Fix conflict

This commit is contained in:
Dapoolp 2025-07-31 11:54:36 +02:00
commit dbb07008f0
677 changed files with 67498 additions and 579 deletions

View file

@ -190,12 +190,15 @@ Hooks.on('renderHandlebarsApplication', (_, element) => {
Hooks.on('chatMessage', (_, message) => {
if (message.startsWith('/dr')) {
const rollCommand = rollCommandToJSON(message.replace(/\/dr\s?/, ''));
if (!rollCommand) {
const result = rollCommandToJSON(message.replace(/\/dr\s?/, ''));
if (!result) {
ui.notifications.error(game.i18n.localize('DAGGERHEART.UI.Notifications.dualityParsing'));
return false;
}
const { result: rollCommand, flavor } = result;
const reaction = rollCommand.reaction;
const traitValue = rollCommand.trait?.toLowerCase();
const advantage = rollCommand.advantage
? CONFIG.DH.ACTIONS.advantageState.advantage.value
@ -211,7 +214,16 @@ Hooks.on('chatMessage', (_, message) => {
})
: game.i18n.localize('DAGGERHEART.GENERAL.duality');
enrichedDualityRoll({ traitValue, target, difficulty, title, label: 'test', actionType: null, advantage });
enrichedDualityRoll({
reaction,
traitValue,
target,
difficulty,
title,
label: 'test',
actionType: null,
advantage
});
return false;
}
});
@ -238,3 +250,48 @@ Hooks.on('renderJournalDirectory', async (tab, html, _, options) => {
};
}
});
Hooks.on('moveToken', async (movedToken, data) => {
const effectsAutomation = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).effects;
if (!effectsAutomation.rangeDependent) return;
const rangeDependantEffects = movedToken.actor.effects.filter(effect => effect.system.rangeDependence?.enabled);
const updateEffects = async (disposition, token, effects, effectUpdates) => {
const rangeMeasurement = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.RangeMeasurement);
for (let effect of effects.filter(x => x.system.rangeDependence?.enabled)) {
const { target, range, type } = effect.system.rangeDependence;
if ((target === 'friendly' && disposition !== 1) || (target === 'hostile' && disposition !== -1))
return false;
const distanceBetween = canvas.grid.measurePath([
{ ...movedToken.toObject(), x: data.destination.x, y: data.destination.y },
token
]).distance;
const distance = rangeMeasurement[range];
const reverse = type === CONFIG.DH.GENERAL.rangeInclusion.outsideRange.id;
const newDisabled = reverse ? distanceBetween <= distance : distanceBetween > distance;
const oldDisabled = effectUpdates[effect.uuid] ? effectUpdates[effect.uuid].disabled : newDisabled;
effectUpdates[effect.uuid] = {
disabled: oldDisabled || newDisabled,
value: effect
};
}
};
const effectUpdates = {};
for (let token of game.scenes.find(x => x.active).tokens) {
if (token.id !== movedToken.id) {
await updateEffects(token.disposition, token, rangeDependantEffects, effectUpdates);
}
if (token.actor) await updateEffects(movedToken.disposition, token, token.actor.effects, effectUpdates);
}
for (let key in effectUpdates) {
const effect = effectUpdates[key];
await effect.value.update({ disabled: effect.disabled });
}
});

