42 Commits
Author SHA1 Message Date
uberwald b0a3aff648 feat: gestion des Dés de Totems (influence, instincts, interdits)
Release Creation / build (release) Failing after 1m32s
- VermineTotemDice : influence Humain/Adapté (+1D/-1D par domaine, règles
  p. 121), gains/pertes via Instincts/Interdits avec limites (3D/totem,
  5D total) et règles d'échange.
- roll.mjs applique l'influence selon le Totem dominant (au lieu de
  l'ancienne logique basée sur identity.totem).
- Dialogue TotemDiceDialog (instinct Humain/autre totem, interdit Humain,
  acte grave ±2D) + bouton et ligne d'influence sur la fiche personnage.
- Dés de Totem gagnés en cas d'échec à l'apprentissage Dé d'Évolution
  (dés dépensés, garde capacité vide).
- Couleur de texte @color-text-light-2 assombrie (#c9e0c0 → #3f9b55)
  pour la lisibilité dans tous les dialogues.

fix: robustesse et visibilité des évolutions

- buyEvolutionDialog : n'efface les Dés d'Évolution que si l'item est créé.
- Flag mutation éditable sur la fiche item evolution + badge
  Adaptation/Mutation dans la liste du personnage.
- loseDie : applique aussi la limite totale de 5 dés au gain Adapté.
- Case "acte grave" conservée entre les rendus du dialogue.
2026-08-06 15:32:55 +02:00
uberwald 3cb96410b9 fix: réserve de Groupe calculée selon les membres (3D + 1D/personnage)
- _calculateGroupReserve utilisait une règle simplifiée (niveau × 2) au
  lieu du nombre de personnages membres. Désormais max = 3 + membres
  (personnages uniquement), plafonné à 10D, conforme aux règles p. 68-69.
- Un Groupe nouvellement créé démarre avec sa Réserve à son maximum.
2026-08-06 09:37:52 +02:00
uberwald ad4daf0b00 fix: exception si le dialogue d'apprentissage est fermé pendant le jet
Release Creation / build (release) Failing after 1m38s
- #getSpecialtyName accédait à this.#el sans garde : fermer le dialogue
  pendant l'animation du jet levait "Uncaught (in promise)". Chaînage
  optionnel sur l'élément (le jet se résout quand même et dépense le dé).
2026-08-06 08:14:06 +02:00
uberwald c96e8d69d7 fix: retours review - validation de phase, drop de véhicule et dés de Réserve
- resetPhaseLimits ne touche plus au compteur de phase (seul le
  dialogue d'attribution du MJ l'avance) : évite le double-incrément
  quand joueur et MJ valident la même phase.
- _onDropActor : import d'une copie monde pour un véhicule déposé
  depuis un compendium, confirmation avant de transférer un véhicule
  déjà rattaché à un autre Groupe, try/catch avec retour utilisateur.
- #onClickRadioHexa : garde isEditable (pas d'erreur de permission
  pour un utilisateur non éditeur).
2026-08-05 21:24:33 +02:00
uberwald 282fb2794a feat: validation de phase d'Expérience (réinitialisation des limites)
- Nouveau bouton « Valider la phase » sur les fiches Personnage et
  Groupe : incrémente experience.phase et réinitialise les limites
  d'apprentissage (learned.*) pour recommencer une nouvelle phase,
  sans repasser par le dialogue d'attribution du MJ.
- Helper VermineExperience.completePhase(actor) mutualisé
  (personnage ou Groupe) ; i18n FR/EN.
2026-08-05 20:58:46 +02:00
uberwald 46b9512256 fix: sous-titres de la fiche de Groupe illisibles (jaune sur fond beige)
- Les h5 (Objectifs majeurs/mineurs) passent du jaune @color-amber à
  @color-chitin-dark, lisible sur le fond box_background.webp.
2026-08-05 18:56:04 +02:00
uberwald 8316112741 fix: toggle Chaman de l'onglet Totem étiré sur toute la largeur
- Style compact pour .chaman-toggle (width fit-content, centré, label
  DistressBlack, checkbox de taille fixe) dans less/actor/totem.less.
2026-08-05 18:52:41 +02:00
uberwald 75f39551f8 feat: fiche de Groupe - drag&drop de véhicules et dés de Réserve cliquables
- Dépôt d'un acteur Véhicule sur la fiche de Groupe : le véhicule est
  lié via system.ownerId (pas de duplication), apparaît dans la liste
  Véhicules de l'onglet Matériel et s'ouvre au clic (_onDropActor).
- Onglet Réserve : dés de Réserve hexagonaux cliquables (1..max),
  même comportement que les réserves du personnage (cocher/décocher).
- ESLint : fromUuid ajouté aux globals (corrige aussi 3 erreurs
  préexistantes dans base-actor-sheet.mjs).
2026-08-05 18:05:13 +02:00
uberwald ef76ae1116 feat: fiche de Groupe - ordre des sections Matériel
- Onglet Matériel : les Objets passent sous les Armes et les
  Protections (ordre aligné sur la fiche PJ : Armes, Protections,
  Objets, Véhicules, Notes).
2026-08-05 17:49:22 +02:00
uberwald 18180a8445 fix: apprentissage de Groupe - dés dépensés en cas d'échec et gardes
Release Creation / build (release) Failing after 1m40s
- Les Dés d'Expérience du Groupe sont désormais dépensés que le jet
  d'apprentissage soit réussi ou raté (cohérent avec l'apprentissage
  de personnage et les règles ; le décompte est sorti de #applySuccess).
- Garde sur le type Capacité : si aucune Capacité de Groupe n'est
  sélectionnée, le jet est bloqué avec un avertissement (avant, il
  marquait learned.ability et dépensait les dés sans rien apprendre).
- Limites de Capacités de Totem (personnage) : seules les Capacités du
  Totem courant du personnage comptent dans les compteurs
  3×N1 / 1×N2-N3 / max 5.
2026-08-05 14:15:11 +02:00
uberwald 3235017a4c fix: fiche Communauté - doublons de champs (Origine, Effectif)
- Origine était rendue à la fois dans l'en-tête (main) et l'onglet
  Identité : deux inputs du même nom, soumis en tableau puis concaténés
  avec une virgule à chaque sortie de champ.
- Effectif (population) était aussi dupliqué entre l'en-tête et
  l'onglet Domaines.
- Garde l'Origine dans l'en-tête, l'Effectif dans l'onglet Domaines
  (regroupé avec la Taille) ; plus aucun champ texte/nombre dupliqué.
2026-08-05 13:58:37 +02:00
uberwald b2a044640c feat: Instincts et Interdits du Totem sur la fiche de Groupe
- Onglet Info du Groupe : affichage des Instincts/Interdits de base du
  Totem (TOTEMS.*.instincts / bans), comme sur la fiche de personnage.
2026-08-05 13:54:00 +02:00
uberwald a13b0fc2d6 fix: affichage des Instincts et Interdits du Totem sur la fiche PJ
- Helper smarttl : honore la clé passée en 3e argument (défaut "name") ;
  il renvoyait systématiquement le nom du Totem, donc Instincts et
  Interdits n'apparaissaient pas (description et autres clés aussi).
- Onglet Totem (AppV2 et legacy) : libellés localisés
  IDENTITY.instincts / IDENTITY.prohibits au lieu de textes codés en dur.
2026-08-05 13:06:57 +02:00
uberwald 0ad240bd03 feat: section Rites chamaniques sur la fiche de personnage
- Nouveau booléen system.identity.chaman (statut de Chaman).
- Onglet Totem : case à cocher « Chaman » toujours visible ; quand
  elle est cochée, la section « Rites chamaniques » apparaît avec la
  liste des items de type rite maîtrisés (création, édition,
  suppression en mode édition).
- i18n FR/EN (VERMINE.chaman).
2026-08-05 12:05:31 +02:00
uberwald 9d36b92fa9 feat: nouveaux apprentissages (Capacités de Totem, Historique, Réputation) et expérience de Groupe
- Dialogue d'apprentissage personnage : 4 nouveaux types d'achat.
  - Capacité de Totem : options filtrées (mode de jeu, niveau de
    groupe, totem, non-apprises), difficulté = valeur d'Apprentissage,
    limites 3×N1 / 1×N2-N3 / max 5, marque system.learned de l'item
    (convention type character) et learned.ability du personnage.
  - Élément d'Historique : difficulté 9, handicap 1 si astérisque
    (background.asterisk), marque learned.background + item.
  - Test de Réputation (réduire/augmenter) : réduire = difficulté
    10 − score visé (−1 pt), augmenter = difficulté = réputation
    actuelle (+1 par succès), bornes 0-10, marque learned.reputation.
  - Évolution : option Dé de Totem Adapté ×2 quand Adapté > Humain
    (1D remplacé par un dé adapté compté ×2 via VermineUtils.roll).
- Correction règles : les Dés d'Expérience sont dépensés même en cas
  d'échec du jet d'apprentissage (décompte hors #applySuccess).
- Expérience de Groupe : nouveau dialogue d'apprentissage de Groupe
  (niveau, réserve, capacité de totem), réserve d'expérience et phase
  dans system.experience, boutons sur la fiche Groupe, reset des
  limites par phase (level/reserve/ability).
- Phase d'expérience : filtre par groupe sélectionné, associe chaque
  personnage à son premier groupe, reset des limites de tous les
  nouveaux types d'apprentissage.
- Corrections : l'attaque de créature n'ajoute plus la Réaction du Rôle
  (regles_creatures.txt), suppression de la case XP des en-têtes PJ
  (legacy et AppV2).
- Divers : .eslintrc.js (règles inexistantes/obsolètes retirées),
  libellé jaune de dialogue en couleur chitine, i18n FR/EN, chips
  « appris » sur l'onglet expérience du personnage.
2026-08-05 11:56:59 +02:00
uberwald d0373fab5a feat: capacités de créature, blessures séquentielles et refonte fiche Groupe
- Nouvel item Capacité de créature (creaturecapacity) : DataModel, fiche
  AppV2, chat card, types Base/Survie/Cauchemar/Apocalypse, liste sur
  l'onglet Informations de la créature avec drag&drop et post au chat.
- Blessures : coches séquentielles respectant la gravité (onClickWound),
  malus de blessure -1D/-2D/-3D appliqué aux jets (Règles p.42),
  montée en gravité automatique si les cercles sont pleins.
- Fiche Groupe : objectifs majeurs/mineurs éditables, liste de membres
  simplifiée, notes de voyage (roadNotes), totem qui remplit
  instinct/interdits, refonte visuelle des onglets.
- Créature : Réaction lançable, seuils/cercles de blessures corrigés
  (Taille cumulée, Groupe sans seuil), libellés Taille/Meute.
- Corrections : icône de carte de chat plafonnée à 64px, slash orphelin
  d'entrave à 0, notes de matériel du Groupe éditable (formInput),
  bonus de Réaction non double-compté.
- Divers : suppression des captures de débogage, licence README.
2026-08-05 09:38:36 +02:00
uberwald cf905cdcfb feat: fiche PNJ (profil + niveaux) et passage du véhicule en acteur
Release Creation / build (release) Failing after 1m17s
2026-08-04 20:34:20 +02:00
uberwald ea3322e843 feat: fiche véhicule (caractéristiques) et capacités de totem de groupe
Release Creation / build (release) Failing after 1m24s
- véhicule : fiabilité 1-10, type véhicule/monture, distance, vitesse (croisière/pointe), entretien, réserve d'effort
- nettoyage du tableau d'entretien à la soumission
- fiche de groupe : section capacités de totem (création type totem + liste)
2026-08-04 17:20:37 +02:00
uberwald 6247f65590 feat: fiche de Communauté (socle)
- acteur community (identité, géographie, histoire, objectifs, taille/effectif)
- 4 Domaines x 2 jauges avec états (Crise/Bas/Stable/Opulent), moral, réserves
- onglets Identité / Domaines / Ressources, édition ProseMirror (formInput)
- header avec fond, totem, niveau, effectif ; icône par défaut
- libellé du type via typeLabels (sans écraser TYPES.* du core)
2026-08-04 17:20:29 +02:00
uberwald 8d8428cad3 feat: gérer les armes des créatures (morsure, griffes, piqûre…)
- gestion des armes dans l'onglet Combat des créatures (équipement + liste)
- dégâts de l'arme équipée utilisés à la place de computed.damage (+ Vigueur+)
- correction du libellé Vigueur+ (ADVERSITY.vigor au lieu de VERMINE.vigor)
2026-08-04 14:25:27 +02:00
uberwald 9cf7d9ac68 feat: système d'expérience et transferts de dés d'expérience
Release Creation / build (release) Failing after 1m20s
- phase d'expérience (récompenses collectives et individuelles, objectifs, traumatisme)
- jets d'apprentissage (compétences, spécialités, caractéristiques, réserves, évolution)
- bonus de réserve acquis par apprentissage intégré au max dérivé
- transferts de dés individuels <-> groupe dans le dialogue de jet
- onglet expérience sur la fiche personnage
- guide utilisateur combat (docs/user/COMBAT.md)
2026-08-04 14:14:09 +02:00
uberwald f2c8cfe246 feat: équipement, échanges de coups et améliorations des fiches
- équipement des armes et protections (champ equipped, liste des équipés, toggle)
- échanges de coups automatisés (attaque/défense/résolution/blessures dans le chat)
- dialogue d'attaque par type (personnage/PNJ/créature), portées et difficultés
- conservation du scroll des fiches lors des modifs (option scrollable + classe active)
- verrouillage des compétences PNJ en mode jeu
- corrections review combat (défenseur, difficulté >10, multi-cibles, permissions)
2026-08-04 14:14:03 +02:00
uberwald 31f2f4530c feat: améliorer les fiches (tests PNJ/créature, message de jet, compétences, créatures)
Release Creation / build (release) Failing after 1m23s
2026-08-04 00:49:37 +02:00
uberwald 9c7ebc6df9 Sync compendiums
Release Creation / build (release) Failing after 1m24s
2026-08-03 21:26:03 +02:00
uberwald 05f668acf0 ci: compiler les compendiums lors de la release
Le workflow Gitea zippait packs/ sans recompiler les LevelDB depuis les
sources YAML (gitignorées en CI). Ajoute npm run pullYAMLtoLDB entre le
build CSS et le zip pour embarquer des compendiums à jour dans la release.
2026-08-03 20:27:27 +02:00
uberwald 10b01614e6 chore: regénérer les compendiums depuis le monde
Extraction complète des packs vers src/packs/*.yml après mise à jour des
compendiums dans le monde. Ajoute les nouveaux items et rites, met à
jour le contenu existant, et renomme le pack Historiques en 'Historiques
& Création'.
2026-08-03 18:49:06 +02:00
uberwald 89d9d71395 style: ajuster la mise en page des fiches
Release Creation / build (release) Failing after 1m51s
Réduit la taille des polices d'en-tête et du logo, retravaille la
disposition des totems, et double la hauteur des zones Notes et
Relations dans l'onglet Histoire.
2026-08-03 15:59:57 +02:00
uberwald 1e298ed809 fix: éviter le double affichage des dés 3D
Le message de jet n'attache plus la liste des dés : Dice So Nice
réaffichait le jet via son hook updateChatMessage en plus de l'appel
explicite à showDiceSoNice, provoquant une double animation.
2026-08-03 15:59:51 +02:00
uberwald 4ffaebf52b feat: lancer les armes via la boîte de dialogue avec compétence
Ajoute un champ compétence au modèle arme, un sélecteur dans la fiche
d'arme et ouvre la boîte de dialogue de jet pré-remplie au clic sur
l'icône dé (réservé aux acteurs disposant d'aptitudes/compétences).
2026-08-03 15:59:47 +02:00
uberwald de7691c4dc fix: transmettre le handicap au message de jet (succès requis) 2026-08-01 21:35:48 +02:00
uberwald c87b25fbaf fix: aligner les jets et la boîte de dialogue avec les règles 2026-08-01 21:33:38 +02:00
uberwald 6ce51ed8cf fix: réparer les contrôles du combat tracker et la pause (v14) 2026-08-01 21:33:38 +02:00
uberwald df852f17d1 fix: aligner le JS avec l'API Foundry v14
- effects.mjs: remove e._getSourceName() (removed in v14, now a getter)
- fight.mjs: convert VermineCombatTracker from AppV1 (get template/getData)
  to AppV2 PARTS + _prepareContext/_prepareTurnContext
- fight.mjs: VermineCombat.rollInitiative v14 options-object signature
- hooks.mjs: renderPause -> renderGamePause; getSceneControlButtons now
  uses controls.tokens and tools record (v14 names/structure)
- roll.mjs: ChatMessage.create uses rolls array (v14 removed 'roll' key)
- item.mjs: getRollData returns system when no actor (v14 expects object)
- vermine2047.mjs: correct unregisterSheet API for ActorSheetV2
- base-item-sheet.mjs: call super._onRender
2026-08-01 21:33:38 +02:00
uberwald 8916600bf6 chore: ignorer le répertoire local .swival/ 2026-08-01 21:33:38 +02:00
uberwald 0189f62734 fix: importer foundry.applications.api et utiliser _onRender dans les pickers AppV2
- applications.mjs: import HandlebarsApplicationMixin/ApplicationV2 from
  foundry.applications.api (they are not globals in Foundry v14), fixing
  'ReferenceError: HandlebarsApplicationMixin is not defined'
- Replace activateListeners(html) with _onRender(context, options) and
  this.element — AppV2 does not call activateListeners
- TraitSelector: remove recursive render(true) in _validateTraits
- fight.mjs: VermineCombatTracker same _onRender conversion
2026-08-01 21:33:38 +02:00
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
641 changed files with 30456 additions and 27280 deletions
+9 -12
View File
@@ -34,7 +34,8 @@ module.exports = {
Dialog: 'readonly',
foundry: 'readonly',
Handlebars: 'readonly',
renderTemplate: 'readonly'
renderTemplate: 'readonly',
fromUuid: 'readonly'
},
rules: {
// Possible Problems
@@ -86,7 +87,6 @@ module.exports = {
'default-case': 'warn',
'default-case-last': 'warn',
'default-param-last': 'warn',
'dot-locale-compare': 'warn',
'dot-notation': ['warn', { allowKeywords: true }],
'eqeqeq': ['error', 'always', { null: 'ignore' }],
'func-name-matching': 'warn',
@@ -123,7 +123,6 @@ module.exports = {
'no-delete-var': 'error',
'no-div-regex': 'warn',
'no-else-return': ['warn', { allowElseIf: true }],
'no-empty-destructuring': 'warn',
'no-empty-function': ['warn', { allow: ['constructors'] }],
'no-empty-pattern': 'warn',
'no-eq-null': 'off',
@@ -144,7 +143,7 @@ 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',
@@ -153,7 +152,6 @@ module.exports = {
'no-new-func': 'warn',
'no-new-wrappers': 'error',
'no-nonoctal-decimal-escape': 'error',
'no-object-multi-space': 'warn',
'no-octal-escape': 'error',
'no-param-reassign': ['warn', { props: false }],
'no-plusplus': 'off',
@@ -208,7 +206,7 @@ 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 +219,7 @@ 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',
@@ -267,10 +265,9 @@ module.exports = {
VariableDeclarator: { var: 2, let: 2, const: 3 },
outerIIFEBody: 1,
MemberExpression: 'off',
FunctionDeclaration: { body: 1, parameters: 1, parameters: { var: 2, let: 2, const: 3 } },
FunctionExpression: { body: 1, parameters: 1, parameters: { var: 2, let: 2, const: 3 } },
StaticBlock: { body: 1 },
ClassBody: 1
FunctionDeclaration: { body: 1, parameters: 1 },
FunctionExpression: { body: 1, parameters: 1 },
StaticBlock: { body: 1 }
}],
'jsx-quotes': 'off',
'key-spacing': ['warn', { beforeColon: false, afterColon: true, mode: 'strict' }],
@@ -313,7 +310,7 @@ 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'],
+4
View File
@@ -36,6 +36,10 @@ jobs:
- name: Build CSS
run: npm install && npm run build
# Recompile les compendiums LevelDB depuis les sources YAML (src/packs/ → packs/)
- name: Compile Compendiums
run: npm run pullYAMLtoLDB
# Crée le zip de release avec tous les fichiers nécessaires au système
- run: |
apt update -y
+16 -7
View File
@@ -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
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@@ -19,6 +19,10 @@ foundry
# Ancien dossier SCSS (archivé)
scss_old/
# Outils d'audit local
.swival/
# Fichiers CSS générés
css/vermine2047.*.css
!css/vermine2047.css
regles/
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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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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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# 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
VERMINE 2047, Un jeu de Julien Blondel
© 2023 Studio Agate
TOTEM System
© 2023 Julien Blondel
Tous droits réservés
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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`.
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uid=78_0 RootWebArea "Foundry Virtual Tabletop" url="https://localhost:31000/game"
uid=78_1 ignored
uid=78_2 generic
uid=78_3 list
uid=78_4 generic
uid=78_5 generic
uid=78_6 generic
uid=78_7 generic
uid=78_8 generic
uid=78_9 generic
uid=78_10 list
uid=78_11 listitem level="1"
uid=78_12 tab "Outils de token" selectable
uid=78_13 listitem level="1"
uid=78_14 tab "Outils de tuile" selectable
uid=78_15 listitem level="1"
uid=78_16 tab "Outils de dessin" selectable
uid=78_17 listitem level="1"
uid=78_18 tab "Outils de mur" selectable
uid=78_19 listitem level="1"
uid=78_20 tab "Outils de lumière" selectable
uid=78_21 listitem level="1"
uid=78_22 tab "Outils de son dambiance" selectable
uid=78_23 listitem level="1"
uid=78_24 tab "Outils de région" selectable
uid=78_25 listitem level="1"
uid=78_26 tab "Notes" selectable
uid=78_27 list
uid=78_28 listitem level="1"
uid=78_29 button "Sélection de tokens" pressed
uid=78_30 listitem level="1"
uid=78_31 button "Sélection de cibles"
uid=78_32 listitem level="1"
uid=78_33 button "Règle"
uid=78_34 listitem level="1"
uid=78_35 button "Déplacement sans contrainte"
uid=78_36 generic
uid=78_37 generic
uid=78_38 list
uid=78_39 listitem level="1"
uid=78_40 ignored
uid=78_41 StaticText "Gamemaster [MJ]"
uid=78_42 InlineTextBox "Gamemaster [MJ]"
uid=78_43 generic
uid=78_44 generic
uid=78_45 LabelText
uid=78_46 StaticText "Latence"
uid=78_42 InlineTextBox "Latence"
uid=78_47 StaticText " "
uid=78_42 InlineTextBox " "
uid=78_48 StaticText "1ms"
uid=78_42 InlineTextBox "1ms"
uid=78_49 generic
uid=78_50 LabelText
uid=78_51 StaticText "IPS"
uid=78_42 InlineTextBox "IPS"
uid=78_52 StaticText " "
uid=78_42 InlineTextBox " "
uid=78_53 StaticText "--"
uid=78_42 InlineTextBox "--"
uid=78_54 button
uid=78_55 generic
uid=78_56 navigation
uid=78_57 list
uid=78_58 generic
uid=78_59 sectionheader
uid=78_60 generic
uid=78_61 generic
uid=78_62 LabelText
uid=78_63 LabelText
uid=78_64 sectionfooter
uid=78_65 generic roledescription="Barre de raccourcis"
uid=78_66 generic
uid=78_67 button "Couper le son"
uid=78_68 button "Menu principal"
uid=78_69 list
uid=78_70 button "Emplacement vide"
uid=78_71 ignored
uid=78_72 StaticText "1"
uid=78_42 InlineTextBox "1"
uid=78_73 button "Emplacement vide"
uid=78_74 ignored
uid=78_75 StaticText "2"
uid=78_42 InlineTextBox "2"
uid=78_76 button "Emplacement vide"
uid=78_77 ignored
uid=78_78 StaticText "3"
uid=78_42 InlineTextBox "3"
uid=78_79 button "Emplacement vide"
uid=78_80 ignored
uid=78_81 StaticText "4"
uid=78_42 InlineTextBox "4"
uid=78_82 button "Emplacement vide"
uid=78_83 ignored
uid=78_84 StaticText "5"
uid=78_42 InlineTextBox "5"
uid=78_85 button "Emplacement vide"
uid=78_86 ignored
uid=78_87 StaticText "6"
uid=78_42 InlineTextBox "6"
uid=78_88 button "Emplacement vide"
uid=78_89 ignored
uid=78_90 StaticText "7"
uid=78_42 InlineTextBox "7"
uid=78_91 button "Emplacement vide"
uid=78_92 ignored
uid=78_93 StaticText "8"
uid=78_42 InlineTextBox "8"
uid=78_94 button "Emplacement vide"
uid=78_95 ignored
uid=78_96 StaticText "9"
uid=78_42 InlineTextBox "9"
uid=78_97 button "Emplacement vide"
uid=78_98 ignored
uid=78_99 StaticText "0"
uid=78_42 InlineTextBox "0"
uid=78_100 generic
uid=78_101 navigation
uid=78_102 button "Page suivante"
uid=78_103 ignored
uid=78_104 StaticText "1"
uid=78_42 InlineTextBox "1"
uid=78_105 button "Page précédente"
uid=78_106 ignored
uid=78_107 button "Verrouiller la barre de raccourcis"
uid=78_108 button "Effacer la barre de raccourcis"
uid=78_109 generic
uid=78_110 generic
uid=78_111 generic
uid=78_112 ignored
uid=78_113 list
uid=78_114 generic "Tchat"
uid=78_115 generic
uid=78_116 generic value="
"
uid=78_117 paragraph
uid=78_118 LineBreak "
"
uid=78_42 InlineTextBox "
"
uid=78_119 ignored
uid=78_42 generic
uid=78_42 StaticText "Entrer un message"
uid=78_42 InlineTextBox "Entrer un message"
uid=78_120 generic
uid=78_121 generic
uid=78_122 button "Public en tant qu'utilisateur" pressed
uid=78_123 button "Privé pour les maîtres de jeu"
uid=78_124 button "Aveugle pour les maîtres de jeu"
uid=78_125 button "Seulement pour soi-même"
uid=78_126 button "Public en tant que personnage"
uid=78_127 generic
uid=78_128 tablist orientation="horizontal"
uid=78_129 list
uid=78_130 listitem level="1"
uid=78_131 tab "Messages du tchat" selectable
uid=78_132 listitem level="1"
uid=78_133 tab "Rencontres de combat" selectable
uid=78_134 listitem level="1"
uid=78_135 tab "Scènes" selectable
uid=78_136 listitem level="1"
uid=78_137 tab "Objets plaçables" selectable
uid=78_138 listitem level="1"
uid=78_139 tab "Acteurs" selectable
uid=78_140 listitem level="1"
uid=78_141 tab "Objets" selectable
uid=78_142 listitem level="1"
uid=78_143 tab "Journaux" selectable
uid=78_144 listitem level="1"
uid=78_145 tab "Tables aléatoires" selectable
uid=78_146 listitem level="1"
uid=78_147 tab "Jeux de cartes" selectable
uid=78_148 listitem level="1"
uid=78_149 tab "Macros" selectable
uid=78_150 listitem level="1"
uid=78_151 tab "Playlists" selectable
uid=78_152 listitem level="1"
uid=78_153 tab "Compendiums" selectable
uid=78_154 listitem level="1"
uid=78_155 tab "Paramètres" selectable
uid=78_156 listitem level="1"
uid=78_157 button "Réduire"
uid=78_158 generic
uid=78_159 ignored
uid=78_160 ignored
uid=78_161 ignored
uid=78_162 ignored
uid=78_163 generic
uid=78_164 sectionheader
uid=78_165 ignored
uid=78_166 button "Créer un acteur"
uid=78_167 ignored
uid=78_168 ignored
uid=78_169 StaticText "Créer un acteur"
uid=78_42 InlineTextBox "Créer un acteur"
uid=78_170 button "Créer un dossier"
uid=78_171 ignored
uid=78_172 ignored
uid=78_173 StaticText "Créer un dossier"
uid=78_42 InlineTextBox "Créer un dossier"
uid=78_174 search
uid=78_175 button "Recherche par nom uniquement"
uid=78_176 searchbox "Chercher dans les Acteurs"
uid=78_177 ignored
uid=78_178 ignored
uid=78_179 generic
uid=78_180 button "Trier par ordre alphabétique"
uid=78_181 button "Réduire tous les dossiers"
uid=78_182 list
uid=78_183 listitem level="1"
uid=78_184 image "Acteur" url="https://localhost:31000/systems/vermine2047/assets/icons/actors/creature.webp"
uid=78_185 generic
uid=78_186 StaticText "Acteur"
uid=78_42 InlineTextBox "Acteur"
uid=78_187 listitem level="1"
uid=78_188 image "Acteur (2)" url="https://localhost:31000/systems/vermine2047/assets/icons/actors/group.webp"
uid=78_189 generic
uid=78_190 StaticText "Acteur (2)"
uid=78_42 InlineTextBox "Acteur (2)"
uid=78_191 listitem level="1"
uid=78_192 image "Acteur (3)" url="https://localhost:31000/systems/vermine2047/assets/icons/actors/character.webp"
uid=78_193 generic
uid=78_194 StaticText "Acteur (3)"
uid=78_42 InlineTextBox "Acteur (3)"
uid=78_195 sectionfooter
uid=78_196 ignored
uid=78_197 ignored
uid=78_198 ignored
uid=78_199 ignored
uid=78_200 ignored
uid=78_201 ignored
uid=78_202 ignored
uid=78_203 ignored
uid=78_204 ignored
uid=78_205 ignored
uid=78_206 ignored
uid=78_207 ignored
uid=78_208 ignored
uid=78_209 ignored
uid=78_210 ignored
uid=78_211 ignored
uid=78_212 ignored
uid=78_213 ignored
uid=78_214 ignored
uid=78_215 ignored
uid=78_216 ignored
uid=78_217 ignored
uid=78_218 ignored
uid=78_219 figure
uid=78_220 image url="https://localhost:31000/ui/pause.svg"
uid=78_221 Figcaption
uid=78_222 StaticText "JEU EN PAUSE"
uid=78_42 InlineTextBox "JEU EN PAUSE"
uid=78_223 form
uid=78_224 banner
uid=78_225 heading "Personnage: Acteur (3)" level="1"
uid=78_226 StaticText "Personnage: Acteur (3)"
uid=78_42 InlineTextBox "Personnage: Acteur (3)"
uid=78_227 button "Basculer les contrôles"
uid=78_228 button "Copier l'UUID du document"
uid=78_229 button "Fermer la fenêtre"
uid=78_230 generic
uid=78_231 ignored
uid=78_232 ignored
uid=78_233 button "MODE ÉDITION"
uid=78_234 StaticText "MODE ÉDITION"
uid=78_42 InlineTextBox "MODE ÉDITION"
uid=78_235 image "logo Vermine" url="https://localhost:31000/systems/vermine2047/assets/images/ui/logo.webp"
uid=78_236 ignored
uid=78_237 image "Acteur (3)" url="https://localhost:31000/systems/vermine2047/assets/icons/actors/character.webp"
uid=78_238 generic
uid=78_239 heading "ADAPTATION" level="3"
uid=78_240 StaticText "ADAPTATION"
uid=78_42 InlineTextBox "ADAPTATION"
uid=78_241 heading "L'Humain" level="5"
uid=78_242 StaticText "L'Humain"
uid=78_42 InlineTextBox "L'Humain"
uid=78_243 image url="https://localhost:31000/systems/vermine2047/assets/images/ui/totems/human.webp"
uid=78_244 heading "L'adapté" level="5"
uid=78_245 StaticText "L'adapté"
uid=78_42 InlineTextBox "L'adapté"
uid=78_246 image url="https://localhost:31000/systems/vermine2047/assets/images/ui/totems/adapted.webp"
uid=78_247 ignored
uid=78_248 ignored
uid=78_249 ignored
uid=78_250 generic
uid=78_251 generic
uid=78_252 ignored
uid=78_253 ignored
uid=78_254 ignored
uid=78_255 ignored
uid=78_256 generic
uid=78_257 generic
uid=78_258 ignored
uid=78_259 ignored
uid=78_260 list
uid=78_261 listitem level="1"
uid=78_262 ignored
uid=78_263 heading "LA HORDE" level="4"
uid=78_264 StaticText "LA HORDE"
uid=78_42 InlineTextBox "LA HORDE"
uid=78_265 image "La Horde" url="https://localhost:31000/systems/vermine2047/assets/images/ui/totems/horde.webp"
uid=78_266 navigation roledescription="Navigation dans l’onglet des feuilles de personnages"
uid=78_267 generic
uid=78_268 ignored
uid=78_269 StaticText "Caractéristiques et compétences"
uid=78_42 InlineTextBox "Caractéristiques "
uid=78_42 InlineTextBox "et compétences"
uid=78_270 generic
uid=78_271 ignored
uid=78_272 StaticText "Totem et ajustements"
uid=78_42 InlineTextBox "Totem et "
uid=78_42 InlineTextBox "ajustements"
uid=78_273 generic
uid=78_274 ignored
uid=78_275 StaticText "Matériel"
uid=78_42 InlineTextBox "Matériel"
uid=78_276 generic
uid=78_277 ignored
uid=78_278 StaticText "Histoire"
uid=78_42 InlineTextBox "Histoire"
uid=78_279 generic
uid=78_280 ignored
uid=78_281 StaticText "Combat et reserves"
uid=78_42 InlineTextBox "Combat "
uid=78_42 InlineTextBox "et "
uid=78_42 InlineTextBox "reserves"
uid=78_282 generic
uid=78_283 sectionheader
uid=78_284 generic
uid=78_285 heading "Nom Acteur (3)" level="1"
uid=78_286 LabelText
uid=78_287 StaticText "Nom"
uid=78_42 InlineTextBox "Nom"
uid=78_288 ignored
uid=78_289 StaticText "Acteur (3)"
uid=78_42 InlineTextBox "Acteur (3)"
uid=78_290 ignored
uid=78_291 LabelText
uid=78_292 StaticText "Profil"
uid=78_42 InlineTextBox "Profil"
uid=78_293 ignored
uid=78_294 ignored
uid=78_295 LabelText
uid=78_296 StaticText "Age"
uid=78_42 InlineTextBox "Age"
uid=78_297 ignored
uid=78_298 ignored
uid=78_299 StaticText "15"
uid=78_42 InlineTextBox "15"
uid=78_300 generic
uid=78_301 StaticText "(Jeune)"
uid=78_42 InlineTextBox "(Jeune)"
uid=78_302 generic
uid=78_303 heading "Totem La Horde" level="1"
uid=78_304 LabelText
uid=78_305 StaticText "Totem"
uid=78_42 InlineTextBox "Totem"
uid=78_306 generic
uid=78_307 StaticText "La Horde"
uid=78_42 InlineTextBox "La Horde"
uid=78_308 ignored
uid=78_309 LabelText
uid=78_310 StaticText "Réputation"
uid=78_42 InlineTextBox "Réputation"
uid=78_311 ignored
uid=78_312 StaticText "0"
uid=78_42 InlineTextBox "0"
uid=78_313 LabelText
uid=78_314 StaticText "Expérience"
uid=78_42 InlineTextBox "Expérience"
uid=78_315 ignored
uid=78_316 StaticText "0"
uid=78_42 InlineTextBox "0"
uid=78_317 heading "CARACTÉRISTIQUES" level="3"
uid=78_318 StaticText "CARACTÉRISTIQUES"
uid=78_42 InlineTextBox "CARACTÉRISTIQUES"
uid=78_319 ignored
uid=78_320 ignored
uid=78_321 heading "PHYSIQUE" level="4"
uid=78_322 StaticText "PHYSIQUE"
uid=78_42 InlineTextBox "PHYSIQUE"
uid=78_323 generic
uid=78_324 LabelText
uid=78_325 StaticText "Vigueur"
uid=78_42 InlineTextBox "Vigueur"
uid=78_326 generic
uid=78_327 LabelText
uid=78_328 StaticText "Santé"
uid=78_42 InlineTextBox "Santé"
uid=78_329 ignored
uid=78_330 heading "MANUEL" level="4"
uid=78_331 StaticText "MANUEL"
uid=78_42 InlineTextBox "MANUEL"
uid=78_332 generic
uid=78_333 LabelText
uid=78_334 StaticText "Précision"
uid=78_42 InlineTextBox "Précision"
uid=78_335 generic
uid=78_336 LabelText
uid=78_337 StaticText "Réflexes"
uid=78_42 InlineTextBox "Réflexes"
uid=78_338 ignored
uid=78_339 heading "MENTAL" level="4"
uid=78_340 StaticText "MENTAL"
uid=78_42 InlineTextBox "MENTAL"
uid=78_341 generic
uid=78_342 LabelText
uid=78_343 StaticText "Savoir"
uid=78_42 InlineTextBox "Savoir"
uid=78_344 generic
uid=78_345 LabelText
uid=78_346 StaticText "Perception"
uid=78_42 InlineTextBox "Perception"
uid=78_347 ignored
uid=78_348 heading "SOCIAL" level="4"
uid=78_349 StaticText "SOCIAL"
uid=78_42 InlineTextBox "SOCIAL"
uid=78_350 generic
uid=78_351 LabelText
uid=78_352 StaticText "Volonté"
uid=78_42 InlineTextBox "Volonté"
uid=78_353 generic
uid=78_354 LabelText
uid=78_355 StaticText "Empathie"
uid=78_42 InlineTextBox "Empathie"
uid=78_356 heading "COMPÉTENCES" level="3"
uid=78_357 StaticText "COMPÉTENCES"
uid=78_42 InlineTextBox "COMPÉTENCES"
uid=78_358 ignored
uid=78_359 ignored
uid=78_360 heading "L'HOMME" level="4"
uid=78_361 StaticText "L'HOMME"
uid=78_42 InlineTextBox "L'HOMME"
uid=78_362 generic
uid=78_363 LabelText
uid=78_364 StaticText "Arts "
uid=78_42 InlineTextBox "Arts "
uid=78_365 superscript
uid=78_366 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_367 generic
uid=78_368 LabelText
uid=78_369 StaticText "Civilisation "
uid=78_42 InlineTextBox "Civilisation "
uid=78_370 superscript
uid=78_371 StaticText "(II)"
uid=78_42 InlineTextBox "(II)"
uid=78_372 generic
uid=78_373 LabelText
uid=78_374 StaticText "Psychologie "
uid=78_42 InlineTextBox "Psychologie "
uid=78_375 superscript
uid=78_376 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_377 generic
uid=78_378 LabelText
uid=78_379 StaticText "Rumeurs"
uid=78_42 InlineTextBox "Rumeurs"
uid=78_380 generic
uid=78_381 LabelText
uid=78_382 StaticText "Soins "
uid=78_42 InlineTextBox "Soins "
uid=78_383 superscript
uid=78_384 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_385 ignored
uid=78_386 heading "L'ANIMAL" level="4"
uid=78_387 StaticText "L'ANIMAL"
uid=78_42 InlineTextBox "L'ANIMAL"
uid=78_388 generic
uid=78_389 LabelText
uid=78_390 StaticText "Animalisme "
uid=78_42 InlineTextBox "Animalisme "
uid=78_391 superscript
uid=78_392 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_393 generic
uid=78_394 LabelText
uid=78_395 StaticText "Dissection "
uid=78_42 InlineTextBox "Dissection "
uid=78_396 superscript
uid=78_397 StaticText "(II)"
uid=78_42 InlineTextBox "(II)"
uid=78_398 generic
uid=78_399 LabelText
uid=78_400 StaticText "Faune "
uid=78_42 InlineTextBox "Faune "
uid=78_401 superscript
uid=78_402 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_403 generic
uid=78_404 LabelText
uid=78_405 StaticText "Répulsion"
uid=78_42 InlineTextBox "Répulsion"
uid=78_406 generic
uid=78_407 LabelText
uid=78_408 StaticText "Pistage"
uid=78_42 InlineTextBox "Pistage"
uid=78_409 ignored
uid=78_410 heading "LA MACHINE" level="4"
uid=78_411 StaticText "LA MACHINE"
uid=78_42 InlineTextBox "LA MACHINE"
uid=78_412 generic
uid=78_413 LabelText
uid=78_414 StaticText "Artisanat "
uid=78_42 InlineTextBox "Artisanat "
uid=78_415 superscript
uid=78_416 StaticText "(II)"
uid=78_42 InlineTextBox "(II)"
uid=78_417 generic
uid=78_418 LabelText
uid=78_419 StaticText "Bricolage"
uid=78_42 InlineTextBox "Bricolage"
uid=78_420 generic
uid=78_421 LabelText
uid=78_422 StaticText "Mécanique "
uid=78_42 InlineTextBox "Mécanique "
uid=78_423 superscript
uid=78_424 StaticText "(II)"
uid=78_42 InlineTextBox "(II)"
uid=78_425 generic
uid=78_426 LabelText
uid=78_427 StaticText "Pilotage "
uid=78_42 InlineTextBox "Pilotage "
uid=78_428 superscript
uid=78_429 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_430 generic
uid=78_431 LabelText
uid=78_432 StaticText "Technologie "
uid=78_42 InlineTextBox "Technologie "
uid=78_433 superscript
uid=78_434 StaticText "(II)"
uid=78_42 InlineTextBox "(II)"
uid=78_435 ignored
uid=78_436 heading "L'ARME" level="4"
uid=78_437 StaticText "L'ARME"
uid=78_42 InlineTextBox "L'ARME"
uid=78_438 generic
uid=78_439 LabelText
uid=78_440 StaticText "Armes à feu "
uid=78_42 InlineTextBox "Armes à feu "
uid=78_441 superscript
uid=78_442 StaticText "(II)"
uid=78_42 InlineTextBox "(II)"
uid=78_443 generic
uid=78_444 LabelText
uid=78_445 StaticText "Tir à l'arc"
uid=78_42 InlineTextBox "Tir à l'arc"
uid=78_446 generic
uid=78_447 LabelText
uid=78_448 StaticText "Armurerie "
uid=78_42 InlineTextBox "Armurerie "
uid=78_449 superscript
uid=78_450 StaticText "(II)"
uid=78_42 InlineTextBox "(II)"
uid=78_451 generic
uid=78_452 LabelText
uid=78_453 StaticText "Lancer"
uid=78_42 InlineTextBox "Lancer"
uid=78_454 generic
uid=78_455 LabelText
uid=78_456 StaticText "Mêlée"
uid=78_42 InlineTextBox "Mêlée"
uid=78_457 ignored
uid=78_458 heading "LA SURVIE" level="4"
uid=78_459 StaticText "LA SURVIE"
uid=78_42 InlineTextBox "LA SURVIE"
uid=78_460 generic
uid=78_461 LabelText
uid=78_462 StaticText "Vigilance"
uid=78_42 InlineTextBox "Vigilance"
uid=78_463 generic
uid=78_464 LabelText
uid=78_465 StaticText "Athlétisme"
uid=78_42 InlineTextBox "Athlétisme"
uid=78_466 generic
uid=78_467 LabelText
uid=78_468 StaticText "Alimentation"
uid=78_42 InlineTextBox "Alimentation"
uid=78_469 generic
uid=78_470 LabelText
uid=78_471 StaticText "Discrétion"
uid=78_42 InlineTextBox "Discrétion"
uid=78_472 generic
uid=78_473 LabelText
uid=78_474 StaticText "Corps-à-corps"
uid=78_42 InlineTextBox "Corps-à-corps"
uid=78_475 ignored
uid=78_476 heading "LA TERRE" level="4"
uid=78_477 StaticText "LA TERRE"
uid=78_42 InlineTextBox "LA TERRE"
uid=78_478 generic
uid=78_479 LabelText
uid=78_480 StaticText "Environnement "
uid=78_42 InlineTextBox "Environnement "
uid=78_481 superscript
uid=78_482 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_483 generic
uid=78_484 LabelText
uid=78_485 StaticText "Flore "
uid=78_42 InlineTextBox "Flore "
uid=78_486 superscript
uid=78_487 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_488 generic
uid=78_489 LabelText
uid=78_490 StaticText "Route"
uid=78_42 InlineTextBox "Route"
uid=78_491 generic
uid=78_492 LabelText
uid=78_493 StaticText "Toxiques "
uid=78_42 InlineTextBox "Toxiques "
uid=78_494 superscript
uid=78_495 StaticText "(II)"
uid=78_42 InlineTextBox "(II)"
uid=78_496 generic
uid=78_497 LabelText
uid=78_498 StaticText "Vestiges "
uid=78_42 InlineTextBox "Vestiges "
uid=78_499 superscript
uid=78_500 StaticText "(I)"
uid=78_42 InlineTextBox "(I)"
uid=78_501 ignored
uid=78_502 ignored
uid=78_503 ignored
uid=78_504 ignored
uid=78_505 ignored
uid=78_506 ignored
uid=78_507 ignored
uid=78_508 ignored
uid=78_509 ignored
uid=78_510 ignored
uid=78_511 ignored
uid=78_512 ignored
uid=78_513 ignored
uid=78_514 ignored
uid=78_515 ignored
uid=78_516 ignored
uid=78_517 ignored
uid=78_518 ignored
uid=78_519 ignored
uid=78_520 ignored
uid=78_521 ignored
uid=78_522 ignored
uid=78_523 ignored
uid=78_524 ignored
uid=78_525 ignored
uid=78_526 ignored
uid=78_527 ignored
uid=78_528 ignored
uid=78_529 ignored
uid=78_530 ignored
uid=78_531 ignored
uid=78_532 ignored
uid=78_533 ignored
uid=78_534 ignored
uid=78_535 ignored
uid=78_536 ignored
uid=78_537 ignored
uid=78_538 ignored
uid=78_539 ignored
uid=78_540 ignored
uid=78_541 ignored
uid=78_542 ignored
uid=78_543 ignored
uid=78_544 ignored
uid=78_545 ignored
uid=78_546 ignored
uid=78_547 ignored
uid=78_548 ignored
uid=78_549 ignored
uid=78_550 ignored
uid=78_551 ignored
uid=78_552 ignored
uid=78_553 ignored
uid=78_554 ignored
uid=78_555 generic
+126
View File
@@ -0,0 +1,126 @@
# Combat — Échanges de coups (assisté)
## Principe
Chaque échange de coups se déroule dans le chat : un jet d'attaque, un éventuel
jet de défense, puis une résolution assistée. Tous les calculs (réussites,
dégâts, protection, blessure) sont effectués automatiquement ; la blessure
s'applique ensuite d'un simple clic.
