Add luck option after roll, attributes above 6, fix miracle icon and grit bonus
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This commit is contained in:
2026-04-20 08:23:33 +02:00
parent 36cb3bc755
commit b4211c121d
19 changed files with 373 additions and 26 deletions

5
.gitignore vendored
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@@ -2,3 +2,8 @@ _docs_private/
node_modules/ node_modules/
package-lock.json package-lock.json
.history/ .history/
.github/
# LevelDB runtime files (lock/log are regenerated on open)
packs/*/LOCK
packs/*/LOG
packs/*/LOG.old

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@@ -565,6 +565,21 @@
opacity: 0.7; opacity: 0.7;
font-size: calc(0.86rem * 0.9); font-size: calc(0.86rem * 0.9);
} }
.oathhammer .character-main .character-stats-band .character-resources .character-resource .grit-max-group {
display: flex;
align-items: center;
gap: 2px;
}
.oathhammer .character-main .character-stats-band .character-resources .character-resource .grit-max-group .res-bonus-label {
opacity: 0.6;
font-size: calc(0.86rem * 0.9);
}
.oathhammer .character-main .character-stats-band .character-resources .character-resource .grit-max-group .res-bonus-input {
width: 2.2rem;
opacity: 0.85;
border-left: 1px dashed #535128;
padding-left: 2px;
}
.oathhammer .character-main .character-stats-band .character-resources .character-resource.character-resource--luck .luck-stepper { .oathhammer .character-main .character-stats-band .character-resources .character-resource.character-resource--luck .luck-stepper {
display: flex; display: flex;
align-items: center; align-items: center;
@@ -1775,6 +1790,45 @@
.oathhammer .rarity-roll-btn i { .oathhammer .rarity-roll-btn i {
font-size: 0.85em; font-size: 0.85em;
} }
.oh-luck-btn-row {
margin-top: 6px;
text-align: center;
}
.oh-post-luck-btn {
background: linear-gradient(135deg, #2d6a2d 0%, #4a8c4a 100%);
color: #e8d97a;
border: 1px solid #3a7a3a;
border-radius: 4px;
padding: 4px 12px;
font-size: 0.85em;
cursor: pointer;
letter-spacing: 0.03em;
transition: filter 0.15s;
}
.oh-post-luck-btn:hover {
filter: brightness(1.15);
}
.oh-luck-result {
display: flex;
align-items: center;
gap: 6px;
margin-top: 6px;
padding: 4px 8px;
background: rgba(45, 106, 45, 0.15);
border-left: 3px solid #4a8c4a;
border-radius: 0 4px 4px 0;
font-size: 0.85em;
color: #2d6a2d;
}
.oh-luck-result .oh-luck-result-icon {
font-size: 1.1em;
}
.oh-luck-result .oh-luck-dice {
display: flex;
gap: 3px;
flex-wrap: wrap;
margin-left: auto;
}
.fvtt-oath-hammer .window-content { .fvtt-oath-hammer .window-content {
background: #f5ead0; background: #f5ead0;
padding: 6px 8px; padding: 6px 8px;
@@ -2196,6 +2250,16 @@
.item-list--weapon .item-entry .item-actions a[data-action="edit"] { .item-list--weapon .item-entry .item-actions a[data-action="edit"] {
margin-left: 4px; margin-left: 4px;
} }
.oh-spell-dialog .spell-header .weapon-img-sm,
.oh-miracle-dialog .spell-header .weapon-img-sm {
width: 40px;
height: 40px;
-o-object-fit: contain;
object-fit: contain;
border: 1px solid rgba(83, 81, 40, 0.2);
border-radius: 4px;
flex-shrink: 0;
}
.oh-spell-dialog .dv-badge, .oh-spell-dialog .dv-badge,
.oh-miracle-dialog .dv-badge { .oh-miracle-dialog .dv-badge {
background: #3a0e6b; background: #3a0e6b;

