refactor: remove D30 choice dialog, extract defense reaction buttons, fix bugs
Release Creation / build (release) Successful in 45s
Release Creation / build (release) Successful in 45s
- Remove D30 choice dialog — auto-roll bonus dice, flag special effects - Fix d30ChangedAttack infinite loop in defense do-while (missing reset) - Fix chat button dataset attributes (rollType/rollTarget/rollAvantage) - Extract buildDefenseReactionButtons from both defense loops - Merge Aether/Grace deduction via _deductResourceOnCast helper - Extract HP HUD toggling (_toggleHudWraps/_disableHudWraps) - Fix SYSTEM.EQUIPMENT_CATEGORIES typo in equipment model - Add missing imports to combat.mjs - Remove dead d30Auto branches, _buildSpecialLabel, d30-special-choice.hbs
This commit is contained in:
@@ -6,100 +6,73 @@ Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, rev
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## Accomplished
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### Pass 1 — Critical Issues
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- **Telemetry removed**: `ClassCounter`, `registerWorldCount`, orphaned `worldKey` setting deleted from system.json
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- **globalThis side effects**: `globalThis.SYSTEM`, `globalThis.pendingDefenses` moved from top-level to `init` hook
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- **console.log → log()**: All runtime console.log replaced with `log()` helper guarded by `lethalFantasy.debug` setting
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- **Stale Tenebris refs**: `macros.mjs` — `TENEBRIS.Label.jet` → `LETHALFANTASY.Label.jet`, `TENEBRIS.Manager.*` → `LETHALFANTASY.Label.*`, `tenebris.macro` flag → `lethalFantasy.macro`
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- **Telemetry removed** from system.json
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- **globalThis side effects** moved from top-level to `init` hook
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- **console.log → log()** helper guarded by setting
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- **Stale Tenebris refs** → LETHALFANTASY
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### Pass 2 — V1/V2 Mixing, Fire-and-Forget
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- **V1 sheet registrations removed**: `foundry.appv1.sheets.*` in system.json
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- **V1 `activateListeners`/jQuery**: removed dead `defaultOptions`, V1 tab code from `combat.mjs`
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- **V2 API paths**: `FilePicker` → V2, `TextEditor.getDragEventData` → V2, `item.sheet.render(true)` → `render({force:true})`, `super._onRender()` → `super._onRender(context, options)`, `token._id` → `token.id`
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- **Fire-and-forget Promises**: All `actor.update()`, `ChatMessage.create()`, `prepareRoll()`, `prepareMonsterRoll()`, socket handler calls now awaited
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- **Misnamed class**: `LethalFantasySkill` → `LethalFantasyWeapon`; added missing `WEAPON_TYPE` import; fixed `weaponCategory`
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- V1 sheet registrations, activateListeners/jQuery, FilePicker paths fixed
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- Fire-and-forget Promises now awaited
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- Misnamed `LethalFantasySkill` → `LethalFantasyWeapon`
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### Pass 3 — Code Review Fixes
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- **Duplicated dialogs**: Per-element `.rollable`/`.wound-data` bindings moved to `_onRender` (V2 destroys/recreates DOM each render); `_activateListeners` reverted
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- **renderChatMessage reverted**: V2 hook `renderChatMessage` passes jQuery html, `querySelectorAll` fails; kept `renderChatMessageHTML`
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- **Roll actions broken**: Fixed `async` base-actor-sheet methods; `_onRender` bindings for rollable elements restored
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- **Token HUD guard**: `html.querySelector()` → `html.find().length` (html is jQuery object)
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- **All review awaits confirmed**: `showDefenseRequest`/`socket` handlers all awaited
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- Duplicated dialogs fixed via `_onRender` bindings
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- renderChatMessage reverted to HTML hook
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- All review awaits confirmed
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## Defense Dialog Investigation — Status
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### Pass 4 — D30 Dialog Removal & Dead Code Audit
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- **D30 choice dialog removed** — auto-rolls bonus dice; special strike/defense reported as `specialEffect: "flag"` (informational)
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- **Spell calamity choice restored** — catch-all for non-standard choices uses `specialEffect: "flag"`
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- **Dead `specialEffect === "auto"` branches removed** from chat-reaction.mjs (×2), combat.mjs (×1), reaction-message.hbs
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- **Deleted `d30-special-choice.hbs` and `_buildSpecialLabel()`**
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- **Dead code audit** — 2 runtime bugs fixed, ~20 dead exports/methods, 33 unused i18n keys, 2 unused templates
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- **3 critical bugs fixed**: SYSTEM.ROLL_TYPE, SYSTEM.EQUIPMENT_CATEGORIES, missing imports in combat.mjs
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- **`isPrimaryController` consolidated** to local function
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- **Aether/Grace deduction merged** via `_deductResourceOnCast()`
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- **`nextDefenseData` deduped** via `_storeNextDefenseData()`
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- **`buildDefenseReactionButtons` extracted** from combat.mjs; fixes stale Grit/Luck snapshots
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- **HP HUD toggling extracted** to helpers.mjs
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- **`node --check` passes all 55 `.mjs` files**
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### Symptom (user process)
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1. Monster (GM) attacks player — hits
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2. Player uses Grit/Luck to boost defense
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3. Defense now beats attack — reports new result
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4. Dialog **stays open** — Grit/Luck/bonus dice options still visible
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5. Closing dialog (Continue or X) causes "rolls vanish" — reverts to original result
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### Pass 5 — Live Verification
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- **D30=30 auto-roll verified** — Club attack shows D30=30 flag
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- **Defense request dialog verified** — Monster defense dialog with weapon dropdown
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- **Defense reaction dialog verified** — Luck spent, bonus die added, combat result correct
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- **AZA→Monster attack flow tested end-to-end**: Club attack (D20=16, D30=6) → Monster defense (D20=1) → defense reactions (Continue) → D30 attack bonus processed (+2, total 18)
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- **BUG FOUND & FIXED: `d30ChangedAttack` infinite loop** — chat-reaction.mjs:452-455 do-while reset block missing `d30ChangedAttack = false`; added at line 456
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- **BUG FIX CONFIRMED**: Re-tested full flow — AZA Club attack (13, D30=12) → defense dialog → Monster defense (2, D30=24) → reaction dialog (only 1 show!) → Continue → "AZA hits Monster!" combat result → damage roll (1d6=2, total 3) → Apply Damage button. No infinite loop. Full E2E success.
