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>
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@@ -411,9 +411,12 @@ export async function rollSpellCast(actor, spell, options = {}) {
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noStress = false,
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elementalBonus = 0,
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bonus = 0,
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poolSize = null,
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grimPenalty = 0,
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visibility,
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explodeOn5 = false,
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luckSpend = 0,
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luckIsHuman = false,
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} = options
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const sys = spell.system
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@@ -421,7 +424,12 @@ export async function rollSpellCast(actor, spell, options = {}) {
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const intRank = actorSys.attributes.intelligence.rank
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const magicRank = actorSys.skills.magic.rank
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const totalDice = Math.max(intRank + magicRank + bonus + poolPenalty + elementalBonus + grimPenalty, 1)
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const luckDicePerPoint = luckIsHuman ? 3 : 2
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const baseDice = intRank + magicRank + bonus + poolPenalty + elementalBonus + grimPenalty + (luckSpend * luckDicePerPoint)
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// poolSize: voluntary reduction (p.101) — clamped to [1, baseDice]
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const totalDice = poolSize !== null
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? Math.max(1, Math.min(poolSize + bonus + poolPenalty + elementalBonus + grimPenalty + (luckSpend * luckDicePerPoint), baseDice))
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: Math.max(baseDice, 1)
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const threshold = redDice ? 3 : 4
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const colorEmoji = redDice ? "🔴" : "⬜"
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@@ -439,6 +447,10 @@ export async function rollSpellCast(actor, spell, options = {}) {
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await actor.update({ "system.arcaneStress.value": currentStress + totalStressGain })
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}
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if (luckSpend > 0) {
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await actor.update({ "system.luck.value": Math.max(0, (actorSys.luck?.value ?? 0) - luckSpend) })
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}
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const newStress = (actorSys.arcaneStress.value ?? 0) + totalStressGain
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const stressMax = actorSys.arcaneStress.threshold
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const isBlocked = newStress >= stressMax
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@@ -451,10 +463,12 @@ export async function rollSpellCast(actor, spell, options = {}) {
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: game.i18n.localize("OATHHAMMER.Roll.Failure")
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const modParts = []
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if (poolSize !== null && poolSize < intRank + magicRank) modParts.push(`🎲 ${poolSize}d ${game.i18n.localize("OATHHAMMER.Dialog.PoolSizeReduced")}`)
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if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
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if (poolPenalty !== 0) modParts.push(`${poolPenalty} ${game.i18n.localize("OATHHAMMER.Enhancement." + _cap(enhancement))}`)
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if (elementalBonus > 0) modParts.push(`+${elementalBonus} ${game.i18n.localize("OATHHAMMER.Dialog.ElementMet")}`)
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if (grimPenalty < 0) modParts.push(`${grimPenalty} ${game.i18n.localize("OATHHAMMER.Dialog.GrimoireNo")}`)
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if (luckSpend > 0) modParts.push(`+${luckSpend * luckDicePerPoint} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP${luckIsHuman ? " 👤" : ""})`)
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const explodedCountSpell = diceResults.filter(d => d.exploded).length
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if (explodedCountSpell > 0) modParts.push(`💥 ${explodedCountSpell} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
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const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
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@@ -517,6 +531,8 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
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bonus = 0,
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visibility,
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explodeOn5 = false,
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luckSpend = 0,
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luckIsHuman = false,
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} = options
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const sys = miracle.system
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@@ -524,7 +540,8 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
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const wpRank = actorSys.attributes.willpower.rank
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const magicRank = actorSys.skills.magic.rank
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const totalDice = Math.max(wpRank + magicRank + bonus, 1)
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const luckDicePerPoint = luckIsHuman ? 3 : 2
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const totalDice = Math.max(wpRank + magicRank + bonus + (luckSpend * luckDicePerPoint), 1)
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const threshold = 4
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const colorEmoji = "⬜"
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@@ -532,6 +549,10 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
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const diceHtml = _diceHtml(diceResults, threshold)
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const isSuccess = successes >= dv
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if (luckSpend > 0) {
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await actor.update({ "system.luck.value": Math.max(0, (actorSys.luck?.value ?? 0) - luckSpend) })
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}
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const skillLabel = game.i18n.localize("OATHHAMMER.Skill.Magic")
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const attrLabel = game.i18n.localize("OATHHAMMER.Attribute.Willpower")
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const resultClass = isSuccess ? "roll-success" : "roll-failure"
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@@ -541,6 +562,7 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
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const modParts = []
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if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
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if (luckSpend > 0) modParts.push(`+${luckSpend * luckDicePerPoint} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP${luckIsHuman ? " 👤" : ""})`)
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const explodedCountMiracle = diceResults.filter(d => d.exploded).length
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if (explodedCountMiracle > 0) modParts.push(`💥 ${explodedCountMiracle} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
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const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
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