```
Attaque → (Défense) → Résoudre → Appliquer
```
## 1. L'attaque
Ouvrir le dialogue d'attaque :
- **Personnage / PNJ** : cliquer l'icône cible (`fa-crosshairs`) sur une arme
dans l'onglet **Combat** (liste des armes équipées) ou dans l'onglet
**Matériel**.
- **Créature** : cliquer la valeur « Attaque » de l'onglet **Stats**.
Le dialogue est prérempli selon le type d'acteur :
| Type | Pool | Dégâts de base | Difficulté |
|------|------|----------------|------------|
| **Personnage** | Caractéristique + compétence (verrouillées) | Arme (+ Vigueur si « Vigueur+ ») | Selon maîtrise / portée |
| **PNJ** | Pool de menace + réserves de rôle | Arme équipée, sinon `Vigueur` de menace | Selon niveau d'expérience |
| **Créature** | `Attaque` calculée | `Dégâts` calculés | Son statut de combat (verrouillée) |
### Difficulté
- **Contact** : dépend du niveau de compétence de l'attaquant.
- Incompétent / Débutant : `7`
- Confirmé : `5 ou 7`
- Expert : `5, 7 ou 9`
- Maître / Légende : `3, 5, 7 ou 9`
- **Distance** : par portée.
- Courte : `5` — Moyenne : `7` — Longue : `9`
- **Créature ciblée** : la difficulté est forcée au statut de combat de la
créature (toute réussite ≥ 1 touche).
### Options du dialogue
- **Deuxième action** : +2 à la difficulté.
- **Handicap** : augmente les succès requis.
- **Sang-Froid** : dés bonus (débités du personnage).
- **Totems** : dés de totem (+ garder un totem si les deux sont actifs).
- **Consommation de munitions** : pour les armes à distance (coche cochée par
défaut, la munition est décomptée au jet).
- Les **cibles** sélectionnées sur la carte (`Ctrl` + clic / outil de ciblage)
sont affichées et reprises dans l'échange.
### La carte de chat
Le message d'attaque affiche l'arme (dégâts, portées, munitions) puis le bloc
**Échange de coups** avec, **par cible**, les boutons **Esquive** et **Parade**
(contact) ou **Esquive** seule (distance), ainsi que le bouton **Résoudre**.
## 2. La défense
Seuls les acteurs **capables de se défendre** (personnages et PNJ) ont des
boutons de défense — pas les créatures (défense passive).
- Cliquer **Esquive** ou **Parade** sur la carte d'attaque.
- Le dialogue de défense est **verrouillé** :
- **Esquive** : `Réflexes` + `Corps-à-corps` (attaque au contact) ou
`Vigilance` (attaque à distance).
- **Parade** : `Vigueur` + `Mêlée` (ou `Corps-à-corps`).
- **Difficulté = celle de l'attaque** (non modifiable).
- Le jet de défense est lié au message d'attaque (même échange).
> Permission : Esquive / Parade ne sont utilisables que par le **propriétaire
> de la cible** ou le **MJ**.
## 3. La résolution
Cliquer **Résoudre** (auteur du message ou MJ). Le système compare les
**réussites** des jets d'attaque et de défense :
- **Attaquant > Défenseur** → **Touché** (parade insuffisante si parade).
- **Attaquant ≤ Défenseur** → **Esquivé / Paré** : aucun dégât.
- **Sans défense** (abstention ou créature) : toute réussite ≥ 1 touche.
Les totaux sont lus en direct : une **relance** de dé effectuée avant la
résolution est prise en compte.
### Dégâts
```
Dégâts = dégâts de base de l'arme (+ Vigueur si « Vigueur+ ») + réussites d'attaque
```
### Protection
- **Parade** : seule la protection utilisée pour la parade réduit.
- **Sinon** : somme des **protections équipées** de la cible
(créature : protection de rôle).
### Blessure
La blessure correspond au **seuil le plus élevé** inférieur ou égal aux dégâts
nets : **Légère**, **Grave** ou **Mortelle**. Un bloc de résultat est affiché
**par cible** (attaque multi-cibles = un bloc par cible).
## 4. L'application de la blessure
Cliquer **« Appliquer la blessure »** sur le bloc de résultat (propriétaire de
la cible ou MJ) : le cercle de blessure correspondant est coché sur l'acteur.
## Rappels et permissions
| Action | Qui peut la faire |
|--------|-------------------|
| Esquive / Parade | Propriétaire de la cible ou MJ |
| Résoudre | Auteur du message d'attaque ou MJ |
| Appliquer la blessure | Propriétaire de la cible ou MJ |
- Les **créatures** ne lancent pas de défense : leur difficulté d'attaque et de
défense est leur **statut de combat**.
- Les **PNJ** lancent leur défense comme un personnage (capacités + compétences).
- Les **réserves de rôle** des PNJ sont à dépenser à la main (gérées par le MJ).
---
*Guide utilisateur — Vermine2047 pour FoundryVTT.*
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@@ -16,8 +16,9 @@
"TYPES.Item.item": "Item",
"TYPES.Item.weapon": "Weapon",
"TYPES.Item.defense": "Defense",
"TYPES.Item.vehicle": "Vehicle",
"TYPES.Actor.vehicle": "Vehicle",
"TYPES.Item.ability": "Ability",
"TYPES.Item.creaturecapacity": "Creature capacity",
"TYPES.Item.specialty": "Specialty",
"TYPES.Item.background": "Background",
"TYPES.Item.trauma": "Trauma",
@@ -43,6 +44,20 @@
"nightmare": "Nightmare",
"apocalypse": "Apocalypse"
},
"CREATURE_CAPACITY_TYPES": {
"base": {
"name": "Base"
},
"survival": {
"name": "Survival"
},
"nightmare": {
"name": "Nightmare"
},
"apocalypse": {
"name": "Apocalypse"
}
},
"ROLLS": {
"tool": "Dice Roller",
"roll_dice": "Roll the dice"
@@ -140,13 +155,19 @@
"level": "Level",
"experience": "Experience",
"reputation": "Reputation",
"chaman": "Shaman",
"sheet": {
"description": "Description"
},
"pool": "Reserve",
"pools": "Reserves",
"dice_pool": "Dice pool",
"pool_malus": "Wound penalty",
"auto_successes": "automatic successes",
"self_control": "Self-control",
"effort": "Effort",
"equip": "Equip",
"unequip": "Unequip",
"group": "Group",
"abilities": "Characteristics",
"ability": "Characteristic",
@@ -172,6 +193,20 @@
"range": "Range",
"ranges": "Ranges",
"mobility": "Mobility",
"vehicle": "Vehicle",
"vehicle_specs": "Vehicle specifications",
"kind": "Kind",
"kind_vehicle": "Vehicle",
"kind_mount": "Mount",
"distance": "Distance",
"speed": "Speed",
"speed_duration_ph": "top speed duration (e.g. 10 min)",
"effort_reserve": "Effort reserve",
"maintenance": "Maintenance",
"owner": "Owner",
"no_vehicles": "No vehicles",
"no_encounters": "No encounters",
"travel_notes": "Travel notes",
"rarity": "Rarity",
"rarity_sm": "Rar.",
"reliability": "Reliability",
@@ -198,10 +233,13 @@
"boost": "Boost",
"group_abilities": "Group abilities",
"totem_abilities": "Totem abilities",
"creature_capacities": "Creature capacities",
"type_group": "Group",
"type_character": "Character",
"type_npc": "NPC",
"type_creature": "Creature",
"type_community": "Community",
"type_vehicle": "Vehicle",
"type": "Type",
"group_members": "Members",
"encounters": "Encounters",
@@ -223,6 +261,7 @@
"world": "World"
},
"CharacterNamePlaceholder": "Character Name",
"ProfilePlaceholder": "Profile",
"none": "None",
"bonuses": "Bonuses",
"choose_ability": "Choose Ability",
@@ -240,9 +279,45 @@
"success_count": "Success Count",
"success_required": "Success Required",
"test_of": "Test of",
"roll_success": "Success",
"roll_failure": "Failure",
"roll_context": "Roll context",
"roll_pool": "Dice pool",
"roll_dice": "Dice detail",
"pool_ability": "Ability",
"pool_skill": "Skill",
"pool_specialty": "Specialty",
"pool_help": "Help",
"pool_tooling": "Equipment",
"pool_group": "Group",
"pool_selfControl": "Self-Control",
"pool_pools": "Pools",
"pool_total": "Total",
"totem_used": "Totem",
"totem_keep": "kept",
"domain_bonus": "Domain bonus",
"domain_penalty": "Domain penalty",
"used": "used",
"die_regular": "dice",
"die_human": "human",
"die_adapted": "adapted",
"die_successes": "successes",
"total": "Total",
"totem_dice": "Totem Dice",
"totem_hint": "Totem Hint",
"totem_hint": "Check to use totem dice (double success possible)",
"totem_neutral": "Neutral",
"totem_manage": "Manage Totem Dice (Instincts / Interdits)",
"totem_serious": "Serious act (2 dice)",
"totem_manage_hint": "Instincts: obeying the Human's Instincts gains 1 Human die; another Totem's Instincts gain 1 Adapted die. Interdit: breaking a Human Interdit loses 1 Human die (or gains 1 Adapted die if none). Max 3 dice of the same Totem and 5 dice total.",
"totem_instinct_human": "Human Instinct (+1 Human die)",
"totem_instinct_adapted": "Another Totem's Instinct (+1 Adapted die)",
"totem_interdit_human": "Human Interdit (-1 Human die)",
"totem_gained": "{totem} +1D",
"totem_gained_adapted": "+1D Adapted",
"totem_exchanged": "{totem} gained in exchange (1 opposite die removed)",
"totem_replaced": "Opposite die removed instead (max 3D reached)",
"totem_lost": "-1 Human die",
"totem_limit_reached": "Totem dice limit reached.",
"FightTool": "Fight Tool",
"RollTool": "Roll Tool",
"Roll4Fight": "Roll for Fight",
@@ -257,12 +332,172 @@
"error_no_actor_selected": "No actor selected",
"error_not_enough_self_control": "Not enough self control",
"error_select_ability": "Select an ability",
"attack": "Attack",
"attack_contact": "Melee attack",
"attack_ranged": "Ranged attack",
"defense_esquive": "Dodge",
"defense_parade": "Parry",
"passive_defense": "Passive defense",
"range_short": "Short",
"range_mid": "Medium",
"range_long": "Long",
"second_action": "Second action (+2 difficulty)",
"consume_ammo": "Consume ammo",
"npc_pool": "Pools used",
"exchange": "Combat exchange",
"resolve": "Resolve",
"resolve_result": "Exchange resolution",
"attacker_successes": "Attack successes",
"defender_successes": "Defense successes",
"raw_damage": "Raw damage",
"net_damage": "Net damage",
"hit": "Hit",
"hit_parade": "Hit (insufficient parry)",
"missed_esquive": "Dodged",
"missed_parade": "Parried",
"no_damage": "No damage",
"wound": "Wound",
"no_wound": "No wound",
"apply_wound": "Apply wound",
"wound_applied": "Wound applied",
"wound_escalated": "{to} wound (escalated from {from})",
"wound_death": "All wounds checked — death",
"error_creature_no_defense": "Creatures cannot defend (passive defense)",
"error_no_permission": "Insufficient permissions",
"error_no_target": "No target selected for this exchange",
"experience_phase": "Experience phase",
"experience_dice": "Experience dice",
"experience_rewards": "Experience rewards",
"collective": "collective",
"collective_rewards": "Collective rewards",
"individual_rewards": "Individual rewards",
"collective_group": "Group (collective pool)",
"danger": "Danger",
"discoveries": "Discoveries",
"duration": "Duration",
"implication": "Implication",
"influence": "Influence",
"interpretation": "Interpretation",
"reward_anecdotic": "Anecdotal",
"reward_minor": "Minor",
"reward_major": "Major",
"reward_exceptionnal": "Exceptional",
"objective_minor": "Minor objective",
"objective_major": "Major objective",
"trauma_reward": "Chosen trauma",
"trauma_reward_5": "Trauma reward (+5D)",
"evolution_dice": "Evolution dice",
"buy_evolution": "Buy an Adaptation/Mutation",
"evolution_name": "Name",
"evolution_level": "Level (cost in Evolution dice)",
"evolution_mutation": "Mutation",
"evolution_adaptation": "Adaptation",
"evolution_available_dice": "Accumulated Evolution dice",
"evolution_total": "Total levels (after purchase)",
"evolution_mode_max": "Game mode maximum",
"game_mode": "Game mode",
"mode_survie": "Survival",
"mode_cauchemar": "Nightmare",
"mode_apocalypse": "Apocalypse",
"evolution_buy_hint": "The purchase consumes and erases all accumulated Evolution dice. Limits: Survival 5D, Nightmare 6D, Apocalypse 7D total. Level 3/4 Mutations are forbidden in Survival; only one level 4 Mutation.",
"buy_evolution_done": "Adaptation/Mutation acquired. Evolution dice erased.",
"error_evolution_no_name": "Provide a name for the Adaptation/Mutation.",
"error_evolution_invalid_level": "Invalid level (1 to 4).",
"error_evolution_not_enough_dice": "Not enough Evolution dice for this level.",
"error_evolution_mode_limit": "Game mode maximum Evolution dice reached.",
"error_evolution_mutation_mode": "Level 3/4 Mutations require Nightmare or Apocalypse modes.",
"error_evolution_mutation_4d": "The character already has a level 4 Mutation.",
"error_evolution_create": "Could not create the Adaptation/Mutation.",
"open_experience_phase": "Experience phase",
"open_learning": "Learning",
"validate_phase": "Validate phase",
"validate_phase_done": "Experience phase validated: learning limits reset.",
"error_not_editable": "You do not have permission to modify this element.",
"vehicle_assign": "Attach vehicle",
"vehicle_assign_confirm": "This vehicle already belongs to \"{group}\". Attach it to this group?",
"vehicle_assign_failed": "Could not attach this vehicle to the group.",
"vehicle_import_failed": "Could not import this vehicle from the compendium.",
"learning_limits": "Learning limits (per phase)",
"learned_skill": "Skill",
"learned_specialty": "Specialty",
"learned_reserve": "Reserve",
"learned_characteristic": "Characteristic",
"learned_evolution": "Evolution",
"learned_ability": "Totem capacity",
"learned_background": "Background",
"learned_reputation": "Reputation",
"no_character": "No character in this world.",
"apply": "Apply",
"characteristic": "Characteristic",
"learn_skill": "Skill",
"learn_specialty": "Specialty",
"learn_characteristic": "Characteristic",
"learn_reserve": "Reserve",
"learn_evolution": "Evolution die",
"learn_totem_ability": "Totem capacity",
"learn_background": "Background element",
"learn_reputation": "Reputation",
"learn_adapted_die": "Replace 1 Experience die with an Adapted totem die (×2)",
"adapted_die_x2": "1 Adapted totem die ×2",
"learn_specialty_name": "Specialty name",
"specialty_hint": "Prerequisite: skill at least Proficient (≥2).",
"characteristic_hint": "Difficulty 9 + Handicap = current value. Max 3 (except Superhuman).",
"reserve_hint": "Difficulty = current value + age Handicap. Max 10.",
"evolution_hint": "Difficulty by age + Handicap = accumulated Evolution dice. Adapted totem +1D, Human -1D.",
"totem_ability_hint": "Prerequisites: same Totem as the character, Group level ≥ Capacity level, game mode compatible (Survival N1, Nightmare N2, Apocalypse N3).",
"background_hint": "Difficulty 9. Handicap (I) if the Background is marked with an asterisk (*). GM authorization required.",
"reputation_hint": "Reduce = more famous (Difficulty 10 target score, 1 pt max per phase). Increase = fade into obscurity (requires a major Objective, Difficulty = current Reputation, +1 per Success).",
"reputation_reduce": "Become more famous (reduce)",
"reputation_increase": "Fade into obscurity (increase)",
"reputation_current": "Current Reputation",
"dice_spent": "Dice spent",
"learning_success": "Learning successful!",
"error_no_experience_dice": "No Experience dice available.",
"error_learning_limit": "Limit reached for this type of learning in this phase.",
"error_skill_max": "This skill is already at maximum level.",
"error_characteristic_max": "Characteristic already at maximum (3).",
"error_specialty_requirement": "Specialty requires: skill at least Proficient (≥2).",
"error_reserve_max": "Reserve already at maximum (10).",
"no_totem_ability": "No Totem capacity available to learn.",
"no_background": "No background element to acquire.",
"error_totem_mode": "Capacity level incompatible with the game mode.",
"error_totem_totem": "The character must share the Totem of the Capacity.",
"error_totem_group_level": "Group level insufficient for this Capacity.",
"error_totem_limit": "Totem capacity limit reached (3× Level 1, 1× Levels 2 and 3, max 5).",
"error_reputation_min": "Reputation already at minimum (0).",
"error_reputation_max": "Reputation already at maximum (10).",
"error_evolution_no_adapted": "The character must have strictly more Adapted than Human totem dice.",
"learn_level": "Group level",
"learn_group_reserve": "Group reserve",
"learn_ability": "Group capacity",
"group_level_hint": "Difficulty = number of members. Handicap = current Group level. Max 10.",
"group_reserve_hint": "Difficulty = current Reserve value. Handicap II. Max 10.",
"group_ability_hint": "Difficulty = Learning. Handicap = Capacity level. Requires Group level ≥ Capacity level.",
"no_group_ability": "No Group capacity available to develop.",
"error_group_level_max": "Group level already at maximum (10).",
"error_group_reserve_max": "Group reserve already at maximum.",
"error_group_level_requirement": "Group level insufficient for this Capacity.",
"experience_transfer": "Experience dice",
"experience_pull": "Pull from group",
"experience_give": "Give 1D to group",
"pool_experience": "Experience",
"error_no_group": "No group associated with this character.",
"error_no_group_dice": "Not enough group pool dice.",
"tabs": {
"abilities": "Abilities",
"combat": "Combat",
"equipment": "Equipment",
"stories": "Stories",
"totem": "Totem"
"totem": "Totem",
"experience": "Experience"
},
"Sheet": {
"character": "Character",
"npc": "NPC",
"group": "Group",
"creature": "Creature",
"community": "Community",
"vehicle": "Vehicle"
},
"base_values": "Base Values",
"computed_values": "Computed Values",
@@ -279,6 +514,8 @@
"morale": "Morale",
"needed": "Needed",
"objective_placeholder": "eg: Survive, Explore",
"major_objective_placeholder": "eg: Reach a distant goal",
"minor_objective_placeholder": "eg: Find a medic, scavenge",
"objectives": "Objectives",
"pack": "Pack",
"pattern": "Pattern",
@@ -326,6 +563,91 @@
"effects.passive": "Passive",
"effects.temporary": "Temporary"
},
"COMMUNITY": {
"tabs": {
"identity": "Identity",
"domains": "Domains",
"resources": "Resources"
},
"identity": "Identity",
"name_placeholder": "Community name",
"choose_totem": "Choose totem",
"origin": "Origin",
"theme": "Theme",
"age_label": "Community age",
"age": {
"recent": "A few days",
"established": "A few months",
"old": "A few years"
},
"instincts": "Instincts",
"prohibits": "Prohibitions",
"notes": "Notes",
"location": "Location",
"sector": "Sector",
"placeType": "Place type",
"landmarks": "Landmarks",
"territory": "Territory",
"history": "History",
"founding": "Founding",
"events": "Key events",
"history_relations": "Relations",
"objectives": "Objectives",
"objective_major": "Major objective",
"objectives_minor": "Minor objectives",
"add_objective": "Add objective",
"size_title": "Size & Population",
"size_label": "Size",
"sizeLevels": {
"1": "Size 1",
"2": "Size 2",
"3": "Size 3"
},
"population": "Population",
"population_range": "Recommended population",
"figures": "Figures",
"companies": "Companies",
"domains": {
"resources": "Resources",
"security": "Security",
"dynamism": "Dynamism",
"relations": "Relations"
},
"sections": {
"vivre": "Food & Water",
"supplies": "Supplies",
"defense": "Defense",
"care": "Care",
"cohesion": "Cohesion",
"productivity": "Productivity",
"human": "Human",
"ecology": "Ecology"
},
"states": {
"crisis": "Crisis",
"low": "Low",
"stable": "Stable",
"opulent": "Opulent"
},
"reserves": "Reserves",
"group_reserve": "Group reserve",
"material_dice": "Material dice",
"experience_dice": "Experience dice",
"morale": "Morale",
"morale_value": "Value",
"morale_state": "State",
"morale_levels": {
"high": "High",
"normal": "Normal",
"low": "Low",
"crisis": "Crisis"
},
"morale_blocked": "All four Domains are Low: the Morale bonus is inactive.",
"habitants_title": "Inhabitants",
"habitants_coming": "Figures and Companies management comes in a future version.",
"linked_group": "Linked group",
"profile_hint": "Community profile"
},
"ITEMS": {
"item": "Item",
"items": "Items",
@@ -346,6 +668,8 @@
"ability": "Ability",
"new_ability": "New ability",
"abilities": "Abilities",
"creaturecapacity": "Creature capacity",
"new_creaturecapacity": "New creature capacity",
"specialties": "Specialties",
"new_specialty": "New specialty",
"target": "Target",
@@ -420,6 +744,11 @@
"dog": "Dog",
"bear": "Bear"
},
"PACK_LEVELS": {
"small": "Small",
"large": "Large",
"giant": "Giant"
},
"TOTEMS": {
"human": {
"name": "Human",
@@ -573,7 +902,7 @@
"name": "Repulsion"
},
"tracks": {
"name": "Tracks"
"name": "Tracking"
},
"crafting": {
"name": "Crafting"
@@ -603,7 +932,7 @@
"name": "Melee"
},
"archery": {
"name": "Ranged"
"name": "Ranged Weapons"
},
"throwing": {
"name": "Throwing"
@@ -655,6 +984,7 @@
"Round": "Round"
},
"SIZE_LEVELS": {
"tiny": "Insect",
"small": "Small",
"medium": "Medium",
"large": "Large"
+330 -6
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@@ -8,8 +8,9 @@
"TYPES.Item.item": "Objet",
"TYPES.Item.weapon": "Arme",
"TYPES.Item.defense": "Protection",
"TYPES.Item.vehicle": "Véhicule",
"TYPES.Actor.vehicle": "Véhicule",
"TYPES.Item.ability": "Capacité",
"TYPES.Item.creaturecapacity": "Capacité de créature",
"TYPES.Item.specialty": "Spécialité",
"TYPES.Item.background": "Historique",
"TYPES.Item.trauma": "Traumatisme",
@@ -49,6 +50,20 @@
"nightmare": "Cauchemar",
"apocalypse": "Apocalypse"
},
"CREATURE_CAPACITY_TYPES": {
"base": {
"name": "Base"
},
"survival": {
"name": "Survie"
},
"nightmare": {
"name": "Cauchemar"
},
"apocalypse": {
"name": "Apocalypse"
}
},
"ROLLS": {
"tool": "Lanceur de dés",
"roll_dice": "Jeter les dés"
@@ -93,7 +108,7 @@
"AGE_TYPES": {
"young": "Jeune",
"adult": "Adulte",
"old": "Vieux"
"old": "Ancien"
},
"IDENTITY": {
"biography": "Biographie",
@@ -146,14 +161,20 @@
"level": "Niveau",
"experience": "Expérience",
"reputation": "Réputation",
"chaman": "Chaman",
"sheet": {
"description": "Description"
},
"pool": "Réserve",
"pools": "Réserves",
"reserves": "Réserves",
"dice_pool": "Pool de dés",
"pool_malus": "Malus Blessure",
"auto_successes": "réussites automatiques",
"self_control": "Sang-Froid",
"effort": "Effort",
"equip": "Équiper",
"unequip": "Déséquiper",
"preferred_category": "Catégorie préférée",
"wounds": {
"name": "Blessures",
@@ -188,6 +209,29 @@
"grant_reroll": "accorder des relances",
"success_count": "nombre de succès",
"success_required": "succès requis",
"roll_success": "Réussite",
"roll_failure": "Échec",
"roll_context": "Contexte du jet",
"roll_pool": "Composition du jet",
"roll_dice": "Détail des dés",
"pool_ability": "Caractéristique",
"pool_skill": "Compétence",
"pool_specialty": "Spécialité",
"pool_help": "Entraide",
"pool_tooling": "Équipement",
"pool_group": "Groupe",
"pool_selfControl": "Sang-Froid",
"pool_pools": "Réserves",
"pool_total": "Total",
"totem_used": "Totem",
"totem_keep": "gardé",
"domain_bonus": "Bonus de domaine",
"domain_penalty": "Malus de domaine",
"used": "utilisé",
"die_regular": "dés",
"die_human": "humains",
"die_adapted": "adaptés",
"die_successes": "succès",
"error_no_actor_selected": "Vous n'avez pas de personnage attitré ou de token sélectionné",
"error_cannot_reroll": "Vous ne pouvez pas relancer un dés sur ce jet",
"error_no_rerolls_left": "Plus de relances possibles",
@@ -230,6 +274,20 @@
"range": "Portée",
"ranges": "Portées",
"mobility": "Mobilité",
"vehicle": "Véhicule",
"vehicle_specs": "Caractéristiques du véhicule",
"kind": "Type",
"kind_vehicle": "Véhicule",
"kind_mount": "Monture",
"distance": "Distance",
"speed": "Vitesse",
"speed_duration_ph": "durée de pointe (ex: 10 min)",
"effort_reserve": "Réserve d'Effort",
"maintenance": "Entretien",
"owner": "Propriétaire",
"no_vehicles": "Aucun véhicule",
"no_encounters": "Aucune rencontre",
"travel_notes": "Notes de voyage",
"rarity": "Rareté",
"rarity_sm": "Rar.",
"reliability": "Fiabilité",
@@ -244,6 +302,170 @@
"totem_dice": "Dés de totem",
"keep_totem": "Garder le totem",
"totem_hint": "Cochez pour utiliser les dés de totem (double réussite possible)",
"totem_neutral": "Neutre",
"totem_manage": "Gérer les Dés de Totems (Instincts / Interdits)",
"totem_serious": "Acte grave (2 dés)",
"totem_manage_hint": "Instincts : obéir aux Instincts de l'Humain gagne 1D Humain ; ceux d'un autre Totem gagnent 1D Adapté. Interdit : briser un Interdit de l'Humain fait perdre 1D Humain (ou gagner 1D Adapté si aucun). Max 3 Dés du même Totem et 5 Dés au total.",
"totem_instinct_human": "Instinct de l'Humain (+1D Humain)",
"totem_instinct_adapted": "Instinct d'un autre Totem (+1D Adapté)",
"totem_interdit_human": "Interdit de l'Humain (-1D Humain)",
"totem_gained": "{totem} +1D",
"totem_gained_adapted": "+1D Adapté",
"totem_exchanged": "{totem} gagné en échange (1D opposé retiré)",
"totem_replaced": "Dé opposé retiré à la place (max 3D atteint)",
"totem_lost": "-1D Humain",
"totem_limit_reached": "Limite de Dés de Totems atteinte.",
"attack": "Attaque",
"attack_contact": "Attaque au contact",
"attack_ranged": "Attaque à distance",
"defense_esquive": "Esquive",
"defense_parade": "Parade",
"passive_defense": "Défense passive",
"range_short": "Courte",
"range_mid": "Moyenne",
"range_long": "Longue",
"second_action": "Deuxième action (+2 difficulté)",
"consume_ammo": "Consommer des munitions",
"npc_pool": "Réserves utilisées",
"exchange": "Échange de coups",
"resolve": "Résoudre",
"resolve_result": "Résolution de l'échange",
"attacker_successes": "Réussites d'attaque",
"defender_successes": "Réussites de défense",
"raw_damage": "Dégâts bruts",
"net_damage": "Dégâts nets",
"hit": "Touché",
"hit_parade": "Touché (parade insuffisante)",
"missed_esquive": "Esquivé",
"missed_parade": "Paré",
"no_damage": "Aucun dégât",
"wound": "Blessure",
"no_wound": "Aucune blessure",
"apply_wound": "Appliquer la blessure",
"wound_applied": "Blessure appliquée",
"wound_escalated": "Blessure {to} (montée depuis {from})",
"wound_death": "Toutes les blessures sont cochées — mort",
"error_creature_no_defense": "Les créatures ne peuvent pas se défendre (défense passive)",
"error_no_permission": "Permissions insuffisantes",
"error_no_target": "Aucune cible sélectionnée pour cet échange",
"experience_phase": "Phase d'Expérience",
"experience_dice": "Dés d'Expérience",
"experience_rewards": "Récompenses d'Expérience",
"collective": "collectifs",
"collective_rewards": "Récompenses collectives",
"individual_rewards": "Récompenses individuelles",
"collective_group": "Groupe (réserve collective)",
"danger": "Danger",
"discoveries": "Découvertes",
"duration": "Durée",
"implication": "Implication",
"influence": "Influence",
"interpretation": "Interprétation",
"reward_anecdotic": "Anecdotique",
"reward_minor": "Mineure",
"reward_major": "Majeure",
"reward_exceptionnal": "Exceptionnelle",
"objective_minor": "Objectif mineur",
"objective_major": "Objectif majeur",
"trauma_reward": "Traumatisme choisi",
"trauma_reward_5": "Récompense de Traumatisme (+5D)",
"evolution_dice": "Dés d'Évolution",
"buy_evolution": "Acheter une Adaptation/Mutation",
"evolution_name": "Nom",
"evolution_level": "Niveau (coût en Dés d'Évolution)",
"evolution_mutation": "Mutation",
"evolution_adaptation": "Adaptation",
"evolution_available_dice": "Dés d'Évolution accumulés",
"evolution_total": "Total des niveaux (après achat)",
"evolution_mode_max": "Maximum du Mode de jeu",
"game_mode": "Mode de jeu",
"mode_survie": "Survie",
"mode_cauchemar": "Cauchemar",
"mode_apocalypse": "Apocalypse",
"evolution_buy_hint": "L'achat consomme et efface tous les Dés d'Évolution accumulés. Limites : Survie 5D, Cauchemar 6D, Apocalypse 7D au total. Mutations 3D/4D interdites en Mode Survie ; une seule Mutation à 4D.",
"buy_evolution_done": "Adaptation/Mutation acquise. Dés d'Évolution effacés.",
"error_evolution_no_name": "Indiquez un nom pour l'Adaptation/Mutation.",
"error_evolution_invalid_level": "Niveau invalide (1 à 4).",
"error_evolution_not_enough_dice": "Dés d'Évolution insuffisants pour ce niveau.",
"error_evolution_mode_limit": "Maximum de Dés d'Évolution du Mode de jeu atteint.",
"error_evolution_mutation_mode": "Les Mutations de Niveau 3/4 nécessitent les Modes Cauchemar ou Apocalypse.",
"error_evolution_mutation_4d": "Le personnage possède déjà une Mutation à 4D.",
"error_evolution_create": "Impossible de créer l'Adaptation/Mutation.",
"open_experience_phase": "Phase d'Expérience",
"open_learning": "Apprentissage",
"validate_phase": "Valider la phase",
"validate_phase_done": "Phase d'Expérience validée : limites d'apprentissage réinitialisées.",
"error_not_editable": "Vous n'avez pas la permission de modifier cet élément.",
"vehicle_assign": "Attacher le véhicule",
"vehicle_assign_confirm": "Ce véhicule appartient déjà à « {group} ». L'attacher à ce Groupe ?",
"vehicle_assign_failed": "Impossible d'attacher ce véhicule au Groupe.",
"vehicle_import_failed": "Impossible d'importer ce véhicule depuis le compendium.",
"learning_limits": "Limites d'apprentissage (par phase)",
"learned_skill": "Compétence",
"learned_specialty": "Spécialité",
"learned_reserve": "Réserve",
"learned_characteristic": "Caractéristique",
"learned_evolution": "Évolution",
"learned_ability": "Capacité de Totem",
"learned_background": "Historique",
"learned_reputation": "Réputation",
"no_character": "Aucun personnage dans ce monde.",
"apply": "Appliquer",
"characteristic": "Caractéristique",
"learn_skill": "Compétence",
"learn_specialty": "Spécialité",
"learn_characteristic": "Caractéristique",
"learn_reserve": "Réserve",
"learn_evolution": "Dé d'Évolution",
"learn_totem_ability": "Capacité de Totem",
"learn_background": "Élément d'Historique",
"learn_reputation": "Réputation",
"learn_adapted_die": "Remplacer 1D d'Expérience par un Dé de Totem Adapté (×2)",
"adapted_die_x2": "1 Dé de Totem Adapté ×2",
"learn_specialty_name": "Nom de la spécialité",
"specialty_hint": "Prérequis : compétence au moins Confirmée (≥2).",
"characteristic_hint": "Difficulté 9 + Handicap = valeur actuelle. Max 3 (Surhumain excepté).",
"reserve_hint": "Difficulté = valeur actuelle + Handicap d'âge. Max 10.",
"evolution_hint": "Difficulté selon l'âge + Handicap = Dés d'Évolution accumulés. Totem Adapté +1D, Humain -1D.",
"totem_ability_hint": "Prérequis : même Totem que le personnage, Niveau de Groupe ≥ Niveau de la Capacité, Mode de jeu compatible (Survie N1, Cauchemar N2, Apocalypse N3).",
"background_hint": "Difficulté 9. Handicap (I) si l'Historique est marqué d'un astérisque (*). Autorisation du MJ requise.",
"reputation_hint": "Réduire = plus célèbre (Difficulté 10 score visé, 1 pt max/phase). Augmenter = se faire oublier (exige un Objectif majeur, Difficulté = Réputation actuelle, +1 par Réussite).",
"reputation_reduce": "Devenir plus célèbre (réduire)",
"reputation_increase": "Se faire oublier (augmenter)",
"reputation_current": "Réputation actuelle",
"dice_spent": "Dés dépensés",
"learning_success": "Apprentissage réussi !",
"error_no_experience_dice": "Pas de Dés d'Expérience disponibles.",
"error_learning_limit": "Limite atteinte pour ce type d'apprentissage dans cette phase.",
"error_skill_max": "Cette compétence est déjà au niveau maximal.",
"error_characteristic_max": "Caractéristique déjà au maximum (3).",
"error_specialty_requirement": "Spécialité requise : compétence au moins Confirmée (≥2).",
"error_reserve_max": "Réserve déjà au maximum (10).",
"no_totem_ability": "Aucune Capacité de Totem disponible à apprendre.",
"no_background": "Aucun élément d'Historique à acquérir.",
"error_totem_mode": "Niveau de Capacité incompatible avec le Mode de jeu.",
"error_totem_totem": "Le personnage doit être du même Totem que la Capacité.",
"error_totem_group_level": "Niveau de Groupe insuffisant pour cette Capacité.",
"error_totem_limit": "Limite de Capacités de Totem atteinte (3× Niveau 1, 1× Niveaux 2 et 3, max 5).",
"error_reputation_min": "Réputation déjà au minimum (0).",
"error_reputation_max": "Réputation déjà au maximum (10).",
"error_evolution_no_adapted": "Il faut strictement plus de Dés du Totem Adapté que Humains.",
"learn_level": "Niveau de Groupe",
"learn_group_reserve": "Réserve de Groupe",
"learn_ability": "Capacité de Groupe",
"group_level_hint": "Difficulté = nombre de membres. Handicap = Niveau actuel du Groupe. Max 10.",
"group_reserve_hint": "Difficulté = valeur actuelle de la Réserve. Handicap II. Max 10.",
"group_ability_hint": "Difficulté = Apprentissage. Handicap = Niveau de la Capacité. Nécessite un Niveau de Groupe ≥ Niveau de la Capacité.",
"no_group_ability": "Aucune Capacité de Groupe disponible à développer.",
"error_group_level_max": "Niveau de Groupe déjà au maximum (10).",
"error_group_reserve_max": "Réserve de Groupe déjà au maximum.",
"error_group_level_requirement": "Niveau de Groupe insuffisant pour cette Capacité.",
"experience_transfer": "Dés d'Expérience",
"experience_pull": "Puiser du Groupe",
"experience_give": "Donner 1D au Groupe",
"pool_experience": "Expérience",
"error_no_group": "Aucun Groupe associé à ce personnage.",
"error_no_group_dice": "Réserve de Groupe insuffisante.",
"error_select_skill": "Veuillez sélectionner une compétence",
"needed": "nécessaire",
"cost": "Coût",
@@ -259,7 +481,8 @@
"totem": "Totem et ajustements",
"combat": "Combat et reserves",
"equipment": "Matériel",
"stories": "Histoire"
"stories": "Histoire",
"experience": "Expérience"
},
"ammo": "Munitions",
"ammo_sm": "Mun",
@@ -277,10 +500,13 @@
"boost": "boost",
"group_abilities": "Capacités de groupe",
"totem_abilities": "Capacités de totem",
"creature_capacities": "Capacités de créature",
"type_group": "Groupe",
"type_character": "Personnage",
"type_npc": "PNJ",
"type_creature": "Créature",
"type_community": "Communauté",
"type_vehicle": "Véhicule",
"type": "Type",
"group_members": "Membres",
"encounters": "Rencontres",
@@ -301,6 +527,8 @@
"morale_low": "Bas",
"morale_crisis": "Crise",
"objective_placeholder": "Objectif...",
"major_objective_placeholder": "Objectif majeur...",
"minor_objective_placeholder": "Objectif mineur...",
"instincts_placeholder": "Ex: Triompher, relever un défi...",
"prohibits_placeholder": "Ex: Fuir, abandonner...",
"error_unknown_actor": "Acteur inconnu",
@@ -314,6 +542,7 @@
"total_damage": "Dégâts totaux",
"wound_thresholds": "Seuils de blessures",
"CharacterNamePlaceholder": "Nom du personnage",
"ProfilePlaceholder": "Profil",
"sexes": {
"female": "Féminin",
"male": "Masculin"
@@ -325,7 +554,9 @@
"character": "Personnage",
"npc": "PNJ",
"group": "Groupe",
"creature": "Créature"
"creature": "Créature",
"community": "Communauté",
"vehicle": "Véhicule"
}
},
"UI": {
@@ -343,6 +574,91 @@
"inactive": "Effets inactifs"
}
},
"COMMUNITY": {
"tabs": {
"identity": "Identité",
"domains": "Domaines",
"resources": "Ressources"
},
"identity": "Identité",
"name_placeholder": "Nom de la Communauté",
"choose_totem": "Choisir le totem",
"origin": "Origine",
"theme": "Thème",
"age_label": "Âge de la Communauté",
"age": {
"recent": "Quelques jours",
"established": "Quelques mois",
"old": "Quelques années"
},
"instincts": "Instincts",
"prohibits": "Interdits",
"notes": "Notes",
"location": "Localisation",
"sector": "Secteur",
"placeType": "Type de lieu",
"landmarks": "Éléments marquants",
"territory": "Territoire",
"history": "Histoire",
"founding": "Fondation",
"events": "Événements marquants",
"history_relations": "Relations",
"objectives": "Objectifs",
"objective_major": "Objectif majeur",
"objectives_minor": "Objectifs mineurs",
"add_objective": "Ajouter un objectif",
"size_title": "Taille & Effectif",
"size_label": "Taille",
"sizeLevels": {
"1": "Taille 1",
"2": "Taille 2",
"3": "Taille 3"
},
"population": "Effectif",
"population_range": "Population recommandée",
"figures": "Figures",
"companies": "Compagnies",
"domains": {
"resources": "Ressources",
"security": "Sécurité",
"dynamism": "Dynamisme",
"relations": "Rapports"
},
"sections": {
"vivre": "Vivres",
"supplies": "Fournitures",
"defense": "Défense",
"care": "Soins",
"cohesion": "Cohésion",
"productivity": "Productivité",
"human": "Humain",
"ecology": "Écologie"
},
"states": {
"crisis": "Crise",
"low": "Bas",
"stable": "Stable",
"opulent": "Opulent"
},
"reserves": "Réserves",
"group_reserve": "Réserve de Groupe",
"material_dice": "Dés de Matériel",
"experience_dice": "Dés d'Expérience",
"morale": "Moral",
"morale_value": "Valeur",
"morale_state": "État",
"morale_levels": {
"high": "Haut",
"normal": "Normal",
"low": "Bas",
"crisis": "Crise"
},
"morale_blocked": "Les quatre Domaines sont Bas : le Bonus de Moral est inactif.",
"habitants_title": "Habitants",
"habitants_coming": "La gestion des Figures et des Compagnies arrive dans une prochaine version.",
"linked_group": "Groupe rattaché",
"profile_hint": "Profil de la Communauté"
},
"ITEMS": {
"item": "Objet",
"items": "Objets",
@@ -363,6 +679,8 @@
"ability": "Capacité",
"new_ability": "Nouvelle capacité",
"abilities": "Capacités",
"creaturecapacity": "Capacité de créature",
"new_creaturecapacity": "Nouvelle capacité de créature",
"specialties": "Spécialités",
"new_specialty": "Nouvelle spécialité",
"target": "Cible",
@@ -432,6 +750,7 @@
"major": "Majeur"
},
"SIZE_LEVELS": {
"tiny": "Insecte",
"small": "Petit",
"medium": "Moyen",
"large": "Grand"
@@ -442,6 +761,11 @@
"dog": "Chien",
"bear": "Ours"
},
"PACK_LEVELS": {
"small": "Petit",
"large": "Grand",
"giant": "Géant"
},
"TOTEMS": {
"human": {
"name": "L'Humain",
@@ -595,7 +919,7 @@
"name": "Répulsion"
},
"tracks": {
"name": "Pistage"
"name": "Traces"
},
"crafting": {
"name": "Artisanat"
@@ -616,7 +940,7 @@
"name": "Armes à feu"
},
"archery": {
"name": "Tir à l'arc"
"name": "Armes de Tir"
},
"armory": {
"name": "Armurerie"
+153 -12
View File
@@ -31,7 +31,7 @@
font-size: 0.9rem;
}
.char-name-value {
font-size: 1.5rem;
font-size: 1.1rem;
}
input:not([type="radio"]):not([type="checkbox"]) {
font-size: 1rem;
@@ -106,6 +106,10 @@
overflow-y: auto;
padding: 8px;
border-right: 1px solid rgba(255, 255, 255, 0.1);
> * {
flex: 0 0 auto;
}
}
> nav.tabs {
@@ -184,6 +188,42 @@
}
}
// ── Stacked layout for creature sheets (header + tabs + content) ───
&.creature .window-content {
display: grid;
grid-template-rows: auto auto 1fr;
grid-template-columns: 1fr;
overflow: hidden;
> .tab.main {
grid-column: 1;
grid-row: 1;
display: flex !important;
flex-direction: column;
overflow-y: auto;
padding: 8px;
border-bottom: 1px solid rgba(0, 0, 0, 0.1);
}
> nav.tabs {
grid-column: 1;
grid-row: 2;
}
> .tab:not(.main) {
grid-column: 1;
grid-row: 3;
display: none;
overflow-y: auto;
padding: 8px;
&.active {
display: flex;
flex-direction: column;
}
}
}
form {
display: flex;
flex-direction: column;
@@ -291,7 +331,7 @@
.chooseTotem {
font-family: "DistressBlack", sans-serif;
font-size: 0.9rem;
font-size: 0.8rem;
cursor: pointer;
&:hover {
@@ -300,6 +340,61 @@
}
}
// Fiche personnage (ApplicationV2 : l'élément fiche EST le <form>, le
// sélecteur "form div.hexa" ci-dessus ne s'y applique donc pas).
