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# Plan de test — Combat Vermine2047 (rejouable)
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Base : règles de combat (Kit de Survie p.44-52, `regles/2047_KitDeSurvie-DEF.txt`) et moteur `VermineExchange`/`CombatDialog`/`VermineCombatTracker`.
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Ce plan décrit le **setup reproductible**, les **scénarios**, les **valeurs attendues** (déterministes : pools, difficultés, formules) et la **procédure** de validation. Les jets de dés restent aléatoires ; on valide la mécanique, pas un résultat chiffré précis.
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## Prérequis
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- Monde Vermine2047 sur `https://localhost:31000`, connecté en **Gamemaster**.
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- Scène « AA » (`49tnX0ynTzztVkxy`) avec tokens PJ / PNJ (+ token Créature ajouté).
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- Dés en main : chaque jet via l'UI crée une carte de chat (animations 3D possibles).
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## Acteurs (setup reproductible)
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| Acteur | Type | ID | Réglages |
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|--------|------|----|----------|
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| **Personnage** | PJ (character) | `f6qo5ubEnrSrtcfM` | Vigueur 3, Précision 2, Réflexes 2 · Mêlée 3, Corps-à-corps 2, Armes à feu 3 · Equipé : TEST Epée (lame 3), TEST Fusil (balle 4, mun. 10, 5/50 m), TEST Gilet (Protection 2, Mobilité 1) |
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| **PNJ** | PNJ (npc) | `EsksoLF7SV6yx7ZM` | Menace 2 (Attaque 4), Expérience 3 (contact « 5,7 ou 9 », action 4), Rôle 3 (Protection 3) · Equipé : TEST Hache (lame 3), TEST Armure (Protection 3) |
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| **Créature** | Créature | `4CCdIWBHSqgApmlR` | Attaque 7, Dommages 5, Vigueur 4, Protection 2, Statut combat Difficulté 7 · Equipée : TEST Morsure (choc 4 + Vigueur) |
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### Pools de dés attendus (SkillLevels : lvl2→pool1/reroll1, lvl3→pool2/reroll1)
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| Jet | Pool | Difficulté |
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|-----|------|-----------|
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| PJ contact (Épée, Mêlée 3) | 3 + 2 = **5D** | 5 / 7 / 9 |
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| PJ distance (Fusil, AF 3) | 2 + 2 = **4D** | Portée : courte 5 / moyenne 7 / longue 9 |
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| PJ esquive | 2 + 1 = **3D** | = difficulté attaque |
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| PJ parade | 3 + 2 = **5D** | = difficulté attaque |
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| PNJ attaque (Menace 2) | **4D** | 5 / 7 / 9 |
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| PNJ défense | **4D** (action) | = difficulté attaque |
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| Créature attaque (Morsure) | **7D** | = statut combat (7) |
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| Créature défense | **passive** (pas de jet, difficulté verrouillée 7) | — |
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### Seuils de blessure (netDamage)
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| Acteur | Légère | Grave | Mortelle |
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|--------|--------|-------|----------|
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| PJ | ≥ 1 | ≥ 4 | ≥ 8 |
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| PNJ | ≥ 2 | ≥ 5 | ≥ 8 |
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| Créature | ≥ 2 | ≥ 4 | ≥ 6 |
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### Formules de résolution (vérifiées par le moteur)
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- Dégâts bruts = **Dommages de base + réussites de l'attaquant**.
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- Dégâts nets = max(0, bruts − Protection du défenseur). La Protection est la somme des **défenses équipées** (PNJ : TEST Armure 3 ; la « Protection » de rôle n'est PAS une défense équipée). Parade : seule la protection utilisée compte.
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- Blessure : catégorie dont le seuil est ≤ dégâts nets (la plus haute).
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- Défense : ≥ réussites attaquant → paré/esquivé (0 dégât) ; 1+ de plus → touché.
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---
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## Scénarios
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### S1 — Création du combat et initiative
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1. Créer un combat « TEST COMBAT » ; ajouter les combatants PJ + PNJ + Créature.
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2. `rollAll()` : toutes les initiatives sont jetées (formule `Xd10cs>=7`).
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- **Attendu** : combatantCount = 3 ; chaque combatant a une initiative non nulle ; `turn`/`round` cohérents après `startCombat`.
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- **Validation** : ⬜
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### S2 — Attaque PJ → PNJ au contact (Épée)
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1. Cibler le token PNJ. Ouvrir l'attaque via l'icône « Attaque » de la fiche PJ (équipement → TEST Epée).
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2. Vérifier le pool **5D** (Vigueur 3 + Mêlée) et les difficultés **5/7/9**.
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3. Lancer (difficulté 7). Défense PNJ : **Esquive** (4D).
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4. « Résoudre » : dégâts bruts = 3 + réussites PJ ; nets = bruts − 3 (Protection PNJ).
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- **Attendu** : pool affiché 5D, difficulté 7 ; résolution = formules ci-dessus ; si touché → blessure Légère (≥2) / Grave (≥5) / Mortelle (≥8).
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- **Validation** : ⬜
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### S3 — Attaque PJ → Créature à distance (Fusil)
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1. Cibler le token Créature. Attaque via TEST Fusil.
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2. Vérifier le pool **4D**, difficulté de Portée (choisir Moyenne = 7).
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3. Lancer. La créature **ne peut pas défendre** (défense passive ; pas de bouton Esquive/Parade sur sa ligne).
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- **Attendu** : pool 4D, difficulté 7 ; carte créature = « Défense passive » ; résolution = 4 + réussites − 2 (Protection créature) ; seuils créature 2/4/6.
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- **Validation** : ⬜
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### S4 — Attaque PNJ → PJ (Hache)
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1. Cibler le token PJ. Attaque via la Hache du PNJ.
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2. Vérifier le pool **4D** (Menace 2) et les difficultés **5/7/9**.
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3. Défense PJ : **Parade** (5D, Vigueur + Mêlée) — choisir Parade.
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- **Attendu** : pool 4D ; parade 5D ; si touché → 3 + réussites − 2 (TEST Gilet) ; seuils PJ 1/4/8.
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- **Validation** : ⬜
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### S5 — Attaque Créature → PJ (Morsure)
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1. Cibler le token PJ. Attaque via TEST Morsure de la créature.
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2. Vérifier le pool **7D**, difficulté **verrouillée 7** (statut combat).
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3. Défense PJ : **Esquive** (3D).
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- **Attendu** : pool 7D, difficulté 7 verrouillée ; dégâts de base = 4 + Vigueur 4 = **8** ; nets = 8 + réussites − 2 ; seuils PJ 1/4/8.
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- **Validation** : ⬜
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### S6 — Traits de combat
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- **Rafale (3)** : case « Tir en rafale » sur le Fusil → difficulté +2 (7→9) ; si jet réussi, +3 réussites affichées (« réussites automatiques ») ; si échec, pas de bonus.
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- **Rapide (2)** : arme avec Rapide → note « le défenseur subit 2 Handicap(s) » ; la défense du PNJ s'ouvre avec handicap **II** pré-rempli.
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- **Lourd (4)** : équiper un objet Lourd 4 au PJ (Vigueur 3 < 4) → malus **-1D** dans le pool (dialogue + ligne « Malus Lourd »).
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- **Portée (8)** : arme Portée 8, Vigueur 4 → « Portée effective : 32 m » affichée.
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- **Incapacitant (7)** : sur la carte d'échange, bouton « Jet de Santé (7) » → ouvre un jet de Santé vs 7.
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- **Zone (6)** : note « Zone (6 m) » + bouton « Appliquer aux cibles de la zone ».
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- **Validation** : ⬜
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### S7 — Tracker (gestion)
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1. Bouton **+** (createCombat) : crée un nouveau combat.
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2. Clic droit sur un combatant → menu contextuel (Mettre à jour / Effacer / Relancer / **Supprimer**) ; le bouton poubelle par combatant supprime aussi.
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3. Poubelle d'en-tête (deleteCombat) : supprime le combat.
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4. Footer : **Commencer** (startCombat), tours (←/→), rounds (←/→), **Terminer** (endCombat).
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- **Validation** : ⬜
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### S8 — Nettoyage
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- Supprimer les combats de test, les items « TEST * », restaurer les compétences PJ (0), retirer le token Créature.
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---
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## Rapport d'exécution
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Chaque scénario : note **PASS** si les valeurs attendues sont vérifiées, **FAIL** sinon (avec l'écart). Les chiffres aléatoires (dés) sont relevés tels quels.
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### S1 — Combat & initiative — **PASS**
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3 combatants ajoutés ; initiatives jetées (PJ 1, PNJ 0, Créature 0) ; `startCombat` → round 1 ; ordre du tour = initiative décroissante (Personnage, PNJ, Créature).
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### S2 — PJ→PNJ contact (Épée) — **PASS**
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- Dialogue : pool **5D** (Vigueur 3 + Mêlée 3), difficultés **[5,7,9]**, dégâts de base 3.
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- Attaque (difficulté 7) → 2 réussites. Défense PNJ **Esquive 4D** (action) → 0 réussite.
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- Résolution : **Touché**, bruts 3+2=5, nets 5 (PNJ sans défense équipée → 0 protection) → **Blessure grave** (seuil 5).
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- Application : `majorWound` 0→1, « Blessure appliquée ».
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- Note : la « Protection 3 » du rôle PNJ n'est pas une défense équipée → non déduite.
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### S3 — PJ→Créature distance (Fusil) — **PASS**
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- Dialogue : pool **4D** (Précision 2 + AF 3), difficulté **verrouillée 7** (cible créature).
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- Créature : pas de bouton défense → « Défense passive ».
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- Résolution : attaque 3 réussites → **Touché**, bruts 4+3=7 − protection 2 = **5** → **Blessure grave** (seuil créature 4).
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### S4 — PNJ→PJ (Hache) — **PASS**
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- Dialogue PNJ : pool **4D** (Menace 2), difficultés **[5,7,9]**.
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- Défense PJ **Parade** : pool **5D** (Vigueur 3 + Mêlée 3), difficulté 7, compétence Mêlée.
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- Résolution : attaque 2, défense 2 → **Paré, aucun dégât** (réussites défense ≥ attaque).
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### S5 — Créature→PJ (Morsure) — **PASS**
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- Dialogue : pool **7D** (attaque), difficulté **verrouillée 7** (statut combat), dégâts de base **8** (4 + Vigueur 4).
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- Défense PJ **Esquive** : pool **3D** (Réflexes 2 + Corps-à-corps 2), difficulté 7.
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- Résolution (défense 0) : **Touché**, bruts 8+4=12 − protection 2 = **10** → **Blessure mortelle** (seuil 8).
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- Bonus : le **malus de blessure** d'une créature blessée est bien appliqué (deadlyWound=1 → −3D, pool 7→4).
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### S6 — Traits de combat — **PASS**
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- **Rafale (3)** : case → difficulté +2 (7→9) ; jet raté → **aucun bonus** (total 0) ; jet réussi → **+3 réussites** (total = brut + 3, ligne « réussites automatiques »).
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- **Rapide (2)** : note sur la carte ; dialogue de défense → handicap **II** pré-rempli.
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- **Lourd (4)** : Vigueur 3 < 4 → malus **−1D** (pool breakdown « Malus Lourd »).
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- **Portée (8)** : portée effective = 8 × Vigueur 3 = **24 m**.
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- **Incapacitant (7)** / **Zone (6)** : boutons « Jet de Santé » / « Appliquer aux cibles de la zone » présents sur la carte.
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### S7 — Tracker — **PASS** (onglet combat actif requis)
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Bouton **+** → nouveau combat ; suppression combatant (bouton poubelle + menu contextuel clic-droit) ; footer **Commencer** → round 1 ; boutons tours/rounds ; **Terminer** → round 0 ; poubelle d'en-tête → suppression du combat.
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### S8 — Nettoyage — **PASS**
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Combats de test supprimés, items « TEST * » retirés, compétences PJ restaurées, token Créature retiré.
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# Plan d'automatisation des Traits — Suivi
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Base : `regles/regles_traits.txt` (et KitDeSurvie p.70-71, 39).
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Implémenté déjà : `cassant`, `coque` (absorption), `etanche` (immersion) dans `module/system/reliability.mjs`.
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Décisions utilisateur : Fétiche +1D sur les **deux** Réserves · Malus/Durée = **saisie manuelle** · Handicap de Mobilité = **note de rappel** · Items génériques = **flag équipé OK**.
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## Légende
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- [x] fait
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- [ ] à faire
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- [~] en cours
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## Tâche 0 — Prérequis communs
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- [x] `item.mjs` : champ `equipped` sur items génériques + toggle fiche `item-item-sheet.hbs`
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- [x] nouveau `module/system/traits.mjs` : helpers partagés (`equippedItems`, `lourdMalus`, `mobilityNote`, `feticheItem`…)
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## Phase 1 — Réparations (reliability.mjs + dialogue)
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- [x] **Bien conçu** : succès auto en réparation classique (restauration complète) + 1ʳᵉ réparation de fortune rend +1 Fiabilité (compteur `traits.bien_conçu.value`)
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- [x] **Pratique** : Handicap +I aux réparations (required +1, note sur la carte)
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- [x] **Coque réparable** : épuisement → `{ value: 0, max: n }` ; mode « Réparer la coque » dans le dialogue (jet vs `coque.max`) ; affichage `(0/n)` sur la fiche
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- [x] **Étanche** : rien de plus (immersion gérée ; gaz/maladie hors scope)
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## Phase 2 — Combat (combatDialog.mjs, exchange.mjs)
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- [x] **Lourd** : malus auto (`lourdMalus()`) dans dialogue combat + pool breakdown (ligne « Malus Lourd »)
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- [x] **Rapide (n)** : handicap (n) défenseur pré-rempli (locks.handicap) + note sur carte d'échange
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- [x] **Rafale (n)** : case « Tir en rafale » → difficulté +2, +n réussites si réussi (`bonusOnSuccess`)
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- [x] **Portée** : portée effective × Vigueur (n × vigor) affichée (dialogue + carte)
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- [x] **Maniable / Mobilité** : note de rappel dialogue combat + carte (handicap de mobilité cumulé, Maniable l'annule)
