Enhancements as per issue tracking sheet

This commit is contained in:
2026-03-19 15:39:25 +01:00
parent b2befe039e
commit b67d85c6be
22 changed files with 588 additions and 55 deletions

View File

@@ -19,7 +19,7 @@ export default class OathHammerWeaponDialog {
const sys = weapon.system
const actorSys = actor.system
const isRanged = !sys.usesMight && (sys.shortRange > 0 || sys.longRange > 0)
const isRanged = sys.proficiencyGroup === "bows" || sys.proficiencyGroup === "throwing"
const skillKey = isRanged ? "shooting" : "fighting"
const skillDef = SYSTEM.SKILLS[skillKey]
const defaultAttr = skillDef.attribute
@@ -30,6 +30,16 @@ export default class OathHammerWeaponDialog {
const hasNimble = sys.traits.has("nimble")
// Luck
const availableLuck = actorSys.luck?.value ?? 0
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" : `${i} (+${i * luckDicePerPoint}d)`,
selected: i === 0,
}))
// Auto-bonuses from special properties
let autoAttackBonus = 0
if (sys.specialProperties.has("master-crafted")) autoAttackBonus += 1
@@ -56,12 +66,11 @@ export default class OathHammerWeaponDialog {
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
})
const rangeOptions = [
{ value: 0, label: game.i18n.localize("OATHHAMMER.Dialog.RangeNormal") },
{ value: -1, label: game.i18n.localize("OATHHAMMER.Dialog.RangeLong") + " (1)" },
{ value: -2, label: game.i18n.localize("OATHHAMMER.Dialog.RangeMoving") + " (2)" },
{ value: -2, label: game.i18n.localize("OATHHAMMER.Dialog.RangeConcealment") + " (2)" },
{ value: -3, label: game.i18n.localize("OATHHAMMER.Dialog.RangeCover") + " (3)" },
const rangeConditions = [
{ name: "range_long", penalty: -1, label: `${game.i18n.localize("OATHHAMMER.Dialog.RangeLong")} (1)` },
{ name: "range_moving", penalty: -2, label: `${game.i18n.localize("OATHHAMMER.Dialog.RangeMoving")} (2)` },
{ name: "range_concealment", penalty: -2, label: `${game.i18n.localize("OATHHAMMER.Dialog.RangeConcealment")} (2)` },
{ name: "range_cover", penalty: -3, label: `${game.i18n.localize("OATHHAMMER.Dialog.RangeCover")} (3)` },
]
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
@@ -96,10 +105,13 @@ export default class OathHammerWeaponDialog {
apValue: sys.ap,
traits: traitLabels,
attackBonusOptions,
rangeOptions,
rangeConditions,
colorOptions: _colorOptions(skillColor),
rollModes,
visibility: game.settings.get("core", "rollMode"),
availableLuck,
isHuman,
luckOptions,
}
const content = await foundry.applications.handlebars.renderTemplate(
@@ -110,6 +122,7 @@ export default class OathHammerWeaponDialog {
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.format("OATHHAMMER.Dialog.AttackTitle", { weapon: weapon.name }) },
classes: ["fvtt-oath-hammer"],
position: { width: 420 },
content,
rejectClose: false,
buttons: [{
@@ -128,12 +141,17 @@ export default class OathHammerWeaponDialog {
if (!result) return null
return {
attackBonus: parseInt(result.attackBonus) || 0,
rangeCondition: parseInt(result.rangeCondition) || 0,
rangeCondition: (result.range_long === "true" ? -1 : 0)
+ (result.range_moving === "true" ? -2 : 0)
+ (result.range_concealment === "true" ? -2 : 0)
+ (result.range_cover === "true" ? -3 : 0),
attrOverride: result.attrOverride || defaultAttr,
colorOverride: result.colorOverride || skillColor,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
autoAttackBonus,
explodeOn5: result.explodeOn5 === "true",
luckSpend: Math.min(Math.max(0, parseInt(result.luckSpend) || 0), availableLuck),
luckIsHuman: result.luckIsHuman === "true",
}
}
@@ -172,6 +190,16 @@ export default class OathHammerWeaponDialog {
.filter(i => i.type === "armor" && i.system.equipped)
.reduce((sum, a) => sum + (a.system.penalty ?? 0), 0)
// Luck
const availableLuck = actorSys.luck?.value ?? 0
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} (+${i * luckDicePerPoint}d)`,
selected: i === 0,
}))
// Pre-select attack type: block weapons default to ranged, parry to melee
const defaultAttackType = hasBlock && !hasParry ? "ranged" : "melee"
@@ -229,6 +257,9 @@ export default class OathHammerWeaponDialog {
colorOptions: _colorOptions(defaultDefenseColor),
rollModes,
visibility: game.settings.get("core", "rollMode"),
availableLuck,
isHuman,
luckOptions,
}
const content = await foundry.applications.handlebars.renderTemplate(
@@ -239,6 +270,7 @@ export default class OathHammerWeaponDialog {
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.format("OATHHAMMER.Dialog.WeaponDefenseTitle", { weapon: weapon.name }) },
classes: ["fvtt-oath-hammer"],
position: { width: 420 },
content,
rejectClose: false,
buttons: [{
@@ -279,6 +311,8 @@ export default class OathHammerWeaponDialog {
bonus,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
explodeOn5: result.explodeOn5 === "true",
luckSpend: Math.min(Math.max(0, parseInt(result.luckSpend) || 0), availableLuck),
luckIsHuman: result.luckIsHuman === "true",
}
}
@@ -343,6 +377,7 @@ export default class OathHammerWeaponDialog {
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.format("OATHHAMMER.Dialog.DamageTitle", { weapon: weapon.name }) },
classes: ["fvtt-oath-hammer"],
position: { width: 420 },
content,
rejectClose: false,
buttons: [{