Add initiative rolls

This commit is contained in:
2026-03-18 16:51:10 +01:00
parent 000bf348a6
commit b2befe039e
30 changed files with 512 additions and 144 deletions

View File

@@ -430,7 +430,8 @@
.oathhammer .character-main .character-identity-bar .identity-slot .identity-name {
flex: 1;
font-family: "BlueDragon", "Palatino Linotype", serif;
font-size: calc(0.86rem * 0.9);
font-size: 0.86rem;
font-weight: bold;
}
.oathhammer .character-main .character-identity-bar .identity-slot .slot-icon {
font-size: calc(0.86rem * 0.9);
@@ -897,6 +898,44 @@
background: rgba(192, 57, 43, 0.1);
border-color: rgba(192, 57, 43, 0.4);
}
/* Initiative bar */
.initiative-bar {
display: flex;
align-items: center;
gap: 10px;
padding: 4px 6px 6px;
}
.initiative-roll-btn {
display: inline-flex;
align-items: center;
gap: 5px;
padding: 3px 10px;
font-size: calc(0.86rem * 0.9);
font-weight: bold;
color: #2a1a0a;
background: rgba(200, 168, 75, 0.2);
border: 1px solid rgba(200, 168, 75, 0.5);
border-radius: 4px;
cursor: pointer;
text-decoration: none;
text-transform: uppercase;
letter-spacing: 0.04em;
transition: background 0.15s;
}
.initiative-roll-btn:hover {
background: rgba(200, 168, 75, 0.4);
color: #2a1a0a;
}
.initiative-score {
font-size: calc(0.86rem * 0.95);
font-weight: bold;
color: #2a1a0a;
background: rgba(200, 168, 75, 0.15);
border: 1px solid rgba(200, 168, 75, 0.4);
border-radius: 4px;
padding: 2px 10px;
}
.oathhammer .item-sheet-common {
overflow: auto;
padding: 10px 20px;

View File

@@ -161,7 +161,8 @@
},
"TraitType": {
"SpecialTrait": "Special Trait",
"ClassTrait": "Class Trait"
"ClassTrait": "Class Trait",
"LineageTrait": "Lineage Trait"
},
"Condition": {
"Blinded": "Blinded",
@@ -243,6 +244,7 @@
"MiracleBlocked": "Divine favour lost — no more miracles today.",
"NoEquipment": "No equipment.",
"NoTraits": "Drop traits here.",
"NoOaths": "No oaths yet.",
"Enchantment": "Enchantment",
"Tenet": "Tenet",
"Boon": "Boon",
@@ -275,7 +277,9 @@
"MagicMissile": "Magic Missile",
"SpellSave": "Save",
"StressBlocked": "BLOCKED — over stress threshold!",
"ArcaneStressShort": "AS"
"ArcaneStressShort": "AS",
"InitiativeBonus": "Initiative Bonus",
"Initiative": "Initiative"
},
"ColorDice": {
"White": "White (4+)",
@@ -288,7 +292,8 @@
"Miracle": "New Miracle",
"Equipment": "New Equipment",
"Building": "New Building",
"Trait": "New Trait"
"Trait": "New Trait",
"Oath": "New Oath"
},
"ToggleSheet": "Toggle Edit/Play Mode",
"Action": {
@@ -310,12 +315,15 @@
"SupportersHint": "+1 die each",
"LuckSpend": "Luck Points",
"LuckHint": "+2 dice each",
"LuckHuman": "Human (+3d)",
"Available": "available",
"Visibility": "Visibility",
"Attribute": "Attribute",
"RollSkill": "Click to roll skill check",
"ExplodeOn5": "Explode on 5+",
"ExplodeOn5Hint": "trait bonus — 5s & 6s explode",
"DiceColor": "Dice Color",
"DiceColorHint": "equipment traits can upgrade dice",
"AttackTitle": "Attack: {weapon}",
"DamageTitle": "Damage: {weapon}",
"Attack": "Attack",
@@ -374,7 +382,8 @@
"ArmorRollOptions": "Armor Roll Options",
"APPenalty": "AP (Attacker)",
"APHint": "attacker's Armor Piercing value",
"ReinforcedHint": "Reinforced — rolling red dice"
"ReinforcedHint": "Reinforced — rolling red dice",
"RollInitiative": "Roll Initiative"
},
"Enhancement": {
"None": "None",
@@ -406,7 +415,9 @@
"DefenseResult": "defense successes",
"ArmorRoll": "Armor Roll",
"ArmorBypassed": "Armor bypassed (0 dice — AP ≥ AV)",
"Successes": "successes",
"Initiative": "Initiative",
"InitiativeHint": "Opposed Leadership check — winner chooses company order",
"Opposed": "Opposed",
"DualAttr": {
"DefenseMelee": "melee defense",
"FightingNimble": "nimble weapon",
@@ -564,6 +575,9 @@
"rarity": {
"label": "Rarity"
},
"slots": {
"label": "Slots"
},
"equipped": {
"label": "Equipped"
},

View File

@@ -97,7 +97,8 @@
.identity-name {
flex: 1;
font-family: @font-secondary;
font-size: @font-size-xs;
font-size: @font-size-base;
font-weight: bold;
}
.slot-icon { font-size: @font-size-xs; opacity: 0.8; }

View File

@@ -2,7 +2,7 @@
* Armor roll dialog.
*
* Pool = Armor Value (AV) AP penalty + manual bonus (can go to 0, unlike other pools)
* Reinforced trait on the armor → red dice (3+)
* Reinforced trait on the armor → red dice (3+) by default
* Each success on the roll reduces incoming damage by 1.
*/
export default class OathHammerArmorDialog {
@@ -12,6 +12,7 @@ export default class OathHammerArmorDialog {
const av = sys.armorValue ?? 0
const isReinforced = [...(sys.traits ?? [])].includes("reinforced")
const defaultColor = isReinforced ? "red" : "white"
// AP options — entered by the user based on the attacker's weapon
const apOptions = Array.from({ length: 9 }, (_, i) => ({
@@ -25,6 +26,12 @@ export default class OathHammerArmorDialog {
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
})
const colorOptions = [
{ value: "white", label: "⬜ White (4+)", selected: defaultColor === "white" },
{ value: "red", label: "🔴 Red (3+)", selected: defaultColor === "red" },
{ value: "black", label: "⬛ Black (2+)", selected: defaultColor === "black" },
]
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
const context = {
@@ -35,6 +42,7 @@ export default class OathHammerArmorDialog {
isReinforced,
apOptions,
bonusOptions,
colorOptions,
rollModes,
visibility: game.settings.get("core", "rollMode"),
}
@@ -51,9 +59,14 @@ export default class OathHammerArmorDialog {
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.RollArmor"),
callback: (_ev, btn) => Object.fromEntries(
[...btn.form.elements].filter(e => e.name).map(e => [e.name, e.value])
),
callback: (_ev, btn) => {
const out = {}
for (const el of btn.form.elements) {
if (!el.name) continue
out[el.name] = el.type === "checkbox" ? String(el.checked) : el.value
}
return out
},
}],
})
@@ -62,9 +75,11 @@ export default class OathHammerArmorDialog {
return {
av,
isReinforced,
colorOverride: result.colorOverride || defaultColor,
apPenalty: parseInt(result.ap) || 0,
bonus: parseInt(result.bonus) || 0,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
explodeOn5: result.explodeOn5 === "true",
}
}
}

