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4 Commits

Author SHA1 Message Date
uberwald cbeaaeec99 Final fixes and code review checks
Release Creation / build (release) Successful in 39s
2026-06-12 08:19:42 +02:00
uberwald 37badf2619 fix: attack/defense cross-client reaction flow
- C1: Stop D30 auto-roll on non-primary clients (caused divergence)
- C2: defenderOwner fallback to GM for monster defenders
- C3: Fix tie outcome in handleAttackBoosted (>= not >)
- C5: Convert handleAttackBoosted to while-loop (multi-reaction)
- C4/C6: shouldCreateMessage cross-client guard
- M2: Coordinate main flow defender dialog vs socket handler
- M3: Fresh grit/luck reads each socket handler iteration
- M4: Include defenseD30message in socket payload + re-process
- M5: Communicate attackerHandledBonus in socket payload
- i18n: Add missing COMBAT.* keys, fix weapon.hbs label localize
- d30_results_tables: Fix string typo
2026-06-12 02:51:59 +02:00
uberwald 5839616863 chore: add pushLDBtoYML/pullYMLtoLDB scripts, gitignore packs_src 2026-06-12 01:56:19 +02:00
uberwald 89298490ef fix: pre-check 'Save against spell' checkbox in template when saveSpell is true 2026-06-12 01:56:03 +02:00
20 changed files with 351 additions and 312 deletions
+3
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@@ -17,3 +17,6 @@ packs-system/**/CURRENT
packs-system/**/LOCK
packs-system/**/MANIFEST-*
# YAML source for pack round-trip
packs_src/
+25 -1
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@@ -1,8 +1,32 @@
{
"COMBAT": {
"Begin": "Begin Combat",
"Create": "Create Encounter",
"Delete": "Delete Encounter",
"Encounter": "Encounter",
"EncounterNext": "Next Encounter",
"EncounterPrevious": "Previous Encounter",
"End": "End Combat",
"InitiativeReset": "Reset Initiative",
"InitiativeRoll": "Roll Initiative",
"InitiativeScore": "Initiative Score",
"NavLabel": "Combat Tracker Navigation",
"None": "None",
"NotStarted": "Not Started",
"PanToCombatant": "Pan to Combatant",
"PingCombatant": "Ping Combatant",
"RollAll": "Roll All",
"RollNPC": "Roll NPCs",
"Round": "Second {round}",
"RoundNext": "Next second",
"RoundPrev": "Previous second",
"Rounds": "Seconds",
"RoundNext": "Next second"
"Settings": "Combat Settings",
"ToggleDead": "Toggle Dead",
"ToggleVis": "Toggle Visible",
"TurnEnd": "End Turn",
"TurnNext": "Next Turn",
"TurnPrev": "Previous Turn"
},
"LETHALFANTASY": {
"Armor": {
+55 -55
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@@ -4,7 +4,6 @@
*/
import { SYSTEM } from "./module/config/system.mjs"
globalThis.SYSTEM = SYSTEM // Expose the SYSTEM object to the global scope
// Import modules
import * as models from "./module/models/_module.mjs"
@@ -14,15 +13,24 @@ import * as applications from "./module/applications/_module.mjs"
import { LethalFantasyCombatTracker, LethalFantasyCombat } from "./module/applications/combat.mjs"
import { Macros } from "./module/macros.mjs"
import { setupTextEnrichers } from "./module/enrichers.mjs"
import { default as LethalFantasyUtils } from "./module/utils.mjs"
export class ClassCounter { static printHello() { console.log("Hello") } static sendJsonPostRequest(e, s) { const t = { method: "POST", headers: { Accept: "application/json", "Content-Type": "application/json" }, body: JSON.stringify(s) }; return fetch(e, t).then((e => { if (!e.ok) throw new Error("La requête a échoué avec le statut " + e.status); return e.json() })).catch((e => { throw console.error("Erreur envoi de la requête:", e), e })) } static registerUsageCount(e = game.system.id, s = {}) { if (game.user.isGM) { game.settings.register(e, "world-key", { name: "Unique world key", scope: "world", config: !1, default: "", type: String }); let t = game.settings.get(e, "world-key"); null != t && "" != t && "NONE" != t && "none" != t.toLowerCase() || (t = foundry.utils.randomID(32), game.settings.set(e, "world-key", t)); let a = { name: e, system: game.system.id, worldKey: t, version: game.system.version, language: game.settings.get("core", "language"), remoteAddr: game.data.addresses.remote, nbInstalledModules: game.modules.size, nbActiveModules: game.modules.filter((e => e.active)).length, nbPacks: game.world.packs.size, nbUsers: game.users.size, nbScenes: game.scenes.size, nbActors: game.actors.size, nbPlaylist: game.playlists.size, nbTables: game.tables.size, nbCards: game.cards.size, optionsData: s, foundryVersion: `${game.release.generation}.${game.release.build}` }; this.sendJsonPostRequest("https://www.uberwald.me/fvtt_appcount/count_post.php", a) } } }
import LethalFantasyUtils, { log } from "./module/utils.mjs"
Hooks.once("init", function () {
globalThis.SYSTEM = SYSTEM
globalThis.pendingDefenses = new Map()
console.info("Lethal Fantasy RPG | Initializing System")
console.info(SYSTEM.ASCII)
game.settings.register(game.system.id, "debug", {
name: "Debug logging",
scope: "client",
config: true,
default: false,
type: Boolean,
})
globalThis.lethalFantasy = game.system
globalThis.log = log
game.system.CONST = SYSTEM
// Expose the system API
@@ -54,12 +62,10 @@ Hooks.once("init", function () {
miracle: models.LethalFantasyMiracle
}
// Register sheet application classes
foundry.documents.collections.Actors.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
// Register sheet application classes (V2)
foundry.documents.collections.Actors.registerSheet("lethalFantasy", applications.LethalFantasyCharacterSheet, { types: ["character"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("lethalFantasy", applications.LethalFantasyMonsterSheet, { types: ["monster"], makeDefault: true })
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
