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17 Commits

Author SHA1 Message Date
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
53 changed files with 1959 additions and 638 deletions
+1 -1
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@@ -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"
+62
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@@ -0,0 +1,62 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with this repository.
## Overview
FoundryVTT v13+ game system for the **Lethal Fantasy RPG**. Entry point: `lethal-fantasy.mjs`.
## Commands
```bash
# Compile LESS styles (styles/ -> css/)
npx gulp css # one-shot
npx gulp # compile + watch
# Lint
npx eslint .
# Compendium pack management (LevelDB <-> YAML source)
npm run pushLDBtoYML # export packs-system/ LevelDB -> source YAML
npm run pullYMLtoLDB # import source YAML -> packs-system/ LevelDB
```
No test suite exists.
## Architecture
Four layers in `module/`, all wired in `lethal-fantasy.mjs` via the `init` hook:
| Layer | Path | Purpose |
|---|---|---|
| Config | `module/config/` | Game constants. `SYSTEM` is `globalThis.SYSTEM` — always use `SYSTEM.*` for enumerations. |
| Models | `module/models/` | `TypeDataModel` subclasses — data schemas per document type. |
| Documents | `module/documents/` | Actor/Item/Roll/ChatMessage subclasses — game logic, roll processing, hooks. |
| Applications | `module/applications/` | `ApplicationV2` sheets + custom combat tracker. |
**Actor types**: `character`, `monster`
**Item types**: `skill`, `gift`, `vulnerability`, `weapon`, `armor`, `shield`, `spell`, `miracle`, `equipment`
Each layer has an `_module.mjs` barrel file that re-exports all classes from that layer.
Templates (`.hbs`) live in `templates/`. Styles are authored in LESS under `styles/` and compiled to `css/`.
### Key Patterns
- **Sheets**: Extend `HandlebarsApplicationMixin(foundry.applications.sheets.ActorSheetV2)` — imported from `foundry.applications.api`. **Not** the legacy `ActorSheet`. Child sheets (e.g. `character-sheet.mjs`) extend `base-actor-sheet.mjs` and override `static PARTS` and `DEFAULT_OPTIONS.actions`. Template paths are prefixed `systems/fvtt-lethal-fantasy/templates/`. Actor sheets have a play/edit toggle via `_sheetMode` and `SHEET_MODES`.
- **Models**: `static defineSchema()` using `foundry.data.fields.*`. Field definitions derived from SYSTEM config objects.
- **Rolls**: `LethalFantasyRoll` extends `Roll` with rich metadata via `this.options`. `D30Roll` is a separate class for D30 result tables (initialized in the `ready` hook).
- **Socket**: Events use `game.socket.on(\`system.${SYSTEM.id}\`, ...)`. Multi-player attack-defense uses a global `pendingDefenses` Map.
- **i18n**: All user-visible strings are keys in `lang/en.json` as `LETHALFANTASY.Category.Key`. Always use `game.i18n.localize(key)`.
### Compendium Packs
Five LevelDB packs in `packs-system/`: skills, equipment, gifts, vulnerabilities, spells-miracles. Use the `tools/` scripts to export/import editable YAML.
## Code Style
- No semicolons, double quotes, 2-space indent
- JSDoc `/** */` required on all functions/classes
- Max line length 180 (strings/templates exempt)
- Arrow functions: omit parens for single param
- ESLint + Prettier config in `eslint.config.mjs`
+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 */
/* -------------------------------------------------- */
+8 -2
View File
@@ -471,6 +471,8 @@
"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 +505,6 @@
"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",
@@ -826,6 +826,12 @@
"cost": {
"label": "Cost"
},
"costOverpowered": {
"label": "Cost (Overpowered)"
},
"costOverpowered2": {
"label": "Cost (Overpowered 2)"
},
"description": {
"label": "Description"
},
+523 -286
View File
@@ -230,12 +230,21 @@ 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
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
console.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 +265,7 @@ 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 +280,8 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll,
damageTier,
combatantId,
tokenId,
isRanged: isRangedAttack
@@ -331,6 +343,9 @@ 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 +378,17 @@ 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 +400,24 @@ 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 +428,9 @@ 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 })
})
}
@@ -480,6 +494,8 @@ Hooks.on("createChatMessage", async (message) => {
attackRollKey,
attackD30message,
attackRerollContext,
attackNaturalRoll,
damageTier,
defenderId,
defenderTokenId
} = attackData
@@ -523,281 +539,376 @@ 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
// 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) {
const shieldData = LethalFantasyUtils.getShieldReactionData(defender)
let canRerollDefense = LethalFantasyUtils.hasD30Reroll(defenseD30message)
let canShieldReact = !!shieldData
let canAdHocShield = !shieldData
while (defenseRoll < attackRoll) {
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",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
}
if (currentLuck > 0) {
buttons.push({
action: "luck",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
})
}
buttons.push({
action: "bonusDie",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canRerollDefense) {
buttons.push({
action: "rerollDefense",
label: "Re-roll defense",
icon: "fa-solid fa-rotate-right",
callback: () => "rerollDefense"
})
}
if (canShieldReact) {
buttons.push({
action: "shieldReact",
label: `Roll shield (${shieldData.label})`,
icon: "fa-solid fa-shield",
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)",
icon: "fa-solid fa-shield-halved",
callback: () => "adHocShield"
})
}
buttons.push({
action: "continue",
label: "Continue (no defense bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense reactions" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<p><strong>${attackerName}</strong> rolled <strong>${attackRoll}</strong></p>
<p><strong>${defenderName}</strong> currently has <strong>${defenseRoll}</strong></p>
${defenseD30message ? `<p class="bonus-info">D30 special: ${defenseD30message.description}</p>` : ""}
</div>
<p class="offer-text">Choose how to improve the defense before resolving the hit.</p>
</div>
`,
buttons,
rejectClose: false
})
if (!choice || choice === "continue") break
defenderHandledBonus = true
if (choice === "grit") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, (total) => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
defenseRoll += bonusRoll
await defender.update({ "system.grit.current": currentGrit - 1 })
continue
}