&.character div.hexa {
.hexa-style();
.transition();
margin: 0.2rem;
position: relative;
&:hover {
.hexa-style(rgba(255, 255, 255, 0.425), rgba(0, 0, 0, 0.288));
}
input {
position: absolute;
width: 100%;
height: 100%;
opacity: 0;
z-index: 1;
margin: 0;
cursor: pointer;
}
&.checked {
.hexa-style(rgb(0, 0, 0), rgba(0, 0, 0, 0.288));
&:hover { .hexa-style(rgb(43, 43, 43), rgba(0, 0, 0, 0.288)); }
}
}
// Fiche de Groupe : mêmes dés de Réserve cliquables (AppV2).
&.group div.hexa {
.hexa-style();
.transition();
margin: 0.2rem;
position: relative;
&:hover {
.hexa-style(rgba(255, 255, 255, 0.425), rgba(0, 0, 0, 0.288));
}
input {
position: absolute;
width: 100%;
height: 100%;
opacity: 0;
z-index: 1;
margin: 0;
cursor: pointer;
}
&.checked {
.hexa-style(rgb(0, 0, 0), rgba(0, 0, 0, 0.288));
&:hover { .hexa-style(rgb(43, 43, 43), rgba(0, 0, 0, 0.288)); }
}
}
.sheet-header-toggle {
text-align: right;
margin-bottom: 0.5rem;
@@ -331,21 +426,39 @@
}
.padding-with-frieze {
margin-left: 18% !important;
margin-right: 10% !important;
padding: 0.25rem;
li {
max-width: 100%;
}
.resource-label {
h4 {
font-size: 1em;
}
}
.major-totem {
position: relative;
display: flex;
justify-content: center;
margin-bottom: 0.75rem;
padding: 0.6rem;
background-color: rgba(0, 0, 0, 0.12);
border: 2px groove #eeede0;
.flexcol {
gap: 0.3rem;
h4 {
position: absolute;
transform: rotate(-8deg);
opacity: 1;
transition: 0.2s;
margin: 0;
font-size: 1.1em;
}
.img-totem {
width: 64px;
height: 64px;
filter: drop-shadow(0px 0px 10px rgb(0, 0, 0));
}
}
}
@@ -377,7 +490,7 @@
}
.char-vermine2047 {
font-size: 1.5rem;
font-size: 1.1rem;
}
}
@@ -409,6 +522,13 @@
}
}
// ── Onglet Histoire : doubler la hauteur des zones Notes et Relations ──
.tab.stories {
prose-mirror.editor {
min-height: 150px;
}
}
nav.tabs[data-group="sheet"] {
display: inline-flex;
justify-content: space-around;
@@ -576,6 +696,27 @@
&:last-child { border-bottom: none; }
}
.evolution-badge {
margin-left: 6px;
padding: 1px 6px;
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
text-transform: uppercase;
border-radius: 3px;
&.adaptation {
color: @color-text-light-0;
background: fade(@color-acid-green, 25%);
border: 1px solid @color-acid-green;
}
&.mutation {
color: @color-text-light-0;
background: fade(@color-hemolymph, 30%);
border: 1px solid @color-hemolymph;
}
}
}
// ── V2 tab navigation — chitin-plate style ─────────────────────────
@@ -586,7 +727,7 @@
margin: 0;
padding: 0;
background: @color-chitin-dark;
border-bottom: 2px solid @color-amber;
border-bottom: 2px solid @color-hemolymph;
min-height: 36px;
> a {
@@ -610,7 +751,7 @@
}
&.active {
background: linear-gradient(180deg, @color-amber 0%, @color-honeycomb 100%);
background: @color-honeycomb;
color: @color-chitin-dark;
&::after {
+152
View File
@@ -0,0 +1,152 @@
@import "../variables";
@import "../utilities";
.system-vermine2047 .vermine2047.actor.community {
.char-header {
.background-image(url("@{ui-path}/barre_haut.webp"), no-repeat, 100% 100%, right top);
max-height: 130px;
.community-portrait {
display: flex;
align-items: center;
justify-content: center;
}
.char-name,
.char-vermine2047 {
border-bottom: none;
line-height: 2rem;
}
.char-vermine2047 {
font-size: 1.1rem;
}
.profile,
.origin,
.level,
.population {
width: 100%;
}
input[type="text"] {
flex: 1;
min-width: 0;
}
.level input,
.population input {
width: 60px;
text-align: center;
}
}
.community-section {
padding: 8px;
border: 1px solid @color-border-dark-4;
background: fade(@color-chitin-dark, 20%);
h3 {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-13;
color: @theme-color-dark;
margin: 0 0 8px;
text-align: left;
border-bottom: none;
}
}
.community-linked-group {
display: flex;
gap: 6px;
margin-bottom: 8px;
padding: 6px 8px;
border: 1px dashed @color-hemolymph;
background: fade(@color-hemolymph, 8%);
.label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
color: @color-text-light-2;
}
}
.community-size-info {
margin: 6px 0 0;
font-size: @font-size-11;
color: @color-text-light-0;
opacity: 0.85;
}
.community-warning {
margin: 6px 0 0;
padding: 4px 8px;
font-size: @font-size-11;
font-weight: 700;
color: @color-hemolymph;
background: fade(@color-hemolymph, 12%);
border: 1px solid @color-hemolymph;
}
.community-hint {
margin: 0;
font-size: @font-size-11;
font-style: italic;
color: @color-text-light-0;
opacity: 0.7;
}
// Jauges de Domaines
.gauge {
display: flex;
flex-direction: column;
gap: 2px;
padding: 6px;
border: 1px solid @color-border-dark-4;
border-left: 4px solid @color-border-dark-4;
label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
color: @color-text-light-2;
}
input[type="number"] {
width: 48px;
text-align: center;
padding: 2px;
}
.gauge-value {
font-family: "DistressBlack", sans-serif;
font-size: @font-size-16;
color: @color-text-light-0;
}
.gauge-state {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
font-weight: 700;
text-transform: uppercase;
}
&.crisis { border-left-color: @color-hemolymph; .gauge-state { color: @color-hemolymph; } }
&.low { border-left-color: @color-honeycomb; .gauge-state { color: @color-honeycomb; } }
&.stable { border-left-color: @color-acid-green; .gauge-state { color: @color-acid-green; } }
&.opulent { border-left-color: @theme-color-accent; .gauge-state { color: @theme-color-accent; } }
}
.morale-level {
font-family: "Roboto", sans-serif;
font-size: @font-size-12;
font-weight: 700;
&.high { color: @color-acid-green; }
&.normal { color: @color-text-light-0; }
&.low { color: @color-honeycomb; }
&.crisis { color: @color-hemolymph; }
}
}
+94 -2
View File
@@ -5,7 +5,7 @@
.sheet-header {
.background-image(url("@{ui-path}/barre_haut.webp"), no-repeat, 100% 100%, right top);
padding: 10px;
max-height: 110px;
overflow: visible;
}
.header-fields { flex: 1; }
@@ -13,6 +13,10 @@
.resource {
.card-style();
// Le mixin card-style ajoute un margin-bottom (15px) : inutile dans le
// header, on le neutralise pour garder une hauteur compacte.
margin-bottom: 8px;
}
.resource-label {
@@ -34,13 +38,20 @@
.charname {
margin: 0;
height: auto;
font-size: @font-size-18;
line-height: 1.2;
span,
input {
width: 100%;
font-size: @font-size-18;
font-weight: bold;
text-align: center;
}
input {
width: 100%;
}
}
.stats-grid {
@@ -116,4 +127,85 @@
gap: 8px;
}
// ── Cases de blessures (hexagones) ──────────────────────────────────
// Le radio est masqué et recouvre l'hexagone : cliquer sur la case la coche.
div.hexa {
.hexa-style();
.transition();
margin: 0.2rem;
position: relative;
&:hover {
.hexa-style(rgba(255, 255, 255, 0.425), rgba(0, 0, 0, 0.288));
}
input {
position: absolute;
width: 100%;
height: 100%;
opacity: 0;
z-index: 1;
margin: 0;
cursor: pointer;
}
&.checked {
.hexa-style(rgb(0, 0, 0), rgba(0, 0, 0, 0.288));
&:hover { .hexa-style(rgb(43, 43, 43), rgba(0, 0, 0, 0.288)); }
}
}
// ── Capacités de créature ───────────────────────────────────────────
.creature-list {
list-style: none;
margin: 0;
padding: 0;
> li {
display: flex;
align-items: center;
gap: 8px;
padding: 4px 6px;
border-bottom: 1px solid @color-border-dark-3;
&:last-child { border-bottom: none; }
&:hover { box-shadow: 0 0 10px @theme-color-highlight inset; }
}
.item-name {
flex: 1;
min-width: 0;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
display: flex;
align-items: center;
gap: 8px;
.item-roll { cursor: pointer; }
}
.capacity-type {
flex: 0 0 auto;
font-size: @font-size-12;
color: @color-text-light-2;
text-transform: uppercase;
}
.item-controls {
flex: 0 0 auto;
display: flex;
gap: 6px;
}
}
h4 {
a.item-control {
color: inherit;
opacity: 0.85;
&:hover { opacity: 1; }
}
}
}
+101 -46
View File
@@ -15,12 +15,112 @@
}
}
// ── Titres de section : uniforme (centré, scotch, majuscules) ───────
h4 {
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-14;
text-align: center;
padding: 2px 8px;
margin: 0 0 8px;
background: 50% 0% / cover no-repeat url("@{ui-path}/scotch.webp");
a {
color: inherit;
opacity: 0.85;
&:hover { opacity: 1; }
}
}
// ── Sous-titres (ex. Objectifs majeurs / mineurs) ───────────────────
h5 {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-12;
// Brun foncé lisible sur le fond beige de la fiche (le jaune était illisible).
color: @color-chitin-dark;
margin: 8px 0 4px;
text-align: left;
border-bottom: none;
}
// ── Liste uniforme (objectifs, capacités, membres, rencontres) ──────
.group-list {
list-style: none;
margin: 0;
padding: 0;
> li {
display: flex;
align-items: center;
gap: 8px;
padding: 4px 6px;
border-bottom: 1px solid @color-border-dark-3;
&:last-child { border-bottom: none; }
&:hover { box-shadow: 0 0 10px @theme-color-highlight inset; }
}
> li.group-list-header {
font-weight: bold;
text-transform: uppercase;
font-size: @font-size-12;
border-bottom: 2px solid @color-border-dark-3;
box-shadow: none;
> div { text-align: center; }
}
.item-name, .actor-name {
flex: 1;
min-width: 0;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.item-controls {
flex: 0 0 auto;
display: flex;
gap: 6px;
}
input[type="text"] {
flex: 1;
min-width: 0;
}
}
// ── Champs (Origine, Concept, Instincts, Interdits…) ────────────────
.group-field {
display: flex;
align-items: center;
gap: 8px;
margin-bottom: 8px;
label {
flex: 0 0 auto;
font-weight: bold;
white-space: nowrap;
}
> :last-child {
flex: 1;
min-width: 0;
}
input[type="text"] { width: 100%; }
}
// ── Colonnes des tableaux (Rencontres) ──────────────────────────────
.gcol-name { flex: 2; min-width: 0; overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
.gcol-profile { flex: 3; min-width: 0; overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
.gcol-totem { flex: 2; min-width: 0; overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
.reserve-control,
.morale-control {
@@ -39,58 +139,13 @@
}
}
.actor-list {
list-style: none;
padding: 0;
margin: 0;
li.actor {
padding: 5px;
border-bottom: 1px solid @color-border-dark-3;
&:last-child { border-bottom: none; }
&:hover {
box-shadow: 0 0 10px @theme-color-highlight inset;
}
}
.actor-name, .item-name {
flex: 1;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
}
.objective-item {
padding: 5px;
border-bottom: 1px solid @color-border-dark-4;
input {
flex: 1;
width: 100%;
}
}
.totem-display {
.card-style();
flex: 1;
span { font-weight: bold; }
}
.identity-field {
margin-bottom: 8px;
label {
font-weight: bold;
display: block;
margin-bottom: 3px;
}
input { width: 100%; }
}
.level input,
.reputation input {
width: 60px;
+105 -89
View File
@@ -5,7 +5,25 @@
.sheet-header {
.background-image(url("@{ui-path}/barre_haut.webp"), no-repeat, 100% 100%, right top);
padding: 0.5rem;
max-height: 150px;
overflow: visible;
}
.charname {
margin: 0;
height: auto;
font-size: @font-size-18;
line-height: 1.2;
span,
input {
font-size: @font-size-18;
font-weight: bold;
text-align: center;
}
input {
width: 100%;
}
}
.ability-value,
@@ -30,77 +48,81 @@
}
}
.skills-container {
display: flex;
flex-direction: column;
gap: 15px;
}
.skill-category {
.card-style();
padding: 10px;
h4 {
font-family: "DistressBlack", sans-serif;
font-size: @font-size-14;
text-transform: uppercase;
margin-top: 0;
margin-bottom: 8px;
background: 50% 0% / cover no-repeat url("@{ui-path}/scotch.webp");
}
}
.skill-item {
.npc-trait-list {
li {
display: flex;
align-items: center;
gap: 8px;
padding: 5px;
gap: 6px;
padding: 4px 0;
border-bottom: 1px solid @color-border-dark-3;
font-size: @font-size-12;
&:last-child { border-bottom: none; }
label {
flex: 1;
font-size: @font-size-12;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
strong { flex: 1; }
}
&:hover {
box-shadow: 0 0 10px @theme-color-highlight inset;
}
}
.skill-control {
display: flex;
align-items: center;
gap: 5px;
}
.skill-value {
min-width: 25px;
.trait-value {
min-width: 30px;
text-align: center;
font-weight: bold;
white-space: nowrap;
}
}
.rarity-badge {
display: inline-block;
padding: 1px 4px;
border-radius: 3px;
font-size: 10px;
.npc-roll-btn {
color: @color-text-light-primary;
opacity: 0.7;
transition: opacity 0.15s ease;
&:hover {
opacity: 1;
color: @color-text-light-1;
text-shadow: 0 0 6px @theme-color-highlight;
}
}
.npc-wounds {
flex-wrap: wrap;
gap: 8px 16px;
margin-bottom: 8px;
.wound-cat {
display: inline-flex;
align-items: center;
gap: 4px;
font-weight: bold;
margin-left: 5px;
&.rarity-0 { .rarity-badge(@rarity-0-bg, @rarity-0-text); }
&.rarity-1 { .rarity-badge(@rarity-1-bg, @rarity-1-text); }
&.rarity-2 { .rarity-badge(@rarity-2-bg, @rarity-2-text); }
&.rarity-3 { .rarity-badge(@rarity-3-bg, @rarity-3-text); }
.wound-label {
font-size: @font-size-12;
white-space: nowrap;
}
}
.skill-category-selector {
margin-bottom: 15px;
.card-style();
.wound-boxes {
display: inline-flex;
gap: 2px;
i {
font-size: 8px;
color: @color-border-dark-2;
}
.hexa {
margin: 0;
}
}
}
.npc-free-skills {
margin-top: 15px;
.form-group-style();
label {
font-size: @font-size-12;
font-weight: bold;
white-space: nowrap;
}
}
.wounds-card {
@@ -133,39 +155,6 @@
}
}
.ability-section {
.card-style();
}
.ability-category-header {
font-family: "DistressBlack", sans-serif;
font-size: @font-size-14;
text-transform: uppercase;
margin-top: 0;
margin-bottom: 8px;
border-bottom: 1px solid @color-border-dark-3;
padding-bottom: 5px;
}
.ability-item {
display: flex;
align-items: center;
gap: 8px;
padding: 5px 0;
label {
flex: 1;
font-size: @font-size-12;
white-space: nowrap;
}
}
.ability-control {
display: flex;
align-items: center;
gap: 8px;
}
.tab {
padding: 10px;
overflow-y: auto;
@@ -213,6 +202,17 @@
padding: 3px 5px;
min-width: 100px;
}
input[type="text"] {
font-size: @font-size-12;
padding: 3px 5px;
min-width: 0;
width: 100%;
}
}
.npc-profile-grid {
grid-template-columns: repeat(4, minmax(0, 1fr));
}
.editor {
@@ -228,9 +228,25 @@
.hexa {
.hexa-style();
.transition();
position: relative;
&:hover {
.hexa-style(rgba(255, 255, 255, 0.425), rgba(0, 0, 0, 0.288));
}
input {
position: absolute;
width: 100%;
height: 100%;
opacity: 0;
z-index: 1;
margin: 0;
cursor: pointer;
}
&.checked {
.hexa-style(rgb(0, 0, 0), rgba(0, 0, 0, 0.288));
&:hover { .hexa-style(rgb(43, 43, 43), rgba(0, 0, 0, 0.288)); }
}
}
}
+87 -23
View File
@@ -18,18 +18,63 @@
}
}
// Toggle « Chaman » de l'onglet Totem : ne pas étirer sur toute la largeur.
.chaman-toggle {
width: fit-content;
margin: 0.5rem auto;
gap: 0.5rem;
label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-12;
color: @theme-color-dark;
cursor: pointer;
margin: 0;
}
input[type="checkbox"] {
width: 1rem;
height: 1rem;
margin: 0;
cursor: pointer;
}
}
div.minor-totems {
position: relative;
display: flex;
flex-direction: column;
justify-content: space-between;
align-items: stretch;
gap: 0.25rem;
min-height: 8.5rem;
padding: 0.5rem;
background-color: rgba(146, 156, 111, 0.5215686275);
h3 {
text-align: center;
margin: 0;
font-size: 1.2rem;
line-height: 1.1;
}
.totem-row {
display: flex;
justify-content: space-between;
align-items: center;
}
h5 {
position: absolute;
top: 0;
margin: 0;
display: inline-flex;
flex-direction: column;
align-items: center;
gap: 0.25rem;
font-size: 0.8rem;
img {
max-width: 2rem;
position: absolute;
bottom: -2rem;
max-width: 1.5rem;
height: auto;
}
&.human, &.adapted {
@@ -53,44 +98,63 @@
}
.totem-dice {
display: flex;
justify-content: space-between;
align-items: center;
.human-dice,
.adapted-dice {
display: flex;
flex-direction: row;
margin-left: 2rem;
align-items: center;
}
.human-dice i,
.adapted-dice i {
padding-top: 0.5rem;
color: @totem-human-color;
position: relative;
z-index: 0;
pointer-events: none;
}
.adapted-dice {
justify-content: flex-end;
margin-left: 0;
margin-right: 2rem;
transform: rotate(180deg);
}
.adapted-dice i {
i {
transform: rotate(180deg);
padding-top: 0.5rem;
color: @totem-adapted-color;
}
}
.human {
left: 0;
img { left: 0; }
}
.adapted {
right: 0;
img { right: 0; }
.totem-influence-row {
display: flex;
align-items: center;
justify-content: space-between;
gap: 6px;
margin-top: 2px;
font-size: 0.75rem;
.totem-influence-label {
color: @color-text-light-0;
strong.totem-human { color: @totem-human-color; }
strong.totem-adapted { color: @totem-adapted-color; }
}
.totem-manage-btn {
flex: none;
padding: 2px 8px;
cursor: pointer;
color: @color-text-light-0;
background: fade(@color-hemolymph, 20%);
border: 1px solid @color-hemolymph;
border-radius: 3px;
.transition();
&:hover {
color: @theme-color-dark;
background: @color-hemolymph;
}
}
}
}
}
+183
View File
@@ -0,0 +1,183 @@
@import "../variables";
@import "../utilities";
.system-vermine2047 .vermine2047.actor.vehicle {
display: grid !important;
grid-template-columns: 1fr !important;
grid-template-rows: auto 1fr auto !important;
> header.window-header {
grid-column: 1;
grid-row: 1;
}
> section.window-content {
grid-column: 1;
grid-row: 2;
}
> div.window-resize-handle {
grid-column: 1;
grid-row: 3;
}
.window-content {
display: grid;
grid-template-rows: auto auto 1fr;
grid-template-columns: 1fr;
overflow: hidden;
> .tab.main {
grid-column: 1;
grid-row: 1;
display: flex !important;
flex-direction: column;
overflow-y: auto;
padding: 8px;
border-bottom: 1px solid rgba(0, 0, 0, 0.1);
}
> nav.tabs {
grid-column: 1;
grid-row: 2;
}
> .tab:not(.main) {
grid-column: 1;
grid-row: 3;
display: none;
overflow-y: auto;
padding: 8px;
&.active {
display: flex;
flex-direction: column;
}
}
}
.sheet-header {
.background-image(url("@{ui-path}/barre_haut.webp"), no-repeat, 100% 100%, right top);
padding: 10px;
overflow: visible;
}
.header-fields { flex: 1; }
.resource {
.card-style();
// Le mixin card-style ajoute un margin-bottom (15px) : inutile dans le
// header, on le neutralise pour garder une hauteur compacte.
margin-bottom: 8px;
}
.resource-label {
font-weight: bold;
margin-right: 8px;
min-width: 60px;
font-size: @font-size-12;
}
.resource-content {
display: flex;
align-items: center;
select {
margin-right: 8px;
min-width: 100px;
}
input[type="number"] {
width: 60px;
text-align: center;
}
}
.charname {
margin: 0;
height: auto;
font-size: @font-size-18;
line-height: 1.2;
span,
input {
font-size: @font-size-18;
font-weight: bold;
text-align: center;
}
input {
width: 100%;
}
}
.vehicle-owner {
display: flex;
gap: 6px;
margin-bottom: 8px;
padding: 6px 8px;
border: 1px dashed @color-hemolymph;
background: fade(@color-hemolymph, 8%);
.label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
color: @color-text-light-2;
}
}
.vehicle-section {
padding: 8px;
border: 1px solid @color-border-dark-4;
background: fade(@color-chitin-dark, 20%);
margin-bottom: 8px;
h3 {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-13;
color: @theme-color-dark;
margin: 0 0 8px;
text-align: left;
border-bottom: none;
}
.resource-label {
display: block;
margin: 0 0 4px;
min-width: 0;
}
.unit {
font-size: @font-size-11;
color: @color-text-light-0;
opacity: 0.8;
}
.maintenance {
margin-top: 8px;
.flexrow label {
gap: 4px;
margin-right: 12px;
font-size: @font-size-12;
}
}
.form-group {
label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
color: @color-text-light-2;
}
}
}
input[type="text"] {
width: 100%;
padding: 5px;
}
}
+508 -5
View File
@@ -12,6 +12,65 @@ 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;
}
// Core sheets the system doesn't restyle (RollTable, Journal, …) inherit the
// gray text overrides above, which are unreadable on their dark backgrounds.
// Restore Foundry's default light-on-dark text colors for those apps (dark theme only).
body.system-vermine2047.theme-dark {
.roll-table-sheet,
.journal-sheet,
.document-sheet,
.settings-sheet {
--color-text-primary: var(--color-light-2);
--color-text-emphatic: var(--color-light-1);
--color-text-secondary: var(--color-light-3);
--color-text-subtle: var(--color-light-5);
--color-text-light-highlight: #f0f0e0;
--color-text-light-heading: #c9c7b8;
--color-text-light-primary: #b5b3a4;
}
}
body.system-vermine2047.theme-dark .form-group > label {
color: #777777;
}
#settings-config p,
#settings-config .hint {
color: #777777;
}
img {
border: none;
}
@@ -56,6 +115,22 @@ ul.unstyled {
}
}
// Les fenêtres de choix (totem, acteur) peuvent dépasser la hauteur fixe :
// on autorise le défilement pour accéder à la totalité du contenu.
.application#TOTEM_PICKER .window-content,
.application#ACTOR_PICKER .window-content,
.application#TRAIT_SELECTOR .window-content {
overflow-y: auto;
}
// La fiche de groupe contient beaucoup de zones (membres, objectifs, totem…) :
// dès que le contenu dépasse la hauteur de la fenêtre, on autorise le défilement
// pour ne pas perdre l'accès aux zones du bas.
.application.sheet.vermine2047.group .window-content,
.application.sheet.vermine2047.community .window-content {
overflow-y: auto;
}
.window-content .row {
&.smb { margin-bottom: 0.25rem; }
&.mdb { margin-bottom: 0.5rem; }
@@ -72,6 +147,29 @@ ul.unstyled {
.rollable {
.transition();
// Affordance légère au repos : la zone est cliquable.
i.fa-dice-d10,
i.fa-dice {
font-size: 0.8em;
color: @color-acid-green;
}
}
// Sur la fiche créature, les valeurs lançables (Attaque…) sont fortement
// matérialisées : pastille de dé + bordure pointillée.
.application.sheet.vermine2047.creature {
.rollable {
display: inline-flex;
align-items: center;
gap: 4px;
padding: 1px 5px;
border-radius: 3px;
color: @theme-color-light;
border: 1px dashed fade(@color-acid-green, 45%);
background: fade(@color-acid-green, 8%);
cursor: pointer;
}
}
img.profile-img {
@@ -379,7 +477,7 @@ body.system-vermine2047 img#logo {
}
.item-name {
padding-left: 5px;
padding: 0 2px 0 5px;
text-align: left;
}
}
@@ -567,7 +665,11 @@ ol.chat-log {
cursor: pointer;
&:hover { transform: translateY(0.5rem); }
}
&.success { border-bottom-color: @color-acid-green; }
&.success {
border-bottom-color: @color-acid-green;
border-bottom-width: 6px;
box-shadow: 0 0 8px fade(@color-acid-green, 55%);
}
&.adapted::after { content: "adapté"; }
&.human::after { content: "humain"; }
&.rerolled { transform: translateY(0rem); }
@@ -630,7 +732,297 @@ ol.chat-log {
}
#required {
color: @color-amber;
color: @color-text-light-2;
}
}
// ── Verdict ───────────────────────────────────────────────────────
.roll-verdict {
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
margin: 6px 0;
padding: 6px 12px;
border-radius: 3px;
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-16;
letter-spacing: 0.5px;
&.success {
color: @color-acid-green;
background: fade(@color-acid-green, 15%);
border: 1px solid @color-acid-green;
}
&.failure {
color: @color-hemolymph;
background: fade(@color-hemolymph, 15%);
border: 1px solid @color-hemolymph;
}
}
// ── Contexte du jet ───────────────────────────────────────────────
div.roll-context {
gap: 6px 12px;
margin: 4px 0 6px;
padding: 6px 8px;
background: rgba(0, 0, 0, 0.06);
.context-item {
display: inline-flex;
align-items: center;
gap: 5px;
.context-label {
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-11;
opacity: 0.8;
}
.context-value {
font-family: "Roboto", sans-serif;
font-size: @font-size-12;
font-weight: 600;
}
&.totem-human .context-value { color: @totem-human-color; }
&.totem-adapted .context-value { color: @totem-adapted-color; }
}
}
// ── Arme du jet ───────────────────────────────────────────────────
div.weapon-block {
margin: 4px 0 6px;
padding: 6px 8px;
border: 1px solid @color-hemolymph;
background: rgba(0, 0, 0, 0.1);
.weapon-block-header {
align-items: center;
gap: 6px;
margin-bottom: 2px;
.weapon-icon {
color: @color-hemolymph;
}
.weapon-name {
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-12;
font-weight: 900;
color: @theme-color-dark;
}
.weapon-targets {
margin-left: auto;
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
color: @theme-color-accent;
}
}
.weapon-details {
gap: 4px 12px;
.weapon-detail {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
strong {
text-transform: uppercase;
}
}
}
}
// ── Échange de coups ─────────────────────────────────────────────
div.exchange-actions {
margin: 4px 0 6px;
padding: 6px 8px;
border: 1px dashed @color-hemolymph;
background: fade(@color-hemolymph, 8%);
.exchange-header {
display: flex;
align-items: center;
gap: 6px;
margin-bottom: 4px;
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-12;
font-weight: 900;
color: @theme-color-dark;
i { color: @color-hemolymph; }
}
.exchange-target {
display: flex;
align-items: center;
flex-wrap: wrap;
gap: 6px;
padding: 3px 0;
.exchange-target-name {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
color: @theme-color-accent;
}
button.exchange-defend {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
padding: 2px 8px;
cursor: pointer;
color: @color-chitin-dark;
background: @color-text-light-0;
border: 1px solid @color-border-dark-4;
border-radius: 3px;
.transition();
&:hover {
color: @color-text-light-0;
background: @color-hemolymph;
border-color: @color-hemolymph;
}
}
.exchange-passive {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
color: @color-text-light-2;
opacity: 0.85;
font-style: italic;
}
}
button.exchange-resolve {
margin-top: 4px;
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-11;
padding: 3px 12px;
cursor: pointer;
color: @color-text-light-0;
background: fade(@color-hemolymph, 25%);
border: 1px solid @color-hemolymph;
border-radius: 3px;
.transition();
&:hover {
color: @theme-color-dark;
background: @color-hemolymph;
}
}
}
div.exchange-resolution {
margin: 4px 0 6px;
padding: 6px 8px;
border: 1px solid @color-hemolymph;
background: fade(@color-hemolymph, 8%);
.resolution-header {
display: flex;
align-items: center;
gap: 6px;
margin-bottom: 4px;
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-12;
font-weight: 900;
color: @theme-color-dark;
i { color: @color-hemolymph; }
}
.resolution-line {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
padding: 1px 0;
strong { font-weight: 700; }
.res-hit { color: @color-hemolymph; font-weight: 700; }
.res-dodged,
.res-parried { color: @color-acid-green; font-weight: 700; }
&.res-wound { color: @color-hemolymph; font-weight: 700; }
&.res-noshock,
&.res-nodamage { color: @color-acid-green; }
}
button.exchange-apply {
margin-top: 6px;
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-11;
padding: 3px 12px;
cursor: pointer;
color: @color-text-light-0;
background: fade(@color-hemolymph, 25%);
border: 1px solid @color-hemolymph;
border-radius: 3px;
.transition();
&:hover:not(:disabled) {
color: @theme-color-dark;
background: @color-hemolymph;
}
&:disabled {
opacity: 0.7;
cursor: default;
color: @color-acid-green;
border-color: @color-acid-green;
}
}
}
// ── Composition du jet ────────────────────────────────────────────
div.roll-pool {
margin: 4px 0;
h4 {
font-family: "DistressBlack";
text-transform: uppercase;
font-size: @font-size-11;
margin: 4px 0;
border-bottom: none;
}
.pool-breakdown {
gap: 4px 10px;
.pool-item {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
&.pool-total {
font-weight: 700;
color: @theme-color-light;
}
}
}
}
// ── Résumé des dés ────────────────────────────────────────────────
div.roll-dice-summary {
gap: 6px 12px;
justify-content: center;
margin: 4px 0 2px;
padding: 4px 8px;
background: rgba(0, 0, 0, 0.06);
.die-summary {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
&.human { color: @totem-human-color; }
&.adapted { color: @totem-adapted-color; }
}
}
}
@@ -640,11 +1032,122 @@ ol.chat-log {
}
}
// Padding supplémentaire pour les fiches groupe, npc et créature
// Padding supplémentaire pour les fiches groupe, npc, créature et communauté
.system-vermine2047 {
.group-content,
.npc-content,
.creature-content {
.creature-content,
.community-content {
padding: 15px;
}
}
// ── Onglet Expérience ─────────────────────────────────────────────────
.tab.experience {
.experience-summary {
display: flex;
gap: 10px;
margin-bottom: 10px;
.exp-stat {
flex: 1;
display: flex;
flex-direction: column;
align-items: center;
gap: 2px;
padding: 8px;
border: 1px solid @color-border-dark-4;
background: fade(@color-chitin-dark, 30%);
label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
color: @color-text-light-2;
}
.exp-value {
font-family: "DistressBlack", sans-serif;
font-size: @font-size-24;
color: @color-acid-green;
}
}
}
.exp-actions {
gap: 8px;
margin-bottom: 10px;
button {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-12;
padding: 5px 14px;
cursor: pointer;
color: @color-text-light-0;
background: fade(@color-hemolymph, 20%);
border: 1px solid @color-hemolymph;
border-radius: 3px;
.transition();
&:hover {
color: @theme-color-dark;
background: @color-hemolymph;
}
}
}
.exp-rewards {
margin-bottom: 10px;
padding: 8px;
border: 1px solid @color-border-dark-4;
background: fade(@color-chitin-dark, 20%);
h4 {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-12;
color: @theme-color-dark;
margin: 0 0 6px;
.exp-total {
color: @color-text-light-2;
}
}
.exp-reward-row {
display: flex;
align-items: center;
gap: 8px;
flex-wrap: wrap;
font-size: @font-size-12;
label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
color: @color-text-light-2;
}
}
.exp-learned {
display: flex;
flex-wrap: wrap;
gap: 6px;
span {
padding: 2px 8px;
font-size: @font-size-11;
border: 1px solid @color-border-dark-4;
border-radius: 3px;
opacity: 0.6;
&.learned {
opacity: 1;
color: @color-acid-green;
border-color: @color-acid-green;
}
}
}
}
}
+342 -5
View File
@@ -188,7 +188,7 @@ iframe {
> label {
font-size: @font-size-13;
color: @color-amber;
color: @color-text-light-2;
white-space: nowrap;
}
@@ -273,7 +273,7 @@ iframe {
label {
font-size: @font-size-11;
color: @color-amber;
color: @color-chitin-dark;
}
}
}
@@ -294,7 +294,7 @@ iframe {
cursor: pointer;
&:hover {
color: @color-amber;
color: @color-text-light-highlight;
}
}
@@ -347,7 +347,7 @@ iframe {
cursor: pointer;
&:hover {
color: @color-amber;
color: @color-text-light-highlight;
}
}
}
@@ -381,7 +381,7 @@ iframe {
cursor: pointer;
&:hover {
color: @color-amber;
color: @color-text-light-highlight;
}
small {
@@ -399,6 +399,254 @@ iframe {
}
}
// ── Combat dialog (attaque) ──────────────────────────────────────
.combat-mode-label {
margin: 0;
text-align: center;
font-size: @font-size-14;
color: @color-hemolymph;
text-transform: uppercase;
}
.locked-value {
flex: 1;
display: flex;
align-items: center;
min-height: 28px;
padding: 0 8px;
font-size: @font-size-12;
color: @color-chitin-dark;
background: @color-text-light-0;
border-radius: 3px;
.custom-select-style();
}
.combat-dialog-weapon {
border: 1px solid @color-hemolymph;
padding: 6px 8px;
background: fade(@color-chitin-dark, 40%);
.weapon-block-header {
align-items: center;
gap: 6px;
.weapon-icon { color: @color-hemolymph; }
.weapon-name {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-12;
font-weight: 900;
color: @theme-color-dark;
}
}
.weapon-details {
gap: 4px 12px;
flex-wrap: wrap;
.weapon-detail {
font-family: "Roboto", sans-serif;
font-size: @font-size-11;
color: @color-text-light-0;
strong { text-transform: uppercase; }
}
}
}
.combat-difficulty-options {
flex-wrap: wrap;
gap: 8px;
.difficulty-option {
display: flex;
align-items: center;
gap: 4px;
font-family: "Roboto", sans-serif;
text-transform: none;
font-size: @font-size-12;
color: @color-text-light-0;
cursor: pointer;
input[type="radio"] { flex: none; }
&.locked {
opacity: 0.8;
font-style: italic;
}
}
}
.combat-targets {
display: flex;
align-items: center;
flex-wrap: wrap;
gap: 6px;
padding: 4px 2px;
.label {
font-size: @font-size-11;
color: @color-text-light-2;
}
.combat-target-tag {
padding: 2px 8px;
font-size: @font-size-11;
font-family: "Roboto", sans-serif;
color: @color-text-light-0;
background: fade(@color-hemolymph, 20%);
border: 1px solid fade(@color-hemolymph, 50%);
border-radius: 3px;
}
}
// ── Phase d'Expérience ───────────────────────────────────────────
.exp-phase-characters {
flex: 1;
overflow-y: auto;
display: flex;
flex-direction: column;
gap: 8px;
min-height: 0;
details > div:not(summary) {
padding: 8px;
background: fade(@color-chitin-dark, 30%);
}
}
// ── Dialogue d'apprentissage ─────────────────────────────────────
.learning-summary {
display: flex;
align-items: center;
gap: 8px;
padding: 6px 8px;
border: 1px solid @color-hemolymph;
background: fade(@color-hemolymph, 10%);
.label {
font-size: @font-size-12;
color: @color-text-light-2;
}
.exp-value {
font-family: "DistressBlack", sans-serif;
font-size: @font-size-20;
color: @color-acid-green;
}
}
.learning-type {
display: flex;
flex-wrap: wrap;
gap: 8px;
padding: 6px 2px;
label {
display: flex;
align-items: center;
gap: 4px;
font-family: "Roboto", sans-serif;
text-transform: none;
font-size: @font-size-12;
color: @color-text-light-0;
cursor: pointer;
input[type="radio"] { flex: none; }
&:hover { color: @color-text-light-highlight; }
}
}
.learning-targets {
display: flex;
flex-direction: column;
gap: 6px;
padding: 8px;
border: 1px solid @color-border-dark-4;
background: fade(@color-chitin-dark, 30%);
.learning-hint {
margin: 0;
font-size: @font-size-11;
font-style: italic;
color: @color-text-light-0;
opacity: 0.75;
}
}
.learning-result {
display: flex;
flex-wrap: wrap;
gap: 8px 16px;
padding: 8px;
border: 1px solid @color-hemolymph;
background: fade(@color-hemolymph, 8%);
.context-item {
display: flex;
align-items: center;
gap: 6px;
.context-label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
color: @color-text-light-2;
}
.context-value {
font-family: "Roboto", sans-serif;
font-size: @font-size-13;
font-weight: 700;
color: @color-text-light-0;
}
}
}
// ── Transfert de Dés d'Expérience ─────────────────────────────────
.experience-section {
.experience-controls {
gap: 8px;
padding: 8px;
.experience-group {
font-size: @font-size-11;
color: @color-text-light-0;
opacity: 0.8;
#exp-group {
font-weight: 700;
color: @color-acid-green;
}
}
button[data-action="giveToGroup"] {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-11;
padding: 3px 12px;
cursor: pointer;
color: @color-text-light-0;
background: fade(@color-acid-green, 15%);
border: 1px solid @color-acid-green;
border-radius: 3px;
.transition();
&:hover:not(:disabled) {
color: @theme-color-dark;
background: @color-acid-green;
}
&:disabled {
opacity: 0.6;
cursor: default;
}
}
}
}
// ── Total dice pool section ─────────────────────────────────────
.total-section {
align-items: center;
@@ -473,3 +721,92 @@ iframe {
}
}
}
// ── Achat d'Adaptation/Mutation ───────────────────────────────────────
.application.buy-evolution .bonus-item {
align-items: center;
gap: 8px;
> label.label {
flex: none;
font-size: @font-size-12;
color: @color-text-light-2;
white-space: nowrap;
}
input[type="text"] {
flex: 1 1 auto;
min-width: 0;
}
select {
flex: 1 1 auto;
min-width: 0;
width: auto;
}
input[type="checkbox"] {
flex: none;
width: 18px;
height: 18px;
}
}
// ── Gestion des Dés de Totems ─────────────────────────────────────────
.application.totem-dice .totem-dice-state {
gap: 12px;
padding: 6px 8px;
border: 1px solid @color-hemolymph;
background: fade(@color-hemolymph, 8%);
.totem-state {
display: flex;
align-items: center;
gap: 6px;
.label {
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-12;
color: @color-text-light-2;
white-space: nowrap;
}
&.totem-human .label { color: @color-text-light-2; }
&.totem-adapted .label { color: @color-text-light-2; }
.value {
font-family: "Roboto", sans-serif;
font-size: @font-size-14;
font-weight: 700;
color: @color-text-light-0;
}
}
}
.application.totem-dice .totem-influence {
font-size: @font-size-16;
}
.application.totem-dice .totem-actions {
gap: 8px;
button {
flex: 1 1 100%;
font-family: "DistressBlack", sans-serif;
text-transform: uppercase;
font-size: @font-size-12;
padding: 6px 10px;
cursor: pointer;
color: @color-text-light-0;
background: fade(@color-hemolymph, 15%);
border: 1px solid @color-hemolymph;
border-radius: 3px;
.transition();
&:hover {
color: @theme-color-dark;
background: @color-hemolymph;
}
}
}
+11
View File
@@ -98,3 +98,14 @@ ol#chat-log div.item-card header img,
ol.chat-log div.item-card header img {
max-width: 30%;
}
// Icônes des cartes d'item envoyées au chat (ApplicationV2).