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@@ -230,6 +230,7 @@
"NPC": "NPC", "NPC": "NPC",
"Grit": "Grit", "Grit": "Grit",
"Luck": "Luck", "Luck": "Luck",
"LuckAvailable": "Available Luck",
"Defense": "Defense", "Defense": "Defense",
"DefenseValue": "Defense Value", "DefenseValue": "Defense Value",
"ArmorRating": "Armor Rating", "ArmorRating": "Armor Rating",
@@ -433,6 +434,10 @@
"LuckHint": "+2 dice each", "LuckHint": "+2 dice each",
"LuckHuman": "Human (+3d)", "LuckHuman": "Human (+3d)",
"Available": "available", "Available": "available",
"LuckPoints": "Luck Points to Spend",
"LuckPostRollTitle": "Luck Roll — {name}",
"LuckPostRollConfirm": "Roll Luck Dice",
"LuckPostRollHint": "Spend Luck Points to roll extra dice and add successes",
"Visibility": "Visibility", "Visibility": "Visibility",
"Attribute": "Attribute", "Attribute": "Attribute",
"RollSkill": "Click to roll skill check", "RollSkill": "Click to roll skill check",
@@ -544,7 +549,11 @@
"DefenseMelee": "melee defense", "DefenseMelee": "melee defense",
"FightingNimble": "nimble weapon", "FightingNimble": "nimble weapon",
"MagicSpells": "spells" "MagicSpells": "spells"
} },
"NoLuckLeft": "No Luck Points remaining!",
"LuckRollPost": "Spend Luck",
"LuckResult": "Luck bonus:",
"NoBonus": "no bonus successes"
}, },
"Rune": { "Rune": {
"Attached": "Rune \"{name}\" attached.", "Attached": "Rune \"{name}\" attached.",

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@@ -169,6 +169,24 @@
.res-sep { opacity: 0.7; font-size: @font-size-xs; } .res-sep { opacity: 0.7; font-size: @font-size-xs; }
.grit-max-group {
display: flex;
align-items: center;
gap: 2px;
.res-bonus-label {
opacity: 0.6;
font-size: @font-size-xs;
}
.res-bonus-input {
width: 2.2rem;
opacity: 0.85;
border-left: 1px dashed @color-olive;
padding-left: 2px;
}
}
&.character-resource--luck { &.character-resource--luck {
.luck-stepper { .luck-stepper {
display: flex; display: flex;

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@@ -450,6 +450,17 @@
.oh-miracle-dialog { .oh-miracle-dialog {
// Spell/miracle header (reuses .spell-header, .weapon-img-sm, .weapon-name-lg, .weapon-badges) // Spell/miracle header (reuses .spell-header, .weapon-img-sm, .weapon-name-lg, .weapon-badges)
.spell-header {
.weapon-img-sm {
width: 40px;
height: 40px;
object-fit: contain;
border: 1px solid @color-olive-faint;
border-radius: 4px;
flex-shrink: 0;
}
}
.dv-badge { .dv-badge {
background: #3a0e6b; background: #3a0e6b;
color: #e8d9ff; color: #e8d9ff;

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@@ -115,3 +115,47 @@
i { font-size: 0.85em; } i { font-size: 0.85em; }
} }
} }
// Post-roll luck button and result
.oh-luck-btn-row {
margin-top: 6px;
text-align: center;
}
.oh-post-luck-btn {
background: linear-gradient(135deg, #2d6a2d 0%, #4a8c4a 100%);
color: #e8d97a;
border: 1px solid #3a7a3a;
border-radius: 4px;
padding: 4px 12px;
font-size: 0.85em;
cursor: pointer;
letter-spacing: 0.03em;
transition: filter 0.15s;
&:hover {
filter: brightness(1.15);
}
}
.oh-luck-result {
display: flex;
align-items: center;
gap: 6px;
margin-top: 6px;
padding: 4px 8px;
background: fade(#2d6a2d, 15%);
border-left: 3px solid #4a8c4a;
border-radius: 0 4px 4px 0;
font-size: 0.85em;
color: #2d6a2d;
.oh-luck-result-icon { font-size: 1.1em; }
.oh-luck-dice {
display: flex;
gap: 3px;
flex-wrap: wrap;
margin-left: auto;
}
}

