7 Commits

Author SHA1 Message Date
uberwald 29b6a98c89 Fix dummy bug
Release Creation / build (release) Failing after 1m46s
2026-07-17 22:09:53 +02:00
uberwald b1d73e6b08 chore: remove CHANGELOG.md, add LICENSE.md (CC BY-NC-SA 4.0) 2026-07-12 22:32:48 +02:00
uberwald 509a5efd9d Actualiser README.md 2026-07-12 22:31:15 +02:00
uberwald fea7c1c271 docs: translate README to French with English summary 2026-07-12 22:30:16 +02:00
uberwald 412573fc4d chore: stop tracking regles/ (keep local) 2026-07-12 22:29:00 +02:00
uberwald 47e2ebe45b docs: rewrite README with system architecture, types, commands 2026-07-12 22:28:16 +02:00
uberwald 90de66d668 fix: Dice So Nice import v14 compat, override Foundry text colors for readability
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
2026-07-12 22:05:45 +02:00
53 changed files with 683 additions and 20861 deletions
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@@ -144,7 +144,7 @@ module.exports = {
'no-lone-blocks': 'warn',
'no-lonely-if': 'warn',
'no-loop-func': 'warn',
'no-magic-numbers': ['warn', { ignore: [0, 1, 2], ignoreEnums: true, ignoreNumericLiteralTypes: true, ignoreArrayIndexes: true }],
'@typescript-eslint/no-magic-numbers': 'off',
'no-multi-assign': 'warn',
'no-multi-str': 'warn',
'no-negated-condition': 'warn',
@@ -208,7 +208,7 @@ module.exports = {
'one-var': ['warn', 'never'],
'one-var-declaration-per-line': ['warn', 'initializations'],
'operator-assignment': ['warn', 'always'],
'prefer-arrow-callback': ['warn', { classPropertiesAllowed: true, disallowTLSClassFields: true }],
'prefer-arrow-callback': 'warn',
'prefer-const': ['error', { destructuring: 'all', ignoreReadBeforeAssign: false }],
'prefer-destructuring': ['warn', { array: false, object: true }],
'prefer-exponentiation-operator': 'warn',
@@ -221,7 +221,7 @@ module.exports = {
'prefer-rest-params': 'warn',
'prefer-spread': 'warn',
'prefer-template': 'warn',
'quote-props': ['warn', 'as-needed', { keywords: true, unnecessaryQuote: false, numbers: true }],
'quote-props': ['warn', 'as-needed'],
'radix': ['error', 'always'],
'require-await': 'warn',
'require-unicode-regexp': 'off',
@@ -313,7 +313,7 @@ module.exports = {
'padded-blocks': ['warn', 'never'],
'padding-line-between-statements': 'off',
'prefer-exponentiation-operator': 'warn',
'quote-props': ['warn', 'as-needed', { keywords: true, unnecessaryQuote: false, numbers: true }],
'quote-props': ['warn', 'as-needed'],
'quotes': ['warn', 'single', { avoidEscape: true, allowTemplateLiterals: true }],
'rest-spread-spacing': ['warn', 'never'],
'semi': ['warn', 'always'],
+16 -7
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@@ -2,6 +2,8 @@
## Build & Development
Requires Node.js v16.15.1 (see `.nvmrc`).
```bash
npm run watch # Watch SCSS + templates, proxy Foundry at localhost:30000 (requires Foundry running)
npm run buildStyle # Compile SCSS once to css/vermine2047.css
@@ -10,7 +12,7 @@ npm run pushLDBtoYAML # Extract LevelDB packs to editable YAML in src/packs/
npx eslint module/ # Lint JavaScript (ESLint configured in .eslintrc.js)
```
There are no automated tests. Use `npm run watch` during development to live-reload SCSS and Handlebars templates via browser-sync.
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.
