wip: 2026-10-26 sync - casting penalties, prayer route, Hartowany, madness threshold (untested)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E48f1kXhsEbAUxdkNP1yDM
This commit is contained in:
+26
-12
@@ -12,12 +12,12 @@
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* when present; otherwise falls back to a chat
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* prompt for the GM).
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* - rollMistrzLosuPenalty(actor) - d100 penalty roll (Klątwa Otchłani VII).
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* - addInsanity(actor, n) - increments actor.system.attributes.insanity;
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* when crossing a threshold, fires a hook for
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* the GM to apply a mental condition.
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* - addInsanity(actor, n) - adds Punkty Obłędu; at Próg Obłędu resets them,
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* rolls the illness k100 and fires `hbm.mentalIllness`.
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*/
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import type { CastableActor } from './spell-cast';
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import { madnessThreshold } from './rules';
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export type AbyssDiscipline = 'aspects' | 'primal';
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@@ -40,19 +40,33 @@ export function dispatchAbyssCast(spell: SpellLikeForAbyss): AbyssDiscipline {
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return 'aspects';
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}
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/** Insanity thresholds (Klątwa Otchłani VIII). Crossing any triggers a mental-condition roll. */
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const INSANITY_THRESHOLDS = [3, 6, 10, 15] as const;
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/**
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* Punkty Obłędu (Choroby Psychiczne). On reaching Próg Obłędu (Dusza + 3, Krasnolud +1) the points reset
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* to 0 (the excess is lost) and the character gains one illness: k100 against the 50-illness table in the
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* vault (`rules/02. Klątwa Otchłani/Rozdział IV - Choroby Psychiczne.md`), re-rolling duplicates. The table
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* itself is not copied here, so the roll is posted to chat for the GM and `hbm.mentalIllness` is fired.
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*/
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export async function addInsanity(actor: CastableActor, n: number): Promise<{ before: number; after: number; thresholdsCrossed: number[] }> {
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if (n <= 0) return { before: 0, after: 0, thresholdsCrossed: [] };
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const before = ((actor.system.attributes as any).insanity ?? 0) as number;
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const attrs = actor.system.attributes as any;
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const before = (attrs.insanity ?? 0) as number;
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const after = before + n;
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await actor.update({ 'system.attributes.insanity': after });
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const crossed = INSANITY_THRESHOLDS.filter((t) => before < t && after >= t);
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if (crossed.length > 0) {
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Hooks.callAll('hbm.insanityThreshold', actor, crossed, { before, after });
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const raceItem = (actor as any).items?.find?.((i: any) => i.type === 'race');
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const raceId = String(raceItem?.system?.raceId ?? raceItem?.name ?? (actor as any).system?.details?.raceId ?? '');
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const threshold = madnessThreshold(Number(attrs.soul?.value ?? 0), raceId);
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if (after < threshold) {
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await actor.update({ 'system.attributes.insanity': after });
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return { before, after, thresholdsCrossed: [] };
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}
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return { before, after, thresholdsCrossed: [...crossed] };
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await actor.update({ 'system.attributes.insanity': 0 });
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const roll = new Roll('1d100');
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await roll.evaluate();
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await roll.toMessage({
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flavor: `${game.i18n.localize('HBM.insanity.illnessRoll')} - ${actor.name}`,
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speaker: ChatMessage.getSpeaker({ actor: actor as unknown as Actor }),
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});
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Hooks.callAll('hbm.mentalIllness', actor, { before, after, threshold, roll: roll.total });
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return { before, after: 0, thresholdsCrossed: [threshold] };
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}
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/** Roll d100 against a named table inside the abyss roll-tables pack. */
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@@ -85,6 +85,7 @@ async function onApplyDamage(btn: HTMLElement): Promise<void> {
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shieldMultiplier: profile?.shieldMultiplier,
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destroyMagicalDefenses: profile?.destroyMagicalDefenses,
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minDamageAfterArmor: btn.dataset.minAfterArmor === 'true',
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fire: btn.dataset.fire === 'true',
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} as any);
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}
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+5
-2
@@ -14,7 +14,7 @@
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*/
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import { DamageType } from '../constants';
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import { triggersStun, concentrationTest, runicArmorPointsDisabled } from './rules';
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import { triggersStun, concentrationTest, runicArmorPointsDisabled, hardenedFireDamage, actorHasTalent } from './rules';
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import { gainKrewFromWeaponDamage } from './blood-magic';
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export interface ApplyDamageOptions {
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@@ -39,6 +39,8 @@ export interface ApplyDamageOptions {
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woundKinds?: ('slashing' | 'piercing' | 'blunt')[];
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/** Attacker, for passive Krew gain (Szacunek do Życia / Krwisty Pojedynkowicz). */
