refactor: extract inline HTML to templates, split oversized files, fix bugs
- Extract all inline HTML from JS into 21 Handlebars templates (chat/, dialogs/, ui/) - Split utils.mjs (1507) into barrel + helpers.mjs, combat.mjs, d30.mjs - Split roll.mjs (1632) into barrel + roll-base.mjs, roll-prompt.mjs, roll-combat.mjs, roll-damage.mjs - Split lethal-fantasy.mjs (1426) into bootstrap + chat-reaction.mjs - Fix: missing async on injectDiceTray (free-roll.mjs:29 SyntaxError) - Fix: weapon._id fallback for deserialized chat-message weapon objects - Fix: missing await on rollModifier.evaluate() calls in roll-combat.mjs - Fix: choices→choicesList ReferenceError in utils.mjs - Fix: add 12 missing i18n keys (chooseWeapon, chooseSave, attackRoll, etc.) - Fix: restore sideLabel in bonus-die-select.hbs - Clean: remove dead messageContent param, console.log→log() - Style: barrel files preserve existing import paths
This commit is contained in:
@@ -225,7 +225,7 @@ export default class LethalFantasyActor extends Actor {
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damageTier = await foundry.applications.api.DialogV2.wait({
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window: { title: "Choose spell tier" },
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classes: ["lethalfantasy"],
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content: `<p>Select the power level for <strong>${rollTarget.name}</strong>:</p>`,
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content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/power-level.hbs", {itemName: rollTarget.name}),
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buttons,
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rejectClose: false,
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}) || "standard"
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@@ -13,7 +13,7 @@ export default class LethalFantasyChatMessage extends ChatMessage {
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messageData.isWhisper = false
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messageData.alias = this.user.name
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}
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data.content = `<section class="dice-rolls">${rollHTML}</section>`
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data.content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/dice-rolls.hbs", {rollHTML})
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return
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}
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@@ -0,0 +1,284 @@
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import { SYSTEM } from "../config/system.mjs"
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import { prompt } from "./roll-prompt.mjs"
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import { promptInitiative, promptCombatAction, promptRangedDefense, promptRangedAttack } from "./roll-combat.mjs"
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import { rollSpellDamageToMessage } from "./roll-damage.mjs"
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export default class LethalFantasyRoll extends Roll {
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/**
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* The HTML template path used to render dice checks of this type
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* @type {string}
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*/
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static CHAT_TEMPLATE = "systems/fvtt-lethal-fantasy/templates/chat-message.hbs"
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get type() {
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return this.options.type
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}
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get titleFormula() {
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return this.options.titleFormula
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}
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get rollName() {
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return this.options.rollName
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}
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get target() {
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return this.options.target
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}
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get value() {
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return this.options.value
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}
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get treshold() {
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return this.options.treshold
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}
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get actorId() {
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return this.options.actorId
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}
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get actorName() {
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return this.options.actorName
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}
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get actorImage() {
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return this.options.actorImage
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}
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get modifier() {
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return this.options.modifier
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}
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get resultType() {
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return this.options.resultType
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}
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get isFailure() {
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return this.resultType === "failure"
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}
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get hasTarget() {
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return this.options.hasTarget
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}
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get targetName() {
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return this.options.targetName
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}
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get targetArmor() {
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return this.options.targetArmor
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}
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get targetMalus() {
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return this.options.targetMalus
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}
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get realDamage() {
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return this.options.realDamage
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}
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get rollTotal() {
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return this.options.rollTotal
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}
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get diceResults() {
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return this.options.diceResults
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}
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get rollTarget() {
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return this.options.rollTarget
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}
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get D30result() {
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return this.options.D30result
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}
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get D30message() {
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return this.options.D30message
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}
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get badResult() {
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return this.options.badResult
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}
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get rollData() {
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return this.options.rollData
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}
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get defenderId() {
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return this.options.defenderId
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}
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/**
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* Creates a title based on the given type.
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*
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* @param {string} type The type of the roll.
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* @param {string} target The target of the roll.
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* @returns {string} The generated title.
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*/
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static createTitle(type, target) {
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switch (type) {
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case "challenge":
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return `${game.i18n.localize("LETHALFANTASY.Label.titleChallenge")}`
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case "save":
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return `${game.i18n.localize("LETHALFANTASY.Label.titleSave")}`
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case "monster-skill":
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case "skill":
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return `${game.i18n.localize("LETHALFANTASY.Label.titleSkill")}`
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case "weapon-attack":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
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case "weapon-defense":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
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case "weapon-damage":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
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case "spell":
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case "spell-attack":
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case "spell-power":
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return `${game.i18n.localize("LETHALFANTASY.Label.spell")}`
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case "miracle":
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case "miracle-attack":
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case "miracle-power":
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return `${game.i18n.localize("LETHALFANTASY.Label.miracle")}`
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default:
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return game.i18n.localize("LETHALFANTASY.Label.titleStandard")
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}
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}
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/** @override */
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async render(chatOptions = {}) {
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let chatData = await this._getChatCardData(chatOptions.isPrivate)
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log("ChatData", chatData)
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return await foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
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}
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/*
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* Generates the data required for rendering a roll chat card.
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*/
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async _getChatCardData(isPrivate) {
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// Générer la liste des combatants de la scène
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let combatants = []
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let isAttack = this.type === "weapon-attack" || this.type === "monster-attack" || this.type === "spell-attack" || this.type === "miracle-attack"
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if (this.rollData?.isDamage || isAttack) {
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// D'abord, ajouter les combattants du combat actif
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if (game?.combat?.combatants) {
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for (let c of game.combat.combatants) {
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if (c.actorId !== this.actorId) {
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combatants.push({ id: c.id, name: c.name, tokenId: c.token.id })
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}
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}
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}
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// Ensuite, ajouter tous les tokens de la scène active qui ne sont pas déjà dans la liste
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if (canvas?.scene?.tokens) {
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const existingTokenIds = new Set(combatants.map(c => c.tokenId))
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for (let token of canvas.scene.tokens) {
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if (token.actorId !== this.actorId && !existingTokenIds.has(token.id)) {
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combatants.push({
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id: token.id,
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name: token.name,
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tokenId: token.id
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})
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}
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}
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}
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}
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// Récupérer les informations de l'arme pour les attaques réussies
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let weaponDamageOptions = null
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log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
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if (this.type === "weapon-attack" && this.rollTarget?.weapon) {
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const weapon = this.rollTarget.weapon
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weaponDamageOptions = {
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weaponId: weapon._id || weapon.id,
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weaponName: weapon.name,
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damageM: weapon.system?.damage?.damageM
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}
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log("Weapon damage options:", weaponDamageOptions)
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} else if (this.type === "monster-attack" && this.rollTarget) {
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weaponDamageOptions = {
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weaponId: this.rollTarget.rollKey,
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weaponName: this.rollTarget.name,
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damageFormula: this.rollTarget.damageDice,
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damageModifier: this.rollTarget.damageModifier,
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isMonster: true
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}
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log("Monster damage options:", weaponDamageOptions)
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}
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const cardData = {
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css: [SYSTEM.id, "dice-roll"],
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data: this.data,
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diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
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isGM: game.user.isGM,
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formula: this.formula,
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titleFormula: this.titleFormula,
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rollName: this.rollName,
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rollType: this.type,
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rollTarget: this.rollTarget,
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total: this.rollTotal,
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isFailure: this.isFailure,
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actorId: this.actorId,
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diceResults: this.diceResults,
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actingCharName: this.actorName,
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actingCharImg: this.actorImage,
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resultType: this.resultType,
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hasTarget: this.hasTarget,
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targetName: this.targetName,
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targetArmor: this.targetArmor,
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D30result: this.D30result,
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D30message: this.D30message,
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badResult: this.badResult,
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rollData: this.rollData,
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isPrivate: isPrivate,
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combatants: combatants,
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weaponDamageOptions: weaponDamageOptions,
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isAttack: isAttack,
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defenderId: this.defenderId,
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// Vérifier si l'utilisateur peut sélectionner une cible (est GM ou possède l'acteur)
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canSelectTarget: game.user.isGM || game.actors.get(this.actorId)?.testUserPermission(game.user, "OWNER")
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}
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cardData.cssClass = cardData.css.join(" ")
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cardData.tooltip = isPrivate ? "" : await this.getTooltip()
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return cardData
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}
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/**
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* Converts the roll result to a chat message.
