Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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b0a3aff648 | ||
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3cb96410b9 |
+35
-1
@@ -304,7 +304,20 @@
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|||||||
"die_successes": "successes",
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"die_successes": "successes",
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"total": "Total",
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"total": "Total",
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"totem_dice": "Totem Dice",
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"totem_dice": "Totem Dice",
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"totem_hint": "Totem Hint",
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"totem_hint": "Check to use totem dice (double success possible)",
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"totem_neutral": "Neutral",
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"totem_manage": "Manage Totem Dice (Instincts / Interdits)",
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"totem_serious": "Serious act (2 dice)",
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"totem_manage_hint": "Instincts: obeying the Human's Instincts gains 1 Human die; another Totem's Instincts gain 1 Adapted die. Interdit: breaking a Human Interdit loses 1 Human die (or gains 1 Adapted die if none). Max 3 dice of the same Totem and 5 dice total.",
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"totem_instinct_human": "Human Instinct (+1 Human die)",
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"totem_instinct_adapted": "Another Totem's Instinct (+1 Adapted die)",
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"totem_interdit_human": "Human Interdit (-1 Human die)",
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"totem_gained": "{totem} +1D",
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"totem_gained_adapted": "+1D Adapted",
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"totem_exchanged": "{totem} gained in exchange (1 opposite die removed)",
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"totem_replaced": "Opposite die removed instead (max 3D reached)",
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"totem_lost": "-1 Human die",
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"totem_limit_reached": "Totem dice limit reached.",
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"FightTool": "Fight Tool",
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"FightTool": "Fight Tool",
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"RollTool": "Roll Tool",
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"RollTool": "Roll Tool",
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"Roll4Fight": "Roll for Fight",
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"Roll4Fight": "Roll for Fight",
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@@ -374,6 +387,27 @@
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"trauma_reward": "Chosen trauma",
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"trauma_reward": "Chosen trauma",
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"trauma_reward_5": "Trauma reward (+5D)",
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"trauma_reward_5": "Trauma reward (+5D)",
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"evolution_dice": "Evolution dice",
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"evolution_dice": "Evolution dice",
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"buy_evolution": "Buy an Adaptation/Mutation",
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"evolution_name": "Name",
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"evolution_level": "Level (cost in Evolution dice)",
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"evolution_mutation": "Mutation",
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"evolution_adaptation": "Adaptation",
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"evolution_available_dice": "Accumulated Evolution dice",
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"evolution_total": "Total levels (after purchase)",
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"evolution_mode_max": "Game mode maximum",
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"game_mode": "Game mode",
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"mode_survie": "Survival",
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"mode_cauchemar": "Nightmare",
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"mode_apocalypse": "Apocalypse",
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"evolution_buy_hint": "The purchase consumes and erases all accumulated Evolution dice. Limits: Survival 5D, Nightmare 6D, Apocalypse 7D total. Level 3/4 Mutations are forbidden in Survival; only one level 4 Mutation.",
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"buy_evolution_done": "Adaptation/Mutation acquired. Evolution dice erased.",
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"error_evolution_no_name": "Provide a name for the Adaptation/Mutation.",
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"error_evolution_invalid_level": "Invalid level (1 to 4).",
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"error_evolution_not_enough_dice": "Not enough Evolution dice for this level.",
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"error_evolution_mode_limit": "Game mode maximum Evolution dice reached.",
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"error_evolution_mutation_mode": "Level 3/4 Mutations require Nightmare or Apocalypse modes.",
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"error_evolution_mutation_4d": "The character already has a level 4 Mutation.",
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"error_evolution_create": "Could not create the Adaptation/Mutation.",
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"open_experience_phase": "Experience phase",
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"open_experience_phase": "Experience phase",
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"open_learning": "Learning",
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"open_learning": "Learning",
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"validate_phase": "Validate phase",
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"validate_phase": "Validate phase",
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@@ -302,6 +302,19 @@
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"totem_dice": "Dés de totem",
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"totem_dice": "Dés de totem",
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"keep_totem": "Garder le totem",
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"keep_totem": "Garder le totem",
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"totem_hint": "Cochez pour utiliser les dés de totem (double réussite possible)",
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"totem_hint": "Cochez pour utiliser les dés de totem (double réussite possible)",
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"totem_neutral": "Neutre",
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"totem_manage": "Gérer les Dés de Totems (Instincts / Interdits)",
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"totem_serious": "Acte grave (2 dés)",
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"totem_manage_hint": "Instincts : obéir aux Instincts de l'Humain gagne 1D Humain ; ceux d'un autre Totem gagnent 1D Adapté. Interdit : briser un Interdit de l'Humain fait perdre 1D Humain (ou gagner 1D Adapté si aucun). Max 3 Dés du même Totem et 5 Dés au total.",
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"totem_instinct_human": "Instinct de l'Humain (+1D Humain)",
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"totem_instinct_adapted": "Instinct d'un autre Totem (+1D Adapté)",
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"totem_interdit_human": "Interdit de l'Humain (-1D Humain)",
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"totem_gained": "{totem} +1D",
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"totem_gained_adapted": "+1D Adapté",
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"totem_exchanged": "{totem} gagné en échange (1D opposé retiré)",
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"totem_replaced": "Dé opposé retiré à la place (max 3D atteint)",
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"totem_lost": "-1D Humain",
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"totem_limit_reached": "Limite de Dés de Totems atteinte.",
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"attack": "Attaque",
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"attack": "Attaque",
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"attack_contact": "Attaque au contact",
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"attack_contact": "Attaque au contact",
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"attack_ranged": "Attaque à distance",
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"attack_ranged": "Attaque à distance",
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@@ -357,6 +370,27 @@
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"trauma_reward": "Traumatisme choisi",
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"trauma_reward": "Traumatisme choisi",
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"trauma_reward_5": "Récompense de Traumatisme (+5D)",
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"trauma_reward_5": "Récompense de Traumatisme (+5D)",
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"evolution_dice": "Dés d'Évolution",
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"evolution_dice": "Dés d'Évolution",
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"buy_evolution": "Acheter une Adaptation/Mutation",
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"evolution_name": "Nom",
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"evolution_level": "Niveau (coût en Dés d'Évolution)",
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"evolution_mutation": "Mutation",
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"evolution_adaptation": "Adaptation",
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"evolution_available_dice": "Dés d'Évolution accumulés",
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"evolution_total": "Total des niveaux (après achat)",
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"evolution_mode_max": "Maximum du Mode de jeu",
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"game_mode": "Mode de jeu",
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"mode_survie": "Survie",
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"mode_cauchemar": "Cauchemar",
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"mode_apocalypse": "Apocalypse",
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"evolution_buy_hint": "L'achat consomme et efface tous les Dés d'Évolution accumulés. Limites : Survie 5D, Cauchemar 6D, Apocalypse 7D au total. Mutations 3D/4D interdites en Mode Survie ; une seule Mutation à 4D.",
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"buy_evolution_done": "Adaptation/Mutation acquise. Dés d'Évolution effacés.",
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"error_evolution_no_name": "Indiquez un nom pour l'Adaptation/Mutation.",
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"error_evolution_invalid_level": "Niveau invalide (1 à 4).",
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"error_evolution_not_enough_dice": "Dés d'Évolution insuffisants pour ce niveau.",
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"error_evolution_mode_limit": "Maximum de Dés d'Évolution du Mode de jeu atteint.",
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"error_evolution_mutation_mode": "Les Mutations de Niveau 3/4 nécessitent les Modes Cauchemar ou Apocalypse.",
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"error_evolution_mutation_4d": "Le personnage possède déjà une Mutation à 4D.",