if (choice === "luck") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, (total) => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
defenseRoll += bonusRoll
await defender.update({ "system.luck.current": currentLuck - 1 })
continue
}
if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", defenseRoll, attackRoll)
if (!bonusDie) continue
const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender, (total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
defenseRoll += bonusRoll
continue
}
if (choice === "rerollDefense" && canRerollDefense) {
const oldDefenseRoll = defenseRoll
const reroll = await LethalFantasyUtils.rerollConfiguredRoll(defenseRerollContext)
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>${defenseRoll}</strong>.</p>`)
continue
}
if (choice === "shieldReact" && canShieldReact) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldData.formula, defender)
const newDefenseTotal = defenseRoll + shieldBonus
defenseRoll = newDefenseTotal
canShieldReact = false
if (newDefenseTotal >= attackRoll) {
shieldBlocked = true
shieldReaction = {
damageReduction: shieldData.damageReduction,
label: shieldData.label,
bonus: shieldBonus
}
await createReactionMessage(
defender,
`<p><strong>${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>${shieldData.damageReduction}</strong> will apply to damage.</p>`
)
} else {
shieldReaction = null
await createReactionMessage(
defender,
`<p><strong>${defenderName}</strong> rolls <strong>${shieldData.label}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRoll}). Shield did not block — normal hit, armor DR only.</p>`
)
}
}
if (choice === "adHocShield") {
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRoll, defenseRoll)
if (!adHoc) continue
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
const newDefenseTotal = defenseRoll + shieldBonus
defenseRoll = newDefenseTotal
canShieldReact = false
canAdHocShield = false
if (newDefenseTotal >= attackRoll) {
shieldBlocked = true
shieldReaction = {
damageReduction: adHoc.damageReduction,
label: `${adHoc.formula.toUpperCase()} shield`,
bonus: shieldBonus
}
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>`
)
} 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} < ${attackRoll}). Shield did not block — normal hit, armor DR only.</p>`
)
}
}
}
}
// These persist across mulligan restarts (once used they stay consumed)
const shieldData = LethalFantasyUtils.getShieldReactionData(defender)
let canRerollDefense = LethalFantasyUtils.hasD30Reroll(defenseD30message)
let canShieldReact = !!shieldData
let canAdHocShield = !shieldData
let attackRollFinal = attackRoll
let attackerHandledBonus = false
let canRerollAttack = LethalFantasyUtils.hasD30Reroll(attackD30message)
let mulliganRestart = false
// These persist across mulligan restarts (D30 bonus only applied once)
let defenseD30Processed = false
let attackD30Processed = false
// D30 combat effects for damage application
let d30Bleed = false
let d30DamageMultiplier = 1
let d30DrMultiplier = 1
// Si l'attaquant est un personnage qui perd et a du Grit
// Seulement si l'utilisateur actuel est le propriétaire de l'attaquant (pas le MJ)
if (!defenderHandledBonus && attacker && attackRollFinal <= defenseRoll && isPrimaryController(attacker)) {
let canRerollAttack = LethalFantasyUtils.hasD30Reroll(attackD30message)
do {
mulliganRestart = false
defenderHandledBonus = false
attackerHandledBonus = false
while (attackRollFinal <= defenseRoll) {
const currentGrit = Number(attacker.system?.grit?.current) || 0
const buttons = []
if (currentGrit > 0) {
buttons.push({
action: "grit",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
if (defenseD30message && !defenseD30Processed && isPrimaryController(defender)) {
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>`
)
}
}
buttons.push({
action: "bonusDie",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canRerollAttack && attackRerollContext) {
buttons.push({
action: "rerollAttack",
label: "Re-roll attack",
icon: "fa-solid fa-rotate-right",
callback: () => "rerollAttack"
})
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
}
buttons.push({
action: "continue",
label: "Continue (no attack bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
// ── Defense reaction loop ──────────────────────────────────────────────
if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle) {
while (defenseRoll < attackRollFinal) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
const buttons = []
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Attack reactions" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<p><strong>${attackerName}</strong> currently has <strong>${attackRollFinal}</strong></p>
<p><strong>${defenderName}</strong> rolled <strong>${defenseRoll}</strong></p>
${attackD30message ? `<p class="bonus-info">D30 special: ${attackD30message.description}</p>` : ""}
if (currentGrit > 0) {
buttons.push({
action: "grit",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
}
if (currentLuck > 0) {
buttons.push({
action: "luck",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
})
}
buttons.push({
action: "bonusDie",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canRerollDefense) {
buttons.push({
action: "rerollDefense",
label: "Re-roll defense (Mulligan)",
icon: "fa-solid fa-rotate-right",
callback: () => "rerollDefense"
})
}
if (canShieldReact) {
buttons.push({
action: "shieldReact",
label: `Roll shield (${shieldData.label})`,
icon: "fa-solid fa-shield",
callback: () => "shieldReact"
})
} else if (canAdHocShield) {
buttons.push({
action: "adHocShield",
label: "Roll ad-hoc shield (choose dice + DR)",
icon: "fa-solid fa-shield-halved",
callback: () => "adHocShield"
})
}
buttons.push({
action: "continue",
label: "Continue (no defense bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense reactions" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<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: ${defenseD30message.description}</p>` : ""}
</div>
<p class="offer-text">Choose how to improve the defense before resolving the hit.</p>
</div>
<p class="offer-text">Choose how to improve the attack before resolving the combat result.</p>
</div>
`,
buttons,
rejectClose: false
})
`,
buttons,
rejectClose: false
})
if (!choice || choice === "continue") break
if (!choice || choice === "continue") break
attackerHandledBonus = true
defenderHandledBonus = true
if (choice === "grit") {
const attackBonus = await LethalFantasyUtils.rollBonusDie("1d6", attacker, (total) => `<p><strong>${attackerName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for attack.</p>`)
attackRollFinal += attackBonus
await attacker.update({ "system.grit.current": currentGrit - 1 })
continue