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### Root Cause Found — Duplicate cross-client processing (FIXED)
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## Key Decisions
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- **Auto-roll bonus dice without dialog** — matches existing D30=27 (d6E) flow
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- **`buildDefenseReactionButtons` extracts only button-building** — defense while-loop structures differ between same-client and cross-client; merging loops risks behavioral divergence
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- **Inline grit/luck deduction uses live actor values**
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- **Aether/Grace helper uses `costFn` parameter**
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When monster (GM) attacks player, the `createChatMessage` hook fires on **both** clients:
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## Next Steps
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1. Test defense request dialogs (character/monster/save) — more variants
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2. Test all reaction message variants (shield block/fail, d30Bonus/Flag, grit, luck, etc.)
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3. Create Player user in Foundry for cross-client socket testing
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4. Prune dead code: unused exports (~20), unused i18n keys (33), unused templates (2)
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```
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Player's client: GM's client:
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defense msg created defense msg synced
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↓ ↓
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hook fires (line 557) hook fires (line 557)
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isPrimaryController(defender)=true isPrimaryController(defender)=false
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↓ ↓
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Defense dialog A shows Defense dialog skipped
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Player spends Grit Cross-client code (line 1009):
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defenseRoll=10→16 isPrimaryController(attacker)=true
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While loop exits defenderOwner=player (≠GM)
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Comparison: "miss" ↓
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**Sends attackBoosted with ORIGINAL
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defenseRoll=10 (stale!)**
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↓
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Player receives socket → handleAttackBoosted
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→ Defense dialog B shows with OLD values
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→ When closed, comparison: "hit" (overwrites!)
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```
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## Critical Context
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- **Chat buttons not interactive via DevTools snapshot** — need JS fallback: `document.querySelectorAll('button').forEach(b => { if (...) b.click(); })`
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- **Defense flow**: Attack card → target button (`.request-defense-btn`) → defense dialog → defense roll → defense reactions dialog → combat result card with Damage button → damage roll dialog → Apply Damage → HP application
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- **Clicking "Damage" directly bypasses defense** — rolls unapplied damage to chat
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- **Same-owner guard** (`chat-reaction.mjs:180-182`) — skips defense when GM owns both, unless `!defenderIsMonster`
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- **`d30ChangedAttack` infinite loop** — variable wasn't reset in do-while block; fix at `chat-reaction.mjs:456`
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- **Deserialized weapon object** — `weapon.name` works, `weapon.id` undefined, `weapon._id` works
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- **Fvtt server**: port 31000, foundrydata-dev
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- **No player user configured** — cannot test cross-client socket flow
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Player sees **two** dialogs (A then B). Dialog B uses unboosted values, so closing/ignoring it produces a stale "hit" result that overwrites the correct "miss."
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### Fix
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`lethal-fantasy.mjs:1016` — only send `attackBoosted` socket when `attackerHandledBonus || attackerHasNonGMOwner`. Guards against stale-socket overwrite for GM→player combat (where hook-based processing works without socket), while preserving socket delegation for PC→PC cross-client (where `attackerIsCrossClient` suppresses the hook-based processing on the defender's client).
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Before:
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```js
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if (defenderOwner && defenderOwner.id !== game.user.id) {
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game.socket.emit(`system.${SYSTEM.id}`, { type: "attackBoosted", ... })
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return
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}
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```
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After:
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```js
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if (defenderOwner && defenderOwner.id !== game.user.id) {
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if (attackerHandledBonus || attackerHasNonGMOwner) {
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game.socket.emit(`system.${SYSTEM.id}`, { type: "attackBoosted", ... })
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}
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return
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}
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```
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### Same-Client Path
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Code pattern is identical between attack and defense dialogs — both use `await DialogV2.wait({rejectClose:false})` in a while loop. Same-client defense works correctly because no duplicate socket messages arrive.
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### Other Findings
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- `offerGritLuckBonus` (`utils.mjs:1121`) is dead code — never called
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- `promptCombatBonusDie` (`utils.mjs:975`) is correct — DialogV2 resolves to callback return value, not `action`
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- Cross-client `handleAttackBoosted` (`utils.mjs:291`) still uses `else if` chain without `continue` — functionally correct but differs from same-client pattern
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### Code Paths
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| Flow | File | Line |
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|------|------|------|
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| Same-client attack | `lethal-fantasy.mjs` | 918-1004 |
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| Same-client defense | `lethal-fantasy.mjs` | 697-870 |
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| Cross-client defense | `module/utils.mjs` | 291-445 |
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| Cross-client socket guard | `lethal-fantasy.mjs` | 1006-1037 |
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| Attack Grit offer | `module/utils.mjs` | 1210-1290 |
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### Key Files
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- `lethal-fantasy.mjs` — Main system hooks, same-client attack/defense reactions
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- `module/utils.mjs` — Cross-client defense flow, bonus dialogs, compareAttackDefense
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- `module/documents/actor.mjs` — `prepareRoll()` entry point
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- `module/documents/roll.mjs` — Roll resolution pipeline
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## Relevant Files
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- `module/hooks/chat-reaction.mjs` — all 7 hook registrations; defense do-while loop; **d30ChangedAttack fix (line 456)**
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- `module/utils/combat.mjs` — `buildDefenseReactionButtons`, `_storeNextDefenseData`
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- `module/utils/d30.mjs` — `processD30BonusDice`: auto-roll, flag reporting, no dialog
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- `module/utils/helpers.mjs` — `_toggleHudWraps`/`_disableHudWraps`
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- `module/utils.mjs` — barrel re-exporting 23 static methods
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- `module/models/equipment.mjs` — EQUIPMENT_CATEGORY fix
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- `module/applications/combat.mjs` — added imports
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- `templates/chat/reaction-message.hbs` — d30 removed
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- `templates/dialogs/d30-special-choice.hbs` — deleted
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- `lang/en.json` — 33 unused i18n keys remain
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@@ -1,3 +1,5 @@
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import { SYSTEM } from "../config/system.mjs"
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import { log } from "../utils.mjs"
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/* -------------------------------------------- */
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export class LethalFantasyCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
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+39
-149
@@ -14,12 +14,12 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
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} else {
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for (const btn of html.querySelectorAll(".ask-roll-dice")) {
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btn.addEventListener("click", () => {
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const type = btn.dataset.type
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const value = btn.dataset.value
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const avantage = btn.dataset.avantage ?? "="
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const type = btn.dataset.rollType
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const value = btn.dataset.rollTarget
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const avantage = btn.dataset.rollAvantage ?? "normal"
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const character = game.user.character
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if (type === SYSTEM.ROLL_TYPE.RESOURCE) character.rollResource(value)
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else if (type === SYSTEM.ROLL_TYPE.SAVE) character.rollSave(value, avantage)
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if (type === "resource") character.rollResource(value)
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else if (type === "save") character.rollSave(value, avantage)
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})
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}
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}
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@@ -453,6 +453,7 @@ Hooks.on("createChatMessage", async (message) => {
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mulliganRestart = false
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defenderHandledBonus = false
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attackerHandledBonus = false
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d30ChangedAttack = false
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// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
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if (defenseD30message && !defenseD30Processed && isPrimaryController(defender) && !attackerIsCrossClient) {
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@@ -463,10 +464,6 @@ Hooks.on("createChatMessage", async (message) => {
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await createReactionMessage(defender, {type:"d30Bonus", actorName:defenderName, value:d30Result.modifier, side:"defense"})
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}
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}
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if (d30Result.specialEffect === "auto") {
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defenseRoll = attackRollFinal + 1 // auto-block
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await createReactionMessage(defender, {type:"d30Auto", actorName:defenderName, specialName:d30Result.specialName||"Special Defense", side:"defense"})
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}
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if (d30Result.specialEffect === "flag") {
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await createReactionMessage(defender, {type:"d30Flag", actorName:defenderName, specialName:d30Result.specialName||"Special Effect"})
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}
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@@ -483,66 +480,7 @@ Hooks.on("createChatMessage", async (message) => {
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// create the comparison message with the updated attack roll.
