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:
@@ -4139,6 +4139,59 @@ i.lethalfantasy {
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padding-left: 8px;
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padding-left: 8px;
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font-size: 0.9rem;
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font-size: 0.9rem;
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}
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}
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/* Luck/Grit Styles */
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#token-hud .luck-grit-wrap {
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position: absolute;
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left: 75px;
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display: none;
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top: 50%;
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width: 80px;
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text-align: start;
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background: rgba(0, 0, 0, 0.8);
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border: 1px solid rgba(139, 69, 19, 0.5);
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border-radius: 4px;
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padding: 4px 6px;
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transform: translate(-100%, -50%);
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}
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#token-hud .luck-grit-hud-active {
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display: block;
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}
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#token-hud .luck-grit-hud-disabled {
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display: none;
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}
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#token-hud .luck-grit-row {
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display: flex;
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align-items: center;
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gap: 4px;
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margin: 2px 0;
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}
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#token-hud .luck-grit-label {
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flex: 1;
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color: #c9b896;
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font-size: 11px;
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font-weight: 600;
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text-transform: uppercase;
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}
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#token-hud .luck-grit-btn {
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width: 28px;
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height: 22px;
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padding: 0;
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background: rgba(139, 69, 19, 0.25);
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border: 1px solid rgba(139, 69, 19, 0.4);
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border-radius: 3px;
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color: #d4c5a9;
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font-size: 12px;
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font-weight: 700;
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cursor: pointer;
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line-height: 1;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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#token-hud .luck-grit-btn:hover {
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background: rgba(139, 69, 19, 0.5);
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border-color: rgba(139, 69, 19, 0.7);
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}
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/* -------------------------------------------------- */
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/* -------------------------------------------------- */
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/* Dice Tray — injected into the Foundry chat sidebar */
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/* Dice Tray — injected into the Foundry chat sidebar */
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/* -------------------------------------------------- */
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/* -------------------------------------------------- */
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+6
-2
@@ -505,8 +505,6 @@
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"monster-defense": "Monster defense",
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"monster-defense": "Monster defense",
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"weapons": "Weapons",
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"weapons": "Weapons",
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"wis": "WIS",
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"wis": "WIS",
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"weapon-damage-medium": "Weapon damage medium",
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"weapon-damage-small": "Weapon damage small",
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"combatProgressionStart": "Combat start threshold",
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"combatProgressionStart": "Combat start threshold",
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"miracle": "Miracle",
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"miracle": "Miracle",
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"titleStandard": "Standard Roll",
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"titleStandard": "Standard Roll",
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@@ -828,6 +826,12 @@
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"cost": {
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"cost": {
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"label": "Cost"
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"label": "Cost"
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},
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},
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"costOverpowered": {
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"label": "Cost (Overpowered)"
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},
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"costOverpowered2": {
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"label": "Cost (Overpowered 2)"
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},
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"description": {
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"description": {
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"label": "Description"
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"label": "Description"
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},
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},
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+233
-20
@@ -242,6 +242,9 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
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console.log(`[LF] request-defense-btn | attackRollType=${attackRollType} defender=${defenderName} defenderType=${combatant.actor?.type}`)
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console.log(`[LF] request-defense-btn | attackRollType=${attackRollType} defender=${defenderName} defenderType=${combatant.actor?.type}`)
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const attackD30result = message.rolls[0]?.options?.D30result || null
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const attackD30result = message.rolls[0]?.options?.D30result || null
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const attackD30message = message.rolls[0]?.options?.D30message || null
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const attackD30message = message.rolls[0]?.options?.D30message || null
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const attackDiceResults = message.rolls[0]?.options?.diceResults || null
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const attackNaturalRoll = attackDiceResults?.[0]?.value || null
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const damageTier = message.rolls[0]?.options?.damageTier || "standard"
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const attackRerollContext = {
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const attackRerollContext = {
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rollType: message.rolls[0]?.options?.rollType,
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rollType: message.rolls[0]?.options?.rollType,
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rollTarget: foundry.utils.duplicate(message.rolls[0]?.options?.rollTarget ?? {}),
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rollTarget: foundry.utils.duplicate(message.rolls[0]?.options?.rollTarget ?? {}),
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@@ -277,6 +280,8 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
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attackD30result,
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attackD30result,
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attackD30message,
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attackD30message,
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attackRerollContext,
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attackRerollContext,
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attackNaturalRoll,
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damageTier,
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combatantId,
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combatantId,
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tokenId,
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tokenId,
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isRanged: isRangedAttack
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isRanged: isRangedAttack
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@@ -338,6 +343,9 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
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const damageFormula = btn.dataset.damageFormula
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const damageFormula = btn.dataset.damageFormula
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const damageModifier = btn.dataset.damageModifier
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const damageModifier = btn.dataset.damageModifier
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const isMonster = btn.dataset.isMonster
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const isMonster = btn.dataset.isMonster
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const d30Bleed = btn.dataset.d30Bleed === "true"
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const d30DamageMultiplier = Number(btn.dataset.d30DamageMult) || 1
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const d30DrMultiplier = Number(btn.dataset.d30DrMult) || 1
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// Récupérer l'acteur (soit depuis le message, soit depuis attackerId)
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// Récupérer l'acteur (soit depuis le message, soit depuis attackerId)
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const actor = attackerId ? game.actors.get(attackerId) : game.actors.get(message.rolls[0]?.actorId)
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const actor = attackerId ? game.actors.get(attackerId) : game.actors.get(message.rolls[0]?.actorId)
