group-right {
|
||||
-webkit-box-pack: center;
|
||||
-ms-flex-pack: center;
|
||||
justify-content: center;
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.flex-group-left {
|
||||
-webkit-box-pack: start;
|
||||
-ms-flex-pack: start;
|
||||
justify-content: flex-start;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.flex-group-right {
|
||||
-webkit-box-pack: end;
|
||||
-ms-flex-pack: end;
|
||||
justify-content: flex-end;
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
.flex-align-left {
|
||||
align-items: flex-start;
|
||||
}
|
||||
|
||||
.flex-align-right {
|
||||
align-items: flex-end;
|
||||
}
|
||||
|
||||
.gap-xs {
|
||||
gap: 2px;
|
||||
}
|
||||
|
||||
.gap-sm {
|
||||
gap: 4px;
|
||||
}
|
||||
|
||||
.gap-md {
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
.gap-lg {
|
||||
gap: 16px;
|
||||
}
|
||||
|
||||
.flexshrink {
|
||||
-webkit-box-flex: 0;
|
||||
-ms-flex: 0;
|
||||
flex: 0;
|
||||
}
|
||||
|
||||
.flex-between {
|
||||
-webkit-box-pack: justify;
|
||||
-ms-flex-pack: justify;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
.flexlarge {
|
||||
-webkit-box-flex: 2;
|
||||
-ms-flex: 2;
|
||||
flex: 2;
|
||||
}
|
||||
|
||||
.align-left {
|
||||
-webkit-box-pack: start;
|
||||
-ms-flex-pack: start;
|
||||
justify-content: flex-start;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.align-right {
|
||||
-webkit-box-pack: end;
|
||||
-ms-flex-pack: end;
|
||||
justify-content: flex-end;
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
.align-center {
|
||||
-webkit-box-pack: center;
|
||||
-ms-flex-pack: center;
|
||||
justify-content: center;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.system-vermine2047 .item-form {
|
||||
font-family: "Roboto", sans-serif;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet-header {
|
||||
-webkit-box-flex: 0;
|
||||
-ms-flex: 0 auto;
|
||||
flex: 0 auto;
|
||||
overflow: hidden;
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
-webkit-box-orient: horizontal;
|
||||
-webkit-box-direction: normal;
|
||||
-ms-flex-direction: row;
|
||||
flex-direction: row;
|
||||
-ms-flex-wrap: wrap;
|
||||
flex-wrap: wrap;
|
||||
-webkit-box-pack: start;
|
||||
-ms-flex-pack: start;
|
||||
justify-content: flex-start;
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet-header .profile-img {
|
||||
-webkit-box-flex: 0;
|
||||
-ms-flex: 0 0 100px;
|
||||
flex: 0 0 100px;
|
||||
height: 100px;
|
||||
margin-right: 10px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet-header .header-fields {
|
||||
-webkit-box-flex: 1;
|
||||
-ms-flex: 1;
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet-header h1.charname {
|
||||
height: 50px;
|
||||
padding: 0px;
|
||||
margin: 5px 0;
|
||||
border-bottom: 0;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet-header h1.charname input {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet-tabs {
|
||||
-webkit-box-flex: 0;
|
||||
-ms-flex: 0;
|
||||
flex: 0;
|
||||
}
|
||||
|
||||
.system-vermine2047 .sheet-body .tab,
|
||||
.editor {
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
|
||||
}
|
||||
|
||||
.editor {
|
||||
min-height: 75px;
|
||||
margin-bottom: 1rem;
|
||||
|
||||
min-width: 100%;
|
||||
|
||||
|
||||
.editor-content {
|
||||
min-width: 100%;
|
||||
min-height: 3rem;
|
||||
}
|
||||
}
|
||||
|
||||
editor:hover .editor-edit {