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"error_evolution_create": "Impossible de créer l'Adaptation/Mutation.",
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"open_experience_phase": "Phase d'Expérience",
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"open_experience_phase": "Phase d'Expérience",
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"open_learning": "Apprentissage",
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"open_learning": "Apprentissage",
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"validate_phase": "Valider la phase",
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"validate_phase": "Valider la phase",
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+23
-2
@@ -696,6 +696,27 @@
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&:last-child { border-bottom: none; }
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&:last-child { border-bottom: none; }
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}
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}
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.evolution-badge {
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margin-left: 6px;
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padding: 1px 6px;
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font-family: "Roboto", sans-serif;
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font-size: @font-size-11;
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text-transform: uppercase;
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border-radius: 3px;
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&.adaptation {
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color: @color-text-light-0;
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background: fade(@color-acid-green, 25%);
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border: 1px solid @color-acid-green;
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}
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&.mutation {
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color: @color-text-light-0;
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background: fade(@color-hemolymph, 30%);
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border: 1px solid @color-hemolymph;
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}
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}
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}
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}
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// ── V2 tab navigation — chitin-plate style ─────────────────────────
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// ── V2 tab navigation — chitin-plate style ─────────────────────────
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@@ -706,7 +727,7 @@
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margin: 0;
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margin: 0;
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padding: 0;
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padding: 0;
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background: @color-chitin-dark;
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background: @color-chitin-dark;
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border-bottom: 2px solid @color-amber;
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border-bottom: 2px solid @color-hemolymph;
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min-height: 36px;
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min-height: 36px;
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> a {
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> a {
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@@ -730,7 +751,7 @@
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}
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}
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&.active {
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&.active {
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background: linear-gradient(180deg, @color-amber 0%, @color-honeycomb 100%);
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background: @color-honeycomb;
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color: @color-chitin-dark;
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color: @color-chitin-dark;
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&::after {
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&::after {
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@@ -69,7 +69,7 @@
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font-family: "DistressBlack", sans-serif;
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font-family: "DistressBlack", sans-serif;
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text-transform: uppercase;
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text-transform: uppercase;
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font-size: @font-size-11;
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font-size: @font-size-11;
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color: @color-amber;
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color: @color-text-light-2;
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}
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}
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}
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}
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@@ -111,7 +111,7 @@
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font-family: "DistressBlack", sans-serif;
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font-family: "DistressBlack", sans-serif;
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text-transform: uppercase;
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text-transform: uppercase;
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font-size: @font-size-11;
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font-size: @font-size-11;
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color: @color-amber;
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color: @color-text-light-2;
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}
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}
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input[type="number"] {
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input[type="number"] {
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@@ -134,7 +134,7 @@
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}
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}
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&.crisis { border-left-color: @color-hemolymph; .gauge-state { color: @color-hemolymph; } }
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&.crisis { border-left-color: @color-hemolymph; .gauge-state { color: @color-hemolymph; } }
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&.low { border-left-color: @color-amber; .gauge-state { color: @color-amber; } }
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&.low { border-left-color: @color-honeycomb; .gauge-state { color: @color-honeycomb; } }
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&.stable { border-left-color: @color-acid-green; .gauge-state { color: @color-acid-green; } }
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&.stable { border-left-color: @color-acid-green; .gauge-state { color: @color-acid-green; } }
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&.opulent { border-left-color: @theme-color-accent; .gauge-state { color: @theme-color-accent; } }
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&.opulent { border-left-color: @theme-color-accent; .gauge-state { color: @theme-color-accent; } }
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}
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}
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@@ -146,7 +146,7 @@
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&.high { color: @color-acid-green; }
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&.high { color: @color-acid-green; }
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&.normal { color: @color-text-light-0; }
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&.normal { color: @color-text-light-0; }
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&.low { color: @color-amber; }
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&.low { color: @color-honeycomb; }
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&.crisis { color: @color-hemolymph; }
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&.crisis { color: @color-hemolymph; }
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}
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}
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}
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}
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@@ -188,7 +188,7 @@
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.capacity-type {
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.capacity-type {
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flex: 0 0 auto;
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flex: 0 0 auto;
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font-size: @font-size-12;
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font-size: @font-size-12;
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color: @color-amber;
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color: @color-text-light-2;
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text-transform: uppercase;
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text-transform: uppercase;
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}
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}
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@@ -124,5 +124,37 @@
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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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.totem-influence-row {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: 6px;
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margin-top: 2px;
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font-size: 0.75rem;
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.totem-influence-label {
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color: @color-text-light-0;
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strong.totem-human { color: @totem-human-color; }
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strong.totem-adapted { color: @totem-adapted-color; }
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}
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.totem-manage-btn {
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flex: none;
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padding: 2px 8px;
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cursor: pointer;
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color: @color-text-light-0;
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background: fade(@color-hemolymph, 20%);
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border: 1px solid @color-hemolymph;
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border-radius: 3px;
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.transition();
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&:hover {
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color: @theme-color-dark;
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background: @color-hemolymph;
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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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}
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}
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@@ -124,7 +124,7 @@
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font-family: "DistressBlack", sans-serif;
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font-family: "DistressBlack", sans-serif;
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text-transform: uppercase;
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text-transform: uppercase;
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font-size: @font-size-11;