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@@ -392,7 +400,10 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
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defenderTokenId,
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defenderTokenId,
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actorId: actor.id,
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actorId: actor.id,
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actorName: actor.name,
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actorName: actor.name,
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actorImage: actor.img
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actorImage: actor.img,
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d30Bleed,
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d30DamageMultiplier,
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d30DrMultiplier
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}
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}
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await documents.LethalFantasyRoll.rollSpellDamageToMessage(damageFormula, rollOpts)
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await documents.LethalFantasyRoll.rollSpellDamageToMessage(damageFormula, rollOpts)
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return
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return
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@@ -400,13 +411,13 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
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// Pour les boutons de résultat de combat (monster damage)
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// Pour les boutons de résultat de combat (monster damage)
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if (damageType === "monster" && attackKey) {
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if (damageType === "monster" && attackKey) {
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await actor.system.prepareMonsterRoll("monster-damage", attackKey, undefined, undefined, undefined, defenderId, defenderTokenId, extraShieldDr)
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await actor.system.prepareMonsterRoll("monster-damage", attackKey, undefined, undefined, undefined, defenderId, defenderTokenId, extraShieldDr, { d30Bleed, d30DamageMultiplier, d30DrMultiplier })
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return
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return
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}
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}
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// Pour les monstres, utiliser prepareMonsterRoll
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// Pour les monstres, utiliser prepareMonsterRoll
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if (isMonster === "true" || actor.type === "monster") {
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if (isMonster === "true" || actor.type === "monster") {
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await actor.system.prepareMonsterRoll("monster-damage", weaponId, undefined, undefined, damageModifier)
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await actor.system.prepareMonsterRoll("monster-damage", weaponId, undefined, undefined, damageModifier, defenderId, defenderTokenId, extraShieldDr, { d30Bleed, d30DamageMultiplier, d30DrMultiplier })
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return
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return
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}
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}
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@@ -417,9 +428,9 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
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return
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return
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}
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}
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// Lancer les dégâts avec la bonne méthode
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// Lancer les dégâts
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const rollType = damageType === "small" ? "weapon-damage-small" : "weapon-damage-medium"
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const rollType = "weapon-damage"
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await actor.prepareRoll(rollType, weaponId, undefined, defenderId, defenderTokenId, extraShieldDr)
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await actor.prepareRoll(rollType, weaponId, undefined, defenderId, defenderTokenId, extraShieldDr, { d30Bleed, d30DamageMultiplier, d30DrMultiplier })
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})
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})
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}
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}
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@@ -483,6 +494,8 @@ Hooks.on("createChatMessage", async (message) => {
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attackRollKey,
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attackRollKey,
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attackD30message,
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attackD30message,
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attackRerollContext,
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attackRerollContext,
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attackNaturalRoll,
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damageTier,
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defenderId,
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defenderId,
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defenderTokenId
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defenderTokenId
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} = attackData
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} = attackData
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@@ -542,12 +555,50 @@ Hooks.on("createChatMessage", async (message) => {
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let attackRollFinal = attackRoll
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let attackRollFinal = attackRoll
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let canRerollAttack = LethalFantasyUtils.hasD30Reroll(attackD30message)
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let canRerollAttack = LethalFantasyUtils.hasD30Reroll(attackD30message)
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let mulliganRestart = false
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let mulliganRestart = false
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// These persist across mulligan restarts (D30 bonus only applied once)
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let defenseD30Processed = false
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let attackD30Processed = false
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// D30 combat effects for damage application
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let d30Bleed = false
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let d30DamageMultiplier = 1
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let d30DrMultiplier = 1
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do {
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do {
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mulliganRestart = false
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mulliganRestart = false
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defenderHandledBonus = false
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defenderHandledBonus = false
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attackerHandledBonus = false
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attackerHandledBonus = false
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// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
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if (defenseD30message && !defenseD30Processed && isPrimaryController(defender)) {
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const d30Result = await LethalFantasyUtils.processD30BonusDice(defenseD30message, "defense", null, defender)
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if (d30Result.modifier) {
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defenseRoll += d30Result.modifier
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if (d30Result.modifier > 0) {
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await createReactionMessage(defender,
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`<p><strong>${defenderName}</strong> gains <strong>+${d30Result.modifier}</strong> from D30 bonus die for defense.</p>`
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)
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}
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}
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if (d30Result.specialEffect === "auto") {
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defenseRoll = attackRollFinal + 1 // auto-block
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await createReactionMessage(defender,
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`<p><strong>${defenderName}</strong> uses <strong>${d30Result.specialName || "Special Defense"}</strong> from D30 — defense automatically succeeds!</p>`
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)
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}
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if (d30Result.specialEffect === "flag") {
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await createReactionMessage(defender,
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`<p>D30 — <strong>${d30Result.specialName || "Special Effect"}</strong> triggered for ${defenderName}!</p>`
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|
)
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|
}
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|
if (d30Result.specialEffect === "drMultiplier") {
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|
d30DrMultiplier = d30Result.multiplier
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await createReactionMessage(defender,
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|
`<p>D30 — Defense grants <strong>x${d30Result.multiplier} DR</strong> (choose which DR types to multiply when damage is applied)</p>`
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|
)
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|
}
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|
defenseD30Processed = true
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|
}
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|
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// ── Defense reaction loop ──────────────────────────────────────────────
|
// ── Defense reaction loop ──────────────────────────────────────────────
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if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle) {
|
if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle) {
|
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while (defenseRoll < attackRollFinal) {
|
while (defenseRoll < attackRollFinal) {
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@@ -726,6 +777,43 @@ Hooks.on("createChatMessage", async (message) => {
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|
|
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if (mulliganRestart) continue
|
if (mulliganRestart) continue
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|
|
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|
