feat: add Settlement actor type with Overview/Buildings/Inventory tabs
- New TypeDataModel: archetype, territory, renown, currency (gp/sp/cp), garrison, underSiege, isCapital, founded, taxNotes, description, notes - 3-tab ApplicationV2 sheet with drag & drop for building/weapon/armor/equipment - Currency steppers (+/−), building constructed toggle, qty controls - LESS-based CSS (settlement-sheet.less) + base.less updated for shared styles - Full i18n keys in lang/en.json (8 settlement archetypes) - system.json: registered settlement actor type Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -11,6 +11,7 @@ export { default as OathHammerTraitSheet } from "./sheets/trait-sheet.mjs"
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export { default as OathHammerOathSheet } from "./sheets/oath-sheet.mjs"
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export { default as OathHammerClassSheet } from "./sheets/class-sheet.mjs"
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export { default as OathHammerBuildingSheet } from "./sheets/building-sheet.mjs"
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export { default as OathHammerSettlementSheet } from "./sheets/settlement-sheet.mjs"
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export { default as OathHammerRollDialog } from "./roll-dialog.mjs"
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export { default as OathHammerWeaponDialog } from "./weapon-dialog.mjs"
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export { default as OathHammerSpellDialog } from "./spell-dialog.mjs"
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@@ -67,7 +67,7 @@ export default class OathHammerArmorDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.ArmorRollTitle", { armor: armor.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.ArmorRollTitle", { armor: armor.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -68,7 +68,7 @@ export default class OathHammerDefenseDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.DefenseTitle", { actor: actor.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.DefenseTitle", { actor: actor.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -30,6 +30,15 @@ export default class OathHammerMiracleDialog {
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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const availableLuck = actorSys.luck?.value ?? 0
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const isHuman = (actorSys.lineage?.name ?? "").toLowerCase() === "human"
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const luckDicePerPoint = isHuman ? 3 : 2
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const luckOptions = Array.from({ length: availableLuck + 1 }, (_, i) => ({
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value: i,
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label: i === 0 ? "0" : `${i} (+${i * luckDicePerPoint}d)`,
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selected: i === 0,
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}))
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
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const context = {
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@@ -47,6 +56,9 @@ export default class OathHammerMiracleDialog {
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basePool,
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miracleCountOptions,
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bonusOptions,
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availableLuck,
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isHuman,
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luckOptions,
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rollModes,
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visibility: game.settings.get("core", "rollMode"),
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}
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@@ -84,6 +96,8 @@ export default class OathHammerMiracleDialog {
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bonus: parseInt(result.bonus) || 0,
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visibility: result.visibility ?? game.settings.get("core", "rollMode"),
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explodeOn5: result.explodeOn5 === "true",
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luckSpend: Math.min(Math.max(0, parseInt(result.luckSpend) || 0), availableLuck),
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luckIsHuman: result.luckIsHuman === "true",
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}
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}
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}
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@@ -124,7 +124,7 @@ export default class OathHammerRollDialog {
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const title = game.i18n.format("OATHHAMMER.Dialog.SkillCheckTitle", { skill: context.skillLabel })
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title },
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window: { title, resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -37,6 +37,8 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
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rollInitiative: OathHammerCharacterSheet.#onRollInitiative,
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adjustQty: OathHammerCharacterSheet.#onAdjustQty,
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adjustCurrency: OathHammerCharacterSheet.#onAdjustCurrency,
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adjustStress: OathHammerCharacterSheet.#onAdjustStress,
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clearStress: OathHammerCharacterSheet.#onClearStress,
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},
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}
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@@ -201,6 +203,7 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
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break
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case "magic":
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context.tab = context.tabs.magic
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context.stressBlocked = doc.system.arcaneStress.value >= doc.system.arcaneStress.threshold
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context.spells = doc.itemTypes.spell.map(s => ({
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id: s.id, uuid: s.uuid, img: s.img, name: s.name, system: s.system,
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_descTooltip: _stripHtml(s.system.effect)
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@@ -404,6 +407,17 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