// Le template des cartes (templates/item/chatCards/parts/base.hbs) rend
// une <img> pleine taille : on la plafonne à 64×64.
ol#chat-log .chat-card-img,
ol.chat-log .chat-card-img {
max-width: 64px;
max-height: 64px;
object-fit: contain;
flex: 0 0 auto;
}
+2 -3
View File
@@ -20,7 +20,7 @@
// Niveaux de gris pour le texte clair
@color-text-light-0: #fff;
@color-text-light-1: #e0f0f0;
@color-text-light-2: #c9e0c0;
@color-text-light-2: #3f9b55;
@color-text-light-3: #90c4a4;
@color-text-light-4: #80c08b;
@color-text-light-5: #60b06b;
@@ -138,8 +138,7 @@
@theme-color-highlight: #005a3c;
// Couleurs insecte / organique
@color-acid-green: #6ab04c;
@color-amber: #e8b84b;
@color-acid-green: #1e7d32;
@color-chitin-dark: #2a2520;
@color-hemolymph: #8b4513;
@color-membrane: rgba(106, 176, 76, 0.1);
+2
View File
@@ -22,6 +22,8 @@
@import "actor/npc";
@import "actor/group";
@import "actor/creature";
@import "actor/community";
@import "actor/vehicle";
// 6. Styles des items
@import "items";
+3 -1
View File
@@ -4,12 +4,14 @@ export { default as VermineCharacterSheetV2 } from "./character-sheet.mjs"
export { default as VermineNpcSheetV2 } from "./npc-sheet.mjs"
export { default as VermineGroupSheetV2 } from "./group-sheet.mjs"
export { default as VermineCreatureSheetV2 } from "./creature-sheet.mjs"
export { default as VermineCommunitySheetV2 } from "./community-sheet.mjs"
export { default as VermineVehicleSheetV2 } from "./vehicle-sheet.mjs"
export {
VermineItemSheetV2,
VermineWeaponSheetV2,
VermineDefenseSheetV2,
VermineVehicleSheetV2,
VermineAbilitySheetV2,
VermineCreatureCapacitySheetV2,
VermineSpecialtySheetV2,
VermineBackgroundSheetV2,
VermineTraumaSheetV2,
+111 -1
View File
@@ -30,9 +30,15 @@ export default class VermineBaseActorSheet extends HandlebarsApplicationMixin(fo
toggleSheet: VermineBaseActorSheet.#onToggleSheet,
edit: VermineBaseActorSheet.#onItemEdit,
delete: VermineBaseActorSheet.#onItemDelete,
toggleEquip: VermineBaseActorSheet.#onToggleEquip,
create: VermineBaseActorSheet.#onItemCreate,
createVehicle: VermineBaseActorSheet.#onCreateVehicle,
editVehicle: VermineBaseActorSheet.#onEditVehicle,
deleteVehicle: VermineBaseActorSheet.#onDeleteVehicle,
roll: VermineBaseActorSheet.#onRollItem,
attack: VermineBaseActorSheet.#onAttack,
clickRadio: VermineBaseActorSheet.#onClickRadioHexa,
clickWound: VermineBaseActorSheet.#onClickWound,
effectControl: VermineBaseActorSheet.#onEffectControl,
chooseTotem: VermineBaseActorSheet.#onChooseTotem
}
@@ -114,7 +120,8 @@ export default class VermineBaseActorSheet extends HandlebarsApplicationMixin(fo
isEditable: this.isEditable,
enrichedNotes: await enrich("identity.notes"),
enrichedBiography: await enrich("identity.biography"),
enrichedRelations: await enrich("identity.relations")
enrichedRelations: await enrich("identity.relations"),
enrichedEquipmentNotes: await enrich("equipment.description")
}
}
@@ -226,16 +233,89 @@ export default class VermineBaseActorSheet extends HandlebarsApplicationMixin(fo
await this.document.createEmbeddedDocuments("Item", [{ name, type }])
}
// ── Véhicules (acteurs) ──────────────────────────────────────────────
/** Crée un acteur "vehicle" rattaché à cet acteur (groupe ou personnage). */
static async #onCreateVehicle(event, target) {
const name = game.i18n.localize("ITEMS.new_vehicle")
const vehicle = await Actor.create({
name,
type: "vehicle",
system: { ownerId: this.document.id },
// Le véhicule est un bien partagé : reprendre la propriété du propriétaire
ownership: foundry.utils.deepClone(this.document.ownership)
})
vehicle?.sheet.render(true)
}
static async #onEditVehicle(event, target) {
const id = target.closest("[data-vehicle-id]")?.dataset?.vehicleId
const vehicle = game.actors.get(id)
vehicle?.sheet.render(true)
}
static async #onDeleteVehicle(event, target) {
const id = target.closest("[data-vehicle-id]")?.dataset?.vehicleId
const vehicle = game.actors.get(id)
await vehicle?.deleteDialog()
}
static async #onRollItem(event, target) {
const id = target.closest("[data-item-id]")?.dataset?.itemId
if (!id) return
const item = this.document.items.get(id)
if (!item) return
// Armes : PNJ et créatures → dialogue de combat (valeur d'Attaque) ;
// personnage → dialogue de compétence. PNJ/créatures n'ont ni
// caractéristiques ni compétences.
if (item.type === "weapon" && (this.document.type === 'npc' || this.document.type === 'creature')) {
const { default: CombatDialog } = await import("../../system/dialogs/combatDialog.mjs")
const dialog = await CombatDialog.create({ actorId: this.document.id, weapon: item })
if (dialog) dialog.render(true)
return
}
if (item.type === "weapon" && this.document.system.abilities && this.document.system.skills) {
const { default: RollDialog } = await import("../../system/dialogs/rollDialog.mjs")
const dialog = await RollDialog.create({
actorId: this.document.id,
rolltype: "skill",
label: item.system.skill,
weapon: item
})
if (dialog) dialog.render(true)
return
}
item?.roll()
}
static async #onAttack(event, target) {
const id = target.closest("[data-item-id]")?.dataset?.itemId
if (!id) return
const item = this.document.items.get(id)
if (!item) return
const { default: CombatDialog } = await import("../../system/dialogs/combatDialog.mjs")
const dialog = await CombatDialog.create({ actorId: this.document.id, weapon: item })
if (dialog) dialog.render(true)
}
static async #onToggleEquip(event, target) {
event.preventDefault()
event.stopPropagation()
const id = target.closest("[data-item-id]")?.dataset?.itemId
if (!id) return
const item = this.document.items.get(id)
if (!item) return
await item.update({ "system.equipped": !item.system.equipped })
}
static #onClickRadioHexa(event, target) {
event.preventDefault()
event.stopPropagation()
// Évite une erreur de permission pour un utilisateur non éditeur.
if (!this.isEditable) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_not_editable"))
return
}
const input = target
const update = {}
let current = this.document
@@ -251,6 +331,36 @@ export default class VermineBaseActorSheet extends HandlebarsApplicationMixin(fo
this.document.update(update)
}
/**
* Coche/décoche les cases de Blessure en respectant l'ordre de gravité
* (règles p.39) : on ne peut cocher que la case suivante dans l'ordre
* (une blessure s'applique toujours au Seuil égal ou inférieur le plus
* élevé), et on ne peut pas en sauter. Décocher une case retire toutes
* celles situées après elle.
*/
static #onClickWound(event, target) {
event.preventDefault()
event.stopPropagation()
const input = target
const box = parseInt(input.value, 10) || 0 // numéro de case (1-based)
let current = this.document
const propTree = input.name.split(".")
for (const prop of propTree) {
current = current[prop]
}
const currentValue = parseInt(current, 10) || 0
let next = currentValue
if (box === currentValue + 1) {
// Cocher la case suivante dans l'ordre.
next = box
} else if (box <= currentValue) {
// Décocher : retire la case cliquée et toutes celles après.
next = box - 1
}
// Si box > currentValue + 1 : on ne permet pas de sauter des cases.
this.document.update({ [input.name]: next })
}
static #onEffectControl(event, target) {
onManageActiveEffect(event, this.document)
}
@@ -76,6 +76,7 @@ export class VermineBaseItemSheet extends HandlebarsApplicationMixin(foundry.app
// ── Rendu ───────────────────────────────────────────────────────────
_onRender(context, options) {
super._onRender(context, options);
this.#dragDrop.forEach(d => d.bind(this.element))
}
+64 -10
View File
@@ -4,21 +4,27 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
static DEFAULT_OPTIONS = {
classes: ["character"],
position: { width: 860, height: 720 },
position: { width: 920, height: 720 },
window: { contentClasses: ["character-content"] },
actions: {
addSpecialty: VermineCharacterSheetV2.#onAddSpecialty
addSpecialty: VermineCharacterSheetV2.#onAddSpecialty,
openExperiencePhase: VermineCharacterSheetV2.#onOpenExperiencePhase,
openLearning: VermineCharacterSheetV2.#onOpenLearning,
validatePhase: VermineCharacterSheetV2.#onValidatePhase,
buyEvolution: VermineCharacterSheetV2.#onBuyEvolution,
openTotemDice: VermineCharacterSheetV2.#onOpenTotemDice
}
}
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/character-main.hbs" },
main: { template: "systems/vermine2047/templates/actor/appv2/character-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
abilities: { template: "systems/vermine2047/templates/actor/appv2/character-abilities.hbs" },
totem: { template: "systems/vermine2047/templates/actor/appv2/character-totem.hbs" },
equipment: { template: "systems/vermine2047/templates/actor/appv2/character-equipment.hbs" },
stories: { template: "systems/vermine2047/templates/actor/appv2/character-stories.hbs" },
combat: { template: "systems/vermine2047/templates/actor/appv2/character-combat.hbs" }
abilities: { template: "systems/vermine2047/templates/actor/appv2/character-abilities.hbs", scrollable: [""] },
totem: { template: "systems/vermine2047/templates/actor/appv2/character-totem.hbs", scrollable: [""] },
equipment: { template: "systems/vermine2047/templates/actor/appv2/character-equipment.hbs", scrollable: [""] },
stories: { template: "systems/vermine2047/templates/actor/appv2/character-stories.hbs", scrollable: [""] },
combat: { template: "systems/vermine2047/templates/actor/appv2/character-combat.hbs", scrollable: [""] },
experience: { template: "systems/vermine2047/templates/actor/appv2/character-experience.hbs", scrollable: [""] }
}
tabGroups = { sheet: "abilities" }
@@ -29,7 +35,8 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
totem: { id: "totem", group: "sheet", icon: "fas fa-star", label: "VERMINE.tabs.totem" },
equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" },
stories: { id: "stories", group: "sheet", icon: "fas fa-book-open-reader", label: "VERMINE.tabs.stories" },
combat: { id: "combat", group: "sheet", icon: "fas fa-medal", label: "VERMINE.tabs.combat" }
combat: { id: "combat", group: "sheet", icon: "fas fa-medal", label: "VERMINE.tabs.combat" },
experience: { id: "experience", group: "sheet", icon: "fas fa-graduation-cap", label: "VERMINE.tabs.experience" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
@@ -51,6 +58,7 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
case "main": break
case "abilities":
context.tab = context.tabs.abilities
context.specialties = doc.itemTypes.specialty
break
case "totem":
context.tab = context.tabs.totem
@@ -60,22 +68,35 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
context.backgrounds = doc.itemTypes.background
context.traumas = doc.itemTypes.trauma
context.evolutions = doc.itemTypes.evolution
context.rites = doc.itemTypes.rite
break
case "equipment":
context.tab = context.tabs.equipment
context.gear = doc.itemTypes.item
context.weapons = doc.itemTypes.weapon
context.defenses = doc.itemTypes.defense
context.vehicles = doc.itemTypes.vehicle
context.vehicles = game.actors.filter(a => a.type === "vehicle" && a.system.ownerId === doc.id)
break
case "stories":
context.tab = context.tabs.stories
break
case "combat":
context.tab = context.tabs.combat
context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
context.equippedDefenses = doc.itemTypes.defense.filter(i => i.system.equipped)
const { prepareActiveEffectCategories } = await import("../../system/effects.mjs")
context.effects = prepareActiveEffectCategories(doc.effects)
break
case "experience":
context.tab = context.tabs.experience
context.specialtyCount = doc.itemTypes.specialty.length
const ex = doc.system.experience
context.experience = ex
context.collectiveTotal = (ex.collective.danger + ex.collective.discoveries + ex.collective.duration)
context.individualTotal = (ex.individual.implication + ex.individual.influence + ex.individual.interpretation)
context.currentPhase = ex.phase
context.learnedCurrent = ex.learned.phase === ex.phase
break
}
return context
}
@@ -95,4 +116,37 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
if (skillKey) itemData.system = { skill: skillKey }
await this.document.createEmbeddedDocuments("Item", [itemData])
}
static async #onOpenExperiencePhase(event, target) {
const { default: ExperiencePhaseDialog } = await import("../../system/dialogs/experiencePhaseDialog.mjs")
const dialog = await ExperiencePhaseDialog.create()
if (dialog) dialog.render(true)
}
static async #onOpenLearning(event, target) {
const { default: LearningDialog } = await import("../../system/dialogs/learningDialog.mjs")
const dialog = await LearningDialog.create({ actorId: this.document.id })
if (dialog) dialog.render(true)
}
/** Valide la phase d'Expérience courante et réinitialise les limites. */
static async #onValidatePhase() {
const { VermineExperience } = await import("../../system/experience.mjs")
await VermineExperience.resetPhaseLimits(this.document)
ui.notifications.info(game.i18n.localize("VERMINE.validate_phase_done"))
}
/** Ouvre le dialogue d'achat d'une Adaptation/Mutation (Dés d'Évolution). */
static async #onBuyEvolution(event, target) {
const { default: BuyEvolutionDialog } = await import("../../system/dialogs/buyEvolutionDialog.mjs")
const dialog = await BuyEvolutionDialog.create({ actorId: this.document.id })
if (dialog) dialog.render(true)
}
/** Ouvre le dialogue de gestion des Dés de Totems. */
static async #onOpenTotemDice(event, target) {
const { default: TotemDiceDialog } = await import("../../system/dialogs/totemDiceDialog.mjs")
const dialog = await TotemDiceDialog.create({ actorId: this.document.id })
if (dialog) dialog.render(true)
}
}
@@ -0,0 +1,123 @@
import VermineBaseActorSheet from "./base-actor-sheet.mjs"
export default class VermineCommunitySheetV2 extends VermineBaseActorSheet {
static DEFAULT_OPTIONS = {
classes: ["community"],
position: { width: 760, height: 640 },
window: { contentClasses: ["community-content"] },
actions: {
addObjective: VermineCommunitySheetV2.#onAddObjective,
deleteObjective: VermineCommunitySheetV2.#onDeleteObjective
}
}
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/community-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
identity: { template: "systems/vermine2047/templates/actor/appv2/community-identity.hbs", scrollable: [""] },
domains: { template: "systems/vermine2047/templates/actor/appv2/community-domains.hbs", scrollable: [""] },
resources: { template: "systems/vermine2047/templates/actor/appv2/community-resources.hbs", scrollable: [""] }
}
tabGroups = { sheet: "identity" }
#getTabs() {
const tabs = {
identity: { id: "identity", group: "sheet", icon: "fas fa-info-circle", label: "COMMUNITY.tabs.identity" },
domains: { id: "domains", group: "sheet", icon: "fas fa-chart-simple", label: "COMMUNITY.tabs.domains" },
resources: { id: "resources", group: "sheet", icon: "fas fa-boxes-stacked", label: "COMMUNITY.tabs.resources" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
// Groupe de personnages rattaché
context.resolvedGroup = null
if (this.document.system.groupId) {
const g = game.actors.get(this.document.system.groupId)
if (g) context.resolvedGroup = { id: g.id, name: g.name }
}
// Enrichissement HTML des champs longs (même logique que la fiche PNJ)
const enrich = async (path) => {
const val = foundry.utils.getProperty(this.document.system, path)
return val ? await foundry.applications.ux.TextEditor.implementation.enrichHTML(val, { async: true }) : ""
}
context.enrichedNotes = await enrich("identity.notes")
context.enrichedLandmarks = await enrich("location.landmarks")
context.enrichedTerritory = await enrich("location.territory")
context.enrichedEvents = await enrich("history.events")
context.enrichedRelations = await enrich("history.relations")
return context
}
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main": break
case "identity":
context.tab = context.tabs.identity
context.ageOptions = Object.entries(CONFIG.VERMINE.communityAges).map(([key, label]) => ({ key, label: game.i18n.localize(label) }))
break
case "domains":
context.tab = context.tabs.domains
context.sizeOptions = CONFIG.VERMINE.communitySizeLevels
context.sizeLabel = doc.system.size?.value ? game.i18n.localize(CONFIG.VERMINE.communitySizeLevels[doc.system.size.value]?.label ?? "") : ""
context.sizeInfo = doc.system.size?.value ? CONFIG.VERMINE.communitySizeLevels[doc.system.size.value] : null
// Préparer les 4 Domaines avec leurs 2 sections (jauges) et leur état
context.domains = []
for (const [dkey, dcfg] of Object.entries(CONFIG.VERMINE.communityDomains)) {
const domain = doc.system.domains?.[dkey]
context.domains.push({
key: dkey,
label: game.i18n.localize(dcfg.label),
sections: Object.entries(dcfg.sections).map(([skey, label]) => {
const gauge = domain?.[skey] ?? { value: 0 }
const state = gauge.state || "crisis"
return {
domainKey: dkey,
key: skey,
label: game.i18n.localize(label),
gauge,
state,
stateLabel: game.i18n.localize(CONFIG.VERMINE.communityGaugeStates[state]?.label ?? "COMMUNITY.states.crisis")
}
})
})
}
break
case "resources":
context.tab = context.tabs.resources
break
}
return context
}
changeTab(tab, group, options = {}) {
super.changeTab(tab, group, options)
if (group === "sheet") {
const main = this.element?.querySelector('[data-group="sheet"][data-tab="main"]')
if (main) main.classList.add("active")
}
}
static #onDeleteObjective(event, target) {
const index = parseInt(target.dataset.index)
if (isNaN(index)) return
const objectives = foundry.utils.duplicate(this.document.system.objectives || { major: "", minor: [] })
objectives.minor.splice(index, 1)
this.document.update({ "system.objectives": objectives })
}
static #onAddObjective(event, target) {
const objectives = foundry.utils.duplicate(this.document.system.objectives || { major: "", minor: [] })
objectives.minor.push("")
this.document.update({ "system.objectives": objectives })
}
}
+54 -9
View File
@@ -2,6 +2,10 @@ import VermineBaseActorSheet from "./base-actor-sheet.mjs"
export default class VermineCreatureSheetV2 extends VermineBaseActorSheet {
// La fiche créature s'ouvre en mode édition : Gabarit, Taille, Rôle et Meute
// se règlent dès l'ouverture (le mode jeu reste accessible via le toggle).
_sheetMode = this.constructor.SHEET_MODES.EDIT
static DEFAULT_OPTIONS = {
classes: ["creature"],
position: { width: 700, height: 650 },
@@ -9,12 +13,12 @@ export default class VermineCreatureSheetV2 extends VermineBaseActorSheet {
}
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/creature-main.hbs" },
main: { template: "systems/vermine2047/templates/actor/appv2/creature-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
info: { template: "systems/vermine2047/templates/actor/appv2/creature-info.hbs" },
stats: { template: "systems/vermine2047/templates/actor/appv2/creature-stats.hbs" },
combat: { template: "systems/vermine2047/templates/actor/appv2/creature-combat.hbs" },
effects: { template: "systems/vermine2047/templates/actor/appv2/creature-effects.hbs" }
info: { template: "systems/vermine2047/templates/actor/appv2/creature-info.hbs", scrollable: [""] },
stats: { template: "systems/vermine2047/templates/actor/appv2/creature-stats.hbs", scrollable: [""] },
combat: { template: "systems/vermine2047/templates/actor/appv2/creature-combat.hbs", scrollable: [""] },
effects: { template: "systems/vermine2047/templates/actor/appv2/creature-effects.hbs", scrollable: [""] }
}
tabGroups = { sheet: "info" }
@@ -55,19 +59,43 @@ export default class VermineCreatureSheetV2 extends VermineBaseActorSheet {
context.roleOptions = CONFIG.VERMINE.creatureRoleLevels
context.sizeOptions = CONFIG.VERMINE.creatureSizeLevels
context.packOptions = CONFIG.VERMINE.creaturePackLevels
context.sizeLabel = doc.system.size?.value !== undefined
? game.i18n.localize(CONFIG.VERMINE.creatureSizeLevels[doc.system.size.value]?.label ?? "")
: ""
context.packLabel = doc.system.pack?.value
? game.i18n.localize(CONFIG.VERMINE.creaturePackLevels[doc.system.pack.value]?.label ?? "")
: ""
break
case "info":
context.tab = context.tabs.info
context.capacities = doc.itemTypes.creaturecapacity
break
case "stats":
context.tab = context.tabs.stats
context.patternLabel = doc.system.pattern?.value ? CONFIG.VERMINE.creaturePatternLevels[doc.system.pattern.value]?.label : ""
context.sizeLabel = doc.system.size?.value || ""
context.roleLabel = doc.system.role?.value ? CONFIG.VERMINE.creatureRoleLevels[doc.system.role.value]?.label : ""
context.packLabel = doc.system.pack?.value || game.i18n.localize("VERMINE.none")
context.patternLabel = doc.system.pattern?.value ? game.i18n.localize(CONFIG.VERMINE.creaturePatternLevels[doc.system.pattern.value]?.label ?? "") : ""
context.sizeLabel = doc.system.size?.value !== undefined ? game.i18n.localize(CONFIG.VERMINE.creatureSizeLevels[doc.system.size.value]?.label ?? "") : ""
context.roleLabel = doc.system.role?.value ? game.i18n.localize(CONFIG.VERMINE.creatureRoleLevels[doc.system.role.value]?.label ?? "") : ""
context.packLabel = doc.system.pack?.value
? `${doc.system.pack.value} (${game.i18n.localize(CONFIG.VERMINE.creaturePackLevels[doc.system.pack.value]?.label ?? "")})`
: game.i18n.localize("VERMINE.none")
// Contribution cumulée de la Taille (les modificateurs se cumulent : Taille N = somme 1..N)
const sizeLevels = CONFIG.VERMINE.creatureSizeLevels || {}
const sizeLevel = doc.system.size?.value ?? 0
context.sizeCumulative = { attack: 0, vigor: 0, minorWound: 0, majorWound: 0, deadlyWound: 0 }
for (let i = 1; i <= sizeLevel; i++) {
const cfg = sizeLevels[i] || {}
context.sizeCumulative.attack += cfg.attack || 0
context.sizeCumulative.vigor += cfg.vigor || 0
context.sizeCumulative.minorWound += cfg.minorWound || 0
context.sizeCumulative.majorWound += cfg.majorWound || 0
context.sizeCumulative.deadlyWound += cfg.deadlyWound || 0
}
break
case "combat":
context.tab = context.tabs.combat
context.weapons = doc.itemTypes.weapon
context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
context.equippedDefenses = doc.itemTypes.defense.filter(i => i.system.equipped)
break
case "effects":
context.tab = context.tabs.effects
@@ -77,4 +105,21 @@ export default class VermineCreatureSheetV2 extends VermineBaseActorSheet {
}
return context
}
/** @override - Les créatures n'ont pas de caractéristiques/compétences : on ouvre le dialogue d'attaque (pool calculé) ou de Réaction. */
async _onRoll(event) {
event.preventDefault()
const el = event.currentTarget
const type = el.dataset.type
if (type === "creature-reaction") {
const { default: NpcRollDialog } = await import("../../system/dialogs/npcRollDialog.mjs")
const dialog = await NpcRollDialog.create({ actorId: this.document.id, rolltype: "reaction" })
if (dialog) dialog.render(true)
return
}
if (type !== "creature-attack") return super._onRoll(event)
const { default: CombatDialog } = await import("../../system/dialogs/combatDialog.mjs")
const dialog = await CombatDialog.create({ actorId: this.document.id })
if (dialog) dialog.render(true)
}
}
+103 -14
View File
@@ -7,21 +7,26 @@ export default class VermineGroupSheetV2 extends VermineBaseActorSheet {
position: { width: 700, height: 600 },
window: { contentClasses: ["group-content"] },
actions: {
chooseTotem: VermineGroupSheetV2.#onChooseTotem,
chooseActor: VermineGroupSheetV2.#onChooseActor,
deleteMember: VermineGroupSheetV2.#onDeleteMember,
deleteEncounter: VermineGroupSheetV2.#onDeleteEncounter,
deleteObjective: VermineGroupSheetV2.#onDeleteObjective,
addObjective: VermineGroupSheetV2.#onAddObjective
addObjective: VermineGroupSheetV2.#onAddObjective,
createTotemAbility: VermineGroupSheetV2.#onCreateTotemAbility,
openLearning: VermineGroupSheetV2.#onOpenLearning,
openExperiencePhase: VermineGroupSheetV2.#onOpenExperiencePhase,
validatePhase: VermineGroupSheetV2.#onValidatePhase
}
}
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/group-main.hbs" },
main: { template: "systems/vermine2047/templates/actor/appv2/group-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
info: { template: "systems/vermine2047/templates/actor/appv2/group-info.hbs" },
gear: { template: "systems/vermine2047/templates/actor/appv2/group-gear.hbs" },
road: { template: "systems/vermine2047/templates/actor/appv2/group-road.hbs" },
reserve: { template: "systems/vermine2047/templates/actor/appv2/group-reserve.hbs" }
info: { template: "systems/vermine2047/templates/actor/appv2/group-info.hbs", scrollable: [""] },
gear: { template: "systems/vermine2047/templates/actor/appv2/group-gear.hbs", scrollable: [""] },
road: { template: "systems/vermine2047/templates/actor/appv2/group-road.hbs", scrollable: [""] },
reserve: { template: "systems/vermine2047/templates/actor/appv2/group-reserve.hbs", scrollable: [""] }
}
tabGroups = { sheet: "info" }
@@ -55,9 +60,22 @@ export default class VermineGroupSheetV2 extends VermineBaseActorSheet {
if (this.document.system.encounters?.length > 0) {
for (const encId of this.document.system.encounters) {
const a = game.actors.get(encId)
if (a) context.resolvedEncounters[encId] = { name: a.name, id: a.id }
if (a) {
context.resolvedEncounters[encId] = {
name: a.name,
id: a.id,
type: a.type,
profile: a.system?.identity?.profile || "",
totem: a.system?.identity?.totem || ""
}
}
}
}
// Notes de voyage (riche texte)
const roadNotes = this.document.system?.roadNotes
context.enrichedRoadNotes = roadNotes
? await foundry.applications.ux.TextEditor.implementation.enrichHTML(roadNotes, { async: true })
: ""
return context
}
@@ -67,21 +85,18 @@ export default class VermineGroupSheetV2 extends VermineBaseActorSheet {
case "main": break
case "info":
context.tab = context.tabs.info
context.abilities = doc.itemTypes.ability
context.specialties = doc.itemTypes.specialty
context.backgrounds = doc.itemTypes.background
context.traumas = doc.itemTypes.trauma
context.evolutions = doc.itemTypes.evolution
context.abilities = doc.itemTypes.ability.filter(i => i.system.type !== "totem")
context.totem_abilities = doc.itemTypes.ability.filter(i => i.system.type === "totem")
break
case "gear":
context.tab = context.tabs.gear
context.gear = doc.itemTypes.item
context.weapons = doc.itemTypes.weapon
context.defenses = doc.itemTypes.defense
context.vehicles = this.#getOwnedVehicles()
break
case "road":
context.tab = context.tabs.road
context.vehicles = doc.itemTypes.vehicle
break
case "reserve":
context.tab = context.tabs.reserve
@@ -90,10 +105,60 @@ export default class VermineGroupSheetV2 extends VermineBaseActorSheet {
return context
}
/** Véhicules (acteurs) appartenant à ce groupe via system.ownerId. */
#getOwnedVehicles() {
return game.actors.filter(a => a.type === "vehicle" && a.system.ownerId === this.document.id)
}
/**
* Dépôt d'un acteur Véhicule sur la fiche : lie le véhicule au Groupe
* (system.ownerId) au lieu de le dupliquer, puis affiche la liste.
* Gère les dépôts depuis un compendium (copie importée dans le monde)
* et demande confirmation si le véhicule appartient déjà à un autre Groupe.
* @override
*/
async _onDropActor(event, data) {
let actor = data instanceof foundry.abstract.Document ? data : await fromUuid(data.uuid)
if (actor?.type !== "vehicle") {
return super._onDropActor?.(event, data)
}
// Véhicule issu d'un compendium : importer une copie dans le monde.
if (actor.compendium) {
try {
const copy = await game.actors.importFromCompendium(actor.compendium, actor._id, { renderSheet: false })
if (!copy) return
actor = copy
} catch {
ui.notifications.warn(game.i18n.localize("VERMINE.vehicle_import_failed"))
return
}
}
// Véhicule déjà rattaché à un autre Groupe : confirmation avant transfert.
const currentOwner = actor.system?.ownerId
if (currentOwner && currentOwner !== this.document.id) {
const other = game.actors.get(currentOwner)
const content = game.i18n.localize("VERMINE.vehicle_assign_confirm").replace("{group}", other?.name ?? currentOwner)
const confirmed = await Dialog.confirm({
title: game.i18n.localize("VERMINE.vehicle_assign"),
content,
defaultYes: false
})
if (!confirmed) return
}
try {
await actor.update({ "system.ownerId": this.document.id })
} catch {
ui.notifications.warn(game.i18n.localize("VERMINE.vehicle_assign_failed"))
return
}
this.render()
}
// Actions : délégation aux applications AppV1 existantes pour TotemPicker/ActorPicker
static async #onChooseTotem(event, target) {
const { TotemPicker } = await import("../../system/applications.mjs")
new TotemPicker(target, this.document).render(true)
// Le Totem du Groupe remplit automatiquement Instincts/Interdits.
new TotemPicker(target, this.document, { fillInstincts: true }).render(true)
}
static async #onChooseActor(event, target) {
const { ActorPicker } = await import("../../system/applications.mjs")
@@ -135,4 +200,28 @@ export default class VermineGroupSheetV2 extends VermineBaseActorSheet {
objectives[type].push("")
this.document.update({ "system.objectives": objectives })
}
static async #onCreateTotemAbility(event, target) {
const name = game.i18n.localize("ITEMS.new_ability")
await this.document.createEmbeddedDocuments("Item", [{ name, type: "ability", system: { type: "totem" } }])
}
static async #onOpenExperiencePhase(event, target) {
const { default: ExperiencePhaseDialog } = await import("../../system/dialogs/experiencePhaseDialog.mjs")
const dialog = await ExperiencePhaseDialog.create()
if (dialog) dialog.render(true)
}
static async #onOpenLearning(event, target) {
const { default: GroupLearningDialog } = await import("../../system/dialogs/groupLearningDialog.mjs")
const dialog = await GroupLearningDialog.create({ actorId: this.document.id })
if (dialog) dialog.render(true)
}
/** Valide la phase d'Expérience courante du Groupe et réinitialise les limites. */
static async #onValidatePhase() {
const { VermineExperience } = await import("../../system/experience.mjs")
await VermineExperience.resetPhaseLimits(this.document)
ui.notifications.info(game.i18n.localize("VERMINE.validate_phase_done"))
}
}
+17 -17
View File
@@ -3,71 +3,71 @@ import { VermineBaseItemSheet } from "./base-item-sheet.mjs"
// ── Item générique ────────────────────────────────────────────────────
export class VermineItemSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["item-gear"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-item-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-item-sheet.hbs", scrollable: [""] } }
}
// ── Arme ──────────────────────────────────────────────────────────────
export class VermineWeaponSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["weapon"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-weapon-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-weapon-sheet.hbs", scrollable: [""] } }
}
// ── Défense ───────────────────────────────────────────────────────────
export class VermineDefenseSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["defense"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-defense-sheet.hbs" } }
}
// ── Véhicule ──────────────────────────────────────────────────────────
export class VermineVehicleSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["vehicle"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-vehicle-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-defense-sheet.hbs", scrollable: [""] } }
}
// ── Capacité ──────────────────────────────────────────────────────────
export class VermineAbilitySheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["ability"], position: { width: 560 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-ability-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-ability-sheet.hbs", scrollable: [""] } }
}
// ── Capacité de créature ────────────────────────────────────────────────
export class VermineCreatureCapacitySheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["creaturecapacity"], position: { width: 560 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-creaturecapacity-sheet.hbs", scrollable: [""] } }
}
// ── Spécialité ────────────────────────────────────────────────────────
export class VermineSpecialtySheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["specialty"], position: { width: 400 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-specialty-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-specialty-sheet.hbs", scrollable: [""] } }
}
// ── Historique ────────────────────────────────────────────────────────
export class VermineBackgroundSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["background"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-background-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-background-sheet.hbs", scrollable: [""] } }
}
// ── Traumatisme ───────────────────────────────────────────────────────
export class VermineTraumaSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["trauma"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-trauma-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-trauma-sheet.hbs", scrollable: [""] } }
}
// ── Évolution ─────────────────────────────────────────────────────────
export class VermineEvolutionSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["evolution"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-evolution-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-evolution-sheet.hbs", scrollable: [""] } }
}
// ── Rumeur ────────────────────────────────────────────────────────────
export class VermineRumorSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["rumor"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-rumor-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-rumor-sheet.hbs", scrollable: [""] } }
}
// ── Cible ─────────────────────────────────────────────────────────────
export class VermineTargetSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["target"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-target-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-target-sheet.hbs", scrollable: [""] } }
}
// ── Rite ──────────────────────────────────────────────────────────────
export class VermineRiteSheetV2 extends VermineBaseItemSheet {
static DEFAULT_OPTIONS = { classes: ["rite"], position: { width: 520 } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-rite-sheet.hbs" } }
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-rite-sheet.hbs", scrollable: [""] } }
}
+44 -17
View File
@@ -2,6 +2,11 @@ import VermineBaseActorSheet from "./base-actor-sheet.mjs"
export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
// La fiche PNJ s'ouvre en mode édition : profil et niveaux (Menace,
// Expérience, Rôle) se règlent dès l'ouverture (le mode jeu reste accessible
// via le toggle).
_sheetMode = this.constructor.SHEET_MODES.EDIT
static DEFAULT_OPTIONS = {
classes: ["npc"],
position: { width: 750, height: 680 },
@@ -9,22 +14,20 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
}
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/npc-main.hbs" },
main: { template: "systems/vermine2047/templates/actor/appv2/npc-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
characteristics: { template: "systems/vermine2047/templates/actor/appv2/npc-characteristics.hbs" },
skills: { template: "systems/vermine2047/templates/actor/appv2/npc-skills.hbs" },
threat: { template: "systems/vermine2047/templates/actor/appv2/npc-threat.hbs" },
combat: { template: "systems/vermine2047/templates/actor/appv2/npc-combat.hbs" },
notes: { template: "systems/vermine2047/templates/actor/appv2/npc-notes.hbs" }
traits: { template: "systems/vermine2047/templates/actor/appv2/npc-traits.hbs", scrollable: [""] },
equipment: { template: "systems/vermine2047/templates/actor/appv2/npc-equipment.hbs", scrollable: [""] },
combat: { template: "systems/vermine2047/templates/actor/appv2/npc-combat.hbs", scrollable: [""] },
notes: { template: "systems/vermine2047/templates/actor/appv2/npc-notes.hbs", scrollable: [""] }
}
tabGroups = { sheet: "characteristics" }
tabGroups = { sheet: "traits" }
#getTabs() {
const tabs = {
characteristics: { id: "characteristics", group: "sheet", icon: "fas fa-dice", label: "VERMINE.abilities" },
skills: { id: "skills", group: "sheet", icon: "fas fa-brain", label: "VERMINE.skills" },
threat: { id: "threat", group: "sheet", icon: "fas fa-exclamation-triangle", label: "ADVERSITY.threat" },
traits: { id: "traits", group: "sheet", icon: "fas fa-dice", label: "VERMINE.traits" },
equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" },
combat: { id: "combat", group: "sheet", icon: "fas fa-sword", label: "VERMINE.combat" },
notes: { id: "notes", group: "sheet", icon: "fas fa-sticky-note", label: "IDENTITY.notes" }
}
@@ -51,17 +54,18 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
context.totemOptions = CONFIG.VERMINE.totems
context.originOptions = CONFIG.VERMINE.origins
break
case "characteristics":
context.tab = context.tabs.characteristics
case "traits":
context.tab = context.tabs.traits
break
case "skills":
context.tab = context.tabs.skills
break
case "threat":
context.tab = context.tabs.threat
case "equipment":
context.tab = context.tabs.equipment
context.weapons = doc.itemTypes.weapon
context.defenses = doc.itemTypes.defense
break
case "combat":
context.tab = context.tabs.combat
context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
context.equippedDefenses = doc.itemTypes.defense.filter(i => i.system.equipped)
const { prepareActiveEffectCategories } = await import("../../system/effects.mjs")
context.effects = prepareActiveEffectCategories(doc.effects)
break
@@ -71,4 +75,27 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
}
return context
}
/** @override - Le PNJ n'a ni caractéristiques ni compétences : les jets
* rapides utilisent la valeur d'Attaque (dialogue de combat) ou les valeurs
* dérivées Action / Spécialité / Réaction (dialogue PNJ simplifié). */
async _onRoll(event) {
event.preventDefault()
const el = event.currentTarget
const type = el.dataset.type
if (!type) return
if (type === "attack") {
const { default: CombatDialog } = await import("../../system/dialogs/combatDialog.mjs")
const dialog = await CombatDialog.create({ actorId: this.document.id })
if (dialog) dialog.render(true)
return
}
if (["action", "specialty", "reaction"].includes(type)) {
const { default: NpcRollDialog } = await import("../../system/dialogs/npcRollDialog.mjs")
const dialog = await NpcRollDialog.create({ actorId: this.document.id, rolltype: type })
if (dialog) dialog.render(true)
return
}
return super._onRoll(event)
}
}
@@ -0,0 +1,76 @@
import VermineBaseActorSheet from "./base-actor-sheet.mjs"
export default class VermineVehicleSheetV2 extends VermineBaseActorSheet {
static DEFAULT_OPTIONS = {
classes: ["vehicle"],
position: { width: 640, height: 580 },
window: { contentClasses: ["vehicle-content"] }
}
static PARTS = {
main: { template: "systems/vermine2047/templates/actor/appv2/vehicle-main.hbs", scrollable: [""] },
tabs: { template: "templates/generic/tab-navigation.hbs" },
specs: { template: "systems/vermine2047/templates/actor/appv2/vehicle-specs.hbs", scrollable: [""] }
}
tabGroups = { sheet: "specs" }
#getTabs() {
const tabs = {
specs: { id: "specs", group: "sheet", icon: "fas fa-car-side", label: "VERMINE.vehicle_specs" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
// Compétences d'Entretien possibles (mécanique, technologie, artisanat, animalisme…)
const maintenanceKeys = ["mecanical", "technology", "crafting", "animalism", "environment", "wildlife", "flora", "repulsion", "toxics"]
const current = this.document.system.maintenance || []
context.maintenanceSkills = maintenanceKeys.map(key => ({
key,
label: game.i18n.localize("SKILLS." + key + ".name"),
checked: current.includes(key)
}))
// Propriétaire (groupe ou personnage) résolu
context.resolvedOwner = null
if (this.document.system.ownerId) {
const owner = game.actors.get(this.document.system.ownerId)
if (owner) context.resolvedOwner = { id: owner.id, name: owner.name }
}
return context
}
async _preparePartContext(partId, context) {
switch (partId) {
case "main": break
case "specs":
context.tab = context.tabs.specs
break
}
return context
}
changeTab(tab, group, options = {}) {
super.changeTab(tab, group, options)
if (group === "sheet") {
const main = this.element?.querySelector('[data-group="sheet"][data-tab="main"]')
if (main) main.classList.add("active")
}
}
/** @override - nettoie le tableau d'Entretien (retire les cases non cochées). */
_prepareSubmitData(event, form, formData, updateData) {
const result = super._prepareSubmitData(event, form, formData, updateData)
if (Array.isArray(result?.system?.maintenance)) {
result.system.maintenance = result.system.maintenance.filter(v => typeof v === "string" && v.trim() !== "")
}
return result
}
}
+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()
}
+2 -2
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 == "") {
@@ -54,7 +54,7 @@ export default class VermineItem extends Item {
*/
getRollData() {
// If present, return the actor's roll data.
if (!this.actor) return null;
if (!this.actor) return this.system;
const rollData = this.actor.getRollData();
// Grab the item's system data as well.
rollData.item = foundry.utils.deepClone(this.system);
+2
View File
@@ -2,11 +2,13 @@ export { default as VermineCharacterData } from "./character.mjs"
export { default as VermineNpcData } from "./npc.mjs"
export { default as VermineGroupData } from "./group.mjs"
export { default as VermineCreatureData } from "./creature.mjs"
export { default as VermineCommunityData } from "./community.mjs"
export { default as VermineItemData } from "./item.mjs"
export { default as VermineWeaponData } from "./weapon.mjs"
export { default as VermineDefenseData } from "./defense.mjs"
export { default as VermineVehicleData } from "./vehicle.mjs"
export { default as VermineAbilityData } from "./ability.mjs"
export { default as VermineCreatureCapacityData } from "./creaturecapacity.mjs"
export { default as VermineSpecialtyData } from "./specialty.mjs"
export { default as VermineBackgroundData } from "./background.mjs"
export { default as VermineTraumaData } from "./trauma.mjs"
+1 -1
View File
@@ -219,7 +219,7 @@ const reqInt = { required: true, nullable: false, integer: true }
export function raritySchema() {
const fields = foundry.data.fields
return new fields.SchemaField({
value: new fields.NumberField({ ...reqInt, initial: 3, min: 1, max: 5 }),
value: new fields.NumberField({ ...reqInt, initial: 3, min: 1, max: 10 }),
handicap: new fields.NumberField({ ...reqInt, initial: 0, min: 0 })
})
}
+1
View File
@@ -17,6 +17,7 @@ export default class VermineAbilityData extends foundry.abstract.TypeDataModel {
totem: new fields.StringField({ required: true, initial: "" }),
learn: learnSchema(),
level: levelSchema(1, 1, 3),
learned: new fields.BooleanField({ required: true, initial: false }),
effects: new fields.ArrayField(new fields.StringField({ required: true, initial: "" }), {
initial: []
})
+3 -1
View File
@@ -14,7 +14,9 @@ export default class VermineBackgroundData extends foundry.abstract.TypeDataMode
const reqInt = { required: true, nullable: false, integer: true }
return {
...listItemSchema(),
cost: new fields.NumberField({ ...reqInt, initial: 1, min: 0 })
cost: new fields.NumberField({ ...reqInt, initial: 1, min: 0 }),
asterisk: new fields.BooleanField({ required: true, initial: false }),
learned: new fields.BooleanField({ required: true, initial: false })
}
}
}
+46 -24
View File
@@ -54,6 +54,8 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
height: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
weight: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
totem: new fields.StringField({ required: true, nullable: false, initial: "" }),
// Statut de Chaman : débloque l'affichage des Rites chamaniques maîtrisés.
chaman: new fields.BooleanField({ required: true, initial: false }),
age: new fields.StringField({ required: true, nullable: false, initial: "15" }),
ageType: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 2 }),
profile: new fields.StringField({ required: true, nullable: false, initial: "" }),
@@ -72,8 +74,43 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
attributes: new fields.SchemaField({
xp: attributeSchema(0, 0, 10),
reputation: attributeSchema(0, 0, 10),
self_control: attributeSchema(0, 0, 5),
effort: attributeSchema(0, 0, 5)
self_control: attributeSchema(0, 0, 10),
effort: attributeSchema(0, 0, 10)
}),
// Expérience (dés, récompenses, évolution, apprentissage)
experience: new fields.SchemaField({
dice: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
phase: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
collective: new fields.SchemaField({
danger: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 }),
discoveries: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 }),
duration: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 })
}),
individual: new fields.SchemaField({
implication: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 }),
influence: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 }),
interpretation: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0, max: 3 })
}),
evolution: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
traumaReward: new fields.BooleanField({ required: true, initial: false }),
// Bonus de Réserve acquis par apprentissage (s'ajoute au max dérivé)
reserveBonus: new fields.SchemaField({
self_control: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
effort: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 })
}),
// Limites d'apprentissage par phase
learned: new fields.SchemaField({
phase: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
skill: new fields.BooleanField({ required: true, initial: false }),
specialty: new fields.BooleanField({ required: true, initial: false }),
reserve: new fields.BooleanField({ required: true, initial: false }),
characteristic: new fields.BooleanField({ required: true, initial: false }),
evolution: new fields.BooleanField({ required: true, initial: false }),
ability: new fields.BooleanField({ required: true, initial: false }),
background: new fields.BooleanField({ required: true, initial: false }),
reputation: new fields.BooleanField({ required: true, initial: false })
})
}),
// Rencontres
@@ -94,20 +131,10 @@ 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 +145,15 @@ 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.
@@ -144,7 +164,8 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
const sum = abilities
.filter(a => a.category === "mental" || a.category === "social")
.reduce((acc, a) => acc + a.value, 0)
this.attributes.self_control.max = sum + modFromAge
const bonus = this.experience?.reserveBonus?.self_control || 0
this.attributes.self_control.max = Math.min(10, sum + modFromAge + bonus)
}
/**
@@ -157,7 +178,8 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
const sum = abilities
.filter(a => a.category === "physical" || a.category === "manual")
.reduce((acc, a) => acc + a.value, 0)
this.attributes.effort.max = sum + modFromAge
const bonus = this.experience?.reserveBonus?.effort || 0
this.attributes.effort.max = Math.min(10, sum + modFromAge + bonus)
}
/**
+195
View File
@@ -0,0 +1,195 @@
/**
* DataModel pour les acteurs de type "community" (Communauté).
* La Communauté est l'extension sédentarisée d'un Groupe : elle englobe le
* Groupe de personnages, des Figures et des Habitants répartis en Compagnies.
* Le socle couvre l'identité, la géographie, l'histoire, les objectifs, la
* taille/l'effectif, les quatre Domaines (8 jauges), le Moral et les réserves.