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*
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* @param {Object} [messageData={}] Additional data to include in the message.
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* @param {Object} options Options for message creation.
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* @param {string} options.messageMode The mode of the roll (e.g., public, private).
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* @param {boolean} [options.create=true] Whether to create the message.
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* @returns {Promise} - A promise that resolves when the message is created.
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*/
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async toMessage(messageData = {}, { messageMode, create = true } = {}) {
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return await super.toMessage(
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{
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isSave: this.isSave,
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isChallenge: this.isChallenge,
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isFailure: this.resultType === "failure",
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rollType: this.type,
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rollTarget: this.rollTarget,
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actingCharName: this.actorName,
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actingCharImg: this.actorImage,
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hasTarget: this.hasTarget,
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targetName: this.targetName,
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targetArmor: this.targetArmor,
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targetMalus: this.targetMalus,
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realDamage: this.realDamage,
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rollData: this.rollData,
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...messageData,
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},
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{ messageMode, create },
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)
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}
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}
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// Attach imported prompt methods
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LethalFantasyRoll.prompt = prompt
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LethalFantasyRoll.promptInitiative = promptInitiative
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LethalFantasyRoll.promptCombatAction = promptCombatAction
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LethalFantasyRoll.promptRangedDefense = promptRangedDefense
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LethalFantasyRoll.promptRangedAttack = promptRangedAttack
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LethalFantasyRoll.rollSpellDamageToMessage = rollSpellDamageToMessage
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@@ -0,0 +1,714 @@
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import { SYSTEM } from "../config/system.mjs"
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import D30Roll from "./d30-roll.mjs"
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import LethalFantasyUtils from "../utils.mjs"
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/* ***********************************************************/
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export async function promptInitiative(options = {}) {
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const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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if (SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]) {
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options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]
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} else {
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options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS["untrained"]
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}
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let dialogContext = {
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actorClass: options.actorClass,
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initiativeDiceChoice: options.initiativeDiceChoice,
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initiativeDice: "1D20",
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maxInit: options.maxInit,
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fieldRollMode,
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rollModes
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}
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-initiative-dialog.hbs", dialogContext)
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const label = game.i18n.localize("LETHALFANTASY.Label.initiative")
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: "Initiative Roll" },
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classes: ["lethalfantasy"],
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content,
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buttons: [
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{
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action: "initiative",
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type: "button",
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label: label,
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callback: (event, button) => {
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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return output
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},
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},
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],
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rejectClose: false // Click on Close button will not launch an error
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})
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if (!rollContext) return
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// When the value is a plain number (e.g. "1" for Declared Ready on Alert), wrapping it in
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// min(1, maxInit) produces a dice-less formula that FoundryVTT cannot evaluate to a valid
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// total. Use the constant directly; min() is only needed for actual dice expressions.
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const isDiceFormula = /[dD]/.test(rollContext.initiativeDice)
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const formula = isDiceFormula ? `min(${rollContext.initiativeDice}, ${options.maxInit})` : rollContext.initiativeDice
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let initRoll = new Roll(formula, options.data)
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await initRoll.evaluate()
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let msg = await initRoll.toMessage({ flavor: `Initiative for ${options.actorName}` }, { messageMode: rollContext.visibility })
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if (game?.dice3d && initRoll.dice?.length) {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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}
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if (options.combatId && options.combatantId) {
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let combat = game.combats.get(options.combatId)
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await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0, [`flags.${SYSTEM.id}.firstActionTaken`]: false }])
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}
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}
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/* ***********************************************************/
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export async function promptCombatAction(options = {}) {
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const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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let combatant = game.combats.get(options.combatId)?.combatants?.get(options.combatantId)
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if (!combatant) {
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console.error("No combatant found for this combat")
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return
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}
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let currentAction = combatant.getFlag(SYSTEM.id, "currentAction")
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let position = game.user.getFlag(SYSTEM.id, "combat-action-dialog-pos") || { top: -1, left: -1 }
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let dialogContext = {
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progressionDiceId: "",
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fieldRollMode,
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rollModes,
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currentAction,
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...options
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}
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/combat-action-dialog.hbs", dialogContext)
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let buttons = []
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if (currentAction) {
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if (currentAction.type === "weapon") {
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let weaponLabel = "Roll progression dice"
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if (currentAction.rangedMode) {
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// Compute loading count from the speed formula (e.g. "3+1d6" → load=3)
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const speedStr = currentAction.system?.speed?.[currentAction.rangedMode] ?? ""
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const rangedLoad = currentAction.rangedLoad ?? (Number(speedStr.split("+")[0]) || 0)
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if (rangedLoad > 0 && !currentAction.weaponLoaded) {
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weaponLabel = "Load weapon"
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}
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}
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buttons.push({
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action: "roll",
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type: "button",
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label: weaponLabel,
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
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return "rollProgressionDice"
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},
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})
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} else if (currentAction.type === "spell" || currentAction.type === "miracle") {
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let label = ""
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if (currentAction.spellStatus === "castingTime") {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
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label = "Wait casting time"
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}
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if (currentAction.spellStatus === "toBeCasted") {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
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label = "Cast spell/miracle"
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}
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if (currentAction.spellStatus === "lethargy") {
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let pos = $('#combat-action-dialog').position()
|
||||
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
|
||||
label = "Roll lethargy dice"
|
||||
}
|
||||
buttons.push({
|
||||
action: "roll",
|
||||
type: "button",
|
||||
label: label,
|
||||
callback: (event, button) => {
|
||||
let pos = $('#combat-action-dialog').position()
|
||||
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
|
||||
return "rollLethargyDice"
|
||||
},
|
||||
})
|
||||
}
|
||||
} else {
|
||||
buttons.push({
|
||||
action: "roll",
|
||||
type: "button",
|
||||
label: "Select action",
|
||||
callback: (event, button) => {
|
||||
let pos = $('#combat-action-dialog').position()
|
||||
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
|
||||
const output = Array.from(button.form.elements).reduce((obj, input) => {
|
||||
if (input.name) obj[input.name] = input.value
|
||||
return obj
|
||||
}, {})
|
||||
return output
|
||||
},
|
||||
},
|
||||
)
|
||||
}
|
||||
buttons.push({
|
||||
action: "cancel",
|
||||
type: "button",
|
||||
label: "Other action, not listed here",
|
||||
callback: (event, button) => {
|
||||
let pos = $('#combat-action-dialog').position()
|
||||
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
|
||||
return null;
|
||||
}
|
||||
})
|
||||
|
||||
let rollContext = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "Combat Action Dialog" },
|
||||
id: "combat-action-dialog",
|
||||
classes: ["lethalfantasy"],
|
||||
position,
|
||||
content,
|
||||
buttons,
|
||||
rejectClose: false // Click on Close button will not launch an error
|
||||
})
|
||||
|
||||
log("RollContext", dialogContext, rollContext)
|
||||
// If action is cancelled, exit
|
||||
if (rollContext === null || rollContext === "cancel") {
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", "")
|
||||
let message = `${combatant.name} : Other action, progression reset`
|
||||
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
return
|
||||
}
|
||||
|
||||
// Setup the current action
|
||||
if (!currentAction || currentAction === "") {
|
||||
// Get the item from the returned selectedChoice value
|
||||
let selectedChoice = rollContext.selectedChoice
|
||||
let rangedMode
|
||||
if (selectedChoice.match("simpleAim")) {
|
||||
selectedChoice = selectedChoice.replace("simpleAim", "")
|
||||
rangedMode = "simpleAim"
|
||||
}
|
||||
if (selectedChoice.match("carefulAim")) {
|
||||
selectedChoice = selectedChoice.replace("carefulAim", "")
|
||||
rangedMode = "carefulAim"
|
||||
}
|
||||
if (selectedChoice.match("focusedAim")) {
|
||||
selectedChoice = selectedChoice.replace("focusedAim", "")
|
||||
rangedMode = "focusedAim"
|
||||
}
|
||||
let selectedItem = combatant.actor.items.find(i => i.id === selectedChoice)
|
||||
// Setup flag for combat action usage
|
||||
let actionItem = foundry.utils.duplicate(selectedItem)
|
||||
// First action of this combat: use the class-based starting threshold;
|
||||
// all subsequent actions reset to 1 (normal progression).