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const current = foundry.utils.getProperty(this.document, field) ?? 0
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await this.document.update({ [field]: Math.max(0, current + delta) })
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}
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static async #onAdjustStress(event, target) {
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const delta = parseInt(target.dataset.delta, 10)
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const current = this.document.system.arcaneStress.value ?? 0
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const max = this.document.system.arcaneStress.threshold
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await this.document.update({ "system.arcaneStress.value": Math.max(0, Math.min(max, current + delta)) })
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}
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static async #onClearStress(_event, _target) {
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await this.document.update({ "system.arcaneStress.value": 0 })
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}
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}
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/** Strip HTML tags and collapse whitespace for use in data-tooltip attributes. */
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132
module/applications/sheets/settlement-sheet.mjs
Normal file
132
module/applications/sheets/settlement-sheet.mjs
Normal file
@@ -0,0 +1,132 @@
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import OathHammerActorSheet from "./base-actor-sheet.mjs"
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const ALLOWED_ITEM_TYPES = new Set(["building", "equipment", "weapon", "armor"])
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export default class OathHammerSettlementSheet extends OathHammerActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["settlement"],
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position: {
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width: 840,
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height: "auto",
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},
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window: {
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contentClasses: ["settlement-content"],
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},
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actions: {
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adjustCurrency: OathHammerSettlementSheet.#onAdjustCurrency,
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adjustQty: OathHammerSettlementSheet.#onAdjustQty,
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toggleConstructed: OathHammerSettlementSheet.#onToggleConstructed,
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},
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}
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/** @override */
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static PARTS = {
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main: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-sheet.hbs",
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},
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tabs: {
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template: "templates/generic/tab-navigation.hbs",
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},
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overview: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-overview.hbs",
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},
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buildings: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-buildings.hbs",
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},
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inventory: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-inventory.hbs",
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},
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}
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/** @override */
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tabGroups = {
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sheet: "overview",
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}
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#getTabs() {
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const tabs = {
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overview: { id: "overview", group: "sheet", icon: "fa-solid fa-city", label: "OATHHAMMER.Tab.Overview" },
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buildings: { id: "buildings", group: "sheet", icon: "fa-solid fa-building", label: "OATHHAMMER.Tab.Buildings" },
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inventory: { id: "inventory", group: "sheet", icon: "fa-solid fa-boxes-stacked", label: "OATHHAMMER.Tab.Inventory" },
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.active ? "active" : ""
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}
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return tabs
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}
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/** @override */
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async _prepareContext() {
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const context = await super._prepareContext()
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context.tabs = this.#getTabs()
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context.archetypeChoices = Object.fromEntries(
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Object.entries(SYSTEM.SETTLEMENT_ARCHETYPES).map(([k, v]) => [k, game.i18n.localize(v)])
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)
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return context
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}
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/** @override */
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async _preparePartContext(partId, context) {
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const doc = this.document
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switch (partId) {
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case "main":
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break
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case "overview":
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context.tab = context.tabs.overview
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context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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doc.system.description, { async: true }
