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35 Commits

Author SHA1 Message Date
uberwald 60b351f50d Fix spell save/defense again
Release Creation / build (release) Successful in 45s
2026-06-13 21:06:18 +02:00
uberwald ace726a1fc fix: use try/finally for spellDefense cleanup instead of delete
Release Creation / build (release) Successful in 47s
delete on game.lethalFantasy.spellDefense was breaking roll flow
on Foundry's proxied game object.  Use try/finally with
assignment to false instead, which is safe on any object type.

Initialize saveSpell local var from one-shot flag so D30
chart lookup correctly uses arcane_spell_defense for spell saves
without requiring user to click the pre-checked checkbox.
2026-06-13 16:51:52 +02:00
uberwald 67499bc199 fix: add missing arcane_spell_defense entry for D30=1
Release Creation / build (release) Successful in 49s
User spec lists D30=1 as 'Possible Spell Calamity or Catastrophe'
for Arcane Spell Defense but it was missing from the table.
2026-06-13 16:29:54 +02:00
uberwald 7eae95cbbd fix: use arcane spell defense D30 chart for spell saves
Release Creation / build (release) Successful in 43s
Bug: saveSpell local var initialized to false (line 142), while
dialog checkbox was pre-checked via dialogContext.saveSpell =
game.lethalFantasy.spellDefense.  If user didn't click the checkbox,
D30 call used SAVING_THROWS chart instead of ARCANE_SPELL_DEFENSE.

Also: game.lethalFantasy.spellDefense was set true before spell
defense rolls but never cleared, leaking to subsequent non-spell saves.

Fix: initialize saveSpell from the one-shot flag and delete it
immediately.  Dialog context now uses the local saveSpell variable
instead of re-reading the deleted flag.
2026-06-13 15:22:34 +02:00
uberwald 1b53bf9152 fix: resolve hud actor from hud.token not render context param
Release Creation / build (release) Successful in 41s
V2 renderTokenHUD passes (hud, html, data) where data is a render
context object — not a TokenDocument.  data.actor was undefined,
and data?.token?.actor was also undefined.  Use hud.token.actor
(or hud.object.actor) instead, which is the real PlaceableObject
with proper actor resolution.

Also fix html.find() → html.querySelector() for V2 HTMLElement.
2026-06-12 19:01:54 +02:00
uberwald 2570bf707e fix: prevent duplicate cross-client defense dialog, clear bleed on heal
- Only send attackBoosted socket when attackerHandledBonus || attackerHasNonGMOwner
  (GM→player: hook handles it, no socket needed; PC→PC: socket needed)
- Clear bleeding wounds when HP restored via token HUD heal buttons
2026-06-12 17:23:39 +02:00
uberwald cbeaaeec99 Final fixes and code review checks
Release Creation / build (release) Successful in 39s
2026-06-12 08:19:42 +02:00
uberwald 37badf2619 fix: attack/defense cross-client reaction flow
- C1: Stop D30 auto-roll on non-primary clients (caused divergence)
- C2: defenderOwner fallback to GM for monster defenders
- C3: Fix tie outcome in handleAttackBoosted (>= not >)
- C5: Convert handleAttackBoosted to while-loop (multi-reaction)
- C4/C6: shouldCreateMessage cross-client guard
- M2: Coordinate main flow defender dialog vs socket handler
- M3: Fresh grit/luck reads each socket handler iteration
- M4: Include defenseD30message in socket payload + re-process
- M5: Communicate attackerHandledBonus in socket payload
- i18n: Add missing COMBAT.* keys, fix weapon.hbs label localize
- d30_results_tables: Fix string typo
2026-06-12 02:51:59 +02:00
uberwald 5839616863 chore: add pushLDBtoYML/pullYMLtoLDB scripts, gitignore packs_src 2026-06-12 01:56:19 +02:00
uberwald 89298490ef fix: pre-check 'Save against spell' checkbox in template when saveSpell is true 2026-06-12 01:56:03 +02:00
uberwald bb42de19bd REmove unused file 2026-06-11 23:05:55 +02:00
uberwald 53f9c33419 chore: gitignore LevelDB internal files, stop tracking auto-generated LDB bookkeeping
Release Creation / build (release) Successful in 46s
2026-06-11 23:00:45 +02:00
uberwald 06eba5f835 fix: show spell tier dialog on character sheet cast; duplicate rollTarget to prevent Item mutation 2026-06-11 22:56:54 +02:00
uberwald 46fa2d15a3 fix: allow defender to react when attacker boosts past defense via cross-client socket 2026-06-11 22:41:54 +02:00
uberwald 8aae7bada0 fix: pre-check 'Save against spell' checkbox when defense originates from spell attack 2026-06-11 22:17:37 +02:00
uberwald ceb62bca3f fix: add missing class lethal-luck-grit-hud to template so JS selector matches 2026-06-11 22:03:56 +02:00
uberwald 110ac65ba5 fix: replace hardcoded French bleeding notifications with i18n keys 2026-06-11 21:50:19 +02:00
uberwald 9b75fd4d96 feat: combat-tracker-driven bleeding (HP loss per wound per round) 2026-06-11 21:49:35 +02:00
uberwald 141d6048e0 Fix triple damage issue 2026-06-11 21:32:26 +02:00
uberwald ea7acf6bf8 Fix hp < 0 and D30 with D20 bonus roll 2026-06-11 20:48:46 +02:00
uberwald c20750caa7 Minor fixes regarding rolls and chat messages
Release Creation / build (release) Successful in 48s
2026-06-10 20:17:45 +02:00
uberwald ce630feb51 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
2026-06-10 07:53:51 +02:00
uberwald b35b684d50 NEgative values for HP and weapon bonuses 2026-06-06 16:11:36 +02:00
uberwald f6fb0b68b8 Fix spell rolls again
Release Creation / build (release) Successful in 47s
2026-05-25 20:41:00 +02:00
uberwald e45edd60c4 FIx spell order and dual rollll for spell damages
Release Creation / build (release) Successful in 1m6s
2026-05-25 12:29:39 +02:00
uberwald d389a85a9f Fix ranged attacks again
Release Creation / build (release) Successful in 43s
2026-05-24 09:42:07 +02:00
uberwald c217490a5b Fix ranged attacks again
Release Creation / build (release) Has been cancelled
2026-05-24 09:41:06 +02:00
uberwald 38eb1a8d3d Add ranged actions for monsters
Release Creation / build (release) Successful in 54s
2026-05-23 19:10:10 +02:00
uberwald 4724cdf2bb VArious fixes for rolls and ranged attacks
Release Creation / build (release) Successful in 44s
2026-05-23 09:08:16 +02:00
uberwald 6d06c8ddad Various fixes for spell and ranged attacks 2026-05-23 00:21:05 +02:00
uberwald 2770774aa3 Various fixes for spell and ranged attacks 2026-05-23 00:11:58 +02:00
uberwald e417b61625 Spells fixe
Release Creation / build (release) Successful in 46s
2026-05-20 23:17:07 +02:00
uberwald 9a8d580ef6 Other fixes for damage buttons from chat
Release Creation / build (release) Successful in 53s
2026-05-20 10:53:46 +02:00
uberwald 9ccb0f90f0 Other fixes for damage buttons from chat 2026-05-20 10:53:22 +02:00
uberwald 6cf0880ad3 Enhance spell damage and messages content
Release Creation / build (release) Successful in 44s
2026-05-19 10:52:03 +02:00
68 changed files with 2547 additions and 827 deletions
+1
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@@ -0,0 +1 @@
packs/** filter=lfs diff=lfs merge=lfs -text
+1 -1
View File
@@ -59,5 +59,5 @@ jobs:
version: ${{github.event.release.tag_name}}
manifest: "https://www.uberwald.me/gitea/${{gitea.repository}}/releases/download/${{github.event.release.tag_name}}/system.json"
notes: "https://www.uberwald.me/gitea/public/fvtt-lethal-fantasy/raw/branch/main/changelog.md"
compatibility-minimum: "13"
compatibility-minimum: "14"
compatibility-verified: "14"
+11
View File
@@ -9,3 +9,14 @@ node_modules/
.history
.github/
# LevelDB internals (auto-generated, churn on every open)
packs-system/**/*.log
packs-system/**/LOG
packs-system/**/LOG.old
packs-system/**/CURRENT
packs-system/**/LOCK
packs-system/**/MANIFEST-*
# YAML source for pack round-trip
packs_src/
+6
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@@ -0,0 +1,6 @@
{
"cSpell.words": [
"biodata",
"LETHALFANTASY"
]
}
+105
View File
@@ -0,0 +1,105 @@
# Lethal Fantasy FoundryVTT System — Session Context
## Current Goal
Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, revert on close) and cross-client sync of defense bonuses.
## Accomplished
### Pass 1 — Critical Issues
- **Telemetry removed**: `ClassCounter`, `registerWorldCount`, orphaned `worldKey` setting deleted from system.json
- **globalThis side effects**: `globalThis.SYSTEM`, `globalThis.pendingDefenses` moved from top-level to `init` hook
- **console.log → log()**: All runtime console.log replaced with `log()` helper guarded by `lethalFantasy.debug` setting
- **Stale Tenebris refs**: `macros.mjs``TENEBRIS.Label.jet``LETHALFANTASY.Label.jet`, `TENEBRIS.Manager.*``LETHALFANTASY.Label.*`, `tenebris.macro` flag → `lethalFantasy.macro`
### Pass 2 — V1/V2 Mixing, Fire-and-Forget
- **V1 sheet registrations removed**: `foundry.appv1.sheets.*` in system.json
- **V1 `activateListeners`/jQuery**: removed dead `defaultOptions`, V1 tab code from `combat.mjs`
- **V2 API paths**: `FilePicker` → V2, `TextEditor.getDragEventData` → V2, `item.sheet.render(true)``render({force:true})`, `super._onRender()``super._onRender(context, options)`, `token._id``token.id`
- **Fire-and-forget Promises**: All `actor.update()`, `ChatMessage.create()`, `prepareRoll()`, `prepareMonsterRoll()`, socket handler calls now awaited
- **Misnamed class**: `LethalFantasySkill``LethalFantasyWeapon`; added missing `WEAPON_TYPE` import; fixed `weaponCategory`
### Pass 3 — Code Review Fixes
- **Duplicated dialogs**: Per-element `.rollable`/`.wound-data` bindings moved to `_onRender` (V2 destroys/recreates DOM each render); `_activateListeners` reverted
- **renderChatMessage reverted**: V2 hook `renderChatMessage` passes jQuery html, `querySelectorAll` fails; kept `renderChatMessageHTML`
- **Roll actions broken**: Fixed `async` base-actor-sheet methods; `_onRender` bindings for rollable elements restored
- **Token HUD guard**: `html.querySelector()``html.find().length` (html is jQuery object)
- **All review awaits confirmed**: `showDefenseRequest`/`socket` handlers all awaited
## Defense Dialog Investigation — Status
### Symptom (user process)
1. Monster (GM) attacks player — hits
2. Player uses Grit/Luck to boost defense
3. Defense now beats attack — reports new result
4. Dialog **stays open** — Grit/Luck/bonus dice options still visible
5. Closing dialog (Continue or X) causes "rolls vanish" — reverts to original result
### Root Cause Found — Duplicate cross-client processing (FIXED)
When monster (GM) attacks player, the `createChatMessage` hook fires on **both** clients:
```
Player's client: GM's client:
defense msg created defense msg synced
↓ ↓
hook fires (line 557) hook fires (line 557)
isPrimaryController(defender)=true isPrimaryController(defender)=false
↓ ↓
Defense dialog A shows Defense dialog skipped
Player spends Grit Cross-client code (line 1009):
defenseRoll=10→16 isPrimaryController(attacker)=true
While loop exits defenderOwner=player (≠GM)
Comparison: "miss" ↓
**Sends attackBoosted with ORIGINAL
defenseRoll=10 (stale!)**
Player receives socket → handleAttackBoosted
→ Defense dialog B shows with OLD values
→ When closed, comparison: "hit" (overwrites!)
```
Player sees **two** dialogs (A then B). Dialog B uses unboosted values, so closing/ignoring it produces a stale "hit" result that overwrites the correct "miss."
### Fix
`lethal-fantasy.mjs:1016` — only send `attackBoosted` socket when `attackerHandledBonus || attackerHasNonGMOwner`. Guards against stale-socket overwrite for GM→player combat (where hook-based processing works without socket), while preserving socket delegation for PC→PC cross-client (where `attackerIsCrossClient` suppresses the hook-based processing on the defender's client).
Before:
```js
if (defenderOwner && defenderOwner.id !== game.user.id) {
game.socket.emit(`system.${SYSTEM.id}`, { type: "attackBoosted", ... })
return
}
```
After:
```js
if (defenderOwner && defenderOwner.id !== game.user.id) {
if (attackerHandledBonus || attackerHasNonGMOwner) {
game.socket.emit(`system.${SYSTEM.id}`, { type: "attackBoosted", ... })
}
return
}
```
### Same-Client Path
Code pattern is identical between attack and defense dialogs — both use `await DialogV2.wait({rejectClose:false})` in a while loop. Same-client defense works correctly because no duplicate socket messages arrive.
### Other Findings
- `offerGritLuckBonus` (`utils.mjs:1121`) is dead code — never called
- `promptCombatBonusDie` (`utils.mjs:975`) is correct — DialogV2 resolves to callback return value, not `action`
- Cross-client `handleAttackBoosted` (`utils.mjs:291`) still uses `else if` chain without `continue` — functionally correct but differs from same-client pattern
### Code Paths
| Flow | File | Line |
|------|------|------|
| Same-client attack | `lethal-fantasy.mjs` | 918-1004 |
| Same-client defense | `lethal-fantasy.mjs` | 697-870 |
| Cross-client defense | `module/utils.mjs` | 291-445 |
| Cross-client socket guard | `lethal-fantasy.mjs` | 1006-1037 |
| Attack Grit offer | `module/utils.mjs` | 1210-1290 |
### Key Files
- `lethal-fantasy.mjs` — Main system hooks, same-client attack/defense reactions
- `module/utils.mjs` — Cross-client defense flow, bonus dialogs, compareAttackDefense
- `module/documents/actor.mjs``prepareRoll()` entry point
- `module/documents/roll.mjs` — Roll resolution pipeline
+171 -32
View File
@@ -529,16 +529,16 @@ i.lethalfantasy {
}
.lethalfantasy .tab.character-combat .main-div .combat-details .combat-detail .armor-hp {
margin-right: 4px;
min-width: 10rem;
max-width: 10rem;
min-width: 11rem;
max-width: 11rem;
}
.lethalfantasy .tab.character-combat .main-div .combat-details .combat-detail .armor-hp .name {
min-width: 6rem;
max-width: 6rem;
}
.lethalfantasy .tab.character-combat .main-div .combat-details .combat-detail .armor-hp .input {
min-width: 2.5rem;
max-width: 2.5rem;
min-width: 3.5rem;
max-width: 3.5rem;
}
.lethalfantasy .tab.character-combat .main-div .combat-details .combat-detail .granted {
min-width: 8rem;
@@ -2027,9 +2027,12 @@ i.lethalfantasy {
background: #4a4940 !important;
color: #ffffff !important;
}
.lethalfantasy .grit-luck-dialog {
color: var(--color-text-dark-primary, #191813);
}
.lethalfantasy .grit-luck-dialog .combat-status {
padding: 12px;
background: linear-gradient(to bottom, rgba(42, 41, 32, 0.8) 0%, rgba(26, 25, 16, 0.9) 100%);
background: linear-gradient(to bottom, rgba(42, 41, 32, 0.88) 0%, rgba(26, 25, 16, 0.95) 100%);
border: 1px solid rgba(212, 175, 55, 0.5);
border-radius: 6px;
margin-bottom: 16px;
@@ -2049,11 +2052,25 @@ i.lethalfantasy {
margin-top: 8px;
}
.lethalfantasy .grit-luck-dialog .offer-text {
color: #f0e6d2;
color: var(--color-text-dark-primary, #191813);
font-size: calc(var(--font-size-standard) * 1);
text-align: center;
font-weight: 600;
margin: 0 0 8px 0;
}
.lethalfantasy .grit-luck-dialog .shield-warning {
color: #7a4000;
background: rgba(255, 160, 0, 0.12);
border: 1px solid rgba(255, 160, 0, 0.4);
border-radius: 5px;
font-size: calc(var(--font-size-standard) * 0.88);
padding: 6px 10px;
margin: 0;
text-align: center;
}
.lethalfantasy .grit-luck-dialog .shield-warning i {
color: #c07000;
margin-right: 5px;
}
.lethalfantasy .attack-result {
padding: 16px;
@@ -2144,31 +2161,66 @@ i.lethalfantasy {
color: #d4af37;
}
.lethalfantasy .attack-result .attack-result-damage {
display: flex;
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 8px;
justify-content: center;
}
.lethalfantasy .attack-result .attack-result-damage.single-btn {
grid-template-columns: 1fr;
max-width: 280px;
margin: 0 auto;
}
.lethalfantasy .attack-result .attack-result-damage.spell-damage {
grid-template-columns: 1fr;
width: 100%;
}
.lethalfantasy .attack-result .attack-result-damage .roll-damage-btn {
padding: 10px 16px;
padding: 10px 14px;
background: linear-gradient(to bottom, #8b0000 0%, #660000 100%);
border: 1px solid #ff0000;
border: 1px solid #4b0000;
border-radius: 6px;
color: #f0e6d2;
font-weight: 600;
font-size: calc(var(--font-size-standard) * 0.9);
text-align: center;
white-space: nowrap;
cursor: pointer;
transition: all 0.2s ease;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
box-shadow: 0 3px 6px rgba(0, 0, 0, 0.4), inset 0 1px 0 rgba(255, 255, 255, 0.1);
display: flex;
align-items: center;
justify-content: center;
gap: 6px;
position: relative;
overflow: hidden;
}
.lethalfantasy .attack-result .attack-result-damage .roll-damage-btn::before {
content: '';
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: linear-gradient(90deg, transparent, rgba(255, 255, 255, 0.15), transparent);
transition: left 0.5s;
}
.lethalfantasy .attack-result .attack-result-damage .roll-damage-btn:hover::before {
left: 100%;
}
.lethalfantasy .attack-result .attack-result-damage .roll-damage-btn i {
font-size: calc(var(--font-size-standard) * 1.1);
filter: drop-shadow(0 1px 2px rgba(0, 0, 0, 0.5));
flex-shrink: 0;
}
.lethalfantasy .attack-result .attack-result-damage .roll-damage-btn:hover {
background: linear-gradient(to bottom, #a00000 0%, #7b0000 100%);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.4);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.5), inset 0 1px 0 rgba(255, 255, 255, 0.15);
transform: translateY(-2px);
border-color: #5b0000;
}
.lethalfantasy .attack-result .attack-result-damage .roll-damage-btn:active {
transform: translateY(0);
}
.lethalfantasy .attack-result .attack-result-damage .roll-damage-btn i {
margin-right: 6px;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.4), inset 0 1px 3px rgba(0, 0, 0, 0.3);
}
.lethalfantasy .equipment-content {
font-family: var(--font-primary);
@@ -3228,16 +3280,10 @@ i.lethalfantasy {
.message.lethalfantasy.dice-roll .damage-buttons .damage-buttons-grid,
.message.fvtt-lethal-fantasy.dice-roll .damage-buttons .damage-buttons-grid {
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 8px;
}
.lethalfantasy.dice-roll .damage-buttons .damage-buttons-grid.monster-damage,
.fvtt-lethal-fantasy.dice-roll .damage-buttons .damage-buttons-grid.monster-damage,
.message.lethalfantasy.dice-roll .damage-buttons .damage-buttons-grid.monster-damage,
.message.fvtt-lethal-fantasy.dice-roll .damage-buttons .damage-buttons-grid.monster-damage {
grid-template-columns: 1fr;
max-width: 280px;
margin: 0 auto;
gap: 8px;
}
.lethalfantasy.dice-roll .damage-buttons .damage-buttons-grid .damage-roll-btn,
.fvtt-lethal-fantasy.dice-roll .damage-buttons .damage-buttons-grid .damage-roll-btn,
@@ -3497,6 +3543,7 @@ i.lethalfantasy {
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 8px;
justify-items: center;
}
.lethalfantasy.dice-roll .d30-message,
.fvtt-lethal-fantasy.dice-roll .d30-message,
@@ -3943,35 +3990,74 @@ i.lethalfantasy {
}
.message .attack-result .attack-result-damage,
.attack-result .attack-result-damage {
display: flex;
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 8px;
justify-content: center;
}
.message .attack-result .attack-result-damage.single-btn,
.attack-result .attack-result-damage.single-btn {
grid-template-columns: 1fr;
max-width: 280px;
margin: 0 auto;
}
.message .attack-result .attack-result-damage.spell-damage,
.attack-result .attack-result-damage.spell-damage {
grid-template-columns: 1fr;
width: 100%;
}
.message .attack-result .attack-result-damage .roll-damage-btn,
.attack-result .attack-result-damage .roll-damage-btn {
padding: 10px 16px;
padding: 10px 14px;
background: linear-gradient(to bottom, #8b0000 0%, #660000 100%);
border: 1px solid #ff0000;
border: 1px solid #4b0000;
border-radius: 6px;
color: #f0e6d2;
font-weight: 600;
font-size: calc(var(--font-size-standard) * 0.9);