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font-size: @font-size-11;
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||||||
color: @color-amber;
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color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
}
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}
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|
|
||||||
@@ -171,7 +171,7 @@
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font-family: "DistressBlack", sans-serif;
|
font-family: "DistressBlack", sans-serif;
|
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text-transform: uppercase;
|
text-transform: uppercase;
|
||||||
font-size: @font-size-11;
|
font-size: @font-size-11;
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
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|
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+8
-8
@@ -732,7 +732,7 @@ ol.chat-log {
|
|||||||
}
|
}
|
||||||
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|
||||||
#required {
|
#required {
|
||||||
color: @color-amber;
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color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -894,7 +894,7 @@ ol.chat-log {
|
|||||||
.exchange-passive {
|
.exchange-passive {
|
||||||
font-family: "Roboto", sans-serif;
|
font-family: "Roboto", sans-serif;
|
||||||
font-size: @font-size-11;
|
font-size: @font-size-11;
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
opacity: 0.85;
|
opacity: 0.85;
|
||||||
font-style: italic;
|
font-style: italic;
|
||||||
}
|
}
|
||||||
@@ -923,8 +923,8 @@ ol.chat-log {
|
|||||||
div.exchange-resolution {
|
div.exchange-resolution {
|
||||||
margin: 4px 0 6px;
|
margin: 4px 0 6px;
|
||||||
padding: 6px 8px;
|
padding: 6px 8px;
|
||||||
border: 1px solid @color-amber;
|
border: 1px solid @color-hemolymph;
|
||||||
background: fade(@color-amber, 8%);
|
background: fade(@color-hemolymph, 8%);
|
||||||
|
|
||||||
.resolution-header {
|
.resolution-header {
|
||||||
display: flex;
|
display: flex;
|
||||||
@@ -937,7 +937,7 @@ ol.chat-log {
|
|||||||
font-weight: 900;
|
font-weight: 900;
|
||||||
color: @theme-color-dark;
|
color: @theme-color-dark;
|
||||||
|
|
||||||
i { color: @color-amber; }
|
i { color: @color-hemolymph; }
|
||||||
}
|
}
|
||||||
|
|
||||||
.resolution-line {
|
.resolution-line {
|
||||||
@@ -1063,7 +1063,7 @@ ol.chat-log {
|
|||||||
font-family: "DistressBlack", sans-serif;
|
font-family: "DistressBlack", sans-serif;
|
||||||
text-transform: uppercase;
|
text-transform: uppercase;
|
||||||
font-size: @font-size-11;
|
font-size: @font-size-11;
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
|
|
||||||
.exp-value {
|
.exp-value {
|
||||||
@@ -1111,7 +1111,7 @@ ol.chat-log {
|
|||||||
margin: 0 0 6px;
|
margin: 0 0 6px;
|
||||||
|
|
||||||
.exp-total {
|
.exp-total {
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1126,7 +1126,7 @@ ol.chat-log {
|
|||||||
font-family: "DistressBlack", sans-serif;
|
font-family: "DistressBlack", sans-serif;
|
||||||
text-transform: uppercase;
|
text-transform: uppercase;
|
||||||
font-size: @font-size-11;
|
font-size: @font-size-11;
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+99
-10
@@ -188,7 +188,7 @@ iframe {
|
|||||||
|
|
||||||
> label {
|
> label {
|
||||||
font-size: @font-size-13;
|
font-size: @font-size-13;
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
white-space: nowrap;
|
white-space: nowrap;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -294,7 +294,7 @@ iframe {
|
|||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
|
|
||||||
&:hover {
|
&:hover {
|
||||||
color: @color-amber;
|
color: @color-text-light-highlight;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -347,7 +347,7 @@ iframe {
|
|||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
|
|
||||||
&:hover {
|
&:hover {
|
||||||
color: @color-amber;
|
color: @color-text-light-highlight;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -381,7 +381,7 @@ iframe {
|
|||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
|
|
||||||
&:hover {
|
&:hover {
|
||||||
color: @color-amber;
|
color: @color-text-light-highlight;
|
||||||
}
|
}
|
||||||
|
|
||||||
small {
|
small {
|
||||||
@@ -487,7 +487,7 @@ iframe {
|
|||||||
|
|
||||||
.label {
|
.label {
|
||||||
font-size: @font-size-11;
|
font-size: @font-size-11;
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
|
|
||||||
.combat-target-tag {
|
.combat-target-tag {
|
||||||
@@ -527,7 +527,7 @@ iframe {
|
|||||||
|
|
||||||
.label {
|
.label {
|
||||||
font-size: @font-size-12;
|
font-size: @font-size-12;
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
|
|
||||||
.exp-value {
|
.exp-value {
|
||||||
@@ -555,7 +555,7 @@ iframe {
|
|||||||
|
|
||||||
input[type="radio"] { flex: none; }
|
input[type="radio"] { flex: none; }
|
||||||
|
|
||||||
&:hover { color: @color-amber; }
|
&:hover { color: @color-text-light-highlight; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -581,8 +581,8 @@ iframe {
|
|||||||
flex-wrap: wrap;
|
flex-wrap: wrap;
|
||||||
gap: 8px 16px;
|
gap: 8px 16px;
|
||||||
padding: 8px;
|
padding: 8px;
|
||||||
border: 1px solid @color-amber;
|
border: 1px solid @color-hemolymph;
|
||||||
background: fade(@color-amber, 8%);
|
background: fade(@color-hemolymph, 8%);
|
||||||
|
|
||||||
.context-item {
|
.context-item {
|
||||||
display: flex;
|
display: flex;
|
||||||
@@ -593,7 +593,7 @@ iframe {
|
|||||||
font-family: "DistressBlack", sans-serif;
|
font-family: "DistressBlack", sans-serif;
|
||||||
text-transform: uppercase;
|
text-transform: uppercase;
|
||||||
font-size: @font-size-11;
|
font-size: @font-size-11;
|
||||||
color: @color-amber;
|
color: @color-text-light-2;
|
||||||
}
|
}
|
||||||
|
|
||||||
.context-value {
|
.context-value {
|
||||||
@@ -721,3 +721,92 @@ iframe {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ── Achat d'Adaptation/Mutation ───────────────────────────────────────
|
||||||
|
.application.buy-evolution .bonus-item {
|
||||||
|
align-items: center;
|
||||||
|
gap: 8px;
|
||||||
|
|
||||||
|
> label.label {
|
||||||
|
flex: none;
|
||||||
|
font-size: @font-size-12;
|
||||||
|
color: @color-text-light-2;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
input[type="text"] {
|
||||||
|
flex: 1 1 auto;
|
||||||
|
min-width: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
select {
|
||||||
|
flex: 1 1 auto;
|
||||||
|
min-width: 0;
|
||||||
|
width: auto;
|
||||||
|
}
|
||||||
|
|
||||||
|
input[type="checkbox"] {
|
||||||
|
flex: none;
|
||||||
|
width: 18px;
|
||||||
|
height: 18px;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Gestion des Dés de Totems ─────────────────────────────────────────
|
||||||
|
.application.totem-dice .totem-dice-state {
|
||||||
|
gap: 12px;
|
||||||
|
padding: 6px 8px;
|
||||||
|
border: 1px solid @color-hemolymph;
|
||||||
|
background: fade(@color-hemolymph, 8%);
|
||||||
|
|
||||||
|
.totem-state {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 6px;
|
||||||
|
|
||||||
|
.label {
|
||||||
|
font-family: "DistressBlack", sans-serif;
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-size: @font-size-12;
|
||||||
|
color: @color-text-light-2;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
&.totem-human .label { color: @color-text-light-2; }
|
||||||
|
&.totem-adapted .label { color: @color-text-light-2; }
|
||||||
|
|
||||||
|
.value {
|
||||||
|
font-family: "Roboto", sans-serif;
|
||||||
|
font-size: @font-size-14;
|
||||||
|
font-weight: 700;
|
||||||
|
color: @color-text-light-0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.application.totem-dice .totem-influence {
|
||||||
|
font-size: @font-size-16;
|
||||||
|
}
|
||||||
|
|
||||||
|
.application.totem-dice .totem-actions {
|
||||||
|
gap: 8px;
|
||||||
|
|
||||||
|
button {
|
||||||
|
flex: 1 1 100%;
|
||||||
|
font-family: "DistressBlack", sans-serif;
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-size: @font-size-12;
|
||||||
|
padding: 6px 10px;
|
||||||
|
cursor: pointer;
|
||||||
|
color: @color-text-light-0;
|
||||||
|
background: fade(@color-hemolymph, 15%);
|
||||||
|
border: 1px solid @color-hemolymph;
|
||||||
|
border-radius: 3px;
|
||||||
|
.transition();
|
||||||
|
|
||||||
|
&:hover {
|
||||||
|
color: @theme-color-dark;
|
||||||
|
background: @color-hemolymph;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
+1
-2
@@ -20,7 +20,7 @@
|
|||||||
// Niveaux de gris pour le texte clair
|
// Niveaux de gris pour le texte clair
|
||||||
@color-text-light-0: #fff;
|
@color-text-light-0: #fff;
|
||||||
@color-text-light-1: #e0f0f0;
|
@color-text-light-1: #e0f0f0;
|
||||||
@color-text-light-2: #c9e0c0;
|
@color-text-light-2: #3f9b55;
|
||||||
@color-text-light-3: #90c4a4;
|
@color-text-light-3: #90c4a4;
|
||||||
@color-text-light-4: #80c08b;
|
@color-text-light-4: #80c08b;
|
||||||
@color-text-light-5: #60b06b;
|
@color-text-light-5: #60b06b;
|
||||||
@@ -139,7 +139,6 @@
|
|||||||
|
|
||||||
// Couleurs insecte / organique
|
// Couleurs insecte / organique
|
||||||
@color-acid-green: #1e7d32;
|
@color-acid-green: #1e7d32;
|
||||||
@color-amber: #e8b84b;
|
|
||||||
@color-chitin-dark: #2a2520;
|
@color-chitin-dark: #2a2520;
|
||||||
@color-hemolymph: #8b4513;
|
@color-hemolymph: #8b4513;
|
||||||
@color-membrane: rgba(106, 176, 76, 0.1);
|
@color-membrane: rgba(106, 176, 76, 0.1);
|
||||||
|
|||||||
@@ -10,7 +10,9 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
|
|||||||
addSpecialty: VermineCharacterSheetV2.#onAddSpecialty,
|
addSpecialty: VermineCharacterSheetV2.#onAddSpecialty,
|
||||||
openExperiencePhase: VermineCharacterSheetV2.#onOpenExperiencePhase,
|
openExperiencePhase: VermineCharacterSheetV2.#onOpenExperiencePhase,
|
||||||
openLearning: VermineCharacterSheetV2.#onOpenLearning,
|
openLearning: VermineCharacterSheetV2.#onOpenLearning,
|
||||||
validatePhase: VermineCharacterSheetV2.#onValidatePhase
|
validatePhase: VermineCharacterSheetV2.#onValidatePhase,
|
||||||
|
buyEvolution: VermineCharacterSheetV2.#onBuyEvolution,
|
||||||
|
openTotemDice: VermineCharacterSheetV2.#onOpenTotemDice
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -133,4 +135,18 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
|
|||||||
await VermineExperience.resetPhaseLimits(this.document)
|
await VermineExperience.resetPhaseLimits(this.document)
|
||||||
ui.notifications.info(game.i18n.localize("VERMINE.validate_phase_done"))
|
ui.notifications.info(game.i18n.localize("VERMINE.validate_phase_done"))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Ouvre le dialogue d'achat d'une Adaptation/Mutation (Dés d'Évolution). */
|
||||||
|
static async #onBuyEvolution(event, target) {
|
||||||
|
const { default: BuyEvolutionDialog } = await import("../../system/dialogs/buyEvolutionDialog.mjs")
|
||||||
|
const dialog = await BuyEvolutionDialog.create({ actorId: this.document.id })
|
||||||
|
if (dialog) dialog.render(true)
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Ouvre le dialogue de gestion des Dés de Totems. */
|
||||||
|
static async #onOpenTotemDice(event, target) {
|
||||||
|
const { default: TotemDiceDialog } = await import("../../system/dialogs/totemDiceDialog.mjs")
|
||||||
|
const dialog = await TotemDiceDialog.create({ actorId: this.document.id })
|
||||||
|
if (dialog) dialog.render(true)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -13,7 +13,8 @@ export default class VermineEvolutionData extends foundry.abstract.TypeDataModel
|
|||||||
const fields = foundry.data.fields
|
const fields = foundry.data.fields
|
||||||
return {
|
return {
|
||||||
...listItemSchema(),
|
...listItemSchema(),
|
||||||
level: levelSchema(1, 1, 4)
|
level: levelSchema(1, 1, 4),
|
||||||
|
mutation: new fields.BooleanField({ required: true, initial: false })
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -129,12 +129,14 @@ export default class VermineGroupData extends foundry.abstract.TypeDataModel {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Calcule la réserve max en fonction du niveau du groupe.
|
* Calcule la réserve max selon le nombre de membres (personnages).
|
||||||
* Règle simplifiée : niveau × 2, plafonné à 10.
|
* Règles p. 68-69 : la Réserve débute à 3D et gagne 1D par personnage,
|
||||||
|
* avec un maximum de 10D.