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)
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break
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case "buildings":
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context.tab = context.tabs.buildings
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context.buildings = doc.itemTypes.building
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break
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case "inventory": {
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context.tab = context.tabs.inventory
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context.weapons = doc.itemTypes.weapon
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context.armors = doc.itemTypes.armor
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context.equipments = doc.itemTypes.equipment
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break
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}
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}
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return context
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}
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/** @override */
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async _onDrop(event) {
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if (!this.isEditable || !this.isEditMode) return
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
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if (data.type !== "Item") return
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const item = await fromUuid(data.uuid)
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if (!item || !ALLOWED_ITEM_TYPES.has(item.type)) return
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return this._onDropItem(item)
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}
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static async #onAdjustCurrency(event, target) {
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const field = target.dataset.field
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const delta = parseInt(target.dataset.delta, 10)
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if (!field || isNaN(delta)) return
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const current = foundry.utils.getProperty(this.document, field) ?? 0
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await this.document.update({ [field]: Math.max(0, current + delta) })
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}
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static async #onAdjustQty(event, target) {
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const itemId = target.dataset.itemId
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const delta = parseInt(target.dataset.delta, 10)
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if (!itemId || isNaN(delta)) return
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const item = this.document.items.get(itemId)
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if (!item) return
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const current = item.system.quantity ?? 0
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await item.update({ "system.quantity": Math.max(0, current + delta) })
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}
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static async #onToggleConstructed(event, target) {
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const itemId = target.dataset.itemId
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if (!itemId) return
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const item = this.document.items.get(itemId)
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if (!item) return
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await item.update({ "system.constructed": !item.system.constructed })
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}
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}
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@@ -52,6 +52,22 @@ export default class OathHammerSpellDialog {
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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const availableLuck = actorSys.luck?.value ?? 0
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const isHuman = (actorSys.lineage?.name ?? "").toLowerCase() === "human"
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const luckDicePerPoint = isHuman ? 3 : 2
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const luckOptions = Array.from({ length: availableLuck + 1 }, (_, i) => ({
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value: i,
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label: i === 0 ? "0" : `${i} (+${i * luckDicePerPoint}d)`,
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selected: i === 0,
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}))
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// Pool size selector: casters may roll fewer dice to reduce Arcane Stress (p.101)
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const poolSizeOptions = Array.from({ length: basePool }, (_, i) => ({
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value: i + 1,
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label: `${i + 1}d`,
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selected: i + 1 === basePool,
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}))
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
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const context = {
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@@ -70,11 +86,15 @@ export default class OathHammerSpellDialog {
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intRank,
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magicRank,
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basePool,
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poolSizeOptions,
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currentStress,
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stressThreshold,
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isOverThreshold,
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enhancementOptions,
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bonusOptions,
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availableLuck,
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isHuman,
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luckOptions,
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rollModes,
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visibility: game.settings.get("core", "rollMode"),
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}
