feat: D30 combat effects, spell tiers, small damage removal, token HUD luck/grit
- Replace Knockback with Internal Injury on D30 (5, 10, 15); remove Shield Bash from D30 counter-attacks - Eliminate small weapon damage: keep only medium damage labelled Damage in sheets, rolls, and chat - D30 bonus dice (20, 27, 30) auto-resolved before grit/luck/shield decisions; choice dialogs for special strikes - D30 combat effects: bleeding wounds, damage ×2/×3 before DR, DR ×2/×3 with component picker dialog - Add hp.wounds to monster schema for bleeding support - Show Save against spell? checkbox for all save rolls (not just magic users) - Fix mulligan restart: persistent D30 process flags prevent double-application and allow both sides to react - For Dice So Nice, show main roll animation before explosion dice for correct ordering - Spell tier selection: force Standard/Overpowered choice at cast time, tier-specific aether cost, only chosen damage button shown - Add +1/−1 luck and grit controls to Token HUD - Fix inconsistent indentation, remove duplicate i18n key, remove unused includesShield return
This commit is contained in:
@@ -346,7 +346,7 @@
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"target": "spell_defense"
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}
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],
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"description": "Possible 20/20 Spell defense that Saves Against Any Magical Attack Except a Lethal Magical Strike or add D12 to defense"
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"description": "Possible 20/20 Spell defense that Saves Against Any Magical Attack Except a Lethal Magical Strike or add D12 to spell defense"
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},
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"skill_rolls": {
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"type": "bonus_flat",
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@@ -386,10 +386,10 @@
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"type": "bleed"
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},
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{
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"type": "knockback"
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"type": "internal_injury"
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}
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],
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"description": "Bleed, Knock-back on Hit"
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"description": "Bleed, Internal Injury on Hit"
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},
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"ranged_attack": {
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"type": "bleed",
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@@ -399,10 +399,9 @@
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"type": "counter_attack",
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"options": [
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"kick",
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"punch",
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"shield_bash"
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"punch"
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],
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"description": "Kick, Punch or Shield Bash"
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"description": "Kick or Punch"
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},
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"skill_rolls": {
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"type": "bonus_flat",
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@@ -414,10 +413,9 @@
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"type": "counter_attack",
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"options": [
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"kick",
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"punch",
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"shield_bash"
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"punch"
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],
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"description": "Kick, Punch or Shield Bash"
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"description": "Kick or Punch"
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},
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"saving_throws": {
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"type": "bonus_flat",
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@@ -446,10 +444,10 @@
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"type": "bleed"
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},
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{
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"type": "knockback"
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"type": "internal_injury"
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}
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],
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"description": "Bleed, Knock-back on Hit"
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"description": "Bleed, Internal Injury on Hit"
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},
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"ranged_attack": {
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"type": "bleed",
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@@ -459,10 +457,9 @@
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"type": "counter_attack",
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"options": [
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"kick",
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"punch",
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"shield_bash"
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"punch"
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],
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"description": "Kick, Punch or Shield Bash"
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"description": "Kick or Punch"
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},
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"skill_rolls": {
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"type": "bonus_flat",