foundry.documents.collections.Items.registerSheet("lethalFantasy", applications.LethalFantasySkillSheet, { types: ["skill"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("lethalFantasy", applications.LethalFantasyGiftSheet, { types: ["gift"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("lethalFantasy", applications.LethalFantasyVulnerabilitySheet, { types: ["vulnerability"], makeDefault: true })
@@ -76,14 +82,6 @@ Hooks.once("init", function () {
// Dice system configuration
CONFIG.Dice.rolls.push(documents.LethalFantasyRoll)
game.settings.register("lethalFantasy", "worldKey", {
name: "Unique world key",
scope: "world",
config: false,
type: String,
default: "",
})
// Activate socket handler
game.socket.on(`system.${SYSTEM.id}`, LethalFantasyUtils.handleSocketEvent)
@@ -113,10 +111,6 @@ Hooks.once("ready", function () {
// Initialiser la table des résultats D30
documents.D30Roll.initialize()
if (!SYSTEM.DEV_MODE) {
registerWorldCount("lethalFantasy")
}
// Saignement piloté par le combat tracker
_registerBleedingHooks()
@@ -333,7 +327,7 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
? (rollTargetData?._id || rollTargetData?.id)
: (rollTargetData?.weapon?.id || rollTargetData?.weapon?._id)
const attackRollKey = rollTargetData?.rollKey
console.log(`[LF] request-defense-btn | attackRollType=${attackRollType} defender=${defenderName} defenderType=${combatant.actor?.type}`)
log(`[LF] request-defense-btn | attackRollType=${attackRollType} defender=${defenderName} defenderType=${combatant.actor?.type}`)
const attackD30result = message.rolls[0]?.options?.D30result || null
const attackD30message = message.rolls[0]?.options?.D30message || null
const attackDiceResults = message.rolls[0]?.options?.diceResults || null
@@ -552,7 +546,7 @@ Hooks.on("preCreateChatMessage", (message) => {
[`flags.${SYSTEM.id}.attackData`]: game.lethalFantasy.nextDefenseData
})
console.log("Added attack data to defense message:", game.lethalFantasy.nextDefenseData)
log("Added attack data to defense message:", game.lethalFantasy.nextDefenseData)
// Nettoyer
delete game.lethalFantasy.nextDefenseData
@@ -563,7 +557,7 @@ Hooks.on("preCreateChatMessage", (message) => {
Hooks.on("createChatMessage", async (message) => {
const rollType = message.rolls[0]?.options?.rollType
console.log("Defense hook checking message, rollType:", rollType)
log("Defense hook checking message, rollType:", rollType)
// Vérifier si c'est un message de défense
if (rollType !== "weapon-defense" && rollType !== "monster-defense" && rollType !== "save") return
@@ -571,10 +565,10 @@ Hooks.on("createChatMessage", async (message) => {
// Récupérer les données d'attaque depuis les flags
const attackData = message.flags?.[SYSTEM.id]?.attackData
console.log("Defense message confirmed, attackData:", attackData)
log("Defense message confirmed, attackData:", attackData)
if (!attackData) {
console.log("No attack data found in message flags")
log("No attack data found in message flags")
return
}
@@ -596,7 +590,7 @@ Hooks.on("createChatMessage", async (message) => {
let defenseRoll = message.rolls[0]?.options?.rollTotal || message.rolls[0]?.total || 0
const defenseD30message = message.rolls[0]?.options?.D30message || null
console.log("Processing defense:", { attackRoll, defenseRoll, attackerId, defenderId })
log("Processing defense:", { attackRoll, defenseRoll, attackerId, defenderId })
// Attendre l'animation 3D
if (game?.dice3d) {
@@ -633,6 +627,10 @@ Hooks.on("createChatMessage", async (message) => {
})
}
// Detect cross-client scenario: attacker has an active non-GM owner on another client
const attackerHasNonGMOwner = attacker && game.users.some(u => u.active && !u.isGM && attacker.testUserPermission(u, "OWNER"))
const attackerIsCrossClient = attackerHasNonGMOwner && !isPrimaryController(attacker)
// Reaction phase — both sides may use grit/luck/shield/mulligan before the outcome is resolved.
// After a mulligan reroll (either side), the comparison restarts so both sides can react to the new numbers.
let defenderHandledBonus = false
@@ -663,7 +661,7 @@ Hooks.on("createChatMessage", async (message) => {
attackerHandledBonus = false
// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
if (defenseD30message && !defenseD30Processed && isPrimaryController(defender)) {
if (defenseD30message && !defenseD30Processed && isPrimaryController(defender) && !attackerIsCrossClient) {
const d30Result = await LethalFantasyUtils.processD30BonusDice(defenseD30message, "defense", null, defender, true)
if (d30Result.modifier) {
defenseRoll += d30Result.modifier
@@ -694,7 +692,9 @@ Hooks.on("createChatMessage", async (message) => {
}
// ── Defense reaction loop ──────────────────────────────────────────────
if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle) {
// Skip when attacker is cross-client — the socket handler (handleAttackBoosted)
// will show the defense dialog and create the comparison message.
if (defender && defenseRoll < attackRollFinal && isPrimaryController(defender) && !isSpellOrMiracle && !attackerIsCrossClient) {
while (defenseRoll < attackRollFinal) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
@@ -1003,44 +1003,56 @@ Hooks.on("createChatMessage", async (message) => {
}
}
// If attacker boosted past defense, let the defender react
if (attackerHandledBonus && defenseRoll < attackRollFinal && defender) {
// Cross-client coordination: delegate the remaining reaction + message
// to the defender's controller via socket. Only the attacker's owning
// client sends — preventing duplicate emissions from other clients.
