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:
+13
-1
@@ -1081,7 +1081,19 @@
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"spellDRDialogMsg": "Enter a damage reduction value to subtract, or click No DR to apply full damage.",
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"spellDRDialogMsg": "Enter a damage reduction value to subtract, or click No DR to apply full damage.",
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"spellDRLabel": "DR:",
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"spellDRLabel": "DR:",
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"spellNoDR": "No DR",
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"spellNoDR": "No DR",
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"spellApplyDR": "Apply DR"
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"spellApplyDR": "Apply DR",
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"chooseWeapon": "Choose a weapon for your reaction",
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"chooseSave": "Choose a save type",
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"chooseBonusDie": "Select a bonus die",
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"attackRoll": "Attack roll",
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"currentDefense": "Current defense",
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"shieldDice": "Shield dice",
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"shieldDR": "Shield DR",
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"attacker": "Attacker",
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"defender": "Defender"
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},
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"D30": {
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"chooseEffect": "Choose a D30 special effect to apply"
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},
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},
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"EquipmentCategories": {
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"EquipmentCategories": {
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"ClassKit": "Class Kit",
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"ClassKit": "Class Kit",
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+3
-1212
File diff suppressed because it is too large
Load Diff
@@ -208,9 +208,10 @@ export class LethalFantasyCombat extends Combat {
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c => c.actor?.type === "monster" && !c.isDefeated && c.initiative !== null && this.round >= c.initiative
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c => c.actor?.type === "monster" && !c.isDefeated && c.initiative !== null && this.round >= c.initiative
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);
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);
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if (eligibleMonsters.length > 0 && this._monsterProgressionRolledRound !== this.round) {
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if (eligibleMonsters.length > 0 && this._monsterProgressionRolledRound !== this.round) {
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/combat-monsters-not-rolled.hbs", {message: game.i18n.localize("LETHALFANTASY.Combat.monstersNotRolledMsg")})
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const proceed = await foundry.applications.api.DialogV2.confirm({
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const proceed = await foundry.applications.api.DialogV2.confirm({
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window: { title: game.i18n.localize("LETHALFANTASY.Combat.monstersNotRolledTitle") },
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window: { title: game.i18n.localize("LETHALFANTASY.Combat.monstersNotRolledTitle") },
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content: `<p>${game.i18n.localize("LETHALFANTASY.Combat.monstersNotRolledMsg")}</p>`,
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content,
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yes: { label: game.i18n.localize("LETHALFANTASY.Combat.proceedYes") },
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yes: { label: game.i18n.localize("LETHALFANTASY.Combat.proceedYes") },
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no: { label: game.i18n.localize("LETHALFANTASY.Combat.proceedNo") },
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no: { label: game.i18n.localize("LETHALFANTASY.Combat.proceedNo") },
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rejectClose: false,
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rejectClose: false,
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@@ -16,7 +16,7 @@ const DICE_TYPES = ["d4", "d6", "d8", "d10", "d12", "d20", "d30"]
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* @param {Application} _chatLog
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* @param {Application} _chatLog
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* @param {HTMLElement|jQuery} html
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* @param {HTMLElement|jQuery} html
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*/
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*/
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export function injectDiceTray(_chatLog, html) {
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export async function injectDiceTray(_chatLog, html) {
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const el = (html instanceof HTMLElement) ? html : (html[0] ?? html)
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const el = (html instanceof HTMLElement) ? html : (html[0] ?? html)
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if (!el?.querySelector) return
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if (!el?.querySelector) return
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if (el.querySelector(".lf-dice-tray")) return
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if (el.querySelector(".lf-dice-tray")) return
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@@ -24,27 +24,14 @@ export function injectDiceTray(_chatLog, html) {
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const bar = document.createElement("div")
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const bar = document.createElement("div")
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bar.className = "lf-dice-tray"
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bar.className = "lf-dice-tray"
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const diceButtons = DICE_TYPES.map(d =>
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const diceButtons = DICE_TYPES.map(d => ({ value: d, label: d.toUpperCase() }))
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`<button type="button" class="lf-dt-die-btn" data-die="${d}" title="${d.toUpperCase()}">${d.toUpperCase()}</button>`
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const countOptions = Array.from({ length: 9 }, (_, i) => i + 1)
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).join("")
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bar.innerHTML = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/ui/dice-tray.hbs", {
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countTitle: game.i18n.localize("LETHALFANTASY.DiceTray.CountTitle"),
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const countOptions = Array.from({ length: 9 }, (_, i) =>
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explodeTitle: game.i18n.localize("LETHALFANTASY.DiceTray.ExplodeTitle"),
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`<option value="${i + 1}">${i + 1}</option>`
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countOptions,
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).join("")
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diceButtons
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})
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bar.innerHTML = `
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<div class="lf-dt-row">
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<span class="lf-dt-label"><i class="fa-solid fa-dice"></i></span>
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<select class="lf-dt-count" title="${game.i18n.localize("LETHALFANTASY.DiceTray.CountTitle")}">
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${countOptions}
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</select>
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<div class="lf-dt-dice">${diceButtons}</div>
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<label class="lf-dt-explode-label" title="${game.i18n.localize("LETHALFANTASY.DiceTray.ExplodeTitle")}">
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<input type="checkbox" class="lf-dt-explode" />
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<i class="fa-solid fa-explosion"></i>
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</label>
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</div>
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`
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bar.addEventListener("click", async ev => {
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bar.addEventListener("click", async ev => {
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const btn = ev.target.closest(".lf-dt-die-btn")
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const btn = ev.target.closest(".lf-dt-die-btn")
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@@ -113,33 +100,19 @@ export async function rollFreeDie(dieType, count = 1, explode = false) {
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}
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}
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}
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}
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const resultHtml = dieChips.map(chip => {
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const dieChipsWithClasses = dieChips.map(chip => ({
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const isMax = !chip.exploded && chip.value === sides
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...chip,
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const isMin = chip.value === 1
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classes: ["lf-frc-die-chip", !chip.exploded && chip.value === sides ? "lf-frc-max" : "", chip.value === 1 ? "lf-frc-min" : ""].filter(Boolean).join(" ")
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const explodeIcon = chip.exploded ? `<i class="fa-solid fa-burst lf-dt-explode-icon"></i>` : ""
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}))
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const classes = ["lf-frc-die-chip", isMax ? "lf-frc-max" : "", isMin ? "lf-frc-min" : ""].filter(Boolean).join(" ")
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return `<div class="${classes}">
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<span class="lf-frc-die-type">${chip.label}</span>
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<span class="lf-frc-die-sep">→</span>
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<span class="lf-frc-die-val">${chip.value}${explodeIcon}</span>
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</div>`
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}).join("")
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const totalLabel = game.i18n.localize("LETHALFANTASY.Label.total").toUpperCase()
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const totalLabel = game.i18n.localize("LETHALFANTASY.Label.total").toUpperCase()
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const content = `
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/free-roll-card.hbs", {
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<div class="lf-free-roll-card">
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titleText: game.i18n.localize("LETHALFANTASY.DiceTray.ChatTitle"),
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<div class="lf-frc-header">
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badge: label,
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<i class="fa-solid fa-dice"></i>
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dieChips: dieChipsWithClasses,
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<span class="lf-frc-title-text">${game.i18n.localize("LETHALFANTASY.DiceTray.ChatTitle")}</span>
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totalLabel,
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<span class="lf-frc-badge">${label}</span>
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total
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</div>
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})
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<div class="lf-frc-dice">${resultHtml}</div>
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<div class="lf-frc-total-bar">
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<span class="lf-frc-total-label">${totalLabel}</span>
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<span class="lf-frc-total-value">${total}</span>
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</div>
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</div>
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`
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const rollMode = game.settings.get("core", "rollMode")
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const rollMode = game.settings.get("core", "rollMode")
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// Normalize old-style rollMode keys (v12/v13) to new-style (v14), fallback to "public"
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// Normalize old-style rollMode keys (v12/v13) to new-style (v14), fallback to "public"
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@@ -241,17 +241,15 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
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const formula = formulaMap[tier]