// ── D30 bonus dice (attack) — resolved before grit/luck ────────────────
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|
if (attackD30message && !attackD30Processed && isPrimaryController(attacker)) {
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|
const d30Result = await LethalFantasyUtils.processD30BonusDice(attackD30message, "attack", attackNaturalRoll, attacker)
|
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|
if (d30Result.modifier) {
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|
attackRollFinal += d30Result.modifier
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|
if (d30Result.modifier > 0) {
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|
await createReactionMessage(attacker,
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|
`<p><strong>${attackerName}</strong> gains <strong>+${d30Result.modifier}</strong> from D30 bonus die for attack.</p>`
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (d30Result.specialEffect === "auto") {
|
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|
attackRollFinal = defenseRoll + 1 // auto-hit
|
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|
await createReactionMessage(attacker,
|
||||||
|
`<p><strong>${attackerName}</strong> uses <strong>${d30Result.specialName || "Special Strike"}</strong> from D30 — attack automatically hits!</p>`
|
||||||
|
)
|
||||||
|
}
|
||||||
|
if (d30Result.specialEffect === "flag") {
|
||||||
|
await createReactionMessage(attacker,
|
||||||
|
`<p>D30 — <strong>${d30Result.specialName || "Special Effect"}</strong> triggered for ${attackerName}!</p>`
|
||||||
|
)
|
||||||
|
}
|
||||||
|
if (d30Result.specialEffect === "bleed") {
|
||||||
|
d30Bleed = true
|
||||||
|
await createReactionMessage(attacker,
|
||||||
|
`<p>D30 — <strong>Bleeding/Internal Injury</strong> on hit! Damage past DR will cause a bleeding wound.</p>`
|
||||||
|
)
|
||||||
|
}
|
||||||
|
if (d30Result.specialEffect === "damageMultiplier") {
|
||||||
|
d30DamageMultiplier = d30Result.multiplier
|
||||||
|
await createReactionMessage(attacker,
|
||||||
|
`<p>D30 — <strong>x${d30Result.multiplier} damage</strong> before damage reduction!</p>`
|
||||||
|
)
|
||||||
|
}
|
||||||
|
attackD30Processed = true
|
||||||
|
}
|
||||||
|
|
||||||
// ── Attack reaction loop ───────────────────────────────────────────────
|
// ── Attack reaction loop ───────────────────────────────────────────────
|
||||||
if (!defenderHandledBonus && attacker && attackRollFinal <= defenseRoll && isPrimaryController(attacker)) {
|
if (!defenderHandledBonus && attacker && attackRollFinal <= defenseRoll && isPrimaryController(attacker)) {
|
||||||
while (attackRollFinal <= defenseRoll) {
|
while (attackRollFinal <= defenseRoll) {
|
||||||
@@ -837,7 +925,11 @@ Hooks.on("createChatMessage", async (message) => {
|
|||||||
defenderTokenId,
|
defenderTokenId,
|
||||||
defenseRoll,
|
defenseRoll,
|
||||||
outcome,
|
outcome,
|
||||||
shieldDamageReduction
|
shieldDamageReduction,
|
||||||
|
d30Bleed: d30Bleed ? "true" : "",
|
||||||
|
d30DamageMultiplier: d30DamageMultiplier,
|
||||||
|
d30DrMultiplier: d30DrMultiplier,
|
||||||
|
damageTier: damageTier || "standard"
|
||||||
})
|
})
|
||||||
} else {
|
} else {
|
||||||
console.log("Skipping message creation", { attackerHandledBonus, defenderHandledBonus })
|
console.log("Skipping message creation", { attackerHandledBonus, defenderHandledBonus })
|
||||||
@@ -865,15 +957,19 @@ Hooks.on("createChatMessage", async (message) => {
|
|||||||
const spell = spellId ? actor.items.get(spellId) : null
|
const spell = spellId ? actor.items.get(spellId) : null
|
||||||
if (!spell || spell.type !== "spell") return
|
if (!spell || spell.type !== "spell") return
|
||||||
|
|
||||||
const cost = Number(spell.system?.cost) || 0
|
const damageTier = message.rolls[0]?.options?.damageTier || "standard"
|
||||||
|
const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
|
||||||
|
const costField = tierCostMap[damageTier] || "cost"
|
||||||
|
const cost = Number(spell.system?.[costField]) || 0
|
||||||
if (cost <= 0) return
|
if (cost <= 0) return
|
||||||
|
|
||||||
const currentAether = Number(actor.system.aetherPoints?.value) || 0
|
const currentAether = Number(actor.system.aetherPoints?.value) || 0
|
||||||
const newAether = Math.max(0, currentAether - cost)
|
const newAether = Math.max(0, currentAether - cost)
|
||||||
await actor.update({ "system.aetherPoints.value": newAether })
|
await actor.update({ "system.aetherPoints.value": newAether })
|
||||||
|
|
||||||
|
const tierLabel = damageTier === "standard" ? "" : ` (${damageTier})`
|
||||||
await ChatMessage.create({
|
await ChatMessage.create({
|
||||||
content: `<p>🔮 <strong>${actor.name}</strong> casts <em>${spell.name}</em> — spends <strong>${cost}</strong> Aether <span style="color:#888;">(${currentAether} → ${newAether})</span>.</p>`,
|
content: `<p>🔮 <strong>${actor.name}</strong> casts <em>${spell.name}${tierLabel}</em> — spends <strong>${cost}</strong> Aether <span style="color:#888;">(${currentAether} → ${newAether})</span>.</p>`,
|
||||||
speaker: ChatMessage.getSpeaker({ actor })
|
speaker: ChatMessage.getSpeaker({ actor })
|
||||||
})
|
})
|
||||||
})
|
})
|
||||||
@@ -966,13 +1062,94 @@ Hooks.on("createChatMessage", async (message) => {
|
|||||||
const attackerName = message.rolls[0]?.options?.actorName || "Unknown Attacker"
|
const attackerName = message.rolls[0]?.options?.actorName || "Unknown Attacker"
|
||||||
const rollType = message.rolls[0]?.options?.rollType
|
const rollType = message.rolls[0]?.options?.rollType
|
||||||
|
|
||||||
|
// Lire les effets D30
|
||||||
|
const d30Bleed = message.rolls[0]?.options?.d30Bleed || false
|
||||||
|
const d30DamageMultiplier = message.rolls[0]?.options?.d30DamageMultiplier || 1
|
||||||
|
const d30DrMultiplier = message.rolls[0]?.options?.d30DrMultiplier || 1
|
||||||
|
|
||||||
|
// Appliquer le multiplicateur de dégâts D30 au total AVANT DR
|
||||||
|
const rawDamage = damageTotal * d30DamageMultiplier
|
||||||
|
|
||||||
// Calculer les DR — les sorts utilisent une DR manuelle saisie par l'utilisateur
|
// Calculer les DR — les sorts utilisent une DR manuelle saisie par l'utilisateur
|
||||||
const isSpellDamage = rollType === "spell-damage"
|
const isSpellDamage = rollType === "spell-damage"
|
||||||
const manualDR = message.rolls[0]?.options?.manualDR ?? 0
|
const manualDR = message.rolls[0]?.options?.manualDR ?? 0
|
||||||
const extraShieldDr = Number(message.rolls[0]?.options?.extraShieldDr) || 0
|
const extraShieldDr = Number(message.rolls[0]?.options?.extraShieldDr) || 0
|
||||||
const armorDR = isSpellDamage ? manualDR : (defender.computeDamageReduction() || 0)
|
|
||||||
const totalDR = isSpellDamage ? manualDR : armorDR + extraShieldDr
|
// Décomposer les DR en composants
|
||||||
const finalDamage = Math.max(0, damageTotal - totalDR)
|
let baseDR = 0
|
||||||
|
let shieldDR = 0
|
||||||
|
let magicDR = 0
|
||||||
|
|
||||||
|
if (isSpellDamage) {
|
||||||
|
baseDR = manualDR
|
||||||
|
} else {
|
||||||
|
const totalDefDR = defender.computeDamageReduction() || 0
|
||||||
|
magicDR = defender.getMagicDR() || 0
|
||||||
|
baseDR = totalDefDR - magicDR // naturalDR + armorDR (ou hpDR + combatDR pour les monstres)
|
||||||
|
shieldDR = extraShieldDr
|
||||||
|
}
|
||||||
|
|
||||||
|
// Appliquer le multiplicateur de DR D30 si actif — boîte de dialogue
|
||||||
|
let appliedBaseDR = baseDR
|
||||||
|
let appliedShieldDR = shieldDR
|
||||||
|
let appliedMagicDR = magicDR
|
||||||
|
|
||||||
|
if (d30DrMultiplier > 1) {
|
||||||
|
const drResult = await (async () => {
|
||||||
|
const checks = {
|
||||||
|
base: true,
|
||||||
|
shield: shieldDR > 0,
|
||||||
|
magic: magicDR > 0
|
||||||
|
}
|
||||||
|
const html = `
|
||||||
|
<div class="grit-luck-dialog">
|
||||||
|
<p><strong>D30 DR Multiplier ×${d30DrMultiplier}</strong></p>
|
||||||
|
<p>Choose which DR types to multiply:</p>
|
||||||
|
<label style="display:block;margin:0.3rem 0">
|
||||||
|
<input type="checkbox" id="d30-dr-base" ${checks.base ? "checked" : ""} ${baseDR <= 0 ? "disabled" : ""}>
|
||||||
|
Base DR (Armor/Natural): ${baseDR} → ×${d30DrMultiplier} = ${baseDR * d30DrMultiplier}
|
||||||
|
</label>
|
||||||
|
<label style="display:block;margin:0.3rem 0">
|
||||||
|
<input type="checkbox" id="d30-dr-shield" ${checks.shield ? "checked" : ""} ${shieldDR <= 0 ? "disabled" : ""}>
|
||||||
|
Shield DR: ${shieldDR} → ×${d30DrMultiplier} = ${shieldDR * d30DrMultiplier}
|
||||||
|
</label>
|
||||||
|
<label style="display:block;margin:0.3rem 0">
|
||||||
|
<input type="checkbox" id="d30-dr-magic" ${checks.magic ? "checked" : ""} ${magicDR <= 0 ? "disabled" : ""}>
|
||||||
|
Magic DR: ${magicDR} → ×${d30DrMultiplier} = ${magicDR * d30DrMultiplier}
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
|
`
|
||||||
|
const result = await foundry.applications.api.DialogV2.wait({
|
||||||
|
window: { title: "Apply D30 DR Multiplier" },
|
||||||
|
classes: ["lethalfantasy"],
|
||||||
|
content: html,
|
||||||
|
buttons: [
|
||||||
|
{
|
||||||
|
action: "apply",
|
||||||
|
label: "Apply Damage",
|
||||||
|
icon: "fa-solid fa-check",
|
||||||
|
callback: (event, button) => {
|
||||||
|
const form = button.form || button.closest("form")
|
||||||
|
return {
|
||||||
|
applyBase: form.querySelector("#d30-dr-base")?.checked || false,
|
||||||
|
applyShield: form.querySelector("#d30-dr-shield")?.checked || false,
|
||||||
|
applyMagic: form.querySelector("#d30-dr-magic")?.checked || false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
],
|
||||||
|
rejectClose: false
|
||||||
|
})
|
||||||
|
return result || { applyBase: false, applyShield: false, applyMagic: false }
|
||||||
|
})()
|
||||||
|
|
||||||
|
appliedBaseDR = drResult.applyBase ? baseDR * d30DrMultiplier : baseDR
|
||||||
|
appliedShieldDR = drResult.applyShield ? shieldDR * d30DrMultiplier : shieldDR
|
||||||
|
appliedMagicDR = drResult.applyMagic ? magicDR * d30DrMultiplier : magicDR
|
||||||
|
}
|
||||||
|
|
||||||
|
const totalDR = appliedBaseDR + appliedShieldDR + appliedMagicDR
|
||||||
|
const finalDamage = Math.max(0, rawDamage - totalDR)
|
||||||
|
|
||||||
// Prefer the token ID stored in roll options (set at attack time when the exact token is known).
|
// Prefer the token ID stored in roll options (set at attack time when the exact token is known).
|
||||||
// For unlinked tokens (default for monsters), this ensures we target the right instance even
|
// For unlinked tokens (default for monsters), this ensures we target the right instance even
|
||||||
@@ -987,16 +1164,48 @@ Hooks.on("createChatMessage", async (message) => {
|
|||||||
// Apply damage. If the current user does not own the defender (e.g. player hitting a GM monster),
|
// Apply damage. If the current user does not own the defender (e.g. player hitting a GM monster),
|
||||||
// route the HP update to the GM via socket. The confirmation message is still created here
|
// route the HP update to the GM via socket. The confirmation message is still created here
|
||||||
// since all users can create chat messages.
|
// since all users can create chat messages.
|
||||||
|
const applyDamageToActor = async (actor) => {
|
||||||
|
await actor.applyDamage(-finalDamage)
|
||||||
|
// Create bleeding wound if D30 triggered it
|
||||||
|
if (d30Bleed && finalDamage > 0 && actor.system.hp?.wounds) {
|
||||||
|
const wounds = foundry.utils.duplicate(actor.system.hp.wounds)
|
||||||
|
const slot = wounds.findIndex(w => !w.value && !w.duration)
|
||||||
|
if (slot !== -1) {
|
||||||
|
wounds[slot] = { value: finalDamage, duration: finalDamage, description: "Bleeding" }
|
||||||
|
await actor.update({ "system.hp.wounds": wounds })
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (defender.isOwner) {
|
if (defender.isOwner) {
|
||||||
// Resolve the token actor: prefer lookup by token ID (exact match for unlinked monsters),
|
|
||||||
// fall back to combatant actor, then base world actor.