## Architecture
@@ -27,6 +29,7 @@ This is a **FoundryVTT game system** (`system.json` → system ID `vermine2047`)
|---|---|
| `config.mjs` | All game constants (`CONFIG.VERMINE`) — abilities, skills, totems, threat/role/pattern levels, traits, damage types |
| `roll.mjs` | `VermineUtils` class — d10 dice pool system with success counting, totem mechanics, rerolls, Dice So Nice integration |
| `dice3d.mjs` | Dice So Nice 3D dice configuration (appearance, colors, themes for totem/standard dice) |
| `fight.mjs` | Confrontation system (`VermineFight`), plus `VermineCombat`, `VermineCombatant`, `VermineCombatTracker` |
| `group-link.mjs` | `GroupLink` — bidirectional sync of members/encounters between group actors and character/NPC actors via Foundry hooks |
| `hooks.mjs` | All Foundry hook registrations (chat messages, hotbar drop, combat, preCreate, Dice So Nice) |
@@ -34,21 +37,27 @@ This is a **FoundryVTT game system** (`system.json` → system ID `vermine2047`)
| `handlebars-manager.mjs` | Template preloading paths + all Handlebars helpers (level config lookups, math, conditionals) |
| `effects.mjs` | Active effect management |
| `dialogs/rollDialog.mjs` | Advanced roll dialog (ability/skill selection, difficulty, totems, specialties, assist/pool bonuses) |
| `applications.mjs` | `TotemPicker` and `TraitSelector` applications |
| `applications.mjs` | `TotemPicker` and `TraitSelector` applications (still AppV1) |
| `applications/sheets/` | ApplicationV2 sheet classes: `base-actor-sheet.mjs`, `base-item-sheet.mjs` + 4 actor + 12 item sheets |
**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`.
**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`.
**Sheet inheritance**: `VermineActorSheet` (base) → `VermineCharacterSheet`, `VermineNpcSheet`, `VermineGroupSheet`, `VermineCreatureSheet`. Sheets expose `CONFIG.VERMINE` as `context.config` in template data.
**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`.
**Data preparation**: `VermineActor.prepareDerivedData()` delegates to the type-specific DataModel. Each DataModel implements its own `prepareDerivedData()` with type-specific computation logic.
**Global access**: On `init`, `game.vermine2047` is populated with `{ VermineActor, VermineItem, VermineUtils, VermineCombat, GroupLink }` for easy access in macros and scripts.
**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.
## Key Conventions
- **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`.
- **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`.
- **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`.
- **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.
- **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`.
- **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.
- **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)`.
- **CSS**: SCSS sources in `scss/` compile to `css/vermine2047.css`. Organized by concern: `_app.scss`, `item-sheet.scss`, `roll.scss`, `dialog.scss`, etc.
- **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`.
- **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.
- **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.
- **New template partials**: Must be listed in `preloadHandlebarsTemplates()` in `handlebars-manager.mjs` for pre-compilation.
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@@ -31,12 +31,16 @@ jobs:
- name: Install Dependencies
run: npm ci
# Build CSS from LESS
- name: Build CSS
run: npm run build:less
# Pull YAML to LDB packs
- name: Build Packs
run: npm run pullYAMLtoLDB
# Create a zip file with all files required by the module to add to the release
- run: zip -r ./system.zip system.json template.json assets/ css/ lang/ module/ templates/ packs/
- run: zip -r ./system.zip system.json assets/ css/ lang/ module/ templates/ packs/
# Create a release for this specific version
- name: Update Release with Files
+1
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@@ -22,3 +22,4 @@ scss_old/
# Fichiers CSS générés
css/vermine2047.*.css
!css/vermine2047.css
regles/
+48
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@@ -0,0 +1,48 @@
{
"atom": false,
"borderZero": {
"style": "none"
},
"colorVariables": true,
"comment": false,
"depthLevel": 10,
"duplicateProperty": true,
"emptyRule": true,
"finalNewline": true,
"hexLength": "long",
"hexNotation": "lowercase",
"hexValidation": true,
"idSelector": false,
"important": true,
"importPath": [
"./less"
],
"maxCharPerLine": 120,
"newlineAfterBlock": true,
"propertyOrdering": false,
"propertyUnits": true,
"qualifyingElement": [
"button",
"input",
"select",
"textarea"
],
"selectorNaming": false,
"singleLinePerProperty": true,
"singleLinePerSelector": false,
"spaceAfterComma": true,
"spaceAfterComment": true,
"spaceAfterPropertyColon": "one",
"spaceAfterPropertyValue": true,
"spaceAroundCombinator": true,
"spaceAroundOperator": true,
"spaceBeforeBrace": "one",
"spaceBetweenParens": false,
"stringQuotes": "double",
"trailingSemicolon": true,
"trailingWhitespace": true,
"urlFormat": "relative",
"urlQuotes": true,
"variableNaming": false,
"zeroUnit": false
}
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@@ -0,0 +1,63 @@
# AGENTS.md — Vermine2047 FoundryVTT system
## Project
FoundryVTT v14 game system for the French post-apocalyptic TTRPG "Vermine 2047". Bilingual FR/EN.
