[Rework] Damage and Damage Resource split (#2094)

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WBHarry 2026-07-18 23:31:38 +02:00 committed by GitHub
parent c90c6afc19
commit 3b68c6c895
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GPG key ID: B5690EEEBB952194
31 changed files with 730 additions and 531 deletions

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@ -84,13 +84,11 @@ export default class DhpAdversary extends DhCreature {
type: 'attack'
},
damage: {
parts: {
hitPoints: {
type: ['physical'],
applyTo: 'hitPoints',
value: {
multiplier: 'flat'
}
main: {
type: ['physical'],
applyTo: 'hitPoints',
value: {
multiplier: 'flat'
}
}
}

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@ -104,15 +104,13 @@ export default class DhCharacter extends DhCreature {
trait: 'strength'
},
damage: {
parts: {
hitPoints: {
type: ['physical'],
applyTo: 'hitPoints',
value: {
custom: {
enabled: true,
formula: '@profd4'
}
main: {
type: ['physical'],
applyTo: 'hitPoints',
value: {
custom: {
enabled: true,
formula: '@profd4'
}
}
}
@ -838,7 +836,7 @@ export default class DhCharacter extends DhCreature {
isReversed: true
};
this.attack.damage.parts.hitPoints.value.custom.formula = `@prof${this.basicAttackDamageDice}${this.rules.attack.damage.bonus ? ` + ${this.rules.attack.damage.bonus}` : ''}`;
this.attack.damage.main.value.custom.formula = `@prof${this.basicAttackDamageDice}${this.rules.attack.damage.bonus ? ` + ${this.rules.attack.damage.bonus}` : ''}`;
// Clamp resources (must be done last to ensure all updates occur)
this.resources.clamp();

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@ -40,17 +40,17 @@ export function getTierAdjustedAdversary(source, tier) {
// Store initial attack damage for abilities that have you deal a "standard attack"
const initialAttack = {
type: source.system.attack.damage?.parts.hitPoints?.type?.toSorted(),
value: getFormula(source.system.attack.damage?.parts.hitPoints?.value)
type: source.system.attack.damage?.main?.type?.toSorted(),
value: getFormula(source.system.attack.damage?.main?.value)
};
// Update damage of base attack.
try {
const damage = source.system.attack.damage;
if (!damage?.parts.hitPoints) throw new Error('Unexpected missing attack in adversary');
if (!damage?.main) throw new Error('Unexpected missing damage in adversary');
for (const property of ['value', 'valueAlt']) {
const data = damage.parts.hitPoints[property];
const data = damage.main[property];
const previousFormula = getFormula(data);
const value = calculateAdjustedDamage(previousFormula, 'attack', damageMeta);
applyAdjustedDamage(data, value);
@ -82,12 +82,12 @@ export function getTierAdjustedAdversary(source, tier) {
// Update damage in item actions and convert all formula matches in the descriptions to the new damage
for (const action of Object.values(item.system.actions)) {
if (!action.damage?.parts.hitPoints) continue;
if (!action.damage?.main) continue;
try {
// Apply conversions and save a record. If it matches attack damage *and* Its not in the description, use attack conversion instead
const result = [];
for (const property of ['value', 'valueAlt']) {
const { [property]: data, type: damageType } = action.damage.parts.hitPoints;
const { [property]: data, type: damageType } = action.damage.main;
const previousFormula = getFormula(data);
const isActuallyAttack =
previousFormula === initialAttack.value &&
@ -199,7 +199,7 @@ function calculateAdjustedDamage(formula, type, { currentDamageRange, newDamageR
}
/**
* Get formula from either damage parts *or* a simple formula object.
* Get formula from either damage data *or* a simple formula object.
* @returns {string} the new formula data
*/
function getFormula(data) {