|
||||
display: block;
|
||||
}
|
||||
|
||||
.system-vermine2047 .tox {
|
||||
min-height: 25vh;
|
||||
}
|
||||
|
||||
.system-vermine2047 .tox .tox-editor-container {
|
||||
background: #fff;
|
||||
}
|
||||
|
||||
.system-vermine2047 .tox .tox-edit-area {
|
||||
padding: 0 8px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .resource-label {
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-header {
|
||||
height: 28px;
|
||||
margin: 2px 0;
|
||||
padding: 0;
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
background: rgba(0, 0, 0, 0.05);
|
||||
border: 2px groove #eeede0;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-header>* {
|
||||
font-size: 14px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-header .item-name {
|
||||
font-weight: bold;
|
||||
padding-left: 5px;
|
||||
text-align: left;
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list {
|
||||
list-style: none;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow-y: auto;
|
||||
scrollbar-width: thin;
|
||||
color: #444;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item-list {
|
||||
list-style: none;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item-name {
|
||||
-webkit-box-flex: 2;
|
||||
-ms-flex: 2;
|
||||
flex: 2;
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
font-size: 13px;
|
||||
text-align: left;
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item-name h3,
|
||||
.system-vermine2047 .items-list .item-name h4 {
|
||||
margin: 0;
|
||||
white-space: nowrap;
|
||||
overflow-x: hidden;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item-controls {
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
-webkit-box-flex: 0;
|
||||
-webkit-box-pack: end;
|
||||
-ms-flex-pack: end;
|
||||
justify-content: flex-end;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item-controls a {
|
||||
font-size: 12px;
|
||||
text-align: center;
|
||||
margin: 0 6px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item {
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
padding: 0 2px;
|
||||
border-bottom: 1px solid #c9c7b8;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item:last-child {
|
||||
border-bottom: none;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item .item-name {
|
||||
color: #191813;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item .item-name .item-image {
|
||||
-webkit-box-flex: 0;
|
||||
-ms-flex: 0 0 30px;
|
||||
flex: 0 0 30px;
|
||||
height: 30px;
|
||||
background-size: 30px;
|
||||
border: none;
|
||||
margin-right: 5px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .item-prop {
|
||||
text-align: center;
|
||||
border-left: 1px solid #c9c7b8;
|
||||
border-right: 1px solid #c9c7b8;
|
||||
font-size: 12px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .items-header {
|
||||
height: 28px;
|
||||
margin: 2px 0;
|
||||
padding: 0;
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
background: rgba(0, 0, 0, 0.05);
|
||||
border: 2px groove #eeede0;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .items-header>* {
|
||||
font-size: 12px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.system-vermine2047 .items-list .items-header .item-name {
|
||||
padding-left: 5px;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.system-vermine2047 .item-formula {
|
||||
-webkit-box-flex: 0;
|
||||