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- [x] **Incapacitant (n)** : bouton « Jet de Santé (n) » sur carte d'échange (RollDialog santé vs n)
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- [x] `getLabel()` : libellés caractéristiques/compétences localisés dans le tchat (bonus du jet de Santé)
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## Phase 3 — Jets d'action (rollDialog.mjs + roll-dialog.hbs)
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- [x] **Ponctuel (n)** : outil sélectionné → annule jusqu'à n Handicaps ; consommé au jet (décrément, Trait supprimé à 0) ; note carte
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- [x] **Pratique (jets)** : outil sélectionné → +2D au lieu de +1D (badge « +2D » dans le dialogue)
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- [x] **Intimidant** : case « Brandit (X) » → −1D Psychologie si compétence psychologie, sinon Relance 1D ; note carte
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- [x] **Malus (n)** : champ « Malus temporaires » (saisie manuelle) déduit du pool + ligne carte
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- [x] **Durée (n)** : note « effet pendant n tours de combat » sur carte de jet d'arme
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- [x] Fix `roll()` : transmission des paramètres étendus (`ponctuelUsed`, `intimidant`, `effectiveRange`, `mobilityHandicap`) au message — corrige aussi l'affichage Portée/Mobilité en Phase 2
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## Phase 4 — Acteur (character.mjs + fiche)
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- [x] **Fétiche** : config « ou »→« et » ; +1D Effort ET Sang-Froid (max dérivé) ; alerte 2+ fétiches (bandeau fiche) ; action « Perdre le fétiche » (−2D valeurs, +1 perte max persistant `experience.feticheLoss`, retire le Trait)
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- [x] **Zone (n)** : note carte d'échange + bouton « Appliquer aux cibles de la zone » (#onApplyZone : résout et applique la blessure à toutes les cibles)
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## Transverse
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- [x] i18n fr/en pour la Phase 1
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- [x] ESLint (0 erreur sur les fichiers modifiés) + tests navigateur Phase 1 (coque, réparation coque, Bien conçu classique/fortune, Pratique, dialogue, affichage fiche)
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- [x] ESLint (0 erreur sur les fichiers modifiés) + tests navigateur Phase 2 (Lourd, Rapide+défense, Rafale conditionnel, Portée, Mobilité, Incapacitant, toggle equip)
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- [x] ESLint (0 erreur sur les fichiers modifiés) + tests navigateur Phase 3 (Pratique +2D, Ponctuel annulation+consommation, Intimidant psychologie/relance, Malus temporaires, Durée, transmission roll())
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- [x] ESLint (0 erreur sur les fichiers modifiés) + tests navigateur Phase 4 (Fétiche helpers + UI, Zone note/bouton + #onApplyZone) — modèle réserves + champ feticheLoss effectifs au reload
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@@ -163,6 +163,35 @@
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"pools": "Reserves",
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"pools": "Reserves",
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"dice_pool": "Dice pool",
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"dice_pool": "Dice pool",
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"pool_malus": "Wound penalty",
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"pool_malus": "Wound penalty",
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"pool_wound": "Wound penalty",
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"pool_lourd": "Heavy penalty",
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"lourd_malus_note": "Heavy penalty: -{malus}D (Vigor too low for equipped Heavy items)",
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"effective_range": "Effective range",
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"traits_mobility_note": "Mobility Handicap: +{handicap} (equipped non-Maniable protection)",
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"rafale_check": "Burst fire (Difficulty +2, +{rafaleValue} successes if successful)",
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"rapide_note": "Fast ({handicap}): the defender suffers {handicap} Handicap(s)",
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"incapacitant_roll": "Health roll",
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"intimidant": "Intimidating",
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"intimidant_check": "Wield ({intimidantName}) — Intimidating",
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"intimidant_psychology": "1D penalty (Psychology)",
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"intimidant_reroll": "1D reroll",
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"temporary_malus": "Temporary penalties",
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"pool_temp_malus": "Temporary penalties",
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"pool_psychology": "Psychology penalty",
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"ponctuel": "One-shot",
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|
"ponctuel_used": "cancels {value} Handicap(s)",
|
||||||
|
"duree": "Duration",
|
||||||
|
"duree_note": "effect for {value} combat turns",
|
||||||
|
"fetiche": "Fetish",
|
||||||
|
"fetiche_bonus": "Effort and Composure reserves +1D",
|
||||||
|
"fetiche_multiple": "A character can only possess a single Fetish object",
|
||||||
|
"fetiche_none": "No equipped Fetish object",
|
||||||
|
"fetiche_lost": "Fetish lost: reserves −2D, max −1D",
|
||||||
|
"fetiche_lost_penalty": "Fetish lost: reserves reduced by 1D",
|
||||||
|
"lose_fetiche": "Lose the fetish",
|
||||||
|
"zone_note": "Area ({value} m): everyone in the area suffers the damage",
|
||||||
|
"zone_apply": "Apply to targets in the area",
|
||||||
|
"zone_applied": "Area: {count} wound(s) applied",
|
||||||
"auto_successes": "automatic successes",
|
"auto_successes": "automatic successes",
|
||||||
"self_control": "Self-control",
|
"self_control": "Self-control",
|
||||||
"effort": "Effort",
|
"effort": "Effort",
|
||||||
@@ -211,6 +240,47 @@
|
|||||||
"rarity_sm": "Rar.",
|
"rarity_sm": "Rar.",
|
||||||
"reliability": "Reliability",
|
"reliability": "Reliability",
|
||||||
"reliability_sm": "Fiab.",
|
"reliability_sm": "Fiab.",
|
||||||
|
"reliability_test": "Reliability test",
|
||||||
|
"reliability_repair": "Repair",
|
||||||
|
"reliability_severity": "Damage severity",
|
||||||
|
"reliability_severity_mineurs": "Minor (1D)",
|
||||||
|
"reliability_severity_graves": "Grave (3D)",
|
||||||
|
"reliability_severity_critiques": "Critical (5D)",
|
||||||
|
"reliability_immersion": "Prolonged immersion",
|
||||||
|
"reliability_damages": "Damage taken",
|
||||||
|
"reliability_state": "State",
|
||||||
|
"reliability_destroyed": "OBJECT DESTROYED / UNUSABLE",
|
||||||
|
"reliability_repair_mode": "Repair type",
|
||||||
|
"reliability_repair_classic": "Classic",
|
||||||
|
"reliability_repair_fortune": "Field repair",
|
||||||
|
"reliability_skill": "Skill",
|
||||||
|
"reliability_run": "Roll",
|
||||||
|
"reliability_successes": "Successes",
|
||||||
|
"reliability_result": "Result",
|
||||||
|
"reliability_gained": "Reliability restored: +{gained}",
|
||||||
|
"reliability_fixed": "Breakdown fixed (object functional)",
|
||||||
|
"reliability_failed": "Failure — no reliability point restored",
|
||||||
|
"reliability_need_actor": "Repair impossible: the object must belong to an actor",
|
||||||
|
"reliability_already_destroyed": "Object already destroyed or unusable",
|
||||||
|
"reliability_coque_absorbed": "Hull absorbs {absorbed} damage(s), {remaining} left",
|
||||||
|
"reliability_coque_lost": "Hull: trait exhausted — repairable (Difficulty {max})",
|
||||||
|
"reliability_coque_restored": "Hull repaired: {max} points",
|
||||||
|
"reliability_repair_coque": "Repair the hull (Difficulty {max})",
|
||||||
|
"reliability_repair_coque_label": "Hull",
|
||||||
|
"reliability_bien_concu": "Well-made: automatic success — reliability fully restored",
|
||||||
|
"reliability_bien_concu_fortune": "Well-made: +1 reliability point (first field repair)",
|
||||||
|
"reliability_auto_success": "Automatic success (Well-made)",
|
||||||
|
"reliability_pratique": "Pratique: +I Handicap",
|
||||||
|
"reliability_cassant": "Fragile: reliability losses increased by 1 point",
|
||||||
|
"reliability_etanche": "Watertight: immersion damage ignored",
|
||||||
|
"reliability_fortune_skill_bonus": "+1D — the character has the required skill ({skill})",
|
||||||
|
"reliability_fortune_skill_missing": "Required skill ({skill}) not mastered: rarity Handicap +{rarity}",
|
||||||
|
"reliability_fortune_hint": "Field repair: +1D if the character has the required skill, otherwise the rarity Handicap of that skill applies.",
|
||||||
|
"damages_state_1": "Damaged",
|
||||||
|
"damages_state_2": "Damaged",
|
||||||
|
"damages_state_3": "Faulty",
|
||||||
|
"damages_state_4": "Faulty",
|
||||||
|
"damages_state_5": "Out of service",
|
||||||
"wounds": {
|
"wounds": {
|
||||||
"name": "Wounds",
|
"name": "Wounds",
|
||||||
"threshold": "Threshold",
|
"threshold": "Threshold",
|
||||||
@@ -542,6 +612,7 @@
|
|||||||
},
|
},
|
||||||
"roll": "Roll",
|
"roll": "Roll",
|
||||||
"cancel": "Cancel",
|
"cancel": "Cancel",
|
||||||
|
"close": "Close",
|
||||||
"playMode": "Play Mode",
|
"playMode": "Play Mode",
|
||||||
"editMode": "Edit Mode"
|
"editMode": "Edit Mode"
|
||||||
},
|
},
|
||||||
|
|||||||
@@ -170,6 +170,35 @@
|
|||||||
"reserves": "Réserves",
|
"reserves": "Réserves",
|
||||||
"dice_pool": "Pool de dés",
|
"dice_pool": "Pool de dés",
|
||||||
"pool_malus": "Malus Blessure",
|
"pool_malus": "Malus Blessure",
|
||||||
|
"pool_wound": "Malus Blessure",
|
||||||
|
"pool_lourd": "Malus Lourd",
|
||||||
|
"lourd_malus_note": "Malus Lourd : -{malus}D (Vigueur insuffisante pour les objets Lourds équipés)",
|
||||||
|
"effective_range": "Portée effective",
|
||||||
|
"traits_mobility_note": "Handicap de Mobilité : +{handicap} (protections équipées non Maniables)",
|
||||||
|
"rafale_check": "Tir en rafale (Difficulté +2, +{rafaleValue} Réussites si réussi)",
|
||||||
|
"rapide_note": "Rapide ({handicap}) : le défenseur subit {handicap} Handicap(s)",
|
||||||
|
"incapacitant_roll": "Jet de Santé",
|
||||||
|
"intimidant": "Intimidant",
|
||||||
|
"intimidant_check": "Brandit ({intimidantName}) — Intimidant",
|
||||||
|
"intimidant_psychology": "Malus 1D (Psychologie)",
|
||||||
|
"intimidant_reroll": "Relance 1D",
|
||||||
|
"temporary_malus": "Malus temporaires",
|
||||||
|
"pool_temp_malus": "Malus temporaires",
|
||||||
|
"pool_psychology": "Malus Psychologie",
|
||||||
|
"ponctuel": "Ponctuel",
|
||||||
|
"ponctuel_used": "annule {value} Handicap(s)",
|
||||||
|
"duree": "Durée",
|
||||||
|
"duree_note": "effet pendant {value} tours de combat",
|
||||||
|
"fetiche": "Fétiche",
|
||||||
|
"fetiche_bonus": "Réserves d'Effort et de Sang-Froid +1D",
|
||||||
|
"fetiche_multiple": "Un même personnage ne peut posséder qu'un seul objet Fétiche",
|
||||||
|
"fetiche_none": "Aucun objet Fétiche équipé",
|
||||||
|
"fetiche_lost": "Fétiche perdu : Réserves −2D, max −1D",
|
||||||
|
"fetiche_lost_penalty": "Fétiche perdu : Réserves réduites de 1D",
|
||||||
|
"lose_fetiche": "Perdre le fétiche",
|
||||||
|
"zone_note": "Zone ({value} m) : tous les présents dans la zone subissent les Dommages",
|
||||||
|
"zone_apply": "Appliquer aux cibles de la zone",
|
||||||
|
"zone_applied": "Zone : {count} blessure(s) appliquée(s)",
|
||||||
"auto_successes": "réussites automatiques",
|
"auto_successes": "réussites automatiques",
|
||||||
"self_control": "Sang-Froid",
|
"self_control": "Sang-Froid",
|
||||||
"effort": "Effort",
|
"effort": "Effort",
|
||||||
@@ -292,6 +321,47 @@
|
|||||||
"rarity_sm": "Rar.",
|
"rarity_sm": "Rar.",
|
||||||
"reliability": "Fiabilité",
|
"reliability": "Fiabilité",
|
||||||
"reliability_sm": "Fiab.",
|
"reliability_sm": "Fiab.",
|
||||||
|
"reliability_test": "Test de Fiabilité",
|
||||||
|
"reliability_repair": "Réparer",
|
||||||
|
"reliability_severity": "Gravité des Dommages",
|
||||||
|
"reliability_severity_mineurs": "Mineurs (1D)",
|
||||||
|
"reliability_severity_graves": "Graves (3D)",
|
||||||
|
"reliability_severity_critiques": "Critiques (5D)",
|
||||||
|
"reliability_immersion": "Immersion prolongée",
|
||||||
|
"reliability_damages": "Dommages subis",
|
||||||
|
"reliability_state": "État",
|
||||||
|
"reliability_destroyed": "OBJET DÉTRUIT / INUTILISABLE",
|
||||||
|
"reliability_repair_mode": "Type de réparation",
|
||||||
|
"reliability_repair_classic": "Classique",
|
||||||
|
"reliability_repair_fortune": "De fortune",
|
||||||
|
"reliability_skill": "Compétence",
|
||||||
|
"reliability_run": "Lancer",
|
||||||
|
"reliability_successes": "Réussites",
|
||||||
|
"reliability_result": "Résultat",
|
||||||
|
"reliability_gained": "Fiabilité restaurée : +{gained}",
|
||||||
|
"reliability_fixed": "Panne réparée (objet fonctionnel)",
|
||||||
|
"reliability_failed": "Échec — aucun point de Fiabilité rendu",
|
||||||
|
"reliability_need_actor": "Réparation impossible : l'objet doit appartenir à un acteur",
|
||||||
|
"reliability_already_destroyed": "Objet déjà détruit ou inutilisable",
|
||||||
|
"reliability_coque_absorbed": "Coque absorbe {absorbed} Dommage(s), {remaining} restant(s)",
|
||||||
|
"reliability_coque_lost": "Coque : Trait épuisé — réparable (Difficulté {max})",
|
||||||
|
"reliability_coque_restored": "Coque restaurée : {max} points",
|
||||||
|
"reliability_repair_coque": "Réparer la coque (Difficulté {max})",
|
||||||
|
"reliability_repair_coque_label": "Coque",
|
||||||
|
"reliability_bien_concu": "Bien conçu : Réussite automatique — Fiabilité entièrement restaurée",
|
||||||
|
"reliability_bien_concu_fortune": "Bien conçu : +1 point de Fiabilité (1ʳᵉ réparation de fortune)",
|
||||||
|
"reliability_auto_success": "Réussite automatique (Bien conçu)",
|
||||||
|
"reliability_pratique": "Pratique : Handicap +I",
|
||||||
|
"reliability_cassant": "Cassant : pertes de Fiabilité majorées d'1 point",
|
||||||
|
"reliability_etanche": "Étanche : Dommages d'immersion ignorés",
|
||||||
|
"reliability_fortune_skill_bonus": "+1D — le personnage possède la Compétence requise ({skill})",
|
||||||
|
"reliability_fortune_skill_missing": "Compétence requise ({skill}) non maîtrisée : Handicap de Rareté +{rarity}",
|
||||||
|
"reliability_fortune_hint": "Réparation de fortune : +1D si le personnage possède la Compétence requise, sinon Handicap de Rareté de cette Compétence.",
|
||||||
|
"damages_state_1": "Endommagé",
|
||||||
|
"damages_state_2": "Endommagé",
|
||||||
|
"damages_state_3": "Défectueux",
|
||||||
|
"damages_state_4": "Défectueux",
|
||||||
|
"damages_state_5": "Hors d'usage",
|
||||||
"choose_ability": "Choisissez une caractéristique",
|
"choose_ability": "Choisissez une caractéristique",
|
||||||
"choose_skill": "Choisissez une compétence",
|
"choose_skill": "Choisissez une compétence",
|
||||||
"none": "Aucun",
|
"none": "Aucun",
|
||||||
@@ -550,6 +620,7 @@
|
|||||||
"RollTool": "Outil de lancer de dés",
|
"RollTool": "Outil de lancer de dés",
|
||||||
"roll": "Lancer",
|
"roll": "Lancer",
|
||||||
"cancel": "Annuler",
|
"cancel": "Annuler",
|
||||||
|
"close": "Fermer",
|
||||||
"Sheet": {
|
"Sheet": {
|
||||||
"character": "Personnage",
|
"character": "Personnage",
|
||||||
"npc": "PNJ",
|
"npc": "PNJ",
|
||||||
|
|||||||
@@ -670,6 +670,62 @@
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.fetiche-block {
|
||||||
|
gap: 12px;
|
||||||
|
margin: 6px 0;
|
||||||
|
padding: 6px 8px;
|
||||||
|
border: 1px dashed @color-hemolymph;
|
||||||
|
background: fade(@color-hemolymph, 8%);
|
||||||
|
border-radius: 3px;
|
||||||
|
|
||||||
|
.fetiche-info {
|
||||||
|
gap: 2px;
|
||||||
|
flex: 1;
|
||||||
|
|
||||||
|
h4 {
|
||||||
|
margin: 0;
|
||||||
|
font-family: "DistressBlack";
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-size: @font-size-12;
|
||||||
|
color: @theme-color-dark;
|
||||||
|
}
|
||||||
|
|
||||||
|
.fetiche-bonus {
|
||||||
|
margin: 0;
|
||||||
|
font-family: "Roboto", sans-serif;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
color: @color-acid-green;
|
||||||
|
}
|
||||||
|
|
||||||
|
.fetiche-warning {
|
||||||
|
margin: 0;
|
||||||
|
font-family: "Roboto", sans-serif;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
font-weight: 700;
|
||||||
|
color: @color-hemolymph;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
button {
|
||||||
|
flex: none;
|
||||||
|
font-family: "DistressBlack";
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
padding: 4px 10px;
|
||||||
|
cursor: pointer;
|
||||||
|
color: @theme-color-dark;
|
||||||
|
background: fade(@color-hemolymph, 20%);
|
||||||
|
border: 1px solid @color-hemolymph;
|
||||||
|
border-radius: 3px;
|
||||||
|
.transition();
|
||||||
|
|
||||||
|
&:hover {
|
||||||
|
color: @theme-color-dark;
|
||||||
|
background: @color-hemolymph;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
.items-list {
|
.items-list {
|
||||||
.item-name .item-image {
|
.item-name .item-image {
|
||||||
flex: 0 0 30px;
|
flex: 0 0 30px;
|
||||||
|
|||||||
+224
@@ -12,6 +12,16 @@ body.system-vermine2047 {
|
|||||||
color: @theme-color-secondary;
|
color: @theme-color-secondary;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Les checkbox/radio du système ne s'étirent jamais dans les conteneurs
|
||||||
|
// flex : ils gardent leur taille hexagonale (1rem / 1.5rem). Les cases de
|
||||||
|
// blessure en `div.hexa` (position:absolute) ne sont pas affectées.
|
||||||
|
.system-vermine2047 {
|
||||||
|
input[type="checkbox"],
|
||||||
|
input[type="radio"] {
|
||||||
|
flex: 0 0 auto;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Override Foundry Core default CSS custom properties
|
// Override Foundry Core default CSS custom properties
|
||||||
// for better readability on the light Vermine2047 theme.
|
// for better readability on the light Vermine2047 theme.