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@@ -474,10 +471,9 @@
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"type": "counter_attack",
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"options": [
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"kick",
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"punch",
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"shield_bash"
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"punch"
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],
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"description": "Kick, Punch or Shield Bash"
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"description": "Kick or Punch"
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},
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"saving_throws": {
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"type": "bonus_flat",
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@@ -539,10 +535,10 @@
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"type": "bleed"
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},
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{
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"type": "knockback"
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"type": "internal_injury"
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}
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],
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"description": "Bleed, Knock-back on Hit"
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"description": "Bleed, Internal Injury on Hit"
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},
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"ranged_attack": {
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"type": "bleed",
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@@ -552,10 +548,9 @@
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"type": "counter_attack",
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"options": [
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"kick",
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"punch",
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"shield_bash"
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"punch"
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],
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"description": "Kick, Punch, or Shield Bash"
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"description": "Kick or Punch"
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},
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"skill_rolls": {
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"type": "bonus_flat",
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@@ -567,10 +562,9 @@
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"type": "counter_attack",
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"options": [
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"kick",
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"punch",
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"shield_bash"
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"punch"
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],
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"description": "Kick, Punch, or Shield Bash"
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"description": "Kick or Punch"
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},
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"saving_throws": {
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"type": "bonus_flat",
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+30
-12
@@ -79,16 +79,28 @@ export default class LethalFantasyActor extends Actor {
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}
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/* *************************************************/
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computeDamageReduction() {
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// Pour les monstres, utiliser hp.damageResistance et combat.damageReduction
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getNaturalDR() {
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if (this.type === "monster") {
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let hpDR = Number(this.system.hp?.damageResistance) || 0
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return Number(this.system.hp?.damageResistance) || 0
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}
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return Number(this.system.biodata?.naturalDR) || 0
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}
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/* *************************************************/
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getMagicDR() {
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if (this.type === "monster") return 0
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return Number(this.system.biodata?.magicDR) || 0
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}
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/* *************************************************/
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computeDamageReduction() {
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if (this.type === "monster") {
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let hpDR = this.getNaturalDR()
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let combatDR = Number(this.system.combat?.damageReduction) || 0
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return hpDR + combatDR
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}
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// Pour les personnages, utiliser biodata et items
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let naturalDR = Number(this.system.biodata?.naturalDR) || 0
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let magicDR = Number(this.system.biodata?.magicDR) || 0
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let naturalDR = this.getNaturalDR()
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let magicDR = this.getMagicDR()
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let armorDR = this.getArmorDR()
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return naturalDR + magicDR + armorDR