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const formula = formulaMap[tier]
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if (!formula) return
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if (!formula) return
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/spell-dr.hbs", {
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msg: game.i18n.localize("LETHALFANTASY.Combat.spellDRDialogMsg"),
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label: game.i18n.localize("LETHALFANTASY.Combat.spellDRLabel")
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})
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const manualDR = await foundry.applications.api.DialogV2.wait({
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const manualDR = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.localize("LETHALFANTASY.Combat.spellDRDialogTitle") },
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window: { title: game.i18n.localize("LETHALFANTASY.Combat.spellDRDialogTitle") },
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classes: ["lethalfantasy"],
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classes: ["lethalfantasy"],
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position: { width: 320 },
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position: { width: 320 },
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content: `<div style="padding:0.5rem 0">
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content,
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<p style="margin-bottom:0.6rem">${game.i18n.localize("LETHALFANTASY.Combat.spellDRDialogMsg")}</p>
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<div style="display:flex;align-items:center;gap:0.5rem">
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<label style="font-weight:bold">${game.i18n.localize("LETHALFANTASY.Combat.spellDRLabel")}</label>
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<input type="number" name="manualDr" value="0" min="0" style="width:5rem"/>
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</div>
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</div>`,
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buttons: [
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buttons: [
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{
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{
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action: "noDR",
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action: "noDR",
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@@ -225,7 +225,7 @@ export default class LethalFantasyActor extends Actor {
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damageTier = await foundry.applications.api.DialogV2.wait({
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damageTier = await foundry.applications.api.DialogV2.wait({
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window: { title: "Choose spell tier" },
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window: { title: "Choose spell tier" },
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classes: ["lethalfantasy"],
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classes: ["lethalfantasy"],
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content: `<p>Select the power level for <strong>${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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buttons,
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rejectClose: false,
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rejectClose: false,
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}) || "standard"
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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.isWhisper = false
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messageData.alias = this.user.name
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messageData.alias = this.user.name
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}
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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
|
return
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}
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}
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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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|
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|
get type() {
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|
return this.options.type
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|
}
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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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|
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get rollName() {
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return this.options.rollName
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|
}
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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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|
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|
get value() {
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|
return this.options.value
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|
}
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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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|
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get actorId() {
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|
return this.options.actorId
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|
}
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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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|
|
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|
get actorImage() {
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|
return this.options.actorImage
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|
}
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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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|
|
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|
get resultType() {
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|
return this.options.resultType
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|
}
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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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|
|
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|
get hasTarget() {
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|
return this.options.hasTarget
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|
}
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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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|
|
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|
get targetArmor() {
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|
return this.options.targetArmor
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|
}
|
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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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|
|
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|
get realDamage() {
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|
return this.options.realDamage
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|
}
|
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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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|
|
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|
get diceResults() {
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|
return this.options.diceResults
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|
}
|
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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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|
|
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|
get D30result() {
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|
return this.options.D30result
|
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|
}
|
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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
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates a title based on the given type.
|
||||||
|
*
|
||||||
|
* @param {string} type The type of the roll.
|
||||||
|
* @param {string} target The target of the roll.
|
||||||
|
* @returns {string} The generated title.
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|
*/
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|
static createTitle(type, target) {
|
||||||
|
switch (type) {
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||||||
|
case "challenge":
|
||||||
|
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")}`
|
||||||
|
case "weapon-attack":
|
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|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
|
||||||
|
case "weapon-defense":
|
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|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
|
||||||
|
case "weapon-damage":
|
||||||
|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
|
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|
case "spell":
|
||||||
|
case "spell-attack":
|
||||||
|
case "spell-power":
|
||||||
|
return `${game.i18n.localize("LETHALFANTASY.Label.spell")}`
|
||||||
|
case "miracle":
|
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|
case "miracle-attack":
|
||||||
|
case "miracle-power":
|
||||||
|
return `${game.i18n.localize("LETHALFANTASY.Label.miracle")}`
|
||||||
|
default:
|
||||||
|
return game.i18n.localize("LETHALFANTASY.Label.titleStandard")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** @override */
|
||||||
|
async render(chatOptions = {}) {
|
||||||
|
let chatData = await this._getChatCardData(chatOptions.isPrivate)
|
||||||
|
log("ChatData", chatData)
|
||||||
|
return await foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Generates the data required for rendering a roll chat card.
|
||||||
|
*/
|
||||||
|
async _getChatCardData(isPrivate) {
|
||||||
|
// Générer la liste des combatants de la scène
|
||||||
|
let combatants = []
|
||||||
|
let isAttack = this.type === "weapon-attack" || this.type === "monster-attack" || this.type === "spell-attack" || this.type === "miracle-attack"
|
||||||
|
if (this.rollData?.isDamage || isAttack) {
|
||||||
|
// D'abord, ajouter les combattants du combat actif
|
||||||
|
if (game?.combat?.combatants) {
|
||||||
|
for (let c of game.combat.combatants) {
|
||||||
|
if (c.actorId !== this.actorId) {
|
||||||
|
combatants.push({ id: c.id, name: c.name, tokenId: c.token.id })
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ensuite, ajouter tous les tokens de la scène active qui ne sont pas déjà dans la liste
|
||||||
|
if (canvas?.scene?.tokens) {
|
||||||
|
const existingTokenIds = new Set(combatants.map(c => c.tokenId))
|
||||||
|
for (let token of canvas.scene.tokens) {
|
||||||
|
if (token.actorId !== this.actorId && !existingTokenIds.has(token.id)) {
|
||||||
|
combatants.push({
|
||||||
|
id: token.id,
|
||||||
|
name: token.name,
|
||||||
|
tokenId: token.id
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Récupérer les informations de l'arme pour les attaques réussies
|
||||||
|
let weaponDamageOptions = null
|
||||||
|
log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
|
||||||
|
if (this.type === "weapon-attack" && this.rollTarget?.weapon) {
|
||||||
|
const weapon = this.rollTarget.weapon
|
||||||
|
weaponDamageOptions = {
|
||||||
|
weaponId: weapon._id || weapon.id,
|
||||||
|
weaponName: weapon.name,
|
||||||
|
damageM: weapon.system?.damage?.damageM
|
||||||
|
}
|
||||||
|
log("Weapon damage options:", weaponDamageOptions)
|
||||||
|
} else if (this.type === "monster-attack" && this.rollTarget) {
|
||||||
|
weaponDamageOptions = {
|
||||||
|
weaponId: this.rollTarget.rollKey,
|
||||||
|
weaponName: this.rollTarget.name,
|
||||||
|
damageFormula: this.rollTarget.damageDice,
|
||||||
|
damageModifier: this.rollTarget.damageModifier,
|
||||||
|
isMonster: true
|
||||||
|
}
|
||||||
|
log("Monster damage options:", weaponDamageOptions)
|
||||||
|
}
|
||||||
|
|
||||||
|
const cardData = {
|
||||||
|
css: [SYSTEM.id, "dice-roll"],
|
||||||
|
data: this.data,
|
||||||
|
diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
|
||||||
|
isGM: game.user.isGM,
|
||||||
|
formula: this.formula,
|
||||||
|
titleFormula: this.titleFormula,
|
||||||
|
rollName: this.rollName,
|
||||||
|
rollType: this.type,
|
||||||
|
rollTarget: this.rollTarget,
|
||||||
|
total: this.rollTotal,
|
||||||
|
isFailure: this.isFailure,
|
||||||
|
actorId: this.actorId,
|
||||||
|
diceResults: this.diceResults,
|
||||||
|
actingCharName: this.actorName,
|
||||||
|
actingCharImg: this.actorImage,
|
||||||
|
resultType: this.resultType,
|
||||||
|
hasTarget: this.hasTarget,
|
||||||
|
targetName: this.targetName,
|
||||||
|
targetArmor: this.targetArmor,
|
||||||
|
D30result: this.D30result,
|
||||||
|
D30message: this.D30message,
|
||||||
|
badResult: this.badResult,
|
||||||
|
rollData: this.rollData,
|
||||||
|
isPrivate: isPrivate,
|
||||||
|
combatants: combatants,
|
||||||
|
weaponDamageOptions: weaponDamageOptions,
|
||||||
|
isAttack: isAttack,
|
||||||
|
defenderId: this.defenderId,
|
||||||
|
// Vérifier si l'utilisateur peut sélectionner une cible (est GM ou possède l'acteur)
|
||||||
|
canSelectTarget: game.user.isGM || game.actors.get(this.actorId)?.testUserPermission(game.user, "OWNER")
|
||||||
|
}
|
||||||
|
cardData.cssClass = cardData.css.join(" ")
|
||||||
|
cardData.tooltip = isPrivate ? "" : await this.getTooltip()
|
||||||
|
return cardData
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Converts the roll result to a chat message.