|
||||||
*/
|
*/
|
||||||
_calculateGroupReserve() {
|
_calculateGroupReserve() {
|
||||||
const level = this.level?.value || 1
|
const members = Array.isArray(this.members) ? this.members : []
|
||||||
this.reserve.max = Math.min(10, level * 2)
|
const characterCount = members.filter((id) => game.actors?.get(id)?.type === "character").length
|
||||||
|
this.reserve.max = Math.min(10, 3 + characterCount)
|
||||||
|
|
||||||
if (this.reserve.value > this.reserve.max) {
|
if (this.reserve.value > this.reserve.max) {
|
||||||
this.reserve.value = this.reserve.max
|
this.reserve.value = this.reserve.max
|
||||||
|
|||||||
@@ -288,6 +288,23 @@ VERMINE.totems = {
|
|||||||
"loner": "TOTEMS.loner.name",
|
"loner": "TOTEMS.loner.name",
|
||||||
"adapted": "TOTEMS.adapted.name"
|
"adapted": "TOTEMS.adapted.name"
|
||||||
}
|
}
|
||||||
|
/**
|
||||||
|
* Influence des Dés de Totems (règles p. 121).
|
||||||
|
* Selon le Totem dominant (strictement plus de Dés Humains ou Adaptés),
|
||||||
|
* le personnage subit un Bonus/Malus de 1D sur les Domaines de Compétences.
|
||||||
|
* Neutre : aucun modificateur.
|
||||||
|
*/
|
||||||
|
VERMINE.totemInfluence = {
|
||||||
|
"human": {
|
||||||
|
"bonus": ["man", "tool", "world"],
|
||||||
|
"malus": ["animal", "survival", "weapon"]
|
||||||
|
},
|
||||||
|
"adapted": {
|
||||||
|
"bonus": ["animal", "survival", "weapon"],
|
||||||
|
"malus": ["man", "tool", "world"]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
VERMINE.totem_opposites = {
|
VERMINE.totem_opposites = {
|
||||||
"human": "TOTEMS.adapted.name",
|
"human": "TOTEMS.adapted.name",
|
||||||
"predator": "TOTEMS.scavenger.name",
|
"predator": "TOTEMS.scavenger.name",
|
||||||
|
|||||||
@@ -0,0 +1,115 @@
|
|||||||
|
import { VermineExperience } from "../experience.mjs";
|
||||||
|
|
||||||
|
const { HandlebarsApplicationMixin } = foundry.applications.api;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Dialogue d'achat d'une Adaptation/Mutation avec les Dés d'Évolution
|
||||||
|
* accumulés. Vérifie le coût (niveau 1-4), la limite du Mode de jeu et les
|
||||||
|
* restrictions sur les Mutations ; en cas de succès, crée l'item et efface
|
||||||
|
* les Dés d'Évolution accumulés.
|
||||||
|
*/
|
||||||
|
export default class BuyEvolutionDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
|
||||||
|
|
||||||
|
#actor;
|
||||||
|
|
||||||
|
static DEFAULT_OPTIONS = {
|
||||||
|
classes: ["vermine-roll", "buy-evolution"],
|
||||||
|
tag: "form",
|
||||||
|
window: {
|
||||||
|
icon: "fas fa-cart-shopping",
|
||||||
|
resizable: false
|
||||||
|
},
|
||||||
|
position: {
|
||||||
|
width: 480,
|
||||||
|
height: 460
|
||||||
|
},
|
||||||
|
actions: {
|
||||||
|
buy: BuyEvolutionDialog.#onBuy,
|
||||||
|
cancel: BuyEvolutionDialog.#onCancel
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
static PARTS = {
|
||||||
|
main: { template: "systems/vermine2047/templates/dialogs/buy-evolution-dialog.hbs", scrollable: [""] }
|
||||||
|
};
|
||||||
|
|
||||||
|
static async create({ actorId }) {
|
||||||
|
const actor = await game.actors.get(actorId);
|
||||||
|
if (!actor) {
|
||||||
|
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
return new BuyEvolutionDialog({ actor });
|
||||||
|
}
|
||||||
|
|
||||||
|
constructor(options = {}) {
|
||||||
|
super(options);
|
||||||
|
this.#actor = options.actor;
|
||||||
|
}
|
||||||
|
|
||||||
|
get title() {
|
||||||
|
return game.i18n.localize("VERMINE.buy_evolution");
|
||||||
|
}
|
||||||
|
|
||||||
|
async _prepareContext() {
|
||||||
|
const actor = this.#actor;
|
||||||
|
const mode = VermineExperience.gameMode();
|
||||||
|
const modeLabels = {
|
||||||
|
1: game.i18n.localize("VERMINE.mode_survie"),
|
||||||
|
2: game.i18n.localize("VERMINE.mode_cauchemar"),
|
||||||
|
3: game.i18n.localize("VERMINE.mode_apocalypse")
|
||||||
|
};
|
||||||
|
const levels = [];
|
||||||
|
for (let value = 1; value <= 4; value++) {
|
||||||
|
levels.push({ value, cost: value });
|
||||||
|
}
|
||||||
|
return {
|
||||||
|
evolutionDice: actor.system?.experience?.evolution || 0,
|
||||||
|
defaultName: game.i18n.localize("ITEMS.new_evolution"),
|
||||||
|
levels,
|
||||||
|
totalLevels: VermineExperience.evolutionTotalLevels(actor),
|
||||||
|
modeMax: VermineExperience.evolutionMaxForMode(mode),
|
||||||
|
modeLabel: modeLabels[mode] || ""
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
static async #onCancel(event, target) {
|
||||||
|
this.close();
|
||||||
|
}
|
||||||
|
|
||||||
|
static async #onBuy(event, target) {
|
||||||
|
const actor = this.#actor;
|
||||||
|
const name = this.element.querySelector("#evolution-name")?.value?.trim() || "";
|
||||||
|
const cost = parseInt(this.element.querySelector("#evolution-level")?.value, 10) || 0;
|
||||||
|
const mutation = this.element.querySelector("#evolution-mutation")?.checked || false;
|
||||||
|
|
||||||
|
if (!name) {
|
||||||
|
ui.notifications.warn(game.i18n.localize("VERMINE.error_evolution_no_name"));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const error = VermineExperience.validateEvolutionPurchase(actor, cost, mutation);
|
||||||
|
if (error) {
|
||||||
|
ui.notifications.warn(game.i18n.localize(error));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const created = await actor.createEmbeddedDocuments("Item", [{
|
||||||
|
name,
|
||||||
|
type: "evolution",
|
||||||
|
system: {
|
||||||
|
level: { value: cost },
|
||||||
|
mutation
|
||||||
|
}
|
||||||
|
}]);
|
||||||
|
// N'efface les Dés d'Évolution que si l'item a bien été créé.
|
||||||
|
if (!created || created.length === 0) {
|
||||||
|
ui.notifications.warn(game.i18n.localize("VERMINE.error_evolution_create"));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
await actor.update({ "system.experience.evolution": 0 });
|
||||||
|
|
||||||
|
ui.notifications.info(game.i18n.localize("VERMINE.buy_evolution_done"));
|
||||||
|
this.close();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,125 @@
|
|||||||
|
import { VermineTotemDice } from "../totem-dice.mjs";
|
||||||
|
|
||||||
|
const { HandlebarsApplicationMixin } = foundry.applications.api;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Dialogue de gestion des Dés de Totems (Humain / Adapté).
|
||||||
|
* Permet d'appliquer les gains et pertes liés aux Instincts et Interdits
|
||||||
|
* (1D ou 2D selon la gravité de l'acte), en respectant les limites
|
||||||
|
* (3 Dés du même Totem, 5 Dés au maximum) et les règles d'échange.