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if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle && !attackerIsCrossClient && !d30PendingFromGM) {
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while (defenseRoll < attackRollFinal) {
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const currentGrit = Number(defender.system?.grit?.current) || 0
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const currentLuck = Number(defender.system?.luck?.current) || 0
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const buttons = []
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if (currentGrit > 0) {
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buttons.push({
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action: "grit",
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label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
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icon: "fa-solid fa-fist-raised",
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callback: () => "grit"
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})
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}
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if (currentLuck > 0) {
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buttons.push({
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action: "luck",
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label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
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icon: "fa-solid fa-clover",
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callback: () => "luck"
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})
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}
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buttons.push({
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action: "bonusDie",
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label: "Add bonus die",
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icon: "fa-solid fa-dice",
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callback: () => "bonusDie"
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})
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if (canRerollDefense) {
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buttons.push({
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action: "rerollDefense",
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label: "Re-roll defense (Mulligan)",
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icon: "fa-solid fa-rotate-right",
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callback: () => "rerollDefense"
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})
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}
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if (canShieldReact) {
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buttons.push({
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action: "shieldReact",
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label: `Roll shield (${shieldData.label})`,
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icon: "fa-solid fa-shield",
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callback: () => "shieldReact"
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})
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} else if (canAdHocShield) {
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buttons.push({
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action: "adHocShield",
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label: "Roll ad-hoc shield (choose dice + DR)",
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icon: "fa-solid fa-shield-halved",
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callback: () => "adHocShield"
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})
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}
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buttons.push({
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action: "continue",
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label: "Continue (no defense bonus)",
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icon: "fa-solid fa-forward",
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callback: () => "continue"
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})
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const buttons = LethalFantasyUtils.buildDefenseReactionButtons(defender, { canRerollDefense, shieldData, canShieldReact, canAdHocShield })
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const dialogContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/defense-reaction.hbs", {
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attackerName,
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@@ -569,7 +507,7 @@ Hooks.on("createChatMessage", async (message) => {
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if (choice === "grit") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender)
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defenseRoll += bonusRoll
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await defender.update({ "system.grit.current": currentGrit - 1 })
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await defender.update({ "system.grit.current": Math.max(0, (Number(defender.system?.grit?.current) || 0) - 1) })
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await createReactionMessage(defender, {type:"grit", actorName:defenderName, resource:"Grit", value:bonusRoll, side:"defense"})
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continue
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}
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@@ -577,7 +515,7 @@ Hooks.on("createChatMessage", async (message) => {
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if (choice === "luck") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender)
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defenseRoll += bonusRoll
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await defender.update({ "system.luck.current": currentLuck - 1 })
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await defender.update({ "system.luck.current": Math.max(0, (Number(defender.system?.luck?.current) || 0) - 1) })
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await createReactionMessage(defender, {type:"luck", actorName:defenderName, resource:"Luck", value:bonusRoll, side:"defense"})
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continue
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}
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@@ -675,12 +613,6 @@ Hooks.on("createChatMessage", async (message) => {
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await createReactionMessage(attacker, {type:"d30Bonus", actorName:attackerName, value:d30Result.modifier, side:"attack"})
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}
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}
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if (d30Result.specialEffect === "auto") {
