MAnage spell/miracle spending points and favor/disfavor for shield rolls
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Release Creation / build (release) Successful in 43s
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@@ -828,6 +828,73 @@ Hooks.on("createChatMessage", async (message) => {
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}
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})
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// Hook: deduct aether when a spell-attack or spell-power roll is posted to chat
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Hooks.on("createChatMessage", async (message) => {
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if (!["spell-attack", "spell-power"].includes(message.rolls[0]?.options?.rollType)) return
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const actorId = message.rolls[0]?.options?.actorId
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if (!actorId) return
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const actor = game.actors.get(actorId)
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if (!actor) return
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// Only the primary controller (player owner or GM) handles this
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const activePlayerOwners = game.users.filter(u => u.active && !u.isGM && actor.testUserPermission(u, "OWNER"))
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const isPrimary = activePlayerOwners.length > 0
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? activePlayerOwners[0].id === game.user.id
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: game.user.isGM
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if (!isPrimary) return
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const rollTarget = message.rolls[0]?.options?.rollTarget
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const spellId = rollTarget?.id || rollTarget?._id
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const spell = spellId ? actor.items.get(spellId) : null
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if (!spell || spell.type !== "spell") return
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const cost = Number(spell.system?.cost) || 0
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if (cost <= 0) return
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const currentAether = Number(actor.system.aetherPoints?.value) || 0
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const newAether = Math.max(0, currentAether - cost)
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await actor.update({ "system.aetherPoints.value": newAether })
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await ChatMessage.create({
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content: `<p>🔮 <strong>${actor.name}</strong> casts <em>${spell.name}</em> — spends <strong>${cost}</strong> Aether <span style="color:#888;">(${currentAether} → ${newAether})</span>.</p>`,
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speaker: ChatMessage.getSpeaker({ actor })
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})
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})
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// Hook: deduct grace when a miracle-attack or miracle-power roll is posted to chat
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Hooks.on("createChatMessage", async (message) => {
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if (!["miracle-attack", "miracle-power"].includes(message.rolls[0]?.options?.rollType)) return
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const actorId = message.rolls[0]?.options?.actorId
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if (!actorId) return
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const actor = game.actors.get(actorId)
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if (!actor) return
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const activePlayerOwners = game.users.filter(u => u.active && !u.isGM && actor.testUserPermission(u, "OWNER"))
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const isPrimary = activePlayerOwners.length > 0
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? activePlayerOwners[0].id === game.user.id
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: game.user.isGM
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if (!isPrimary) return
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const rollTarget = message.rolls[0]?.options?.rollTarget
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const miracleId = rollTarget?.id || rollTarget?._id
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const miracle = miracleId ? actor.items.get(miracleId) : null
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if (!miracle || miracle.type !== "miracle") return
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const cost = Number(miracle.system?.level) || 0
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if (cost <= 0) return
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const currentGrace = Number(actor.system.divinityPoints?.value) || 0
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const newGrace = Math.max(0, currentGrace - cost)
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await actor.update({ "system.divinityPoints.value": newGrace })
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await ChatMessage.create({
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content: `<p>✨ <strong>${actor.name}</strong> invokes <em>${miracle.name}</em> — spends <strong>${cost}</strong> Grace <span style="color:#888;">(${currentGrace} → ${newGrace})</span>.</p>`,
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speaker: ChatMessage.getSpeaker({ actor })
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})
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})
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// Hook pour appliquer automatiquement les dégâts si une cible est définie
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Hooks.on("createChatMessage", async (message) => {
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// Vérifier si c'est un message de dégâts avec un defenderId
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