Various fixes and changes based on tester feedback

This commit is contained in:
2026-03-17 13:50:32 +01:00
parent 92ba9c3501
commit 000bf348a6
29 changed files with 1450 additions and 192 deletions

View File

@@ -24,7 +24,7 @@ import { SYSTEM } from "./config/system.mjs"
* @returns {Promise<{successes: number, dv: number, isSuccess: boolean}>}
*/
export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
const { bonus = 0, luckSpend = 0, supporters = 0, attrOverride, visibility, flavor } = options
const { bonus = 0, luckSpend = 0, supporters = 0, attrOverride, visibility, flavor, explodeOn5 = false } = options
const sys = actor.system
const skillDef = SYSTEM.SKILLS[skillKey]
@@ -52,7 +52,8 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
// Roll the dice pool
const roll = await new Roll(`${totalDice}d6`).evaluate()
// Count successes — exploding 6s produce additional dice
// Count successes — exploding dice produce additional dice
const explodeThreshold = explodeOn5 ? 5 : 6
let successes = 0
const diceResults = []
let extraDice = 0
@@ -60,7 +61,7 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
for (const r of roll.dice[0].results) {
const val = r.result
if (val >= threshold) successes++
if (val === 6) extraDice++
if (val >= explodeThreshold) extraDice++
diceResults.push({ val, exploded: false })
}
@@ -70,12 +71,13 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
for (const r of xRoll.dice[0].results) {
const val = r.result
if (val >= threshold) successes++
if (val === 6) extraDice++
if (val >= explodeThreshold) extraDice++
diceResults.push({ val, exploded: true })
}
}
const isSuccess = successes >= dv
const isOpposed = dv === 0
const isSuccess = isOpposed ? null : successes >= dv
const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
const skillLabel = game.i18n.localize(skillDef.label)
const attrLabel = game.i18n.localize(`OATHHAMMER.Attribute.${attrKey.charAt(0).toUpperCase()}${attrKey.slice(1)}`)
@@ -89,18 +91,26 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
}).join(" ")
// Build modifier summary
const explodedCount = diceResults.filter(d => d.exploded).length
const modParts = []
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
if (luckSpend > 0) modParts.push(`+${luckSpend * 2} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP)`)
if (supporters > 0) modParts.push(`+${supporters} ${game.i18n.localize("OATHHAMMER.Dialog.Supporters")}`)
if (explodedCount > 0) modParts.push(`💥 ${explodedCount} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const resultClass = isSuccess ? "roll-success" : "roll-failure"
const resultLabel = isSuccess
? game.i18n.localize("OATHHAMMER.Roll.Success")
: game.i18n.localize("OATHHAMMER.Roll.Failure")
const resultClass = isOpposed ? "roll-opposed" : isSuccess ? "roll-success" : "roll-failure"
const resultLabel = isOpposed
? game.i18n.localize("OATHHAMMER.Roll.Opposed")
: isSuccess
? game.i18n.localize("OATHHAMMER.Roll.Success")
: game.i18n.localize("OATHHAMMER.Roll.Failure")
const cardFlavor = flavor ?? `${skillLabel} ${game.i18n.localize("OATHHAMMER.Roll.Check")} (DV ${dv})`
const cardFlavor = flavor ?? (isOpposed
? `${skillLabel} ${game.i18n.localize("OATHHAMMER.Roll.Check")} (${game.i18n.localize("OATHHAMMER.Roll.Opposed")})`
: `${skillLabel} ${game.i18n.localize("OATHHAMMER.Roll.Check")} (DV ${dv})`)
const successDisplay = isOpposed ? String(successes) : `${successes} / ${dv}`
const content = `
<div class="oh-roll-card">
@@ -112,7 +122,7 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
${modLine}
<div class="oh-roll-dice">${diceHtml}</div>
<div class="oh-roll-result ${resultClass}">
<span class="oh-roll-successes">${successes} / ${dv}</span>
<span class="oh-roll-successes">${successDisplay}</span>
<span class="oh-roll-verdict">${resultLabel}</span>
</div>
</div>
@@ -549,7 +559,247 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData)
if (!isSuccess) {
await actor.update({ "system.miracleBlocked": true })
}
return { successes, dv, isSuccess }
}
function _cap(s) { return s ? s.charAt(0).toUpperCase() + s.slice(1) : "" }
// ============================================================
// DEFENSE ROLL
// ============================================================
/**
* Roll a defense check (Agility/Might + Defense skill) and post to chat.