View File

@@ -63,9 +63,14 @@ export default class OathHammerMiracleDialog {
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.InvokeMiracle"),
callback: (_ev, btn) => Object.fromEntries(
[...btn.form.elements].filter(e => e.name).map(e => [e.name, e.value])
),
callback: (_ev, btn) => {
const out = {}
for (const el of btn.form.elements) {
if (!el.name) continue
out[el.name] = el.type === "checkbox" ? String(el.checked) : el.value
}
return out
},
}],
})
@@ -78,6 +83,7 @@ export default class OathHammerMiracleDialog {
isRitual,
bonus: parseInt(result.bonus) || 0,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
explodeOn5: result.explodeOn5 === "true",
}
}
}

View File

@@ -65,6 +65,8 @@ export default class OathHammerRollDialog {
}
const availableLuck = sys.luck?.value ?? 0
const isHuman = (sys.lineage?.name ?? "").toLowerCase() === "human"
const luckDicePerPoint = isHuman ? 3 : 2
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
// Build select option arrays
@@ -85,7 +87,7 @@ export default class OathHammerRollDialog {
const luckOptions = Array.from({ length: availableLuck + 1 }, (_, i) => ({
value: i,
label: i === 0 ? `0` : `${i} (+${i * 2}d)`,
label: i === 0 ? `0` : `${i} (+${i * luckDicePerPoint}d)`,
selected: i === 0,
}))
@@ -103,6 +105,7 @@ export default class OathHammerRollDialog {
colorLabel,
threshold,
availableLuck,
isHuman,
attrOptions,
isDualAttr: !!dualDef,
rollModes,
@@ -148,6 +151,7 @@ export default class OathHammerRollDialog {
dv: Math.max(0, parseInt(result.dv) ?? 2),
bonus: parseInt(result.bonus) || 0,
luckSpend: Math.min(Math.max(0, parseInt(result.luckSpend) || 0), availableLuck),
luckIsHuman: result.luckIsHuman === "true",
supporters: Math.max(0, parseInt(result.supporters) || 0),
explodeOn5: result.explodeOn5 === "true",
attrOverride,

View File

@@ -6,7 +6,7 @@ import OathHammerSpellDialog from "../spell-dialog.mjs"
import OathHammerMiracleDialog from "../miracle-dialog.mjs"
import OathHammerDefenseDialog from "../defense-dialog.mjs"
import OathHammerArmorDialog from "../armor-dialog.mjs"
import { rollSkillCheck, rollWeaponAttack, rollWeaponDamage, rollSpellCast, rollMiracleCast, rollArmorSave, rollWeaponDefense } from "../../rolls.mjs"
import { rollSkillCheck, rollWeaponAttack, rollWeaponDamage, rollSpellCast, rollMiracleCast, rollArmorSave, rollWeaponDefense, rollInitiativeCheck } from "../../rolls.mjs"
export default class OathHammerCharacterSheet extends OathHammerActorSheet {
/** @override */
@@ -25,6 +25,7 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
createMiracle: OathHammerCharacterSheet.#onCreateMiracle,
createEquipment: OathHammerCharacterSheet.#onCreateEquipment,
createTrait: OathHammerCharacterSheet.#onCreateTrait,
createOath: OathHammerCharacterSheet.#onCreateOath,
rollSkill: OathHammerCharacterSheet.#onRollSkill,
attackWeapon: OathHammerCharacterSheet.#onAttackWeapon,
defendWeapon: OathHammerCharacterSheet.#onDefendWeapon,
@@ -33,6 +34,7 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
castMiracle: OathHammerCharacterSheet.#onCastMiracle,
rollArmorSave: OathHammerCharacterSheet.#onRollArmorSave,
resetMiracleBlocked: OathHammerCharacterSheet.#onResetMiracleBlocked,
rollInitiative: OathHammerCharacterSheet.#onRollInitiative,
},
}
@@ -96,15 +98,18 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
_typeLabel: typeKey ? game.i18n.localize(typeKey) : a.system.traitType,
_usageLabel: isPassive
? game.i18n.localize("OATHHAMMER.UsagePeriod.None")
: `${a.system.maxUses > 0 ? a.system.maxUses + " / " : ""}${game.i18n.localize(periodKey)}`
: `${a.system.maxUses > 0 ? a.system.maxUses + " / " : ""}${game.i18n.localize(periodKey)}`,
_descTooltip: _stripHtml(a.system.description)
}
})
context.oaths = doc.itemTypes.oath.map(o => {
const typeEntry = SYSTEM.OATH_TYPES[o.system.oathType]
const parts = [o.system.tenet, o.system.boon, o.system.bane].filter(Boolean)
return {
id: o.id, uuid: o.uuid, img: o.img, name: o.name, system: o.system,
_typeLabel: typeEntry ? game.i18n.localize(typeEntry.label) : o.system.oathType,
_violated: o.system.violated
_violated: o.system.violated,
_descTooltip: _stripHtml(parts.join(" "))
}
})
context.enrichedBackground = await foundry.applications.ux.TextEditor.implementation.enrichHTML(doc.system.background ?? "", { async: true })
@@ -160,6 +165,7 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
id: w.id, uuid: w.uuid, img: w.img, name: w.name, system: w.system,
_groupLabel: groupKey ? game.i18n.localize(groupKey) : w.system.proficiencyGroup,
_traitsTooltip: traitsLabel || null,
_descTooltip: _stripHtml(w.system.description),
_isMagic: w.system.isMagic
}
})
@@ -173,6 +179,7 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
id: a.id, uuid: a.uuid, img: a.img, name: a.name, system: a.system,
_typeLabel: typeKey ? game.i18n.localize(typeKey) : a.system.armorType,
_traitsTooltip: traitsLabel || null,
_descTooltip: _stripHtml(a.system.description),
_isMagic: a.system.isMagic
}
})
@@ -181,16 +188,31 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
context.slotsMax = 10 + (doc.system.attributes.might.rank * 2)
context.slotsUsed = doc.items.reduce((sum, item) => sum + (item.system.slots ?? 0), 0)
context.slotsOver = context.slotsUsed > context.slotsMax
// Show current initiative score if actor is in an active combat
const combatant = game.combat?.combatants.find(c => c.actor?.id === doc.id)
context.combatantInitiative = combatant?.initiative ?? null
break
case "magic":
context.tab = context.tabs.magic
context.spells = doc.itemTypes.spell
context.miracles = doc.itemTypes.miracle
context.spells = doc.itemTypes.spell.map(s => ({
id: s.id, uuid: s.uuid, img: s.img, name: s.name, system: s.system,
_descTooltip: _stripHtml(s.system.effect)
}))
context.miracles = doc.itemTypes.miracle.map(m => ({
id: m.id, uuid: m.uuid, img: m.img, name: m.name, system: m.system,
_descTooltip: _stripHtml(m.system.effect)
}))
break
case "equipment":
context.tab = context.tabs.equipment
context.equipment = doc.itemTypes.equipment
context.magicItems = doc.itemTypes["magic-item"]
context.equipment = doc.itemTypes.equipment.map(e => ({
id: e.id, uuid: e.uuid, img: e.img, name: e.name, system: e.system,
_descTooltip: _stripHtml(e.system.description)
}))
context.magicItems = doc.itemTypes["magic-item"].map(m => ({
id: m.id, uuid: m.uuid, img: m.img, name: m.name, system: m.system,
_descTooltip: _stripHtml(m.system.description)
}))
context.slotsMax = 10 + (doc.system.attributes.might.rank * 2)
context.slotsUsed = doc.items.reduce((sum, item) => sum + (item.system.slots ?? 0), 0)
context.slotsOver = context.slotsUsed > context.slotsMax
@@ -263,6 +285,10 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Trait"), type: "trait" }])
}
static #onCreateOath(event, target) {
this.document.createEmbeddedDocuments("Item", [{ name: game.i18n.localize("OATHHAMMER.NewItem.Oath"), type: "oath" }])
}
static async #onRollSkill(event, target) {
const skillKey = target.dataset.skill
if (!skillKey) return
@@ -338,4 +364,23 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
if (!opts) return
await rollArmorSave(this.document, armor, opts)
}
static async #onRollInitiative() {
const actor = this.document
const combatant = game.combat?.combatants.find(c => c.actor?.id === actor.id)
if (combatant) {
// Delegate to OathHammerCombat.rollInitiative — posts to chat and updates tracker
await game.combat.rollInitiative([combatant.id])
} else {
// Not in combat — roll for display only
await rollInitiativeCheck(actor)
}
}
}
/** Strip HTML tags and collapse whitespace for use in data-tooltip attributes. */
function _stripHtml(html, maxLen = 300) {
if (!html) return ""
const text = html.replace(/<[^>]*>/g, " ").replace(/\s+/g, " ").trim()
return text.length > maxLen ? text.slice(0, maxLen - 1) + "…" : text
}