- **Entrypoint**: `module/vermine2047.mjs` (declared in `system.json` esmodules)
- **CSS**: `css/vermine2047.min.css` (compiled from LESS, **not** SCSS)
- **System ID**: `vermine2047`
## Architecture
| Layer | Location | Notes |
|-------|----------|-------|
| Entry/init | `module/vermine2047.mjs` | `Hooks.once('init',...)` — register DataModels before Document classes |
| DataModels | `module/models/*.mjs` | FoundryV2 `TypeDataModel` — 4 Actor types, 12 Item types |
| Documents | `module/documents/*.mjs` | `VermineActor`, `VermineItem` (thin wrappers) |
| Sheets (AppV2) | `module/applications/sheets/*.mjs` | ApplicationV2 sheets per type |
| System | `module/system/*.mjs` | config, roll, fight, dialogs, hooks, settings, dice3d, group-link |
| Templates (HBS) | `templates/actor/appv2/*.hbs` | ApplicationV2 templates |
| Legacy templates | `templates/actor/*.hbs`, `templates/actor/{character,group,npc,creature}/*.hbs` | Coexisting legacy templates |
### Actor types: character, npc, group, creature
### Item types: item, weapon, defense, vehicle, ability, specialty, background, trauma, evolution, rumor, target, rite
Key objects at runtime:
- `game.vermine2047``{ VermineUtils, VermineCombat, GroupLink }`
- `CONFIG.VERMINE` → game configuration (totems, traits, skills, etc.)
- `CONFIG.ui.combat` → custom `VermineCombatTracker`
Dice system: d10-based, success-counting (`Xd10cs>=N`). Totems give domain bonuses. Initiative formula:
`(@abilities.reflexes.value + @skills.alertness.value)d10cs>=@combatStatus.difficulty`
## Commands
```sh
npm run build:less # LESS → vermine2047.min.css
npm run build:less:dev # LESS → vermine2047.dev.css (unminified)
npm run build:all-css # both
npm run watch # gulp watch + browser-sync proxy to localhost:30000
npm run lint:less # lesshint
npm run pushLDBtoYAML # extract Foundry packs → src/packs/*.yml
npm run pullYAMLtoLDB # compile src/packs/*.yml → packs/ LevelDB
make build / watch / lint # Makefile wrappers for above
```
- Node version required: `v16.15.1` (per `.nvmrc`)
## Gotchas
- **DataModels before Document classes**: In `init` hook, register `CONFIG.Actor.dataModels.*` and `CONFIG.Item.dataModels.*` **before** setting `CONFIG.Actor.documentClass` / `CONFIG.Item.documentClass`.
- **`no-console: 'error'`**: ESLint blocks `console.log/warn/info`. Use `console.error` sparingly or disable the rule inline.
- **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.
- **Two template systems**: Both legacy (`templates/actor/*.hbs`) and ApplicationV2 (`templates/actor/appv2/*.hbs`) are preloaded. Don't confuse them.
- **Packs in two places**: `src/packs/*.yml` (YAML source, tracked) ↔ `packs/*` (LevelDB binary, gitignored). Edit YAML source, then run `pullYAMLtoLDB` to compile.
- **CSS auto-loaded**: `system.json` declares styles; **do not** inject `<link>` manually (causes MIME type errors).
- **`game-mode` setting**: Default in code is `'e'` (likely a typo for `'1'`). Values: `1`=Survie, `2`=Cauchemar, `3`=Apocalypse.
- **editMode flag disabled**: No auto-set on actor creation (causes ActiveEffect errors). Enable manually via sheet checkbox.
- **GroupLink auto-syncs**: `GroupLink.registerHooks()` runs on init. Actor updates propagate to groups and vice versa.
- **Custom dice**: Dice So Nice integration uses user color (regular/human/adapted color sets) with custom d10 face images.
- **No tests**: `npm test` is a stub (exits 1). No test framework installed.
- **No CI**: `.github/` is gitignored; no workflows configured.
- **HotReload**: `system.json` flags hotReload for css, scss, hbs, json extensions.
