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@@ -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
|
||||
|
||||
@@ -19,6 +19,9 @@ foundry
|
||||
# Ancien dossier SCSS (archivé)
|
||||
scss_old/
|
||||
|
||||
# Outils d'audit local
|
||||
.swival/
|
||||
|
||||
# Fichiers CSS générés
|
||||
css/vermine2047.*.css
|
||||
!css/vermine2047.css
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||||
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||||
Binary file not shown.
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After Width: | Height: | Size: 54 KiB |
@@ -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.*
|
||||
+221
-3
@@ -147,6 +147,8 @@
|
||||
"pools": "Reserves",
|
||||
"self_control": "Self-control",
|
||||
"effort": "Effort",
|
||||
"equip": "Equip",
|
||||
"unequip": "Unequip",
|
||||
"group": "Group",
|
||||
"abilities": "Characteristics",
|
||||
"ability": "Characteristic",
|
||||
@@ -172,6 +174,15 @@
|
||||
"range": "Range",
|
||||
"ranges": "Ranges",
|
||||
"mobility": "Mobility",
|
||||
"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",
|
||||
"rarity": "Rarity",
|
||||
"rarity_sm": "Rar.",
|
||||
"reliability": "Reliability",
|
||||
@@ -202,6 +213,7 @@
|
||||
"type_character": "Character",
|
||||
"type_npc": "NPC",
|
||||
"type_creature": "Creature",
|
||||
"type_community": "Community",
|
||||
"type": "Type",
|
||||
"group_members": "Members",
|
||||
"encounters": "Encounters",
|
||||
@@ -223,6 +235,7 @@
|
||||
"world": "World"
|
||||
},
|
||||
"CharacterNamePlaceholder": "Character Name",
|
||||
"ProfilePlaceholder": "Profile",
|
||||
"none": "None",
|
||||
"bonuses": "Bonuses",
|
||||
"choose_ability": "Choose Ability",
|
||||
@@ -240,6 +253,29 @@
|
||||
"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",
|
||||
@@ -257,12 +293,108 @@
|
||||
"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",
|
||||
"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",
|
||||
"open_experience_phase": "Experience phase",
|
||||
"open_learning": "Learning",
|
||||
"learning_limits": "Learning limits (per phase)",
|
||||
"learned_skill": "Skill",
|
||||
"learned_specialty": "Specialty",
|
||||
"learned_reserve": "Reserve",
|
||||
"learned_characteristic": "Characteristic",
|
||||
"learned_evolution": "Evolution",
|
||||
"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_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.",
|
||||
"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).",
|
||||
"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"
|
||||
},
|
||||
"base_values": "Base Values",
|
||||
"computed_values": "Computed Values",
|
||||
@@ -326,6 +458,91 @@
|
||||
"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",
|
||||
@@ -573,7 +790,7 @@
|
||||
"name": "Repulsion"
|
||||
},
|
||||
"tracks": {
|
||||
"name": "Tracks"
|
||||
"name": "Tracking"
|
||||
},
|
||||
"crafting": {
|
||||
"name": "Crafting"
|
||||
@@ -603,7 +820,7 @@
|
||||
"name": "Melee"
|
||||
},
|
||||
"archery": {
|
||||
"name": "Ranged"
|
||||
"name": "Ranged Weapons"
|
||||
},
|
||||
"throwing": {
|
||||
"name": "Throwing"
|
||||
@@ -655,6 +872,7 @@
|
||||
"Round": "Round"
|
||||
},
|
||||
"SIZE_LEVELS": {
|
||||
"tiny": "Insect",
|
||||
"small": "Small",
|
||||
"medium": "Medium",
|
||||
"large": "Large"
|
||||
|
||||
+217
-5
@@ -93,7 +93,7 @@
|
||||
"AGE_TYPES": {
|
||||
"young": "Jeune",
|
||||
"adult": "Adulte",
|
||||
"old": "Vieux"
|
||||
"old": "Ancien"
|
||||
},
|
||||
"IDENTITY": {
|
||||
"biography": "Biographie",
|
||||
@@ -154,6 +154,8 @@
|
||||
"reserves": "Réserves",
|
||||
"self_control": "Sang-Froid",
|
||||
"effort": "Effort",
|
||||
"equip": "Équiper",
|
||||
"unequip": "Déséquiper",
|
||||
"preferred_category": "Catégorie préférée",
|
||||
"wounds": {
|
||||
"name": "Blessures",
|
||||
@@ -188,6 +190,29 @@
|
||||
"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 +255,15 @@
|
||||
"range": "Portée",
|
||||
"ranges": "Portées",
|
||||
"mobility": "Mobilité",
|
||||
"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",
|
||||
"rarity": "Rareté",
|
||||
"rarity_sm": "Rar.",
|
||||
"reliability": "Fiabilité",
|
||||
@@ -244,6 +278,94 @@
|
||||
"totem_dice": "Dés de totem",
|
||||
"keep_totem": "Garder le totem",
|
||||
"totem_hint": "Cochez pour utiliser les dés de totem (double réussite possible)",
|
||||
"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",
|
||||
"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",
|
||||
"open_experience_phase": "Phase d'Expérience",
|
||||
"open_learning": "Apprentissage",
|
||||
"learning_limits": "Limites d'apprentissage (par phase)",
|
||||
"learned_skill": "Compétence",
|
||||
"learned_specialty": "Spécialité",
|
||||
"learned_reserve": "Réserve",
|
||||
"learned_characteristic": "Caractéristique",
|
||||
"learned_evolution": "Évolution",
|
||||
"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_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.",
|
||||
"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).",
|
||||
"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 +381,8 @@
|
||||
"totem": "Totem et ajustements",
|
||||
"combat": "Combat et reserves",
|
||||
"equipment": "Matériel",
|
||||
"stories": "Histoire"
|
||||
"stories": "Histoire",
|
||||
"experience": "Expérience"
|
||||
},
|
||||
"ammo": "Munitions",
|
||||
"ammo_sm": "Mun",
|
||||
@@ -281,6 +404,7 @@
|
||||
"type_character": "Personnage",
|
||||
"type_npc": "PNJ",
|
||||
"type_creature": "Créature",
|
||||
"type_community": "Communauté",
|
||||
"type": "Type",
|
||||
"group_members": "Membres",
|
||||
"encounters": "Rencontres",
|
||||
@@ -314,6 +438,7 @@
|
||||
"total_damage": "Dégâts totaux",
|
||||
"wound_thresholds": "Seuils de blessures",
|
||||
"CharacterNamePlaceholder": "Nom du personnage",
|
||||
"ProfilePlaceholder": "Profil",
|
||||
"sexes": {
|
||||
"female": "Féminin",
|
||||
"male": "Masculin"
|
||||
@@ -325,7 +450,8 @@
|
||||
"character": "Personnage",
|
||||
"npc": "PNJ",
|
||||
"group": "Groupe",
|
||||
"creature": "Créature"
|
||||
"creature": "Créature",
|
||||
"community": "Communauté"
|
||||
}
|
||||
},
|
||||
"UI": {
|
||||
@@ -343,6 +469,91 @@
|
||||
"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",
|
||||
@@ -432,6 +643,7 @@
|
||||
"major": "Majeur"
|
||||
},
|
||||
"SIZE_LEVELS": {
|
||||
"tiny": "Insecte",
|
||||
"small": "Petit",
|
||||
"medium": "Moyen",
|
||||
"large": "Grand"
|
||||
@@ -595,7 +807,7 @@
|
||||
"name": "Répulsion"
|
||||
},
|
||||
"tracks": {
|
||||
"name": "Pistage"
|
||||
"name": "Traces"
|
||||
},
|
||||
"crafting": {
|
||||
"name": "Artisanat"
|
||||
@@ -616,7 +828,7 @@
|
||||
"name": "Armes à feu"
|
||||
},
|
||||
"archery": {
|
||||
"name": "Tir à l'arc"
|
||||
"name": "Armes de Tir"
|
||||
},
|
||||
"armory": {
|
||||
"name": "Armurerie"
|
||||
|
||||
+41
-12
@@ -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 {
|
||||
@@ -291,7 +295,7 @@
|
||||
|
||||
.chooseTotem {
|
||||
font-family: "DistressBlack", sans-serif;
|
||||
font-size: 0.9rem;
|
||||
font-size: 0.8rem;
|
||||
cursor: pointer;
|
||||
|
||||
&:hover {
|
||||
@@ -331,21 +335,39 @@
|
||||
}
|
||||
|
||||
.padding-with-frieze {
|
||||
margin-left: 18% !important;
|
||||
margin-right: 10% !important;
|
||||
padding: 0.25rem;
|
||||
|
||||
li {
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
.major-totem {
|
||||
position: relative;
|
||||
|
||||
.resource-label {
|
||||
h4 {
|
||||
position: absolute;
|
||||
transform: rotate(-8deg);
|
||||
opacity: 1;
|
||||
transition: 0.2s;
|
||||
font-size: 1em;
|
||||
}
|
||||
}
|
||||
|
||||
.major-totem {
|
||||
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 {
|
||||
margin: 0;
|
||||
font-size: 1.1em;
|
||||
}
|
||||
|
||||
.img-totem {
|
||||
width: 64px;
|
||||
height: 64px;
|
||||
filter: drop-shadow(0px 0px 10px rgb(0, 0, 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -377,7 +399,7 @@
|
||||
}
|
||||
|
||||
.char-vermine2047 {
|
||||
font-size: 1.5rem;
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -409,6 +431,13 @@
|
||||
}
|
||||
}
|
||||
|
||||
// ── 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;
|
||||
|
||||
@@ -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-amber;
|
||||
}
|
||||
}
|
||||
|
||||
.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-amber;
|
||||
}
|
||||
|
||||
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-amber; .gauge-state { color: @color-amber; } }
|
||||
&.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-amber; }
|
||||
&.crisis { color: @color-hemolymph; }
|
||||
}
|
||||
}
|
||||
+38
-29
@@ -19,17 +19,39 @@
|
||||
}
|
||||
|
||||
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 +75,31 @@
|
||||
}
|
||||
|
||||
.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);
|
||||
|
||||
i {
|
||||
transform: rotate(180deg);
|
||||
color: @totem-adapted-color;
|
||||
}
|
||||
}
|
||||
|
||||
.adapted-dice i {
|
||||
transform: rotate(180deg);
|
||||
padding-top: 0.5rem;
|
||||
color: @totem-adapted-color;
|
||||
}
|
||||
}
|
||||
|
||||
.human {
|
||||
left: 0;
|
||||
img { left: 0; }
|
||||
}
|
||||
|
||||
.adapted {
|
||||
right: 0;
|
||||
img { right: 0; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+461
-3
@@ -44,6 +44,24 @@ body.system-vermine2047.theme-dark {
|
||||
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;
|
||||
}
|
||||
@@ -97,6 +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; }
|
||||
@@ -113,6 +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 {
|
||||
@@ -420,7 +477,7 @@ body.system-vermine2047 img#logo {
|
||||
}
|
||||
|
||||
.item-name {
|
||||
padding-left: 5px;
|
||||
padding: 0 2px 0 5px;
|
||||
text-align: left;
|
||||
}
|
||||
}
|
||||
@@ -674,6 +731,296 @@ ol.chat-log {
|