|
||||||
|
*/
|
||||||
|
export default class TotemDiceDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
|
||||||
|
|
||||||
|
#actor;
|
||||||
|
#serious = false;
|
||||||
|
|
||||||
|
static DEFAULT_OPTIONS = {
|
||||||
|
classes: ["vermine-roll", "totem-dice"],
|
||||||
|
tag: "form",
|
||||||
|
window: {
|
||||||
|
icon: "fas fa-dice-d10",
|
||||||
|
resizable: false
|
||||||
|
},
|
||||||
|
position: {
|
||||||
|
width: 480,
|
||||||
|
height: 420
|
||||||
|
},
|
||||||
|
actions: {
|
||||||
|
gainHuman: TotemDiceDialog.#onGainHuman,
|
||||||
|
gainAdapted: TotemDiceDialog.#onGainAdapted,
|
||||||
|
loseHuman: TotemDiceDialog.#onLoseHuman,
|
||||||
|
close: TotemDiceDialog.#onClose
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
static PARTS = {
|
||||||
|
main: { template: "systems/vermine2047/templates/dialogs/totem-dice-dialog.hbs", scrollable: [""] }
|
||||||
|
};
|
||||||
|
|
||||||
|
static async create({ actorId }) {
|
||||||
|
const actor = await game.actors.get(actorId);
|
||||||
|
if (!actor) {
|
||||||
|
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
return new TotemDiceDialog({ actor });
|
||||||
|
}
|
||||||
|
|
||||||
|
constructor(options = {}) {
|
||||||
|
super(options);
|
||||||
|
this.#actor = options.actor;
|
||||||
|
}
|
||||||
|
|
||||||
|
get title() {
|
||||||
|
return game.i18n.localize("VERMINE.totem_dice");
|
||||||
|
}
|
||||||
|
|
||||||
|
async _prepareContext() {
|
||||||
|
const actor = this.#actor;
|
||||||
|
const influence = VermineTotemDice.getInfluence(actor);
|
||||||
|
const influenceLabels = {
|
||||||
|
human: game.i18n.localize("TOTEMS.human.name"),
|
||||||
|
adapted: game.i18n.localize("TOTEMS.adapted.name"),
|
||||||
|
neutral: game.i18n.localize("VERMINE.totem_neutral")
|
||||||
|
};
|
||||||
|
return {
|
||||||
|
humanValue: actor.system?.adaptation?.totems?.human?.value ?? 0,
|
||||||
|
humanMax: actor.system?.adaptation?.totems?.human?.max ?? 3,
|
||||||
|
adaptedValue: actor.system?.adaptation?.totems?.adapted?.value ?? 0,
|
||||||
|
adaptedMax: actor.system?.adaptation?.totems?.adapted?.max ?? 3,
|
||||||
|
influenceLabel: influenceLabels[influence] || "",
|
||||||
|
serious: this.#serious
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
_onRender(context, options) {
|
||||||
|
super._onRender(context, options);
|
||||||
|
const checkbox = this.element.querySelector("#totem-serious");
|
||||||
|
if (checkbox) {
|
||||||
|
checkbox.checked = this.#serious;
|
||||||
|
checkbox.addEventListener("change", () => { this.#serious = checkbox.checked; });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#getCount() {
|
||||||
|
return this.element.querySelector("#totem-serious")?.checked ? 2 : 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
#notify(result) {
|
||||||
|
const key = result.totem === "human" ? "TOTEMS.human.name" : "TOTEMS.adapted.name";
|
||||||
|
const totemName = game.i18n.localize(key);
|
||||||
|
const parts = [];
|
||||||
|
if (result.gained) parts.push(game.i18n.localize("VERMINE.totem_gained").replace("{totem}", totemName));
|
||||||
|
if (result.exchanged) parts.push(game.i18n.localize("VERMINE.totem_exchanged").replace("{totem}", totemName));
|
||||||
|
if (result.replaced) parts.push(game.i18n.localize("VERMINE.totem_replaced").replace("{totem}", totemName));
|
||||||
|
if (result.lost) parts.push(game.i18n.localize("VERMINE.totem_lost"));
|
||||||
|
if (result.gainedAdapted) parts.push(game.i18n.localize("VERMINE.totem_gained_adapted"));
|
||||||
|
if (result.refused) parts.push(game.i18n.localize("VERMINE.totem_limit_reached"));
|
||||||
|
const text = parts.join(" ");
|
||||||
|
if (result.refused && !result.gained && !result.lost && !result.exchanged && !result.replaced) {
|
||||||
|
ui.notifications.warn(text || game.i18n.localize("VERMINE.totem_limit_reached"));
|
||||||
|
} else if (text) {
|
||||||
|
ui.notifications.info(text);
|
||||||
|
}
|
||||||
|
this.render();
|
||||||
|
}
|
||||||
|
|
||||||
|
static async #onGainHuman() {
|
||||||
|
const result = await VermineTotemDice.gainDie(this.#actor, "human", this.#getCount());
|
||||||
|
this.#notify(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
static async #onGainAdapted() {
|
||||||
|
const result = await VermineTotemDice.gainDie(this.#actor, "adapted", this.#getCount());
|
||||||
|
this.#notify(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
static async #onLoseHuman() {
|
||||||
|
const result = await VermineTotemDice.loseDie(this.#actor, "human", this.#getCount());
|
||||||
|
this.#notify(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
static #onClose() {
|
||||||
|
this.close();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -233,4 +233,62 @@ export class VermineExperience {
|
|||||||
}
|
}
|
||||||
if (Object.keys(update).length) await actor.update(update)
|
if (Object.keys(update).length) await actor.update(update)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Mode de jeu actif (1=Survie, 2=Cauchemar, 3=Apocalypse).
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static gameMode() {
|
||||||
|
return parseInt(game.settings.get("vermine2047", "game-mode"), 10) || 1
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Total de Dés d'Évolution maximum selon le Mode de jeu.
|
||||||
|
* @param {number} mode 1=Survie, 2=Cauchemar, 3=Apocalypse
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static evolutionMaxForMode(mode) {
|
||||||
|
switch (parseInt(mode, 10)) {
|
||||||
|
case 2: return 6
|
||||||
|
case 3: return 7
|
||||||
|
default: return 5
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Somme des niveaux des Adaptations/Mutations déjà possédées.
|
||||||
|
* @param {foundry.abstract.Document} actor personnage
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static evolutionTotalLevels(actor) {
|
||||||
|
return (actor?.itemTypes?.evolution || []).reduce((sum, item) => sum + (item.system?.level?.value || 0), 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Valide l'achat d'une Adaptation/Mutation contre les Dés d'Évolution
|
||||||
|
* accumulés. Retourne une clé i18n d'erreur, ou null si l'achat est permis.
|
||||||
|
* Règles p. 116-117 : coût = niveau ; total limité par le Mode ; Mutations
|
||||||
|
* 3D/4D interdites en Mode Survie ; une seule Mutation à 4D.
|
||||||
|
* @param {foundry.abstract.Document} actor personnage
|
||||||
|
* @param {number} cost niveau de l'Adaptation/Mutation (1-4)
|
||||||
|
* @param {boolean} mutation vrai si c'est une Mutation
|
||||||
|
* @returns {string|null}
|
||||||
|
*/
|
||||||
|
static validateEvolutionPurchase(actor, cost, mutation) {
|
||||||
|
const level = parseInt(cost, 10) || 0
|
||||||
|
const accumulated = actor.system?.experience?.evolution || 0
|
||||||
|
const mode = this.gameMode()
|
||||||
|
if (accumulated < level) return "VERMINE.error_evolution_not_enough_dice"
|
||||||
|
if (level < 1 || level > 4) return "VERMINE.error_evolution_invalid_level"
|
||||||
|
const total = this.evolutionTotalLevels(actor) + level
|
||||||
|
if (total > this.evolutionMaxForMode(mode)) return "VERMINE.error_evolution_mode_limit"
|
||||||
|
if (mutation && level >= 3 && mode < 2) return "VERMINE.error_evolution_mutation_mode"
|
||||||
|
if (mutation && level === 4) {
|
||||||
|
const hasFourDMutation = (actor?.itemTypes?.evolution || []).some(
|
||||||
|
(item) => item.system?.mutation && (item.system?.level?.value || 0) === 4
|
||||||
|
)
|
||||||
|
if (hasFourDMutation) return "VERMINE.error_evolution_mutation_4d"
|
||||||
|
}
|
||||||
|
return null
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -131,6 +131,15 @@ export const registerHooks = function () {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// Un Groupe démarre avec une Réserve à son maximum (3D + 1D par membre).
|
||||||
|
Hooks.on("createActor", async function (actor) {
|
||||||
|
if (actor.type !== "group") return;
|
||||||
|
const reserve = actor.system?.reserve;
|
||||||
|
if (reserve && reserve.value === 0 && reserve.max > 0) {
|
||||||
|
await actor.update({ "system.reserve.value": reserve.max });
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
/* Combat Hooks */
|
/* Combat Hooks */
|
||||||
/* -------------------------------------------- */
|
/* -------------------------------------------- */
|
||||||
|
|||||||
+16
-64
@@ -1,3 +1,5 @@
|
|||||||
|
import { VermineTotemDice } from "./totem-dice.mjs";
|
||||||
|
|
||||||
export class VermineUtils {
|
export class VermineUtils {
|
||||||
/**
|
/**
|
||||||
* Rolls dice with Vermine2047-specific rules.
|
* Rolls dice with Vermine2047-specific rules.