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}
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@@ -153,7 +165,7 @@ export default class LethalFantasyActor extends Actor {
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}
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/* *************************************************/
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async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0) {
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async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0, d30Effects = {}) {
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console.log("Preparing roll", rollType, rollKey, rollDice, defenderId)
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let rollTarget
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switch (rollType) {
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@@ -198,8 +210,15 @@ export default class LethalFantasyActor extends Actor {
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case "miracle-power":
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rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
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rollTarget.rollKey = rollKey
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// Read damage tier from combatant currentAction if available
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const activeCombatant = game.combat?.combatants?.find(c => c.actorId === this.id)
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const currentAction = activeCombatant?.getFlag(SYSTEM.id, "currentAction")
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const damageTier = currentAction?.damageTier || "standard"
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rollTarget.damageTier = damageTier
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if (rollType === "spell-attack" || rollType === "spell-power") {
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const cost = Number(rollTarget.system?.cost) || 0
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const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
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const costField = tierCostMap[damageTier] || "cost"
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const cost = Number(rollTarget.system?.[costField]) || 0
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const currentAether = Number(this.system.aetherPoints?.value) || 0
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if (cost > currentAether) {
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ui.notifications.warn(`${this.name} cannot cast ${rollTarget.name}: insufficient Aether (needs ${cost}, has ${currentAether}).`)
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@@ -222,8 +241,7 @@ export default class LethalFantasyActor extends Actor {
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rollTarget.rollKey = rollKey
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}
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break;
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case "weapon-damage-small":
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case "weapon-damage-medium":
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case "weapon-damage":
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case "weapon-attack":
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case "weapon-defense": {
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let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
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@@ -264,7 +282,7 @@ export default class LethalFantasyActor extends Actor {
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combat: foundry.utils.duplicate(this.system.combat),
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isRangedAttack: weapon.system.weaponType === "ranged"
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}
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if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
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if (rollType === "weapon-damage") {
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rollTarget.grantedDice = this.system.granted.damageDice
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}
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if (rollType === "weapon-attack") {
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@@ -287,7 +305,7 @@ export default class LethalFantasyActor extends Actor {
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rollTarget.magicUser = this.system.biodata.magicUser
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rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
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rollTarget.actorLevel = this.system.biodata.level
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await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr)
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await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr, d30Effects)
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}
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}
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+35
-14
@@ -285,13 +285,7 @@ export default class LethalFantasyRoll extends Roll {
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let damageBonus = (options.rollTarget.weapon.system.applyStrengthDamageBonus) ? options.rollTarget.combat.damageModifier : 0
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options.rollTarget.value = damageBonus + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.damageBonus
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options.rollTarget.charModifier = damageBonus
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if (options.rollType.includes("small")) {
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options.damageSmall = true
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dice = options.rollTarget.weapon.system.damage.damageS
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} else {
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options.damageMedium = true
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dice = options.rollTarget.weapon.system.damage.damageM
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}
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dice = options.rollTarget.weapon.system.damage.damageM