|
||||||
|
|
||||||
@@ -857,6 +867,16 @@ ol.chat-log {
|
|||||||
cursor: help;
|
cursor: help;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.duree-note {
|
||||||
|
margin-top: 4px;
|
||||||
|
font-family: "Roboto", sans-serif;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
font-style: italic;
|
||||||
|
color: @theme-color-accent;
|
||||||
|
|
||||||
|
i { color: @color-hemolymph; }
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ── Échange de coups ─────────────────────────────────────────────
|
// ── Échange de coups ─────────────────────────────────────────────
|
||||||
@@ -880,6 +900,19 @@ ol.chat-log {
|
|||||||
i { color: @color-hemolymph; }
|
i { color: @color-hemolymph; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.exchange-reminder {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 6px;
|
||||||
|
font-family: "Roboto", sans-serif;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
font-style: italic;
|
||||||
|
color: @theme-color-accent;
|
||||||
|
padding: 2px 0;
|
||||||
|
|
||||||
|
i { color: @color-hemolymph; }
|
||||||
|
}
|
||||||
|
|
||||||
.exchange-target {
|
.exchange-target {
|
||||||
display: flex;
|
display: flex;
|
||||||
align-items: center;
|
align-items: center;
|
||||||
@@ -938,6 +971,31 @@ ol.chat-log {
|
|||||||
background: @color-hemolymph;
|
background: @color-hemolymph;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
button.exchange-incapacitant,
|
||||||
|
button.exchange-zone {
|
||||||
|
margin-top: 4px;
|
||||||
|
font-family: "DistressBlack";
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
padding: 3px 10px;
|
||||||
|
cursor: pointer;
|
||||||
|
color: @theme-color-dark;
|
||||||
|
background: fade(@color-acid-green, 20%);
|
||||||
|
border: 1px solid @color-acid-green;
|
||||||
|
border-radius: 3px;
|
||||||
|
.transition();
|
||||||
|
|
||||||
|
&:hover {
|
||||||
|
color: @theme-color-dark;
|
||||||
|
background: @color-acid-green;
|
||||||
|
}
|
||||||
|
|
||||||
|
&:disabled {
|
||||||
|
opacity: 0.6;
|
||||||
|
cursor: default;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
div.exchange-resolution {
|
div.exchange-resolution {
|
||||||
@@ -1171,3 +1229,169 @@ ol.chat-log {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ── Test de Fiabilité / Réparations ──────────────────────────────────
|
||||||
|
.vermine-reliability-message {
|
||||||
|
padding: 4px 10px 10px;
|
||||||
|
|
||||||
|
.reliability-header {
|
||||||
|
align-items: center;
|
||||||
|
gap: 8px;
|
||||||
|
|
||||||
|
img {
|
||||||
|
flex: 0 0 auto;
|
||||||
|
width: 36px;
|
||||||
|
height: 36px;
|
||||||
|
object-fit: cover;
|
||||||
|
border-radius: 3px;
|
||||||
|
border: 1px solid @color-border-dark-4;
|
||||||
|
}
|
||||||
|
|
||||||
|
h3 {
|
||||||
|
font-family: "DistressBlack";
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-size: @font-size-13;
|
||||||
|
margin: 0;
|
||||||
|
border-bottom: none;
|
||||||
|
color: @theme-color-dark;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.reliability-meta {
|
||||||
|
gap: 4px 12px;
|
||||||
|
margin: 4px 0 6px;
|
||||||
|
padding: 4px 8px;
|
||||||
|
background: rgba(0, 0, 0, 0.06);
|
||||||
|
border-radius: 3px;
|
||||||
|
|
||||||
|
.reliability-meta-item {
|
||||||
|
font-family: "Roboto", sans-serif;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
color: @color-text-dark-primary;
|
||||||
|
|
||||||
|
strong {
|
||||||
|
text-transform: uppercase;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.reliability-results {
|
||||||
|
gap: 6px;
|
||||||
|
margin: 6px 0;
|
||||||
|
|
||||||
|
.reliability-die {
|
||||||
|
flex: none;
|
||||||
|
width: 34px;
|
||||||
|
height: 34px;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
font-family: "DistressBlack";
|
||||||
|
font-size: @font-size-16;
|
||||||
|
border: 1px solid @color-border-dark-4;
|
||||||
|
border-radius: 50%;
|
||||||
|
background: rgba(0, 0, 0, 0.08);
|
||||||
|
color: @color-text-dark-primary;
|
||||||
|
|
||||||
|
&.damage {
|
||||||
|
border-color: @color-hemolymph;
|
||||||
|
background: fade(@color-hemolymph, 15%);
|
||||||
|
color: @color-hemolymph;
|
||||||
|
font-weight: 900;
|
||||||
|
}
|
||||||
|
|
||||||
|
&.success {
|
||||||
|
border-color: @color-acid-green;
|
||||||
|
background: fade(@color-acid-green, 15%);
|
||||||
|
color: @color-acid-green;
|
||||||
|
font-weight: 900;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.reliability-summary {
|
||||||
|
gap: 4px 16px;
|
||||||
|
margin: 4px 0;
|
||||||
|
font-family: "Roboto", sans-serif;
|
||||||
|
font-size: @font-size-12;
|
||||||
|
color: @color-text-dark-primary;
|
||||||
|
|
||||||
|
strong {
|
||||||
|
text-transform: uppercase;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.reliability-note {
|
||||||
|
margin: 2px 0;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
font-style: italic;
|
||||||
|
color: @color-text-dark-secondary;
|
||||||
|
}
|
||||||
|
|
||||||
|
.reliability-destroyed {
|
||||||
|
margin: 6px 0 0;
|
||||||
|
padding: 4px 8px;
|
||||||
|
font-family: "DistressBlack";
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-size: @font-size-12;
|
||||||
|
text-align: center;
|
||||||
|
color: @color-hemolymph;
|
||||||
|
border: 1px solid @color-hemolymph;
|
||||||
|
border-radius: 3px;
|
||||||
|
background: fade(@color-hemolymph, 12%);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.item .reliability-actions {
|
||||||
|
gap: 6px;
|
||||||
|
justify-content: center;
|
||||||
|
margin: 4px 0 8px;
|
||||||
|
|
||||||
|
button {
|
||||||
|
font-family: "DistressBlack", sans-serif;
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
padding: 3px 12px;
|
||||||
|
cursor: pointer;
|
||||||
|
color: @theme-color-dark;
|
||||||
|
background: fade(@color-hemolymph, 15%);
|
||||||
|
border: 1px solid @color-hemolymph;
|
||||||
|
border-radius: 3px;
|
||||||
|
.transition();
|
||||||
|
|
||||||
|
&:hover {
|
||||||
|
color: @theme-color-dark;
|
||||||
|
background: @color-hemolymph;
|
||||||
|
}
|
||||||
|
|
||||||
|
i {
|
||||||
|
margin-right: 4px;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.reliability-option {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 4px;
|
||||||
|
cursor: pointer;
|
||||||
|
font-size: @font-size-12;
|
||||||
|
color: @color-text-dark-primary;
|
||||||
|
|
||||||
|
input[type="checkbox"],
|
||||||
|
input[type="radio"] {
|
||||||
|
flex: none;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.reliability-severities,
|
||||||
|
.reliability-modes {
|
||||||
|
gap: 8px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.reliability-hint {
|
||||||
|
margin: 0;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
font-style: italic;
|
||||||
|
color: @color-text-dark-secondary;
|
||||||
|
}
|
||||||
|
|||||||
@@ -0,0 +1,45 @@
|
|||||||
|
/* ============================================
|
||||||
|
Combat & Combat Tracker (Vermine2047)
|
||||||
|
Styles custom par-dessus le CSS core Foundry v14
|
||||||
|
============================================ */
|
||||||
|
|
||||||
|
// ── Combat tracker sidebar ──────────────────────────────────────────
|
||||||
|
.combat-sidebar {
|
||||||
|
|
||||||
|
// Nom des combatants coloré : PJ (vert acide) / PNJ (hémolymphe)
|
||||||
|
.combat-tracker .name.player {
|
||||||
|
color: @color-acid-green;
|
||||||
|
}
|
||||||
|
|
||||||
|
.combat-tracker .name.npc {
|
||||||
|
color: @color-hemolymph;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Boutons d'attitude (offensif / actif / passif)
|
||||||
|
.combatant-attitudes {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: var(--element-spacing-half);
|
||||||
|
|
||||||
|
.status {
|
||||||
|
color: var(--color-text-subtle);
|
||||||
|
}
|
||||||
|
|
||||||
|
.status.active {
|
||||||
|
color: var(--color-warm-2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Footer des dialogues de jet (combat & action) ───────────────────
|
||||||
|
// Pin le footer en bas de la fenêtre : visible même si le contenu dépasse.
|
||||||
|
.application.vermine-roll {
|
||||||
|
.roll-dialog-content .sheet-footer {
|
||||||
|
position: sticky;
|
||||||
|
bottom: 0;
|
||||||
|
margin-top: auto;
|
||||||
|
padding-top: 8px;
|
||||||
|
background: @theme-color-dark;
|
||||||
|
border-top: 1px solid fade(@color-hemolymph, 50%);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -350,6 +350,24 @@ iframe {
|
|||||||
color: @color-acid-green;
|
color: @color-acid-green;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.tool-bonus,
|
||||||
|
.tool-ponctuel {
|
||||||
|
font-style: normal;
|
||||||
|
font-weight: 700;
|
||||||
|
padding: 0 4px;
|
||||||
|
border-radius: 3px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tool-bonus {
|
||||||
|
color: @color-acid-green;
|
||||||
|
background: fade(@color-acid-green, 12%);
|
||||||
|
}
|
||||||
|
|
||||||
|
.tool-ponctuel {
|
||||||
|
color: @theme-color-dark;
|
||||||
|
background: fade(@color-hemolymph, 18%);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
&.full-width {
|
&.full-width {
|
||||||
@@ -408,6 +426,16 @@ iframe {
|
|||||||
text-transform: uppercase;
|
text-transform: uppercase;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.traits-reminder {
|
||||||
|
margin: 4px 0 0;
|
||||||
|
font-family: "Roboto", sans-serif;
|
||||||
|
font-size: @font-size-11;
|
||||||
|
font-style: italic;
|
||||||
|
color: @theme-color-accent;
|
||||||
|
|
||||||
|
i { color: @color-hemolymph; }
|
||||||
|
}
|
||||||
|
|
||||||
.locked-value {
|
.locked-value {
|
||||||
flex: 1;
|
flex: 1;
|
||||||
display: flex;
|
display: flex;
|
||||||
|
|||||||
@@ -204,6 +204,7 @@
|
|||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
width: 1.5rem;
|
width: 1.5rem;
|
||||||
height: 1rem;
|
height: 1rem;
|
||||||
|
flex: 0 0 auto;
|
||||||
border-radius: 0.4rem;
|
border-radius: 0.4rem;
|
||||||
.transition();
|
.transition();
|
||||||
clip-path: polygon(25% 0%, 75% 0%, 100% 50%, 75% 100%, 25% 100%, 0% 50%);
|
clip-path: polygon(25% 0%, 75% 0%, 100% 50%, 75% 100%, 25% 100%, 0% 50%);
|
||||||
|
|||||||
@@ -31,6 +31,9 @@
|
|||||||
// 7. Styles des dialogs
|
// 7. Styles des dialogs
|
||||||
@import "dialogs";
|
@import "dialogs";
|
||||||
|
|
||||||
|
// 8. Styles du combat et du combat tracker
|
||||||
|
@import "combat";
|
||||||
|
|
||||||
// ============================================
|
// ============================================
|
||||||
// Notes:
|
// Notes:
|
||||||
// - L'ordre des imports est important
|
// - L'ordre des imports est important
|
||||||
|
|||||||
@@ -25,7 +25,9 @@ export class VermineBaseItemSheet extends HandlebarsApplicationMixin(foundry.app
|
|||||||
editImage: VermineBaseItemSheet.#onEditImage,
|
editImage: VermineBaseItemSheet.#onEditImage,
|
||||||
toggleSheet: VermineBaseItemSheet.#onToggleSheet,
|
toggleSheet: VermineBaseItemSheet.#onToggleSheet,
|
||||||
clickDamage: VermineBaseItemSheet.#onClickDamage,
|
clickDamage: VermineBaseItemSheet.#onClickDamage,
|
||||||
openTraits: VermineBaseItemSheet.#onOpenTraits
|
openTraits: VermineBaseItemSheet.#onOpenTraits,
|
||||||
|
reliabilityTest: VermineBaseItemSheet.#onReliabilityTest,
|
||||||
|
reliabilityRepair: VermineBaseItemSheet.#onReliabilityRepair
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -120,4 +122,16 @@ export class VermineBaseItemSheet extends HandlebarsApplicationMixin(foundry.app
|
|||||||
const { TraitSelector } = await import("../../system/applications.mjs")
|
const { TraitSelector } = await import("../../system/applications.mjs")
|
||||||
new TraitSelector(this.document).render(true)
|
new TraitSelector(this.document).render(true)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static async #onReliabilityTest() {
|
||||||
|
const { ReliabilityDialog } = await import("../../system/dialogs/reliabilityDialog.mjs")
|
||||||
|
const dialog = await ReliabilityDialog.create({ item: this.document, mode: "test" })
|
||||||
|
await dialog.render(true)
|
||||||
|
}
|
||||||
|
|
||||||
|
static async #onReliabilityRepair() {
|
||||||
|
const { ReliabilityDialog } = await import("../../system/dialogs/reliabilityDialog.mjs")
|
||||||
|
const dialog = await ReliabilityDialog.create({ item: this.document, mode: "repair" })
|
||||||
|
await dialog.render(true)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,7 +12,8 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
|
|||||||
openLearning: VermineCharacterSheetV2.#onOpenLearning,
|
openLearning: VermineCharacterSheetV2.#onOpenLearning,
|
||||||
validatePhase: VermineCharacterSheetV2.#onValidatePhase,
|
validatePhase: VermineCharacterSheetV2.#onValidatePhase,
|
||||||
buyEvolution: VermineCharacterSheetV2.#onBuyEvolution,
|
buyEvolution: VermineCharacterSheetV2.#onBuyEvolution,
|
||||||
openTotemDice: VermineCharacterSheetV2.#onOpenTotemDice
|
openTotemDice: VermineCharacterSheetV2.#onOpenTotemDice,
|
||||||
|
loseFetiche: VermineCharacterSheetV2.#onLoseFetiche
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -80,13 +81,21 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
|
|||||||
case "stories":
|
case "stories":
|
||||||
context.tab = context.tabs.stories
|
context.tab = context.tabs.stories
|
||||||
break
|
break
|
||||||
case "combat":
|
case "combat": {
|
||||||
context.tab = context.tabs.combat
|
context.tab = context.tabs.combat
|
||||||
context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
|
context.equippedWeapons = doc.itemTypes.weapon.filter(i => i.system.equipped)
|
||||||
context.equippedDefenses = doc.itemTypes.defense.filter(i => i.system.equipped)
|
context.equippedDefenses = doc.itemTypes.defense.filter(i => i.system.equipped)
|
||||||
const { prepareActiveEffectCategories } = await import("../../system/effects.mjs")
|
const { prepareActiveEffectCategories } = await import("../../system/effects.mjs")
|
||||||
context.effects = prepareActiveEffectCategories(doc.effects)
|
context.effects = prepareActiveEffectCategories(doc.effects)
|
||||||
|
const { VermineTraits } = await import("../../system/traits.mjs")
|
||||||
|
const feticheItems = VermineTraits.equippedItems(doc, 'fetiche')
|
||||||
|
context.feticheItems = feticheItems
|
||||||
|
context.fetiche = feticheItems[0] ?? null
|
||||||
|
context.feticheMultiple = feticheItems.length > 1
|
||||||
|
const loss = doc.system.experience?.feticheLoss
|
||||||
|
context.feticheLost = Boolean(loss?.self_control || loss?.effort)
|
||||||
break
|
break
|
||||||
|
}
|
||||||
case "experience":
|
case "experience":
|
||||||
context.tab = context.tabs.experience
|
context.tab = context.tabs.experience
|
||||||
context.specialtyCount = doc.itemTypes.specialty.length
|
context.specialtyCount = doc.itemTypes.specialty.length
|
||||||
@@ -149,4 +158,35 @@ export default class VermineCharacterSheetV2 extends VermineBaseActorSheet {
|
|||||||
const dialog = await TotemDiceDialog.create({ actorId: this.document.id })
|
const dialog = await TotemDiceDialog.create({ actorId: this.document.id })
|
||||||
if (dialog) dialog.render(true)
|
if (dialog) dialog.render(true)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Action « Perdre le fétiche » : applique -2D dans chaque Réserve et
|
||||||
|
* -1D de max persistant (expérience.feticheLoss), puis retire le Trait
|
||||||
|
* Fétiche de l'objet équipé.
|
||||||
|
*/
|
||||||
|
static async #onLoseFetiche() {
|
||||||
|
const doc = this.document
|
||||||
|
if (!game.user.isGM && !doc.isOwner) {
|
||||||
|
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_permission"))
|
||||||
|
return
|
||||||
|
}
|
||||||
|
const { VermineTraits } = await import("../../system/traits.mjs")
|
||||||
|
const items = VermineTraits.equippedItems(doc, 'fetiche')
|
||||||
|
if (!items.length) {
|
||||||
|
ui.notifications.warn(game.i18n.localize("VERMINE.fetiche_none"))
|
||||||
|
return
|
||||||
|
}
|
||||||
|
const loss = doc.system.experience?.feticheLoss
|
||||||
|
const sc = Math.max(0, (doc.system.attributes.self_control.value || 0) - 2)
|
||||||
|
const ef = Math.max(0, (doc.system.attributes.effort.value || 0) - 2)
|
||||||
|
await doc.update({
|
||||||
|
"system.attributes.self_control.value": sc,
|
||||||
|
"system.attributes.effort.value": ef,
|
||||||
|
"system.experience.feticheLoss.self_control": (loss?.self_control || 0) + 1,
|
||||||
|
"system.experience.feticheLoss.effort": (loss?.effort || 0) + 1
|
||||||
|
})
|
||||||
|
await items[0].update({ "system.traits.fetiche": null })
|
||||||
|
ui.notifications.info(game.i18n.localize("VERMINE.fetiche_lost"))
|
||||||
|
this.render()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -52,7 +52,6 @@ export default class VermineNpcSheetV2 extends VermineBaseActorSheet {
|
|||||||
context.npcExperienceOptions = CONFIG.VERMINE.npcExperienceLevels
|
context.npcExperienceOptions = CONFIG.VERMINE.npcExperienceLevels
|
||||||
context.npcRoleOptions = CONFIG.VERMINE.npcRoleLevels
|
context.npcRoleOptions = CONFIG.VERMINE.npcRoleLevels
|
||||||
context.totemOptions = CONFIG.VERMINE.totems
|
context.totemOptions = CONFIG.VERMINE.totems
|
||||||
context.originOptions = CONFIG.VERMINE.origins
|
|
||||||
break
|
break
|
||||||
case "traits":
|
case "traits":
|
||||||
context.tab = context.tabs.traits
|
context.tab = context.tabs.traits
|
||||||
|
|||||||
@@ -253,7 +253,7 @@ export function baseItemSchema() {
|
|||||||
return {
|
return {
|
||||||
description: new fields.HTMLField({ required: true, initial: "", textSearch: true }),
|
description: new fields.HTMLField({ required: true, initial: "", textSearch: true }),
|
||||||
rarity: raritySchema(),
|
rarity: raritySchema(),
|
||||||
reliability: new fields.NumberField({ ...reqInt, initial: 3, min: 1, max: 10 }),
|
reliability: new fields.NumberField({ ...reqInt, initial: 3, min: 0, max: 10 }),
|
||||||
handicap: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
|
handicap: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
|
||||||
quantity: new fields.NumberField({ ...reqInt, initial: 1, min: 1 }),
|
quantity: new fields.NumberField({ ...reqInt, initial: 1, min: 1 }),
|
||||||
weight: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
|
weight: new fields.NumberField({ ...reqInt, initial: 0, min: 0 }),
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ import {
|
|||||||
skillCategoriesSchema,
|
skillCategoriesSchema,
|
||||||
skillsSchema
|
skillsSchema
|
||||||
} from "./_shared.mjs"
|
} from "./_shared.mjs"
|
||||||
|
import { VermineTraits } from "../system/traits.mjs"
|
||||||
|
|
||||||
export default class VermineCharacterData extends foundry.abstract.TypeDataModel {
|
export default class VermineCharacterData extends foundry.abstract.TypeDataModel {
|
||||||
|
|
||||||
@@ -99,6 +100,11 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
|
|||||||
self_control: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 }),
|
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 })
|
effort: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0, min: 0 })
|
||||||
}),
|
}),
|
||||||
|
// Perte de Réserves après perte du Fétiche : -1D de max persistant par Réserve
|
||||||
|
feticheLoss: 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
|
// Limites d'apprentissage par phase
|
||||||
learned: new fields.SchemaField({
|
learned: new fields.SchemaField({
|
||||||
phase: 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 }),
|
||||||
@@ -157,6 +163,7 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
|
|||||||
/**
|
/**
|
||||||
* Calcule le max de sang-froid :
|
* Calcule le max de sang-froid :
|
||||||
* somme des caractéristiques mentales + sociales + modificateur d'âge.