View File

@@ -1,4 +1,5 @@
import OathHammerActorSheet from "./base-actor-sheet.mjs"
import { rollInitiativeCheck } from "../../rolls.mjs"
export default class OathHammerNPCSheet extends OathHammerActorSheet {
/** @override */
@@ -11,6 +12,9 @@ export default class OathHammerNPCSheet extends OathHammerActorSheet {
window: {
contentClasses: ["npc-content"],
},
actions: {
rollInitiative: OathHammerNPCSheet.#onRollInitiative,
},
}
/** @override */
@@ -62,6 +66,7 @@ export default class OathHammerNPCSheet extends OathHammerActorSheet {
case "combat":
context.tab = context.tabs.combat
context.weapons = doc.itemTypes.weapon
context.combatantInitiative = game.combat?.combatants.find(c => c.actor?.id === doc.id)?.initiative ?? null
break
case "notes":
context.tab = context.tabs.notes
@@ -80,4 +85,14 @@ export default class OathHammerNPCSheet extends OathHammerActorSheet {
return this._onDropItem(item)
}
}
static async #onRollInitiative() {
const actor = this.document
const combatant = game.combat?.combatants.find(c => c.actor?.id === actor.id)
if (combatant) {
await game.combat.rollInitiative([combatant.id])
} else {
await rollInitiativeCheck(actor)
}
}
}

View File

@@ -91,9 +91,14 @@ export default class OathHammerSpellDialog {
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.CastSpell"),
callback: (_ev, btn) => Object.fromEntries(
[...btn.form.elements].filter(e => e.name).map(e => [e.name, e.value])
),
callback: (_ev, btn) => {
const out = {}
for (const el of btn.form.elements) {
if (!el.name) continue
out[el.name] = el.type === "checkbox" ? String(el.checked) : el.value
}
return out
},
}],
})
@@ -113,6 +118,7 @@ export default class OathHammerSpellDialog {
bonus: parseInt(result.bonus) || 0,
grimPenalty: parseInt(result.noGrimoire) || 0,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
explodeOn5: result.explodeOn5 === "true",
}
}
}

View File

@@ -97,6 +97,7 @@ export default class OathHammerWeaponDialog {
traits: traitLabels,
attackBonusOptions,
rangeOptions,
colorOptions: _colorOptions(skillColor),
rollModes,
visibility: game.settings.get("core", "rollMode"),
}
@@ -113,9 +114,14 @@ export default class OathHammerWeaponDialog {
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.RollAttack"),
callback: (_ev, btn) => Object.fromEntries(
[...btn.form.elements].filter(e => e.name).map(e => [e.name, e.value])
),
callback: (_ev, btn) => {
const out = {}
for (const el of btn.form.elements) {
if (!el.name) continue
out[el.name] = el.type === "checkbox" ? String(el.checked) : el.value
}
return out
},
}],
})
@@ -124,8 +130,10 @@ export default class OathHammerWeaponDialog {
attackBonus: parseInt(result.attackBonus) || 0,
rangeCondition: parseInt(result.rangeCondition) || 0,
attrOverride: result.attrOverride || defaultAttr,
colorOverride: result.colorOverride || skillColor,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
autoAttackBonus,
explodeOn5: result.explodeOn5 === "true",
}
}
@@ -188,6 +196,12 @@ export default class OathHammerWeaponDialog {
{ value: -4, label: game.i18n.localize("OATHHAMMER.Dialog.DiminishThird"), selected: false },
]
// Default dice color: red if parry/block trait matches the default attack type, else white
const defaultDefenseColor = (
(defaultAttackType === "melee" && hasParry) ||
(defaultAttackType === "ranged" && hasBlock)
) ? "red" : "white"
const bonusOptions = Array.from({ length: 13 }, (_, i) => {
const v = i - 6
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
@@ -212,6 +226,7 @@ export default class OathHammerWeaponDialog {
attrOptions,
diminishOptions,
bonusOptions,
colorOptions: _colorOptions(defaultDefenseColor),
rollModes,
visibility: game.settings.get("core", "rollMode"),
}
@@ -228,9 +243,14 @@ export default class OathHammerWeaponDialog {
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.RollDefense"),
callback: (_ev, btn) => Object.fromEntries(
[...btn.form.elements].filter(e => e.name).map(e => [e.name, e.value])
),
callback: (_ev, btn) => {
const out = {}
for (const el of btn.form.elements) {
if (!el.name) continue
out[el.name] = el.type === "checkbox" ? String(el.checked) : el.value
}
return out
},
}],
})
@@ -241,28 +261,24 @@ export default class OathHammerWeaponDialog {
const attrRank = attrChoice === "might" ? mightRank : agiRank
const diminishPenalty = parseInt(result.diminish) || 0
const bonus = parseInt(result.bonus) || 0
const colorOverride = result.colorOverride || defaultDefenseColor
// Resolve red dice and trait bonus based on selected attack type
let redDice = false
// Trait bonus based on selected attack type (color is now user-controlled)
let traitBonus = 0
if (attackType === "melee" && hasParry) {
redDice = true
traitBonus = parryCount >= 2 ? 1 : 0
} else if (attackType === "ranged" && hasBlock) {
redDice = true
traitBonus = 1
}
if (attackType === "melee" && hasParry) traitBonus = parryCount >= 2 ? 1 : 0
if (attackType === "ranged" && hasBlock) traitBonus = 1
return {
attackType,
attrRank,
attrChoice,
redDice,
colorOverride,
traitBonus,
armorPenalty,
diminishPenalty,
bonus,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
explodeOn5: result.explodeOn5 === "true",
}
}
@@ -350,3 +366,11 @@ export default class OathHammerWeaponDialog {
function _cap(str) {
return str.charAt(0).toUpperCase() + str.slice(1)
}
function _colorOptions(defaultColor = "white") {
return [
{ value: "white", label: "⬜ White (4+)", selected: defaultColor === "white" },
{ value: "red", label: "🔴 Red (3+)", selected: defaultColor === "red" },
{ value: "black", label: "⬛ Black (2+)", selected: defaultColor === "black" },
]
}