||||
color: @color-amber;
|
||||
}
|
||||
}
|
||||
|
||||
// ── 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-amber;
|
||||
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-amber;
|
||||
background: fade(@color-amber, 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-amber; }
|
||||
}
|
||||
|
||||
.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; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
div.item-card header img {
|
||||
@@ -681,11 +1028,122 @@ 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-amber;
|
||||
}
|
||||
|
||||
.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-amber;
|
||||
}
|
||||
}
|
||||
|
||||
.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-amber;
|
||||
}
|
||||
}
|
||||
|
||||
.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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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-amber;
|
||||
}
|
||||
|
||||
.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-amber;
|
||||
}
|
||||
|
||||
.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-amber; }
|
||||
}
|
||||
}
|
||||
|
||||
.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-amber;
|
||||
background: fade(@color-amber, 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-amber;
|
||||
}
|
||||
|
||||
.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;
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
@import "actor/npc";
|
||||
@import "actor/group";
|
||||
@import "actor/creature";
|
||||
@import "actor/community";
|
||||
|
||||
// 6. Styles des items
|
||||
@import "items";
|
||||
|
||||
@@ -4,6 +4,7 @@ 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 {
|
||||
VermineItemSheetV2,
|
||||
VermineWeaponSheetV2,
|
||||
|
||||
@@ -30,8 +30,10 @@ export default class VermineBaseActorSheet extends HandlebarsApplicationMixin(fo
|
||||
toggleSheet: VermineBaseActorSheet.#onToggleSheet,
|
||||
edit: VermineBaseActorSheet.#onItemEdit,
|
||||
delete: VermineBaseActorSheet.#onItemDelete,
|
||||
toggleEquip: VermineBaseActorSheet.#onToggleEquip,
|
||||
create: VermineBaseActorSheet.#onItemCreate,
|
||||
roll: VermineBaseActorSheet.#onRollItem,
|
||||
attack: VermineBaseActorSheet.#onAttack,
|
||||
clickRadio: VermineBaseActorSheet.#onClickRadioHexa,
|
||||
effectControl: VermineBaseActorSheet.#onEffectControl,
|
||||
chooseTotem: VermineBaseActorSheet.#onChooseTotem
|
||||
@@ -114,7 +116,8 @@ 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")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -230,9 +233,39 @@ export default class VermineBaseActorSheet extends HandlebarsApplicationMixin(fo
|
||||
const id = target.closest("[data-item-id]")?.dataset?.itemId
|
||||
if (!id) return
|
||||
const item = this.document.items.get(id)
|
||||
if (!item) 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) {
|
||||
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()
|
||||
|
||||
@@ -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))
|
||||
}
|
||||
|
||||
|
||||
@@ -7,18 +7,21 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
|
||||
position: { width: 860, height: 720 },
|
||||
window: { contentClasses: ["character-content"] },
|
||||
actions: {
|
||||
addSpecialty: VermineCharacterSheetV2.#onAddSpecialty
|
||||
addSpecialty: VermineCharacterSheetV2.#onAddSpecialty,
|
||||
openExperiencePhase: VermineCharacterSheetV2.#onOpenExperiencePhase,
|
||||
openLearning: VermineCharacterSheetV2.#onOpenLearning
|
||||
}
|
||||
}
|
||||
|
||||
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 +32,8 @@ 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 +55,7 @@ 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
|
||||
@@ -73,9 +78,21 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
|
||||
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 +112,16 @@ 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)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 })
|
||||
}
|
||||
}
|
||||
@@ -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" }
|
||||
@@ -61,13 +65,28 @@ export default class VermineCreatureSheetV2 extends VermineBaseActorSheet {
|
||||
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.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 || 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 +96,15 @@ 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). */
|
||||
async _onRoll(event) {
|
||||
event.preventDefault()
|
||||
const el = event.currentTarget
|
||||
const type = el.dataset.type
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,17 +11,18 @@ export default class VermineGroupSheetV2 extends VermineBaseActorSheet {
|
||||
deleteMember: VermineGroupSheetV2.#onDeleteMember,
|
||||
deleteEncounter: VermineGroupSheetV2.#onDeleteEncounter,
|
||||
deleteObjective: VermineGroupSheetV2.#onDeleteObjective,
|
||||
addObjective: VermineGroupSheetV2.#onAddObjective
|
||||
addObjective: VermineGroupSheetV2.#onAddObjective,
|
||||
createTotemAbility: VermineGroupSheetV2.#onCreateTotemAbility
|
||||
}
|
||||
}
|
||||
|
||||
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" }
|
||||
@@ -67,7 +68,8 @@ export default class VermineGroupSheetV2 extends VermineBaseActorSheet {
|
||||
case "main": break
|
||||
case "info":
|
||||
context.tab = context.tabs.info
|
||||
context.abilities = doc.itemTypes.ability
|
||||
context.abilities = doc.itemTypes.ability.filter(i => i.system.type !== "totem")
|
||||
context.totem_abilities = doc.itemTypes.ability.filter(i => i.system.type === "totem")
|
||||
context.specialties = doc.itemTypes.specialty
|
||||
context.backgrounds = doc.itemTypes.background
|
||||
context.traumas = doc.itemTypes.trauma
|
||||
@@ -135,4 +137,9 @@ 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" } }])
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,71 +3,93 @@ 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" } }
|
||||
static PARTS = { main: { template: "systems/vermine2047/templates/item/item-defense-sheet.hbs", scrollable: [""] } }
|
||||
}
|
||||
|
||||
// ── 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-vehicle-sheet.hbs", scrollable: [""] } }
|
||||
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
// 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)
|
||||
}))
|
||||
return context
|
||||
}
|
||||
|
||||
/** @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
|
||||
}
|
||||
}
|
||||
|
||||
// ── 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: [""] } }
|
||||
}
|
||||
|
||||
// ── 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: [""] } }
|
||||
}
|
||||
|
||||
@@ -2,6 +2,10 @@ import VermineBaseActorSheet from "./base-actor-sheet.mjs"
|
||||
|
||||
export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
|
||||
|
||||
// La fiche PNJ s'ouvre en mode édition : caractéristiques, compétences et
|
||||
// niveaux 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 },
|
||||
@@ -9,13 +13,14 @@ 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" }
|
||||
characteristics: { template: "systems/vermine2047/templates/actor/appv2/npc-characteristics.hbs", scrollable: [""] },
|
||||
skills: { template: "systems/vermine2047/templates/actor/appv2/npc-skills.hbs", scrollable: [""] },
|
||||
equipment: { template: "systems/vermine2047/templates/actor/appv2/npc-equipment.hbs", scrollable: [""] },
|
||||
threat: { template: "systems/vermine2047/templates/actor/appv2/npc-threat.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" }
|
||||
@@ -24,6 +29,7 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
|
||||
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" },
|
||||
equipment: { id: "equipment", group: "sheet", icon: "fas fa-hammer", label: "VERMINE.tabs.equipment" },
|
||||
threat: { id: "threat", group: "sheet", icon: "fas fa-exclamation-triangle", label: "ADVERSITY.threat" },
|
||||
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" }
|
||||
@@ -57,11 +63,18 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
|
||||
case "skills":
|
||||
context.tab = context.tabs.skills
|
||||
break
|
||||
case "equipment":
|
||||
context.tab = context.tabs.equipment
|
||||
context.weapons = doc.itemTypes.weapon
|
||||
context.defenses = doc.itemTypes.defense
|
||||
break
|
||||
case "threat":
|
||||
context.tab = context.tabs.threat
|
||||
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
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -2,6 +2,7 @@ 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"
|
||||
|
||||
@@ -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 })
|
||||
})
|
||||
}
|
||||
|
||||
@@ -72,8 +72,40 @@ 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 })
|
||||
})
|
||||
}),
|
||||
|
||||
// Rencontres
|
||||
@@ -127,7 +159,8 @@ 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)
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -140,7 +173,8 @@ 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)
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -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"
|
||||
}
|
||||
}
|
||||
}
|
||||
+32
-11
@@ -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),
|
||||
|
||||
@@ -97,28 +97,38 @@ export default class VermineCreatureData extends foundry.abstract.TypeDataModel
|
||||
*/
|
||||
_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] || {}
|
||||
|
||||
// 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 + réaction du rôle
|
||||
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)
|
||||
@@ -141,21 +151,32 @@ export default class VermineCreatureData extends foundry.abstract.TypeDataModel
|
||||
*/
|
||||
_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] || {}
|
||||
|
||||
// Les modificateurs de Taille se cumulent (Taille N = somme des tailles 1..N).