|
||||||
@@ -49,12 +51,12 @@ export class VermineUtils {
|
|||||||
// Declare variables
|
// Declare variables
|
||||||
let formula = "";
|
let formula = "";
|
||||||
let modFormula = null;
|
let modFormula = null;
|
||||||
let totemBonus = { human: 0, adapted: 0 };
|
|
||||||
|
|
||||||
// Calculate domain bonuses for totems
|
// Influence des Dés de Totems : Bonus/Malus de 1D selon le Totem dominant
|
||||||
if (skillCategory) {
|
// et le Domaine de la Compétence (règles p. 121). S'applique même sans
|
||||||
totemBonus = this._calculateTotemDomainBonuses(skillCategory, actor);
|
// utiliser un Dé de Totem.
|
||||||
}
|
const influenceMod = this._calculateTotemInfluence(skillCategory, actor);
|
||||||
|
NoD += influenceMod;
|
||||||
|
|
||||||
// Apply automatic successes from skill mastery
|
// Apply automatic successes from skill mastery
|
||||||
let adjustedDifficulty = difficulty;
|
let adjustedDifficulty = difficulty;
|
||||||
@@ -65,11 +67,6 @@ export class VermineUtils {
|
|||||||
const humanDifficulty = adjustedDifficulty;
|
const humanDifficulty = adjustedDifficulty;
|
||||||
const humanFormula = `(1D10cs>=${humanDifficulty}[human_${safeUserName}]*2)`;
|
const humanFormula = `(1D10cs>=${humanDifficulty}[human_${safeUserName}]*2)`;
|
||||||
|
|
||||||
// Apply domain bonus/malus
|
|
||||||
if (totemBonus.human !== 0) {
|
|
||||||
NoD += totemBonus.human;
|
|
||||||
}
|
|
||||||
|
|
||||||
modFormula = humanFormula;
|
modFormula = humanFormula;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -79,11 +76,6 @@ export class VermineUtils {
|
|||||||
const adaptedDifficulty = adjustedDifficulty;
|
const adaptedDifficulty = adjustedDifficulty;
|
||||||
const adaptedFormula = `(1D10cs>=${adaptedDifficulty}[adapted_${safeUserName}]*2)`;
|
const adaptedFormula = `(1D10cs>=${adaptedDifficulty}[adapted_${safeUserName}]*2)`;
|
||||||
|
|
||||||
// Apply domain bonus/malus
|
|
||||||
if (totemBonus.adapted !== 0) {
|
|
||||||
NoD += totemBonus.adapted;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Build combined formula
|
// Build combined formula
|
||||||
if (modFormula !== null) {
|
if (modFormula !== null) {
|
||||||
modFormula = `${modFormula}+${adaptedFormula}`;
|
modFormula = `${modFormula}+${adaptedFormula}`;
|
||||||
@@ -113,8 +105,8 @@ export class VermineUtils {
|
|||||||
formula = modFormula !== null ? `${baseFormula}+${modFormula}` : baseFormula;
|
formula = modFormula !== null ? `${baseFormula}+${modFormula}` : baseFormula;
|
||||||
|
|
||||||
// Reconcile the breakdown displayed in chat with the dice actually rolled.
|
// Reconcile the breakdown displayed in chat with the dice actually rolled.
|
||||||
// Domain bonuses/malus are only applied when the corresponding totem die
|
// L'influence s'applique au pool ; les Dés de Totem remplacent (n'ajoutent
|
||||||
// is used, and totem dice replace (not add to) base-pool dice.
|
// pas) des dés du pool de base.
|
||||||
if (poolBreakdown) {
|
if (poolBreakdown) {
|
||||||
// Count totem dice present in the final modifier formula.
|
// Count totem dice present in the final modifier formula.
|
||||||
let totemDice = 0;
|
let totemDice = 0;
|
||||||
@@ -122,14 +114,9 @@ export class VermineUtils {
|
|||||||
if (modFormula.includes("human_")) totemDice += 1;
|
if (modFormula.includes("human_")) totemDice += 1;
|
||||||
if (modFormula.includes("adapted_")) 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.totemDice = totemDice;
|
||||||
poolBreakdown.domainBonus = domainBonus;
|
poolBreakdown.domainBonus = influenceMod;
|
||||||
// Total = nombre réel de dés lancés (NoD réguliers + dés de totem).
|
// 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;
|
poolBreakdown.total = NoD + totemDice;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -145,7 +132,7 @@ export class VermineUtils {
|
|||||||
skillCategory: skillCategory,
|
skillCategory: skillCategory,
|
||||||
skillLevel: skillLevel,
|
skillLevel: skillLevel,
|
||||||
hasSpecialty: hasSpecialty,
|
hasSpecialty: hasSpecialty,
|
||||||
totemBonuses: { ...totemBonus },
|
totemInfluence: influenceMod,
|
||||||
baseNoD: NoD,
|
baseNoD: NoD,
|
||||||
rerolls: Reroll,
|
rerolls: Reroll,
|
||||||
selfControl: self_control,
|
selfControl: self_control,
|
||||||
@@ -188,47 +175,12 @@ export class VermineUtils {
|
|||||||
* Calculates domain bonuses/penalties for totems.
|
* Calculates domain bonuses/penalties for totems.
|
||||||
* @param {string} skillCategory - The skill category
|
* @param {string} skillCategory - The skill category
|
||||||
* @param {Actor} actor - The actor
|
* @param {Actor} actor - The actor
|
||||||
* @returns {Object} Bonuses for each totem {human: number, adapted: number}
|
* @returns {number} Modificateur d'influence (-1, 0 ou +1)
|
||||||
*/
|
*/
|
||||||
static _calculateTotemDomainBonuses(skillCategory, actor) {
|
static _calculateTotemInfluence(skillCategory, actor) {
|
||||||
const bonuses = { human: 0, adapted: 0 };
|
// Les Dés de Totems n'existent que sur les personnages.
|
||||||
|
if (actor?.type !== "character" || !skillCategory) return 0;
|
||||||
// Validate inputs
|
return VermineTotemDice.influenceModifier(actor, skillCategory);
|
||||||
if (!CONFIG.VERMINE?.totemDomains || !actor?.system?.identity?.totem) {
|
|
||||||
return bonuses;
|
|
||||||
}
|
|
||||||
|
|
||||||
const actorTotem = actor.system.identity.totem;
|
|
||||||
|
|
||||||
// Check if actor's totem exists in configuration
|
|
||||||
if (!CONFIG.VERMINE.totemDomains[actorTotem]) {
|
|
||||||
return bonuses;
|
|
||||||
}
|
|
||||||
|
|
||||||
const totemConfig = CONFIG.VERMINE.totemDomains[actorTotem];
|
|
||||||
|
|
||||||
if (!totemConfig?.domains) {
|
|
||||||
return bonuses;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get actor's preferred skill category
|
|
||||||
const preferredCategory = actor.system.skill_categories?.preferred;
|
|
||||||
|
|
||||||
// Bonus for actor's totem if preferred category is in its domains
|
|
||||||
if (preferredCategory && totemConfig.domains.includes(preferredCategory)) {
|
|
||||||
bonuses[actorTotem] = totemConfig.bonus || 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Penalty for opposite totem if preferred category is in its domains
|
|
||||||
const oppositeTotem = CONFIG.VERMINE.totem_opposites?.[actorTotem];
|
|
||||||
if (oppositeTotem && CONFIG.VERMINE.totemDomains[oppositeTotem]) {
|
|
||||||
const oppositeConfig = CONFIG.VERMINE.totemDomains[oppositeTotem];
|
|
||||||
if (preferredCategory && oppositeConfig?.domains?.includes(preferredCategory)) {
|
|
||||||
bonuses[oppositeTotem] = -(oppositeConfig.bonus || 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return bonuses;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -0,0 +1,171 @@
|
|||||||
|
/**
|
||||||
|
* VermineTotemDice - Gestion des Dés de Totems (Humain / Adapté).
|
||||||
|
*
|
||||||
|
* Règles p. 121 :
|
||||||
|
* - Influence : si un joueur possède strictement plus de Dés d'un Totem que
|
||||||
|
* de l'autre, ce Totem prend l'ascendant (+1D/-1D sur certains Domaines).
|
||||||
|
* - Gains et pertes via les Instincts et les Interdits (1D ou 2D selon la
|
||||||
|
* gravité), avec des limites (3 Dés du même Totem, 5 Dés au maximum).
|
||||||
|
*/
|
||||||
|
export class VermineTotemDice {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Totem dominant d'un personnage.
|
||||||
|
* @param {foundry.abstract.Document} actor
|
||||||
|
* @returns {'human'|'adapted'|'neutral'}
|
||||||
|
*/
|
||||||
|
static getInfluence(actor) {
|
||||||
|
const human = actor.system?.adaptation?.totems?.human?.value || 0;
|
||||||
|
const adapted = actor.system?.adaptation?.totems?.adapted?.value || 0;
|
||||||
|
if (human > adapted) return "human";
|
||||||
|
if (adapted > human) return "adapted";
|
||||||
|
return "neutral";
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Modificateur (Bonus/Malus) d'influence pour une catégorie de compétence.