text-align: center;
white-space: nowrap;
cursor: pointer;
transition: all 0.2s ease;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
box-shadow: 0 3px 6px rgba(0, 0, 0, 0.4), inset 0 1px 0 rgba(255, 255, 255, 0.1);
display: flex;
align-items: center;
justify-content: center;
gap: 6px;
position: relative;
overflow: hidden;
}
.message .attack-result .attack-result-damage .roll-damage-btn::before,
.attack-result .attack-result-damage .roll-damage-btn::before {
content: '';
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: linear-gradient(90deg, transparent, rgba(255, 255, 255, 0.15), transparent);
transition: left 0.5s;
}
.message .attack-result .attack-result-damage .roll-damage-btn:hover::before,
.attack-result .attack-result-damage .roll-damage-btn:hover::before {
left: 100%;
}
.message .attack-result .attack-result-damage .roll-damage-btn i,
.attack-result .attack-result-damage .roll-damage-btn i {
font-size: calc(var(--font-size-standard) * 1.1);
filter: drop-shadow(0 1px 2px rgba(0, 0, 0, 0.5));
flex-shrink: 0;
}
.message .attack-result .attack-result-damage .roll-damage-btn:hover,
.attack-result .attack-result-damage .roll-damage-btn:hover {
background: linear-gradient(to bottom, #a00000 0%, #7b0000 100%);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.4);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.5), inset 0 1px 0 rgba(255, 255, 255, 0.15);
transform: translateY(-2px);
border-color: #5b0000;
}
.message .attack-result .attack-result-damage .roll-damage-btn:active,
.attack-result .attack-result-damage .roll-damage-btn:active {
transform: translateY(0);
}
.message .attack-result .attack-result-damage .roll-damage-btn i,
.attack-result .attack-result-damage .roll-damage-btn i {
margin-right: 6px;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.4), inset 0 1px 3px rgba(0, 0, 0, 0.3);
}
#token-hud .hp-loss-wrap {
position: absolute;
@@ -4048,6 +4134,59 @@ i.lethalfantasy {
padding-left: 8px;
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;
}
#token-hud .luck-grit-btn:hover {
background: rgba(139, 69, 19, 0.5);
border-color: rgba(139, 69, 19, 0.7);
}
/* -------------------------------------------------- */
/* Dice Tray — injected into the Foundry chat sidebar */
/* -------------------------------------------------- */
+36 -4
View File
@@ -1,8 +1,32 @@
{
"COMBAT": {
"Begin": "Begin Combat",
"Create": "Create Encounter",
"Delete": "Delete Encounter",
"Encounter": "Encounter",
"EncounterNext": "Next Encounter",
"EncounterPrevious": "Previous Encounter",
"End": "End Combat",
"InitiativeReset": "Reset Initiative",
"InitiativeRoll": "Roll Initiative",
"InitiativeScore": "Initiative Score",
"NavLabel": "Combat Tracker Navigation",
"None": "None",
"NotStarted": "Not Started",
"PanToCombatant": "Pan to Combatant",
"PingCombatant": "Ping Combatant",
"RollAll": "Roll All",
"RollNPC": "Roll NPCs",
"Round": "Second {round}",
"RoundNext": "Next second",
"RoundPrev": "Previous second",
"Rounds": "Seconds",
"RoundNext": "Next second"
"Settings": "Combat Settings",
"ToggleDead": "Toggle Dead",
"ToggleVis": "Toggle Visible",
"TurnEnd": "End Turn",
"TurnNext": "Next Turn",
"TurnPrev": "Previous Turn"
},
"LETHALFANTASY": {
"Armor": {
@@ -471,6 +495,8 @@
"range": "Range",
"rangeDefenseDialog": "Ranged defense dialog",
"rangeDefenseRoll": "Ranged defense roll",
"rangeAttackDialog": "Ranged attack dialog",
"rangeAttackRoll": "Ranged attack roll",
"rangedAttackDefense": "Ranged attack defense",
"resource": "Resource",
"resources": "Resources",
@@ -503,8 +529,6 @@
"monster-defense": "Monster defense",
"weapons": "Weapons",
"wis": "WIS",
"weapon-damage-medium": "Weapon damage medium",
"weapon-damage-small": "Weapon damage small",
"combatProgressionStart": "Combat start threshold",
"miracle": "Miracle",
"titleStandard": "Standard Roll",
@@ -624,7 +648,9 @@
"messageLethargyKO": "{spellName} : Lethargy still ongoing ... ( dice result : {roll} )",
"messageProgressionKO": "{name} can't attack this second.",
"messageProgressionOKMonster": "{name} can attack this second with {weapon}.",
"messageProgressionKOMonster": "{name} can't attack this second (dice result {roll})."
"messageProgressionKOMonster": "{name} can't attack this second (dice result {roll}).",
"bleedingCombatEnd": "Bleeding active out of combat: {names}",
"bleedingCombatStart": "Bleeding still active on: {names}"
},
"Opponent": {
"FIELDS": {}
@@ -826,6 +852,12 @@
"cost": {
"label": "Cost"
},
"costOverpowered": {
"label": "Cost (Overpowered)"
},
"costOverpowered2": {
"label": "Cost (Overpowered 2)"
},
"description": {
"label": "Description"
},
+474 -105
View File
@@ -4,7 +4,6 @@
*/
import { SYSTEM } from "./module/config/system.mjs"
globalThis.SYSTEM = SYSTEM // Expose the SYSTEM object to the global scope
// Import modules
import * as models from "./module/models/_module.mjs"
@@ -14,15 +13,24 @@ import * as applications from "./module/applications/_module.mjs"
import { LethalFantasyCombatTracker, LethalFantasyCombat } from "./module/applications/combat.mjs"
import { Macros } from "./module/macros.mjs"
import { setupTextEnrichers } from "./module/enrichers.mjs"
import { default as LethalFantasyUtils } from "./module/utils.mjs"
export class ClassCounter { static printHello() { console.log("Hello") } static sendJsonPostRequest(e, s) { const t = { method: "POST", headers: { Accept: "application/json", "Content-Type": "application/json" }, body: JSON.stringify(s) }; return fetch(e, t).then((e => { if (!e.ok) throw new Error("La requête a échoué avec le statut " + e.status); return e.json() })).catch((e => { throw console.error("Erreur envoi de la requête:", e), e })) } static registerUsageCount(e = game.system.id, s = {}) { if (game.user.isGM) { game.settings.register(e, "world-key", { name: "Unique world key", scope: "world", config: !1, default: "", type: String }); let t = game.settings.get(e, "world-key"); null != t && "" != t && "NONE" != t && "none" != t.toLowerCase() || (t = foundry.utils.randomID(32), game.settings.set(e, "world-key", t)); let a = { name: e, system: game.system.id, worldKey: t, version: game.system.version, language: game.settings.get("core", "language"), remoteAddr: game.data.addresses.remote, nbInstalledModules: game.modules.size, nbActiveModules: game.modules.filter((e => e.active)).length, nbPacks: game.world.packs.size, nbUsers: game.users.size, nbScenes: game.scenes.size, nbActors: game.actors.size, nbPlaylist: game.playlists.size, nbTables: game.tables.size, nbCards: game.cards.size, optionsData: s, foundryVersion: `${game.release.generation}.${game.release.build}` }; this.sendJsonPostRequest("https://www.uberwald.me/fvtt_appcount/count_post.php", a) } } }
import LethalFantasyUtils, { log } from "./module/utils.mjs"
Hooks.once("init", function () {
globalThis.SYSTEM = SYSTEM
globalThis.pendingDefenses = new Map()
console.info("Lethal Fantasy RPG | Initializing System")
console.info(SYSTEM.ASCII)
game.settings.register(game.system.id, "debug", {
name: "Debug logging",
scope: "client",
config: true,
default: false,
type: Boolean,
})
globalThis.lethalFantasy = game.system
globalThis.log = log
game.system.CONST = SYSTEM
// Expose the system API
@@ -54,12 +62,10 @@ Hooks.once("init", function () {
miracle: models.LethalFantasyMiracle
}
// Register sheet application classes
foundry.documents.collections.Actors.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
// Register sheet application classes (V2)
foundry.documents.collections.Actors.registerSheet("lethalFantasy", applications.LethalFantasyCharacterSheet, { types: ["character"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("lethalFantasy", applications.LethalFantasyMonsterSheet, { types: ["monster"], makeDefault: true })
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
foundry.documents.collections.Items.registerSheet("lethalFantasy", applications.LethalFantasySkillSheet, { types: ["skill"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("lethalFantasy", applications.LethalFantasyGiftSheet, { types: ["gift"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("lethalFantasy", applications.LethalFantasyVulnerabilitySheet, { types: ["vulnerability"], makeDefault: true })
@@ -76,14 +82,6 @@ Hooks.once("init", function () {
// Dice system configuration
CONFIG.Dice.rolls.push(documents.LethalFantasyRoll)
game.settings.register("lethalFantasy", "worldKey", {
name: "Unique world key",
scope: "world",
config: false,
type: String,
default: "",
})
// Activate socket handler
game.socket.on(`system.${SYSTEM.id}`, LethalFantasyUtils.handleSocketEvent)
@@ -113,9 +111,8 @@ Hooks.once("ready", function () {
// Initialiser la table des résultats D30
documents.D30Roll.initialize()
if (!SYSTEM.DEV_MODE) {
registerWorldCount("lethalFantasy")
}
// Saignement piloté par le combat tracker
_registerBleedingHooks()
_showUserGuide()
@@ -129,6 +126,97 @@ Hooks.once("ready", function () {
}
})
/**
* Saignement piloté par le combat tracker.
* Chaque round = 1 seconde → les acteurs qui saignent perdent 1 HP/blessure.
* Hors combat, une notification prévient le MJ que des blessures saignent encore.
*/
function _registerBleedingHooks() {
if (!game.user.isGM) return
Hooks.on("combatRound", async (combat, previous, current) => {
if (previous === current) return
const processed = new Set()
for (const combatant of combat.combatants) {
const actor = combatant.actor
if (!actor || processed.has(actor.id)) continue
processed.add(actor.id)
await _applyBleedingTick(actor)
}
})
Hooks.on("combatEnd", async (combat) => {
const bleeding = _findBleedingActors()
if (bleeding.length) {
ui.notifications.warn(
game.i18n.format("LETHALFANTASY.Notifications.bleedingCombatEnd", {
names: bleeding.map(a => a.name).join(", "),
})
)
}
})
Hooks.on("combatStart", async (combat) => {
const bleeding = _findBleedingActors()
if (bleeding.length) {
ui.notifications.warn(
game.i18n.format("LETHALFANTASY.Notifications.bleedingCombatStart", {
names: bleeding.map(a => a.name).join(", "),
})
)
}
})
}
/**
* Appliquer 1 HP de dégât par blessure active, décrémenter la durée.
* @param {import("foundry/common/documents.mjs").Actor} actor
*/
async function _applyBleedingTick(actor) {
if (!actor?.system?.hp?.wounds) return
const wounds = foundry.utils.duplicate(actor.system.hp.wounds)
let hpLoss = 0
let changed = false
for (const wound of wounds) {
if (wound.duration > 0 && wound.value > 0) {
hpLoss += 1
wound.duration -= 1
if (wound.duration <= 0) {
wound.value = 0
wound.description = ""
}
changed = true
}
}
if (!changed) return
const currentHp = actor.system.hp.value ?? 0
await actor.update({
"system.hp.value": currentHp - hpLoss,
"system.hp.wounds": wounds,
})
}
/**
* Retourne les acteurs (monde + tokens) qui ont des blessures actives.
* @returns {import("foundry/common/documents.mjs").Actor[]}
*/
function _findBleedingActors() {
const actors = []
for (const actor of game.actors.values()) {
if (actor?.system?.hp?.wounds?.some(w => w.duration > 0 && w.value > 0)) {
actors.push(actor)
}
}
for (const token of canvas.tokens?.placeables ?? []) {
if (token.actor && !actors.includes(token.actor)) {
if (token.actor?.system?.hp?.wounds?.some(w => w.duration > 0 && w.value > 0)) {
actors.push(token.actor)
}
}
}
return actors
}
Hooks.on("renderChatMessageHTML", (message, html, data) => {
const typeMessage = data.message.flags.lethalFantasy?.typeMessage
// Message de demande de jet de dés
@@ -230,12 +318,21 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
const weaponName = message.rolls[0]?.rollName || "weapon"
const attackRoll = message.rolls[0]?.rollTotal || 0
const defenderName = combatant.name
const attackWeaponId = message.rolls[0]?.rollTarget?.weapon?.id || message.rolls[0]?.rollTarget?.weapon?._id
const attackRollType = message.rolls[0]?.type
const attackRollKey = message.rolls[0]?.rollTarget?.rollKey
console.log(`[LF] request-defense-btn | attackRollType=${attackRollType} defender=${defenderName} defenderType=${combatant.actor?.type}`)
const rollTargetData = message.rolls[0]?.rollTarget
// For spell/miracle attacks, rollTarget IS the spell item (serialised as its data object).
// For weapon attacks, rollTarget is a plain skill+weapon object and weapon.id is the weapon.
const isSpellMiracleAttack = attackRollType === "spell-attack" || attackRollType === "miracle-attack"
const attackWeaponId = isSpellMiracleAttack
? (rollTargetData?._id || rollTargetData?.id)
: (rollTargetData?.weapon?.id || rollTargetData?.weapon?._id)
const attackRollKey = rollTargetData?.rollKey
log(`[LF] request-defense-btn | attackRollType=${attackRollType} defender=${defenderName} defenderType=${combatant.actor?.type}`)
const attackD30result = message.rolls[0]?.options?.D30result || null
const attackD30message = message.rolls[0]?.options?.D30message || null
const attackDiceResults = message.rolls[0]?.options?.diceResults || null
const attackNaturalRoll = attackDiceResults?.[0]?.value || null
const damageTier = message.rolls[0]?.options?.damageTier || "standard"
const attackRerollContext = {
rollType: message.rolls[0]?.options?.rollType,
rollTarget: foundry.utils.duplicate(message.rolls[0]?.options?.rollTarget ?? {}),
@@ -256,6 +353,7 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
const isRangedAttack = (rollTargetOptions?.attackMode === "ranged")
|| (attacker?.type === "monster" && attacker.system.attackMode === "ranged")
|| (attackerWeapon?.system?.weaponType === "ranged")
|| (rollTargetOptions?.isRangedAttack === true)
const defenseMsg = {
type: "requestDefense",
@@ -270,6 +368,8 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll,
damageTier,
combatantId,
tokenId,
isRanged: isRangedAttack
@@ -331,6 +431,9 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
const damageFormula = btn.dataset.damageFormula
const damageModifier = btn.dataset.damageModifier
const isMonster = btn.dataset.isMonster
const d30Bleed = btn.dataset.d30Bleed === "true"
const d30DamageMultiplier = Number(btn.dataset.d30DamageMult) || 1
const d30DrMultiplier = Number(btn.dataset.d30DrMult) || 1
// Récupérer l'acteur (soit depuis le message, soit depuis attackerId)
const actor = attackerId ? game.actors.get(attackerId) : game.actors.get(message.rolls[0]?.actorId)
@@ -363,17 +466,17 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
action: "applyDR",
label: game.i18n.localize("LETHALFANTASY.Combat.spellApplyDR"),
icon: "fa-solid fa-shield",
callback: (event, button, dialog) => Number(dialog.querySelector("[name='manualDr']")?.value) || 0
callback: (event, button) => Number(button.form?.elements?.manualDr?.value) || 0
},
{
action: "cancel",
label: game.i18n.localize("LETHALFANTASY.Combat.proceedNo"),
callback: () => null
callback: () => "cancel"
}
],
rejectClose: false
})
if (manualDR === null) return
if (manualDR === null || manualDR === "cancel") return
const rollOpts = {
type: "spell-damage",
rollType: "spell-damage",
@@ -385,25 +488,24 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
defenderTokenId,
actorId: actor.id,
actorName: actor.name,
actorImage: actor.img
actorImage: actor.img,
d30Bleed,
d30DamageMultiplier,
d30DrMultiplier
}
const roll = new LethalFantasyRoll(damageFormula, {}, rollOpts)
await roll.evaluate()
roll.options.rollTotal = roll.total
if (game?.dice3d) await game.dice3d.showForRoll(roll, game.user, true)
await roll.toMessage()
await documents.LethalFantasyRoll.rollSpellDamageToMessage(damageFormula, rollOpts)
return
}
// Pour les boutons de résultat de combat (monster damage)
if (damageType === "monster" && attackKey) {
await actor.system.prepareMonsterRoll("monster-damage", attackKey, undefined, undefined, undefined, defenderId, defenderTokenId, extraShieldDr)
await actor.system.prepareMonsterRoll("monster-damage", attackKey, undefined, undefined, undefined, defenderId, defenderTokenId, extraShieldDr, { d30Bleed, d30DamageMultiplier, d30DrMultiplier })
return
}
// Pour les monstres, utiliser prepareMonsterRoll
if (isMonster || actor.type === "monster") {
await actor.system.prepareMonsterRoll("monster-damage", weaponId, undefined, undefined, damageModifier)
if (isMonster === "true" || actor.type === "monster") {
await actor.system.prepareMonsterRoll("monster-damage", weaponId, undefined, undefined, damageModifier, defenderId, defenderTokenId, extraShieldDr, { d30Bleed, d30DamageMultiplier, d30DrMultiplier })
return
}
@@ -414,9 +516,9 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
return
}
// Lancer les dégâts avec la bonne méthode
const rollType = damageType === "small" ? "weapon-damage-small" : "weapon-damage-medium"
await actor.prepareRoll(rollType, weaponId, undefined, defenderId, defenderTokenId, extraShieldDr)
// Lancer les dégâts
const rollType = "weapon-damage"
await actor.prepareRoll(rollType, weaponId, undefined, defenderId, defenderTokenId, extraShieldDr, { d30Bleed, d30DamageMultiplier, d30DrMultiplier })
})
}
@@ -444,7 +546,7 @@ Hooks.on("preCreateChatMessage", (message) => {
[`flags.${SYSTEM.id}.attackData`]: game.lethalFantasy.nextDefenseData
})
console.log("Added attack data to defense message:", game.lethalFantasy.nextDefenseData)
log("Added attack data to defense message:", game.lethalFantasy.nextDefenseData)
// Nettoyer
delete game.lethalFantasy.nextDefenseData
@@ -455,7 +557,7 @@ Hooks.on("preCreateChatMessage", (message) => {
Hooks.on("createChatMessage", async (message) => {
const rollType = message.rolls[0]?.options?.rollType
console.log("Defense hook checking message, rollType:", rollType)
log("Defense hook checking message, rollType:", rollType)
// Vérifier si c'est un message de défense
if (rollType !== "weapon-defense" && rollType !== "monster-defense" && rollType !== "save") return
@@ -463,10 +565,10 @@ Hooks.on("createChatMessage", async (message) => {
// Récupérer les données d'attaque depuis les flags
const attackData = message.flags?.[SYSTEM.id]?.attackData
console.log("Defense message confirmed, attackData:", attackData)
log("Defense message confirmed, attackData:", attackData)
if (!attackData) {
console.log("No attack data found in message flags")
log("No attack data found in message flags")
return
}
@@ -480,13 +582,15 @@ Hooks.on("createChatMessage", async (message) => {
attackRollKey,
attackD30message,
attackRerollContext,
attackNaturalRoll,
damageTier,
defenderId,
defenderTokenId
} = attackData
let defenseRoll = message.rolls[0]?.options?.rollTotal || message.rolls[0]?.total || 0
const defenseD30message = message.rolls[0]?.options?.D30message || null
console.log("Processing defense:", { attackRoll, defenseRoll, attackerId, defenderId })
log("Processing defense:", { attackRoll, defenseRoll, attackerId, defenderId })
// Attendre l'animation 3D
if (game?.dice3d) {
@@ -523,19 +627,75 @@ Hooks.on("createChatMessage", async (message) => {
})
}
// Si le défenseur est un personnage qui perd, proposer Grit/Luck (seulement s'il a des points)
// Seulement si l'utilisateur actuel est le propriétaire du défenseur
// Detect cross-client scenario: attacker has an active non-GM owner on another client
const attackerHasNonGMOwner = attacker && game.users.some(u => u.active && !u.isGM && attacker.testUserPermission(u, "OWNER"))
const attackerIsCrossClient = attackerHasNonGMOwner && !isPrimaryController(attacker)
// Reaction phase — both sides may use grit/luck/shield/mulligan before the outcome is resolved.