36
module/combat.mjs Normal file
View File

@@ -0,0 +1,36 @@
import { rollInitiativeCheck } from "./rolls.mjs"
/**
* Custom Combat class for Oath Hammer.
* Initiative = opposed Leadership check (DV=0).
* The number of successes becomes the combatant's initiative score.
*/
export default class OathHammerCombat extends Combat {
/**
* Override Foundry's rollInitiative to use Leadership skill checks.
* For characters: Leadership (Fate) opposed check, successes = score.
* For NPCs: Fate rank + initiative bonus pool.
*
* @param {string|string[]} ids Combatant IDs to roll for
* @param {object} options
*/
async rollInitiative(ids, { formula = null, updateTurn = true, messageOptions = {} } = {}) {
const combatantIds = typeof ids === "string" ? [ids] : ids
const updates = []
for (const id of combatantIds) {
const combatant = this.combatants.get(id)
if (!combatant?.isOwner) continue
const actor = combatant.actor
if (!actor) continue
const { successes } = await rollInitiativeCheck(actor)
updates.push({ _id: id, initiative: successes })
}
if (!updates.length) return this
await this.updateEmbeddedDocuments("Combatant", updates)
if (updateTurn && this.turn !== null) await this.update({ turn: 0 })
return this
}
}

View File

@@ -199,7 +199,8 @@ export const RARITY_DV = {
// Two types of trait per the rulebook terminology
export const TRAIT_TYPE_CHOICES = {
"special-trait": "OATHHAMMER.TraitType.SpecialTrait",
"class-trait": "OATHHAMMER.TraitType.ClassTrait"
"class-trait": "OATHHAMMER.TraitType.ClassTrait",
"lineage-trait": "OATHHAMMER.TraitType.LineageTrait"
}
// When a trait's uses reset (none = passive/always on)

View File

@@ -36,6 +36,7 @@ export default class OathHammerNPC extends foundry.abstract.TypeDataModel {
schema.attackBonus = new fields.NumberField({ ...requiredInteger, initial: 0 })
schema.damageBonus = new fields.NumberField({ ...requiredInteger, initial: 0 })
schema.initiativeBonus = new fields.NumberField({ ...requiredInteger, initial: 0 })
schema.challengeRating = new fields.StringField({ required: true, nullable: false, initial: "1" })
return schema

View File

@@ -32,11 +32,10 @@ export default class OathHammerTrait extends foundry.abstract.TypeDataModel {
static migrateData(source) {
// Migrate old abilityType field → traitType
if (source.abilityType !== undefined && source.traitType === undefined) {
const map = { "class-ability": "class-trait", "lineage-trait": "special-trait" }
const map = { "class-ability": "class-trait" }
source.traitType = map[source.abilityType] ?? "special-trait"
}
// Migrate old traitType values
if (source.traitType === "lineage-trait") source.traitType = "special-trait"
if (source.traitType === "class-ability") source.traitType = "class-trait"
return super.migrateData(source)
}