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attackRollFinal = defenseRoll + 1 // auto-hit
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if (canDialog) {
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await createReactionMessage(attacker, {type:"d30Auto", actorName:attackerName, specialName:d30Result.specialName||"Special Strike", side:"attack"})
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}
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}
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if (d30Result.specialEffect === "flag" && canDialog) {
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await createReactionMessage(attacker, {type:"d30Flag", actorName:attackerName, specialName:d30Result.specialName||"Special Effect"})
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}
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@@ -901,93 +833,51 @@ Hooks.on("createChatMessage", async (message) => {
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}
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})
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// Hook: deduct aether when a spell-attack or spell-power roll is posted to chat
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Hooks.on("createChatMessage", async (message) => {
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if (!["spell-attack", "spell-power"].includes(message.rolls[0]?.options?.rollType)) return
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async function _deductResourceOnCast(message, rollTypes, itemType, costFn, resourceField, templateType) {
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if (!rollTypes.includes(message.rolls[0]?.options?.rollType)) return
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const actorId = message.rolls[0]?.options?.actorId
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if (!actorId) return
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const actor = game.actors.get(actorId)
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if (!actor) return
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// Only the primary controller (player owner or GM) handles this
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const activePlayerOwners = game.users.filter(u => u.active && !u.isGM && actor.testUserPermission(u, "OWNER"))
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const isPrimary = activePlayerOwners.length > 0
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? activePlayerOwners[0].id === game.user.id
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: game.user.isGM
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if (!isPrimary) return
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if (!isPrimaryController(actor)) return
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const rollTarget = message.rolls[0]?.options?.rollTarget
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const spellId = rollTarget?.id || rollTarget?._id
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const spell = spellId ? actor.items.get(spellId) : null
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if (!spell || spell.type !== "spell") return
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const itemId = rollTarget?.id || rollTarget?._id
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const item = itemId ? actor.items.get(itemId) : null
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if (!item || item.type !== itemType) return
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const damageTier = message.rolls[0]?.options?.damageTier || "standard"
|
||||
const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
|
||||
const costField = tierCostMap[damageTier] || "cost"
|
||||
const cost = Number(spell.system?.[costField]) || 0
|
||||
const cost = costFn(item, damageTier)
|
||||
if (cost <= 0) return
|
||||
|
||||
const currentAether = Number(actor.system.aetherPoints?.value) || 0
|
||||
const newAether = Math.max(0, currentAether - cost)
|
||||
await actor.update({ "system.aetherPoints.value": newAether })
|
||||
const current = Number(foundry.utils.getProperty(actor.system, resourceField)) || 0
|
||||
const newValue = Math.max(0, current - cost)
|
||||
await actor.update({ [`system.${resourceField}`]: newValue })
|
||||
|
||||
const tierLabel = damageTier === "standard" ? "" : ` (${damageTier})`
|
||||
const aetherContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {
|
||||
type: "aetherSpend",
|
||||
actorName: actor.name,
|
||||
spellName: spell.name,
|
||||
tierLabel,
|
||||
value: cost,
|
||||
oldValue: currentAether,
|
||||
newValue: newAether
|
||||
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {
|
||||
type: templateType, actorName: actor.name, spellName: item.name, tierLabel,
|
||||
value: cost, oldValue: current, newValue
|
||||
})
|
||||
await ChatMessage.create({
|
||||
content: aetherContent,
|
||||
speaker: ChatMessage.getSpeaker({ actor })
|
||||
})
|
||||
})
|
||||
await ChatMessage.create({ content, speaker: ChatMessage.getSpeaker({ actor }) })
|
||||
}
|
||||
|
||||
// Hook: deduct aether when a spell-attack or spell-power roll is posted to chat
|
||||
Hooks.on("createChatMessage", (message) => _deductResourceOnCast(message,
|
||||
["spell-attack", "spell-power"], "spell",
|
||||
(item, tier) => {
|
||||
const m = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
|
||||
return Number(item.system?.[m[tier] || "cost"]) || 0
|
||||
},
|
||||
"aetherPoints.value", "aetherSpend"
|
||||
))
|
||||
|
||||
// Hook: deduct grace when a miracle-attack or miracle-power roll is posted to chat
|
||||
Hooks.on("createChatMessage", async (message) => {
|
||||
if (!["miracle-attack", "miracle-power"].includes(message.rolls[0]?.options?.rollType)) return
|
||||
|
||||
const actorId = message.rolls[0]?.options?.actorId
|
||||
if (!actorId) return
|
||||
const actor = game.actors.get(actorId)
|
||||
if (!actor) return
|
||||
|
||||
const activePlayerOwners = game.users.filter(u => u.active && !u.isGM && actor.testUserPermission(u, "OWNER"))
|
||||
const isPrimary = activePlayerOwners.length > 0
|
||||
? activePlayerOwners[0].id === game.user.id
|
||||
: game.user.isGM
|
||||
if (!isPrimary) return
|
||||
|
||||
const rollTarget = message.rolls[0]?.options?.rollTarget
|
||||
const miracleId = rollTarget?.id || rollTarget?._id
|
||||
const miracle = miracleId ? actor.items.get(miracleId) : null
|
||||
if (!miracle || miracle.type !== "miracle") return
|
||||
|
||||
const cost = Number(miracle.system?.level) || 0
|
||||
if (cost <= 0) return
|
||||
|
||||
const currentGrace = Number(actor.system.divinityPoints?.value) || 0
|
||||
const newGrace = Math.max(0, currentGrace - cost)
|
||||
await actor.update({ "system.divinityPoints.value": newGrace })
|
||||
|
||||
const graceContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {
|
||||
type: "graceSpend",
|
||||
actorName: actor.name,
|
||||
spellName: miracle.name,
|
||||
value: cost,
|
||||
oldValue: currentGrace,
|
||||
newValue: newGrace