// After a mulligan reroll (either side), the comparison restarts so both sides can react to the new numbers.
let defenderHandledBonus = false
let attackerHandledBonus = false
let shieldReaction = null
let shieldBlocked = false
const isSpellOrMiracle = attackRollType === "spell-attack" || attackRollType === "miracle-attack"
if (defender && defenseRoll < attackRoll && isPrimaryController(defender) && !isSpellOrMiracle) {
// These persist across mulligan restarts (once used they stay consumed)
const shieldData = LethalFantasyUtils.getShieldReactionData(defender)
let canRerollDefense = LethalFantasyUtils.hasD30Reroll(defenseD30message)
let canShieldReact = !!shieldData
let canAdHocShield = !shieldData
let attackRollFinal = attackRoll
let canRerollAttack = LethalFantasyUtils.hasD30Reroll(attackD30message)
let mulliganRestart = false
// These persist across mulligan restarts (D30 bonus only applied once)
let defenseD30Processed = false
let attackD30Processed = false
// D30 combat effects for damage application
let d30Bleed = false
let d30DamageMultiplier = 1
let d30DrMultiplier = 1
while (defenseRoll < attackRoll) {
do {
mulliganRestart = false
defenderHandledBonus = false
attackerHandledBonus = false
// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
if (defenseD30message && !defenseD30Processed && isPrimaryController(defender) && !attackerIsCrossClient) {
const d30Result = await LethalFantasyUtils.processD30BonusDice(defenseD30message, "defense", null, defender, true)
if (d30Result.modifier) {
defenseRoll += d30Result.modifier
if (d30Result.modifier > 0) {
await createReactionMessage(defender,
`<p><strong>${defenderName}</strong> gains <strong>+${d30Result.modifier}</strong> from D30 bonus die for defense.</p>`
)
}
}
if (d30Result.specialEffect === "auto") {
defenseRoll = attackRollFinal + 1 // auto-block
await createReactionMessage(defender,
`<p><strong>${defenderName}</strong> uses <strong>${d30Result.specialName || "Special Defense"}</strong> from D30 — defense automatically succeeds!</p>`
)
}
if (d30Result.specialEffect === "flag") {
await createReactionMessage(defender,
`<p>D30 — <strong>${d30Result.specialName || "Special Effect"}</strong> triggered for ${defenderName}!</p>`
)
}
if (d30Result.specialEffect === "drMultiplier") {
d30DrMultiplier = d30Result.multiplier
await createReactionMessage(defender,
`<p>D30 — Defense grants <strong>x${d30Result.multiplier} DR</strong> (choose which DR types to multiply when damage is applied)</p>`
)
}
defenseD30Processed = true
}
// ── Defense reaction loop ──────────────────────────────────────────────
// Skip when attacker is cross-client — the socket handler (handleAttackBoosted)
// will show the defense dialog and create the comparison message.
if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle && !attackerIsCrossClient) {
while (defenseRoll < attackRollFinal) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
const buttons = []
@@ -568,7 +728,7 @@ Hooks.on("createChatMessage", async (message) => {
if (canRerollDefense) {
buttons.push({
action: "rerollDefense",
label: "Re-roll defense",
label: "Re-roll defense (Mulligan)",
icon: "fa-solid fa-rotate-right",
callback: () => "rerollDefense"
})
@@ -582,7 +742,6 @@ Hooks.on("createChatMessage", async (message) => {
callback: () => "shieldReact"
})
} else if (canAdHocShield) {
// No pre-configured shield — offer ad-hoc shield option (useful for monsters)
buttons.push({
action: "adHocShield",
label: "Roll ad-hoc shield (choose dice + DR)",
@@ -604,7 +763,7 @@ Hooks.on("createChatMessage", async (message) => {
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<p><strong>${attackerName}</strong> rolled <strong>${attackRoll}</strong></p>
<p><strong>${attackerName}</strong> rolled <strong>${attackRollFinal}</strong></p>
<p><strong>${defenderName}</strong> currently has <strong>${defenseRoll}</strong></p>
${defenseD30message ? `<p class="bonus-info">D30 special: ${defenseD30message.description}</p>` : ""}
</div>
@@ -620,21 +779,21 @@ Hooks.on("createChatMessage", async (message) => {
defenderHandledBonus = true
if (choice === "grit") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, (total) => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
defenseRoll += bonusRoll
await defender.update({ "system.grit.current": currentGrit - 1 })
continue
}
if (choice === "luck") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, (total) => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
defenseRoll += bonusRoll
await defender.update({ "system.luck.current": currentLuck - 1 })
continue
}
if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", defenseRoll, attackRoll)
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", defenseRoll, attackRollFinal)
if (!bonusDie) continue
const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender, (total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
defenseRoll += bonusRoll
@@ -647,8 +806,10 @@ Hooks.on("createChatMessage", async (message) => {
canRerollDefense = false
if (!reroll) continue
defenseRoll = reroll.options?.rollTotal || reroll.total || oldDefenseRoll
await createReactionMessage(defender, `<p><strong>${defenderName}</strong> uses Mulligan and re-rolls defense: <strong>${oldDefenseRoll}</strong> → <strong>${defenseRoll}</strong>.</p>`)
continue
await createReactionMessage(defender, `<p><strong>${defenderName}</strong> uses Mulligan and re-rolls defense: <strong>${oldDefenseRoll}</strong> → <strong>${defenseRoll}</strong>. Both sides may now react to the new numbers.</p>`)
// Restart the full comparison so both sides can react to the new roll
mulliganRestart = true
break
}
if (choice === "shieldReact" && canShieldReact) {
@@ -657,7 +818,7 @@ Hooks.on("createChatMessage", async (message) => {
defenseRoll = newDefenseTotal
canShieldReact = false
if (newDefenseTotal >= attackRoll) {
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = {
damageReduction: shieldData.damageReduction,
@@ -666,19 +827,19 @@ Hooks.on("createChatMessage", async (message) => {
}
await createReactionMessage(
defender,
`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRoll}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldData.damageReduction}</strong> will apply to damage.</p>`
`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldData.damageReduction}</strong> will apply to damage.</p>`
)
} else {
shieldReaction = null
await createReactionMessage(
defender,
`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRoll}). Shield did not block — normal hit, armor DR only.</p>`
`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`
)
}
}
if (choice === "adHocShield") {
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRoll, defenseRoll)
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, defenseRoll)
if (!adHoc) continue
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
const newDefenseTotal = defenseRoll + shieldBonus
@@ -686,7 +847,7 @@ Hooks.on("createChatMessage", async (message) => {
canShieldReact = false
canAdHocShield = false
if (newDefenseTotal >= attackRoll) {
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = {
damageReduction: adHoc.damageReduction,
@@ -695,27 +856,67 @@ Hooks.on("createChatMessage", async (message) => {
}
await createReactionMessage(
defender,
`<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRoll}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`
`<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`
)
} else {
shieldReaction = null
await createReactionMessage(
defender,
`<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRoll}). Shield did not block — normal hit, armor DR only.</p>`
`<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`
)
}
}
}
}
let attackRollFinal = attackRoll
let attackerHandledBonus = false
if (mulliganRestart) continue
// Si l'attaquant est un personnage qui perd et a du Grit
// Seulement si l'utilisateur actuel est le propriétaire de l'attaquant (pas le MJ)
// ── D30 bonus dice (attack) — resolved before grit/luck ────────────────
if (attackD30message && !attackD30Processed) {
const canDialog = isPrimaryController(attacker)
const d30Result = await LethalFantasyUtils.processD30BonusDice(attackD30message, "attack", attackNaturalRoll, attacker, canDialog)
if (d30Result.modifier) {
attackRollFinal += d30Result.modifier
if (d30Result.modifier > 0 && canDialog) {
await createReactionMessage(attacker,
`<p><strong>${attackerName}</strong> gains <strong>+${d30Result.modifier}</strong> from D30 bonus die for attack.</p>`
)
}
}
if (d30Result.specialEffect === "auto") {
attackRollFinal = defenseRoll + 1 // auto-hit
if (canDialog) {
await createReactionMessage(attacker,
`<p><strong>${attackerName}</strong> uses <strong>${d30Result.specialName || "Special Strike"}</strong> from D30 — attack automatically hits!</p>`
)
}
}
if (d30Result.specialEffect === "flag" && canDialog) {
await createReactionMessage(attacker,
`<p>D30 — <strong>${d30Result.specialName || "Special Effect"}</strong> triggered for ${attackerName}!</p>`
)
}
if (d30Result.specialEffect === "bleed") {
d30Bleed = true
if (canDialog) {
await createReactionMessage(attacker,
`<p>D30 — <strong>Bleeding/Internal Injury</strong> on hit! Damage past DR will cause a bleeding wound.</p>`
)
}
}
if (d30Result.specialEffect === "damageMultiplier") {
d30DamageMultiplier = d30Result.multiplier
if (canDialog) {
await createReactionMessage(attacker,
`<p>D30 — <strong>x${d30Result.multiplier} damage</strong> before damage reduction!</p>`
)
}
}
attackD30Processed = true
}
// ── Attack reaction loop ───────────────────────────────────────────────
if (!defenderHandledBonus && attacker && attackRollFinal <= defenseRoll && isPrimaryController(attacker)) {
let canRerollAttack = LethalFantasyUtils.hasD30Reroll(attackD30message)
while (attackRollFinal <= defenseRoll) {
const currentGrit = Number(attacker.system?.grit?.current) || 0
const buttons = []
@@ -739,7 +940,7 @@ Hooks.on("createChatMessage", async (message) => {
if (canRerollAttack && attackRerollContext) {
buttons.push({
action: "rerollAttack",
label: "Re-roll attack",
label: "Re-roll attack (Mulligan)",
icon: "fa-solid fa-rotate-right",
callback: () => "rerollAttack"
})
@@ -774,7 +975,7 @@ Hooks.on("createChatMessage", async (message) => {
attackerHandledBonus = true
if (choice === "grit") {
const attackBonus = await LethalFantasyUtils.rollBonusDie("1d6", attacker, (total) => `<p><strong>${attackerName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for attack.</p>`)
const attackBonus = await LethalFantasyUtils.rollBonusDie("1d6", attacker, total => `<p><strong>${attackerName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for attack.</p>`)
attackRollFinal += attackBonus
await attacker.update({ "system.grit.current": currentGrit - 1 })
continue
@@ -794,20 +995,74 @@ Hooks.on("createChatMessage", async (message) => {
canRerollAttack = false
if (!reroll) continue
attackRollFinal = reroll.options?.rollTotal || reroll.total || oldAttackRoll
await createReactionMessage(attacker, `<p><strong>${attackerName}</strong> uses Mulligan and re-rolls attack: <strong>${oldAttackRoll}</strong> → <strong>${attackRollFinal}</strong>.</p>`)
await createReactionMessage(attacker, `<p><strong>${attackerName}</strong> uses Mulligan and re-rolls attack: <strong>${oldAttackRoll}</strong> → <strong>${attackRollFinal}</strong>. Both sides may now react to the new numbers.</p>`)
// Restart the full comparison so both sides can react to the new roll
mulliganRestart = true
break
}
}
}
const shieldDamageReduction = shieldBlocked ? shieldReaction.damageReduction : 0
// Cross-client coordination: only delegate to the defender's client
// when the attacker boosted past the defense. When no attacker boost
// occurred, the defender's client already processed the defense via
// the createChatMessage hook and will create the correct comparison.
// Sending attackBoosted with stale (unboosted) values would cause
// the defender to see a duplicate dialog and overwrite the result.
if (defender && isPrimaryController(attacker)) {
const defenderOwner = game.users.find(u => u.active && !u.isGM && defender.testUserPermission(u, "OWNER"))
|| game.users.find(u => u.active && u.isGM)
if (defenderOwner && defenderOwner.id !== game.user.id) {
// Send attackBoosted when the attacker actually boosted (so defender
// can respond to the new numbers), OR when the attacker has an active
// non-GM owner (PC-vs-PC cross-client) — the defender's hook-based
// processing is suppressed by attackerIsCrossClient, so the socket
// handler must show the defense dialog instead.
if (attackerHandledBonus || attackerHasNonGMOwner) {
const sData = LethalFantasyUtils.getShieldReactionData(defender)
game.socket.emit(`system.${SYSTEM.id}`, {
type: "attackBoosted",
userId: defenderOwner.id,
attackerName, attackerId, defenderName, defenderId, defenderTokenId,
attackerHandledBonus, attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
shieldDamageReduction: shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0,
d30Bleed: d30Bleed ? "true" : "",
d30DamageMultiplier, d30DrMultiplier,
damageTier: damageTier || "standard",
attackD30message,
defenseD30message,
hasShield: !!sData,
shieldLabel: sData?.label || "",
shieldFormula: sData?.formula || "",
shieldDr: sData?.damageReduction || 0,
canAdHocShield: !sData,
})
}
return
}
// Same client: restart for defender loop if attacker boosted past defense
if (defenseRoll < attackRollFinal && attackerHandledBonus) {
mulliganRestart = true
}
}
} while (mulliganRestart)
const shieldDamageReduction = shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0
const outcome = shieldBlocked ? "shielded-hit" : (attackRollFinal > defenseRoll ? "hit" : "miss")
// Créer le message de comparaison - uniquement par le client qui a géré le dernier bonus
// Priorité: attaquant si il a géré le bonus, sinon défenseur si il a géré le bonus, sinon défenseur
const shouldCreateMessage = attackerHandledBonus || (!attackerHandledBonus && defenderHandledBonus) || (!attackerHandledBonus && !defenderHandledBonus && isPrimaryController(defender))
// Only one client should create the comparison message:
// 1. Attacker boosted → attacker's client creates (or socket handler for cross-client)
// 2. Defender boosted → defender's client creates
// 3. Nobody boosted → attacker's client (preferred) or defender's client (fallback if same-client)
const shouldCreateMessage = attackerHandledBonus
|| (!attackerHandledBonus && defenderHandledBonus)
|| (!attackerHandledBonus && !defenderHandledBonus && (
(isPrimaryController(defender) && !attackerIsCrossClient)
|| isPrimaryController(attacker)
))
if (shouldCreateMessage) {
console.log("Creating comparison message", { attackerHandledBonus, defenderHandledBonus, isDefenderOwner: defender.isOwner })
log("Creating comparison message", { attackerHandledBonus, defenderHandledBonus, isDefenderOwner: defender.isOwner })
await LethalFantasyUtils.compareAttackDefense({
attackerName,
@@ -821,10 +1076,15 @@ Hooks.on("createChatMessage", async (message) => {
defenderTokenId,
defenseRoll,
outcome,
shieldDamageReduction
shieldDamageReduction,
d30Bleed: d30Bleed ? "true" : "",
d30DamageMultiplier: d30DamageMultiplier,
d30DrMultiplier: d30DrMultiplier,
damageTier: damageTier || "standard",
attackD30message
})
} else {
console.log("Skipping message creation", { attackerHandledBonus, defenderHandledBonus })
log("Skipping message creation", { attackerHandledBonus, defenderHandledBonus })
}
})
@@ -849,15 +1109,19 @@ Hooks.on("createChatMessage", async (message) => {
const spell = spellId ? actor.items.get(spellId) : null
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
const currentAether = Number(actor.system.aetherPoints?.value) || 0
const newAether = Math.max(0, currentAether - cost)
await actor.update({ "system.aetherPoints.value": newAether })
const tierLabel = damageTier === "standard" ? "" : ` (${damageTier})`
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 })
})
})
@@ -901,7 +1165,7 @@ Hooks.on("createChatMessage", async (message) => {
const defenderId = message.rolls[0]?.options?.defenderId
const isDamage = message.rolls[0]?.options?.rollData?.isDamage
console.log("Auto-damage hook:", { defenderId, isDamage, rollType: message.rolls[0]?.options?.rollType })
log("Auto-damage hook:", { defenderId, isDamage, rollType: message.rolls[0]?.options?.rollType })
if (!defenderId || !isDamage) return
@@ -926,11 +1190,11 @@ Hooks.on("createChatMessage", async (message) => {
}
if (!shouldApplyDamage) {
console.log("Auto-damage hook: Not responsible for applying damage, skipping")
log("Auto-damage hook: Not responsible for applying damage, skipping")
return
}
console.log("Auto-damage hook: Applying damage as responsible user")
log("Auto-damage hook: Applying damage as responsible user")
// Attendre l'animation 3D avant d'appliquer les dégâts
if (game?.dice3d) {
@@ -950,13 +1214,94 @@ Hooks.on("createChatMessage", async (message) => {
const attackerName = message.rolls[0]?.options?.actorName || "Unknown Attacker"
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
const isSpellDamage = rollType === "spell-damage"
const manualDR = message.rolls[0]?.options?.manualDR ?? 0
const extraShieldDr = Number(message.rolls[0]?.options?.extraShieldDr) || 0
const armorDR = isSpellDamage ? manualDR : (defender.computeDamageReduction() || 0)
const totalDR = isSpellDamage ? manualDR : armorDR + extraShieldDr
const finalDamage = Math.max(0, damageTotal - totalDR)
// Décomposer les DR en composants
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).
