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:
+243
-16
@@ -105,6 +105,35 @@ export default class LethalFantasyUtils {
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$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
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}
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})
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// Luck/Grit Buttons
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const luckGritButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/luck-grit-hud.hbs', {})
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$(html).find('div.left').append(luckGritButton);
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$(html).find('.lethal-luck-grit-hud').click((event) => {
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event.preventDefault();
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let wrap = $(html).find('.luck-grit-wrap')[0]
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if (wrap.classList.contains("luck-grit-hud-disabled")) {
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wrap.classList.add('luck-grit-hud-active');
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wrap.classList.remove('luck-grit-hud-disabled');
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} else {
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wrap.classList.remove('luck-grit-hud-active');
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wrap.classList.add('luck-grit-hud-disabled');
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}
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})
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$(html).find('.luck-grit-btn').click((event) => {
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event.preventDefault();
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if (token) {
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let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
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let actor = tokenFull.actor;
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const resource = event.currentTarget.dataset.resource;
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const amount = Number(event.currentTarget.dataset.amount);
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const current = Number(foundry.utils.getProperty(actor.system, `${resource}.current`)) || 0;
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const newValue = Math.max(0, current + amount);
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actor.update({ [`system.${resource}.current`]: newValue });
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$(html).find('.luck-grit-wrap')[0].classList.remove('luck-grit-hud-active');
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$(html).find('.luck-grit-wrap')[0].classList.add('luck-grit-hud-disabled');
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}
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})
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})
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}
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@@ -145,6 +174,21 @@ export default class LethalFantasyUtils {
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LethalFantasyUtils.handleAttackerGritOffer(msg)
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}
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break
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case "applyBleeding":
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if (game.user.isGM) {
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actor = msg.tokenId
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? canvas.tokens?.placeables?.find(t => t.id === msg.tokenId)?.actor
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: game.actors.get(msg.actorId)
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if (actor && actor.system.hp?.wounds && msg.damage > 0) {
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const wounds = foundry.utils.duplicate(actor.system.hp.wounds)
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const slot = wounds.findIndex(w => !w.value && !w.duration)
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if (slot !== -1) {
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wounds[slot] = { value: msg.damage, duration: msg.damage, description: "Bleeding" }
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actor.update({ "system.hp.wounds": wounds })
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}
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}
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}
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break
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}
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}
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@@ -290,6 +334,8 @@ export default class LethalFantasyUtils {
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attackD30result,
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attackD30message,
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attackRerollContext,
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attackNaturalRoll: msg.attackNaturalRoll,
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damageTier: msg.damageTier,
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defenderId: defender.id,
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defenderTokenId
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}
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@@ -365,6 +411,8 @@ export default class LethalFantasyUtils {
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attackD30result,
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attackD30message,
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attackRerollContext,
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attackNaturalRoll: msg.attackNaturalRoll,
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damageTier: msg.damageTier,
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defenderId: defender.id,
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defenderTokenId,
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isRanged: msg.isRanged
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@@ -397,6 +445,7 @@ export default class LethalFantasyUtils {
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attackD30result,
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attackD30message,
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attackRerollContext,
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damageTier: msg.damageTier,
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defenderId: defender.id,
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defenderTokenId,
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isRanged: true
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@@ -467,9 +516,11 @@ export default class LethalFantasyUtils {
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attackRollType,
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attackRollKey,
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attackD30result,
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attackD30message,
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attackRerollContext,
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defenderId: defender.id,
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attackD30message,
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attackRerollContext,
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attackNaturalRoll: msg.attackNaturalRoll,
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damageTier: msg.damageTier,
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defenderId: defender.id,
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defenderTokenId,
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isRanged: msg.isRanged
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}
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@@ -485,6 +536,180 @@ export default class LethalFantasyUtils {
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return d30Message?.type === "mulligan"
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}
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/* -------------------------------------------- */
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/**
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* Process D30 bonus dice for attack or defense.
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* Rolls and applies bonus dice BEFORE grit/luck/shield decisions.
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* For `choice` type results (D30=20, 30), shows dialog to choose between bonus dice and special effect.
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* For `bonus_dice` type results (D30=27, 2, 3), auto-rolls the dice.