|
||||
})
|
||||
await ChatMessage.create({
|
||||
content: graceContent,
|
||||
speaker: ChatMessage.getSpeaker({ actor })
|
||||
})
|
||||
})
|
||||
Hooks.on("createChatMessage", (message) => _deductResourceOnCast(message,
|
||||
["miracle-attack", "miracle-power"], "miracle",
|
||||
(item) => Number(item.system?.level) || 0,
|
||||
"divinityPoints.value", "graceSpend"
|
||||
))
|
||||
|
||||
// Hook pour appliquer automatiquement les dégâts si une cible est définie
|
||||
Hooks.on("createChatMessage", async (message) => {
|
||||
|
||||
@@ -7,7 +7,7 @@ export default class LethalFantasyEquipment extends foundry.abstract.TypeDataMod
|
||||
const requiredInteger = { required: true, nullable: false, integer: true }
|
||||
|
||||
schema.description = new fields.HTMLField({ required: true, textSearch: true })
|
||||
schema.category = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.EQUIPMENT_CATEGORIES })
|
||||
schema.category = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.EQUIPMENT_CATEGORY })
|
||||
|
||||
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
|
||||
schema.hi = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
|
||||
|
||||
+3
-3
@@ -1,6 +1,6 @@
|
||||
import { log, loadCompendiumData, loadCompendium, pushCombatOptions, setHookListeners, registerHandlebarsHelpers, getLethargyDice } from "./utils/helpers.mjs"
|
||||
import { hasD30Reroll, processD30BonusDice, _rollD30BonusDie, _buildSpecialLabel, _buildSpecialName } from "./utils/d30.mjs"
|
||||
import { handleSocketEvent, handleAttackerGritOffer, handleAttackBoosted, showDefenseRequest, compareAttackDefense, applyDamage, offerAttackerGritBonus, getCombatBonusDiceChoices, getShieldReactionData, promptCombatBonusDie, promptAdHocShield, rollBonusDie, rerollConfiguredRoll } from "./utils/combat.mjs"
|
||||
import { hasD30Reroll, processD30BonusDice, _rollD30BonusDie, _buildSpecialName } from "./utils/d30.mjs"
|
||||
import { handleSocketEvent, handleAttackerGritOffer, handleAttackBoosted, showDefenseRequest, compareAttackDefense, applyDamage, offerAttackerGritBonus, getCombatBonusDiceChoices, getShieldReactionData, buildDefenseReactionButtons, promptCombatBonusDie, promptAdHocShield, rollBonusDie, rerollConfiguredRoll } from "./utils/combat.mjs"
|
||||
|
||||
export { log }
|
||||
|
||||
@@ -14,7 +14,6 @@ export default class LethalFantasyUtils {
|
||||
static hasD30Reroll = hasD30Reroll
|
||||
static processD30BonusDice = processD30BonusDice
|
||||
static _rollD30BonusDie = _rollD30BonusDie
|
||||
static _buildSpecialLabel = _buildSpecialLabel
|
||||
static _buildSpecialName = _buildSpecialName
|
||||
static handleSocketEvent = handleSocketEvent
|
||||
static handleAttackerGritOffer = handleAttackerGritOffer
|
||||
@@ -25,6 +24,7 @@ export default class LethalFantasyUtils {
|
||||
static offerAttackerGritBonus = offerAttackerGritBonus
|
||||
static getCombatBonusDiceChoices = getCombatBonusDiceChoices
|
||||
static getShieldReactionData = getShieldReactionData
|
||||
static buildDefenseReactionButtons = buildDefenseReactionButtons
|
||||
static promptCombatBonusDie = promptCombatBonusDie
|
||||
static promptAdHocShield = promptAdHocShield
|
||||
static rollBonusDie = rollBonusDie
|
||||
|
||||
+44
-135
@@ -124,11 +124,6 @@ export async function handleAttackBoosted(msg) {
|
||||
await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
|
||||
}
|
||||
}
|
||||
if (d30Result.specialEffect === "auto") {
|
||||
updatedDefenseRoll = attackRollFinal + 1
|
||||
const msg = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30Auto", actorName:defenderName, specialName:d30Result.specialName || "Special Defense", side:"defense"})
|
||||
await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
|
||||
}
|
||||
if (d30Result.specialEffect === "flag") {
|
||||
const msg = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30Flag", actorName:defenderName, specialName:d30Result.specialName || "Special Effect"})
|
||||
await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
|
||||
@@ -143,63 +138,8 @@ export async function handleAttackBoosted(msg) {
|
||||
// Show the defense reaction dialog — while-loop for multiple reactions
|
||||
if (defender) {
|
||||
while (updatedDefenseRoll < attackRollFinal) {
|
||||
const currentGrit = Number(defender.system?.grit?.current) || 0
|
||||
const currentLuck = Number(defender.system?.luck?.current) || 0
|
||||
const buttons = []
|
||||
|
||||
if (currentGrit > 0) {
|
||||
buttons.push({
|
||||
action: "grit",
|
||||
type: "button",
|
||||
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
|
||||
icon: "fa-solid fa-fist-raised",
|
||||
callback: () => "grit"
|
||||
})
|
||||
}
|
||||
|
||||
if (currentLuck > 0) {
|
||||
buttons.push({
|
||||
action: "luck",
|
||||
type: "button",
|
||||
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
|
||||
icon: "fa-solid fa-clover",
|
||||
callback: () => "luck"
|
||||
})
|
||||
}
|
||||
|
||||
buttons.push({
|
||||
action: "bonusDie",
|
||||
type: "button",
|
||||
label: "Add bonus die",
|
||||
icon: "fa-solid fa-dice",
|
||||
callback: () => "bonusDie"
|
||||
})
|
||||
|
||||
if (canShieldReact) {
|
||||
buttons.push({
|
||||
action: "shieldReact",
|
||||
type: "button",
|
||||
label: `Roll shield (${shieldLabel})`,
|
||||
icon: "fa-solid fa-shield",
|
||||
callback: () => "shieldReact"
|
||||
})
|
||||
} else if (canAdHoc) {
|
||||
buttons.push({
|
||||
action: "adHocShield",
|
||||
type: "button",
|
||||
label: "Roll ad-hoc shield (choose dice + DR)",
|
||||
icon: "fa-solid fa-shield-halved",
|
||||
callback: () => "adHocShield"
|
||||
})
|
||||
}
|
||||
|
||||
buttons.push({
|
||||
action: "continue",
|
||||
type: "button",
|
||||
label: "Continue (no defense bonus)",
|
||||
icon: "fa-solid fa-forward",
|
||||
callback: () => "continue"
|
||||
})
|
||||
const shieldData = canShieldReact ? { label: shieldLabel, formula: shieldFormula, damageReduction: shieldDr } : null
|
||||
const buttons = buildDefenseReactionButtons(defender, { canRerollDefense: false, shieldData, canShieldReact, canAdHocShield: canAdHoc })
|
||||
|
||||
const choice = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "Defense reactions — attack boosted" },
|
||||
@@ -223,13 +163,13 @@ export async function handleAttackBoosted(msg) {
|
||||
if (choice === "grit") {
|
||||
const bonusRoll = await rollBonusDie("1d6", defender)
|
||||
updatedDefenseRoll += bonusRoll
|
||||
await defender.update({ "system.grit.current": currentGrit - 1 })
|
||||
await defender.update({ "system.grit.current": Math.max(0, (Number(defender.system?.grit?.current) || 0) - 1) })
|
||||
const gritRmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"grit", actorName:defenderName, resource:"Grit", value:bonusRoll, side:"defense"})
|
||||
await ChatMessage.create({content: gritRmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
|
||||
} else if (choice === "luck") {
|
||||
const bonusRoll = await rollBonusDie("1d6", defender)
|
||||
updatedDefenseRoll += bonusRoll
|
||||
await defender.update({ "system.luck.current": currentLuck - 1 })
|
||||