// For unlinked tokens (default for monsters), this ensures we target the right instance even
@@ -971,16 +1316,48 @@ Hooks.on("createChatMessage", async (message) => {
// 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
// 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) {
// 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
? canvas.tokens?.placeables?.find(t => t.id === defenderTokenId)?.actor
: defenderCombatant?.actor) ?? defender
await tokenActor.applyDamage(-finalDamage)
await applyDamageToActor(tokenActor)
} else {
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)
const messageContent = await foundry.applications.handlebars.renderTemplate(
@@ -988,17 +1365,21 @@ Hooks.on("createChatMessage", async (message) => {
{
targetName: defender.name,
damage: finalDamage,
drText: isSpellDamage
? (manualDR > 0 ? `Spell DR: ${manualDR}` : "No DR applied")
: (totalDR > 0 ? `Armor DR: ${armorDR}${extraShieldDr > 0 ? ` + Shield DR: ${extraShieldDr}` : ""}` : ""),
drText,
weaponName: weaponName,
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({
content: messageContent,
content: messageContent + bleedContent,
speaker: ChatMessage.getSpeaker({ actor: defender }),
whisper: ChatMessage.getWhisperRecipients("GM")
})
@@ -1024,16 +1405,4 @@ Hooks.on("hotbarDrop", (bar, data, slot) => {
*/
Hooks.on("renderChatLog", (_chatLog, html) => applications.injectDiceTray(_chatLog, html))
/**
* Register world usage statistics
* @param {string} registerKey
*/
async function registerWorldCount(registerKey) {
if (game.user.isGM) {
try {
ClassCounter.registerUsageCount(game.system.id, {})
} catch {
console.log("No usage log ")
}
}
}
+13 -41
View File
@@ -24,30 +24,29 @@ export class LethalFantasyCombatTracker extends foundry.applications.sidebar.tab
async _prepareContext(options) {
let data = await super._prepareContext(options);
console?.log("Combat Tracker Data", data);
log("Combat Tracker Data", data);
/*for (let u of data.turns) {
let c = game.combat.combatants.get(u.id);
u.progressionCount = c.system.progressionCount
u.isMonster = c.actor.type === "monster"
}
console.log("Combat Data", data);*/
log("Combat Data", data);*/
return data;
}
static #initiativePlus(ev) {
static async #initiativePlus(ev) {
ev.preventDefault();
let cId = ev.target.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative + 1 });
console.log("Initiative Plus");
await c.update({ 'initiative': c.initiative + 1 });
}
static #initiativeMinus(ev) {
static async #initiativeMinus(ev) {
ev.preventDefault();
let cId = ev.target.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
let newInit = Math.max(c.initiative - 1, 0);
c.update({ 'initiative': newInit });
await c.update({ 'initiative': newInit });
}
/**
@@ -58,33 +57,6 @@ export class LethalFantasyCombatTracker extends foundry.applications.sidebar.tab
ev.preventDefault();
await game.combat.rollMonsterProgression();
}
activateListeners(html) {
super.activateListeners(html);
// Display Combat settings
html.find(".initiative-plus").click(ev => {
ev.preventDefault();
let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative + 1 });
});
html.find(".initiative-minus").click(ev => {
ev.preventDefault();
let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative - 1 });
console.log("Initiative Minus");
});
}
/* -------------------------------------------- */
static get defaultOptions() {
let path = "systems/fvtt-lethal-fantasy/templates/combat-tracker.hbs";
return foundry.utils.mergeObject(super.defaultOptions, {
template: path,
});
}
}
export class LethalFantasyCombat extends Combat {
@@ -94,7 +66,7 @@ export class LethalFantasyCombat extends Combat {
* @returns {Combatant[]}
*/
setupTurns() {
console?.log("Setup Turns....");
log("Setup Turns....");
this.turns ||= [];
// Determine the turn order and the current turn
@@ -164,19 +136,19 @@ export class LethalFantasyCombat extends Combat {
}
}
resetProgression(cId) {
async resetProgression(cId) {
let c = this.combatants.get(cId);
c.update({ 'system.progressionCount': 0 });
await c.update({ 'system.progressionCount': 0 });
}
setCasting(cId) {
async setCasting(cId) {
let c = this.combatants.get(cId);
c.setFlag(SYSTEM.id, "casting", true);
await c.setFlag(SYSTEM.id, "casting", true);
}
resetCasting(cId) {
async resetCasting(cId) {
let c = this.combatants.get(cId);
c.setFlag(SYSTEM.id, "casting", false);
await c.setFlag(SYSTEM.id, "casting", false);
}
isCasting(cId) {
@@ -78,7 +78,6 @@ export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(
/** @override */
_onRender(context, options) {
this.#dragDrop.forEach((d) => d.bind(this.element))
// Add listeners to rollable elements
const rollables = this.element.querySelectorAll(".rollable")
rollables.forEach((d) => d.addEventListener("click", this._onRoll.bind(this)))
}
@@ -234,12 +233,12 @@ export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}
const fp = new FilePicker({
const fp = new foundry.applications.ux.FilePicker.implementation({
current,
type: "image",
redirectToRoot: img ? [img] : [],
callback: (path) => {
this.document.update({ [attr]: path })
callback: async (path) => {
await this.document.update({ [attr]: path })
},
top: this.position.top + 40,
left: this.position.left + 10,
@@ -261,7 +260,7 @@ export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(
item = await fromUuid(uuid)
if (!item) item = this.document.items.get(id)
if (!item) return
item.sheet.render(true)
item.sheet.render({ force: true })
}
/**
@@ -284,8 +283,8 @@ export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(
* @private
* @static
*/
static #onCreateSpell(event, target) {
const item = this.document.createEmbeddedDocuments("Item", [{ name: "Nouveau sortilège", type: "spell" }])
static async #onCreateSpell(event, target) {
await this.document.createEmbeddedDocuments("Item", [{ name: "Nouveau sortilège", type: "spell" }])
}
// #endregion
@@ -177,12 +177,12 @@ export default class LethalFantasyItemSheet extends HandlebarsApplicationMixin(f
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}
const fp = new FilePicker({
const fp = new foundry.applications.ux.FilePicker.implementation({
current,
type: "image",
redirectToRoot: img ? [img] : [],
callback: (path) => {
this.document.update({ [attr]: path })
callback: async (path) => {
await this.document.update({ [attr]: path })
},
top: this.position.top + 40,
left: this.position.left + 10,
+91 -19
View File
@@ -22,6 +22,7 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
divinityPointsMinus: LethalFantasyCharacterSheet.#onDivinityPointsMinus,
aetherPointsPlus: LethalFantasyCharacterSheet.#onAetherPointsPlus,
aetherPointsMinus: LethalFantasyCharacterSheet.#onAetherPointsMinus,
rollSpellDamage: LethalFantasyCharacterSheet.#onRollSpellDamage,
},
}
@@ -70,10 +71,10 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "LETHALFANTASY.Label.biography" },
}
if (this.actor.system.biodata.magicUser) {
tabs.spells = { id: "spells", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-wand-magic-sparkles", label: "LETHALFANTASY.Label.spells" }
tabs.spells = { id: "spells", group: "sheet", icon: "fa-solid fa-wand-magic-sparkles", label: "LETHALFANTASY.Label.spells" }
}
if (this.actor.system.biodata.clericUser) {
tabs.miracles = { id: "miracles", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-hands-praying", label: "LETHALFANTASY.Label.miracles" }
tabs.miracles = { id: "miracles", group: "sheet", icon: "fa-solid fa-hands-praying", label: "LETHALFANTASY.Label.miracles" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
@@ -179,54 +180,125 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
await this.document.system.rollInitiative()
}
static #onArmorHitPointsPlus(event, target) {
static async #onArmorHitPointsPlus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints
armorHP += 1
this.actor.update({ "system.combat.armorHitPoints": armorHP })
await this.actor.update({ "system.combat.armorHitPoints": armorHP })
}
static #onArmorHitPointsMinus(event, target) {
static async #onArmorHitPointsMinus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints
armorHP -= 1
this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
await this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
}
static #onDivinityPointsPlus(event, target) {
static async #onDivinityPointsPlus(event, target) {
let points = this.actor.system.divinityPoints.value
points += 1
points = Math.min(points, this.actor.system.divinityPoints.max)
this.actor.update({ "system.divinityPoints.value": points })
await this.actor.update({ "system.divinityPoints.value": points })
}
static #onDivinityPointsMinus(event, target) {
static async #onDivinityPointsMinus(event, target) {
let points = this.actor.system.divinityPoints.value
points -= 1
points = Math.max(points, 0)
this.actor.update({ "system.divinityPoints.value": points })
await this.actor.update({ "system.divinityPoints.value": points })
}
static #onAetherPointsPlus(event, target) {
static async #onAetherPointsPlus(event, target) {
let points = this.actor.system.aetherPoints.value
points += 1
points = Math.min(points, this.actor.system.aetherPoints.max)
this.actor.update({ "system.aetherPoints.value": points })
await this.actor.update({ "system.aetherPoints.value": points })
}
static #onAetherPointsMinus(event, target) {
static async #onAetherPointsMinus(event, target) {
let points = this.actor.system.aetherPoints.value
points -= 1
points = Math.max(points, 0)
this.actor.update({ "system.aetherPoints.value": points })
await this.actor.update({ "system.aetherPoints.value": points })
}
/**
* Handles spell damage roll from the spell sheet tab.
* Shows a DR dialog then rolls the appropriate damage formula.
* @param {PointerEvent} event
* @param {HTMLElement} target
*/
static async #onRollSpellDamage(event, target) {
if (this.isEditMode) return
const itemId = target.dataset.itemId
const tier = target.dataset.damageTier
const spell = this.actor.items.get(itemId)
if (!spell) return
const formulaMap = {
standard: spell.system.damageDice,
overpowered: spell.system.damageDiceOverpowered,
overpowered2: spell.system.damageDiceOverpowered2,
}
const formula = formulaMap[tier]
if (!formula) return
const manualDR = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.localize("LETHALFANTASY.Combat.spellDRDialogTitle") },
classes: ["lethalfantasy"],
position: { width: 320 },
content: `<div style="padding:0.5rem 0">
<p style="margin-bottom:0.6rem">${game.i18n.localize("LETHALFANTASY.Combat.spellDRDialogMsg")}</p>
<div style="display:flex;align-items:center;gap:0.5rem">
<label style="font-weight:bold">${game.i18n.localize("LETHALFANTASY.Combat.spellDRLabel")}</label>
<input type="number" name="manualDr" value="0" min="0" style="width:5rem"/>
</div>
</div>`,
buttons: [
{
action: "noDR",
type: "button",
label: game.i18n.localize("LETHALFANTASY.Combat.spellNoDR"),
icon: "fa-solid fa-wand-magic-sparkles",
callback: () => 0
},
{
action: "applyDR",
type: "button",
label: game.i18n.localize("LETHALFANTASY.Combat.spellApplyDR"),
icon: "fa-solid fa-shield",
callback: (event, button) => Number(button.form?.elements?.manualDr?.value) || 0
},
{
action: "cancel",
type: "button",
label: game.i18n.localize("LETHALFANTASY.Combat.proceedNo"),
callback: () => "cancel"
}
],
rejectClose: false
})
if (manualDR === null || manualDR === "cancel") return
const rollOpts = {
type: "spell-damage",
rollType: "spell-damage",
rollName: `${spell.name}${formula}`,
isDamage: true,
rollData: { isDamage: true },
manualDR,
actorId: this.actor.id,
actorName: this.actor.name,
actorImage: this.actor.img
}
await LethalFantasyRoll.rollSpellDamageToMessage(formula, rollOpts)
}
static #onCreateEquipment(event, target) {
}
_onRender(context, options) {
// Inputs with class `item-quantity`
const woundDescription = this.element.querySelectorAll('.wound-data')
for (const input of woundDescription) {
input.addEventListener("change", (e) => {
input.addEventListener("change", async (e) => {
e.preventDefault();
e.stopImmediatePropagation();
const newValue = e.currentTarget.value
@@ -234,11 +306,11 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
const fieldName = e.currentTarget.dataset.name
let tab = foundry.utils.duplicate(this.actor.system.hp.wounds)
tab[index][fieldName] = newValue
console.log(tab, index, fieldName, newValue)
this.actor.update({ "system.hp.wounds": tab });
log(tab, index, fieldName, newValue)
await this.actor.update({ "system.hp.wounds": tab });
})
}
super._onRender();
super._onRender(context, options);
}
+1 -1
View File
@@ -91,7 +91,7 @@ export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
*/
async _onDrop(event) {
if (!this.isEditable || !this.isEditMode) return
const data = TextEditor.getDragEventData(event)
const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
// Handle different data types
switch (data.type) {
+78 -26
View File
@@ -108,6 +108,10 @@
}
],
"description": "Possible Flawless or Legendary Defense or Add D20E to Defense"
},
"saving_throws": {
"type": "save_auto_success",
"description": "Saving Throw Succeeds Regardless of Opposing Roll"
}
},
"29": {
@@ -145,6 +149,11 @@
"type": "gain_grit",
"amount": 1,
"description": "Gain 1 Grit"
},
"saving_throws": {
"type": "gain_grit",
"amount": 1,
"description": "Gain 1 Grit"
}
},
"28": {
@@ -199,6 +208,12 @@
"amount": 1,
"target": "skill",
"description": "Add 1 to Skill Roll"
},
"saving_throws": {
"type": "bonus_flat",
"amount": 1,
"target": "save",
"description": "Add 1 to Saving Throw"
}
},
"21": {
@@ -239,6 +254,12 @@
"ranged_defense": {
"type": "recover_pain",
"description": "Defender Recovers or ignores any flash of pain"
},
"saving_throws": {
"type": "bonus_dice",
"dice": "D6",
"target": "save",
"description": "Granted D6 (1-6) Saving Throw Modifier for this Saving Throw Attempt"
}
},
"20": {
@@ -325,7 +346,7 @@
"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": {
"type": "bonus_flat",
@@ -349,6 +370,12 @@
}
],
"description": "Possible 20/20 defense that avoids Any Attack Except a Lethal Strike or adds D12 to defense"
},
"saving_throws": {
"type": "bonus_flat",
"amount": 20,
"target": "save",
"description": "20 Added to Saving Throw"
}
},
"15": {
@@ -359,10 +386,10 @@
"type": "bleed"
},
{
"type": "knockback"
"type": "internal_injury"
}
],
"description": "Bleed, Knock-back on Hit"
"description": "Bleed, Internal Injury on Hit"
},
"ranged_attack": {
"type": "bleed",
@@ -372,10 +399,9 @@
"type": "counter_attack",
"options": [
"kick",
"punch",
"shield_bash"
"punch"
],
"description": "Kick, Punch or Shield Bash"
"description": "Kick or Punch"
},
"skill_rolls": {
"type": "bonus_flat",
@@ -387,10 +413,15 @@
"type": "counter_attack",
"options": [
"kick",
"punch",
"shield_bash"
"punch"
],
"description": "Kick, Punch or Shield Bash"
"description": "Kick or Punch"
},
"saving_throws": {
"type": "bonus_flat",
"amount": 1,
"target": "save",
"description": "Add 1 to Saving Throw"
}
},
"13": {},
@@ -398,7 +429,7 @@
"melee_attack": {
"type": "flurry",
"condition": "hit_or_miss",
"description": "Flurry Attack or Hit to Miss"
"description": "Flurry Attack on Hit or Miss"
},
"ranged_attack": {
"type": "double_damage_dice",
@@ -413,10 +444,10 @@
"type": "bleed"
},
{
"type": "knockback"
"type": "internal_injury"
}
],
"description": "Bleed, Knock-back on Hit"
"description": "Bleed, Internal Injury on Hit"
},
"ranged_attack": {
"type": "bleed",
@@ -426,10 +457,9 @@
"type": "counter_attack",
"options": [
"kick",
"punch",
"shield_bash"
"punch"
],
"description": "Kick, Punch or Shield Bash"
"description": "Kick or Punch"
},
"skill_rolls": {
"type": "bonus_flat",
@@ -441,10 +471,15 @@
"type": "counter_attack",
"options": [
"kick",
"punch",
"shield_bash"
"punch"
],
"description": "Kick, Punch or Shield Bash"
"description": "Kick or Punch"
},
"saving_throws": {
"type": "bonus_flat",
"amount": 1,
"target": "save",
"description": "Add 1 to Saving Throw"
}
},
"8": {
@@ -475,6 +510,10 @@
"ranged_defense": {
"type": "mulligan",
"description": "Mulligan, Can Choose to Re-Roll This Defense"
},
"saving_throws": {
"type": "mulligan",
"description": "Mulligan, Can Re-Roll This Saving Throw"
}
},
"7": {
@@ -496,10 +535,10 @@
"type": "bleed"
},
{
"type": "knockback"
"type": "internal_injury"
}
],
"description": "Bleed, Knock-back on Hit"
"description": "Bleed, Internal Injury on Hit"
},
"ranged_attack": {
"type": "bleed",
@@ -509,10 +548,9 @@
"type": "counter_attack",
"options": [
"kick",
"punch",
"shield_bash"
"punch"
],
"description": "Kick, Punch, or Shield Bash"
"description": "Kick or Punch"
},
"skill_rolls": {
"type": "bonus_flat",
@@ -524,10 +562,15 @@
"type": "counter_attack",
"options": [
"kick",
"punch",
"shield_bash"
"punch"
],
"description": "Kick, Punch, or Shield Bash"
"description": "Kick or Punch"
},
"saving_throws": {
"type": "bonus_flat",
"amount": 1,
"target": "save",
"description": "Add 1 to Saving Throw"
}
},
"3": {
@@ -607,8 +650,17 @@
"description": "Possible Fumble Ranged ammo is broken unrecoverable"
},
"arcane_spell_attack": {
"type": "spell_calamity",
"description": "A possible spell calamity has occurred"
},
"arcane_spell_defense": {
"type": "spell_calamity",
"description": "Possible Spell Calamity or Catastrophe"
},
"melee_attack": {
"type": "fumble",
"detail": "melee_fumble",
"description": "Possible Fumble"
}
}
},
+9 -1
View File
@@ -85,11 +85,18 @@ export const RANGE_CHOICES = {
"pointblank": { label: "Point Blank (Special)", value: "pointblank" },
"short": { label: "Short (+0)", value: "0" },
"medium": { label: "Medium (Red +5)", value: "+5" },
"long": { label: "Long (Purle +7)", value: "+7" },
"long": { label: "Long (Purple +7)", value: "+7" },
"extreme": { label: "Extreme (Grey +9)", value: "+9" },
"beyondskill": { label: "Beyond Skill (Blue +11)", value: "beyondskill" }
}
export const ATTACKER_MOVEMENT_CHOICES = {
"none": { label: "None / Stationary (D20E Favor)", favor: true, value: "2D20kh" },
"walk": { label: "Walk (D20E)", value: "D20" },
"incombat": { label: "In Combat (D20E)", value: "D20" },
"run": { label: "Jog/Run/Sprint (D20E Disfavor)", disfavor: true, value: "2D20kl" }
}
export const ATTACKER_AIM_CHOICES = {
"simple": { label: "Simple (+0)", value: "0" },
"careful": { label: "Careful (Red +5)", value: "+4" },
@@ -321,6 +328,7 @@ export const SYSTEM = {
RANGE_CHOICES,
FAVOR_CHOICES,
ATTACKER_AIM_CHOICES,
ATTACKER_MOVEMENT_CHOICES,
MORTAL_CHOICES,
SPELL_CRITICAL,
MIRACLE_TYPES,
+55 -17
View File
@@ -72,23 +72,32 @@ export default class LethalFantasyActor extends Actor {
/* *************************************************/
async applyDamage(hpLoss) {
let hp = this.system.hp.value + hpLoss
if (hp < 0) {
hp = 0
await this.update({ "system.hp.value": hp })
}
this.update({ "system.hp.value": hp })
/* *************************************************/
getNaturalDR() {
if (this.type === "monster") {
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() {
// Pour les monstres, utiliser hp.damageResistance et combat.damageReduction
if (this.type === "monster") {
let hpDR = Number(this.system.hp?.damageResistance) || 0
let hpDR = this.getNaturalDR()
let combatDR = Number(this.system.combat?.damageReduction) || 0
return hpDR + combatDR
}
// Pour les personnages, utiliser biodata et items
let naturalDR = Number(this.system.biodata?.naturalDR) || 0
let magicDR = Number(this.system.biodata?.magicDR) || 0
let naturalDR = this.getNaturalDR()
let magicDR = this.getMagicDR()
let armorDR = this.getArmorDR()
return naturalDR + magicDR + armorDR
}
@@ -153,8 +162,8 @@ export default class LethalFantasyActor extends Actor {
}
/* *************************************************/
async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0) {
console.log("Preparing roll", rollType, rollKey, rollDice, defenderId)
async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0, d30Effects = {}) {
log("Preparing roll", rollType, rollKey, rollDice, defenderId)
let rollTarget
switch (rollType) {
case "granted":
@@ -196,10 +205,39 @@ export default class LethalFantasyActor extends Actor {
case "spell-power":
case "miracle-attack":
case "miracle-power":
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