*
* @param {Actor} actor
* @param {object} options From OathHammerDefenseDialog.prompt()
*/
export async function rollDefense(actor, options = {}) {
const {
attackType = "melee",
attrRank = 0,
attrChoice = "agility",
redDice = false,
traitBonus = 0,
armorPenalty = 0,
bonus = 0,
visibility,
} = options
const defRank = actor.system.skills.defense.rank
const totalDice = Math.max(attrRank + defRank + traitBonus + armorPenalty + bonus, 1)
const threshold = redDice ? 3 : 4
const colorEmoji = redDice ? "🔴" : "⬜"
const { roll, successes, diceResults } = await _rollPool(totalDice, threshold)
const diceHtml = _diceHtml(diceResults, threshold)
const attrLabel = game.i18n.localize(`OATHHAMMER.Attribute.${attrChoice.charAt(0).toUpperCase() + attrChoice.slice(1)}`)
const skillLabel = game.i18n.localize("OATHHAMMER.Skill.Defense")
const typeLabel = game.i18n.localize(attackType === "ranged" ? "OATHHAMMER.Dialog.DefenseRanged" : "OATHHAMMER.Dialog.DefenseMelee")
const modParts = []
if (traitBonus > 0) modParts.push(`+${traitBonus} ${game.i18n.localize(attackType === "melee" ? "OATHHAMMER.WeaponTrait.Parry" : "OATHHAMMER.WeaponTrait.Block")}`)
if (armorPenalty < 0) modParts.push(`${armorPenalty} ${game.i18n.localize("OATHHAMMER.Dialog.ArmorPenalty")}`)
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const content = `
<div class="oh-roll-card oh-defense-card">
<div class="oh-roll-header">
<i class="fa-solid fa-shield-halved oh-defense-icon"></i>
<span>${game.i18n.localize("OATHHAMMER.Roll.Defense")}${typeLabel}</span>
</div>
<div class="oh-roll-info">
<span>${attrLabel} ${attrRank} + ${skillLabel} ${defRank}</span>
<span>${colorEmoji} ${totalDice}d6 (${threshold}+)</span>
</div>
${modLine}
<div class="oh-roll-dice">${diceHtml}</div>
<div class="oh-roll-result">
<span class="oh-roll-successes">${successes} ${game.i18n.localize("OATHHAMMER.Roll.Successes")}</span>
<span class="oh-roll-verdict">${game.i18n.localize("OATHHAMMER.Roll.DefenseResult")}</span>
</div>
</div>
`
const rollMode = visibility ?? game.settings.get("core", "rollMode")
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData)
return { successes }
}
// ============================================================
// WEAPON DEFENSE ROLL
// ============================================================
/**
* Roll a defense check triggered from a specific weapon, applying the
* weapon's Parry / Block traits, and post to chat.
*
* Pool = (Agility or Might) + Defense skill
* + traitBonus (Parry: +1 if two Parry weapons; Block: +1 vs ranged)
* + armorPenalty (≤ 0)
* + diminishPenalty (0 / 2 / 4 for 1st / 2nd / 3rd+ defense)
* + bonus
*
* Parry trait → red dice (3+) when defending vs melee attacks
* Block trait → red dice (3+) + +1 bonus when defending vs ranged attacks
*
* @param {Actor} actor
* @param {Item} weapon The weapon used to defend
* @param {object} options From OathHammerWeaponDialog.promptDefense()
*/
export async function rollWeaponDefense(actor, weapon, options = {}) {
const {
attackType = "melee",
attrRank = 0,
attrChoice = "agility",
redDice = false,
traitBonus = 0,
armorPenalty = 0,
diminishPenalty = 0,
bonus = 0,
visibility,
} = options
const defRank = actor.system.skills.defense.rank
const totalDice = Math.max(attrRank + defRank + traitBonus + armorPenalty + diminishPenalty + bonus, 1)
const threshold = redDice ? 3 : 4
const colorEmoji = redDice ? "🔴" : "⬜"
const { roll, successes, diceResults } = await _rollPool(totalDice, threshold)
const diceHtml = _diceHtml(diceResults, threshold)
const attrLabel = game.i18n.localize(`OATHHAMMER.Attribute.${_cap(attrChoice)}`)
const skillLabel = game.i18n.localize("OATHHAMMER.Skill.Defense")