|
||||
const sizeLevels = CONFIG.VERMINE.creatureSizeLevels || {}
|
||||
let sizeMinor = 0
|
||||
let sizeMajor = 0
|
||||
let sizeDeadly = 0
|
||||
for (let i = 1; i <= sizeLevel; i++) {
|
||||
const cfg = sizeLevels[i] || {}
|
||||
sizeMinor += cfg.minorWound || 0
|
||||
sizeMajor += cfg.majorWound || 0
|
||||
sizeDeadly += cfg.deadlyWound || 0
|
||||
}
|
||||
|
||||
this.minorWound.threshold = (patternConfig.minorWound || 0)
|
||||
+ (sizeConfig.minorWound || 0)
|
||||
+ sizeMinor
|
||||
+ (packConfig.minorWound || 0)
|
||||
this.majorWound.threshold = (patternConfig.majorWound || 0)
|
||||
+ (sizeConfig.majorWound || 0)
|
||||
+ sizeMajor
|
||||
+ (packConfig.majorWound || 0)
|
||||
this.deadlyWound.threshold = (patternConfig.deadlyWound || 0)
|
||||
+ (sizeConfig.deadlyWound || 0)
|
||||
+ sizeDeadly
|
||||
+ (packConfig.deadlyWound || 0)
|
||||
|
||||
// Max de blessures
|
||||
|
||||
@@ -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 })
|
||||
|
||||
@@ -75,6 +75,11 @@ 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 })
|
||||
}),
|
||||
|
||||
// Rencontres
|
||||
encounters: new fields.ArrayField(new fields.StringField({ required: true, nullable: false, initial: "" }))
|
||||
}
|
||||
|
||||
@@ -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 })
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
import { baseItemSchema } from "./_shared.mjs"
|
||||
|
||||
/**
|
||||
* DataModel pour les items de type "vehicle" (véhicules).
|
||||
* DataModel pour les items de type "vehicle" (véhicules et montures).
|
||||
* Caractéristiques : Rareté, Fiabilité, Distance, Vitesse (croisière/pointe),
|
||||
* Entretien (compétences) et Réserve d'Effort (montures).
|
||||
* @augments {foundry.abstract.TypeDataModel}
|
||||
*/
|
||||
export default class VermineVehicleData extends foundry.abstract.TypeDataModel {
|
||||
@@ -14,6 +16,27 @@ export default class VermineVehicleData extends foundry.abstract.TypeDataModel {
|
||||
const reqInt = { required: true, nullable: false, integer: true }
|
||||
return {
|
||||
...baseItemSchema(),
|
||||
// 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 (héritée)
|
||||
mobility: new fields.NumberField({ ...reqInt, initial: 3, min: 0 })
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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({
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api
|
||||
|
||||
export class TotemPicker extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
|
||||
constructor(linkEl, actor) {
|
||||
@@ -24,9 +26,9 @@ export class TotemPicker extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
return { config: CONFIG.VERMINE };
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.querySelectorAll('.totem').forEach(el => {
|
||||
_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;
|
||||
@@ -80,9 +82,9 @@ export class ActorPicker extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
};
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.querySelectorAll('.actor').forEach(el => {
|
||||
_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;
|
||||
@@ -148,15 +150,15 @@ export class TraitSelector extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
};
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
this._validateTraits(html);
|
||||
html.querySelectorAll('input').forEach(el => {
|
||||
_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) {
|
||||
_validateTraits(html) {
|
||||
const checks = html.querySelectorAll("input.trait-selector");
|
||||
for (const inp of checks) {
|
||||
if (this.targetItem.system.traits[inp.dataset.trait]) {
|
||||
@@ -165,7 +167,6 @@ export class TraitSelector extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
}
|
||||
}
|
||||
}
|
||||
await this.render(true);
|
||||
}
|
||||
|
||||
async _onChangeInput(ev) {
|
||||
|
||||
@@ -139,9 +139,10 @@ VERMINE.creaturePatternLevels = {
|
||||
* 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, "minorWound": 0, "majorWound": 0, "deadlyWound": 0 },
|
||||
1: { "label": "SIZE_LEVELS.small", "attack": 1, "vigor": 1, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
|
||||
2: { "label": "SIZE_LEVELS.medium", "attack": 2, "vigor": 2, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 },
|
||||
3: { "label": "SIZE_LEVELS.large", "attack": 3, "vigor": 3, "minorWound": 3, "majorWound": 3, "deadlyWound": 3 }
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -468,3 +469,54 @@ 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"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,399 @@
|
||||
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 total = this.basePool + selfControl + pools + specialty + help + tooling + group;
|
||||
return { ability, skill, selfControl, pools, specialty, help, tooling, group, 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;
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
await VermineUtils.roll({
|
||||
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 }
|
||||
});
|
||||
|
||||
this.close();
|
||||
}
|
||||
|
||||
#getRangeKey() {
|
||||
const el = this.#el.querySelector('input[name="combat-difficulty"]:checked');
|
||||
return el?.dataset?.rangeKey ?? null;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,150 @@
|
||||
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");
|
||||
return {
|
||||
characters: characters.map(a => ({
|
||||
id: a.id,
|
||||
name: a.name,
|
||||
dice: a.system?.experience?.dice || 0
|
||||
})),
|
||||
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.#updateUI();
|
||||
}
|
||||
|
||||
#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`;
|
||||
}
|
||||
|
||||
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;
|
||||
await group.update({ "system.experience.dice": current + collective });
|
||||
}
|
||||
}
|
||||
|
||||
const results = [];
|
||||
for (const row of this.element.querySelectorAll("[data-character-id]")) {
|
||||
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
|
||||
};
|
||||
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 +1,327 @@
|
||||
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
|
||||
* Dé 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)
|
||||
}));
|
||||
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
|
||||
};
|
||||
}
|
||||
|
||||
async _onRender(context, options) {
|
||||
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 ?? "";
|
||||
return this.#el.querySelector("#learning-target")?.value ?? "";
|
||||
}
|
||||
|
||||
#getDiceSpent() {
|
||||
return Math.max(1, parseInt(this.#el.querySelector("#learning-dice")?.value, 10) || 1);
|
||||
}
|
||||
|
||||
#getSpecialtyName() {
|
||||
return this.#el.querySelector("#specialty-name")?.value?.trim() || game.i18n.localize("ITEMS.new_specialty");
|
||||
}
|
||||
|
||||
#compute() {
|
||||
const actor = this.#actor;
|
||||
const type = this.#getType();
|
||||
const key = this.#getTargetKey();
|
||||
const difficulty = 7;
|
||||
let handicap = 0;
|
||||
let poolModifier = 0;
|
||||
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,
|
||||
label,
|
||||
targetLabel: key ? game.i18n.localize(key === "self_control" ? "VERMINE.self_control" : "VERMINE.effort") : ""
|
||||
};
|
||||
}
|
||||
// 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),
|
||||
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");
|
||||
|
||||
// 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);
|
||||
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 async #onCancel(event, target) {
|
||||
this.close();
|
||||
}
|
||||
|
||||
static async #onRoll(event, target) {
|
||||
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 et
|
||||
// un seul Dé d'Évolution par phase.
|
||||
if (ex?.learned?.phase === ex?.phase) {
|
||||
const flagMap = { skill: "skill", specialty: "specialty", reserve: "reserve", characteristic: "characteristic", evolution: "evolution" };
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
const specialtyName = this.#getSpecialtyName();
|
||||
if ((roll._total ?? 0) >= required) {
|
||||
await this.#applySuccess(c, spent, specialtyName);
|
||||
}
|
||||
this.close();
|
||||
}
|
||||
|
||||
async #applySuccess(c, spent, specialtyName) {
|
||||
const actor = this.#actor;
|
||||
const updates = { "system.experience.dice": (actor.system.experience.dice || 0) - spent };
|
||||
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 {
|
||||
updates["system.experience.evolution"] = (actor.system.experience.evolution || 0) + 1;
|
||||
updates["system.experience.learned.evolution"] = true;
|
||||
}
|
||||
updates["system.experience.learned.phase"] = actor.system.experience.phase;
|
||||
await actor.update(updates);
|
||||
ui.notifications.info(game.i18n.localize("VERMINE.learning_success"));
|
||||
}
|
||||
}
|
||||
@@ -23,7 +23,8 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
||||
},
|
||||
actions: {
|
||||
roll: RollDialog.#onRoll,
|
||||
cancel: RollDialog.#onCancel
|
||||
cancel: RollDialog.#onCancel,
|
||||
giveToGroup: RollDialog.#onGiveToGroup
|
||||
}
|
||||
};
|
||||
|
||||
@@ -32,6 +33,9 @@ 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 +46,7 @@ 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 +54,16 @@ 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 +76,28 @@ 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 +120,7 @@ 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 +137,44 @@ 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 total = ability + skillPool + selfControl + specialty + help + tooling + group + experience;
|
||||
return { ability, skill: skillPool, selfControl, specialty, help, tooling, group, experience, 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() {
|
||||
@@ -199,6 +251,40 @@ 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 +292,32 @@ 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;
|
||||
}
|
||||
|
||||
#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 +384,29 @@ 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) {
|
||||
@@ -305,6 +428,26 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
||||
await this.#actor.update({ "system.attributes.self_control.value": newVal });
|
||||
}
|
||||
|
||||
// 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 });
|
||||
}
|
||||
|
||||
await VermineUtils.roll({
|
||||
actor: this.#actor,
|
||||
NoD: this.getDicePool(),
|
||||
@@ -318,7 +461,12 @@ 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
|
||||
});
|
||||
|
||||
this.close();
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -0,0 +1,495 @@
|
||||
/**
|
||||
* 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)
|
||||
}
|
||||
|
||||
/**
|
||||
* Applique +1 dans la catégorie de blessure indiquée (plafonné au max).