-ms-flex: 0 0 200px;
|
||||
flex: 0 0 200px;
|
||||
padding: 0 8px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .effects .item .effect-source,
|
||||
.system-vermine2047 .effects .item .effect-duration,
|
||||
.system-vermine2047 .effects .item .effect-controls {
|
||||
text-align: center;
|
||||
border-left: 1px solid #c9c7b8;
|
||||
border-right: 1px solid #c9c7b8;
|
||||
font-size: 12px;
|
||||
}
|
||||
|
||||
.system-vermine2047 .effects .item .effect-controls {
|
||||
border: none;
|
||||
}
|
||||
|
||||
.chat-message .message-header {
|
||||
line-height: 20px;
|
||||
color: white;
|
||||
text-shadow: 0px 0px 5px black;
|
||||
background: #1918135e
|
||||
}
|
||||
|
||||
span.game-mode {
|
||||
font-family: "DistressBlack",
|
||||
sans-serif;
|
||||
|
||||
position: absolute;
|
||||
margin-left: auto;
|
||||
color: transparent;
|
||||
top: 1rem;
|
||||
z-index: 900;
|
||||
width: 55%;
|
||||
text-align: center;
|
||||
text-transform: uppercase;
|
||||
font-weight: 900;
|
||||
background: linear-gradient(180deg, rgba(255, 255, 255, 0.767) 0%, rgba(0, 0, 0, 0.61) 17%, rgba(0, 0, 0, 0.548) 19%, rgba(222, 255, 221, 0.575) 24%, rgba(255, 255, 255, 0.637) 43%, rgba(0, 0, 0, 0.486) 47%, rgba(254, 255, 254, 0.466) 50%, rgba(0, 0, 0, 0.699) 63%, rgba(134, 160, 137, 0.479) 64%, rgba(213, 248, 210, 0.493) 100%);
|
||||
background-clip: text;
|
||||
|
||||
&#game-mode-1 {
|
||||
color: rgba(235, 218, 143, 0.8);
|
||||
}
|
||||
|
||||
&#game-mode-2 {
|
||||
color: rgb(131, 248, 131);
|
||||
}
|
||||
|
||||
&#game-mode-3 {
|
||||
color: rgba(245, 124, 124, 0.8);
|
||||
}
|
||||
}
|
||||
|
||||
.shadow {
|
||||
box-shadow: 0 0.5rem 2rem black;
|
||||
margin: 2rem 0
|
||||
}
|
||||
@@ -1,117 +0,0 @@
|
||||
@import "./base_work.scss";
|
||||
@import "./style.scss";
|
||||
@import "./roll.scss";
|
||||
@import "./itemCards.scss";
|
||||
@import "item-sheet.scss";
|
||||
@import "dialog.scss";
|
||||
@import "special-inputs.scss";
|
||||
@import "special-applications.scss";
|
||||
@import "_flex.scss";
|
||||
@import "_app.scss";
|
||||
|
||||
|
||||
// overwrites variables
|
||||
:root {
|
||||
--color-text-light-highlight: #96d696;
|
||||
--color-text-light-heading: #9fd8a8;
|
||||
--color-text-light-primary: #a4b5b3;
|
||||
--color-text-dark-primary: #131919;
|
||||
--color-text-dark-secondary: #444b4a;
|
||||
--color-text-dark-header: #1d2223;
|
||||
--color-text-dark-inactive: #71797a;
|
||||
--color-text-hyperlink: #5aaf0a;
|
||||
--color-text-light-0: #fff;
|
||||
--color-text-light-1: #e0f0f0;
|
||||
--color-text-light-2: #c9e0c0;
|
||||
--color-text-light-3: #90c4a4;
|
||||
--color-text-light-4: #80c08b;
|
||||
--color-text-light-5: #60b06b;
|
||||
--color-text-light-6: #40a05d;
|
||||
--color-text-light-7: #208028;
|
||||
--color-text-dark-1: #111;
|
||||
--color-text-dark-2: #222;
|
||||
--color-text-dark-3: #444;
|
||||
--color-text-dark-4: #555;
|
||||
--color-text-dark-5: #666;
|
||||
--color-text-dark-6: #777;
|
||||
--color-border-light-1: #b0d9b0;
|
||||
--color-border-light-2: #80c0c0;
|
||||
--color-border-dark-1: #131919;
|
||||
--color-border-dark-2: #1d2223;
|
||||
--color-border-dark-3: #2d3333;
|
||||
--color-border-dark-4: #3d4444;
|
||||
--color-border-dark-5: #668888;
|
||||
--color-shadow-primary: #7bb60d;
|
||||
--color-shadow-highlight: #85cc01d0;
|
||||
--color-shadow-dark: #000;