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, explodeOn5 = false } = options
const { bonus = 0, luckSpend = 0, luckIsHuman = false, supporters = 0, attrOverride, visibility, flavor, explodeOn5 = false } = options
const sys = actor.system
const skillDef = SYSTEM.SKILLS[skillKey]
@@ -40,8 +40,10 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
const colorType = skill.colorDiceType ?? "white"
const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
const luckDicePerPoint = luckIsHuman ? 3 : 2
// Total dice pool (never below 1)
const totalDice = Math.max(attrRank + skillRank + skillMod + bonus + (luckSpend * 2) + supporters, 1)
const totalDice = Math.max(attrRank + skillRank + skillMod + bonus + (luckSpend * luckDicePerPoint) + supporters, 1)
// Deduct spent Luck Points from actor
if (luckSpend > 0) {
@@ -51,6 +53,7 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
// Roll the dice pool
const roll = await new Roll(`${totalDice}d6`).evaluate()
const allRolls = [roll]
// Count successes — exploding dice produce additional dice
const explodeThreshold = explodeOn5 ? 5 : 6
@@ -67,6 +70,7 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
while (extraDice > 0) {
const xRoll = await new Roll(`${extraDice}d6`).evaluate()
allRolls.push(xRoll)
extraDice = 0
for (const r of xRoll.dice[0].results) {
const val = r.result
@@ -94,7 +98,7 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
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 (luckSpend > 0) modParts.push(`+${luckSpend * luckDicePerPoint} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP${luckIsHuman ? " 👤" : ""})`)
if (supporters > 0) modParts.push(`+${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>` : ""
@@ -132,7 +136,7 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
rolls: allRolls,
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
@@ -179,8 +183,10 @@ export async function rollRarityCheck(actor, rarityKey, itemName) {
* @param {number} threshold Minimum value to count as a success
* @returns {Promise<{roll: Roll, successes: number, diceResults: Array}>}
*/
async function _rollPool(pool, threshold) {
async function _rollPool(pool, threshold, explodeOn5 = false) {
const explodeThreshold = explodeOn5 ? 5 : 6
const roll = await new Roll(`${Math.max(pool, 1)}d6`).evaluate()
const rolls = [roll]
let successes = 0
const diceResults = []
let extraDice = 0
@@ -188,22 +194,23 @@ async function _rollPool(pool, threshold) {
for (const r of roll.dice[0].results) {
const val = r.result
if (val >= threshold) successes++
if (val === 6) extraDice++
if (val >= explodeThreshold) extraDice++
diceResults.push({ val, exploded: false })
}
while (extraDice > 0) {
const xRoll = await new Roll(`${extraDice}d6`).evaluate()
rolls.push(xRoll)
extraDice = 0
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 })
}
}
return { roll, successes, diceResults }
return { roll, rolls, successes, diceResults }
}
/**
@@ -229,7 +236,7 @@ function _diceHtml(diceResults, threshold) {
* @param {object} options From OathHammerWeaponDialog.promptAttack()
*/
export async function rollWeaponAttack(actor, weapon, options = {}) {
const { attackBonus = 0, rangeCondition = 0, attrOverride, visibility, autoAttackBonus = 0 } = options
const { attackBonus = 0, rangeCondition = 0, attrOverride, colorOverride, visibility, autoAttackBonus = 0, explodeOn5 = false } = options
const sys = weapon.system
const actorSys = actor.system
@@ -242,23 +249,24 @@ export async function rollWeaponAttack(actor, weapon, options = {}) {
const attrKey = attrOverride && actorSys.attributes[attrOverride] ? attrOverride : defaultAttr
const attrRank = actorSys.attributes[attrKey].rank
const skillRank = actorSys.skills[skillKey].rank
const colorType = actorSys.skills[skillKey].colorDiceType ?? "white"
const baseColorType = actorSys.skills[skillKey].colorDiceType ?? "white"
const colorType = colorOverride || baseColorType
const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
const totalDice = Math.max(attrRank + skillRank + attackBonus + rangeCondition + autoAttackBonus, 1)
const { roll, successes, diceResults } = await _rollPool(totalDice, threshold)
const { roll, rolls, successes, diceResults } = await _rollPool(totalDice, threshold, explodeOn5)
const skillLabel = game.i18n.localize(skillDef.label)
const attrLabel = game.i18n.localize(`OATHHAMMER.Attribute.${attrKey.charAt(0).toUpperCase() + attrKey.slice(1)}`)
const diceHtml = _diceHtml(diceResults, threshold)
// Modifier summary
const modParts = []
if (attackBonus !== 0) modParts.push(`${attackBonus > 0 ? "+" : ""}${attackBonus} ${game.i18n.localize("OATHHAMMER.Dialog.AttackModifier")}`)
if (rangeCondition !== 0) modParts.push(`${rangeCondition} ${game.i18n.localize("OATHHAMMER.Dialog.RangeCondition")}`)
if (autoAttackBonus > 0) modParts.push(`+${autoAttackBonus} auto`)
if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const content = `
@@ -289,7 +297,7 @@ export async function rollWeaponAttack(actor, weapon, options = {}) {
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
rolls: rolls,
sound: CONFIG.sounds.dice,
flags: { "fvtt-oath-hammer": { weaponAttack: flagData } },
}
@@ -327,7 +335,7 @@ export async function rollWeaponDamage(actor, weapon, options = {}) {
const baseDamageDice = sys.usesMight ? Math.max(mightRank + sys.damageMod, 1) : Math.max(sys.damageMod, 1)
const totalDice = Math.max(baseDamageDice + sv + damageBonus + autoDamageBonus, 1)
const { roll, successes, diceResults } = await _rollPool(totalDice, threshold)
const { roll, rolls, successes, diceResults } = await _rollPool(totalDice, threshold)
const diceHtml = _diceHtml(diceResults, threshold)
const modParts = []
@@ -361,7 +369,7 @@ export async function rollWeaponDamage(actor, weapon, options = {}) {
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
rolls: rolls,
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
@@ -395,6 +403,7 @@ export async function rollSpellCast(actor, spell, options = {}) {
bonus = 0,
grimPenalty = 0,
visibility,
explodeOn5 = false,
} = options
const sys = spell.system
@@ -406,7 +415,7 @@ export async function rollSpellCast(actor, spell, options = {}) {
const threshold = redDice ? 3 : 4
const colorEmoji = redDice ? "🔴" : "⬜"
const { roll, successes, diceResults } = await _rollPool(totalDice, threshold)
const { roll, rolls, successes, diceResults } = await _rollPool(totalDice, threshold, explodeOn5)
const diceHtml = _diceHtml(diceResults, threshold)
// Count 1s for Arcane Stress (unless Safe Spell enhancement)
@@ -436,6 +445,7 @@ export async function rollSpellCast(actor, spell, options = {}) {
if (poolPenalty !== 0) modParts.push(`${poolPenalty} ${game.i18n.localize("OATHHAMMER.Enhancement." + _cap(enhancement))}`)
if (elementalBonus > 0) modParts.push(`+${elementalBonus} ${game.i18n.localize("OATHHAMMER.Dialog.ElementMet")}`)
if (grimPenalty < 0) modParts.push(`${grimPenalty} ${game.i18n.localize("OATHHAMMER.Dialog.GrimoireNo")}`)
if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const stressLine = `<div class="oh-stress-line${isBlocked ? " stress-blocked" : ""}">
@@ -468,7 +478,7 @@ export async function rollSpellCast(actor, spell, options = {}) {
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
rolls: rolls,
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
@@ -495,6 +505,7 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
isRitual = false,
bonus = 0,
visibility,
explodeOn5 = false,
} = options
const sys = miracle.system
@@ -506,7 +517,7 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
const threshold = 4
const colorEmoji = "⬜"
const { roll, successes, diceResults } = await _rollPool(totalDice, threshold)
const { roll, rolls, successes, diceResults } = await _rollPool(totalDice, threshold, explodeOn5)
const diceHtml = _diceHtml(diceResults, threshold)
const isSuccess = successes >= dv
@@ -517,9 +528,10 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
? game.i18n.localize("OATHHAMMER.Roll.Success")
: game.i18n.localize("OATHHAMMER.Roll.Failure")
const modLine = bonus !== 0
? `<div class="oh-roll-mods">${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}</div>`
: ""
const modParts = []
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const blockedLine = !isSuccess
? `<div class="oh-miracle-blocked">⚠ ${game.i18n.localize("OATHHAMMER.Roll.MiracleBlocked")}</div>`
@@ -553,7 +565,7 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
rolls: rolls,
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
@@ -595,7 +607,7 @@ export async function rollDefense(actor, options = {}) {
const threshold = redDice ? 3 : 4
const colorEmoji = redDice ? "🔴" : "⬜"
const { roll, successes, diceResults } = await _rollPool(totalDice, threshold)
const { roll, rolls, successes, diceResults } = await _rollPool(totalDice, threshold)
const diceHtml = _diceHtml(diceResults, threshold)
const attrLabel = game.i18n.localize(`OATHHAMMER.Attribute.${attrChoice.charAt(0).toUpperCase() + attrChoice.slice(1)}`)
@@ -631,7 +643,7 @@ export async function rollDefense(actor, options = {}) {
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
rolls: rolls,
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
@@ -666,20 +678,21 @@ export async function rollWeaponDefense(actor, weapon, options = {}) {
attackType = "melee",
attrRank = 0,
attrChoice = "agility",
redDice = false,
colorOverride = "white",
traitBonus = 0,
armorPenalty = 0,
diminishPenalty = 0,
bonus = 0,
visibility,
explodeOn5 = false,
} = 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 threshold = colorOverride === "black" ? 2 : colorOverride === "red" ? 3 : 4
const colorEmoji = colorOverride === "black" ? "⬛" : colorOverride === "red" ? "🔴" : "⬜"
const { roll, successes, diceResults } = await _rollPool(totalDice, threshold)
const { roll, rolls, successes, diceResults } = await _rollPool(totalDice, threshold, explodeOn5)
const diceHtml = _diceHtml(diceResults, threshold)
const attrLabel = game.i18n.localize(`OATHHAMMER.Attribute.${_cap(attrChoice)}`)
@@ -691,6 +704,7 @@ export async function rollWeaponDefense(actor, weapon, options = {}) {
if (armorPenalty < 0) modParts.push(`${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")}`)
if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const content = `
@@ -716,7 +730,7 @@ export async function rollWeaponDefense(actor, weapon, options = {}) {
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
rolls: rolls,
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
@@ -742,34 +756,41 @@ export async function rollArmorSave(actor, armor, options = {}) {
const {
av = armor.system.armorValue ?? 0,
isReinforced = false,
colorOverride = null,
apPenalty = 0,
bonus = 0,
visibility,
explodeOn5 = false,
} = 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 ? "🔴" : "⬜"
const colorType = colorOverride || (isReinforced ? "red" : "white")
const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
let successes = 0
let diceHtml = `<em>${game.i18n.localize("OATHHAMMER.Roll.ArmorBypassed")}</em>`
let roll
let rolls = []
if (totalDice > 0) {
const result = await _rollPool(totalDice, threshold)
const result = await _rollPool(totalDice, threshold, explodeOn5)
roll = result.roll
rolls = result.rolls
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()
rolls = [roll]
}
const modParts = []
if (apPenalty < 0) modParts.push(`AP ${apPenalty}`)
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const content = `
@@ -795,7 +816,7 @@ export async function rollArmorSave(actor, armor, options = {}) {
const msgData = {
speaker: ChatMessage.getSpeaker({ actor }),
content,
rolls: [roll],
rolls: rolls,
sound: CONFIG.sounds.dice,
}
ChatMessage.applyRollMode(msgData, rollMode)
@@ -803,3 +824,71 @@ export async function rollArmorSave(actor, armor, options = {}) {
return { successes, totalDice }
}
// ============================================================
// INITIATIVE ROLL
// ============================================================
/**
* Roll an initiative check for an actor and post the result to chat.
*
* Characters: opposed Leadership check (Fate + Leadership skill, DV=0).
* NPCs: pool of Fate rank + initiativeBonus dice (no skill), threshold 4+.
*
* @param {Actor} actor
* @param {object} [options]
* @param {number} [options.bonus] Extra dice modifier
* @param {string} [options.visibility] Roll mode
* @param {boolean} [options.explodeOn5] Explode on 5+
* @returns {Promise<{successes: number, dv: number, isSuccess: null}>}
*/
export async function rollInitiativeCheck(actor, options = {}) {
const { bonus = 0, visibility, explodeOn5 = false } = options
if (actor.type === "character") {
return rollSkillCheck(actor, "leadership", 0, {
bonus,
visibility,
explodeOn5,
flavor: game.i18n.localize("OATHHAMMER.Roll.Initiative"),
})
}
// NPC: Fate rank + initiativeBonus
const sys = actor.system
const fateRank = sys.attributes?.fate?.rank ?? 1
const initBonus = sys.initiativeBonus ?? 0
const pool = Math.max(fateRank + initBonus + bonus, 1)
const threshold = 4
const { roll, rolls, successes, diceResults } = await _rollPool(pool, threshold, explodeOn5)
const diceHtml = _diceHtml(diceResults, threshold)
const modParts = []
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
const content = `
<div class="oh-roll-card">
<div class="oh-roll-header">⚔ ${game.i18n.localize("OATHHAMMER.Roll.Initiative")}${actor.name}</div>
<div class="oh-roll-info">
<span>${game.i18n.localize("OATHHAMMER.Attribute.Fate")} ${fateRank}${initBonus ? ` + ${initBonus}` : ""}</span>
<span>⬜ ${pool}d6 (4+)</span>
</div>
${modLine}
<div class="oh-roll-dice">${diceHtml}</div>
<div class="oh-roll-result roll-opposed">
<span class="oh-roll-successes">${successes}</span>
<span class="oh-roll-verdict">${game.i18n.localize("OATHHAMMER.Roll.Opposed")}</span>
</div>
</div>
`
const rollMode = visibility ?? game.settings.get("core", "rollMode")
const msgData = { speaker: ChatMessage.getSpeaker({ actor }), content, rolls: rolls, sound: CONFIG.sounds.dice }
ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData)
return { successes, dv: 0, isSuccess: null }
}

