Enhancements as per issue tracking sheet
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@@ -183,7 +183,7 @@ export async function rollRarityCheck(actor, rarityKey, itemName) {
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* @param {number} threshold Minimum value to count as a success
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* @returns {Promise<{roll: Roll, successes: number, diceResults: Array}>}
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*/
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async function _rollPool(pool, threshold, explodeOn5 = false) {
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export async function _rollPool(pool, threshold, explodeOn5 = false) {
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const explodeThreshold = explodeOn5 ? 5 : 6
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const roll = await new Roll(`${Math.max(pool, 1)}d6`).evaluate()
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const rolls = [roll]
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@@ -216,7 +216,7 @@ async function _rollPool(pool, threshold, explodeOn5 = false) {
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/**
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* Render dice results as HTML spans.
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*/
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function _diceHtml(diceResults, threshold) {
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export function _diceHtml(diceResults, threshold) {
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return diceResults.map(({ val, exploded }) => {
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const cssClass = val >= threshold ? "die-success" : "die-fail"
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return `<span class="oh-die ${cssClass}${exploded ? " die-exploded" : ""}" title="${exploded ? "💥" : ""}">${val}</span>`
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@@ -236,12 +236,12 @@ function _diceHtml(diceResults, threshold) {
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* @param {object} options From OathHammerWeaponDialog.promptAttack()
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*/
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export async function rollWeaponAttack(actor, weapon, options = {}) {
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const { attackBonus = 0, rangeCondition = 0, attrOverride, colorOverride, visibility, autoAttackBonus = 0, explodeOn5 = false } = options
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const { attackBonus = 0, rangeCondition = 0, attrOverride, colorOverride, visibility, autoAttackBonus = 0, explodeOn5 = false, luckSpend = 0, luckIsHuman = false } = options
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const sys = weapon.system
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const actorSys = actor.system
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const isRanged = !sys.usesMight && (sys.shortRange > 0 || sys.longRange > 0)
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const isRanged = sys.proficiencyGroup === "bows" || sys.proficiencyGroup === "throwing"
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const skillKey = isRanged ? "shooting" : "fighting"
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const skillDef = SYSTEM.SKILLS[skillKey]
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const defaultAttr = skillDef.attribute
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@@ -254,7 +254,13 @@ export async function rollWeaponAttack(actor, weapon, options = {}) {
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const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
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const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
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const totalDice = Math.max(attrRank + skillRank + attackBonus + rangeCondition + autoAttackBonus, 1)
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const luckDicePerPoint = luckIsHuman ? 3 : 2
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const totalDice = Math.max(attrRank + skillRank + attackBonus + rangeCondition + autoAttackBonus + (luckSpend * luckDicePerPoint), 1)
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if (luckSpend > 0) {
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const currentLuck = actorSys.luck?.value ?? 0
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await actor.update({ "system.luck.value": Math.max(0, currentLuck - luckSpend) })
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}
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const { roll, rolls, successes, diceResults } = await _rollPool(totalDice, threshold, explodeOn5)
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@@ -266,7 +272,9 @@ export async function rollWeaponAttack(actor, weapon, options = {}) {
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if (attackBonus !== 0) modParts.push(`${attackBonus > 0 ? "+" : ""}${attackBonus} ${game.i18n.localize("OATHHAMMER.Dialog.AttackModifier")}`)
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if (rangeCondition !== 0) modParts.push(`${rangeCondition} ${game.i18n.localize("OATHHAMMER.Dialog.RangeCondition")}`)
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if (autoAttackBonus > 0) modParts.push(`+${autoAttackBonus} auto`)
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if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
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if (luckSpend > 0) modParts.push(`+${luckSpend * luckDicePerPoint} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP${luckIsHuman ? " 👤" : ""})`)
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const explodedCount = diceResults.filter(d => d.exploded).length
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if (explodedCount > 0) modParts.push(`💥 ${explodedCount} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
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const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
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const content = `
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@@ -342,6 +350,8 @@ export async function rollWeaponDamage(actor, weapon, options = {}) {
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if (sv > 0) modParts.push(`+${sv} SV`)
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if (damageBonus !== 0) modParts.push(`${damageBonus > 0 ? "+" : ""}${damageBonus} ${game.i18n.localize("OATHHAMMER.Dialog.DamageModifier")}`)
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if (autoDamageBonus > 0) modParts.push(`+${autoDamageBonus} auto`)
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const explodedCount = diceResults.filter(d => d.exploded).length
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if (explodedCount > 0) modParts.push(`💥 ${explodedCount} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
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const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
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const apNote = sys.ap > 0 ? `<span class="oh-ap-note">AP ${sys.ap}</span>` : ""
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@@ -445,7 +455,8 @@ export async function rollSpellCast(actor, spell, options = {}) {
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if (poolPenalty !== 0) modParts.push(`${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 (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
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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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const stressLine = `<div class="oh-stress-line${isBlocked ? " stress-blocked" : ""}">
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@@ -530,7 +541,8 @@ export async function rollMiracleCast(actor, miracle, options = {}) {
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const modParts = []
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if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
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if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
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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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const blockedLine = !isSuccess
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@@ -618,6 +630,8 @@ export async function rollDefense(actor, options = {}) {