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* @param {Object|null} d30Message The D30 result object
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* @param {"attack"|"defense"} side Whether processing the attack or defense side
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* @param {number|null} naturalRoll The natural D20 roll (for special strike type detection)
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* @param {Object} actor The actor (for dice3d display)
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* @returns {Promise<{modifier: number, specialEffect: string|null, specialName: string|null}>}
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*/
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static async processD30BonusDice(d30Message, side, naturalRoll = null, actor = null) {
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if (!d30Message) return { modifier: 0, specialEffect: null, specialName: null }
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const validTargets = side === "attack" ? ["attack", "spell_attack"] : ["defense", "spell_defense"]
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// ── Simple bonus_dice type ── auto-roll if target matches
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if (d30Message.type === "bonus_dice") {
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if (!validTargets.includes(d30Message.target)) return { modifier: 0, specialEffect: null, specialName: null }
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const modifier = await this._rollD30BonusDie(d30Message.dice, actor)
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return { modifier, specialEffect: null, specialName: null }
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}
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// ── Choice type ── present all options to the player
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if (d30Message.type === "choice") {
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const buttons = d30Message.choices.map(c => {
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let label
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let icon
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if (c.type === "bonus_dice") {
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label = `Roll ${c.dice.toUpperCase()} and add to ${side}`
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icon = "fa-solid fa-dice"
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} else if (c.type === "special_strike") {
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label = this._buildSpecialLabel(c, naturalRoll)
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icon = "fa-solid fa-star"
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} else if (c.type === "special_defense") {
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label = this._buildSpecialLabel(c, naturalRoll)
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icon = "fa-solid fa-shield-halved"
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} else {
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label = c.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
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icon = "fa-solid fa-question"
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}
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return {
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action: c.type,
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label,
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icon,
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callback: () => c
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}
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})
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const choice = await foundry.applications.api.DialogV2.wait({
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window: { title: "D30 Special — Choose Effect" },
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classes: ["lethalfantasy"],
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content: `
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<div class="grit-luck-dialog">
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<p><strong>D30 result:</strong> ${d30Message.description}</p>
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<p>Choose how to use this result:</p>
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</div>
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`,
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buttons,
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rejectClose: false
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})
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if (!choice) return { modifier: 0, specialEffect: null, specialName: null }
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if (choice.type === "bonus_dice") {
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const modifier = await this._rollD30BonusDie(choice.dice, actor)
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return { modifier, specialEffect: null, specialName: null }
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}
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if (choice.type === "special_strike" || choice.type === "special_defense") {
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return { modifier: 0, specialEffect: "auto", specialName: this._buildSpecialName(choice, naturalRoll) }
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}
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// Non-standard choice (spell_calamity, etc.) — report it
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return { modifier: 0, specialEffect: "flag", specialName: choice.type }
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}
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// ── Combo type (bleed / internal injury) — flag for wound creation
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if (d30Message.type === "combo") {
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const hasBleed = d30Message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury")
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if (hasBleed) {
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return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding/Internal Injury" }
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}
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}
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// ── Damage multiplier type (2x/3x damage before DR)
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if (d30Message.type === "damage_multiplier") {
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return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${d30Message.multiplier} Damage`, multiplier: d30Message.multiplier }
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}
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// ── DR multiplier type (2x/3x DR including shield)
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if (d30Message.type === "dr_multiplier") {
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return { modifier: 0, specialEffect: "drMultiplier", specialName: `x${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
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}
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return { modifier: 0, specialEffect: null, specialName: null }
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}
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/* -------------------------------------------- */
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/**
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* Roll a D30 bonus die and show with 3D dice if available.
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* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
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* @param {Object} actor Actor for chat message speaker
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* @returns {Promise<number>} The roll total
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*/
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static async _rollD30BonusDie(formula, actor) {
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const cleaned = formula.replace(/NE$/i, "").replace("E", "")
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const roll = new Roll(cleaned)
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await roll.evaluate()
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if (game?.dice3d) {
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await game.dice3d.showForRoll(roll, game.user, true)
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}
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await ChatMessage.create({
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content: `<p>D30 bonus: rolled <strong>${cleaned.toUpperCase()}</strong> = <strong>${roll.total}</strong></p>`,
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speaker: ChatMessage.getSpeaker({ actor })
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})
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return roll.total
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}
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/* -------------------------------------------- */
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/**
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* Build a human-readable label for a special strike/defense choice in the D30 prompt.