|
||||
const firstActionTaken = combatant.getFlag(SYSTEM.id, "firstActionTaken")
|
||||
actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
|
||||
if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
|
||||
actionItem.rangedMode = rangedMode
|
||||
// If this is a spell/miracle with multiple damage tiers, prompt tier choice
|
||||
if (actionItem.system?.damageDice) {
|
||||
const tiers = [
|
||||
{ id: "standard", label: "Standard", dice: actionItem.system.damageDice },
|
||||
{ id: "overpowered", label: "Overpowered", dice: actionItem.system.damageDiceOverpowered },
|
||||
{ id: "overpowered2", label: "Overpowered 2", dice: actionItem.system.damageDiceOverpowered2 },
|
||||
].filter(t => t.dice)
|
||||
if (tiers.length > 1) {
|
||||
const tierChoice = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "Choose Damage Tier" },
|
||||
classes: ["lethalfantasy"],
|
||||
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/damage-tier.hbs", {itemName: selectedItem.name}),
|
||||
buttons: tiers.map(t => ({
|
||||
action: t.id,
|
||||
type: "button",
|
||||
label: `${t.label} (${t.dice.toUpperCase()})`,
|
||||
icon: "fa-solid fa-wand-magic-sparkles",
|
||||
callback: () => t.id
|
||||
})),
|
||||
rejectClose: false
|
||||
})
|
||||
actionItem.damageTier = tierChoice || "standard"
|
||||
}
|
||||
}
|
||||
actionItem.castingTime = 1
|
||||
actionItem.spellStatus = "castingTime"
|
||||
// Set the flag on the combatant
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", actionItem)
|
||||
let message = `${combatant.name} action : ${selectedItem.name}, start rolling progression dice or casting time`
|
||||
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
rollContext = (actionItem.type === "weapon") ? "rollProgressionDice" : "rollLethargyDice" // Set the roll context to rollProgressionDice
|
||||
currentAction = actionItem
|
||||
}
|
||||
|
||||
if (currentAction) {
|
||||
if (rollContext === "rollLethargyDice") {
|
||||
if (currentAction.spellStatus === "castingTime") {
|
||||
let time = currentAction.type === "spell" ? currentAction.system.castingTime : currentAction.system.prayerTime
|
||||
if (currentAction.castingTime < time) {
|
||||
let message = `Casting time : ${currentAction.name}, count : ${currentAction.castingTime}/${time}`
|
||||
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
currentAction.castingTime += 1
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
|
||||
return
|
||||
} else {
|
||||
// Last counting second — announce ready and transition immediately (no extra second consumed)
|
||||
let message = `Casting time : ${currentAction.name}, count : ${time}/${time} — ready to cast next second !`
|
||||
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
currentAction.castingTime = 1
|
||||
currentAction.spellStatus = "toBeCasted"
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
|
||||
return
|
||||
}
|
||||
}
|
||||
if (currentAction.spellStatus === "toBeCasted") {
|
||||
combatant.actor.prepareRoll((currentAction.type === "spell") ? "spell-attack" : "miracle-attack", currentAction._id)
|
||||
if (currentAction.type === "spell") {
|
||||
currentAction.spellStatus = "lethargy"
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
|
||||
} else {
|
||||
// No lethargy for miracle
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", "")
|
||||
}
|
||||
return
|
||||
}
|
||||
if (currentAction.spellStatus === "lethargy") {
|
||||
// Roll lethargy dice
|
||||
let dice = LethalFantasyUtils.getLethargyDice(currentAction.system.level)
|
||||
let roll = new Roll(dice)
|
||||
await roll.evaluate()
|
||||
if (game?.dice3d) {
|
||||
await game.dice3d.showForRoll(roll)
|
||||
}
|
||||
let max = roll.dice[0].faces - 1
|
||||
let toCompare = Math.min(currentAction.progressionCount, max)
|
||||
if (roll.total <= toCompare) {
|
||||
// Notify that the player can act now with a chat message
|
||||
const messageContent = await foundry.applications.handlebars.renderTemplate(
|
||||
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
|
||||
{
|
||||
success: true,
|
||||
actorName: combatant.actor.name,
|
||||
weaponName: currentAction.name,
|
||||
rollResult: roll.total,
|
||||
isLethargy: true
|
||||
}
|
||||
)
|
||||
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
// Update the combatant progression count
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", "")
|
||||
// Display the action selection window again
|
||||
combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId)
|
||||
} else {
|
||||
// Notify that the player cannot act now with a chat message
|
||||
currentAction.progressionCount += 1
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
|
||||
const messageContent = await foundry.applications.handlebars.renderTemplate(
|
||||
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
|
||||
{
|
||||
success: false,
|
||||
actorName: combatant.actor.name,
|
||||
weaponName: currentAction.name,
|
||||
rollResult: roll.total,
|
||||
progressionCount: currentAction.progressionCount,
|
||||
isLethargy: true
|
||||
}
|
||||
)
|
||||
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (rollContext === "rollProgressionDice") {
|
||||
let formula = currentAction.system.combatProgressionDice
|
||||
if (currentAction?.rangedMode) {
|
||||
let toSplit = currentAction.system.speed[currentAction.rangedMode]
|
||||
let split = toSplit.split("+")
|
||||
currentAction.rangedLoad = Number(split[0]) || 0
|
||||
formula = split[1]
|
||||
log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
|
||||
}
|
||||
// Range weapon loading
|
||||
if (!currentAction.weaponLoaded && currentAction.rangedLoad) {
|
||||
if (currentAction.progressionCount < currentAction.rangedLoad) {
|
||||
let message = `Ranged weapon ${currentAction.name} is loading, loading count : ${currentAction.progressionCount}/${currentAction.rangedLoad}`
|
||||
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
currentAction.progressionCount += 1
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
|
||||
} else {
|
||||
let message = `Ranged weapon ${currentAction.name} is loaded !`
|
||||
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
currentAction.weaponLoaded = true
|
||||
currentAction.progressionCount = 1
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// Melee mode
|
||||
let isMonster = combatant.actor.type === "monster"
|
||||
// Get the dice and roll it if
|
||||
let roll = new Roll(formula)
|
||||
await roll.evaluate()
|
||||
|
||||
let max = roll.dice[0].faces - 1
|
||||
max = Math.min(currentAction.progressionCount, max)
|
||||
let msg = await roll.toMessage({ flavor: `Progression Roll for ${currentAction.name}, progression count : ${currentAction.progressionCount}/${max}` }, { messageMode: rollContext.visibility })
|
||||
if (game?.dice3d) {
|
||||
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
|
||||
}
|
||||
|
||||
if (roll.total <= max) {
|
||||
// Notify that the player can act now with a chat message
|
||||
const messageContent = await foundry.applications.handlebars.renderTemplate(
|
||||
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
|
||||
{
|
||||
success: true,
|
||||
actorName: combatant.actor.name,
|
||||
weaponName: currentAction.name,
|
||||
rollResult: roll.total
|
||||
}
|