*/
import {
attributeSchema,
levelSchema,
combatStatusSchema
} from "./_shared.mjs"
export default class VermineCommunityData extends foundry.abstract.TypeDataModel {
/** @override */
static LOCALIZATION_PREFIXES = ["VERMINE.community"]
/** @override */
static defineSchema() {
const fields = foundry.data.fields
const reqInt = { required: true, nullable: false, integer: true }
const gauge = () => attributeSchema(0, 0, 10)
return {
// Statut de combat (base, peu utilisé pour une Communauté)
combatStatus: combatStatusSchema("9"),
// Identité
identity: new fields.SchemaField({
totem: new fields.StringField({ required: true, nullable: false, initial: "" }),
profile: new fields.StringField({ required: true, nullable: false, initial: "" }),
origin: new fields.StringField({ required: true, nullable: false, initial: "" }),
theme: new fields.StringField({ required: true, nullable: false, initial: "" }),
instincts: new fields.StringField({ required: true, nullable: false, initial: "" }),
prohibits: new fields.StringField({ required: true, nullable: false, initial: "" }),
// Âge de la Communauté : recent | established | old
age: new fields.StringField({ required: true, nullable: false, initial: "recent" }),
notes: new fields.HTMLField({ required: true, initial: "", textSearch: true })
}),
// Géographie / localisation
location: new fields.SchemaField({
sector: new fields.StringField({ required: true, nullable: false, initial: "" }),
placeType: new fields.StringField({ required: true, nullable: false, initial: "" }),
landmarks: new fields.HTMLField({ required: true, initial: "", textSearch: true }),
territory: new fields.HTMLField({ required: true, initial: "", textSearch: true })
}),
// Histoire
history: new fields.SchemaField({
founding: new fields.StringField({ required: true, nullable: false, initial: "" }),
events: new fields.HTMLField({ required: true, initial: "", textSearch: true }),
relations: new fields.HTMLField({ required: true, initial: "", textSearch: true })
}),
// Objectifs : un majeur + des mineurs
objectives: new fields.SchemaField({
major: new fields.StringField({ required: true, nullable: false, initial: "" }),
minor: new fields.ArrayField(new fields.StringField({ required: true, nullable: false, initial: "" }))
}),
// Taille (1-3) et effectif
size: attributeSchema(1, 1, 3),
population: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
// Domaines : 4 Domaines × 2 sections (jauges en Dés)
domains: new fields.SchemaField({
resources: new fields.SchemaField({
vivre: gauge(),
supplies: gauge()
}),
security: new fields.SchemaField({
defense: gauge(),
care: gauge()
}),
dynamism: new fields.SchemaField({
cohesion: gauge(),
productivity: gauge()
}),
relations: new fields.SchemaField({
human: gauge(),
ecology: gauge()
})
}),
// Moral (comme le Groupe) : value 0-7, level dérivé
morale: new fields.SchemaField({
level: new fields.StringField({ required: true, nullable: false, initial: "normal" }),
value: new fields.NumberField({ ...reqInt, initial: 7, min: 0, max: 7 }),
min: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
max: new fields.NumberField({ ...reqInt, initial: 7, min: 0 })
}),
// Réserve de Groupe
reserve: attributeSchema(0, 0, 10),
// Dés collectifs de la Communauté
material: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
experience: new fields.SchemaField({
dice: new fields.NumberField({ ...reqInt, initial: 0, min: 0 })
}),
// Niveau de la Communauté (pour l'expérience des habitants)
level: levelSchema(1, 1, 10),
// Groupe de personnages rattaché (id d'acteur)
groupId: new fields.StringField({ required: true, nullable: false, initial: "" }),
// Habitants (phase 2) : Figures et Compagnies
figures: new fields.ArrayField(new fields.SchemaField({
name: new fields.StringField({ required: true, nullable: false, initial: "" }),
role: new fields.StringField({ required: true, nullable: false, initial: "" }),
totem: new fields.StringField({ required: true, nullable: false, initial: "" }),
specialty: new fields.SchemaField({
name: new fields.StringField({ required: true, nullable: false, initial: "" }),
score: new fields.NumberField({ ...reqInt, initial: 3, min: 0, max: 10 })
})
})),
companies: new fields.ArrayField(new fields.SchemaField({
name: new fields.StringField({ required: true, nullable: false, initial: "" }),
specialty: new fields.SchemaField({
name: new fields.StringField({ required: true, nullable: false, initial: "" }),
score: new fields.NumberField({ ...reqInt, initial: 3, min: 0, max: 10 })
}),
level: levelSchema(1, 1, 4),
members: new fields.NumberField({ ...reqInt, initial: 1, min: 0 }),
figureName: new fields.StringField({ required: true, nullable: false, initial: "" })
}))
}
}
/** @override */
prepareDerivedData() {
super.prepareDerivedData()
// 1. État (Crise/Bas/Stable/Opulent) de chaque jauge de Domaine
this._computeGaugeStates()
// 2. Les quatre Domaines sont-ils Bas ? (Moral inactif)
this._computeAllDomainsLow()
// 3. Mettre à jour le niveau de Moral selon la valeur
this._updateMorale()
}
/**
* État d'une jauge selon sa valeur en Dés.
* Crise 0D / Bas 1-2D / Stable 3-5D / Opulent 6D+.
* @param {number} value
* @returns {string}
*/
static gaugeState(value) {
const v = parseInt(value, 10) || 0
if (v >= 6) return "opulent"
if (v >= 3) return "stable"
if (v >= 1) return "low"
return "crisis"
}
_computeGaugeStates() {
for (const domain of Object.values(this.domains)) {
for (const gauge of Object.values(domain)) {
gauge.state = VermineCommunityData.gaugeState(gauge.value)
}
}
}
/**
* Un Domaine est "Bas" lorsque ses deux sections sont à 2D ou moins.
* Si les quatre Domaines sont Bas, le Bonus de Moral est inactif.
*/
_computeAllDomainsLow() {
const domainLow = (domain) => Object.values(domain).every(g => (parseInt(g.value, 10) || 0) <= 2)
this.allDomainsLow = Object.values(this.domains).every(domainLow)
}
/**
* Met à jour le niveau de Moral en fonction de la valeur de dés.
* Règles : 7D = Haut, 6-3D = Normal, 2-1D = Bas, 0D = Crise.
*/
_updateMorale() {
const moraleValue = parseInt(this.morale?.value, 10) || 0
if (this.morale.level && this.morale.level !== "normal") return
if (moraleValue >= 7) {
this.morale.level = "high"
} else if (moraleValue >= 3) {
this.morale.level = "normal"
} else if (moraleValue >= 1) {
this.morale.level = "low"
} else {
this.morale.level = "crisis"
}
}
}
+53 -28
View File
@@ -48,7 +48,7 @@ export default class VermineCreatureData extends foundry.abstract.TypeDataModel
// Niveaux de créature (patron, taille, rôle, meute)
pattern: attributeSchema(1, 1, 4),
size: attributeSchema(1, 1, 3),
size: attributeSchema(0, 0, 3),
role: attributeSchema(1, 1, 4),
pack: attributeSchema(0, 0, 3),
@@ -90,38 +90,50 @@ export default class VermineCreatureData extends foundry.abstract.TypeDataModel
* .creatureRoleLevels, .creaturePackLevels.
*
* Règles :
* - Attaque = pattern.attack + size.attack + pack.attack + role.reaction
* - Attaque = pattern.attack + size.attack + pack.attack
* - Dégâts = pattern.damage + size.vigor + pack.damage
* - Vigueur = size.vigor + pack.damage
* - Réaction = role.reaction + role.reaction_bonus
*/
_calculateCreatureComputedValues() {
const patternLevel = this.pattern?.value || 1
const sizeLevel = this.size?.value || 1
const sizeLevel = this.size?.value || 0
const roleLevel = this.role?.value || 1
const packLevel = this.pack?.value || 0
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {}
const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {}
const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel] || {}
const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {}
// Attaque : patron + taille + meute + réaction du rôle
// Les modificateurs de Taille se cumulent : une créature de Taille N applique
// les modificateurs de chaque Taille de 1 à N (Taille 0 = insecte, aucun).
const sizeLevels = CONFIG.VERMINE.creatureSizeLevels || {}
let sizeAttack = 0
let sizeVigor = 0
for (let i = 1; i <= sizeLevel; i++) {
const cfg = sizeLevels[i] || {}
sizeAttack += cfg.attack || 0
sizeVigor += cfg.vigor || 0
}
// Attaque : patron + taille + meute.
// NB : le Rôle ne donne que la Réaction (dés + réussites automatiques),
// il n'ajoute pas de dés d'attaque (regles_creatures.txt).
this.computed.attack = (patternConfig.attack || 0)
+ (sizeConfig.attack || 0)
+ sizeAttack
+ (packConfig.attack || 0)
+ (roleConfig.reaction || 0)
// Dégâts : patron + vigueur de taille + meute
this.computed.damage = (patternConfig.damage || 0)
+ (sizeConfig.vigor || 0)
+ sizeVigor
+ (packConfig.damage || 0)
// Vigueur : taille + meute
this.computed.vigor = (sizeConfig.vigor || 0) + (packConfig.damage || 0)
this.computed.vigor = sizeVigor + (packConfig.damage || 0)
// Réaction : rôle
this.computed.reaction = (roleConfig.reaction || 0) + (roleConfig.reaction_bonus || 0)
// Réaction : rôle (le bonus de rôle est compté séparément et ajouté
// comme réussites automatiques par le NpcRollDialog — cf. modèle PNJ).
this.computed.reaction = roleConfig.reaction || 0
this.computed.reactionBonus = roleConfig.reaction_bonus || 0
// Réserves
@@ -136,32 +148,45 @@ export default class VermineCreatureData extends foundry.abstract.TypeDataModel
}
/**
* Calcule les seuils de blessures à partir du patron, de la taille et de la meute.
* Les seuils sont la somme des valeurs correspondantes des trois sources.
* Calcule les seuils et les cercles de blessures à partir du patron, de la
* taille et de la meute.
*
* Règles (regles_creatures.txt) :
* - Seuil = contribution du Gabarit + contributions de Taille (cumulées).
* Le Groupe n'ajoute PAS de seuil (tableau « Groupe » : cercles seuls).
* - Cercles = cercles du Gabarit + cercles de Taille (cumulés) + cercles du Groupe.
*/
_calculateCreatureWoundThresholds() {
const patternLevel = this.pattern?.value || 1
const sizeLevel = this.size?.value || 1
const sizeLevel = this.size?.value || 0
const packLevel = this.pack?.value || 0
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {}
const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {}
const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {}
this.minorWound.threshold = (patternConfig.minorWound || 0)
+ (sizeConfig.minorWound || 0)
+ (packConfig.minorWound || 0)
this.majorWound.threshold = (patternConfig.majorWound || 0)
+ (sizeConfig.majorWound || 0)
+ (packConfig.majorWound || 0)
this.deadlyWound.threshold = (patternConfig.deadlyWound || 0)
+ (sizeConfig.deadlyWound || 0)
+ (packConfig.deadlyWound || 0)
// Les modificateurs de Taille se cumulent (Taille N = somme des tailles 1..N).
const sizeLevels = CONFIG.VERMINE.creatureSizeLevels || {}
const sizeThresholds = { minor: 0, major: 0, deadly: 0 }
const sizeWounds = { minor: 0, major: 0, deadly: 0 }
for (let i = 1; i <= sizeLevel; i++) {
const cfg = sizeLevels[i] || {}
sizeThresholds.minor += cfg.minorThreshold || 0
sizeThresholds.major += cfg.majorThreshold || 0
sizeThresholds.deadly += cfg.deadlyThreshold || 0
sizeWounds.minor += cfg.minorWound || 0
sizeWounds.major += cfg.majorWound || 0
sizeWounds.deadly += cfg.deadlyWound || 0
}
// Max de blessures
this.minorWound.max = Math.min(5, this.minorWound.threshold + 2)
this.majorWound.max = Math.min(4, this.majorWound.threshold + 1)
this.deadlyWound.max = Math.min(2, this.deadlyWound.threshold)
// Seuils : gabarit + taille cumulée (pas de contribution du groupe).
this.minorWound.threshold = (patternConfig.minorThreshold ?? 0) + sizeThresholds.minor
this.majorWound.threshold = (patternConfig.majorThreshold ?? 0) + sizeThresholds.major
this.deadlyWound.threshold = (patternConfig.deadlyThreshold ?? 0) + sizeThresholds.deadly
// Cercles : gabarit + taille cumulée + groupe.
this.minorWound.max = (patternConfig.minorWound ?? 0) + sizeWounds.minor + (packConfig.minorWound ?? 0)
this.majorWound.max = (patternConfig.majorWound ?? 0) + sizeWounds.major + (packConfig.majorWound ?? 0)
this.deadlyWound.max = (patternConfig.deadlyWound ?? 0) + sizeWounds.deadly + (packConfig.deadlyWound ?? 0)
}
/**
+19
View File
@@ -0,0 +1,19 @@
import { listItemSchema } from "./_shared.mjs"
/**
* DataModel pour les items de type "creaturecapacity" (capacités de créature).
* @augments {foundry.abstract.TypeDataModel}
*/
export default class VermineCreatureCapacityData extends foundry.abstract.TypeDataModel {
/** @override */
static LOCALIZATION_PREFIXES = ["VERMINE.item.creaturecapacity"]
/** @override */
static defineSchema() {
const fields = foundry.data.fields
return {
...listItemSchema(),
type: new fields.StringField({ required: true, initial: "base" })
}
}
}
+1
View File
@@ -15,6 +15,7 @@ export default class VermineDefenseData extends foundry.abstract.TypeDataModel {
return {
...baseItemSchema(),
level: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
equipped: new fields.BooleanField({ required: true, initial: false }),
specificLevel: new fields.SchemaField({
label: new fields.StringField({ required: true, initial: "" }),
level: new fields.NumberField({ ...reqInt, initial: 0, min: 0 })
+2 -1
View File
@@ -13,7 +13,8 @@ export default class VermineEvolutionData extends foundry.abstract.TypeDataModel
const fields = foundry.data.fields
return {
...listItemSchema(),
level: levelSchema(1, 1, 4)
level: levelSchema(1, 1, 4),
mutation: new fields.BooleanField({ required: true, initial: false })
}
}
}
+22 -4
View File
@@ -42,6 +42,9 @@ export default class VermineGroupData extends foundry.abstract.TypeDataModel {
// Équipement
equipment: equipmentSchema(),
// Notes de voyage (lieux, dangers, routes…)
roadNotes: new fields.HTMLField({ required: true, initial: "" }),
// Niveau du groupe (1-10)
level: levelSchema(1, 1, 10),
@@ -75,6 +78,19 @@ export default class VermineGroupData extends foundry.abstract.TypeDataModel {
// Membres (IDs d'acteurs)
members: new fields.ArrayField(new fields.StringField({ required: true, nullable: false, initial: "" })),
// Dés d'Expérience collectifs (réserve de Groupe)
experience: new fields.SchemaField({
dice: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
phase: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
// Limites d'apprentissage par phase
learned: new fields.SchemaField({
phase: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
level: new fields.BooleanField({ required: true, initial: false }),
reserve: new fields.BooleanField({ required: true, initial: false }),
ability: new fields.BooleanField({ required: true, initial: false })
})
}),
// Rencontres
encounters: new fields.ArrayField(new fields.StringField({ required: true, nullable: false, initial: "" }))
}
@@ -113,12 +129,14 @@ export default class VermineGroupData extends foundry.abstract.TypeDataModel {
}
/**
* Calcule la réserve max en fonction du niveau du groupe.
* Règle simplifiée : niveau × 2, plafonné à 10.
* Calcule la réserve max selon le nombre de membres (personnages).
* Règles p. 68-69 : la Réserve débute à 3D et gagne 1D par personnage,
* avec un maximum de 10D.
*/
_calculateGroupReserve() {
const level = this.level?.value || 1
this.reserve.max = Math.min(10, level * 2)
const members = Array.isArray(this.members) ? this.members : []
const characterCount = members.filter((id) => game.actors?.get(id)?.type === "character").length
this.reserve.max = Math.min(10, 3 + characterCount)
if (this.reserve.value > this.reserve.max) {
this.reserve.value = this.reserve.max
+78 -65
View File
@@ -2,17 +2,22 @@
* DataModel pour les acteurs de type "npc" (PNJ).
* Étend foundry.abstract.TypeDataModel.
*
* Note : le champ libre de compétences (texte descriptif) est nommé "freeSkills"
* pour éviter le conflit avec le SchemaField "skills" qui contient les 30 compétences.
* Conforme aux règles des PNJ (regles/regles_pnj.txt) : un PNJ n'a ni
* caractéristiques chiffrées, ni réserves détaillées, ni liste de compétences.
* Il est défini uniquement par son Profil (identité) et trois critères :
* Menace, Expérience et Rôle. Toutes les valeurs utiles en jeu sont dérivées
* des tableaux de référence (CONFIG.VERMINE.npc*Levels) et exposées dans
* "system.computed".
*
* Note : le champ libre de description des Spécialités est nommé "freeSkills"
* pour éviter le conflit avec le champ "skills" que le template.json historique
* définissait comme texte libre pour les PNJ.
*/
import {
woundSchema,
combatStatusSchema,
equipmentSchema,
attributeSchema,
abilitiesSchema,
skillCategoriesSchema,
skillsSchema
attributeSchema
} from "./_shared.mjs"
export default class VermineNpcData extends foundry.abstract.TypeDataModel {
@@ -23,8 +28,7 @@ export default class VermineNpcData extends foundry.abstract.TypeDataModel {
/**
* Migration des données avant traitement par le schéma.
* Avant DataModel, template.json définissait "skills" comme un champ texte libre
* pour les PNJ. Le DataModel réserve "skills" pour les 30 compétences individuelles
* (SchemaField) et utilise "freeSkills" pour le texte libre.
* pour les PNJ. Le DataModel utilise "freeSkills" pour cette description.
* @param {Object} source Données brutes avant validation du schéma
* @returns {Object} Données migrées
*/
@@ -48,9 +52,10 @@ export default class VermineNpcData extends foundry.abstract.TypeDataModel {
// Statut de combat (base, difficulté par défaut 9 pour PNJ)
combatStatus: combatStatusSchema("9"),
// Identité
// Identité (Profil du PNJ)
identity: new fields.SchemaField({
name: new fields.StringField({ required: true, nullable: false, initial: "" }),
age: new fields.StringField({ required: true, nullable: false, initial: "" }),
profile: new fields.StringField({ required: true, nullable: false, initial: "" }),
origin: new fields.StringField({ required: true, nullable: false, initial: "" }),
totem: new fields.StringField({ required: true, nullable: false, initial: "" }),
@@ -58,30 +63,29 @@ export default class VermineNpcData extends foundry.abstract.TypeDataModel {
notes: new fields.HTMLField({ required: true, initial: "" })
}),
// Attributs (XP, réputation, sang-froid, effort)
attributes: new fields.SchemaField({
xp: attributeSchema(0, 0, 10),
reputation: attributeSchema(0, 0, 10),
self_control: attributeSchema(0, 0, 5),
effort: attributeSchema(0, 0, 5)
}),
// Niveaux PNJ (menace, expérience, rôle)
// Critères de définition du PNJ (Menace, Expérience, Rôle)
threat: attributeSchema(1, 1, 4),
experience: attributeSchema(1, 1, 4),
role: attributeSchema(1, 1, 4),
// Compétences (les 30 compétences individuelles)
skills: skillsSchema(),
// Description libre des compétences (champ texte PNJ)
// Description libre des Spécialités (champ texte PNJ)
freeSkills: new fields.StringField({ required: true, nullable: false, initial: "" }),
// Catégories de compétences
skill_categories: skillCategoriesSchema(),
// Caractéristiques (8)
abilities: abilitiesSchema(),
// Valeurs calculées (dérivées des niveaux de menace / expérience / rôle)
computed: new fields.SchemaField({
attack: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
vigor: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
action: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 3 }),
specialties: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 4 }),
rerolls: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
contact: new fields.StringField({ required: true, nullable: false, initial: "7" }),
reaction: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 3 }),
reactionBonus: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
pools: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
gear: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 9 }),
gearHindrance: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
protection: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 1 })
}),
// Équipement
equipment: equipmentSchema()
@@ -92,56 +96,65 @@ export default class VermineNpcData extends foundry.abstract.TypeDataModel {
prepareDerivedData() {
super.prepareDerivedData()
// 1. Calculer les seuils de blessures selon le niveau de menace
// 1. Calculer les valeurs dérivées selon les niveaux de menace/expérience/rôle
this._setNpcComputedValues()
// 2. Calculer les seuils de blessures selon le niveau de menace
this._setNpcWoundThresholds()
// 2. Calculer les réserves selon le niveau de rôle
this._setNpcAttributes()
// 3. Définir les libellés des caractéristiques
this._setAbilityLabels()
// 4. Mettre à jour le statut de combat
// 3. Mettre à jour le statut de combat
this._updateCombatStatus()
}
/**
* Calcule les seuils de blessures à partir du niveau de menace.
* Utilise CONFIG.VERMINE.npcThreatLevels.
* Calcule les valeurs dérivées à partir des niveaux de Menace, Expérience
* et Rôle. Utilise CONFIG.VERMINE.npcThreatLevels, .npcExperienceLevels
* et .npcRoleLevels.
*/
_setNpcComputedValues() {
const threatLevel = this.threat?.value || 1
const expLevel = this.experience?.value || 1
const roleLevel = this.role?.value || 1
const threatConfig = CONFIG.VERMINE.npcThreatLevels[threatLevel] || {}
const expConfig = CONFIG.VERMINE.npcExperienceLevels[expLevel] || {}
const roleConfig = CONFIG.VERMINE.npcRoleLevels[roleLevel] || {}
// Menace
this.computed.attack = threatConfig.attack || 0
this.computed.vigor = threatConfig.vigor || 0
// Expérience
this.computed.action = expConfig.action || 3
this.computed.specialties = expConfig.specialties || 4
this.computed.rerolls = expConfig.rerolls || 0
this.computed.contact = expConfig.contact || "7"
// Rôle
this.computed.reaction = roleConfig.reaction || 0
this.computed.reactionBonus = roleConfig.reaction_bonus || 0
this.computed.pools = roleConfig.pools || 0
this.computed.gear = roleConfig.gear || 9
this.computed.gearHindrance = roleConfig.gear_hindrance || 0
this.computed.protection = roleConfig.protection || 1
}
/**
* Calcule les seuils et le nombre de boîtes de blessures à partir du
* niveau de menace (tableau "Niveau de Menace"). Utilise
* CONFIG.VERMINE.npcThreatLevels.
*/
_setNpcWoundThresholds() {
const health = this.abilities?.health?.value || 1
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 = threatConfig.minorThreshold ?? 1
this.majorWound.threshold = threatConfig.majorThreshold ?? 4
this.deadlyWound.threshold = threatConfig.deadlyThreshold ?? 6
this.minorWound.max = threatConfig.minorWound || 4
this.majorWound.max = threatConfig.majorWound || 3
this.deadlyWound.max = threatConfig.deadlyWound || 2
}
/**
* Définit les attributs dérivés (effort, sang-froid) selon le niveau de rôle.
* Utilise CONFIG.VERMINE.npcRoleLevels.
*/
_setNpcAttributes() {
const roleLevel = this.role?.value || 1
const roleConfig = CONFIG.VERMINE.npcRoleLevels[roleLevel] || {}
this.attributes.effort.max = roleConfig.pools || 0
this.attributes.self_control.max = roleConfig.reaction_bonus || 0
}
/**
* Définit les libellés localisés des caractéristiques.
*/
_setAbilityLabels() {
for (const [k, v] of Object.entries(this.abilities)) {
v.label = game.i18n.localize(CONFIG.VERMINE.abilities[k]) ?? k
}
this.minorWound.max = threatConfig.minorWound || 1
this.majorWound.max = threatConfig.majorWound || 1
this.deadlyWound.max = threatConfig.deadlyWound || 1
}
/**
+3 -1
View File
@@ -10,9 +10,11 @@ export default class VermineSpecialtyData extends foundry.abstract.TypeDataModel
/** @override */
static defineSchema() {
const fields = foundry.data.fields
const reqInt = { required: true, nullable: false, integer: true }
return {
name: new fields.StringField({ required: true, nullable: false, initial: "" }),
skill: new fields.StringField({ required: true, nullable: false, initial: "" })
skill: new fields.StringField({ required: true, nullable: false, initial: "" }),
level: new fields.NumberField({ ...reqInt, initial: 1, min: 0, max: 5 })
}
}
}
+54 -7
View File
@@ -1,20 +1,67 @@
import { baseItemSchema } from "./_shared.mjs"
/**
* DataModel pour les items de type "vehicle" (véhicules).
* @augments {foundry.abstract.TypeDataModel}
* DataModel pour les acteurs de type "vehicle" (véhicules et montures).
* Un véhicule est désormais un acteur (et non un objet) : il possède sa propre
* fiche, peut être posé sur la scène comme un jeton et appartient à un groupe
* ou un personnage via `ownerId`.
*
* Caractéristiques (regles_vehicules.txt) : Rareté, Fiabilité (véhicules),
* Réserve d'Effort (montures), Distance, Vitesse (croisière/pointe) et Entretien.
* Pas de statistiques de combat (les règles ne définissent pas de points de vie).
*/
import { raritySchema } from "./_shared.mjs"
export default class VermineVehicleData extends foundry.abstract.TypeDataModel {
/** @override */
static LOCALIZATION_PREFIXES = ["VERMINE.item.vehicle"]
static LOCALIZATION_PREFIXES = ["VERMINE.vehicle"]
/** @override */
static defineSchema() {
const fields = foundry.data.fields
const reqInt = { required: true, nullable: false, integer: true }
return {
...baseItemSchema(),
mobility: new fields.NumberField({ ...reqInt, initial: 3, min: 0 })
// Identité
identity: new fields.SchemaField({
profile: new fields.StringField({ required: true, nullable: false, initial: "" }),
origin: new fields.StringField({ required: true, nullable: false, initial: "" }),
theme: new fields.StringField({ required: true, nullable: false, initial: "" }),
notes: new fields.HTMLField({ required: true, initial: "", textSearch: true })
}),
// Rareté (valeur 1-10 + handicap)
rarity: raritySchema(),
// Fiabilité étendue (1-10) pour les véhicules
reliability: new fields.NumberField({ ...reqInt, initial: 5, min: 1, max: 10 }),
// Type : "vehicle" (véhicule) ou "mount" (monture)
kind: new fields.StringField({ required: true, nullable: false, initial: "vehicle" }),
// Distance : km parcourus avec un "plein"
distance: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
// Vitesse : croisière / pointe (durée de la pointe)
speed: new fields.SchemaField({
cruise: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
top: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
topDuration: new fields.StringField({ required: true, nullable: false, initial: "10 min" })
}),
// Entretien : compétences nécessaires (clés de CONFIG.VERMINE.skills)
maintenance: new fields.ArrayField(new fields.StringField({ required: true, nullable: false, initial: "" })),
// Réserve d'Effort (montures)
effortReserve: new fields.SchemaField({
value: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
min: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
max: new fields.NumberField({ ...reqInt, initial: 0, min: 0 })
}),
// Mobilité
mobility: new fields.NumberField({ ...reqInt, initial: 3, min: 0 }),
// Propriétaire (id d'acteur : groupe ou personnage)
ownerId: new fields.StringField({ required: true, nullable: false, initial: "" })
}
}
}
+2
View File
@@ -14,6 +14,8 @@ export default class VermineWeaponData extends foundry.abstract.TypeDataModel {
const reqInt = { required: true, nullable: false, integer: true }
return {
...baseItemSchema(),
skill: new fields.StringField({ required: true, nullable: false, initial: "" }),
equipped: new fields.BooleanField({ required: true, initial: false }),
min_range: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
max_range: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
damage: new fields.SchemaField({
+94 -95
View File
@@ -1,51 +1,57 @@
export class TotemPicker extends Application {
const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api
export class TotemPicker extends HandlebarsApplicationMixin(ApplicationV2) {
constructor(linkEl, actor) {
constructor(linkEl, actor, options = {}) {
super();
this.linkEl = linkEl;
this.actor = actor;
this.fillInstincts = options.fillInstincts === true;
}
/* -------------------------------------------- */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
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"
});
}
getData() {
// Send data to the template
static get DEFAULT_OPTIONS() {
return {
config: CONFIG.VERMINE,
}
id: "TOTEM_PICKER",
position: { width: 800, height: 800 },
window: { title: game.i18n.localize("VERMINE.totem_picker"), resizable: true }
};
}
activateListeners(html) {
super.activateListeners(html);
html.find('.totem').click(event => {
const totem = $(event.target).parent('a').data('totem');
if (totem != null) {
this.actor.update({ 'system.identity.totem': totem });
static PARTS = {
main: {
template: 'systems/vermine2047/templates/applications/choose-totem.hbs'
}
};
_prepareContext() {
return { config: CONFIG.VERMINE };
}
_onRender(context, options) {
super._onRender(context, options);
this.element.querySelectorAll('.totem').forEach(el => {
el.addEventListener('click', event => {
const link = event.target.closest('a');
if (!link?.dataset.totem) return;
const update = { 'system.identity.totem': link.dataset.totem };
// Remplit automatiquement Instincts/Interdits depuis la config du totem
// (utilisé pour le Totem du Groupe).
if (this.fillInstincts && this.actor.system?.identity) {
const totemKey = link.dataset.totem;
const instincts = game.i18n.localize(`TOTEMS.${totemKey}.instincts`);
const bans = game.i18n.localize(`TOTEMS.${totemKey}.bans`);
if (!instincts.startsWith("TOTEMS.")) update['system.identity.instincts'] = instincts;
if (!bans.startsWith("TOTEMS.")) update['system.identity.prohibits'] = bans;
}
this.actor.update(update);
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 +59,47 @@ 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) {
super.activateListeners(html);
html.find('.actor').click(async (event) => {
const actorId = $(event.target).parent('div').data('actor-id');
const type = $(this.linkEl).data('type');
_onRender(context, options) {
super._onRender(context, options);
this.element.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 +114,6 @@ export class ActorPicker extends Application {
actorsList = [];
}
// Add actor if not already present
if (!actorsList.includes(actorId)) {
actorsList.push(actorId);
}
@@ -122,83 +126,78 @@ 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)
})
_onRender(context, options) {
super._onRender(context, options);
this._validateTraits(this.element);
this.element.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) {
_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)
}
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);
}
}
+146 -55
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 }
}
/**
@@ -139,10 +99,10 @@ VERMINE.totemDomains = {
* NPC Threat Levels configuration
*/
VERMINE.npcThreatLevels = {
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 }
1: { "label": "THREAT_LEVELS.minor", "attack": 3, "vigor": 1, "minorThreshold": 1, "majorThreshold": 4, "deadlyThreshold": 6, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 },
2: { "label": "THREAT_LEVELS.serious", "attack": 4, "vigor": 2, "minorThreshold": 2, "majorThreshold": 5, "deadlyThreshold": 8, "minorWound": 2, "majorWound": 1, "deadlyWound": 1 },
3: { "label": "THREAT_LEVELS.major", "attack": 5, "vigor": 3, "minorThreshold": 2, "majorThreshold": 5, "deadlyThreshold": 9, "minorWound": 2, "majorWound": 2, "deadlyWound": 1 },
4: { "label": "THREAT_LEVELS.deadly", "attack": 6, "vigor": 4, "minorThreshold": 3, "majorThreshold": 6, "deadlyThreshold": 9, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 }
}
/**
@@ -169,29 +129,30 @@ VERMINE.npcRoleLevels = {
* Creature Pattern Levels configuration
*/
VERMINE.creaturePatternLevels = {
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 }
1: { "label": "PATTERN_LEVELS.insect", "attack": 2, "damage": 0, "minorThreshold": 0, "majorThreshold": 0, "deadlyThreshold": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
2: { "label": "PATTERN_LEVELS.rat", "attack": 3, "damage": 1, "minorThreshold": 0, "majorThreshold": 1, "deadlyThreshold": 3, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
3: { "label": "PATTERN_LEVELS.dog", "attack": 4, "damage": 3, "minorThreshold": 1, "majorThreshold": 3, "deadlyThreshold": 5, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 },
4: { "label": "PATTERN_LEVELS.bear", "attack": 6, "damage": 6, "minorThreshold": 3, "majorThreshold": 5, "deadlyThreshold": 7, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 }
}
/**
* Creature Size Levels configuration
*/
VERMINE.creatureSizeLevels = {
1: { "label": "SIZE_LEVELS.small", "attack": 2, "vigor": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
2: { "label": "SIZE_LEVELS.medium", "attack": 3, "vigor": 2, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
3: { "label": "SIZE_LEVELS.large", "attack": 4, "vigor": 3, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 }
0: { "label": "SIZE_LEVELS.tiny", "attack": 0, "vigor": 0, "minorThreshold": 0, "majorThreshold": 0, "deadlyThreshold": 0, "minorWound": 0, "majorWound": 0, "deadlyWound": 0 },
1: { "label": "SIZE_LEVELS.small", "attack": 1, "vigor": 1, "minorThreshold": 0, "majorThreshold": 1, "deadlyThreshold": 1, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
2: { "label": "SIZE_LEVELS.medium", "attack": 2, "vigor": 2, "minorThreshold": 2, "majorThreshold": 2, "deadlyThreshold": 2, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 },
3: { "label": "SIZE_LEVELS.large", "attack": 3, "vigor": 3, "minorThreshold": 3, "majorThreshold": 3, "deadlyThreshold": 3, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 }
}
/**
* Creature Pack Levels configuration
*/
VERMINE.creaturePackLevels = {
0: { "attack": 0, "damage": 0, "minorWound": 0, "majorWound": 0, "deadlyWound": 0 },
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 }
0: { "label": "VERMINE.none", "attack": 0, "damage": 0, "minorWound": 0, "majorWound": 0, "deadlyWound": 0 },
1: { "label": "PACK_LEVELS.small", "attack": 1, "damage": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
2: { "label": "PACK_LEVELS.large", "attack": 2, "damage": 2, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 },
3: { "label": "PACK_LEVELS.giant", "attack": 5, "damage": 5, "minorWound": 3, "majorWound": 3, "deadlyWound": 3 }
}
/**
@@ -219,6 +180,25 @@ VERMINE.abilityCategories = {
}
}
/**
* Types de Capacités de créature (mode d'activation/disponibilité).
* Correspond aux Modes de jeu + une catégorie "base".
*/
VERMINE.creatureCapacityTypes = {
"base": {
"label": "CREATURE_CAPACITY_TYPES.base"
},
"survival": {
"label": "CREATURE_CAPACITY_TYPES.survival"
},
"nightmare": {
"label": "CREATURE_CAPACITY_TYPES.nightmare"
},
"apocalypse": {
"label": "CREATURE_CAPACITY_TYPES.apocalypse"
}
}
VERMINE.abilities = {
"vigor": "ABILITIES.vigor.name",
"health": "ABILITIES.health.name",
@@ -251,6 +231,49 @@ 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 = {
@@ -265,6 +288,23 @@ VERMINE.totems = {
"loner": "TOTEMS.loner.name",
"adapted": "TOTEMS.adapted.name"
}
/**
* Influence des Dés de Totems (règles p. 121).
* Selon le Totem dominant (strictement plus de Dés Humains ou Adaptés),
* le personnage subit un Bonus/Malus de 1D sur les Domaines de Compétences.
* Neutre : aucun modificateur.
*/
VERMINE.totemInfluence = {
"human": {
"bonus": ["man", "tool", "world"],
"malus": ["animal", "survival", "weapon"]
},
"adapted": {
"bonus": ["animal", "survival", "weapon"],
"malus": ["man", "tool", "world"]
}
}
VERMINE.totem_opposites = {
"human": "TOTEMS.adapted.name",
"predator": "TOTEMS.scavenger.name",
@@ -465,3 +505,54 @@ VERMINE.totemEffects = {
}
}
/**
* Communauté Domaines et sections (jauges).
*/
VERMINE.communityDomains = {
resources: {
label: "COMMUNITY.domains.resources",
sections: { vivre: "COMMUNITY.sections.vivre", supplies: "COMMUNITY.sections.supplies" }
},
security: {
label: "COMMUNITY.domains.security",
sections: { defense: "COMMUNITY.sections.defense", care: "COMMUNITY.sections.care" }
},
dynamism: {
label: "COMMUNITY.domains.dynamism",
sections: { cohesion: "COMMUNITY.sections.cohesion", productivity: "COMMUNITY.sections.productivity" }
},
relations: {
label: "COMMUNITY.domains.relations",
sections: { human: "COMMUNITY.sections.human", ecology: "COMMUNITY.sections.ecology" }
}
}
/**
* Communauté Tailles (effectif, Figures, Compagnies recommandés).
*/
VERMINE.communitySizeLevels = {
1: { label: "COMMUNITY.sizeLevels.1", population: "7-50", figures: 3, companies: 5 },
2: { label: "COMMUNITY.sizeLevels.2", population: "51-75", figures: 5, companies: 7 },
3: { label: "COMMUNITY.sizeLevels.3", population: "100+", figures: 7, companies: 9 }
}
/**
* Communauté États d'une jauge de Domaine.
* Crise 0D / Bas 1-2D / Stable 3-5D / Opulent 6D+.
*/
VERMINE.communityGaugeStates = {
crisis: { label: "COMMUNITY.states.crisis" },
low: { label: "COMMUNITY.states.low" },
stable: { label: "COMMUNITY.states.stable" },
opulent: { label: "COMMUNITY.states.opulent" }
}
/**
* Communauté Âge (notion de temps).
*/
VERMINE.communityAges = {
recent: "COMMUNITY.age.recent",
established: "COMMUNITY.age.established",
old: "COMMUNITY.age.old"
}
-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;
}*/
}
}
@@ -0,0 +1,115 @@
import { VermineExperience } from "../experience.mjs";
const { HandlebarsApplicationMixin } = foundry.applications.api;
/**
* Dialogue d'achat d'une Adaptation/Mutation avec les Dés d'Évolution
* accumulés. Vérifie le coût (niveau 1-4), la limite du Mode de jeu et les
* restrictions sur les Mutations ; en cas de succès, crée l'item et efface
* les Dés d'Évolution accumulés.
*/
export default class BuyEvolutionDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
#actor;
static DEFAULT_OPTIONS = {
classes: ["vermine-roll", "buy-evolution"],
tag: "form",
window: {
icon: "fas fa-cart-shopping",
resizable: false
},
position: {
width: 480,
height: 460
},
actions: {
buy: BuyEvolutionDialog.#onBuy,
cancel: BuyEvolutionDialog.#onCancel
}
};
static PARTS = {
main: { template: "systems/vermine2047/templates/dialogs/buy-evolution-dialog.hbs", scrollable: [""] }
};
static async create({ actorId }) {
const actor = await game.actors.get(actorId);
if (!actor) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
return null;
}
return new BuyEvolutionDialog({ actor });
}
constructor(options = {}) {
super(options);
this.#actor = options.actor;
}
get title() {
return game.i18n.localize("VERMINE.buy_evolution");
}
async _prepareContext() {
const actor = this.#actor;
const mode = VermineExperience.gameMode();
const modeLabels = {
1: game.i18n.localize("VERMINE.mode_survie"),
2: game.i18n.localize("VERMINE.mode_cauchemar"),
3: game.i18n.localize("VERMINE.mode_apocalypse")
};
const levels = [];
for (let value = 1; value <= 4; value++) {
levels.push({ value, cost: value });
}
return {
evolutionDice: actor.system?.experience?.evolution || 0,
defaultName: game.i18n.localize("ITEMS.new_evolution"),
levels,
totalLevels: VermineExperience.evolutionTotalLevels(actor),
modeMax: VermineExperience.evolutionMaxForMode(mode),
modeLabel: modeLabels[mode] || ""
};
}
static async #onCancel(event, target) {
this.close();
}
static async #onBuy(event, target) {
const actor = this.#actor;
const name = this.element.querySelector("#evolution-name")?.value?.trim() || "";
const cost = parseInt(this.element.querySelector("#evolution-level")?.value, 10) || 0;
const mutation = this.element.querySelector("#evolution-mutation")?.checked || false;
if (!name) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_evolution_no_name"));
return;
}
const error = VermineExperience.validateEvolutionPurchase(actor, cost, mutation);
if (error) {
ui.notifications.warn(game.i18n.localize(error));
return;
}
const created = await actor.createEmbeddedDocuments("Item", [{
name,
type: "evolution",
system: {
level: { value: cost },
mutation
}
}]);
// N'efface les Dés d'Évolution que si l'item a bien été créé.
if (!created || created.length === 0) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_evolution_create"));
return;
}
await actor.update({ "system.experience.evolution": 0 });
ui.notifications.info(game.i18n.localize("VERMINE.buy_evolution_done"));
this.close();
}
}
+404
View File
@@ -0,0 +1,404 @@
import { VermineUtils } from "../roll.mjs";
import { VermineExchange } from "../exchange.mjs";
const { HandlebarsApplicationMixin } = foundry.applications.api;
/**
* Dialogue d'attaque pour les échanges de coups.
* Prépare le pool, la difficulté (contact / distance) et le contexte
* d'échange (cibles, dégâts de base) selon le type d'acteur :
* - Personnage : capacité + compétence de l'arme.
* - PNJ : pool d'attaque du niveau de menace + réserves de rôle.
* - Créature : pool d'attaque calculé, difficulté du statut de combat.