View file

@ -88,6 +88,17 @@
}
}
},
"ACTIVEEFFECT": {
"Config": {
"rangeDependence": {
"title": "Range Dependence"
}
},
"RangeDependance": {
"hint": "Settings for an optional distance at which this effect should activate",
"title": "Range Dependant"
}
},
"ACTORS": {
"Adversary": {
"FIELDS": {
@ -534,83 +545,219 @@
"ArmorFeature": {
"burning": {
"name": "Burning",
"description": "When an adversary attacks you within Melee range, they mark a Stress."
"description": "When an adversary attacks you within Melee range, they mark a Stress.",
"actions": {
"burn": {
"name": "Burn",
"description": "When an adversary attacks you within Melee range, they mark a Stress."
}
}
},
"channeling": {
"name": "Channeling",
"description": "+1 to Spellcast Rolls"
"description": "+1 to Spellcast Rolls",
"effects": {
"channeling": {
"name": "Channeling",
"description": "+1 to Spellcast Rolls"
}
}
},
"difficult": {
"name": "Difficult",
"description": "-1 to all character traits and Evasion"
"description": "-1 to all character traits and Evasion",
"effects": {
"difficult": {
"name": "Difficult",
"description": "-1 to all character traits and Evasion"
}
}
},
"flexible": {
"name": "Flexible",
"description": "+1 to Evasion"
"description": "+1 to Evasion",
"effects": {
"flexible": {
"name": "Flexible",
"description": "+1 to Evasion"
}
}
},
"fortified": {
"name": "Fortified",
"description": "When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one."
"description": "When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.",
"effects": {
"fortified": {
"name": "Fortified",
"description": "When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one."
}
}
},
"gilded": {
"name": "Gilded",
"description": "+1 to Presence"
"description": "+1 to Presence",
"effects": {
"gilded": {
"name": "Gilded",
"description": "+1 to Presence"
}
}
},
"heavy": {
"name": "Heavy",
"description": "-1 to Evasion"
"description": "-1 to Evasion",
"effects": {
"heavy": {
"name": "Heavy",
"description": "-1 to Evasion"
}
}
},
"hopeful": {
"name": "Hopeful",
"description": "When you would spend a Hope, you can mark an Armor Slot instead."
"description": "When you would spend a Hope, you can mark an Armor Slot instead.",
"actions": {
"hope": {
"name": "Hope",
"description": "When you would spend a Hope, you can mark an Armor Slot instead."
}
}
},
"impenetrable": {
"name": "Impenetrable",
"description": "Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress."
"description": "Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.",
"actions": {
"impenetrable": {
"name": "Impenetrable",
"description": "Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress."
}
}
},
"magical": {
"name": "Magical",
"description": "You can't mark an Armor Slot to reduce physical damage."
"description": "You can't mark an Armor Slot to reduce physical damage.",
"effects": {
"magical": {
"name": "Magical",
"description": "You can't mark an Armor Slot to reduce physical damage."
}
}
},
"painful": {
"name": "Painful",
"description": "Each time you mark an Armor Slot, you must mark a Stress.",
"actions": {
"pain": {
"name": "Pain",
"description": "Each time you mark an Armor Slot, you must mark a Stress."
}
}
},
"physical": {
"name": "Physical",
"description": "You can't mark an Armor Slot to reduce magic damage."
"description": "You can't mark an Armor Slot to reduce magic damage.",
"effects": {
"physical": {
"name": "Physical",
"description": "You can't mark an Armor Slot to reduce magic damage."
}
}
},
"quiet": {
"name": "Quiet",
"description": "You gain a +2 bonus to rolls you make to move silently."
"description": "You gain a +2 bonus to rolls you make to move silently.",
"actions": {
"quiet": {
"name": "Quiet",
"description": "You gain a +2 bonus to rolls you make to move silently."
}
}
},
"reinforced": {
"name": "Reinforced",
"description": "When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot."
"description": "When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot.",
"actions": {
"reinforce": {
"name": "Reinforce",
"description": "When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot."
}
},
"effects": {
"reinforced": {
"name": "Reinforced",
"description": "When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot."
}
}
},
"resilient": {
"name": "Resilient",
"description": "Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot."
"description": "Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.",
"actions": {
"resilient": {
"name": "Resilient",
"description": "Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot."
}
}
},
"sharp": {
"name": "Sharp",
"description": "On a successful attack against a target within Melee range, add a d4 to the damage roll."
"description": "On a successful attack against a target within Melee range, add a d4 to the damage roll.",
"effects": {
"sharp": {
"name": "Sharp",
"description": "On a successful attack against a target within Melee range, add a d4 to the damage roll."
}
}
},
"shifting": {
"name": "Shifting",
"description": "When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage."
"description": "When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.",
"actions": {
"shift": {
"name": "Shift",
"description": "When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage."
}
}
},
"timeslowing": {
"name": "Timeslowing",
"description": "Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack."
"description": "Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.",
"actions": {
"slowTime": {
"name": "Slow Time",
"description": "Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack."
}
}
},
"truthseeking": {
"name": "Truthseeking",
"description": "This armor glows when another creature within Close range tells a lie."
"description": "This armor glows when another creature within Close range tells a lie.",
"actions": {
"truthseeking": {
"name": "Truthseeking",
"description": "This armor glows when another creature within Close range tells a lie."
}
}
},
"veryHeavy": {
"name": "Very Heavy",
"description": "-2 to Evasion; -1 to Agility"
"description": "-2 to Evasion; -1 to Agility",
"effects": {
"veryHeavy": {
"name": "Very Heavy",
"description": "-2 to Evasion; -1 to Agility"
}
}
},
"warded": {
"name": "Warded",
"description": "You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds."
"description": "You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.",
"effects": {
"warded": {
"name": "Warded",
"description": "You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds."
}
}
}
},
"BeastformType": {
@ -622,6 +769,10 @@
"oneHanded": "One-Handed",
"twoHanded": "Two-Handed"
},
"RangeInclusion": {
"withinRange": "Within Range",
"outsideRange": "Outside Range"
},
"Condition": {
"dead": {
"name": "Dead",
@ -716,7 +867,7 @@
"name": "Hope",
"abbreviation": "HO"
},
"armorStack": {
"armorSlot": {
"name": "Armor Slot",
"abbreviation": "AS"
},
@ -838,191 +989,513 @@
"WeaponFeature": {
"barrier": {
"name": "Barrier",
"description": "Gain your character's Tier + 1 to Armor Score; -1 to Evasion"
"description": "Gain Weapon Tier + 1 to Armor Score; -1 to Evasion",
"effects": {
"barrier": {
"name": "Barrier",
"description": "Gain Weapon Tier + 1 to Armor Score; -1 to Evasion"
}
}
},
"bonded": {
"name": "Bonded",
"description": "Gain a bonus to your damage rolls equal to your level."
"description": "Gain a bonus to your damage rolls equal to your level.",
"effects": {
"damage": {
"name": "Weapon Bond",
"description": "Gain a bonus to your damage rolls equal to your level."
}
}
},
"bouncing": {
"name": "Bouncing",
"description": "Mark 1 or more Stress to hit that many targets in range of the attack."
"description": "Mark 1 or more Stress to hit that many targets in range of the attack.",
"actions": {
"bounce": {
"name": "Bounce",
"description": "Mark 1 or more Stress to hit that many targets in range of the attack."
}
}
},
"brave": {
"name": "Brave",
"description": "-1 to Evasion; +3 to Severe damage threshold"
"description": "-1 to Evasion; + Weapon Tier to Severe damage threshold",
"effects": {
"brave": {
"name": "Brave",
"description": "-1 to Evasion; + Weapon Tier to Severe damage threshold"
}
}
},
"brutal": {
"name": "Brutal",
"description": "When you roll the maximum value on a damage die, roll an additional damage die."
"description": "When you roll the maximum value on a damage die, roll an additional damage die.",
"actions": {
"addDamage": {
"name": "Brutal",
"description": "When you roll the maximum value on a damage die, roll an additional damage die."
}
}
},
"burning": {
"name": "Burning",
"description": "When you roll the maximum value on a damage die, roll an additional damage die.",
"actions": {
"burn": {
"name": "Burn",
"description": "When you roll a 6 on a damage die, the target must mark a Stress."
}
}
},
"charged": {
"name": "Charged",
"description": "Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack."
"description": "Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack.",
"actions": {
"markStress": {
"name": "Charge",
"description": "Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack."
}
},
"effects": {
"charged": {
"name": "Charged",
"description": "Gain a +1 bonus to your Proficiency on a primary weapon attack."
}
}
},
"concussive": {
"name": "Concussive",
"description": "On a successful attack, you can spend a Hope to knock the target back to Far range."
"description": "On a successful attack, you can spend a Hope to knock the target back to Far range.",
"actions": {
"attack": {
"name": "Concuss",
"description": "On a successful attack, you can spend a Hope to knock the target back to Far range."
}
}
},
"cumbersome": {
"name": "Cumbersome",
"description": "-1 to Finesse"
"description": "-1 to Finesse",
"effects": {
"cumbersome": {
"name": "Cumbersome",
"description": "-1 to Finesse"
}
}
},
"deadly": {
"name": "Deadly",
"description": "When you deal Severe damage, the target must mark an additional HP."
"description": "When you deal Severe damage, the target must mark an additional HP.",
"actions": {
"extraDamage": {
"name": "Deadly",
"description": "When you deal Severe damage, the target must mark an additional HP."
}
}
},
"deflecting": {
"name": "Deflecting",
"description": "When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack."
"description": "When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack.",
"actions": {
"deflect": {
"name": "Deflect",
"description": "When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack."
}
},
"effects": {
"deflecting": {
"name": "Deflecting",
"description": "Gain a bonus to your Evasion equal to your Armor Score against the attack"
}
}
},
"destructive": {
"name": "Destructive",
"description": "-1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress."
"description": "-1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.",
"actions": {
"attack": {
"name": "Destruction",
"description": "On a successful attack, all adversaries within Very Close range must mark a Stress."
}
},
"effects": {
"agility": {
"name": "Destructive",
"description": "-1 to Agility"
}
}
},
"devastating": {
"name": "Devastating",
"description": "Before you make an attack roll, you can mark a Stress to use a d20 as your damage die."
"description": "Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.",
"actions": {
"devastate": {
"name": "Devastate",
"description": "Before you make an attack roll, you can mark a Stress to use a d20 as your damage die."
}
}
},
"doubleDuty": {
"name": "Double Duty",
"description": "+1 to Armor Score; +1 to primary weapon damage within Melee range"
"description": "+1 to Armor Score; +1 to primary weapon damage within Melee range",
"effects": {
"doubleDuty": {
"name": "Double Duty",
"description": "+1 to Armor Score; +1 to primary weapon damage within Melee range"
}
}
},
"doubledUp": {
"name": "Doubled Up",
"description": "When you make an attack with your primary weapon, you can deal damage to another target within Melee range."
"description": "When you make an attack with your primary weapon, you can deal damage to another target within Melee range.",
"actions": {
"doubleUp": {
"name": "Double Up",
"description": "When you make an attack with your primary weapon, you can deal damage to another target within Melee range."
}
}
},
"dueling": {
"name": "Dueling",
"description": "When there are no other creatures within Close range of the target, gain advantage on your attack roll against them."
"description": "When there are no other creatures within Close range of the target, gain advantage on your attack roll against them.",