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@@ -0,0 +1,52 @@
/**
* Dialog for spending Luck Points after a roll result is known.
* Called from the "🍀 Luck" button on chat cards.
*/
export default class OathHammerLuckRollDialog {
/**
* Prompt the actor's owner to spend luck points after seeing a roll result.
* @param {Actor} actor
* @returns {Promise<{luckSpend: number, luckIsHuman: boolean}|null>}
*/
static async prompt(actor) {
const actorSys = actor.system
const availableLuck = actorSys.luck?.value ?? 0
if (availableLuck <= 0) {
ui.notifications.warn(game.i18n.localize("OATHHAMMER.Roll.NoLuckLeft"))
return null
}
const isHuman = (actorSys.lineage?.name ?? "").toLowerCase() === "human"
const luckDicePerPoint = isHuman ? 3 : 2
const luckOptions = Array.from({ length: availableLuck + 1 }, (_, i) => ({
value: i,
label: i === 0 ? "0" : `${i} LP (+${i * luckDicePerPoint}d)`,
selected: i === 1,
}))
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-oath-hammer/templates/luck-roll-dialog.hbs",
{ availableLuck, isHuman, luckOptions }
)
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.format("OATHHAMMER.Dialog.LuckPostRollTitle", { name: actor.name }) },
classes: ["fvtt-oath-hammer"],
content,
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.LuckPostRollConfirm"),
callback: (_ev, btn) => {
const spend = parseInt(btn.form.elements.luckSpend?.value) || 0
const isH = btn.form.elements.luckIsHuman?.checked ?? false
return { luckSpend: spend, luckIsHuman: isH }
},
}],
})
if (!result || result.luckSpend <= 0) return null
return result
}
}

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@@ -79,7 +79,7 @@ export default class OathHammerItemSheet extends HandlebarsApplicationMixin(foun
) )
// Weapon-specific numeric selects // Weapon-specific numeric selects
context.damageModChoices = Object.fromEntries( context.damageModChoices = Object.fromEntries(
Array.from({ length: 10 }, (_, i) => [i - 4, i - 4 >= 0 ? `+${i - 4}` : String(i - 4)]) Array.from({ length: 20 }, (_, i) => [i - 4, i - 4 >= 0 ? `+${i - 4}` : String(i - 4)])
) )
context.apChoices = Object.fromEntries( context.apChoices = Object.fromEntries(
Array.from({ length: 7 }, (_, i) => [i, String(i)]) Array.from({ length: 7 }, (_, i) => [i, String(i)])

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@@ -348,7 +348,7 @@ export default class OathHammerWeaponDialog {
selected: i === defaultSV, selected: i === defaultSV,
})) }))
const damageBonusOptions = Array.from({ length: 9 }, (_, i) => { const damageBonusOptions = Array.from({ length: 20 }, (_, i) => {
const v = i - 4 const v = i - 4
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 } return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
}) })

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@@ -16,7 +16,7 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
}) })
const attributeField = () => new fields.SchemaField({ const attributeField = () => new fields.SchemaField({
rank: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1, max: 4 }) rank: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 })
}) })
schema.attributes = new fields.SchemaField({ schema.attributes = new fields.SchemaField({
might: attributeField(), might: attributeField(),
@@ -68,7 +68,8 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
schema.grit = new fields.SchemaField({ schema.grit = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 }), value: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 }) max: new fields.NumberField({ ...requiredInteger, initial: 2, min: 0 }),
bonus: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
}) })
// Luck.max is derived from fate.rank; resets at session start. // Luck.max is derived from fate.rank; resets at session start.
@@ -125,8 +126,8 @@ export default class OathHammerCharacter extends foundry.abstract.TypeDataModel
prepareDerivedData() { prepareDerivedData() {
super.prepareDerivedData() super.prepareDerivedData()
// Grit max = Resilience skill rank + Toughness attribute rank (rulebook p.5) // Grit max = Resilience skill rank + Toughness attribute rank + bonus (rulebook p.5)
this.grit.max = this.skills.resilience.rank + this.attributes.toughness.rank this.grit.max = this.skills.resilience.rank + this.attributes.toughness.rank + (this.grit.bonus ?? 0)
// Luck max = Fate rank; restores at session start // Luck max = Fate rank; restores at session start
this.luck.max = this.attributes.fate.rank this.luck.max = this.attributes.fate.rank
// Defense score = 10 + Agility + Armor Rating + bonus // Defense score = 10 + Agility + Armor Rating + bonus