rollTarget = foundry.utils.duplicate(this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey))
rollTarget.rollKey = rollKey
// Read damage tier from combatant currentAction if available
const activeCombatant = game.combat?.combatants?.find(c => c.actorId === this.id)
const currentAction = activeCombatant?.getFlag(SYSTEM.id, "currentAction")
let damageTier = currentAction?.damageTier
// No tier from combat action — prompt the user if multiple tiers exist
if (!damageTier) {
const tierMap = { standard: "damageDice", overpowered: "damageDiceOverpowered", overpowered2: "damageDiceOverpowered2" }
const available = Object.entries(tierMap).filter(([k, v]) => rollTarget.system?.[v])
if (available.length > 1) {
const buttons = available.map(([id]) => ({
action: id,
type: "button",
label: id.charAt(0).toUpperCase() + id.slice(1),
callback: () => id,
}))
damageTier = await foundry.applications.api.DialogV2.wait({
window: { title: "Choose spell tier" },
classes: ["lethalfantasy"],
content: `<p>Select the power level for <strong>${rollTarget.name}</strong>:</p>`,
buttons,
rejectClose: false,
}) || "standard"
} else {
damageTier = "standard"
}
}
rollTarget.damageTier = damageTier
if (rollType === "spell-attack" || rollType === "spell-power") {
const cost = Number(rollTarget.system?.cost) || 0
const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
const costField = tierCostMap[damageTier] || "cost"
const cost = Number(rollTarget.system?.[costField]) || 0
const currentAether = Number(this.system.aetherPoints?.value) || 0
if (cost > currentAether) {
ui.notifications.warn(`${this.name} cannot cast ${rollTarget.name}: insufficient Aether (needs ${cost}, has ${currentAether}).`)
@@ -222,8 +260,7 @@ export default class LethalFantasyActor extends Actor {
rollTarget.rollKey = rollKey
}
break;
case "weapon-damage-small":
case "weapon-damage-medium":
case "weapon-damage":
case "weapon-attack":
case "weapon-defense": {
let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
@@ -261,9 +298,10 @@ export default class LethalFantasyActor extends Actor {
weapon: weapon,
weaponSkillModifier: skill.weaponSkillModifier,
rollKey: rollKey,
combat: foundry.utils.duplicate(this.system.combat)
combat: foundry.utils.duplicate(this.system.combat),
isRangedAttack: weapon.system.weaponType === "ranged"
}
if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
if (rollType === "weapon-damage") {
rollTarget.grantedDice = this.system.granted.damageDice
}
if (rollType === "weapon-attack") {
@@ -286,7 +324,7 @@ export default class LethalFantasyActor extends Actor {
rollTarget.magicUser = this.system.biodata.magicUser
rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
rollTarget.actorLevel = this.system.biodata.level
await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr)
await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr, d30Effects)
}
}
+15 -9
View File
@@ -1,3 +1,5 @@
import { log } from "../utils.mjs"
/**
* Classe pour gérer les résultats du D30 dans Lethal Fantasy
*/
@@ -25,7 +27,8 @@ export default class D30Roll {
RANGED_DEFENSE: "ranged_defense",
ARCANE_SPELL_ATTACK: "arcane_spell_attack",
ARCANE_SPELL_DEFENSE: "arcane_spell_defense",
SKILL_ROLLS: "skill_rolls"
SKILL_ROLLS: "skill_rolls",
SAVING_THROWS: "saving_throws"
}
/**
@@ -40,7 +43,7 @@ export default class D30Roll {
this.resultsTable = data.d30_dice_results
this.definitions = data.definitions
console.log("D30Roll | D30 results table loaded successfully")
log("D30Roll | D30 results table loaded successfully")
} catch (error) {
console.error("D30Roll | Error loading D30 table:", error)
ui.notifications.error("Unable to load D30 results table")
@@ -111,17 +114,16 @@ export default class D30Roll {
if (externalType === "weapon-attack") {
if (!weapon) {
console.warn("D30Roll | Weapon object required for weapon-attack type")
return this.ROLL_TYPES.MELEE_ATTACK // Default to melee
// Fall through to use options.isRanged if available, otherwise default melee
}
return weapon.system?.weaponType === "ranged"
return (options.isRanged || weapon?.system?.weaponType === "ranged")
? this.ROLL_TYPES.RANGED_ATTACK
: this.ROLL_TYPES.MELEE_ATTACK
}
// Monster attacks - default to melee
// Monster attacks - check options.isRanged (set from rollTarget.attackMode) or weapon type
if (externalType === "monster-attack") {
// Check if weapon object has range information
if (weapon?.system?.weaponType === "ranged") {
if (options.isRanged || weapon?.system?.weaponType === "ranged") {
return this.ROLL_TYPES.RANGED_ATTACK
}
return this.ROLL_TYPES.MELEE_ATTACK
@@ -138,11 +140,15 @@ export default class D30Roll {
}
// Skill types
if (externalType === "skill" || externalType === "monster-skill" ||
externalType === "save" || externalType === "challenge") {
if (externalType === "skill" || externalType === "monster-skill" || externalType === "challenge") {
return this.ROLL_TYPES.SKILL_ROLLS
}
// Saving throw types
if (externalType === "save") {
return options.isSpellSave ? this.ROLL_TYPES.ARCANE_SPELL_DEFENSE : this.ROLL_TYPES.SAVING_THROWS
}
// If no match, return null
console.warn(`D30Roll | Unknown external roll type: ${externalType}`)
return null
+308 -60
View File
@@ -127,6 +127,7 @@ export default class LethalFantasyRoll extends Roll {
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
*/
static async prompt(options = {}) {
try {
let dice = "1D20"
let maxValue = 20
let baseFormula = "1D20"
@@ -139,7 +140,7 @@ export default class LethalFantasyRoll extends Roll {
let hasGrantedDice = false
let pointBlank = false
let letItFly = false
let saveSpell = false
let saveSpell = game.lethalFantasy?.spellDefense ?? false
let beyondSkill = false
let hasStaticModifier = false
let hasExplode = true
@@ -237,6 +238,7 @@ export default class LethalFantasyRoll extends Roll {
baseFormula = "D20"
hasModifier = true
hasChangeDice = false
hasFavor = true
options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
hasStaticModifier = options.rollType === "spell-power"
@@ -253,6 +255,7 @@ export default class LethalFantasyRoll extends Roll {
dice = "1D20"
baseFormula = "D20"
hasChangeDice = false
hasFavor = true
options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
hasStaticModifier = options.rollType === "miracle-power"
@@ -283,13 +286,7 @@ export default class LethalFantasyRoll extends Roll {
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.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
}
if (/NE$/i.test(dice)) {
hasMaxValue = false
hasExplode = false
@@ -336,6 +333,10 @@ export default class LethalFantasyRoll extends Roll {
let modifier = "+0"
let targetName
// True for any ranged attack: PC weapon (ranged type) or monster attack (ranged mode)
const isRangedAttack = (options.rollType === "weapon-attack" && options.rollTarget?.weapon?.system?.weaponType === "ranged")
|| (options.rollType === "monster-attack" && options.rollTarget?.attackMode === "ranged")
let dialogContext = {
rollType: options.rollType,
rollTarget: options.rollTarget,
@@ -358,9 +359,10 @@ export default class LethalFantasyRoll extends Roll {
dice,
hasTarget: options.hasTarget,
modifier,
saveSpell: false,
saveSpell,
favor: "none",
targetName
targetName,
isRangedAttack
}
let rollContext
if (options.rollContext) {
@@ -389,10 +391,12 @@ export default class LethalFantasyRoll extends Roll {
position,
buttons: [
{
action: "roll",
type: "button",
label: label,
callback: (event, button, dialog) => {
console.log("Roll context", event, button, dialog)
let position = dialog.position
log("Roll context", event, button, dialog)
let position = dialog?.position
game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(position))
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
@@ -403,22 +407,22 @@ export default class LethalFantasyRoll extends Roll {
},
],
actions: {
"selectGranted": (event, button, dialog) => {
"selectGranted": (event, button) => {
hasGrantedDice = event.target.checked
},
"selectBeyondSkill": (event, button, dialog) => {
"selectBeyondSkill": (event, button) => {
beyondSkill = button.checked
},
"selectPointBlank": (event, button, dialog) => {
"selectPointBlank": (event, button) => {
pointBlank = button.checked
},
"selectLetItFly": (event, button, dialog) => {
"selectLetItFly": (event, button) => {
letItFly = button.checked
},
"saveSpellCheck": (event, button, dialog) => {
"saveSpellCheck": (event, button) => {
saveSpell = button.checked
},
"gotoToken": (event, button, dialog) => {
"gotoToken": (event, button) => {
let tokenId = $(button).data("tokenId")
let token = canvas.tokens?.get(tokenId)
if (token) {
@@ -434,7 +438,7 @@ export default class LethalFantasyRoll extends Roll {
// If the user cancels the dialog, exit
if (rollContext === null) return
console.log("rollContext", rollContext, hasGrantedDice)
log("rollContext", rollContext, hasGrantedDice)
rollContext.saveSpell = saveSpell // Update fucking flag
let fullModifier = 0
@@ -443,7 +447,7 @@ export default class LethalFantasyRoll extends Roll {
if (hasModifier) {
let bonus = Number(options.rollTarget.value)
fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
fullModifier += (rollContext.saveSpell) ? options.rollTarget.actorModifiers.saveModifier : 0
fullModifier += (rollContext.saveSpell) ? (options.rollTarget.actorModifiers?.saveModifier ?? 0) : 0
if (Number(rollContext.attackerAim) > 0) {
fullModifier += Number(rollContext.attackerAim)
}
@@ -522,8 +526,6 @@ export default class LethalFantasyRoll extends Roll {
rollMode: rollContext.visibility,
hasTarget: options.hasTarget,
isDamage: options.isDamage,
damageSmall: options.damageSmall,
damageMedium: options.damageMedium,
pointBlank,
beyondSkill,
letItFly,
@@ -553,7 +555,7 @@ export default class LethalFantasyRoll extends Roll {
if (rollContext.favor === "favor") {
rollFavor = new this(baseFormula, options.data, rollData)
await rollFavor.evaluate()
console.log("Rolling with favor", rollFavor)
log("Rolling with favor", rollFavor)
if (game?.dice3d) {
game.dice3d.showForRoll(rollFavor, game.user, true)
}
@@ -592,12 +594,17 @@ export default class LethalFantasyRoll extends Roll {
}
options.D30result = rollD30.total
// Récupérer le message D30 correspondant
// Compute isRanged for D30: covers defense (isRangedDefense), monster ranged attacks (attackMode),
// and PC weapon attacks (isRangedAttack or weaponType)
const isRangedForD30 = options.isRangedDefense
|| options.rollTarget?.attackMode === "ranged"
|| options.rollTarget?.isRangedAttack === true
|| options.rollTarget?.weapon?.system?.weaponType === "ranged"
const d30Message = D30Roll.getResult(
rollD30.total,
options.rollType,
options.rollTarget?.weapon,
{ isRanged: options.isRangedDefense }
{ isRanged: isRangedForD30, isSpellSave: saveSpell }
)
options.D30message = d30Message
}
@@ -616,9 +623,6 @@ export default class LethalFantasyRoll extends Roll {
if (hasMaxValue) {
while (diceResult === maxValue) {
let r = await new Roll(baseFormula).evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(r, game.user, true)
}
diceResult = r.dice[0].results[0].result
diceResults.push({ dice: `${singleDice.toUpperCase()}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
@@ -661,6 +665,10 @@ export default class LethalFantasyRoll extends Roll {
rollBase.options.defenderId = options.defenderId
rollBase.options.defenderTokenId = options.defenderTokenId
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.
@@ -674,6 +682,10 @@ export default class LethalFantasyRoll extends Roll {
if (Hooks.call("fvtt-lethal-fantasy.Roll", options, rollData, rollBase) === false) return
return rollBase
} finally {
// Clear one-shot flag so it doesn't leak to subsequent non-spell saves
if (game.lethalFantasy) game.lethalFantasy.spellDefense = false
}
}
/* ***********************************************************/
@@ -709,8 +721,10 @@ export default class LethalFantasyRoll extends Roll {
content,
buttons: [
{
action: "initiative",
type: "button",
label: label,
callback: (event, button, dialog) => {
callback: (event, button) => {
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
@@ -775,10 +789,20 @@ export default class LethalFantasyRoll extends Roll {
let buttons = []
if (currentAction) {
if (currentAction.type === "weapon") {
let weaponLabel = "Roll progression dice"
if (currentAction.rangedMode) {
// Compute loading count from the speed formula (e.g. "3+1d6" → load=3)
const speedStr = currentAction.system?.speed?.[currentAction.rangedMode] ?? ""
const rangedLoad = currentAction.rangedLoad ?? (Number(speedStr.split("+")[0]) || 0)
if (rangedLoad > 0 && !currentAction.weaponLoaded) {
weaponLabel = "Load weapon"
}
}
buttons.push({
action: "roll",
label: "Roll progression dice",
callback: (event, button, dialog) => {
type: "button",
label: weaponLabel,
callback: (event, button) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
return "rollProgressionDice"
@@ -803,8 +827,9 @@ export default class LethalFantasyRoll extends Roll {
}
buttons.push({
action: "roll",
type: "button",
label: label,
callback: (event, button, dialog) => {
callback: (event, button) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
return "rollLethargyDice"
@@ -814,8 +839,9 @@ export default class LethalFantasyRoll extends Roll {
} else {
buttons.push({
action: "roll",
type: "button",
label: "Select action",
callback: (event, button, dialog) => {
callback: (event, button) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
const output = Array.from(button.form.elements).reduce((obj, input) => {
@@ -829,8 +855,9 @@ export default class LethalFantasyRoll extends Roll {
}
buttons.push({
action: "cancel",
type: "button",
label: "Other action, not listed here",
callback: (event, button, dialog) => {
callback: (event, button) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
return null;
@@ -847,12 +874,12 @@ export default class LethalFantasyRoll extends Roll {
rejectClose: false // Click on Close button will not launch an error
})
console.log("RollContext", dialogContext, rollContext)
log("RollContext", dialogContext, rollContext)
// If action is cancelled, exit
if (rollContext === null || rollContext === "cancel") {
await combatant.setFlag(SYSTEM.id, "currentAction", "")
let message = `${combatant.name} : Other action, progression reset`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
return
}
@@ -882,12 +909,36 @@ export default class LethalFantasyRoll extends Roll {
actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
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>${selectedItem.name}</strong> has multiple damage tiers.</p><p>Choose which damage to use when the attack lands:</p></div>`,
buttons: tiers.map(t => ({
action: t.id,
type: "button",
label: `${t.label} (${t.dice.toUpperCase()})`,
icon: "fa-solid fa-wand-magic-sparkles",
callback: () => t.id
})),
rejectClose: false
})
actionItem.damageTier = tierChoice || "standard"
}
}
actionItem.castingTime = 1
actionItem.spellStatus = "castingTime"
// Set the flag on the combatant
await combatant.setFlag(SYSTEM.id, "currentAction", actionItem)
let message = `${combatant.name} action : ${selectedItem.name}, start rolling progression dice or casting time`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
rollContext = (actionItem.type === "weapon") ? "rollProgressionDice" : "rollLethargyDice" // Set the roll context to rollProgressionDice
currentAction = actionItem
}
@@ -898,13 +949,14 @@ export default class LethalFantasyRoll extends Roll {
let time = currentAction.type === "spell" ? currentAction.system.castingTime : currentAction.system.prayerTime
if (currentAction.castingTime < time) {
let message = `Casting time : ${currentAction.name}, count : ${currentAction.castingTime}/${time}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
return
} else {
let message = `Spell/Miracle ${currentAction.name} ready to be cast on next second !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
// Last counting second — announce ready and transition immediately (no extra second consumed)
let message = `Casting time : ${currentAction.name}, count : ${time}/${time} — ready to cast next second !`
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime = 1
currentAction.spellStatus = "toBeCasted"
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
@@ -944,7 +996,7 @@ export default class LethalFantasyRoll extends Roll {
isLethargy: true
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
// Update the combatant progression count
await combatant.setFlag(SYSTEM.id, "currentAction", "")
// Display the action selection window again
@@ -964,7 +1016,7 @@ export default class LethalFantasyRoll extends Roll {
isLethargy: true
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
}
}
}
@@ -976,18 +1028,18 @@ export default class LethalFantasyRoll extends Roll {
let split = toSplit.split("+")
currentAction.rangedLoad = Number(split[0]) || 0
formula = split[1]
console.log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
}
// Range weapon loading
if (!currentAction.weaponLoaded && currentAction.rangedLoad) {
if (currentAction.progressionCount <= currentAction.rangedLoad) {
if (currentAction.progressionCount < currentAction.rangedLoad) {
let message = `Ranged weapon ${currentAction.name} is loading, loading count : ${currentAction.progressionCount}/${currentAction.rangedLoad}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.progressionCount += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
} else {
let message = `Ranged weapon ${currentAction.name} is loaded !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.weaponLoaded = true
currentAction.progressionCount = 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
@@ -1019,13 +1071,13 @@ export default class LethalFantasyRoll extends Roll {
rollResult: roll.total
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await combatant.setFlag(SYSTEM.id, "currentAction", "")
combatant.actor.prepareRoll(currentAction.type === "weapon" ? "weapon-attack" : "spell-attack", currentAction._id)
} else {
// Notify that the player cannot act now with a chat message
currentAction.progressionCount += 1
combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
const messageContent = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
{
@@ -1036,7 +1088,7 @@ export default class LethalFantasyRoll extends Roll {
progressionCount: currentAction.progressionCount
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
}
}
}
@@ -1076,8 +1128,10 @@ export default class LethalFantasyRoll extends Roll {
content,
buttons: [
{
action: "rangeDefense",
type: "button",
label: label,
callback: (event, button, dialog) => {
callback: (event, button) => {
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
@@ -1092,7 +1146,7 @@ export default class LethalFantasyRoll extends Roll {
// If the user cancels the dialog, exit
if (rollContext === null) return
console.log("RollContext", rollContext)
log("RollContext", rollContext)
// Add disfavor/favor option if point blank range
if (rollContext.range === "pointblank") {
rollContext.movement = rollContext.movement.replace("kh", "")
@@ -1126,6 +1180,8 @@ export default class LethalFantasyRoll extends Roll {
options = { ...options, ...rollContext }
options.rollName = "Ranged Defense"
options.rollType = "weapon-defense"
options.type = options.rollType // Required: this.type reads options.type
options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage
const rollBase = new this(rollContext.movement, options.data, rollData)
const rollModifier = new Roll(modifierFormula, options.data, rollData)
@@ -1193,6 +1249,163 @@ export default class LethalFantasyRoll extends Roll {
return rollBase
}
/**
* Prompts the GM for ranged attack context (movement, range, target size, aim) when a monster
* attacks with a ranged weapon, then evaluates an exploding D20 attack roll with the resulting modifiers.
*
* @param {Object} options Options for the roll.
* @param {string} options.actorId The attacker actor ID.
* @param {string} options.actorName The attacker actor name.
* @param {Object} options.rollTarget The rollTarget containing attackModifier and related data.
* @returns {Promise<LethalFantasyRoll|null>} The resulting roll, or null if cancelled.