*/
export default class CombatDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
static DEFAULT_OPTIONS = {
classes: ["vermine-roll"],
tag: "form",
window: {
icon: "fas fa-crosshairs",
resizable: false
},
position: {
width: 520,
height: 600
},
actions: {
roll: CombatDialog.#onRoll,
cancel: CombatDialog.#onCancel
}
};
static PARTS = {
main: { template: "systems/vermine2047/templates/dialogs/combat-dialog.hbs" }
};
static async create({ actorId, weapon = null }) {
const actor = await game.actors.get(actorId);
if (!actor) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
return null;
}
const mode = actor.type === "creature" ? "contact" : VermineExchange.modeForWeapon(weapon);
return new CombatDialog({ actor, weapon, mode });
}
constructor(options = {}) {
super(options);
this.actor = options.actor;
this.weapon = options.weapon ?? null;
this.mode = options.mode ?? "contact";
this.abilityKey = VermineExchange.attackAbility(this.mode);
this.skillKey = this.weapon?.system?.skill || null;
this.skillValue = this.skillKey ? (this.actor.system?.skills?.[this.skillKey]?.value || 0) : 0;
this.skillPool = this.skillValue ? (CONFIG.VERMINE.SkillLevels?.[this.skillValue]?.dicePool || 0) : 0;
this.skillReroll = this.skillValue ? (CONFIG.VERMINE.SkillLevels?.[this.skillValue]?.reroll || 0) : 0;
this.basePool = VermineExchange.baseAttackPool(this.actor, this.weapon, this.mode);
this.baseDamage = VermineExchange.baseDamage(this.actor, this.weapon);
}
get title() {
return game.i18n.localize("VERMINE.attack");
}
async _prepareContext() {
const actor = this.actor;
const isCharacter = actor.type === "character";
const isNpc = actor.type === "npc";
const isCreature = actor.type === "creature";
const targets = [...game.user.targets].map(t => ({
id: t.actor?.id ?? null,
uuid: t.actor?.uuid ?? null,
name: t.name,
canDefend: t.actor?.type !== "creature"
}));
let difficultyOptions = [];
let lockedDifficulty = null;
let defaultDifficulty = null;
if (isCreature) {
const d = parseInt(actor.system?.combatStatus?.difficulty, 10) || 9;
lockedDifficulty = d;
difficultyOptions = [{ difficulty: d, label: "", locked: true }];
defaultDifficulty = d;
} else if (this.mode === "ranged") {
difficultyOptions = VermineExchange.rangeDifficultyOptions().map(o => ({
difficulty: o.difficulty,
label: game.i18n.localize(o.label),
rangeKey: o.key
}));
defaultDifficulty = difficultyOptions[0]?.difficulty ?? 7;
} else if (isNpc) {
difficultyOptions = VermineExchange.npcDifficultyOptions(actor).map(d => ({
difficulty: d,
label: String(d)
}));
defaultDifficulty = difficultyOptions[0]?.difficulty ?? 7;
} else {
difficultyOptions = VermineExchange.contactDifficultyOptions(this.skillValue).map(d => ({
difficulty: d,
label: String(d)
}));
defaultDifficulty = difficultyOptions[0]?.difficulty ?? 7;
}
// Cible de type créature : défense passive, la difficulté d'attaque est
// forcée au statut de combat de la créature (toute réussite ≥1 touche).
const creatureTargets = targets.filter(t => t.id && !t.canDefend);
const creatureLocked = !isCreature && creatureTargets.length && creatureTargets.length === targets.length;
if (creatureLocked) {
const ref = creatureTargets[0];
const creature = ref.id ? game.actors.get(ref.id) : null;
const actor = creature ?? (ref.uuid ? await fromUuid(ref.uuid) : null);
const d = parseInt(actor?.system?.combatStatus?.difficulty, 10) || 7;
lockedDifficulty = d;
difficultyOptions = [{ difficulty: d, label: "", locked: true }];
defaultDifficulty = d;
}
const threat = actor.system?.threat?.value || 1;
const role = actor.system?.role?.value || 1;
return {
actor,
system: actor.system,
config: CONFIG.VERMINE,
actorType: actor.type,
mode: this.mode,
weapon: this.weapon,
abilityKey: this.abilityKey,
abilityValue: actor.system?.abilities?.[this.abilityKey]?.value || 0,
skillKey: this.skillKey,
skillValue: this.skillValue,
basePool: this.basePool,
baseDamage: this.baseDamage,
isCharacter,
isNpc,
isCreature,
creatureLocked,
npcThreatPool: isNpc ? (CONFIG.VERMINE.npcThreatLevels?.[threat]?.attack || 0) : 0,
npcPoolMax: isNpc ? (CONFIG.VERMINE.npcRoleLevels?.[role]?.pools || 0) : 0,
difficultyOptions,
lockedDifficulty,
defaultDifficulty,
hasAmmo: this.mode === "ranged" && (this.weapon?.system?.ammo ?? 0) > 0,
availableSpecialties: actor.items.filter(i => i.type === "specialty"),
availableItems: actor.items.filter(i => i.type === "item"),
targets
};
}
async _onRender(context, options) {
this.element.dataset.actorId = this.actor.id;
this.element.dataset.weaponId = this.weapon?.id ?? "";
this.element.dataset.mode = this.mode;
for (const inp of this.element.querySelectorAll("[data-roll]")) {
inp.addEventListener("change", this.#onInputChange.bind(this));
}
const selfControl = this.element.querySelector("#self_control");
if (selfControl) {
selfControl.addEventListener("change", this.#onChangeSelfControl.bind(this));
}
this.element.querySelector("#second-action")?.addEventListener("change", () => this.#updateUI());
this.element.querySelector("#handicap")?.addEventListener("change", () => this.#updateUI());
this.element.querySelector("#human-totem")?.addEventListener("change", () => this.#updateUI());
this.element.querySelector("#adapted-totem")?.addEventListener("change", () => this.#updateUI());
this.element.querySelector("#pools-spent")?.addEventListener("change", () => this.#updateUI());
const ability = this.element.querySelector("#ability");
if (ability && this.actor.type === "character") {
const sc = this.element.querySelector("#self_control");
if (sc) sc.max = ability.value;
}
this.#updateUI();
}
// ── Getters ──────────────────────────────────────────────────────────
get #el() { return this.element; }
#getDifficultyBase() {
const el = this.#el.querySelector('input[name="combat-difficulty"]:checked');
return parseInt(el?.value, 10) || 7;
}
#getSecondAction() {
return this.#el.querySelector("#second-action")?.checked ?? false;
}
#getHandicap() {
const sel = this.#el.querySelector("#handicap");
return Math.max(0, (parseInt(sel?.value, 10) || 1) - 1);
}
#getSelfCtrl() {
return parseInt(this.#el.querySelector("#self_control")?.value, 10) || 0;
}
#getPoolsSpent() {
return parseInt(this.#el.querySelector("#pools-spent")?.value, 10) || 0;
}
#getUseAmmo() {
return this.#el.querySelector("#use-ammo")?.checked ?? false;
}
#getTotems() {
return {
human: this.#el.querySelector("#human-totem")?.checked ?? false,
adapted: this.#el.querySelector("#adapted-totem")?.checked ?? false
};
}
#getKeepTotem() {
return this.#el.querySelector("#keep-totem-select")?.value ?? null;
}
getDifficultySelect() {
return this.#getDifficultyBase() + (this.#getSecondAction() ? 2 : 0);
}
getSkillCategory() {
if (this.actor.type !== "character" || !this.skillKey) return null;
return this.actor.system.skills[this.skillKey]?.category ?? null;
}
getSkillLevel() {
return this.actor.type === "character" && this.skillValue ? this.skillValue : null;
}
getReroll() {
if (this.actor.type === "npc") {
const exp = this.actor.system?.experience?.value || 1;
return CONFIG.VERMINE.npcExperienceLevels?.[exp]?.rerolls || 0;
}
if (this.actor.type === "creature") return 0;
return this.skillReroll;
}
getMaxEffort() {
if (this.actor.type === "character") return this.actor.system?.abilities?.[this.abilityKey]?.value || 0;
return 0;
}
getPoolBreakdown() {
const ability = this.actor.type === "character"
? (this.actor.system?.abilities?.[this.abilityKey]?.value || 0)
: 0;
const skill = this.actor.type === "character" ? this.skillPool : 0;
const selfControl = this.#getSelfCtrl();
const pools = this.actor.type === "npc" ? this.#getPoolsSpent() : 0;
const specialty = this.#hasSpecialtySelected() ? 1 : 0;
const help = this.#el.querySelector("#helped")?.checked ? 1 : 0;
const toolsChecked = this.#el.querySelector("input[name='usingTools']:checked");
const tooling = toolsChecked && toolsChecked.value !== "0" ? 1 : 0;
const group = parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
const malus = VermineExchange.woundMalus(this.actor);
const total = Math.max(0, this.basePool + selfControl + pools + specialty + help + tooling + group - malus);
return { ability, skill, selfControl, pools, specialty, help, tooling, group, malus, total };
}
getDicePool() {
return this.getPoolBreakdown().total;
}
#hasSpecialtySelected() {
const checked = this.#el.querySelector("input[name='usingSpecialization']:checked");
return Boolean(checked && checked.value !== "aucune");
}
getSpecialtyName() {
const checked = this.#el.querySelector("input[name='usingSpecialization']:checked");
return checked && checked.value !== "aucune" ? checked.value : null;
}
getLabel() {
const base = this.mode === "ranged"
? game.i18n.localize("VERMINE.attack_ranged")
: game.i18n.localize("VERMINE.attack_contact");
return this.weapon ? `${base} (${this.weapon.name})` : base;
}
// ── UI ───────────────────────────────────────────────────────────────
#updateUI() {
const total = this.getDicePool();
const totalEl = this.#el.querySelector("#dice-pool-total");
if (totalEl) totalEl.textContent = `${total}D`;
const finalEls = this.#el.querySelectorAll("#final-difficulty");
for (const el of finalEls) el.textContent = this.getDifficultySelect();
const b = this.getPoolBreakdown();
const bonusEl = this.#el.querySelector("#total-bonus");
if (bonusEl) bonusEl.textContent = b.selfControl + b.pools + b.specialty + b.help + b.tooling + b.group - b.malus;
const handSel = this.#el.querySelector("#handicap");
const handEl = this.#el.querySelector("#current-handicap");
if (handSel && handEl) {
handEl.textContent = handSel.options[handSel.selectedIndex]?.text ?? "";
}
}
#onInputChange() {
this.#updateUI();
}
#onChangeSelfControl(ev) {
const valEl = this.#el.querySelector("#self_control_value");
if (valEl) valEl.textContent = ev.currentTarget.value;
this.#updateUI();
}
static async #onCancel(event, target) {
this.close();
}
static async #onRoll(event, target) {
const selfCtrl = this.getPoolBreakdown().selfControl;
if (selfCtrl > 0) {
const current = this.actor?.system?.attributes?.self_control?.value ?? 0;
if (current < selfCtrl) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_not_enough_self_control"));
return;
}
}
const finalDifficulty = this.getDifficultySelect();
// Consommation de munitions (armes à distance)
if (this.mode === "ranged" && this.#getUseAmmo() && this.weapon) {
const ammo = this.weapon.system.ammo || 0;
if (ammo > 0) {
await this.weapon.update({ "system.ammo": ammo - 1 });
}
}
if (selfCtrl > 0) {
const newVal = this.actor.system.attributes.self_control.value - selfCtrl;
await this.actor.update({ "system.attributes.self_control.value": newVal });
}
const targets = [...game.user.targets].map(t => ({
id: t.actor?.id ?? null,
uuid: t.actor?.uuid ?? null,
name: t.name,
canDefend: t.actor?.type !== "creature"
}));
const attack = {
id: foundry.utils.randomID(),
attackerId: this.actor.id,
attackerName: this.actor.name,
mode: this.mode,
difficulty: finalDifficulty,
range: this.mode === "ranged" ? this.#getRangeKey() : null,
secondAction: this.#getSecondAction(),
baseDamage: this.baseDamage,
targets,
weapon: this.weapon
? { name: this.weapon.name, img: this.weapon.img, damage: foundry.utils.duplicate(this.weapon.system.damage) }
: null
};
const rollParams = {
actor: this.actor,
NoD: this.getDicePool(),
Reroll: this.getReroll(),
difficulty: finalDifficulty,
handicap: this.#getHandicap(),
rollLabel: this.getLabel(),
totems: this.#getTotems(),
self_control: selfCtrl,
max_effort: this.getMaxEffort(),
keepTotem: this.#getKeepTotem(),
skillCategory: this.getSkillCategory(),
skillLevel: this.getSkillLevel(),
hasSpecialty: this.#hasSpecialtySelected(),
poolBreakdown: this.getPoolBreakdown(),
specialtyName: this.getSpecialtyName(),
weapon: this.weapon?.toObject() ?? null,
targets: targets.map(t => t.name),
attack,
messageFlags: { "vermine-exchange": attack }
};
// Fermeture immédiate du dialogue : le jet (et l'animation 3D) continue
// en arrière-plan sans bloquer la fermeture.
this.close();
await VermineUtils.roll(rollParams);
}
#getRangeKey() {
const el = this.#el.querySelector('input[name="combat-difficulty"]:checked');
return el?.dataset?.rangeKey ?? null;
}
}
@@ -0,0 +1,182 @@
const { HandlebarsApplicationMixin } = foundry.applications.api;
/**
* Dialogue du meneur pour ouvrir une phase d'Expérience.
* Permet d'attribuer les Dés d'Expérience collectifs (Danger, Découvertes,
* Durée) au Groupe et aux personnages, ainsi que les Dés individuels
* (Implication, Influence, Interprétation), les récompenses d'Objectifs et
* la récompense de Traumatisme choisi.
*/
export default class ExperiencePhaseDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
static DEFAULT_OPTIONS = {
classes: ["vermine-roll"],
tag: "form",
window: {
icon: "fas fa-star",
resizable: true
},
position: {
width: 620,
height: 700
},
actions: {
apply: ExperiencePhaseDialog.#onApply,
cancel: ExperiencePhaseDialog.#onCancel
}
};
static PARTS = {
main: { template: "systems/vermine2047/templates/dialogs/experience-phase-dialog.hbs", scrollable: [""] }
};
static async create() {
return new ExperiencePhaseDialog();
}
get title() {
return game.i18n.localize("VERMINE.experience_phase");
}
async _prepareContext() {
const characters = game.actors.filter(a => a.type === "character");
const groups = game.actors.filter(a => a.type === "group");
// Associe chaque personnage à son premier groupe (même logique que RollDialog.#findGroup)
const memberOf = new Map();
for (const g of groups) {
for (const id of g.system?.members || []) {
if (!memberOf.has(id)) memberOf.set(id, g.id);
}
}
return {
characters: characters.map(a => ({
id: a.id,
name: a.name,
dice: a.system?.experience?.dice || 0,
groupId: memberOf.get(a.id) || ""
})),
groups: groups.map(a => ({
id: a.id,
name: a.name,
dice: a.system?.experience?.dice || 0
})),
rewards: [
{ value: 0, label: game.i18n.localize("VERMINE.reward_anecdotic") },
{ value: 1, label: game.i18n.localize("VERMINE.reward_minor") },
{ value: 2, label: game.i18n.localize("VERMINE.reward_major") },
{ value: 3, label: game.i18n.localize("VERMINE.reward_exceptionnal") }
]
};
}
async _onRender(context, options) {
this.element.querySelectorAll("[data-roll]").forEach(inp => inp.addEventListener("change", () => this.#updateUI()));
this.element.querySelector("#group-select")?.addEventListener("change", () => this.#updateGroupFilter());
this.#updateUI();
this.#updateGroupFilter();
}
#updateUI() {
const danger = parseInt(this.element.querySelector("#collective-danger")?.value, 10) || 0;
const discoveries = parseInt(this.element.querySelector("#collective-discoveries")?.value, 10) || 0;
const duration = parseInt(this.element.querySelector("#collective-duration")?.value, 10) || 0;
const el = this.element.querySelector("#collective-total");
if (el) el.textContent = `${danger + discoveries + duration}D`;
}
/** Filtre les personnages selon le groupe sélectionné (vide = tous). */
#updateGroupFilter() {
const groupId = this.element.querySelector("#group-select")?.value || "";
for (const row of this.element.querySelectorAll("[data-character-id]")) {
const show = !groupId || row.dataset.groupId === groupId;
row.hidden = !show;
}
}
static async #onCancel(event, target) {
this.close();
}
static async #onApply(event, target) {
const collective = (parseInt(this.element.querySelector("#collective-danger")?.value, 10) || 0)
+ (parseInt(this.element.querySelector("#collective-discoveries")?.value, 10) || 0)
+ (parseInt(this.element.querySelector("#collective-duration")?.value, 10) || 0);
const groupId = this.element.querySelector("#group-select")?.value || null;
if (groupId) {
const group = game.actors.get(groupId);
if (group && collective > 0) {
const current = group.system?.experience?.dice || 0;
const phase = (group.system?.experience?.phase || 0) + 1;
await group.update({
"system.experience.dice": current + collective,
"system.experience.phase": phase,
"system.experience.learned.phase": phase,
"system.experience.learned.level": false,
"system.experience.learned.reserve": false,
"system.experience.learned.ability": false
});
}
}
const results = [];
for (const row of this.element.querySelectorAll("[data-character-id]")) {
// Quand un groupe précis est choisi, ne récompenser que ses membres.
if (groupId && row.dataset.groupId !== groupId) continue;
const id = row.dataset.characterId;
const actor = game.actors.get(id);
if (!actor) continue;
const implication = parseInt(row.querySelector(`[name="implication-${id}"]`)?.value, 10) || 0;
const influence = parseInt(row.querySelector(`[name="influence-${id}"]`)?.value, 10) || 0;
const interpretation = parseInt(row.querySelector(`[name="interpretation-${id}"]`)?.value, 10) || 0;
const objectiveMinor = row.querySelector(`[name="objective-minor-${id}"]`)?.checked ? 3 : 0;
const objectiveMajor = row.querySelector(`[name="objective-major-${id}"]`)?.checked ? 5 : 0;
const trauma = row.querySelector(`[name="trauma-${id}"]`)?.checked ? 5 : 0;
const individual = implication + influence + interpretation;
const bonus = objectiveMinor + objectiveMajor + trauma;
const gained = collective + individual + bonus;
const ex = actor.system?.experience;
const nextPhase = (ex?.phase || 0) + 1;
const update = {
"system.experience.phase": nextPhase,
"system.experience.dice": (ex?.dice || 0) + gained,
"system.experience.collective.danger": parseInt(this.element.querySelector("#collective-danger")?.value, 10) || 0,
"system.experience.collective.discoveries": parseInt(this.element.querySelector("#collective-discoveries")?.value, 10) || 0,
"system.experience.collective.duration": parseInt(this.element.querySelector("#collective-duration")?.value, 10) || 0,
"system.experience.individual.implication": implication,
"system.experience.individual.influence": influence,
"system.experience.individual.interpretation": interpretation,
"system.experience.traumaReward": trauma > 0,
"system.experience.learned.phase": nextPhase,
"system.experience.learned.skill": false,
"system.experience.learned.specialty": false,
"system.experience.learned.reserve": false,
"system.experience.learned.characteristic": false,
"system.experience.learned.evolution": false,
"system.experience.learned.ability": false,
"system.experience.learned.background": false,
"system.experience.learned.reputation": false
};
await actor.update(update);
results.push({ name: actor.name, gained });
}
const lines = [`${game.i18n.localize("VERMINE.experience_phase")} +1`];
if (groupId) {
const group = game.actors.get(groupId);
lines.push(`${group?.name ?? ""} (${game.i18n.localize("VERMINE.collective")}): +${collective}D`);
}
for (const r of results) {
lines.push(`${r.name}: +${r.gained}D`);
}
await ChatMessage.create({
user: game.user?._id,
speaker: ChatMessage.getSpeaker(),
content: `<div class="vermine-roll-message"><h3>${game.i18n.localize("VERMINE.experience_rewards")}</h3><div class="roll-context flexrow flex-wrap">${lines.map(l => `<span class="context-item">${l}</span>`).join("")}</div></div>`
});
this.close();
}
}
@@ -0,0 +1,254 @@
import { VermineUtils } from '../roll.mjs';
const { HandlebarsApplicationMixin } = foundry.applications.api;
/**
* Dialogue d'apprentissage de Groupe (phase d'Expérience).
* Permet de dépenser des Dés d'Expérience du Groupe pour tenter d'améliorer
* le Niveau de Groupe, la Réserve de Groupe ou de développer une Capacité
* collective. La progression est appliquée automatiquement en cas de réussite.
*/
export default class GroupLearningDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
#actor;
static DEFAULT_OPTIONS = {
classes: ['vermine-roll'],
tag: 'form',
window: {
icon: 'fas fa-graduation-cap',
resizable: false,
},
position: {
width: 560,
height: 560,
},
actions: {
roll: GroupLearningDialog.#onRoll,
cancel: GroupLearningDialog.#onCancel,
},
};
static PARTS = {
main: { template: 'systems/vermine2047/templates/dialogs/group-learning-dialog.hbs', scrollable: [''] },
};
static async create({ actorId }) {
const actor = await game.actors.get(actorId);
if (!actor) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_actor_selected'));
return null;
}
return new GroupLearningDialog({ actor });
}
constructor(options = {}) {
super(options);
this.#actor = options.actor;
}
get title() {
return game.i18n.localize('VERMINE.open_learning');
}
_prepareContext() {
const actor = this.#actor;
return {
actor,
system: actor.system,
dice: actor.system?.experience?.dice || 0,
abilities: actor.itemTypes.ability
.filter((i) => i.system.type !== 'totem' && !i.system.learned)
.map((a) => ({
id: a.id,
name: a.name,
threshold: a.system?.learn?.threshold ?? 5,
level: a.system?.level?.value ?? 1,
})),
};
}
_onRender() {
this.element.dataset.actorId = this.#actor.id;
for (const inp of this.element.querySelectorAll('[data-roll]')) {
inp.addEventListener('change', () => this.#updateUI());
}
this.element.querySelector('#learning-dice')?.addEventListener('input', () => this.#updateUI());
this.#updateUI();
}
get #el() { return this.element; }
#getType() {
return this.#el.querySelector('input[name="learning-type"]:checked')?.value ?? 'level';
}
#getAbilityId() {
return this.#el.querySelector('#learning-ability')?.value ?? '';
}
#getDiceSpent() {
return Math.max(1, parseInt(this.#el.querySelector('#learning-dice')?.value, 10) || 1);
}
#compute() {
const actor = this.#actor;
const type = this.#getType();
const key = type === 'ability' ? this.#getAbilityId() : '';
let difficulty = 7;
let handicap = 0;
let targetLevel = null;
let targetLabel = '';
if (type === 'level') {
const current = actor.system?.level?.value || 1;
difficulty = actor.system?.members?.length || 0;
handicap = current;
targetLevel = current + 1;
} else if (type === 'reserve') {
const current = actor.system?.reserve?.value || 0;
difficulty = current;
handicap = 2;
targetLevel = current + 1;
} else {
const ability = key ? actor.items.get(key) : null;
if (ability) {
difficulty = ability.system?.learn?.threshold ?? 5;
handicap = ability.system?.level?.value ?? 1;
targetLabel = ability.name;
}
}
const labels = {
level: 'VERMINE.learn_level',
reserve: 'VERMINE.learn_group_reserve',
ability: 'VERMINE.learn_ability',
};
return {
type,
key,
targetLevel,
difficulty,
handicap,
poolModifier: 0,
label: game.i18n.localize(labels[type] || labels.level),
targetLabel,
};
}
#updateUI() {
const type = this.#getType();
const show = (id, visible) => {
const el = this.#el.querySelector(id);
if (el) el.style.display = visible ? '' : 'none';
};
show('#learning-level-section', type === 'level');
show('#learning-reserve-section', type === 'reserve');
show('#learning-ability-section', type === 'ability');
const c = this.#compute();
const set = (sel, txt) => {
const el = this.#el.querySelector(sel);
if (el) el.textContent = txt;
};
set('#diff-value', c.difficulty);
set('#handicap-value', c.handicap);
set('#required-value', 1 + c.handicap);
const pool = Math.max(0, this.#getDiceSpent() + c.poolModifier);
set('#pool-value', `${pool}D${c.poolModifier ? ` (${c.poolModifier >= 0 ? '+' : ''}${c.poolModifier}D)` : ''}`);
const poolInput = this.#el.querySelector('#learning-dice');
if (poolInput) poolInput.max = this.#actor.system?.experience?.dice || 0;
}
static #onCancel() {
this.close();
}
/** Renvoie la clé i18n d'erreur si le jet est impossible, sinon null. */
#getError(c) {
const actor = this.#actor;
const ex = actor.system?.experience;
// Limite : un seul Niveau, une seule Réserve et une seule Capacité par phase.
if (ex?.learned?.phase === ex?.phase && ex.learned[c.type]) {
return 'VERMINE.error_learning_limit';
}
if (c.type === 'level' && c.targetLevel !== null && (actor.system?.level?.value || 0) >= 10) {
return 'VERMINE.error_group_level_max';
}
if (c.type === 'reserve' && c.targetLevel !== null &&
(actor.system?.reserve?.value || 0) >= (actor.system?.reserve?.max || 10)) {
return 'VERMINE.error_group_reserve_max';
}
if (c.type === 'ability') {
if (!c.key) {
return 'VERMINE.no_group_ability';
}
const ability = c.key ? actor.items.get(c.key) : null;
const requiredLevel = ability?.system?.level?.value ?? 1;
if (ability && (actor.system?.level?.value || 1) < requiredLevel) {
return 'VERMINE.error_group_level_requirement';
}
}
return null;
}
static async #onRoll() {
const actor = this.#actor;
const ex = actor.system?.experience;
const spent = Math.min(this.#getDiceSpent(), ex?.dice || 0);
if (spent < 1) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_experience_dice'));
return;
}
const c = this.#compute();
const errorKey = this.#getError(c);
if (errorKey) {
ui.notifications.warn(game.i18n.localize(errorKey));
return;
}
const pool = Math.max(0, spent + c.poolModifier);
const rollLabel = `${game.i18n.localize('VERMINE.open_learning')}${c.label}${c.targetLabel ? ` (${c.targetLabel})` : ''}`;
const roll = await VermineUtils.roll({
actor,
NoD: pool,
Reroll: 0,
difficulty: c.difficulty,
handicap: c.handicap,
rollLabel,
poolBreakdown: { ability: 0, skill: 0, selfControl: 0, specialty: 0, help: 0, tooling: 0, group: 0, total: pool },
messageFlags: { 'vermine-learning': { type: c.type, key: c.key, spent, success: false } },
});
const required = 1 + c.handicap;
if ((roll._total ?? 0) >= required) {
await this.#applySuccess(c);
}
// Les Dés d'Expérience sont perdus que le jet soit réussi ou raté.
await actor.update({ "system.experience.dice": Math.max(0, (actor.system.experience.dice || 0) - spent) });
this.close();
}
async #applySuccess(c) {
const actor = this.#actor;
const updates = {};
if (c.type === 'level') {
const current = actor.system.level.value || 1;
updates['system.level.value'] = Math.min(10, current + 1);
updates['system.experience.learned.level'] = true;
} else if (c.type === 'reserve') {
const current = actor.system.reserve.value || 0;
updates['system.reserve.value'] = Math.min(actor.system.reserve.max || 10, current + 1);
updates['system.experience.learned.reserve'] = true;
} else {
if (c.key) {
await actor.updateEmbeddedDocuments('Item', [{ _id: c.key, 'system.learned': true }]);
}
updates['system.experience.learned.ability'] = true;
}
updates['system.experience.learned.phase'] = actor.system.experience.phase;
await actor.update(updates);
ui.notifications.info(game.i18n.localize('VERMINE.learning_success'));
}
}
+544
View File
@@ -0,0 +1,544 @@
import { VermineUtils } from "../roll.mjs";
import { VermineExperience } from "../experience.mjs";
const { HandlebarsApplicationMixin } = foundry.applications.api;
/**
* Dialogue d'apprentissage (phase d'Expérience).
* Permet de dépenser des Dés d'Expérience pour tenter de développer une
* Compétence, une Spécialité, une Caractéristique, une Réserve ou un
* d'Évolution. La progression est appliquée automatiquement en cas de
* réussite.
*/
export default class LearningDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
#actor;
static DEFAULT_OPTIONS = {
classes: ["vermine-roll"],
tag: "form",
window: {
icon: "fas fa-graduation-cap",
resizable: false
},
position: {
width: 560,
height: 640
},
actions: {
roll: LearningDialog.#onRoll,
cancel: LearningDialog.#onCancel
}
};
static PARTS = {
main: { template: "systems/vermine2047/templates/dialogs/learning-dialog.hbs", scrollable: [""] }
};
static async create({ actorId }) {
const actor = await game.actors.get(actorId);
if (!actor) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
return null;
}
return new LearningDialog({ actor });
}
constructor(options = {}) {
super(options);
this.#actor = options.actor;
}
get title() {
return game.i18n.localize("VERMINE.open_learning");
}
async _prepareContext() {
const actor = this.#actor;
const skills = Object.entries(CONFIG.VERMINE.skills).map(([key, cfg]) => ({
key,
name: game.i18n.localize("SKILLS." + key + ".name"),
category: cfg.category,
value: actor.system?.skills?.[key]?.value || 0,
target: Math.min(5, (actor.system?.skills?.[key]?.value || 0) + 1),
rarity: actor.system?.skills?.[key]?.rarity || 0,
isDomain: VermineExperience.isPreferredDomain(actor, key)
}));
const totem = actor.system?.identity?.totem || "";
const gameMode = this.#getGameMode();
const groupLevel = this.#getGroupLevel();
const totemAbilities = (actor.itemTypes?.ability || [])
.filter(i =>
i.system?.type === "character"
&& !i.system?.learned
&& i.system?.totem === totem
&& (i.system?.level?.value || 0) <= gameMode
&& groupLevel >= (i.system?.level?.value || 0)
)
.map(a => ({
id: a.id,
name: a.name,
level: a.system.level.value,
threshold: a.system.learn.threshold,
hindrance: a.system.learn.hindrance
}));
const backgrounds = (actor.itemTypes?.background || [])
.filter(i => !i.system?.learned)
.map(b => ({ id: b.id, name: b.name, asterisk: b.system?.asterisk || false }));
const human = actor.system?.adaptation?.totems?.human?.value || 0;
const adapted = actor.system?.adaptation?.totems?.adapted?.value || 0;
return {
actor,
system: actor.system,
config: CONFIG.VERMINE,
dice: actor.system?.experience?.dice || 0,
ageType: actor.system?.identity?.ageType || 2,
abilities: Object.entries(CONFIG.VERMINE.abilities).map(([key, label]) => ({
key,
label: game.i18n.localize(label),
value: actor.system?.abilities?.[key]?.value || 0
})),
reserves: [
{ key: "self_control", label: game.i18n.localize("VERMINE.self_control"), value: actor.system?.attributes?.self_control?.value || 0, max: actor.system?.attributes?.self_control?.max || 0 },
{ key: "effort", label: game.i18n.localize("VERMINE.effort"), value: actor.system?.attributes?.effort?.value || 0, max: actor.system?.attributes?.effort?.max || 0 }
],
specialties: actor.itemTypes?.specialty || [],
skills,
specialtyCount: (actor.itemTypes?.specialty || []).length,
totem,
gameMode,
groupLevel,
totemAbilities,
backgrounds,
reputation: actor.system?.attributes?.reputation?.value ?? 0,
human,
adapted,
canUseAdaptedDie: VermineExperience.canUseAdaptedDie(human, adapted)
};
}
#getGameMode() {
return parseInt(game.settings.get("vermine2047", "game-mode") || "1", 10) || 1;
}
#getGroupLevel() {
const groups = game.actors.filter(a => a.type === "group" && (a.system?.members || []).includes(this.#actor.id));
return Math.max(0, ...groups.map(g => g.system?.level?.value || 0));
}
#canUseAdaptedDie() {
const a = this.#actor.system?.adaptation?.totems;
return VermineExperience.canUseAdaptedDie(a?.human?.value || 0, a?.adapted?.value || 0);
}
#totemCapacityCounts() {
// Ne comptabilise que les Capacités du Totem courant du personnage
// (les Capacités liées à un autre Totem ne bloquent pas les limites).
const totem = this.#actor.system?.identity?.totem;
const items = (this.#actor.itemTypes?.ability || []).filter(i =>
i.system?.type === "character" && i.system?.learned && i.system?.totem === totem);
const byLevel = { 1: 0, 2: 0, 3: 0 };
for (const i of items) {
const level = i.system?.level?.value || 0;
byLevel[level] = (byLevel[level] || 0) + 1;
}
return { total: items.length, byLevel };
}
async _onRender() {
this.element.dataset.actorId = this.#actor.id;
for (const inp of this.element.querySelectorAll("[data-roll]")) {
inp.addEventListener("change", () => this.#updateUI());
}
this.element.querySelector("#learning-dice")?.addEventListener("input", () => this.#updateUI());
this.#updateUI();
}
get #el() { return this.element; }
#getType() {
return this.#el.querySelector('input[name="learning-type"]:checked')?.value ?? "skill";
}
#getTargetKey() {
const type = this.#getType();
if (type === "characteristic") return this.#el.querySelector("#learning-ability")?.value ?? "";
if (type === "reserve") return this.#el.querySelector("#learning-reserve")?.value ?? "";
if (type === "totem") return this.#el.querySelector("#learning-totem")?.value ?? "";
if (type === "background") return this.#el.querySelector("#learning-background")?.value ?? "";
return this.#el.querySelector("#learning-target")?.value ?? "";
}
#getReputationDirection() {
return this.#el.querySelector("#learning-reputation-direction")?.value ?? "reduce";
}
#isAdaptedDieChecked() {
return Boolean(this.#el.querySelector("#learning-adapted-die")?.checked);
}
#getDiceSpent() {
return Math.max(1, parseInt(this.#el.querySelector("#learning-dice")?.value, 10) || 1);
}
#getSpecialtyName() {
// Le dialogue peut avoir été fermé pendant le jet (this.#el null).
const el = this.#el?.querySelector("#specialty-name");
return el?.value?.trim() || game.i18n.localize("ITEMS.new_specialty");
}
#compute() {
const actor = this.#actor;
const type = this.#getType();
const key = this.#getTargetKey();
let label = "";
let targetLevel = null;
if (type === "skill") {
const current = key ? actor.system?.skills?.[key]?.value || 0 : 0;
targetLevel = Math.min(5, current + 1);
const rarity = key ? actor.system?.skills?.[key]?.rarity || 0 : 0;
label = game.i18n.localize(VermineExperience.skillLevelLabelKey(targetLevel));
const diff = VermineExperience.skillLearningDifficulty(targetLevel);
const domain = key ? VermineExperience.isPreferredDomain(actor, key) : false;
return {
type,
key,
targetLevel,
difficulty: domain ? Math.max(3, diff - 2) : diff,
handicap: VermineExperience.skillLearningHandicap(targetLevel, rarity),
poolModifier: 0,
label,
targetLabel: key ? game.i18n.localize("SKILLS." + key + ".name") : ""
};
}
if (type === "specialty") {
const current = key ? actor.system?.skills?.[key]?.value || 0 : 0;
const domain = key ? VermineExperience.isPreferredDomain(actor, key) : false;
label = game.i18n.localize("VERMINE.specialty");
return {
type,
key,
targetLevel: current,
difficulty: VermineExperience.specialtyLearningDifficulty(current, domain),
handicap: VermineExperience.specialtyLearningHandicap(actor.itemTypes?.specialty?.length || 0),
poolModifier: 0,
label,
targetLabel: key ? game.i18n.localize("SKILLS." + key + ".name") : ""
};
}
if (type === "characteristic") {
const current = key ? actor.system?.abilities?.[key]?.value || 0 : 0;
label = game.i18n.localize("VERMINE.characteristic");
return {
type,
key,
targetLevel: current,
difficulty: VermineExperience.characteristicLearningDifficulty(),
handicap: current,
poolModifier: 0,
label,
targetLabel: key ? game.i18n.localize(CONFIG.VERMINE.abilities[key]) : ""
};
}
if (type === "reserve") {
const current = key ? actor.system?.attributes?.[key]?.value || 0 : 0;
label = game.i18n.localize("VERMINE.reserve");
return {
type,
key,
targetLevel: current,
difficulty: VermineExperience.reserveLearningDifficulty(current),
handicap: VermineExperience.ageHandicap(actor.system?.identity?.ageType || 2),
poolModifier: 0,
adaptedDie: false,
label,
targetLabel: key ? game.i18n.localize(key === "self_control" ? "VERMINE.self_control" : "VERMINE.effort") : ""
};
}
if (type === "totem") {
const item = actor.itemTypes?.ability?.find(i => i.id === key);
const data = item?.system;
label = game.i18n.localize("VERMINE.learn_totem_ability");
return {
type,
key,
targetLevel: data?.level?.value || 0,
difficulty: VermineExperience.totemAbilityLearningDifficulty(data),
handicap: VermineExperience.totemAbilityLearningHandicap(data),
poolModifier: 0,
adaptedDie: false,
label,
targetLabel: item?.name || ""
};
}
if (type === "background") {
const item = actor.itemTypes?.background?.find(i => i.id === key);
const data = item?.system;
label = game.i18n.localize("VERMINE.learn_background");
return {
type,
key,
targetLevel: 0,
difficulty: VermineExperience.backgroundLearningDifficulty(),
handicap: VermineExperience.backgroundLearningHandicap(data?.asterisk),
poolModifier: 0,
adaptedDie: false,
label,
targetLabel: item?.name || ""
};
}
if (type === "reputation") {
const current = actor.system?.attributes?.reputation?.value ?? 0;
const direction = this.#getReputationDirection();
if (direction === "increase") {
return {
type,
key: "increase",
targetLevel: current,
difficulty: VermineExperience.reputationIncreaseDifficulty(current),
handicap: 0,
poolModifier: 0,
adaptedDie: false,
label: game.i18n.localize("VERMINE.learn_reputation"),
targetLabel: game.i18n.localize("VERMINE.reputation_increase")
};
}
return {
type,
key: "reduce",
targetLevel: Math.max(0, current - 1),
difficulty: VermineExperience.reputationReduceDifficulty(current),
handicap: 0,
poolModifier: 0,
adaptedDie: false,
label: game.i18n.localize("VERMINE.learn_reputation"),
targetLabel: game.i18n.localize("VERMINE.reputation_reduce")
};
}
// evolution
const human = actor.system?.adaptation?.totems?.human?.value || 0;
const adapted = actor.system?.adaptation?.totems?.adapted?.value || 0;
label = game.i18n.localize("VERMINE.evolution_dice");
return {
type,
key,
targetLevel: actor.system?.experience?.evolution || 0,
difficulty: VermineExperience.evolutionDifficulty(actor.system?.identity?.ageType || 2),
handicap: actor.system?.experience?.evolution || 0,
poolModifier: VermineExperience.evolutionTotemModifier(human, adapted),
adaptedDie: this.#canUseAdaptedDie() && this.#isAdaptedDieChecked(),
label,
targetLabel: ""
};
}
#updateUI() {
const type = this.#getType();
const show = (id, visible) => {
const el = this.#el.querySelector(id);
if (el) el.style.display = visible ? "" : "none";
};
show("#learning-skill-section", type === "skill" || type === "specialty");
show("#learning-specialty-section", type === "specialty");
show("#learning-ability-section", type === "characteristic");
show("#learning-reserve-section", type === "reserve");
show("#learning-evolution-section", type === "evolution");
show("#learning-totem-section", type === "totem");
show("#learning-background-section", type === "background");
show("#learning-reputation-section", type === "reputation");
show("#learning-adapted-die-row", type === "evolution" && this.#canUseAdaptedDie());
// Pour une Spécialité, seule une compétence au moins Confirmée (≥2) est valable.
const skillSelect = this.#el.querySelector("#learning-target");
if (skillSelect) {
for (const opt of skillSelect.options) {
const value = parseInt(opt.dataset.value, 10) || 0;
opt.hidden = (type === "specialty") ? value < 2 : false;
}
}
const c = this.#compute();
const set = (sel, txt) => { const el = this.#el.querySelector(sel); if (el) el.textContent = txt; };
set("#diff-value", c.difficulty);
set("#handicap-value", c.handicap);
set("#required-value", 1 + c.handicap);
const pool = Math.max(0, this.#getDiceSpent() + c.poolModifier);
let poolText = `${pool}D${c.poolModifier ? ` (${c.poolModifier >= 0 ? "+" : ""}${c.poolModifier}D)` : ""}`;
if (c.adaptedDie) poolText += " — " + game.i18n.localize("VERMINE.adapted_die_x2");
set("#pool-value", poolText);
if (type === "reputation") {
const current = this.#actor.system?.attributes?.reputation?.value ?? 0;
const direction = this.#getReputationDirection();
set("#reputation-target", direction === "increase"
? `${current}${Math.min(10, current + 1)}+`
: `${current}${Math.max(0, current - 1)}`);
}
const poolInput = this.#el.querySelector("#learning-dice");
if (poolInput) poolInput.max = this.#actor.system?.experience?.dice || 0;
}
static async #onCancel() {
this.close();
}
static async #onRoll() {
const actor = this.#actor;
const ex = actor.system?.experience;
const dice = ex?.dice || 0;
const spent = Math.min(this.#getDiceSpent(), dice);
if (spent < 1) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_experience_dice"));
return;
}
const c = this.#compute();
// Limite : une seule compétence, spécialité, réserve, caractéristique,
// un seul Dé d'Évolution, Capacité de Totem, Historique ou jet de
// Réputation par phase.
if (ex?.learned?.phase === ex?.phase) {
const flagMap = { skill: "skill", specialty: "specialty", reserve: "reserve", characteristic: "characteristic", evolution: "evolution", totem: "ability", background: "background", reputation: "reputation" };
if (ex.learned[flagMap[c.type]]) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_learning_limit"));
return;
}
}
if (c.type === "skill" && c.targetLevel !== null && (actor.system?.skills?.[c.key]?.value || 0) >= 5) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_skill_max"));
return;
}
if (c.type === "characteristic" && c.targetLevel !== null && (actor.system?.abilities?.[c.key]?.value || 0) >= 3) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_characteristic_max"));
return;
}
if (c.type === "specialty" && c.targetLevel !== null && c.targetLevel < 2) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_specialty_requirement"));
return;
}
if (c.type === "reserve" && c.targetLevel !== null && (actor.system?.attributes?.[c.key]?.max || 0) >= 10) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_reserve_max"));
return;
}
if (c.type === "totem") {
const item = actor.itemTypes?.ability?.find(i => i.id === c.key);
if (!item || item.system?.learned) {
ui.notifications.warn(game.i18n.localize("VERMINE.no_totem_ability"));
return;
}
const level = item.system?.level?.value || 0;
if (level > this.#getGameMode()) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_mode"));
return;
}
if (item.system?.totem !== actor.system?.identity?.totem) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_totem"));
return;
}
if (this.#getGroupLevel() < level) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_group_level"));
return;
}
const counts = this.#totemCapacityCounts();
if (level === 1 && (counts.byLevel[1] || 0) >= 3) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_limit"));
return;
}
if (level >= 2 && (counts.byLevel[level] || 0) >= 1) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_limit"));
return;
}
if (counts.total >= 5) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_limit"));
return;
}
}
if (c.type === "background") {
const item = actor.itemTypes?.background?.find(i => i.id === c.key);
if (!item || item.system?.learned) {
ui.notifications.warn(game.i18n.localize("VERMINE.no_background"));
return;
}
}
if (c.type === "reputation") {
const current = actor.system?.attributes?.reputation?.value ?? 0;
if (c.key === "reduce" && current <= 0) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_reputation_min"));
return;
}
if (c.key === "increase" && current >= 10) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_reputation_max"));
return;
}
}
if (c.type === "evolution" && c.adaptedDie && !this.#canUseAdaptedDie()) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_evolution_no_adapted"));
return;
}
const pool = Math.max(0, spent + c.poolModifier);
const rollLabel = `${game.i18n.localize("VERMINE.open_learning")}${c.label}${c.targetLabel ? " (" + c.targetLabel + ")" : ""}`;
const roll = await VermineUtils.roll({
actor,
NoD: pool,
Reroll: 0,
difficulty: c.difficulty,
handicap: c.handicap,
totems: c.adaptedDie ? { adapted: true } : { human: false, adapted: false },
rollLabel,
poolBreakdown: { ability: 0, skill: 0, selfControl: 0, specialty: 0, help: 0, tooling: 0, group: 0, total: pool },
messageFlags: { "vermine-learning": { type: c.type, key: c.key, spent, success: false } }
});
const required = 1 + c.handicap;
const specialtyName = this.#getSpecialtyName();
if ((roll._total ?? 0) >= required) {
await this.#applySuccess(c, specialtyName, roll._total ?? 0);
}
// Les Dés d'Expérience sont perdus que le jet soit réussi ou raté.
await actor.update({ "system.experience.dice": Math.max(0, (actor.system.experience.dice || 0) - spent) });
this.close();
}
async #applySuccess(c, specialtyName, successes = 0) {
const actor = this.#actor;
const updates = {};
if (c.type === "skill") {
const current = actor.system.skills[c.key].value || 0;
updates["system.skills." + c.key + ".value"] = Math.min(5, current + 1);
updates["system.experience.learned.skill"] = true;
} else if (c.type === "specialty") {
await actor.createEmbeddedDocuments("Item", [{ name: specialtyName, type: "specialty", system: { skill: c.key } }]);
updates["system.experience.learned.specialty"] = true;
} else if (c.type === "characteristic") {
const current = actor.system.abilities[c.key].value || 0;
updates["system.abilities." + c.key + ".value"] = Math.min(3, current + 1);
updates["system.experience.learned.characteristic"] = true;
} else if (c.type === "reserve") {
const bonus = actor.system.experience.reserveBonus?.[c.key] || 0;
updates["system.experience.reserveBonus." + c.key] = bonus + 1;
updates["system.experience.learned.reserve"] = true;
} else if (c.type === "evolution") {
updates["system.experience.evolution"] = (actor.system.experience.evolution || 0) + 1;
updates["system.experience.learned.evolution"] = true;
} else if (c.type === "totem") {
updates["system.experience.learned.ability"] = true;
await actor.updateEmbeddedDocuments("Item", [{ _id: c.key, "system.learned": true }]);
} else if (c.type === "background") {
updates["system.experience.learned.background"] = true;
await actor.updateEmbeddedDocuments("Item", [{ _id: c.key, "system.learned": true }]);
} else if (c.type === "reputation") {
const current = actor.system?.attributes?.reputation?.value ?? 0;
if (c.key === "increase") {
updates["system.attributes.reputation.value"] = Math.min(10, current + successes);
} else {
updates["system.attributes.reputation.value"] = Math.max(0, current - 1);
}
updates["system.experience.learned.reputation"] = true;
}
updates["system.experience.learned.phase"] = actor.system.experience.phase;
await actor.update(updates);
ui.notifications.info(game.i18n.localize("VERMINE.learning_success"));
}
}
+214
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import { VermineUtils } from "../roll.mjs"
import { VermineExchange } from "../exchange.mjs"
const { HandlebarsApplicationMixin } = foundry.applications.api
/**
* Dialogue de jet simplifié pour les PNJ.
*
* Un PNJ n'a ni caractéristiques ni compétences : toutes ses actions sont
* résolues par une valeur unique dérivée de son Profil (Menace / Expérience /
* Rôle), exposée dans system.computed. Ce dialogue fixe le pool selon le type
* de jet (Action, Spécialité, Attaque ou Réaction) et n'offre que la difficulté,
* le handicap et les bonus simples.
*
* Utilisé par :
* - la fiche PNJ (boutons de jet rapide Action / Spécialité / Réaction) ;
* - la défense des PNJ dans les échanges de coups (mode verrouillé).