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if (/NE$/i.test(dice)) {
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hasMaxValue = false
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hasExplode = false
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@@ -529,8 +523,6 @@ export default class LethalFantasyRoll extends Roll {
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rollMode: rollContext.visibility,
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hasTarget: options.hasTarget,
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isDamage: options.isDamage,
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damageSmall: options.damageSmall,
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damageMedium: options.damageMedium,
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pointBlank,
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beyondSkill,
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letItFly,
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@@ -614,6 +606,11 @@ export default class LethalFantasyRoll extends Roll {
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options.D30message = d30Message
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}
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// Show main roll before explosion dice so Dice So Nice animates in correct order
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if (game?.dice3d && rollContext.favor !== "favor" && rollContext.favor !== "disfavor") {
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await game.dice3d.showForRoll(rollBase, game.user, true)
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}
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let rollTotal = 0
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let diceResults = []
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let resultType
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@@ -673,6 +670,10 @@ export default class LethalFantasyRoll extends Roll {
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rollBase.options.defenderId = options.defenderId
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rollBase.options.defenderTokenId = options.defenderTokenId
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rollBase.options.extraShieldDr = options.extraShieldDr || 0
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rollBase.options.damageTier = options.damageTier || "standard"
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rollBase.options.d30Bleed = options.d30Bleed || false
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rollBase.options.d30DamageMultiplier = options.d30DamageMultiplier || 1
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rollBase.options.d30DrMultiplier = options.d30DrMultiplier || 1
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/**
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* A hook event that fires after the roll has been made.
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@@ -903,6 +904,29 @@ export default class LethalFantasyRoll extends Roll {
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actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
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if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
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actionItem.rangedMode = rangedMode
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// If this is a spell/miracle with multiple damage tiers, prompt tier choice
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if (actionItem.system?.damageDice) {
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const tiers = [
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{ id: "standard", label: "Standard", dice: actionItem.system.damageDice },
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{ id: "overpowered", label: "Overpowered", dice: actionItem.system.damageDiceOverpowered },
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{ id: "overpowered2", label: "Overpowered 2", dice: actionItem.system.damageDiceOverpowered2 },
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].filter(t => t.dice)
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if (tiers.length > 1) {
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const tierChoice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Choose Damage Tier" },
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classes: ["lethalfantasy"],
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content: `<div class="grit-luck-dialog"><p><strong>${selectedItem.name}</strong> has multiple damage tiers.</p><p>Choose which damage to use when the attack lands:</p></div>`,
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buttons: tiers.map(t => ({
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action: t.id,
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label: `${t.label} (${t.dice.toUpperCase()})`,
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icon: "fa-solid fa-wand-magic-sparkles",
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callback: () => t.id
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})),
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rejectClose: false
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})
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actionItem.damageTier = tierChoice || "standard"
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}
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}
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actionItem.castingTime = 1
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actionItem.spellStatus = "castingTime"
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// Set the flag on the combatant
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@@ -1392,10 +1416,8 @@ export default class LethalFantasyRoll extends Roll {
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
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case "weapon-defense":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
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case "weapon-damage-small":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-small")}`
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case "weapon-damage-medium":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-medium")}`
