docs: translate README to French with English summary
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# Vermine 2047 — Foundry VTT System
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# Vermine 2047 — Système Foundry VTT
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Unofficial game system for **Vermine 2047**, a French post-apocalyptic tabletop RPG by **Éditions John Doe** (https://www.kickandgo.net/boutique-agate/category.php?cl=UyQcRrFtYcYrAnLbOfDj&idp=20).
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Système non-officiel pour le jeu de rôle **Vermine 2047**, univers post-apo français par **Éditions John Doe**.
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Bilingual **FR/EN** interface.
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► Achetez le jeu : https://www.kickandgo.net/boutique-agate/category.php?cl=UyQcRrFtYcYrAnLbOfDj&idp=20
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Interface bilingue **FR/EN**.
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---
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## Actor Types
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## Types d'Acteurs
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| Type | Sheet | Description |
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| Type | Fiche | Description |
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|------|-------|-------------|
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| **character** | AppV2 | Player character with skills, abilities, totem, equipment |
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| **npc** | AppV2 | Non-player character with role/threat, wound thresholds |
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| **group** | AppV2 | Group with members, encounters, link sync |
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| **creature** | AppV2 | Creature with template/size/role, custom attack stats |
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| **character** | AppV2 | Personnage joueur — compétences, capacités, totem, équipement |
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| **npc** | AppV2 | PNJ avec rôle/menace, seuils de blessure |
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| **group** | AppV2 | Groupe avec membres, rencontres, synchro liée |
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| **creature** | AppV2 | Créature avec gabarit/taille/rôle, attaques custom |
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## Item Types
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## Types d'Objets
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| Type | Use |
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|------|-----|
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| **item** | Generic items (gear, resources) |
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| **weapon** | Weapons with damage, range, reliability, rarity |
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| **defense** | Armor/shields with protection, coverage |
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| **vehicle** | Vehicles with speed, structure, weapons |
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| **ability** | Special abilities (apprenticeship, domain) |
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| **specialty** | Skill specializations (attached to skills) |
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| **background** | Character backgrounds |
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| **trauma** | Mental/physical trauma |
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| **evolution** | Character evolutions |
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| **rumor** | Rumors (group) |
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| **target** | Targets (group) |
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| **rite** | Rites (magic/rituals) |
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| Type | Utilisation |
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|------|-------------|
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| **item** | Objets génériques (matériel, ressources) |
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| **weapon** | Armes — dégâts, portée, fiabilité, rareté |
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| **defense** | Armures/boucliers — protection, couverture |
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| **vehicle** | Véhicules — vitesse, structure, armement |
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| **ability** | Capacités spéciales (apprentissage, domaine) |
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| **specialty** | Spécialités de compétence |
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| **background** | Historiques de personnage |
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| **trauma** | Traumatismes physiques/mentaux |
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| **evolution** | Évolutions du personnage |
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| **rumor** | Rumeurs (groupe) |
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| **target** | Cibles (groupe) |
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| **rite** | Rites (magie/rituels) |
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## Dice System
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## Système de Dés
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- **d10-based success counting**: `Xd10cs>=N`
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- Difficulty = number of successes required
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- Totems give domain bonuses (human/adapted dice)
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- Rerolls via Effort and Sang-froid (Composure)
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- Automatic successes and failure thresholds
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- **Dice So Nice!** 3D dice integration with custom d10 face images
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- **Comptage de succès sur d10** : `Xd10cs>=N`
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- Difficulté = nombre de succès requis
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- Les totems donnent des bonus de domaine (dés humains/adaptés)
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- Relances via l'Effort et le Sang-froid
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- Succès automatiques et seuils d'échec
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- Intégration **Dice So Nice!** avec faces de d10 personnalisées
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### Initiative
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Formula: `(@abilities.reflexes.value + @skills.alertness.value)d10cs>=@combatStatus.difficulty`
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Formule : `(@abilities.reflexes.value + @skills.alertness.value)d10cs>=@combatStatus.difficulty`
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---
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@@ -53,68 +55,82 @@ Formula: `(@abilities.reflexes.value + @skills.alertness.value)d10cs>=@combatSta
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```
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module/
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├── vermine2047.mjs # Entry point (Hooks.once init)
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├── vermine2047.mjs # Point d'entrée (Hooks.once init)
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├── models/ # DataModels (Foundry v2 TypeDataModel)
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│ ├── actor/ # character.mjs, npc.mjs, group.mjs, creature.mjs
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│ └── item/ # All 12 item types
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│ └── item/ # Les 12 types d'objets
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├── documents/ # VermineActor, VermineItem
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├── applications/
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│ └── sheets/ # AppV2 sheets per type
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│ └── sheets/ # Fiches AppV2 par type
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├── system/
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│ ├── config.mjs # CONFIG.VERMINE (totems, traits, skills…)
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│ ├── config.mjs # CONFIG.VERMINE (totems, traits, compétences…)
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│ ├── roll.mjs # VermineUtils.roll()
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│ ├── fight.mjs # Combat system, VermineCombat, VermineCombatant
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│ ├── functions.mjs # Shared helpers (skill scores, etc.)
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│ ├── hooks.mjs # Hook registrations (DiceSoNice, chat, pause…)
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│ ├── dice3d.mjs # Dice So Nice colors, initUserDice
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│ ├── fight.mjs # Système de combat, VermineCombat, VermineCombatant
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│ ├── functions.mjs # Fonctions partagées
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│ ├── hooks.mjs # Hooks (DiceSoNice, chat, pause…)
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│ ├── dice3d.mjs # Couleurs Dice So Nice, initUserDice
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│ ├── dialogs/rollDialog.mjs
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│ ├── settings.mjs # System settings (game-mode, etc.)
