feat: implement core Foundry VTT system framework, including actor/item data models, spellcasting logic, dice mechanics, and automation scripts
This commit is contained in:
+6
-6
@@ -3,14 +3,14 @@
|
||||
*
|
||||
* Short Rest (Krótki Odpoczynek):
|
||||
* - Restore HP equal to actor.body.value (capped at max).
|
||||
* - Restore mana to max-per-spell? — no: short rest does NOT restore mana.
|
||||
* - Restore mana to max-per-spell? - no: short rest does NOT restore mana.
|
||||
* - Holders of `Nadzwyczajna Odporność` (alchemy passive) restore 1 elixir tolerance.
|
||||
*
|
||||
* Long Rest (Długi Odpoczynek):
|
||||
* - Restore HP, mana, zeal to max.
|
||||
* - Restore 1 elixir tolerance (or all, if `Nadzwyczajna Odporność`? — book says
|
||||
* - Restore 1 elixir tolerance (or all, if `Nadzwyczajna Odporność`? - book says
|
||||
* elixir tolerance recovers per long rest by default; tracked here as -1).
|
||||
* - Reset blood pool to max (assumption — refine when AS spell list lands).
|
||||
* - Reset blood pool to max (assumption - refine when AS spell list lands).
|
||||
* - Clear runic counter on magical armor.
|
||||
*
|
||||
* Hooks `hbm.beforeRest` and `hbm.afterRest` fire for module integration.
|
||||
@@ -134,9 +134,9 @@ export async function rest(actor: CastableActor, kind: RestKind): Promise<RestRe
|
||||
const conditionIds = new Set(CONDITIONS.map(c => c.id));
|
||||
for (const ef of actorAny.effects ?? []) {
|
||||
const isState = conditionIds.has(ef.id) ||
|
||||
(ef.statuses && [...ef.statuses].some(s => conditionIds.has(s))) ||
|
||||
conditionIds.has(ef.flags?.core?.statusId);
|
||||
|
||||
(ef.statuses && [...ef.statuses].some(s => conditionIds.has(s))) ||
|
||||
conditionIds.has(ef.flags?.core?.statusId);
|
||||
|
||||
if (isState) {
|
||||
ids.push(ef.id);
|
||||
continue;
|
||||
|
||||
Reference in New Issue
Block a user