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@@ -116,9 +136,12 @@ export default class OathHammerSpellDialog {
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noStress: enh.noStress,
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elementalBonus: parseInt(result.elementalBonus) || 0,
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bonus: parseInt(result.bonus) || 0,
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poolSize: Math.min(Math.max(1, parseInt(result.poolSize) || basePool), basePool),
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grimPenalty: parseInt(result.noGrimoire) || 0,
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visibility: result.visibility ?? game.settings.get("core", "rollMode"),
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explodeOn5: result.explodeOn5 === "true",
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luckSpend: Math.min(Math.max(0, parseInt(result.luckSpend) || 0), availableLuck),
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luckIsHuman: result.luckIsHuman === "true",
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}
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}
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}
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@@ -120,7 +120,7 @@ export default class OathHammerWeaponDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.AttackTitle", { weapon: weapon.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.AttackTitle", { weapon: weapon.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -268,7 +268,7 @@ export default class OathHammerWeaponDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.WeaponDefenseTitle", { weapon: weapon.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.WeaponDefenseTitle", { weapon: weapon.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -375,7 +375,7 @@ export default class OathHammerWeaponDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.DamageTitle", { weapon: weapon.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.DamageTitle", { weapon: weapon.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -362,6 +362,17 @@ export const BUILDING_SKILL_CHOICES = {
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masonry: "OATHHAMMER.BuildingSkill.Masonry"
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}
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export const SETTLEMENT_ARCHETYPES = {
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"center-of-learning": "OATHHAMMER.SettlementArchetype.CenterOfLearning",
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"dwarven-borough": "OATHHAMMER.SettlementArchetype.DwarvenBorough",
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"free-city": "OATHHAMMER.SettlementArchetype.FreeCity",
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"guild-municipality": "OATHHAMMER.SettlementArchetype.GuildMunicipality",
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"nocklander-outpost": "OATHHAMMER.SettlementArchetype.NocklanderOutpost",
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"pilgrim-mission": "OATHHAMMER.SettlementArchetype.PilgrimMission",
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"port-town": "OATHHAMMER.SettlementArchetype.PortTown",
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"velathi-colony": "OATHHAMMER.SettlementArchetype.VelathiColony"
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}
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export const SYSTEM = {
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id: SYSTEM_ID,
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ATTRIBUTES,
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@@ -389,6 +400,7 @@ export const SYSTEM = {
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TRAIT_TYPE_CHOICES,
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TRAIT_USAGE_PERIOD,
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BUILDING_SKILL_CHOICES,
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SETTLEMENT_ARCHETYPES,
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STATUS_EFFECTS,
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ATTRIBUTE_RANK_CHOICES,
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ASCII
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@@ -11,3 +11,4 @@ export { default as OathHammerTrait } from "./trait.mjs"
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export { default as OathHammerOath } from "./oath.mjs"
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export { default as OathHammerClass } from "./class.mjs"
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export { default as OathHammerBuilding } from "./building.mjs"
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export { default as OathHammerSettlement } from "./settlement.mjs"
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@@ -78,8 +78,9 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
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})
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schema.arcaneStress = new fields.SchemaField({
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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threshold: new fields.NumberField({ ...requiredInteger, initial: 10, min: 0 })
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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threshold: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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thresholdBonus: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.miracleBlocked = new fields.BooleanField({ required: true, initial: false })
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@@ -130,5 +131,7 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
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this.luck.max = this.attributes.fate.rank
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// Defense score = 10 + Agility + Armor Rating + bonus
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this.defense.value = 10 + this.attributes.agility.rank + this.defense.armorRating + this.defense.bonus
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// Stress Threshold = Willpower rank + Magic rank + bonus (rulebook p.101)
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this.arcaneStress.threshold = this.attributes.willpower.rank + this.skills.magic.rank + this.arcaneStress.thresholdBonus
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}
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}
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40
module/models/settlement.mjs
Normal file
40
module/models/settlement.mjs
Normal file
@@ -0,0 +1,40 @@
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import { SYSTEM } from "../config/system.mjs"