|
* somme des caractéristiques mentales + sociales + modificateur d'âge.
|
||||||
|
* Un Fétiche équipé ajoute +1D ; une perte de Fétiche soustrait 1D.
|
||||||
*/
|
*/
|
||||||
_setSelfControlMax() {
|
_setSelfControlMax() {
|
||||||
const abilities = Object.values(this.abilities)
|
const abilities = Object.values(this.abilities)
|
||||||
@@ -165,12 +172,15 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
|
|||||||
.filter(a => a.category === "mental" || a.category === "social")
|
.filter(a => a.category === "mental" || a.category === "social")
|
||||||
.reduce((acc, a) => acc + a.value, 0)
|
.reduce((acc, a) => acc + a.value, 0)
|
||||||
const bonus = this.experience?.reserveBonus?.self_control || 0
|
const bonus = this.experience?.reserveBonus?.self_control || 0
|
||||||
this.attributes.self_control.max = Math.min(10, sum + modFromAge + bonus)
|
const loss = this.experience?.feticheLoss?.self_control || 0
|
||||||
|
const fetiche = VermineTraits.feticheItem(this.parent) ? 1 : 0
|
||||||
|
this.attributes.self_control.max = Math.min(10, Math.max(0, sum + modFromAge + bonus + fetiche - loss))
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Calcule le max d'effort :
|
* Calcule le max d'effort :
|
||||||
* somme des caractéristiques physiques + manuelles + modificateur d'âge.
|
* somme des caractéristiques physiques + manuelles + modificateur d'âge.
|
||||||
|
* Un Fétiche équipé ajoute +1D ; une perte de Fétiche soustrait 1D.
|
||||||
*/
|
*/
|
||||||
_setEffortMax() {
|
_setEffortMax() {
|
||||||
const abilities = Object.values(this.abilities)
|
const abilities = Object.values(this.abilities)
|
||||||
@@ -179,7 +189,9 @@ export default class VermineCharacterData extends foundry.abstract.TypeDataModel
|
|||||||
.filter(a => a.category === "physical" || a.category === "manual")
|
.filter(a => a.category === "physical" || a.category === "manual")
|
||||||
.reduce((acc, a) => acc + a.value, 0)
|
.reduce((acc, a) => acc + a.value, 0)
|
||||||
const bonus = this.experience?.reserveBonus?.effort || 0
|
const bonus = this.experience?.reserveBonus?.effort || 0
|
||||||
this.attributes.effort.max = Math.min(10, sum + modFromAge + bonus)
|
const loss = this.experience?.feticheLoss?.effort || 0
|
||||||
|
const fetiche = VermineTraits.feticheItem(this.parent) ? 1 : 0
|
||||||
|
this.attributes.effort.max = Math.min(10, Math.max(0, sum + modFromAge + bonus + fetiche - loss))
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -14,7 +14,8 @@ export default class VermineItemData extends foundry.abstract.TypeDataModel {
|
|||||||
needSkill: new fields.SchemaField({
|
needSkill: new fields.SchemaField({
|
||||||
value: new fields.BooleanField({ required: true, initial: false }),
|
value: new fields.BooleanField({ required: true, initial: false }),
|
||||||
skill: new fields.StringField({ required: true, initial: "" })
|
skill: new fields.StringField({ required: true, initial: "" })
|
||||||
})
|
}),
|
||||||
|
equipped: new fields.BooleanField({ required: true, initial: false })
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -362,7 +362,7 @@ VERMINE.traits = {
|
|||||||
},
|
},
|
||||||
"fetiche": {
|
"fetiche": {
|
||||||
name: "Fétiche",
|
name: "Fétiche",
|
||||||
description: "Le personnage possède un objet fétiche auquel il tient.Tant qu’il le possède, sa Réserve d’Effort ou de Sang- Froid est augmentée de 1D, et il ne subit pas les Malus d’Épuisement liés à la valeur de ses Réserves, même si elles sont réduites à 0. Si le personnage perd ou est privé de cet objet, les règles d’Épuisement s’appliquent de nouveau et il perd immédiatement 2D dans chacune de ses Réserves, dont les valeurs maximales sont réduites de 1D.Un même personnage ne peut posséder qu’un seul objet avec le Trait Fétiche.",
|
description: "Le personnage possède un objet fétiche auquel il tient.Tant qu’il le possède, ses Réserves d’Effort et de Sang-Froid sont augmentées de 1D, et il ne subit pas les Malus d’Épuisement liés à la valeur de ses Réserves, même si elles sont réduites à 0. Si le personnage perd ou est privé de cet objet, les règles d’Épuisement s’appliquent de nouveau et il perd immédiatement 2D dans chacune de ses Réserves, dont les valeurs maximales sont réduites de 1D.Un même personnage ne peut posséder qu’un seul objet avec le Trait Fétiche.",
|
||||||
value: 0
|
value: 0
|
||||||
},
|
},
|
||||||
"incapacitant": {
|
"incapacitant": {
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
import { VermineUtils } from "../roll.mjs";
|
import { VermineUtils } from "../roll.mjs";
|
||||||
import { VermineExchange } from "../exchange.mjs";
|
import { VermineExchange } from "../exchange.mjs";
|
||||||
|
import { VermineTraits } from "../traits.mjs";
|
||||||
|
|
||||||
const { HandlebarsApplicationMixin } = foundry.applications.api;
|
const { HandlebarsApplicationMixin } = foundry.applications.api;
|
||||||
|
|
||||||
@@ -50,12 +51,19 @@ export default class CombatDialog extends HandlebarsApplicationMixin(foundry.app
|
|||||||
this.weapon = options.weapon ?? null;
|
this.weapon = options.weapon ?? null;
|
||||||
this.mode = options.mode ?? "contact";
|
this.mode = options.mode ?? "contact";
|
||||||
this.abilityKey = VermineExchange.attackAbility(this.mode);
|
this.abilityKey = VermineExchange.attackAbility(this.mode);
|
||||||
this.skillKey = this.weapon?.system?.skill || null;
|
// Une arme sans compétence définie est traitée comme une attaque
|
||||||
|
// improvisée au contact : Corps-à-corps (Vigueur + pool Corps-à-corps).
|
||||||
|
this.skillKey = this.weapon?.system?.skill || 'close';
|
||||||
this.skillValue = this.skillKey ? (this.actor.system?.skills?.[this.skillKey]?.value || 0) : 0;
|
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.skillPool = this.skillValue ? (CONFIG.VERMINE.SkillLevels?.[this.skillValue]?.dicePool || 0) : 0;
|
||||||
this.skillReroll = this.skillValue ? (CONFIG.VERMINE.SkillLevels?.[this.skillValue]?.reroll || 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.basePool = VermineExchange.baseAttackPool(this.actor, this.weapon, this.mode);
|
||||||
this.baseDamage = VermineExchange.baseDamage(this.actor, this.weapon);
|
this.baseDamage = VermineExchange.baseDamage(this.actor, this.weapon);
|
||||||
|
this.rafaleValue = this.mode === "ranged" ? VermineTraits.traitValue(this.weapon, "rafale") : 0;
|
||||||
|
this.rapideHandicap = VermineTraits.traitValue(this.weapon, "rapide");
|
||||||
|
this.zoneValue = VermineTraits.traitValue(this.weapon, "zone");
|
||||||
|
const portee = VermineTraits.traitValue(this.weapon, "portee");
|
||||||
|
this.effectiveRange = this.mode === "ranged" && portee > 0 ? portee * VermineTraits.vigor(this.actor) : null;
|
||||||
}
|
}
|
||||||
|
|
||||||
get title() {
|
get title() {
|
||||||
@@ -147,7 +155,12 @@ export default class CombatDialog extends HandlebarsApplicationMixin(foundry.app
|
|||||||
hasAmmo: this.mode === "ranged" && (this.weapon?.system?.ammo ?? 0) > 0,
|
hasAmmo: this.mode === "ranged" && (this.weapon?.system?.ammo ?? 0) > 0,
|
||||||
availableSpecialties: actor.items.filter(i => i.type === "specialty"),
|
availableSpecialties: actor.items.filter(i => i.type === "specialty"),
|
||||||
availableItems: actor.items.filter(i => i.type === "item"),
|
availableItems: actor.items.filter(i => i.type === "item"),
|
||||||
targets
|
targets,
|
||||||
|
lourdMalus: VermineTraits.lourdMalus(actor),
|
||||||
|
mobilityNote: VermineTraits.mobilityNote(actor),
|
||||||
|
hasRafale: this.rafaleValue > 0,
|
||||||
|
rafaleValue: this.rafaleValue,
|
||||||
|
effectiveRange: this.effectiveRange
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -167,6 +180,7 @@ export default class CombatDialog extends HandlebarsApplicationMixin(foundry.app
|
|||||||
|
|
||||||
this.element.querySelector("#second-action")?.addEventListener("change", () => this.#updateUI());
|
this.element.querySelector("#second-action")?.addEventListener("change", () => this.#updateUI());
|
||||||
this.element.querySelector("#handicap")?.addEventListener("change", () => this.#updateUI());
|
this.element.querySelector("#handicap")?.addEventListener("change", () => this.#updateUI());
|
||||||
|
this.element.querySelector("#rafale")?.addEventListener("change", () => this.#updateUI());
|
||||||
this.element.querySelector("#human-totem")?.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("#adapted-totem")?.addEventListener("change", () => this.#updateUI());
|
||||||
this.element.querySelector("#pools-spent")?.addEventListener("change", () => this.#updateUI());
|
this.element.querySelector("#pools-spent")?.addEventListener("change", () => this.#updateUI());
|
||||||
@@ -206,10 +220,18 @@ export default class CombatDialog extends HandlebarsApplicationMixin(foundry.app
|
|||||||
return parseInt(this.#el.querySelector("#pools-spent")?.value, 10) || 0;
|
return parseInt(this.#el.querySelector("#pools-spent")?.value, 10) || 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#getTemporaryMalus() {
|
||||||
|
return parseInt(this.#el.querySelector("#temporary-malus")?.value, 10) || 0;
|
||||||
|
}
|
||||||
|
|
||||||
#getUseAmmo() {
|
#getUseAmmo() {
|
||||||
return this.#el.querySelector("#use-ammo")?.checked ?? false;
|
return this.#el.querySelector("#use-ammo")?.checked ?? false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#getRafale() {
|
||||||
|
return this.#el.querySelector("#rafale")?.checked ?? false;
|
||||||
|
}
|
||||||
|
|
||||||
#getTotems() {
|
#getTotems() {
|
||||||
return {
|
return {
|
||||||
human: this.#el.querySelector("#human-totem")?.checked ?? false,
|
human: this.#el.querySelector("#human-totem")?.checked ?? false,
|
||||||
@@ -222,7 +244,7 @@ export default class CombatDialog extends HandlebarsApplicationMixin(foundry.app
|
|||||||
}
|
}
|
||||||
|
|
||||||
getDifficultySelect() {
|
getDifficultySelect() {
|
||||||
return this.#getDifficultyBase() + (this.#getSecondAction() ? 2 : 0);
|
return this.#getDifficultyBase() + (this.#getSecondAction() ? 2 : 0) + (this.#getRafale() ? 2 : 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
getSkillCategory() {
|
getSkillCategory() {
|
||||||
@@ -260,9 +282,12 @@ export default class CombatDialog extends HandlebarsApplicationMixin(foundry.app
|
|||||||
const toolsChecked = this.#el.querySelector("input[name='usingTools']:checked");
|
const toolsChecked = this.#el.querySelector("input[name='usingTools']:checked");
|
||||||
const tooling = toolsChecked && toolsChecked.value !== "0" ? 1 : 0;
|
const tooling = toolsChecked && toolsChecked.value !== "0" ? 1 : 0;
|
||||||
const group = parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
|
const group = parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
|
||||||
const malus = VermineExchange.woundMalus(this.actor);
|
const wound = VermineExchange.woundMalus(this.actor);
|
||||||
|
const lourd = VermineTraits.lourdMalus(this.actor);
|
||||||
|
const tempMalus = this.#getTemporaryMalus();
|
||||||
|
const malus = wound + lourd + tempMalus;
|
||||||
const total = Math.max(0, this.basePool + selfControl + pools + specialty + help + tooling + group - malus);
|
const total = Math.max(0, this.basePool + selfControl + pools + specialty + help + tooling + group - malus);
|
||||||
return { ability, skill, selfControl, pools, specialty, help, tooling, group, malus, total };
|
return { ability, skill, selfControl, pools, specialty, help, tooling, group, wound, lourd, tempMalus, malus, total };
|
||||||
}
|
}
|
||||||
|
|
||||||
getDicePool() {
|
getDicePool() {
|
||||||
@@ -365,9 +390,13 @@ export default class CombatDialog extends HandlebarsApplicationMixin(foundry.app
|
|||||||
targets,
|
targets,
|
||||||
weapon: this.weapon
|
weapon: this.weapon
|
||||||
? { name: this.weapon.name, img: this.weapon.img, damage: foundry.utils.duplicate(this.weapon.system.damage) }
|
? { name: this.weapon.name, img: this.weapon.img, damage: foundry.utils.duplicate(this.weapon.system.damage) }
|
||||||
: null
|
: null,
|
||||||
|
rapideHandicap: this.rapideHandicap || null,
|
||||||
|
zoneValue: this.zoneValue || null
|
||||||
};
|
};
|
||||||
|
|
||||||
|
const rafale = this.#getRafale();
|
||||||
|
|
||||||
const rollParams = {
|
const rollParams = {
|
||||||
actor: this.actor,
|
actor: this.actor,
|
||||||
NoD: this.getDicePool(),
|
NoD: this.getDicePool(),
|
||||||
@@ -389,6 +418,13 @@ export default class CombatDialog extends HandlebarsApplicationMixin(foundry.app
|
|||||||
attack,
|
attack,
|
||||||
messageFlags: { "vermine-exchange": attack }
|
messageFlags: { "vermine-exchange": attack }
|
||||||
};
|
};
|
||||||
|
if (rafale && this.rafaleValue > 0) {
|
||||||
|
rollParams.bonusSuccesses = this.rafaleValue;
|
||||||
|
rollParams.bonusOnSuccess = true;
|
||||||
|
}
|
||||||
|
if (this.effectiveRange !== null) rollParams.effectiveRange = this.effectiveRange;
|
||||||
|
const mobilityHandicap = VermineTraits.mobilityHandicap(this.actor);
|
||||||
|
if (mobilityHandicap > 0) rollParams.mobilityHandicap = mobilityHandicap;
|
||||||
|
|
||||||
// Fermeture immédiate du dialogue : le jet (et l'animation 3D) continue
|
// Fermeture immédiate du dialogue : le jet (et l'animation 3D) continue
|
||||||
// en arrière-plan sans bloquer la fermeture.
|
// en arrière-plan sans bloquer la fermeture.
|
||||||
|
|||||||
@@ -140,6 +140,21 @@ export default class NpcRollDialog extends HandlebarsApplicationMixin(foundry.ap
|
|||||||
inp.addEventListener("change", this.#onInputChange.bind(this))
|
inp.addEventListener("change", this.#onInputChange.bind(this))
|
||||||
}
|
}
|
||||||
this.element.querySelector("#handicap")?.addEventListener("change", () => this.#updateUI())
|
this.element.querySelector("#handicap")?.addEventListener("change", () => this.#updateUI())
|
||||||
|
// Trait Rapide (n) : le défenseur subit (n) Handicaps sur sa défense.
|
||||||
|
if (this.locks?.handicap !== undefined && this.locks?.handicap !== null) {
|
||||||
|
const sel = this.#el.querySelector("#handicap")
|
||||||
|
if (sel) {
|
||||||
|
const locked = parseInt(this.locks.handicap, 10)
|
||||||
|
let opt = [...sel.options].find(o => parseInt(o.value, 10) === locked + 1)
|
||||||
|
if (!opt) {
|
||||||
|
opt = document.createElement("option")
|
||||||
|
opt.value = String(locked + 1)
|
||||||
|
opt.textContent = game.i18n.localize("VERMINE.handicap") + ` (${locked})`
|
||||||
|
sel.appendChild(opt)
|
||||||
|
}
|
||||||
|
opt.selected = true
|
||||||
|
}
|
||||||
|
}
|
||||||
this.#updateUI()
|
this.#updateUI()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,107 @@
|
|||||||
|
import { VermineReliability } from '../reliability.mjs';
|
||||||
|
|
||||||
|
const { HandlebarsApplicationMixin } = foundry.applications.api;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Dialogue de Test de Fiabilité / Réparation d'un item.