View File

@@ -6,6 +6,7 @@ import * as documents from "./module/documents/_module.mjs"
import * as applications from "./module/applications/_module.mjs"
import OathHammerUtils from "./module/utils.mjs"
import OathHammerWeaponDialog from "./module/applications/weapon-dialog.mjs"
import OathHammerCombat from "./module/combat.mjs"
import { rollWeaponDamage } from "./module/rolls.mjs"
Hooks.once("init", function () {
@@ -18,6 +19,7 @@ Hooks.once("init", function () {
game.system.api = { applications, models, documents }
CONFIG.Actor.documentClass = documents.OathHammerActor
CONFIG.Combat.documentClass = OathHammerCombat
CONFIG.Actor.dataModels = {
character: models.OathHammerCharacter,
npc: models.OathHammerNPC

View File

@@ -106,6 +106,7 @@
"distance": 5,
"units": "ft"
},
"initiative": "@attributes.fate.rank",
"primaryTokenAttribute": "grit",
"socket": true,
"background": "systems/fvtt-oath-hammer/assets/images/cover_art.webp",

View File

@@ -3,6 +3,12 @@
<span class="slots-label">{{localize "OATHHAMMER.Label.ItemSlots"}}</span>
<span class="slots-value {{#if slotsOver}}slots-over{{/if}}">{{slotsUsed}} / {{slotsMax}}</span>
</div>
<div class="initiative-bar">
<a data-action="rollInitiative" class="initiative-roll-btn" data-tooltip="{{localize 'OATHHAMMER.Roll.InitiativeHint'}}">
<i class="fa-solid fa-swords"></i> {{localize "OATHHAMMER.Dialog.RollInitiative"}}
</a>
{{#if combatantInitiative}}<span class="initiative-score" data-tooltip="{{localize 'OATHHAMMER.Label.Initiative'}}">⚔ {{combatantInitiative}}</span>{{/if}}
</div>
<fieldset>
<legend>{{localize "OATHHAMMER.Label.Weapons"}}
{{#unless isPlayMode}}<a data-action="createWeapon" class="create-btn"><i class="fa-solid fa-plus"></i></a>{{/unless}}
@@ -22,7 +28,7 @@
{{#each weapons as |weapon|}}
<li class="item-entry" data-item-id="{{weapon.id}}" data-item-uuid="{{weapon.uuid}}">
<img src="{{weapon.img}}" class="item-img" />
<span class="item-name" {{#if weapon._traitsTooltip}}title="{{weapon._traitsTooltip}}"{{/if}}>{{weapon.name}}</span>
<span class="item-name" {{#if weapon._descTooltip}}data-tooltip="{{weapon._descTooltip}}"{{/if}}>{{weapon.name}}</span>
<span class="item-group">{{weapon._groupLabel}}</span>
<span class="item-detail">{{weapon.system.damageLabel}}</span>
<span class="item-detail">{{#if weapon.system.ap}}{{weapon.system.ap}}{{else}}{{/if}}</span>
@@ -62,7 +68,7 @@
{{#each armors as |armor|}}
<li class="item-entry" data-item-id="{{armor.id}}" data-item-uuid="{{armor.uuid}}">
<img src="{{armor.img}}" class="item-img" />
<span class="item-name" {{#if armor._traitsTooltip}}title="{{armor._traitsTooltip}}"{{/if}}>{{armor.name}}</span>
<span class="item-name" {{#if armor._descTooltip}}data-tooltip="{{armor._descTooltip}}"{{/if}}>{{armor.name}}</span>
<span class="item-type">{{armor._typeLabel}}</span>
<span class="item-detail">{{armor.system.armorValue}}</span>
<span class="item-detail">{{#if armor.system.penalty}}{{armor.system.penalty}}{{else}}{{/if}}</span>