const typeLabel = game.i18n.localize(attackType === "ranged" ? "OATHHAMMER.Dialog.DefenseRanged" : "OATHHAMMER.Dialog.DefenseMelee")
const modParts = []
if (traitBonus > 0) modParts.push(`+${traitBonus} ${game.i18n.localize(attackType === "melee" ? "OATHHAMMER.WeaponTrait.Parry" : "OATHHAMMER.WeaponTrait.Block")}`)
if (armorPenalty < 0) modParts.push(`${armorPenalty} ${game.i18n.localize("OATHHAMMER.Dialog.ArmorPenalty")}`)
if (diminishPenalty < 0) modParts.push(`${diminishPenalty} ${game.i18n.localize("OATHHAMMER.Dialog.DiminishingDefense")}`)
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const content = `
<div class="oh-roll-card oh-defense-card">
<div class="oh-roll-header">
<img src="${weapon.img}" class="oh-card-weapon-img" alt="${weapon.name}" />
<span>${weapon.name}${game.i18n.localize("OATHHAMMER.Roll.Defense")} (${typeLabel})</span>
</div>
<div class="oh-roll-info">
<span>${attrLabel} ${attrRank} + ${skillLabel} ${defRank}</span>
<span>${colorEmoji} ${totalDice}d6 (${threshold}+)</span>
</div>
${modLine}
<div class="oh-roll-dice">${diceHtml}</div>
<div class="oh-roll-result">
<span class="oh-roll-successes">${successes} ${game.i18n.localize("OATHHAMMER.Roll.Successes")}</span>
<span class="oh-roll-verdict">${game.i18n.localize("OATHHAMMER.Roll.DefenseResult")}</span>
</div>
</div>
`
const rollMode = visibility ?? game.settings.get("core", "rollMode")
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData)
return { successes }
}
// ============================================================
// ARMOR ROLL
// ============================================================
/**
* Roll an armor saving roll (AV dice AP) and post to chat.
* Unlike other rolls, AP can reduce the pool to 0 (armor bypassed).
* Each success reduces incoming damage by 1.
*
* @param {Actor} actor
* @param {Item} armor
* @param {object} options From OathHammerArmorDialog.prompt()
*/
export async function rollArmorSave(actor, armor, options = {}) {
const {
av = armor.system.armorValue ?? 0,
isReinforced = false,
apPenalty = 0,
bonus = 0,
visibility,
} = options
// Armor CAN be reduced to 0 dice (fully bypassed by AP)
const totalDice = Math.max(av + apPenalty + bonus, 0)
const threshold = isReinforced ? 3 : 4
const colorEmoji = isReinforced ? "🔴" : "⬜"
let successes = 0
let diceHtml = `<em>${game.i18n.localize("OATHHAMMER.Roll.ArmorBypassed")}</em>`
let roll
if (totalDice > 0) {
const result = await _rollPool(totalDice, threshold)
roll = result.roll
successes = result.successes
diceHtml = _diceHtml(result.diceResults, threshold)
} else {
// Zero dice — create a dummy roll with no results so Foundry can still attach it
roll = new Roll("0d6")
await roll.evaluate()
}
const modParts = []
if (apPenalty < 0) modParts.push(`AP ${apPenalty}`)
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const content = `
<div class="oh-roll-card oh-armor-card">
<div class="oh-roll-header">
<img src="${armor.img}" class="oh-card-weapon-img" alt="${armor.name}" />
<span>${armor.name} (AV ${av})</span>
</div>
<div class="oh-roll-info">
<span>${game.i18n.localize("OATHHAMMER.Roll.ArmorRoll")}</span>
<span>${colorEmoji} ${totalDice}d6 (${threshold}+)</span>
</div>
${modLine}
<div class="oh-roll-dice">${diceHtml}</div>
<div class="oh-roll-result ${successes > 0 ? "roll-success" : ""}">
<span class="oh-roll-successes">${successes} ${game.i18n.localize("OATHHAMMER.Roll.Successes")}</span>
<span class="oh-roll-verdict">${successes} ${game.i18n.localize("OATHHAMMER.Roll.Damage")}</span>
</div>
</div>
`
const rollMode = visibility ?? game.settings.get("core", "rollMode")
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData)
return { successes, totalDice }
}