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:
+30
-12
@@ -79,16 +79,28 @@ export default class LethalFantasyActor extends Actor {
|
||||
}
|
||||
|
||||
/* *************************************************/
|
||||
computeDamageReduction() {
|
||||
// Pour les monstres, utiliser hp.damageResistance et combat.damageReduction
|
||||
getNaturalDR() {
|
||||
if (this.type === "monster") {
|
||||
let hpDR = Number(this.system.hp?.damageResistance) || 0
|
||||
return Number(this.system.hp?.damageResistance) || 0
|
||||
}
|
||||
return Number(this.system.biodata?.naturalDR) || 0
|
||||
}
|
||||
|
||||
/* *************************************************/
|
||||
getMagicDR() {
|
||||
if (this.type === "monster") return 0
|
||||
return Number(this.system.biodata?.magicDR) || 0
|
||||
}
|
||||
|
||||
/* *************************************************/
|
||||
computeDamageReduction() {
|
||||
if (this.type === "monster") {
|
||||
let hpDR = this.getNaturalDR()
|
||||
let combatDR = Number(this.system.combat?.damageReduction) || 0
|
||||
return hpDR + combatDR
|
||||
}
|
||||
// Pour les personnages, utiliser biodata et items
|
||||
let naturalDR = Number(this.system.biodata?.naturalDR) || 0
|
||||
let magicDR = Number(this.system.biodata?.magicDR) || 0
|
||||
let naturalDR = this.getNaturalDR()
|
||||
let magicDR = this.getMagicDR()
|
||||
let armorDR = this.getArmorDR()
|
||||
return naturalDR + magicDR + armorDR
|
||||
}
|
||||
@@ -153,7 +165,7 @@ export default class LethalFantasyActor extends Actor {
|
||||
}
|
||||
|
||||
/* *************************************************/
|
||||
async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0) {
|
||||
async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0, d30Effects = {}) {
|
||||
console.log("Preparing roll", rollType, rollKey, rollDice, defenderId)
|
||||
let rollTarget
|
||||
switch (rollType) {
|
||||
@@ -198,8 +210,15 @@ export default class LethalFantasyActor extends Actor {
|
||||
case "miracle-power":
|
||||
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
|
||||
rollTarget.rollKey = rollKey
|
||||
// Read damage tier from combatant currentAction if available
|
||||
const activeCombatant = game.combat?.combatants?.find(c => c.actorId === this.id)
|
||||
const currentAction = activeCombatant?.getFlag(SYSTEM.id, "currentAction")
|
||||
const damageTier = currentAction?.damageTier || "standard"
|
||||
rollTarget.damageTier = damageTier
|
||||
if (rollType === "spell-attack" || rollType === "spell-power") {
|
||||
const cost = Number(rollTarget.system?.cost) || 0
|
||||
const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
|
||||
const costField = tierCostMap[damageTier] || "cost"
|
||||
const cost = Number(rollTarget.system?.[costField]) || 0
|
||||
const currentAether = Number(this.system.aetherPoints?.value) || 0
|
||||
if (cost > currentAether) {
|
||||
ui.notifications.warn(`${this.name} cannot cast ${rollTarget.name}: insufficient Aether (needs ${cost}, has ${currentAether}).`)
|
||||
@@ -222,8 +241,7 @@ export default class LethalFantasyActor extends Actor {
|
||||
rollTarget.rollKey = rollKey
|
||||
}
|
||||
break;
|
||||
case "weapon-damage-small":
|
||||
case "weapon-damage-medium":
|
||||
case "weapon-damage":
|
||||
case "weapon-attack":
|
||||
case "weapon-defense": {
|
||||
let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
|
||||
@@ -264,7 +282,7 @@ export default class LethalFantasyActor extends Actor {
|
||||
combat: foundry.utils.duplicate(this.system.combat),
|
||||
isRangedAttack: weapon.system.weaponType === "ranged"
|
||||
}
|
||||
if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
|
||||
if (rollType === "weapon-damage") {
|
||||
rollTarget.grantedDice = this.system.granted.damageDice
|
||||
}
|
||||
if (rollType === "weapon-attack") {
|
||||
@@ -287,7 +305,7 @@ export default class LethalFantasyActor extends Actor {
|
||||
rollTarget.magicUser = this.system.biodata.magicUser
|
||||
rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
|
||||
rollTarget.actorLevel = this.system.biodata.level
|
||||
await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr)
|
||||
await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr, d30Effects)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user