}
if (choice === "grit") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender, total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
defenseRoll += bonusRoll
await defender.update({ "system.grit.current": currentGrit - 1 })
continue
}
if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(attackerName, "defense", attackRollFinal, defenseRoll)
if (!bonusDie) continue
const attackBonus = await LethalFantasyUtils.rollBonusDie(bonusDie, attacker, (total, formula) => `<p><strong>${attackerName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for attack.</p>`)
attackRollFinal += attackBonus
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>`)
defenseRoll += bonusRoll
await defender.update({ "system.luck.current": currentLuck - 1 })
continue
}
if (choice === "rerollAttack" && canRerollAttack && attackRerollContext) {
const oldAttackRoll = attackRollFinal
const reroll = await LethalFantasyUtils.rerollConfiguredRoll(attackRerollContext)
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>${attackRollFinal}</strong>.</p>`)
if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", defenseRoll, attackRollFinal)
if (!bonusDie) continue
const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender, (total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
defenseRoll += bonusRoll
continue
}
if (choice === "rerollDefense" && canRerollDefense) {
const oldDefenseRoll = defenseRoll
const reroll = await LethalFantasyUtils.rerollConfiguredRoll(defenseRerollContext)
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>${defenseRoll}</strong>. Both sides may now react to the new numbers.</p>`)
// Restart the full comparison so both sides can react to the new roll
mulliganRestart = true
break
}
if (choice === "shieldReact" && canShieldReact) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldData.formula, defender)
const newDefenseTotal = defenseRoll + shieldBonus
defenseRoll = newDefenseTotal
canShieldReact = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = {
damageReduction: shieldData.damageReduction,
label: shieldData.label,
bonus: shieldBonus
}
await createReactionMessage(
defender,
`<p><strong>${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} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`
)
}
}
if (choice === "adHocShield") {
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, defenseRoll)
if (!adHoc) continue
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
const newDefenseTotal = defenseRoll + shieldBonus
defenseRoll = newDefenseTotal
canShieldReact = false
canAdHocShield = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = {
damageReduction: adHoc.damageReduction,
label: `${adHoc.formula.toUpperCase()} shield`,
bonus: shieldBonus
}
await createReactionMessage(
defender,
`<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} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`
)
}
}
}
}
}
if (mulliganRestart) continue
// ── D30 bonus dice (attack) — resolved before grit/luck ────────────────
if (attackD30message && !attackD30Processed) {
const canDialog = isPrimaryController(attacker)
const d30Result = await LethalFantasyUtils.processD30BonusDice(attackD30message, "attack", attackNaturalRoll, attacker, canDialog)
if (d30Result.modifier) {
attackRollFinal += d30Result.modifier
if (d30Result.modifier > 0 && canDialog) {
await createReactionMessage(attacker,
`<p><strong>${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)) {
while (attackRollFinal <= defenseRoll) {
const currentGrit = Number(attacker.system?.grit?.current) || 0
const buttons = []
if (currentGrit > 0) {
buttons.push({
action: "grit",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
}
buttons.push({
action: "bonusDie",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canRerollAttack && attackRerollContext) {
buttons.push({
action: "rerollAttack",
label: "Re-roll attack (Mulligan)",
icon: "fa-solid fa-rotate-right",
callback: () => "rerollAttack"
})
}
buttons.push({
action: "continue",
label: "Continue (no attack bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Attack reactions" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<p><strong>${attackerName}</strong> currently has <strong>${attackRollFinal}</strong></p>
<p><strong>${defenderName}</strong> rolled <strong>${defenseRoll}</strong></p>
${attackD30message ? `<p class="bonus-info">D30 special: ${attackD30message.description}</p>` : ""}
</div>
<p class="offer-text">Choose how to improve the attack before resolving the combat result.</p>
</div>
`,
buttons,
rejectClose: false
})
if (!choice || choice === "continue") break
attackerHandledBonus = true
if (choice === "grit") {
const attackBonus = await LethalFantasyUtils.rollBonusDie("1d6", attacker, total => `<p><strong>${attackerName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for attack.</p>`)
attackRollFinal += attackBonus
await attacker.update({ "system.grit.current": currentGrit - 1 })
continue
}
if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(attackerName, "defense", attackRollFinal, defenseRoll)
if (!bonusDie) continue
const attackBonus = await LethalFantasyUtils.rollBonusDie(bonusDie, attacker, (total, formula) => `<p><strong>${attackerName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for attack.</p>`)
attackRollFinal += attackBonus
continue
}
if (choice === "rerollAttack" && canRerollAttack && attackRerollContext) {
const oldAttackRoll = attackRollFinal
const reroll = await LethalFantasyUtils.rerollConfiguredRoll(attackRerollContext)
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>${attackRollFinal}</strong>. Both sides may now react to the new numbers.</p>`)
// Restart the full comparison so both sides can react to the new roll
mulliganRestart = true
break
}
}
}
} while (mulliganRestart)
const shieldDamageReduction = shieldBlocked ? shieldReaction.damageReduction : 0
const outcome = shieldBlocked ? "shielded-hit" : (attackRollFinal > defenseRoll ? "hit" : "miss")
@@ -821,7 +932,12 @@ Hooks.on("createChatMessage", async (message) => {
defenderTokenId,
defenseRoll,
outcome,
shieldDamageReduction
shieldDamageReduction,
d30Bleed: d30Bleed ? "true" : "",
d30DamageMultiplier: d30DamageMultiplier,
d30DrMultiplier: d30DrMultiplier,
damageTier: damageTier || "standard",
attackD30message
})
} else {
console.log("Skipping message creation", { attackerHandledBonus, defenderHandledBonus })
@@ -849,15 +965,19 @@ Hooks.on("createChatMessage", async (message) => {
const spell = spellId ? actor.items.get(spellId) : null
if (!spell || spell.type !== "spell") return
const cost = Number(spell.system?.cost) || 0
const damageTier = message.rolls[0]?.options?.damageTier || "standard"