*/
export default class NpcRollDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
#actor
get title() {
return game.i18n.localize("VERMINE.roll")
}
static DEFAULT_OPTIONS = {
classes: ["vermine-roll"],
tag: "form",
window: {
icon: "fas fa-dice-d10",
resizable: false
},
position: {
width: 520,
height: 600
},
actions: {
roll: NpcRollDialog.#onRoll,
cancel: NpcRollDialog.#onCancel
}
}
static PARTS = {
main: { template: "systems/vermine2047/templates/dialogs/npc-roll-dialog.hbs" }
}
static async create(data = {}) {
const actor = data.actor instanceof Actor ? data.actor : await game.actors.get(data.actorId)
if (!actor) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"))
return null
}
return new NpcRollDialog({
actor,
rolltype: data.rolltype ?? "action",
locks: data.locks ?? null,
defense: data.defense ?? null
})
}
constructor(options = {}) {
super(options)
this.#actor = options.actor
this.rolltype = options.rolltype ?? "action"
this.locks = options.locks ?? null
this.defense = options.defense ?? null
}
// ── Getters ──────────────────────────────────────────────────────────
get computed() { return this.#actor.system?.computed || {} }
/** Pool de dés selon le type de jet. */
get pool() {
const c = this.computed
switch (this.rolltype) {
case "specialty": return c.specialties || 0
case "attack": return c.attack || 0
case "reaction": return c.reaction || 0
default: return c.action || 3
}
}
/** Réussites automatiques (bonus de Réaction du rôle). */
get freeSuccesses() {
return this.rolltype === "reaction" ? (this.computed.reactionBonus || 0) : 0
}
/** Relances : utilisables uniquement sur les attaques ou les Spécialités. */
get rerolls() {
if (this.rolltype !== "specialty" && this.rolltype !== "attack") return 0
return this.computed.rerolls || 0
}
get label() {
const keys = {
action: "ADVERSITY.action",
specialty: "ADVERSITY.specialties",
attack: "ADVERSITY.attack",
reaction: "ADVERSITY.reaction"
}
return game.i18n.localize(keys[this.rolltype] || "VERMINE.roll")
}
// ── Rendu ────────────────────────────────────────────────────────────
async _prepareContext() {
const difficultyOptions = []
for (let d = 3; d <= 10; d++) {
difficultyOptions.push({ difficulty: d, label: String(d) })
}
let lockedDifficulty = null
let defaultDifficulty = 7
if (this.locks?.difficulty !== undefined && this.locks?.difficulty !== null) {
lockedDifficulty = parseInt(this.locks.difficulty, 10)
defaultDifficulty = lockedDifficulty
}
return {
actor: this.#actor,
system: this.#actor.system,
config: CONFIG.VERMINE,
rollLabel: this.label,
rolltype: this.rolltype,
pool: this.pool,
freeSuccesses: this.freeSuccesses,
rerolls: this.rerolls,
isDefense: Boolean(this.defense),
lockedDifficulty,
difficultyOptions,
defaultDifficulty,
speakerId: this.#actor.id,
availableItems: this.#actor.items.filter(i => i.type === "item")
}
}
async _onRender(context, options) {
this.element.dataset.actorId = this.#actor.id
for (const inp of this.element.querySelectorAll("[data-roll]")) {
inp.addEventListener("change", this.#onInputChange.bind(this))
}
this.element.querySelector("#handicap")?.addEventListener("change", () => this.#updateUI())
this.#updateUI()
}
get #el() { return this.element }
#getHandicap() {
const sel = this.#el.querySelector("#handicap")
return Math.max(0, (parseInt(sel?.value, 10) || 1) - 1)
}
#getDifficulty() {
const sel = this.#el.querySelector("#difficulty")
return parseInt(sel?.value, 10) || 7
}
#getHelped() { return this.#el.querySelector("#helped")?.checked ? 1 : 0 }
#getGroup() { return parseInt(this.#el.querySelector("#group")?.value, 10) || 0 }
getPoolBreakdown() {
const help = this.#getHelped()
const group = this.#getGroup()
const malus = VermineExchange.woundMalus(this.#actor)
return { pool: this.pool, help, group, malus, total: Math.max(0, this.pool + help + group - malus) }
}
#updateUI() {
const b = this.getPoolBreakdown()
const totalEl = this.#el.querySelector("#dice-pool-total")
if (totalEl) totalEl.textContent = `${b.total}D`
const bonusEl = this.#el.querySelector("#total-bonus")
if (bonusEl) bonusEl.textContent = b.help + b.group - b.malus
const freeEl = this.#el.querySelector("#free-successes")
if (freeEl) freeEl.textContent = String(this.freeSuccesses)
}
#onInputChange() {
this.#updateUI()
}
// ── Actions ──────────────────────────────────────────────────────────
static async #onCancel(event, target) {
this.close()
}
static async #onRoll(event, target) {
const label = this.defense
? (this.defense.type === "parade"
? game.i18n.localize("VERMINE.defense_parade")
: game.i18n.localize("VERMINE.defense_esquive"))
: this.label
const rollParams = {
actor: this.#actor,
NoD: this.getPoolBreakdown().total,
Reroll: this.rerolls,
difficulty: this.#getDifficulty(),
handicap: this.#getHandicap(),
rollLabel: label,
bonusSuccesses: this.freeSuccesses,
poolBreakdown: this.getPoolBreakdown(),
messageFlags: this.defense ? { "vermine-defense": this.defense } : null
}
// Fermeture immédiate du dialogue : le jet (et l'animation 3D) continue
// en arrière-plan sans bloquer la fermeture.
this.close()
await VermineUtils.roll(rollParams)
}
}
+180 -26
View File
@@ -1,4 +1,5 @@
import { VermineUtils } from "../roll.mjs";
import { VermineExchange } from "../exchange.mjs";
const { HandlebarsApplicationMixin } = foundry.applications.api;
@@ -23,7 +24,8 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
},
actions: {
roll: RollDialog.#onRoll,
cancel: RollDialog.#onCancel
cancel: RollDialog.#onCancel,
giveToGroup: RollDialog.#onGiveToGroup
}
};
@@ -32,6 +34,9 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
};
static async create(data = {}) {
if (data.actor instanceof Actor) {
return new RollDialog({ actor: data.actor, label: data.label, rolltype: data.rolltype, weapon: data.weapon, locks: data.locks, defense: data.defense });
}
const actorId = data.actorId ?? game.user.character?.id ?? canvas.tokens.controlled[0]?.actor?.id;
if (!actorId || typeof actorId !== "string") {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
@@ -42,7 +47,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
return null;
}
return new RollDialog({ actor, label: data.label, rolltype: data.rolltype });
return new RollDialog({ actor, label: data.label, rolltype: data.rolltype, weapon: data.weapon, locks: data.locks, defense: data.defense });
}
constructor(options = {}) {
@@ -50,10 +55,16 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
this.#actor = options.actor;
this.label = options.label ?? null;
this.rolltype = options.rolltype ?? null;
this.weapon = options.weapon ?? null;
this.locks = options.locks ?? null;
this.defense = options.defense ?? null;
}
async _prepareContext() {
const actor = this.#actor;
const isCharacter = actor.type === "character";
const group = isCharacter ? RollDialog.#findGroup(actor) : null;
const groupPool = group?.system?.experience?.dice || 0;
return {
actor,
system: actor.system,
@@ -66,13 +77,28 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
help: false,
specialty: false,
availableSpecialties: actor.items.filter(i => i.type === "specialty"),
availableItems: actor.items.filter(i => i.type === "item")
availableItems: actor.items.filter(i => i.type === "item"),
locks: this.locks,
experience: {
hasExperience: isCharacter,
individual: isCharacter ? actor.system?.experience?.dice || 0 : 0,
groupPool,
pullOptions: [0, 1, 2].filter(v => v <= Math.min(2, groupPool)),
canPull: Boolean(group) && (game.user.isGM || group.isOwner),
canGive: isCharacter && (game.user.isGM || actor.isOwner)
}
};
}
async _onRender(context, options) {
this.element.dataset.actorId = this.#actor.id;
// Mode verrouillé (défense en échange de coups) : présélectionne et bloque
// caractéristique + difficulté, présélectionne la compétence.
if (this.locks) {
this.#applyLocks(this.locks);
}
for (const inp of this.element.querySelectorAll("[data-roll]")) {
inp.addEventListener("change", this.#onInputChange.bind(this));
}
@@ -95,6 +121,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
this.element.querySelector("#adapted-totem")?.addEventListener("change", () => this.#updateUI());
this.#displaySpecialties();
this.#refreshExperienceUI();
this.#updateUI();
if (ability?.value !== "0") {
@@ -111,18 +138,45 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
#getDifficulty() { return this.#el.querySelector("#difficulty"); }
#getHandicap() { return this.#el.querySelector("#handicap"); }
#getSelfCtrl() { return this.#el.querySelector("#self_control"); }
#getExperiencePull() { return parseInt(this.#el.querySelector("#experience-pull")?.value, 10) || 0; }
getDicePool() {
/**
* Trouve le premier Groupe dont le personnage est membre.
* @param {Actor} actor
* @returns {Actor|null}
*/
static #findGroup(actor) {
return game.actors.filter(a => a.type === "group" && (a.system?.members ?? []).includes(actor.id))[0] ?? null;
}
/** Décomposition du pool de dés pour affichage dans le message. */
getPoolBreakdown() {
const abil = this.#getAbility();
const abilVal = parseInt(abil?.options[abil?.selectedIndex]?.value, 10) || 0;
const ability = parseInt(abil?.options[abil?.selectedIndex]?.value, 10) || 0;
const skill = this.#getSkill();
const skillPool = parseInt(skill?.options[skill?.selectedIndex]?.dataset?.pool, 10) || 0;
const sc = parseInt(this.#getSelfCtrl()?.value, 10) || 0;
const specChecked = this.#el.querySelector("#usingSpecialization")?.checked;
const selfControl = parseInt(this.#getSelfCtrl()?.value, 10) || 0;
const specChecked = this.hasSpecialtySelected();
const helped = this.#el.querySelector("#helped")?.checked;
const tools = this.#el.querySelector("input[name='usingTools']:checked")?.value !== "0";
const bonuses = (specChecked ? 1 : 0) + (helped ? 1 : 0) + (tools ? 1 : 0);
return (abilVal + sc + skillPool + bonuses) || 0;
const toolsChecked = this.#el.querySelector("input[name='usingTools']:checked");
const tools = toolsChecked && toolsChecked.value !== "0";
const group = parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
const experience = this.#getExperiencePull();
const specialty = specChecked ? 1 : 0;
const help = helped ? 1 : 0;
const tooling = tools ? 1 : 0;
const malus = VermineExchange.woundMalus(this.#actor);
const total = Math.max(0, ability + skillPool + selfControl + specialty + help + tooling + group + experience - malus);
return { ability, skill: skillPool, selfControl, specialty, help, tooling, group, experience, malus, total };
}
getDicePool() {
return this.getPoolBreakdown().total;
}
getSpecialtyName() {
const checked = this.#el.querySelector("input[name='usingSpecialization']:checked");
return checked && checked.value !== "aucune" ? checked.value : null;
}
getDifficultySelect() {
@@ -139,7 +193,7 @@ 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() {
@@ -199,6 +253,40 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
// ── UI ───────────────────────────────────────────────────────────────
#applyLocks(locks) {
const ability = this.#getAbility();
if (ability && locks.ability) {
const opt = [...ability.options].find(o => o.dataset.label === locks.ability);
if (opt) {
opt.selected = true;
ability.disabled = true;
const scoreEl = this.#el.querySelector("#abilityScore");
if (scoreEl) scoreEl.value = opt.value;
const sc = this.#getSelfCtrl();
if (sc) sc.max = opt.value;
}
}
const skill = this.#getSkill();
if (skill && locks.skill) {
const opt = [...skill.options].find(o => o.dataset.label === locks.skill);
if (opt) opt.selected = true;
}
const difficulty = this.#getDifficulty();
if (difficulty && locks.difficulty !== undefined && locks.difficulty !== null) {
const locked = parseInt(locks.difficulty, 10);
let opt = [...difficulty.options].find(o => parseInt(o.value, 10) === locked);
if (!opt) {
// Difficulté hors des options (ex: 9 + 2) : ajoute une option dédiée.
opt = document.createElement("option");
opt.value = String(locked);
opt.textContent = `${game.i18n.localize("VERMINE.difficulty")} (${locked})`;
difficulty.appendChild(opt);
}
opt.selected = true;
difficulty.disabled = true;
}
}
#displaySpecialties() {
for (const el of this.#el.querySelectorAll("[data-spec-skill]")) {
el.style.display = "inline";
@@ -206,18 +294,32 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
}
#calculateBonusCount() {
let b = 0;
if (this.#el.querySelector("#helped")?.checked) b += 1;
b += parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
b += parseInt(this.#getSelfCtrl()?.value, 10) || 0;
const tools = this.#el.querySelector("input[name='usingTools']:checked");
if (tools && tools.value !== "0") b += 1;
const human = this.#el.querySelector("#human-totem");
if (human?.checked) b += parseInt(this.#actor?.system?.adaptation?.totems?.human?.value, 10) || 0;
const adapted = this.#el.querySelector("#adapted-totem");
if (adapted?.checked) b += parseInt(this.#actor?.system?.adaptation?.totems?.adapted?.value, 10) || 0;
if (this.hasSpecialtySelected()) b += 1;
return b;
const b = this.getPoolBreakdown();
return b.specialty + b.help + b.tooling + b.group + b.selfControl + b.experience - b.malus;
}
#refreshExperienceUI() {
const actor = this.#actor;
const group = RollDialog.#findGroup(actor);
const individual = actor.system?.experience?.dice || 0;
const groupPool = group?.system?.experience?.dice || 0;
const indEl = this.#el.querySelector("#exp-individual");
if (indEl) indEl.textContent = individual;
const grpEl = this.#el.querySelector("#exp-group");
if (grpEl) grpEl.textContent = groupPool;
const pull = this.#el.querySelector("#experience-pull");
if (pull) {
const max = Math.min(2, groupPool);
const current = Math.min(parseInt(pull.value, 10) || 0, max);
pull.innerHTML = "";
for (let i = 0; i <= max; i++) {
const opt = document.createElement("option");
opt.value = String(i);
opt.textContent = `${i}D`;
if (i === current) opt.selected = true;
pull.appendChild(opt);
}
}
}
#updateUI() {
@@ -284,6 +386,29 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
this.close();
}
static async #onGiveToGroup(event, target) {
const actor = this.#actor;
if (actor.type !== "character") return;
const individual = actor.system?.experience?.dice || 0;
if (individual < 1) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_experience_dice"));
return;
}
if (!game.user.isGM && !actor.isOwner) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_permission"));
return;
}
const group = RollDialog.#findGroup(actor);
if (!group) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_group"));
return;
}
const groupPool = group.system?.experience?.dice || 0;
await actor.update({ "system.experience.dice": individual - 1 });
await group.update({ "system.experience.dice": groupPool + 1 });
this.#refreshExperienceUI();
}
static async #onRoll(event, target) {
const selfCtrl = this.getSelfControl();
if (selfCtrl > 0) {
@@ -305,7 +430,27 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
await this.#actor.update({ "system.attributes.self_control.value": newVal });
}
await VermineUtils.roll({
// Transfert d'Expérience : puiser dans la Réserve de Groupe (1-2D).
const pulled = this.#getExperiencePull();
if (pulled > 0) {
const group = RollDialog.#findGroup(this.#actor);
if (!group) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_group"));
return;
}
if (!game.user.isGM && !group.isOwner) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_permission"));
return;
}
const groupPool = group.system?.experience?.dice || 0;
if (groupPool < pulled) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_group_dice"));
return;
}
await group.update({ "system.experience.dice": groupPool - pulled });
}
const rollParams = {
actor: this.#actor,
NoD: this.getDicePool(),
Reroll: this.getReroll(),
@@ -318,10 +463,19 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
keepTotem: this.getKeepTotem(),
skillCategory: this.getSkillCategory(),
skillLevel: this.getSkillLevel(),
hasSpecialty: this.hasSpecialtySelected()
});
hasSpecialty: this.hasSpecialtySelected(),
poolBreakdown: this.getPoolBreakdown(),
specialtyName: this.getSpecialtyName(),
weapon: this.weapon?.toObject() ?? null,
targets: [...game.user.targets].map(t => t.name),
messageFlags: this.defense ? { "vermine-defense": this.defense } : null
};
// Fermeture immédiate du dialogue : le jet (et l'animation 3D) continue
// en arrière-plan sans bloquer la fermeture.
this.close();
await VermineUtils.roll(rollParams);
}
}
+125
View File
@@ -0,0 +1,125 @@
import { VermineTotemDice } from "../totem-dice.mjs";
const { HandlebarsApplicationMixin } = foundry.applications.api;
/**
* Dialogue de gestion des Dés de Totems (Humain / Adapté).
* Permet d'appliquer les gains et pertes liés aux Instincts et Interdits
* (1D ou 2D selon la gravité de l'acte), en respectant les limites
* (3 Dés du même Totem, 5 Dés au maximum) et les règles d'échange.
*/
export default class TotemDiceDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
#actor;
#serious = false;
static DEFAULT_OPTIONS = {
classes: ["vermine-roll", "totem-dice"],
tag: "form",
window: {
icon: "fas fa-dice-d10",
resizable: false
},
position: {
width: 480,
height: 420
},
actions: {
gainHuman: TotemDiceDialog.#onGainHuman,
gainAdapted: TotemDiceDialog.#onGainAdapted,
loseHuman: TotemDiceDialog.#onLoseHuman,
close: TotemDiceDialog.#onClose
}
};
static PARTS = {
main: { template: "systems/vermine2047/templates/dialogs/totem-dice-dialog.hbs", scrollable: [""] }
};
static async create({ actorId }) {
const actor = await game.actors.get(actorId);
if (!actor) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
return null;
}
return new TotemDiceDialog({ actor });
}
constructor(options = {}) {
super(options);
this.#actor = options.actor;
}
get title() {
return game.i18n.localize("VERMINE.totem_dice");
}
async _prepareContext() {
const actor = this.#actor;
const influence = VermineTotemDice.getInfluence(actor);
const influenceLabels = {
human: game.i18n.localize("TOTEMS.human.name"),
adapted: game.i18n.localize("TOTEMS.adapted.name"),
neutral: game.i18n.localize("VERMINE.totem_neutral")
};
return {
humanValue: actor.system?.adaptation?.totems?.human?.value ?? 0,
humanMax: actor.system?.adaptation?.totems?.human?.max ?? 3,
adaptedValue: actor.system?.adaptation?.totems?.adapted?.value ?? 0,
adaptedMax: actor.system?.adaptation?.totems?.adapted?.max ?? 3,
influenceLabel: influenceLabels[influence] || "",
serious: this.#serious
};
}
_onRender(context, options) {
super._onRender(context, options);
const checkbox = this.element.querySelector("#totem-serious");
if (checkbox) {
checkbox.checked = this.#serious;
checkbox.addEventListener("change", () => { this.#serious = checkbox.checked; });
}
}
#getCount() {
return this.element.querySelector("#totem-serious")?.checked ? 2 : 1;
}
#notify(result) {
const key = result.totem === "human" ? "TOTEMS.human.name" : "TOTEMS.adapted.name";
const totemName = game.i18n.localize(key);
const parts = [];
if (result.gained) parts.push(game.i18n.localize("VERMINE.totem_gained").replace("{totem}", totemName));
if (result.exchanged) parts.push(game.i18n.localize("VERMINE.totem_exchanged").replace("{totem}", totemName));
if (result.replaced) parts.push(game.i18n.localize("VERMINE.totem_replaced").replace("{totem}", totemName));
if (result.lost) parts.push(game.i18n.localize("VERMINE.totem_lost"));
if (result.gainedAdapted) parts.push(game.i18n.localize("VERMINE.totem_gained_adapted"));
if (result.refused) parts.push(game.i18n.localize("VERMINE.totem_limit_reached"));
const text = parts.join(" ");
if (result.refused && !result.gained && !result.lost && !result.exchanged && !result.replaced) {
ui.notifications.warn(text || game.i18n.localize("VERMINE.totem_limit_reached"));
} else if (text) {
ui.notifications.info(text);
}
this.render();
}
static async #onGainHuman() {
const result = await VermineTotemDice.gainDie(this.#actor, "human", this.#getCount());
this.#notify(result);
}
static async #onGainAdapted() {
const result = await VermineTotemDice.gainDie(this.#actor, "adapted", this.#getCount());
this.#notify(result);
}
static async #onLoseHuman() {
const result = await VermineTotemDice.loseDie(this.#actor, "human", this.#getCount());
this.#notify(result);
}
static #onClose() {
this.close();
}
}
+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);
-1
View File
@@ -54,7 +54,6 @@ export function prepareActiveEffectCategories(effects) {
// Iterate over active effects, classifying them into categories
for ( let e of effects ) {
e._getSourceName(); // Trigger a lookup for the source name
if ( e.disabled ) categories.inactive.effects.push(e);
else if ( e.isTemporary ) categories.temporary.effects.push(e);
else categories.passive.effects.push(e);
+549
View File
@@ -0,0 +1,549 @@
/**
* Moteur de résolution des échanges de coups.
*
* Gère l'attaque (contact / distance), la défense (esquive / parade),
* le calcul des dégâts, la déduction des protections et l'application
* des blessures pour les personnages, PNJ et créatures.
*
* Le flux est assisté : les cartes de chat calculent et affichent tout,
* un bouton "Appliquer" coche la blessure sur l'acteur cible.
*
* Liens entre messages (flags "world") :
* - "vermine-exchange" sur le message d'attaque
* - "vermine-defense" sur le message de défense
*/
const FLAG_EXCHANGE = 'vermine-exchange'
const FLAG_DEFENSE = 'vermine-defense'
export class VermineExchange {
// ── Tables de difficulté ────────────────────────────────────────────
/**
* Capacité d'attaque selon le mode.
* @param {string} mode 'contact' ou 'ranged'
* @returns {string} clé de capacité (vigor / precision)
*/
static attackAbility(mode) {
return mode === 'ranged' ? 'precision' : 'vigor'
}
/**
* Difficultés d'attaque au contact selon le niveau de compétence (0-5).
* Incompétent/Débutant = 7, Confirmé = 5/7, Expert = 5/7/9,
* Maître/Légende = 3/5/7/9.
* @param {number} skillLevel valeur de compétence (0-5)
* @returns {number[]}
*/
static contactDifficultyOptions(skillLevel) {
switch (parseInt(skillLevel, 10) || 0) {
case 2: return [5, 7]
case 3: return [5, 7, 9]
case 4:
case 5: return [3, 5, 7, 9]
default: return [7]
}
}
/**
* Difficultés d'attaque à distance par portée.
* @returns {{key: string, label: string, difficulty: number}[]}
*/
static rangeDifficultyOptions() {
return [
{ key: 'short', label: 'VERMINE.range_short', difficulty: 5 },
{ key: 'mid', label: 'VERMINE.range_mid', difficulty: 7 },
{ key: 'long', label: 'VERMINE.range_long', difficulty: 9 }
]
}
/**
* Difficultés proposées au PNJ selon son niveau d'expérience
* (champ "contact" : "7", "5 ou 7", "5,7 ou 9", "3,5,7 ou 9").
* @param {Actor} actor
* @returns {number[]}
*/
static npcDifficultyOptions(actor) {
const level = actor.system?.experience?.value || 1
const cfg = CONFIG.VERMINE.npcExperienceLevels?.[level] || {}
const raw = cfg.contact || '7'
return raw.split(',').flatMap(part => part.trim().split(/\s+ou\s+/).map(Number))
}
/**
* Mode d'attaque déduit de la compétence de l'arme.
* @param {Item|null} weapon
* @returns {string} 'contact' ou 'ranged'
*/
static modeForWeapon(weapon) {
const skill = weapon?.system?.skill || ''
return ['firearms', 'archery', 'throwing'].includes(skill) ? 'ranged' : 'contact'
}
// ── Pool et dégâts ──────────────────────────────────────────────────
/**
* Pool d'attaque de base (sans les bonus optionnels du dialogue).
* Personnage : caractéristique + pool de compétence.
* PNJ : pool d'attaque du niveau de menace.
* Créature : pool d'attaque calculé.
* @param {Actor} actor L'attaquant
* @param {Item|null} weapon
* @param {string} mode
* @returns {number}
*/
static baseAttackPool(actor, weapon, mode) {
const type = actor.type
if (type === 'creature') {
return actor.system?.computed?.attack || 0
}
if (type === 'npc') {
const threat = actor.system?.threat?.value || 1
return CONFIG.VERMINE.npcThreatLevels?.[threat]?.attack || 0
}
const abilityKey = this.attackAbility(mode)
const ability = actor.system?.abilities?.[abilityKey]?.value || 0
const skillKey = weapon?.system?.skill
const skillValue = skillKey ? actor.system?.skills?.[skillKey]?.value || 0 : 0
const skillPool = skillValue ? CONFIG.VERMINE.SkillLevels?.[skillValue]?.dicePool || 0 : 0
return ability + skillPool
}
/**
* Dégâts de base de l'arme (hors réussites de l'attaque).
* Le trait "Vigueur+" ajoute la vigueur de l'attaquant.
* PNJ sans arme et créatures utilisent leurs dégâts propres. Une créature
* équipée d'une arme (morsure, griffes) utilise les dégâts de celle-ci.
* @param {Actor} actor L'attaquant
* @param {Item|null} weapon
* @returns {number}
*/
static baseDamage(actor, weapon) {
const type = actor.type
if (type === 'creature') {
if (weapon?.system?.damage) {
let base = weapon.system.damage.value || 0
if (weapon.system.damage.addVigor) base += actor.system?.computed?.vigor || 0
return base
}
return actor.system?.computed?.damage || 0
}
if (weapon?.system?.damage) {
let base = weapon.system.damage.value || 0
if (weapon.system.damage.addVigor) base += this.#vigor(actor)
return base
}
return this.#vigor(actor)
}
static #vigor(actor) {
if (actor.type === 'npc') {
const threat = actor.system?.threat?.value || 1
return CONFIG.VERMINE.npcThreatLevels?.[threat]?.vigor || 0
}
if (actor.type === 'creature') return actor.system?.computed?.vigor || 0
return actor.system?.abilities?.vigor?.value || 0
}
// ── Protection et blessures ─────────────────────────────────────────
/**
* Protection du défenseur.
* Parade : seule la protection utilisée compte.
* Sinon : somme des protections équipées (créature : protection de rôle).
* @param {Actor} defender
* @param {number|null} parryLevel Protection utilisée lors d'une parade
* @returns {number}
*/
static protectionTotal(defender, parryLevel = null) {
if (parryLevel !== null) return Math.max(0, parryLevel)
if (defender.type === 'creature') {
return defender.system?.computed?.protection || 0
}
const defenses = defender.itemTypes?.defense?.filter(d => d.system.equipped) || []
return defenses.reduce((sum, d) => sum + (d.system.level || 0), 0)
}
/**
* Catégorie de blessure : le seuil le plus élevé inférieur ou égal
* aux dégâts nets subis.
* @param {number} netDamage
* @param {Actor} defender
* @returns {string|null} 'minorWound', 'majorWound', 'deadlyWound' ou null
*/
static highestWound(netDamage, defender) {
const sys = defender.system
const deadly = sys?.deadlyWound?.threshold ?? Number.POSITIVE_INFINITY
const major = sys?.majorWound?.threshold ?? Number.POSITIVE_INFINITY
const minor = sys?.minorWound?.threshold ?? Number.POSITIVE_INFINITY
if (netDamage >= deadly) return 'deadlyWound'
if (netDamage >= major) return 'majorWound'
if (netDamage >= minor) return 'minorWound'
return null
}
/**
* Clé i18n du libellé d'une catégorie de blessure.
* @param {string|null} category
* @returns {string}
*/
static woundLabelKey(category) {
if (category === 'deadlyWound') return 'VERMINE.wounds.deadly_wounds'
if (category === 'majorWound') return 'VERMINE.wounds.heavy_wounds'
if (category === 'minorWound') return 'VERMINE.wounds.light_wounds'
return 'VERMINE.no_wound'
}
/**
* Vérifie que l'utilisateur peut appliquer une blessure sur l'acteur.
* @param {Actor} actor
* @returns {boolean}
*/
static canApplyWound(actor) {
return Boolean(actor) && (game.user.isGM || actor.isOwner)
}
/** Ordre de gravité des blessures (croissant). */
static WOUND_ORDER = ['minorWound', 'majorWound', 'deadlyWound']
/** Malus de la pire blessure (règles p.42) : -1D Légère, -2D Grave, -3D Mortelle. */
static WOUND_MALUS = { minorWound: 1, majorWound: 2, deadlyWound: 3 }
/**
* Malus de blessure applicable à toutes les actions : seul le Malus de la
* Blessure la plus grave compte (non cumulatif).
* @param {Actor} actor
* @returns {number} 0, 1, 2 ou 3
*/
static woundMalus(actor) {
if (!actor?.system) return 0
if (actor.system.deadlyWound?.value > 0) return 3
if (actor.system.majorWound?.value > 0) return 2
if (actor.system.minorWound?.value > 0) return 1
return 0
}
/**
* Applique +1 cercle de blessure, en montant en gravité si les cercles du
* niveau correspondant sont déjà pleins (règles p.42 : si tous les cercles
* d'une Blessure sont cochés, la suivante est de gravité supérieure).
* @param {Actor} actor
* @param {string} woundCategory 'minorWound' | 'majorWound' | 'deadlyWound'
* @returns {Promise<Object|boolean|null>}
* - false si refusé (permissions) ou null si invalide
* - { category, value, escalated, death } si appliqué (death si tout est plein)
*/
static async applyWound(actor, woundCategory) {
if (!actor || !woundCategory) return null
if (!this.canApplyWound(actor)) return false
const startIdx = this.WOUND_ORDER.indexOf(woundCategory)
if (startIdx === -1) return null
for (let i = startIdx; i < this.WOUND_ORDER.length; i++) {
const cat = this.WOUND_ORDER[i]
const sys = actor.system?.[cat]
const max = sys?.max ?? Number.POSITIVE_INFINITY
const value = sys?.value || 0
if (value < max) {
await actor.update({ [`system.${cat}.value`]: value + 1 })
return { category: cat, value: value + 1, escalated: cat !== woundCategory, death: false }
}
}
return { category: woundCategory, value: null, escalated: false, death: true }
}
// ── Résolution ──────────────────────────────────────────────────────
/**
* Résout l'échange pour une cible donnée (défense la plus récente liée
* à cette cible, ou abstention si aucune défense).
* @param {ChatMessage} attackMessage
* @param {string|null} targetId id d'acteur de la cible (défaut : première cible)
* @returns {Promise<Object|null>} résultat de la résolution
*/
static async resolve(attackMessage, targetId = null) {
const exchange = attackMessage.getFlag('world', FLAG_EXCHANGE)
if (!exchange) return null
const target = (targetId && exchange.targets?.find(t => t.id === targetId)) || exchange.targets?.[0] || null
if (!target) return null
const defs = this.#defenseMessagesFor(exchange.id, target.id)
const defenderMessage = defs[defs.length - 1]
const defense = defenderMessage ? defenderMessage.getFlag('world', FLAG_DEFENSE) : null
const attackerSuccesses = this.#messageTotal(attackMessage)
const defenderSuccesses = defense ? this.#messageTotal(defenderMessage) : 0
const hit = attackerSuccesses > defenderSuccesses
// Le flag de défense porte actorId/actorUuid (clés différentes de celles
// des cibles) : on normalise la référence avant résolution de l'acteur.
const defenderRef = defense
? { id: defense.actorId ?? null, uuid: defense.actorUuid ?? null, name: defense.actorName ?? '' }
: target
const defender = await this.#resolveDefender(defenderRef)
const damage = (exchange.baseDamage || 0) + attackerSuccesses
const parryLevel = defense?.type === 'parade' ? (defense.parryLevel ?? 0) : null
const protection = hit && parryLevel !== null
? parryLevel
: (defender ? this.protectionTotal(defender, hit ? null : parryLevel) : 0)
const netDamage = hit ? Math.max(0, damage - protection) : 0
const woundCategory = hit && defender ? this.highestWound(netDamage, defender) : null
return {
exchangeId: exchange.id,
defenderId: defenderRef.id ?? null,
defenderUuid: defenderRef.uuid ?? null,
defenderName: defense?.actorName || target.name || '',
defenseType: defense?.type || null,
attackerSuccesses,
defenderSuccesses,
hit,
damage,
protection,
netDamage,
woundCategory,
woundThreshold: woundCategory && defender ? defender.system[woundCategory].threshold : null,
canApply: Boolean(defender) && this.canApplyWound(defender)
}
}
/**
* Rend le bloc de résolution (HTML) pour insertion dans le message.
* @param {Object} r Résultat de VermineExchange.resolve
* @returns {string}
*/
static renderResolution(r) {
const t = (key) => game.i18n.localize(key)
const verdict = !r.hit
? (r.defenseType === 'parade'
? `<span class="res-parried">${t('VERMINE.missed_parade')}</span>`
: `<span class="res-dodged">${t('VERMINE.missed_esquive')}</span>`)
: (r.defenseType === 'parade'
? `<span class="res-hit">${t('VERMINE.hit_parade')}</span>`
: `<span class="res-hit">${t('VERMINE.hit')}</span>`)
const lines = [
`<div class="resolution-line">${t('VERMINE.attacker_successes')}: ${r.attackerSuccesses} &middot; ${t('VERMINE.defender_successes')}: ${r.defenderSuccesses} &rarr; ${verdict}</div>`
]
if (r.hit) {
lines.push(`<div class="resolution-line">${t('VERMINE.raw_damage')}: <strong>${r.damage}</strong>${r.protection ? ` &minus; ${t('ADVERSITY.protection')}: ${r.protection}` : ''} = ${t('VERMINE.net_damage')}: <strong>${r.netDamage}</strong></div>`)
if (r.woundCategory) {
lines.push(`<div class="resolution-line res-wound">${t('VERMINE.wound')}: <strong>${t(this.woundLabelKey(r.woundCategory))}</strong> (${t('VERMINE.wounds.threshold')} ${r.woundThreshold}D)</div>`)
} else {
lines.push(`<div class="resolution-line res-noshock">${t('VERMINE.no_wound')}</div>`)
}
} else {
lines.push(`<div class="resolution-line res-nodamage">${t('VERMINE.no_damage')}</div>`)
}
const apply = (r.hit && r.woundCategory && r.canApply)
? `<button type="button" class="exchange-apply" data-action="exchange-apply" data-defender-id="${r.defenderId}" data-defender-uuid="${r.defenderUuid}" data-wound="${r.woundCategory}"><i class="fas fa-briefcase-medical"></i> ${t('VERMINE.apply_wound')}</button>`
: ''
return `<div class="exchange-resolution">
<div class="resolution-header"><i class="fas fa-exchange-alt"></i> ${t('VERMINE.resolve_result')}</div>
${lines.join('')}
${apply}
</div>`
}
// ── Liaison chat ────────────────────────────────────────────────────
/**
* Lie les interactions d'échange de coups sur un message de chat.
* @param {HTMLElement} html élément du message
* @param {ChatMessage} message
*/
static bindChat(html, message) {
const exchange = message.getFlag('world', FLAG_EXCHANGE)
if (exchange) {
html.querySelectorAll('.exchange-defend').forEach(btn => {
btn.addEventListener('click', ev => this.#onDefense(ev, message))
})
html.querySelectorAll('.exchange-resolve').forEach(btn => {
btn.addEventListener('click', ev => this.#onResolve(ev, message))
})
}
html.querySelectorAll('[data-action="exchange-apply"]').forEach(btn => {
btn.addEventListener('click', ev => this.#onApply(ev, message))
})
}
static async #onDefense(ev, attackMessage) {
ev.preventDefault()
ev.stopPropagation()
const btn = ev.currentTarget
const exchange = attackMessage.getFlag('world', FLAG_EXCHANGE)
if (!exchange) return
const type = btn.dataset.type
const actor = await this.#resolveDefender({ id: btn.dataset.targetId, uuid: btn.dataset.targetUuid })
if (!actor) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_actor_selected'))
return
}
if (!game.user.isGM && !actor.isOwner) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_permission'))
return
}
if (actor.type === 'creature') {
ui.notifications.warn(game.i18n.localize('VERMINE.error_creature_no_defense'))
return
}
const defense = {
exchangeId: exchange.id,
type,
actorId: actor.id,
actorUuid: actor.uuid,
actorName: actor.name,
difficulty: exchange.difficulty,
parryLevel: type === 'parade' ? this.#parryLevel(actor) : null
}
// PNJ : pas de caractéristiques/compétences — la défense utilise la valeur
// d'Action (Expérience), difficulté verrouillée.
if (actor.type === 'npc') {
const { default: NpcRollDialog } = await import('./dialogs/npcRollDialog.mjs')
const dialog = await NpcRollDialog.create({
actor,
rolltype: 'action',
locks: { difficulty: exchange.difficulty },
defense
})
if (dialog) dialog.render(true)
return
}
const { default: RollDialog } = await import('./dialogs/rollDialog.mjs')
const locks = this.#defenseLocks(actor, exchange, type)
const dialog = await RollDialog.create({
actor,
rolltype: 'skill',
label: locks.skill,
locks,
defense
})
if (dialog) dialog.render(true)
}
static #defenseLocks(actor, exchange, type) {
if (type === 'parade') {
return { ability: 'vigor', skill: this.#parrySkill(actor), difficulty: exchange.difficulty }
}
return {
ability: 'reflexes',
skill: exchange.mode === 'ranged' ? 'alertness' : 'close',
difficulty: exchange.difficulty
}
}
static #parrySkill(actor) {
const hasMelee = actor.itemTypes?.weapon?.some(w => w.system.equipped && w.system.skill === 'melee')
return hasMelee ? 'melee' : 'close'
}
static #parryLevel(actor) {
const defenses = actor.itemTypes?.defense?.filter(d => d.system.equipped) || []
return defenses.reduce((best, d) => Math.max(best, d.system.level || 0), 0)
}
static async #onResolve(ev, attackMessage) {
ev.preventDefault()
const btn = ev.currentTarget
if (!game.user.isGM && !attackMessage.isOwner) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_permission'))
return
}
const exchange = attackMessage.getFlag('world', FLAG_EXCHANGE)
if (!exchange) return
if (!exchange.targets?.length) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_target'))
return
}
const wrapper = btn.closest('.exchange-actions')
const container = wrapper?.parentElement
if (!container) return
container.querySelectorAll('.exchange-resolution').forEach(el => el.remove())
const targets = exchange.targets?.length ? exchange.targets : [null]
for (const target of targets) {
const result = await this.resolve(attackMessage, target?.id ?? null)
if (!result) continue
const block = document.createElement('div')
block.innerHTML = this.renderResolution(result)
const node = block.firstElementChild
container.appendChild(node)
this.bindChat(node, attackMessage)
}
const msgEl = btn.closest('.vermine-roll-message')
if (msgEl) await attackMessage.update({ content: msgEl.outerHTML })
}
static async #onApply(ev, attackMessage) {
ev.preventDefault()
const btn = ev.currentTarget
const defender = await this.#resolveDefender({ id: btn.dataset.defenderId, uuid: btn.dataset.defenderUuid })
const wound = btn.dataset.wound
if (!defender || !wound) return
if (!this.canApplyWound(defender)) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_permission'))
return
}
const result = await this.applyWound(defender, wound)
if (result === false) return
btn.disabled = true
let label = game.i18n.localize('VERMINE.wound_applied')
if (result?.death) {
label = game.i18n.localize('VERMINE.wound_death')
} else if (result?.escalated) {
const from = game.i18n.localize(this.woundLabelKey(wound))
const to = game.i18n.localize(this.woundLabelKey(result.category))
label = game.i18n.format('VERMINE.wound_escalated', { from, to })
}
btn.innerHTML = `<i class="fas fa-check"></i> ${label}`
// Persiste l'état du bouton seulement si l'utilisateur peut modifier le message
if (game.user.isGM || attackMessage.isOwner) {
const msgEl = btn.closest('.vermine-roll-message')
if (msgEl) await attackMessage.update({ content: msgEl.outerHTML })
}
}
// ── Helpers internes ────────────────────────────────────────────────
/**
* Résout un acteur depuis son id d'acteur monde (acteurs liés) ou son
* uuid (tokens non liés via fromUuid).
* @param {{id: string|null, uuid: string|null}} ref
* @returns {Promise<Actor|null>}
*/
static async #resolveDefender({ id = null, uuid = null }) {
if (id) {
const actor = game.actors.get(id)
if (actor) return actor
}
if (uuid) {
const doc = await fromUuid(uuid)
if (!doc) return null
if (doc.documentType === 'Actor') return doc
if (doc.documentType === 'Token') return doc.actor ?? null
}
return null
}
static #defenseMessagesFor(exchangeId, targetId = null) {
return game.messages.contents.filter(m => {
const f = m.getFlag('world', FLAG_DEFENSE)
if (!f || f.exchangeId !== exchangeId) return false
if (targetId) return f.actorId === targetId
return true
})
}
static #messageTotal(message) {
const el = document.createElement('div')
el.innerHTML = message.content || ''
const totalEl = el.querySelector('#total')
const val = parseInt(totalEl?.innerText, 10)
return Number.isNaN(val) ? 0 : val
}
}
+294
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@@ -0,0 +1,294 @@
/**
* Règles d'apprentissage (phase d'Expérience).
* Helpers purs de difficultés, handicaps et calculs de jets d'Expérience.
*/
export class VermineExperience {
/**
* Difficulté d'un jet d'apprentissage de Compétence selon le niveau visé.
* @param {number} targetLevel niveau visé (1-5)
* @returns {number}
*/
static skillLearningDifficulty(targetLevel) {
switch (parseInt(targetLevel, 10)) {
case 1: return 5 // Débutant
case 2: return 7 // Confirmé
case 3: return 9 // Expert
case 4: return 10 // Maître
case 5: return 10 // Légende
default: return 7
}
}
/**
* Handicap d'un jet d'apprentissage de Compétence.
* Rareté (1-3) + handicap (I) supplémentaire pour le niveau Légende.
* @param {number} targetLevel niveau visé (1-5)
* @param {number} rarity rareté de la compétence (0-3)
* @returns {number}
*/
static skillLearningHandicap(targetLevel, rarity) {
let handicap = parseInt(rarity, 10) || 0
if (parseInt(targetLevel, 10) === 5) handicap += 1 // Légende : (I)
return handicap
}
/**
* Difficulté d'un jet d'apprentissage de Spécialité selon le niveau actuel
* de la compétence associée. Domaine de prédilection : -2.
* @param {number} skillLevel niveau actuel de la compétence (2-5)
* @param {boolean} isDomain la compétence est dans le domaine de prédilection
* @returns {number}
*/
static specialtyLearningDifficulty(skillLevel, isDomain) {
let difficulty
switch (parseInt(skillLevel, 10)) {
case 2: difficulty = 9 // Confirmé
break
case 3: difficulty = 7 // Expert
break
case 4: difficulty = 5 // Maître
break
case 5: difficulty = 5 // Légende (relance automatique)
break
default: difficulty = 9
}
return isDomain ? difficulty - 2 : difficulty
}
/**
* Handicap d'un jet d'apprentissage de Spécialité : nombre de spécialités
* déjà possédées (requiert au moins Confirmé dans la compétence associée).
* @param {number} specialtyCount
* @returns {number}
*/
static specialtyLearningHandicap(specialtyCount) {
return Math.max(0, parseInt(specialtyCount, 10) || 0)
}
/**
* Difficulté d'un jet d'apprentissage de Caractéristique.
* @returns {number}
*/
static characteristicLearningDifficulty() {
return 9
}
/**
* Difficulté d'un jet d'apprentissage de Réserve : valeur actuelle.
* @param {number} currentValue
* @returns {number}
*/
static reserveLearningDifficulty(currentValue) {
return Math.max(0, parseInt(currentValue, 10) || 0)
}
/**
* Handicap d'âge pour l'apprentissage des Réserves et autres jets liés à l'âge.
* @param {number} ageType 1=Jeune, 2=Adulte, 3=Ancien
* @returns {number}
*/
static ageHandicap(ageType) {
switch (parseInt(ageType, 10)) {
case 1: return 1 // Jeune (I)
case 3: return 3 // Ancien (III)
default: return 2 // Adulte (II)
}
}
/**
* Difficulté d'un jet d'acquisition d'un Dé d'Évolution selon l'âge.
* @param {number} ageType 1=Jeune, 2=Adulte, 3=Ancien
* @returns {number}
*/
static evolutionDifficulty(ageType) {
switch (parseInt(ageType, 10)) {
case 1: return 5
case 3: return 9
default: return 7
}
}
/**
* Bonus/Malus de Totem sur le jet de d'Évolution.
* Plus de Dés Adaptés que Humains : +1D. Inversement : -1D.