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sourceActor?: any;
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/** Fire damage: a Hartowany w Ogniu target takes 2 less per hit (min 0). */
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fire?: boolean;
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postChat?: boolean;
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}
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@@ -68,7 +70,8 @@ interface ActorLike {
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}
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export async function applyDamage(actor: ActorLike, opts: ApplyDamageOptions): Promise<DamageReport> {
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const total = Math.max(0, Math.floor(opts.amount));
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let total = Math.max(0, Math.floor(opts.amount));
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if (opts.fire && actorHasTalent(actor as any, 'Hartowany w Ogniu')) total = hardenedFireDamage(total);
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const a = actor.system.attributes;
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const updates: Record<string, unknown> = {};
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const report: DamageReport = {
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+104
-2
@@ -4,8 +4,8 @@
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*
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* Rounding convention: everything fractional rounds UP, except
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* - new-spell mana cost (nearest, min 1),
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* - Nadczarowanie bonus from level 3 (halved, DOWN, min 1),
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* - fire damage with Hartowany w Ogniu (halved, DOWN).
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* - Nadczarowanie bonus from level 3 (halved, DOWN, min 1).
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* (Hartowany w Ogniu is a flat -2 per fire hit since the 2026-10-26 sync, no rounding.)
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*/
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/** Odetchnięcie: at most twice between two Długie Odpoczynki. */
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@@ -133,6 +133,108 @@ export function bloodToZeal(blood: number): number {
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return Math.floor(Math.max(0, blood) / 5);
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}
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// ---------------------------------------------------------------------------
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// 2026-10-26 sync
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// ---------------------------------------------------------------------------
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export interface WornArmorPiece {
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/** `armor.armorType` of an equipped gear item. */
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armorType: string;
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/** Special-case item that never hampers casting (Średnia zbroja kultysty, Napierśnik Ninurty). */
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ignoresCastingPenalty?: boolean;
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}
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export interface CastingArmorPenalty {
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/** Dice removed from the Magia test (positive number). */
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dice: number;
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/** Extra Mana per spell, also when overcasting. */
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mana: number;
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}
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/**
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* Zbroja a rzucanie zaklęć: Średni -1 die; Ciężki -3 dice and +2 Mana; Tarcza -1 die (stacks).
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* Pancerz Wiary removes the armour penalties (dice AND Mana) but never the shield penalty.
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* Runiczny Pancerz and Magiczne Osłony are not gear and never carry a penalty.
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*/
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export function castingArmorPenalty(worn: WornArmorPiece[], faithArmor = false): CastingArmorPenalty {
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let dice = 0;
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let mana = 0;
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for (const piece of worn) {
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if (piece.ignoresCastingPenalty) continue;
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if (piece.armorType === 'shield') dice += 1;
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else if (faithArmor) continue;
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else if (piece.armorType === 'medium') dice += 1;
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else if (piece.armorType === 'heavy') { dice += 3; mana += 2; }
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}
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return { dice, mana };
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}
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/** Does the actor own a talent item with this id / name? (case-insensitive) */
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export function actorHasTalent(actor: unknown, talentId: string): boolean {
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const id = talentId.toLowerCase();
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const items = (actor as any)?.items as Iterable<any> | undefined;
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if (!items) return false;
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for (const it of items) {
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if (it.type !== 'talent') continue;
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const t = String(it.system?.talentId ?? it.system?.id ?? it.name ?? '').toLowerCase();
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if (t === id) return true;
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}
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return false;
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}
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/** Prayer or regular spell? Sacred spells default to a prayer; everything else defaults to a regular spell. */
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export function resolveCastAsPrayer(
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spell: { system: { castingMode?: string } },
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opts: { castAsPrayer?: boolean; hekateMode?: string },
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): boolean {
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if (opts.castAsPrayer != null) return opts.castAsPrayer;
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return (spell.system.castingMode ?? 'standard') === 'sacred' && opts.hekateMode !== 'witch';
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}
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/** Hartowany w Ogniu: each fire hit deals 2 less (min 0). */