|
|
||||||
const tokenActor = (defenderTokenId
|
const tokenActor = (defenderTokenId
|
||||||
? canvas.tokens?.placeables?.find(t => t.id === defenderTokenId)?.actor
|
? canvas.tokens?.placeables?.find(t => t.id === defenderTokenId)?.actor
|
||||||
: defenderCombatant?.actor) ?? defender
|
: defenderCombatant?.actor) ?? defender
|
||||||
await tokenActor.applyDamage(-finalDamage)
|
await applyDamageToActor(tokenActor)
|
||||||
} else {
|
} else {
|
||||||
game.socket.emit(`system.${SYSTEM.id}`, { type: "applyDamage", actorId: defender.id, tokenId: defenderTokenId, damage: -finalDamage })
|
game.socket.emit(`system.${SYSTEM.id}`, { type: "applyDamage", actorId: defender.id, tokenId: defenderTokenId, damage: -finalDamage })
|
||||||
|
// Also emit wound creation for bleeding
|
||||||
|
if (d30Bleed && finalDamage > 0 && defender.system.hp?.wounds) {
|
||||||
|
game.socket.emit(`system.${SYSTEM.id}`, { type: "applyBleeding", actorId: defender.id, tokenId: defenderTokenId, damage: finalDamage })
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build DR text for confirmation message
|
||||||
|
let drText = ""
|
||||||
|
if (isSpellDamage) {
|
||||||
|
drText = manualDR > 0 ? `Spell DR: ${manualDR}` : "No DR applied"
|
||||||
|
} else {
|
||||||
|
const parts = []
|
||||||
|
if (appliedBaseDR > 0) parts.push(`Base DR: ${appliedBaseDR}${d30DrMultiplier > 1 && appliedBaseDR !== baseDR ? ` (×${d30DrMultiplier})` : ""}`)
|
||||||
|
if (appliedShieldDR > 0) parts.push(`Shield DR: ${appliedShieldDR}${d30DrMultiplier > 1 && appliedShieldDR !== shieldDR ? ` (×${d30DrMultiplier})` : ""}`)
|
||||||
|
if (appliedMagicDR > 0) parts.push(`Magic DR: ${appliedMagicDR}${d30DrMultiplier > 1 && appliedMagicDR !== magicDR ? ` (×${d30DrMultiplier})` : ""}`)
|
||||||
|
drText = parts.length > 0 ? parts.join(" + ") : "No DR applied"
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build raw damage text showing D30 multiplier if active
|
||||||
|
const rawDamageText = d30DamageMultiplier > 1
|
||||||
|
? `${damageTotal} × ${d30DamageMultiplier} = ${rawDamage}`
|
||||||
|
: String(damageTotal)
|
||||||
|
|
||||||
// Créer un message de confirmation (visible to GM only)
|
// Créer un message de confirmation (visible to GM only)
|
||||||
const messageContent = await foundry.applications.handlebars.renderTemplate(
|
const messageContent = await foundry.applications.handlebars.renderTemplate(
|
||||||
@@ -1004,17 +1213,21 @@ Hooks.on("createChatMessage", async (message) => {
|
|||||||
{
|
{
|
||||||
targetName: defender.name,
|
targetName: defender.name,
|
||||||
damage: finalDamage,
|
damage: finalDamage,
|
||||||
drText: isSpellDamage
|
drText,
|
||||||
? (manualDR > 0 ? `Spell DR: ${manualDR}` : "No DR applied")
|
|
||||||
: (totalDR > 0 ? `Armor DR: ${armorDR}${extraShieldDr > 0 ? ` + Shield DR: ${extraShieldDr}` : ""}` : ""),
|
|
||||||
weaponName: weaponName,
|
weaponName: weaponName,
|
||||||
attackerName: attackerName,
|
attackerName: attackerName,
|
||||||
rawDamage: damageTotal
|
rawDamage: rawDamageText
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// Add bleeding notification
|
||||||
|
let bleedContent = ""
|
||||||
|
if (d30Bleed && finalDamage > 0) {
|
||||||
|
bleedContent = `<p><strong>Bleeding:</strong> Wound of ${finalDamage} HP for ${finalDamage} seconds.</p>`
|
||||||
|
}
|
||||||
|
|
||||||
await ChatMessage.create({
|
await ChatMessage.create({
|
||||||
content: messageContent,
|
content: messageContent + bleedContent,
|
||||||
speaker: ChatMessage.getSpeaker({ actor: defender }),
|
speaker: ChatMessage.getSpeaker({ actor: defender }),
|
||||||
whisper: ChatMessage.getWhisperRecipients("GM")
|
whisper: ChatMessage.getWhisperRecipients("GM")
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -346,7 +346,7 @@
|
|||||||
"target": "spell_defense"
|
"target": "spell_defense"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"description": "Possible 20/20 Spell defense that Saves Against Any Magical Attack Except a Lethal Magical Strike or add D12 to defense"
|
"description": "Possible 20/20 Spell defense that Saves Against Any Magical Attack Except a Lethal Magical Strike or add D12 to spell defense"
|
||||||
},
|
},
|
||||||
"skill_rolls": {
|
"skill_rolls": {
|
||||||
"type": "bonus_flat",
|
"type": "bonus_flat",
|
||||||
@@ -386,10 +386,10 @@
|
|||||||
"type": "bleed"
|
"type": "bleed"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"type": "knockback"
|
"type": "internal_injury"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"description": "Bleed, Knock-back on Hit"
|
"description": "Bleed, Internal Injury on Hit"
|
||||||
},
|
},
|
||||||
"ranged_attack": {
|
"ranged_attack": {
|
||||||
"type": "bleed",
|
"type": "bleed",
|
||||||
@@ -399,10 +399,9 @@
|
|||||||
"type": "counter_attack",
|
"type": "counter_attack",
|
||||||
"options": [
|
"options": [
|
||||||
"kick",
|
"kick",
|
||||||
"punch",
|
"punch"
|
||||||
"shield_bash"
|
|
||||||
],
|
],
|
||||||
"description": "Kick, Punch or Shield Bash"
|
"description": "Kick or Punch"
|
||||||
},
|
},
|
||||||
"skill_rolls": {
|
"skill_rolls": {
|
||||||
"type": "bonus_flat",
|
"type": "bonus_flat",
|
||||||
@@ -414,10 +413,9 @@
|
|||||||
"type": "counter_attack",
|
"type": "counter_attack",
|
||||||
"options": [
|
"options": [
|
||||||
"kick",
|
"kick",
|
||||||
"punch",
|
"punch"
|
||||||
"shield_bash"
|
|
||||||
],
|
],
|
||||||
"description": "Kick, Punch or Shield Bash"
|
"description": "Kick or Punch"
|
||||||
},
|
},
|
||||||
"saving_throws": {
|
"saving_throws": {
|
||||||
"type": "bonus_flat",
|
"type": "bonus_flat",
|
||||||
@@ -446,10 +444,10 @@
|
|||||||
"type": "bleed"
|
"type": "bleed"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"type": "knockback"
|
"type": "internal_injury"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"description": "Bleed, Knock-back on Hit"
|
"description": "Bleed, Internal Injury on Hit"
|
||||||
},
|
},
|
||||||
"ranged_attack": {
|
"ranged_attack": {
|
||||||
"type": "bleed",
|
"type": "bleed",
|
||||||
@@ -459,10 +457,9 @@
|
|||||||
"type": "counter_attack",
|
"type": "counter_attack",
|
||||||
"options": [
|
"options": [
|
||||||
"kick",
|
"kick",
|
||||||
"punch",
|
"punch"
|
||||||
"shield_bash"
|
|
||||||
],
|
],
|
||||||
"description": "Kick, Punch or Shield Bash"
|
"description": "Kick or Punch"
|
||||||
},
|
},
|
||||||
"skill_rolls": {
|
"skill_rolls": {
|
||||||
"type": "bonus_flat",
|
"type": "bonus_flat",
|
||||||
@@ -474,10 +471,9 @@
|
|||||||
"type": "counter_attack",
|
"type": "counter_attack",
|
||||||
"options": [
|
"options": [
|
||||||
"kick",
|
"kick",
|
||||||
"punch",
|
"punch"
|
||||||
"shield_bash"
|
|
||||||
],
|
],
|
||||||
"description": "Kick, Punch or Shield Bash"
|
"description": "Kick or Punch"
|
||||||
},
|
},
|
||||||
"saving_throws": {
|
"saving_throws": {
|
||||||
"type": "bonus_flat",
|
"type": "bonus_flat",
|
||||||
@@ -539,10 +535,10 @@
|
|||||||
"type": "bleed"
|
"type": "bleed"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"type": "knockback"
|
"type": "internal_injury"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"description": "Bleed, Knock-back on Hit"
|
"description": "Bleed, Internal Injury on Hit"
|
||||||
},
|
},
|
||||||
"ranged_attack": {
|
"ranged_attack": {
|
||||||
"type": "bleed",
|
"type": "bleed",
|
||||||
@@ -552,10 +548,9 @@
|
|||||||
"type": "counter_attack",
|
