import { SYSTEM } from "../config/system.mjs" import D30Roll from "./d30-roll.mjs" import LethalFantasyUtils from "../utils.mjs" /* ***********************************************************/ export async function promptInitiative(options = {}) { const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)])) const fieldRollMode = new foundry.data.fields.StringField({ choices: rollModes, blank: false, default: "public", }) if (SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]) { options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass] } else { options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS["untrained"] } let dialogContext = { actorClass: options.actorClass, initiativeDiceChoice: options.initiativeDiceChoice, initiativeDice: "1D20", maxInit: options.maxInit, fieldRollMode, rollModes } const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-initiative-dialog.hbs", dialogContext) const label = game.i18n.localize("LETHALFANTASY.Label.initiative") const rollContext = await foundry.applications.api.DialogV2.wait({ window: { title: "Initiative Roll" }, classes: ["lethalfantasy"], content, buttons: [ { action: "initiative", type: "button", label: 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 // Click on Close button will not launch an error }) if (!rollContext) return // When the value is a plain number (e.g. "1" for Declared Ready on Alert), wrapping it in // min(1, maxInit) produces a dice-less formula that FoundryVTT cannot evaluate to a valid // total. Use the constant directly; min() is only needed for actual dice expressions. const isDiceFormula = /[dD]/.test(rollContext.initiativeDice) const formula = isDiceFormula ? `min(${rollContext.initiativeDice}, ${options.maxInit})` : rollContext.initiativeDice let initRoll = new Roll(formula, options.data) await initRoll.evaluate() let msg = await initRoll.toMessage({ flavor: `Initiative for ${options.actorName}` }, { messageMode: rollContext.visibility }) if (game?.dice3d && initRoll.dice?.length) { await game.dice3d.waitFor3DAnimationByMessageID(msg.id) } if (options.combatId && options.combatantId) { let combat = game.combats.get(options.combatId) await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0, [`flags.${SYSTEM.id}.firstActionTaken`]: false }]) } } /* ***********************************************************/ export async function promptCombatAction(options = {}) { const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)])) const fieldRollMode = new foundry.data.fields.StringField({ choices: rollModes, blank: false, default: "public", }) let combatant = game.combats.get(options.combatId)?.combatants?.get(options.combatantId) if (!combatant) { console.error("No combatant found for this combat") return } let currentAction = combatant.getFlag(SYSTEM.id, "currentAction") let position = game.user.getFlag(SYSTEM.id, "combat-action-dialog-pos") || { top: -1, left: -1 } let dialogContext = { progressionDiceId: "", fieldRollMode, rollModes, currentAction, ...options } const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/combat-action-dialog.hbs", dialogContext) 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", type: "button", label: weaponLabel, callback: (event, button) => { let pos = $('#combat-action-dialog').position() game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos) return "rollProgressionDice" }, }) } else if (currentAction.type === "spell" || currentAction.type === "miracle") { let label = "" if (currentAction.spellStatus === "castingTime") { let pos = $('#combat-action-dialog').position() game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos) label = "Wait casting time" } if (currentAction.spellStatus === "toBeCasted") { let pos = $('#combat-action-dialog').position() game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos) label = "Cast spell/miracle" } if (currentAction.spellStatus === "lethargy") { let pos = $('#combat-action-dialog').position() game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos) label = "Roll lethargy dice" } buttons.push({ action: "roll", type: "button", label: label, callback: (event, button) => { let pos = $('#combat-action-dialog').position() game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos)) return "rollLethargyDice" }, }) } } else { buttons.push({ action: "roll", type: "button", label: "Select action", 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) => { if (input.name) obj[input.name] = input.value return obj }, {}) return output }, }, ) } buttons.push({ action: "cancel", type: "button", label: "Other action, not listed here", callback: (event, button) => { let pos = $('#combat-action-dialog').position() game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos)) return null; } }) let rollContext = await foundry.applications.api.DialogV2.wait({ window: { title: "Combat Action Dialog" }, id: "combat-action-dialog", classes: ["lethalfantasy"], position, content, buttons, rejectClose: false // Click on Close button will not launch an error }) log("RollContext", dialogContext, rollContext) // If action is cancelled, exit if (rollContext === null || rollContext === "cancel") { await combatant.setFlag(SYSTEM.id, "currentAction", "") let message = `${combatant.name} : Other action, progression reset` await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) }) return } // Setup the current action if (!currentAction || currentAction === "") { // Get the item from the returned selectedChoice value let selectedChoice = rollContext.selectedChoice let rangedMode if (selectedChoice.match("simpleAim")) { selectedChoice = selectedChoice.replace("simpleAim", "") rangedMode = "simpleAim" } if (selectedChoice.match("carefulAim")) { selectedChoice = selectedChoice.replace("carefulAim", "") rangedMode = "carefulAim" } if (selectedChoice.match("focusedAim")) { selectedChoice = selectedChoice.replace("focusedAim", "") rangedMode = "focusedAim" } let selectedItem = combatant.actor.items.find(i => i.id === selectedChoice) // Setup flag for combat action usage let actionItem = foundry.utils.duplicate(selectedItem) // First action of this combat: use the class-based starting threshold; // all subsequent actions reset to 1 (normal progression). const firstActionTaken = combatant.getFlag(SYSTEM.id, "firstActionTaken") 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: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/damage-tier.hbs", {itemName: selectedItem.name}), buttons: tiers.map(t => ({ action: t.id, type: "button", label: `${t.label} (${t.dice.toUpperCase()})`, icon: "fa-solid fa-wand-magic-sparkles", callback: () => t.id })), rejectClose: false }) actionItem.damageTier = tierChoice || "standard" } } actionItem.castingTime = 1 actionItem.spellStatus = "castingTime" // Set the flag on the combatant await combatant.setFlag(SYSTEM.id, "currentAction", actionItem) let message = `${combatant.name} action : ${selectedItem.name}, start rolling progression dice or casting time` 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 } if (currentAction) { if (rollContext === "rollLethargyDice") { if (currentAction.spellStatus === "castingTime") { 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}` 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 !` 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)) return } } if (currentAction.spellStatus === "toBeCasted") { combatant.actor.prepareRoll((currentAction.type === "spell") ? "spell-attack" : "miracle-attack", currentAction._id) if (currentAction.type === "spell") { currentAction.spellStatus = "lethargy" await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction)) } else { // No lethargy for miracle await combatant.setFlag(SYSTEM.id, "currentAction", "") } return } if (currentAction.spellStatus === "lethargy") { // Roll lethargy dice let dice = LethalFantasyUtils.getLethargyDice(currentAction.system.level) let roll = new Roll(dice) await roll.evaluate() if (game?.dice3d) { await game.dice3d.showForRoll(roll) } let max = roll.dice[0].faces - 1 let toCompare = Math.min(currentAction.progressionCount, max) if (roll.total <= toCompare) { // Notify that the player can act now with a chat message const messageContent = await foundry.applications.handlebars.renderTemplate( "systems/fvtt-lethal-fantasy/templates/progression-message.hbs", { success: true, actorName: combatant.actor.name, weaponName: currentAction.name, rollResult: roll.total, isLethargy: true } ) 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 combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId) } else { // Notify that the player cannot act now with a chat message currentAction.progressionCount += 1 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", { success: false, actorName: combatant.actor.name, weaponName: currentAction.name, rollResult: roll.total, progressionCount: currentAction.progressionCount, isLethargy: true } ) await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) }) } } } if (rollContext === "rollProgressionDice") { let formula = currentAction.system.combatProgressionDice if (currentAction?.rangedMode) { let toSplit = currentAction.system.speed[currentAction.rangedMode] let split = toSplit.split("+") currentAction.rangedLoad = Number(split[0]) || 0 formula = split[1] 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}` 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 !