|
||||
--color-underline-inactive: #71797a;
|
||||
--color-underline-active: #1a1944;
|
||||
--color-underline-header: #228247;
|
||||
--color-border-light-highlight: #b0d9b0;
|
||||
--color-border-light-primary: #a4b5b3;
|
||||
--color-border-light-secondary: #9fc7d8;
|
||||
--color-border-light-tertiary: #71797a;
|
||||
--color-border-dark: #000;
|
||||
--color-border-dark-primary: #131919;
|
||||
--color-border-dark-secondary: #1d2223;
|
||||
--color-border-dark-tertiary: #444b4a;
|
||||
--color-border-highlight: #85c019;
|
||||
--color-border-highlight-alt: #70c008;
|
||||
--color-bg-btn-minor-inactive: #9fc7d8;
|
||||
--color-bg-btn-minor-active: #a4b5b3;
|
||||
--color-bg-option: #ccdada;
|
||||
--color-checkbox-checked: #666;
|
||||
--color-ownership-none: #00ff55;
|
||||
--color-ownership-observer: #71797a;
|
||||
--color-ownership-owner: #a4b5b3;
|
||||
--z-index-canvas: 0;
|
||||
--z-index-app: 30;
|
||||
--z-index-ui: 60;
|
||||
--z-index-window: 100;
|
||||
--z-index-tooltip: 9999;
|
||||
--sidebar-width: 300px;
|
||||
--sidebar-header-height: 32px;
|
||||
--sidebar-item-height: 48px;
|
||||
--hotbar-height: 52px;
|
||||
--hotbar-width: 578px;
|
||||
--macro-size: 50px;
|
||||
--players-width: 200px;
|
||||
--form-field-height: 26px;
|
||||
--font-primary: "Signika", sans-serif;
|
||||
--font-mono: monospace;
|
||||
--font-awesome: "Font Awesome 6 Pro";
|
||||
--font-size-11: 0.6875rem;
|
||||
--font-size-12: 0.75rem;
|
||||
--font-size-13: 0.8125rem;
|
||||
--font-size-14: 0.875rem;
|
||||
--font-size-16: 1rem;
|
||||
--font-size-18: 1.125rem;
|
||||
--font-size-20: 1.25rem;
|
||||
--font-size-24: 1.5rem;
|
||||
--font-size-28: 1.75rem;
|
||||
--font-size-32: 2rem;
|
||||
--font-size-48: 3rem;
|
||||
--line-height-12: 0.75rem;
|
||||
--line-height-16: 1rem;
|
||||
--line-height-20: 1.25rem;
|
||||
--line-height-30: 1.875rem;
|
||||
--color-level-info: #b95c87;
|
||||
--color-level-warning: #04b184;
|
||||
--color-level-error: #03750;
|
||||
--color-level-success: #3c266c;
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Scrollbar
|
||||
/* ----------------------------------------- */
|
||||
::-webkit-scrollbar-thumb {
|
||||
outline: none;
|
||||
border-radius: 3px;
|
||||
background: #577822;
|
||||
border: 1px solid var(--color-border-highlight);
|
||||
}
|
||||
|
||||
::-webkit-scrollbar {
|
||||
width: 3px;
|
||||
height: 3px;
|
||||
}
|
||||
-993
@@ -1,993 +0,0 @@
|
||||
{
|
||||
"Actor": {
|
||||
"types": [
|
||||
"character",
|
||||
"npc",
|
||||
"group",
|
||||
"creature"
|
||||
],
|
||||
"templates": {
|
||||
"base": {
|
||||
"minorWound": {
|
||||
"threshold": 1,
|
||||
"value": 0,
|
||||
"min": 0,
|
||||
"max": 5
|
||||
},
|
||||
"majorWound": {
|
||||
"threshold": 4,
|
||||
"value": 0,
|
||||
"min": 0,
|
||||
"max": 4
|
||||
},
|
||||
"deadlyWound": {
|
||||
"threshold": 8,
|
||||
"value": 0,
|
||||
"min": 0,
|
||||
"max": 2
|
||||
},
|
||||
"combatStatus": {
|
||||
"label": "",
|
||||
"difficulty": 7
|
||||
}
|
||||
}
|
||||
},
|
||||
"character": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"adaptation": {
|
||||
"value": 1,
|
||||
"min": 0,
|
||||
"max": 5,
|
||||
"totems": {
|
||||
"human": {
|
||||
"value": 1,
|
||||
"min": 0,
|
||||
"max": 3
|
||||
},
|
||||
"adapted": {
|
||||
"value": 1,
|
||||
"min": 0,
|
||||
"max": 3
|
||||
}