||||
)
|
||||
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", "")
|
||||
combatant.actor.prepareRoll(currentAction.type === "weapon" ? "weapon-attack" : "spell-attack", currentAction._id)
|
||||
} else {
|
||||
// Notify that the player cannot act now with a chat message
|
||||
currentAction.progressionCount += 1
|
||||
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
|
||||
const messageContent = await foundry.applications.handlebars.renderTemplate(
|
||||
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
|
||||
{
|
||||
success: false,
|
||||
actorName: combatant.actor.name,
|
||||
weaponName: currentAction.name,
|
||||
rollResult: roll.total,
|
||||
progressionCount: currentAction.progressionCount
|
||||
}
|
||||
)
|
||||
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* ***********************************************************/
|
||||
export async function promptRangedDefense(options = {}) {
|
||||
|
||||
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes);
|
||||
const fieldRollMode = new foundry.data.fields.StringField({
|
||||
choices: rollModes,
|
||||
blank: false,
|
||||
default: "public",
|
||||
})
|
||||
|
||||
let dialogContext = {
|
||||
movementChoices: SYSTEM.MOVEMENT_CHOICES,
|
||||
moveDirectionChoices: SYSTEM.MOVE_DIRECTION_CHOICES,
|
||||
sizeChoices: SYSTEM.SIZE_CHOICES,
|
||||
rangeChoices: SYSTEM.RANGE_CHOICES,
|
||||
attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES,
|
||||
movement: "none",
|
||||
moveDirection: "none",
|
||||
size: "+5",
|
||||
range: "short",
|
||||
attackerAim: "simple",
|
||||
fieldRollMode,
|
||||
rollModes
|
||||
}
|
||||
|
||||
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/range-defense-dialog.hbs", dialogContext)
|
||||
|
||||
const label = game.i18n.localize("LETHALFANTASY.Label.rangeDefenseRoll")
|
||||
const rollContext = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "Range Defense" },
|
||||
classes: ["lethalfantasy"],
|
||||
content,
|
||||
buttons: [
|
||||
{
|
||||
action: "rangeDefense",
|
||||
type: "button",
|
||||
label: label,
|
||||
callback: (event, button) => {
|
||||
const output = Array.from(button.form.elements).reduce((obj, input) => {
|
||||
if (input.name) obj[input.name] = input.value
|
||||
return obj
|
||||
}, {})
|
||||
return output
|
||||
},
|
||||
},
|
||||
],
|
||||
rejectClose: false // Click on Close button will not launch an error
|
||||
})
|
||||
|
||||
// If the user cancels the dialog, exit
|
||||
if (rollContext === null) return
|
||||
|
||||
log("RollContext", rollContext)
|
||||
// Add disfavor/favor option if point blank range
|
||||
if (rollContext.range === "pointblank") {
|
||||
rollContext.movement = rollContext.movement.replace("kh", "")
|
||||
rollContext.movement = rollContext.movement.replace("kl", "")
|
||||
rollContext.movement += "kl" // Add the kl to the movement (disfavor for point blank range)
|
||||
rollContext.range = "0"
|
||||
}
|
||||
if (rollContext.range === "beyondskill") {
|
||||
rollContext.movement = rollContext.movement.replace("kh", "")
|
||||
rollContext.movement = rollContext.movement.replace("kl", "")
|
||||
rollContext.movement += "kh" // Add the kl to the movement (favor for point blank range)
|
||||
rollContext.range = "+11"
|
||||
}
|
||||
|
||||
// Build the final modifier
|
||||
let fullModifier = Number(rollContext.moveDirection) +
|
||||
Number(rollContext.size) +
|
||||
Number(rollContext.range) +
|
||||
Number(rollContext?.attackerAim || 0)
|
||||
|
||||
let modifierFormula
|
||||
if (fullModifier === 0) {
|
||||
modifierFormula = "0"
|
||||
} else {
|
||||
let modAbs = Math.abs(fullModifier)
|
||||
modifierFormula = `D${modAbs + 1} -1`
|
||||
}
|
||||
|
||||
let rollData = { ...rollContext }
|
||||
// Merge rollContext object into options object
|
||||
options = { ...options, ...rollContext }
|
||||
options.rollName = "Ranged Defense"
|
||||
options.rollType = "weapon-defense"
|
||||
options.type = options.rollType // Required: this.type reads options.type
|
||||
options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage
|
||||
|
||||
const rollBase = new this(rollContext.movement, options.data, rollData)
|
||||
const rollModifier = new Roll(modifierFormula, options.data, rollData)
|
||||
await rollModifier.evaluate()
|
||||
await rollBase.evaluate()
|
||||
let rollD30 = await new Roll("1D30").evaluate()
|
||||
options.D30result = rollD30.total
|
||||
options.D30message = D30Roll.getResult(rollD30.total, options.rollType, options.rollTarget?.weapon, { isRanged: true })
|
||||
|
||||
let badResult = 0
|
||||
if (rollContext.movement.includes("kh")) {
|
||||
rollData.favor = "favor"
|
||||
badResult = Math.min(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 20)
|
||||
}
|
||||
if (rollContext.movement.includes("kl")) {
|
||||
rollData.favor = "disfavor"
|
||||
badResult = Math.max(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 1)
|
||||
}
|
||||
let dice = rollContext.movement
|
||||
let maxValue = 20 // As per latest changes (was : Number(dice.match(/\d+$/)[0])
|
||||
let rollTotal = -1
|
||||
let diceResults = []
|
||||
let resultType
|
||||
|
||||
let diceResult = rollBase.dice[0].results[0].result
|
||||
diceResults.push({ dice: `${dice.toUpperCase()}`, value: diceResult })
|
||||
let diceSum = diceResult
|
||||
while (diceResult === maxValue) {
|
||||
let r = await new Roll(dice).evaluate()
|
||||
diceResult = r.dice[0].results[0].result
|
||||
diceResults.push({ dice: `${dice.toUpperCase()}-1`, value: diceResult - 1 })
|
||||
diceSum += (diceResult - 1)
|
||||
rollBase.dice[0].results.push({ result: diceResult, active: true })
|
||||
}
|
||||
if (fullModifier !== 0) {
|
||||
diceResults.push({ dice: `${rollModifier.formula.toUpperCase()}`, value: rollModifier.total })
|
||||
if (fullModifier < 0) {
|
||||
rollTotal = Math.max(diceSum - rollModifier.total, 0)
|
||||
} else {
|
||||
rollTotal = diceSum + rollModifier.total
|
||||
}
|
||||
} else {
|
||||
rollTotal = diceSum
|
||||
}
|
||||
rollBase.options = { ...rollBase.options, ...options }
|
||||
rollBase.options.resultType = resultType
|
||||
rollBase.options.rollTotal = rollTotal
|
||||
rollBase.options.diceResults = diceResults
|
||||
rollBase.options.rollTarget = options.rollTarget
|
||||
rollBase.options.titleFormula = `1D20E + ${modifierFormula}`
|
||||
rollBase.options.D30result = options.D30result
|
||||
rollBase.options.D30message = options.D30message
|
||||
rollBase.options.rollName = "Ranged Defense"
|
||||
rollBase.options.badResult = badResult
|
||||
rollBase.options.rollData = foundry.utils.duplicate(rollData)
|
||||
|
||||
return rollBase
|
||||
}
|
||||
|
||||
/**
|
||||
* Prompts the GM for ranged attack context (movement, range, target size, aim) when a monster
|
||||
* attacks with a ranged weapon, then evaluates an exploding D20 attack roll with the resulting modifiers.
|
||||
*
|
||||
* @param {Object} options Options for the roll.
|
||||
* @param {string} options.actorId The attacker actor ID.
|
||||
* @param {string} options.actorName The attacker actor name.
|
||||
* @param {Object} options.rollTarget The rollTarget containing attackModifier and related data.
|
||||
* @returns {Promise<LethalFantasyRoll|null>} The resulting roll, or null if cancelled.