|
||||||
|
*
|
||||||
|
* @param {Object} [messageData={}] Additional data to include in the message.
|
||||||
|
* @param {Object} options Options for message creation.
|
||||||
|
* @param {string} options.messageMode The mode of the roll (e.g., public, private).
|
||||||
|
* @param {boolean} [options.create=true] Whether to create the message.
|
||||||
|
* @returns {Promise} - A promise that resolves when the message is created.
|
||||||
|
*/
|
||||||
|
async toMessage(messageData = {}, { messageMode, create = true } = {}) {
|
||||||
|
return await super.toMessage(
|
||||||
|
{
|
||||||
|
isSave: this.isSave,
|
||||||
|
isChallenge: this.isChallenge,
|
||||||
|
isFailure: this.resultType === "failure",
|
||||||
|
rollType: this.type,
|
||||||
|
rollTarget: this.rollTarget,
|
||||||
|
actingCharName: this.actorName,
|
||||||
|
actingCharImg: this.actorImage,
|
||||||
|
hasTarget: this.hasTarget,
|
||||||
|
targetName: this.targetName,
|
||||||
|
targetArmor: this.targetArmor,
|
||||||
|
targetMalus: this.targetMalus,
|
||||||
|
realDamage: this.realDamage,
|
||||||
|
rollData: this.rollData,
|
||||||
|
...messageData,
|
||||||
|
},
|
||||||
|
{ messageMode, create },
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Attach imported prompt methods
|
||||||
|
LethalFantasyRoll.prompt = prompt
|
||||||
|
LethalFantasyRoll.promptInitiative = promptInitiative
|
||||||
|
LethalFantasyRoll.promptCombatAction = promptCombatAction
|
||||||
|
LethalFantasyRoll.promptRangedDefense = promptRangedDefense
|
||||||
|
LethalFantasyRoll.promptRangedAttack = promptRangedAttack
|
||||||
|
LethalFantasyRoll.rollSpellDamageToMessage = rollSpellDamageToMessage
|
||||||
@@ -0,0 +1,714 @@
|
|||||||
|
import { SYSTEM } from "../config/system.mjs"
|
||||||
|
import D30Roll from "./d30-roll.mjs"
|
||||||
|
import LethalFantasyUtils from "../utils.mjs"
|
||||||
|
|
||||||
|
/* ***********************************************************/
|
||||||
|
export async function promptInitiative(options = {}) {
|
||||||
|
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
|
||||||
|
const fieldRollMode = new foundry.data.fields.StringField({
|
||||||
|
choices: rollModes,
|
||||||
|
blank: false,
|
||||||
|
default: "public",
|
||||||
|
})
|
||||||
|
|
||||||
|
if (SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]) {
|
||||||
|
options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]
|
||||||
|
} else {
|
||||||
|
options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS["untrained"]
|
||||||
|
}
|
||||||
|
|
||||||
|
let dialogContext = {
|
||||||
|
actorClass: options.actorClass,
|
||||||
|
initiativeDiceChoice: options.initiativeDiceChoice,
|
||||||
|
initiativeDice: "1D20",
|
||||||
|
maxInit: options.maxInit,
|
||||||
|
fieldRollMode,
|
||||||
|
rollModes
|
||||||
|
}
|
||||||
|
|
||||||
|
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-initiative-dialog.hbs", dialogContext)
|
||||||
|
|
||||||
|
const label = game.i18n.localize("LETHALFANTASY.Label.initiative")
|
||||||
|
const rollContext = await foundry.applications.api.DialogV2.wait({
|
||||||
|
window: { title: "Initiative Roll" },
|
||||||
|
classes: ["lethalfantasy"],
|
||||||
|
content,
|
||||||
|
buttons: [
|
||||||
|
{
|
||||||
|
action: "initiative",
|
||||||
|
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 (!rollContext) return
|
||||||
|
|
||||||
|
// When the value is a plain number (e.g. "1" for Declared Ready on Alert), wrapping it in
|
||||||
|
// min(1, maxInit) produces a dice-less formula that FoundryVTT cannot evaluate to a valid
|
||||||
|
// total. Use the constant directly; min() is only needed for actual dice expressions.