const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
const costField = tierCostMap[damageTier] || "cost"
const cost = Number(spell.system?.[costField]) || 0
if (cost <= 0) return
const currentAether = Number(actor.system.aetherPoints?.value) || 0
const newAether = Math.max(0, currentAether - cost)
await actor.update({ "system.aetherPoints.value": newAether })
const tierLabel = damageTier === "standard" ? "" : ` (${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}${newAether})</span>.</p>`,
speaker: ChatMessage.getSpeaker({ actor })
})
})
@@ -950,13 +1070,94 @@ Hooks.on("createChatMessage", async (message) => {
const attackerName = message.rolls[0]?.options?.actorName || "Unknown Attacker"
const rollType = message.rolls[0]?.options?.rollType
// Lire les effets D30
const d30Bleed = message.rolls[0]?.options?.d30Bleed || false
const d30DamageMultiplier = message.rolls[0]?.options?.d30DamageMultiplier || 1
const d30DrMultiplier = message.rolls[0]?.options?.d30DrMultiplier || 1
// Appliquer le multiplicateur de dégâts D30 au total AVANT DR
const rawDamage = damageTotal * d30DamageMultiplier
// Calculer les DR — les sorts utilisent une DR manuelle saisie par l'utilisateur
const isSpellDamage = rollType === "spell-damage"
const manualDR = message.rolls[0]?.options?.manualDR ?? 0
const extraShieldDr = Number(message.rolls[0]?.options?.extraShieldDr) || 0
const armorDR = isSpellDamage ? manualDR : (defender.computeDamageReduction() || 0)
const totalDR = isSpellDamage ? manualDR : armorDR + extraShieldDr
const finalDamage = Math.max(0, damageTotal - totalDR)
// Décomposer les DR en composants
let baseDR = 0
let shieldDR = 0
let magicDR = 0
if (isSpellDamage) {
baseDR = manualDR
} else {
const totalDefDR = defender.computeDamageReduction() || 0
magicDR = defender.getMagicDR() || 0
baseDR = totalDefDR - magicDR // naturalDR + armorDR (ou hpDR + combatDR pour les monstres)
shieldDR = extraShieldDr
}
// Appliquer le multiplicateur de DR D30 si actif — boîte de dialogue
let appliedBaseDR = baseDR
let appliedShieldDR = shieldDR
let appliedMagicDR = magicDR
if (d30DrMultiplier > 1) {
const drResult = await (async () => {
const checks = {
base: true,
shield: shieldDR > 0,
magic: magicDR > 0
}
const html = `
<div class="grit-luck-dialog">
<p><strong>D30 DR Multiplier ×${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
@@ -971,34 +1172,70 @@ 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(
"systems/fvtt-lethal-fantasy/templates/damage-applied-message.hbs",
{
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")
})
+72 -2
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
@@ -219,6 +220,75 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
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">${game.i18n.localize("LETHALFANTASY.Combat.spellDRLabel")}</label>
<input type="number" name="manualDr" value="0" min="0" style="width:5rem"/>
</div>
</div>`,
buttons: [
{
action: "noDR",
label: game.i18n.localize("LETHALFANTASY.Combat.spellNoDR"),
icon: "fa-solid fa-wand-magic-sparkles",
callback: () => 0
},
{
action: "applyDR",
label: game.i18n.localize("LETHALFANTASY.Combat.spellApplyDR"),
icon: "fa-solid fa-shield",
callback: (event, button) => Number(button.form?.elements?.manualDr?.value) || 0
},
{
action: "cancel",
label: game.i18n.localize("LETHALFANTASY.Combat.proceedNo"),
callback: () => "cancel"
}
],
rejectClose: false
})
if (manualDR === null || manualDR === "cancel") return
const rollOpts = {
type: "spell-damage",
rollType: "spell-damage",
rollName: `${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) {
}
+74 -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": {},
@@ -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": {
@@ -608,7 +651,12 @@
},
"arcane_spell_attack": {
"type": "spell_calamity",
"description": "Possible Spell Calamity or Catastrophe"
"description": "A possible spell calamity has occurred"
},
"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,
+32 -16
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
}
this.update({ "system.hp.value": hp })
}
/* *************************************************/
computeDamageReduction() {
// Pour les monstres, utiliser hp.damageResistance et combat.damageReduction
getNaturalDR() {
if (this.type === "monster") {
let hpDR = Number(this.system.hp?.damageResistance) || 0
return Number(this.system.hp?.damageResistance) || 0
}
return Number(this.system.biodata?.naturalDR) || 0
}
/* *************************************************/
getMagicDR() {
if (this.type === "monster") return 0
return Number(this.system.biodata?.magicDR) || 0
}
/* *************************************************/
computeDamageReduction() {
if (this.type === "monster") {
let hpDR = this.getNaturalDR()
let combatDR = Number(this.system.combat?.damageReduction) || 0
return hpDR + combatDR
}
// Pour les personnages, utiliser biodata et items
let naturalDR = Number(this.system.biodata?.naturalDR) || 0
let magicDR = Number(this.system.biodata?.magicDR) || 0
let naturalDR = this.getNaturalDR()
let magicDR = this.getMagicDR()
let armorDR = this.getArmorDR()
return naturalDR + magicDR + armorDR
}
@@ -153,7 +162,7 @@ export default class LethalFantasyActor extends Actor {
}
/* *************************************************/
async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0) {
async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0, d30Effects = {}) {
console.log("Preparing roll", rollType, rollKey, rollDice, defenderId)
let rollTarget
switch (rollType) {
@@ -198,8 +207,15 @@ export default class LethalFantasyActor extends Actor {
case "miracle-power":
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
rollTarget.rollKey = rollKey
// Read damage tier from combatant currentAction if available
const activeCombatant = game.combat?.combatants?.find(c => c.actorId === this.id)
const currentAction = activeCombatant?.getFlag(SYSTEM.id, "currentAction")
const damageTier = currentAction?.damageTier || "standard"
rollTarget.damageTier = damageTier
if (rollType === "spell-attack" || rollType === "spell-power") {
const cost = Number(rollTarget.system?.cost) || 0
const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
const costField = tierCostMap[damageTier] || "cost"
const cost = Number(rollTarget.system?.[costField]) || 0
const currentAether = Number(this.system.aetherPoints?.value) || 0
if (cost > currentAether) {
ui.notifications.warn(`${this.name} cannot cast ${rollTarget.name}: insufficient Aether (needs ${cost}, has ${currentAether}).`)
@@ -222,8 +238,7 @@ 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 +276,10 @@ 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 +302,7 @@ 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)