|
||||
* @param {Actor} actor
|
||||
* @param {string} woundCategory 'minorWound' | 'majorWound' | 'deadlyWound'
|
||||
* @returns {Promise<number|boolean>} nouvelle valeur, ou false si refusé
|
||||
*/
|
||||
static async applyWound(actor, woundCategory) {
|
||||
if (!actor || !woundCategory) return null
|
||||
if (!this.canApplyWound(actor)) return false
|
||||
const current = actor.system?.[woundCategory]?.value || 0
|
||||
const max = actor.system?.[woundCategory]?.max ?? Number.POSITIVE_INFINITY
|
||||
const next = Math.min(current + 1, max)
|
||||
await actor.update({ [`system.${woundCategory}.value`]: next })
|
||||
return next
|
||||
}
|
||||
|
||||
// ── 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} · ${t('VERMINE.defender_successes')}: ${r.defenderSuccesses} → ${verdict}</div>`
|
||||
]
|
||||
if (r.hit) {
|
||||
lines.push(`<div class="resolution-line">${t('VERMINE.raw_damage')}: <strong>${r.damage}</strong>${r.protection ? ` − ${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 { 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: {
|
||||
exchangeId: exchange.id,
|
||||
type,
|
||||
actorId: actor.id,
|
||||
actorUuid: actor.uuid,
|
||||
actorName: actor.name,
|
||||
difficulty: exchange.difficulty,
|
||||
parryLevel: type === 'parade' ? this.#parryLevel(actor) : null
|
||||
}
|
||||
})
|
||||
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 next = await this.applyWound(defender, wound)
|
||||
if (next === false) return
|
||||
btn.disabled = true
|
||||
btn.innerHTML = `<i class="fas fa-check"></i> ${game.i18n.localize('VERMINE.wound_applied')}`
|
||||
// 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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,146 @@
|
||||
/**
|
||||
* 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 Dé 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
|
||||
}
|
||||
|
||||
/**
|
||||
* 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)
|
||||
}
|
||||
}
|
||||
+64
-15
@@ -184,10 +184,9 @@ export class VermineCombat extends Combat {
|
||||
// encounter check
|
||||
}
|
||||
|
||||
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
|
||||
async rollInitiative(ids, {formula=null, updateTurn=true, messageMode, messageOptions={}}={}) {
|
||||
// roll initiative
|
||||
return super.rollInitiative(ids, formula, messageOptions)
|
||||
|
||||
return super.rollInitiative(ids, {formula, updateTurn, messageMode, messageOptions});
|
||||
}
|
||||
|
||||
nextRound() {
|
||||
@@ -224,24 +223,74 @@ export class VermineCombat extends Combat {
|
||||
|
||||
export class VermineCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
|
||||
|
||||
get template() {
|
||||
return "systems/vermine2047/templates/combat-tracker.hbs";
|
||||
}
|
||||
|
||||
async getData(options) {
|
||||
const context = await super.getData(options);
|
||||
|
||||
if (!context.hasCombat) {
|
||||
return context;
|
||||
/** @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 });
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
return context;
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.querySelectorAll("[data-attitude]").forEach(el => {
|
||||
/** @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;
|
||||
}
|
||||
|
||||
_onRender(context, options) {
|
||||
super._onRender(context, options);
|
||||
this.element.querySelectorAll("[data-attitude]").forEach(el => {
|
||||
el.addEventListener("click", this._setStatut.bind(this));
|
||||
});
|
||||
}
|
||||
|
||||
@@ -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",
|
||||
@@ -100,6 +102,21 @@ export const registerHandlebarsHelpers = function () {
|
||||
return game.i18n.localize(arrayLabel + "." + objectLabel + ".name");
|
||||
});
|
||||
|
||||
// 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) {
|
||||
return game.i18n.localize(arrayLabel + "." + objectLabel + "." + key);
|
||||
});
|
||||
@@ -347,6 +364,9 @@ 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);
|
||||
});
|
||||
|
||||
|
||||
//math operations
|
||||
@@ -388,4 +408,15 @@ 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 "";
|
||||
});
|
||||
}
|
||||
+10
-6
@@ -41,6 +41,10 @@ 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') })
|
||||
@@ -69,8 +73,8 @@ export const registerHooks = function () {
|
||||
});
|
||||
|
||||
// changement de la pause
|
||||
Hooks.on("renderPause", async function () {
|
||||
const pauseEl = document.getElementById("pause");
|
||||
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';
|
||||
@@ -94,17 +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));
|
||||
}
|
||||
});
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
+131
-102
@@ -29,7 +29,13 @@ export class VermineUtils {
|
||||
keepTotem = null,
|
||||
skillLevel = null,
|
||||
hasSpecialty = false,
|
||||
handicap = 0
|
||||
handicap = 0,
|
||||
poolBreakdown = null,
|
||||
specialtyName = null,
|
||||
weapon = null,
|
||||
targets = [],
|
||||
attack = null,
|
||||
messageFlags = null
|
||||
}) {
|
||||
// Validate inputs
|
||||
if (!actor) {
|
||||
@@ -49,22 +55,13 @@ export class VermineUtils {
|
||||
totemBonus = this._calculateTotemDomainBonuses(skillCategory, actor);
|
||||
}
|
||||
|
||||
// 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
|
||||
@@ -78,7 +75,7 @@ export class VermineUtils {
|
||||
// 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
|
||||
@@ -105,8 +102,8 @@ export class VermineUtils {
|
||||
}
|
||||
}
|
||||
|
||||
// Apply handicap (wounds/maluses reduce dice pool)
|
||||
NoD = Math.max(1, NoD - handicap)
|
||||
// Ensure the dice pool cannot go below zero
|
||||
NoD = Math.max(0, NoD)
|
||||
|
||||
// Build base formula
|
||||
const baseFormula = `${NoD}d10cs>=${adjustedDifficulty}[regular_${safeUserName}]`;
|
||||
@@ -114,6 +111,27 @@ export class VermineUtils {
|
||||
// Build final formula
|
||||
formula = modFormula !== null ? `${baseFormula}+${modFormula}` : baseFormula;
|
||||
|
||||
// Reconcile the breakdown displayed in chat with the dice actually rolled.
|
||||
// Domain bonuses/malus are only applied when the corresponding totem die
|
||||
// is used, and totem dice replace (not add to) base-pool dice.
|
||||
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;
|
||||
}
|
||||
// Only count the domain bonus of totems actually activated in the roll.
|
||||
const domainBonus = (totems.human ? totemBonus.human : 0)
|
||||
+ (totems.adapted ? totemBonus.adapted : 0);
|
||||
const basePool = poolBreakdown.total;
|
||||
poolBreakdown.totemDice = totemDice;
|
||||
poolBreakdown.domainBonus = domainBonus;
|
||||
// Total = nombre réel de dés lancés (NoD réguliers + dés de totem).
|
||||
// Équivaut à basePool + domainBonus sauf si le pool régulier clampe à 0.