"actions": {
"duel": {
"name": "Duel",
"description": "When there are no other creatures within Close range of the target, gain advantage on your attack roll against them."
}
}
},
"eruptive": {
"name": "Eruptive",
"description": "On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage."
"description": "On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.",
"actions": {
"erupt": {
"name": "Erupt",
"description": "On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage."
}
}
},
"grappling": {
"name": "Grappling",
"description": "On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you."
"description": "On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you.",
"actions": {
"grapple": {
"name": "Grapple",
"description": "On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you."
}
}
},
"greedy": {
"name": "Greedy",
"description": "Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll."
"description": "Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll.",
"actions": {
"greed": {
"name": "Greed",
"description": "Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll."
}
}
},
"healing": {
"name": "Healing",
"description": "During downtime, automatically clear a Hit Point."
"description": "During downtime, automatically clear a Hit Point.",
"actions": {
"heal": {
"name": "Heal",
"description": "During downtime, automatically clear a Hit Point."
}
}
},
"heavy": {
"name": "Heavy",
"description": "-1 to Evasion"
"description": "-1 to Evasion",
"effects": {
"heavy": {
"name": "Heavy",
"description": "-1 to Evasion"
}
}
},
"hooked": {
"name": "Hooked",
"description": "On a successful attack, you can pull the target into Melee range."
"description": "On a successful attack, you can pull the target into Melee range.",
"actions": {
"hook": {
"name": "Hook",
"description": "On a successful attack, you can pull the target into Melee range."
}
}
},
"hot": {
"name": "Hot",
"description": "This weapon cuts through solid material."
"description": "This weapon cuts through solid material.",
"actions": {
"hot": {
"name": "Hot",
"description": "This weapon cuts through solid material."
}
}
},
"invigorating": {
"name": "Invigorating",
"description": "On a successful attack, roll a d4. On a result of 4, clear a Stress."
"description": "On a successful attack, roll a d4. On a result of 4, clear a Stress.",
"actions": {
"invigorate": {
"name": "Invigorate",
"description": "On a successful attack, roll a d4. On a result of 4, clear a Stress."
}
}
},
"lifestealing": {
"name": "Lifestealing",
"description": "On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress."
"description": "On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.",
"actions": {
"lifesteal": {
"name": "Lifesteal",
"description": "On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress."
}
}
},
"lockedOn": {
"name": "Locked On",
"description": "On a successful attack, your next attack against the same target with your primary weapon automatically succeeds."
},
"lucky": {
"name": "Lucky",
"description": "On a failed attack, you can mark a Stress to reroll your attack."
"description": "On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.",
"actions": {
"lockOn": {
"name": "Lock On",
"description": "On a successful attack, your next attack against the same target with your primary weapon automatically succeeds."
}
}
},
"long": {
"name": "Long",
"description": "This weapon's attack targets all adversaries in a line within range."
"description": "This weapon's attack targets all adversaries in a line within range.",
"actions": {
"long": {
"name": "Long",
"description": "This weapon's attack targets all adversaries in a line within range."
}
}
},
"lucky": {
"name": "Lucky",
"description": "On a failed attack, you can mark a Stress to reroll your attack.",
"actions": {
"luck": {
"name": "Luck",
"description": "On a failed attack, you can mark a Stress to reroll your attack."
}
}
},
"massive": {
"name": "Massive",
"description": "-1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result."
"description": "-1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.",
"effects": {
"massive": {
"name": "Massive",
"description": "-1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result."
}
}
},
"painful": {
"name": "Painful",
"description": "Each time you make a successful attack, you must mark a Stress."
"description": "Each time you make a successful attack, you must mark a Stress.",
"actions": {
"pain": {
"name": "Pain",
"description": "Each time you make a successful attack, you must mark a Stress."
}
}
},
"paired": {
"name": "Paired",
"description": "Add your character's Tier + 1 to primary weapon damage against targets within Melee range"
"description": "Add your character's Tier + 1 to primary weapon damage against targets within Melee range",
"actions": {
"paired": {
"name": "Paired",
"description": "Add your character's Tier + 1 to primary weapon damage against targets within Melee range"
}
},
"effects": {
"paired": {
"name": "Paired",
"description": "Add your character's Tier + 1 to primary weapon damage against targets within Melee range"
}
}
},
"parry": {
"name": "Parry",
"description": "When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled."
"description": "When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled.",
"actions": {
"parry": {
"name": "Parry",
"description": "When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled."
}
}
},
"persuasive": {
"name": "Persuasive",
"description": "Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result."
"description": "Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.",
"actions": {
"persuade": {
"name": "Persuade",
"description": "Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result."
}
},
"effects": {
"persuasive": {
"name": "Persuasive",
"description": "Gain a +2 bonus to the Presence roll"
}
}
},
"pompous": {
"name": "Pompous",
"description": "You must have a Presence of 0 or lower to use this weapon."
"description": "You must have a Presence of 0 or lower to use this weapon.",
"actions": {
"pompous": {
"name": "Pompous",
"description": "You must have a Presence of 0 or lower to use this weapon."
}
}
},
"powerful": {
"name": "Powerful",
"description": "On a successful attack, roll an additional damage die and discard the lowest result."
"description": "On a successful attack, roll an additional damage die and discard the lowest result.",
"effects": {
"powerful": {
"name": "Powerful",
"description": "On a successful attack, roll an additional damage die and discard the lowest result."
}
}
},
"protective": {
"name": "Protective",
"description": "Add your character's Tier to your Armor Score"
"description": "Add your character's Tier to your Armor Score",
"effects": {
"protective": {
"name": "Protective",
"description": "Add your character's Tier to your Armor Score"
}
}
},
"quick": {
"name": "Quick",
"description": "When you make an attack, you can mark a Stress to target another creature within range."
"description": "When you make an attack, you can mark a Stress to target another creature within range.",
"actions": {
"quick": {
"name": "Quick",
"description": "When you make an attack, you can mark a Stress to target another creature within range."
}
}
},
"reliable": {
"name": "Reliable",
"description": "+1 to attack rolls"
"description": "+1 to attack rolls",
"effects": {
"reliable": {
"name": "Reliable",
"description": "+1 to attack rolls"
}
}
},
"reloading": {
"name": "Reloading",
"description": "After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again."
"description": "After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.",
"actions": {
"reload": {
"name": "Reload",
"description": "After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again."
}
}
},
"retractable": {
"name": "Retractable",
"description": "The blade can be hidden in the hilt to avoid detection."
"description": "The blade can be hidden in the hilt to avoid detection.",
"actions": {
"retract": {
"name": "Retract",
"description": "The blade can be hidden in the hilt to avoid detection."
}
}
},
"returning": {
"name": "Returning",
"description": "When this weapon is thrown within its range, it appears in your hand immediately after the attack."
"description": "When this weapon is thrown within its range, it appears in your hand immediately after the attack.",
"actions": {
"return": {
"name": "Return",
"description": "When this weapon is thrown within its range, it appears in your hand immediately after the attack."
}
}
},
"scary": {
"name": "Scary",
"description": "On a successful attack, the target must mark a Stress."
"description": "On a successful attack, the target must mark a Stress.",
"actions": {
"scare": {
"name": "Scare",
"description": "On a successful attack, the target must mark a Stress."
}
}
},
"selfCorrecting": {
"name": "Self Correcting",
"description": "When you roll a 1 on a damage die, it deals 6 damage instead."
"description": "When you roll a 1 on a damage die, it deals 6 damage instead.",
"effects": {
"selfCorrecting": {
"name": "Self Correcting",
"description": "When you roll a 1 on a damage die, it deals 6 damage instead."
}
}
},
"serrated": {
"name": "Serrated",
"description": "When you roll a 1 on a damage die, it deals 8 damage instead."
"description": "When you roll a 1 on a damage die, it deals 8 damage instead.",
"effects": {
"serrated": {
"name": "Serrated",
"description": "When you roll a 1 on a damage die, it deals 8 damage instead."
}
}
},
"sharpwing": {
"name": "Sharpwing",
"description": "Gain a bonus to your damage rolls equal to your Agility."
"description": "Gain a bonus to your damage rolls equal to your Agility.",
"effects": {
"sharpwing": {
"name": "Sharpwing",
"description": "Gain a bonus to your damage rolls equal to your Agility."
}
}
},
"sheltering": {
"name": "Sheltering",
"description": "When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage."
"description": "When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.",
"actions": {
"shelter": {
"name": "Shelter",
"description": "When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage."
}
}
},
"startling": {
"name": "Startling",
"description": "Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range."
"description": "Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.",
"actions": {
"startle": {
"name": "Startle",
"description": "Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range."
}
}
},
"timebending": {
"name": "Timebending",
"description": "You can choose the target of your attack after making your attack roll."
"description": "You can choose the target of your attack after making your attack roll.",
"actions": {
"bendTime": {
"name": "Bend Time",
"description": "You can choose the target of your attack after making your attack roll."
}
}
}
}
},
@ -1349,7 +1822,6 @@
"basics": "Basics",
"bonus": "Bonus",
"burden": "Burden",
"check": "{check} Check",
"continue": "Continue",
"criticalSuccess": "Critical Success",
"d20Roll": "D20 Roll",
@ -1385,6 +1857,7 @@
"imagePath": "Image Path",
"inactiveEffects": "Inactive Effects",
"inventory": "Inventory",
"itemResource": "Item Resource",
"level": "Level",
"levelUp": "Level Up",
"loadout": "Loadout",
@ -1396,6 +1869,7 @@
"proficiency": "Proficiency",
"quantity": "Quantity",
"range": "Range",
"reactionRoll": "Reaction Roll",
"recovery": "Recovery",
"reroll": "Reroll",
"rerollThing": "Reroll {thing}",
@ -1403,6 +1877,7 @@
"roll": "Roll",
"rollAll": "Roll All",
"rollDamage": "Roll Damage",
"rollWith": "{roll} Roll",
"save": "Save",
"scalable": "Scalable",
"situationalBonus": "Situational Bonus",
@ -1550,6 +2025,12 @@
"hordeDamage": {
"label": "Automatic Horde Damage",
"hint": "Automatically active horde effect to lower damage when reaching half or lower HP."
},
"effects": {
"rangeDependent": {
"label": "Effect Range Dependent",
"hint": "Effects with defined range dependency will automatically turn on/off depending on range"
}
}
}
},
@ -1752,7 +2233,8 @@
"beastformToManyAdvantages": "You cannot select any more advantages.",
"beastformToManyFeatures": "You cannot select any more features.",
"beastformEquipWeapon": "You cannot use weapons while in a Beastform.",
"loadoutMaxReached": "You already have {max} cards in your loadout. Move atleast one to your vault before adding a new one."
"loadoutMaxReached": "You already have {max} cards in your loadout. Move atleast one to your vault before adding a new one.",
"insufficientResources": "You have insufficient resources"
},
"Tooltip": {
"disableEffect": "Disable Effect",

