Sync parsers and game mechanics with vault changes (2026-08-18 to 08-23)
- talent-parser.ts, discipline-parser.ts, race-parser.ts: rebuilt to read from the vault's post-bab5a62 per-topic-file layout (rulebook monoliths were split into per-chapter subfolders; discipline/race writeups moved to their canonical disciplines/ and races/ folders). All three parsers were previously producing zero or broken output for their packs. - constants.ts, actor-character.ts, actor-npc.ts, rest.ts: mana is now a daily pool (Poziom Mocy x3) restored via rest tiers, not a per-round budget; Zywotnosc is 2x(Cialo+Umysl+Dusza), not 3x; rest recovery amounts updated to match Odetchniecie/Krotki Odpoczynek/Dlugi Odpoczynek. - combat.ts: removed the now-obsolete per-round mana reset hook. - actor-npc.ts: Initiative now includes Refleks/Spostrzegawczosc skill bonuses (was missing entirely); Magia attribute constrained to valid 1k10 character-creation values. - fields.ts: added `choices` support to makeIntField for the above. - spell-cast.ts: overcast test now uses the correct T-threshold tiers and triangular S = E*(E+1)/2 required-successes formula (Zasada Nadczarowywania Zaklec). Not implemented (flagged as new features, out of scope for a sync fix): mana-exhaustion/overcast-failure penalty tables, overcast bonus taper past step 2, shield-breaking damage mechanic, elixir-weapon-coating system. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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+6
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@@ -1,6 +1,9 @@
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/**
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* Combat hooks - handle per-round Mana reset, per-turn Zeal regen,
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* and condition-driven turn behavior (skip / damage tick / death save).
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* Combat hooks - handle per-turn Zeal regen and condition-driven turn
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* behavior (skip / damage tick / death save).
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*
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* Mana is a daily pool (see `constants.ts` MAGIC_POWER_TABLE), not a
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* per-round budget, so it is intentionally NOT reset on `combatRound`.
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*/
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import { applyDamage } from './damage';
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@@ -18,13 +21,7 @@ function hasStatus(actor: any, id: string): boolean {
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}
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export function registerCombatHooks(): void {
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Hooks.on('combatRound', async (combat: Combat, _updateData: unknown, _options: { advanceTime?: number; direction?: number }) => {
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for (const combatant of combat.combatants) {
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const actor = combatant.actor;
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if (!actor || actor.type !== 'character') continue;
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const sys = actor.system as { attributes: { mana: { max: number; value: number } } };
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await actor.update({ 'system.attributes.mana.value': sys.attributes.mana.max });
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}
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Hooks.on('combatRound', async (_combat: Combat, _updateData: unknown, _options: { advanceTime?: number; direction?: number }) => {
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ChatMessage.create({
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content: `<em>${game.i18n.localize('HBM.combat.newRound')}</em>`,
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whisper: ChatMessage.getWhisperRecipients('GM'),
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+20
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@@ -1,9 +1,13 @@
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/**
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* Rest logic.
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*
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* Short Rest (Krótki Odpoczynek):
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* - Restore HP equal to actor.body.value (capped at max).
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* - Restore mana to max-per-spell? - no: short rest does NOT restore mana.
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* Breather (Odetchnięcie, 10 min):
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* - Restore 1d6 + Wytrzymałość skill value HP (capped at max).
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* - Restore 1d6 mana (capped at daily pool max).
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*
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* Short Rest (Krótki Odpoczynek, 1h+):
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* - Restore half of max HP.
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* - Restore one third of the daily mana pool.
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* - Holders of `Nadzwyczajna Odporność` (alchemy passive) restore 1 elixir tolerance.
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*
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* Long Rest (Długi Odpoczynek):
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@@ -66,8 +70,13 @@ export async function rest(actor: CastableActor, kind: RestKind): Promise<RestRe
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if (kind === 'breather') {
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if (a.mana?.max != null && manaBefore < a.mana.max) {
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update['system.attributes.mana.value'] = a.mana.max;
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manaRestored = a.mana.max - manaBefore;
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const manaRoll = new Roll('1d6');
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await manaRoll.evaluate();
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const manaGain = Math.min(manaRoll.total, a.mana.max - manaBefore);
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if (manaGain > 0) {
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update['system.attributes.mana.value'] = manaBefore + manaGain;
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manaRestored = manaGain;
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}
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}
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const endurance = actor.system.skills?.endurance?.value ?? 0;
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const roll = new Roll('1d6 + @endurance', { endurance });
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@@ -80,10 +89,13 @@ export async function rest(actor: CastableActor, kind: RestKind): Promise<RestRe
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}
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} else if (kind === 'short') {
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if (a.mana?.max != null && manaBefore < a.mana.max) {
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update['system.attributes.mana.value'] = a.mana.max;
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manaRestored = a.mana.max - manaBefore;
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const manaGain = Math.min(Math.ceil(a.mana.max / 3), a.mana.max - manaBefore);
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if (manaGain > 0) {
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update['system.attributes.mana.value'] = manaBefore + manaGain;
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manaRestored = manaGain;
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}
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}
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const healAmount = Math.ceil((a.health?.max ?? 0) / 3);
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const healAmount = Math.ceil((a.health?.max ?? 0) / 2);
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const heal = Math.min(healAmount, (a.health?.max ?? 0) - hpBefore);
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if (heal > 0) {
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update['system.attributes.health.value'] = hpBefore + heal;
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@@ -250,11 +250,13 @@ async function castStandard(actor: CastableActor, spell: SpellLike, opts: CastOp
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await baseRoll.evaluate();
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await baseRoll.toMessage({ flavor, speaker: opts.speaker });
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// Overcast - extra TS test if manaSpent exceeds maxPerSpell.
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// Overcast beyond Maksymalny Koszt Zaklęcia - extra TS test.
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// T depends on the spell's BASE cost; S grows triangularly with the excess
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// (E) over maxPerSpell: S = E * (E + 1) / 2 (Zasada Nadczarowywania Zaklęć).
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if (manaSpent > a.mana.maxPerSpell && a.mana.maxPerSpell > 0) {
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const excess = manaSpent - a.mana.maxPerSpell;
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const tThreshold = Math.min(6, Math.max(2, baseCost));
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const ySuccesses = Math.min(10, Math.max(1, excess));
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const tThreshold = baseCost <= 2 ? 4 : baseCost <= 4 ? 5 : 6;
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const ySuccesses = (excess * (excess + 1)) / 2;
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const overcastFlavor = `${game.i18n.localize('HBM.spellCast.overcastTest')}: ${spell.name}`;
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const overcastRoll = HbmTSRoll.fromParams({
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pool,
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