feat: implement core Foundry VTT system framework, including actor/item data models, spellcasting logic, dice mechanics, and automation scripts
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
// HbM Apply Condition — pick a status effect and toggle it on targeted/selected tokens.
|
||||
// HbM Apply Condition - pick a status effect and toggle it on targeted/selected tokens.
|
||||
const targets = game.user.targets.size > 0 ? Array.from(game.user.targets) : canvas.tokens.controlled;
|
||||
if (targets.length === 0) return ui.notifications.warn('Zaznacz lub naceluj token(y).');
|
||||
const effects = CONFIG.statusEffects.filter((e) => e.id?.startsWith('hbm.'));
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
// HbM Attribute Check — pick attribute on selected token's actor, roll d6 pool.
|
||||
// HbM Attribute Check - pick attribute on selected token's actor, roll d6 pool.
|
||||
const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
|
||||
if (!actor) return ui.notifications.warn('Wybierz token postaci.');
|
||||
const attrs = ['body', 'mind', 'soul', 'magic'];
|
||||
const labels = { body: 'Ciało', mind: 'Umysł', soul: 'Dusza', magic: 'Magia' };
|
||||
const opts = attrs.map((a) => `<option value="${a}">${labels[a]} (${actor.system.attributes[a]?.value ?? 0})</option>`).join('');
|
||||
const result = await Dialog.prompt({
|
||||
title: `Test atrybutu — ${actor.name}`,
|
||||
title: `Test atrybutu - ${actor.name}`,
|
||||
content: `
|
||||
<form>
|
||||
<div class="form-group">
|
||||
@@ -27,4 +27,4 @@ const result = await Dialog.prompt({
|
||||
if (!result) return;
|
||||
const pool = actor.system.attributes[result.attr]?.value ?? 1;
|
||||
const roll = await new Roll(`${pool}d6cs>=${result.threshold}`).evaluate();
|
||||
await roll.toMessage({ flavor: `${actor.name} — test ${labels[result.attr]} (TS ${result.threshold})`, speaker: ChatMessage.getSpeaker({ actor }) });
|
||||
await roll.toMessage({ flavor: `${actor.name} - test ${labels[result.attr]} (TS ${result.threshold})`, speaker: ChatMessage.getSpeaker({ actor }) });
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// HbM Group Cast Helper — sum mana of controlled token actors (potential co-casters).
|
||||
// HbM Group Cast Helper - sum mana of controlled token actors (potential co-casters).
|
||||
const tokens = canvas.tokens.controlled;
|
||||
if (tokens.length < 2) return ui.notifications.warn('Zaznacz co najmniej 2 tokeny współrzucających.');
|
||||
const lines = [];
|
||||
@@ -11,7 +11,7 @@ for (const t of tokens) {
|
||||
const magic = a.system.attributes?.magic?.value ?? 0;
|
||||
totalMana += mana;
|
||||
totalPool += magic;
|
||||
lines.push(`<li><strong>${a.name}</strong> — Mana ${mana}, Magia ${magic}</li>`);
|
||||
lines.push(`<li><strong>${a.name}</strong> - Mana ${mana}, Magia ${magic}</li>`);
|
||||
}
|
||||
const html = `
|
||||
<div class="hbm-group-cast">
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
// HbM Long Rest — invoke game.hbm.rest(actor, 'long') on selected token's actor.
|
||||
// HbM Long Rest - invoke game.hbm.rest(actor, 'long') on selected token's actor.
|
||||
const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
|
||||
if (!actor) return ui.notifications.warn('Wybierz token postaci.');
|
||||
if (!game.hbm?.rest) return ui.notifications.error('Brak game.hbm.rest — system niezainicjowany.');
|
||||
if (!game.hbm?.rest) return ui.notifications.error('Brak game.hbm.rest - system niezainicjowany.');
|
||||
const result = await game.hbm.rest(actor, 'long');
|
||||
ui.notifications.info(`${actor.name}: długi odpoczynek — pełna regeneracja zasobów.`);
|
||||
ui.notifications.info(`${actor.name}: długi odpoczynek - pełna regeneracja zasobów.`);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// HbM Pool Roll — prompts for pool size and threshold, then rolls a d6 pool.
|
||||
// HbM Pool Roll - prompts for pool size and threshold, then rolls a d6 pool.
|
||||
const result = await Dialog.prompt({
|
||||
title: 'Rzut puli d6',
|
||||
content: `
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// HbM Refill Zeal — bumps zeal by 1 on selected token's actor (debug helper).
|
||||
// HbM Refill Zeal - bumps zeal by 1 on selected token's actor (debug helper).
|
||||
const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
|
||||
if (!actor) return ui.notifications.warn('Wybierz token postaci.');
|
||||
const cur = actor.system.attributes?.zeal?.value ?? 0;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
// HbM Short Rest — invoke game.hbm.rest(actor, 'short') on selected token's actor.
|
||||
// HbM Short Rest - invoke game.hbm.rest(actor, 'short') on selected token's actor.
|
||||
const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
|
||||
if (!actor) return ui.notifications.warn('Wybierz token postaci.');
|
||||
if (!game.hbm?.rest) return ui.notifications.error('Brak game.hbm.rest — system niezainicjowany.');
|
||||
if (!game.hbm?.rest) return ui.notifications.error('Brak game.hbm.rest - system niezainicjowany.');
|
||||
const result = await game.hbm.rest(actor, 'short');
|
||||
ui.notifications.info(`${actor.name}: krótki odpoczynek — przywrócono ${result?.healed ?? 0} PW.`);
|
||||
ui.notifications.info(`${actor.name}: krótki odpoczynek - przywrócono ${result?.hpRestored ?? 0} PW.`);
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
// HbM Take a Breather - invoke game.hbm.rest(actor, 'breather') on selected token's actor.
|
||||
const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
|
||||
if (!actor) return ui.notifications.warn('Wybierz token postaci.');
|
||||
if (!game.hbm?.rest) return ui.notifications.error('Brak game.hbm.rest - system niezainicjowany.');
|
||||
const result = await game.hbm.rest(actor, 'breather');
|
||||
ui.notifications.info(`${actor.name}: chwila wytchnienia - przywrócono ${result?.hpRestored ?? 0} PW i ${result?.manaRestored ?? 0} Many.`);
|
||||
Reference in New Issue
Block a user