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@@ -1,141 +0,0 @@
# CHANGELOG - Vermine2047 System
## 0.1.14 - 2026-06-04
### 🚀 Nouveautés
#### Système
- **Mise à jour de la compatibilité**: Support officiel de FoundryVTT v14 (tout en maintenant la compatibilité v11-v12)
- **Nouvelle classe GroupLink**: Gestion complète des liens bidirectionnels entre acteurs et groupes
- Synchronisation automatique des membres et rencontres
- Hooks pour la création, mise à jour et suppression d'acteurs
- Méthodes utilitaires pour gérer les relations
#### Configuration
- **Domaines des totems**: Ajout de `CONFIG.VERMINE.totemDomains` avec les domaines d'influence pour chaque totem
- **Configurations étendues**: Ajout des configurations pour PNJ et créatures
- `npcThreatLevels`, `npcExperienceLevels`, `npcRoleLevels`
- `creaturePatternLevels`, `creatureSizeLevels`, `creatureRoleLevels`, `creaturePackLevels`
#### Fiches
- **Fiche PNJ**: Remplacement des inputs numériques par des sélecteurs pour menace, expérience et rôle
- **Fiche Créature**: Remplacement des inputs numériques par des sélecteurs pour gabarit, taille, rôle et meute
- **Ajout du champ encounters**: Les personnages peuvent maintenant appartenir à des groupes
#### Jets de dés
- **Redesign complet du RollDialog**: Interface plus compacte et organisée
- Utilisation de `<details>`/`<summary>` pour une meilleure organisation
- Affichage du total du pool de dés en temps réel
- Sélecteur pour choisir quel totem garder (humain ou adapté)
- Affichage des bonus/malus par domaine de totem
- **Bonus/malus par domaine**: Implémentation des bonus de totem basés sur le domaine de prédilection
- Bonus: +1 dé si le domaine de prédilection est dans les domaines du totem
- Malus: -1 dé si le domaine de prédilection est dans les domaines du totem opposé
- **Réussites automatiques**: Implémentation des réussites automatiques basées sur le niveau de maîtrise
- Niveau 2 + spécialité: +1 réussite automatique
- Niveau 3: +1 réussite automatique
- Niveau 4 + spécialité: +2 réussites automatiques
- Niveau 5: +2 réussites automatiques
- **Seuils automatiques**: Implémentation des seuils automatiques pour les compétences non maîtrisées
- Niveau 0 (Incompétent): seuil = 9
- Niveau 1 (Débutant): seuil = 7
- Niveau >= 2: utilise la difficulté spécifiée
#### Items
- **Correction des templates de chat cards**: Tous les templates sont maintenant en `.hbs`
- **Chat cards améliorées**: Affichage plus complet des informations pour chaque type d'item
- Armes: dégâts, type, portée, munitions
- Protections: niveau, mobilité, bouclier
- Capacités: type, totem, niveau, effets
- etc.
#### Traductions
- Ajout de nombreuses nouvelles traductions pour les nouvelles fonctionnalités
- Correction des traductions existantes
#### Documentation
- **Documentation technique complète**: `docs/technical/ARCHITECTURE.md`
- Structure du projet
- Configuration du système
- Architecture des documents
- Système de dés
- Système de combat
- Gestion des groupes
- Bonnes pratiques de développement
### 🐛 Corrections
- Correction des références de templates (`.html``.hbs`)
- Correction des erreurs dans les templates de chat cards
- Amélioration de la gestion des totems dans les rolls
- Nettoyage du code et suppression des logs de débogage
### 📝 Modifications mineures
- Mise à jour des métadonnées du système dans `system.json`
- Ajout du champ `encounters` au template des personnages
- Amélioration des helpers Handlebars avec de nouveaux helpers pour les configurations PNJ/Créature
---
## 0.1.13
- ajout des historiques
- ajout des rites
## 0.1.12
- passage des packs en LevelDB
## 0.1.11
- passage à une compatibilité v11
## 0.1.10
- révision du template évolution
- révision du template traumatisme
- ajout du type rite
- test import de pack
## 0.1.9
- versions condensées des méthodes (@kristov)
- renommage des templates
- image actors par défaut
- image des créatures
- ajout du totem et de l'apprentissage dans les capacités