|
||||||
|
const isDiceFormula = /[dD]/.test(rollContext.initiativeDice)
|
||||||
|
const formula = isDiceFormula ? `min(${rollContext.initiativeDice}, ${options.maxInit})` : rollContext.initiativeDice
|
||||||
|
|
||||||
|
let initRoll = new Roll(formula, options.data)
|
||||||
|
await initRoll.evaluate()
|
||||||
|
let msg = await initRoll.toMessage({ flavor: `Initiative for ${options.actorName}` }, { messageMode: rollContext.visibility })
|
||||||
|
if (game?.dice3d && initRoll.dice?.length) {
|
||||||
|
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
|
||||||
|
}
|
||||||
|
|
||||||
|
if (options.combatId && options.combatantId) {
|
||||||
|
let combat = game.combats.get(options.combatId)
|
||||||
|
await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0, [`flags.${SYSTEM.id}.firstActionTaken`]: false }])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ***********************************************************/
|
||||||
|
export async function promptCombatAction(options = {}) {
|
||||||
|
|
||||||
|
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
|
||||||
|
const fieldRollMode = new foundry.data.fields.StringField({
|
||||||
|
choices: rollModes,
|
||||||
|
blank: false,
|
||||||
|
default: "public",
|
||||||
|
})
|
||||||
|
|
||||||
|
let combatant = game.combats.get(options.combatId)?.combatants?.get(options.combatantId)
|
||||||
|
if (!combatant) {
|
||||||
|
console.error("No combatant found for this combat")
|
||||||
|
return
|
||||||
|
}
|
||||||
|
let currentAction = combatant.getFlag(SYSTEM.id, "currentAction")
|
||||||
|
|
||||||
|
let position = game.user.getFlag(SYSTEM.id, "combat-action-dialog-pos") || { top: -1, left: -1 }
|
||||||
|
|
||||||
|
let dialogContext = {
|
||||||
|
progressionDiceId: "",
|
||||||
|
fieldRollMode,
|
||||||
|
rollModes,
|
||||||
|
currentAction,
|
||||||
|
...options
|
||||||
|
}
|
||||||
|
|
||||||
|
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/combat-action-dialog.hbs", dialogContext)
|
||||||
|
|
||||||
|
let buttons = []
|
||||||
|
if (currentAction) {
|
||||||
|
if (currentAction.type === "weapon") {
|
||||||
|
let weaponLabel = "Roll progression dice"
|
||||||
|
if (currentAction.rangedMode) {
|
||||||
|
// Compute loading count from the speed formula (e.g. "3+1d6" → load=3)
|
||||||
|
const speedStr = currentAction.system?.speed?.[currentAction.rangedMode] ?? ""
|
||||||
|
const rangedLoad = currentAction.rangedLoad ?? (Number(speedStr.split("+")[0]) || 0)
|
||||||
|
if (rangedLoad > 0 && !currentAction.weaponLoaded) {
|
||||||
|
weaponLabel = "Load weapon"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
buttons.push({
|
||||||
|
action: "roll",
|
||||||
|
type: "button",
|
||||||
|
label: weaponLabel,
|
||||||
|
callback: (event, button) => {
|
||||||
|
let pos = $('#combat-action-dialog').position()
|
||||||
|
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
|
||||||
|
return "rollProgressionDice"
|
||||||
|
},
|
||||||
|
})
|
||||||
|
} else if (currentAction.type === "spell" || currentAction.type === "miracle") {
|
||||||
|
let label = ""
|
||||||
|
if (currentAction.spellStatus === "castingTime") {
|
||||||
|
let pos = $('#combat-action-dialog').position()
|
||||||
|
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
|
||||||
|
label = "Wait casting time"
|
||||||
|
}
|
||||||
|
if (currentAction.spellStatus === "toBeCasted") {
|
||||||
|
let pos = $('#combat-action-dialog').position()
|
||||||
|
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
|
||||||
|
label = "Cast spell/miracle"
|
||||||
|
}
|
||||||
|
if (currentAction.spellStatus === "lethargy") {
|
||||||
|
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
File diff suppressed because it is too large
Load Diff
+28
-1700
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,183 @@
|
|||||||
|
import { SYSTEM } from "../config/system.mjs"
|
||||||
|
export { log } from "./helpers.mjs"
|
||||||
|
|
||||||
|
export function hasD30Reroll(d30Message) {
|
||||||
|
return d30Message?.type === "mulligan"
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Process D30 bonus dice for attack or defense.
|
||||||
|
* Rolls and applies bonus dice BEFORE grit/luck/shield decisions.
|
||||||
|
* For `choice` type results (D30=20, 30), shows dialog to choose between bonus dice and special effect.
|
||||||
|
* For `bonus_dice` type results (D30=27, 2, 3), auto-rolls the dice.
|
||||||
|
* @param {Object|null} d30Message The D30 result object
|
||||||
|
* @param {"attack"|"defense"} side Whether processing the attack or defense side
|
||||||
|
* @param {number|null} naturalRoll The natural D20 roll (for special strike type detection)
|
||||||
|
* @param {Object} actor The actor (for dice3d display)
|
||||||
|
* @returns {Promise<{modifier: number, specialEffect: string|null, specialName: string|null}>}
|
||||||
|
*/
|
||||||
|
export async function processD30BonusDice(d30Message, side, naturalRoll = null, actor = null, canDialog = true) {
|
||||||
|
if (!d30Message) return { modifier: 0, specialEffect: null, specialName: null }
|
||||||
|
|
||||||
|
const validTargets = side === "attack" ? ["attack", "spell_attack"] : ["defense", "spell_defense"]
|
||||||
|
|
||||||
|
// ── Simple bonus_dice type ── auto-roll if target matches
|
||||||
|
if (d30Message.type === "bonus_dice") {
|
||||||
|
if (!validTargets.includes(d30Message.target)) return { modifier: 0, specialEffect: null, specialName: null }
|
||||||
|
const modifier = await _rollD30BonusDie(d30Message.dice, actor, !canDialog)
|
||||||
|
return { modifier, specialEffect: null, specialName: null }
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Choice type ── present all options to the player
|
||||||
|
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.
|
||||||
|
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 }
|
||||||
|
}
|
||||||
|
|
||||||
|
if (choice.type === "special_strike" || choice.type === "special_defense") {
|
||||||
|
return { modifier: 0, specialEffect: "auto", specialName: _buildSpecialName(choice, naturalRoll) }
|
||||||
|
}
|
||||||
|
|
||||||
|
// Non-standard choice (spell_calamity, etc.) — report it
|
||||||
|
return { modifier: 0, specialEffect: "flag", specialName: choice.type }
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Combo type (bleed / internal injury) — flag for wound creation
|
||||||
|
if (d30Message.type === "combo") {
|
||||||
|
const hasBleed = d30Message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury")
|
||||||
|
if (hasBleed) {
|
||||||
|
return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding/Internal Injury" }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Damage multiplier type (2x/3x damage before DR)
|
||||||
|
if (d30Message.type === "damage_multiplier") {
|
||||||
|
return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${d30Message.multiplier} Damage`, multiplier: d30Message.multiplier }
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── DR multiplier type (2x/3x DR including shield)
|
||||||
|
if (d30Message.type === "dr_multiplier") {
|
||||||
|
return { modifier: 0, specialEffect: "drMultiplier", specialName: `x${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
|
||||||
|
}
|
||||||
|
|
||||||
|
return { modifier: 0, specialEffect: null, specialName: null }
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Roll a D30 bonus die and show with 3D dice if available.