*/
static async promptRangedAttack(options = {}) {
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes)
const fieldRollMode = new foundry.data.fields.StringField({
choices: rollModes,
blank: false,
default: "public",
})
let dialogContext = {
attackerMovementChoices: SYSTEM.ATTACKER_MOVEMENT_CHOICES,
rangeChoices: SYSTEM.RANGE_CHOICES,
sizeChoices: SYSTEM.SIZE_CHOICES,
attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES,
movement: "none",
range: "short",
size: "+5",
attackerAim: "simple",
fieldRollMode,
rollModes
}
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/range-attack-dialog.hbs", dialogContext)
const label = game.i18n.localize("LETHALFANTASY.Label.rangeAttackRoll")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Ranged Attack" },
classes: ["lethalfantasy"],
content,
buttons: [
{
action: "rangedAttack",
type: "button",
label,
callback: (event, button) => {
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
}, {})
return output
},
},
],
rejectClose: false
})
if (rollContext === null) return null
// Handle pointblank: attacker at point blank gets favor (standing still easier to aim)
if (rollContext.range === "pointblank") {
rollContext.movement = rollContext.movement.replace("kh", "")
rollContext.movement = rollContext.movement.replace("kl", "")
rollContext.movement += "kh" // Favor for attacker at point blank
rollContext.range = "0"
}
// Handle beyondskill: extreme range gives disfavor to attacker
if (rollContext.range === "beyondskill") {
rollContext.movement = rollContext.movement.replace("kh", "")
rollContext.movement = rollContext.movement.replace("kl", "")
rollContext.movement += "kl" // Disfavor for attacker beyond skill range
rollContext.range = "+11"
}
// Compute contextual penalty: range + target_size, reduced by aim bonus and attack modifier
const attackModifier = options.rollTarget?.attackModifier ?? 0
const contextualPenalty = Number(rollContext.range) + Number(rollContext.size)
const aimBonus = Number(rollContext.attackerAim || 0)
const fullModifier = contextualPenalty - aimBonus - attackModifier
let modifierFormula
if (fullModifier === 0) {
modifierFormula = "0"
} else {
const modAbs = Math.abs(fullModifier)
modifierFormula = `D${modAbs + 1} -1`
}
const rollData = { ...rollContext }
options = { ...options, ...rollContext }
options.rollName = "Ranged Attack"
options.rollType = options.rollType || "monster-attack"
options.type = options.rollType // Required: this.type reads options.type, used to build weaponDamageOptions in toHTML
options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage
options.isRangedAttack = true
const rollBase = new this(rollContext.movement, options.data, rollData)
const rollModifier = new Roll(modifierFormula, options.data, rollData)
rollModifier.evaluate()
await rollBase.evaluate()
const rollD30 = await new Roll("1D30").evaluate()
options.D30result = rollD30.total
options.D30message = D30Roll.getResult(rollD30.total, options.rollType, undefined, { isRanged: true })
// Determine favor from dice formula
let badResult = 0
if (rollContext.movement.includes("kh")) {
rollData.favor = "favor"
badResult = Math.min(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 20)
}
if (rollContext.movement.includes("kl")) {
rollData.favor = "disfavor"
badResult = Math.max(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 1)
}
const dice = rollContext.movement
const maxValue = 20
let rollTotal = -1
let diceResults = []
let diceResult = rollBase.dice[0].results[0].result
diceResults.push({ dice: `${dice.toUpperCase()}`, value: diceResult })
let diceSum = diceResult
// Exploding dice
while (diceResult === maxValue) {
const r = await new Roll(dice).evaluate()
diceResult = r.dice[0].results[0].result
diceResults.push({ dice: `${dice.toUpperCase()}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
}
if (fullModifier !== 0) {
diceResults.push({ dice: `${rollModifier.formula.toUpperCase()}`, value: rollModifier.total })
if (fullModifier > 0) {
// Net penalty: subtract from roll
rollTotal = Math.max(diceSum - rollModifier.total, 0)
} else {
// Net bonus: add to roll
rollTotal = diceSum + rollModifier.total
}
} else {
rollTotal = diceSum
}
rollBase.options = { ...rollBase.options, ...options }
rollBase.options.resultType = undefined
rollBase.options.rollTotal = rollTotal
rollBase.options.diceResults = diceResults
rollBase.options.rollTarget = options.rollTarget
rollBase.options.titleFormula = `1D20E + ${modifierFormula}`
rollBase.options.D30result = options.D30result
rollBase.options.D30message = options.D30message
rollBase.options.rollName = "Ranged Attack"
rollBase.options.badResult = badResult
rollBase.options.rollData = foundry.utils.duplicate(rollData)
return rollBase
}
/**
* Creates a title based on the given type.
*
@@ -1213,10 +1426,8 @@ export default class LethalFantasyRoll extends Roll {
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
case "weapon-defense":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
case "weapon-damage-small":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-small")}`
case "weapon-damage-medium":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-medium")}`
case "weapon-damage":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
case "spell":
case "spell-attack":
case "spell-power":
@@ -1233,7 +1444,7 @@ export default class LethalFantasyRoll extends Roll {
/** @override */
async render(chatOptions = {}) {
let chatData = await this._getChatCardData(chatOptions.isPrivate)
console.log("ChatData", chatData)
log("ChatData", chatData)
return await foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
}
@@ -1271,16 +1482,15 @@ export default class LethalFantasyRoll extends Roll {
// Récupérer les informations de l'arme pour les attaques réussies
let weaponDamageOptions = null
console.log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
if (this.type === "weapon-attack" && this.rollTarget?.weapon) {
const weapon = this.rollTarget.weapon
weaponDamageOptions = {
weaponId: weapon._id || weapon.id,
weaponId: weapon.id,
weaponName: weapon.name,
damageS: weapon.system?.damage?.damageS,
damageM: weapon.system?.damage?.damageM
}
console.log("Weapon damage options:", weaponDamageOptions)
log("Weapon damage options:", weaponDamageOptions)
} else if (this.type === "monster-attack" && this.rollTarget) {
weaponDamageOptions = {
weaponId: this.rollTarget.rollKey,
@@ -1289,7 +1499,7 @@ export default class LethalFantasyRoll extends Roll {
damageModifier: this.rollTarget.damageModifier,
isMonster: true
}
console.log("Monster damage options:", weaponDamageOptions)
log("Monster damage options:", weaponDamageOptions)
}
const cardData = {
@@ -1360,4 +1570,42 @@ export default class LethalFantasyRoll extends Roll {
)
}
/**
* Evaluate a spell/miracle damage formula with per-die explosion, then post to chat.
* Explosion dice are shown manually via showForRoll; the main roll is shown automatically
* by toMessage() (which triggers Dice So Nice via its createChatMessage hook).
* Append "NE" to the formula to disable explosion.
*
* @param {string} formula Dice formula, e.g. "1d8", "2d6", "1d8NE"
* @param {Object} rollOpts Options for LethalFantasyRoll (rollType, actorId, defenderId, etc.)
* @returns {Promise<ChatMessage>}
*/
static async rollSpellDamageToMessage(formula, rollOpts) {
const roll = new LethalFantasyRoll(formula, {}, rollOpts)
await roll.evaluate()
const shouldExplode = !/NE$/i.test(formula)
const diceResults = []
let diceSum = 0
for (const term of roll.dice) {
const singleDice = `1D${term.faces}`
for (const r of term.results) {
let diceResult = r.result
diceResults.push({ dice: singleDice.toUpperCase(), value: diceResult })
diceSum += diceResult
if (shouldExplode && term.faces > 0) {
while (diceResult === term.faces) {
const xr = await new Roll(singleDice).evaluate()
// Optional chaining guards against unexpected roll structure
diceResult = xr.dice?.[0]?.results?.[0]?.result ?? (term.faces - 1)
diceResults.push({ dice: `${singleDice.toUpperCase()}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
}
}
}
}
roll.options.diceResults = diceResults
roll.options.rollTotal = diceSum
return roll.toMessage()
}
}
+5 -5
View File
@@ -32,20 +32,20 @@ export class Macros {
dropData.rollType === "save"
? `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}', '=');`
: `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}');`
const rollName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${game.i18n.localize(`TENEBRIS.Manager.${dropData.rollTarget}`)}`
const rollName = `${game.i18n.localize("LETHALFANTASY.Label.jet")} ${game.i18n.localize(`LETHALFANTASY.Label.${dropData.rollTarget}`)}`
this.createMacro(slot, rollName, rollCommand, "icons/svg/d20-grey.svg")
break
case "rollDamage":
const weapon = game.actors.get(dropData.actorId).items.get(dropData.rollTarget)
const rollDamageCommand = `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}');`
const rollDamageName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${weapon.name}`
const rollDamageName = `${game.i18n.localize("LETHALFANTASY.Label.jet")} ${weapon.name}`
this.createMacro(slot, rollDamageName, rollDamageCommand, weapon.img)
break
case "rollAttack":
const rollAttackCommand = `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollValue}', '${dropData.rollTarget}');`
const rollAttackName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${dropData.rollTarget}`
const rollAttackName = `${game.i18n.localize("LETHALFANTASY.Label.jet")} ${dropData.rollTarget}`
this.createMacro(slot, rollAttackName, rollAttackCommand, "icons/svg/d20-grey.svg")
break
@@ -57,7 +57,7 @@ export class Macros {
/**
* Create a macro
* All macros are flaged with a tenebris.macro flag at true
* All macros are flaged with a lethalFantasy.macro flag at true
* @param {*} slot
* @param {*} name
* @param {*} command
@@ -72,7 +72,7 @@ export class Macros {
type: "script",
img: img,
command: command,
flags: { "tenebris.macro": true },
flags: { "lethalFantasy.macro": true },
},
{ displaySheet: false },
)
+7 -3
View File
@@ -65,7 +65,7 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
}
schema.hp = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 1 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
wounds: new fields.ArrayField(new fields.SchemaField(woundFieldSchema), {
@@ -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 (=).
* @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
let roll = await LethalFantasyRoll.prompt({
rollType,
@@ -293,7 +293,11 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
target: false,
defenderId,
defenderTokenId,
extraShieldDr
extraShieldDr,
damageTier: rollTarget.damageTier || "standard",
d30Bleed: d30Effects.d30Bleed || false,
d30DamageMultiplier: d30Effects.d30DamageMultiplier || 1,
d30DrMultiplier: d30Effects.d30DrMultiplier || 1
})
if (!roll) return null
+47 -10
View File
@@ -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({
value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 1 }),
average: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
wounds: new fields.ArrayField(new fields.SchemaField(woundFieldSchema), {
initial: [
{ description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 }
], min: 8
}),
damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
@@ -164,8 +182,24 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async roll(rollType, rollTarget, defenderId = undefined, defenderTokenId = undefined, extraShieldDr = 0) {
async roll(rollType, rollTarget, defenderId = undefined, defenderTokenId = undefined, extraShieldDr = 0, d30Effects = {}) {
const hasTarget = false
// Ranged monster defense uses the ranged defense dialog (movement, range, size modifiers)
if (rollType === "monster-defense" && rollTarget?.isRangedDefense === true) {
let roll = await LethalFantasyRoll.promptRangedDefense({
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
rollTarget,
defenderId,
defenderTokenId,
})
if (!roll) return null
await roll.toMessage({}, { messageMode: roll.options.rollMode })
return
}
let roll = await LethalFantasyRoll.prompt({
rollType,
rollTarget,
@@ -176,14 +210,18 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
target: false,
defenderId,
defenderTokenId,
extraShieldDr
extraShieldDr,
damageTier: rollTarget.damageTier || "standard",
d30Bleed: d30Effects.d30Bleed || false,
d30DamageMultiplier: d30Effects.d30DamageMultiplier || 1,
d30DrMultiplier: d30Effects.d30DrMultiplier || 1
})
if (!roll) return null
await roll.toMessage({}, { messageMode: roll.options.rollMode })
}
async prepareMonsterRoll(rollType, rollKey, rollDice = undefined, tokenId = undefined, damageModifier = undefined, defenderId = undefined, defenderTokenId = undefined, extraShieldDr = 0) {
async prepareMonsterRoll(rollType, rollKey, rollDice = undefined, tokenId = undefined, damageModifier = undefined, defenderId = undefined, defenderTokenId = undefined, extraShieldDr = 0, d30Effects = {}) {
let rollTarget
switch (rollType) {
case "monster-attack":
@@ -236,8 +274,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
}, { messageMode: roll.options.rollMode ?? game.settings.get("core", "rollMode") })
return
}
case "weapon-damage-small":
case "weapon-damage-medium":
case "weapon-damage":
case "weapon-attack":
case "weapon-defense": {
let weapon = this.actor.items.find((i) => i.type === "weapon" && i.id === rollKey)
@@ -284,7 +321,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
// In all cases
if (rollTarget) {
rollTarget.tokenId = tokenId
await this.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr)
await this.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr, d30Effects)
}
}
@@ -346,7 +383,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
rollResult: roll.total
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
let token = combatant?.token
this.prepareMonsterRoll("monster-attack", key, undefined, token?.id)
if (token?.object) {
@@ -370,7 +407,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
rollResult: roll.total
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
let token = combatant?.token
this.prepareMonsterRoll("monster-attack-hth", key, undefined, token?.id)
if (token?.object) {
@@ -389,7 +426,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
rollResult: roll.total
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
}
}
+2
View File
@@ -19,6 +19,8 @@ export default class LethalFantasySpell extends foundry.abstract.TypeDataModel {
})
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.costOverpowered = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.costOverpowered2 = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.memorized = new fields.BooleanField({ required: true, initial: false })
schema.components = new fields.SchemaField({
+6 -5
View File
@@ -1,6 +1,7 @@
import { SYSTEM } from "../config/system.mjs"
import { WEAPON_TYPE } from "../config/weapon.mjs"
export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
export default class LethalFantasyWeapon extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
@@ -45,9 +46,9 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
})
schema.bonuses = new fields.SchemaField({
attackBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
damageBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
defenseBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
attackBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0 }),
damageBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0 }),
defenseBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0 })
})
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
@@ -62,7 +63,7 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
static LOCALIZATION_PREFIXES = ["LETHALFANTASY.Weapon"]
get weaponCategory() {
return game.i18n.localize(CATEGORY[this.weaponType].label)
return game.i18n.localize(WEAPON_TYPE[this.weaponType] || this.weaponType)
}
}
+548 -52
View File
@@ -1,8 +1,9 @@
import { SYSTEM } from "./config/system.mjs"
// Map temporaire pour stocker les données d'attaque en attente de défense
if (!globalThis.pendingDefenses) {
globalThis.pendingDefenses = new Map()
export function log(...args) {
if (game?.settings?.get(game.system.id, "debug")) {
console.log(...args)
}
}
export default class LethalFantasyUtils {
@@ -27,7 +28,12 @@ export default class LethalFantasyUtils {
/* -------------------------------------------- */
static setHookListeners() {
Hooks.on('renderTokenHUD', async (hud, html, token) => {
Hooks.on('renderTokenHUD', async (hud, html, data) => {
if (html.querySelector(".lethal-hp-loss-hud")) return
// The token/actor is on the HUD application instance, not the third param.
// hud.token / hud.object gives the Token (PlaceableObject), which has .actor.
const hudActor = hud.token?.actor ?? hud.object?.actor
if (!hudActor) return
// HP Loss Button (existing)
const lossHPButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/loss-hp-hud.hbs', {})
$(html).find('div.left').append(lossHPButton);
@@ -50,21 +56,16 @@ export default class LethalFantasyUtils {
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
}
})
$(html).find('.loss-hp-hud-click').click((event) => {
$(html).find('.loss-hp-hud-click').click(async (event) => {
event.preventDefault();
let hpLoss = event.currentTarget.dataset.hpValue;
if (token) {
let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
console.log(tokenFull, token)
let actor = tokenFull.actor;
actor.applyDamage(Number(hpLoss));
await hudActor.applyDamage(Number(hpLoss));
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
}
})
// HP Gain Button (new)
@@ -89,28 +90,59 @@ export default class LethalFantasyUtils {
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
}
})
$(html).find('.gain-hp-hud-click').click((event) => {
$(html).find('.gain-hp-hud-click').click(async (event) => {
event.preventDefault();
let hpGain = event.currentTarget.dataset.hpValue;
if (token) {
let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
console.log(tokenFull, token)
let actor = tokenFull.actor;
actor.applyDamage(Number(hpGain)); // Positive value to add HP
await hudActor.applyDamage(Number(hpGain)); // Positive value to add HP
// Clear bleeding wounds on heal — regardless of heal amount, any
// healing is enough to stop bleeding (field dressing / magic / rest).