"type": "counter_attack",
|
||||||
"options": [
|
"options": [
|
||||||
"kick",
|
"kick",
|
||||||
"punch",
|
"punch"
|
||||||
"shield_bash"
|
|
||||||
],
|
],
|
||||||
"description": "Kick, Punch, or Shield Bash"
|
"description": "Kick or Punch"
|
||||||
},
|
},
|
||||||
"skill_rolls": {
|
"skill_rolls": {
|
||||||
"type": "bonus_flat",
|
"type": "bonus_flat",
|
||||||
@@ -567,10 +562,9 @@
|
|||||||
"type": "counter_attack",
|
"type": "counter_attack",
|
||||||
"options": [
|
"options": [
|
||||||
"kick",
|
"kick",
|
||||||
"punch",
|
"punch"
|
||||||
"shield_bash"
|
|
||||||
],
|
],
|
||||||
"description": "Kick, Punch, or Shield Bash"
|
"description": "Kick or Punch"
|
||||||
},
|
},
|
||||||
"saving_throws": {
|
"saving_throws": {
|
||||||
"type": "bonus_flat",
|
"type": "bonus_flat",
|
||||||
|
|||||||
+30
-12
@@ -79,16 +79,28 @@ export default class LethalFantasyActor extends Actor {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/* *************************************************/
|
/* *************************************************/
|
||||||
computeDamageReduction() {
|
getNaturalDR() {
|
||||||
// Pour les monstres, utiliser hp.damageResistance et combat.damageReduction
|
|
||||||
if (this.type === "monster") {
|
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
|
let combatDR = Number(this.system.combat?.damageReduction) || 0
|
||||||
return hpDR + combatDR
|
return hpDR + combatDR
|
||||||
}
|
}
|
||||||
// Pour les personnages, utiliser biodata et items
|
let naturalDR = this.getNaturalDR()
|
||||||
let naturalDR = Number(this.system.biodata?.naturalDR) || 0
|
let magicDR = this.getMagicDR()
|
||||||
let magicDR = Number(this.system.biodata?.magicDR) || 0
|
|
||||||
let armorDR = this.getArmorDR()
|
let armorDR = this.getArmorDR()
|
||||||
return naturalDR + magicDR + armorDR
|
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)
|
console.log("Preparing roll", rollType, rollKey, rollDice, defenderId)
|
||||||
let rollTarget
|
let rollTarget
|
||||||
switch (rollType) {
|
switch (rollType) {
|
||||||
@@ -198,8 +210,15 @@ export default class LethalFantasyActor extends Actor {
|
|||||||
case "miracle-power":
|
case "miracle-power":
|
||||||
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
|
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
|
||||||
rollTarget.rollKey = 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") {
|
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
|
const currentAether = Number(this.system.aetherPoints?.value) || 0
|
||||||
if (cost > currentAether) {
|
if (cost > currentAether) {
|
||||||
ui.notifications.warn(`${this.name} cannot cast ${rollTarget.name}: insufficient Aether (needs ${cost}, has ${currentAether}).`)
|
ui.notifications.warn(`${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
|
rollTarget.rollKey = rollKey
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case "weapon-damage-small":
|
case "weapon-damage":
|
||||||
case "weapon-damage-medium":
|
|
||||||
case "weapon-attack":
|
case "weapon-attack":
|
||||||
case "weapon-defense": {
|
case "weapon-defense": {
|
||||||
let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
|
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),
|
combat: foundry.utils.duplicate(this.system.combat),
|
||||||
isRangedAttack: weapon.system.weaponType === "ranged"
|
isRangedAttack: weapon.system.weaponType === "ranged"
|
||||||
}
|
}
|
||||||
if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
|
if (rollType === "weapon-damage") {
|
||||||
rollTarget.grantedDice = this.system.granted.damageDice
|
rollTarget.grantedDice = this.system.granted.damageDice
|
||||||
}
|
}
|
||||||
if (rollType === "weapon-attack") {
|
if (rollType === "weapon-attack") {
|
||||||
@@ -287,7 +305,7 @@ export default class LethalFantasyActor extends Actor {
|
|||||||
rollTarget.magicUser = this.system.biodata.magicUser
|
rollTarget.magicUser = this.system.biodata.magicUser
|
||||||
rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
|
rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
|
||||||
rollTarget.actorLevel = this.system.biodata.level
|
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)
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
+34
-13
@@ -285,13 +285,7 @@ export default class LethalFantasyRoll extends Roll {
|
|||||||
let damageBonus = (options.rollTarget.weapon.system.applyStrengthDamageBonus) ? options.rollTarget.combat.damageModifier : 0
|
let damageBonus = (options.rollTarget.weapon.system.applyStrengthDamageBonus) ? options.rollTarget.combat.damageModifier : 0
|
||||||
options.rollTarget.value = damageBonus + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.damageBonus
|
options.rollTarget.value = damageBonus + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.damageBonus
|
||||||
options.rollTarget.charModifier = damageBonus
|
options.rollTarget.charModifier = damageBonus
|
||||||
if (options.rollType.includes("small")) {
|
|
||||||
options.damageSmall = true
|
|
||||||
dice = options.rollTarget.weapon.system.damage.damageS
|
|
||||||
} else {
|
|
||||||
options.damageMedium = true
|
|
||||||
dice = options.rollTarget.weapon.system.damage.damageM
|
dice = options.rollTarget.weapon.system.damage.damageM
|
||||||
}
|
|
||||||
if (/NE$/i.test(dice)) {
|
if (/NE$/i.test(dice)) {
|
||||||
hasMaxValue = false
|
hasMaxValue = false
|
||||||
hasExplode = false
|
hasExplode = false
|
||||||
@@ -529,8 +523,6 @@ export default class LethalFantasyRoll extends Roll {
|
|||||||
rollMode: rollContext.visibility,
|
rollMode: rollContext.visibility,
|
||||||
hasTarget: options.hasTarget,
|
hasTarget: options.hasTarget,
|
||||||
isDamage: options.isDamage,
|
isDamage: options.isDamage,
|
||||||
damageSmall: options.damageSmall,
|
|
||||||
damageMedium: options.damageMedium,
|
|
||||||
pointBlank,
|
pointBlank,
|
||||||
beyondSkill,
|
beyondSkill,
|
||||||
letItFly,
|
letItFly,
|
||||||
@@ -614,6 +606,11 @@ export default class LethalFantasyRoll extends Roll {
|
|||||||
options.D30message = d30Message
|
options.D30message = d30Message
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Show main roll before explosion dice so Dice So Nice animates in correct order
|
||||||
|
if (game?.dice3d && rollContext.favor !== "favor" && rollContext.favor !== "disfavor") {
|
||||||
|
await game.dice3d.showForRoll(rollBase, game.user, true)
|
||||||
|
}
|
||||||
|
|
||||||
let rollTotal = 0
|
let rollTotal = 0
|
||||||
let diceResults = []
|
let diceResults = []
|
||||||
let resultType
|
let resultType
|
||||||
@@ -673,6 +670,10 @@ export default class LethalFantasyRoll extends Roll {
|
|||||||
rollBase.options.defenderId = options.defenderId
|
rollBase.options.defenderId = options.defenderId
|
||||||
rollBase.options.defenderTokenId = options.defenderTokenId
|
rollBase.options.defenderTokenId = options.defenderTokenId
|
||||||
rollBase.options.extraShieldDr = options.extraShieldDr || 0
|
rollBase.options.extraShieldDr = options.extraShieldDr || 0
|
||||||
|
rollBase.options.damageTier = options.damageTier || "standard"
|
||||||
|
rollBase.options.d30Bleed = options.d30Bleed || false
|
||||||
|
rollBase.options.d30DamageMultiplier = options.d30DamageMultiplier || 1
|
||||||
|
rollBase.options.d30DrMultiplier = options.d30DrMultiplier || 1
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* A hook event that fires after the roll has been made.