|
||||||
|
* @param {foundry.abstract.Document} actor
|
||||||
|
* @param {string} skillCategory catégorie (man, animal, tool, weapon, survival, world)
|
||||||
|
* @returns {number} -1, 0 ou +1
|
||||||
|
*/
|
||||||
|
static influenceModifier(actor, skillCategory) {
|
||||||
|
const influence = this.getInfluence(actor);
|
||||||
|
if (influence === "neutral" || !skillCategory) return 0;
|
||||||
|
const cfg = CONFIG.VERMINE?.totemInfluence?.[influence];
|
||||||
|
if (!cfg) return 0;
|
||||||
|
if ((cfg.bonus || []).includes(skillCategory)) return 1;
|
||||||
|
if ((cfg.malus || []).includes(skillCategory)) return -1;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Applique un gain d'un Dé de Totem selon les règles d'échange et de limites.
|
||||||
|
* Retourne un objet décrivant ce qui s'est passé (pour notification).
|
||||||
|
* @param {foundry.abstract.Document} actor
|
||||||
|
* @param {'human'|'adapted'} totem
|
||||||
|
* @param {number} [count=1] 1 ou 2 dés (acte grave)
|
||||||
|
* @returns {Promise<Object>}
|
||||||
|
*/
|
||||||
|
static async gainDie(actor, totem, count = 1) {
|
||||||
|
const human = actor.system.adaptation.totems.human;
|
||||||
|
const adapted = actor.system.adaptation.totems.adapted;
|
||||||
|
const actions = [];
|
||||||
|
|
||||||
|
for (let i = 0; i < count; i++) {
|
||||||
|
const step = this._gainOneDie(human.value, adapted.value, totem);
|
||||||
|
if (step.unchanged) {
|
||||||
|
actions.push({ ok: false, reason: "max" });
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
human.value = step.human;
|
||||||
|
adapted.value = step.adapted;
|
||||||
|
actions.push({ ok: true, exchanged: step.exchanged, replaced: step.replaced });
|
||||||
|
}
|
||||||
|
|
||||||
|
await actor.update({
|
||||||
|
"system.adaptation.totems.human.value": human.value,
|
||||||
|
"system.adaptation.totems.adapted.value": adapted.value
|
||||||
|
});
|
||||||
|
|
||||||
|
return this._summarize(actions, totem);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Applique une perte d'un Dé de Totem.
|
||||||
|
* Règle : seul l'Humain a des Interdits. Briser un Interdit Humain fait
|
||||||
|
* perdre 1D Humain ; si le personnage n'en possède pas, il gagne 1D Adapté.
|
||||||
|
* @param {foundry.abstract.Document} actor
|
||||||
|
* @param {'human'} totem
|
||||||
|
* @param {number} [count=1] 1 ou 2 dés (acte grave)
|
||||||
|
* @returns {Promise<Object>}
|
||||||
|
*/
|
||||||
|
static async loseDie(actor, totem, count = 1) {
|
||||||
|
const human = actor.system.adaptation.totems.human;
|
||||||
|
const adapted = actor.system.adaptation.totems.adapted;
|
||||||
|
const actions = [];
|
||||||
|
|
||||||
|
for (let i = 0; i < count; i++) {
|
||||||
|
if (human.value > 0) {
|
||||||
|
human.value -= 1;
|
||||||
|
actions.push({ ok: true, lost: true });
|
||||||
|
} else if (adapted.value < adapted.max && (human.value + adapted.value) < 5) {
|
||||||
|
// Pas de Dé Humain : gagne un Dé Adapté à la place (limites appliquées).
|
||||||
|
adapted.value += 1;
|
||||||
|
actions.push({ ok: true, gainedAdapted: true });
|
||||||
|
} else {
|
||||||
|
actions.push({ ok: false, reason: "max" });
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
await actor.update({
|
||||||
|
"system.adaptation.totems.human.value": human.value,
|
||||||
|
"system.adaptation.totems.adapted.value": adapted.value
|
||||||
|
});
|
||||||
|
|
||||||
|
return this._summarize(actions, totem);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ajoute un Dé du Totem donné en respectant les limites et les échanges.
|
||||||
|
* Règles :
|
||||||
|
* - 3 Dés max du même Totem, 5 Dés max au total.
|
||||||
|
* - Si le joueur gagne un Dé qu'il ne peut conserver, il peut supprimer un
|
||||||
|
* Dé du Totem opposé à la place ; sinon le gain est annulé.
|
||||||
|
* - Gagner un 4e Dé Adapté est impossible, mais supprime un Dé Humain.
|
||||||
|
* @param {number} human
|
||||||
|
* @param {number} adapted
|
||||||
|
* @param {'human'|'adapted'} totem
|
||||||
|
* @returns {Object}
|
||||||
|
*/
|
||||||
|
static _gainOneDie(human, adapted, totem) {
|
||||||
|
const limitTotem = 3;
|
||||||
|
const opposite = totem === "human" ? "adapted" : "human";
|
||||||
|
const total = human + adapted;
|
||||||
|
const current = totem === "human" ? human : adapted;
|
||||||
|
const oppositeVal = totem === "human" ? adapted : human;
|
||||||
|
|
||||||
|
// Le Totem cible est déjà au maximum (3) : impossible d'empiler.
|
||||||
|
if (current >= limitTotem) {
|
||||||
|
if (oppositeVal > 0) {
|
||||||
|
// Supprime un Dé du Totem opposé à la place (le gain n'augmente pas).
|
||||||
|
const result = { human, adapted, unchanged: false, replaced: true };
|
||||||
|
result[opposite] -= 1;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
return { human, adapted, unchanged: true };
|
||||||
|
}
|
||||||
|
|
||||||
|
// Limite totale atteinte (5) : peut remplacer un Dé opposé.
|
||||||
|
if (total >= 5) {
|
||||||
|
if (oppositeVal > 0) {
|
||||||
|
const result = { human, adapted, unchanged: false, exchanged: true };
|
||||||
|
result[totem] += 1;
|
||||||
|
result[opposite] -= 1;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
return { human, adapted, unchanged: true };
|
||||||
|
}
|
||||||
|
|
||||||
|
// Gain normal.
|
||||||
|
const result = { human, adapted, unchanged: false };
|
||||||
|
result[totem] += 1;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Résume les actions appliquées en un libellé localisé.