## 0.1.8
- refactoring sheet vers actor
## 0.1.7
- sang-froid, effort, et santé
## 0.1.6
- finition de l'onglet totem
- ajout du logo de totem dans la sidebar
- ajout de traductions manquantes
## 0.1.5
- début de mise en forme des feuilles créature et pnj
- possibilité de changer le type de capacité (pour ajouter des capacités de totem)
---
## Notes de migration
### Pour les utilisateurs
1. **Compatibilité**: Le système est maintenant compatible avec FoundryVTT v14
2. **Nouveaux champs**: Les personnages ont maintenant un champ `encounters` pour gérer leurs groupes
3. **RollDialog**: L'interface du dialogue de jet a été complètement redessinée pour être plus intuitive
4. **Bonus de totem**: Les bonus de domaine sont maintenant automatiquement appliqués
### Pour les développeurs
1. **GroupLink**: Utilisez la classe GroupLink pour gérer les relations entre acteurs et groupes
2. **Nouveaux helpers**: De nombreux nouveaux helpers Handlebars ont été ajoutés pour les configurations PNJ/Créature
3. **CONFIG.VERMINE**: De nombreuses nouvelles configurations ont été ajoutées
---
*Généré le 2026-06-04*
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@@ -0,0 +1,7 @@
Code Author :
- Developed by LeRatierBretonnien / www.uberwald.me
Code LICENCE :
C BY-NC-SA 4.0
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International
This license requires that reusers give credit to the creator. It allows reusers to distribute, remix, adapt, and build upon the material in any medium or format, for noncommercial purposes only. If others modify or adapt the material, they must license the modified material under identical terms.
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@@ -1,61 +1,136 @@
# Vermine 2047 System
# Vermine 2047 Système Foundry VTT
![Foundry v14](https://img.shields.io/badge/Foundry-v14-blue)
![Version](https://img.shields.io/badge/version-0.1.13-green)
##TODO
Système non-officiel pour le jeu de rôle **Vermine 2047**, univers post-apo français par **Studio Agate**.
### fiche de perso
► Achetez le jeu : https://www.kickandgo.net/boutique-agate/category.php?cl=UyQcRrFtYcYrAnLbOfDj&idp=20
- [X] création de spécialitées depuis le (+) des compétences
- [X] fixer les cases hexas , comprtement chelou , piste = un click à l'air d'envoyer 2 update, verifier le onChange
- [X] dialog d'edition des min-max
Interface bilingue **FR/EN**.
### fiche de groupe
- [X] pas encore penché dessus
---
#### Members et encounters
## Types d'Acteurs
- [X] faire une classe GroupLink pour avoir les actors en objets dans les array group.members[], group.encounters[], et character.encounters[],
- [X] faire une fonction sur le Hook.onUpdateActor => update des groupes dans characters, update des encounters et members dans groups
| Type | Fiche | Description |
|------|-------|-------------|
| **character** | AppV2 | Personnage joueur — compétences, capacités, totem, équipement |
| **npc** | AppV2 | PNJ avec rôle/menace, seuils de blessure |
| **group** | AppV2 | Groupe avec membres, rencontres, synchro liée |
| **creature** | AppV2 | Créature avec gabarit/taille/rôle, attaques custom |
### fiche de pnj créature
- [X] à faire,
- [X] lister les gabarit/taille/roles(creatures) et menace/experience/role(pnj)... stocker les modifs dans CONFIG.VERMINE,
## Types d'Objets
| Type | Utilisation |
|------|-------------|
| **item** | Objets génériques (matériel, ressources) |
| **weapon** | Armes — dégâts, portée, fiabilité, rareté |
| **defense** | Armures/boucliers — protection, couverture |
| **vehicle** | Véhicules — vitesse, structure, armement |
| **ability** | Capacités spéciales (apprentissage, domaine) |
| **specialty** | Spécialités de compétence |
| **background** | Historiques de personnage |
| **trauma** | Traumatismes physiques/mentaux |
| **evolution** | Évolutions du personnage |
| **rumor** | Rumeurs (groupe) |
| **target** | Cibles (groupe) |
| **rite** | Rites (magie/rituels) |