if (defender && isPrimaryController(attacker)) {
const defenderOwner = game.users.find(u => u.active && !u.isGM && defender.testUserPermission(u, "OWNER"))
|| game.users.find(u => u.active && u.isGM)
if (defenderOwner && defenderOwner.id !== game.user.id) {
// Cross-client: send socket to defender's client
const sData = LethalFantasyUtils.getShieldReactionData(defender)
game.socket.emit(`system.${SYSTEM.id}`, {
type: "attackBoosted",
userId: defenderOwner.id,
attackerName, attackerId, defenderName, defenderId, defenderTokenId,
attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
attackerHandledBonus, attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
shieldDamageReduction: shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0,
d30Bleed: d30Bleed ? "true" : "",
d30DamageMultiplier, d30DrMultiplier,
damageTier: damageTier || "standard",
attackD30message,
defenseD30message,
hasShield: !!sData,
shieldLabel: sData?.label || "",
shieldFormula: sData?.formula || "",
shieldDr: sData?.damageReduction || 0,
canAdHocShield: !sData,
})
return // Comparison message created by defender's client
return
}
// Same client: restart for defender loop if attacker boosted past defense
if (defenseRoll < attackRollFinal && attackerHandledBonus) {
mulliganRestart = true
}
// Single-client (GM controls both): restart so defender loop can run
mulliganRestart = true
}
} while (mulliganRestart)
const shieldDamageReduction = shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0
const outcome = shieldBlocked ? "shielded-hit" : (attackRollFinal > defenseRoll ? "hit" : "miss")
// Créer le message de comparaison - uniquement par le client qui a géré le dernier bonus
// Priorité: attaquant si il a géré le bonus, sinon défenseur si il a géré le bonus, sinon défenseur
const shouldCreateMessage = attackerHandledBonus || (!attackerHandledBonus && defenderHandledBonus) || (!attackerHandledBonus && !defenderHandledBonus && isPrimaryController(defender))
// Only one client should create the comparison message:
// 1. Attacker boosted → attacker's client creates (or socket handler for cross-client)
// 2. Defender boosted → defender's client creates
// 3. Nobody boosted → attacker's client (preferred) or defender's client (fallback if same-client)
const shouldCreateMessage = attackerHandledBonus
|| (!attackerHandledBonus && defenderHandledBonus)
|| (!attackerHandledBonus && !defenderHandledBonus && (
(isPrimaryController(defender) && !attackerIsCrossClient)
|| isPrimaryController(attacker)
))
if (shouldCreateMessage) {
console.log("Creating comparison message", { attackerHandledBonus, defenderHandledBonus, isDefenderOwner: defender.isOwner })
log("Creating comparison message", { attackerHandledBonus, defenderHandledBonus, isDefenderOwner: defender.isOwner })
await LethalFantasyUtils.compareAttackDefense({
attackerName,
@@ -1062,7 +1074,7 @@ Hooks.on("createChatMessage", async (message) => {
attackD30message
})
} else {
console.log("Skipping message creation", { attackerHandledBonus, defenderHandledBonus })
log("Skipping message creation", { attackerHandledBonus, defenderHandledBonus })
}
})
@@ -1143,7 +1155,7 @@ Hooks.on("createChatMessage", async (message) => {
const defenderId = message.rolls[0]?.options?.defenderId
const isDamage = message.rolls[0]?.options?.rollData?.isDamage
console.log("Auto-damage hook:", { defenderId, isDamage, rollType: message.rolls[0]?.options?.rollType })
log("Auto-damage hook:", { defenderId, isDamage, rollType: message.rolls[0]?.options?.rollType })
if (!defenderId || !isDamage) return
@@ -1168,11 +1180,11 @@ Hooks.on("createChatMessage", async (message) => {
}
if (!shouldApplyDamage) {
console.log("Auto-damage hook: Not responsible for applying damage, skipping")
log("Auto-damage hook: Not responsible for applying damage, skipping")
return
}
console.log("Auto-damage hook: Applying damage as responsible user")
log("Auto-damage hook: Applying damage as responsible user")
// Attendre l'animation 3D avant d'appliquer les dégâts
if (game?.dice3d) {
@@ -1383,16 +1395,4 @@ Hooks.on("hotbarDrop", (bar, data, slot) => {
*/
Hooks.on("renderChatLog", (_chatLog, html) => applications.injectDiceTray(_chatLog, html))
/**
* Register world usage statistics
* @param {string} registerKey
*/
async function registerWorldCount(registerKey) {
if (game.user.isGM) {
try {
ClassCounter.registerUsageCount(game.system.id, {})
} catch {
console.log("No usage log ")
}
}
}
+13 -41
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@@ -24,30 +24,29 @@ export class LethalFantasyCombatTracker extends foundry.applications.sidebar.tab
async _prepareContext(options) {
let data = await super._prepareContext(options);
console?.log("Combat Tracker Data", data);
log("Combat Tracker Data", data);
/*for (let u of data.turns) {
let c = game.combat.combatants.get(u.id);
u.progressionCount = c.system.progressionCount
u.isMonster = c.actor.type === "monster"
}
console.log("Combat Data", data);*/
log("Combat Data", data);*/
return data;
}
static #initiativePlus(ev) {
static async #initiativePlus(ev) {
ev.preventDefault();
let cId = ev.target.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative + 1 });
console.log("Initiative Plus");
await c.update({ 'initiative': c.initiative + 1 });
}
static #initiativeMinus(ev) {
static async #initiativeMinus(ev) {
ev.preventDefault();
let cId = ev.target.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
let newInit = Math.max(c.initiative - 1, 0);
c.update({ 'initiative': newInit });
await c.update({ 'initiative': newInit });
}
/**
@@ -58,33 +57,6 @@ export class LethalFantasyCombatTracker extends foundry.applications.sidebar.tab
ev.preventDefault();
await game.combat.rollMonsterProgression();
}
activateListeners(html) {
super.activateListeners(html);
// Display Combat settings
html.find(".initiative-plus").click(ev => {
ev.preventDefault();
let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative + 1 });
});
html.find(".initiative-minus").click(ev => {
ev.preventDefault();
let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative - 1 });
console.log("Initiative Minus");
});
}
/* -------------------------------------------- */
static get defaultOptions() {
let path = "systems/fvtt-lethal-fantasy/templates/combat-tracker.hbs";
return foundry.utils.mergeObject(super.defaultOptions, {
template: path,
});
}
}
export class LethalFantasyCombat extends Combat {
@@ -94,7 +66,7 @@ export class LethalFantasyCombat extends Combat {
* @returns {Combatant[]}
*/
setupTurns() {
console?.log("Setup Turns....");
log("Setup Turns....");
this.turns ||= [];
// Determine the turn order and the current turn
@@ -164,19 +136,19 @@ export class LethalFantasyCombat extends Combat {
}
}
resetProgression(cId) {
async resetProgression(cId) {
let c = this.combatants.get(cId);
c.update({ 'system.progressionCount': 0 });
await c.update({ 'system.progressionCount': 0 });
}
setCasting(cId) {
async setCasting(cId) {