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@@ -15,7 +15,7 @@ export default class OathHammerWeapon extends foundry.abstract.TypeDataModel {
// Damage: melee/throwing = Might rank + damageMod dice; bows = baseDice (fixed, no Might) // Damage: melee/throwing = Might rank + damageMod dice; bows = baseDice (fixed, no Might)
// usesMight is now derived from proficiencyGroup (see getter below) // usesMight is now derived from proficiencyGroup (see getter below)
schema.damageMod = new fields.NumberField({ ...requiredInteger, initial: 0, min: -4, max: 16 }) schema.damageMod = new fields.NumberField({ ...requiredInteger, initial: 0, min: -4, max: 15 })
// AP (Armor Penetration): penalty imposed on armor/defense rolls // AP (Armor Penetration): penalty imposed on armor/defense rolls
schema.ap = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 16 }) 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 = {}) {
content, content,
rolls: allRolls, rolls: allRolls,
sound: CONFIG.sounds.dice, sound: CONFIG.sounds.dice,
flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, colorType, dv, isOpposed, explodeOn5) } },
} }
ChatMessage.applyRollMode(msgData, rollMode) ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData) await ChatMessage.create(msgData)
@@ -224,6 +225,59 @@ export function _diceHtml(diceResults, threshold) {
}).join(" ") }).join(" ")
} }
/**
* Build the luck flag data to store on a chat message, enabling post-roll luck spending.
* @param {Actor} actor
* @param {number} threshold Dice success threshold (2/3/4)
* @param {string} colorType "white"|"red"|"black"
* @param {number} dv Difficulty value (0 = opposed)
* @param {boolean} isOpposed
* @param {boolean} explodeOn5
*/
export function _luckFlagData(actor, threshold, colorType, dv, isOpposed, explodeOn5) {
return { actorUuid: actor.uuid, threshold, colorType, dv, isOpposed, explodeOn5 }
}
/**
* Perform a post-roll luck spend: roll extra dice and update the chat message.
* @param {ChatMessage} message
* @param {number} luckSpend
* @param {boolean} luckIsHuman
*/
export async function rollPostRollLuck(message, luckSpend, luckIsHuman) {
const flag = message.getFlag("fvtt-oath-hammer", "luckRoll")
if (!flag || flag.used || luckSpend <= 0) return
const actor = await fromUuid(flag.actorUuid)
if (!actor) return
const currentLuck = actor.system.luck?.value ?? 0
const safeSpend = Math.min(luckSpend, currentLuck)
if (safeSpend <= 0) {
ui.notifications.warn(game.i18n.localize("OATHHAMMER.Roll.NoLuckLeft"))
return
}
const luckDicePerPoint = luckIsHuman ? 3 : 2
const extraDice = safeSpend * luckDicePerPoint
const { successes, diceResults } = await _rollPool(extraDice, flag.threshold, flag.explodeOn5)
await actor.update({ "system.luck.value": Math.max(0, currentLuck - safeSpend) })
const luckDiceHtml = _diceHtml(diceResults, flag.threshold)
await message.setFlag("fvtt-oath-hammer", "luckRoll", {
...flag,
used: true,
luckSpend: safeSpend,
luckIsHuman,
bonusSuccesses: successes,
extraDiceResults: diceResults,
luckDiceHtml,
})
}
// ============================================================ // ============================================================