|
||||
*/
|
||||
export async function promptRangedAttack(options = {}) {
|
||||
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes)
|
||||
const fieldRollMode = new foundry.data.fields.StringField({
|
||||
choices: rollModes,
|
||||
blank: false,
|
||||
default: "public",
|
||||
})
|
||||
|
||||
let dialogContext = {
|
||||
attackerMovementChoices: SYSTEM.ATTACKER_MOVEMENT_CHOICES,
|
||||
rangeChoices: SYSTEM.RANGE_CHOICES,
|
||||
sizeChoices: SYSTEM.SIZE_CHOICES,
|
||||
attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES,
|
||||
movement: "none",
|
||||
range: "short",
|
||||
size: "+5",
|
||||
attackerAim: "simple",
|
||||
fieldRollMode,
|
||||
rollModes
|
||||
}
|
||||
|
||||
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/range-attack-dialog.hbs", dialogContext)
|
||||
|
||||
const label = game.i18n.localize("LETHALFANTASY.Label.rangeAttackRoll")
|
||||
const rollContext = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "Ranged Attack" },
|
||||
classes: ["lethalfantasy"],
|
||||
content,
|
||||
buttons: [
|
||||
{
|
||||
action: "rangedAttack",
|
||||
type: "button",
|
||||
label,
|
||||
callback: (event, button) => {
|
||||
const output = Array.from(button.form.elements).reduce((obj, input) => {
|
||||
if (input.name) obj[input.name] = input.value
|
||||
return obj
|
||||
}, {})
|
||||
return output
|
||||
},
|
||||
},
|
||||
],
|
||||
rejectClose: false
|
||||
})
|
||||
|
||||
if (rollContext === null) return null
|
||||
|
||||
// Handle pointblank: attacker at point blank gets favor (standing still easier to aim)
|
||||
if (rollContext.range === "pointblank") {
|
||||
rollContext.movement = rollContext.movement.replace("kh", "")
|
||||
rollContext.movement = rollContext.movement.replace("kl", "")
|
||||
rollContext.movement += "kh" // Favor for attacker at point blank
|
||||
rollContext.range = "0"
|
||||
}
|
||||
// Handle beyondskill: extreme range gives disfavor to attacker
|
||||
if (rollContext.range === "beyondskill") {
|
||||
rollContext.movement = rollContext.movement.replace("kh", "")
|
||||
rollContext.movement = rollContext.movement.replace("kl", "")
|
||||
rollContext.movement += "kl" // Disfavor for attacker beyond skill range
|
||||
rollContext.range = "+11"
|
||||
}
|
||||
|
||||
// Compute contextual penalty: range + target_size, reduced by aim bonus and attack modifier
|
||||
const attackModifier = options.rollTarget?.attackModifier ?? 0
|
||||
const contextualPenalty = Number(rollContext.range) + Number(rollContext.size)
|
||||
const aimBonus = Number(rollContext.attackerAim || 0)
|
||||
const fullModifier = contextualPenalty - aimBonus - attackModifier
|
||||
|
||||
let modifierFormula
|
||||
if (fullModifier === 0) {
|
||||
modifierFormula = "0"
|
||||
} else {
|
||||
const modAbs = Math.abs(fullModifier)
|
||||
modifierFormula = `D${modAbs + 1} -1`
|
||||
}
|
||||
|
||||
const rollData = { ...rollContext }
|
||||
options = { ...options, ...rollContext }
|
||||
options.rollName = "Ranged Attack"
|
||||
options.rollType = options.rollType || "monster-attack"
|
||||
options.type = options.rollType // Required: this.type reads options.type, used to build weaponDamageOptions in toHTML
|
||||
options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage
|
||||
options.isRangedAttack = true
|
||||
|
||||
const rollBase = new this(rollContext.movement, options.data, rollData)
|
||||
const rollModifier = new Roll(modifierFormula, options.data, rollData)
|
||||
await rollModifier.evaluate()
|
||||
await rollBase.evaluate()
|
||||
const rollD30 = await new Roll("1D30").evaluate()
|
||||
options.D30result = rollD30.total
|
||||
options.D30message = D30Roll.getResult(rollD30.total, options.rollType, undefined, { isRanged: true })
|
||||
|
||||
// Determine favor from dice formula
|
||||
let badResult = 0
|
||||
if (rollContext.movement.includes("kh")) {
|
||||
rollData.favor = "favor"
|
||||
badResult = Math.min(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 20)
|
||||
}
|
||||
if (rollContext.movement.includes("kl")) {
|
||||
rollData.favor = "disfavor"
|
||||
badResult = Math.max(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 1)
|
||||
}
|
||||
|
||||
const dice = rollContext.movement
|
||||
const maxValue = 20
|
||||
let rollTotal = -1
|
||||
let diceResults = []
|
||||
|
||||
let diceResult = rollBase.dice[0].results[0].result
|
||||
diceResults.push({ dice: `${dice.toUpperCase()}`, value: diceResult })
|
||||
let diceSum = diceResult
|
||||
// Exploding dice
|
||||
while (diceResult === maxValue) {
|
||||
const r = await new Roll(dice).evaluate()
|
||||
diceResult = r.dice[0].results[0].result
|
||||
diceResults.push({ dice: `${dice.toUpperCase()}-1`, value: diceResult - 1 })
|
||||
diceSum += (diceResult - 1)
|
||||
rollBase.dice[0].results.push({ result: diceResult, active: true })
|
||||
}
|
||||
|
||||
if (fullModifier !== 0) {
|
||||
diceResults.push({ dice: `${rollModifier.formula.toUpperCase()}`, value: rollModifier.total })
|
||||
if (fullModifier > 0) {
|
||||
// Net penalty: subtract from roll
|
||||
rollTotal = Math.max(diceSum - rollModifier.total, 0)
|
||||
} else {
|
||||
// Net bonus: add to roll
|
||||
rollTotal = diceSum + rollModifier.total
|
||||
}
|
||||
} else {
|
||||
rollTotal = diceSum
|
||||
}
|
||||
|
||||
rollBase.options = { ...rollBase.options, ...options }
|
||||
rollBase.options.resultType = undefined
|
||||
rollBase.options.rollTotal = rollTotal
|
||||
rollBase.options.diceResults = diceResults
|
||||
rollBase.options.rollTarget = options.rollTarget
|
||||
rollBase.options.titleFormula = `1D20E + ${modifierFormula}`
|
||||
rollBase.options.D30result = options.D30result
|
||||
rollBase.options.D30message = options.D30message
|
||||
rollBase.options.rollName = "Ranged Attack"
|
||||
rollBase.options.badResult = badResult
|
||||
rollBase.options.rollData = foundry.utils.duplicate(rollData)
|
||||
|
||||
return rollBase
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
/**
|
||||
* Evaluate a spell/miracle damage formula with per-die explosion, then post to chat.
|
||||
* Explosion dice are shown manually via showForRoll; the main roll is shown automatically
|
||||
* by toMessage() (which triggers Dice So Nice via its createChatMessage hook).
|
||||
* Append "NE" to the formula to disable explosion.
|
||||
*
|
||||
* @param {string} formula Dice formula, e.g. "1d8", "2d6", "1d8NE"
|
||||
* @param {Object} rollOpts Options for LethalFantasyRoll (rollType, actorId, defenderId, etc.)
|
||||
* @returns {Promise<ChatMessage>}
|
||||
*/
|
||||
export async function rollSpellDamageToMessage(formula, rollOpts) {
|
||||
const roll = new this(formula, {}, rollOpts)
|
||||
await roll.evaluate()
|
||||
const shouldExplode = !/NE$/i.test(formula)
|
||||
const diceResults = []
|
||||
let diceSum = 0
|
||||
for (const term of roll.dice) {
|
||||
const singleDice = `1D${term.faces}`
|
||||
const termResults = Array.from(term.results)
|
||||
for (const r of termResults) {
|
||||
let diceResult = r.result
|
||||
diceResults.push({ dice: singleDice.toUpperCase(), value: diceResult })
|
||||
diceSum += diceResult
|
||||
if (shouldExplode && term.faces > 0) {
|
||||
while (diceResult === term.faces) {
|
||||
const xr = await new Roll(singleDice).evaluate()
|
||||
// Optional chaining guards against unexpected roll structure
|
||||
diceResult = xr.dice?.[0]?.results?.[0]?.result ?? (term.faces - 1)
|
||||
diceResults.push({ dice: `${singleDice.toUpperCase()}-1`, value: diceResult - 1 })
|
||||
diceSum += (diceResult - 1)
|
||||
term.results.push({ result: diceResult, active: true })
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
roll.options.diceResults = diceResults
|
||||
roll.options.rollTotal = diceSum
|
||||
return roll.toMessage()
|
||||
}
|
||||
@@ -0,0 +1,598 @@
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
import D30Roll from "./d30-roll.mjs"
|
||||
|
||||
/**
|
||||
* Prompt the user with a dialog to configure and execute a roll.
|
||||
*
|
||||
* @param {Object} options Configuration options for the roll.
|
||||
* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
|
||||
* @param {string} options.rollValue The initial value or formula for the roll.
|
||||
* @param {string} options.rollTarget The target of the roll.
|
||||
* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
|
||||
* @param {string} options.actorId The ID of the actor performing the roll.
|
||||
* @param {string} options.actorName The name of the actor performing the roll.
|
||||
* @param {string} options.actorImage The image of the actor performing the roll.
|
||||
* @param {boolean} options.hasTarget Whether the roll has a target.
|
||||
* @param {Object} options.target The target of the roll, if any.
|
||||
* @param {Object} options.data Additional data for the roll.