let c = this.combatants.get(cId);
c.setFlag(SYSTEM.id, "casting", true);
await c.setFlag(SYSTEM.id, "casting", true);
}
resetCasting(cId) {
async resetCasting(cId) {
let c = this.combatants.get(cId);
c.setFlag(SYSTEM.id, "casting", false);
await c.setFlag(SYSTEM.id, "casting", false);
}
isCasting(cId) {
@@ -78,7 +78,6 @@ export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(
/** @override */
_onRender(context, options) {
this.#dragDrop.forEach((d) => d.bind(this.element))
// Add listeners to rollable elements
const rollables = this.element.querySelectorAll(".rollable")
rollables.forEach((d) => d.addEventListener("click", this._onRoll.bind(this)))
}
@@ -234,12 +233,12 @@ export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}
const fp = new FilePicker({
const fp = new foundry.applications.ux.FilePicker.implementation({
current,
type: "image",
redirectToRoot: img ? [img] : [],
callback: (path) => {
this.document.update({ [attr]: path })
callback: async (path) => {
await this.document.update({ [attr]: path })
},
top: this.position.top + 40,
left: this.position.left + 10,
@@ -261,7 +260,7 @@ export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(
item = await fromUuid(uuid)
if (!item) item = this.document.items.get(id)
if (!item) return
item.sheet.render(true)
item.sheet.render({ force: true })
}
/**
@@ -284,8 +283,8 @@ export default class LethalFantasyActorSheet extends HandlebarsApplicationMixin(
* @private
* @static
*/
static #onCreateSpell(event, target) {
const item = this.document.createEmbeddedDocuments("Item", [{ name: "Nouveau sortilège", type: "spell" }])
static async #onCreateSpell(event, target) {
await this.document.createEmbeddedDocuments("Item", [{ name: "Nouveau sortilège", type: "spell" }])
}
// #endregion
@@ -177,12 +177,12 @@ export default class LethalFantasyItemSheet extends HandlebarsApplicationMixin(f
const attr = target.dataset.edit
const current = foundry.utils.getProperty(this.document, attr)
const { img } = this.document.constructor.getDefaultArtwork?.(this.document.toObject()) ?? {}
const fp = new FilePicker({
const fp = new foundry.applications.ux.FilePicker.implementation({
current,
type: "image",
redirectToRoot: img ? [img] : [],
callback: (path) => {
this.document.update({ [attr]: path })
callback: async (path) => {
await this.document.update({ [attr]: path })
},
top: this.position.top + 40,
left: this.position.left + 10,
+16 -17
View File
@@ -180,44 +180,44 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
await this.document.system.rollInitiative()
}
static #onArmorHitPointsPlus(event, target) {
static async #onArmorHitPointsPlus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints
armorHP += 1
this.actor.update({ "system.combat.armorHitPoints": armorHP })
await this.actor.update({ "system.combat.armorHitPoints": armorHP })
}
static #onArmorHitPointsMinus(event, target) {
static async #onArmorHitPointsMinus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints
armorHP -= 1
this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
await this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
}
static #onDivinityPointsPlus(event, target) {
static async #onDivinityPointsPlus(event, target) {
let points = this.actor.system.divinityPoints.value
points += 1
points = Math.min(points, this.actor.system.divinityPoints.max)
this.actor.update({ "system.divinityPoints.value": points })
await this.actor.update({ "system.divinityPoints.value": points })
}
static #onDivinityPointsMinus(event, target) {
static async #onDivinityPointsMinus(event, target) {
let points = this.actor.system.divinityPoints.value
points -= 1
points = Math.max(points, 0)
this.actor.update({ "system.divinityPoints.value": points })
await this.actor.update({ "system.divinityPoints.value": points })
}
static #onAetherPointsPlus(event, target) {
static async #onAetherPointsPlus(event, target) {
let points = this.actor.system.aetherPoints.value
points += 1
points = Math.min(points, this.actor.system.aetherPoints.max)
this.actor.update({ "system.aetherPoints.value": points })
await this.actor.update({ "system.aetherPoints.value": points })
}
static #onAetherPointsMinus(event, target) {
static async #onAetherPointsMinus(event, target) {
let points = this.actor.system.aetherPoints.value
points -= 1
points = Math.max(points, 0)
this.actor.update({ "system.aetherPoints.value": points })
await this.actor.update({ "system.aetherPoints.value": points })
}
/**
@@ -293,10 +293,9 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
}
_onRender(context, options) {
// Inputs with class `item-quantity`
const woundDescription = this.element.querySelectorAll('.wound-data')
for (const input of woundDescription) {
input.addEventListener("change", (e) => {
input.addEventListener("change", async (e) => {
e.preventDefault();
e.stopImmediatePropagation();
const newValue = e.currentTarget.value
@@ -304,11 +303,11 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
const fieldName = e.currentTarget.dataset.name
let tab = foundry.utils.duplicate(this.actor.system.hp.wounds)
tab[index][fieldName] = newValue
console.log(tab, index, fieldName, newValue)
this.actor.update({ "system.hp.wounds": tab });
log(tab, index, fieldName, newValue)
await this.actor.update({ "system.hp.wounds": tab });
})
}
super._onRender();
super._onRender(context, options);
}
+1 -1
View File
@@ -91,7 +91,7 @@ export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
*/
async _onDrop(event) {
if (!this.isEditable || !this.isEditMode) return
const data = TextEditor.getDragEventData(event)
const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
// Handle different data types
switch (data.type) {
+1 -1
View File
@@ -429,7 +429,7 @@
"melee_attack": {
"type": "flurry",
"condition": "hit_or_miss",
"description": "Flurry Attack or Hit to Miss"
"description": "Flurry Attack on Hit or Miss"
},
"ranged_attack": {
"type": "double_damage_dice",
+2 -2
View File
@@ -72,7 +72,7 @@ export default class LethalFantasyActor extends Actor {
/* *************************************************/
async applyDamage(hpLoss) {
let hp = this.system.hp.value + hpLoss
this.update({ "system.hp.value": hp })
await this.update({ "system.hp.value": hp })
}
/* *************************************************/
@@ -163,7 +163,7 @@ export default class LethalFantasyActor extends Actor {
/* *************************************************/
async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0, d30Effects = {}) {
console.log("Preparing roll", rollType, rollKey, rollDice, defenderId)
log("Preparing roll", rollType, rollKey, rollDice, defenderId)
let rollTarget
switch (rollType) {
case "granted":
+3 -1
View File
@@ -1,3 +1,5 @@
import { log } from "../utils.mjs"
/**
* Classe pour gérer les résultats du D30 dans Lethal Fantasy
*/
@@ -41,7 +43,7 @@ export default class D30Roll {
this.resultsTable = data.d30_dice_results
this.definitions = data.definitions