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export function hardenedFireDamage(amount: number): number {
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return Math.max(0, Math.trunc(amount) - 2);
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}
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/** Próg Obłędu: Dusza + 3 for everyone, Krasnolud +1. */
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export function madnessThreshold(soul: number, raceId = ''): number {
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return Math.max(0, Math.trunc(soul)) + 3 + (raceId.toLowerCase() === 'dwarf' || raceId.toLowerCase() === 'krasnolud' ? 1 : 0);
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}
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/** Golem limit: floor(Umysł / 2), min 1 (spell golems count too; two straw golems count as one). */
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export function golemLimit(mind: number): number {
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return Math.max(1, Math.floor(Math.max(0, mind) / 2));
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}
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/** Upadek: 1 per full metre above 2 m, cap 20; Ciało (Atletyka) 4:1 halves it (rounded down). */
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export function fallDamage(metres: number, halved = false): number {
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const raw = Math.min(20, Math.max(0, Math.floor(metres) - 2));
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return halved ? Math.floor(raw / 2) : raw;
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}
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/** A fall of 4 m or more knocks the target Przewrócony unless the landing was cushioned. */
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export const fallKnocksProne = (metres: number, cushioned = false) => !cushioned && metres >= 4;
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/** Test Przeżycia (Umierający): tier by damage past the death threshold; each hit while dying raises S's T by 1. */
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export function survivalTest(damagePastThreshold: number, hitsWhileDying = 0): { threshold: number; successes: number } {
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const successes = damagePastThreshold <= 2 ? 1 : damagePastThreshold <= 5 ? 2 : 3;
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return { threshold: 4 + Math.max(0, hitsWhileDying), successes };
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}
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/** Pełny Unik: Unik tests are one Stopień easier until the start of the next turn. */
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export const FULL_DODGE_THRESHOLD_DELTA = -1;
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/**
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* Zapał regen at the start of a turn is blocked when since the start of the previous turn the character
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* took a PAID extra Action or a PAID extra Immediate Action (beyond the free one). Zapał spent on prayers
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* or Talents with their own Zapał cost does not count; Eliksir Szybkości's extra Action is free.
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*/
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export function zealRegenBlocked(paidExtraActions: number, paidExtraImmediateActions: number): boolean {
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return paidExtraActions > 0 || paidExtraImmediateActions > 0;
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}
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/** Spells of category Obrażenia: +1 damage once, after multipliers/division; not for periodic/overcast/curses/artifacts. */
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export const DAMAGE_CATEGORY_BONUS = 1;
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/**
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* Runiczny Pancerz – points disabled by ONE hit (hits are never added together).
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* Default: a hit of more than 5 damage (after the Runiczny Pancerz step) disables 1 point.
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+49
-33
@@ -16,7 +16,8 @@
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import { HbmTSRoll } from '../dice/ts-roll';
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import { TS_DEFAULT_REQUIRED, TS_DEFAULT_THRESHOLD, getMagicPowerEntry } from '../constants';
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import { manaToBorrow, exhaustionDice, manaExhaustionTier, overLimitTest, applyDiceModifier, SPELL_DAMAGE_PROFILES } from './rules';
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import { manaToBorrow, exhaustionDice, manaExhaustionTier, overLimitTest, applyDiceModifier, castingArmorPenalty, actorHasTalent, resolveCastAsPrayer, SPELL_DAMAGE_PROFILES } from './rules';
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import type { CastingArmorPenalty } from './rules';
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import { validateCast } from './spell-validation';
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import type { ValidationResult } from './spell-validation';
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import { rollSpellDamage } from './spell-damage';
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@@ -49,12 +50,13 @@ export interface SpellLike {
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deity?: string;
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manaCost: number;
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bloodCost?: number;
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complexityLevel: number;
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isSuperspell?: boolean;
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requiresGroupCast?: boolean;
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minCasters?: number;
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nonCombatOnly?: boolean;
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damageBase?: string;
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/** Spell category is Obrażenia (+1 damage). Not carried by vault frontmatter yet; set per spell. */
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damageCategory?: boolean;
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damageType?: string;
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ignoresArmor?: boolean;
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statusEffects?: string[];
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@@ -72,6 +74,11 @@ export interface CastOptions {
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zealSpent?: number;
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bloodSpent?: number;
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hekateMode?: 'sacred' | 'witch';
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/**
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* Cast as a prayer (Dusza + Oddanie, Mana + 1 Zapał, cannot be dispelled) instead of a regular spell
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* (Magia + Zdolności Magiczne, Mana only, can be dispelled). Every known spell may be cast either way;
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* for `castingMode: sacred` spells an unset value means prayer (the usual route for a priest).
