feat: fiche PNJ (profil + niveaux) et passage du véhicule en acteur
Release Creation / build (release) Failing after 1m17s
Release Creation / build (release) Failing after 1m17s
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@@ -2,8 +2,9 @@ import VermineBaseActorSheet from "./base-actor-sheet.mjs"
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export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
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// La fiche PNJ s'ouvre en mode édition : caractéristiques, compétences et
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// niveaux se règlent dès l'ouverture (le mode jeu reste accessible via le toggle).
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// La fiche PNJ s'ouvre en mode édition : profil et niveaux (Menace,
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// Expérience, Rôle) se règlent dès l'ouverture (le mode jeu reste accessible
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// via le toggle).
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_sheetMode = this.constructor.SHEET_MODES.EDIT
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static DEFAULT_OPTIONS = {
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@@ -15,22 +16,18 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
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static PARTS = {
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main: { template: "systems/vermine2047/templates/actor/appv2/npc-main.hbs", scrollable: [""] },
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tabs: { template: "templates/generic/tab-navigation.hbs" },
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characteristics: { template: "systems/vermine2047/templates/actor/appv2/npc-characteristics.hbs", scrollable: [""] },
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skills: { template: "systems/vermine2047/templates/actor/appv2/npc-skills.hbs", scrollable: [""] },
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traits: { template: "systems/vermine2047/templates/actor/appv2/npc-traits.hbs", scrollable: [""] },
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equipment: { template: "systems/vermine2047/templates/actor/appv2/npc-equipment.hbs", scrollable: [""] },
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threat: { template: "systems/vermine2047/templates/actor/appv2/npc-threat.hbs", scrollable: [""] },
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combat: { template: "systems/vermine2047/templates/actor/appv2/npc-combat.hbs", scrollable: [""] },
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notes: { template: "systems/vermine2047/templates/actor/appv2/npc-notes.hbs", scrollable: [""] }
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}
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tabGroups = { sheet: "characteristics" }
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tabGroups = { sheet: "traits" }
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#getTabs() {
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const tabs = {
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characteristics: { id: "characteristics", group: "sheet", icon: "fas fa-dice", label: "VERMINE.abilities" },
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skills: { id: "skills", group: "sheet", icon: "fas fa-brain", label: "VERMINE.skills" },
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traits: { id: "traits", group: "sheet", icon: "fas fa-dice", label: "VERMINE.traits" },
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equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" },
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threat: { id: "threat", group: "sheet", icon: "fas fa-exclamation-triangle", label: "ADVERSITY.threat" },
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combat: { id: "combat", group: "sheet", icon: "fas fa-sword", label: "VERMINE.combat" },
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notes: { id: "notes", group: "sheet", icon: "fas fa-sticky-note", label: "IDENTITY.notes" }
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}
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@@ -57,20 +54,14 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
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context.totemOptions = CONFIG.VERMINE.totems
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context.originOptions = CONFIG.VERMINE.origins
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break
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case "characteristics":
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context.tab = context.tabs.characteristics
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break
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case "skills":
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context.tab = context.tabs.skills
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case "traits":
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context.tab = context.tabs.traits
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break
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case "equipment":
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context.tab = context.tabs.equipment
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context.weapons = doc.itemTypes.weapon
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context.defenses = doc.itemTypes.defense
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break
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case "threat":
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context.tab = context.tabs.threat
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break
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case "combat":
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context.tab = context.tabs.combat
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context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
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@@ -84,4 +75,27 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
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}
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return context
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}
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/** @override - Le PNJ n'a ni caractéristiques ni compétences : les jets
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* rapides utilisent la valeur d'Attaque (dialogue de combat) ou les valeurs
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* dérivées Action / Spécialité / Réaction (dialogue PNJ simplifié). */
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async _onRoll(event) {
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event.preventDefault()
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const el = event.currentTarget
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const type = el.dataset.type
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if (!type) return
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if (type === "attack") {
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const { default: CombatDialog } = await import("../../system/dialogs/combatDialog.mjs")
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const dialog = await CombatDialog.create({ actorId: this.document.id })
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if (dialog) dialog.render(true)
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return
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}
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if (["action", "specialty", "reaction"].includes(type)) {
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const { default: NpcRollDialog } = await import("../../system/dialogs/npcRollDialog.mjs")
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const dialog = await NpcRollDialog.create({ actorId: this.document.id, rolltype: type })
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if (dialog) dialog.render(true)
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return
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}
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return super._onRoll(event)
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}
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}
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