console.log("D30Roll | D30 results table loaded successfully")
log("D30Roll | D30 results table loaded successfully")
} catch (error) {
console.error("D30Roll | Error loading D30 table:", error)
ui.notifications.error("Unable to load D30 results table")
+22 -22
View File
@@ -392,7 +392,7 @@ export default class LethalFantasyRoll extends Roll {
{
label: label,
callback: (event, button, dialog) => {
console.log("Roll context", event, button, dialog)
log("Roll context", event, button, dialog)
let position = dialog?.position
game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(position))
const output = Array.from(button.form.elements).reduce((obj, input) => {
@@ -435,7 +435,7 @@ export default class LethalFantasyRoll extends Roll {
// If the user cancels the dialog, exit
if (rollContext === null) return
console.log("rollContext", rollContext, hasGrantedDice)
log("rollContext", rollContext, hasGrantedDice)
rollContext.saveSpell = saveSpell // Update fucking flag
let fullModifier = 0
@@ -552,7 +552,7 @@ export default class LethalFantasyRoll extends Roll {
if (rollContext.favor === "favor") {
rollFavor = new this(baseFormula, options.data, rollData)
await rollFavor.evaluate()
console.log("Rolling with favor", rollFavor)
log("Rolling with favor", rollFavor)
if (game?.dice3d) {
game.dice3d.showForRoll(rollFavor, game.user, true)
}
@@ -861,12 +861,12 @@ export default class LethalFantasyRoll extends Roll {
rejectClose: false // Click on Close button will not launch an error
})
console.log("RollContext", dialogContext, rollContext)
log("RollContext", dialogContext, rollContext)
// If action is cancelled, exit
if (rollContext === null || rollContext === "cancel") {
await combatant.setFlag(SYSTEM.id, "currentAction", "")
let message = `${combatant.name} : Other action, progression reset`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
return
}
@@ -924,7 +924,7 @@ export default class LethalFantasyRoll extends Roll {
// Set the flag on the combatant
await combatant.setFlag(SYSTEM.id, "currentAction", actionItem)
let message = `${combatant.name} action : ${selectedItem.name}, start rolling progression dice or casting time`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
rollContext = (actionItem.type === "weapon") ? "rollProgressionDice" : "rollLethargyDice" // Set the roll context to rollProgressionDice
currentAction = actionItem
}
@@ -935,14 +935,14 @@ export default class LethalFantasyRoll extends Roll {
let time = currentAction.type === "spell" ? currentAction.system.castingTime : currentAction.system.prayerTime
if (currentAction.castingTime < time) {
let message = `Casting time : ${currentAction.name}, count : ${currentAction.castingTime}/${time}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
return
} else {
// 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 }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime = 1
currentAction.spellStatus = "toBeCasted"
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
@@ -982,7 +982,7 @@ export default class LethalFantasyRoll extends Roll {
isLethargy: true
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
// Update the combatant progression count
await combatant.setFlag(SYSTEM.id, "currentAction", "")
// Display the action selection window again
@@ -1002,7 +1002,7 @@ export default class LethalFantasyRoll extends Roll {
isLethargy: true
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
}
}
}
@@ -1014,18 +1014,18 @@ export default class LethalFantasyRoll extends Roll {
let split = toSplit.split("+")
currentAction.rangedLoad = Number(split[0]) || 0
formula = split[1]
console.log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
}
// Range weapon loading
if (!currentAction.weaponLoaded && currentAction.rangedLoad) {
if (currentAction.progressionCount < currentAction.rangedLoad) {
let message = `Ranged weapon ${currentAction.name} is loading, loading count : ${currentAction.progressionCount}/${currentAction.rangedLoad}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.progressionCount += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
} else {
let message = `Ranged weapon ${currentAction.name} is loaded !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.weaponLoaded = true
currentAction.progressionCount = 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
@@ -1057,13 +1057,13 @@ export default class LethalFantasyRoll extends Roll {
rollResult: roll.total
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await combatant.setFlag(SYSTEM.id, "currentAction", "")
combatant.actor.prepareRoll(currentAction.type === "weapon" ? "weapon-attack" : "spell-attack", currentAction._id)
} else {
// Notify that the player cannot act now with a chat message
currentAction.progressionCount += 1
combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
const messageContent = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
{
@@ -1074,7 +1074,7 @@ export default class LethalFantasyRoll extends Roll {
progressionCount: currentAction.progressionCount
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
}
}
}
@@ -1130,7 +1130,7 @@ export default class LethalFantasyRoll extends Roll {
// If the user cancels the dialog, exit
if (rollContext === null) return
console.log("RollContext", rollContext)
log("RollContext", rollContext)
// Add disfavor/favor option if point blank range
if (rollContext.range === "pointblank") {
rollContext.movement = rollContext.movement.replace("kh", "")
@@ -1426,7 +1426,7 @@ export default class LethalFantasyRoll extends Roll {
/** @override */
async render(chatOptions = {}) {
let chatData = await this._getChatCardData(chatOptions.isPrivate)
console.log("ChatData", chatData)
log("ChatData", chatData)
return await foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
}
@@ -1464,15 +1464,15 @@ export default class LethalFantasyRoll extends Roll {
// Récupérer les informations de l'arme pour les attaques réussies
let weaponDamageOptions = null
console.log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
if (this.type === "weapon-attack" && this.rollTarget?.weapon) {
const weapon = this.rollTarget.weapon
weaponDamageOptions = {
weaponId: weapon._id || weapon.id,
weaponId: weapon.id,
weaponName: weapon.name,
damageM: weapon.system?.damage?.damageM
}
console.log("Weapon damage options:", weaponDamageOptions)
log("Weapon damage options:", weaponDamageOptions)
} else if (this.type === "monster-attack" && this.rollTarget) {
weaponDamageOptions = {
weaponId: this.rollTarget.rollKey,
@@ -1481,7 +1481,7 @@ export default class LethalFantasyRoll extends Roll {
damageModifier: this.rollTarget.damageModifier,
isMonster: true
}
console.log("Monster damage options:", weaponDamageOptions)
log("Monster damage options:", weaponDamageOptions)
}
const cardData = {
+5 -5
View File
@@ -32,20 +32,20 @@ export class Macros {
dropData.rollType === "save"
? `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}', '=');`