// WEAPON ATTACK ROLL // WEAPON ATTACK ROLL
// ============================================================ // ============================================================
@@ -309,7 +363,7 @@ export async function rollWeaponAttack(actor, weapon, options = {}) {
content, content,
rolls: rolls, rolls: rolls,
sound: CONFIG.sounds.dice, sound: CONFIG.sounds.dice,
flags: { "fvtt-oath-hammer": { weaponAttack: flagData } }, flags: { "fvtt-oath-hammer": { weaponAttack: flagData, luckRoll: _luckFlagData(actor, threshold, colorType, 0, true, explodeOn5) } },
} }
ChatMessage.applyRollMode(msgData, rollMode) ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData) await ChatMessage.create(msgData)
@@ -506,11 +560,13 @@ export async function rollSpellCast(actor, spell, options = {}) {
` `
const rollMode = visibility ?? game.settings.get("core", "rollMode") const rollMode = visibility ?? game.settings.get("core", "rollMode")
const spellColorType = redDice ? "red" : "white"
const msgData = { const msgData = {
speaker: ChatMessage.getSpeaker({ actor }), speaker: ChatMessage.getSpeaker({ actor }),
content, content,
rolls: rolls, rolls: rolls,
sound: CONFIG.sounds.dice, sound: CONFIG.sounds.dice,
flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, spellColorType, dv, false, explodeOn5) } },
} }
ChatMessage.applyRollMode(msgData, rollMode) ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData) await ChatMessage.create(msgData)
@@ -608,6 +664,7 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
content, content,
rolls: rolls, rolls: rolls,
sound: CONFIG.sounds.dice, sound: CONFIG.sounds.dice,
flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, "white", dv, false, explodeOn5) } },
} }
ChatMessage.applyRollMode(msgData, rollMode) ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData) await ChatMessage.create(msgData)
@@ -683,11 +740,13 @@ export async function rollDefense(actor, options = {}) {
` `
const rollMode = visibility ?? game.settings.get("core", "rollMode") const rollMode = visibility ?? game.settings.get("core", "rollMode")
const defColorType = redDice ? "red" : "white"
const msgData = { const msgData = {
speaker: ChatMessage.getSpeaker({ actor }), speaker: ChatMessage.getSpeaker({ actor }),
content, content,
rolls: rolls, rolls: rolls,
sound: CONFIG.sounds.dice, sound: CONFIG.sounds.dice,
flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, defColorType, 0, true, false) } },
} }
ChatMessage.applyRollMode(msgData, rollMode) ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData) await ChatMessage.create(msgData)
@@ -786,6 +845,7 @@ export async function rollWeaponDefense(actor, weapon, options = {}) {
content, content,
rolls: rolls, rolls: rolls,
sound: CONFIG.sounds.dice, sound: CONFIG.sounds.dice,
flags: { "fvtt-oath-hammer": { luckRoll: _luckFlagData(actor, threshold, colorOverride, 0, true, explodeOn5) } },
} }
ChatMessage.applyRollMode(msgData, rollMode) ChatMessage.applyRollMode(msgData, rollMode)
await ChatMessage.create(msgData) await ChatMessage.create(msgData)