View File

@@ -36,7 +36,7 @@
{{#each equipment as |equip|}}
<li class="item-entry" data-item-id="{{equip.id}}" data-item-uuid="{{equip.uuid}}">
<img src="{{equip.img}}" class="item-img" />
<span class="item-name">{{equip.name}}</span>
<span class="item-name" {{#if equip._descTooltip}}data-tooltip="{{equip._descTooltip}}"{{/if}}>{{equip.name}}</span>
<span class="item-type">{{localize equip.system.itemType}}</span>
<span class="item-detail">{{equip.system.quantity}}</span>
<div class="item-actions">
@@ -64,7 +64,7 @@
{{#each magicItems as |mi|}}
<li class="item-entry" data-item-id="{{mi.id}}" data-item-uuid="{{mi.uuid}}">
<img src="{{mi.img}}" class="item-img" />
<span class="item-name">{{mi.name}}</span>
<span class="item-name" {{#if mi._descTooltip}}data-tooltip="{{mi._descTooltip}}"{{/if}}>{{mi.name}}</span>
<span class="item-type">{{localize mi.system.rarity}}</span>
<div class="item-actions">
<a data-action="edit" data-item-id="{{mi.id}}" data-item-uuid="{{mi.uuid}}"><i class="fa-solid fa-edit"></i></a>

View File

@@ -1,8 +1,38 @@
<section data-tab="identity" data-group="{{tab.group}}" class="tab {{tab.cssClass}}">
{{!-- Oaths --}}
<fieldset>
<legend>{{localize "OATHHAMMER.Label.Background"}}</legend>
{{formInput systemFields.background enriched=enrichedBackground value=system.background name="system.background" toggled=true}}
<legend>{{localize "OATHHAMMER.Label.Oaths"}}
{{#unless isPlayMode}}<a data-action="createOath" class="create-btn"><i class="fa-solid fa-plus"></i></a>{{/unless}}
</legend>
{{#if oaths.length}}
<ul class="item-list item-list--oath">
<li class="item-list-header">
<span></span>
<span class="col-name">{{localize "OATHHAMMER.Label.Name"}}</span>
<span>{{localize "OATHHAMMER.Label.Type"}}</span>
<span>{{localize "OATHHAMMER.Label.Violated"}}</span>
<span></span>
</li>
{{#each oaths as |oath|}}
<li class="item-entry {{#if oath._violated}}oath--violated{{/if}}" data-item-id="{{oath.id}}" data-item-uuid="{{oath.uuid}}">
<img src="{{oath.img}}" class="item-img" />
<span class="item-name" {{#if oath._descTooltip}}data-tooltip="{{oath._descTooltip}}"{{/if}}>{{oath.name}}</span>
<span class="item-type">{{oath._typeLabel}}</span>
<span class="item-violated">{{#if oath._violated}}<i class="fa-solid fa-circle-xmark"></i>{{else}}<i class="fa-regular fa-circle-check"></i>{{/if}}</span>
<div class="item-actions">
<a data-action="edit" data-item-id="{{oath.id}}" data-item-uuid="{{oath.uuid}}"><i class="fa-solid fa-edit"></i></a>
<a data-action="delete" data-item-id="{{oath.id}}" data-item-uuid="{{oath.uuid}}"><i class="fa-solid fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
{{else}}
<p class="no-items">{{localize "OATHHAMMER.Label.NoOaths"}}</p>
{{/if}}
</fieldset>
{{!-- Traits --}}
<fieldset>
<legend>{{localize "OATHHAMMER.Label.Traits"}}
{{#unless isPlayMode}}<a data-action="createTrait" class="create-btn"><i class="fa-solid fa-plus"></i></a>{{/unless}}
@@ -19,7 +49,7 @@
{{#each traits as |trait|}}
<li class="item-entry" data-item-id="{{trait.id}}" data-item-uuid="{{trait.uuid}}" data-drag="true">
<img src="{{trait.img}}" class="item-img" />
<span class="item-name">{{trait.name}}</span>
<span class="item-name" {{#if trait._descTooltip}}data-tooltip="{{trait._descTooltip}}"{{/if}}>{{trait.name}}</span>
<span class="item-type">{{trait._typeLabel}}</span>
<span class="item-usage">{{trait._usageLabel}}</span>
<div class="item-actions">
@@ -33,30 +63,11 @@
<p class="no-items">{{localize "OATHHAMMER.Label.NoTraits"}}</p>
{{/if}}
</fieldset>
{{#if oaths.length}}
{{!-- Background --}}
<fieldset>
<legend>{{localize "OATHHAMMER.Label.Oaths"}}</legend>
<ul class="item-list item-list--oath">
<li class="item-list-header">
<span></span>
<span class="col-name">{{localize "OATHHAMMER.Label.Name"}}</span>
<span>{{localize "OATHHAMMER.Label.Type"}}</span>
<span>{{localize "OATHHAMMER.Label.Violated"}}</span>
<span></span>
</li>
{{#each oaths as |oath|}}
<li class="item-entry {{#if oath._violated}}oath--violated{{/if}}" data-item-id="{{oath.id}}" data-item-uuid="{{oath.uuid}}">
<img src="{{oath.img}}" class="item-img" />
<span class="item-name">{{oath.name}}</span>
<span class="item-type">{{oath._typeLabel}}</span>
<span class="item-violated">{{#if oath._violated}}<i class="fa-solid fa-circle-xmark"></i>{{else}}<i class="fa-regular fa-circle-check"></i>{{/if}}</span>
<div class="item-actions">
<a data-action="edit" data-item-id="{{oath.id}}" data-item-uuid="{{oath.uuid}}"><i class="fa-solid fa-edit"></i></a>
<a data-action="delete" data-item-id="{{oath.id}}" data-item-uuid="{{oath.uuid}}"><i class="fa-solid fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
<legend>{{localize "OATHHAMMER.Label.Background"}}</legend>
{{formInput systemFields.background enriched=enrichedBackground value=system.background name="system.background" toggled=true}}
</fieldset>
{{/if}}
</section>

View File

@@ -23,7 +23,7 @@
{{#each spells as |spell|}}
<li class="item-entry" data-item-id="{{spell.id}}" data-item-uuid="{{spell.uuid}}">
<img src="{{spell.img}}" class="item-img" />
<span class="item-name">{{spell.name}}</span>
<span class="item-name" {{#if spell._descTooltip}}data-tooltip="{{spell._descTooltip}}"{{/if}}>{{spell.name}}</span>
<span class="item-detail">{{spell.system.difficultyValue}}</span>
<span class="item-type">{{localize spell.system.tradition}}</span>
<span class="item-detail">—</span>
@@ -61,7 +61,7 @@
{{#each miracles as |miracle|}}
<li class="item-entry" data-item-id="{{miracle.id}}" data-item-uuid="{{miracle.uuid}}">
<img src="{{miracle.img}}" class="item-img" />
<span class="item-name">{{miracle.name}}</span>
<span class="item-name" {{#if miracle._descTooltip}}data-tooltip="{{miracle._descTooltip}}"{{/if}}>{{miracle.name}}</span>
<span class="item-detail">{{miracle.system.divineTradition}}</span>
<div class="item-actions">
<a data-action="castMiracle" data-item-id="{{miracle.id}}" title="{{localize 'OATHHAMMER.Action.InvokeMiracle'}}"><i class="fa-solid fa-hands-praying miracle-cast-icon"></i></a>