View file

@ -7,6 +7,7 @@ export default class D20RollDialog extends HandlebarsApplicationMixin(Applicatio
this.roll = roll;
this.config = config;
this.config.experiences = [];
this.reactionOverride = config.roll.type === 'reaction';
if (config.source?.action) {
this.item = config.data.parent.items.get(config.source.item) ?? config.data.parent;
@ -30,6 +31,7 @@ export default class D20RollDialog extends HandlebarsApplicationMixin(Applicatio
actions: {
updateIsAdvantage: this.updateIsAdvantage,
selectExperience: this.selectExperience,
toggleReaction: this.toggleReaction,
submitRoll: this.submitRoll
},
form: {
@ -103,6 +105,9 @@ export default class D20RollDialog extends HandlebarsApplicationMixin(Applicatio
context.isLite = this.config.roll?.lite;
context.extraFormula = this.config.extraFormula;
context.formula = this.roll.constructFormula(this.config);
context.showReaction = !context.rollConfig.type && context.rollType === 'DualityRoll';
context.reactionOverride = this.reactionOverride;
}
return context;
}
@ -141,7 +146,19 @@ export default class D20RollDialog extends HandlebarsApplicationMixin(Applicatio
this.render();
}
static toggleReaction() {
if (this.config.roll) {
this.reactionOverride = !this.reactionOverride;
this.render();
}
}
static async submitRoll() {
this.config.roll.type = this.reactionOverride
? CONFIG.DH.ITEM.actionTypes.reaction.id
: this.config.roll.type === CONFIG.DH.ITEM.actionTypes.reaction.id
? null
: this.config.roll.type;
await this.close({ submitted: true });
}

View file

@ -225,7 +225,7 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
await super.close({});
}
static async armorStackQuery({ actorId, damage, type }) {
static async armorSlotQuery({ actorId, damage, type }) {
return new Promise(async (resolve, reject) => {
const actor = await fromUuid(actorId);
if (!actor || !actor?.isOwner) reject();

View file

@ -108,9 +108,11 @@ export default class DHActionConfig extends DaggerheartSheet(ApplicationV2) {
context.hasBaseDamage = !!this.action.parent.attack;
context.getEffectDetails = this.getEffectDetails.bind(this);
context.costOptions = this.getCostOptions();
context.getRollTypeOptions = this.getRollTypeOptions();
context.disableOption = this.disableOption.bind(this);
context.isNPC = this.action.actor?.isNPC;
context.baseSaveDifficulty = this.action.actor?.baseSaveDifficulty;
context.baseAttackBonus = this.action.actor?.system.attack?.roll.bonus;
context.hasRoll = this.action.hasRoll;
const settingsTiers = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers;
@ -131,14 +133,23 @@ export default class DHActionConfig extends DaggerheartSheet(ApplicationV2) {
const resource = this.action.parent.resource;
if (resource) {
options[this.action.parent.parent.id] = {
label: this.action.parent.parent.name,
group: 'TYPES.Actor.character'
label: 'DAGGERHEART.GENERAL.itemResource',
group: 'Global'
};
}
return options;
}
getRollTypeOptions() {
const types = foundry.utils.deepClone(CONFIG.DH.GENERAL.rollTypes);
if (!this.action.actor) return types;
Object.values(types).forEach(t => {
if (this.action.actor.type !== 'character' && t.playerOnly) delete types[t.id];
});
return types;
}
disableOption(index, costOptions, choices) {
const filtered = foundry.utils.deepClone(costOptions);
Object.keys(filtered).forEach(o => {

View file

@ -27,7 +27,7 @@ export default class DhActiveEffectConfig extends foundry.applications.sheets.Ac
header: { template: 'systems/daggerheart/templates/sheets/activeEffect/header.hbs' },
tabs: { template: 'templates/generic/tab-navigation.hbs' },
details: { template: 'systems/daggerheart/templates/sheets/activeEffect/details.hbs', scrollable: [''] },
duration: { template: 'systems/daggerheart/templates/sheets/activeEffect/duration.hbs' },
settings: { template: 'systems/daggerheart/templates/sheets/activeEffect/settings.hbs' },
changes: {
template: 'systems/daggerheart/templates/sheets/activeEffect/changes.hbs',
scrollable: ['ol[data-changes]']
@ -39,7 +39,7 @@ export default class DhActiveEffectConfig extends foundry.applications.sheets.Ac
sheet: {
tabs: [
{ id: 'details', icon: 'fa-solid fa-book' },
{ id: 'duration', icon: 'fa-solid fa-clock' },
{ id: 'settings', icon: 'fa-solid fa-bars', label: 'DAGGERHEART.GENERAL.Tabs.settings' },
{ id: 'changes', icon: 'fa-solid fa-gears' }
],
initial: 'details',

View file

@ -43,25 +43,6 @@ export const actionTypes = {
}
};
export const targetTypes = {
self: {
id: 'self',
label: 'Self'
},
friendly: {
id: 'friendly',
label: 'Friendly'
},
hostile: {
id: 'hostile',
label: 'Hostile'
},
any: {
id: 'any',
label: 'Any'
}
};
export const damageOnSave = {
none: {
id: 'none',

View file

@ -43,6 +43,40 @@ export const range = {
}
};
export const rangeInclusion = {
withinRange: {
id: 'withinRange',
label: 'DAGGERHEART.CONFIG.RangeInclusion.withinRange'
},
outsideRange: {
id: 'outsideRange',
label: 'DAGGERHEART.CONFIG.RangeInclusion.outsideRange'
}
};
export const otherTargetTypes = {
friendly: {
id: 'friendly',
label: 'Friendly'
},
hostile: {
id: 'hostile',
label: 'Hostile'
},
any: {
id: 'any',
label: 'Any'
}
};
export const targetTypes = {
self: {
id: 'self',
label: 'Self'
},
...otherTargetTypes
};
export const burden = {
oneHanded: {
value: 'oneHanded',
@ -85,10 +119,10 @@ export const healingTypes = {
label: 'DAGGERHEART.CONFIG.HealingType.hope.name',
abbreviation: 'DAGGERHEART.CONFIG.HealingType.hope.abbreviation'
},
armorStack: {
id: 'armorStack',
label: 'DAGGERHEART.CONFIG.HealingType.armorStack.name',
abbreviation: 'DAGGERHEART.CONFIG.HealingType.armorStack.abbreviation'
armorSlot: {
id: 'armorSlot',
label: 'DAGGERHEART.CONFIG.HealingType.armorSlot.name',
abbreviation: 'DAGGERHEART.CONFIG.HealingType.armorSlot.abbreviation'
},
fear: {
id: 'fear',
@ -199,7 +233,7 @@ export const defaultRestOptions = {
actionType: 'action',
chatDisplay: false,
healing: {
applyTo: healingTypes.armorStack.id,
applyTo: healingTypes.armorSlot.id,
value: {
custom: {
enabled: true,
@ -287,7 +321,7 @@ export const defaultRestOptions = {
actionType: 'action',
chatDisplay: false,
healing: {
applyTo: healingTypes.armorStack.id,
applyTo: healingTypes.armorSlot.id,
value: {
custom: {
enabled: true,
@ -425,8 +459,8 @@ export const refreshTypes = {
};
export const abilityCosts = {
hp: {
id: 'hp',
hitPoints: {
id: 'hitPoints',
label: 'DAGGERHEART.CONFIG.HealingType.hitPoints.name',
group: 'Global'
},
@ -473,11 +507,13 @@ export const rollTypes = {
},
spellcast: {
id: 'spellcast',
label: 'DAGGERHEART.CONFIG.RollTypes.spellcast.name'
label: 'DAGGERHEART.CONFIG.RollTypes.spellcast.name',
playerOnly: true
},
trait: {
id: 'trait',
label: 'DAGGERHEART.CONFIG.RollTypes.trait.name'
label: 'DAGGERHEART.CONFIG.RollTypes.trait.name',
playerOnly: true
},
diceSet: {
id: 'diceSet',