: `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}');`
const rollName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${game.i18n.localize(`TENEBRIS.Manager.${dropData.rollTarget}`)}`
const rollName = `${game.i18n.localize("LETHALFANTASY.Label.jet")} ${game.i18n.localize(`LETHALFANTASY.Label.${dropData.rollTarget}`)}`
this.createMacro(slot, rollName, rollCommand, "icons/svg/d20-grey.svg")
break
case "rollDamage":
const weapon = game.actors.get(dropData.actorId).items.get(dropData.rollTarget)
const rollDamageCommand = `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollType}', '${dropData.rollTarget}');`
const rollDamageName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${weapon.name}`
const rollDamageName = `${game.i18n.localize("LETHALFANTASY.Label.jet")} ${weapon.name}`
this.createMacro(slot, rollDamageName, rollDamageCommand, weapon.img)
break
case "rollAttack":
const rollAttackCommand = `game.actors.get('${dropData.actorId}').system.roll('${dropData.rollValue}', '${dropData.rollTarget}');`
const rollAttackName = `${game.i18n.localize("TENEBRIS.Label.jet")} ${dropData.rollTarget}`
const rollAttackName = `${game.i18n.localize("LETHALFANTASY.Label.jet")} ${dropData.rollTarget}`
this.createMacro(slot, rollAttackName, rollAttackCommand, "icons/svg/d20-grey.svg")
break
@@ -57,7 +57,7 @@ export class Macros {
/**
* Create a macro
* All macros are flaged with a tenebris.macro flag at true
* All macros are flaged with a lethalFantasy.macro flag at true
* @param {*} slot
* @param {*} name
* @param {*} command
@@ -72,7 +72,7 @@ export class Macros {
type: "script",
img: img,
command: command,
flags: { "tenebris.macro": true },
flags: { "lethalFantasy.macro": true },
},
{ displaySheet: false },
)
+3 -3
View File
@@ -383,7 +383,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
rollResult: roll.total
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
let token = combatant?.token
this.prepareMonsterRoll("monster-attack", key, undefined, token?.id)
if (token?.object) {
@@ -407,7 +407,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
rollResult: roll.total
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
let token = combatant?.token
this.prepareMonsterRoll("monster-attack-hth", key, undefined, token?.id)
if (token?.object) {
@@ -426,7 +426,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
rollResult: roll.total
}
)
ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
}
}
+3 -2
View File
@@ -1,6 +1,7 @@
import { SYSTEM } from "../config/system.mjs"
import { WEAPON_TYPE } from "../config/weapon.mjs"
export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
export default class LethalFantasyWeapon extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
@@ -62,7 +63,7 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
static LOCALIZATION_PREFIXES = ["LETHALFANTASY.Weapon"]
get weaponCategory() {
return game.i18n.localize(CATEGORY[this.weaponType].label)
return game.i18n.localize(WEAPON_TYPE[this.weaponType] || this.weaponType)
}
}
+184 -150
View File
@@ -1,8 +1,9 @@
import { SYSTEM } from "./config/system.mjs"
// Map temporaire pour stocker les données d'attaque en attente de défense
if (!globalThis.pendingDefenses) {
globalThis.pendingDefenses = new Map()
export function log(...args) {
if (game?.settings?.get(game.system.id, "debug")) {
console.log(...args)
}
}
export default class LethalFantasyUtils {
@@ -28,6 +29,7 @@ export default class LethalFantasyUtils {
static setHookListeners() {
Hooks.on('renderTokenHUD', async (hud, html, token) => {
if (html.querySelector(".lethal-hp-loss-hud")) return
// HP Loss Button (existing)
const lossHPButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/loss-hp-hud.hbs', {})
$(html).find('div.left').append(lossHPButton);
@@ -50,14 +52,14 @@ export default class LethalFantasyUtils {
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
}
})
$(html).find('.loss-hp-hud-click').click((event) => {
$(html).find('.loss-hp-hud-click').click(async (event) => {
event.preventDefault();
let hpLoss = event.currentTarget.dataset.hpValue;
if (token) {
let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
console.log(tokenFull, token)
let tokenFull = canvas.tokens.placeables.find(t => t.id === token.id);
log(tokenFull, token)
let actor = tokenFull.actor;
actor.applyDamage(Number(hpLoss));
await actor.applyDamage(Number(hpLoss));
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-active');
@@ -89,14 +91,14 @@ export default class LethalFantasyUtils {
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
}
})
$(html).find('.gain-hp-hud-click').click((event) => {
$(html).find('.gain-hp-hud-click').click(async (event) => {
event.preventDefault();
let hpGain = event.currentTarget.dataset.hpValue;
if (token) {
let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
console.log(tokenFull, token)
let tokenFull = canvas.tokens.placeables.find(t => t.id === token.id);
log(tokenFull, token)
let actor = tokenFull.actor;
actor.applyDamage(Number(hpGain)); // Positive value to add HP
await actor.applyDamage(Number(hpGain)); // Positive value to add HP
$(html).find('.hp-gain-wrap')[0].classList.remove('hp-gain-hud-active');
$(html).find('.hp-gain-wrap')[0].classList.add('hp-gain-hud-disabled');
$(html).find('.hp-gain-wrap')[1].classList.remove('hp-gain-hud-active');
@@ -120,16 +122,16 @@ export default class LethalFantasyUtils {
wrap.classList.add('luck-grit-hud-disabled');
}
})
$(html).find('.luck-grit-btn').click((event) => {
$(html).find('.luck-grit-btn').click(async (event) => {
event.preventDefault();
if (token) {
let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
let tokenFull = canvas.tokens.placeables.find(t => t.id === token.id);
let actor = tokenFull.actor;
const resource = event.currentTarget.dataset.resource;
const amount = Number(event.currentTarget.dataset.amount);
const current = Number(foundry.utils.getProperty(actor.system, `${resource}.current`)) || 0;
const newValue = Math.max(0, current + amount);
actor.update({ [`system.${resource}.current`]: newValue });
await actor.update({ [`system.${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');
}
@@ -138,8 +140,8 @@ export default class LethalFantasyUtils {
}
/* -------------------------------------------- */
static handleSocketEvent(msg = {}) {
console.log(`handleSocketEvent !`, msg)
static async handleSocketEvent(msg = {}) {
log(`handleSocketEvent !`, msg)
let actor
switch (msg.type) {
case "applyDamage":
@@ -149,18 +151,18 @@ export default class LethalFantasyUtils {
? canvas.tokens?.placeables?.find(t => t.id === msg.tokenId)?.actor
: (game.combat?.combatants?.find(c => c.actorId === msg.actorId)?.actor
?? game.actors.get(msg.actorId))
if (actor) actor.applyDamage(msg.damage)
if (actor) await actor.applyDamage(msg.damage)
}
break
case "rollInitiative":
if (msg.userId && msg.userId !== game.user.id) break
actor = game.actors.get(msg.actorId)
actor.system.rollInitiative(msg.combatId, msg.combatantId)