### les jets de dés
- [X] redesign de rollDialog => `<details>+<sumary>`=> rendre moins dense
- [X] envoyer les spécialités utilisables au rollDialog
- [X] envoyer les items utilisables au rollDialog
- [X] gérer le fait de choisir quel totem garder : recalcul des réussites
- [X] refacto des template chat de roll
- [X] gérer les dés de totems humains et adapté : couleur différente/double succès +update actor
- [X] gérer les rerolls depuis chat(cf noc)
- [X] gérer les rerolls après le jet en fonction du score d'effort et de la carac
- [X] faire l'update l' l'actor juste après s'etre accorder des rerolls, et avoir utiliser le sang-froid
- [X] update des reserves de sang-froids lors de jets
- [X] ajout des domaines de prédilections
- [X] gérer le dés en +/- selon l'influence du totem adapté ou humain selon les domaines
- [X] gérer les réussites auto
- [X] gérer les seuils auto si compétence non maitrisée
## Système de Dés
### le combat
- [X] modifier la difficulté en fonction de l'état du combatant /offensif/actif/passif/
- **Comptage de succès sur d10** : `Xd10cs>=N`
- Difficulté = nombre de succès requis
- Les totems donnent des bonus de domaine (dés humains/adaptés)
- Relances via l'Effort et le Sang-froid
- Succès automatiques et seuils d'échec
- Intégration **Dice So Nice!** avec faces de d10 personnalisées
### Initiative
Formule : `(@abilities.reflexes.value + @skills.alertness.value)d10cs>=@combatStatus.difficulty`
### les items
- [X] ajouter apprentissage aux abilities
- [X] passer le type d'arme en select/options
- [X] ajouter handicap de rareté
- [X] ajouter pour items Item "competence nécessaire"
- [X] gérer les rolls d'items dans le chat
- [X] repasser sur les différents itemTypes et sheets
- [X] verifier le selector de traits (trait pratique cf : msg pretre)
- [X] construire une selecteur de traits, traits= CONFIG.VERMINE.traits
traits:[
key:{
name:string,
description:string,
value:number
}
]
- [X] ajouter des dégats sur chaques fiches item
---
## Architecture
```
module/
├── vermine2047.mjs # Point d'entrée (Hooks.once init)
├── models/ # DataModels (Foundry v2 TypeDataModel)
│ ├── actor/ # character.mjs, npc.mjs, group.mjs, creature.mjs
│ └── item/ # Les 12 types d'objets
├── documents/ # VermineActor, VermineItem
├── applications/
│ └── sheets/ # Fiches AppV2 par type
├── system/
│ ├── config.mjs # CONFIG.VERMINE (totems, traits, compétences…)
│ ├── roll.mjs # VermineUtils.roll()
│ ├── fight.mjs # Système de combat, VermineCombat, VermineCombatant
│ ├── functions.mjs # Fonctions partagées
│ ├── hooks.mjs # Hooks (DiceSoNice, chat, pause…)
│ ├── dice3d.mjs # Couleurs Dice So Nice, initUserDice
│ ├── dialogs/rollDialog.mjs
│ ├── settings.mjs # Paramètres du système (mode de jeu…)
│ ├── tour.mjs # Visites guidées (stub)
│ └── group-link.mjs # GroupLink : synchro acteurs↔groupes
templates/
├── actor/appv2/ # Templates AppV2 des fiches acteurs
├── actor/ # Templates legacy (coexistence)
└── item/ # Templates des fiches objets
css/
└── vermine2047.min.css # Compilé depuis LESS
less/
└── base.less # Source LESS principale
```
## Objets Clés
- `game.vermine2047``{ VermineUtils, VermineCombat, GroupLink }`
- `CONFIG.VERMINE` → totems, traits, compétences, domaines, états de combat…
- `CONFIG.ui.combat``VermineCombatTracker` personnalisé
## Commandes
```sh
npm run build:less # LESS → css/vermine2047.min.css
npm run build:less:dev # LESS → css/vermine2047.dev.css (non minifié)
npm run build:all-css # Les deux
npm run watch # Gulp watch + browser-sync → localhost:30000
npm run lint:less # Vérification LESS
npm run pushLDBtoYAML # Extraire les packs → src/packs/*.yml
npm run pullYAMLtoLDB # Compiler les packs → packs/* (LevelDB)
make build|watch|lint # Raccourcis Makefile
```
### Prérequis
- Node.js `v16.15.1` (cf `.nvmrc`)
- Foundry VTT **v14**
## Notes de Développement
- **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`.
- **Deux systèmes de templates** : AppV2 (`templates/actor/appv2/`) et legacy (`templates/actor/*.hbs`) coexistent.