const wounds = foundry.utils.duplicate(hudActor.system.hp.wounds || [])
const hadBleeding = wounds.some(w => w.description === "Bleeding")
if (hadBleeding) {
await hudActor.update({
"system.hp.wounds": wounds.map(w =>
w.description === "Bleeding" ? { value: 0, duration: 0 } : w
)
})
}
$(html).find('.hp-gain-wrap')[0].classList.remove('hp-gain-hud-active');
$(html).find('.hp-gain-wrap')[0].classList.add('hp-gain-hud-disabled');
$(html).find('.hp-gain-wrap')[1].classList.remove('hp-gain-hud-active');
$(html).find('.hp-gain-wrap')[1].classList.add('hp-gain-hud-disabled');
$(html).find('.hp-gain-wrap')[2].classList.remove('hp-gain-hud-active');
$(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');
}
})
$(html).find('.luck-grit-btn').click(async (event) => {
event.preventDefault();
const resource = event.currentTarget.dataset.resource;
const amount = Number(event.currentTarget.dataset.amount);
const current = Number(foundry.utils.getProperty(hudActor.system, `${resource}.current`)) || 0;
const newValue = Math.max(0, current + amount);
await hudActor.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');
})
})
}
/* -------------------------------------------- */
static handleSocketEvent(msg = {}) {
console.log(`handleSocketEvent !`, msg)
static async handleSocketEvent(msg = {}) {
log(`handleSocketEvent !`, msg)
let actor
switch (msg.type) {
case "applyDamage":
@@ -120,18 +152,18 @@ export default class LethalFantasyUtils {
? canvas.tokens?.placeables?.find(t => t.id === msg.tokenId)?.actor
: (game.combat?.combatants?.find(c => c.actorId === msg.actorId)?.actor
?? game.actors.get(msg.actorId))
if (actor) actor.applyDamage(msg.damage)
if (actor) await actor.applyDamage(msg.damage)
}
break
case "rollInitiative":
if (msg.userId && msg.userId !== game.user.id) break
actor = game.actors.get(msg.actorId)
actor.system.rollInitiative(msg.combatId, msg.combatantId)
await actor.system.rollInitiative(msg.combatId, msg.combatantId)
break
case "rollProgressionDice":
if (msg.userId && msg.userId !== game.user.id) break
actor = game.actors.get(msg.actorId)
actor.system.rollProgressionDice(msg.combatId, msg.combatantId, msg.rollProgressionCount)
await actor.system.rollProgressionDice(msg.combatId, msg.combatantId, msg.rollProgressionCount)
break
case "requestDefense":
// Vérifier si le message est destiné à cet utilisateur
@@ -145,6 +177,26 @@ export default class LethalFantasyUtils {
LethalFantasyUtils.handleAttackerGritOffer(msg)
}
break
case "applyBleeding":
if (game.user.isGM) {
actor = msg.tokenId
? canvas.tokens?.placeables?.find(t => t.id === msg.tokenId)?.actor
: game.actors.get(msg.actorId)
if (actor && actor.system.hp?.wounds && msg.damage > 0) {
const wounds = foundry.utils.duplicate(actor.system.hp.wounds)
const slot = wounds.findIndex(w => !w.value && !w.duration)
if (slot !== -1) {
wounds[slot] = { value: msg.damage, duration: msg.damage, description: "Bleeding" }
await actor.update({ "system.hp.wounds": wounds })
}
}
}
break
case "attackBoosted":
if (msg.userId === game.user.id) {
LethalFantasyUtils.handleAttackBoosted(msg)
}
break
}
}
@@ -182,6 +234,225 @@ export default class LethalFantasyUtils {
})
}
/* -------------------------------------------- */
static async handleAttackBoosted(msg) {
const {
attackerName, attackerId, defenderName, defenderId, defenderTokenId,
attackerHandledBonus, attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
shieldDamageReduction: initialShieldDR,
d30Bleed, d30DamageMultiplier, d30DrMultiplier,
damageTier, attackD30message, defenseD30message,
hasShield, shieldLabel, shieldFormula, shieldDr, canAdHocShield
} = msg
const defender = game.actors.get(defenderId)
if (!defender) return
let updatedDefenseRoll = defenseRoll
let shieldBlocked = false
let shieldReaction = null
let canShieldReact = hasShield
let canAdHoc = canAdHocShield
// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
let defenseDrMultiplier = null
if (defenseD30message && defender) {
const d30Result = await LethalFantasyUtils.processD30BonusDice(defenseD30message, "defense", null, defender, true)
if (d30Result.modifier) {
updatedDefenseRoll += d30Result.modifier
if (d30Result.modifier > 0) {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> gains <strong>+${d30Result.modifier}</strong> from D30 bonus die for defense.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
}
if (d30Result.specialEffect === "auto") {
updatedDefenseRoll = attackRollFinal + 1
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> uses <strong>${d30Result.specialName || "Special Defense"}</strong> from D30 — defense automatically succeeds!</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
if (d30Result.specialEffect === "flag") {
await ChatMessage.create({
content: `<p>D30 — <strong>${d30Result.specialName || "Special Effect"}</strong> triggered for ${defenderName}!</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
if (d30Result.specialEffect === "drMultiplier") {
defenseDrMultiplier = d30Result.multiplier
await ChatMessage.create({
content: `<p>D30 — Defense grants <strong>x${d30Result.multiplier} DR</strong> (choose which DR types to multiply when damage is applied)</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
}
// Show the defense reaction dialog — while-loop for multiple reactions
if (defender) {
while (updatedDefenseRoll < attackRollFinal) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
const buttons = []
if (currentGrit > 0) {
buttons.push({
action: "grit",
type: "button",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
}
if (currentLuck > 0) {
buttons.push({
action: "luck",
type: "button",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
})
}
buttons.push({
action: "bonusDie",
type: "button",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canShieldReact) {
buttons.push({
action: "shieldReact",
type: "button",
label: `Roll shield (${shieldLabel})`,
icon: "fa-solid fa-shield",
callback: () => "shieldReact"
})
} else if (canAdHoc) {
buttons.push({
action: "adHocShield",
type: "button",
label: "Roll ad-hoc shield (choose dice + DR)",
icon: "fa-solid fa-shield-halved",
callback: () => "adHocShield"
})
}
buttons.push({
action: "continue",
type: "button",
label: "Continue (no defense bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense reactions — attack boosted" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<p><strong>${attackerName}</strong> boosted attack to <strong>${attackRollFinal}</strong></p>
<p><strong>${defenderName}</strong> currently has <strong>${updatedDefenseRoll}</strong></p>
</div>
<p class="offer-text">The attack was boosted! Choose how to improve the defense.</p>
</div>
`,
buttons,
rejectClose: false
})
if (!choice || choice === "continue") break
if (choice === "grit") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.grit.current": currentGrit - 1 })
} else if (choice === "luck") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.luck.current": currentLuck - 1 })
} else if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", updatedDefenseRoll, attackRollFinal)
if (bonusDie) {
const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender,
(total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
}
} else if (choice === "shieldReact" && canShieldReact) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
const newDefenseTotal = updatedDefenseRoll + shieldBonus
updatedDefenseRoll = newDefenseTotal
canShieldReact = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldDr}</strong> will apply to damage.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
} else {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
} else if (choice === "adHocShield" && canAdHoc) {
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
if (adHoc) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
const newDefenseTotal = updatedDefenseRoll + shieldBonus
updatedDefenseRoll = newDefenseTotal
canShieldReact = false
canAdHoc = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = { damageReduction: adHoc.damageReduction, label: `${adHoc.formula.toUpperCase()} shield`, bonus: shieldBonus }
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
} else {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
}
}
}
}
const finalShieldDR = shieldBlocked ? (shieldReaction?.damageReduction || 0) : 0
const outcome = shieldBlocked ? "shielded-hit" : (updatedDefenseRoll >= attackRollFinal ? "miss" : "hit")
await LethalFantasyUtils.compareAttackDefense({
attackerName,
attackerId,
attackRoll: attackRollFinal,
attackWeaponId,
attackRollType,
attackRollKey,
defenderName,
defenderId,
defenderTokenId,
defenseRoll: updatedDefenseRoll,
outcome,
shieldDamageReduction: finalShieldDR,
d30Bleed: d30Bleed || "",
d30DamageMultiplier: d30DamageMultiplier || 1,
d30DrMultiplier: (d30DrMultiplier != null && d30DrMultiplier !== 1) ? d30DrMultiplier : (defenseDrMultiplier ?? d30DrMultiplier ?? 1),
damageTier: damageTier || "standard",
attackD30message
})
}
/* -------------------------------------------- */
static async showDefenseRequest(msg) {
const attackerName = msg.attackerName
@@ -235,7 +506,7 @@ export default class LethalFantasyUtils {
const isMonster = defender.type === "monster"
console.log(`[LF] showDefenseRequest | attackRollType=${attackRollType} isMonster=${isMonster} defender=${defender?.name}`)
log(`[LF] showDefenseRequest | attackRollType=${attackRollType} isMonster=${isMonster} defender=${defender?.name}`)
// Spell/miracle attacks use saving throws instead of weapon defense
const isSpellAttack = attackRollType === "spell-attack" || attackRollType === "miracle-attack"
@@ -269,6 +540,7 @@ export default class LethalFantasyUtils {
buttons: [
{
action: "rollSave",
type: "button",
label: "Roll Save",
icon: "fa-solid fa-person-running",
callback: (event, button) => button.form.elements.saveKey.value,
@@ -279,6 +551,7 @@ export default class LethalFantasyUtils {
if (result) {
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.spellDefense = true // pré-cocher "Save against spell" dans le dialog
game.lethalFantasy.nextDefenseData = {
attackerId,
attackRoll,
@@ -290,13 +563,15 @@ export default class LethalFantasyUtils {
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId
}
if (isMonster) {
defender.system.prepareMonsterRoll("save", result)
await defender.system.prepareMonsterRoll("save", result)
} else {
defender.prepareRoll("save", result)
await defender.prepareRoll("save", result)
}
}
return
@@ -324,7 +599,7 @@ export default class LethalFantasyUtils {
<p>Attack roll: <strong>${attackRoll}</strong></p>
</div>
<div class="weapon-selection">
<label for="defense-attack">Choose your defense attack:</label>
<label for="defense-attack">Choose your defense weapon:</label>
<select id="defense-attack" name="attackKey" style="width: 100%; margin-top: 8px;">
${attacksHTML}
</select>
@@ -339,6 +614,8 @@ export default class LethalFantasyUtils {
content,
buttons: [
{
action: "rangeDefense",
type: "button",
label: "Roll Defense",
icon: "fa-solid fa-shield",
callback: (event, button, dialog) => {
@@ -365,12 +642,14 @@ export default class LethalFantasyUtils {
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: msg.isRanged
}
defender.system.prepareMonsterRoll("monster-defense", result)
await defender.system.prepareMonsterRoll("monster-defense", result)
}
return
}
@@ -397,6 +676,7 @@ export default class LethalFantasyUtils {
attackD30result,
attackD30message,
attackRerollContext,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: true
@@ -443,6 +723,8 @@ export default class LethalFantasyUtils {
content,
buttons: [
{
action: "defenseRoll",
type: "button",
label: "Roll Defense",
icon: "fa-solid fa-shield",
callback: (event, button, dialog) => {
@@ -469,14 +751,16 @@ export default class LethalFantasyUtils {
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: msg.isRanged
}
console.log("Storing defense data for character:", defender.id)
log("Storing defense data for character:", defender.id)
defender.prepareRoll("weapon-defense", result)
await defender.prepareRoll("weapon-defense", result)
}
}
@@ -485,6 +769,190 @@ export default class LethalFantasyUtils {
return d30Message?.type === "mulligan"
}
/* -------------------------------------------- */
/**
* Process D30 bonus dice for attack or defense.
* Rolls and applies bonus dice BEFORE grit/luck/shield decisions.
* For `choice` type results (D30=20, 30), shows dialog to choose between bonus dice and special effect.
* For `bonus_dice` type results (D30=27, 2, 3), auto-rolls the dice.
* @param {Object|null} d30Message The D30 result object
* @param {"attack"|"defense"} side Whether processing the attack or defense side
* @param {number|null} naturalRoll The natural D20 roll (for special strike type detection)
* @param {Object} actor The actor (for dice3d display)
* @returns {Promise<{modifier: number, specialEffect: string|null, specialName: string|null}>}
*/
static async processD30BonusDice(d30Message, side, naturalRoll = null, actor = null, canDialog = true) {
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, !canDialog)
return { modifier, specialEffect: null, specialName: null }
}
// ── Choice type ── present all options to the player
if (d30Message.type === "choice") {
// If we can't show dialogs (wrong client), skip — the primary client
// will communicate its choice result via socket. Auto-rolling here
// would give a different modifier on each client, causing divergence.
if (!canDialog) {
return { modifier: 0, specialEffect: null, specialName: null }
}
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,
type: "button",
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${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
}
return { modifier: 0, specialEffect: null, specialName: null }
}
/* -------------------------------------------- */
/**
* Roll a D30 bonus die and show with 3D dice if available.
* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
* @param {Object} actor Actor for chat message speaker
* @returns {Promise<number>} The roll total
*/
static async _rollD30BonusDie(formula, actor, silent = false) {
const cleaned = formula.replace(/NE$/i, "").replace("E", "")
const roll = new Roll(cleaned)
await roll.evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(roll, game.user, true)
}
if (!silent) {
await ChatMessage.create({
content: `<p>D30 bonus: rolled <strong>${cleaned.toUpperCase()}</strong> = <strong>${roll.total}</strong></p>`,
speaker: ChatMessage.getSpeaker({ actor })
})
}
return roll.total
}
/* -------------------------------------------- */
/**
* Build a human-readable label for a special strike/defense choice in the D30 prompt.
* @param {Object} specialChoice The choice object with type and options
* @param {number|null} naturalRoll The natural D20 roll
* @returns {string} Display label
*/
static _buildSpecialLabel(specialChoice, naturalRoll) {
if (specialChoice.type === "special_strike") {
if (specialChoice.options.includes("lethal")) {
if (naturalRoll === 20) return "Lethal Strike (auto-hit)"
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike (auto-hit)"
return "Lethal/Vital Strike (auto-hit)"
}
if (specialChoice.options.includes("vicious")) return "Vicious Strike (auto-hit)"
return "Special Strike (auto-hit)"
}
if (specialChoice.type === "special_defense") {
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense (auto-block)"
if (specialChoice.options.includes("flawless")) return "Flawless Defense (auto-block)"
if (specialChoice.options.includes("legendary")) return "Legendary Defense (auto-block)"
if (specialChoice.options.includes("perfect")) return "Perfect Defense (auto-block)"
return "Special Defense (auto-block)"
}
return "Special Effect"
}
/* -------------------------------------------- */
/**
* Build the special effect name based on the D30 result and natural roll.
* @param {Object} specialChoice The choice object with type and options
* @param {number|null} naturalRoll The natural D20 roll
* @returns {string} The special effect name
*/
static _buildSpecialName(specialChoice, naturalRoll) {
if (specialChoice.type === "special_strike") {
if (specialChoice.options.includes("lethal")) {
if (naturalRoll === 20) return "Lethal Strike"
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike"
return "Lethal/Vital Strike"
}
if (specialChoice.options.includes("vicious")) return "Vicious Strike"
return "Special Strike"
}
if (specialChoice.type === "special_defense") {
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense"
if (specialChoice.options.includes("flawless")) return "Flawless Defense"
if (specialChoice.options.includes("legendary")) return "Legendary Defense"
if (specialChoice.options.includes("perfect")) return "Perfect Defense"
return "Special Defense"
}
return "Special Effect"
}
/* -------------------------------------------- */
static getCombatBonusDiceChoices() {
return ["1d4", "1d6", "1d8", "1d10", "1d12", "1d20", "1d20e"]
@@ -542,6 +1010,7 @@ export default class LethalFantasyUtils {
buttons: [
{
action: "roll",
type: "button",
label: "Roll Bonus Die",
icon: "fa-solid fa-dice",
callback: (event, button) => {
@@ -551,6 +1020,7 @@ export default class LethalFantasyUtils {
},
{
action: "cancel",
type: "button",
label: "Cancel",
icon: "fa-solid fa-xmark",
callback: () => null
@@ -598,6 +1068,7 @@ export default class LethalFantasyUtils {
buttons: [
{
action: "roll",
type: "button",
label: "Roll Shield",
icon: "fa-solid fa-shield",
callback: (event, button) => {
@@ -611,6 +1082,7 @@ export default class LethalFantasyUtils {
},
{
action: "cancel",
type: "button",
label: "Cancel",
icon: "fa-solid fa-xmark",
callback: () => null
@@ -681,6 +1153,7 @@ export default class LethalFantasyUtils {
if (currentGrit > 0) {
buttons.push({
action: "grit",
type: "button",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
@@ -690,6 +1163,7 @@ export default class LethalFantasyUtils {
if (currentLuck > 0) {
buttons.push({
action: "luck",
type: "button",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
@@ -698,6 +1172,7 @@ export default class LethalFantasyUtils {
buttons.push({
action: "continue",
type: "button",
label: "Continue (no bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
@@ -711,6 +1186,7 @@ export default class LethalFantasyUtils {
${totalBonus > 0 ? `<p class="bonus-info">Bonus already added: +${totalBonus}</p>` : ''}
</div>
<p class="offer-text">You are losing! Spend Grit or Luck to add 1D6 to your defense?</p>
<p class="shield-warning"><i class="fa-solid fa-triangle-exclamation"></i> If you intend to use a shield, you must spend Grit or Luck <strong>first</strong> the shield roll comes after.</p>
</div>
`
@@ -772,12 +1248,14 @@ export default class LethalFantasyUtils {
const buttons = [
{
action: "grit",
type: "button",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
},
{
action: "continue",
type: "button",
label: "Continue (no bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
@@ -831,42 +1309,53 @@ export default class LethalFantasyUtils {
/* -------------------------------------------- */
static async compareAttackDefense(data) {
console.log("compareAttackDefense called with:", data)
log("compareAttackDefense called with:", data)
// Compute D30 effects from the attack D30 message directly.
// This is more reliable than depending on the caller-provided values, which are
// computed per-client and may differ between clients due to cross-client processing order.
const d30DamageMultiplier = data.attackD30message?.type === "damage_multiplier"
? data.attackD30message.multiplier
: (data.d30DamageMultiplier || 1)
const d30Bleed = data.attackD30message?.type === "combo"
? (data.attackD30message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury") ? "true" : "")
: data.attackD30message?.type === "bleed" ? "true" : (data.d30Bleed || "")
const d30DrMultiplier = data.d30DrMultiplier || 1
const outcome = data.outcome || (data.attackRoll > data.defenseRoll ? "hit" : "miss")
const isAttackWin = outcome !== "miss"
console.log("isAttackWin:", isAttackWin, "attackRoll:", data.attackRoll, "defenseRoll:", data.defenseRoll)
log("isAttackWin:", isAttackWin, "attackRoll:", data.attackRoll, "defenseRoll:", data.defenseRoll)
let damageButton = ""
if (isAttackWin && (data.attackWeaponId || data.attackRollKey)) {
console.log("Creating damage button. defenderId:", data.defenderId)
log("Creating damage button. defenderId:", data.defenderId)
// Déterminer le type de dégâts à lancer
if (data.attackRollType === "weapon-attack") {
damageButton = `
<div class="attack-result-damage">
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="small">
<i class="fa-solid fa-dice-d6"></i> Damage (Small)
</button>
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="medium">
<i class="fa-solid fa-dice-d20"></i> Damage (Medium)
<div class="attack-result-damage single-btn">
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="medium" data-d30-bleed="${d30Bleed}" data-d30-damage-mult="${d30DamageMultiplier}" data-d30-dr-mult="${d30DrMultiplier}">
<i class="fa-solid fa-dice-d20"></i> Damage
</button>
</div>
`
} else if (data.attackRollType === "monster-attack") {
damageButton = `
<div class="attack-result-damage">
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-attack-key="${data.attackRollKey}" data-damage-type="monster">
<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="${data.attackRollKey}" data-damage-type="monster" data-d30-bleed="${d30Bleed}" data-d30-damage-mult="${d30DamageMultiplier}" data-d30-dr-mult="${d30DrMultiplier}">
<i class="fa-solid fa-burst"></i> Damage
</button>
</div>
`
} else if (data.attackRollType === "spell-attack" || data.attackRollType === "miracle-attack") {
const attacker = game.actors.get(data.attackerId)
const spell = attacker?.items.get(data.attackWeaponId)
const tiers = [
{ formula: spell?.system?.damageDice, label: "Standard" },
{ formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
{ formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
].filter(t => t.formula)
const spell = attacker?.items.get(data.attackWeaponId || data.attackRollKey)
const chosenTier = data.damageTier || "standard"
const allTiers = [
{ id: "standard", formula: spell?.system?.damageDice, label: "Standard" },
{ id: "overpowered", formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
{ id: "overpowered2", formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
]
const tiers = allTiers.filter(t => t.id === chosenTier && t.formula)
if (tiers.length) {
const buttons = tiers.map(t => {
const escapedFormula = Handlebars.escapeExpression(t.formula)
@@ -876,11 +1365,14 @@ export default class LethalFantasyUtils {
data-defender-id="${data.defenderId}"
data-defender-token-id="${data.defenderTokenId || ""}"
data-damage-type="spell"
data-damage-formula="${escapedFormula}">
data-damage-formula="${escapedFormula}"
data-d30-bleed="${d30Bleed}"
data-d30-damage-mult="${d30DamageMultiplier}"
data-d30-dr-mult="${d30DrMultiplier}">
<i class="fa-solid fa-wand-magic-sparkles"></i> ${t.label} (${escapedFormula})
</button>`
}).join("")
damageButton = `<div class="attack-result-damage">${buttons}</div>`
damageButton = `<div class="attack-result-damage spell-damage">${buttons}</div>`
}
}
}
@@ -917,12 +1409,12 @@ export default class LethalFantasyUtils {
</div>
`
console.log("Creating combat result message...")
log("Creating combat result message...")
await ChatMessage.create({
content: resultMessage,
speaker: { alias: "Combat System" }
})
console.log("Combat result message created!")
log("Combat result message created!")
