1.7.0 : équipement Mountypedia — 6 emplacements, 55 objets
- js/gear.js : Arme (12 + 3 à deux mains), Armure (13), Casque (9), Bouclier (5), Talisman (7), Bottes (6), valeurs de base officielles - ATT/ESQ/DEG/REG en dés, Armure/VUE/PV fixes, RM/MM en % (spellMM/spellRM) - equipGear : échange par emplacement, exclusion 2 mains/bouclier, PV max dynamique, gearMods intégré à effTroll - Drops par tier ≤ profondeur + 1, butin éditeur par emplacement, rétrocompat des specs weapon/armor des niveaux publiés - Page Trésors : section Équipement (6 sous-sections) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -124,8 +124,9 @@ function edBuildPalette() {
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edAddBrushBtn(itemsDiv, "🧪 Potion (aléatoire)", { mode: "item", kind: "potion" });
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edAddBrushBtn(itemsDiv, "📜 Parchemin (aléatoire)", { mode: "item", kind: "scroll" });
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edAddBrushBtn(itemsDiv, "💰 Mountyzédons", { mode: "item", kind: "gold" });
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WEAPONS.forEach((w, i) => edAddBrushBtn(itemsDiv, `${w.emoji} ${w.name} (+${w.bonus})`, { mode: "item", kind: "weapon", idx: i }));
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ARMORS.forEach((a, i) => edAddBrushBtn(itemsDiv, `${a.emoji} ${a.name} (+${a.bonus})`, { mode: "item", kind: "armor", idx: i }));
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for (const [slot, info] of Object.entries(GEAR_SLOTS)) {
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edAddBrushBtn(itemsDiv, `${info.emoji} ${info.label} (aléatoire)`, { mode: "item", kind: "gear", slot });
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}
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const doorsDiv = document.getElementById("ed-doors");
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doorsDiv.innerHTML = "";
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@@ -240,6 +241,7 @@ function edApply(x, y) {
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ED.items = ED.items.filter(i => i.x !== x || i.y !== y);
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const spec = { x, y, kind: b.kind };
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if (b.idx !== undefined) spec.idx = b.idx;
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if (b.slot !== undefined) spec.slot = b.slot;
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if (b.kind === "gold") spec.gold = 60;
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ED.items.push(spec);
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}
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@@ -279,7 +281,8 @@ function edRender() {
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: i.kind === "scroll" ? "#d8c890" : "#7a8db0");
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ctx.fillStyle = "#1a140e";
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const emoji = i.kind === "potion" ? "🧪" : i.kind === "scroll" ? "📜" : i.kind === "gold" ? "💰"
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: i.kind === "weapon" ? WEAPONS[i.idx || 0].emoji : ARMORS[i.idx || 0].emoji;
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: i.kind === "gear" ? (GEAR_SLOTS[i.slot] || GEAR_SLOTS.arme).emoji
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: i.kind === "weapon" ? "🗡️" : "🦺";
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ctx.fillText(emoji, i.x * TILE + TILE / 2, i.y * TILE + TILE / 2 + 1);
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}
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for (const d of ED.doors) {
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