` 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)) } return } // Melee mode let isMonster = combatant.actor.type === "monster" // Get the dice and roll it if let roll = new Roll(formula) await roll.evaluate() let max = roll.dice[0].faces - 1 max = Math.min(currentAction.progressionCount, max) let msg = await roll.toMessage({ flavor: `Progression Roll for ${currentAction.name}, progression count : ${currentAction.progressionCount}/${max}` }, { messageMode: rollContext.visibility }) if (game?.dice3d) { await game.dice3d.waitFor3DAnimationByMessageID(msg.id) } if (roll.total <= max) { // Notify that the player can act now with a chat message const messageContent = await foundry.applications.handlebars.renderTemplate( "systems/fvtt-lethal-fantasy/templates/progression-message.hbs", { success: true, actorName: combatant.actor.name, weaponName: currentAction.name, rollResult: roll.total } ) 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 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", { success: false, actorName: combatant.actor.name, weaponName: currentAction.name, rollResult: roll.total, progressionCount: currentAction.progressionCount } ) await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) }) } } } } /* ***********************************************************/ export async function promptRangedDefense(options = {}) { const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); const fieldRollMode = new foundry.data.fields.StringField({ choices: rollModes, blank: false, default: "public", }) let dialogContext = { movementChoices: SYSTEM.MOVEMENT_CHOICES, moveDirectionChoices: SYSTEM.MOVE_DIRECTION_CHOICES, sizeChoices: SYSTEM.SIZE_CHOICES, rangeChoices: SYSTEM.RANGE_CHOICES, attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES, movement: "none", moveDirection: "none", size: "+5", range: "short", attackerAim: "simple", fieldRollMode, rollModes } const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/range-defense-dialog.hbs", dialogContext) const label = game.i18n.localize("LETHALFANTASY.Label.rangeDefenseRoll") const rollContext = await foundry.applications.api.DialogV2.wait({ window: { title: "Range Defense" }, classes: ["lethalfantasy"], content, buttons: [ { action: "rangeDefense", type: "button", label: 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 // Click on Close button will not launch an error }) // If the user cancels the dialog, exit if (rollContext === null) return log("RollContext", rollContext) // Add disfavor/favor option if point blank range if (rollContext.range === "pointblank") { rollContext.movement = rollContext.movement.replace("kh", "") rollContext.movement = rollContext.movement.replace("kl", "") rollContext.movement += "kl" // Add the kl to the movement (disfavor for point blank range) rollContext.range = "0" } if (rollContext.range === "beyondskill") { rollContext.movement = rollContext.movement.replace("kh", "") rollContext.movement = rollContext.movement.replace("kl", "") rollContext.movement += "kh" // Add the kl to the movement (favor for point blank range) rollContext.range = "+11" } // Build the final modifier let fullModifier = Number(rollContext.moveDirection) + Number(rollContext.size) + Number(rollContext.range) + Number(rollContext?.attackerAim || 0) let modifierFormula if (fullModifier === 0) { modifierFormula = "0" } else { let modAbs = Math.abs(fullModifier) modifierFormula = `D${modAbs + 1} -1` } let rollData = { ...rollContext } // Merge rollContext object into options object options = { ...options, ...rollContext } options.rollName = "Ranged Defense" options.rollType = "weapon-defense" options.type = options.rollType // Required: this.type reads options.type options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage const rollBase = new this(rollContext.movement, options.data, rollData) const rollModifier = new Roll(modifierFormula, options.data, rollData) await rollModifier.evaluate() await rollBase.evaluate() let rollD30 = await new Roll("1D30").evaluate() options.D30result = rollD30.total options.D30message = D30Roll.getResult(rollD30.total, options.rollType, options.rollTarget?.weapon, { isRanged: true }) let badResult = 0 if (rollContext.movement.includes("kh")) { rollData.favor = "favor" badResult = Math.min(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 20) } if (rollContext.movement.includes("kl")) { rollData.favor = "disfavor" badResult = Math.max(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 1) } let dice = rollContext.movement let maxValue = 20 // As per latest changes (was : Number(dice.match(/\d+$/)[0]) let rollTotal = -1 let diceResults = [] let resultType let diceResult = rollBase.dice[0].results[0].result diceResults.push({ dice: `${dice.toUpperCase()}`, value: diceResult }) let diceSum = diceResult while (diceResult === maxValue) { let r = await new Roll(dice).evaluate() diceResult = r.dice[0].results[0].result diceResults.push({ dice: `${dice.toUpperCase()}-1`, value: diceResult - 1 }) diceSum += (diceResult - 1) rollBase.dice[0].results.push({ result: diceResult, active: true }) } if (fullModifier !== 0) { diceResults.push({ dice: `${rollModifier.formula.toUpperCase()}`, value: rollModifier.total }) if (fullModifier < 0) { rollTotal = Math.max(diceSum - rollModifier.total, 0) } else { rollTotal = diceSum + rollModifier.total } } else { rollTotal = diceSum } rollBase.options = { ...rollBase.options, ...options } rollBase.options.resultType = resultType 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 Defense" rollBase.options.badResult = badResult rollBase.options.rollData = foundry.utils.duplicate(rollData) 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} The resulting roll, or null if cancelled. */ export async function promptRangedAttack(options = {}) { const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes) const fieldRollMode = new foundry.data.fields.StringField({ choices: rollModes, blank: false, default: "public", }) let dialogContext = { attackerMovementChoices: SYSTEM.ATTACKER_MOVEMENT_CHOICES, rangeChoices: SYSTEM.RANGE_CHOICES, sizeChoices: SYSTEM.SIZE_CHOICES, attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES, movement: "none", range: "short", size: "+5", attackerAim: "simple", fieldRollMode, rollModes } const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/range-attack-dialog.hbs", dialogContext) const label = game.i18n.localize("LETHALFANTASY.Label.rangeAttackRoll") const rollContext = await foundry.applications.api.DialogV2.wait({ window: { title: "Ranged Attack" }, classes: ["lethalfantasy"], content, buttons: [ { action: "rangedAttack", type: "button", label, callback: (event, button) => { const output = Array.from(button.form.elements).reduce((obj, input) => { if (input.name) obj[input.name] = input.value return obj }, {}) return output }, }, ], rejectClose: false }) if (rollContext === null) return null // Handle pointblank: attacker at point blank gets favor (standing still easier to aim) if (rollContext.range === "pointblank") { rollContext.movement = rollContext.movement.replace("kh", "") rollContext.movement = rollContext.movement.replace("kl", "") rollContext.movement += "kh" // Favor for attacker at point blank rollContext.range = "0" } // Handle beyondskill: extreme range gives disfavor to attacker if (rollContext.range === "beyondskill") { rollContext.movement = rollContext.movement.replace("kh", "") rollContext.movement = rollContext.movement.replace("kl", "") rollContext.movement += "kl" // Disfavor for attacker beyond skill range rollContext.range = "+11" } // Compute contextual penalty: range + target_size, reduced by aim bonus and attack modifier const attackModifier = options.rollTarget?.attackModifier ?? 0 const contextualPenalty = Number(rollContext.range) + Number(rollContext.size) const aimBonus = Number(rollContext.attackerAim || 0) const fullModifier = contextualPenalty - aimBonus - attackModifier let modifierFormula if (fullModifier === 0) { modifierFormula = "0" } else { const modAbs = Math.abs(fullModifier) modifierFormula = `D${modAbs + 1} -1` } const rollData = { ...rollContext } options = { ...options, ...rollContext } options.rollName = "Ranged Attack" options.rollType = options.rollType || "monster-attack" options.type = options.rollType // Required: this.type reads options.type, used to build weaponDamageOptions in toHTML options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage options.isRangedAttack = true const rollBase = new this(rollContext.movement, options.data, rollData) const rollModifier = new Roll(modifierFormula, options.data, rollData) await 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) rollBase.dice[0].results.push({ result: diceResult, active: true }) } 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 }