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if (traitBonus > 0) modParts.push(`+${traitBonus} ${game.i18n.localize(attackType === "melee" ? "OATHHAMMER.WeaponTrait.Parry" : "OATHHAMMER.WeaponTrait.Block")}`)
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if (armorPenalty < 0) modParts.push(`${armorPenalty} ${game.i18n.localize("OATHHAMMER.Dialog.ArmorPenalty")}`)
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if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
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const explodedCountDef = diceResults.filter(d => d.exploded).length
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if (explodedCountDef > 0) modParts.push(`💥 ${explodedCountDef} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
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const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
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const content = `
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@@ -685,13 +699,21 @@ export async function rollWeaponDefense(actor, weapon, 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 defRank = actor.system.skills.defense.rank
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const totalDice = Math.max(attrRank + defRank + traitBonus + armorPenalty + diminishPenalty + bonus, 1)
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const defRank = actor.system.skills.defense.rank
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const luckDicePerPoint = luckIsHuman ? 3 : 2
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const totalDice = Math.max(attrRank + defRank + traitBonus + armorPenalty + diminishPenalty + bonus + (luckSpend * luckDicePerPoint), 1)
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const threshold = colorOverride === "black" ? 2 : colorOverride === "red" ? 3 : 4
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const colorEmoji = colorOverride === "black" ? "⬛" : colorOverride === "red" ? "🔴" : "⬜"
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if (luckSpend > 0) {
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const currentLuck = actor.system.luck?.value ?? 0
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await actor.update({ "system.luck.value": Math.max(0, currentLuck - luckSpend) })
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}
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const { roll, rolls, successes, diceResults } = await _rollPool(totalDice, threshold, explodeOn5)
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const diceHtml = _diceHtml(diceResults, threshold)
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@@ -704,7 +726,9 @@ export async function rollWeaponDefense(actor, weapon, options = {}) {
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if (armorPenalty < 0) modParts.push(`${armorPenalty} ${game.i18n.localize("OATHHAMMER.Dialog.ArmorPenalty")}`)
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if (diminishPenalty < 0) modParts.push(`${diminishPenalty} ${game.i18n.localize("OATHHAMMER.Dialog.DiminishingDefense")}`)
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if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
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if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
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if (luckSpend > 0) modParts.push(`+${luckSpend * luckDicePerPoint} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP${luckIsHuman ? " 👤" : ""})`)
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const explodedCountWDef = diceResults.filter(d => d.exploded).length
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if (explodedCountWDef > 0) modParts.push(`💥 ${explodedCountWDef} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
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const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
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const content = `
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@@ -761,24 +785,34 @@ export async function rollArmorSave(actor, armor, 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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// Armor CAN be reduced to 0 dice (fully bypassed by AP)
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const totalDice = Math.max(av + apPenalty + bonus, 0)
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const luckDicePerPoint = luckIsHuman ? 3 : 2
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// Armor CAN be reduced to 0 dice (fully bypassed by AP) — luck can still rescue
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const totalDice = Math.max(av + apPenalty + bonus + (luckSpend * luckDicePerPoint), 0)
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const colorType = colorOverride || (isReinforced ? "red" : "white")
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const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
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const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
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if (luckSpend > 0) {
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const currentLuck = actor.system.luck?.value ?? 0
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await actor.update({ "system.luck.value": Math.max(0, currentLuck - luckSpend) })
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}
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let successes = 0
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let diceHtml = `<em>${game.i18n.localize("OATHHAMMER.Roll.ArmorBypassed")}</em>`
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let roll
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let rolls = []
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let armorDiceResults = []
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if (totalDice > 0) {
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const result = await _rollPool(totalDice, threshold, explodeOn5)
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roll = result.roll
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rolls = result.rolls
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successes = result.successes
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armorDiceResults = result.diceResults
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diceHtml = _diceHtml(result.diceResults, threshold)
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} else {
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// Zero dice — create a dummy roll with no results so Foundry can still attach it
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@@ -790,7 +824,9 @@ export async function rollArmorSave(actor, armor, options = {}) {
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const modParts = []
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if (apPenalty < 0) modParts.push(`AP ${apPenalty}`)
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if (bonus !== 0) modParts.push(`${bonus > 0 ? "+" : ""}${bonus} ${game.i18n.localize("OATHHAMMER.Dialog.Modifier")}`)
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if (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
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if (luckSpend > 0) modParts.push(`+${luckSpend * luckDicePerPoint} ${game.i18n.localize("OATHHAMMER.Dialog.LuckSpend")} (${luckSpend}LP${luckIsHuman ? " 👤" : ""})`)
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const explodedCountArmor = armorDiceResults.filter(d => d.exploded).length
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if (explodedCountArmor > 0) modParts.push(`💥 ${explodedCountArmor} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
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const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
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const content = `
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@@ -866,7 +902,8 @@ export async function rollInitiativeCheck(actor, 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 (explodeOn5) modParts.push(`💥 ${game.i18n.localize("OATHHAMMER.Dialog.ExplodeOn5")}`)
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const explodedCountInit = diceResults.filter(d => d.exploded).length
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if (explodedCountInit > 0) modParts.push(`💥 ${explodedCountInit} ${game.i18n.localize("OATHHAMMER.Roll.Exploded")}`)
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const modLine = modParts.length ? `<div class="oh-roll-mods">${modParts.join(" · ")}</div>` : ""
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const content = `
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