- **Packs** : Éditer les sources YAML dans `src/packs/*.yml`, puis lancer `pullYAMLtoLDB`.
- **CSS** : Déclaré dans `system.json` — ne **pas** injecter de `<link>` manuellement.
- **ESLint** : ~350 règles. Lancer `npx eslint module/` avant chaque commit. Pas de `console.log`.
- **editMode** : Ne se met plus automatiquement à la création d'acteur (cause des erreurs ActiveEffect). Activer manuellement via la case à cocher.
- **GroupLink** : Synchronisation automatique bidirectionnelle acteurs↔groupes.
- **HotReload** : Activé pour css, scss, hbs, json dans `system.json`.
---
## English Summary
**Vermine 2047** is a French post-apocalyptic TTRPG. This is an unofficial Foundry VTT system (v14).
- **4 actor types**: character, npc, group, creature
- **12 item types**: item, weapon, defense, vehicle, ability, specialty, background, trauma, evolution, rumor, target, rite
- **Dice**: d10 success-counting with totem domains, Effort rerolls, Dice So Nice! 3D integration
- **Sheets**: AppV2 with tab navigation, edit/play mode toggle
- **Bilingual**: FR/EN interface
---
## Licence
Projet fan non-officiel. L'univers et les marques Vermine 2047 appartiennent aux Éditions John Doe.
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# Révision Complète 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, comme demandé par l'utilisateur.
---
## ✅ Corrections Effectuées
### 1. **Corrections de Structure CSS**
-`templates/actor/parts/actor-items.hbs:77` - `grid grid-2``grid grid-2col`
### 2. **Corrections des Balises HTML**
Toutes les balises `<p><a>` mal utilisées dans les listes d'items ont été remplacées par `<div><a class="item-control item-edit">` :
-`templates/actor/parts/actor-weapons.hbs:25-36` - 6 balises `<p>` corrigées
-`templates/actor/parts/actor-defenses.hbs:38-41` - 4 balises `<p>` corrigées
-`templates/actor/group/group-items.hbs:20-21` - 2 balises `<p>` corrigées
-`templates/actor/group/group-vehicles.hbs:22-27` - 3 balises `<p>` corrigées
**Impact**: Meilleure sémantique HTML et cohérence avec le reste du codebase.
### 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`
-`templates/actor/character/character-header.hbs:1`
-`templates/actor/group/group-header.hbs:1`
-`templates/actor/character/character-totem.hbs:30-34` - Commentaire multi-lignes simplifié
-`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' }}`
-`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
-**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.
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# 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>`
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# vermine2047 Audit Findings
Security audit of `vermine2047` at commit `b1d73e6b08bf`. Each finding links to a detailed write-up (`NNN-*.md`) and a proposed patch (`NNN-*.patch`).
## Summary
**Total findings: 0**
## Findings
## Dropped in adjudication
These findings reproduced in Phase 4 but the Phase 4.5 gate judged them false positives or out of a realistic threat model.
- **Unpinned mutable CI action enabling supply chain hijacking** (high, .gitea/workflows/release.yaml): Malformed URL in `uses` breaks workflow parsing; step is unreachable and prevents execution entirely.; Relies on improbable upstream compromise; standard configuration gap rather than immediate vulnerability.
## Run details
- run id: `aa4595a1`
- commit: `b1d73e6b08bf7ed0157a03137cc3bb50c8d3a26c`
- branch: `main`
- scope: 214 file(s)
- files triaged: 214
- files escalated: 14
- files deep-reviewed: 14
- findings proposed: 1
- findings verified: 0
- findings discarded: 0
- findings dropped in adjudication: 1
- artifacts: 0 written, 0 failed, 0 pending
## How to read this directory
Each finding has a paired `NNN-<slug>.md` (the human report) and `NNN-<slug>.patch` (the proposed fix as a unified diff). The report carries the narrative; the patch is the suggested change. Regenerate a single finding's artifacts with `/audit --regen --finding N`.
+41
View File
@@ -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
View File
@@ -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);
// Character derived data is computed by VermineCharacterData.prepareDerivedData()
}
this.prepareCombatStatus();
}
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()
}
+1 -1
View File
@@ -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 == "") {
+3 -20
View File
@@ -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.