|
||||
poolBreakdown.total = NoD + totemDice;
|
||||
}
|
||||
|
||||
// Create the roll
|
||||
const roll = new Roll(formula, actor.getRollData());
|
||||
|
||||
@@ -126,7 +144,6 @@ export class VermineUtils {
|
||||
skillCategory: skillCategory,
|
||||
skillLevel: skillLevel,
|
||||
hasSpecialty: hasSpecialty,
|
||||
autoSuccesses: autoSuccesses,
|
||||
totemBonuses: { ...totemBonus },
|
||||
baseNoD: NoD,
|
||||
rerolls: Reroll,
|
||||
@@ -152,7 +169,14 @@ export class VermineUtils {
|
||||
skillCategory,
|
||||
keepTotem,
|
||||
skillLevel,
|
||||
hasSpecialty
|
||||
hasSpecialty,
|
||||
handicap,
|
||||
poolBreakdown,
|
||||
specialtyName,
|
||||
weapon,
|
||||
targets,
|
||||
attack,
|
||||
messageFlags
|
||||
});
|
||||
|
||||
return roll;
|
||||
@@ -205,70 +229,13 @@ export class VermineUtils {
|
||||
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
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
@@ -277,7 +244,7 @@ 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;
|
||||
}
|
||||
@@ -287,22 +254,22 @@ 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, '_');
|
||||
@@ -331,30 +298,68 @@ 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;
|
||||
});
|
||||
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
|
||||
});
|
||||
@@ -380,10 +385,11 @@ export class VermineUtils {
|
||||
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);
|
||||
}
|
||||
});
|
||||
});
|
||||
@@ -402,6 +408,7 @@ export class VermineUtils {
|
||||
// Add click event for granting rerolls
|
||||
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");
|
||||
|
||||
@@ -409,13 +416,13 @@ export class VermineUtils {
|
||||
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) {
|
||||
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);
|
||||
@@ -467,15 +474,37 @@ 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 total = roll._total ?? 0;
|
||||
const verdict = {
|
||||
success: total >= required,
|
||||
total,
|
||||
required
|
||||
};
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
+18
-2
@@ -37,6 +37,14 @@ 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;
|
||||
|
||||
// Libellé du type "community" (TYPES.Actor.* du core ne le connaît pas)
|
||||
CONFIG.Actor.typeLabels ??= {};
|
||||
CONFIG.Actor.typeLabels.community = "VERMINE.type_community";
|
||||
Hooks.once('i18nInit', () => {
|
||||
CONFIG.Actor.typeLabels.community = "VERMINE.type_community";
|
||||
});
|
||||
|
||||
CONFIG.Item.dataModels.item = models.VermineItemData;
|
||||
CONFIG.Item.dataModels.weapon = models.VermineWeaponData;
|
||||
@@ -71,7 +79,7 @@ Hooks.once('init', async function () {
|
||||
|
||||
// Register sheet application classes (ApplicationV2)
|
||||
// Unregister core sheets
|
||||
foundry.applications.sheets.ActorSheetV2?.unregisterSheet?.("core", "Actor", {
|
||||
foundry.documents.collections.Actors.unregisterSheet("core", foundry.applications.sheets.ActorSheetV2, {
|
||||
types: ["character", "npc", "group", "creature"]
|
||||
})
|
||||
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1?.sheets?.ItemSheet)
|
||||
@@ -89,6 +97,9 @@ 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"
|
||||
})
|
||||
|
||||
// Item sheets — un par type
|
||||
foundry.documents.collections.Items.registerSheet("vermine2047", sheets.VermineItemSheetV2, {
|
||||
@@ -180,6 +191,7 @@ Hooks.once('init', async function () {
|
||||
"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-equipment.hbs",
|
||||
"systems/vermine2047/templates/actor/appv2/npc-threat.hbs",
|
||||
"systems/vermine2047/templates/actor/appv2/npc-combat.hbs",
|
||||
"systems/vermine2047/templates/actor/appv2/npc-notes.hbs",
|
||||
@@ -192,7 +204,11 @@ 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"
|
||||
]);
|
||||
|
||||
});
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Acuité auditive
|
||||
type: evolution
|
||||
_id: vPA7gekUx8kUNOWB
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage est doté d’une ouïe extraordinaire. Il perçoit des ondes
|
||||
sonores très aigües, ce qui lui permet d’entendre les ultrasons. Son acuité
|
||||
est aussi surdéveloppée. Il peut ainsi entendre un son à une distance cinq
|
||||
fois supérieure aux autres personnages. Enfin, sa sensibilité lui permet de
|
||||
distinguer les sons entre eux, et ainsi d’entendre distinctement un son qui
|
||||
serait couvert par le vent, par exemple. Son ouïe extraordinaire lui offre
|
||||
un Bonus de 3D à tous les jets de Perception basés sur l’audition.</p>
|
||||
level:
|
||||
value: 3
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
||||
compendiumSource: null
|
||||
duplicateSource: null
|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198965
|
||||
modifiedTime: 1785775198965
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
||||
exportSource: null
|
||||
_key: '!items!vPA7gekUx8kUNOWB'
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Adrénaline
|
||||
type: evolution
|
||||
_id: DItkLLGSyjAGzruO
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le corps du personnage s’est adapté au stress du combat. Quand le
|
||||
personnage subit des Blessures lors d’un combat, il ne subit pas la perte de
|
||||
Dés de Réserve associée. En revanche, à la fin du combat, il perd 2D
|
||||
d’Effort et 1D de Sang-Froid pour chaque Blessure subie.</p>
|
||||
level:
|
||||
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||||
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||||
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|
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folder: WTyHT2h0fsSnUHFT
|
||||
name: Analgésie
|
||||
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|
||||
_id: Cs6ibCrcPxim7QHR
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Pour le personnage, la douleur n’est qu’une information dont il ne subit
|
||||
pas les conséquences néfastes. Lorsqu’il subit une Blessure, il ne perd
|
||||
aucun Dé de Sang- Froid. En outre, le Malus qu’il subit à la suite de
|
||||
Blessures est diminué de 1D.</p>
|
||||
level:
|
||||
value: 3
|
||||
min: 1
|
||||
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|
||||
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||||
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||||
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Anticipation
|
||||
type: evolution
|
||||
_id: pP9hfvk5JKsoFcnt
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>En décryptant le langage corporel – ou peut-être en percevant les
|
||||
phéromones – de son adversaire, le personnage ressent ses intentions. Il
|
||||
peut utiliser la caractéristique Empathie plutôt que Réflexes pour esquiver
|
||||
les attaques d’un adversaire humain. S’il réussit une telle esquive, il
|
||||
regagne 1D dans sa Réserve de Sang-Froid.</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
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||||
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||||
default: 0
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GXSW26kNdNoaabl8: 3
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Au bout de l’effort
|
||||
type: evolution
|
||||
_id: h3Q6LwnnVuj6MH4Y
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage peut dépasser ses limites. Il peut dépenser, sur un jet, un
|
||||
nombre de Dés de Réserve égal à la Caractéristique utilisée +1 (contre un
|
||||
seul normalement).</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
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GXSW26kNdNoaabl8: 3
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kb05teJOwuTQVHwZ: 3
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Aura d’optimisme
|
||||
type: evolution
|
||||
_id: JrtHAUqFgA75e6pq
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage dégage une imperceptible aura bienfaisante autour de lui.
|
||||
La présence réconfortante du personnage réduit de 2D les pertes de Dés de la
|
||||
Réserve de Groupe à la suite d’un événement traumatisant. Le personnage doit
|
||||
être témoin de l’événement pour que sa Capacité fonctionne.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
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||||
flags: {}
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||||
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||||
@@ -0,0 +1,37 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Camouflage
|
||||
type: evolution
|
||||
_id: t4p4n73kwwVoeSMe
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage ne dégage aucune odeur et émet des phéromones qui le
|
||||
rendent insignifiant aux yeux des créatures qui l’entourent. Il peut ajouter
|
||||
son score en Volonté aux jets destinés à camoufler sa présence, son odeur,
|
||||
ses traces ou un objet lui appartenant. S’il camoufle sa présence et qu’il
|
||||
reste immobile, il bénéficie en outre de trois Réussites supplémentaires.
|
||||
Dès qu’il se déplace, il doit retenter le jet sans pouvoir bénéficier des
|
||||
Réussites supplémentaires.</p>
|
||||
level:
|
||||
value: 3
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
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default: 0
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GXSW26kNdNoaabl8: 3
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||||
kb05teJOwuTQVHwZ: 3
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|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Cicatrisation rapide
|
||||
type: evolution
|
||||
_id: 2h0xUozy1xqLdKcE
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>La Difficulté des Actions de soin sur le personnage est réduite de 2. Le
|
||||
coût en Dés de Réserves pour guérir est diminué de 1D pour chaque type de
|
||||
Blessure.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
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flags: {}
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systemId: vermine2047
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systemVersion: 0.1.13
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|
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lastModifiedBy: kb05teJOwuTQVHwZ
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exportSource: null
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|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Défenses immunitaires
|
||||
type: evolution
|
||||
_id: oNfjRGGRVFGtfbK0
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>La Virulence d’une infection affectant le personnage est réduite de 1 –
|
||||
voir Les Règles, « Maladies et infections », page 105. Lorsque le personnage
|
||||
reçoit des soins pour soigner une infection, le soigneur reçoit une Réussite
|
||||
supplémentaire en cas de jet réussi.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
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flags: {}
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systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
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|
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|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Dur au mal
|
||||
type: evolution
|
||||
_id: vgYLoiEqEOxrGdy6
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: <p>Le Seuil de Blessure Légère du personnage augmente de 1.</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
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|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198968
|
||||
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|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
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exportSource: null
|
||||
_key: '!items!vgYLoiEqEOxrGdy6'
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Endurance
|
||||
type: evolution
|
||||
_id: uGG0FrBn1QtMcxbz
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage a toujours été particulièrement résistant. Toutes les
|
||||
pertes de Réserve d’Effort qu’il subit sont réduites de 1D, jusqu’à un
|
||||
minimum de 1D.</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
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GXSW26kNdNoaabl8: 3
|
||||
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||||
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|
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|
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|
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|
||||
@@ -0,0 +1,37 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Exosquelette
|
||||
type: evolution
|
||||
_id: bV6V4i1v4ORWDJSQ
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage a développé un exosquelette fait de chitine. De nombreux
|
||||
endroits de son corps et de son visage sont recouverts de plaques rigides
|
||||
qui lui procurent une Protection de 3/5 (L) sans lui infliger de Handicap de
|
||||
Mobilité – voir Les Règles, « Handicap de Mobilité », page 70. Il bénéficie
|
||||
en outre d’un Bonus de 2D aux Actions dont le but est d’intimider ou
|
||||
d’effrayer. En revanche, il subit un Malus identique pour toutes les autres
|
||||
Actions sociales.</p>
|
||||
level:
|
||||
value: 4
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
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|
||||
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|
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|
||||
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|
||||
systemVersion: 0.1.13
|
||||
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|
||||
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|
||||
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|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Force mentale
|
||||
type: evolution
|
||||
_id: S8AwTKDxIdez7vHB
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage a des ressources mentales insoupçonnées. Il ne subit pas de
|
||||
Malus d’Épuisement aux Actions mentales et sociales quand sa Réserve de
|
||||
Sang-Froid est vide. Si ses deux Réserves sont vides, il subit néanmoins le
|
||||
Malus normal de 2D à toutes ses Actions.</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
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|
||||
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|
||||
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|
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|
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|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198969
|
||||
modifiedTime: 1785775198969
|
||||
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exportSource: null
|
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|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Frappe lourde
|
||||
type: evolution
|
||||
_id: RjdZB4Qd2V8mp44x
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Lorsque le personnage attaque à mains nues, ses dommages sont égaux à
|
||||
Vigueur (C).</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198969
|
||||
modifiedTime: 1785775198969
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
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exportSource: null
|
||||
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|
||||
|
||||
@@ -0,0 +1,38 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Griffes
|
||||
type: evolution
|
||||
_id: kPoioCvlK7H0uJB1
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Les ongles du personnage peuvent pousser en un instant pour devenir des
|
||||
armes dangereuses. Ces griffes infligent des Dommages de 2 (L) et
|
||||
bénéficient du Trait Rapide (2). Quand le personnage réussit une attaque et
|
||||
passe la protection de sa cible, il peut dépenser jusqu’à 3D de sa Réserve
|
||||
d’Effort pour infliger 1 point de Dommages supplémentaire par dé dépensé.