|
||||||
|
* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
|
||||||
|
* @param {Object} actor Actor for chat message speaker
|
||||||
|
* @returns {Promise<number>} The roll total
|
||||||
|
*/
|
||||||
|
export async function _rollD30BonusDie(formula, actor, silent = false) {
|
||||||
|
const cleaned = formula.replace(/NE$/i, "").replace("E", "")
|
||||||
|
const roll = new Roll(cleaned)
|
||||||
|
await roll.evaluate()
|
||||||
|
if (game?.dice3d) {
|
||||||
|
await game.dice3d.showForRoll(roll, game.user, true)
|
||||||
|
}
|
||||||
|
if (!silent) {
|
||||||
|
await ChatMessage.create({
|
||||||
|
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30BonusRoll", formula: cleaned.toUpperCase(), value: roll.total}),
|
||||||
|
speaker: ChatMessage.getSpeaker({ actor })
|
||||||
|
})
|
||||||
|
}
|
||||||
|
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
|
||||||
|
* @param {number|null} naturalRoll The natural D20 roll
|
||||||
|
* @returns {string} The special effect name
|
||||||
|
*/
|
||||||
|
export function _buildSpecialName(specialChoice, naturalRoll) {
|
||||||
|
if (specialChoice.type === "special_strike") {
|
||||||
|
if (specialChoice.options.includes("lethal")) {
|
||||||
|
if (naturalRoll === 20) return "Lethal Strike"
|
||||||
|
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike"
|
||||||
|
return "Lethal/Vital Strike"
|
||||||
|
}
|
||||||
|
if (specialChoice.options.includes("vicious")) return "Vicious Strike"
|
||||||
|
return "Special Strike"
|
||||||
|
}
|
||||||
|
if (specialChoice.type === "special_defense") {
|
||||||
|
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense"
|
||||||
|
if (specialChoice.options.includes("flawless")) return "Flawless Defense"
|
||||||
|
if (specialChoice.options.includes("legendary")) return "Legendary Defense"
|
||||||
|
if (specialChoice.options.includes("perfect")) return "Perfect Defense"
|
||||||
|
return "Special Defense"
|
||||||
|
}
|
||||||
|
return "Special Effect"
|
||||||
|
}
|
||||||
@@ -0,0 +1,303 @@
|
|||||||
|
import { SYSTEM } from "../config/system.mjs"
|
||||||
|
|
||||||
|
export function log(...args) {
|
||||||
|
if (game?.settings?.get(game.system.id, "debug")) {
|
||||||
|
console.log(...args)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export async function loadCompendiumData(compendium) {
|
||||||
|
const pack = game.packs.get(compendium)
|
||||||
|
return await pack?.getDocuments() ?? []
|
||||||
|
}
|
||||||
|
|
||||||
|
export async function loadCompendium(compendium, filter = item => true) {
|
||||||
|
let compendiumData = await loadCompendiumData(compendium)
|
||||||
|
return compendiumData.filter(filter)
|
||||||
|
}
|
||||||
|
|
||||||
|
export function pushCombatOptions(html, options) {
|
||||||
|
options.push({ name: "Reset Progression", condition: true, icon: '<i class="fas fa-rotate-right"></i>', callback: target => { game.combat.resetProgression(target.data('combatant-id')); } })
|
||||||
|
}
|
||||||
|
|
||||||
|
export function setHookListeners() {
|
||||||
|
|
||||||
|
Hooks.on('renderTokenHUD', async (hud, html, data) => {
|
||||||
|
if (html.querySelector(".lethal-hp-loss-hud")) return
|
||||||
|
// The token/actor is on the HUD application instance, not the third param.
|
||||||
|
// 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 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');
|
||||||
|
}
|
||||||
|
})
|
||||||
|
$(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');
|
||||||
|
})
|
||||||
|
|
||||||
|
// HP Gain Button (new)
|
||||||
|
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');
|
||||||
|
}
|
||||||
|
})
|
||||||
|
$(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');
|
||||||
|
})
|
||||||
|
|
||||||
|
// Luck/Grit Buttons
|
||||||
|
const luckGritButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/luck-grit-hud.hbs', {})
|
||||||
|
$(html).find('div.left').append(luckGritButton);
|
||||||
|
$(html).find('.lethal-luck-grit-hud').click((event) => {
|
||||||
|
event.preventDefault();
|
||||||
|
let wrap = $(html).find('.luck-grit-wrap')[0]
|
||||||
|
if (wrap.classList.contains("luck-grit-hud-disabled")) {
|
||||||
|
wrap.classList.add('luck-grit-hud-active');
|
||||||
|
wrap.classList.remove('luck-grit-hud-disabled');
|
||||||
|
} else {
|
||||||
|
wrap.classList.remove('luck-grit-hud-active');
|
||||||
|
wrap.classList.add('luck-grit-hud-disabled');
|
||||||
|
}
|
||||||
|
})
|
||||||
|
$(html).find('.luck-grit-btn').click(async (event) => {
|
||||||
|
event.preventDefault();
|
||||||
|
const resource = event.currentTarget.dataset.resource;
|
||||||
|
const amount = Number(event.currentTarget.dataset.amount);
|
||||||
|
const current = Number(foundry.utils.getProperty(hudActor.system, `${resource}.current`)) || 0;
|
||||||
|
const newValue = Math.max(0, current + amount);
|
||||||
|
await hudActor.update({ [`system.${resource}.current`]: newValue });
|
||||||
|
$(html).find('.luck-grit-wrap')[0].classList.remove('luck-grit-hud-active');
|
||||||
|
$(html).find('.luck-grit-wrap')[0].classList.add('luck-grit-hud-disabled');
|
||||||
|
})
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
export function registerHandlebarsHelpers() {
|
||||||
|
|
||||||
|
Handlebars.registerHelper('isNull', function (val) {
|
||||||
|
return val == null;
|
||||||
|
});
|
||||||
|
Handlebars.registerHelper('match', function (val, search) {
|
||||||
|
if (val && search) {
|
||||||
|
return val?.match(search);
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('exists', function (val) {
|
||||||
|
return val != null && val !== undefined;
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('isEmpty', function (list) {
|
||||||
|
if (list) return list.length === 0;
|
||||||
|
else return false;
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('notEmpty', function (list) {
|
||||||
|
return list.length > 0;
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('isNegativeOrNull', function (val) {
|
||||||
|
return val <= 0;
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('isNegative', function (val) {
|
||||||
|
return val < 0;
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('isPositive', function (val) {
|
||||||
|
return val > 0;
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('equals', function (val1, val2) {
|
||||||
|
return val1 === val2;
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('neq', function (val1, val2) {
|
||||||
|
return val1 !== val2;
|
||||||
|
});
|
||||||
|
|
||||||
|
Handlebars.registerHelper('gt', function (val1, val2) {
|
||||||
|
return val1 > val2;
|
||||||
|
})
|
||||||
|
|
||||||
|
Handlebars.registerHelper('lt', function (val1, val2) {
