feat: système d'expérience et transferts de dés d'expérience
Release Creation / build (release) Failing after 1m20s
Release Creation / build (release) Failing after 1m20s
- phase d'expérience (récompenses collectives et individuelles, objectifs, traumatisme) - jets d'apprentissage (compétences, spécialités, caractéristiques, réserves, évolution) - bonus de réserve acquis par apprentissage intégré au max dérivé - transferts de dés individuels <-> groupe dans le dialogue de jet - onglet expérience sur la fiche personnage - guide utilisateur combat (docs/user/COMBAT.md)
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@@ -72,8 +72,40 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
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attributes: new fields.SchemaField({
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xp: attributeSchema(0, 0, 10),
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reputation: attributeSchema(0, 0, 10),
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self_control: attributeSchema(0, 0, 5),
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effort: attributeSchema(0, 0, 5)
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self_control: attributeSchema(0, 0, 10),
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effort: attributeSchema(0, 0, 10)
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}),
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// Expérience (dés, récompenses, évolution, apprentissage)
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experience: new fields.SchemaField({
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dice: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
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phase: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
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collective: new fields.SchemaField({
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danger: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 }),
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discoveries: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 }),
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duration: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 })
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}),
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individual: new fields.SchemaField({
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implication: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 }),
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influence: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 }),
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interpretation: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 })
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}),
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evolution: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
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traumaReward: new fields.BooleanField({ required: true, initial: false }),
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// Bonus de Réserve acquis par apprentissage (s'ajoute au max dérivé)
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reserveBonus: new fields.SchemaField({
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self_control: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
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effort: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 })
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}),
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// Limites d'apprentissage par phase
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learned: new fields.SchemaField({
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phase: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
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skill: new fields.BooleanField({ required: true, initial: false }),
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specialty: new fields.BooleanField({ required: true, initial: false }),
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reserve: new fields.BooleanField({ required: true, initial: false }),
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characteristic: new fields.BooleanField({ required: true, initial: false }),
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evolution: new fields.BooleanField({ required: true, initial: false })
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})
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}),
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// Rencontres
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@@ -127,7 +159,8 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
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const sum = abilities
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.filter(a => a.category === "mental" || a.category === "social")
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.reduce((acc, a) => acc + a.value, 0)
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this.attributes.self_control.max = sum + modFromAge
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const bonus = this.experience?.reserveBonus?.self_control || 0
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this.attributes.self_control.max = Math.min(10, sum + modFromAge + bonus)
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}
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/**
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@@ -140,7 +173,8 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
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const sum = abilities
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.filter(a => a.category === "physical" || a.category === "manual")
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.reduce((acc, a) => acc + a.value, 0)
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this.attributes.effort.max = sum + modFromAge
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const bonus = this.experience?.reserveBonus?.effort || 0
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this.attributes.effort.max = Math.min(10, sum + modFromAge + bonus)
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}
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/**
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