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case "weapon-damage":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
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case "spell":
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case "spell-attack":
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case "spell-power":
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@@ -1456,7 +1478,6 @@ export default class LethalFantasyRoll extends Roll {
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weaponDamageOptions = {
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weaponId: weapon._id || weapon.id,
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weaponName: weapon.name,
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damageS: weapon.system?.damage?.damageS,
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damageM: weapon.system?.damage?.damageM
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}
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console.log("Weapon damage options:", weaponDamageOptions)
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@@ -281,7 +281,7 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
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* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
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*/
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async roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr = 0) {
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async roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr = 0, d30Effects = {}) {
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const hasTarget = false
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let roll = await LethalFantasyRoll.prompt({
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rollType,
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@@ -293,7 +293,11 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
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target: false,
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defenderId,
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defenderTokenId,
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extraShieldDr
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extraShieldDr,
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damageTier: rollTarget.damageTier || "standard",
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d30Bleed: d30Effects.d30Bleed || false,
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d30DamageMultiplier: d30Effects.d30DamageMultiplier || 1,
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d30DrMultiplier: d30Effects.d30DrMultiplier || 1
|
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})
|
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if (!roll) return null
|
||||
|
||||
|
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@@ -56,10 +56,28 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
|
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}, {}),
|
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)
|
||||
|
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const woundFieldSchema = {
|
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
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duration: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
description: new fields.StringField({ initial: "", required: false, nullable: true }),
|
||||
}
|
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|
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schema.hp = new fields.SchemaField({
|
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value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
|
||||
average: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
|
||||
max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
|
||||
wounds: new fields.ArrayField(new fields.SchemaField(woundFieldSchema), {
|
||||
initial: [
|
||||
{ description: "", value: 0, duration: 0 },
|
||||
{ description: "", value: 0, duration: 0 },
|
||||
{ description: "", value: 0, duration: 0 },
|
||||
{ description: "", value: 0, duration: 0 },
|
||||
{ description: "", value: 0, duration: 0 },
|
||||
{ description: "", value: 0, duration: 0 },
|
||||
{ description: "", value: 0, duration: 0 },
|
||||
{ description: "", value: 0, duration: 0 }
|
||||
], min: 8
|
||||
}),
|
||||
damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
||||
})
|
||||
@@ -164,7 +182,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
|
||||
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
|
||||
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
|
||||
*/
|
||||
async roll(rollType, rollTarget, defenderId = undefined, defenderTokenId = undefined, extraShieldDr = 0) {
|
||||
async roll(rollType, rollTarget, defenderId = undefined, defenderTokenId = undefined, extraShieldDr = 0, d30Effects = {}) {
|
||||
const hasTarget = false
|
||||
|
||||
// Ranged monster defense uses the ranged defense dialog (movement, range, size modifiers)
|
||||
@@ -192,14 +210,18 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
|
||||
target: false,
|
||||
defenderId,
|
||||
defenderTokenId,
|
||||
extraShieldDr
|
||||
extraShieldDr,
|
||||
damageTier: rollTarget.damageTier || "standard",
|
||||
d30Bleed: d30Effects.d30Bleed || false,
|
||||
d30DamageMultiplier: d30Effects.d30DamageMultiplier || 1,
|
||||
d30DrMultiplier: d30Effects.d30DrMultiplier || 1
|
||||
})
|
||||
if (!roll) return null
|
||||
|
||||
await roll.toMessage({}, { messageMode: roll.options.rollMode })
|
||||
}
|
||||
|
||||
async prepareMonsterRoll(rollType, rollKey, rollDice = undefined, tokenId = undefined, damageModifier = undefined, defenderId = undefined, defenderTokenId = undefined, extraShieldDr = 0) {
|
||||
async prepareMonsterRoll(rollType, rollKey, rollDice = undefined, tokenId = undefined, damageModifier = undefined, defenderId = undefined, defenderTokenId = undefined, extraShieldDr = 0, d30Effects = {}) {
|
||||
let rollTarget
|
||||
switch (rollType) {
|
||||
case "monster-attack":
|
||||
@@ -252,8 +274,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
|
||||
}, { messageMode: roll.options.rollMode ?? game.settings.get("core", "rollMode") })
|
||||
return
|
||||
}
|
||||
case "weapon-damage-small":
|
||||
case "weapon-damage-medium":
|
||||
case "weapon-damage":
|
||||
case "weapon-attack":
|
||||
case "weapon-defense": {
|
||||