}
static registerHandlebarsHelpers() {
@@ -1059,7 +1551,7 @@ export default class LethalFantasyUtils {
return eval(expr);
})
Handlebars.registerHelper('isOwnerOrGM', function (actor) {
console.log("Testing actor", actor.isOwner, game.userId)
log("Testing actor", actor.isOwner, game.userId)
return actor.isOwner || game.isGM;
})
Handlebars.registerHelper('upperCase', function (text) {
@@ -1154,21 +1646,25 @@ export default class LethalFantasyUtils {
buttons: [
{
action: "noDR",
type: "button",
label: "No DR",
callback: () => ({ drType: "none", damage: damageTotal })
},
{
action: "armorDR",
type: "button",
label: "With Armor DR",
callback: () => ({ drType: "armor", damage: Math.max(0, damageTotal - armorDR) })
},
{
action: "allDR",
type: "button",
label: "With Armor + Shield DR",
callback: () => ({ drType: "all", damage: Math.max(0, damageTotal - totalDR) })
},
{
action: "cancel",
type: "button",
label: "Cancel",
callback: () => null
}
@@ -1197,7 +1693,7 @@ export default class LethalFantasyUtils {
}
)
ChatMessage.create({
await ChatMessage.create({
user: game.user.id,
speaker: { alias: targetActor.name },
mode: "gm",
-1
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MANIFEST-000599
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2026/05/18-17:40:11.769288 7f5a477fe6c0 Recovering log #597
2026/05/18-17:40:11.780605 7f5a477fe6c0 Delete type=3 #595
2026/05/18-17:40:11.780699 7f5a477fe6c0 Delete type=0 #597
2026/05/18-20:25:54.228818 7f5a467fc6c0 Level-0 table #602: started
2026/05/18-20:25:54.230037 7f5a467fc6c0 Level-0 table #602: 0 bytes OK
2026/05/18-20:25:54.236369 7f5a467fc6c0 Delete type=0 #600
2026/05/18-20:25:54.251050 7f5a467fc6c0 Manual compaction at level-0 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
2026/05/18-20:25:54.251106 7f5a467fc6c0 Manual compaction at level-1 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
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2026/05/18-07:32:52.671725 7f5a94bff6c0 Recovering log #593
2026/05/18-07:32:52.684619 7f5a94bff6c0 Delete type=3 #591
2026/05/18-07:32:52.684760 7f5a94bff6c0 Delete type=0 #593
2026/05/18-07:58:12.225439 7f5a467fc6c0 Level-0 table #598: started
2026/05/18-07:58:12.225593 7f5a467fc6c0 Level-0 table #598: 0 bytes OK
2026/05/18-07:58:12.232817 7f5a467fc6c0 Delete type=0 #596
2026/05/18-07:58:12.252837 7f5a467fc6c0 Manual compaction at level-0 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
2026/05/18-07:58:12.252955 7f5a467fc6c0 Manual compaction at level-1 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
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MANIFEST-000596
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2026/05/18-17:40:11.793894 7f5a94bff6c0 Recovering log #594
2026/05/18-17:40:11.804447 7f5a94bff6c0 Delete type=3 #592
2026/05/18-17:40:11.804549 7f5a94bff6c0 Delete type=0 #594
2026/05/18-20:25:54.236611 7f5a467fc6c0 Level-0 table #599: started
2026/05/18-20:25:54.236652 7f5a467fc6c0 Level-0 table #599: 0 bytes OK
2026/05/18-20:25:54.243997 7f5a467fc6c0 Delete type=0 #597
2026/05/18-20:25:54.251069 7f5a467fc6c0 Manual compaction at level-0 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
2026/05/18-20:25:54.264439 7f5a467fc6c0 Manual compaction at level-1 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
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2026/05/18-07:32:52.700651 7f5a477fe6c0 Recovering log #590
2026/05/18-07:32:52.712680 7f5a477fe6c0 Delete type=3 #588
2026/05/18-07:32:52.712814 7f5a477fe6c0 Delete type=0 #590
2026/05/18-07:58:12.232998 7f5a467fc6c0 Level-0 table #595: started
2026/05/18-07:58:12.233130 7f5a467fc6c0 Level-0 table #595: 0 bytes OK
2026/05/18-07:58:12.244133 7f5a467fc6c0 Delete type=0 #593
2026/05/18-07:58:12.252873 7f5a467fc6c0 Manual compaction at level-0 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
2026/05/18-07:58:12.252977 7f5a467fc6c0 Manual compaction at level-1 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
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MANIFEST-000601
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2026/05/18-17:40:11.749971 7f5a46ffd6c0 Recovering log #599
2026/05/18-17:40:11.761423 7f5a46ffd6c0 Delete type=3 #597
2026/05/18-17:40:11.761520 7f5a46ffd6c0 Delete type=0 #599
2026/05/18-20:25:54.219239 7f5a467fc6c0 Level-0 table #604: started
2026/05/18-20:25:54.219522 7f5a467fc6c0 Level-0 table #604: 0 bytes OK
2026/05/18-20:25:54.228610 7f5a467fc6c0 Delete type=0 #602
2026/05/18-20:25:54.251028 7f5a467fc6c0 Manual compaction at level-0 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
2026/05/18-20:25:54.251085 7f5a467fc6c0 Manual compaction at level-1 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
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2026/05/18-07:32:52.650924 7f5a47fff6c0 Recovering log #595
2026/05/18-07:32:52.662191 7f5a47fff6c0 Delete type=3 #593
2026/05/18-07:32:52.662331 7f5a47fff6c0 Delete type=0 #595
2026/05/18-07:58:12.218060 7f5a467fc6c0 Level-0 table #600: started
2026/05/18-07:58:12.218402 7f5a467fc6c0 Level-0 table #600: 0 bytes OK
2026/05/18-07:58:12.225237 7f5a467fc6c0 Delete type=0 #598
2026/05/18-07:58:12.244392 7f5a467fc6c0 Manual compaction at level-0 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
2026/05/18-07:58:12.252899 7f5a467fc6c0 Manual compaction at level-1 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
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MANIFEST-000296
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2026/05/18-17:40:11.831491 7f5a94bff6c0 Recovering log #294
2026/05/18-17:40:11.842913 7f5a94bff6c0 Delete type=3 #292
2026/05/18-17:40:11.843005 7f5a94bff6c0 Delete type=0 #294
2026/05/18-20:25:54.257813 7f5a467fc6c0 Level-0 table #299: started
2026/05/18-20:25:54.257869 7f5a467fc6c0 Level-0 table #299: 0 bytes OK
2026/05/18-20:25:54.264186 7f5a467fc6c0 Delete type=0 #297
2026/05/18-20:25:54.267118 7f5a467fc6c0 Manual compaction at level-0 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
2026/05/18-20:25:54.296812 7f5a467fc6c0 Manual compaction at level-1 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
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2026/05/18-07:32:52.738234 7f5a477fe6c0 Recovering log #290
2026/05/18-07:32:52.749839 7f5a477fe6c0 Delete type=3 #288
2026/05/18-07:32:52.749970 7f5a477fe6c0 Delete type=0 #290
2026/05/18-07:58:12.253340 7f5a467fc6c0 Level-0 table #295: started
2026/05/18-07:58:12.253449 7f5a467fc6c0 Level-0 table #295: 0 bytes OK
2026/05/18-07:58:12.261029 7f5a467fc6c0 Delete type=0 #293
2026/05/18-07:58:12.286385 7f5a467fc6c0 Manual compaction at level-0 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
2026/05/18-07:58:12.286487 7f5a467fc6c0 Manual compaction at level-1 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
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MANIFEST-000595
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2026/05/18-17:40:11.812004 7f5a47fff6c0 Recovering log #593
2026/05/18-17:40:11.823277 7f5a47fff6c0 Delete type=3 #591
2026/05/18-17:40:11.823388 7f5a47fff6c0 Delete type=0 #593
2026/05/18-20:25:54.244177 7f5a467fc6c0 Level-0 table #598: started
2026/05/18-20:25:54.244222 7f5a467fc6c0 Level-0 table #598: 0 bytes OK
2026/05/18-20:25:54.250810 7f5a467fc6c0 Delete type=0 #596
2026/05/18-20:25:54.251096 7f5a467fc6c0 Manual compaction at level-0 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
2026/05/18-20:25:54.264461 7f5a467fc6c0 Manual compaction at level-1 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
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2026/05/18-07:32:52.720162 7f5a94bff6c0 Recovering log #589
2026/05/18-07:32:52.731519 7f5a94bff6c0 Delete type=3 #587
2026/05/18-07:32:52.731690 7f5a94bff6c0 Delete type=0 #589
2026/05/18-07:58:12.244424 7f5a467fc6c0 Level-0 table #594: started
2026/05/18-07:58:12.244618 7f5a467fc6c0 Level-0 table #594: 0 bytes OK
2026/05/18-07:58:12.252579 7f5a467fc6c0 Delete type=0 #592
2026/05/18-07:58:12.252922 7f5a467fc6c0 Manual compaction at level-0 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
2026/05/18-07:58:12.252996 7f5a467fc6c0 Manual compaction at level-1 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
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@@ -387,11 +387,11 @@
min-width: 6rem;
max-width: 6rem;
}
min-width: 10rem;
max-width: 10rem;
min-width: 11rem;
max-width: 11rem;
.input {
min-width: 2.5rem;
max-width: 2.5rem;
min-width: 3.5rem;
max-width: 3.5rem;
}
}
.granted {
+69 -12
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@@ -145,9 +145,11 @@
}
.grit-luck-dialog {
color: var(--color-text-dark-primary, #191813);
.combat-status {
padding: 12px;
background: linear-gradient(to bottom, rgba(42, 41, 32, 0.8) 0%, rgba(26, 25, 16, 0.9) 100%);
background: linear-gradient(to bottom, rgba(42, 41, 32, 0.88) 0%, rgba(26, 25, 16, 0.95) 100%);
border: 1px solid rgba(212, 175, 55, 0.5);
border-radius: 6px;
margin-bottom: 16px;
@@ -171,11 +173,27 @@
}
.offer-text {
color: #f0e6d2;
color: var(--color-text-dark-primary, #191813);
font-size: calc(var(--font-size-standard) * 1);
text-align: center;
font-weight: 600;
margin: 0 0 8px 0;
}
.shield-warning {
color: #7a4000;
background: rgba(255, 160, 0, 0.12);
border: 1px solid rgba(255, 160, 0, 0.4);
border-radius: 5px;
font-size: calc(var(--font-size-standard) * 0.88);
padding: 6px 10px;
margin: 0;
text-align: center;
i {
color: #c07000;
margin-right: 5px;
}
}
}
@@ -283,33 +301,72 @@
}
.attack-result-damage {
display: flex;
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 8px;
justify-content: center;
&.single-btn {
grid-template-columns: 1fr;
max-width: 280px;
margin: 0 auto;
}
&.spell-damage {
grid-template-columns: 1fr;
width: 100%;
}
.roll-damage-btn {
padding: 10px 16px;
padding: 10px 14px;
background: linear-gradient(to bottom, #8b0000 0%, #660000 100%);
border: 1px solid #ff0000;
border: 1px solid #4b0000;
border-radius: 6px;
color: #f0e6d2;
font-weight: 600;
font-size: calc(var(--font-size-standard) * 0.9);
text-align: center;
white-space: nowrap;
cursor: pointer;
transition: all 0.2s ease;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
box-shadow: 0 3px 6px rgba(0, 0, 0, 0.4), inset 0 1px 0 rgba(255, 255, 255, 0.1);
display: flex;
align-items: center;
justify-content: center;
gap: 6px;
position: relative;
overflow: hidden;
&::before {
content: '';
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: linear-gradient(90deg, transparent, rgba(255, 255, 255, 0.15), transparent);
transition: left 0.5s;
}
&:hover::before {
left: 100%;
}
i {
font-size: calc(var(--font-size-standard) * 1.1);
filter: drop-shadow(0 1px 2px rgba(0, 0, 0, 0.5));
flex-shrink: 0;
}
&:hover {
background: linear-gradient(to bottom, #a00000 0%, #7b0000 100%);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.4);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.5), inset 0 1px 0 rgba(255, 255, 255, 0.15);
transform: translateY(-2px);
border-color: #5b0000;
}
&:active {
transform: translateY(0);
}
i {
margin-right: 6px;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.4), inset 0 1px 3px rgba(0, 0, 0, 0.3);
}
}
}
+60
View File
@@ -89,6 +89,66 @@
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 */
/* -------------------------------------------------- */
+51 -15
View File
@@ -647,14 +647,10 @@
.damage-buttons-grid {
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 8px;
&.monster-damage {
grid-template-columns: 1fr;
max-width: 280px;
margin: 0 auto;
}
gap: 8px;
.damage-roll-btn {
padding: 10px 14px;
@@ -847,6 +843,7 @@
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 8px;
justify-items: center;
}
}
}
@@ -1285,33 +1282,72 @@
}
.attack-result-damage {
display: flex;
display: grid;
grid-template-columns: repeat(2, 1fr);
gap: 8px;
justify-content: center;
&.single-btn {
grid-template-columns: 1fr;
max-width: 280px;
margin: 0 auto;
}
&.spell-damage {
grid-template-columns: 1fr;
width: 100%;
}
.roll-damage-btn {
padding: 10px 16px;
padding: 10px 14px;
background: linear-gradient(to bottom, #8b0000 0%, #660000 100%);
border: 1px solid #ff0000;
border: 1px solid #4b0000;
border-radius: 6px;
color: #f0e6d2;
font-weight: 600;
font-size: calc(var(--font-size-standard) * 0.9);
text-align: center;
white-space: nowrap;
cursor: pointer;
transition: all 0.2s ease;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
box-shadow: 0 3px 6px rgba(0, 0, 0, 0.4), inset 0 1px 0 rgba(255, 255, 255, 0.1);
display: flex;
align-items: center;
justify-content: center;
gap: 6px;
position: relative;
overflow: hidden;
&::before {
content: '';
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: linear-gradient(90deg, transparent, rgba(255, 255, 255, 0.15), transparent);
transition: left 0.5s;
}
&:hover::before {
left: 100%;
}
i {
font-size: calc(var(--font-size-standard) * 1.1);
filter: drop-shadow(0 1px 2px rgba(0, 0, 0, 0.5));
flex-shrink: 0;
}
&:hover {
background: linear-gradient(to bottom, #a00000 0%, #7b0000 100%);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.4);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.5), inset 0 1px 0 rgba(255, 255, 255, 0.15);
transform: translateY(-2px);
border-color: #5b0000;
}
&:active {
transform: translateY(0);
}
i {
margin-right: 6px;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.4), inset 0 1px 3px rgba(0, 0, 0, 0.3);
}
}
}
+4 -10
View File
@@ -87,16 +87,10 @@
<i class="fa-solid fa-shield-halved" data-roll-type="weapon-defense" data-roll-key="{{item.id}}"></i>
</a>
<a class="rollable" data-roll-type="weapon-damage-small" data-roll-key="{{item.id}}"
data-tooltip="Roll Damage (Small)">
<i class="fa-regular fa-face-head-bandage" data-roll-type="weapon-damage-small"
data-roll-key="{{item.id}}"></i>S
</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 class="rollable" data-roll-type="weapon-damage" data-roll-key="{{item.id}}"
data-tooltip="Roll Damage">
<i class="fa-regular fa-face-head-bandage" data-roll-type="weapon-damage"
data-roll-key="{{item.id}}"></i>
</a>
</div>
+19
View File
@@ -37,6 +37,25 @@
<i class="fa-duotone fa-solid fa-stars" data-roll-type="spell-power" data-roll-key="{{item.id}}"></i>
</a>
{{#if item.system.damageDice}}
<a data-action="rollSpellDamage" data-item-id="{{item.id}}" data-damage-tier="standard"
data-tooltip="Spell Damage (Standard)">
<i class="fa-solid fa-wand-magic-sparkles"></i>S
</a>
{{/if}}
{{#if item.system.damageDiceOverpowered}}
<a data-action="rollSpellDamage" data-item-id="{{item.id}}" data-damage-tier="overpowered"
data-tooltip="Spell Damage (Overpowered)">
<i class="fa-solid fa-wand-magic-sparkles"></i>O
</a>
{{/if}}
{{#if item.system.damageDiceOverpowered2}}
<a data-action="rollSpellDamage" data-item-id="{{item.id}}" data-damage-tier="overpowered2"
data-tooltip="Spell Damage (Overpowered 2)">
<i class="fa-solid fa-wand-magic-sparkles"></i>O2
</a>
{{/if}}
<div class="controls">
<a data-tooltip="{{localize 'LETHALFANTASY.Edit'}}" data-action="edit" data-item-id="{{item.id}}"
data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
+3 -22
View File
@@ -69,16 +69,10 @@
</div>
{{/if}}
{{#if rollData.damageSmall}}
<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}}
{{#if rollData.isDamage}}
<div class="detail-badge damage-badge">
<i class="fa-solid fa-dice-d20"></i>
<span>{{localize "LETHALFANTASY.Label.weapon-damage-medium"}}</span>
<span>{{localize "LETHALFANTASY.Label.weapon-damage"}}</span>
</div>
{{/if}}
@@ -202,19 +196,6 @@
}}+{{weaponDamageOptions.damageModifier}}{{/if}}
</button>
{{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}}
<button
class="damage-roll-btn"
@@ -225,7 +206,7 @@
title="{{localize 'LETHALFANTASY.Label.rollDamage'}}"
>
<i class="fa-solid fa-dice-d20"></i>
Damage Medium
{{localize "LETHALFANTASY.Label.damage"}}
</button>
{{/if}}
{{/if}}
+16
View File
@@ -0,0 +1,16 @@
<div class="control-icon lethal-luck-grit-hud" 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>
+45
View File
@@ -0,0 +1,45 @@
<div class="lethalfantasy-range-defense-dialog">
<fieldSet class="">
<legend>{{localize "LETHALFANTASY.Label.rangeAttackDialog"}}</legend>
<div class="field-section">
<span class="field-name">Attacker Movement :</span>
<select name="movement" data-tooltip-direction="UP">
{{selectOptions attackerMovementChoices selected=movement}}
</select>
</div>
<div class="field-section">
<span class="field-name">Range :</span>
<select name="range" data-tooltip-direction="UP">
{{selectOptions rangeChoices selected=range}}
</select>
</div>
<div class="field-section">
<span class="field-name">Target Size :</span>
<select name="size" data-tooltip-direction="UP">
{{selectOptions sizeChoices selected=size}}
</select>
</div>
<div class="field-section">
<span class="field-name">Aim :</span>
<select name="attackerAim" data-tooltip-direction="UP">
{{selectOptions attackerAimChoices selected=attackerAim}}
</select>
</div>
</fieldSet>
<fieldSet>
<legend>{{localize "LETHALFANTASY.Roll.visibility"}}</legend>
<span class="fieldset-centered">
<select name="visibility">
{{selectOptions rollModes selected=visibility localize=true}}
</select>
</span>
</fieldSet>
</div>
+2 -5
View File
@@ -55,8 +55,7 @@
<div class="dialog-save">Add Granted Attack Dice
<input type="checkbox" data-action="selectGranted" name="granted" />
</div>
{{#if rollTarget.weapon}}
{{#if (eq rollTarget.weapon.system.weaponType "melee")}}{{else}}
{{#if isRangedAttack}}
<div class="dialog-save">Point Blank Range Attack
<input
type="checkbox"
@@ -84,7 +83,6 @@
</select>
</div>
{{/if}}
{{/if}}
{{/if}}
{{#if (match rollType "defense")}}
@@ -125,7 +123,6 @@
</select>
{{#if (eq rollType "save")}}
{{#if rollTarget.magicUser}}
<div>
<span>Save against spell (+{{rollTarget.actorModifiers.saveModifier}})
?</span>
@@ -133,10 +130,10 @@
type="checkbox"
name="saveSpellCheck"
data-action="saveSpellCheck"
{{#if saveSpell}}checked{{/if}}
/>
</div>
{{/if}}
{{/if}}
</fieldSet>
{{/if}}
+2
View File
@@ -6,6 +6,8 @@
{{formField systemFields.level value=system.level}}
{{formField systemFields.cost value=system.cost}}
{{formField systemFields.costOverpowered value=system.costOverpowered}}
{{formField systemFields.costOverpowered2 value=system.costOverpowered2}}
<label>{{localize "LETHALFANTASY.Label.components"}}</label>
<div class="shift-right">
+1 -5
View File
@@ -17,11 +17,7 @@
{{formField systemFields.damageType.fields.typeS value=system.damageType.typeS}}
</div>
<label>{{localize "LETHALFANTASY.Label.damage"}}</label>
<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.damage.fields.damageM value=system.damage.damageM label=(localize "LETHALFANTASY.Label.damage")}}
{{formField systemFields.applyStrengthDamageBonus value=system.applyStrengthDamageBonus localize=true}}
+2
View File
@@ -0,0 +1,2 @@
import { CompendiumsManager } from './CompendiumsManager.mjs';
CompendiumsManager.packToDistDir('packs_src', 'packs-system');
+2
View File
@@ -0,0 +1,2 @@
import { CompendiumsManager } from './CompendiumsManager.mjs';
CompendiumsManager.unpackToSrcDir('packs_src', 'packs-system');