|
||||
*
|
||||
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
|
||||
*/
|
||||
export async function prompt(options = {}) {
|
||||
try {
|
||||
let dice = "1D20"
|
||||
let maxValue = 20
|
||||
let baseFormula = "1D20"
|
||||
let modifierFormula = "1D0"
|
||||
let hasModifier = true
|
||||
let hasChangeDice = false
|
||||
let hasD30 = false
|
||||
let hasFavor = false
|
||||
let hasMaxValue = true
|
||||
let hasGrantedDice = false
|
||||
let pointBlank = false
|
||||
let letItFly = false
|
||||
let saveSpell = game.lethalFantasy?.spellDefense ?? false
|
||||
let beyondSkill = false
|
||||
let hasStaticModifier = false
|
||||
let hasExplode = true
|
||||
let actor = game.actors.get(options.actorId)
|
||||
|
||||
if (options.rollType === "challenge" || options.rollType === "save") {
|
||||
options.rollName = game.i18n.localize(`LETHALFANTASY.Label.${options.rollTarget.rollKey}`)
|
||||
hasD30 = options.rollType === "save"
|
||||
if (options.rollTarget.rollKey === "dying") {
|
||||
dice = options.rollTarget.value
|
||||
hasModifier = false
|
||||
hasChangeDice = true
|
||||
hasFavor = true
|
||||
} else {
|
||||
dice = "1D20"
|
||||
hasFavor = true
|
||||
}
|
||||
|
||||
} else if (options.rollType === "granted") {
|
||||
hasD30 = false
|
||||
options.rollName = `Granted ${options.rollTarget.rollKey}`
|
||||
dice = options.rollTarget.formula
|
||||
baseFormula = options.rollTarget.formula
|
||||
hasModifier = false
|
||||
hasMaxValue = false
|
||||
hasChangeDice = false
|
||||
hasFavor = false
|
||||
|
||||
} else if (options.rollType === "monster-attack" || options.rollType === "monster-defense") {
|
||||
hasD30 = true
|
||||
options.rollName = options.rollTarget.name
|
||||
dice = "1D20"
|
||||
baseFormula = "D20"
|
||||
hasModifier = true
|
||||
hasChangeDice = false
|
||||
hasFavor = true
|
||||
if (options.rollType === "monster-attack") {
|
||||
options.rollTarget.value = options.rollTarget.attackModifier
|
||||
options.rollTarget.charModifier = 0
|
||||
} else {
|
||||
options.rollTarget.value = options.rollTarget.defenseModifier
|
||||
options.rollTarget.charModifier = 0
|
||||
options.isRangedDefense = options.rollTarget.isRangedDefense ?? false
|
||||
}
|
||||
|
||||
} else if (options.rollType === "monster-skill") {
|
||||
options.rollName = game.i18n.localize(`LETHALFANTASY.Label.${options.rollTarget.rollKey}`)
|
||||
dice = "1D20"
|
||||
baseFormula = "D20"
|
||||
hasModifier = true
|
||||
hasFavor = true
|
||||
hasChangeDice = false
|
||||
|
||||
} else if (options.rollType === "skill") {
|
||||
options.rollName = options.rollTarget.name
|
||||
hasD30 = true
|
||||
dice = "1D20"
|
||||
baseFormula = "D20"
|
||||
hasModifier = true
|
||||
hasFavor = true
|
||||
hasChangeDice = false
|
||||
options.rollTarget.value = Math.floor(options.rollTarget.system.skillTotal / 10)
|
||||
|
||||
} else if (options.rollType === "weapon-attack" || options.rollType === "weapon-defense") {
|
||||
hasD30 = true
|
||||
options.rollName = options.rollTarget.name
|
||||
dice = "1D20"
|
||||
baseFormula = "D20"
|
||||
hasModifier = true
|
||||
hasChangeDice = false
|
||||
hasFavor = true
|
||||
if (options.rollType === "weapon-attack") {
|
||||
if (options.rollTarget.weapon.system.weaponType === "melee") {
|
||||
options.rollTarget.value = options.rollTarget.combat.attackModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.attackBonus
|
||||
options.rollTarget.charModifier = options.rollTarget.combat.attackModifier
|
||||
} else {
|
||||
options.rollTarget.value = options.rollTarget.combat.rangedAttackModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.attackBonus
|
||||
options.rollTarget.charModifier = options.rollTarget.combat.rangedAttackModifier
|
||||
}
|
||||
} else {
|
||||
// For defense, check if it's a ranged defense
|
||||
const defenseModifier = options.rollTarget.isRangedDefense
|
||||
? options.rollTarget.combat.rangedDefenseModifier
|
||||
: options.rollTarget.combat.defenseModifier
|
||||
options.rollTarget.value = defenseModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.defenseBonus + options.rollTarget.armorDefense
|
||||
options.rollTarget.charModifier = defenseModifier
|
||||
// Store isRanged flag for D30 lookup
|
||||
options.isRangedDefense = options.rollTarget.isRangedDefense
|
||||
}
|
||||
|
||||
} else if (options.rollType === "spell" || options.rollType === "spell-attack" || options.rollType === "spell-power") {
|
||||
hasD30 = true
|
||||
options.rollName = options.rollTarget.name
|
||||
dice = "1D20"
|
||||
baseFormula = "D20"
|
||||
hasModifier = true
|
||||
hasChangeDice = false
|
||||
hasFavor = true
|
||||
options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
|
||||
options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
|
||||
hasStaticModifier = options.rollType === "spell-power"
|
||||
//hasModifier = options.rollType !== "spell-attack"
|
||||
if (hasStaticModifier) {
|
||||
options.rollTarget.staticModifier = options.rollTarget.actorLevel
|
||||
} else {
|
||||
options.rollTarget.staticModifier = 0
|
||||
}
|
||||
|
||||
} else if (options.rollType === "miracle" || options.rollType === "miracle-attack" || options.rollType === "miracle-power") {
|
||||
hasD30 = true
|
||||
options.rollName = options.rollTarget.name
|
||||
dice = "1D20"
|
||||
baseFormula = "D20"
|
||||
hasChangeDice = false
|
||||
hasFavor = true
|
||||
options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
|
||||
options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
|
||||
hasStaticModifier = options.rollType === "miracle-power"
|
||||
//hasModifier = options.rollType !== "miracle-attack"
|
||||
if (hasStaticModifier) {
|
||||
options.rollTarget.staticModifier = options.rollTarget.actorLevel
|
||||
} else {
|
||||
options.rollTarget.staticModifier = 0
|
||||
}
|
||||
|
||||
} else if (options.rollType === "shield-roll") {
|
||||
hasD30 = false
|
||||
options.rollName = "Shield Defense"
|
||||
dice = options.rollTarget.system.defense.toUpperCase()
|
||||
baseFormula = dice
|
||||
hasModifier = true
|
||||
hasChangeDice = false
|
||||
hasMaxValue = false
|
||||
hasExplode = false
|
||||
hasFavor = true
|
||||
options.rollTarget.value = 0
|
||||
|
||||
} else if (options.rollType.includes("weapon-damage")) {
|
||||
options.rollName = options.rollTarget.name
|
||||
options.isDamage = true
|
||||
hasModifier = true
|
||||
hasChangeDice = false
|
||||
let damageBonus = (options.rollTarget.weapon.system.applyStrengthDamageBonus) ? options.rollTarget.combat.damageModifier : 0
|
||||
options.rollTarget.value = damageBonus + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.damageBonus
|
||||
options.rollTarget.charModifier = damageBonus
|
||||
dice = options.rollTarget.weapon.system.damage.damageM
|
||||
if (/NE$/i.test(dice)) {
|
||||
hasMaxValue = false
|
||||
hasExplode = false
|
||||
}
|
||||
dice = dice.replace(/NE$/i, "").replace("E", "")
|
||||
baseFormula = dice
|
||||
|
||||
} else if (options.rollType.includes("monster-damage")) {
|
||||
options.rollName = options.rollTarget.name
|
||||
options.isDamage = true
|
||||
hasModifier = true
|
||||
hasChangeDice = false
|
||||
options.rollTarget.value = options.rollTarget.damageModifier
|
||||
options.rollTarget.charModifier = 0
|
||||
dice = options.rollTarget.damageDice
|
||||
dice = dice.replace("E", "")
|
||||
baseFormula = dice
|
||||
if (options.rollTarget.noExplode) {
|
||||
hasMaxValue = false
|
||||
hasExplode = false
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (options.rollType === "save" && (options.rollTarget.rollKey === "pain" || options.rollTarget.rollKey === "paincourage")) {