File diff suppressed because it is too large Load diff

View file

@ -181,13 +181,11 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
prepareRoll() {
const roll = {
modifiers: this.modifiers,
trait: this.roll?.trait,
baseModifiers: this.roll.getModifier(),
label: 'Attack',
type: this.actionType,
difficulty: this.roll?.difficulty,
formula: this.roll.getFormula(),
bonus: this.roll.bonus,
advantage: CONFIG.DH.ACTIONS.advantageState[this.roll.advState].value
};
if (this.roll?.type === 'diceSet') roll.lite = true;
@ -201,6 +199,7 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
async consume(config) {
const usefulResources = foundry.utils.deepClone(this.actor.system.resources);
for (var cost of config.costs) {
if (cost.keyIsID) {
usefulResources[cost.key] = {
@ -223,17 +222,13 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
});
await this.actor.modifyResource(resources);
if (config.uses?.enabled) {
const newActions = foundry.utils.getProperty(this.item.system, this.systemPath).map(x => x.toObject());
newActions[this.index].uses.value++;
await this.item.update({ [`system.${this.systemPath}`]: newActions });
}
if (config.uses?.enabled) this.update({ 'uses.value': this.uses.value + 1 });
}
/* */
/* ROLL */
get hasRoll() {
return !!this.roll?.type || !!this.roll?.bonus;
return !!this.roll?.type;
}
get modifiers() {
@ -297,17 +292,16 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
/* SAVE */
async rollSave(actor, event, message) {
if (!actor) return;
return actor
.diceRoll({
event,
title: 'Roll Save',
roll: {
trait: this.save.trait,
difficulty: this.save.difficulty ?? this.actor?.baseSaveDifficulty,
type: 'reaction'
},
data: actor.getRollData()
});
return actor.diceRoll({
event,
title: 'Roll Save',
roll: {
trait: this.save.trait,
difficulty: this.save.difficulty ?? this.actor?.baseSaveDifficulty,
type: 'reaction'
},
data: actor.getRollData()
});
}
updateSaveMessage(result, message, targetId) {
@ -320,7 +314,7 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
else updateMsg();
}
static rollSaveQuery({ actionId, actorId, event, message }) {
static rollSaveQuery({ actionId, actorId, event, message }) {
return new Promise(async (resolve, reject) => {
const actor = await fromUuid(actorId),
action = await fromUuid(actionId);

View file

@ -4,15 +4,25 @@ import DHBaseAction from './baseAction.mjs';
export default class DhBeastformAction extends DHBaseAction {
static extraSchemas = [...super.extraSchemas, 'beastform'];
async use(_event, ...args) {
async use(event, ...args) {
const beastformConfig = this.prepareBeastformConfig();
const abort = await this.handleActiveTransformations();
if (abort) return;
const calcCosts = game.system.api.fields.ActionFields.CostField.calcCosts.call(this, this.cost);
const hasCost = game.system.api.fields.ActionFields.CostField.hasCost.call(this, calcCosts);
if (!hasCost) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.UI.Notifications.insufficientResources'));
return;
}
const { selected, evolved, hybrid } = await BeastformDialog.configure(beastformConfig, this.item);
if (!selected) return;
const result = await super.use(event, args);
if (!result) return;
await this.transform(selected, evolved, hybrid);
}

View file

@ -1,7 +1,9 @@
import BaseEffect from './baseEffect.mjs';
import BeastformEffect from './beastformEffect.mjs';
export { BeastformEffect };
export { BaseEffect, BeastformEffect };
export const config = {
base: BaseEffect,
beastform: BeastformEffect
};

View file

@ -0,0 +1,33 @@
export default class BaseEffect extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
rangeDependence: new fields.SchemaField({
enabled: new fields.BooleanField({
required: true,
initial: false,
label: 'DAGGERHEART.GENERAL.enabled'
}),
type: new fields.StringField({
required: true,
choices: CONFIG.DH.GENERAL.rangeInclusion,
initial: CONFIG.DH.GENERAL.rangeInclusion.withinRange.id,
label: 'DAGGERHEART.GENERAL.type'
}),
target: new fields.StringField({
required: true,
choices: CONFIG.DH.GENERAL.otherTargetTypes,
initial: CONFIG.DH.GENERAL.otherTargetTypes.hostile.id,
label: 'DAGGERHEART.GENERAL.Target.single'
}),
range: new fields.StringField({
required: true,
choices: CONFIG.DH.GENERAL.range,
initial: CONFIG.DH.GENERAL.range.melee.id,
label: 'DAGGERHEART.GENERAL.range'
})
})
};
}
}

View file

@ -1,6 +1,7 @@
import { updateActorTokens } from '../../helpers/utils.mjs';
import BaseEffect from './baseEffect.mjs';
export default class BeastformEffect extends foundry.abstract.TypeDataModel {
export default class BeastformEffect extends BaseEffect {
static defineSchema() {
const fields = foundry.data.fields;
return {

View file

@ -397,14 +397,16 @@ export default class DhCharacter extends BaseDataActor {
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.class.id) {
classFeatures.push(item);
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.subclass.id) {
const subclassState = this.class.subclass.system.featureState;
const subType = item.system.subType;
if (
subType === CONFIG.DH.ITEM.featureSubTypes.foundation ||
(subType === CONFIG.DH.ITEM.featureSubTypes.specialization && subclassState >= 2) ||
(subType === CONFIG.DH.ITEM.featureSubTypes.mastery && subclassState >= 3)
) {
subclassFeatures.push(item);
if (this.class.subclass) {
const subclassState = this.class.subclass.system.featureState;
const subType = item.system.subType;
if (
subType === CONFIG.DH.ITEM.featureSubTypes.foundation ||
(subType === CONFIG.DH.ITEM.featureSubTypes.specialization && subclassState >= 2) ||
(subType === CONFIG.DH.ITEM.featureSubTypes.mastery && subclassState >= 3)
) {
subclassFeatures.push(item);
}
}
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.companion.id) {
companionFeatures.push(item);
@ -563,6 +565,12 @@ export default class DhCharacter extends BaseDataActor {
this.resources.hope.value = Math.min(baseHope, this.resources.hope.max);
this.attack.roll.trait = this.rules.attack.roll.trait ?? this.attack.roll.trait;
this.resources.armor = {
value: this.armor.system.marks.value,
max: this.armorScore,
isReversed: true
};
this.attack.damage.parts[0].value.custom.formula = `@prof${this.basicAttackDamageDice}${this.rules.attack.damage.bonus ? ` + ${this.rules.attack.damage.bonus}` : ''}`;
}

View file

@ -26,11 +26,20 @@ export default class CostField extends fields.ArrayField {
}
static calcCosts(costs) {
console.log(costs, CostField.getResources.call(this, costs));
const resources = CostField.getResources.call(this, costs);
return costs.map(c => {
c.scale = c.scale ?? 1;
c.step = c.step ?? 1;
c.total = c.value * c.scale * c.step;
c.total = c.value + (c.scale - 1) * c.step;
c.enabled = c.hasOwnProperty('enabled') ? c.enabled : true;
c.max =
c.key === 'fear'
? game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear)
: resources[c.key].isReversed
? resources[c.key].max
: resources[c.key].value;
if (c.scalable) c.maxStep = Math.floor(c.max / c.step);
return c;
});
}
@ -51,9 +60,11 @@ export default class CostField extends fields.ArrayField {
const resources = CostField.getResources.call(this, realCosts);
return realCosts.reduce(
(a, c) =>
a && resources[c.key].isReversed
? resources[c.key].value + (c.total ?? c.value) <= resources[c.key].max
: resources[c.key]?.value >= (c.total ?? c.value),
!resources[c.key]
? a
: a && resources[c.key].isReversed
? resources[c.key].value + (c.total ?? c.value) <= resources[c.key].max
: resources[c.key]?.value >= (c.total ?? c.value),
true
);
}
@ -61,10 +72,11 @@ export default class CostField extends fields.ArrayField {
static getResources(costs) {
const actorResources = this.actor.system.resources;
const itemResources = {};
for (var itemResource of costs) {
for (let itemResource of costs) {
if (itemResource.keyIsID) {
itemResources[itemResource.key] = {
value: this.parent.resource.value ?? 0
value: this.parent.resource.value ?? 0,
max: CostField.formatMax.call(this, this.parent?.resource?.max)
};
}
}
@ -79,4 +91,13 @@ export default class CostField extends fields.ArrayField {
const realCosts = costs?.length ? costs.filter(c => c.enabled) : [];
return realCosts;
}
static formatMax(max) {
max ??= 0;
if (isNaN(max)) {
const roll = Roll.replaceFormulaData(max, this.getRollData());
max = roll.total;
}
return Number(max);
}
}

