Initial commit
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// HbM Apply Condition — pick a status effect and toggle it on targeted/selected tokens.
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const targets = game.user.targets.size > 0 ? Array.from(game.user.targets) : canvas.tokens.controlled;
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if (targets.length === 0) return ui.notifications.warn('Zaznacz lub naceluj token(y).');
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const effects = CONFIG.statusEffects.filter((e) => e.id?.startsWith('hbm.'));
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const opts = effects.map((e) => `<option value="${e.id}">${game.i18n.localize(e.name ?? e.label ?? e.id)}</option>`).join('');
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const result = await Dialog.prompt({
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title: 'Nałóż przypadłość',
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content: `<form><div class="form-group"><label>Przypadłość:</label><select name="effect">${opts}</select></div></form>`,
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label: 'Nałóż',
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callback: (html) => String(new foundry.applications.ux.FormDataExtended(html.querySelector('form')).object.effect),
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});
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if (!result) return;
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for (const t of targets) {
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if (t.actor) await t.actor.toggleStatusEffect(result, { active: true });
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}
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ui.notifications.info(`Nałożono ${result} na ${targets.length} cel(e).`);
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// HbM Attribute Check — pick attribute on selected token's actor, roll d6 pool.
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const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
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if (!actor) return ui.notifications.warn('Wybierz token postaci.');
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const attrs = ['body', 'mind', 'soul', 'magic'];
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const labels = { body: 'Ciało', mind: 'Umysł', soul: 'Dusza', magic: 'Magia' };
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const opts = attrs.map((a) => `<option value="${a}">${labels[a]} (${actor.system.attributes[a]?.value ?? 0})</option>`).join('');
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const result = await Dialog.prompt({
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title: `Test atrybutu — ${actor.name}`,
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content: `
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<form>
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<div class="form-group">
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<label>Atrybut:</label>
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<select name="attr">${opts}</select>
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</div>
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<div class="form-group">
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<label>Próg sukcesu (TS):</label>
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<input type="number" name="threshold" value="4" min="2" max="6"/>
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</div>
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</form>
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`,
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label: 'Rzuć',
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callback: (html) => {
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const fd = new foundry.applications.ux.FormDataExtended(html.querySelector('form')).object;
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return { attr: String(fd.attr), threshold: Number(fd.threshold) };
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},
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});
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if (!result) return;
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const pool = actor.system.attributes[result.attr]?.value ?? 1;
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const roll = await new Roll(`${pool}d6cs>=${result.threshold}`).evaluate();
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await roll.toMessage({ flavor: `${actor.name} — test ${labels[result.attr]} (TS ${result.threshold})`, speaker: ChatMessage.getSpeaker({ actor }) });
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@@ -0,0 +1,24 @@
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// HbM Group Cast Helper — sum mana of controlled token actors (potential co-casters).
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const tokens = canvas.tokens.controlled;
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if (tokens.length < 2) return ui.notifications.warn('Zaznacz co najmniej 2 tokeny współrzucających.');
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const lines = [];
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let totalMana = 0;
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let totalPool = 0;
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for (const t of tokens) {
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const a = t.actor;
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if (!a) continue;
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const mana = a.system.attributes?.mana?.value ?? 0;
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const magic = a.system.attributes?.magic?.value ?? 0;
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totalMana += mana;
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totalPool += magic;
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lines.push(`<li><strong>${a.name}</strong> — Mana ${mana}, Magia ${magic}</li>`);
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}
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const html = `
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<div class="hbm-group-cast">
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<p>Współrzucający (${tokens.length}):</p>
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<ul>${lines.join('')}</ul>
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<p><strong>Łączna mana: ${totalMana}</strong></p>
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<p><strong>Łączna pula d6: ${totalPool}</strong></p>
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</div>
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`;
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await ChatMessage.create({ content: html, speaker: ChatMessage.getSpeaker() });
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// HbM Long Rest — invoke game.hbm.rest(actor, 'long') on selected token's actor.
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const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
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if (!actor) return ui.notifications.warn('Wybierz token postaci.');
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if (!game.hbm?.rest) return ui.notifications.error('Brak game.hbm.rest — system niezainicjowany.');
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const result = await game.hbm.rest(actor, 'long');
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ui.notifications.info(`${actor.name}: długi odpoczynek — pełna regeneracja zasobów.`);
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@@ -0,0 +1,25 @@
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// HbM Pool Roll — prompts for pool size and threshold, then rolls a d6 pool.
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const result = await Dialog.prompt({
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title: 'Rzut puli d6',
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content: `
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<form>
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<div class="form-group">
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<label>Pula (liczba kości):</label>
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<input type="number" name="pool" value="3" min="1" max="20"/>
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</div>
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<div class="form-group">
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<label>Próg sukcesu (TS):</label>
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<input type="number" name="threshold" value="4" min="2" max="6"/>
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</div>
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</form>
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`,
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label: 'Rzuć',
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callback: (html) => {
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const fd = new foundry.applications.ux.FormDataExtended(html.querySelector('form')).object;
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return { pool: Number(fd.pool), threshold: Number(fd.threshold) };
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},
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});
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if (!result) return;
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const formula = `${result.pool}d6cs>=${result.threshold}`;
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const roll = await new Roll(formula).evaluate();
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await roll.toMessage({ flavor: `Pula d6 (TS ${result.threshold})` });
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@@ -0,0 +1,8 @@
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// HbM Refill Zeal — bumps zeal by 1 on selected token's actor (debug helper).
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const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
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if (!actor) return ui.notifications.warn('Wybierz token postaci.');
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const cur = actor.system.attributes?.zeal?.value ?? 0;
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const max = actor.system.attributes?.zeal?.max ?? 0;
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const next = Math.min(max, cur + 1);
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await actor.update({ 'system.attributes.zeal.value': next });
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ui.notifications.info(`${actor.name}: Zapał ${cur} → ${next}/${max}.`);
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@@ -0,0 +1,6 @@
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// HbM Short Rest — invoke game.hbm.rest(actor, 'short') on selected token's actor.
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const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
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if (!actor) return ui.notifications.warn('Wybierz token postaci.');
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if (!game.hbm?.rest) return ui.notifications.error('Brak game.hbm.rest — system niezainicjowany.');
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const result = await game.hbm.rest(actor, 'short');
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ui.notifications.info(`${actor.name}: krótki odpoczynek — przywrócono ${result?.healed ?? 0} PW.`);
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