|
* A hook event that fires after the roll has been made.
|
||||||
@@ -903,6 +904,29 @@ export default class LethalFantasyRoll extends Roll {
|
|||||||
actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
|
actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
|
||||||
if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
|
if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
|
||||||
actionItem.rangedMode = rangedMode
|
actionItem.rangedMode = rangedMode
|
||||||
|
// If this is a spell/miracle with multiple damage tiers, prompt tier choice
|
||||||
|
if (actionItem.system?.damageDice) {
|
||||||
|
const tiers = [
|
||||||
|
{ id: "standard", label: "Standard", dice: actionItem.system.damageDice },
|
||||||
|
{ id: "overpowered", label: "Overpowered", dice: actionItem.system.damageDiceOverpowered },
|
||||||
|
{ id: "overpowered2", label: "Overpowered 2", dice: actionItem.system.damageDiceOverpowered2 },
|
||||||
|
].filter(t => t.dice)
|
||||||
|
if (tiers.length > 1) {
|
||||||
|
const tierChoice = await foundry.applications.api.DialogV2.wait({
|
||||||
|
window: { title: "Choose Damage Tier" },
|
||||||
|
classes: ["lethalfantasy"],
|
||||||
|
content: `<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>`,
|
||||||
|
buttons: tiers.map(t => ({
|
||||||
|
action: t.id,
|
||||||
|
label: `${t.label} (${t.dice.toUpperCase()})`,
|
||||||
|
icon: "fa-solid fa-wand-magic-sparkles",
|
||||||
|
callback: () => t.id
|
||||||
|
})),
|
||||||
|
rejectClose: false
|
||||||
|
})
|
||||||
|
actionItem.damageTier = tierChoice || "standard"
|
||||||
|
}
|
||||||
|
}
|
||||||
actionItem.castingTime = 1
|
actionItem.castingTime = 1
|
||||||
actionItem.spellStatus = "castingTime"
|
actionItem.spellStatus = "castingTime"
|
||||||
// Set the flag on the combatant
|
// Set the flag on the combatant
|
||||||
@@ -1392,10 +1416,8 @@ export default class LethalFantasyRoll extends Roll {
|
|||||||
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
|
||||||
case "weapon-defense":
|
case "weapon-defense":
|
||||||
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
|
||||||
case "weapon-damage-small":
|
case "weapon-damage":
|
||||||
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-small")}`
|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
|
||||||
case "weapon-damage-medium":
|
|
||||||
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-medium")}`
|
|
||||||
case "spell":
|
case "spell":
|
||||||
case "spell-attack":
|
case "spell-attack":
|
||||||
case "spell-power":
|
case "spell-power":
|
||||||
@@ -1456,7 +1478,6 @@ export default class LethalFantasyRoll extends Roll {
|
|||||||
weaponDamageOptions = {
|
weaponDamageOptions = {
|
||||||
weaponId: weapon._id || weapon.id,
|
weaponId: weapon._id || weapon.id,
|
||||||
weaponName: weapon.name,
|
weaponName: weapon.name,
|
||||||
damageS: weapon.system?.damage?.damageS,
|
|
||||||
damageM: weapon.system?.damage?.damageM
|
damageM: weapon.system?.damage?.damageM
|
||||||
}
|
}
|
||||||
console.log("Weapon damage options:", weaponDamageOptions)
|
console.log("Weapon damage options:", weaponDamageOptions)
|
||||||
|
|||||||
@@ -281,7 +281,7 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
|
|||||||
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
|
* @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.
|
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
|
||||||
*/
|
*/
|
||||||
async roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr = 0) {
|
async roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr = 0, d30Effects = {}) {
|
||||||
const hasTarget = false
|
const hasTarget = false
|
||||||
let roll = await LethalFantasyRoll.prompt({
|
let roll = await LethalFantasyRoll.prompt({
|
||||||
rollType,
|
rollType,
|
||||||
@@ -293,7 +293,11 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
|
|||||||
target: false,
|
target: false,
|
||||||
defenderId,
|
defenderId,
|
||||||
defenderTokenId,
|
defenderTokenId,
|
||||||
extraShieldDr
|
extraShieldDr,
|
||||||
|
damageTier: rollTarget.damageTier || "standard",
|
||||||
|
d30Bleed: d30Effects.d30Bleed || false,
|
||||||
|
d30DamageMultiplier: d30Effects.d30DamageMultiplier || 1,
|
||||||
|
d30DrMultiplier: d30Effects.d30DrMultiplier || 1
|
||||||
})
|
})
|
||||||
if (!roll) return null
|
if (!roll) return null
|
||||||
|
|
||||||
|
|||||||
@@ -56,10 +56,28 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
|
|||||||
}, {}),
|
}, {}),
|
||||||
)
|
)
|
||||||
|
|
||||||
|
const woundFieldSchema = {
|
||||||
|
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||||
|
duration: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||||
|
description: new fields.StringField({ initial: "", required: false, nullable: true }),
|
||||||
|
}
|
||||||
|
|
||||||
schema.hp = new fields.SchemaField({
|
schema.hp = new fields.SchemaField({
|
||||||
value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
|
value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
|
||||||
average: 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 }),
|
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 }),
|
damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||||
painDamage: 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 (=).
|
* @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.
|
* @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
|
const hasTarget = false
|
||||||
|
|
||||||
// Ranged monster defense uses the ranged defense dialog (movement, range, size modifiers)
|
// 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,
|
target: false,
|
||||||
defenderId,
|
defenderId,
|
||||||
defenderTokenId,
|
defenderTokenId,
|
||||||
extraShieldDr
|
extraShieldDr,
|
||||||
|
damageTier: rollTarget.damageTier || "standard",
|
||||||
|
d30Bleed: d30Effects.d30Bleed || false,
|
||||||
|
d30DamageMultiplier: d30Effects.d30DamageMultiplier || 1,
|
||||||
|
d30DrMultiplier: d30Effects.d30DrMultiplier || 1
|
||||||
})
|
})
|
||||||
if (!roll) return null
|
if (!roll) return null
|
||||||
|
|
||||||
await roll.toMessage({}, { messageMode: roll.options.rollMode })
|
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
|
let rollTarget
|
||||||
switch (rollType) {
|
switch (rollType) {
|
||||||
case "monster-attack":
|
case "monster-attack":
|
||||||
@@ -252,8 +274,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
|
|||||||
}, { messageMode: roll.options.rollMode ?? game.settings.get("core", "rollMode") })
|
}, { messageMode: roll.options.rollMode ?? game.settings.get("core", "rollMode") })
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
case "weapon-damage-small":
|
case "weapon-damage":
|
||||||
case "weapon-damage-medium":
|
|
||||||
case "weapon-attack":
|
case "weapon-attack":
|
||||||
case "weapon-defense": {
|
case "weapon-defense": {
|
||||||
let weapon = this.actor.items.find((i) => i.type === "weapon" && i.id === rollKey)
|
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
|
// In all cases
|
||||||
if (rollTarget) {
|
if (rollTarget) {
|
||||||
rollTarget.tokenId = tokenId
|
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.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.memorized = new fields.BooleanField({ required: true, initial: false })
|
||||||
|
|