* @param {number} human human totem dice
* @param {number} adapted adapted totem dice
* @returns {number}
*/
static evolutionTotemModifier(human, adapted) {
if (adapted > human) return 1
if (human > adapted) return -1
return 0
}
/**
* Un de Totem Adapté peut remplacer un d'Expérience (compte ×2)
* uniquement si le personnage possède strictement plus de Dés Adaptés
* que Humains.
* @param {number} human human totem dice
* @param {number} adapted adapted totem dice
* @returns {boolean}
*/
static canUseAdaptedDie(human, adapted) {
return adapted > human
}
/**
* Difficulté d'un jet d'apprentissage de Capacité de Totem : valeur
* d'Apprentissage de la capacité.
* @param {object} abilityData system data de l'item ability
* @returns {number}
*/
static totemAbilityLearningDifficulty(abilityData) {
return parseInt(abilityData?.learn?.threshold, 10) || 5
}
/**
* Handicap d'un jet d'apprentissage de Capacité de Totem : valeur
* d'Apprentissage de la capacité.
* @param {object} abilityData system data de l'item ability
* @returns {number}
*/
static totemAbilityLearningHandicap(abilityData) {
return parseInt(abilityData?.learn?.hindrance, 10) || 0
}
/**
* Difficulté d'un jet d'obtention d'un Élément d'Historique.
* @returns {number}
*/
static backgroundLearningDifficulty() {
return 9
}
/**
* Handicap d'un jet d'obtention d'un Élément d'Historique : (I) si
* l'Historique est listé avec un astérisque.
* @param {boolean} asterisk
* @returns {number}
*/
static backgroundLearningHandicap(asterisk) {
return asterisk ? 1 : 0
}
/**
* Difficulté d'un jet visant à réduire le score de Réputation (devenir
* plus célèbre) : 10 moins le score que le personnage souhaite atteindre.
* @param {number} current réputation actuelle
* @returns {number}
*/
static reputationReduceDifficulty(current) {
return 10 - Math.max(0, (parseInt(current, 10) || 0) - 1)
}
/**
* Difficulté d'un jet visant à augmenter le score de Réputation (se faire
* oublier) : égale à la Réputation actuelle.
* @param {number} current réputation actuelle
* @returns {number}
*/
static reputationIncreaseDifficulty(current) {
return parseInt(current, 10) || 0
}
/**
* Clé i18n du libellé du niveau de compétence visé.
* @param {number} level
* @returns {string}
*/
static skillLevelLabelKey(level) {
return CONFIG.VERMINE.SkillLevels?.[level]?.label ?? "SKILL_LEVELS.incompetent"
}
/**
* Détermine si une compétence appartient au domaine de prédilection.
* @param {Actor} actor
* @param {string} skillKey
* @returns {boolean}
*/
static isPreferredDomain(actor, skillKey) {
const category = actor.system?.skills?.[skillKey]?.category
const preferred = actor.system?.skill_categories?.preferred
return Boolean(category && preferred && category === preferred)
}
/**
* Réinitialise les limites d'apprentissage (learned.*) de la phase
* courante, pour un personnage ou un Groupe, sans toucher au compteur
* de phase (avancé uniquement par le dialogue d'attribution du MJ).
* @param {foundry.abstract.Document} actor personnage ou Groupe
* @returns {Promise<void>}
*/
static async resetPhaseLimits(actor) {
const ex = actor.system?.experience
if (!ex) return
const update = {}
if (ex.learned && typeof ex.learned === "object") {
for (const key of Object.keys(ex.learned)) {
if (key === "phase") continue
update[`system.experience.learned.${key}`] = false
}
}
if (Object.keys(update).length) await actor.update(update)
}
/**
* Mode de jeu actif (1=Survie, 2=Cauchemar, 3=Apocalypse).
* @returns {number}
*/
static gameMode() {
return parseInt(game.settings.get("vermine2047", "game-mode"), 10) || 1
}
/**
* Total de Dés d'Évolution maximum selon le Mode de jeu.
* @param {number} mode 1=Survie, 2=Cauchemar, 3=Apocalypse
* @returns {number}
*/
static evolutionMaxForMode(mode) {
switch (parseInt(mode, 10)) {
case 2: return 6
case 3: return 7
default: return 5
}
}
/**
* Somme des niveaux des Adaptations/Mutations déjà possédées.
* @param {foundry.abstract.Document} actor personnage
* @returns {number}
*/
static evolutionTotalLevels(actor) {
return (actor?.itemTypes?.evolution || []).reduce((sum, item) => sum + (item.system?.level?.value || 0), 0)
}
/**
* Valide l'achat d'une Adaptation/Mutation contre les Dés d'Évolution
* accumulés. Retourne une clé i18n d'erreur, ou null si l'achat est permis.
* Règles p. 116-117 : coût = niveau ; total limité par le Mode ; Mutations
* 3D/4D interdites en Mode Survie ; une seule Mutation à 4D.
* @param {foundry.abstract.Document} actor personnage
* @param {number} cost niveau de l'Adaptation/Mutation (1-4)
* @param {boolean} mutation vrai si c'est une Mutation
* @returns {string|null}
*/
static validateEvolutionPurchase(actor, cost, mutation) {
const level = parseInt(cost, 10) || 0
const accumulated = actor.system?.experience?.evolution || 0
const mode = this.gameMode()
if (accumulated < level) return "VERMINE.error_evolution_not_enough_dice"
if (level < 1 || level > 4) return "VERMINE.error_evolution_invalid_level"
const total = this.evolutionTotalLevels(actor) + level
if (total > this.evolutionMaxForMode(mode)) return "VERMINE.error_evolution_mode_limit"
if (mutation && level >= 3 && mode < 2) return "VERMINE.error_evolution_mutation_mode"
if (mutation && level === 4) {
const hasFourDMutation = (actor?.itemTypes?.evolution || []).some(
(item) => item.system?.mutation && (item.system?.level?.value || 0) === 4
)
if (hasFourDMutation) return "VERMINE.error_evolution_mutation_4d"
}
return null
}
}
+78 -230
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 = '';
@@ -167,220 +167,26 @@ 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);
return super.rollInitiative(ids, formula, messageOptions)
async rollInitiative(ids, {formula=null, updateTurn=true, messageMode, messageOptions={}}={}) {
// roll initiative
return super.rollInitiative(ids, {formula, updateTurn, messageMode, messageOptions});
}
nextRound() {
@@ -417,31 +223,76 @@ export class VermineCombat extends Combat {
export class VermineCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
get template() {
return "systems/vermine2047/templates/combat-tracker.hbs";
/** @override */
static PARTS = {
main: {
template: "systems/vermine2047/templates/combat-tracker.hbs",
root: true
}
};
/** @override */
async _prepareContext(options) {
const context = await super._prepareContext(options);
context.user = game.user;
const combat = this.viewed;
const hasCombat = combat !== null;
const combats = this.combats;
const currentIdx = combats.indexOf(combat);
const isPlayerTurn = combat?.combatant?.players?.includes(game.user);
const canControl = combat?.turn && combat.turn.between(1, combat.turns.length - 2)
? combat.canUserModify(game.user, "update", { turn: 0 })
: combat?.canUserModify(game.user, "update", { round: 0 });
/* -------------------------------------------- */
get template() {
return "systems/vermine2047/templates/combat-tracker.hbs";
Object.assign(context, {
combat,
hasCombat,
combatCount: combats.length,
currentIndex: currentIdx + 1,
previousId: combats[currentIdx - 1]?.id,
nextId: combats[currentIdx + 1]?.id,
round: combat?.round,
control: isPlayerTurn && canControl,
linked: combat?.scene !== null,
cssClass: combats.length > 7 ? "cycle" : combats.length ? "tabbed" : "",
cssId: "combat",
tabName: "combat",
labels: {
scope: game.i18n.localize(`COMBAT.${combat?.scene ? "Linked" : "Unlinked"}`)
},
turns: []
});
if ( combat ) {
for ( const [i, combatant] of combat.turns.entries() ) {
if ( !combatant.visible ) continue;
context.turns.push(await this._prepareTurnContext(combat, combatant, i));
}
}
async getData(options) {
const context = await super.getData(options);
if (!context.hasCombat) {
return context;
}
return context;
/** @override */
async _prepareTurnContext(combat, combatant, index) {
const turn = await super._prepareTurnContext(combat, combatant, index);
const actor = combatant.actor;
turn.attitude = combatant.getFlag("world", "attitude") || "active";
turn.isPlayer = actor?.hasPlayerOwner ?? false;
turn.isNpc = !!actor && !actor.hasPlayerOwner;
turn.owner = combatant.isOwner;
turn.defeated = combatant.isDefeated;
turn.hasRolled = combatant.initiative !== null;
turn.hasResource = combatant.resource !== null && combatant.resource !== undefined;
turn.effects = (turn.effects?.icons ?? []).map(e => e.img);
return turn;
}
activateListeners(html) {
super.activateListeners(html);
html.find("[data-attitude]").click(this._setStatut.bind(this));
_onRender(context, options) {
super._onRender(context, options);
this.element.querySelectorAll("[data-attitude]").forEach(el => {
el.addEventListener("click", this._setStatut.bind(this));
});
}
/**
@@ -465,23 +316,20 @@ 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)
}
}
+28 -30
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;
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;
}
}
+51 -8
View File
@@ -12,6 +12,7 @@ export const preloadHandlebarsTemplates = async function () {
"systems/vermine2047/templates/actor/parts/actor-items.hbs",
"systems/vermine2047/templates/actor/parts/actor-weapons.hbs",
"systems/vermine2047/templates/actor/parts/actor-defenses.hbs",
"systems/vermine2047/templates/actor/parts/actor-equipped-gear.hbs",
// Character partials.
"systems/vermine2047/templates/actor/character/character-id.hbs",
@@ -32,6 +33,7 @@ export const preloadHandlebarsTemplates = async function () {
// npc partials
"systems/vermine2047/templates/actor/npc/npc-combat.hbs",
"systems/vermine2047/templates/actor/parts/npc-skill-category.hbs",
"systems/vermine2047/templates/actor/parts/npc-skill-item.hbs",
// creature partials
"systems/vermine2047/templates/actor/creature/creature-combat.hbs",
@@ -96,8 +98,24 @@ export const registerHandlebarsHelpers = function () {
});
// search translation with variables
Handlebars.registerHelper('smarttl', function (arrayLabel, objectLabel, options) {
return game.i18n.localize(arrayLabel + "." + objectLabel + ".name");
Handlebars.registerHelper('smarttl', function (arrayLabel, objectLabel, key) {
if (!key || typeof key !== 'string') key = 'name';
return game.i18n.localize(arrayLabel + "." + objectLabel + "." + key);
});
// Return an object of skills ordered alphabetically by their localized
// display name (easier to find a skill quickly). Use with `{{#each}}`.
Handlebars.registerHelper('sortedSkills', function (skills) {
if (!skills || typeof skills !== 'object') return skills;
const sorted = {};
Object.keys(skills)
.sort((a, b) => {
const na = game.i18n.localize(`SKILLS.${a}.name`).toLocaleLowerCase();
const nb = game.i18n.localize(`SKILLS.${b}.name`).toLocaleLowerCase();
return na.localeCompare(nb, game.i18n.lang);
})
.forEach(k => { sorted[k] = skills[k]; });
return sorted;
});
Handlebars.registerHelper('smarttlk', function (arrayLabel, objectLabel, key) {
@@ -124,7 +142,7 @@ 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 +154,7 @@ 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 +166,7 @@ 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 +178,7 @@ 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 +190,7 @@ 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 +202,7 @@ 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 {
@@ -347,6 +365,20 @@ export const registerHandlebarsHelpers = function () {
Handlebars.registerHelper('ifincludes', function (arg1, arg2, options) {
return (arg1.includes(arg2)) ? options.fn(this) : options.inverse(this);
});
Handlebars.registerHelper('ifStartsWith', function (arg1, arg2, options) {
return (typeof arg1 === 'string' && arg1.startsWith(arg2)) ? options.fn(this) : options.inverse(this);
});
// Chiffre → chiffre romain (handicaps, entraves). 0 → chaîne vide.
Handlebars.registerHelper('roman', function (n) {
const table = [[10, 'X'], [9, 'IX'], [5, 'V'], [4, 'IV'], [1, 'I']]
let num = Number(n)
if (!Number.isFinite(num) || num <= 0) return ''
let out = ''
for (const [v, s] of table) {
while (num >= v) { out += s; num -= v }
}
return out
});
//math operations
@@ -388,4 +420,15 @@ export const registerHandlebarsHelpers = function () {
Handlebars.registerHelper("setVar", function (varName, varValue, options) {
options.data.root[varName] = varValue;
});
// assign local variables in the current context (used by roll-message.hbs)
Handlebars.registerHelper("set", function (options) {
const ctx = (this && typeof this === "object") ? this : options.contexts?.[0];
if ( ctx && typeof ctx === "object" ) {
for ( const [key, value] of Object.entries(options.hash) ) {
ctx[key] = value;
}
}
return "";
});
}
+33 -14
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/${dsnModule.id}/api.js`);
const vermineSystem = new DiceSystem('Vermine2047', 'Vermine 2047', "preferred", 'totem')
dice3d.addSystem(vermineSystem);
@@ -39,11 +41,15 @@ export const registerHooks = function () {
});
Hooks.on('renderChatMessageHTML', async (message, html, data) => {
// Échanges de coups : liaisons ouvertes à tous (propriétaires de cibles inclus)
const { VermineExchange } = await import('./exchange.mjs');
VermineExchange.bindChat(html, message);
let rerollTitle = html.querySelector(".reroll-fromroll h4");
if (rerollTitle) {
rerollTitle.addEventListener("click", () => { html.querySelector(".reroll").classList.toggle('visible') })
}
if (message.author?._id != game.user._id || !game.user.isGM) {
if (message.author?._id !== game.user._id && !game.user.isGM) {
// désactiver les inputs pour les joueurs non-auteurs du message
html.querySelectorAll("input").forEach(inp => inp.disabled = true);
//cacher le boutton reroll
@@ -61,17 +67,21 @@ export const registerHooks = function () {
}
})
Hooks.once("ready", async () => {
console.info("Vermine 2047 | System Initialized.");
// System initialized
//await registerTours();
});
// changement de la pause
Hooks.on("renderPause", async function () {
if ($("#pause").attr("class") !== "paused") return;
$(".paused img").attr("src", 'systems/vermine2047/assets/images/ui/vermine_pause.webp');
$(".paused img").css({ "opacity": 1 });
$("#pause.paused figcaption").text("Communauté endormie...");
Hooks.on("renderGamePause", async function (app, element) {
const pauseEl = element ?? document.getElementById("pause");
if (!pauseEl || pauseEl.className !== "paused") return;
pauseEl.querySelectorAll("img").forEach(img => {
img.src = 'systems/vermine2047/assets/images/ui/vermine_pause.webp';
img.style.opacity = 1;
});
const caption = pauseEl.querySelector("figcaption");
if (caption) caption.textContent = "Communauté endormie...";
});
/**
@@ -88,17 +98,17 @@ export const registerHooks = function () {
});
Hooks.on('getSceneControlButtons', async (controls) => {
const tokenControls = controls.token;
const tokenControls = controls.tokens;
if (tokenControls && tokenControls.tools) {
tokenControls.tools.push({
tokenControls.tools['dice-roller'] = {
name: 'Dice Roller',
title: game.i18n.localize("VERMINE.RollTool"),
icon: 'fas fa-dice-d10',
button: true,
onClick() {
onChange() {
RollDialog.create().then(d => d.render(true));
}
});
};
}
});
@@ -107,7 +117,7 @@ export const registerHooks = function () {
/* -------------------------------------------- */
Hooks.on("preCreateActor", function (actor) {
console.log('pre create actor', actor.img);
// pre create actor
if (actor.img == "icons/svg/mystery-man.svg") {
actor.updateSource({ "img": `systems/vermine2047/assets/icons/actors/${actor.type}.webp` });
}
@@ -121,6 +131,15 @@ export const registerHooks = function () {
}
});
// Un Groupe démarre avec une Réserve à son maximum (3D + 1D par membre).
Hooks.on("createActor", async function (actor) {
if (actor.type !== "group") return;
const reserve = actor.system?.reserve;
if (reserve && reserve.value === 0 && reserve.max > 0) {
await actor.update({ "system.reserve.value": reserve.max });
}
});
/* -------------------------------------------- */
/* Combat Hooks */
/* -------------------------------------------- */
@@ -138,7 +157,7 @@ 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;
+168 -182
View File
@@ -1,3 +1,5 @@
import { VermineTotemDice } from "./totem-dice.mjs";
export class VermineUtils {
/**
* Rolls dice with Vermine2047-specific rules.
@@ -28,7 +30,15 @@ export class VermineUtils {
skillCategory = null,
keepTotem = null,
skillLevel = null,
hasSpecialty = false
hasSpecialty = false,
handicap = 0,
bonusSuccesses = 0,
poolBreakdown = null,
specialtyName = null,
weapon = null,
targets = [],
attack = null,
messageFlags = null
}) {
// Validate inputs
if (!actor) {
@@ -41,50 +51,31 @@ export class VermineUtils {
// Declare variables
let formula = "";
let modFormula = null;
let totemBonus = { human: 0, adapted: 0 };
// Calculate domain bonuses for totems
if (skillCategory) {
totemBonus = this._calculateTotemDomainBonuses(skillCategory, actor);
}
// Influence des Dés de Totems : Bonus/Malus de 1D selon le Totem dominant
// et le Domaine de la Compétence (règles p. 121). S'applique même sans
// utiliser un Dé de Totem.
const influenceMod = this._calculateTotemInfluence(skillCategory, actor);
NoD += influenceMod;
// Apply auto-successes and auto-thresholds
let autoSuccesses = 0;
// Apply automatic successes from skill mastery
let adjustedDifficulty = difficulty;
if (skillLevel !== null && skillLevel !== undefined) {
autoSuccesses = this._calculateAutoSuccesses(skillLevel, hasSpecialty);
const autoThreshold = this._getAutoThreshold(skillLevel);
if (autoThreshold !== null) {
adjustedDifficulty = autoThreshold;
}
}
// Handle human totem
if (totems.human) {
NoD--;
const humanDifficulty = skillLevel !== null ? Math.max(adjustedDifficulty, difficulty) : adjustedDifficulty;
const humanDifficulty = adjustedDifficulty;
const humanFormula = `(1D10cs>=${humanDifficulty}[human_${safeUserName}]*2)`;
// Apply domain bonus/malus
if (totemBonus.human !== 0) {
NoD += totemBonus.human;
}
modFormula = humanFormula;
}
// Handle adapted totem
if (totems.adapted) {
NoD--;
const adaptedDifficulty = skillLevel !== null ? Math.max(adjustedDifficulty, difficulty) : adjustedDifficulty;
const adaptedDifficulty = adjustedDifficulty;
const adaptedFormula = `(1D10cs>=${adaptedDifficulty}[adapted_${safeUserName}]*2)`;
// Apply domain bonus/malus
if (totemBonus.adapted !== 0) {
NoD += totemBonus.adapted;
}
// Build combined formula
if (modFormula !== null) {
modFormula = `${modFormula}+${adaptedFormula}`;
@@ -104,12 +95,31 @@ export class VermineUtils {
}
}
// Ensure the dice pool cannot go below zero
NoD = Math.max(0, NoD)
// Build base formula
const baseFormula = `${NoD}d10cs>=${adjustedDifficulty}[regular_${safeUserName}]`;
// Build final formula
formula = modFormula !== null ? `${baseFormula}+${modFormula}` : baseFormula;
// Reconcile the breakdown displayed in chat with the dice actually rolled.
// L'influence s'applique au pool ; les Dés de Totem remplacent (n'ajoutent
// pas) des dés du pool de base.
if (poolBreakdown) {
// Count totem dice present in the final modifier formula.
let totemDice = 0;
if (modFormula) {
if (modFormula.includes("human_")) totemDice += 1;
if (modFormula.includes("adapted_")) totemDice += 1;
}
poolBreakdown.totemDice = totemDice;
poolBreakdown.domainBonus = influenceMod;
// Total = nombre réel de dés lancés (NoD réguliers + dés de totem).
poolBreakdown.total = NoD + totemDice;
}
// Create the roll
const roll = new Roll(formula, actor.getRollData());
@@ -122,13 +132,12 @@ export class VermineUtils {
skillCategory: skillCategory,
skillLevel: skillLevel,
hasSpecialty: hasSpecialty,
autoSuccesses: autoSuccesses,
totemBonuses: { ...totemBonus },
totemInfluence: influenceMod,
baseNoD: NoD,
rerolls: Reroll,
selfControl: self_control
selfControl: self_control,
bonusSuccesses: bonusSuccesses
};
// Evaluate the roll
await roll.evaluate();
@@ -148,7 +157,15 @@ export class VermineUtils {
skillCategory,
keepTotem,
skillLevel,
hasSpecialty
hasSpecialty,
handicap,
bonusSuccesses,
poolBreakdown,
specialtyName,
weapon,
targets,
attack,
messageFlags
});
return roll;
@@ -158,113 +175,21 @@ export class VermineUtils {
* Calculates domain bonuses/penalties for totems.
* @param {string} skillCategory - The skill category
* @param {Actor} actor - The actor
* @returns {Object} Bonuses for each totem {human: number, adapted: number}
* @returns {number} Modificateur d'influence (-1, 0 ou +1)
*/
static _calculateTotemDomainBonuses(skillCategory, actor) {
const bonuses = { human: 0, adapted: 0 };
// Validate inputs
if (!CONFIG.VERMINE?.totemDomains || !actor?.system?.identity?.totem) {
return bonuses;
}
const actorTotem = actor.system.identity.totem;
// Check if actor's totem exists in configuration
if (!CONFIG.VERMINE.totemDomains[actorTotem]) {
return bonuses;
}
const totemConfig = CONFIG.VERMINE.totemDomains[actorTotem];
if (!totemConfig?.domains) {
return bonuses;
}
// Get actor's preferred skill category
const preferredCategory = actor.system.skill_categories?.preferred;
// Bonus for actor's totem if preferred category is in its domains
if (preferredCategory && totemConfig.domains.includes(preferredCategory)) {
bonuses[actorTotem] = totemConfig.bonus || 1;
}
// Penalty for opposite totem if preferred category is in its domains
const oppositeTotem = CONFIG.VERMINE.totem_opposites?.[actorTotem];
if (oppositeTotem && CONFIG.VERMINE.totemDomains[oppositeTotem]) {
const oppositeConfig = CONFIG.VERMINE.totemDomains[oppositeTotem];
if (preferredCategory && oppositeConfig?.domains?.includes(preferredCategory)) {
bonuses[oppositeTotem] = -(oppositeConfig.bonus || 1);
}
}
return bonuses;
}
/**
* Calculates automatic successes based on skill mastery level.
* @param {number} skillLevel - Skill level (0-5)
* @param {boolean} [hasSpecialty=false] - Whether a specialty is used
* @returns {number} Number of automatic successes
*/
static _calculateAutoSuccesses(skillLevel, hasSpecialty = false) {
// According to Vermine2047 rules, automatic successes are based on mastery level:
// Level 0 (Incompetent): 0 automatic successes
// Level 1 (Beginner): 0 automatic successes
// Level 2 (Proficient): 1 automatic success if specialty is used
// Level 3 (Expert): 1 automatic success
// Level 4 (Master): 1 automatic success + 1 if specialty is used
// Level 5 (Legend): 2 automatic successes
if (!skillLevel) return 0;
let autoSuccesses = 0;
switch (skillLevel) {
case 2: // Compétent
if (hasSpecialty) autoSuccesses = 1;
break;
case 3: // Expert
autoSuccesses = 1;
break;
case 4: // Maître
autoSuccesses = 1;
if (hasSpecialty) autoSuccesses += 1;
break;
case 5: // Légende
autoSuccesses = 2;
break;
default:
autoSuccesses = 0;
}
return autoSuccesses;
}
/**
* Determines the automatic threshold if the skill is not mastered.
* @param {number} skillLevel - Skill level
* @returns {number|null} Automatic threshold or null if skill is mastered
*/
static _getAutoThreshold(skillLevel) {
// If the skill is not mastered (level 0 or 1), use a default threshold
// Level 0 (Incompetent): threshold = 9 (very hard)
// Level 1 (Beginner): threshold = 7 (hard)
// Level >= 2: null (use normal threshold)
if (skillLevel === 0) return 9; // Very hard
if (skillLevel === 1) return 7; // Hard
return null; // Utiliser le seuil normal
static _calculateTotemInfluence(skillCategory, actor) {
// Les Dés de Totems n'existent que sur les personnages.
if (actor?.type !== "character" || !skillCategory) return 0;
return VermineTotemDice.influenceModifier(actor, skillCategory);
}
/**
* Handles reroll events on dice in chat messages.
* @param {Object} message - The chat message containing the reroll event
* @param {Object} ev - The reroll event
* @param {HTMLElement} target - The clicked die element
* @returns {Promise<boolean>} Whether the reroll was successful
*/
static async onReroll(message, ev) {
static async onReroll(message, target) {
// Verify user permissions
const msgUserId = message.user?.id ?? message.user;
if (msgUserId !== game.user?.id && !game.user?.isGM) {
@@ -273,7 +198,7 @@ export class VermineUtils {
}
// Get reroll count
const rollMessage = ev.currentTarget.closest('div.vermine-roll-message');
const rollMessage = target.closest('div.vermine-roll-message');
if (!rollMessage) {
return false;
}
@@ -283,22 +208,22 @@ export class VermineUtils {
// Check if rerolls are available
if (!rerollCount || parseInt(rerollCount, 10) < 1) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_rerolls_left'));
const rerollables = ev.currentTarget.closest('ul')?.querySelectorAll('.rerollable');
const rerollables = target.closest('ul')?.querySelectorAll('.rerollable');
if (rerollables) {
rerollables.forEach(el => el.classList.remove('rerollable'));
}
return false;
}
ev.currentTarget.classList.add('rerolled');
target.classList.add('rerolled');
// Set reroll flag
await message.setFlag("world", "reroll", true);
// Get difficulty and dice type
const ulElement = ev.currentTarget.closest('ul');
const ulElement = target.closest('ul');
const difficulty = ulElement?.dataset.difficulty ?? 7;
let diceType = ev.currentTarget.dataset.diceType;
let diceType = target.dataset.diceType;
// Sanitize user name
const safeUserName = (game.user?.name ?? "user").replace(/[^a-zA-Z0-9_]/g, '_');
@@ -327,30 +252,71 @@ export class VermineUtils {
// Update die display
const result = reroll.dice[0]?.results[0]?.result ?? 0;
const dieSpan = ev.currentTarget.querySelector('span');
const dieSpan = target.querySelector('span');
if (dieSpan) {
dieSpan.innerText = result;
}
// Update the face used for the CSS background image.
target.dataset.result = result;
// Update total if successful
// Set/clear the success class from the rerolled die (a previous success
// must be removed if the new result fails).
const success = reroll.dice[0]?.results[0]?.success;
if (success) {
ev.currentTarget.classList.add('success');
const totalElement = rollMessage.querySelector('#total');
if (totalElement) {
const currentTotal = parseInt(totalElement.innerText, 10) || 0;
totalElement.innerText = currentTotal + reroll.total;
}
target.classList.toggle('success', !!success);
target.classList.remove("rerollable");
// Recompute the total from the live dice in the DOM. This avoids the
// cumulative-increment drift of the old logic (which never removed a
// removed success from #total). Totem dice (human/adapted) count double.
const totalEl = rollMessage.querySelector('#total');
if (totalEl) {
let total = 0;
rollMessage.querySelectorAll('li.die.success').forEach(die => {
const isTotem = die.classList.contains('human') || die.classList.contains('adapted');
total += isTotem ? 2 : 1;
});
// Réussites automatiques (ex. bonus de Réaction) : ajoutées au total.
const freeSuccesses = parseInt(rollMessage.dataset?.freeSuccesses ?? '0', 10) || 0;
total += freeSuccesses;
totalEl.innerText = total;
}
// Update message content
ev.currentTarget.classList.remove("rerollable");
const messageContent = ev.currentTarget.closest('div.message-content');
const messageContent = target.closest('div.message-content');
if (messageContent) {
const newRerollCount = parseInt(rerollCount, 10) - 1;
rollMessage.querySelector('#allowed_reroll').innerText = newRerollCount;
// Recompute the verdict banner from the recomputed total.
const verdictEl = rollMessage.querySelector('.roll-verdict');
const requiredEl = rollMessage.querySelector('#required');
if (verdictEl && totalEl && requiredEl) {
const total = parseInt(totalEl.innerText, 10) || 0;
const required = parseInt(requiredEl.innerText, 10) || 1;
const won = total >= required;
verdictEl.classList.toggle('success', won);
verdictEl.classList.toggle('failure', !won);
const label = won
? game.i18n.localize('VERMINE.roll_success')
: game.i18n.localize('VERMINE.roll_failure');
verdictEl.innerHTML = `${won ? '<i class="fas fa-check-circle"></i>' : '<i class="fas fa-times-circle"></i>'}<span>${label}</span>`;
}
// Recompute the dice summary from the current die list.
const summaryEl = rollMessage.querySelector('.roll-dice-summary');
if (summaryEl) {
const stats = { regular: { count: 0, success: 0 }, human: { count: 0, success: 0 }, adapted: { count: 0, success: 0 } };
rollMessage.querySelectorAll('li.die').forEach(die => {
const type = die.classList.contains('human') ? 'human' : die.classList.contains('adapted') ? 'adapted' : 'regular';
stats[type].count += 1;
if (die.classList.contains('success')) stats[type].success += 1;
});
const mk = (key, count, s) => count ? `<span class="die-summary ${key}">${count} ${game.i18n.localize(`VERMINE.die_${key}`)} · ${s} ${game.i18n.localize('VERMINE.die_successes')}</span>` : '';
summaryEl.innerHTML = mk('regular', stats.regular.count, stats.regular.success)
+ mk('human', stats.human.count, stats.human.success)
+ mk('adapted', stats.adapted.count, stats.adapted.success);
}
await message.update({
content: messageContent.outerHTML
});
@@ -364,61 +330,56 @@ 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;
const dieEl = ev.currentTarget;
const msgId = dieEl.closest("li.message")?.dataset?.messageId;
if (msgId) {
const message = await game.messages.get(msgId);
await VermineUtils.onReroll(message, ev);
await VermineUtils.onReroll(message, dieEl);
}
});
});
// 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 btn = ev.currentTarget;
const grantedRerollElement = html.querySelector('#granted-reroll');
const allowedRerollElement = html.querySelector("#allowed_reroll");
if (grantedRerollElement && allowedRerollElement) {
allowedRerollElement.innerText = grantedRerollElement.innerText;
}
const mesEl = ev.currentTarget.closest('[data-message-id]');
const mesEl = btn.closest('[data-message-id]');
const messageId = mesEl?.dataset?.messageId;
if (messageId) {
// Hide reroll grant area
ev.currentTarget.closest('.reroll-from-effort').style.display = "none";
btn.closest('.reroll-from-effort').style.display = "none";
const rollMessage = ev.currentTarget.closest(".vermine-roll-message");
const rollMessage = btn.closest(".vermine-roll-message");
if (rollMessage) {
const content = rollMessage.outerHTML;
const message = await game.messages.get(messageId);
@@ -426,6 +387,7 @@ export class VermineUtils {
}
}
});
});
}
/**
@@ -448,10 +410,10 @@ 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];
@@ -469,15 +431,39 @@ export class VermineUtils {
* @returns {Promise<ChatMessage>} The created chat message
*/
static async diplayChatRoll(roll, param) {
const content = await foundry.applications.handlebars.renderTemplate("systems/vermine2047/templates/roll-message.hbs", { roll, param });
// Aggregate dice stats per type (regular / human / adapted)
const diceStats = { regular: { count: 0, success: 0 }, human: { count: 0, success: 0 }, adapted: { count: 0, success: 0 } };
for (const die of roll.dice ?? []) {
// Flavors look like "<type>_<user>"; classify from the leading token.
const flavor = die.options?.flavor ?? "";
const prefix = flavor.split("_")[0];
const type = prefix === "human" ? "human" : prefix === "adapted" ? "adapted" : "regular";
for (const r of die.results ?? []) {
diceStats[type].count += 1;
if (r.success) diceStats[type].success += 1;
}
}
// Verdict
const required = 1 + (param.handicap ?? 0);
const bonusSuccesses = param.bonusSuccesses ?? 0;
const total = (roll._total ?? 0) + bonusSuccesses;
const verdict = {
success: total >= required,
total,
required,
bonusSuccesses
};
const content = await foundry.applications.handlebars.renderTemplate("systems/vermine2047/templates/roll-message.hbs", { roll, param, diceStats, verdict });
const chatData = {
user: game.user?._id,
speaker: ChatMessage.getSpeaker(),
content: content,
roll: roll
content: content
};
if (param.messageFlags) {
chatData.flags = { world: param.messageFlags };
}
const msg = await ChatMessage.create(chatData);
await msg.setFlag('world', 'roll', roll);
return msg;
}
+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')
+171
View File
@@ -0,0 +1,171 @@
/**
* VermineTotemDice - Gestion des Dés de Totems (Humain / Adapté).
*
* Règles p. 121 :
* - Influence : si un joueur possède strictement plus de Dés d'un Totem que
* de l'autre, ce Totem prend l'ascendant (+1D/-1D sur certains Domaines).
* - Gains et pertes via les Instincts et les Interdits (1D ou 2D selon la
* gravité), avec des limites (3 Dés du même Totem, 5 Dés au maximum).
*/
export class VermineTotemDice {
/**
* Totem dominant d'un personnage.
* @param {foundry.abstract.Document} actor
* @returns {'human'|'adapted'|'neutral'}
*/
static getInfluence(actor) {
const human = actor.system?.adaptation?.totems?.human?.value || 0;
const adapted = actor.system?.adaptation?.totems?.adapted?.value || 0;
if (human > adapted) return "human";
if (adapted > human) return "adapted";
return "neutral";
}
/**
* Modificateur (Bonus/Malus) d'influence pour une catégorie de compétence.
* @param {foundry.abstract.Document} actor
* @param {string} skillCategory catégorie (man, animal, tool, weapon, survival, world)
* @returns {number} -1, 0 ou +1
*/
static influenceModifier(actor, skillCategory) {
const influence = this.getInfluence(actor);
if (influence === "neutral" || !skillCategory) return 0;
const cfg = CONFIG.VERMINE?.totemInfluence?.[influence];
if (!cfg) return 0;
if ((cfg.bonus || []).includes(skillCategory)) return 1;
if ((cfg.malus || []).includes(skillCategory)) return -1;
return 0;
}
/**
* Applique un gain d'un Dé de Totem selon les règles d'échange et de limites.
* Retourne un objet décrivant ce qui s'est passé (pour notification).
* @param {foundry.abstract.Document} actor
* @param {'human'|'adapted'} totem
* @param {number} [count=1] 1 ou 2 dés (acte grave)
* @returns {Promise<Object>}
*/
static async gainDie(actor, totem, count = 1) {
const human = actor.system.adaptation.totems.human;
const adapted = actor.system.adaptation.totems.adapted;
const actions = [];
for (let i = 0; i < count; i++) {
const step = this._gainOneDie(human.value, adapted.value, totem);
if (step.unchanged) {
actions.push({ ok: false, reason: "max" });
break;
}
human.value = step.human;
adapted.value = step.adapted;
actions.push({ ok: true, exchanged: step.exchanged, replaced: step.replaced });
}
await actor.update({
"system.adaptation.totems.human.value": human.value,
"system.adaptation.totems.adapted.value": adapted.value
});
return this._summarize(actions, totem);
}
/**
* Applique une perte d'un de Totem.
* Règle : seul l'Humain a des Interdits. Briser un Interdit Humain fait
* perdre 1D Humain ; si le personnage n'en possède pas, il gagne 1D Adapté.
* @param {foundry.abstract.Document} actor
* @param {'human'} totem
* @param {number} [count=1] 1 ou 2 dés (acte grave)
* @returns {Promise<Object>}
*/
static async loseDie(actor, totem, count = 1) {
const human = actor.system.adaptation.totems.human;
const adapted = actor.system.adaptation.totems.adapted;
const actions = [];
for (let i = 0; i < count; i++) {
if (human.value > 0) {
human.value -= 1;
actions.push({ ok: true, lost: true });
} else if (adapted.value < adapted.max && (human.value + adapted.value) < 5) {
// Pas de Dé Humain : gagne un Dé Adapté à la place (limites appliquées).
adapted.value += 1;
actions.push({ ok: true, gainedAdapted: true });
} else {
actions.push({ ok: false, reason: "max" });
break;
}
}
await actor.update({
"system.adaptation.totems.human.value": human.value,
"system.adaptation.totems.adapted.value": adapted.value
});
return this._summarize(actions, totem);
}
/**
* Ajoute un du Totem donné en respectant les limites et les échanges.
* Règles :
* - 3 Dés max du même Totem, 5 Dés max au total.
* - Si le joueur gagne un qu'il ne peut conserver, il peut supprimer un
* du Totem opposé à la place ; sinon le gain est annulé.
* - Gagner un 4e Adapté est impossible, mais supprime un Humain.
* @param {number} human
* @param {number} adapted
* @param {'human'|'adapted'} totem
* @returns {Object}
*/
static _gainOneDie(human, adapted, totem) {
const limitTotem = 3;
const opposite = totem === "human" ? "adapted" : "human";
const total = human + adapted;
const current = totem === "human" ? human : adapted;
const oppositeVal = totem === "human" ? adapted : human;
// Le Totem cible est déjà au maximum (3) : impossible d'empiler.
if (current >= limitTotem) {
if (oppositeVal > 0) {
// Supprime un Dé du Totem opposé à la place (le gain n'augmente pas).
const result = { human, adapted, unchanged: false, replaced: true };
result[opposite] -= 1;
return result;
}
return { human, adapted, unchanged: true };
}
// Limite totale atteinte (5) : peut remplacer un Dé opposé.
if (total >= 5) {
if (oppositeVal > 0) {
const result = { human, adapted, unchanged: false, exchanged: true };
result[totem] += 1;
result[opposite] -= 1;
return result;
}
return { human, adapted, unchanged: true };
}
// Gain normal.
const result = { human, adapted, unchanged: false };
result[totem] += 1;
return result;
}
/**
* Résume les actions appliquées en un libellé localisé.
* @param {Array} actions
* @param {'human'|'adapted'} totem
* @returns {Object}
*/
static _summarize(actions, totem) {
const gained = actions.filter(a => a.ok && !a.exchanged && !a.replaced && !a.lost && !a.gainedAdapted).length;
const exchanged = actions.filter(a => a.exchanged).length;
const replaced = actions.filter(a => a.replaced).length;
const lost = actions.filter(a => a.lost).length;
const gainedAdapted = actions.filter(a => a.gainedAdapted).length;
const refused = actions.some(a => !a.ok);
return { totem, gained, exchanged, replaced, lost, gainedAdapted, refused };
}
}
+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({
+32 -10
View File
@@ -37,12 +37,23 @@ Hooks.once('init', async function () {
CONFIG.Actor.dataModels.npc = models.VermineNpcData;
CONFIG.Actor.dataModels.group = models.VermineGroupData;
CONFIG.Actor.dataModels.creature = models.VermineCreatureData;
CONFIG.Actor.dataModels.community = models.VermineCommunityData;
CONFIG.Actor.dataModels.vehicle = models.VermineVehicleData;
// Libellés des types "community"/"vehicle" (TYPES.Actor.* du core ne les connaît pas)
CONFIG.Actor.typeLabels ??= {};
CONFIG.Actor.typeLabels.community = "VERMINE.type_community";
CONFIG.Actor.typeLabels.vehicle = "VERMINE.type_vehicle";
Hooks.once('i18nInit', () => {
CONFIG.Actor.typeLabels.community = "VERMINE.type_community";
CONFIG.Actor.typeLabels.vehicle = "VERMINE.type_vehicle";
});
CONFIG.Item.dataModels.item = models.VermineItemData;
CONFIG.Item.dataModels.weapon = models.VermineWeaponData;
CONFIG.Item.dataModels.defense = models.VermineDefenseData;
CONFIG.Item.dataModels.vehicle = models.VermineVehicleData;
CONFIG.Item.dataModels.ability = models.VermineAbilityData;
CONFIG.Item.dataModels.creaturecapacity = models.VermineCreatureCapacityData;
CONFIG.Item.dataModels.specialty = models.VermineSpecialtyData;
CONFIG.Item.dataModels.background = models.VermineBackgroundData;
CONFIG.Item.dataModels.trauma = models.VermineTraumaData;
@@ -71,8 +82,8 @@ Hooks.once('init', async function () {
// Register sheet application classes (ApplicationV2)
// Unregister core sheets
foundry.applications.sheets.ActorSheetV2?.unregisterSheet?.("core", "Actor", {
types: ["character", "npc", "group", "creature"]
foundry.documents.collections.Actors.unregisterSheet("core", foundry.applications.sheets.ActorSheetV2, {
types: ["character", "npc", "group", "creature", "community", "vehicle"]
})
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1?.sheets?.ItemSheet)
@@ -89,6 +100,12 @@ Hooks.once('init', async function () {
foundry.documents.collections.Actors.registerSheet("vermine2047", sheets.VermineGroupSheetV2, {
types: ["group"], makeDefault: true, label: "VERMINE.Sheet.group"
})
foundry.documents.collections.Actors.registerSheet("vermine2047", sheets.VermineCommunitySheetV2, {
types: ["community"], makeDefault: true, label: "VERMINE.Sheet.community"
})
foundry.documents.collections.Actors.registerSheet("vermine2047", sheets.VermineVehicleSheetV2, {
types: ["vehicle"], makeDefault: true, label: "VERMINE.Sheet.vehicle"
})
// Item sheets — un par type
foundry.documents.collections.Items.registerSheet("vermine2047", sheets.VermineItemSheetV2, {
@@ -100,12 +117,12 @@ Hooks.once('init', async function () {
foundry.documents.collections.Items.registerSheet("vermine2047", sheets.VermineDefenseSheetV2, {
types: ["defense"], makeDefault: true
})
foundry.documents.collections.Items.registerSheet("vermine2047", sheets.VermineVehicleSheetV2, {
types: ["vehicle"], makeDefault: true
})
foundry.documents.collections.Items.registerSheet("vermine2047", sheets.VermineAbilitySheetV2, {
types: ["ability"], makeDefault: true
})
foundry.documents.collections.Items.registerSheet("vermine2047", sheets.VermineCreatureCapacitySheetV2, {
types: ["creaturecapacity"], makeDefault: true
})
foundry.documents.collections.Items.registerSheet("vermine2047", sheets.VermineSpecialtySheetV2, {
types: ["specialty"], makeDefault: true
})
@@ -178,9 +195,8 @@ Hooks.once('init', async function () {
"systems/vermine2047/templates/actor/appv2/character-stories.hbs",
"systems/vermine2047/templates/actor/appv2/character-combat.hbs",
"systems/vermine2047/templates/actor/appv2/npc-main.hbs",
"systems/vermine2047/templates/actor/appv2/npc-characteristics.hbs",
"systems/vermine2047/templates/actor/appv2/npc-skills.hbs",
"systems/vermine2047/templates/actor/appv2/npc-threat.hbs",
"systems/vermine2047/templates/actor/appv2/npc-traits.hbs",
"systems/vermine2047/templates/actor/appv2/npc-equipment.hbs",
"systems/vermine2047/templates/actor/appv2/npc-combat.hbs",
"systems/vermine2047/templates/actor/appv2/npc-notes.hbs",
"systems/vermine2047/templates/actor/appv2/group-main.hbs",
@@ -192,7 +208,13 @@ Hooks.once('init', async function () {
"systems/vermine2047/templates/actor/appv2/creature-info.hbs",
"systems/vermine2047/templates/actor/appv2/creature-stats.hbs",
"systems/vermine2047/templates/actor/appv2/creature-combat.hbs",
"systems/vermine2047/templates/actor/appv2/creature-effects.hbs"
"systems/vermine2047/templates/actor/appv2/creature-effects.hbs",
"systems/vermine2047/templates/actor/appv2/community-main.hbs",
"systems/vermine2047/templates/actor/appv2/community-identity.hbs",
"systems/vermine2047/templates/actor/appv2/community-domains.hbs",
"systems/vermine2047/templates/actor/appv2/community-resources.hbs",
"systems/vermine2047/templates/actor/appv2/vehicle-main.hbs",
"systems/vermine2047/templates/actor/appv2/vehicle-specs.hbs"
]);
});
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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);
}
}

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