await defender.update({ "system.luck.current": Math.max(0, (Number(defender.system?.luck?.current) || 0) - 1) })
|
||||
const luckRmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"luck", actorName:defenderName, resource:"Luck", value:bonusRoll, side:"defense"})
|
||||
await ChatMessage.create({content: luckRmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
|
||||
} else if (choice === "bonusDie") {
|
||||
@@ -364,6 +304,19 @@ export async function showDefenseRequest(msg) {
|
||||
|
||||
const isMonster = defender.type === "monster"
|
||||
|
||||
const _storeNextDefenseData = (opts = {}) => {
|
||||
game.lethalFantasy = game.lethalFantasy || {}
|
||||
game.lethalFantasy.nextDefenseData = {
|
||||
attackerId, attackRoll, attackerName, defenderName,
|
||||
attackWeaponId, attackRollType, attackRollKey,
|
||||
attackD30result, attackD30message, attackRerollContext,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id, defenderTokenId,
|
||||
...(msg.attackNaturalRoll !== undefined && { attackNaturalRoll: msg.attackNaturalRoll }),
|
||||
...(opts.isRanged !== undefined && { isRanged: opts.isRanged })
|
||||
}
|
||||
}
|
||||
|
||||
log(`[LF] showDefenseRequest | attackRollType=${attackRollType} isMonster=${isMonster} defender=${defender?.name}`)
|
||||
|
||||
// Spell/miracle attacks use saving throws instead of weapon defense
|
||||
@@ -398,22 +351,7 @@ export async function showDefenseRequest(msg) {
|
||||
if (result) {
|
||||
game.lethalFantasy = game.lethalFantasy || {}
|
||||
game.lethalFantasy.spellDefense = true // pré-cocher "Save against spell" dans le dialog
|
||||
game.lethalFantasy.nextDefenseData = {
|
||||
attackerId,
|
||||
attackRoll,
|
||||
attackerName,
|
||||
defenderName,
|
||||
attackWeaponId,
|
||||
attackRollType,
|
||||
attackRollKey,
|
||||
attackD30result,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
attackNaturalRoll: msg.attackNaturalRoll,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id,
|
||||
defenderTokenId
|
||||
}
|
||||
_storeNextDefenseData()
|
||||
if (isMonster) {
|
||||
await defender.system.prepareMonsterRoll("save", result)
|
||||
} else {
|
||||
@@ -462,25 +400,7 @@ export async function showDefenseRequest(msg) {
|
||||
|
||||
// Si l'utilisateur a validé, lancer le jet de défense
|
||||
if (result) {
|
||||
// Stocker temporairement les données pour le hook preCreateChatMessage
|
||||
game.lethalFantasy = game.lethalFantasy || {}
|
||||
game.lethalFantasy.nextDefenseData = {
|
||||
attackerId,
|
||||
attackRoll,
|
||||
attackerName,
|
||||
defenderName,
|
||||
attackWeaponId,
|
||||
attackRollType,
|
||||
attackRollKey,
|
||||
attackD30result,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
attackNaturalRoll: msg.attackNaturalRoll,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id,
|
||||
defenderTokenId,
|
||||
isRanged: msg.isRanged
|
||||
}
|
||||
_storeNextDefenseData({ isRanged: msg.isRanged })
|
||||
|
||||
await defender.system.prepareMonsterRoll("monster-defense", result)
|
||||
}
|
||||
@@ -497,23 +417,7 @@ export async function showDefenseRequest(msg) {
|
||||
actorImage: defender.img,
|
||||
})
|
||||
if (roll) {
|
||||
game.lethalFantasy = game.lethalFantasy || {}
|
||||
game.lethalFantasy.nextDefenseData = {
|
||||
attackerId,
|
||||
attackRoll,
|
||||
attackerName,
|
||||
defenderName,
|
||||
attackWeaponId,
|
||||
attackRollType,
|
||||
attackRollKey,
|
||||
attackD30result,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id,
|
||||
defenderTokenId,
|
||||
isRanged: true
|
||||
}
|
||||
_storeNextDefenseData({ isRanged: true })
|
||||
await roll.toMessage({}, { messageMode: roll.options.rollMode })
|
||||
}
|
||||
return
|
||||
@@ -558,25 +462,7 @@ export async function showDefenseRequest(msg) {
|
||||
|
||||
// Si l'utilisateur a validé, lancer le jet de défense
|
||||
if (result) {
|
||||
// Stocker temporairement les données pour le hook preCreateChatMessage
|
||||
game.lethalFantasy = game.lethalFantasy || {}
|
||||
game.lethalFantasy.nextDefenseData = {
|
||||
attackerId,
|
||||
attackRoll,
|
||||
attackerName,
|
||||
defenderName,
|
||||
attackWeaponId,
|
||||
attackRollType,
|
||||
attackRollKey,
|
||||
attackD30result,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
attackNaturalRoll: msg.attackNaturalRoll,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id,
|
||||
defenderTokenId,
|
||||
isRanged: msg.isRanged
|
||||
}
|
||||
_storeNextDefenseData({ isRanged: msg.isRanged })
|
||||
|
||||
log("Storing defense data for character:", defender.id)
|
||||
|
||||
@@ -584,6 +470,29 @@ export async function showDefenseRequest(msg) {
|
||||
}
|
||||
}
|
||||
|
||||
export function buildDefenseReactionButtons(defender, { canRerollDefense = false, shieldData = null, canShieldReact = false, canAdHocShield = false } = {}) {
|
||||
const currentGrit = Number(defender.system?.grit?.current) || 0
|
||||
const currentLuck = Number(defender.system?.luck?.current) || 0
|
||||
const buttons = []
|
||||
if (currentGrit > 0) {
|
||||
buttons.push({ action: "grit", type: "button", label: `Spend 1 Grit (+1D6) [${currentGrit} left]`, icon: "fa-solid fa-fist-raised", callback: () => "grit" })
|
||||
}
|
||||
if (currentLuck > 0) {
|
||||
buttons.push({ action: "luck", type: "button", label: `Spend 1 Luck (+1D6) [${currentLuck} left]`, icon: "fa-solid fa-clover", callback: () => "luck" })
|
||||
}
|
||||
buttons.push({ action: "bonusDie", type: "button", label: "Add bonus die", icon: "fa-solid fa-dice", callback: () => "bonusDie" })
|
||||
if (canRerollDefense) {
|
||||
buttons.push({ action: "rerollDefense", type: "button", label: "Re-roll defense (Mulligan)", icon: "fa-solid fa-rotate-right", callback: () => "rerollDefense" })
|
||||
}
|
||||
if (canShieldReact && shieldData) {
|
||||
buttons.push({ action: "shieldReact", type: "button", label: `Roll shield (${shieldData.label})`, icon: "fa-solid fa-shield", callback: () => "shieldReact" })
|
||||
} else if (canAdHocShield) {
|
||||
buttons.push({ action: "adHocShield", type: "button", label: "Roll ad-hoc shield (choose dice + DR)", icon: "fa-solid fa-shield-halved", callback: () => "adHocShield" })
|
||||
}
|
||||
buttons.push({ action: "continue", type: "button", label: "Continue (no defense bonus)", icon: "fa-solid fa-forward", callback: () => "continue" })
|
||||
return buttons
|
||||
}
|
||||
|
||||
export function getCombatBonusDiceChoices() {
|
||||
return ["1d4", "1d6", "1d8", "1d10", "1d12", "1d20", "1d20e"]
|
||||
}
|
||||
|
||||
+19
-74
@@ -28,63 +28,34 @@ export async function processD30BonusDice(d30Message, side, naturalRoll = null,
|
||||
return { modifier, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
// ── Choice type ── present all options to the player
|
||||
// ── Choice type ── auto-roll bonus dice, alert about special effects
|
||||
if (d30Message.type === "choice") {
|
||||
// If we can't show dialogs (wrong client), skip — the primary client
|
||||
// will communicate its choice result via socket. Auto-rolling here
|
||||
// would give a different modifier on each client, causing divergence.