+6 -6
View File
@@ -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
}
/**
+77 -90
View File
@@ -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 });
}
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();
@@ -53,48 +46,47 @@ 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');
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;
let actorsList = [];
@@ -109,7 +101,6 @@ export class ActorPicker extends Application {
actorsList = [];
}
// Add actor if not already present
if (!actorsList.includes(actorId)) {
actorsList.push(actorId);
}
@@ -122,83 +113,79 @@ export class ActorPicker extends Application {
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
View File
@@ -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 = {
-37
View File
@@ -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;
}*/
}
}
+1 -1
View File
@@ -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() {
+8 -8
View File
@@ -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);
+19 -220
View File
@@ -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() {
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)
}
}
+29 -31
View File
@@ -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}.${property}`;
selectedActor.update({[systemSkillKey]:updatedValue }); // updating actor's data
updated = true;
}
}
}
const skills = selectedActor.system?.skills;
if (!skills) return false;
return updated;
} catch(e){
for (const key of Object.keys(skills)) {
if (skills[key].label === skillLabel) {
skills[key][property] = updatedValue;
selectedActor.update({ [`system.skills.${key}.${property}`]: updatedValue });
return true;
}
}
return false;
} catch (e) {
return false;
}
}
+6 -6
View File
@@ -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
View File
@@ -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;
+23 -25
View File
@@ -28,7 +28,8 @@ export class VermineUtils {
skillCategory = null,
keepTotem = null,
skillLevel = null,
hasSpecialty = false
hasSpecialty = false,
handicap = 0
}) {
// Validate inputs
if (!actor) {
@@ -104,6 +105,9 @@ export class VermineUtils {
}
}
// Apply handicap (wounds/maluses reduce dice pool)
NoD = Math.max(1, NoD - handicap)
// Build base formula
const baseFormula = `${NoD}d10cs>=${adjustedDifficulty}[regular_${safeUserName}]`;
@@ -364,28 +368,17 @@ 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) => {
html.querySelectorAll('.rerollable').forEach(el => {
el.addEventListener('click', async (ev) => {
ev.preventDefault();
const msgId = ev.currentTarget.closest("li.message")?.dataset?.messageId;
if (msgId) {
@@ -393,19 +386,24 @@ export class VermineUtils {
await VermineUtils.onReroll(message, ev);
}
});
});
// Update granted reroll label
$html.find("#effort-reroll").change(ev => {
const label = $html.find("#granted-reroll")[0];
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];
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;
@@ -415,7 +413,6 @@ export class VermineUtils {
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");
@@ -426,6 +423,7 @@ export class VermineUtils {
}
}
});
});
}
/**
@@ -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];
+1 -1
View File
@@ -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')
+5 -3
View File
@@ -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) => {
document.addEventListener("click", (el) => {
if (el.target.closest("#chat-log #vermine-tour-chat-button")) {
const tour = game.tours.get("vermine2047.welcome");
tour == null ? void 0 : tour.start();
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({
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-21
View File
@@ -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
}
}
}
-61
View File
@@ -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;
}
-772
View File
@@ -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
}
}
}
-62
View File
@@ -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;
}
}
-76
View File
@@ -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
}
}
}
}
-7
View File
@@ -1,7 +0,0 @@
ol#chat-log {
div.item-card {
header img {
max-width: 30%;
}
}
}
-189
View File
@@ -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;
}
}
}
}
}
-22
View File
@@ -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;
}
}
}
-148
View File
@@ -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
View File
@@ -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
}
-117
View File
@@ -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;
}
+1 -1
View File
@@ -126,7 +126,7 @@
}
},
{
"name": "matériel",
"name": "materiel",
"label": "Matériel",
"system": "vermine2047",
"path": "packs/materiel",
-993
View File
@@ -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"
}
}
}
+2 -2
View File
@@ -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>
-1
View File
@@ -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}}"
+3
View File
@@ -0,0 +1,3 @@
<div class="vermine2047 fight-result">
<p>{{localize "VERMINE.confrontation_result"}}</p>
</div>
+17
View File
@@ -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>
+7
View File
@@ -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
View File
@@ -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"}}
+2 -4
View File
@@ -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|}}
<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 -10
View File
@@ -1,5 +1,4 @@
<div class="{{cssClass}}">
{{log this}}
<header class="sheet-header">
<img
class="profile-img"
@@ -19,16 +18,8 @@
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}}
{{#each @root.config.skills as |skill key|}}
{{#ife skill.category sckey}}
<option
value="{{key}}"