|
||||
}
|
||||
},
|
||||
"identity": {
|
||||
"height": 0,
|
||||
"weight": 0,
|
||||
"totem": "",
|
||||
"age": 15,
|
||||
"ageType": 2,
|
||||
"profile": "",
|
||||
"theme": "",
|
||||
"instincts": "",
|
||||
"prohibits": "",
|
||||
"objectives": "",
|
||||
"relations": "",
|
||||
"biography": ""
|
||||
},
|
||||
"equipment": {
|
||||
"description": ""
|
||||
},
|
||||
"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
|
||||
}
|
||||
},
|
||||
"encounters": [],
|
||||
"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
|
||||
},
|
||||
"wildlife": {
|
||||
"value": 0,
|
||||
"min": 0,
|
||||
"max": 5,
|
||||
"category": "animal",
|
||||
"rarity": 1
|
||||
},
|
||||
"repulsion": {
|
||||
"value": 0,
|
||||
"min": 0,
|
||||
"max": 5,
|
||||
"category": "animal",
|
||||
"rarity": 0
|
||||
},
|
||||
"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
|
||||
},
|
||||
"atletics": {
|
||||
"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": 7
|
||||
}
|
||||
},
|
||||
"npc": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"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,
|
||||
"max": 4
|
||||
},
|
||||
"experience": {
|
||||
"value": 1,
|
||||
"min": 1,
|
||||
"max": 4
|
||||
},
|
||||
"role": {
|
||||
"value": 1,
|
||||
"min": 1,
|
||||
"max": 4
|
||||
},
|
||||
"skills": ""
|
||||
},
|
||||
"group": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"identity": {
|
||||
"totem": "",
|
||||
"profile": "",
|
||||
"origin": "",
|
||||
"theme": "",
|
||||
"instincts": "",
|
||||
"prohibits": "",
|
||||
"notes": ""
|
||||
},
|
||||
"equipment": {
|
||||
"description": ""
|
||||
},
|
||||
"level": {
|
||||
"value": 1,
|
||||
"min": 1,
|
||||
"max": 10
|
||||
},
|
||||
"reputation": {
|
||||
"value": 10,
|
||||
"min": 2,
|
||||
"max": 10
|
||||
},
|
||||
"morale": {
|
||||
"level": "high",
|
||||
"value": 7,
|
||||
"min": 0,
|
||||
"max": 7
|
||||
},
|
||||
"reserve": {
|
||||
"value": 0,
|
||||
"min": 0,
|
||||
"max": 10
|
||||
},
|
||||
"objectives": {
|
||||
"major": [],
|
||||
"minor": []
|
||||
},
|
||||
"groupAbilities": [],
|
||||
"members": [],
|
||||
"encounters": []
|
||||
},
|
||||
"creature": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"identity": {
|
||||
"profile": "",
|
||||
"origin": "",
|
||||
"theme": "",
|
||||
"notes": "",
|
||||
"biography": ""
|
||||
},
|
||||
"skills": "",
|
||||
"modes": {
|
||||
"survival": true,
|
||||
"nightmare": true,
|
||||
"apocalypse": false
|
||||
},
|
||||
"pattern": {
|
||||
"value": 1,
|
||||
"min": 1,
|
||||
"max": 4
|
||||
},
|
||||
"size": {
|
||||
"value": 1,
|
||||
"min": 1,
|
||||
"max": 3
|
||||
},
|
||||
"role": {
|
||||
"value": 1,
|
||||
"min": 1,
|
||||
"max": 4
|
||||
},
|
||||
"pack": {
|
||||
"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": ""
|
||||
}
|
||||
}
|
||||
},
|
||||
"Item": {
|
||||
"types": [
|
||||
"item",
|
||||
"weapon",
|
||||
"defense",
|
||||
"vehicle",
|
||||
"ability",
|
||||
"specialty",
|
||||
"background",
|
||||
"trauma",
|
||||
"evolution",
|
||||
"rumor",
|
||||
"target",
|
||||
"rite"
|
||||
],
|
||||
"templates": {
|
||||
"base": {
|
||||
"description": "",
|
||||
"rarity": {
|
||||
"value": 3,
|
||||
"handicap": 0
|
||||
},
|
||||
"reliability": 3,
|
||||
"handicap": 0,
|
||||
"quantity": 1,
|
||||
"weight": 0,
|
||||
"traits": {},
|
||||
"damages": {
|
||||