}
}
+12 -8
View File
@@ -25,7 +25,8 @@ 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"
}
/**
@@ -111,17 +112,16 @@ 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 +138,15 @@ 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: ${externalType}`)
return null
+266 -36
View File
@@ -237,6 +237,7 @@ export default class LethalFantasyRoll extends Roll {
baseFormula = "D20"
hasModifier = true
hasChangeDice = false
hasFavor = true
options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
hasStaticModifier = options.rollType === "spell-power"
@@ -253,6 +254,7 @@ export default class LethalFantasyRoll extends Roll {
dice = "1D20"
baseFormula = "D20"
hasChangeDice = false
hasFavor = true
options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
hasStaticModifier = options.rollType === "miracle-power"
@@ -283,13 +285,7 @@ export default class LethalFantasyRoll extends Roll {
let damageBonus = (options.rollTarget.weapon.system.applyStrengthDamageBonus) ? options.rollTarget.combat.damageModifier : 0
options.rollTarget.value = damageBonus + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.damageBonus
options.rollTarget.charModifier = damageBonus
if (options.rollType.includes("small")) {
options.damageSmall = true
dice = options.rollTarget.weapon.system.damage.damageS
} else {
options.damageMedium = true
dice = options.rollTarget.weapon.system.damage.damageM
}
dice = options.rollTarget.weapon.system.damage.damageM
if (/NE$/i.test(dice)) {
hasMaxValue = false
hasExplode = false
@@ -336,6 +332,10 @@ 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,
@@ -360,7 +360,8 @@ export default class LethalFantasyRoll extends Roll {
modifier,
saveSpell: false,
favor: "none",
targetName
targetName,
isRangedAttack
}
let rollContext
if (options.rollContext) {
@@ -392,7 +393,7 @@ export default class LethalFantasyRoll extends Roll {
label: label,
callback: (event, button, dialog) => {
console.log("Roll context", event, button, dialog)
let position = dialog.position
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 +404,22 @@ 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 = $(button).data("tokenId")
let token = canvas.tokens?.get(tokenId)
if (token) {
@@ -522,8 +523,6 @@ export default class LethalFantasyRoll extends Roll {
rollMode: rollContext.visibility,
hasTarget: options.hasTarget,
isDamage: options.isDamage,
damageSmall: options.damageSmall,
damageMedium: options.damageMedium,
pointBlank,
beyondSkill,
letItFly,
@@ -592,12 +591,17 @@ export default class LethalFantasyRoll extends Roll {
}
options.D30result = rollD30.total
// Récupérer le message D30 correspondant
// Compute isRanged for D30: covers defense (isRangedDefense), monster ranged attacks (attackMode),
// and PC weapon attacks (isRangedAttack or weaponType)
const isRangedForD30 = options.isRangedDefense
|| options.rollTarget?.attackMode === "ranged"
|| options.rollTarget?.isRangedAttack === true
|| options.rollTarget?.weapon?.system?.weaponType === "ranged"
const d30Message = D30Roll.getResult(
rollD30.total,
options.rollType,
options.rollTarget?.weapon,
{ isRanged: options.isRangedDefense }
{ isRanged: isRangedForD30, isSpellSave: saveSpell }
)
options.D30message = d30Message
}
@@ -616,9 +620,6 @@ export default class LethalFantasyRoll extends Roll {
if (hasMaxValue) {
while (diceResult === maxValue) {
let r = await new Roll(baseFormula).evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(r, game.user, true)
}
diceResult = r.dice[0].results[0].result
diceResults.push({ dice: `${singleDice.toUpperCase()}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
@@ -661,6 +662,10 @@ 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.
@@ -710,7 +715,7 @@ export default class LethalFantasyRoll extends Roll {
buttons: [
{
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 +780,19 @@ 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) => {
label: weaponLabel,
callback: (event, button) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
return "rollProgressionDice"
@@ -804,7 +818,7 @@ export default class LethalFantasyRoll extends Roll {
buttons.push({
action: "roll",
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"
@@ -815,7 +829,7 @@ export default class LethalFantasyRoll extends Roll {
buttons.push({
action: "roll",
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) => {
@@ -830,7 +844,7 @@ export default class LethalFantasyRoll extends Roll {
buttons.push({
action: "cancel",
label: "Other action, not listed here",
callback: (event, button, dialog) => {
callback: (event, button) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
return null;
@@ -882,6 +896,29 @@ export default class LethalFantasyRoll extends Roll {
actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
actionItem.rangedMode = rangedMode
// If this is a spell/miracle with multiple damage tiers, prompt tier choice
if (actionItem.system?.damageDice) {
const tiers = [
{ id: "standard", label: "Standard", dice: actionItem.system.damageDice },
{ id: "overpowered", label: "Overpowered", dice: actionItem.system.damageDiceOverpowered },
{ id: "overpowered2", label: "Overpowered 2", dice: actionItem.system.damageDiceOverpowered2 },
].filter(t => t.dice)
if (tiers.length > 1) {
const tierChoice = await foundry.applications.api.DialogV2.wait({
window: { title: "Choose Damage Tier" },
classes: ["lethalfantasy"],
content: `<div class="grit-luck-dialog"><p><strong>${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,
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
@@ -903,7 +940,8 @@ export default class LethalFantasyRoll extends Roll {
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 !`
// 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 !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime = 1
currentAction.spellStatus = "toBeCasted"
@@ -980,7 +1018,7 @@ export default class LethalFantasyRoll extends Roll {
}
// 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 }) })
currentAction.progressionCount += 1
@@ -1077,7 +1115,7 @@ export default class LethalFantasyRoll extends Roll {
buttons: [
{
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
@@ -1126,6 +1164,8 @@ 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 +1233,161 @@ 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: [
{
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 + ${modifierFormula}`
rollBase.options.D30result = options.D30result
rollBase.options.D30message = options.D30message
rollBase.options.rollName = "Ranged Attack"
rollBase.options.badResult = badResult
rollBase.options.rollData = foundry.utils.duplicate(rollData)
return rollBase
}
/**
* Creates a title based on the given type.