View file

@ -66,6 +66,43 @@ export class DHActionRollData extends foundry.abstract.DataModel {
}
return formula;
}
getModifier() {
const modifiers = [];
if (!this.parent?.actor) return modifiers;
switch (this.parent.actor.type) {
case 'character':
const trait =
this.useDefault || !this.trait
? (this.parent.item.system.attack.roll.trait ?? 'agility')
: this.trait;
if (
this.type === CONFIG.DH.GENERAL.rollTypes.attack.id ||
this.type === CONFIG.DH.GENERAL.rollTypes.trait.id
)
modifiers.push({
label: `DAGGERHEART.CONFIG.Traits.${trait}.name`,
value: this.parent.actor.system.traits[trait].value
});
else if (this.type === CONFIG.DH.GENERAL.rollTypes.spellcast.id)
modifiers.push({
label: `DAGGERHEART.CONFIG.RollTypes.spellcast.name`,
value: this.parent.actor.system.spellcastModifier
});
break;
case 'companion':
case 'adversary':
if (this.type === CONFIG.DH.GENERAL.rollTypes.attack.id)
modifiers.push({
label: 'Bonus to Hit',
value: this.bonus ?? this.parent.actor.system.attack.roll.bonus
});
break;
default:
break;
}
return modifiers;
}
}
export default class RollField extends fields.EmbeddedDataField {

View file

@ -4,8 +4,8 @@ export default class TargetField extends fields.SchemaField {
constructor(options = {}, context = {}) {
const targetFields = {
type: new fields.StringField({
choices: CONFIG.DH.ACTIONS.targetTypes,
initial: CONFIG.DH.ACTIONS.targetTypes.any.id,
choices: CONFIG.DH.GENERAL.targetTypes,
initial: CONFIG.DH.GENERAL.targetTypes.any.id,
nullable: true
}),
amount: new fields.NumberField({ nullable: true, initial: null, integer: true, min: 0 })
@ -16,11 +16,11 @@ export default class TargetField extends fields.SchemaField {
static prepareConfig(config) {
if (!this.target?.type) return [];
let targets;
if (this.target?.type === CONFIG.DH.ACTIONS.targetTypes.self.id)
if (this.target?.type === CONFIG.DH.GENERAL.targetTypes.self.id)
targets = [this.actor.token ?? this.actor.prototypeToken];
else {
targets = Array.from(game.user.targets);
if (this.target.type !== CONFIG.DH.ACTIONS.targetTypes.any.id) {
if (this.target.type !== CONFIG.DH.GENERAL.targetTypes.any.id) {
targets = targets.filter(t => TargetField.isTargetFriendly.call(this, t));
if (this.target.amount && targets.length > this.target.amount) targets = [];
}
@ -43,9 +43,9 @@ export default class TargetField extends fields.SchemaField {
: this.actor.prototypeToken.disposition,
targetDisposition = target.document.disposition;
return (
(this.target.type === CONFIG.DH.ACTIONS.targetTypes.friendly.id &&
(this.target.type === CONFIG.DH.GENERAL.targetTypes.friendly.id &&
actorDisposition === targetDisposition) ||
(this.target.type === CONFIG.DH.ACTIONS.targetTypes.hostile.id &&
(this.target.type === CONFIG.DH.GENERAL.targetTypes.hostile.id &&
actorDisposition + targetDisposition === 0)
);
}

View file

@ -1,10 +1,12 @@
import FormulaField from '../formulaField.mjs';
const fields = foundry.data.fields;
export default class UsesField extends fields.SchemaField {
constructor(options = {}, context = {}) {
const usesFields = {
value: new fields.NumberField({ nullable: true, initial: null }),
max: new fields.NumberField({ nullable: true, initial: null }),
max: new FormulaField({ nullable: true, initial: null, deterministic: true }),
recovery: new fields.StringField({
choices: CONFIG.DH.GENERAL.refreshTypes,
initial: null,
@ -33,6 +35,11 @@ export default class UsesField extends fields.SchemaField {
static hasUses(uses) {
if (!uses) return true;
return (uses.hasOwnProperty('enabled') && !uses.enabled) || uses.value + 1 <= uses.max;
let max = uses.max ?? 0;
if (isNaN(max)) {
const roll = new Roll(Roll.replaceFormulaData(uses.max, this.getRollData())).evaluateSync();
max = roll.total;
}
return (uses.hasOwnProperty('enabled') && !uses.enabled) || uses.value + 1 <= max;
}
}

View file

@ -71,13 +71,14 @@ export default class DHArmor extends AttachableItem {
for (var feature of added) {
const featureData = armorFeatures[feature.value];
if (featureData.effects?.length > 0) {
const embeddedItems = await this.parent.createEmbeddedDocuments('ActiveEffect', [
{
name: game.i18n.localize(featureData.label),
description: game.i18n.localize(featureData.description),
changes: featureData.effects.flatMap(x => x.changes)
}
]);
const embeddedItems = await this.parent.createEmbeddedDocuments(
'ActiveEffect',
featureData.effects.map(effect => ({
...effect,
name: game.i18n.localize(effect.name),
description: game.i18n.localize(effect.description)
}))
);
feature.effectIds = embeddedItems.map(x => x.id);
}
@ -93,6 +94,7 @@ export default class DHArmor extends AttachableItem {
description: game.i18n.localize(effect.description)
}))
);
feature.effectIds = [...(feature.effectIds ?? []), ...embeddedEffects.map(x => x.id)];
const cls = game.system.api.models.actions.actionsTypes[action.type];
const actionId = foundry.utils.randomID();

View file

@ -10,6 +10,7 @@
import { addLinkedItemsDiff, updateLinkedItemApps } from '../../helpers/utils.mjs';
import { ActionsField } from '../fields/actionField.mjs';
import FormulaField from '../fields/formulaField.mjs';
const fields = foundry.data.fields;
@ -48,7 +49,7 @@ export default class BaseDataItem extends foundry.abstract.TypeDataModel {
initial: CONFIG.DH.ITEM.itemResourceTypes.simple
}),
value: new fields.NumberField({ integer: true, min: 0, initial: 0 }),
max: new fields.StringField({ nullable: true, initial: null }),
max: new FormulaField({ nullable: true, initial: null, deterministic: true }),
icon: new fields.StringField(),
recovery: new fields.StringField({
choices: CONFIG.DH.GENERAL.refreshTypes,
@ -122,26 +123,21 @@ export default class BaseDataItem extends foundry.abstract.TypeDataModel {
this.updateSource({ actions: [action] });
}
}
_onCreate(data, _, userId) {
if (userId !== game.user.id) return;
if (!this.actor || this.actor.type !== 'character' || !this.features) return;
this.actor.createEmbeddedDocuments(
'Item',
this.features.map(feature => ({
...(feature.item ?? feature),
system: {
...(feature.item?.system ?? feature.system),
originItemType: this.parent.type,
originId: data._id,
identifier: feature.identifier,
subType: feature.item ? feature.type : undefined
}
}))
);
if (this.actor && this.actor.type === 'character' && this.features) {
for (let f of this.features) {
const feature = f.item ?? f;
const createData = foundry.utils.mergeObject(feature.toObject(), {
system: {
originItemType: this.parent.type,
originId: data._id,
identifier: feature.identifier,
subType: feature.item ? feature.type : undefined
}
}, { inplace: false });
await this.actor.createEmbeddedDocuments('Item', [createData]);
}
}
}
async _preDelete() {

View file

@ -118,13 +118,14 @@ export default class DHWeapon extends AttachableItem {
for (let weaponFeature of added) {
const featureData = CONFIG.DH.ITEM.weaponFeatures[weaponFeature.value];
if (featureData.effects?.length > 0) {
const embeddedItems = await this.parent.createEmbeddedDocuments('ActiveEffect', [
{
name: game.i18n.localize(featureData.label),
description: game.i18n.localize(featureData.description),
changes: featureData.effects.flatMap(x => x.changes)
}
]);
const embeddedItems = await this.parent.createEmbeddedDocuments(
'ActiveEffect',
featureData.effects.map(effect => ({
...effect,
name: game.i18n.localize(effect.name),
description: game.i18n.localize(effect.description)
}))
);
weaponFeature.effectIds = embeddedItems.map(x => x.id);
}
@ -140,6 +141,10 @@ export default class DHWeapon extends AttachableItem {
description: game.i18n.localize(effect.description)
}))
);
weaponFeature.effectIds = [
...(weaponFeature.effectIds ?? []),
...embeddedEffects.map(x => x.id)
];
const cls = game.system.api.models.actions.actionsTypes[action.type];
const actionId = foundry.utils.randomID();

View file

@ -23,6 +23,12 @@ export default class DhAutomation extends foundry.abstract.DataModel {
required: true,
initial: true,
label: 'DAGGERHEART.SETTINGS.Automation.FIELDS.hordeDamage.label'
}),
effects: new fields.SchemaField({
rangeDependent: new fields.BooleanField({
initial: true,
label: 'DAGGERHEART.SETTINGS.Automation.FIELDS.effects.rangeDependent.label'
})
})
};
}