|
||||
// Non-controlling client can't roll dice here — the controlling client
|
||||
// sends the updated values via socket.
|
||||
if (!canDialog) {
|
||||
return { modifier: 0, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
const buttons = d30Message.choices.map(c => {
|
||||
let label
|
||||
let icon
|
||||
if (c.type === "bonus_dice") {
|
||||
label = `Roll ${c.dice.toUpperCase()} and add to ${side}`
|
||||
icon = "fa-solid fa-dice"
|
||||
} else if (c.type === "special_strike") {
|
||||
label = _buildSpecialLabel(c, naturalRoll)
|
||||
icon = "fa-solid fa-star"
|
||||
} else if (c.type === "special_defense") {
|
||||
label = _buildSpecialLabel(c, naturalRoll)
|
||||
icon = "fa-solid fa-shield-halved"
|
||||
} else {
|
||||
label = c.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
|
||||
icon = "fa-solid fa-question"
|
||||
}
|
||||
return {
|
||||
action: c.type,
|
||||
type: "button",
|
||||
label,
|
||||
icon,
|
||||
callback: () => c
|
||||
}
|
||||
})
|
||||
|
||||
const choice = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "D30 Special — Choose Effect" },
|
||||
classes: ["lethalfantasy"],
|
||||
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/d30-special-choice.hbs", {
|
||||
description: d30Message.description
|
||||
}),
|
||||
buttons,
|
||||
rejectClose: false
|
||||
})
|
||||
|
||||
if (!choice) return { modifier: 0, specialEffect: null, specialName: null }
|
||||
|
||||
if (choice.type === "bonus_dice") {
|
||||
const modifier = await _rollD30BonusDie(choice.dice, actor)
|
||||
return { modifier, specialEffect: null, specialName: null }
|
||||
// Auto-roll bonus dice (like d6E on 27 — no dialog)
|
||||
const bonusChoice = d30Message.choices.find(c => c.type === "bonus_dice")
|
||||
let modifier = 0
|
||||
if (bonusChoice) {
|
||||
modifier = await _rollD30BonusDie(bonusChoice.dice, actor)
|
||||
}
|
||||
|
||||
if (choice.type === "special_strike" || choice.type === "special_defense") {
|
||||
return { modifier: 0, specialEffect: "auto", specialName: _buildSpecialName(choice, naturalRoll) }
|
||||
// Inform about special strike/defense or other effects (informational only)
|
||||
const specialChoice = d30Message.choices.find(c => c.type === "special_strike" || c.type === "special_defense")
|
||||
if (specialChoice) {
|
||||
return { modifier, specialEffect: "flag", specialName: _buildSpecialName(specialChoice, naturalRoll) }
|
||||
}
|
||||
|
||||
// Non-standard choice (spell_calamity, etc.) — report it
|
||||
return { modifier: 0, specialEffect: "flag", specialName: choice.type }
|
||||
const nonStandardChoice = d30Message.choices.find(c => c.type !== "bonus_dice")
|
||||
if (nonStandardChoice) {
|
||||
return { modifier, specialEffect: "flag", specialName: _buildSpecialName(nonStandardChoice, naturalRoll) }
|
||||
}
|
||||
|
||||
return { modifier, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
// ── Combo type (bleed / internal injury) — flag for wound creation
|
||||
@@ -130,32 +101,6 @@ export async function _rollD30BonusDie(formula, actor, silent = false) {
|
||||
return roll.total
|
||||
}
|
||||
|
||||
/**
|
||||
* Build a human-readable label for a special strike/defense choice in the D30 prompt.
|
||||
* @param {Object} specialChoice The choice object with type and options
|
||||
* @param {number|null} naturalRoll The natural D20 roll
|
||||
* @returns {string} Display label
|
||||
*/
|
||||
export function _buildSpecialLabel(specialChoice, naturalRoll) {
|
||||
if (specialChoice.type === "special_strike") {
|
||||
if (specialChoice.options.includes("lethal")) {
|
||||
if (naturalRoll === 20) return "Lethal Strike (auto-hit)"
|
||||
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike (auto-hit)"
|
||||
return "Lethal/Vital Strike (auto-hit)"
|
||||
}
|
||||
if (specialChoice.options.includes("vicious")) return "Vicious Strike (auto-hit)"
|
||||
return "Special Strike (auto-hit)"
|
||||
}
|
||||
if (specialChoice.type === "special_defense") {
|
||||
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense (auto-block)"
|
||||
if (specialChoice.options.includes("flawless")) return "Flawless Defense (auto-block)"
|
||||
if (specialChoice.options.includes("legendary")) return "Legendary Defense (auto-block)"
|
||||
if (specialChoice.options.includes("perfect")) return "Perfect Defense (auto-block)"
|
||||
return "Special Defense (auto-block)"
|
||||
}
|
||||
return "Special Effect"
|
||||
}
|
||||
|
||||
/**
|
||||
* Build the special effect name based on the D30 result and natural roll.