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@@ -8,7 +8,9 @@ import OathHammerUtils from "./module/utils.mjs"
import OathHammerWeaponDialog from "./module/applications/weapon-dialog.mjs" import OathHammerWeaponDialog from "./module/applications/weapon-dialog.mjs"
import OathHammerCombat from "./module/combat.mjs" import OathHammerCombat from "./module/combat.mjs"
import { rollWeaponDamage } from "./module/rolls.mjs" import { rollWeaponDamage } from "./module/rolls.mjs"
import { rollPostRollLuck } from "./module/rolls.mjs"
import { injectFreeRollBar } from "./module/applications/free-roll.mjs" import { injectFreeRollBar } from "./module/applications/free-roll.mjs"
import OathHammerLuckRollDialog from "./module/applications/luck-roll-dialog.mjs"
Hooks.once("init", function () { Hooks.once("init", function () {
console.info(SYSTEM.ASCII) console.info(SYSTEM.ASCII)
@@ -152,19 +154,64 @@ Hooks.on("preCreateActor", (actor, _data, _options, _userId) => {
}) })
// Handle "Roll Damage" button in weapon attack chat cards // Handle "Roll Damage" button in weapon attack chat cards
Hooks.on("renderChatMessageHTML", (message, html) => { Hooks.on("renderChatMessageHTML", async (message, html) => {
// Weapon damage button
const btn = html.querySelector("[data-action=\"rollWeaponDamage\"]") const btn = html.querySelector("[data-action=\"rollWeaponDamage\"]")
if (!btn) return if (btn) {
btn.addEventListener("click", async () => { btn.addEventListener("click", async () => {
const flagData = message.getFlag("fvtt-oath-hammer", "weaponAttack") const flagData = message.getFlag("fvtt-oath-hammer", "weaponAttack")
if (!flagData) return if (!flagData) return
const { actorUuid, weaponUuid, attackSuccesses } = flagData const { actorUuid, weaponUuid, attackSuccesses } = flagData
const actor = await fromUuid(actorUuid) const actor = await fromUuid(actorUuid)
const weapon = await fromUuid(weaponUuid) const weapon = await fromUuid(weaponUuid)
if (!actor || !weapon) return ui.notifications.warn(game.i18n.localize("OATHHAMMER.Roll.NoActor")) if (!actor || !weapon) return ui.notifications.warn(game.i18n.localize("OATHHAMMER.Roll.NoActor"))
const opts = await OathHammerWeaponDialog.promptDamage(actor, weapon, attackSuccesses ?? 0) const opts = await OathHammerWeaponDialog.promptDamage(actor, weapon, attackSuccesses ?? 0)
if (opts) await rollWeaponDamage(actor, weapon, opts) if (opts) await rollWeaponDamage(actor, weapon, opts)
}) })
}
// Luck post-roll button
const luckFlag = message.getFlag("fvtt-oath-hammer", "luckRoll")
if (!luckFlag) return
const resultDiv = html.querySelector(".oh-roll-result")
if (!resultDiv) return
if (luckFlag.used) {
// Show luck result section
const bonusLabel = luckFlag.bonusSuccesses > 0
? `+${luckFlag.bonusSuccesses} ${game.i18n.localize("OATHHAMMER.Roll.Successes")}`
: game.i18n.localize("OATHHAMMER.Roll.NoBonus")
const resultHtml = `
<div class="oh-luck-result">
<span class="oh-luck-result-icon">🍀</span>
<span>${game.i18n.localize("OATHHAMMER.Roll.LuckResult")} ${bonusLabel}</span>
<span class="oh-luck-dice">${luckFlag.luckDiceHtml ?? ""}</span>
</div>`
resultDiv.insertAdjacentHTML("afterend", resultHtml)
} else {
// Show "Spend Luck" button if actor owns the message and has luck left
const actor = await fromUuid(luckFlag.actorUuid).catch(() => null)
if (!actor?.isOwner) return
const availableLuck = actor.system.luck?.value ?? 0
if (availableLuck <= 0) return
const btnHtml = `
<div class="oh-luck-btn-row">
<button type="button" class="oh-post-luck-btn" data-action="postRollLuck">
🍀 ${game.i18n.localize("OATHHAMMER.Roll.LuckRollPost")}
</button>
</div>`
resultDiv.insertAdjacentHTML("afterend", btnHtml)
html.querySelector("[data-action=\"postRollLuck\"]")?.addEventListener("click", async () => {
const actor = await fromUuid(luckFlag.actorUuid).catch(() => null)
if (!actor) return
const opts = await OathHammerLuckRollDialog.prompt(actor)
if (!opts) return
await rollPostRollLuck(message, opts.luckSpend, opts.luckIsHuman)
})
}
}) })
// Inject Free Roll bar into the chat sidebar // Inject Free Roll bar into the chat sidebar