|
||||||
|
return val1 < val2;
|
||||||
|
})
|
||||||
|
|
||||||
|
Handlebars.registerHelper('gte', function (val1, val2) {
|
||||||
|
return val1 >= val2;
|
||||||
|
})
|
||||||
|
|
||||||
|
Handlebars.registerHelper('lte', function (val1, val2) {
|
||||||
|
return val1 <= val2;
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('and', function (val1, val2) {
|
||||||
|
return val1 && val2;
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('or', function (val1, val2) {
|
||||||
|
return val1 || val2;
|
||||||
|
})
|
||||||
|
|
||||||
|
Handlebars.registerHelper('or3', function (val1, val2, val3) {
|
||||||
|
return val1 || val2 || val3;
|
||||||
|
})
|
||||||
|
|
||||||
|
Handlebars.registerHelper('for', function (from, to, incr, block) {
|
||||||
|
let accum = '';
|
||||||
|
for (let i = from; i < to; i += incr)
|
||||||
|
accum += block.fn(i);
|
||||||
|
return accum;
|
||||||
|
})
|
||||||
|
|
||||||
|
Handlebars.registerHelper('not', function (cond) {
|
||||||
|
return !cond;
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('count', function (list) {
|
||||||
|
return list.length;
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('countKeys', function (obj) {
|
||||||
|
return Object.keys(obj).length;
|
||||||
|
})
|
||||||
|
|
||||||
|
Handlebars.registerHelper('isEnabled', function (configKey) {
|
||||||
|
return game.settings.get("bol", configKey);
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('split', function (str, separator, keep) {
|
||||||
|
return str.split(separator)[keep];
|
||||||
|
})
|
||||||
|
|
||||||
|
// If you need to add Handlebars helpers, here are a few useful examples:
|
||||||
|
Handlebars.registerHelper('concat', function () {
|
||||||
|
let outStr = '';
|
||||||
|
for (let arg in arguments) {
|
||||||
|
if (typeof arguments[arg] != 'object') {
|
||||||
|
outStr += arguments[arg];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return outStr;
|
||||||
|
})
|
||||||
|
|
||||||
|
Handlebars.registerHelper('add', function (a, b) {
|
||||||
|
return parseInt(a) + parseInt(b);
|
||||||
|
});
|
||||||
|
Handlebars.registerHelper('mul', function (a, b) {
|
||||||
|
return parseInt(a) * parseInt(b);
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('sub', function (a, b) {
|
||||||
|
return parseInt(a) - parseInt(b);
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('abbrev2', function (a) {
|
||||||
|
return a.substring(0, 2);
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('abbrev3', function (a) {
|
||||||
|
return a.substring(0, 3);
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('valueAtIndex', function (arr, idx) {
|
||||||
|
return arr[idx];
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('includesKey', function (items, type, key) {
|
||||||
|
return items.filter(i => i.type === type).map(i => i.system.key).includes(key);
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('includes', function (array, val) {
|
||||||
|
return array.includes(val);
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('eval', function (expr) {
|
||||||
|
return eval(expr);
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('isOwnerOrGM', function (actor) {
|
||||||
|
log("Testing actor", actor.isOwner, game.userId)
|
||||||
|
return actor.isOwner || game.isGM;
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('upperCase', function (text) {
|
||||||
|
if (typeof text !== 'string') return text
|
||||||
|
return text.toUpperCase()
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('upperFirst', function (text) {
|
||||||
|
if (typeof text !== 'string') return text
|
||||||
|
return text.charAt(0).toUpperCase() + text.slice(1)
|
||||||
|
})
|
||||||
|
Handlebars.registerHelper('upperFirstOnly', function (text) {
|
||||||
|
if (typeof text !== 'string') return text
|
||||||
|
return text.charAt(0).toUpperCase()
|
||||||
|
})
|
||||||
|
|
||||||
|
// Handle v12 removal of this helper
|
||||||
|
Handlebars.registerHelper('select', function (selected, options) {
|
||||||
|
const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected));
|
||||||
|
const rgx = new RegExp(' value=[\"\']' + escapedValue + '[\"\']');
|
||||||
|
const html = options.fn(this);
|
||||||
|
return html.replace(rgx, "$& selected");
|
||||||
|
});
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export function getLethargyDice(level) {
|
||||||
|
for (let s of SYSTEM.SPELL_LETHARGY_DICE) {
|
||||||
|
if (Number(level) <= s.maxLevel) {
|
||||||
|
return s.dice
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
<div class="dice-breakdown">
|
||||||
|
{{#each diceResults}}
|
||||||
|
<span class="dice-item">
|
||||||
|
<span class="dice-type">{{this.dice}}</span>
|
||||||
|
<span class="dice-separator">→</span>
|
||||||
|
<span class="dice-value">{{this.value}}</span>
|
||||||
|
</span>
|
||||||
|
{{/each}}
|
||||||
|
</div>
|
||||||
|
{{#if D30message}}
|
||||||
|
<div class="d30-result">
|
||||||
|
<span class="d30-value">D30 → {{D30result}}</span> — {{D30message.description}}
|
||||||
|
</div>
|
||||||
|
{{/if}}
|
||||||
@@ -0,0 +1,30 @@
|
|||||||
|
<div class="attack-result {{#if isAttackWin}}attack-success{{else}}attack-failure{{/if}}">
|
||||||
|
<h3><i class="fa-solid {{#if isAttackWin}}fa-sword{{else}}fa-shield{{/if}}"></i> Combat Result</h3>
|
||||||
|
<div class="combat-comparison">
|
||||||
|
<div class="combat-side attacker {{#if isAttackWin}}winner{{else}}loser{{/if}}">
|
||||||
|
<div class="side-label">{{localize "LETHALFANTASY.Combat.attacker"}}</div>
|
||||||
|
<div class="side-info">
|
||||||
|
<div class="side-name">{{attackerName}}</div>
|
||||||
|
<div class="side-roll">{{attackRoll}}</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div class="combat-vs">VS</div>
|
||||||
|
<div class="combat-side defender {{#if isAttackWin}}loser{{else}}winner{{/if}}">
|
||||||
|
<div class="side-label">{{localize "LETHALFANTASY.Combat.defender"}}</div>
|
||||||
|
<div class="side-info">
|
||||||
|
<div class="side-name">{{defenderName}}</div>
|
||||||
|
<div class="side-roll">{{defenseRoll}}</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div class="combat-result-text">
|
||||||
|
{{#if (equals outcome "shielded-hit")}}
|
||||||
|
<i class="fa-solid fa-shield"></i> <strong>{{defenderName}}</strong> has blocked with shield — apply armor DR + shield DR <strong>{{shieldDamageReduction}}</strong>.
|
||||||
|
{{else if isAttackWin}}
|
||||||
|
<i class="fa-solid fa-circle-check"></i> <strong>{{attackerName}}</strong> hits <strong>{{defenderName}}</strong>!
|
||||||
|
{{else}}
|
||||||
|
<i class="fa-solid fa-shield-halved"></i> <strong>{{defenderName}}</strong> avoided the attack!
