Add luck option after roll, attributes above 6, fix miracle icon and grit bonus
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52
module/applications/luck-roll-dialog.mjs
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52
module/applications/luck-roll-dialog.mjs
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@@ -0,0 +1,52 @@
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/**
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* Dialog for spending Luck Points after a roll result is known.
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* Called from the "🍀 Luck" button on chat cards.
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*/
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export default class OathHammerLuckRollDialog {
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/**
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* Prompt the actor's owner to spend luck points after seeing a roll result.
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* @param {Actor} actor
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* @returns {Promise<{luckSpend: number, luckIsHuman: boolean}|null>}
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*/
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static async prompt(actor) {
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const actorSys = actor.system
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const availableLuck = actorSys.luck?.value ?? 0
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if (availableLuck <= 0) {
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ui.notifications.warn(game.i18n.localize("OATHHAMMER.Roll.NoLuckLeft"))
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return null
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}
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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" : `${i} LP (+${i * luckDicePerPoint}d)`,
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selected: i === 1,
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}))
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-oath-hammer/templates/luck-roll-dialog.hbs",
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{ availableLuck, isHuman, luckOptions }
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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.LuckPostRollTitle", { name: actor.name }) },
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classes: ["fvtt-oath-hammer"],
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content,
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rejectClose: false,
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buttons: [{
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label: game.i18n.localize("OATHHAMMER.Dialog.LuckPostRollConfirm"),
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callback: (_ev, btn) => {
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const spend = parseInt(btn.form.elements.luckSpend?.value) || 0
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const isH = btn.form.elements.luckIsHuman?.checked ?? false
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return { luckSpend: spend, luckIsHuman: isH }
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},
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}],
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})
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if (!result || result.luckSpend <= 0) return null
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return result
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}
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}
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@@ -79,7 +79,7 @@ export default class OathHammerItemSheet extends HandlebarsApplicationMixin(foun
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)
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// Weapon-specific numeric selects
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context.damageModChoices = Object.fromEntries(
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Array.from({ length: 10 }, (_, i) => [i - 4, i - 4 >= 0 ? `+${i - 4}` : String(i - 4)])
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Array.from({ length: 20 }, (_, i) => [i - 4, i - 4 >= 0 ? `+${i - 4}` : String(i - 4)])
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)
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context.apChoices = Object.fromEntries(
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Array.from({ length: 7 }, (_, i) => [i, String(i)])
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@@ -348,7 +348,7 @@ export default class OathHammerWeaponDialog {
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selected: i === defaultSV,
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}))
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const damageBonusOptions = Array.from({ length: 9 }, (_, i) => {
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const damageBonusOptions = Array.from({ length: 20 }, (_, i) => {
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const v = i - 4
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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@@ -16,7 +16,7 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
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})
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const attributeField = () => new fields.SchemaField({
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rank: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1, max: 4 })
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rank: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 })
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})
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schema.attributes = new fields.SchemaField({
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might: attributeField(),
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@@ -68,7 +68,8 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
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schema.grit = new fields.SchemaField({
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value: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 })
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max: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 }),
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bonus: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
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})
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// Luck.max is derived from fate.rank; resets at session start.
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@@ -125,8 +126,8 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
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prepareDerivedData() {
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super.prepareDerivedData()
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// Grit max = Resilience skill rank + Toughness attribute rank (rulebook p.5)
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this.grit.max = this.skills.resilience.rank + this.attributes.toughness.rank
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// Grit max = Resilience skill rank + Toughness attribute rank + bonus (rulebook p.5)
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this.grit.max = this.skills.resilience.rank + this.attributes.toughness.rank + (this.grit.bonus ?? 0)
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// Luck max = Fate rank; restores at session start
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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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@@ -15,7 +15,7 @@ export default class OathHammerWeapon extends foundry.abstract.TypeDataModel {
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// Damage: melee/throwing = Might rank + damageMod dice; bows = baseDice (fixed, no Might)
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// usesMight is now derived from proficiencyGroup (see getter below)
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schema.damageMod = new fields.NumberField({ ...requiredInteger, initial: 0, min: -4, max: 16 })
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schema.damageMod = new fields.NumberField({ ...requiredInteger, initial: 0, min: -4, max: 15 })
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// AP (Armor Penetration): penalty imposed on armor/defense rolls
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schema.ap = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 16 })
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@@ -139,6 +139,7 @@ export async function rollSkillCheck(actor, skillKey, dv, options = {}) {
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content,
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rolls: allRolls,
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sound: CONFIG.sounds.dice,
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flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, colorType, dv, isOpposed, explodeOn5) } },
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}
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ChatMessage.applyRollMode(msgData, rollMode)
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await ChatMessage.create(msgData)
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@@ -224,6 +225,59 @@ export function _diceHtml(diceResults, threshold) {
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}).join(" ")
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}
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/**
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* Build the luck flag data to store on a chat message, enabling post-roll luck spending.
