feat: équipement, échanges de coups et améliorations des fiches
- équipement des armes et protections (champ equipped, liste des équipés, toggle) - échanges de coups automatisés (attaque/défense/résolution/blessures dans le chat) - dialogue d'attaque par type (personnage/PNJ/créature), portées et difficultés - conservation du scroll des fiches lors des modifs (option scrollable + classe active) - verrouillage des compétences PNJ en mode jeu - corrections review combat (défenseur, difficulté >10, multi-cibles, permissions)
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@@ -13,12 +13,12 @@ export default class VermineCreatureSheetV2 extends VermineBaseActorSheet {
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}
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static PARTS = {
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main: { template: "systems/vermine2047/templates/actor/appv2/creature-main.hbs" },
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main: { template: "systems/vermine2047/templates/actor/appv2/creature-main.hbs", scrollable: [""] },
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tabs: { template: "templates/generic/tab-navigation.hbs" },
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info: { template: "systems/vermine2047/templates/actor/appv2/creature-info.hbs" },
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stats: { template: "systems/vermine2047/templates/actor/appv2/creature-stats.hbs" },
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combat: { template: "systems/vermine2047/templates/actor/appv2/creature-combat.hbs" },
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effects: { template: "systems/vermine2047/templates/actor/appv2/creature-effects.hbs" }
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info: { template: "systems/vermine2047/templates/actor/appv2/creature-info.hbs", scrollable: [""] },
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stats: { template: "systems/vermine2047/templates/actor/appv2/creature-stats.hbs", scrollable: [""] },
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combat: { template: "systems/vermine2047/templates/actor/appv2/creature-combat.hbs", scrollable: [""] },
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effects: { template: "systems/vermine2047/templates/actor/appv2/creature-effects.hbs", scrollable: [""] }
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}
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tabGroups = { sheet: "info" }
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@@ -94,24 +94,14 @@ export default class VermineCreatureSheetV2 extends VermineBaseActorSheet {
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return context
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}
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/** @override - Les créatures n'ont pas de caractéristiques/compétences : on lance directement le pool d'attaque. */
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/** @override - Les créatures n'ont pas de caractéristiques/compétences : on ouvre le dialogue d'attaque (pool calculé). */
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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 !== "creature-attack") return super._onRoll(event)
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const pool = this.document.system.computed?.attack ?? 0
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if (!pool) {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_select_ability"))
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return
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}
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const difficulty = this.document.system.combatStatus?.difficulty ?? 7
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const { VermineUtils } = await import("../../system/roll.mjs")
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await VermineUtils.roll({
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actor: this.document,
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NoD: pool,
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difficulty: parseInt(difficulty, 10),
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rollLabel: game.i18n.localize("ADVERSITY.attack")
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})
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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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}
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}
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