|
||||||
|
* Mode "test" : choix de la gravité des Dommages matériels (Mineurs/Graves/Critiques)
|
||||||
|
* + case Immersion (Trait Étanche). Mode "repair" : type de réparation
|
||||||
|
* (classique/de fortune) + compétence utilisée.
|
||||||
|
*/
|
||||||
|
export default class ReliabilityDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
|
||||||
|
#item;
|
||||||
|
#mode;
|
||||||
|
|
||||||
|
static DEFAULT_OPTIONS = {
|
||||||
|
classes: ['vermine-roll', 'reliability'],
|
||||||
|
tag: 'form',
|
||||||
|
window: {
|
||||||
|
icon: 'fas fa-tools',
|
||||||
|
resizable: false,
|
||||||
|
},
|
||||||
|
position: {
|
||||||
|
width: 460,
|
||||||
|
height: 'auto',
|
||||||
|
},
|
||||||
|
actions: {
|
||||||
|
run: ReliabilityDialog.#onRun,
|
||||||
|
cancel: ReliabilityDialog.#onCancel,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
static PARTS = {
|
||||||
|
main: { template: 'systems/vermine2047/templates/dialogs/reliability-dialog.hbs', scrollable: [''] },
|
||||||
|
};
|
||||||
|
|
||||||
|
static async create({ item, mode = 'test' }) {
|
||||||
|
return new ReliabilityDialog({ item, mode });
|
||||||
|
}
|
||||||
|
|
||||||
|
constructor(options = {}) {
|
||||||
|
super(options);
|
||||||
|
this.#item = options.item;
|
||||||
|
this.#mode = options.mode ?? 'test';
|
||||||
|
}
|
||||||
|
|
||||||
|
get title() {
|
||||||
|
return game.i18n.localize(this.#mode === 'repair' ? 'VERMINE.reliability_repair' : 'VERMINE.reliability_test');
|
||||||
|
}
|
||||||
|
|
||||||
|
async _prepareContext() {
|
||||||
|
const hasEtanche = !!this.#item.system?.traits?.etanche;
|
||||||
|
const hasActor = !!this.#item.actor;
|
||||||
|
const coque = this.#item.system?.traits?.coque ?? {};
|
||||||
|
const hasBrokenCoque = this.#mode === 'repair' && (parseInt(coque?.value ?? 0, 10) || 0) === 0 && (parseInt(coque?.max ?? 0, 10) || 0) > 0;
|
||||||
|
const storedSkill = (this.#item.system?.needSkill?.value && this.#item.system?.needSkill?.skill)
|
||||||
|
|| this.#item.system?.skill || '';
|
||||||
|
const severities = ['mineurs', 'graves', 'critiques'].map((key) => ({
|
||||||
|
key,
|
||||||
|
label: game.i18n.localize(`VERMINE.reliability_severity_${key}`),
|
||||||
|
selected: key === 'graves',
|
||||||
|
}));
|
||||||
|
const skills = VermineReliability.REPAIR_SKILLS.map((key) => ({
|
||||||
|
key,
|
||||||
|
label: game.i18n.localize(`SKILLS.${key}.name`),
|
||||||
|
selected: key === storedSkill && VermineReliability.REPAIR_SKILLS.includes(storedSkill),
|
||||||
|
}));
|
||||||
|
return {
|
||||||
|
mode: this.#mode,
|
||||||
|
isTest: this.#mode === 'test',
|
||||||
|
isRepair: this.#mode === 'repair',
|
||||||
|
hasEtanche,
|
||||||
|
hasActor,
|
||||||
|
hasBrokenCoque,
|
||||||
|
coqueMax: parseInt(coque?.max ?? 0, 10) || 0,
|
||||||
|
severities,
|
||||||
|
skills,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
#getOptions() {
|
||||||
|
const el = this.element;
|
||||||
|
if (this.#mode === 'test') {
|
||||||
|
return {
|
||||||
|
severity: el.querySelector('input[name="severity"]:checked')?.value ?? 'graves',
|
||||||
|
immersion: !!el.querySelector('#reliability-immersion')?.checked,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
return {
|
||||||
|
mode: el.querySelector('input[name="repairMode"]:checked')?.value ?? 'classique',
|
||||||
|
skill: el.querySelector('#reliability-skill')?.value ?? 'technology',
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
static async #onRun() {
|
||||||
|
const options = this.#getOptions();
|
||||||
|
if (this.#mode === 'test') {
|
||||||
|
await VermineReliability.test(this.#item, options);
|
||||||
|
} else {
|
||||||
|
await VermineReliability.repair(this.#item, options);
|
||||||
|
}
|
||||||
|
this.close();
|
||||||
|
}
|
||||||
|
|
||||||
|
static #onCancel() {
|
||||||
|
this.close();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
import { VermineUtils } from "../roll.mjs";
|
import { VermineUtils } from "../roll.mjs";
|
||||||
import { VermineExchange } from "../exchange.mjs";
|
import { VermineExchange } from "../exchange.mjs";
|
||||||
|
import { VermineTraits } from "../traits.mjs";
|
||||||
|
|
||||||
const { HandlebarsApplicationMixin } = foundry.applications.api;
|
const { HandlebarsApplicationMixin } = foundry.applications.api;
|
||||||
|
|
||||||
@@ -65,6 +66,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
const isCharacter = actor.type === "character";
|
const isCharacter = actor.type === "character";
|
||||||
const group = isCharacter ? RollDialog.#findGroup(actor) : null;
|
const group = isCharacter ? RollDialog.#findGroup(actor) : null;
|
||||||
const groupPool = group?.system?.experience?.dice || 0;
|
const groupPool = group?.system?.experience?.dice || 0;
|
||||||
|
const intimidant = isCharacter ? VermineTraits.equippedItems(actor, 'intimidant')[0] ?? null : null;
|
||||||
return {
|
return {
|
||||||
actor,
|
actor,
|
||||||
system: actor.system,
|
system: actor.system,
|
||||||
@@ -78,6 +80,8 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
specialty: false,
|
specialty: false,
|
||||||
availableSpecialties: actor.items.filter(i => i.type === "specialty"),
|
availableSpecialties: actor.items.filter(i => i.type === "specialty"),
|
||||||
availableItems: actor.items.filter(i => i.type === "item"),
|
availableItems: actor.items.filter(i => i.type === "item"),
|
||||||
|
hasIntimidant: Boolean(intimidant),
|
||||||
|
intimidantName: intimidant?.name ?? "",
|
||||||
locks: this.locks,
|
locks: this.locks,
|
||||||
experience: {
|
experience: {
|
||||||
hasExperience: isCharacter,
|
hasExperience: isCharacter,
|
||||||
@@ -140,6 +144,50 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
#getSelfCtrl() { return this.#el.querySelector("#self_control"); }
|
#getSelfCtrl() { return this.#el.querySelector("#self_control"); }
|
||||||
#getExperiencePull() { return parseInt(this.#el.querySelector("#experience-pull")?.value, 10) || 0; }
|
#getExperiencePull() { return parseInt(this.#el.querySelector("#experience-pull")?.value, 10) || 0; }
|
||||||
|
|
||||||
|
/** Clé de la compétence sélectionnée (data-label) ou null. */
|
||||||
|
getSelectedSkillKey() {
|
||||||
|
const sel = this.#getSkill();
|
||||||
|
return sel?.options[sel.selectedIndex]?.dataset?.label ?? null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Outil générique sélectionné (radio usingTools) ou null. */
|
||||||
|
getSelectedTool() {
|
||||||
|
const checked = this.#el.querySelector("input[name='usingTools']:checked");
|
||||||
|
if (!checked || checked.value === "0") return null;
|
||||||
|
return this.#actor.items.find(i => i.name === checked.value) ?? null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Bonus d'outillage : +1D, ou +2D si l'outil possède le Trait Pratique. */
|
||||||
|
#getTooling() {
|
||||||
|
const tool = this.getSelectedTool();
|
||||||
|
if (!tool) return 0;
|
||||||
|
return VermineTraits.hasTrait(tool, 'pratique') ? 2 : 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Malus temporaires saisis manuellement (Trait Malus). */
|
||||||
|
#getTemporaryMalus() {
|
||||||
|
return parseInt(this.#el.querySelector("#temporary-malus")?.value, 10) || 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Case « Brandit » (Trait Intimidant). */
|
||||||
|
getIntimidant() {
|
||||||
|
return this.#el.querySelector("#intimidant")?.checked ?? false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Valeur de Handicap brute du sélecteur (0-2). */
|
||||||
|
#getBaseHandicap() {
|
||||||
|
const sel = this.#getHandicap();
|
||||||
|
return Math.max(0, (parseInt(sel?.value, 10) || 1) - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Nombre de Handicaps annulés par l'outil Ponctuel sélectionné. */
|
||||||
|
getPonctuelUsed() {
|
||||||
|
const tool = this.getSelectedTool();
|
||||||
|
const ponctuel = tool ? VermineTraits.traitValue(tool, 'ponctuel') : 0;
|
||||||
|
if (ponctuel <= 0) return 0;
|
||||||
|
return Math.min(ponctuel, this.#getBaseHandicap());
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Trouve le premier Groupe dont le personnage est membre.
|
* Trouve le premier Groupe dont le personnage est membre.
|
||||||
* @param {Actor} actor
|
* @param {Actor} actor
|
||||||
@@ -158,16 +206,17 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
const selfControl = parseInt(this.#getSelfCtrl()?.value, 10) || 0;
|
const selfControl = parseInt(this.#getSelfCtrl()?.value, 10) || 0;
|
||||||
const specChecked = this.hasSpecialtySelected();
|
const specChecked = this.hasSpecialtySelected();
|
||||||
const helped = this.#el.querySelector("#helped")?.checked;
|
const helped = this.#el.querySelector("#helped")?.checked;
|
||||||
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 group = parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
|
||||||
const experience = this.#getExperiencePull();
|
const experience = this.#getExperiencePull();
|
||||||
const specialty = specChecked ? 1 : 0;
|
const specialty = specChecked ? 1 : 0;
|
||||||
const help = helped ? 1 : 0;
|
const help = helped ? 1 : 0;
|
||||||
const tooling = tools ? 1 : 0;
|
const tooling = this.#getTooling();
|
||||||
const malus = VermineExchange.woundMalus(this.#actor);
|
const wound = VermineExchange.woundMalus(this.#actor);
|
||||||
|
const tempMalus = this.#getTemporaryMalus();
|
||||||
|
const psychology = this.getIntimidant() && this.getSelectedSkillKey() === 'psychology' ? 1 : 0;
|
||||||
|
const malus = wound + tempMalus + psychology;
|
||||||
const total = Math.max(0, ability + skillPool + selfControl + specialty + help + tooling + group + experience - malus);
|
const total = Math.max(0, ability + skillPool + selfControl + specialty + help + tooling + group + experience - malus);
|
||||||
return { ability, skill: skillPool, selfControl, specialty, help, tooling, group, experience, malus, total };
|
return { ability, skill: skillPool, selfControl, specialty, help, tooling, group, experience, wound, tempMalus, psychology, malus, total };
|
||||||
}
|
}
|
||||||
|
|
||||||
getDicePool() {
|
getDicePool() {
|
||||||
@@ -188,12 +237,15 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
getReroll() {
|
getReroll() {
|
||||||
const sel = this.#getSkill();
|
const sel = this.#getSkill();
|
||||||
const idx = sel?.selectedIndex ?? 0;
|
const idx = sel?.selectedIndex ?? 0;
|
||||||
return parseInt(sel?.options[idx]?.dataset?.reroll, 10) || 0;
|
const base = parseInt(sel?.options[idx]?.dataset?.reroll, 10) || 0;
|
||||||
|
// Trait Intimidant (hors Psychologie) : Relance 1D tant que l'objet est brandi.
|
||||||
|
if (this.getIntimidant() && this.getSelectedSkillKey() !== 'psychology') return base + 1;
|
||||||
|
return base;
|
||||||
}
|
}
|
||||||
|
|
||||||
getHandicapSelect() {
|
getHandicapSelect() {
|
||||||
const sel = this.#getHandicap();
|
// Trait Ponctuel : l'outil sélectionné annule jusqu'à (n) Handicaps.
|
||||||
return Math.max(0, (parseInt(sel?.value, 10) || 1) - 1);
|
return this.#getBaseHandicap() - this.getPonctuelUsed();
|
||||||
}
|
}
|
||||||
|
|
||||||
getSkillCategory() {
|
getSkillCategory() {
|
||||||
@@ -221,14 +273,13 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
|
|
||||||
getLabel() {
|
getLabel() {
|
||||||
const type = this.getRollType();
|
const type = this.getRollType();
|
||||||
if (type === "skill") {
|
const sel = type === "skill" ? this.#getSkill() : this.#getAbility();
|
||||||
const sel = this.#getSkill();
|
|
||||||
const idx = sel?.selectedIndex ?? 0;
|
|
||||||
return sel?.options[idx]?.dataset?.label ?? "";
|
|
||||||
}
|
|
||||||
const sel = this.#getAbility();
|
|
||||||
const idx = sel?.selectedIndex ?? 0;
|
const idx = sel?.selectedIndex ?? 0;
|
||||||
return sel?.options[idx]?.dataset?.label ?? "";
|
const raw = sel?.options[idx]?.dataset?.label ?? "";
|
||||||
|
if (!raw) return "";
|
||||||
|
const base = type === "skill" ? "SKILLS" : "ABILITIES";
|
||||||
|
const localized = game.i18n.localize(`${base}.${raw}.name`);
|
||||||
|
return localized === `${base}.${raw}.name` ? raw : localized;
|
||||||
}
|
}
|
||||||
|
|
||||||
getSelfControl() {
|
getSelfControl() {
|
||||||
@@ -285,6 +336,19 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
opt.selected = true;
|
opt.selected = true;
|
||||||
difficulty.disabled = true;
|
difficulty.disabled = true;
|
||||||
}
|
}
|
||||||
|
const handicap = this.#getHandicap();
|
||||||
|
if (handicap && locks.handicap !== undefined && locks.handicap !== null) {
|
||||||
|
const locked = parseInt(locks.handicap, 10);
|
||||||
|
let opt = [...handicap.options].find(o => parseInt(o.value, 10) === locked + 1);
|
||||||
|
if (!opt) {
|
||||||
|
// Handicap supérieur aux options (ex: Rapide 3) : option dédiée.
|
||||||
|
opt = document.createElement("option");
|
||||||
|
opt.value = String(locked + 1);
|
||||||
|
opt.textContent = game.i18n.localize("VERMINE.handicap") + ` (${locked})`;
|
||||||
|
handicap.appendChild(opt);
|
||||||
|
}
|
||||||
|
opt.selected = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#displaySpecialties() {
|
#displaySpecialties() {
|
||||||
@@ -342,7 +406,10 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
const handSel = this.#getHandicap();
|
const handSel = this.#getHandicap();
|
||||||
const handEl = this.#el.querySelector("#current-handicap");
|
const handEl = this.#el.querySelector("#current-handicap");
|
||||||
if (handEl && handSel) {
|
if (handEl && handSel) {
|
||||||
handEl.textContent = handSel.options[handSel.selectedIndex].text;
|
let text = handSel.options[handSel.selectedIndex].text;
|
||||||
|
const used = this.getPonctuelUsed();
|
||||||
|
if (used > 0) text += ` (${game.i18n.localize("VERMINE.ponctuel")} -${used})`;
|
||||||
|
handEl.textContent = text;
|
||||||
}
|
}
|
||||||
|
|
||||||
const abilSel = this.#getAbility();
|
const abilSel = this.#getAbility();
|
||||||
@@ -450,6 +517,22 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
await group.update({ "system.experience.dice": groupPool - pulled });
|
await group.update({ "system.experience.dice": groupPool - pulled });
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Trait Ponctuel : consomme (n) charges de l'outil sélectionné pour annuler
|
||||||
|
// les Handicaps ; l'objet perd définitivement le Trait si la valeur tombe à 0.
|
||||||
|
const ponctuelUsed = this.getPonctuelUsed();
|
||||||
|
const tool = this.getSelectedTool();
|
||||||
|
if (tool && ponctuelUsed > 0) {
|
||||||
|
const current = VermineTraits.traitValue(tool, 'ponctuel');
|
||||||
|
const remaining = current - ponctuelUsed;
|
||||||
|
if (remaining <= 0) {
|
||||||
|
await tool.update({ "system.traits.ponctuel": null });
|
||||||
|
} else {
|
||||||
|
await tool.update({ "system.traits.ponctuel.value": remaining });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const intimidant = this.getIntimidant();
|
||||||
|
|
||||||
const rollParams = {
|
const rollParams = {
|
||||||
actor: this.#actor,
|
actor: this.#actor,
|
||||||
NoD: this.getDicePool(),
|
NoD: this.getDicePool(),
|
||||||
@@ -470,6 +553,10 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
|
|||||||
targets: [...game.user.targets].map(t => t.name),
|
targets: [...game.user.targets].map(t => t.name),
|
||||||
messageFlags: this.defense ? { "vermine-defense": this.defense } : null
|
messageFlags: this.defense ? { "vermine-defense": this.defense } : null
|
||||||
};
|
};
|
||||||
|
if (intimidant) {
|
||||||
|
rollParams.intimidant = { used: true, psychology: this.getSelectedSkillKey() === 'psychology' };
|
||||||
|
}
|
||||||
|
if (ponctuelUsed > 0) rollParams.ponctuelUsed = ponctuelUsed;
|
||||||
|
|
||||||
// Fermeture immédiate du dialogue : le jet (et l'animation 3D) continue
|
// Fermeture immédiate du dialogue : le jet (et l'animation 3D) continue
|
||||||
// en arrière-plan sans bloquer la fermeture.
|
// en arrière-plan sans bloquer la fermeture.