"value": 0,
|
||||
"min": 0,
|
||||
"max": 5,
|
||||
"pannes": [
|
||||
"mineure",
|
||||
"mineure",
|
||||
"grave",
|
||||
"grave",
|
||||
"critique"
|
||||
],
|
||||
"state": [
|
||||
"endommagé",
|
||||
"endommagé",
|
||||
"défectueux",
|
||||
"défectueux",
|
||||
"hors d'usage"
|
||||
],
|
||||
"effect": [
|
||||
"bonus annulé",
|
||||
"bonus annulé",
|
||||
"malus 1D",
|
||||
"malus 1D",
|
||||
"inutilisable"
|
||||
]
|
||||
}
|
||||
},
|
||||
"list": {
|
||||
"description": ""
|
||||
}
|
||||
},
|
||||
"item": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"needSkill": {
|
||||
"value": false,
|
||||
"skill": ""
|
||||
}
|
||||
},
|
||||
"weapon": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"min_range": 0,
|
||||
"max_range": 0,
|
||||
"damage": {
|
||||
"value": 0,
|
||||
"type": "",
|
||||
"addVigor": false
|
||||
},
|
||||
"ammo": 0
|
||||
},
|
||||
"defense": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"level": 0,
|
||||
"specificLevel": {
|
||||
"label": "",
|
||||
"level": 0
|
||||
},
|
||||
"mobility": 0,
|
||||
"isShield": false
|
||||
},
|
||||
"ability": {
|
||||
"templates": [
|
||||
"list"
|
||||
],
|
||||
"type": "",
|
||||
"totem": "",
|
||||
"learn": {
|
||||
"threshold": 5,
|
||||
"hindrance": 0
|
||||
},
|
||||
"level": {
|
||||
"value": 1,
|
||||
"min": 1,
|
||||
"max": 3
|
||||
},
|
||||
"effects": []
|
||||
},
|
||||
"specialty": {
|
||||
"name": "",
|
||||
"skill": ""
|
||||
},
|
||||
"vehicle": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"mobility": 3
|
||||
},
|
||||
"rite": {
|
||||
"templates": [
|
||||
"base"
|
||||
],
|
||||
"rituel": "",
|
||||
"transe": "",
|
||||
"ability": "",
|
||||
"effect": ""
|
||||
},
|
||||
"background": {
|
||||
"templates": [
|
||||
"list"
|
||||
],
|
||||
"cost": 1
|
||||
},
|
||||
"trauma": {
|
||||
"templates": [
|
||||
"list"
|
||||
],
|
||||
"type": ""
|
||||
},
|
||||
"evolution": {
|
||||
"templates": [
|
||||
"list"
|
||||
],
|
||||
"level": {
|
||||
"value": 1,
|
||||
"min": 1,
|
||||
"max": 4
|
||||
}
|
||||
},
|
||||
"rumor": {
|
||||
"templates": [
|
||||
"list"
|
||||
]
|
||||
},
|
||||
"target": {
|
||||
"templates": [
|
||||
"list"
|
||||
],
|
||||
"level": "minor"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -205,11 +205,11 @@
|
||||
<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"}}
|
||||
{{#ife key "preferred"}}{{else}}
|
||||
<option value="{{key}}" {{#ife key ../system.skill_categories.preferred}}selected{{/ife}}>
|
||||
{{localize category.label}}
|
||||
</option>
|
||||
{{/unless}}
|
||||
{{/ife}}
|
||||
{{/each}}
|
||||
</select>
|
||||
</div>
|
||||
|
||||
@@ -78,7 +78,6 @@
|
||||
|
||||
<ol id="combat-tracker" class="directory-list">
|
||||
{{#each turns as |turn index|}}
|
||||
{{log turn}}
|
||||
<li class="combatant actor directory-item flexrow {{turn.css}}"
|
||||
data-combatant-id="{{turn.id}}">
|
||||
<img class="token-image" data-src="{{turn.img}}"
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
<div class="vermine2047 fight-result">
|
||||
<p>{{localize "VERMINE.confrontation_result"}}</p>
|
||||
</div>
|
||||
@@ -0,0 +1,17 @@
|
||||
<form id="dice-pool-form">
|
||||
<p>{{localize "VERMINE.FightTool"}}</p>
|
||||
<div class="form-group">
|
||||
<label>{{localize "VERMINE.skill"}}</label>
|
||||
<select name="skill">
|
||||