||||||
schema.components = new fields.SchemaField({
|
schema.components = new fields.SchemaField({
|
||||||
|
|||||||
+240
-13
@@ -105,6 +105,35 @@ export default class LethalFantasyUtils {
|
|||||||
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
|
$(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)
|
LethalFantasyUtils.handleAttackerGritOffer(msg)
|
||||||
}
|
}
|
||||||
break
|
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,
|
attackD30result,
|
||||||
attackD30message,
|
attackD30message,
|
||||||
attackRerollContext,
|
attackRerollContext,
|
||||||
|
attackNaturalRoll: msg.attackNaturalRoll,
|
||||||
|
damageTier: msg.damageTier,
|
||||||
defenderId: defender.id,
|
defenderId: defender.id,
|
||||||
defenderTokenId
|
defenderTokenId
|
||||||
}
|
}
|
||||||
@@ -365,6 +411,8 @@ export default class LethalFantasyUtils {
|
|||||||
attackD30result,
|
attackD30result,
|
||||||
attackD30message,
|
attackD30message,
|
||||||
attackRerollContext,
|
attackRerollContext,
|
||||||
|
attackNaturalRoll: msg.attackNaturalRoll,
|
||||||
|
damageTier: msg.damageTier,
|
||||||
defenderId: defender.id,
|
defenderId: defender.id,
|
||||||
defenderTokenId,
|
defenderTokenId,
|
||||||
isRanged: msg.isRanged
|
isRanged: msg.isRanged
|
||||||
@@ -397,6 +445,7 @@ export default class LethalFantasyUtils {
|
|||||||
attackD30result,
|
attackD30result,
|
||||||
attackD30message,
|
attackD30message,
|
||||||
attackRerollContext,
|
attackRerollContext,
|
||||||
|
damageTier: msg.damageTier,
|
||||||
defenderId: defender.id,
|
defenderId: defender.id,
|
||||||
defenderTokenId,
|
defenderTokenId,
|
||||||
isRanged: true
|
isRanged: true
|
||||||
@@ -469,6 +518,8 @@ export default class LethalFantasyUtils {
|
|||||||
attackD30result,
|
attackD30result,
|
||||||
attackD30message,
|
attackD30message,
|
||||||
attackRerollContext,
|
attackRerollContext,
|
||||||
|
attackNaturalRoll: msg.attackNaturalRoll,
|
||||||
|
damageTier: msg.damageTier,
|
||||||
defenderId: defender.id,
|
defenderId: defender.id,
|
||||||
defenderTokenId,
|
defenderTokenId,
|
||||||
isRanged: msg.isRanged
|
isRanged: msg.isRanged
|
||||||
@@ -485,6 +536,180 @@ export default class LethalFantasyUtils {
|
|||||||
return d30Message?.type === "mulligan"
|
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() {
|
static getCombatBonusDiceChoices() {
|
||||||
return ["1d4", "1d6", "1d8", "1d10", "1d12", "1d20", "1d20e"]
|
return ["1d4", "1d6", "1d8", "1d10", "1d12", "1d20", "1d20e"]
|
||||||
@@ -843,19 +1068,16 @@ export default class LethalFantasyUtils {
|
|||||||
// Déterminer le type de dégâts à lancer
|
// Déterminer le type de dégâts à lancer
|
||||||
if (data.attackRollType === "weapon-attack") {
|
if (data.attackRollType === "weapon-attack") {
|
||||||
damageButton = `
|
damageButton = `
|
||||||
<div class="attack-result-damage">
|
<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="${data.attackWeaponId}" data-damage-type="small">
|
<button class="roll-damage-btn" data-attacker-id="${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="${data.d30DrMultiplier || 1}">
|
||||||
<i class="fa-solid fa-dice-d6"></i> Damage (Small)
|
<i class="fa-solid fa-dice-d20"></i> Damage
|
||||||
</button>
|
|
||||||
<button class="roll-damage-btn" data-attacker-id="${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)
|
|
||||||
</button>
|
</button>
|
||||||
</div>
|
</div>
|
||||||
`
|
`
|
||||||
} else if (data.attackRollType === "monster-attack") {
|
} else if (data.attackRollType === "monster-attack") {
|
||||||
damageButton = `
|
damageButton = `
|
||||||
<div class="attack-result-damage single-btn">
|
<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="${data.d30DrMultiplier || 1}">
|
||||||
<i class="fa-solid fa-burst"></i> Damage
|
<i class="fa-solid fa-burst"></i> Damage
|
||||||
</button>
|
</button>
|
||||||
</div>
|
</div>
|
||||||
@@ -863,11 +1085,13 @@ export default class LethalFantasyUtils {
|
|||||||
} else if (data.attackRollType === "spell-attack" || data.attackRollType === "miracle-attack") {
|
} else if (data.attackRollType === "spell-attack" || data.attackRollType === "miracle-attack") {
|
||||||
const attacker = game.actors.get(data.attackerId)
|
const attacker = game.actors.get(data.attackerId)
|
||||||
const spell = attacker?.items.get(data.attackWeaponId || data.attackRollKey)
|
const spell = attacker?.items.get(data.attackWeaponId || data.attackRollKey)
|
||||||
const tiers = [
|
const chosenTier = data.damageTier || "standard"
|
||||||
{ formula: spell?.system?.damageDice, label: "Standard" },
|
const allTiers = [
|
||||||
{ formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
|
{ id: "standard", formula: spell?.system?.damageDice, label: "Standard" },
|
||||||
{ formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
|
{ id: "overpowered", formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
|
||||||
].filter(t => t.formula)
|
{ id: "overpowered2", formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
|
||||||
|
]
|
||||||
|
const tiers = allTiers.filter(t => t.id === chosenTier && t.formula)
|
||||||
if (tiers.length) {
|
if (tiers.length) {
|
||||||
const buttons = tiers.map(t => {
|
const buttons = tiers.map(t => {
|
||||||
const escapedFormula = Handlebars.escapeExpression(t.formula)
|
const escapedFormula = Handlebars.escapeExpression(t.formula)
|
||||||
@@ -877,7 +1101,10 @@ export default class LethalFantasyUtils {
|
|||||||
data-defender-id="${data.defenderId}"
|
data-defender-id="${data.defenderId}"
|
||||||
data-defender-token-id="${data.defenderTokenId || ""}"
|
data-defender-token-id="${data.defenderTokenId || ""}"
|
||||||
data-damage-type="spell"
|
data-damage-type="spell"
|
||||||
data-damage-formula="${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})
|
<i class="fa-solid fa-wand-magic-sparkles"></i> ${t.label} (${escapedFormula})
|
||||||
</button>`
|
</button>`
|
||||||
}).join("")
|
}).join("")
|
||||||
|
|||||||
@@ -89,6 +89,66 @@
|
|||||||
font-size: 0.9rem;
|
font-size: 0.9rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Luck/Grit Styles */
|
||||||
|
#token-hud .luck-grit-wrap {
|
||||||
|
position: absolute;
|
||||||
|
left: 75px;
|
||||||
|
display: none;
|
||||||
|
top: 50%;
|
||||||
|
width: 80px;
|
||||||
|
text-align: start;
|
||||||
|
background: rgba(0, 0, 0, 0.8);
|
||||||
|
border: 1px solid rgba(139, 69, 19, 0.5);
|
||||||
|
border-radius: 4px;
|
||||||
|
padding: 4px 6px;
|
||||||
|
transform: translate(-100%, -50%);
|
||||||
|
}
|
||||||
|
|
||||||
|
#token-hud .luck-grit-hud-active {
|
||||||
|
display: block;
|
||||||
|
}
|
||||||
|
|
||||||
|
#token-hud .luck-grit-hud-disabled {
|
||||||
|
display: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
#token-hud .luck-grit-row {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 4px;
|
||||||
|
margin: 2px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
#token-hud .luck-grit-label {
|
||||||
|
flex: 1;
|
||||||
|
color: #c9b896;
|
||||||
|
font-size: 11px;
|
||||||
|
font-weight: 600;
|
||||||
|
text-transform: uppercase;
|
||||||
|
}
|
||||||
|
|
||||||
|
#token-hud .luck-grit-btn {
|
||||||
|
width: 28px;
|
||||||
|
height: 22px;
|
||||||
|
padding: 0;
|
||||||
|
background: rgba(139, 69, 19, 0.25);
|