|
||||||
|
{{/if}}
|
||||||
|
</div>
|
||||||
|
{{{damageButton}}}
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,47 @@
|
|||||||
|
{{#if (equals type "weapon")}}
|
||||||
|
<div class="attack-result-damage single-btn">
|
||||||
|
<button class="roll-damage-btn"
|
||||||
|
data-attacker-id="{{attackerId}}"
|
||||||
|
data-defender-id="{{defenderId}}"
|
||||||
|
data-defender-token-id="{{defenderTokenId}}"
|
||||||
|
data-extra-shield-dr="{{shieldDamageReduction}}"
|
||||||
|
data-weapon-id="{{attackWeaponId}}"
|
||||||
|
data-damage-type="medium"
|
||||||
|
data-d30-bleed="{{d30Bleed}}"
|
||||||
|
data-d30-damage-mult="{{d30DamageMultiplier}}"
|
||||||
|
data-d30-dr-mult="{{d30DrMultiplier}}">
|
||||||
|
<i class="fa-solid fa-dice-d20"></i> Damage
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
{{else if (equals type "monster")}}
|
||||||
|
<div class="attack-result-damage single-btn">
|
||||||
|
<button class="roll-damage-btn"
|
||||||
|
data-attacker-id="{{attackerId}}"
|
||||||
|
data-defender-id="{{defenderId}}"
|
||||||
|
data-defender-token-id="{{defenderTokenId}}"
|
||||||
|
data-extra-shield-dr="{{shieldDamageReduction}}"
|
||||||
|
data-attack-key="{{attackRollKey}}"
|
||||||
|
data-damage-type="monster"
|
||||||
|
data-d30-bleed="{{d30Bleed}}"
|
||||||
|
data-d30-damage-mult="{{d30DamageMultiplier}}"
|
||||||
|
data-d30-dr-mult="{{d30DrMultiplier}}">
|
||||||
|
<i class="fa-solid fa-burst"></i> Damage
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
{{else if (equals type "spell")}}
|
||||||
|
<div class="attack-result-damage spell-damage">
|
||||||
|
{{#each tiers}}
|
||||||
|
<button class="roll-damage-btn"
|
||||||
|
data-attacker-id="{{../attackerId}}"
|
||||||
|
data-defender-id="{{../defenderId}}"
|
||||||
|
data-defender-token-id="{{../defenderTokenId}}"
|
||||||
|
data-damage-type="spell"
|
||||||
|
data-damage-formula="{{this.formula}}"
|
||||||
|
data-d30-bleed="{{../d30Bleed}}"
|
||||||
|
data-d30-damage-mult="{{../d30DamageMultiplier}}"
|
||||||
|
data-d30-dr-mult="{{../d30DrMultiplier}}">
|
||||||
|
<i class="fa-solid fa-wand-magic-sparkles"></i> {{this.label}} ({{this.formula}})
|
||||||
|
</button>
|
||||||
|
{{/each}}
|
||||||
|
</div>
|
||||||
|
{{/if}}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
<section class="dice-rolls">{{{rollHTML}}}</section>
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
<div class="lf-free-roll-card">
|
||||||
|
<div class="lf-frc-header">
|
||||||
|
<i class="fa-solid fa-dice"></i>
|
||||||
|
<span class="lf-frc-title-text">{{titleText}}</span>
|
||||||
|
<span class="lf-frc-badge">{{badge}}</span>
|
||||||
|
</div>
|
||||||
|
<div class="lf-frc-dice">
|
||||||
|
{{#each dieChips}}
|
||||||
|
<div class="{{this.classes}}">
|
||||||
|
<span class="lf-frc-die-type">{{this.label}}</span>
|
||||||
|
<span class="lf-frc-die-sep">→</span>
|
||||||
|
<span class="lf-frc-die-val">{{this.value}}{{#if this.exploded}}<i class="fa-solid fa-burst lf-dt-explode-icon"></i>{{/if}}</span>
|
||||||
|
</div>
|
||||||
|
{{/each}}
|
||||||
|
</div>
|
||||||
|
<div class="lf-frc-total-bar">
|
||||||
|
<span class="lf-frc-total-label">{{totalLabel}}</span>
|
||||||
|
<span class="lf-frc-total-value">{{total}}</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
{{#if (equals type "aetherSpend")}}
|
||||||
|
<p>🔮 <strong>{{actorName}}</strong> casts <em>{{spellName}}{{#if tierLabel}}{{tierLabel}}{{/if}}</em> — spends <strong>{{value}}</strong> Aether <span style="color:#888;">({{oldValue}} → {{newValue}})</span>.</p>
|
||||||
|
{{else if (equals type "graceSpend")}}
|
||||||
|
<p>✨ <strong>{{actorName}}</strong> invokes <em>{{spellName}}</em> — spends <strong>{{value}}</strong> Grace <span style="color:#888;">({{oldValue}} → {{newValue}})</span>.</p>
|
||||||
|
{{else if (equals type "bleedingNotice")}}
|
||||||
|
<p><strong>Bleeding:</strong> Wound of {{value}} HP for {{value}} seconds.</p>
|
||||||
|
{{else if (equals type "d30BonusRoll")}}
|
||||||
|
<p>D30 bonus: rolled <strong>{{formula}}</strong> = <strong>{{value}}</strong></p>
|
||||||
|
{{else if (equals type "mulligan")}}
|
||||||
|
<p><strong>{{actorName}}</strong> uses Mulligan and re-rolls {{side}}: <strong>{{oldRoll}}</strong> → <strong>{{newRoll}}</strong>.</p>
|
||||||
|
{{> chat/dice-breakdown diceResults=diceResults D30result=D30result D30message=D30message}}
|
||||||
|
<p>Both sides may now react to the new numbers.</p>
|
||||||
|
{{else}}
|
||||||
|
<p>
|
||||||
|
<strong>{{actorName}}</strong>
|
||||||
|
{{#if (equals type "grit")}}
|
||||||
|
spends 1 {{resource}} and rolls <strong>{{value}}</strong> for {{side}}.
|
||||||
|
{{else if (equals type "luck")}}
|
||||||
|
spends 1 {{resource}} and rolls <strong>{{value}}</strong> for {{side}}.
|
||||||
|
{{else if (equals type "bonusDie")}}
|
||||||
|
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}}!
|
||||||
|
{{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")}}
|
||||||
|
D30 — <strong>x{{value}} damage</strong> before damage reduction!
|
||||||
|
{{else if (equals type "d30DRMultiplier")}}
|
||||||
|
D30 — Defense grants <strong>x{{value}} DR</strong> (choose which DR types to multiply when damage is applied).
|
||||||
|
{{else if (equals type "shieldBlock")}}
|
||||||
|
rolls <strong>{{shieldLabel}}</strong> and adds <strong>{{shieldBonus}}</strong> to defense ({{newTotal}} ≥ {{opposingRoll}}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>{{shieldDR}}</strong> will apply to damage.
|
||||||
|
{{else if (equals type "shieldFail")}}
|
||||||
|
rolls <strong>{{shieldLabel}}</strong> and adds <strong>{{shieldBonus}}</strong> to defense ({{newTotal}} < {{opposingRoll}}). Shield did not block — normal hit, armor DR only.
|
||||||
|
{{else if (equals type "generic")}}
|
||||||
|
{{{body}}}
|
||||||
|
{{/if}}
|
||||||
|
</p>
|
||||||
|
{{/if}}
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<div class="combat-status">
|
||||||
|
<p><strong>{{defenderName}}</strong> uses a shield (not equipped)</p>
|
||||||
|
<p>{{localize "LETHALFANTASY.Combat.attackRoll"}}: <strong>{{attackRoll}}</strong> — {{localize "LETHALFANTASY.Combat.currentDefense"}}: <strong>{{defenseRoll}}</strong></p>
|
||||||
|
</div>
|
||||||
|
<div class="weapon-selection" style="margin-top:8px;">
|
||||||
|
<label for="shield-dice">{{localize "LETHALFANTASY.Combat.shieldDice"}}:</label>
|
||||||
|
<select id="shield-dice" name="shieldDice" style="width: 100%; margin-top: 4px;">
|
||||||
|
{{#each choices}}
|
||||||
|
<option value="{{this}}">{{this}}</option>
|
||||||
|
{{/each}}
|
||||||
|
</select>
|
||||||
|
</div>
|
||||||
|
<div class="weapon-selection" style="margin-top:8px;">
|
||||||
|
<label for="shield-dr">{{localize "LETHALFANTASY.Combat.shieldDR"}}:</label>
|
||||||
|
<input id="shield-dr" name="shieldDR" type="number" min="0" value="0" style="width: 100%; margin-top: 4px;" />
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<div class="combat-status">