|
||||
dice = options.rollTarget.rollDice
|
||||
baseFormula = options.rollTarget.rollDice
|
||||
hasModifier = false
|
||||
}
|
||||
|
||||
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes);
|
||||
|
||||
|
||||
const fieldRollMode = new foundry.data.fields.StringField({
|
||||
choices: rollModes,
|
||||
blank: false,
|
||||
default: "public",
|
||||
})
|
||||
|
||||
const choiceModifier = SYSTEM.CHOICE_MODIFIERS
|
||||
const choiceDice = SYSTEM.CHOICE_DICE
|
||||
const choiceFavor = SYSTEM.FAVOR_CHOICES
|
||||
|
||||
let modifier = "+0"
|
||||
let targetName
|
||||
|
||||
// True for any ranged attack: PC weapon (ranged type) or monster attack (ranged mode)
|
||||
const isRangedAttack = (options.rollType === "weapon-attack" && options.rollTarget?.weapon?.system?.weaponType === "ranged")
|
||||
|| (options.rollType === "monster-attack" && options.rollTarget?.attackMode === "ranged")
|
||||
|
||||
let dialogContext = {
|
||||
rollType: options.rollType,
|
||||
rollTarget: options.rollTarget,
|
||||
rollName: options.rollName,
|
||||
actorName: options.actorName,
|
||||
rollModes,
|
||||
hasModifier,
|
||||
hasFavor,
|
||||
hasChangeDice,
|
||||
pointBlank,
|
||||
baseValue: options.rollTarget.value,
|
||||
attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES,
|
||||
attackerAim: "0",
|
||||
changeDice: `${dice}`,
|
||||
fieldRollMode,
|
||||
choiceModifier,
|
||||
choiceDice,
|
||||
choiceFavor,
|
||||
baseFormula,
|
||||
dice,
|
||||
hasTarget: options.hasTarget,
|
||||
modifier,
|
||||
saveSpell,
|
||||
favor: "none",
|
||||
targetName,
|
||||
isRangedAttack
|
||||
}
|
||||
let rollContext
|
||||
if (options.rollContext) {
|
||||
rollContext = foundry.utils.duplicate(options.rollContext)
|
||||
hasGrantedDice = !!rollContext.hasGrantedDice
|
||||
pointBlank = !!rollContext.pointBlank
|
||||
beyondSkill = !!rollContext.beyondSkill
|
||||
letItFly = !!rollContext.letItFly
|
||||
saveSpell = !!rollContext.saveSpell
|
||||
const _rawMode = rollContext.rollMode || game.settings.get("core", "rollMode")
|
||||
const _modeMap = { publicroll: "public", gmroll: "gm", blindroll: "blind", selfroll: "self" }
|
||||
rollContext.visibility ||= _modeMap[_rawMode] ?? _rawMode ?? "public"
|
||||
rollContext.modifier ||= modifier
|
||||
rollContext.favor ||= "none"
|
||||
rollContext.changeDice ||= `${dice}`
|
||||
rollContext.attackerAim ||= "0"
|
||||
} else {
|
||||
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-dialog.hbs", dialogContext)
|
||||
|
||||
let position = game.user.getFlag(SYSTEM.id, "roll-dialog-pos") || { top: -1, left: -1 }
|
||||
const label = game.i18n.localize("LETHALFANTASY.Roll.roll")
|
||||
rollContext = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "Roll dialog" },
|
||||
classes: ["lethalfantasy"],
|
||||
content,
|
||||
position,
|
||||
buttons: [
|
||||
{
|
||||
action: "roll",
|
||||
type: "button",
|
||||
label: label,
|
||||
callback: (event, button, dialog) => {
|
||||
log("Roll context", event, button, dialog)
|
||||
let position = dialog?.position
|
||||
game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(position))
|
||||
const output = Array.from(button.form.elements).reduce((obj, input) => {
|
||||
if (input.name) obj[input.name] = input.value
|
||||
return obj
|
||||
}, {})
|
||||
return output
|
||||
},
|
||||
},
|
||||
],
|
||||
actions: {
|
||||
"selectGranted": (event, button) => {
|
||||
hasGrantedDice = event.target.checked
|
||||
},
|
||||
"selectBeyondSkill": (event, button) => {
|
||||
beyondSkill = button.checked
|
||||
},
|
||||
"selectPointBlank": (event, button) => {
|
||||
pointBlank = button.checked
|
||||
},
|
||||
"selectLetItFly": (event, button) => {
|
||||
letItFly = button.checked
|
||||
},
|
||||
"saveSpellCheck": (event, button) => {
|
||||
saveSpell = button.checked
|
||||
},
|
||||
"gotoToken": (event, button) => {
|
||||
let tokenId = $(button).data("tokenId")
|
||||
let token = canvas.tokens?.get(tokenId)
|
||||
if (token) {
|
||||
canvas.animatePan({ x: token.x, y: token.y, duration: 200 })
|
||||
canvas.tokens.releaseAll()
|
||||
token.control({ releaseOthers: true })
|
||||
}
|
||||
}
|
||||
},
|
||||
rejectClose: false // Click on Close button will not launch an error
|
||||
})
|
||||
}
|
||||
|
||||
// If the user cancels the dialog, exit
|
||||
if (rollContext === null) return
|
||||
log("rollContext", rollContext, hasGrantedDice)
|
||||
rollContext.saveSpell = saveSpell // Update fucking flag
|
||||
|
||||
let fullModifier = 0
|
||||
let titleFormula = ""
|
||||
dice = rollContext.changeDice || dice
|
||||
if (hasModifier) {
|
||||
let bonus = Number(options.rollTarget.value)
|
||||
fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
|
||||
fullModifier += (rollContext.saveSpell) ? (options.rollTarget.actorModifiers?.saveModifier ?? 0) : 0
|
||||
if (Number(rollContext.attackerAim) > 0) {
|
||||
fullModifier += Number(rollContext.attackerAim)
|
||||
}
|
||||
|
||||
if (fullModifier === 0) {
|
||||
modifierFormula = "0"
|
||||
} else {
|
||||
let modAbs = Math.abs(fullModifier)
|
||||
modifierFormula = `D${modAbs + 1} - 1`
|
||||
}
|
||||
if (hasStaticModifier) {
|
||||
modifierFormula += ` + ${options.rollTarget.staticModifier}`
|
||||
}
|
||||
let sign = fullModifier < 0 ? "-" : "+"
|
||||
if (hasExplode) {
|
||||
titleFormula = `${dice}E ${sign} ${modifierFormula}`
|
||||
} else {
|
||||
titleFormula = `${dice} ${sign} ${modifierFormula}`
|
||||
}
|
||||
} else {
|
||||
modifierFormula = "0"
|
||||
fullModifier = 0
|
||||
baseFormula = `${dice}`
|
||||
if (hasExplode) {
|
||||
titleFormula = `${dice}E`
|
||||
} else {
|
||||
titleFormula = `${dice}`
|
||||
}
|
||||
}
|
||||
|
||||
// Latest addition : favor choice at point blank range
|
||||
if (pointBlank) {
|
||||
rollContext.favor = "favor"
|
||||
}
|
||||
if (beyondSkill) {
|
||||
rollContext.favor = "disfavor"
|
||||
}
|
||||
|
||||
// Specific pain case
|
||||
if (options.rollType === "save" && options.rollTarget.rollKey === "pain" || options.rollTarget.rollKey === "paincourage") {
|
||||
baseFormula = options.rollTarget.rollDice
|
||||
titleFormula = `${dice}`
|
||||
modifierFormula = "0"
|
||||
fullModifier = 0
|
||||
}
|
||||
|
||||
// Specific pain/poison/contagion case
|
||||
if (options.rollType === "save" && (options.rollTarget.rollKey === "poison" || options.rollTarget.rollKey === "contagion")) {
|
||||
hasD30 = false
|
||||
hasStaticModifier = true
|
||||
modifierFormula = ` + ${Math.abs(fullModifier)}`
|
||||
titleFormula = `${dice}E + ${Math.abs(fullModifier)}`
|
||||
}
|
||||
|
||||
if (letItFly) {
|
||||
baseFormula = "1D20"
|
||||
titleFormula = `1D20E`
|
||||
modifierFormula = "0"
|
||||
fullModifier = 0
|
||||
hasFavor = false
|
||||
hasExplode = true
|
||||
rollContext.favor = "none"
|
||||
}
|
||||
|
||||
const maxMatch = baseFormula ? baseFormula.match(/\d+$/) : null
|
||||
maxValue = maxMatch ? Number(maxMatch[0]) : 0
|
||||
|
||||
const rollData = {
|
||||
type: options.rollType,
|
||||
rollType: options.rollType,
|
||||
target: options.rollTarget,
|
||||
rollName: options.rollName,
|
||||
actorId: options.actorId,
|
||||
actorName: options.actorName,
|
||||
actorImage: options.actorImage,
|
||||
rollMode: rollContext.visibility,
|
||||
hasTarget: options.hasTarget,
|
||||
isDamage: options.isDamage,
|
||||
pointBlank,
|
||||
beyondSkill,
|
||||
letItFly,
|
||||
hasGrantedDice,
|
||||
titleFormula,
|
||||
targetName,
|
||||
...rollContext,
|
||||
}
|
||||
|
||||
/**
|
||||
* A hook event that fires before the roll is made.