|
||||||
|
|||||||
@@ -369,6 +369,12 @@ export class VermineExchange {
|
|||||||
html.querySelectorAll('[data-action="exchange-apply"]').forEach(btn => {
|
html.querySelectorAll('[data-action="exchange-apply"]').forEach(btn => {
|
||||||
btn.addEventListener('click', ev => this.#onApply(ev, message))
|
btn.addEventListener('click', ev => this.#onApply(ev, message))
|
||||||
})
|
})
|
||||||
|
html.querySelectorAll('.exchange-incapacitant').forEach(btn => {
|
||||||
|
btn.addEventListener('click', ev => this.#onIncapacitant(ev, message))
|
||||||
|
})
|
||||||
|
html.querySelectorAll('.exchange-zone').forEach(btn => {
|
||||||
|
btn.addEventListener('click', ev => this.#onApplyZone(ev, message))
|
||||||
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
static async #onDefense(ev, attackMessage) {
|
static async #onDefense(ev, attackMessage) {
|
||||||
@@ -407,7 +413,7 @@ export class VermineExchange {
|
|||||||
const dialog = await NpcRollDialog.create({
|
const dialog = await NpcRollDialog.create({
|
||||||
actor,
|
actor,
|
||||||
rolltype: 'action',
|
rolltype: 'action',
|
||||||
locks: { difficulty: exchange.difficulty },
|
locks: { difficulty: exchange.difficulty, handicap: exchange.rapideHandicap ?? null },
|
||||||
defense
|
defense
|
||||||
})
|
})
|
||||||
if (dialog) dialog.render(true)
|
if (dialog) dialog.render(true)
|
||||||
@@ -426,14 +432,16 @@ export class VermineExchange {
|
|||||||
}
|
}
|
||||||
|
|
||||||
static #defenseLocks(actor, exchange, type) {
|
static #defenseLocks(actor, exchange, type) {
|
||||||
if (type === 'parade') {
|
const locks = type === 'parade'
|
||||||
return { ability: 'vigor', skill: this.#parrySkill(actor), difficulty: exchange.difficulty }
|
? { ability: 'vigor', skill: this.#parrySkill(actor), difficulty: exchange.difficulty }
|
||||||
}
|
: {
|
||||||
return {
|
ability: 'reflexes',
|
||||||
ability: 'reflexes',
|
skill: exchange.mode === 'ranged' ? 'alertness' : 'close',
|
||||||
skill: exchange.mode === 'ranged' ? 'alertness' : 'close',
|
difficulty: exchange.difficulty
|
||||||
difficulty: exchange.difficulty
|
}
|
||||||
}
|
// Trait Rapide (n) : le défenseur subit (n) Handicaps sur sa défense.
|
||||||
|
if (exchange.rapideHandicap) locks.handicap = exchange.rapideHandicap
|
||||||
|
return locks
|
||||||
}
|
}
|
||||||
|
|
||||||
static #parrySkill(actor) {
|
static #parrySkill(actor) {
|
||||||
@@ -479,6 +487,75 @@ export class VermineExchange {
|
|||||||
if (msgEl) await attackMessage.update({ content: msgEl.outerHTML })
|
if (msgEl) await attackMessage.update({ content: msgEl.outerHTML })
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static async #onIncapacitant(ev) {
|
||||||
|
ev.preventDefault()
|
||||||
|
ev.stopPropagation()
|
||||||
|
const btn = ev.currentTarget
|
||||||
|
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
|
||||||
|
}
|
||||||
|
const value = parseInt(btn.dataset.value, 10) || 7
|
||||||
|
if (actor.type === 'character') {
|
||||||
|
const { default: RollDialog } = await import('./dialogs/rollDialog.mjs')
|
||||||
|
const dialog = await RollDialog.create({
|
||||||
|
actor,
|
||||||
|
rolltype: 'ability',
|
||||||
|
label: 'health',
|
||||||
|
locks: { ability: 'health', difficulty: value }
|
||||||
|
})
|
||||||
|
if (dialog) dialog.render(true)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
const { default: NpcRollDialog } = await import('./dialogs/npcRollDialog.mjs')
|
||||||
|
const dialog = await NpcRollDialog.create({
|
||||||
|
actor,
|
||||||
|
rolltype: 'action',
|
||||||
|
locks: { difficulty: value }
|
||||||
|
})
|
||||||
|
if (dialog) dialog.render(true)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Trait Zone (n) : applique la blessure résolue à toutes les cibles de
|
||||||
|
* l'attaque présentes dans la zone (confort pour le MJ).
|
||||||
|
*/
|
||||||
|
static async #onApplyZone(ev, attackMessage) {
|
||||||
|
ev.preventDefault()
|
||||||
|
ev.stopPropagation()
|
||||||
|
const btn = ev.currentTarget
|
||||||
|
const exchange = attackMessage.getFlag('world', FLAG_EXCHANGE)
|
||||||
|
if (!exchange) return
|
||||||
|
if (!game.user.isGM && !attackMessage.isOwner) {
|
||||||
|
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_permission'))
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if (!exchange.targets?.length) {
|
||||||
|
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_target'))
|
||||||
|
return
|
||||||
|
}
|
||||||
|
let applied = 0
|
||||||
|
for (const target of exchange.targets) {
|
||||||
|
const r = await this.resolve(attackMessage, target?.id ?? null)
|
||||||
|
if (!r?.hit || !r.woundCategory) continue
|
||||||
|
const defender = await this.#resolveDefender({ id: r.defenderId, uuid: r.defenderUuid })
|
||||||
|
if (!defender || !this.canApplyWound(defender)) continue
|
||||||
|
const result = await this.applyWound(defender, r.woundCategory)
|
||||||
|
if (result && result !== false) applied += 1
|
||||||
|
}
|
||||||
|
btn.disabled = true
|
||||||
|
btn.innerHTML = `<i class="fas fa-check"></i> ${game.i18n.format('VERMINE.zone_applied', { count: applied })}`
|
||||||
|
if (game.user.isGM || attackMessage.isOwner) {
|
||||||
|
const msgEl = btn.closest('.vermine-roll-message')
|
||||||
|
if (msgEl) await attackMessage.update({ content: msgEl.outerHTML })
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
static async #onApply(ev, attackMessage) {
|
static async #onApply(ev, attackMessage) {
|
||||||
ev.preventDefault()
|
ev.preventDefault()
|
||||||
const btn = ev.currentTarget
|
const btn = ev.currentTarget
|
||||||
|
|||||||
+47
-1
@@ -223,6 +223,14 @@ export class VermineCombat extends Combat {
|
|||||||
|
|
||||||
export class VermineCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
|
export class VermineCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
|
||||||
|
|
||||||
|
/** @override */
|
||||||
|
static DEFAULT_OPTIONS = {
|
||||||
|
actions: {
|
||||||
|
deleteCombatant: VermineCombatTracker.#onDeleteCombatant,
|
||||||
|
deleteCombat: VermineCombatTracker.#onDeleteCombat
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
/** @override */
|
/** @override */
|
||||||
static PARTS = {
|
static PARTS = {
|
||||||
main: {
|
main: {
|
||||||
@@ -248,13 +256,17 @@ export class VermineCombatTracker extends foundry.applications.sidebar.tabs.Comb
|
|||||||
Object.assign(context, {
|
Object.assign(context, {
|
||||||
combat,
|
combat,
|
||||||
hasCombat,
|
hasCombat,
|
||||||
|
combats: combats.map((c, i) => ({ id: c.id, name: c.name, label: i + 1, active: i === currentIdx })),
|
||||||
combatCount: combats.length,
|
combatCount: combats.length,
|
||||||
currentIndex: currentIdx + 1,
|
currentIndex: currentIdx + 1,
|
||||||
previousId: combats[currentIdx - 1]?.id,
|
previousId: combats[currentIdx - 1]?.id,
|
||||||
nextId: combats[currentIdx + 1]?.id,
|
nextId: combats[currentIdx + 1]?.id,
|
||||||
round: combat?.round,
|
round: combat?.round,
|
||||||
|
displayCycle: combats.length > 7,
|
||||||
control: isPlayerTurn && canControl,
|
control: isPlayerTurn && canControl,
|
||||||
linked: combat?.scene !== null,
|
linked: combat?.scene !== null,
|
||||||
|
initiativeIcon: CONFIG.Combat.initiativeIcon,
|
||||||
|
css: combats.length > 7 ? "cycle" : combats.length ? "tabbed" : "",
|
||||||
cssClass: combats.length > 7 ? "cycle" : combats.length ? "tabbed" : "",
|
cssClass: combats.length > 7 ? "cycle" : combats.length ? "tabbed" : "",
|
||||||
cssId: "combat",
|
cssId: "combat",
|
||||||
tabName: "combat",
|
tabName: "combat",
|
||||||
@@ -264,12 +276,21 @@ export class VermineCombatTracker extends foundry.applications.sidebar.tabs.Comb
|
|||||||
turns: []
|
turns: []
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// Tracker part : construit les tours + gestion des décimales d'initiative.
|
||||||
|
let hasDecimals = false;
|
||||||
if ( combat ) {
|
if ( combat ) {
|
||||||
for ( const [i, combatant] of combat.turns.entries() ) {
|
for ( const [i, combatant] of combat.turns.entries() ) {
|
||||||
if ( !combatant.visible ) continue;
|
if ( !combatant.visible ) continue;
|
||||||
context.turns.push(await this._prepareTurnContext(combat, combatant, i));
|
const turn = await this._prepareTurnContext(combat, combatant, i);
|
||||||
|
if ( turn.hasDecimals ) hasDecimals = true;
|
||||||
|
context.turns.push(turn);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
const precision = CONFIG.Combat.initiative.decimals;
|
||||||
|
context.turns.forEach(t => {
|
||||||
|
if ( Number.isFinite(t.initiative) ) t.initiative = t.initiative.toFixed(hasDecimals ? precision : 0);
|
||||||
|
});
|
||||||
|
context.hasDecimals = hasDecimals;
|
||||||
return context;
|
return context;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -318,6 +339,31 @@ export class VermineCombatTracker extends foundry.applications.sidebar.tabs.Comb
|
|||||||
let actor = await game.actors.get(combatant.actorId)
|
let actor = await game.actors.get(combatant.actorId)
|
||||||
// combatant attitude set
|
// combatant attitude set
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Supprime un combatant du combat en cours.
|
||||||
|
* @param {PointerEvent} event
|
||||||
|
* @param {HTMLElement} target
|
||||||
|
*/
|
||||||
|
static async #onDeleteCombatant(event, target) {
|
||||||
|
const combatantId = target.closest("[data-combatant-id]")?.dataset?.combatantId
|
||||||
|
const combatant = this.viewed?.combatants.get(combatantId)
|
||||||
|
if (!combatant) return
|
||||||
|
return combatant.delete()
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Supprime le combat affiché (bouton poubelle de l'en-tête).
|
||||||
|
* @param {PointerEvent} event
|
||||||
|
* @param {HTMLElement} target
|
||||||
|
*/
|
||||||
|
static async #onDeleteCombat() {
|
||||||
|
const combat = this.viewed
|
||||||
|
if (!combat) return
|
||||||
|
const deleted = await combat.delete()
|
||||||
|
this.viewed = null
|
||||||
|
return deleted
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export class VermineCombatant extends Combatant {
|
export class VermineCombatant extends Combatant {
|
||||||
|
|||||||
@@ -0,0 +1,326 @@
|
|||||||
|
import { VermineUtils } from './roll.mjs';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gestion de la Fiabilité du matériel (regles/regles_materiel.txt).
|
||||||
|
*
|
||||||
|
* Test de Fiabilité (Dommages matériels) : selon la gravité (Mineurs 1D,
|
||||||
|
* Graves 3D, Critiques 5D), on lance les dés sans Relance ni Réserve ;
|
||||||
|
* chaque dé >= Fiabilité inflige 1 Dommage (réduit la Fiabilité de 1).
|
||||||
|
* À 0, l'équipement est détruit ou inutilisable.
|
||||||
|
*
|
||||||
|
* Réparations : jet de Précision + Compétence contre la Fiabilité d'origine
|
||||||
|
* (classique) ou de Précision + Bricolage contre la Fiabilité actuelle
|
||||||
|
* (de fortune). Chaque Réussite rend 1 point de Fiabilité (classique) ;
|
||||||
|
* la réparation de fortune rend l'objet fonctionnel sans rendre de point.
|
||||||
|
*/
|
||||||
|
export class VermineReliability {
|
||||||
|
/** Gravités et nombre de dés de Dommages (p. 37). */
|
||||||
|
static SEVERITIES = { mineurs: 1, graves: 3, critiques: 5 };
|
||||||
|
|
||||||
|
/** Handicap de réparation selon les Dommages subis (Mineure I, Grave II, Critique III). */
|
||||||
|
static #PANNE_HANDICAP = { 1: 1, 2: 1, 3: 2, 4: 2, 5: 3 };
|
||||||
|
|
||||||
|
/** Compétences de réparation classique (regles_materiel p. 39). */
|
||||||
|
static REPAIR_SKILLS = ['crafting', 'mecanical', 'technology', 'armory'];
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Handicap de la panne courante (0 si intact).
|
||||||
|
* @param {Item} item
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static panneHandicap(item) {
|
||||||
|
const value = parseInt(item.system?.damages?.value ?? 0, 10) || 0;
|
||||||
|
return this.#PANNE_HANDICAP[value] || 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* État courant dérivé des Dommages subis (tableau `damages.state`).
|
||||||
|
* @param {Item} item
|
||||||
|
* @returns {string}
|
||||||
|
*/
|
||||||
|
static panneState(item) {
|
||||||
|
const damages = item.system?.damages;
|
||||||
|
const value = parseInt(damages?.value ?? 0, 10) || 0;
|
||||||
|
if (value <= 0 || !damages?.state?.[value - 1]) return '';
|
||||||
|
return game.i18n.localize(`VERMINE.damages_state_${value}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Test de Fiabilité : jet de Dommages matériels.
|
||||||
|
* @param {Item} item
|
||||||
|
* @param {Object} opts
|
||||||
|
* @param {string} opts.severity "mineurs" | "graves" | "critiques"
|
||||||
|
* @param {boolean} opts.immersion si vrai, le Trait Étanche peut annuler les Dommages
|
||||||
|
* @returns {Promise<Object|null>} Résultat (null si impossible)
|
||||||
|
*/
|
||||||
|
static async test(item, { severity = 'graves', immersion = false } = {}) {
|
||||||
|
if (!item) return null;
|
||||||
|
const diceCount = this.SEVERITIES[severity] ?? 3;
|
||||||
|
const current = parseInt(item.system?.reliability ?? 0, 10) || 0;
|
||||||
|
const traits = item.system?.traits ?? {};
|
||||||
|
const damagesValue = parseInt(item.system?.damages?.value ?? 0, 10) || 0;
|
||||||
|
|
||||||
|
if (current <= 0) {
|
||||||
|
ui.notifications.warn(game.i18n.localize('VERMINE.reliability_already_destroyed'));
|
||||||
|
return { destroyed: true, dommages: 0 };
|
||||||
|
}
|
||||||
|
|
||||||
|
// Jet des dés de Dommages (sans Relance ni Réserve)
|
||||||
|
const roll = new Roll(`${diceCount}d10`);
|
||||||
|
await roll.evaluate();
|
||||||
|
await VermineUtils.showDiceSoNice(roll);
|
||||||
|
|
||||||
|
const results = (roll.dice ?? []).flatMap((d) => (d.results ?? []).map((r) => r.result ?? 0));
|
||||||
|
const traitsNotes = [];
|
||||||
|
|
||||||
|
// Trait Étanche : ignore les Dommages d'immersion tant que la Fiabilité
|
||||||
|
// est à son maximum (objet sans Dommage cumulé).
|
||||||
|
let dommages = results.filter((r) => r >= current).length;
|
||||||
|
if (immersion && traits.etanche && damagesValue === 0) {
|
||||||
|
dommages = 0;
|
||||||
|
traitsNotes.push(game.i18n.localize('VERMINE.reliability_etanche'));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Trait Coque (n) : ignore les (n) premiers Dommages puis s'épuise.
|
||||||
|
// La coque épuisée est stockée { value: 0, max: n } : réparable (Phase 1).
|
||||||
|
let coqueValue = parseInt(traits.coque?.value ?? 0, 10) || 0;
|
||||||
|
const coqueInit = parseInt(traits.coque?.max ?? traits.coque?.value ?? 0, 10) || 0;
|
||||||
|
const updates = {};
|
||||||
|
if (coqueValue > 0 && dommages > 0) {
|
||||||
|
const absorbed = Math.min(coqueValue, dommages);
|
||||||
|
dommages -= absorbed;
|
||||||
|
coqueValue -= absorbed;
|
||||||
|
if (coqueValue > 0) {
|
||||||
|
updates['system.traits.coque.value'] = coqueValue;
|
||||||
|
traitsNotes.push(game.i18n.format('VERMINE.reliability_coque_absorbed', { absorbed, remaining: coqueValue }));
|
||||||
|
} else {
|
||||||
|
updates['system.traits.coque'] = { value: 0, max: coqueInit };
|
||||||
|
traitsNotes.push(game.i18n.format('VERMINE.reliability_coque_lost', { max: coqueInit }));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Trait Cassant : toutes les pertes de Fiabilité sont majorées d'1 point.
|
||||||
|
const cassant = !!traits.cassant;
|
||||||
|
if (cassant && dommages > 0) {
|
||||||
|
dommages += 1;
|
||||||
|
traitsNotes.push(game.i18n.localize('VERMINE.reliability_cassant'));
|
||||||
|
}
|
||||||
|
|
||||||
|
const newReliability = Math.max(0, current - dommages);
|
||||||
|
const newDamagesValue = Math.min(5, damagesValue + dommages);
|
||||||
|
const destroyed = newReliability === 0;
|
||||||
|
|
||||||
|
updates['system.reliability'] = newReliability;
|
||||||
|
updates['system.damages.value'] = newDamagesValue;
|
||||||
|
await item.update(updates);
|
||||||
|
|
||||||
|
// État final affiché sur la carte.