let weapon = this.actor.items.find((i) => i.type === "weapon" && i.id === rollKey)
|
||||
@@ -300,7 +321,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
|
||||
// In all cases
|
||||
if (rollTarget) {
|
||||
rollTarget.tokenId = tokenId
|
||||
await this.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr)
|
||||
await this.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr, d30Effects)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -19,6 +19,8 @@ export default class LethalFantasySpell extends foundry.abstract.TypeDataModel {
|
||||
})
|
||||
|
||||
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
|
||||
schema.costOverpowered = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
|
||||
schema.costOverpowered2 = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
|
||||
schema.memorized = new fields.BooleanField({ required: true, initial: false })
|
||||
|
||||
schema.components = new fields.SchemaField({
|
||||
|
||||
+243
-16
@@ -105,6 +105,35 @@ export default class LethalFantasyUtils {
|
||||
$(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');
|
||||
}
|
||||
})
|
||||
$(html).find('.luck-grit-btn').click((event) => {
|
||||
event.preventDefault();
|
||||
if (token) {
|
||||
let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
|
||||
let actor = tokenFull.actor;
|
||||
const resource = event.currentTarget.dataset.resource;
|
||||
const amount = Number(event.currentTarget.dataset.amount);
|
||||
const current = Number(foundry.utils.getProperty(actor.system, `${resource}.current`)) || 0;
|
||||
const newValue = Math.max(0, current + amount);
|
||||
actor.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');
|
||||
}
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
@@ -145,6 +174,21 @@ export default class LethalFantasyUtils {
|
||||
LethalFantasyUtils.handleAttackerGritOffer(msg)
|
||||
}
|
||||
break
|
||||
case "applyBleeding":
|
||||
if (game.user.isGM) {
|
||||
actor = msg.tokenId
|
||||
? canvas.tokens?.placeables?.find(t => t.id === msg.tokenId)?.actor
|
||||
: game.actors.get(msg.actorId)
|
||||
if (actor && actor.system.hp?.wounds && msg.damage > 0) {
|
||||
const wounds = foundry.utils.duplicate(actor.system.hp.wounds)
|
||||
const slot = wounds.findIndex(w => !w.value && !w.duration)
|
||||
if (slot !== -1) {
|
||||
wounds[slot] = { value: msg.damage, duration: msg.damage, description: "Bleeding" }
|
||||
actor.update({ "system.hp.wounds": wounds })
|
||||
}
|
||||
}
|
||||
}
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
@@ -290,6 +334,8 @@ export default class LethalFantasyUtils {
|
||||
attackD30result,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
attackNaturalRoll: msg.attackNaturalRoll,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id,
|
||||
defenderTokenId
|
||||
}
|
||||
@@ -365,6 +411,8 @@ export default class LethalFantasyUtils {
|
||||
attackD30result,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
attackNaturalRoll: msg.attackNaturalRoll,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id,
|
||||
defenderTokenId,
|
||||
isRanged: msg.isRanged
|
||||
@@ -397,6 +445,7 @@ export default class LethalFantasyUtils {
|
||||
attackD30result,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id,
|
||||
defenderTokenId,
|
||||
isRanged: true
|
||||
@@ -467,9 +516,11 @@ export default class LethalFantasyUtils {
|
||||
attackRollType,
|
||||
attackRollKey,
|
||||
attackD30result,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
defenderId: defender.id,
|
||||
attackD30message,
|
||||
attackRerollContext,
|
||||
attackNaturalRoll: msg.attackNaturalRoll,
|
||||
damageTier: msg.damageTier,
|
||||
defenderId: defender.id,
|
||||
defenderTokenId,
|
||||
isRanged: msg.isRanged
|
||||
}
|
||||
@@ -485,6 +536,180 @@ export default class LethalFantasyUtils {
|
||||
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}>}
|
||||
*/
|
||||
static async processD30BonusDice(d30Message, side, naturalRoll = null, actor = null) {
|
||||
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 this._rollD30BonusDie(d30Message.dice, actor)
|
||||
return { modifier, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
// ── Choice type ── present all options to the player
|
||||
if (d30Message.type === "choice") {
|
||||
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 = this._buildSpecialLabel(c, naturalRoll)
|
||||
icon = "fa-solid fa-star"
|
||||
} else if (c.type === "special_defense") {
|
||||
label = this._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,
|
||||
label,
|
||||
icon,
|
||||
callback: () => c
|
||||
}
|
||||
})
|
||||
|
||||
const choice = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "D30 Special — Choose Effect" },
|
||||
classes: ["lethalfantasy"],
|
||||
content: `
|
||||
<div class="grit-luck-dialog">
|
||||
<p><strong>D30 result:</strong> ${d30Message.description}</p>
|
||||
<p>Choose how to use this result:</p>
|
||||
</div>
|
||||
`,
|
||||
buttons,
|
||||
rejectClose: false
|
||||
})
|
||||
|
||||
if (!choice) return { modifier: 0, specialEffect: null, specialName: null }
|
||||
|
||||
if (choice.type === "bonus_dice") {
|
||||
const modifier = await this._rollD30BonusDie(choice.dice, actor)
|
||||
return { modifier, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
if (choice.type === "special_strike" || choice.type === "special_defense") {
|
||||
return { modifier: 0, specialEffect: "auto", specialName: this._buildSpecialName(choice, naturalRoll) }
|
||||
}
|
||||
|
||||
// Non-standard choice (spell_calamity, etc.) — report it
|
||||
return { modifier: 0, specialEffect: "flag", specialName: choice.type }
|
||||
}
|
||||
|
||||
// ── Combo type (bleed / internal injury) — flag for wound creation
|
||||
if (d30Message.type === "combo") {
|
||||
const hasBleed = d30Message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury")
|
||||
if (hasBleed) {
|
||||
return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding/Internal Injury" }
|
||||
}
|
||||
}
|
||||
|
||||
// ── Damage multiplier type (2x/3x damage before DR)
|
||||
if (d30Message.type === "damage_multiplier") {
|
||||
return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${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${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
|
||||
}
|
||||
|
||||
return { modifier: 0, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/**
|
||||
* Roll a D30 bonus die and show with 3D dice if available.