|
||||
* @function
|
||||
* @memberof hookEvents
|
||||
* @param {Object} options Options for the roll.
|
||||
* @param {Object} rollData All data related to the roll.
|
||||
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
|
||||
*/
|
||||
if (Hooks.call("fvtt-lethal-fantasy.preRoll", options, rollData) === false) return
|
||||
|
||||
let rollBase = new this(baseFormula, options.data, rollData)
|
||||
const rollModifier = new Roll(modifierFormula, options.data, rollData)
|
||||
await rollModifier.evaluate()
|
||||
await rollBase.evaluate()
|
||||
|
||||
let rollFavor
|
||||
let badResult
|
||||
if (rollContext.favor === "favor") {
|
||||
rollFavor = new this(baseFormula, options.data, rollData)
|
||||
await rollFavor.evaluate()
|
||||
log("Favor dice", {
|
||||
rollBaseTotal: rollBase.total,
|
||||
rollFavorTotal: rollFavor.total,
|
||||
rollBaseResults: rollBase.dice.map(d => d.results.map(r => r.result)),
|
||||
rollFavorResults: rollFavor.dice.map(d => d.results.map(r => r.result)),
|
||||
baseFormula
|
||||
})
|
||||
if (game?.dice3d) {
|
||||
game.dice3d.showForRoll(rollFavor, game.user, true)
|
||||
}
|
||||
if (Number(rollFavor.result) > Number(rollBase.result)) {
|
||||
badResult = rollBase.result
|
||||
rollBase = rollFavor
|
||||
} else {
|
||||
badResult = rollFavor.result
|
||||
}
|
||||
rollFavor = null
|
||||
}
|
||||
|
||||
if (rollContext.favor === "disfavor") {
|
||||
rollFavor = new this(baseFormula, options.data, rollData)
|
||||
await rollFavor.evaluate()
|
||||
log("Disfavor dice", {
|
||||
rollBaseTotal: rollBase.total,
|
||||
rollFavorTotal: rollFavor.total,
|
||||
rollBaseResults: rollBase.dice.map(d => d.results.map(r => r.result)),
|
||||
rollFavorResults: rollFavor.dice.map(d => d.results.map(r => r.result)),
|
||||
baseFormula
|
||||
})
|
||||
if (game?.dice3d) {
|
||||
game.dice3d.showForRoll(rollFavor, game.user, true)
|
||||
}
|
||||
if (Number(rollFavor.result) < Number(rollBase.result)) {
|
||||
badResult = rollBase.result
|
||||
rollBase = rollFavor
|
||||
} else {
|
||||
badResult = rollFavor.result
|
||||
}
|
||||
rollFavor = null
|
||||
}
|
||||
|
||||
if (options.forceNoD30) {
|
||||
hasD30 = false
|
||||
}
|
||||
|
||||
if (hasD30) {
|
||||
let rollD30 = await new Roll("1D30").evaluate()
|
||||
if (game?.dice3d) {
|
||||
game.dice3d.showForRoll(rollD30, game.user, true)
|
||||
}
|
||||
options.D30result = rollD30.total
|
||||
|
||||
// Compute isRanged for D30: covers defense (isRangedDefense), monster ranged attacks (attackMode),
|
||||
// and PC weapon attacks (isRangedAttack or weaponType)
|
||||
const isRangedForD30 = options.isRangedDefense
|
||||
|| options.rollTarget?.attackMode === "ranged"
|
||||
|| options.rollTarget?.isRangedAttack === true
|
||||
|| options.rollTarget?.weapon?.system?.weaponType === "ranged"
|
||||
const d30Message = D30Roll.getResult(
|
||||
rollD30.total,
|
||||
options.rollType,
|
||||
options.rollTarget?.weapon,
|
||||
{ isRanged: isRangedForD30, isSpellSave: saveSpell }
|
||||
)
|
||||
options.D30message = d30Message
|
||||
}
|
||||
|
||||
let rollTotal = 0
|
||||
let diceResults = []
|
||||
let resultType
|
||||
let diceSum = 0
|
||||
|
||||
let singleDice = `1D${maxValue}`
|
||||
for (let i = 0; i < rollBase.dice.length; i++) {
|
||||
const dieResults = rollBase.dice[i].results
|
||||
const resultCount = dieResults.length
|
||||
for (let j = 0; j < resultCount; j++) {
|
||||
let diceResult = dieResults[j].result
|
||||
diceResults.push({ dice: `${singleDice.toUpperCase()}`, value: diceResult })
|
||||
diceSum += diceResult
|
||||
if (hasMaxValue) {
|
||||
while (diceResult === maxValue) {
|
||||
let r = await new Roll(baseFormula).evaluate()
|
||||
diceResult = r.dice[0].results[0].result
|
||||
diceResults.push({ dice: `${singleDice.toUpperCase()}-1`, value: diceResult - 1 })
|
||||
diceSum += (diceResult - 1)
|
||||
// Add to DieTerm results so DSN/Foundry display shows explosion dice
|
||||
dieResults.push({ result: diceResult, active: true })
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (hasGrantedDice && options.rollTarget.grantedDice && options.rollTarget.grantedDice !== "") {
|
||||
titleFormula += ` + ${options.rollTarget.grantedDice.toUpperCase()}`
|
||||
let grantedRoll = new Roll(options.rollTarget.grantedDice)
|
||||
await grantedRoll.evaluate()
|
||||
if (game?.dice3d) {
|
||||
await game.dice3d.showForRoll(grantedRoll, game.user, true)
|
||||
}
|
||||
diceResults.push({ dice: `${options.rollTarget.grantedDice.toUpperCase()}`, value: grantedRoll.total })
|
||||
rollTotal += grantedRoll.total
|
||||
}
|
||||
|
||||
if (fullModifier !== 0) {
|
||||
diceResults.push({ dice: `${rollModifier.formula.toUpperCase()}`, value: rollModifier.total })
|
||||
if (fullModifier < 0) {
|
||||
rollTotal += Math.max(diceSum - rollModifier.total, 0)
|
||||
} else {
|
||||
rollTotal += diceSum + rollModifier.total
|
||||
}
|
||||
} else {
|
||||
rollTotal += diceSum
|
||||
}
|
||||
|
||||
rollBase.options.resultType = resultType
|
||||
rollBase.options.rollTotal = rollTotal
|
||||
rollBase.options.diceResults = diceResults
|
||||
rollBase.options.rollTarget = options.rollTarget
|
||||
rollBase.options.titleFormula = titleFormula
|
||||
rollBase.options.D30result = options.D30result
|
||||
rollBase.options.D30message = options.D30message
|
||||
rollBase.options.badResult = badResult
|
||||
rollBase.options.rollData = foundry.utils.duplicate(rollData)
|
||||
rollBase.options.defenderId = options.defenderId
|
||||
rollBase.options.defenderTokenId = options.defenderTokenId
|
||||
rollBase.options.extraShieldDr = options.extraShieldDr || 0
|
||||
rollBase.options.damageTier = options.damageTier || "standard"
|
||||
rollBase.options.d30Bleed = options.d30Bleed || false
|
||||
rollBase.options.d30DamageMultiplier = options.d30DamageMultiplier || 1
|
||||
rollBase.options.d30DrMultiplier = options.d30DrMultiplier || 1
|
||||
|
||||
/**
|
||||
* A hook event that fires after the roll has been made.
|
||||
* @function
|
||||
* @memberof hookEvents
|
||||
* @param {Object} options Options for the roll.
|
||||
* @param {Object} rollData All data related to the roll.
|
||||
* @param {LethalFantasyRoll} roll The resulting roll.
|
||||
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
|
||||
*/
|
||||
if (Hooks.call("fvtt-lethal-fantasy.Roll", options, rollData, rollBase) === false) return
|
||||
|
||||
return rollBase
|
||||
} finally {
|
||||
// Clear one-shot flag so it doesn't leak to subsequent non-spell saves
|
||||
if (game.lethalFantasy) game.lethalFantasy.spellDefense = false
|
||||
}
|
||||
}
|
||||
+1
-1632
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user