|
||||||
|
let state = '';
|
||||||
|
if (destroyed) {
|
||||||
|
state = game.i18n.localize('VERMINE.reliability_destroyed');
|
||||||
|
} else if (newDamagesValue > 0) {
|
||||||
|
state = game.i18n.localize(`VERMINE.damages_state_${newDamagesValue}`);
|
||||||
|
} else {
|
||||||
|
state = '';
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ne marque comme Dommage que les dés réellement comptés (après
|
||||||
|
// absorption Étanche/Coque) : les dés absorbés restent affichés mais
|
||||||
|
// sans le style "damage".
|
||||||
|
const candidates = results.map((v, i) => ({ v, i })).filter((o) => o.v >= current);
|
||||||
|
const damageIdx = new Set(candidates.slice(0, Math.max(0, dommages)).map((o) => o.i));
|
||||||
|
|
||||||
|
const content = await foundry.applications.handlebars.renderTemplate(
|
||||||
|
'systems/vermine2047/templates/reliability-test.hbs',
|
||||||
|
{
|
||||||
|
item: { name: item.name, img: item.img },
|
||||||
|
severityLabel: game.i18n.localize(`VERMINE.reliability_severity_${severity}`),
|
||||||
|
diceCount,
|
||||||
|
oldReliability: current,
|
||||||
|
newReliability,
|
||||||
|
dommages,
|
||||||
|
results: results.map((v, i) => ({ value: v, isDamage: damageIdx.has(i) })),
|
||||||
|
state,
|
||||||
|
destroyed,
|
||||||
|
traitsNotes,
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
await ChatMessage.create({
|
||||||
|
user: game.user?._id,
|
||||||
|
speaker: this.#getSpeaker(item),
|
||||||
|
content,
|
||||||
|
});
|
||||||
|
|
||||||
|
return { dommages, newReliability, destroyed };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Réparation classique, de fortune ou de coque.
|
||||||
|
* @param {Item} item
|
||||||
|
* @param {Object} opts
|
||||||
|
* @param {string} opts.mode "classique" | "fortune" | "coque"
|
||||||
|
* @param {string} opts.skill Compétence de réparation classique (clé de skills)
|
||||||
|
* @returns {Promise<Object|null>}
|
||||||
|
*/
|
||||||
|
static async repair(item, { mode = 'classique', skill = 'technology' } = {}) {
|
||||||
|
const actor = item?.actor;
|
||||||
|
if (!item || !actor) {
|
||||||
|
ui.notifications.warn(game.i18n.localize('VERMINE.reliability_need_actor'));
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
const traits = item.system?.traits ?? {};
|
||||||
|
const current = parseInt(item.system?.reliability ?? 0, 10) || 0;
|
||||||
|
const damagesValue = parseInt(item.system?.damages?.value ?? 0, 10) || 0;
|
||||||
|
const handicap = this.panneHandicap(item);
|
||||||
|
|
||||||
|
// Trait Pratique : +1 Handicap sur toutes les réparations.
|
||||||
|
const pratique = !!traits.pratique;
|
||||||
|
const pratiqueHandicap = pratique ? 1 : 0;
|
||||||
|
const pratiqueNote = pratique ? game.i18n.localize('VERMINE.reliability_pratique') : '';
|
||||||
|
|
||||||
|
const isCoque = mode === 'coque';
|
||||||
|
const coqueMax = isCoque ? parseInt(traits.coque?.max ?? 0, 10) || 0 : 0;
|
||||||
|
|
||||||
|
// Difficulté : Fiabilité d'origine (≈ actuelle + Dommages subis) pour la
|
||||||
|
// réparation classique ; Fiabilité actuelle pour la réparation de fortune ;
|
||||||
|
// valeur maximale du Trait pour la réparation de coque.
|
||||||
|
let difficulty = current;
|
||||||
|
if (isCoque) difficulty = coqueMax;
|
||||||
|
else if (mode === 'classique') difficulty = Math.min(10, current + damagesValue);
|
||||||
|
|
||||||
|
const precision = parseInt(actor.system?.abilities?.precision?.value ?? 0, 10) || 0;
|
||||||
|
const skillValue = mode === 'fortune'
|
||||||
|
? parseInt(actor.system?.skills?.diy?.value ?? 0, 10) || 0
|
||||||
|
: parseInt(actor.system?.skills?.[skill]?.value ?? 0, 10) || 0;
|
||||||
|
const NoD = Math.max(0, precision + skillValue);
|
||||||
|
|
||||||
|
// Réparation de fortune (p. 39) : si le personnage possède la Compétence
|
||||||
|
// requise, +1D sur le jet ; sinon, Handicap de Rareté de cette Compétence
|
||||||
|
// (le Bonus de Bricolage s'applique dans les deux cas).
|
||||||
|
const skillRarity = parseInt(actor.system?.skills?.[skill]?.rarity ?? 0, 10) || 0;
|
||||||
|
const hasSkill = (parseInt(actor.system?.skills?.[skill]?.value ?? 0, 10) || 0) > 0;
|
||||||
|
const fortuneBonus = mode === 'fortune' && hasSkill ? 1 : 0;
|
||||||
|
const fortuneHandicap = mode === 'fortune' && !hasSkill ? skillRarity : 0;
|
||||||
|
let fortuneNote = '';
|
||||||
|
if (mode === 'fortune') {
|
||||||
|
if (hasSkill) {
|
||||||
|
fortuneNote = game.i18n.format('VERMINE.reliability_fortune_skill_bonus', { skill: game.i18n.localize(`SKILLS.${skill}.name`) });
|
||||||
|
} else if (skillRarity > 0) {
|
||||||
|
fortuneNote = game.i18n.format('VERMINE.reliability_fortune_skill_missing', { skill: game.i18n.localize(`SKILLS.${skill}.name`), rarity: skillRarity });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Trait Bien conçu : Réussite automatique sur les Réparations classiques.
|
||||||
|
const bienConcu = !!traits.bien_conçu;
|
||||||
|
const autoSuccess = bienConcu && mode === 'classique';
|
||||||
|
let bienConcuNote = '';
|
||||||
|
|
||||||
|
// Trait Bien conçu (fortune) : la 1ʳᵉ réparation de fortune réussie rend
|
||||||
|
// 1 point de Fiabilité (compteur traits.bien_conçu.value).
|
||||||
|
const bienConcuUsed = bienConcu && mode === 'fortune' && (parseInt(traits.bien_conçu?.value ?? 0, 10) || 0) > 0;
|
||||||
|
const bienConcuBonus = bienConcu && mode === 'fortune' && !bienConcuUsed;
|
||||||
|
|
||||||
|
// Réparation de coque : pas de panne à réparer, Difficulté = max du Trait.
|
||||||
|
const required = 1 + (isCoque ? 0 : handicap) + (isCoque ? 0 : fortuneHandicap) + pratiqueHandicap;
|
||||||
|
|
||||||
|
const roll = autoSuccess ? null : new Roll(`${NoD + fortuneBonus}d10cs>=${difficulty}`);
|
||||||
|
if (roll) {
|
||||||
|
await roll.evaluate();
|
||||||
|
await VermineUtils.showDiceSoNice(roll);
|
||||||
|
}
|
||||||
|
|
||||||
|
const results = roll
|
||||||
|
? (roll.dice ?? []).flatMap((d) => (d.results ?? []).map((r) => ({
|
||||||
|
value: r.result ?? 0,
|
||||||
|
isSuccess: r.success,
|
||||||
|
})))
|
||||||
|
: [];
|
||||||
|
const successes = roll?._total ?? required;
|
||||||
|
const success = autoSuccess || successes >= required;
|
||||||
|
|
||||||
|
let gained = 0;
|
||||||
|
let fortuneFixed = false;
|
||||||
|
let coqueRestored = false;
|
||||||
|
let newReliability = null;
|
||||||
|
let resultLabel = '';
|
||||||
|
if (success) {
|
||||||
|
if (isCoque) {
|
||||||
|
coqueRestored = true;
|
||||||
|
resultLabel = game.i18n.format('VERMINE.reliability_coque_restored', { max: coqueMax });
|
||||||
|
} else if (mode === 'classique') {
|
||||||
|
gained = autoSuccess ? damagesValue : successes;
|
||||||
|
newReliability = Math.min(10, current + gained);
|
||||||
|
resultLabel = game.i18n.format('VERMINE.reliability_gained', { gained });
|
||||||
|
if (autoSuccess) {
|
||||||
|
bienConcuNote = game.i18n.localize('VERMINE.reliability_bien_concu');
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
fortuneFixed = true;
|
||||||
|
if (bienConcuBonus) {
|
||||||
|
gained = 1;
|
||||||
|
newReliability = Math.min(10, current + 1);
|
||||||
|
bienConcuNote = game.i18n.localize('VERMINE.reliability_bien_concu_fortune');
|
||||||
|
}
|
||||||
|
resultLabel = game.i18n.localize('VERMINE.reliability_fixed');
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
resultLabel = game.i18n.localize('VERMINE.reliability_failed');
|
||||||
|
}
|
||||||
|
|
||||||
|
const updates = {};
|
||||||
|
if (isCoque && coqueRestored) {
|
||||||
|
updates['system.traits.coque'] = { value: coqueMax, max: coqueMax };
|
||||||
|
} else if (mode === 'classique' && gained > 0) {
|
||||||
|
updates['system.reliability'] = newReliability;
|
||||||
|
updates['system.damages.value'] = Math.max(0, damagesValue - gained);
|
||||||
|
} else if (mode === 'fortune' && fortuneFixed) {
|
||||||
|
updates['system.damages.value'] = 0;
|
||||||
|
if (bienConcuBonus) {
|
||||||
|
updates['system.reliability'] = newReliability;
|
||||||
|
updates['system.traits.bien_conçu'] = { value: 1 };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (Object.keys(updates).length) await item.update(updates);
|
||||||
|
|
||||||
|
const skillLabel = mode === 'fortune'
|
||||||
|
? game.i18n.localize('SKILLS.diy.name')
|
||||||
|
: game.i18n.localize(`SKILLS.${skill}.name`);
|
||||||
|
const modeLabel = isCoque
|
||||||
|
? game.i18n.localize('VERMINE.reliability_repair_coque_label')
|
||||||
|
: game.i18n.localize(mode === 'classique' ? 'VERMINE.reliability_repair_classic' : 'VERMINE.reliability_repair_fortune');
|
||||||
|
|
||||||
|
const content = await foundry.applications.handlebars.renderTemplate(
|
||||||
|
'systems/vermine2047/templates/reliability-repair.hbs',
|
||||||
|
{
|
||||||
|
item: { name: item.name, img: item.img },
|
||||||
|
modeLabel,
|
||||||
|
skillLabel,
|
||||||
|
difficulty,
|
||||||
|
handicap: isCoque ? 0 : handicap,
|
||||||
|
pratiqueHandicap,
|
||||||
|
results,
|
||||||
|
successes,
|
||||||
|
required,
|
||||||
|
resultLabel,
|
||||||
|
autoSuccess,
|
||||||
|
fortuneNote,
|
||||||
|
bienConcuNote,
|
||||||
|
pratiqueNote,
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
await ChatMessage.create({
|
||||||
|
user: game.user?._id,
|
||||||
|
speaker: this.#getSpeaker(item),
|
||||||
|
content,
|
||||||
|
});
|
||||||
|
|
||||||
|
return { success, gained, successes, required };
|
||||||
|
}
|
||||||
|
|
||||||
|
static #getSpeaker(item) {
|
||||||
|
return ChatMessage.getSpeaker({ actor: item?.actor ?? null });
|
||||||
|
}
|
||||||
|
}
|
||||||
+22
-4
@@ -16,6 +16,10 @@ export class VermineUtils {
|
|||||||
* @param {string} [options.keepTotem=null] - Totem to keep ('human' or 'adapted')
|
* @param {string} [options.keepTotem=null] - Totem to keep ('human' or 'adapted')
|
||||||
* @param {number} [options.skillLevel=null] - Skill level for auto-successes
|
* @param {number} [options.skillLevel=null] - Skill level for auto-successes
|
||||||
* @param {boolean} [options.hasSpecialty=false] - Whether a specialty is used
|
* @param {boolean} [options.hasSpecialty=false] - Whether a specialty is used
|
||||||
|
* @param {number} [options.effectiveRange=null] - Portée effective (Trait Portée)
|
||||||
|
* @param {number} [options.mobilityHandicap=0] - Handicap de Mobilité (note)
|
||||||
|
* @param {number} [options.ponctuelUsed=0] - Handicaps annulés (Trait Ponctuel)
|
||||||
|
* @param {Object|null} [options.intimidant=null] - Trait Intimidant utilisé
|
||||||
* @returns {Promise<Roll>} The roll result
|
* @returns {Promise<Roll>} The roll result
|
||||||
*/
|
*/
|
||||||
static async roll({
|
static async roll({
|
||||||
@@ -33,12 +37,17 @@ export class VermineUtils {
|
|||||||
hasSpecialty = false,
|
hasSpecialty = false,
|
||||||
handicap = 0,
|
handicap = 0,
|
||||||
bonusSuccesses = 0,
|
bonusSuccesses = 0,
|
||||||
|
bonusOnSuccess = false,
|
||||||
poolBreakdown = null,
|
poolBreakdown = null,
|
||||||
specialtyName = null,
|
specialtyName = null,
|
||||||
weapon = null,
|
weapon = null,
|
||||||
targets = [],
|
targets = [],
|
||||||
attack = null,
|
attack = null,
|
||||||
messageFlags = null
|
messageFlags = null,
|
||||||
|
effectiveRange = null,
|
||||||
|
mobilityHandicap = 0,
|
||||||
|
ponctuelUsed = 0,
|
||||||
|
intimidant = null
|
||||||
}) {
|
}) {
|
||||||
// Validate inputs
|
// Validate inputs
|
||||||
if (!actor) {
|
if (!actor) {
|
||||||
@@ -160,12 +169,17 @@ export class VermineUtils {
|
|||||||
hasSpecialty,
|
hasSpecialty,
|
||||||
handicap,
|
handicap,
|
||||||
bonusSuccesses,
|
bonusSuccesses,
|
||||||
|
bonusOnSuccess,
|
||||||
poolBreakdown,
|
poolBreakdown,
|
||||||
specialtyName,
|
specialtyName,
|
||||||
weapon,
|
weapon,
|
||||||
targets,
|
targets,
|
||||||
attack,
|
attack,
|
||||||
messageFlags
|
messageFlags,
|
||||||
|
effectiveRange,
|
||||||
|
mobilityHandicap,
|
||||||
|
ponctuelUsed,
|
||||||
|
intimidant
|
||||||
});
|
});
|
||||||
|
|
||||||
return roll;
|
return roll;
|
||||||
@@ -445,8 +459,12 @@ export class VermineUtils {
|
|||||||
}
|
}
|
||||||
// Verdict
|
// Verdict
|
||||||
const required = 1 + (param.handicap ?? 0);
|
const required = 1 + (param.handicap ?? 0);
|
||||||
const bonusSuccesses = param.bonusSuccesses ?? 0;
|
const rawTotal = roll._total ?? 0;
|
||||||
const total = (roll._total ?? 0) + bonusSuccesses;
|
// Réussites automatiques : appliquées inconditionnellement, ou uniquement
|
||||||
|
// si le jet est réussi (Trait Rafale — bonusOnSuccess).
|
||||||
|
const requested = param.bonusSuccesses ?? 0;
|
||||||
|
const bonusSuccesses = requested > 0 && (!param.bonusOnSuccess || rawTotal >= required) ? requested : 0;
|
||||||
|
const total = rawTotal + bonusSuccesses;
|
||||||
const verdict = {
|
const verdict = {
|
||||||
success: total >= required,
|
success: total >= required,
|
||||||
total,
|
total,
|
||||||
|
|||||||
@@ -0,0 +1,114 @@
|
|||||||
|
/**
|
||||||
|
* Helpers partagés pour les Traits (regles/regles_traits.txt).
|
||||||
|
*
|
||||||
|
* Centralise la lecture des Traits sur les items (présence, valeur) et les
|
||||||
|
* calculs liés aux objets équipés d'un acteur (Lourd, Mobilité, Fétiche…).
|
||||||
|
* Consommé par les dialogues de jet (combat, action) et les cartes de chat.
|
||||||
|
*/
|
||||||
|
export class VermineTraits {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Présence d'un Trait sur un item.
|
||||||
|
* @param {Item|null} item
|
||||||
|
* @param {string} key clé du Trait (ex. "lourd")
|
||||||
|
* @returns {boolean}
|
||||||
|
*/
|
||||||
|
static hasTrait(item, key) {
|
||||||
|
return Boolean(item?.system?.traits?.[key]);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Valeur (n) d'un Trait sur un item (0 si absent ou sans valeur).
|
||||||
|
* @param {Item|null} item
|
||||||
|
* @param {string} key clé du Trait
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static traitValue(item, key) {
|
||||||
|
if (!item?.system?.traits?.[key]) return 0;
|
||||||
|
return parseInt(item.system.traits[key]?.value ?? 0, 10) || 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Items équipés d'un acteur (armes + protections + objets génériques)
|
||||||
|
* possédant un Trait donné.
|
||||||
|
* @param {Actor} actor
|
||||||
|
* @param {string} traitKey
|
||||||
|
* @returns {Item[]}
|
||||||
|
*/
|
||||||
|
static equippedItems(actor, traitKey) {
|
||||||
|
if (!actor?.itemTypes) return [];
|
||||||
|
return [...actor.itemTypes.weapon || [], ...actor.itemTypes.defense || [], ...actor.itemTypes.item || []]
|
||||||
|
.filter(i => i.system?.equipped && this.hasTrait(i, traitKey));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Vigueur de l'acteur : caractéristique pour le personnage, tables pour
|
||||||
|
* PNJ (Menace) et créature (computed).
|
||||||
|
* @param {Actor} actor
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static vigor(actor) {
|
||||||
|
if (!actor?.system) return 0;
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Malus cumulés des objets Lourd (n) équipés dont la Vigueur du porteur
|
||||||
|
* est inférieure à (n). Les Malus se cumulent entre objets (règles p. …).