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export default class OathHammerSettlement extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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const requiredInteger = { required: true, nullable: false, integer: true }
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const schema = {}
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.notes = new fields.HTMLField({ required: false, textSearch: true })
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schema.archetype = new fields.StringField({
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required: true,
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nullable: false,
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initial: "free-city",
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choices: SYSTEM.SETTLEMENT_ARCHETYPES
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})
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schema.territory = new fields.StringField({ required: true, nullable: false, initial: "" })
|
||||
schema.founded = new fields.StringField({ required: true, nullable: false, initial: "" })
|
||||
schema.population = new fields.StringField({ required: true, nullable: false, initial: "" })
|
||||
|
||||
schema.renown = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
||||
|
||||
schema.currency = new fields.SchemaField({
|
||||
gold: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
silver: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
copper: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
||||
})
|
||||
|
||||
schema.garrison = new fields.StringField({ required: true, nullable: false, initial: "" })
|
||||
schema.underSiege = new fields.BooleanField({ required: true, initial: false })
|
||||
schema.isCapital = new fields.BooleanField({ required: true, initial: false })
|
||||
schema.taxNotes = new fields.StringField({ required: true, nullable: false, initial: "" })
|
||||
|
||||
return schema
|
||||
}
|
||||
|
||||
static LOCALIZATION_PREFIXES = ["OATHHAMMER.Settlement"]
|
||||
}
|
||||
@@ -411,9 +411,12 @@ export async function rollSpellCast(actor, spell, options = {}) {
|
||||
noStress = false,
|
||||
elementalBonus = 0,
|
||||
bonus = 0,
|
||||
poolSize = null,
|
||||
grimPenalty = 0,
|
||||
visibility,
|
||||
explodeOn5 = false,
|
||||
luckSpend = 0,
|
||||
luckIsHuman = false,
|
||||
} = options
|
||||
|
||||
const sys = spell.system
|
||||
@@ -421,7 +424,12 @@ export async function rollSpellCast(actor, spell, options = {}) {
|
||||
|
||||
const intRank = actorSys.attributes.intelligence.rank
|
||||
const magicRank = actorSys.skills.magic.rank
|
||||
const totalDice = Math.max(intRank + magicRank + bonus + poolPenalty + elementalBonus + grimPenalty, 1)
|
||||
const luckDicePerPoint = luckIsHuman ? 3 : 2
|
||||
const baseDice = intRank + magicRank + bonus + poolPenalty + elementalBonus + grimPenalty + (luckSpend * luckDicePerPoint)
|
||||
// poolSize: voluntary reduction (p.101) — clamped to [1, baseDice]
|
||||
const totalDice = poolSize !== null
|
||||
? Math.max(1, Math.min(poolSize + bonus + poolPenalty + elementalBonus + grimPenalty + (luckSpend * luckDicePerPoint), baseDice))
|
||||
: Math.max(baseDice, 1)
|
||||
const threshold = redDice ? 3 : 4
|
||||
const colorEmoji = redDice ? "🔴" : "⬜"
|
||||
|
||||
@@ -439,6 +447,10 @@ export async function rollSpellCast(actor, spell, options = {}) {
|
||||
await actor.update({ "system.arcaneStress.value": currentStress + totalStressGain })
|
||||
}
|
||||
|
||||
if (luckSpend > 0) {
|
||||
await actor.update({ "system.luck.value": Math.max(0, (actorSys.luck?.value ?? 0) - luckSpend) })
|
||||
}
|
||||
|
||||
const newStress = (actorSys.arcaneStress.value ?? 0) + totalStressGain
|
||||
const stressMax = actorSys.arcaneStress.threshold
|
||||
const isBlocked = newStress >= stressMax
|
||||
@@ -451,10 +463,12 @@ export async function rollSpellCast(actor, spell, options = {}) {
|
||||
: game.i18n.localize("OATHHAMMER.Roll.Failure")
|
||||
|
||||
const modParts = []
|
||||
if (poolSize !== null && poolSize < intRank + magicRank) modParts.push(`🎲 ${poolSize}d ${game.i18n.localize("OATHHAMMER.Dialog.PoolSizeReduced")}`)
|
||||
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
|
||||
if (poolPenalty !== 0) modParts.push(`${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} ${game.i18n.localize("OATHHAMMER.Dialog.GrimoireNo")}`)
|
||||
if (luckSpend > 0) modParts.push(`+${luckSpend * luckDicePerPoint} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP${luckIsHuman ? " 👤" : ""})`)
|
||||
const explodedCountSpell = diceResults.filter(d => d.exploded).length
|
||||
if (explodedCountSpell > 0) modParts.push(`💥 ${explodedCountSpell} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
|
||||
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
|
||||
@@ -517,6 +531,8 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
|
||||
bonus = 0,
|
||||
visibility,
|
||||
explodeOn5 = false,
|
||||
luckSpend = 0,
|
||||
luckIsHuman = false,
|
||||
} = options
|
||||
|
||||
const sys = miracle.system
|
||||
@@ -524,7 +540,8 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
|
||||
|
||||
const wpRank = actorSys.attributes.willpower.rank
|
||||
const magicRank = actorSys.skills.magic.rank
|
||||
const totalDice = Math.max(wpRank + magicRank + bonus, 1)
|
||||
const luckDicePerPoint = luckIsHuman ? 3 : 2
|
||||
const totalDice = Math.max(wpRank + magicRank + bonus + (luckSpend * luckDicePerPoint), 1)
|
||||
const threshold = 4
|
||||
const colorEmoji = "⬜"
|
||||
|
||||
@@ -532,6 +549,10 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
|
||||
const diceHtml = _diceHtml(diceResults, threshold)
|
||||
const isSuccess = successes >= dv
|
||||
|
||||
if (luckSpend > 0) {
|
||||
await actor.update({ "system.luck.value": Math.max(0, (actorSys.luck?.value ?? 0) - luckSpend) })
|
||||
}
|
||||
|
||||
const skillLabel = game.i18n.localize("OATHHAMMER.Skill.Magic")
|
||||
const attrLabel = game.i18n.localize("OATHHAMMER.Attribute.Willpower")
|
||||
const resultClass = isSuccess ? "roll-success" : "roll-failure"
|
||||
@@ -541,6 +562,7 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
|
||||
|
||||
const modParts = []
|
||||
if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
|
||||
if (luckSpend > 0) modParts.push(`+${luckSpend * luckDicePerPoint} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP${luckIsHuman ? " 👤" : ""})`)
|
||||
const explodedCountMiracle = diceResults.filter(d => d.exploded).length
|
||||
if (explodedCountMiracle > 0) modParts.push(`💥 ${explodedCountMiracle} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
|
||||
const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
|
||||
|
||||
Reference in New Issue
Block a user