feat: Refine Dice So Nice critical hit effect application logic and add debugging logs for DSN integration.
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1 changed files with 32 additions and 9 deletions
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@ -46,6 +46,13 @@ Hooks.once('init', () => {
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},
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},
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default: 'default'
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default: 'default'
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});
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});
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// Check if DSN is ready and log effects
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Hooks.once('diceSoNiceReady', (dice3d) => {
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console.log('DSN Ready. Helper:', dice3d);
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const sfxModes = dice3d.getSFXModes();
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console.log('DSN SFX Modes:', sfxModes);
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});
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});
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});
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// Hook to handle conditional settings in the UI
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// Hook to handle conditional settings in the UI
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@ -199,35 +206,51 @@ Hooks.on('renderChatMessageHTML', (message, html, data) => {
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}
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}
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});
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});
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// Hook into DiceSoNice to trigger effects
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// Hook into DiceSoNice to trigger effects
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// Hook into DiceSoNice to trigger effects
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Hooks.on('diceSoNiceRollStart', (messageId, context) => {
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Hooks.on('diceSoNiceRollStart', (messageId, context) => {
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console.log('DSN Hook Fired', messageId, context);
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const roll = context.roll;
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const roll = context.roll;
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if (!roll) return;
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if (!roll) return;
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if (isCriticalHit(roll)) {
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if (isCriticalHit(roll)) {
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console.log('DSN: Critical Hit Detected');
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const effect = game.settings.get('dh-immersive-crits', 'dsnCritEffect');
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const effect = game.settings.get('dh-immersive-crits', 'dsnCritEffect');
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console.log('DSN Effect Setting:', effect);
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if (effect && effect !== 'none') {
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if (effect && effect !== 'none') {
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const effectName = effect === 'default' ? 'Stars' : capitalize(effect);
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console.log('DSN Applying Effect Name:', effectName);
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// Function to apply effect to a die/term
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const applyEffect = (term) => {
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if (!term.options) term.options = {};
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// Try both id (for presets) and specialEffect (for classes) to be safe,
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// based on different DSN versions/styles.
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// 'Stars', 'Fire', etc are likely registered system effects.
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term.options.sfx = {
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id: effectName,
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specialEffect: effectName
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};
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console.log('Applied sfx to term:', term, term.options.sfx);
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};
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// Check if roll.dice exists and has elements
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// Check if roll.dice exists and has elements
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if (roll.dice && roll.dice.length > 0) {
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if (roll.dice && roll.dice.length > 0) {
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roll.dice.forEach(die => {
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roll.dice.forEach(die => applyEffect(die));
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if (!die.options) die.options = {};
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// Use new DSN v4 API: sfx property
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// Effect ID should likely be lowercase
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die.options.sfx = { id: effect === 'default' ? 'stars' : effect };
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});
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} else {
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} else {
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// Determine if we need to iterate terms for Duality Rolls
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// Determine if we need to iterate terms for Duality Rolls
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console.log('No roll.dice found. Checking terms:', roll.terms);
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if (roll.terms) {
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if (roll.terms) {
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roll.terms.forEach(term => {
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roll.terms.forEach(term => {
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if (term.faces) { // It's a die
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if (term.faces) { // It's a die
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if (!term.options) term.options = {};
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applyEffect(term);
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term.options.sfx = { id: effect === 'default' ? 'stars' : effect };
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}
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}
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});
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});
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}
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}
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}
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}
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}
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}
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} else {
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console.log('DSN: Not a Critical Hit');
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}
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}
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});
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});
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