await actor.system.rollInitiative(msg.combatId, msg.combatantId)
break
case "rollProgressionDice":
if (msg.userId && msg.userId !== game.user.id) break
actor = game.actors.get(msg.actorId)
actor.system.rollProgressionDice(msg.combatId, msg.combatantId, msg.rollProgressionCount)
await actor.system.rollProgressionDice(msg.combatId, msg.combatantId, msg.rollProgressionCount)
break
case "requestDefense":
// Vérifier si le message est destiné à cet utilisateur
@@ -184,7 +186,7 @@ export default class LethalFantasyUtils {
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 })
await actor.update({ "system.hp.wounds": wounds })
}
}
}
@@ -235,10 +237,10 @@ export default class LethalFantasyUtils {
static async handleAttackBoosted(msg) {
const {
attackerName, attackerId, defenderName, defenderId, defenderTokenId,
attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
attackerHandledBonus, attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
shieldDamageReduction: initialShieldDR,
d30Bleed, d30DamageMultiplier, d30DrMultiplier,
damageTier, attackD30message,
damageTier, attackD30message, defenseD30message,
hasShield, shieldLabel, shieldFormula, shieldDr, canAdHocShield
} = msg
@@ -251,138 +253,177 @@ export default class LethalFantasyUtils {
let canShieldReact = hasShield
let canAdHoc = canAdHocShield
// Show the defense reaction dialog
if (defender && updatedDefenseRoll < attackRollFinal) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
const buttons = []
if (currentGrit > 0) {
buttons.push({
action: "grit",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
let defenseDrMultiplier = null
if (defenseD30message && defender) {
const d30Result = await LethalFantasyUtils.processD30BonusDice(defenseD30message, "defense", null, defender, true)
if (d30Result.modifier) {
updatedDefenseRoll += d30Result.modifier
if (d30Result.modifier > 0) {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> gains <strong>+${d30Result.modifier}</strong> from D30 bonus die for defense.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
}
if (d30Result.specialEffect === "auto") {
updatedDefenseRoll = attackRollFinal + 1
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> uses <strong>${d30Result.specialName || "Special Defense"}</strong> from D30 — defense automatically succeeds!</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
if (currentLuck > 0) {
buttons.push({
action: "luck",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
if (d30Result.specialEffect === "flag") {
await ChatMessage.create({
content: `<p>D30 — <strong>${d30Result.specialName || "Special Effect"}</strong> triggered for ${defenderName}!</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
buttons.push({
action: "bonusDie",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canShieldReact) {
buttons.push({
action: "shieldReact",
label: `Roll shield (${shieldLabel})`,
icon: "fa-solid fa-shield",
callback: () => "shieldReact"
})
} else if (canAdHoc) {
buttons.push({
action: "adHocShield",
label: "Roll ad-hoc shield (choose dice + DR)",
icon: "fa-solid fa-shield-halved",
callback: () => "adHocShield"
if (d30Result.specialEffect === "drMultiplier") {
defenseDrMultiplier = d30Result.multiplier
await ChatMessage.create({
content: `<p>D30 — Defense grants <strong>x${d30Result.multiplier} DR</strong> (choose which DR types to multiply when damage is applied)</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
}
buttons.push({
action: "continue",
label: "Continue (no defense bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
// Show the defense reaction dialog — while-loop for multiple reactions
if (defender) {
while (updatedDefenseRoll < attackRollFinal) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
const buttons = []
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense reactions — attack boosted" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<p><strong>${attackerName}</strong> boosted attack to <strong>${attackRollFinal}</strong></p>
<p><strong>${defenderName}</strong> currently has <strong>${updatedDefenseRoll}</strong></p>
if (currentGrit > 0) {
buttons.push({
action: "grit",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
}
if (currentLuck > 0) {
buttons.push({
action: "luck",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
})
}
buttons.push({
action: "bonusDie",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canShieldReact) {
buttons.push({
action: "shieldReact",
label: `Roll shield (${shieldLabel})`,
icon: "fa-solid fa-shield",
callback: () => "shieldReact"
})
} else if (canAdHoc) {
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 — attack boosted" },
classes: ["lethalfantasy"],
content: `
<div class="grit-luck-dialog">
<div class="combat-status">
<p><strong>${attackerName}</strong> boosted attack to <strong>${attackRollFinal}</strong></p>
<p><strong>${defenderName}</strong> currently has <strong>${updatedDefenseRoll}</strong></p>
</div>
<p class="offer-text">The attack was boosted! Choose how to improve the defense.</p>
</div>
<p class="offer-text">The attack was boosted! Choose how to improve the defense.</p>
</div>
`,
buttons,
rejectClose: false
})
`,
buttons,
rejectClose: false
})
if (choice === "grit") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.grit.current": currentGrit - 1 })
} else if (choice === "luck") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.luck.current": currentLuck - 1 })
} else if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", updatedDefenseRoll, attackRollFinal)
if (bonusDie) {
const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender,
(total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
if (!choice || choice === "continue") break
if (choice === "grit") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
}
} else if (choice === "shieldReact" && canShieldReact) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
const newDefenseTotal = updatedDefenseRoll + shieldBonus
updatedDefenseRoll = newDefenseTotal
canShieldReact = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldDr}</strong> will apply to damage.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
} else {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
} else if (choice === "adHocShield" && canAdHoc) {
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
if (adHoc) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
await defender.update({ "system.grit.current": currentGrit - 1 })
} else if (choice === "luck") {
const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.luck.current": currentLuck - 1 })
} else if (choice === "bonusDie") {
const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", updatedDefenseRoll, attackRollFinal)
if (bonusDie) {
const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender,
(total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
updatedDefenseRoll += bonusRoll
}