|
||||
Ces griffes se brisent à la fin du combat et ne peuvent repousser que
|
||||
lorsque le personnage aura intégralement reconstitué sa Réserve
|
||||
d’Effort.</p>
|
||||
level:
|
||||
value: 3
|
||||
min: 1
|
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Habitué à la faim
|
||||
type: evolution
|
||||
_id: EqeONvUCK7OhJaNN
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le premier jour de rationnement ou de privation totale de nourriture n’a
|
||||
pas d’effet sur le personnage. Ainsi, il ne subira aucune perte de Dés de
|
||||
Réserves avant le deuxième jour de privation totale ou le troisième jour de
|
||||
rationnement.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
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|
||||
effects: []
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||||
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Hyperosmie
|
||||
type: evolution
|
||||
_id: 8ShwJQCWKHsfXLko
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage est doté d’un odorat extrêmement développé, proche de celui
|
||||
d’un chien. Cette acuité lui permet de distinguer des odeurs imperceptibles
|
||||
pour ses semblables. Il peut ainsi reconnaître une personne ou un animal à
|
||||
son odeur et savoir si cet individu est passé dans un endroit jusqu’à une
|
||||
semaine après son passage. Cela lui offre un talent incroyable pour suivre
|
||||
une piste et traquer une proie : il bénéficie d’un Bonus de 3D aux jets de
|
||||
Perception quand l’odorat entre en jeu. Cette Mutation s’accompagne d’une
|
||||
mémoire olfactive très développée. Une fois qu’il a senti une odeur, le
|
||||
personnage ne l’oublie jamais et peut la distinguer et la reconnaître sans
|
||||
faillir.</p>
|
||||
level:
|
||||
value: 3
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
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||||
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||||
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Immunité absolue
|
||||
type: evolution
|
||||
_id: ivx8gS0XBEcoqtdl
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage est immunisé à toutes les Infections et toutes les Toxines.
|
||||
Il ne peut par ailleurs pas développer d’addiction. En contrepartie, les
|
||||
médicaments et autres stimulants sont totalement inefficaces sur lui et
|
||||
n’octroient aucun bénéfice que ce soit.</p>
|
||||
level:
|
||||
value: 4
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
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||||
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||||
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||||
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||||
|
||||
@@ -0,0 +1,36 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Indestructible
|
||||
type: evolution
|
||||
_id: HfC2oOARrpKnpoQf
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le corps du personnage a gagné en densité, mais son poids augmente de 25
|
||||
% et ses besoins nutritionnels explosent. Il gagne un cercle dans chaque
|
||||
type de Blessure, subit (I) Handicap permanent de Mobilité, et a besoin de
|
||||
deux rations de nourriture plutôt qu’une. En cas de rationnement de
|
||||
nourriture, il subit des pertes de Réserves équivalentes à une absence
|
||||
totale de nourriture.</p>
|
||||
level:
|
||||
value: 4
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
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||||
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||||
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||||
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||||
@@ -0,0 +1,35 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Insensible
|
||||
type: evolution
|
||||
_id: Re0aeZzupnz3EL6E
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le corps du personnage sécrète de grandes quantités d’hormones en cas de
|
||||
stress intense, ce qui lui permet d’y résister plus facilement. L’Intensité
|
||||
des événements stressants est diminuée d’un niveau pour le personnage. Il
|
||||
n’a même pas à tenter de jet pour résister à un événement Mineur – voir Les
|
||||
Règles, « Événements », page 92.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
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||||
sort: 0
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ownership:
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default: 0
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||||
kb05teJOwuTQVHwZ: 3
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||||
flags: {}
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||||
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||||
systemVersion: 0.1.13
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|
||||
@@ -0,0 +1,41 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Instinct
|
||||
type: evolution
|
||||
_id: UxNguZd8K62nt1GH
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Un jet d’Empathie + Vigilance contre une Difficulté de 9 permet au
|
||||
personnage de pressentir un danger ou une menace imminente d’origine
|
||||
naturelle ou animale. Chaque Réussite obtenue lui permet d’obtenir une
|
||||
information sur le danger pressenti. Si celui-ci tourne au combat, le
|
||||
personnage sera considéré comme Actif pour son jet de Réaction. S’il a le
|
||||
temps d’informer ses compagnons du danger, ces derniers seront Actifs
|
||||
également.</p>
|
||||
|
||||
<p>En Modes <strong>Cauchemar </strong>et <strong>Apocalypse</strong>,
|
||||
chaque Réussite au jet de Vigilance octroie au personnage 1D de Bonus au jet
|
||||
de Réaction ou au jet permettant d’éviter le danger perçu.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
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ownership:
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||||
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||||
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||||
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|
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|
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|
||||
+38
@@ -0,0 +1,38 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Musculature surdéveloppée
|
||||
type: evolution
|
||||
_id: AAw7U5tUxbUczorz
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage est exceptionnellement fort, ce que reflète sa silhouette
|
||||
impressionnante. Il bénéficie d’un Bonus de 3D aux jets de Vigueur quand une
|
||||
force musculaire élevée peut l’aider (soulever ou porter un objet lourd,
|
||||
enfoncer une porte, abattre un mur, etc.) Lorsqu’il porte une attaque de
|
||||
corps à corps ou de mêlée, sa Vigueur est considérée comme augmentée de 3D
|
||||
pour calculer les Dommages de base de ses attaques. En revanche, sa force
|
||||
surhumaine n’augmente pas sa précision, il ne gagne donc aucun Bonus à
|
||||
l’attaque.</p>
|
||||
level:
|
||||
value: 3
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
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||||
ownership:
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default: 0
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GXSW26kNdNoaabl8: 3
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: OEil de lynx
|
||||
type: evolution
|
||||
_id: guC1pOfmcmitRGDo
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage bénéficie d’un Bonus de 1D sur les Actions impliquant
|
||||
l’acuité visuelle.</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Peau mimétique
|
||||
type: evolution
|
||||
_id: kFak0PMoNAuPnSfX
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>La peau du personnage peut prendre la teinte globale de son environnement
|
||||
pour l’aider à se camoufler : elle deviendra plus sombre dans l’obscurité,
|
||||
plus verte dans la nature… Pour activer cette Mutation, le personnage doit
|
||||
dépenser 1D de sa Réserve de Sang-Froid. Dès cet instant, il bénéficie de 4D
|
||||
Bonus sur tous les jets de Perception visant à rester discret. S’il attaque
|
||||
sous ce camouflage sans avoir été préalablement repéré, il est considéré
|
||||
comme Offensif et tous ses adversaires comme Passifs.</p>
|
||||
level:
|
||||
value: 4
|
||||
min: 1
|
||||
max: 4
|
||||
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|
||||
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||||
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|
||||
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|
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|
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|
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|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Phéromones attractives
|
||||
type: evolution
|
||||
_id: 4jRJw5vuhZeqoKy9
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage est capable de dégager des phéromones qui attirent la
|
||||
sympathie des créatures vivantes. Sans autre motivation, les humains et les
|
||||
animaux sont instinctivement attirés par le personnage et ont un a priori
|
||||
positif à son encontre. Le personnage peut en outre désigner un individu par
|
||||
dé de Volonté et par scène. Il bénéficie d’un Bonus de 3D à ses Actions
|
||||
sociales envers ces cibles. Les phéromones peuvent même annihiler toute
|
||||
intention hostile. Une personne ou un animal qui souhaite agresser le
|
||||
personnage, verbalement ou physiquement, doit d’abord réussir un Jet de
|
||||
Volonté + Psychologie (ou de sa valeur d’Attaque s’il n’a pas de score de
|
||||
Volonté) contre une Difficulté de 7. Chaque Réussite lui permet d’agir
|
||||
normalement envers le personnage pendant une minute (ou un tour pendant un
|
||||
combat). Le meneur est laissé seul juge d’éventuelles réactions indésirables
|
||||
que ces phéromones pourraient produire chez des animaux ou des créatures
|
||||
rencontrées…</p>
|
||||
level:
|
||||
value: 4
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
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|
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|
||||
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|
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|
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|
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|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198971
|
||||
modifiedTime: 1785775198971
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
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|
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|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Phéromones répulsives
|
||||
type: evolution
|
||||
_id: Y8UeTOYpGkM3nt9R
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage peut dégager des phéromones qui créent le dégoût et la
|
||||
répulsion chez toutes les créatures vivantes. Lorsqu’il dégage ces
|
||||
phéromones, tous les humains et les animaux dans un rayon d’une dizaine de
|
||||
mètres se sentent mal à l’aise en présence du personnage et, sauf autre
|
||||
motivation, s’éloignent de lui sans réellement comprendre pourquoi. Le
|
||||
personnage peut en outre désigner un individu ou une créature par point de
|
||||
Volonté et par scène. Ces cibles ne peuvent ni lui adresser la parole, ni
|
||||
s’approcher, ni attaquer le personnage sauf si elles réussissent un Jet de
|
||||
Volonté + Psychologie (ou de leur valeur d’Attaque si elles n’ont pas de
|
||||
score de Volonté) contre une Difficulté de 7. Chaque Réussite leur permet
|
||||
d’agir normalement envers le personnage pendant une minute (ou un tour
|
||||
pendant un combat) mais elles subissent un Malus de 1D à toutes leurs
|
||||
Actions envers lui. Le meneur est laissé seul juge d’éventuelles réactions
|
||||
indésirables que ces phéromones pourraient produire chez des animaux ou des
|
||||
créatures rencontrées…</p>
|
||||
level:
|
||||
value: 4
|
||||
min: 1
|
||||
max: 4
|
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effects: []
|
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sort: 0
|
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ownership:
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|
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|
||||
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Réflexes éclairs
|
||||
type: evolution
|
||||
_id: BNZeEd0CpTgYkEou
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage réagit si rapidement au danger qu’il bénéficie d’un Bonus
|
||||
de 2D à son jet de Réaction.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
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|
||||
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||||
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||||
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Régénération
|
||||
type: evolution
|
||||
_id: wH5OPnv4cenzpgws
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Les plaies du personnage se referment très rapidement. Après une nuit de
|
||||
repos complet, le personnage peut réduire le niveau d’une Blessure ou
|
||||
effacer une Blessure Légère sans dépenser de dés, il peut ensuite dépenser
|
||||
des dés pour soigner plusieurs autres Blessures s’il possède suffisamment de
|
||||
Dés de Réserves. Le coût de guérison est réduit de 2D pour chaque type de
|
||||
Blessure.</p>
|
||||
level:
|
||||
value: 3
|
||||
min: 1
|
||||
max: 4
|
||||
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|
||||
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||||
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Résistance à la chaleur
|
||||
type: evolution
|
||||
_id: rCQOrAzaCgCF0Dri