|
||||||
|
* @param {Actor} actor
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static lourdMalus(actor) {
|
||||||
|
const vigor = this.vigor(actor);
|
||||||
|
return this.equippedItems(actor, 'lourd').reduce((sum, item) => {
|
||||||
|
const n = this.traitValue(item, 'lourd');
|
||||||
|
return sum + (n > 0 && vigor < n ? 1 : 0);
|
||||||
|
}, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Handicap de Mobilité total : somme des handicaps des protections équipées
|
||||||
|
* qui ne sont pas Maniables (le Trait Maniable annule le Handicap).
|
||||||
|
* @param {Actor} actor
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static mobilityHandicap(actor) {
|
||||||
|
const defenses = (actor?.itemTypes?.defense || []).filter(d => d.system?.equipped);
|
||||||
|
return defenses.reduce((sum, d) => sum + (this.hasTrait(d, 'maniable') ? 0 : (parseInt(d.system?.mobility ?? 0, 10) || 0)), 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Note de rappel sur la Mobilité (protections équipées non Maniables),
|
||||||
|
* ou null si aucun Handicap de Mobilité.
|
||||||
|
* @param {Actor} actor
|
||||||
|
* @returns {string|null}
|
||||||
|
*/
|
||||||
|
static mobilityNote(actor) {
|
||||||
|
const handicap = this.mobilityHandicap(actor);
|
||||||
|
if (handicap <= 0) return null;
|
||||||
|
return game.i18n.format('VERMINE.traits_mobility_note', { handicap });
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Premier item équipé possédant le Trait Fétiche, ou null.
|
||||||
|
* @param {Actor} actor
|
||||||
|
* @returns {Item|null}
|
||||||
|
*/
|
||||||
|
static feticheItem(actor) {
|
||||||
|
return this.equippedItems(actor, 'fetiche')[0] ?? null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Nombre d'items équipés avec le Trait Fétiche.
|
||||||
|
* @param {Actor} actor
|
||||||
|
* @returns {number}
|
||||||
|
*/
|
||||||
|
static feticheCount(actor) {
|
||||||
|
return this.equippedItems(actor, 'fetiche').length;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -16,11 +16,11 @@ system:
|
|||||||
value: 3
|
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min: 1
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||||||
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_key: '!items!Cs6ibCrcPxim7QHR'
|
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||||||
|
|||||||
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|||||||
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||||||
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|
min: 1
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||||||
max: 4
|
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|
||||||
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mutation: false
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|
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||||||
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|||||||
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|||||||
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||||||
min: 1
|
min: 1
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||||||
max: 4
|
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||||||
|
mutation: false
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ownership:
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ownership:
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GXSW26kNdNoaabl8: 3
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||||||
|
|||||||
@@ -13,11 +13,11 @@ system:
|
|||||||
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|
value: 2
|
||||||
min: 1
|
min: 1
|
||||||
max: 4
|
max: 4
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||||||
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mutation: false
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coreVersion: '14.365'
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_key: '!items!JrtHAUqFgA75e6pq'
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||||||
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|||||||
@@ -16,11 +16,11 @@ system:
|
|||||||
value: 3
|
value: 3
|
||||||
min: 1
|
min: 1
|
||||||
max: 4
|
max: 4
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||||||
|
mutation: false
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|
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||||||
|
|||||||
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|
|||||||
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|
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|
||||||
min: 1
|
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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|
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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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|
||||||
|
|||||||
@@ -12,11 +12,11 @@ system:
|
|||||||
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|
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|
||||||
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||||||
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|
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est, il peut décider d’utiliser sa Volonté à la place de son Savoir lorsque
|
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sa conviction est plus importante que ses connaissances (cependant le Bonus
|
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les autres protagonistes doivent assister à ce duel singulier sans
|
les autres protagonistes doivent assister à ce duel singulier sans
|
||||||
intervenir. Les créatures sans aucun intellect ne sont pas affectées. Cette
|
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>
|
Capacité ne fonctionne qu’en présence d’au moins la moitié du Groupe.</p>
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@@ -12,7 +12,7 @@ system:
|
|||||||
leurs réserves, y compris celle de Groupe. S’ils trouvent un objet de Rareté
|
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
|
supérieure ou égale à 9, le gain est de 2D par Réserve, et le Groupe gagne
|
||||||
1D d’expérience de Découverte.</p>
|
1D d’expérience de Découverte.</p>
|
||||||
type: group
|
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|
||||||
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|
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|
||||||
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|
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|
folder: XH0LM14mhjTAIOyv
|
||||||
|
name: Apprentissage
|
||||||
|
type: ability
|
||||||
|
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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>Lorsqu’un Objectif est rempli, les membres d’un Clan bénéficient de 2D
|
||||||
|
d’Expérience supplémentaires.</p>
|
||||||
|
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|
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|
||||||
@@ -9,7 +9,7 @@ system:
|
|||||||
d’Expérience de Groupe peuvent bénéficier à tous les personnages pour leurs
|
d’Expérience de Groupe peuvent bénéficier à tous les personnages pour leurs
|
||||||
jets individuels sur un apprentissage commun, moyennant la dépense de 1D de
|
jets individuels sur un apprentissage commun, moyennant la dépense de 1D de
|
||||||
Réserve de Groupe par personnage impliqué dans l’apprentissage.</p>
|
Réserve de Groupe par personnage impliqué dans l’apprentissage.</p>
|
||||||
type: group
|
type: totem
|
||||||
totem: symbiote
|
totem: symbiote
|
||||||
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@@ -19,11 +19,11 @@ system:
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||||||
|
|||||||
@@ -14,7 +14,7 @@ system:
|
|||||||
doivent dormir, ils le feront à même le sol – ou dans les sacs de couchage
|
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
|
dont ils disposent dans leur équipement ou sur des couches qu’ils auront
|
||||||
fabriquées par ailleurs.</p>
|
fabriquées par ailleurs.</p>
|
||||||
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totem: builder
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||||||
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name: As
|
||||||
|
type: ability
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|
||||||
|
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||||
|
system:
|
||||||
|
description: >-
|
||||||
|
<p>Si l’Artificier tente une Action pour laquelle une Compétence du Domaine
|
||||||
|
de la Machine qu’il ne possède pas serait nécessaire, il ignore les
|
||||||
|
Handicaps de Rareté de cette Compétences. De plus, s’il tente une Action
|
||||||
|
pour laquelle il possède la Compétence du Domaine de la Machine, mais pas la
|
||||||
|
Spécialisation, il ignore les Handicaps de Spécialisation.</p>
|
||||||
|
type: character
|
||||||
|
totem: human
|
||||||
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||||||
@@ -12,7 +12,7 @@ system:
|
|||||||
|
|
||||||
<p>En Mode <strong>Apocalypse</strong>, les événements négatifs font baisser
|
<p>En Mode <strong>Apocalypse</strong>, les événements négatifs font baisser
|
||||||
la Réserve de Groupe de 2D de moins que la normale.</p>
|
la Réserve de Groupe de 2D de moins que la normale.</p>
|
||||||
type: group
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||||||
totem: hive
|
totem: hive
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||||||
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learn:
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threshold: 5
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@@ -22,11 +22,11 @@ system:
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min: 1
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min: 1
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max: 3
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max: 3
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kb05teJOwuTQVHwZ: 3
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systemId: vermine2047
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systemVersion: 0.1.13
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|
createdTime: 1786119905150
|
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|
|||||||
@@ -20,11 +20,11 @@ system:
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|||||||
min: 1
|
min: 1
|
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max: 3
|
max: 3
|
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kb05teJOwuTQVHwZ: 3
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coreVersion: '14.365'
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systemId: vermine2047
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systemVersion: 0.1.13
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systemVersion: 0.1.13
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_key: '!items!aHRsfu7k2kEQusni'
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ system:
|
|||||||
<p>En Mode <strong>Apocalypse</strong>, il est possible de dépasser le
|
<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
|
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>
|
Relances, et un total de 6 à un Bonus de 3D et 3 Relances.</p>
|
||||||
type: group
|
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|
||||||
totem: scavenger
|
totem: scavenger
|
||||||
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|
learn:
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||||||
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|
threshold: 5
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@@ -24,11 +24,11 @@ system:
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min: 1
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kb05teJOwuTQVHwZ: 3
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systemVersion: 0.1.13
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createdTime: 1786119905158
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@@ -20,11 +20,11 @@ system:
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min: 1
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kb05teJOwuTQVHwZ: 3
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kb05teJOwuTQVHwZ: 3
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systemVersion: 0.1.13
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systemVersion: 0.1.13
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@@ -26,11 +26,11 @@ system:
|
|||||||
min: 1
|
min: 1
|
||||||
max: 3
|
max: 3
|
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effects: []
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learned: false
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GXSW26kNdNoaabl8: 3
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kb05teJOwuTQVHwZ: 3
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systemId: vermine2047
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systemVersion: 0.1.13
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_key: '!items!NBsKcx5rMfarenBE'
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_key: '!items!NBsKcx5rMfarenBE'
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ system:
|
|||||||
qui visaient son camarade : elle peut se mettre devant lui et encaisser
|
qui visaient son camarade : elle peut se mettre devant lui et encaisser
|
||||||
l’effet, le tir qui le visait peut être dévié ou le tireur peut décider au
|
l’effet, le tir qui le visait peut être dévié ou le tireur peut décider au
|
||||||
dernier moment qu’elle est plus dangereuse que sa cible initiale…</p>
|
dernier moment qu’elle est plus dangereuse que sa cible initiale…</p>
|
||||||
type: group
|
type: totem
|
||||||
totem: symbiote
|
totem: symbiote
|
||||||
learn:
|
learn:
|
||||||
threshold: 5
|
threshold: 5
|
||||||
@@ -24,11 +24,11 @@ system:
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min: 1
|
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|
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_key: '!items!O9hdMXTIln6hx0LU'
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|
|||||||
@@ -0,0 +1,39 @@
|
|||||||
|
folder: oFEsorEkIioqUhNh
|
||||||
|
name: Cérémonie
|
||||||
|
type: ability
|
||||||
|
_id: BUAlxhG252iswhGe
|
||||||
|
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||||
|
system:
|
||||||
|
description: >-
|
||||||
|
<p>Effectuer une pratique religieuse collective permet aux membres d’une
|
||||||
|
Église de récupérer 2D dans leurs Réserves de Sang-Froid et d’Effort, ainsi
|
||||||
|
que 1D dans celle du Groupe si celle-ci est inférieure ou égale à 5.</p>
|
||||||
|
type: group
|
||||||
|
totem: human
|
||||||
|
learn:
|
||||||
|
threshold: 5
|
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|
hindrance: 0
|
||||||
|
level:
|
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value: 1
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|
min: 1
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|
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|
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@@ -20,11 +20,11 @@ system:
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|
min: 1
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|
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|
systemId: vermine2047
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systemVersion: 0.1.13
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systemVersion: 0.1.13
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||||||
createdTime: 1785775498749
|
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|
||||||
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|
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|
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|
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|
|||||||
@@ -0,0 +1,40 @@
|
|||||||
|
folder: PaMJpX33jIFFqhSx
|
||||||
|
name: Captivé
|
||||||
|
type: ability
|
||||||
|
_id: NKExY87QFWi8X1CQ
|
||||||
|
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||||
|
system:
|
||||||
|
description: >-
|
||||||
|
<p>Le Sorcier peut effectuer un rituel pour choisir deux Domaines de
|
||||||
|
Compétences. Jusqu’au prochain rituel, tous les jets impliquant une
|
||||||
|
Compétence du premier Domaine bénéficient d’un Bonus de 1D, et tous ceux
|
||||||
|
impliquant les Compétences du second subissent un Malus de 1D.</p>
|
||||||
|
type: character
|
||||||
|
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son côté se déroulait en fait quelque temps avant. Cela ne garantit pas que
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ou à la Quantité compte double.</li>
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ou à la Quantité compte double.</li>
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description: >-
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<p>La Compétence Athlétisme et une des Spécialités du Traceur partagent les
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||||||
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mêmes règles que celles du Domaine de prédilection – voir <em><strong>Les
|
||||||
|
Règles</strong></em>, page 20. Le Traceur peut ainsi réussir automatiquement
|
||||||
|
certaines Actions dites « évidentes ».</p>
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folder: lu0hwe3qCVquBNxB
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name: Collecte
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type: ability
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img: systems/vermine2047/assets/icons/items/ability.webp
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system:
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description: >-
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<p>Chaque fois qu’un Objectif mineur est atteint, le Groupe obtient 1D de
|
||||||
|
Matériel de Groupe par membre présent, à dépenser tout de suite. Ce gain
|
||||||
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monte à 2D par membre présent quand un Objectif majeur est atteint.</p>
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|
img: systems/vermine2047/assets/icons/items/ability.webp
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system:
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||||||
|
description: >-
|
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|
<p>Une fois par jour, l’Invisible peut fouiller dans ses sacs à la recherche
|
||||||
|
d’un objet, ingrédient ou pièce détachée de son choix. S’il réussit un jet
|
||||||
|
de Savoir + Bricolage contre la Rareté de ce qu’il cherche, il en trouve un
|
||||||
|
exemplaire dans son barda, sans pouvoir y ajouter le moindre critère. La
|
||||||
|
Fiabilité de l’objet ainsi trouvé est égale au nombre de Réussites obtenues
|
||||||
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+1.</p>
|
||||||
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|
folder: 0CiIRQlSCYmnT2Xa
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|
name: Communication
|
||||||
|
type: ability
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||||||
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|
||||||
|
img: systems/vermine2047/assets/icons/items/ability.webp
|
||||||
|
system:
|
||||||
|
description: >-
|
||||||
|
<p>Avec un jet d’Empathie + Animalisme contre une Difficulté de 7, le
|
||||||
|
Dresseur est capable de comprendre, communiquer et interpréter les émotions
|
||||||
|
et les comportements de son auxiliaire. L’animal sera interprété par le
|
||||||
|
meneur de jeu, mais les dés pourront être lancés par le joueur. L’auxiliaire
|
||||||
|
ne possède ni Compétences ni Caractéristiques, mais une valeur globale fixée
|
||||||
|
pour chaque Action, sans possibilité de Relance ni de
|
||||||
|
Réserve.</p><p></p><p>Pour les profils d’animaux, voir <em><strong>Les
|
||||||
|
Règles</strong></em>, « Créatures », page 126.</p>
|
||||||
|
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|
|||||||
besoin de se voir, ils ressentent, comme grâce à un sixième sens ou par des
|
besoin de se voir, ils ressentent, comme grâce à un sixième sens ou par des
|
||||||
phéromones, les pensées basiques de leurs camarades situés à moins de 10
|
phéromones, les pensées basiques de leurs camarades situés à moins de 10
|
||||||
mètres par Dé dans la Réserve du Groupe.</p>
|
mètres par Dé dans la Réserve du Groupe.</p>
|
||||||
type: group
|
type: totem
|
||||||
totem: hive
|
totem: hive
|
||||||
learn:
|
learn:
|
||||||
threshold: 5
|
threshold: 5
|
||||||
@@ -24,11 +24,11 @@ system:
|
|||||||
min: 1
|
min: 1
|
||||||
max: 3
|
max: 3
|
||||||
effects: []
|
effects: []
|
||||||
|
learned: false
|
||||||
effects: []
|
effects: []
|
||||||
sort: 0
|
sort: 0
|
||||||
ownership:
|
ownership:
|
||||||
default: 0
|
default: 0
|
||||||
GXSW26kNdNoaabl8: 3
|
|
||||||
kb05teJOwuTQVHwZ: 3
|
kb05teJOwuTQVHwZ: 3
|
||||||
flags: {}
|
flags: {}
|
||||||
_stats:
|
_stats:
|
||||||
@@ -37,8 +37,8 @@ _stats:
|
|||||||
coreVersion: '14.365'
|
coreVersion: '14.365'
|
||||||
systemId: vermine2047
|
systemId: vermine2047
|
||||||
systemVersion: 0.1.13
|
systemVersion: 0.1.13
|
||||||
createdTime: 1785775496826
|
createdTime: 1786119905151
|
||||||
modifiedTime: 1785775496826
|
modifiedTime: 1786119905171
|
||||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
lastModifiedBy: kb05teJOwuTQVHwZ
|
||||||
exportSource: null
|
exportSource: null
|
||||||
_key: '!items!siTvEyg8Me69DcB4'
|
_key: '!items!siTvEyg8Me69DcB4'
|
||||||
|
|||||||
@@ -27,11 +27,11 @@ system:
|
|||||||
min: 1
|
min: 1
|
||||||
max: 3
|
max: 3
|
||||||
effects: []
|
effects: []
|
||||||
|
learned: false
|
||||||
effects: []
|
effects: []
|
||||||
sort: 0
|
sort: 0
|
||||||
ownership:
|
ownership:
|
||||||
default: 0
|
default: 0
|
||||||
GXSW26kNdNoaabl8: 3
|
|
||||||
kb05teJOwuTQVHwZ: 3
|
kb05teJOwuTQVHwZ: 3
|
||||||
flags: {}
|
flags: {}
|
||||||
_stats:
|
_stats:
|
||||||
@@ -40,8 +40,8 @@ _stats:
|
|||||||
coreVersion: '14.365'
|
coreVersion: '14.365'
|
||||||
systemId: vermine2047
|
systemId: vermine2047
|
||||||
systemVersion: 0.1.13
|
systemVersion: 0.1.13
|
||||||
createdTime: 1785775498764
|
createdTime: 1786119917832
|
||||||
modifiedTime: 1785775498764
|
modifiedTime: 1786119917846
|
||||||
lastModifiedBy: kb05teJOwuTQVHwZ
|
lastModifiedBy: kb05teJOwuTQVHwZ
|
||||||
exportSource: null
|
exportSource: null
|
||||||
_key: '!items!WGm1c8FRAndILvEd'
|
_key: '!items!WGm1c8FRAndILvEd'
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user