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│ ├── tour.mjs # Tours (stub)
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│ └── group-link.mjs # GroupLink: auto-sync actors↔groups
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│ ├── settings.mjs # Paramètres du système (mode de jeu…)
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│ ├── tour.mjs # Visites guidées (stub)
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│ └── group-link.mjs # GroupLink : synchro acteurs↔groupes
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templates/
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├── actor/appv2/ # AppV2 actor sheet templates
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├── actor/ # Legacy templates (coexisting)
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└── item/ # Item sheet templates
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├── actor/appv2/ # Templates AppV2 des fiches acteurs
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├── actor/ # Templates legacy (coexistence)
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└── item/ # Templates des fiches objets
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css/
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└── vermine2047.min.css # Compiled from LESS
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└── vermine2047.min.css # Compilé depuis LESS
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less/
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└── base.less # Main stylesheet (LESS source)
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└── base.less # Source LESS principale
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```
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## Key Objects
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## Objets Clés
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- `game.vermine2047` → `{ VermineUtils, VermineCombat, GroupLink }`
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- `CONFIG.VERMINE` → totems, traits, skills, domains, combat statuses…
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- `CONFIG.ui.combat` → custom `VermineCombatTracker`
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- `CONFIG.VERMINE` → totems, traits, compétences, domaines, états de combat…
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- `CONFIG.ui.combat` → `VermineCombatTracker` personnalisé
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## Commands
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## Commandes
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```sh
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npm run build:less # LESS → css/vermine2047.min.css
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npm run build:less:dev # LESS → css/vermine2047.dev.css (unminified)
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npm run build:all-css # Both
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npm run build:less:dev # LESS → css/vermine2047.dev.css (non minifié)
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npm run build:all-css # Les deux
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npm run watch # Gulp watch + browser-sync → localhost:30000
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npm run lint:less # LESS lint
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npm run pushLDBtoYAML # Extract packs → src/packs/*.yml
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npm run pullYAMLtoLDB # Compile packs → packs/* (LevelDB)
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make build|watch|lint # Makefile wrappers
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npm run lint:less # Vérification LESS
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npm run pushLDBtoYAML # Extraire les packs → src/packs/*.yml
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npm run pullYAMLtoLDB # Compiler les packs → packs/* (LevelDB)
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make build|watch|lint # Raccourcis Makefile
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```
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### Requirements
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- Node.js `v16.15.1` (see `.nvmrc`)
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### Prérequis
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- Node.js `v16.15.1` (cf `.nvmrc`)
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- Foundry VTT **v14**
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## Development Notes
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## Notes de Développement
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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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- **Two template systems**: AppV2 (`templates/actor/appv2/`) and legacy (`templates/actor/*.hbs`) coexist — don't confuse them.
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- **Packs**: Edit YAML source in `src/packs/*.yml`, then run `pullYAMLtoLDB` to compile to LevelDB.
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- **CSS**: Declared in `system.json` styles — do **not** inject `<link>` manually.
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- **ESLint**: ~350 rules. Run `npx eslint module/` before committing. No `console.log` (use `console.error` sparingly).
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- **editMode**: Not auto-set on actor creation (causes ActiveEffect errors). Enable manually via sheet checkbox.
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- **GroupLink**: Auto-syncs on actor update. Changes propagate bidirectionally.
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- **HotReload**: Enabled for css, scss, hbs, json in `system.json`.
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- **DataModels avant Document classes** : Dans le hook `init`, enregistrer `CONFIG.Actor.dataModels.*` et `CONFIG.Item.dataModels.*` **avant** de définir `CONFIG.Actor.documentClass` / `CONFIG.Item.documentClass`.
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- **Deux systèmes de templates** : AppV2 (`templates/actor/appv2/`) et legacy (`templates/actor/*.hbs`) coexistent.
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- **Packs** : Éditer les sources YAML dans `src/packs/*.yml`, puis lancer `pullYAMLtoLDB`.
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- **CSS** : Déclaré dans `system.json` — ne **pas** injecter de `<link>` manuellement.
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- **ESLint** : ~350 règles. Lancer `npx eslint module/` avant chaque commit. Pas de `console.log`.
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- **editMode** : Ne se met plus automatiquement à la création d'acteur (cause des erreurs ActiveEffect). Activer manuellement via la case à cocher.
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- **GroupLink** : Synchronisation automatique bidirectionnelle acteurs↔groupes.
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- **HotReload** : Activé pour css, scss, hbs, json dans `system.json`.
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## License
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---
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This system is an unofficial fan project. The Vermine 2047 setting and trademarks belong to Éditions John Doe.
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## English Summary
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**Vermine 2047** is a French post-apocalyptic TTRPG. This is an unofficial Foundry VTT system (v14).
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- **4 actor types**: character, npc, group, creature
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- **12 item types**: item, weapon, defense, vehicle, ability, specialty, background, trauma, evolution, rumor, target, rite
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- **Dice**: d10 success-counting with totem domains, Effort rerolls, Dice So Nice! 3D integration
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- **Sheets**: AppV2 with tab navigation, edit/play mode toggle
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- **Bilingual**: FR/EN interface
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---
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## Licence
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Projet fan non-officiel. L'univers et les marques Vermine 2047 appartiennent aux Éditions John Doe.
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