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*/
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castAsPrayer?: boolean;
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bypassSuperspellWarning?: boolean;
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bypassNonCombatBlock?: boolean;
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@@ -111,7 +118,22 @@ async function recordRoll(rolls: CastRollEntry[], roll: HbmTSRoll, label: string
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}
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}
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export async function castSpell(actor: CastableActor, spell: SpellLike, opts: CastOptions = {}): Promise<CastResult> {
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/** Equipped armour / shield worn by the actor, as the casting-penalty helper wants it. */
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export function castingPenaltyFor(actor: CastableActor): CastingArmorPenalty {
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const items = (actor as any).items as Iterable<any> | undefined;
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const worn: Array<{ armorType: string; ignoresCastingPenalty?: boolean }> = [];
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for (const it of items ?? []) {
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if (it.type !== 'gear' || !it.system?.equipped || it.system?.category !== 'armor') continue;
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worn.push({
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armorType: String(it.system.armor?.armorType ?? 'light'),
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ignoresCastingPenalty: !!it.system.armor?.ignoresCastingPenalty,
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});
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}
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return castingArmorPenalty(worn, actorHasTalent(actor, 'Pancerz Wiary'));
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}
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export async function castSpell(actor: CastableActor, spell: SpellLike, rawOpts: CastOptions = {}): Promise<CastResult> {
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const opts: CastOptions = { ...rawOpts, castAsPrayer: resolveCastAsPrayer(spell, rawOpts) };
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// 1. Validate
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const validation = validateCast(actor, spell, opts);
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if (!validation.ok) {
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@@ -129,9 +151,10 @@ export async function castSpell(actor: CastableActor, spell: SpellLike, opts: Ca
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let baseRoll: HbmTSRoll | null = null;
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const rolls: CastRollEntry[] = [];
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if (mode === 'sacred') {
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// Sacred spells are cast like any other spell: as a prayer (default) or as a regular spell.
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baseRoll = opts.hekateMode === 'witch'
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? await castWitch(actor, spell, opts, rolls)
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: await castSacred(actor, spell, opts, rolls);
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: await castStandard(actor, spell, opts, rolls);
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} else if (mode === 'witch') {
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baseRoll = await castWitch(actor, spell, opts, rolls);
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} else if (mode === 'blood') {
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@@ -146,7 +169,11 @@ export async function castSpell(actor: CastableActor, spell: SpellLike, opts: Ca
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if (baseRoll?.ts?.isSuccess) {
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// 4. Damage
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if (spell.system.damageBase) {
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damageRoll = await rollSpellDamage(spell.system.damageBase, { actor, spellName: spell.name });
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damageRoll = await rollSpellDamage(spell.system.damageBase, {
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actor,
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spellName: spell.name,
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categoryBonus: !!spell.system.damageCategory,
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});
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}
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// 6. Triggers
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@@ -200,6 +227,8 @@ async function renderCastCard(
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})),
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type: spell.system.damageType ?? 'magical',
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ignoresArmor: !!spell.system.ignoresArmor,
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// Fire damage: Hartowany w Ogniu takes 2 off each hit.
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fire: spell.system.school === 'elementsFire',
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// Magiczny Pocisk: at least 1 damage reaches Żywotność after Pancerz.
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minAfterArmor: ((spell as any).flags?.['hbm-rpg-v3']?.slug ?? (spell.system as any).slug) === 'magic-missile',
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// Shield-breakers / Szkarłatny Pocisk / Prawdziwa Dezintegracja treat the magical defences specially.
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@@ -260,7 +289,9 @@ async function renderCastCard(
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async function castStandard(actor: CastableActor, spell: SpellLike, opts: CastOptions, rolls: CastRollEntry[]): Promise<HbmTSRoll | null> {
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const baseCost = Math.max(0, spell.system.manaCost ?? 0);
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const manaSpent = Math.max(baseCost, Math.floor(opts.manaSpent ?? baseCost));
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const armorPenalty = castingPenaltyFor(actor);
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// Ciężki armour: +2 Mana per spell, overcast included.