|
||||||
|
<p><strong>{{attackerName}}</strong> currently has <strong>{{currentAttackRollWithBonus}}</strong></p>
|
||||||
|
<p><strong>{{defenderName}}</strong> rolled <strong>{{defenseRoll}}</strong></p>
|
||||||
|
{{#if totalBonus}}<p class="bonus-info">Bonus already added: +{{totalBonus}}</p>{{/if}}
|
||||||
|
</div>
|
||||||
|
<p class="offer-text">You are losing! Spend Grit to add 1D6 to your attack?</p>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<div class="combat-status">
|
||||||
|
<p><strong>{{attackerName}}</strong> currently has <strong>{{attackRoll}}</strong></p>
|
||||||
|
<p><strong>{{defenderName}}</strong> rolled <strong>{{defenseRoll}}</strong></p>
|
||||||
|
{{#if d30message}}<p class="bonus-info">D30 special: {{d30message.description}}</p>{{/if}}
|
||||||
|
</div>
|
||||||
|
<p class="offer-text">{{offerText}}</p>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<div class="combat-status">
|
||||||
|
<p><strong>{{actorName}}</strong> currently has <strong>{{currentRoll}}</strong></p>
|
||||||
|
<p>{{sideLabel}} opposing roll: <strong>{{opposingRoll}}</strong></p>
|
||||||
|
</div>
|
||||||
|
<div class="weapon-selection">
|
||||||
|
<label for="bonus-die">{{localize "LETHALFANTASY.Combat.chooseBonusDie"}}:</label>
|
||||||
|
<select id="bonus-die" name="bonusDie" style="width: 100%; margin-top: 8px;">
|
||||||
|
{{#each choices}}
|
||||||
|
<option value="{{this}}">{{this}}</option>
|
||||||
|
{{/each}}
|
||||||
|
</select>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
<p>{{message}}</p>
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<p><strong>D30 DR Multiplier ×{{multiplier}}</strong></p>
|
||||||
|
<p>Choose which DR types to multiply:</p>
|
||||||
|
<label style="display:block;margin:0.3rem 0">
|
||||||
|
<input type="checkbox" id="d30-dr-base" {{#if canBase}}checked{{/if}} {{#unless baseEnabled}}disabled{{/unless}}>
|
||||||
|
Base DR (Armor/Natural): {{baseDR}} → ×{{multiplier}} = {{baseDRMultiplied}}
|
||||||
|
</label>
|
||||||
|
<label style="display:block;margin:0.3rem 0">
|
||||||
|
<input type="checkbox" id="d30-dr-shield" {{#if canShield}}checked{{/if}} {{#unless shieldEnabled}}disabled{{/unless}}>
|
||||||
|
Shield DR: {{shieldDR}} → ×{{multiplier}} = {{shieldDRMultiplied}}
|
||||||
|
</label>
|
||||||
|
<label style="display:block;margin:0.3rem 0">
|
||||||
|
<input type="checkbox" id="d30-dr-magic" {{#if canMagic}}checked{{/if}} {{#unless magicEnabled}}disabled{{/unless}}>
|
||||||
|
Magic DR: {{magicDR}} → ×{{multiplier}} = {{magicDRMultiplied}}
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<p><strong>D30 result:</strong> {{description}}</p>
|
||||||
|
<p>{{localize "LETHALFANTASY.D30.chooseEffect"}}</p>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<p><strong>{{itemName}}</strong> has multiple damage tiers.</p>
|
||||||
|
<p>Choose which damage to use when the attack lands:</p>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<div class="combat-status">
|
||||||
|
<p><strong>{{attackerName}}</strong> {{attackStatus}} <strong>{{attackRoll}}</strong></p>
|
||||||
|
<p><strong>{{defenderName}}</strong> {{defenseStatus}} <strong>{{defenseRoll}}</strong></p>
|
||||||
|
{{#if d30message}}<p class="bonus-info">D30 special: {{d30message.description}}</p>{{/if}}
|
||||||
|
</div>
|
||||||
|
<p class="offer-text">{{offerText}}</p>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
<div class="defense-request-dialog">
|
||||||
|
<div class="attack-info">
|
||||||
|
<p><strong>{{attackerName}}</strong> attacks <strong>{{defenderName}}</strong> with <strong>{{weaponName}}</strong>!</p>
|
||||||
|
<p>{{localize "LETHALFANTASY.Combat.attackRoll"}}: <strong>{{attackRoll}}</strong></p>
|
||||||
|
</div>
|
||||||
|
<div class="weapon-selection">
|
||||||
|
<label for="defense-weapon">{{localize "LETHALFANTASY.Combat.chooseWeapon"}}:</label>
|
||||||
|
<select id="defense-weapon" name="weaponId" style="width: 100%; margin-top: 8px;">
|
||||||
|
{{#each weapons}}
|
||||||
|
<option value="{{this.id}}">{{this.name}}</option>
|
||||||
|
{{/each}}
|
||||||
|
</select>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
<div class="defense-request-dialog">
|
||||||
|
<div class="attack-info">
|
||||||
|
<p><strong>{{attackerName}}</strong> attacks <strong>{{defenderName}}</strong> with <strong>{{weaponName}}</strong>!</p>
|
||||||
|
<p>{{localize "LETHALFANTASY.Combat.attackRoll"}}: <strong>{{attackRoll}}</strong></p>
|
||||||
|
</div>
|
||||||
|
<div class="weapon-selection">
|
||||||
|
<label for="defense-attack">{{localize "LETHALFANTASY.Combat.chooseWeapon"}}:</label>
|
||||||
|
<select id="defense-attack" name="attackKey" style="width: 100%; margin-top: 8px;">
|
||||||
|
{{#each attacks}}
|
||||||
|
<option value="{{this.key}}">{{this.name}}</option>
|
||||||
|
{{/each}}
|
||||||
|
</select>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
<div class="defense-request-dialog">
|
||||||
|
<div class="attack-info">
|
||||||
|
<p><strong>{{attackerName}}</strong> targets <strong>{{defenderName}}</strong> with <strong>{{weaponName}}</strong>!</p>
|
||||||
|
<p>{{localize "LETHALFANTASY.Combat.attackRoll"}}: <strong>{{attackRoll}}</strong></p>
|
||||||
|
</div>
|
||||||
|
<div class="weapon-selection">
|
||||||
|
<label for="save-type">{{localize "LETHALFANTASY.Combat.chooseSave"}}:</label>
|
||||||
|
<select id="save-type" name="saveKey" style="width: 100%; margin-top: 8px;">
|
||||||
|
{{#each saves}}
|
||||||
|
<option value="{{this.id}}">{{this.label}}</option>
|
||||||
|
{{/each}}
|
||||||
|
</select>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
<p>Select the power level for <strong>{{itemName}}</strong>:</p>
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
<div style="padding:0.5rem 0">
|
||||||
|
<p style="margin-bottom:0.6rem">{{msg}}</p>
|
||||||
|
<div style="display:flex;align-items:center;gap:0.5rem">
|
||||||
|
<label style="font-weight:bold">{{label}}</label>
|
||||||
|
<input type="number" name="manualDr" value="0" min="0" style="width:5rem"/>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
<div class="lf-dt-row">
|
||||||
|
<span class="lf-dt-label"><i class="fa-solid fa-dice"></i></span>
|
||||||
|
<select class="lf-dt-count" title="{{countTitle}}">
|
||||||
|
{{#each countOptions}}
|
||||||
|
<option value="{{this}}">{{this}}</option>
|
||||||
|
{{/each}}
|
||||||
|
</select>
|
||||||
|
<div class="lf-dt-dice">
|
||||||
|
{{#each diceButtons}}
|
||||||
|
<button type="button" class="lf-dt-die-btn" data-die="{{this.value}}" title="{{this.label}}">{{this.label}}</button>
|
||||||
|
{{/each}}
|
||||||
|
</div>
|
||||||
|
<label class="lf-dt-explode-label" title="{{explodeTitle}}">
|
||||||
|
<input type="checkbox" class="lf-dt-explode" />
|
||||||
|
<i class="fa-solid fa-explosion"></i>
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
Reference in New Issue
Block a user