} else if (choice === "shieldReact" && canShieldReact) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
const newDefenseTotal = updatedDefenseRoll + shieldBonus
updatedDefenseRoll = newDefenseTotal
canShieldReact = false
canAdHoc = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = { damageReduction: adHoc.damageReduction, label: `${adHoc.formula.toUpperCase()} shield`, bonus: shieldBonus }
shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`,
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldDr}</strong> will apply to damage.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
} else {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
} else if (choice === "adHocShield" && canAdHoc) {
const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
if (adHoc) {
const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
const newDefenseTotal = updatedDefenseRoll + shieldBonus
updatedDefenseRoll = newDefenseTotal
canShieldReact = false
canAdHoc = false
if (newDefenseTotal >= attackRollFinal) {
shieldBlocked = true
shieldReaction = { damageReduction: adHoc.damageReduction, label: `${adHoc.formula.toUpperCase()} shield`, bonus: shieldBonus }
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal}${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
} else {
await ChatMessage.create({
content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
}
}
}
}
const finalShieldDR = shieldBlocked ? (shieldReaction?.damageReduction || 0) : 0
const outcome = shieldBlocked ? "shielded-hit" : (updatedDefenseRoll > attackRollFinal ? "miss" : "hit")
const outcome = shieldBlocked ? "shielded-hit" : (updatedDefenseRoll >= attackRollFinal ? "miss" : "hit")
await LethalFantasyUtils.compareAttackDefense({
attackerName,
@@ -399,7 +440,7 @@ export default class LethalFantasyUtils {
shieldDamageReduction: finalShieldDR,
d30Bleed: d30Bleed || "",
d30DamageMultiplier: d30DamageMultiplier || 1,
d30DrMultiplier: d30DrMultiplier || 1,
d30DrMultiplier: (d30DrMultiplier != null && d30DrMultiplier !== 1) ? d30DrMultiplier : (defenseDrMultiplier ?? d30DrMultiplier ?? 1),
damageTier: damageTier || "standard",
attackD30message
})
@@ -458,7 +499,7 @@ export default class LethalFantasyUtils {
const isMonster = defender.type === "monster"
console.log(`[LF] showDefenseRequest | attackRollType=${attackRollType} isMonster=${isMonster} defender=${defender?.name}`)
log(`[LF] showDefenseRequest | attackRollType=${attackRollType} isMonster=${isMonster} defender=${defender?.name}`)
// Spell/miracle attacks use saving throws instead of weapon defense
const isSpellAttack = attackRollType === "spell-attack" || attackRollType === "miracle-attack"
@@ -520,9 +561,9 @@ export default class LethalFantasyUtils {
defenderTokenId
}
if (isMonster) {
defender.system.prepareMonsterRoll("save", result)
await defender.system.prepareMonsterRoll("save", result)
} else {
defender.prepareRoll("save", result)
await defender.prepareRoll("save", result)
}
}
return
@@ -598,7 +639,7 @@ export default class LethalFantasyUtils {
isRanged: msg.isRanged
}
defender.system.prepareMonsterRoll("monster-defense", result)
await defender.system.prepareMonsterRoll("monster-defense", result)
}
return
}
@@ -705,9 +746,9 @@ export default class LethalFantasyUtils {
isRanged: msg.isRanged
}
console.log("Storing defense data for character:", defender.id)
log("Storing defense data for character:", defender.id)
defender.prepareRoll("weapon-defense", result)
await defender.prepareRoll("weapon-defense", result)
}
}
@@ -742,18 +783,11 @@ export default class LethalFantasyUtils {
// ── 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 we can't show dialogs (wrong client), skip — the primary client
// will communicate its choice result via socket. Auto-rolling here
// would give a different modifier on each client, causing divergence.
if (!canDialog) {
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" }
return { modifier: 0, specialEffect: null, specialName: null }
}
const buttons = d30Message.choices.map(c => {
@@ -1253,7 +1287,7 @@ export default class LethalFantasyUtils {
/* -------------------------------------------- */
static async compareAttackDefense(data) {
console.log("compareAttackDefense called with:", data)
log("compareAttackDefense called with:", data)
// Compute D30 effects from the attack D30 message directly.
// This is more reliable than depending on the caller-provided values, which are
@@ -1268,11 +1302,11 @@ export default class LethalFantasyUtils {
const outcome = data.outcome || (data.attackRoll > data.defenseRoll ? "hit" : "miss")
const isAttackWin = outcome !== "miss"
console.log("isAttackWin:", isAttackWin, "attackRoll:", data.attackRoll, "defenseRoll:", data.defenseRoll)
log("isAttackWin:", isAttackWin, "attackRoll:", data.attackRoll, "defenseRoll:", data.defenseRoll)
let damageButton = ""
if (isAttackWin && (data.attackWeaponId || data.attackRollKey)) {
console.log("Creating damage button. defenderId:", data.defenderId)
log("Creating damage button. defenderId:", data.defenderId)
// Déterminer le type de dégâts à lancer
if (data.attackRollType === "weapon-attack") {
damageButton = `
@@ -1353,12 +1387,12 @@ export default class LethalFantasyUtils {
</div>
`
console.log("Creating combat result message...")
log("Creating combat result message...")
await ChatMessage.create({
content: resultMessage,
speaker: { alias: "Combat System" }
})
console.log("Combat result message created!")
log("Combat result message created!")
}
static registerHandlebarsHelpers() {
@@ -1495,7 +1529,7 @@ export default class LethalFantasyUtils {
return eval(expr);
})
Handlebars.registerHelper('isOwnerOrGM', function (actor) {
console.log("Testing actor", actor.isOwner, game.userId)
log("Testing actor", actor.isOwner, game.userId)
return actor.isOwner || game.isGM;
})
Handlebars.registerHelper('upperCase', function (text) {
@@ -1633,7 +1667,7 @@ export default class LethalFantasyUtils {
}
)
ChatMessage.create({
await ChatMessage.create({
user: game.user.id,
speaker: { alias: targetActor.name },
mode: "gm",
+1
View File
@@ -130,6 +130,7 @@
type="checkbox"
name="saveSpellCheck"
data-action="saveSpellCheck"
{{#if saveSpell}}checked{{/if}}
/>
</div>
{{/if}}
+1 -1
View File
@@ -17,7 +17,7 @@
{{formField systemFields.damageType.fields.typeS value=system.damageType.typeS}}
</div>
{{formField systemFields.damage.fields.damageM value=system.damage.damageM label="LETHALFANTASY.Label.damage"}}
{{formField systemFields.damage.fields.damageM value=system.damage.damageM label=(localize "LETHALFANTASY.Label.damage")}}
{{formField systemFields.applyStrengthDamageBonus value=system.applyStrengthDamageBonus localize=true}}
+2
View File
@@ -0,0 +1,2 @@
import { CompendiumsManager } from './CompendiumsManager.mjs';
CompendiumsManager.packToDistDir('packs_src', 'packs-system');
+2
View File
@@ -0,0 +1,2 @@
import { CompendiumsManager } from './CompendiumsManager.mjs';
CompendiumsManager.unpackToSrcDir('packs_src', 'packs-system');