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage est particulièrement résistant aux températures élevées. Il
|
||||
ne subit jamais de perte de Dés de Réserves ni de Malus à la récupération à
|
||||
cause de fortes chaleurs. Il ne subit pas non plus les Dommages cumulatifs
|
||||
en cas d’exposition prolongée<em> – voir Les Règles, « Brûlures »</em>, page
|
||||
99.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
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||||
ownership:
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default: 0
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GXSW26kNdNoaabl8: 3
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|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Résistance au froid
|
||||
type: evolution
|
||||
_id: DHv0PXsIgQ8rPPUY
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage est particulièrement résistant aux grands froids. Il ne
|
||||
subit jamais de perte de Dés de Réserves ni de Malus à la récupération à
|
||||
cause du froid extrême. Il ne subit pas non plus les Dommages cumulatifs en
|
||||
cas d’exposition prolongée<em> – voir Les Règles, « Froid et chaleur »</em>,
|
||||
page 99.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
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||||
ownership:
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||||
default: 0
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||||
GXSW26kNdNoaabl8: 3
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||||
kb05teJOwuTQVHwZ: 3
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flags: {}
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@@ -0,0 +1,36 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Résistance aux toxines
|
||||
type: evolution
|
||||
_id: IMXQRepTNtiHZcaf
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>La Virulence des poisons et toxines qui affectent le personnage est
|
||||
réduite de 1 – voir Les Règles, « Venins et poisons », page 107. Le
|
||||
personnage peut en outre sélectionner une famille animale ou végétale
|
||||
(guêpes, araignées, champignons, méduses, batraciens…) en accord avec le
|
||||
meneur. Les toxines sécrétées par cette famille voient leur Virulence
|
||||
réduite de 3.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
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||||
ownership:
|
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default: 0
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GXSW26kNdNoaabl8: 3
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||||
kb05teJOwuTQVHwZ: 3
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flags: {}
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||||
@@ -0,0 +1,33 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Résistance
|
||||
type: evolution
|
||||
_id: nxy53EF4ZRSSwCvr
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage ne subit pas de Malus d’Épuisement à ses Actions physiques
|
||||
et manuelles quand sa Réserve d’Effort est vide. Si ses deux Réserves sont
|
||||
vides, il subit néanmoins le Malus normal de 2D à toutes ses Actions.</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
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flags: {}
|
||||
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|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198972
|
||||
modifiedTime: 1785775198972
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
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exportSource: null
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||||
_key: '!items!nxy53EF4ZRSSwCvr'
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Santé de fer
|
||||
type: evolution
|
||||
_id: uneyg1G0Gpbb7l5P
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Lorsque le personnage est blessé, les Malus de récupération à la Réserve
|
||||
d’Effort ne se cumulent pas, seule la Blessure la plus grave est prise en
|
||||
compte. Le coût en Dés de Réserves pour réduire une Blessure est en outre
|
||||
réduit de 2D.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
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coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198973
|
||||
modifiedTime: 1785775198973
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
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exportSource: null
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|
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|
||||
@@ -0,0 +1,33 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Silencieux
|
||||
type: evolution
|
||||
_id: mxzf2Od6SMlvhKon
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage anticipe chaque mouvement qui pourrait le faire repérer. Il
|
||||
bénéficie d’un Bonus de 1D sur toutes ses Actions liées à la discrétion
|
||||
lorsqu’il est seul.</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
||||
compendiumSource: null
|
||||
duplicateSource: null
|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198973
|
||||
modifiedTime: 1785775198973
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
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exportSource: null
|
||||
_key: '!items!mxzf2Od6SMlvhKon'
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Sommeil réparateur
|
||||
type: evolution
|
||||
_id: 71goz10chR7bPQZY
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage n’a besoin de dormir que quatre heures par nuit. Il
|
||||
récupère toujours la totalité de ses Réserves s’il a pu bénéficier de quatre
|
||||
heures de repos ininterrompu, même dans des conditions difficiles.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
||||
compendiumSource: null
|
||||
duplicateSource: null
|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198973
|
||||
modifiedTime: 1785775198973
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
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exportSource: null
|
||||
_key: '!items!71goz10chR7bPQZY'
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Surhumain
|
||||
type: evolution
|
||||
_id: haijrxkf8tAxmWx5
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le joueur sélectionne une de ses Caractéristiques. Il augmente son score
|
||||
de 1D et peut atteindre 4D. Quelle que soit la Caractéristique choisie, le
|
||||
personnage dégage une aura étrange, difficilement identifiable, mais à
|
||||
laquelle personne n’est indifférent.</p>
|
||||
level:
|
||||
value: 4
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
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|
||||
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|
||||
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|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198974
|
||||
modifiedTime: 1785775198974
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
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exportSource: null
|
||||
_key: '!items!haijrxkf8tAxmWx5'
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Sympathie
|
||||
type: evolution
|
||||
_id: qdtjHLeC7pKh57tP
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage dégage des phéromones qui rendent les personnes qui le
|
||||
côtoient au quotidien plus compatissantes envers lui. Lorsqu’il souhaite
|
||||
dépenser des Dés de la Réserve de Groupe, il a le droit de voter avec les
|
||||
autres membres du Groupe.</p>
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
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|
||||
compendiumSource: null
|
||||
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|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198974
|
||||
modifiedTime: 1785775198974
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
||||
exportSource: null
|
||||
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|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Toucher empoisonné
|
||||
type: evolution
|
||||
_id: VIPHgGAqSklGFhFh
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage sécrète par la paume de ses mains un poison
|
||||
particulièrement dangereux. S’il entre en contact avec la peau d’un humain
|
||||
ou d’un animal (ce qui, en combat, nécessite une attaque au Corps à corps
|
||||
qui passe la Protection de la cible), il peut dépenser un ou plusieurs Dés
|
||||
de ses deux Réserves pour sécréter du poison. Ce dernier a une Virulence de
|
||||
5 + le nombre de Dés d’Efforts dépensés – voir Les Règles, « Venins et
|
||||
poisons », page 107. La victime subira alors une Blessure Légère
|
||||
immédiatement, et une autre par minute pour chaque Dé de Sang-Froid dépensé.
|
||||
Chaque Réussite au jet de Santé réalisé par la victime pour résister au
|
||||
poison réduit la durée de l’empoisonnement d’une minute.</p>
|
||||
level:
|
||||
value: 4
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
||||
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|
||||
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|
||||
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|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198974
|
||||
modifiedTime: 1785775198974
|
||||
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|
||||
exportSource: null
|
||||
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|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
folder: WTyHT2h0fsSnUHFT
|
||||
name: Vigilance
|
||||
type: evolution
|
||||
_id: ZcvIaqqfjvy67qWx
|
||||
img: systems/vermine2047/assets/icons/items/evolution.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage est habitué à ne dormir que d’un oeil et à réagir au
|
||||
moindre bruit ou mouvement suspect. Il n’est jamais considéré comme Passif
|
||||
et gagne une Réussite supplémentaire sur tous ses jets réussis impliquant la
|
||||
Compétence Vigilance.</p>
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 4
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
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|
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|
||||
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|
||||
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|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775198974
|
||||
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name: Vision nocturne
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
revanche, quand la luminosité est si faible, il ne perçoit que très peu les
|
||||
nuances de couleur. Tant qu’une infime source de lumière est disponible, le
|
||||
manque de luminosité ne lui inflige aucun Malus aux jets de Perception basés
|
||||
sur la vue. Dans le noir complet, cependant, il est aussi aveugle que
|
||||
quiconque. Lorsque ses yeux percent les ténèbres, ils reflètent la lumière,
|
||||
ce qui peut le rendre visible de loin et lui donner une apparence
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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name: Adaptabilité
|
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|
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|
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system:
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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name: Adaptation
|
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|
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system:
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||||
description: >-
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||||
<p>Le personnage peut se lier avec une espèce animale ou végétale. Il
|
||||
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|
||||
d’animaux, il peut apaiser des individus de cette espèce comme s’il
|
||||
possédait la Capacité « Apaisement » – voir page 99. S’il l’a acquise, un
|
||||
jet réussi permet de les rendre amicaux et il peut être accompagné d’une
|
||||
nuée d’animaux de Taille 0 ou d’un petit groupe de Taille 1 qui le
|
||||
défendront de leur mieux. S’il s’agit de végétaux, il bénéficie des effets
|
||||
de la Capacité « Berceau » comme s’il la possédait – voir page 99. S’il l’a
|
||||
acquise, les effets sont doublés (Bonus de 2D et coûts de guérison diminués
|
||||
de 2D) et le personnage est capable de les faire pousser en quelques
|
||||
heures.</p>
|
||||
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|
||||
totem: symbiote
|
||||
learn:
|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
name: Alpha
|
||||
type: ability
|
||||
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|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le Groupe laisse l’un des siens combattre l’un des membres d’un groupe
|
||||
adverse. Il désigne un personnage comme son champion (en recourant au vote
|
||||
au besoin). Ce dernier affronte l’adversaire de son choix, pendant que tous
|
||||
les autres protagonistes doivent assister à ce duel singulier sans
|
||||
intervenir. Les créatures sans aucun intellect ne sont pas affectées. Cette
|
||||
Capacité ne fonctionne qu’en présence d’au moins la moitié du Groupe.</p>
|
||||
type: group
|
||||
totem: predator
|
||||
learn:
|
||||
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|
||||
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|
||||
folder: 84EDVIIqk9YkrBgF
|
||||
name: Analyse
|
||||
type: ability
|
||||
_id: Vggeykg6wQGTaR2o
|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage étudie une zone ou un objet pour savoir ce qui s’y est
|
||||
passé ou ce à quoi il a servi. Il peut poser une question au meneur, avant
|
||||
d’effectuer un jet de Perception + Armurerie / Artisanat / Mécanique /
|
||||
Technologie (en fonction de l’objet). Le tableau ci-dessous indique la
|
||||
Difficulté en fonction de la période à laquelle remontent les événements.