||||||
|
border: 1px solid rgba(139, 69, 19, 0.4);
|
||||||
|
border-radius: 3px;
|
||||||
|
color: #d4c5a9;
|
||||||
|
font-size: 12px;
|
||||||
|
font-weight: 700;
|
||||||
|
cursor: pointer;
|
||||||
|
line-height: 1;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
|
||||||
|
&:hover {
|
||||||
|
background: rgba(139, 69, 19, 0.5);
|
||||||
|
border-color: rgba(139, 69, 19, 0.7);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/* -------------------------------------------------- */
|
/* -------------------------------------------------- */
|
||||||
/* Dice Tray — injected into the Foundry chat sidebar */
|
/* Dice Tray — injected into the Foundry chat sidebar */
|
||||||
/* -------------------------------------------------- */
|
/* -------------------------------------------------- */
|
||||||
|
|||||||
@@ -87,16 +87,10 @@
|
|||||||
<i class="fa-solid fa-shield-halved" data-roll-type="weapon-defense" data-roll-key="{{item.id}}"></i>
|
<i class="fa-solid fa-shield-halved" data-roll-type="weapon-defense" data-roll-key="{{item.id}}"></i>
|
||||||
</a>
|
</a>
|
||||||
|
|
||||||
<a class="rollable" data-roll-type="weapon-damage-small" data-roll-key="{{item.id}}"
|
<a class="rollable" data-roll-type="weapon-damage" data-roll-key="{{item.id}}"
|
||||||
data-tooltip="Roll Damage (Small)">
|
data-tooltip="Roll Damage">
|
||||||
<i class="fa-regular fa-face-head-bandage" data-roll-type="weapon-damage-small"
|
<i class="fa-regular fa-face-head-bandage" data-roll-type="weapon-damage"
|
||||||
data-roll-key="{{item.id}}"></i>S
|
data-roll-key="{{item.id}}"></i>
|
||||||
</a>
|
|
||||||
|
|
||||||
<a class="rollable" data-roll-type="weapon-damage-medium" data-roll-key="{{item.id}}"
|
|
||||||
data-tooltip="Roll Damage (Medium)">
|
|
||||||
<i class="fa-regular fa-face-head-bandage" data-roll-type="weapon-damage-medium"
|
|
||||||
data-roll-key="{{item.id}}"></i>M
|
|
||||||
</a>
|
</a>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@@ -69,16 +69,10 @@
|
|||||||
</div>
|
</div>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
|
|
||||||
{{#if rollData.damageSmall}}
|
{{#if rollData.isDamage}}
|
||||||
<div class="detail-badge damage-badge">
|
|
||||||
<i class="fa-solid fa-dice-d6"></i>
|
|
||||||
<span>{{localize "LETHALFANTASY.Label.weapon-damage-small"}}</span>
|
|
||||||
</div>
|
|
||||||
{{/if}}
|
|
||||||
{{#if rollData.damageMedium}}
|
|
||||||
<div class="detail-badge damage-badge">
|
<div class="detail-badge damage-badge">
|
||||||
<i class="fa-solid fa-dice-d20"></i>
|
<i class="fa-solid fa-dice-d20"></i>
|
||||||
<span>{{localize "LETHALFANTASY.Label.weapon-damage-medium"}}</span>
|
<span>{{localize "LETHALFANTASY.Label.weapon-damage"}}</span>
|
||||||
</div>
|
</div>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
|
|
||||||
@@ -202,19 +196,6 @@
|
|||||||
}}+{{weaponDamageOptions.damageModifier}}{{/if}}
|
}}+{{weaponDamageOptions.damageModifier}}{{/if}}
|
||||||
</button>
|
</button>
|
||||||
{{else}}
|
{{else}}
|
||||||
{{#if weaponDamageOptions.damageS}}
|
|
||||||
<button
|
|
||||||
class="damage-roll-btn"
|
|
||||||
data-weapon-id="{{weaponDamageOptions.weaponId}}"
|
|
||||||
data-damage-type="small"
|
|
||||||
data-damage-formula="{{weaponDamageOptions.damageS}}"
|
|
||||||
data-is-monster="false"
|
|
||||||
title="{{localize 'LETHALFANTASY.Label.rollDamage'}}"
|
|
||||||
>
|
|
||||||
<i class="fa-solid fa-dice-d6"></i>
|
|
||||||
Damage Small
|
|
||||||
</button>
|
|
||||||
{{/if}}
|
|
||||||
{{#if weaponDamageOptions.damageM}}
|
{{#if weaponDamageOptions.damageM}}
|
||||||
<button
|
<button
|
||||||
class="damage-roll-btn"
|
class="damage-roll-btn"
|
||||||
@@ -225,7 +206,7 @@
|
|||||||
title="{{localize 'LETHALFANTASY.Label.rollDamage'}}"
|
title="{{localize 'LETHALFANTASY.Label.rollDamage'}}"
|
||||||
>
|
>
|
||||||
<i class="fa-solid fa-dice-d20"></i>
|
<i class="fa-solid fa-dice-d20"></i>
|
||||||
Damage Medium
|
{{localize "LETHALFANTASY.Label.damage"}}
|
||||||
</button>
|
</button>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
{{/if}}
|
{{/if}}
|
||||||
|
|||||||
@@ -0,0 +1,16 @@
|
|||||||
|
<div class="control-icon" data-action="lethal-luck-grit-hud">
|
||||||
|
<i class="fa-solid fa-dice" title="Adjust Luck/Grit" style="width:36px;height:36px;display:flex;align-items:center;justify-content:center;font-size:18px;cursor:pointer"></i>
|
||||||
|
|
||||||
|
<div class="luck-grit-wrap luck-grit-hud-disabled">
|
||||||
|
<div class="luck-grit-row">
|
||||||
|
<span class="luck-grit-label">Luck</span>
|
||||||
|
<button class="luck-grit-btn" data-resource="luck" data-amount="-1">−1</button>
|
||||||
|
<button class="luck-grit-btn" data-resource="luck" data-amount="1">+1</button>
|
||||||
|
</div>
|
||||||
|
<div class="luck-grit-row">
|
||||||
|
<span class="luck-grit-label">Grit</span>
|
||||||
|
<button class="luck-grit-btn" data-resource="grit" data-amount="-1">−1</button>
|
||||||
|
<button class="luck-grit-btn" data-resource="grit" data-amount="1">+1</button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
@@ -123,7 +123,6 @@
|
|||||||
</select>
|
</select>
|
||||||
|
|
||||||
{{#if (eq rollType "save")}}
|
{{#if (eq rollType "save")}}
|
||||||
{{#if rollTarget.magicUser}}
|
|
||||||
<div>
|
<div>
|
||||||
<span>Save against spell (+{{rollTarget.actorModifiers.saveModifier}})
|
<span>Save against spell (+{{rollTarget.actorModifiers.saveModifier}})
|
||||||
?</span>
|
?</span>
|
||||||
@@ -134,7 +133,6 @@
|
|||||||
/>
|
/>
|
||||||
</div>
|
</div>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
{{/if}}
|
|
||||||
</fieldSet>
|
</fieldSet>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
|
|
||||||
|
|||||||
@@ -6,6 +6,8 @@
|
|||||||
|
|
||||||
{{formField systemFields.level value=system.level}}
|
{{formField systemFields.level value=system.level}}
|
||||||
{{formField systemFields.cost value=system.cost}}
|
{{formField systemFields.cost value=system.cost}}
|
||||||
|
{{formField systemFields.costOverpowered value=system.costOverpowered}}
|
||||||
|
{{formField systemFields.costOverpowered2 value=system.costOverpowered2}}
|
||||||
|
|
||||||
<label>{{localize "LETHALFANTASY.Label.components"}}</label>
|
<label>{{localize "LETHALFANTASY.Label.components"}}</label>
|
||||||
<div class="shift-right">
|
<div class="shift-right">
|
||||||
|
|||||||
@@ -17,11 +17,7 @@
|
|||||||
{{formField systemFields.damageType.fields.typeS value=system.damageType.typeS}}
|
{{formField systemFields.damageType.fields.typeS value=system.damageType.typeS}}
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<label>{{localize "LETHALFANTASY.Label.damage"}}</label>
|
{{formField systemFields.damage.fields.damageM value=system.damage.damageM label="LETHALFANTASY.Label.damage"}}
|
||||||
<div class="shift-right">
|
|
||||||
{{formField systemFields.damage.fields.damageS value=system.damage.damageS}}
|
|
||||||
{{formField systemFields.damage.fields.damageM value=system.damage.damageM}}
|
|
||||||
</div>
|
|
||||||
|
|
||||||
{{formField systemFields.applyStrengthDamageBonus value=system.applyStrengthDamageBonus localize=true}}
|
{{formField systemFields.applyStrengthDamageBonus value=system.applyStrengthDamageBonus localize=true}}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user