View file

@ -130,13 +130,7 @@ export default class D20Roll extends DHRoll {
}
applyBaseBonus() {
const modifiers = [];
if (this.options.roll.bonus)
modifiers.push({
label: 'Bonus to Hit',
value: this.options.roll.bonus
});
const modifiers = foundry.utils.deepClone(this.options.roll.baseModifiers) ?? [];
modifiers.push(...this.getBonus(`roll.${this.options.type}`, `${this.options.type?.capitalize()} Bonus`));
modifiers.push(

View file

@ -85,9 +85,9 @@ export default class DamageRoll extends DHRoll {
const modifiers = [],
type = this.options.messageType ?? (this.options.isHealing ? 'healing' : 'damage'),
options = part ?? this.options;
modifiers.push(...this.getBonus(`${type}`, `${type.capitalize()} Bonus`));
if(!this.options.isHealing) {
if (!this.options.isHealing) {
options.damageTypes?.forEach(t => {
modifiers.push(...this.getBonus(`${type}.${t}`, `${t.capitalize()} ${type.capitalize()} Bonus`));
});

View file

@ -75,6 +75,7 @@ export default class DHRoll extends Roll {
static postEvaluate(roll, config = {}) {
return {
type: config.roll.type,
total: roll.total,
formula: roll.formula,
dice: roll.dice.map(d => ({
@ -202,11 +203,12 @@ export const registerRollDiceHooks = () => {
if (config.roll.result.duality === -1) updates.push({ key: 'fear', value: 1 });
if (config.rerolledRoll) {
if (config.rerolledRoll.isCritical || config.rerolledRoll.result.duality === 1) updates.push({ key: 'hope', value: -1 });
if (config.rerolledRoll.isCritical || config.rerolledRoll.result.duality === 1)
updates.push({ key: 'hope', value: -1 });
if (config.rerolledRoll.isCritical) updates.push({ key: 'stress', value: 1 });
if (config.rerolledRoll.result.duality === -1) updates.push({ key: 'fear', value: -1 });
}
if (updates.length) {
const target = actor.system.partner ?? actor;
if (!['dead', 'unconcious'].some(x => actor.statuses.has(x))) {

View file

@ -70,7 +70,7 @@ export default class DualityRoll extends D20Roll {
}
setRallyChoices() {
return this.data?.parent?.effects.reduce((a, c) => {
return this.data?.parent?.appliedEffects.reduce((a, c) => {
const change = c.changes.find(ch => ch.key === 'system.bonuses.rally');
if (change) a.push({ value: c.id, label: change.value });
return a;

View file

@ -481,7 +481,9 @@ export default class DhpActor extends Actor {
this.system.armor &&
this.#canReduceDamage(hpDamage.value, hpDamage.damageTypes)
) {
const armorStackResult = await this.owner.query('armorStack', {
const armorSlotResult = await this.owner.query(
'armorSlot',
{
actorId: this.uuid,
damage: hpDamage.value,
type: [...hpDamage.damageTypes]
@ -490,11 +492,11 @@ export default class DhpActor extends Actor {
timeout: 30000
}
);
if (armorStackResult) {
const { modifiedDamage, armorSpent, stressSpent } = armorStackResult;
if (armorSlotResult) {
const { modifiedDamage, armorSpent, stressSpent } = armorSlotResult;
updates.find(u => u.key === 'hitPoints').value = modifiedDamage;
updates.push(
...(armorSpent ? [{ value: armorSpent, key: 'armorStack' }] : []),
...(armorSpent ? [{ value: armorSpent, key: 'armor' }] : []),
...(stressSpent ? [{ value: stressSpent, key: 'stress' }] : [])
);
}
@ -569,6 +571,7 @@ export default class DhpActor extends Actor {
armor: { target: this.system.armor, resources: {} },
items: {}
};
resources.forEach(r => {
if (r.keyIsID) {
updates.items[r.key] = {
@ -584,7 +587,7 @@ export default class DhpActor extends Actor {
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear) + r.value
);
break;
case 'armorStack':
case 'armor':
updates.armor.resources['system.marks.value'] = Math.max(
Math.min(this.system.armor.system.marks.value + r.value, this.system.armorScore),
0

View file

@ -52,7 +52,8 @@ export default class DHToken extends TokenDocument {
for (const [name, field] of Object.entries(schema.fields)) {
const p = _path.concat([name]);
if (field instanceof foundry.data.fields.NumberField) attributes.value.push(p);
if (field instanceof foundry.data.fields.BooleanField && field.options.isAttributeChoice) attributes.value.push(p);
if (field instanceof foundry.data.fields.BooleanField && field.options.isAttributeChoice)
attributes.value.push(p);
if (field instanceof foundry.data.fields.StringField) attributes.value.push(p);
if (field instanceof foundry.data.fields.ArrayField) attributes.value.push(p);
const isSchema = field instanceof foundry.data.fields.SchemaField;

View file

@ -2,22 +2,23 @@ import { abilities } from '../config/actorConfig.mjs';
import { getCommandTarget, rollCommandToJSON } from '../helpers/utils.mjs';
export default function DhDualityRollEnricher(match, _options) {
const roll = rollCommandToJSON(match[1]);
const roll = rollCommandToJSON(match[1], match[0]);
if (!roll) return match[0];
return getDualityMessage(roll);
return getDualityMessage(roll.result, roll.flavor);
}
function getDualityMessage(roll) {
const traitLabel =
roll.trait && abilities[roll.trait]
? game.i18n.format('DAGGERHEART.GENERAL.check', {
check: game.i18n.localize(abilities[roll.trait].label)
})
: null;
function getDualityMessage(roll, flavor) {
const trait = roll.trait && abilities[roll.trait] ? game.i18n.localize(abilities[roll.trait].label) : null;
const label =
flavor ??
(roll.trait
? game.i18n.format('DAGGERHEART.GENERAL.rollWith', { roll: trait })
: roll.reaction
? game.i18n.localize('DAGGERHEART.GENERAL.reactionRoll')
: game.i18n.localize('DAGGERHEART.GENERAL.duality'));
const label = traitLabel ?? game.i18n.localize('DAGGERHEART.GENERAL.duality');
const dataLabel = traitLabel
const dataLabel = trait
? game.i18n.localize(abilities[roll.trait].label)
: game.i18n.localize('DAGGERHEART.GENERAL.duality');
@ -38,6 +39,7 @@ function getDualityMessage(roll) {
<button class="duality-roll-button"
data-title="${label}"
data-label="${dataLabel}"
data-reaction="${roll.reaction ? 'true' : 'false'}"
data-hope="${roll.hope ?? 'd12'}"
data-fear="${roll.fear ?? 'd12'}"
${advantage ? `data-advantage="${advantage}"` : ''}
@ -46,9 +48,9 @@ function getDualityMessage(roll) {
${roll.advantage ? 'data-advantage="true"' : ''}
${roll.disadvantage ? 'data-disadvantage="true"' : ''}
>
<i class="fa-solid fa-circle-half-stroke"></i>
${roll.reaction ? '<i class="fa-solid fa-reply"></i>' : '<i class="fa-solid fa-circle-half-stroke"></i>'}
${label}
${roll.difficulty || advantageLabel ? `(${[roll.difficulty, advantageLabel ? game.i18n.localize(`DAGGERHEART.GENERAL.${advantageLabel}.short`) : null].filter(x => x).join(' ')})` : ''}
${!flavor && (roll.difficulty || advantageLabel) ? `(${[roll.difficulty, advantageLabel ? game.i18n.localize(`DAGGERHEART.GENERAL.${advantageLabel}.short`) : null].filter(x => x).join(' ')})` : ''}
</button>
`;
@ -57,6 +59,7 @@ function getDualityMessage(roll) {
export const renderDualityButton = async event => {
const button = event.currentTarget,
reaction = button.dataset.reaction === 'true',
traitValue = button.dataset.trait?.toLowerCase(),
target = getCommandTarget({ allowNull: true }),
difficulty = button.dataset.difficulty,
@ -64,12 +67,12 @@ export const renderDualityButton = async event => {
await enrichedDualityRoll(
{
reaction,
traitValue,
target,
difficulty,
title: button.dataset.title,
label: button.dataset.label,
actionType: button.dataset.actionType,
advantage
},
event
@ -77,7 +80,7 @@ export const renderDualityButton = async event => {
};
export const enrichedDualityRoll = async (
{ traitValue, target, difficulty, title, label, actionType, advantage },
{ reaction, traitValue, target, difficulty, title, label, advantage },
event
) => {
const config = {
@ -88,7 +91,7 @@ export const enrichedDualityRoll = async (
label: label,
difficulty: difficulty,
advantage,
type: actionType ?? null // Need check,
type: reaction ? 'reaction' : null
},
chatMessage: {
template: 'systems/daggerheart/templates/ui/chat/duality-roll.hbs'