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const manaSpent = Math.max(baseCost, Math.floor(opts.manaSpent ?? baseCost)) + armorPenalty.mana;
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const a = actor.system.attributes;
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// Casting beyond the remaining daily pool is allowed: the missing mana is
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@@ -278,9 +309,10 @@ async function castStandard(actor: CastableActor, spell: SpellLike, opts: CastOp
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const magicDice = typeof a.magic.dicePool === 'number'
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? a.magic.dicePool
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: getMagicPowerEntry(a.magic.actual ?? a.magic.value ?? 0).dicePool;
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// Armour and shield penalties hit the Magia test only (a prayer rolls Dusza + Oddanie).
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const basePool = opts.castAsPrayer
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? a.soul.value + (actor.system.skills?.devotion?.value ?? 0)
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: magicDice + (actor.system.skills?.magicalAbilities?.value ?? 0);
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: magicDice + (actor.system.skills?.magicalAbilities?.value ?? 0) - armorPenalty.dice;
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const pool = applyDiceModifier(basePool, opts.diceModifier);
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const flavor = opts.castAsPrayer
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? `${spell.name} - ${game.i18n.localize('HBM.spell.castingMode.prayer')}`
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@@ -347,32 +379,15 @@ async function rollIncompetencePenalty(actor: CastableActor, missing: number, ba
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});
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}
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async function castSacred(actor: CastableActor, spell: SpellLike, opts: CastOptions, rolls: CastRollEntry[]): Promise<HbmTSRoll | null> {
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const a = actor.system.attributes;
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const zealCost = Math.max(1, opts.zealSpent ?? 1);
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await actor.update({ 'system.attributes.zeal.value': a.zeal.value - zealCost });
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const pool = applyDiceModifier(a.soul.value + (actor.system.skills?.devotion?.value ?? 0), opts.diceModifier);
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const flavor = `${spell.name} - ${game.i18n.localize('HBM.spell.castingMode.sacred')}`;
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const required = opts.requiredOverride ?? spell.system.difficulty.successes ?? TS_DEFAULT_REQUIRED;
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const roll = HbmTSRoll.fromParams({
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pool,
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threshold: spell.system.difficulty.threshold ?? TS_DEFAULT_THRESHOLD,
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required,
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flavor,
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});
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await roll.evaluate();
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await recordRoll(rolls, roll, flavor);
|
||||
return roll;
|
||||
}
|
||||
|
||||
async function castWitch(actor: CastableActor, spell: SpellLike, opts: CastOptions, rolls: CastRollEntry[]): Promise<HbmTSRoll | null> {
|
||||
const a = actor.system.attributes;
|
||||
const required = Math.max(0, spell.system.complexityLevel ?? spell.system.components?.symbols?.length ?? 0);
|
||||
// Poziom Skomplikowania = number of Symbols in the spell.
|
||||
const required = Math.max(0, spell.system.components?.symbols?.length ?? 0);
|
||||
const maxSymbols = Math.ceil(a.magic.actual / 2);
|
||||
const armorPenalty = castingPenaltyFor(actor);
|
||||
|
||||
// Witch magic still has a mana cost.
|
||||
const baseCost = Math.max(0, spell.system.manaCost ?? 0);
|
||||
// Witch magic still has a mana cost (+2 in Ciężki armour).