<option value="">{{localize "VERMINE.none"}}</option>
|
||||
</select>
|
||||
</div>
|
||||
<div class="form-group">
|
||||
<label>{{localize "VERMINE.skill_score"}}</label>
|
||||
<input id="skillScore" type="number" name="skill-score" value="5" />
|
||||
</div>
|
||||
<div class="form-group">
|
||||
<label>{{localize "VERMINE.dice_pool"}}</label>
|
||||
<input type="number" name="dice-pool" value="{{dicePool}}" />
|
||||
</div>
|
||||
</form>
|
||||
@@ -0,0 +1,7 @@
|
||||
<nav class="sheet-tabs tabs" data-group="sheet">
|
||||
{{#each tabs}}
|
||||
<a class="item {{cssClass}}" data-tab="{{id}}" data-group="{{group}}">
|
||||
<i class="{{icon}}"></i> {{localize label}}
|
||||
</a>
|
||||
{{/each}}
|
||||
</nav>
|
||||
@@ -1,6 +1,5 @@
|
||||
<div class="{{cssClass}}">
|
||||
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
|
||||
{{log this}}
|
||||
|
||||
<section class="sheet-body">
|
||||
{{> "systems/vermine2047/templates/item/partials/traits.hbs"}}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<div class="{{cssClass}}">
|
||||
{{log this}}
|
||||
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
|
||||
|
||||
|
||||
@@ -14,12 +13,11 @@
|
||||
{{#if system.needSkill.value}}
|
||||
<select name="system.needSkill.skill" class="skill-select">
|
||||
<option value="">aucune</option>
|
||||
{{log config}}
|
||||
{{#each @root.config.skillCategories as |skillCategory sckey|}}
|
||||
{{#each @root.config.skillCategories as |skillCategory sckey|}}
|
||||
<optgroup label="{{ smarttlk 'SKILLS_CATEGORIES' sckey 'name' }}">
|
||||
{{#each @root.config.model.Actor.character.skills as |skill key|}}
|
||||
{{#each @root.config.skills as |skill key|}}
|
||||
{{#ife skill.category sckey}}
|
||||
<option value="{{sckey}}" {{#ife sckey @root.system.needSkill.skill}} selected {{/ife}}>{{ smarttlk 'SKILLS' key 'name' }}</option>
|
||||
<option value="{{key}}" {{#ife key @root.system.needSkill.skill}} selected {{/ife}}>{{ smarttlk 'SKILLS' key 'name' }}</option>
|
||||
|
||||
{{/ife}}
|
||||
{{/each}}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<div class="{{cssClass}}">
|
||||
{{log this}}
|
||||
<header class="sheet-header">
|
||||
<img
|
||||
class="profile-img"
|
||||
@@ -19,27 +18,19 @@
|
||||
class="skill-select"
|
||||
>
|
||||
{{#each @root.config.skillCategories as |skillCategory sckey|}}
|
||||
{{log skillCategory}}
|
||||
{{log @root.config.model.Actor.character.skills}}
|
||||
|
||||
|
||||
<optgroup label="{{ smarttlk 'SKILLS_CATEGORIES' sckey 'name' }}">
|
||||
|
||||
{{#each @root.config.model.Actor.character.skills as |skill key|}}
|
||||
|
||||
{{log sckey}}
|
||||
{{log skill}}
|
||||
{{#ife skill.category sckey}}
|
||||
<option
|
||||
value="{{key}}"
|
||||
{{#ife key @root.item.system.skill}}
|
||||
selected
|
||||
{{/ife}}
|
||||
>{{ smarttlk 'SKILLS' key 'name' }}</option>
|
||||
<optgroup label="{{ smarttlk 'SKILLS_CATEGORIES' sckey 'name' }}">
|
||||
{{#each @root.config.skills as |skill key|}}
|
||||
{{#ife skill.category sckey}}
|
||||
<option
|
||||
value="{{key}}"
|
||||
{{#ife key @root.item.system.skill}}
|
||||
selected
|
||||
{{/ife}}
|
||||
{{/each}}
|
||||
</optgroup>
|
||||
>{{ smarttlk 'SKILLS' key 'name' }}</option>
|
||||
{{/ife}}
|
||||
{{/each}}
|
||||
</optgroup>
|
||||
{{/each}}
|
||||
</select>
|
||||
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user