View file

@ -7,19 +7,19 @@ export { DhDamageEnricher, DhDualityRollEnricher, DhEffectEnricher, DhTemplateEn
export const enricherConfig = [
{
pattern: /^@Damage\[(.*)\]$/g,
pattern: /^@Damage\[(.*)\]({.*})?$/g,
enricher: DhDamageEnricher
},
{
pattern: /\[\[\/dr\s?(.*?)\]\]/g,
pattern: /\[\[\/dr\s?(.*?)\]\]({.*})?/g,
enricher: DhDualityRollEnricher
},
{
pattern: /^@Effect\[(.*)\]$/g,
pattern: /^@Effect\[(.*)\]({.*})?$/g,
enricher: DhEffectEnricher
},
{
pattern: /^@Template\[(.*)\]$/g,
pattern: /^@Template\[(.*)\]({.*})?$/g,
enricher: DhTemplateEnricher
}
];

View file

@ -7,6 +7,7 @@ export default class RegisterHandlebarsHelpers {
includes: this.includes,
times: this.times,
damageFormula: this.damageFormula,
formulaValue: this.formulaValue,
damageSymbols: this.damageSymbols,
rollParsed: this.rollParsed,
hasProperty: foundry.utils.hasProperty,
@ -39,6 +40,15 @@ export default class RegisterHandlebarsHelpers {
return instances.join(traitTotal > 0 ? ' + ' : ' - ');
}
static formulaValue(formula, item) {
if (isNaN(formula)) {
const data = item.getRollData.bind(item)(),
roll = new Roll(Roll.replaceFormulaData(formula, data)).evaluateSync();
formula = roll.total;
}
return formula;
}
static damageSymbols(damageParts) {
const symbols = [...new Set(damageParts.reduce((a, c) => a.concat([...c.type]), []))].map(
p => CONFIG.DH.GENERAL.damageTypes[p].icon

View file

@ -5,9 +5,12 @@ export const capitalize = string => {
return string.charAt(0).toUpperCase() + string.slice(1);
};
export function rollCommandToJSON(text) {
export function rollCommandToJSON(text, raw) {
if (!text) return {};
const flavorMatch = raw?.match(/{(.*)}$/);
const flavor = flavorMatch ? flavorMatch[1] : null;
// Match key="quoted string" OR key=unquotedValue
const PAIR_RE = /(\w+)=("(?:[^"\\]|\\.)*"|\S+)/g;
const result = {};
@ -28,7 +31,7 @@ export function rollCommandToJSON(text) {
}
result[key] = value;
}
return Object.keys(result).length > 0 ? result : null;
return Object.keys(result).length > 0 ? { result, flavor } : null;
}
export const getCommandTarget = (options = {}) => {
@ -307,8 +310,8 @@ export function updateLinkedItemApps(options, sheet) {
export const itemAbleRollParse = (value, actor, item) => {
if (!value) return value;
const isItemTarget = value.toLowerCase().startsWith('item.');
const slicedValue = isItemTarget ? value.slice(5) : value;
const isItemTarget = value.toLowerCase().includes('item.@');
const slicedValue = isItemTarget ? value.replaceAll(/item\.@/gi, '@') : value;
try {
return Roll.replaceFormulaData(slicedValue, isItemTarget ? item : actor);
} catch (_) {

View file

@ -60,7 +60,7 @@ export const registerSocketHooks = () => {
case GMUpdateEvent.UpdateSaveMessage:
const action = await fromUuid(data.update.action),
message = game.messages.get(data.update.message);
if(!action || !message) return;
if (!action || !message) return;
action.updateSaveMessage(data.update.result, message, data.update.token);
break;
}
@ -77,9 +77,9 @@ export const registerSocketHooks = () => {
};
export const registerUserQueries = () => {
CONFIG.queries.armorStack = DamageReductionDialog.armorStackQuery;
CONFIG.queries.armorSlot = DamageReductionDialog.armorSlotQuery;
CONFIG.queries.reactionRoll = game.system.api.models.actions.actionsTypes.base.rollSaveQuery;
}
};
export const emitAsGM = async (eventName, callback, update, uuid = null) => {
if (!game.user.isGM) {

6
package-lock.json generated
View file

@ -9,6 +9,7 @@
"autocompleter": "^9.3.2",
"gulp": "^5.0.0",
"gulp-less": "^5.0.0",
"readline": "^1.3.0",
"rollup": "^4.40.0"
},
"devDependencies": {
@ -4263,6 +4264,11 @@
"url": "https://github.com/sponsors/jonschlinkert"
}
},
"node_modules/readline": {
"version": "1.3.0",
"resolved": "https://registry.npmjs.org/readline/-/readline-1.3.0.tgz",
"integrity": "sha512-k2d6ACCkiNYz222Fs/iNze30rRJ1iIicW7JuX/7/cozvih6YCkFZH+J6mAFDVgv0dRBaAyr4jDqC95R2y4IADg=="
},
"node_modules/rechoir": {
"version": "0.8.0",
"resolved": "https://registry.npmjs.org/rechoir/-/rechoir-0.8.0.tgz",

View file

@ -12,6 +12,7 @@
"build": "npm run rollup && npm run gulp",
"rollup": "rollup -c",
"gulp": "gulp less",
"readline": "^1.3.0",
"pushLDBtoYML": "node ./tools/pushLDBtoYML.mjs",
"pullYMLtoLDB": "node ./tools/pullYMLtoLDB.mjs",
"createSymlink": "node ./tools/create-symlink.mjs"

View file

@ -0,0 +1,186 @@
{
"name": "Acid Burrower",
"img": "icons/svg/mystery-man.svg",
"type": "adversary",
"folder": "sxvlEwi25uAoB2C5",
"system": {
"difficulty": 14,
"damageThresholds": {
"major": 8,
"severe": 15
},
"resources": {
"hitPoints": {
"value": 0,
"max": 8,
"isReversed": true
},
"stress": {
"value": 0,
"max": 3,
"isReversed": true
}
},
"motivesAndTactics": "Burrow, drag away, feed, reposition",
"resistance": {
"physical": {
"resistance": false,
"immunity": false,
"reduction": 0
},
"magical": {
"resistance": false,
"immunity": false,
"reduction": 0
}
},
"type": "standard",
"notes": "",
"hordeHp": 1,
"experiences": {},
"bonuses": {
"roll": {
"attack": {
"bonus": 0,
"dice": []
},
"action": {
"bonus": 0,
"dice": []
},
"reaction": {
"bonus": 0,
"dice": []
}
},
"damage": {
"physical": {
"bonus": 0,
"dice": []
},
"magical": {
"bonus": 0,
"dice": []
}
}
},
"tier": 1,
"description": "<p>A horse-sized insect with digging claws and acidic blood.</p>"
},
"flags": {},
"_stats": {
"compendiumSource": null,
"duplicateSource": null,
"exportSource": null,
"coreVersion": "13.344",
"systemId": "daggerheart",
"systemVersion": "0.0.1",
"createdTime": 1753922784217,
"modifiedTime": 1753922784217,
"lastModifiedBy": "WafZqd6qLGpBRGTt"
},
"_id": "aKVLLjMb35om4QbJ",
"sort": 3400000,
"ownership": {
"default": 0,
"ei8OkswTzyDp4IGC": 3,
"WafZqd6qLGpBRGTt": 3
},
"prototypeToken": {
"name": "Acid Burrower",
"displayName": 0,
"actorLink": false,
"width": 1,
"height": 1,
"texture": {
"src": "icons/svg/mystery-man.svg",
"anchorX": 0.5,
"anchorY": 0.5,
"offsetX": 0,
"offsetY": 0,
"fit": "contain",
"scaleX": 1,
"scaleY": 1,
"rotation": 0,
"tint": "#ffffff",
"alphaThreshold": 0.75
},
"lockRotation": false,
"rotation": 0,
"alpha": 1,
"disposition": -1,
"displayBars": 0,
"bar1": {
"attribute": "resources.hitPoints"
},
"bar2": {
"attribute": "resources.stress"
},
"light": {
"negative": false,
"priority": 0,
"alpha": 0.5,
"angle": 360,
"bright": 0,
"color": null,
"coloration": 1,
"dim": 0,
"attenuation": 0.5,
"luminosity": 0.5,
"saturation": 0,
"contrast": 0,
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