*
@@ -1213,10 +1408,8 @@ export default class LethalFantasyRoll extends Roll {
return `${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":
@@ -1277,7 +1470,6 @@ export default class LethalFantasyRoll extends Roll {
weaponDamageOptions = {
weaponId: weapon._id || weapon.id,
weaponName: weapon.name,
damageS: weapon.system?.damage?.damageS,
damageM: weapon.system?.damage?.damageM
}
console.log("Weapon damage options:", weaponDamageOptions)
@@ -1360,4 +1552,42 @@ 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()
}
}
+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
+44 -7
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)
}
}
+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({
+3 -3
View File
@@ -45,9 +45,9 @@ 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 })
+276 -20
View File
@@ -105,6 +105,35 @@ export default class LethalFantasyUtils {
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
}
})
// Luck/Grit Buttons
const luckGritButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/luck-grit-hud.hbs', {})
$(html).find('div.left').append(luckGritButton);
$(html).find('.lethal-luck-grit-hud').click((event) => {
event.preventDefault();
let wrap = $(html).find('.luck-grit-wrap')[0]
if (wrap.classList.contains("luck-grit-hud-disabled")) {
wrap.classList.add('luck-grit-hud-active');
wrap.classList.remove('luck-grit-hud-disabled');
} else {
wrap.classList.remove('luck-grit-hud-active');
wrap.classList.add('luck-grit-hud-disabled');
}
})
$(html).find('.luck-grit-btn').click((event) => {
event.preventDefault();
if (token) {
let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
let actor = tokenFull.actor;
const resource = event.currentTarget.dataset.resource;
const amount = Number(event.currentTarget.dataset.amount);
const current = Number(foundry.utils.getProperty(actor.system, `${resource}.current`)) || 0;
const newValue = Math.max(0, current + amount);
actor.update({ [`system.${resource}.current`]: newValue });
$(html).find('.luck-grit-wrap')[0].classList.remove('luck-grit-hud-active');
$(html).find('.luck-grit-wrap')[0].classList.add('luck-grit-hud-disabled');
}
})
})
}
@@ -145,6 +174,21 @@ export default class LethalFantasyUtils {
LethalFantasyUtils.handleAttackerGritOffer(msg)
}
break
case "applyBleeding":
if (game.user.isGM) {
actor = msg.tokenId
? canvas.tokens?.placeables?.find(t => t.id === msg.tokenId)?.actor
: game.actors.get(msg.actorId)
if (actor && actor.system.hp?.wounds && msg.damage > 0) {
const wounds = foundry.utils.duplicate(actor.system.hp.wounds)
const slot = wounds.findIndex(w => !w.value && !w.duration)
if (slot !== -1) {
wounds[slot] = { value: msg.damage, duration: msg.damage, description: "Bleeding" }
actor.update({ "system.hp.wounds": wounds })
}
}
}
break
}
}
@@ -290,6 +334,8 @@ export default class LethalFantasyUtils {
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId
}
@@ -324,7 +370,7 @@ export default class LethalFantasyUtils {
<p>Attack roll: <strong>${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>
@@ -365,6 +411,8 @@ export default class LethalFantasyUtils {
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: msg.isRanged
@@ -397,6 +445,7 @@ export default class LethalFantasyUtils {
attackD30result,
attackD30message,
attackRerollContext,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: true
@@ -467,9 +516,11 @@ export default class LethalFantasyUtils {
attackRollType,
attackRollKey,
attackD30result,
attackD30message,
attackRerollContext,
defenderId: defender.id,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: msg.isRanged
}
@@ -485,6 +536,196 @@ 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") {
// Try to find a bonus_dice option matching this side
const autoBonus = d30Message.choices.find(c => c.type === "bonus_dice" && validTargets.includes(c.target))
// If we can't show dialogs (wrong client), auto-roll bonus dice if available
if (!canDialog) {
if (autoBonus) {
const modifier = await this._rollD30BonusDie(autoBonus.dice, actor, true)
return { modifier, specialEffect: null, specialName: null }
}
// No bonus dice available on this side — just report as flag
const first = d30Message.choices[0]
return { modifier: 0, specialEffect: "flag", specialName: first?.type || "choice" }
}
const buttons = d30Message.choices.map(c => {
let label
let icon
if (c.type === "bonus_dice") {
label = `Roll ${c.dice.toUpperCase()} and add to ${side}`
icon = "fa-solid fa-dice"
} else if (c.type === "special_strike") {
label = this._buildSpecialLabel(c, naturalRoll)
icon = "fa-solid fa-star"
} else if (c.type === "special_defense") {
label = this._buildSpecialLabel(c, naturalRoll)
icon = "fa-solid fa-shield-halved"
} else {
label = c.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
icon = "fa-solid fa-question"
}
return {
action: c.type,
label,
icon,
callback: () => c
}
})
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "D30 Special — Choose Effect" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<p><strong>D30 result:</strong> ${d30Message.description}</p>
<p>Choose how to use this result:</p>
</div>
`,
buttons,
rejectClose: false
})
if (!choice) return { modifier: 0, specialEffect: null, specialName: null }
if (choice.type === "bonus_dice") {
const modifier = await this._rollD30BonusDie(choice.dice, actor)
return { modifier, specialEffect: null, specialName: null }
}
if (choice.type === "special_strike" || choice.type === "special_defense") {
return { modifier: 0, specialEffect: "auto", specialName: this._buildSpecialName(choice, naturalRoll) }
}
// Non-standard choice (spell_calamity, etc.) — report it
return { modifier: 0, specialEffect: "flag", specialName: choice.type }
}
// ── Combo type (bleed / internal injury) — flag for wound creation
if (d30Message.type === "combo") {
const hasBleed = d30Message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury")
if (hasBleed) {
return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding/Internal Injury" }
}
}
// ── Damage multiplier type (2x/3x damage before DR)
if (d30Message.type === "damage_multiplier") {
return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${d30Message.multiplier} Damage`, multiplier: d30Message.multiplier }
}
// ── DR multiplier type (2x/3x DR including shield)
if (d30Message.type === "dr_multiplier") {
return { modifier: 0, specialEffect: "drMultiplier", specialName: `x${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
}
return { modifier: 0, specialEffect: null, specialName: null }
}
/* -------------------------------------------- */
/**
* Roll a D30 bonus die and show with 3D dice if available.
* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
* @param {Object} actor Actor for chat message speaker
* @returns {Promise<number>} The roll total
*/
static async _rollD30BonusDie(formula, actor, silent = false) {
const cleaned = formula.replace(/NE$/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"]
@@ -711,6 +952,7 @@ 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>
`
@@ -832,6 +1074,18 @@ export default class LethalFantasyUtils {
/* -------------------------------------------- */
static async compareAttackDefense(data) {
console.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)
@@ -842,31 +1096,30 @@ export default class LethalFantasyUtils {
// Déterminer le type de dégâts à lancer
if (data.attackRollType === "weapon-attack") {
damageButton = `
<div class="attack-result-damage">
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="small">
<i class="fa-solid fa-dice-d6"></i> Damage (Small)
</button>
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="medium">
<i class="fa-solid fa-dice-d20"></i> Damage (Medium)
<div class="attack-result-damage single-btn">
<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-weapon-id="${data.attackWeaponId}" data-damage-type="medium" data-d30-bleed="${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="${d30DrMultiplier}">
<i class="fa-solid fa-burst"></i> Damage
</button>
</div>
`
} else if (data.attackRollType === "spell-attack" || data.attackRollType === "miracle-attack") {
const attacker = game.actors.get(data.attackerId)
const spell = attacker?.items.get(data.attackWeaponId)
const tiers = [
{ formula: spell?.system?.damageDice, label: "Standard" },
{ formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
{ formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
].filter(t => t.formula)
const spell = attacker?.items.get(data.attackWeaponId || data.attackRollKey)
const chosenTier = data.damageTier || "standard"
const allTiers = [
{ id: "standard", formula: spell?.system?.damageDice, label: "Standard" },
{ id: "overpowered", formula: spell?.system?.damageDiceOverpowered, label: "Overpowered" },
{ id: "overpowered2", formula: spell?.system?.damageDiceOverpowered2, label: "Overpowered 2" },
]
const tiers = allTiers.filter(t => t.id === chosenTier && t.formula)
if (tiers.length) {
const buttons = tiers.map(t => {
const escapedFormula = Handlebars.escapeExpression(t.formula)
@@ -876,11 +1129,14 @@ export default class LethalFantasyUtils {
data-defender-id="${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>`
}
}
}
+1 -1
View File
@@ -1 +1 @@
MANIFEST-000599
MANIFEST-000631
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/11-20:25:36.058631 7f37427ed6c0 Recovering log #629
2026/06/11-20:25:36.068520 7f37427ed6c0 Delete type=3 #627
2026/06/11-20:25:36.068574 7f37427ed6c0 Delete type=0 #629
2026/06/11-20:41:45.938413 7f3740fff6c0 Level-0 table #634: started
2026/06/11-20:41:45.938512 7f3740fff6c0 Level-0 table #634: 0 bytes OK
2026/06/11-20:41:45.945312 7f3740fff6c0 Delete type=0 #632
2026/06/11-20:41:45.965586 7f3740fff6c0 Manual compaction at level-0 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.965944 7f3740fff6c0 Manual compaction at level-1 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/10-19:56:01.455200 7f301cbff6c0 Recovering log #625
2026/06/10-19:56:01.464323 7f301cbff6c0 Delete type=3 #623
2026/06/10-19:56:01.464355 7f301cbff6c0 Delete type=0 #625
2026/06/10-20:16:07.843239 7f2fce7fc6c0 Level-0 table #630: started
2026/06/10-20:16:07.843267 7f2fce7fc6c0 Level-0 table #630: 0 bytes OK
2026/06/10-20:16:07.849298 7f2fce7fc6c0 Delete type=0 #628
2026/06/10-20:16:07.849522 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.849556 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!ATr9wZhg5uTVTksM' @ 72057594037927935 : 1 .. '!items!zw9RQocTdz3HRjZK' @ 0 : 0; will stop at (end)
+1 -1
View File
@@ -1 +1 @@
MANIFEST-000596
MANIFEST-000628
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/11-20:25:36.074598 7f37437ef6c0 Recovering log #626
2026/06/11-20:25:36.084983 7f37437ef6c0 Delete type=3 #624
2026/06/11-20:25:36.085075 7f37437ef6c0 Delete type=0 #626
2026/06/11-20:41:45.965954 7f3740fff6c0 Level-0 table #631: started
2026/06/11-20:41:45.965991 7f3740fff6c0 Level-0 table #631: 0 bytes OK
2026/06/11-20:41:45.972550 7f3740fff6c0 Delete type=0 #629
2026/06/11-20:41:45.992980 7f3740fff6c0 Manual compaction at level-0 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.993323 7f3740fff6c0 Manual compaction at level-1 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/10-19:56:01.470668 7f2fcffff6c0 Recovering log #622
2026/06/10-19:56:01.480292 7f2fcffff6c0 Delete type=3 #620
2026/06/10-19:56:01.480316 7f2fcffff6c0 Delete type=0 #622
2026/06/10-20:16:07.810643 7f2fce7fc6c0 Level-0 table #627: started
2026/06/10-20:16:07.810662 7f2fce7fc6c0 Level-0 table #627: 0 bytes OK
2026/06/10-20:16:07.816355 7f2fce7fc6c0 Delete type=0 #625
2026/06/10-20:16:07.823439 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.823453 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!yPWGvxHJbDNHVSnY' @ 72057594037927935 : 1 .. '!items!x5gLtqlW4sdDmHTd' @ 0 : 0; will stop at (end)
+1 -1
View File
@@ -1 +1 @@
MANIFEST-000601
MANIFEST-000633
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/11-20:25:36.041244 7f3742fee6c0 Recovering log #631
2026/06/11-20:25:36.052153 7f3742fee6c0 Delete type=3 #629
2026/06/11-20:25:36.052218 7f3742fee6c0 Delete type=0 #631
2026/06/11-20:41:45.958653 7f3740fff6c0 Level-0 table #636: started
2026/06/11-20:41:45.958703 7f3740fff6c0 Level-0 table #636: 0 bytes OK
2026/06/11-20:41:45.965435 7f3740fff6c0 Delete type=0 #634
2026/06/11-20:41:45.965798 7f3740fff6c0 Manual compaction at level-0 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.965918 7f3740fff6c0 Manual compaction at level-1 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/10-19:56:01.439055 7f2fcffff6c0 Recovering log #627