|
||||
const baseCost = Math.max(0, spell.system.manaCost ?? 0) + armorPenalty.mana;
|
||||
const updates: Record<string, any> = { 'system.attributes.mana.value': a.mana.value - baseCost };
|
||||
if (opts.castAsPrayer) {
|
||||
updates['system.attributes.zeal.value'] = a.zeal.value - 1;
|
||||
@@ -384,7 +399,7 @@ async function castWitch(actor: CastableActor, spell: SpellLike, opts: CastOptio
|
||||
: getMagicPowerEntry((a.magic as any).actual ?? a.magic.value ?? 0).dicePool;
|
||||
const basePool = opts.castAsPrayer
|
||||
? a.soul.value + (actor.system.skills?.devotion?.value ?? 0)
|
||||
: magicDice + (actor.system.skills?.magicalAbilities?.value ?? 0);
|
||||
: magicDice + (actor.system.skills?.magicalAbilities?.value ?? 0) - armorPenalty.dice;
|
||||
const pool = applyDiceModifier(basePool, opts.diceModifier);
|
||||
const flavor = opts.castAsPrayer
|
||||
? `${spell.name} - ${game.i18n.localize('HBM.spell.castingMode.prayer')} (${required}/${maxSymbols})`
|
||||
@@ -412,8 +427,9 @@ async function castBlood(actor: CastableActor, spell: SpellLike, opts: CastOptio
|
||||
updates['system.attributes.blood.value'] = Math.max(0, blood.value - bloodSpent);
|
||||
}
|
||||
|
||||
// Mana cost (some blood spells may also have one)
|
||||
const manaCost = Math.max(0, spell.system.manaCost ?? 0);
|
||||
// Mana cost (some blood spells may also have one; +2 in Ciężki armour)
|
||||
const armorPenalty = castingPenaltyFor(actor);
|
||||
const manaCost = Math.max(0, spell.system.manaCost ?? 0) + (Math.max(0, spell.system.manaCost ?? 0) > 0 ? armorPenalty.mana : 0);
|
||||
if (manaCost > 0) {
|
||||
updates['system.attributes.mana.value'] = a.mana.value - manaCost;
|
||||
}
|
||||
@@ -427,7 +443,7 @@ async function castBlood(actor: CastableActor, spell: SpellLike, opts: CastOptio
|
||||
: getMagicPowerEntry((a.magic as any).actual ?? a.magic.value ?? 0).dicePool;
|
||||
const basePool = opts.castAsPrayer
|
||||
? a.soul.value + (actor.system.skills?.devotion?.value ?? 0)
|
||||
: magicDice + (actor.system.skills?.magicalAbilities?.value ?? 0);
|
||||
: magicDice + (actor.system.skills?.magicalAbilities?.value ?? 0) - armorPenalty.dice;
|
||||
const pool = applyDiceModifier(basePool, opts.diceModifier);
|
||||
const flavor = opts.castAsPrayer
|
||||
? `${spell.name} - ${game.i18n.localize('HBM.spell.castingMode.prayer')}`
|
||||
|
||||
@@ -13,10 +13,16 @@
|
||||
*/
|
||||
|
||||
import type { CastableActor } from './spell-cast';
|
||||
import { DAMAGE_CATEGORY_BONUS } from './rules';
|
||||
|
||||
export interface DamageContext {
|
||||
actor: CastableActor;
|
||||
spellName?: string;
|
||||
/**
|
||||
* Spell is of category Obrażenia: +1 damage, added once after multipliers/division
|
||||
* (not for periodic damage, overcast bonuses, other categories, curses or artifacts).
|
||||
*/
|
||||
categoryBonus?: boolean;
|
||||
}
|
||||
|
||||
const ATTR_TOKENS = new Set(['body', 'mind', 'soul', 'magic', 'magicalAbilities', 'devotion']);
|
||||
@@ -61,7 +67,7 @@ export function buildDamageFormula(spellDamageBase: string, ctx: DamageContext):
|
||||
return String(v);
|
||||
});
|
||||
|
||||
return formula;
|
||||
return ctx.categoryBonus ? `(${formula}) + ${DAMAGE_CATEGORY_BONUS}` : formula;
|
||||
}
|
||||
|
||||
export async function rollSpellDamage(spellDamageBase: string, ctx: DamageContext): Promise<Roll | null> {
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
*/
|
||||
|
||||
import type { CastableActor, SpellLike, CastOptions } from './spell-cast';
|
||||
import { resolveCastAsPrayer, actorHasTalent } from './rules';
|
||||
|
||||
export interface ValidationIssue {
|
||||
code: string;
|
||||
@@ -29,18 +30,6 @@ function getActorRaceId(actor: CastableActor): string {
|
||||
return String(d.raceId ?? d.race ?? '').toLowerCase();
|
||||
}
|
||||
|
||||
function actorHasTalent(actor: CastableActor, talentId: string): boolean {
|
||||
const id = talentId.toLowerCase();
|
||||
const items = (actor as any).items as Iterable<any> | undefined;
|
||||
if (!items) return false;
|
||||
for (const it of items) {
|
||||
if (it.type !== 'talent') continue;
|
||||
const t = String(it.system?.talentId ?? it.system?.id ?? it.name ?? '').toLowerCase();
|
||||
if (t === id) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
export function matchDiscipline(disciplineId: string, targetId: string): boolean {
|
||||
const d1 = disciplineId.toLowerCase().trim();
|
||||
const d2 = targetId.toLowerCase().trim();
|
||||
@@ -52,6 +41,8 @@ export function matchDiscipline(disciplineId: string, targetId: string): boolean
|
||||
abyssprimal: ['abyssprimal', 'magia otchłani', 'primal', 'eldritch', 'eldritch magic', 'abyss - primal', 'magia otchłani - pierwotna magia', 'pierwotna magia'],
|
||||
witch: ['witch', 'wiedźmia magia', 'witch magic', 'dzika wiedźmia magia', 'wildwitch'],
|
||||
blood: ['blood', 'magia krwi', 'blood magic'],
|
||||
// Vault spells say `runic`; the discipline item id is `runes`.