|
||||
* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
|
||||
* @param {Object} actor Actor for chat message speaker
|
||||
* @returns {Promise<number>} The roll total
|
||||
*/
|
||||
static async _rollD30BonusDie(formula, actor) {
|
||||
const cleaned = formula.replace(/NE$/i, "").replace("E", "")
|
||||
const roll = new Roll(cleaned)
|
||||
await roll.evaluate()
|
||||
if (game?.dice3d) {
|
||||
await game.dice3d.showForRoll(roll, game.user, true)
|
||||
}
|
||||
await ChatMessage.create({
|
||||
content: `<p>D30 bonus: rolled <strong>${cleaned.toUpperCase()}</strong> = <strong>${roll.total}</strong></p>`,
|
||||
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
|
||||
*/
|
||||
static _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
|
||||
*/
|
||||
static _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"
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static getCombatBonusDiceChoices() {
|
||||
return ["1d4", "1d6", "1d8", "1d10", "1d12", "1d20", "1d20e"]
|
||||
@@ -843,19 +1068,16 @@ export default class LethalFantasyUtils {
|
||||
// Déterminer le type de dégâts à lancer
|
||||
if (data.attackRollType === "weapon-attack") {
|
||||
damageButton = `
|
||||
<div class="attack-result-damage">
|
||||
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="small">
|
||||
<i class="fa-solid fa-dice-d6"></i> Damage (Small)
|
||||
</button>
|
||||
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="medium">
|
||||
<i class="fa-solid fa-dice-d20"></i> Damage (Medium)
|
||||
<div class="attack-result-damage single-btn">
|
||||
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="medium" data-d30-bleed="${data.d30Bleed || ""}" data-d30-damage-mult="${data.d30DamageMultiplier || 1}" data-d30-dr-mult="${data.d30DrMultiplier || 1}">
|
||||
<i class="fa-solid fa-dice-d20"></i> Damage
|
||||
</button>
|
||||
</div>
|
||||
`
|
||||
} else if (data.attackRollType === "monster-attack") {
|
||||
damageButton = `
|
||||
<div class="attack-result-damage single-btn">
|
||||
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-attack-key="${data.attackRollKey}" data-damage-type="monster">
|
||||
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-attack-key="${data.attackRollKey}" data-damage-type="monster" data-d30-bleed="${data.d30Bleed || ""}" data-d30-damage-mult="${data.d30DamageMultiplier || 1}" data-d30-dr-mult="${data.d30DrMultiplier || 1}">
|
||||
<i class="fa-solid fa-burst"></i> Damage
|
||||
</button>
|
||||
</div>
|
||||
@@ -863,11 +1085,13 @@ export default class LethalFantasyUtils {
|
||||
} else if (data.attackRollType === "spell-attack" || data.attackRollType === "miracle-attack") {
|
||||
const attacker = game.actors.get(data.attackerId)
|
||||
const spell = attacker?.items.get(data.attackWeaponId || data.attackRollKey)
|
||||
const tiers = [
|
||||
{ formula: spell?.system?.damageDice, label: "Standard" },
|
||||
{ formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
|
||||
{ formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
|
||||
].filter(t => t.formula)
|
||||
const chosenTier = data.damageTier || "standard"
|
||||
const allTiers = [
|
||||
{ id: "standard", formula: spell?.system?.damageDice, label: "Standard" },
|
||||
{ id: "overpowered", formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
|
||||
{ id: "overpowered2", formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
|
||||
]
|
||||
const tiers = allTiers.filter(t => t.id === chosenTier && t.formula)
|
||||
if (tiers.length) {
|
||||
const buttons = tiers.map(t => {
|
||||
const escapedFormula = Handlebars.escapeExpression(t.formula)
|
||||
@@ -877,7 +1101,10 @@ export default class LethalFantasyUtils {
|
||||
data-defender-id="${data.defenderId}"
|
||||
data-defender-token-id="${data.defenderTokenId || ""}"
|
||||
data-damage-type="spell"
|
||||
data-damage-formula="${escapedFormula}">
|
||||
data-damage-formula="${escapedFormula}"
|
||||
data-d30-bleed="${data.d30Bleed || ""}"
|
||||
data-d30-damage-mult="${data.d30DamageMultiplier || 1}"
|
||||
data-d30-dr-mult="${data.d30DrMultiplier || 1}">
|
||||
<i class="fa-solid fa-wand-magic-sparkles"></i> ${t.label} (${escapedFormula})
|
||||
</button>`
|
||||
}).join("")
|
||||
|
||||
Reference in New Issue
Block a user