2026/06/10-19:56:01.451210 7f2fcffff6c0 Delete type=3 #625
2026/06/10-19:56:01.451236 7f2fcffff6c0 Delete type=0 #627
2026/06/10-20:16:07.804529 7f2fce7fc6c0 Level-0 table #632: started
2026/06/10-20:16:07.804550 7f2fce7fc6c0 Level-0 table #632: 0 bytes OK
2026/06/10-20:16:07.810504 7f2fce7fc6c0 Delete type=0 #630
2026/06/10-20:16:07.823431 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.823457 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!7j8H7DbmBb9Uza2X' @ 72057594037927935 : 1 .. '!items!zt8s7564ep1La4XQ' @ 0 : 0; will stop at (end)
+1 -1
View File
@@ -1 +1 @@
MANIFEST-000296
MANIFEST-000328
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/11-20:25:36.103531 7f37437ef6c0 Recovering log #326
2026/06/11-20:25:36.114200 7f37437ef6c0 Delete type=3 #324
2026/06/11-20:25:36.114249 7f37437ef6c0 Delete type=0 #326
2026/06/11-20:41:45.972686 7f3740fff6c0 Level-0 table #331: started
2026/06/11-20:41:45.972724 7f3740fff6c0 Level-0 table #331: 0 bytes OK
2026/06/11-20:41:45.979068 7f3740fff6c0 Delete type=0 #329
2026/06/11-20:41:45.993007 7f3740fff6c0 Manual compaction at level-0 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.993301 7f3740fff6c0 Manual compaction at level-1 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/10-19:56:01.497944 7f301cbff6c0 Recovering log #322
2026/06/10-19:56:01.506991 7f301cbff6c0 Delete type=3 #320
2026/06/10-19:56:01.507034 7f301cbff6c0 Delete type=0 #322
2026/06/10-20:16:07.829554 7f2fce7fc6c0 Level-0 table #327: started
2026/06/10-20:16:07.829571 7f2fce7fc6c0 Level-0 table #327: 0 bytes OK
2026/06/10-20:16:07.836328 7f2fce7fc6c0 Delete type=0 #325
2026/06/10-20:16:07.849487 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.849533 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!37mu4dxsSuftlnmP' @ 72057594037927935 : 1 .. '!items!zKOpU34oLziGJW6y' @ 0 : 0; will stop at (end)
+1 -1
View File
@@ -1 +1 @@
MANIFEST-000595
MANIFEST-000627
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/11-20:25:36.088952 7f37427ed6c0 Recovering log #625
2026/06/11-20:25:36.100017 7f37427ed6c0 Delete type=3 #623
2026/06/11-20:25:36.100073 7f37427ed6c0 Delete type=0 #625
2026/06/11-20:41:45.945442 7f3740fff6c0 Level-0 table #630: started
2026/06/11-20:41:45.945486 7f3740fff6c0 Level-0 table #630: 0 bytes OK
2026/06/11-20:41:45.951778 7f3740fff6c0 Delete type=0 #628
2026/06/11-20:41:45.965603 7f3740fff6c0 Manual compaction at level-0 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
2026/06/11-20:41:45.965769 7f3740fff6c0 Manual compaction at level-1 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
+8 -8
View File
@@ -1,8 +1,8 @@
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)
2026/06/10-19:56:01.483620 7f2fceffd6c0 Recovering log #621
2026/06/10-19:56:01.493981 7f2fceffd6c0 Delete type=3 #619
2026/06/10-19:56:01.494004 7f2fceffd6c0 Delete type=0 #621
2026/06/10-20:16:07.797521 7f2fce7fc6c0 Level-0 table #626: started
2026/06/10-20:16:07.797566 7f2fce7fc6c0 Level-0 table #626: 0 bytes OK
2026/06/10-20:16:07.804440 7f2fce7fc6c0 Delete type=0 #624
2026/06/10-20:16:07.823416 7f2fce7fc6c0 Manual compaction at level-0 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
2026/06/10-20:16:07.823449 7f2fce7fc6c0 Manual compaction at level-1 from '!folders!mnO9OzE7BEE2KDfh' @ 72057594037927935 : 1 .. '!items!zkK6ixtCsCw3RH9X' @ 0 : 0; will stop at (end)
+4 -4
View File
@@ -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
View File
@@ -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 */
/* -------------------------------------------------- */
+53 -17
View File
@@ -647,15 +647,11 @@
.damage-buttons-grid {
display: grid;
grid-template-columns: repeat(2, 1fr);
grid-template-columns: 1fr;
max-width: 280px;
margin: 0 auto;
gap: 8px;
&.monster-damage {
grid-template-columns: 1fr;
max-width: 280px;
margin: 0 auto;
}
.damage-roll-btn {
padding: 10px 14px;
background: linear-gradient(to bottom, #8b4513 0%, #6b3410 100%);
@@ -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" 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>
+36 -40
View File
@@ -55,35 +55,33 @@
<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}}
<div class="dialog-save">Point Blank Range Attack
<input
type="checkbox"
data-action="selectPointBlank"
name="pointBlankV"
/>
</div>
<div class="dialog-save">Beyond Skill Range Attack
<input
type="checkbox"
data-action="selectBeyondSkill"
name="beyondSkillV"
/>
</div>
<div class="dialog-save">Let it Fly (Pure D20E)
<input
type="checkbox"
data-action="selectLetItFly"
name="letItFlyV"
/>
</div>
<div class="dialog-save">Aiming
<select name="attackerAim" data-tooltip-direction="UP">
{{selectOptions attackerAimChoices selected=attackerAim}}
</select>
</div>
{{/if}}
{{#if isRangedAttack}}
<div class="dialog-save">Point Blank Range Attack
<input
type="checkbox"
data-action="selectPointBlank"
name="pointBlankV"
/>
</div>
<div class="dialog-save">Beyond Skill Range Attack
<input
type="checkbox"
data-action="selectBeyondSkill"
name="beyondSkillV"
/>
</div>
<div class="dialog-save">Let it Fly (Pure D20E)
<input
type="checkbox"
data-action="selectLetItFly"
name="letItFlyV"
/>
</div>
<div class="dialog-save">Aiming
<select name="attackerAim" data-tooltip-direction="UP">
{{selectOptions attackerAimChoices selected=attackerAim}}
</select>
</div>
{{/if}}
{{/if}}
@@ -125,17 +123,15 @@
</select>
{{#if (eq rollType "save")}}
{{#if rollTarget.magicUser}}
<div>
<span>Save against spell (+{{rollTarget.actorModifiers.saveModifier}})
?</span>
<input
type="checkbox"
name="saveSpellCheck"
data-action="saveSpellCheck"
/>
</div>
{{/if}}
<div>
<span>Save against spell (+{{rollTarget.actorModifiers.saveModifier}})
?</span>
<input
type="checkbox"
name="saveSpellCheck"
data-action="saveSpellCheck"
/>
</div>
{{/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="LETHALFANTASY.Label.damage"}}
{{formField systemFields.applyStrengthDamageBonus value=system.applyStrengthDamageBonus localize=true}}