|
||||
runes: ['runes', 'runic', 'magia runiczna', 'runic magic'],
|
||||
sacred: ['sacred', 'magia sakralna', 'sacred magic'],
|
||||
sacredexorcism: ['sacredexorcism', 'magia sakralna - egzorcyzmy', 'egzorcyzmy', 'exorcism', 'exorcisms', 'sacred - exorcisms'],
|
||||
};
|
||||
@@ -102,21 +93,16 @@ export function validateCast(actor: CastableActor, spell: SpellLike, opts: CastO
|
||||
const manaSpent = Math.max(baseMana, Math.floor(opts.manaSpent ?? baseMana));
|
||||
const bloodSpent = Math.max(0, Math.floor(opts.bloodSpent ?? Number(sys.bloodCost ?? 0)));
|
||||
|
||||
if (mode === 'standard' || mode === 'witch' || (mode === 'sacred' && opts.hekateMode === 'witch')) {
|
||||
if (mode === 'standard' || mode === 'witch' || mode === 'sacred') {
|
||||
if (manaSpent > Number(a.mana?.value ?? 0)) {
|
||||
// Allowed since the 2026-10-20 sync: the shortfall is borrowed (Wyczerpanie Many).
|
||||
warnings.push({ code: 'borrow-mana', message: 'Not enough mana - the shortfall will be borrowed (Wyczerpanie Many)', i18nKey: 'HBM.spellCast.borrowMana' });
|
||||
}
|
||||
}
|
||||
if (opts.castAsPrayer) {
|
||||
if (1 > Number(a.zeal?.value ?? 0)) {
|
||||
errors.push({ code: 'no-zeal', message: 'Not enough zeal', i18nKey: 'HBM.spellCast.notEnoughZeal' });
|
||||
}
|
||||
} else if (mode === 'sacred' && opts.hekateMode !== 'witch') {
|
||||
const zealNeeded = Math.max(1, opts.zealSpent ?? 1);
|
||||
if (zealNeeded > Number(a.zeal?.value ?? 0)) {
|
||||
errors.push({ code: 'no-zeal', message: 'Not enough zeal', i18nKey: 'HBM.spellCast.notEnoughZeal' });
|
||||
}
|
||||
// Prayer (any spell, sacred by default): Mana + 1 Zapał. A regular spell costs no Zapał.
|
||||
const asPrayer = resolveCastAsPrayer(spell, opts);
|
||||
if (asPrayer && 1 > Number(a.zeal?.value ?? 0)) {
|
||||
errors.push({ code: 'no-zeal', message: 'Not enough zeal', i18nKey: 'HBM.spellCast.notEnoughZeal' });
|
||||
}
|
||||
if (mode === 'blood') {
|
||||
if (bloodSpent > Number(a.blood?.value ?? 0)) {
|
||||
@@ -210,7 +196,8 @@ export function validateCast(actor: CastableActor, spell: SpellLike, opts: CastO
|
||||
|
||||
// Witch symbol cap
|
||||
if (mode === 'witch' || opts.hekateMode === 'witch') {
|
||||
const required = Math.max(0, Number(sys.complexityLevel ?? sys.components?.symbols?.length ?? 0));
|
||||
// Poziom Skomplikowania = number of Symbols in the spell.
|
||||
const required = Math.max(0, Number(sys.components?.symbols?.length ?? 0));
|
||||
const maxSymbols = Math.ceil(Number(a.magic?.value ?? 0) / 2);
|
||||
if (required > maxSymbols) {
|
||||
errors.push({
|
||||
|
||||
Reference in New Issue
Block a user