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* @param {Actor} actor
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* @param {number} threshold Dice success threshold (2/3/4)
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* @param {string} colorType "white"|"red"|"black"
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* @param {number} dv Difficulty value (0 = opposed)
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* @param {boolean} isOpposed
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* @param {boolean} explodeOn5
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*/
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export function _luckFlagData(actor, threshold, colorType, dv, isOpposed, explodeOn5) {
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return { actorUuid: actor.uuid, threshold, colorType, dv, isOpposed, explodeOn5 }
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}
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/**
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* Perform a post-roll luck spend: roll extra dice and update the chat message.
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* @param {ChatMessage} message
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* @param {number} luckSpend
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* @param {boolean} luckIsHuman
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*/
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export async function rollPostRollLuck(message, luckSpend, luckIsHuman) {
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const flag = message.getFlag("fvtt-oath-hammer", "luckRoll")
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if (!flag || flag.used || luckSpend <= 0) return
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const actor = await fromUuid(flag.actorUuid)
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if (!actor) return
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const currentLuck = actor.system.luck?.value ?? 0
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const safeSpend = Math.min(luckSpend, currentLuck)
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if (safeSpend <= 0) {
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ui.notifications.warn(game.i18n.localize("OATHHAMMER.Roll.NoLuckLeft"))
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return
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}
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const luckDicePerPoint = luckIsHuman ? 3 : 2
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const extraDice = safeSpend * luckDicePerPoint
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const { successes, diceResults } = await _rollPool(extraDice, flag.threshold, flag.explodeOn5)
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await actor.update({ "system.luck.value": Math.max(0, currentLuck - safeSpend) })
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const luckDiceHtml = _diceHtml(diceResults, flag.threshold)
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await message.setFlag("fvtt-oath-hammer", "luckRoll", {
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...flag,
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used: true,
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luckSpend: safeSpend,
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luckIsHuman,
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bonusSuccesses: successes,
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extraDiceResults: diceResults,
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luckDiceHtml,
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})
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}
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// ============================================================
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// WEAPON ATTACK ROLL
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// ============================================================
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@@ -309,7 +363,7 @@ export async function rollWeaponAttack(actor, weapon, options = {}) {
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content,
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rolls: rolls,
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sound: CONFIG.sounds.dice,
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flags: { "fvtt-oath-hammer": { weaponAttack: flagData } },
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flags: { "fvtt-oath-hammer": { weaponAttack: flagData, luckRoll: _luckFlagData(actor, threshold, colorType, 0, true, explodeOn5) } },
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}
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ChatMessage.applyRollMode(msgData, rollMode)
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await ChatMessage.create(msgData)
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@@ -506,11 +560,13 @@ export async function rollSpellCast(actor, spell, options = {}) {
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`
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const rollMode = visibility ?? game.settings.get("core", "rollMode")
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const spellColorType = redDice ? "red" : "white"
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const msgData = {
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speaker: ChatMessage.getSpeaker({ actor }),
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content,
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rolls: rolls,
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sound: CONFIG.sounds.dice,
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flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, spellColorType, dv, false, explodeOn5) } },
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}
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ChatMessage.applyRollMode(msgData, rollMode)
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await ChatMessage.create(msgData)
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@@ -608,6 +664,7 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
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content,
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rolls: rolls,
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sound: CONFIG.sounds.dice,
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flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, "white", dv, false, explodeOn5) } },
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}
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ChatMessage.applyRollMode(msgData, rollMode)
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await ChatMessage.create(msgData)
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@@ -683,11 +740,13 @@ export async function rollDefense(actor, options = {}) {
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`
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const rollMode = visibility ?? game.settings.get("core", "rollMode")
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const defColorType = redDice ? "red" : "white"
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const msgData = {
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speaker: ChatMessage.getSpeaker({ actor }),
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content,
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rolls: rolls,
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sound: CONFIG.sounds.dice,
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flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, defColorType, 0, true, false) } },
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}
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ChatMessage.applyRollMode(msgData, rollMode)
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await ChatMessage.create(msgData)
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@@ -786,6 +845,7 @@ export async function rollWeaponDefense(actor, weapon, options = {}) {
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content,
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rolls: rolls,
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sound: CONFIG.sounds.dice,
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flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, colorOverride, 0, true, explodeOn5) } },
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}
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ChatMessage.applyRollMode(msgData, rollMode)
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await ChatMessage.create(msgData)
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