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* @param {Object} specialChoice The choice object with type and options
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* @param {number|null} naturalRoll The natural D20 roll
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* @returns {string} Display label
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*/
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static _buildSpecialLabel(specialChoice, naturalRoll) {
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if (specialChoice.type === "special_strike") {
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if (specialChoice.options.includes("lethal")) {
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if (naturalRoll === 20) return "Lethal Strike (auto-hit)"
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if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike (auto-hit)"
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return "Lethal/Vital Strike (auto-hit)"
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}
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if (specialChoice.options.includes("vicious")) return "Vicious Strike (auto-hit)"
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return "Special Strike (auto-hit)"
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}
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if (specialChoice.type === "special_defense") {
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if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense (auto-block)"
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if (specialChoice.options.includes("flawless")) return "Flawless Defense (auto-block)"
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if (specialChoice.options.includes("legendary")) return "Legendary Defense (auto-block)"
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if (specialChoice.options.includes("perfect")) return "Perfect Defense (auto-block)"
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return "Special Defense (auto-block)"
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}
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return "Special Effect"
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}
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/* -------------------------------------------- */
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/**
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* Build the special effect name based on the D30 result and natural roll.
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* @param {Object} specialChoice The choice object with type and options
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* @param {number|null} naturalRoll The natural D20 roll
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* @returns {string} The special effect name
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*/
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static _buildSpecialName(specialChoice, naturalRoll) {
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if (specialChoice.type === "special_strike") {
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if (specialChoice.options.includes("lethal")) {
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if (naturalRoll === 20) return "Lethal Strike"
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if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike"
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return "Lethal/Vital Strike"
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}
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if (specialChoice.options.includes("vicious")) return "Vicious Strike"
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return "Special Strike"
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}
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if (specialChoice.type === "special_defense") {
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if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense"
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if (specialChoice.options.includes("flawless")) return "Flawless Defense"
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if (specialChoice.options.includes("legendary")) return "Legendary Defense"
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if (specialChoice.options.includes("perfect")) return "Perfect Defense"
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return "Special Defense"
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}
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return "Special Effect"
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}
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/* -------------------------------------------- */
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static getCombatBonusDiceChoices() {
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return ["1d4", "1d6", "1d8", "1d10", "1d12", "1d20", "1d20e"]
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@@ -843,19 +1068,16 @@ export default class LethalFantasyUtils {
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// Déterminer le type de dégâts à lancer
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if (data.attackRollType === "weapon-attack") {
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damageButton = `
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<div class="attack-result-damage">
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<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="${data.attackWeaponId}" data-damage-type="small">
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<i class="fa-solid fa-dice-d6"></i> Damage (Small)
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</button>
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<button class="roll-damage-btn" data-attacker-id="${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">
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<i class="fa-solid fa-dice-d20"></i> Damage (Medium)
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<div class="attack-result-damage single-btn">
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<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}">
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<i class="fa-solid fa-dice-d20"></i> Damage
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</button>
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</div>
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`
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} else if (data.attackRollType === "monster-attack") {
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damageButton = `
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<div class="attack-result-damage single-btn">
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<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="${data.attackRollKey}" data-damage-type="monster">
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<button class="roll-damage-btn" data-attacker-id="${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}">
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<i class="fa-solid fa-burst"></i> Damage
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</button>
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</div>
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@@ -863,11 +1085,13 @@ export default class LethalFantasyUtils {
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} else if (data.attackRollType === "spell-attack" || data.attackRollType === "miracle-attack") {
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const attacker = game.actors.get(data.attackerId)
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const spell = attacker?.items.get(data.attackWeaponId || data.attackRollKey)
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const tiers = [
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{ formula: spell?.system?.damageDice, label: "Standard" },
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{ formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
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{ formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
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].filter(t => t.formula)
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const chosenTier = data.damageTier || "standard"
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const allTiers = [
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{ id: "standard", formula: spell?.system?.damageDice, label: "Standard" },
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{ id: "overpowered", formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
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{ id: "overpowered2", formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
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]
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const tiers = allTiers.filter(t => t.id === chosenTier && t.formula)
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if (tiers.length) {
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const buttons = tiers.map(t => {
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const escapedFormula = Handlebars.escapeExpression(t.formula)
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@@ -877,7 +1101,10 @@ export default class LethalFantasyUtils {
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data-defender-id="${data.defenderId}"
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data-defender-token-id="${data.defenderTokenId || ""}"
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data-damage-type="spell"
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data-damage-formula="${escapedFormula}">
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data-damage-formula="${escapedFormula}"
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data-d30-bleed="${data.d30Bleed || ""}"
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data-d30-damage-mult="${data.d30DamageMultiplier || 1}"
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data-d30-dr-mult="${data.d30DrMultiplier || 1}">
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<i class="fa-solid fa-wand-magic-sparkles"></i> ${t.label} (${escapedFormula})
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</button>`
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}).join("")
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Block a user