View File

@@ -48,7 +48,7 @@
</div>
</div>
{{!-- Row 3: Unified stats band: resources | attributes | arcane stress --}}
{{!-- Row 3: Unified stats band: resources | attributes --}}
<div class="character-stats-band">
<fieldset class="character-resources">
<div class="character-resource">
@@ -63,10 +63,6 @@
<span class="res-sep">/</span>
{{formInput systemFields.luck.fields.max value=system.luck.max name="system.luck.max" disabled=isPlayMode}}
</div>
<div class="character-resource">
<span class="resource-label">{{localize "OATHHAMMER.Label.Defense"}}</span>
<input type="text" value="{{system.defense.value}}" disabled class="defense-display" />
</div>
<div class="character-resource">
<span class="resource-label">{{localize "OATHHAMMER.Label.Movement"}}</span>
{{formInput systemFields.movement.fields.base value=system.movement.base name="system.movement.base" disabled=isPlayMode}}
@@ -84,15 +80,6 @@
{{/each}}
</div>
</fieldset>
<fieldset class="character-arcane-stress">
<legend>{{localize "OATHHAMMER.Label.ArcaneStress"}}</legend>
<div class="stress-inputs">
{{formInput systemFields.arcaneStress.fields.value value=system.arcaneStress.value name="system.arcaneStress.value" disabled=isPlayMode}}
<span>/</span>
{{formInput systemFields.arcaneStress.fields.threshold value=system.arcaneStress.threshold name="system.arcaneStress.threshold" disabled=isPlayMode}}
</div>
</fieldset>
</div>
</div>

View File

@@ -1,4 +1,10 @@
<section data-tab="combat" class="tab">
<div class="initiative-bar">
<a data-action="rollInitiative" class="initiative-roll-btn" data-tooltip="{{localize 'OATHHAMMER.Roll.InitiativeHint'}}">
<i class="fa-solid fa-swords"></i> {{localize "OATHHAMMER.Dialog.RollInitiative"}}
</a>
{{#if combatantInitiative}}<span class="initiative-score" data-tooltip="{{localize 'OATHHAMMER.Label.Initiative'}}">⚔ {{combatantInitiative}}</span>{{/if}}
</div>
<fieldset>
<legend>{{localize "OATHHAMMER.Label.Weapons"}}</legend>
{{#if weapons.length}}

View File

@@ -43,6 +43,10 @@
<label>{{localize "OATHHAMMER.Label.DamageBonus"}}</label>
{{formInput systemFields.damageBonus value=system.damageBonus name="system.damageBonus" disabled=isPlayMode}}
</div>
<div class="form-group">
<label>{{localize "OATHHAMMER.Label.InitiativeBonus"}}</label>
{{formInput systemFields.initiativeBonus value=system.initiativeBonus name="system.initiativeBonus" disabled=isPlayMode}}
</div>
</div>
</fieldset>
<fieldset>

View File

@@ -37,6 +37,20 @@
</select>
</div>
<div class="roll-option-row">
<label>{{localize "OATHHAMMER.Dialog.DiceColor"}}</label>
<select name="colorOverride">
{{#each colorOptions}}<option value="{{value}}"{{#if selected}} selected{{/if}}>{{label}}</option>{{/each}}
</select>
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.DiceColorHint"}}</span>
</div>
<div class="roll-option-row roll-option-check">
<label for="armorExplodeOn5">{{localize "OATHHAMMER.Dialog.ExplodeOn5"}}</label>
<input type="checkbox" id="armorExplodeOn5" name="explodeOn5" />
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.ExplodeOn5Hint"}}</span>
</div>
</fieldset>
{{!-- Visibility -----------------------------------------------------------}}

View File

@@ -53,6 +53,12 @@
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.AttackModifierHint"}}</span>
</div>
<div class="roll-option-row roll-option-check">
<label for="miracleExplodeOn5">{{localize "OATHHAMMER.Dialog.ExplodeOn5"}}</label>
<input type="checkbox" id="miracleExplodeOn5" name="explodeOn5" />
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.ExplodeOn5Hint"}}</span>
</div>
</fieldset>
{{!-- Visibility --}}

View File

@@ -73,6 +73,8 @@
<select name="luckSpend">
{{#each luckOptions}}<option value="{{value}}"{{#if selected}} selected{{/if}}>{{label}}</option>{{/each}}
</select>
<label class="luck-human-label" for="luckIsHuman">{{localize "OATHHAMMER.Dialog.LuckHuman"}}</label>
<input type="checkbox" id="luckIsHuman" name="luckIsHuman" value="true" {{#if isHuman}}checked{{/if}} />
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.LuckHint"}} ({{availableLuck}} {{localize "OATHHAMMER.Dialog.Available"}})</span>
</div>
{{/if}}

View File

@@ -67,6 +67,12 @@
</select>
</div>
<div class="roll-option-row roll-option-check">
<label for="spellExplodeOn5">{{localize "OATHHAMMER.Dialog.ExplodeOn5"}}</label>
<input type="checkbox" id="spellExplodeOn5" name="explodeOn5" />
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.ExplodeOn5Hint"}}</span>
</div>
</fieldset>
{{!-- Visibility --}}

View File

@@ -47,6 +47,14 @@
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.AttackModifierHint"}}</span>
</div>
<div class="roll-option-row">
<label>{{localize "OATHHAMMER.Dialog.DiceColor"}}</label>
<select name="colorOverride">
{{#each colorOptions}}<option value="{{value}}"{{#if selected}} selected{{/if}}>{{label}}</option>{{/each}}
</select>
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.DiceColorHint"}}</span>
</div>
{{#if isRanged}}
<div class="roll-option-row">
<label>{{localize "OATHHAMMER.Dialog.RangeCondition"}}</label>
@@ -56,6 +64,12 @@
</div>
{{/if}}
<div class="roll-option-row roll-option-check">
<label for="attackExplodeOn5">{{localize "OATHHAMMER.Dialog.ExplodeOn5"}}</label>
<input type="checkbox" id="attackExplodeOn5" name="explodeOn5" />
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.ExplodeOn5Hint"}}</span>
</div>
</fieldset>
{{!-- Visibility --}}

View File

@@ -72,6 +72,20 @@
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.AttackModifierHint"}}</span>
</div>
<div class="roll-option-row">
<label>{{localize "OATHHAMMER.Dialog.DiceColor"}}</label>
<select name="colorOverride">
{{#each colorOptions}}<option value="{{value}}"{{#if selected}} selected{{/if}}>{{label}}</option>{{/each}}
</select>
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.DiceColorHint"}}</span>
</div>
<div class="roll-option-row roll-option-check">
<label for="defenseExplodeOn5">{{localize "OATHHAMMER.Dialog.ExplodeOn5"}}</label>
<input type="checkbox" id="defenseExplodeOn5" name="explodeOn5" />
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.ExplodeOn5Hint"}}</span>
</div>
</fieldset>
{{!-- Visibility --}}