|
||||||
|
* @param {Array} actions
|
||||||
|
* @param {'human'|'adapted'} totem
|
||||||
|
* @returns {Object}
|
||||||
|
*/
|
||||||
|
static _summarize(actions, totem) {
|
||||||
|
const gained = actions.filter(a => a.ok && !a.exchanged && !a.replaced && !a.lost && !a.gainedAdapted).length;
|
||||||
|
const exchanged = actions.filter(a => a.exchanged).length;
|
||||||
|
const replaced = actions.filter(a => a.replaced).length;
|
||||||
|
const lost = actions.filter(a => a.lost).length;
|
||||||
|
const gainedAdapted = actions.filter(a => a.gainedAdapted).length;
|
||||||
|
const refused = actions.some(a => !a.ok);
|
||||||
|
return { totem, gained, exchanged, replaced, lost, gainedAdapted, refused };
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -74,6 +74,22 @@
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
{{!-- Influence + gestion des Dés de Totems --}}
|
||||||
|
<div class="totem-influence-row">
|
||||||
|
<span class="totem-influence-label">
|
||||||
|
{{ localize "VERMINE.influence" }}:
|
||||||
|
{{#ifgt system.adaptation.totems.human.value system.adaptation.totems.adapted.value}}
|
||||||
|
<strong class="totem-human">{{ localize "TOTEMS.human.name" }}</strong>
|
||||||
|
{{else ifgt system.adaptation.totems.adapted.value system.adaptation.totems.human.value}}
|
||||||
|
<strong class="totem-adapted">{{ localize "TOTEMS.adapted.name" }}</strong>
|
||||||
|
{{else}}
|
||||||
|
<strong>{{ localize "VERMINE.totem_neutral" }}</strong>
|
||||||
|
{{/ifgt}}
|
||||||
|
</span>
|
||||||
|
<button type="button" class="totem-manage-btn" data-action="openTotemDice"
|
||||||
|
title="{{ localize 'VERMINE.totem_manage' }}"><i class="fas fa-sliders"></i></button>
|
||||||
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<ul class="padding-with-frieze unstyled paper">
|
<ul class="padding-with-frieze unstyled paper">
|
||||||
{{#if system.identity.totem }}
|
{{#if system.identity.totem }}
|
||||||
|
|||||||
@@ -97,7 +97,6 @@
|
|||||||
data-action="edit"
|
data-action="edit"
|
||||||
data-item-id="{{item._id}}"
|
data-item-id="{{item._id}}"
|
||||||
title="Edit Item">{{item.name}}</a>
|
title="Edit Item">{{item.name}}</a>
|
||||||
<span data-tooltip="Compétence">{{item.system.skill}}</span>
|
|
||||||
</div>
|
</div>
|
||||||
<div class="item-controls flexrow">
|
<div class="item-controls flexrow">
|
||||||
{{#if item.system.description}}
|
{{#if item.system.description}}
|
||||||
@@ -192,9 +191,8 @@
|
|||||||
{{#if isEditMode}}
|
{{#if isEditMode}}
|
||||||
<a
|
<a
|
||||||
class="item-control item-create"
|
class="item-control item-create"
|
||||||
title="Create item"
|
title="Buy evolution"
|
||||||
data-action="create"
|
data-action="buyEvolution"><i class="fas fa-cart-shopping"></i></a>
|
||||||
data-type="evolution"><i class="fas fa-plus"></i></a>
|
|
||||||
{{/if}}
|
{{/if}}
|
||||||
</h4>
|
</h4>
|
||||||
<ol class="list-item">
|
<ol class="list-item">
|
||||||
@@ -206,6 +204,11 @@
|
|||||||
data-action="edit"
|
data-action="edit"
|
||||||
data-item-id="{{item._id}}"
|
data-item-id="{{item._id}}"
|
||||||
title="Edit Item">{{item.name}}</a>
|
title="Edit Item">{{item.name}}</a>
|
||||||
|
{{#if item.system.mutation}}
|
||||||
|
<span class="evolution-badge mutation">{{ localize 'VERMINE.evolution_mutation' }}</span>
|
||||||
|
{{else}}
|
||||||
|
<span class="evolution-badge adaptation">{{ localize 'VERMINE.evolution_adaptation' }}</span>
|
||||||
|
{{/if}}
|
||||||
</div>
|
</div>
|
||||||
<div class="item-controls flexrow">
|
<div class="item-controls flexrow">
|
||||||
{{#if item.system.description}}
|
{{#if item.system.description}}
|
||||||
|
|||||||
@@ -0,0 +1,53 @@
|
|||||||
|
<div class="roll-dialog-content">
|
||||||
|
<h3 class="combat-mode-label">{{ localize 'VERMINE.buy_evolution' }}</h3>
|
||||||
|
|
||||||
|
<div class="learning-summary">
|
||||||
|
<span class="label">{{ localize 'VERMINE.evolution_available_dice' }}:</span>
|
||||||
|
<span class="exp-value">{{ evolutionDice }}D</span>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="flexrow bonus-item full-width">
|
||||||
|
<label class="label" for="evolution-name">{{ localize 'VERMINE.evolution_name' }}</label>
|
||||||
|
<input type="text" data-roll="true" id="evolution-name" name="evolution-name" value="{{ defaultName }}" />
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="flexrow bonus-item full-width">
|
||||||
|
<label class="label" for="evolution-level">{{ localize 'VERMINE.evolution_level' }}</label>
|
||||||
|
<select class="info-value" data-roll="true" id="evolution-level" name="evolution-level">
|
||||||
|
{{#each levels}}
|
||||||
|
<option value="{{ this.value }}">{{ this.value }}D — {{ this.cost }}D</option>
|
||||||
|
{{/each}}
|
||||||
|
</select>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="flexrow bonus-item full-width">
|
||||||
|
<label class="label" for="evolution-mutation">{{ localize 'VERMINE.evolution_mutation' }}</label>
|
||||||
|
<input type="checkbox" data-roll="true" id="evolution-mutation" name="evolution-mutation" />
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="learning-result">
|
||||||
|
<div class="context-item">
|
||||||
|
<span class="context-label">{{ localize 'VERMINE.evolution_total' }}</span>
|
||||||
|
<span class="context-value" id="evolution-total-value">{{ totalLevels }}D</span>
|
||||||
|
</div>
|
||||||
|
<div class="context-item">
|
||||||
|
<span class="context-label">{{ localize 'VERMINE.evolution_mode_max' }}</span>
|
||||||
|
<span class="context-value">{{ modeMax }}D</span>
|
||||||
|
</div>
|
||||||
|
<div class="context-item">
|
||||||
|
<span class="context-label">{{ localize 'VERMINE.game_mode' }}</span>
|
||||||
|
<span class="context-value">{{ modeLabel }}</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<p class="learning-hint">{{ localize 'VERMINE.evolution_buy_hint' }}</p>
|
||||||
|
|
||||||
|
<footer class="sheet-footer flexrow">
|
||||||
|
<button type="button" data-action="cancel">
|
||||||
|
<i class="fas fa-times"></i> {{localize "VERMINE.cancel"}}
|
||||||
|
</button>
|
||||||
|
<button type="button" data-action="buy">
|
||||||
|
<i class="fas fa-cart-shopping"></i> {{localize "VERMINE.buy_evolution"}}
|
||||||
|
</button>
|
||||||
|
</footer>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,44 @@
|
|||||||
|
<div class="roll-dialog-content">
|
||||||
|
<h3 class="combat-mode-label">{{ localize 'VERMINE.totem_dice' }}</h3>
|
||||||
|
|
||||||
|
<div class="learning-summary">
|
||||||
|
<span class="label">{{ localize 'VERMINE.influence' }}:</span>
|
||||||
|
<span class="exp-value totem-influence">{{ influenceLabel }}</span>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="totem-dice-state flexrow flex-group-center">
|
||||||
|
<div class="totem-state">
|
||||||
|
<span class="label totem-human">{{ localize 'TOTEMS.human.name' }}:</span>
|
||||||
|
<span class="value">{{ humanValue }} / {{ humanMax }}</span>
|
||||||
|
</div>
|
||||||
|
<div class="totem-state">
|
||||||
|
<span class="label totem-adapted">{{ localize 'TOTEMS.adapted.name' }}:</span>
|
||||||
|
<span class="value">{{ adaptedValue }} / {{ adaptedMax }}</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="flexrow bonus-item full-width">
|
||||||
|
<label class="label" for="totem-serious">{{ localize 'VERMINE.totem_serious' }}</label>
|
||||||
|
<input type="checkbox" data-roll="true" id="totem-serious" name="totem-serious" {{checked serious}} />
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<p class="learning-hint">{{ localize 'VERMINE.totem_manage_hint' }}</p>
|
||||||
|
|
||||||
|
<div class="totem-actions flexrow flex-wrap">
|
||||||
|
<button type="button" data-action="gainHuman">
|
||||||
|
<i class="fas fa-hand-holding-heart"></i> {{ localize 'VERMINE.totem_instinct_human' }}
|
||||||
|
</button>
|
||||||
|
<button type="button" data-action="gainAdapted">
|
||||||
|
<i class="fas fa-paw"></i> {{ localize 'VERMINE.totem_instinct_adapted' }}
|
||||||
|
</button>
|
||||||
|
<button type="button" data-action="loseHuman">
|
||||||
|
<i class="fas fa-ban"></i> {{ localize 'VERMINE.totem_interdit_human' }}
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<footer class="sheet-footer flexrow">
|
||||||
|
<button type="button" data-action="close">
|
||||||
|
<i class="fas fa-times"></i> {{localize "VERMINE.close"}}
|
||||||
|
</button>
|
||||||
|
</footer>
|
||||||
|
</div>
|
||||||
@@ -13,6 +13,10 @@
|
|||||||
<label class="resource-label ">{{ localize "VERMINE.level"}}</label>
|
<label class="resource-label ">{{ localize "VERMINE.level"}}</label>
|
||||||
<span class="hexa"><input type="number" name="system.level.value" value="{{system.level.value }}" data-dtype="Number" min="{{system.level.min }}" max="{{system.level.max }}"/></span>
|
<span class="hexa"><input type="number" name="system.level.value" value="{{system.level.value }}" data-dtype="Number" min="{{system.level.min }}" max="{{system.level.max }}"/></span>
|
||||||
</h4>
|
</h4>
|
||||||
|
<div class="flexrow bonus-item full-width">
|
||||||
|
<label class="resource-label" for="system.mutation">{{ localize "VERMINE.evolution_mutation"}}</label>
|
||||||
|
<input type="checkbox" name="system.mutation" {{checked system.mutation}}/>
|
||||||
|
</div>
|
||||||
<h2>description</h2>
|
<h2>description</h2>
|
||||||
|
|
||||||
<fieldset>
|
<fieldset>
|
||||||
|
|||||||
Reference in New Issue
Block a user