|
||||
Pour chaque Réussite, le personnage obtient une information.</p>
|
||||
type: character
|
||||
totem: builder
|
||||
learn:
|
||||
threshold: 5
|
||||
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|
||||
level:
|
||||
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|
||||
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||||
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|
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|
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|
||||
folder: BJAxv25PiSk29dK0
|
||||
name: Apaisement
|
||||
type: ability
|
||||
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|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage peut apaiser un animal ou une créature solitaire. Il lui
|
||||
faudra réussir un jet d’Empathie + Animalisme dont la Difficulté dépend du
|
||||
degré d’agressivité de la créature, déterminé par le meneur. La taille est
|
||||
appliquée en Handicap. S’il s’agit d’une espèce incapable de communiquer
|
||||
avec l’homme, le jet aura deux degrés de Handicap supplémentaires. Si le jet
|
||||
est réussi, l’état d’esprit de l’animal ou de la créature s’améliore d’un
|
||||
cran. Il ne deviendra pas amical d’un coup.</p>
|
||||
|
||||
<ul>
|
||||
|
||||
<li>En Mode <strong>Cauchemar</strong>, le Handicap ne sera que de (I), peu
|
||||
importe la taille de la créature.</li>
|
||||
|
||||
<li>En Mode <strong>Apocalypse</strong>, la Capacité peut également affecter
|
||||
une meute ou une nuée.</li>
|
||||
|
||||
</ul>
|
||||
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|
||||
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|
||||
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name: Appât du gain
|
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|
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|
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img: systems/vermine2047/assets/icons/items/ability.webp
|
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system:
|
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description: >-
|
||||
<p>Les personnages tirent leur force de leurs trouvailles. Chaque découverte
|
||||
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|
||||
la main sur des ressources ou du matériel de Rareté supérieur ou égale à 7
|
||||
sans avoir recours à une Capacité, ses membres regagnent 1D dans chacune de
|
||||
leurs réserves, y compris celle de Groupe. S’ils trouvent un objet de Rareté
|
||||
supérieure ou égale à 9, le gain est de 2D par Réserve, et le Groupe gagne
|
||||
1D d’expérience de Découverte.</p>
|
||||
type: group
|
||||
totem: scavenger
|
||||
learn:
|
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|
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|
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|
||||
folder: xtfO1fRGXZx3bm2j
|
||||
name: Apprentissage commun
|
||||
type: ability
|
||||
_id: dDIHKXaimA3aaOdO
|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Les personnages apprennent au contact les uns des autres : les Dés
|
||||
d’Expérience de Groupe peuvent bénéficier à tous les personnages pour leurs
|
||||
jets individuels sur un apprentissage commun, moyennant la dépense de 1D de
|
||||
Réserve de Groupe par personnage impliqué dans l’apprentissage.</p>
|
||||
type: group
|
||||
totem: symbiote
|
||||
learn:
|
||||
threshold: 5
|
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|
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|
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|
||||
folder: YdwBSZ49OdVFRGIW
|
||||
name: Architecture d'antan
|
||||
type: ability
|
||||
_id: vXAgLueVVeORjEzO
|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le Groupe érige une structure de bric et de broc aussi solide que si elle
|
||||
était construite en matériaux de l’ancien temps. Tant que les personnages
|
||||
disposent de quoi monter un abri – moyennant quelques Actions de fouille –,
|
||||
le meneur considérera qu’il s’agit d’une construction en dur, pour tout ce
|
||||
qui est repos, protection des intempéries, couvert face aux tirs…
|
||||
L’intérieur de la construction reste cependant vide et si les personnages
|
||||
doivent dormir, ils le feront à même le sol – ou dans les sacs de couchage
|
||||
dont ils disposent dans leur équipement ou sur des couches qu’ils auront
|
||||
fabriquées par ailleurs.</p>
|
||||
type: group
|
||||
totem: builder
|
||||
learn:
|
||||
threshold: 5
|
||||
hindrance: 0
|
||||
level:
|
||||
value: 2
|
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|
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|
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|
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folder: QIrB0DXlWitQf77h
|
||||
name: Attitude positive
|
||||
type: ability
|
||||
_id: 37V8cS5XqgodzRYB
|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>La coopération entre membres du Groupe est inébranlable et se manifeste
|
||||
dans toutes les situations possibles. Les événements négatifs font baisser
|
||||
la Réserve de Groupe de 1D de moins que la normale – voir Les Règles, « La
|
||||
Réserve de Groupe » page 21.</p>
|
||||
|
||||
<p>En Mode <strong>Apocalypse</strong>, les événements négatifs font baisser
|
||||
la Réserve de Groupe de 2D de moins que la normale.</p>
|
||||
type: group
|
||||
totem: hive
|
||||
learn:
|
||||
threshold: 5
|
||||
hindrance: 0
|
||||
level:
|
||||
value: 2
|
||||
min: 1
|
||||
max: 3
|
||||
effects: []
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
||||
compendiumSource: null
|
||||
duplicateSource: null
|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775496825
|
||||
modifiedTime: 1785775496825
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
||||
exportSource: null
|
||||
_key: '!items!37V8cS5XqgodzRYB'
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
folder: dgcQogTYNhmMOwbG
|
||||
name: Autorité
|
||||
type: ability
|
||||
_id: aHRsfu7k2kEQusni
|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Une fois par jour, le personnage peut effectuer un jet de Volonté +
|
||||
Psychologie contre une Difficulté de 7 pour exalter, fédérer ou recadrer ses
|
||||
compagnons. Tous les personnages présents regagnent 1D de Réserve de
|
||||
Sang-Froid par Réussite obtenue. Si au moins la moitié du Groupe est réunie,
|
||||
le Groupe regagne également le même nombre de Dés de Réserve de Groupe.</p>
|
||||
type: character
|
||||
totem: hive
|
||||
learn:
|
||||
threshold: 5
|
||||
hindrance: 0
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 3
|
||||
effects: []
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
||||
compendiumSource: null
|
||||
duplicateSource: null
|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775498741
|
||||
modifiedTime: 1785775498741
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
||||
exportSource: null
|
||||
_key: '!items!aHRsfu7k2kEQusni'
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
folder: X6lFKdHexGbMpMHh
|
||||
name: Bagout du roublard
|
||||
type: ability
|
||||
_id: svA8aIY2ACliNr4f
|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Deux membres du Groupe travaillant de concert pour baratiner autrui ont
|
||||
bien plus de chances de réussir : ils additionnent leurs Niveaux de
|
||||
Compétence pour constituer leurs Groupements de dés. Pour cela, considérer
|
||||
le Niveau Débutant équivalent à un Niveau 1, Confirmé 2, Expert 3, Maître 4
|
||||
et Légende 5. Cette Capacité est limitée à un Niveau final de Maître.</p>
|
||||
|
||||
<p>En Mode <strong>Apocalypse</strong>, il est possible de dépasser le
|
||||
Niveau Maître, avec un total de 5 correspondant à un Bonus de 3D et 2
|
||||
Relances, et un total de 6 à un Bonus de 3D et 3 Relances.</p>
|
||||
type: group
|
||||
totem: scavenger
|
||||
learn:
|
||||
threshold: 5
|
||||
hindrance: 0
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 3
|
||||
effects: []
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
||||
compendiumSource: null
|
||||
duplicateSource: null
|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775496848
|
||||
modifiedTime: 1785775496848
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
||||
exportSource: null
|
||||
_key: '!items!svA8aIY2ACliNr4f'
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
folder: BJAxv25PiSk29dK0
|
||||
name: Berceau
|
||||
type: ability
|
||||
_id: uzUrffNWChsgFiEm
|
||||
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||
system:
|
||||
description: >-
|
||||
<p>Le personnage sait se faire accepter par l’environnement naturel. Il
|
||||
bénéficie d’un Bonus de 1D pour se cacher dans la nature ou y trouver de la
|
||||
nourriture ou de l’eau. Il peut faire bénéficier ses compagnons de ce Bonus
|
||||
du moment qu’ils ne dégradent rien. Le coût en Dés de Réserves pour la
|
||||
guérison est diminué de 1D (seulement pour lui).</p>
|
||||
type: character
|
||||
totem: symbiote
|
||||
learn:
|
||||
threshold: 5
|
||||
hindrance: 0
|
||||
level:
|
||||
value: 1
|
||||
min: 1
|
||||
max: 3
|
||||
effects: []
|
||||
effects: []
|
||||
sort: 0
|
||||
ownership:
|
||||
default: 0
|
||||
GXSW26kNdNoaabl8: 3
|
||||
kb05teJOwuTQVHwZ: 3
|
||||
flags: {}
|
||||
_stats:
|
||||
compendiumSource: null
|
||||
duplicateSource: null
|
||||
coreVersion: '14.365'
|
||||
systemId: vermine2047
|
||||
systemVersion: 0.1.13
|
||||
createdTime: 1785775498763
|
||||
modifiedTime: 1785775498763
|
||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
||||
exportSource: null
|
||||
_key: '!items!uzUrffNWChsgFiEm'
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user