|
||||
* @param {Object} specialChoice The choice object with type and options
|
||||
@@ -179,5 +124,5 @@ export function _buildSpecialName(specialChoice, naturalRoll) {
|
||||
if (specialChoice.options.includes("perfect")) return "Perfect Defense"
|
||||
return "Special Defense"
|
||||
}
|
||||
return "Special Effect"
|
||||
return specialChoice.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
|
||||
}
|
||||
|
||||
+33
-61
@@ -28,83 +28,55 @@ export function setHookListeners() {
|
||||
// hud.token / hud.object gives the Token (PlaceableObject), which has .actor.
|
||||
const hudActor = hud.token?.actor ?? hud.object?.actor
|
||||
if (!hudActor) return
|
||||
// HP Loss Button (existing)
|
||||
const _toggleHudWraps = (prefix) => {
|
||||
const enable = $(html).find(`.${prefix}-wrap`)[0].classList.contains(`${prefix}-hud-disabled`)
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const w = $(html).find(`.${prefix}-wrap`)[i]
|
||||
w.classList.toggle(`${prefix}-hud-active`, enable)
|
||||
w.classList.toggle(`${prefix}-hud-disabled`, !enable)
|
||||
}
|
||||
}
|
||||
const _disableHudWraps = (prefix) => {
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const w = $(html).find(`.${prefix}-wrap`)[i]
|
||||
w.classList.remove(`${prefix}-hud-active`)
|
||||
w.classList.add(`${prefix}-hud-disabled`)
|
||||
}
|
||||
}
|
||||
|
||||
// HP Loss Button
|
||||
const lossHPButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/loss-hp-hud.hbs', {})
|
||||
$(html).find('div.left').append(lossHPButton);
|
||||
$(html).find('img.lethal-hp-loss-hud').click((event) => {
|
||||
event.preventDefault();
|
||||
let hpMenu = $(html).find('.hp-loss-wrap')[0]
|
||||
if (hpMenu.classList.contains("hp-loss-hud-disabled")) {
|
||||
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-disabled');
|
||||
} else {
|
||||
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
|
||||
}
|
||||
_toggleHudWraps("hp-loss")
|
||||
})
|
||||
$(html).find('.loss-hp-hud-click').click(async (event) => {
|
||||
event.preventDefault();
|
||||
let hpLoss = event.currentTarget.dataset.hpValue;
|
||||
await hudActor.applyDamage(Number(hpLoss));
|
||||
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
|
||||
await hudActor.applyDamage(Number(event.currentTarget.dataset.hpValue));
|
||||
_disableHudWraps("hp-loss")
|
||||
})
|
||||
|
||||
// HP Gain Button (new)
|
||||
// HP Gain Button
|
||||
const gainHPButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/gain-hp-hud.hbs', {})
|
||||
$(html).find('div.left').append(gainHPButton);
|
||||
$(html).find('img.lethal-hp-gain-hud').click((event) => {
|
||||
event.preventDefault();
|
||||
let hpMenu = $(html).find('.hp-gain-wrap')[0]
|
||||
if (hpMenu.classList.contains("hp-gain-hud-disabled")) {
|
||||
$(html).find('.hp-gain-wrap')[0].classList.add('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[0].classList.remove('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.add('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.remove('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.remove('hp-gain-hud-disabled');
|
||||
} else {
|
||||
$(html).find('.hp-gain-wrap')[0].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[0].classList.add('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.add('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
|
||||
}
|
||||
_toggleHudWraps("hp-gain")
|
||||
})
|
||||
$(html).find('.gain-hp-hud-click').click(async (event) => {
|
||||
event.preventDefault();
|
||||
let hpGain = event.currentTarget.dataset.hpValue;
|
||||
await hudActor.applyDamage(Number(hpGain)); // Positive value to add HP
|
||||
// Clear bleeding wounds on heal — regardless of heal amount, any
|
||||
// healing is enough to stop bleeding (field dressing / magic / rest).
|
||||
const wounds = foundry.utils.duplicate(hudActor.system.hp.wounds || [])
|
||||
const hadBleeding = wounds.some(w => w.description === "Bleeding")
|
||||
if (hadBleeding) {
|
||||
await hudActor.update({
|
||||
"system.hp.wounds": wounds.map(w =>
|
||||
w.description === "Bleeding" ? { value: 0, duration: 0 } : w
|
||||
)
|
||||
})
|
||||
}
|
||||
$(html).find('.hp-gain-wrap')[0].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[0].classList.add('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.add('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
|
||||
await hudActor.applyDamage(Number(event.currentTarget.dataset.hpValue));
|
||||
// Clear bleeding wounds on heal
|
||||
const wounds = foundry.utils.duplicate(hudActor.system.hp.wounds || [])
|
||||
if (wounds.some(w => w.description === "Bleeding")) {
|
||||
await hudActor.update({
|
||||
"system.hp.wounds": wounds.map(w =>
|
||||
w.description === "Bleeding" ? { value: 0, duration: 0 } : w
|
||||
)
|
||||
})
|
||||
}
|
||||
_disableHudWraps("hp-gain")
|
||||
})
|
||||
|
||||
// Luck/Grit Buttons
|
||||
|
||||
@@ -21,10 +21,8 @@
|
||||
adds <strong>{{formula}}</strong> and rolls <strong>{{value}}</strong> for {{side}}.
|
||||
{{else if (equals type "d30Bonus")}}
|
||||
gains <strong>+{{value}}</strong> from D30 bonus die for {{side}}.
|
||||
{{else if (equals type "d30Auto")}}
|
||||
uses <strong>{{specialName}}</strong> from D30 — {{#if (equals side "defense")}}defense automatically succeeds!{{else}}attack automatically hits!{{/if}}
|
||||
{{else if (equals type "d30Flag")}}
|
||||
D30 — <strong>{{specialName}}</strong> triggered for {{actorName}}!
|
||||
D30 — <strong>{{specialName}}</strong> possible for {{actorName}}!
|
||||
{{else if (equals type "d30Bleed")}}
|
||||
D30 — <strong>Bleeding/Internal Injury</strong> on hit! Damage past DR will cause a bleeding wound.
|
||||
{{else if (equals type "d30DamageMultiplier")}}
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
<div class="grit-luck-dialog">
|
||||
<p><strong>D30 result:</strong> {{description}}</p>
|
||||
<p>{{localize "LETHALFANTASY.D30.chooseEffect"}}</p>
|
||||
</div>
|
||||
Reference in New Issue
Block a user