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@@ -1 +1 @@
MANIFEST-000017 MANIFEST-000021

View File

@@ -2,7 +2,7 @@
"id": "fvtt-oath-hammer", "id": "fvtt-oath-hammer",
"title": "Oath Hammer RPG", "title": "Oath Hammer RPG",
"description": "Oath Hammer RPG System for FoundryVTT", "description": "Oath Hammer RPG System for FoundryVTT",
"version": "14.0.0", "version": "14.0.1",
"authors": [ "authors": [
{ {
"name": "Uberwald", "name": "Uberwald",
@@ -156,8 +156,8 @@
} }
}, },
"url": "https://www.uberwald.me/gitea/uberwald/fvtt-oath-hammer", "url": "https://www.uberwald.me/gitea/uberwald/fvtt-oath-hammer",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-oath-hammer/releases/download/latest/system.json", "manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-oath-hammer/releases/download/latest/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-oath-hammer/releases/download/latest/fvtt-oath-hammer.zip", "download": "https://www.uberwald.me/gitea/uberwald/fvtt-oath-hammer/releases/download/14.0.1/fvtt-oath-hammer.zip",
"packs": [ "packs": [
{ {
"label": "Scenes", "label": "Scenes",

View File

@@ -56,7 +56,13 @@
<a data-action="adjustGrit" data-delta="1" class="grit-btn">+</a> <a data-action="adjustGrit" data-delta="1" class="grit-btn">+</a>
</div> </div>
<span class="res-sep">/</span> <span class="res-sep">/</span>
{{formInput systemFields.grit.fields.max value=system.grit.max name="system.grit.max" disabled=isPlayMode}} <span class="grit-max-group">
{{formInput systemFields.grit.fields.max value=system.grit.max name="system.grit.max" disabled=true}}
{{#unless isPlayMode}}
<span class="res-bonus-label">+</span>
{{formInput systemFields.grit.fields.bonus value=system.grit.bonus name="system.grit.bonus" class="res-bonus-input"}}
{{/unless}}
</span>
</div> </div>
<div class="character-resource character-resource--luck"> <div class="character-resource character-resource--luck">
<span class="resource-label">{{localize "OATHHAMMER.Label.Luck"}}</span> <span class="resource-label">{{localize "OATHHAMMER.Label.Luck"}}</span>

View File

@@ -0,0 +1,30 @@
<div class="oh-roll-dialog oh-luck-dialog">
<div class="luck-dialog-info">
<i class="fa-solid fa-clover luck-icon"></i>
<span>{{localize "OATHHAMMER.Dialog.LuckPostRollHint"}}</span>
</div>
<fieldset class="attack-options-block">
<legend>{{localize "OATHHAMMER.Dialog.LuckSpend"}}</legend>
<div class="pool-info-line">
{{localize "OATHHAMMER.Label.LuckAvailable"}}: <strong>{{availableLuck}}</strong>
</div>
<div class="roll-option-row">
<label>{{localize "OATHHAMMER.Dialog.LuckPoints"}}</label>
<select name="luckSpend">
{{#each luckOptions}}<option value="{{value}}"{{#if selected}} selected{{/if}}>{{label}}</option>{{/each}}
</select>
</div>
<div class="roll-option-row roll-option-check">
<label for="postLuckIsHuman">{{localize "OATHHAMMER.Dialog.LuckHuman"}} <i class="fa-solid fa-clover luck-icon"></i></label>
<input type="checkbox" id="postLuckIsHuman" name="luckIsHuman" value="true" {{#if isHuman}}checked{{/if}} />
<span class="roll-option-hint">{{localize "OATHHAMMER.Dialog.LuckHint"}}</span>
</div>
</fieldset>
</div>