Author SHA1 Message Date
octoturgeandClaude Sonnet 5.5 9321f9cb5b fix(lang): Cannot be unraveled -> Cannot be dispelled
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E48f1kXhsEbAUxdkNP1yDM
2026-10-26 21:50:38 +01:00
octoturge 582b189ce6 Merge pull request 'feat: weapon wound kinds (1.5.1)' (#7) from feat/blood-magic-runic-vault-answers into main 2026-10-22 21:33:15 +02:00
octoturge 5e6dc0698e Merge pull request 'feat: weapon wound kind (1.5.1)' (#6) from feat/weapon-wound-kind into feat/blood-magic-runic-vault-answers 2026-10-22 21:32:37 +02:00
octoturge 96b2935ff5 Merge pull request 'Blood magic + Runiczny Pancerz per vault answers (1.5.0)' (#5) from feat/blood-magic-runic-vault-answers into main 2026-10-22 21:32:28 +02:00
octoturge 8d5fd7338a Merge pull request 'Runic armour mana restore + NBP rates module (1.4.1)' (#4) from feat/runic-armor-restore-nbp-rates into main 2026-10-22 00:24:31 +02:00
octoturgeandClaude Sonnet 5.5 a5f2683d15 feat: weapon wound kinds as vault slashing/piercing/blunt list
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-22 00:23:15 +02:00
octoturgeandClaude Sonnet 5.5 23027cf1b3 feat: weapon wound kind (1.5.1)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-22 00:05:57 +02:00
octoturgeandClaude Sonnet 5.5 7b1f6794ad feat: blood magic and Runiczny Pancerz per vault answers (1.5.0)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-20 17:12:21 +02:00
24 changed files with 707 additions and 82 deletions
+33
View File
@@ -5,6 +5,39 @@ All notable changes to the **HbM RPG v3** Foundry VTT system.
The format follows [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and
this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Changed
- English text "Cannot be unraveled" is now "Cannot be dispelled" on the spell cast card.
## [1.5.1] - 2026-10-22
### Added
- Weapons have wound kinds (`system.weapon.woundKinds`: `slashing` sieczne / `piercing` kłute / `blunt` obuchowe, several allowed, empty = unspecified), editable on the gear sheet as a multi-select. Matches Foundry Sync Brief §18.
- Gear parser reads `wound` (string, comma list or YAML list; Polish or English words) from vault weapon notes. Unknown values are dropped; nothing is guessed.
- Packs rebuilt from the current vault: Sztylet piercing+slashing, Bicz slashing, Laska blunt, bows and Włócznia piercing; generic one-/two-handed entries list all three (pick the real type per weapon).
### Changed
- `applyDamage` takes `woundKinds` (array) instead of a single kind; passive Krew applies when any is slashing or piercing. Blunt (and unarmed) never gives Krew.
- Vault sync of 2026-10-22 needs no further logic changes: runic armour wording, Zakazana Osłona retaliation, Rozerwanie Run artifact destruction and free Immediate Action for Kradzież Życia / Złożenie w Ofierze were already covered in 1.5.0 (spell, talent and discipline text arrives through the rebuilt packs).
### Notes
- Callers of `applyDamage` still need to pass the equipped weapon's `woundKinds`.
- Kości Losu use is now an Immediate Action that counts toward the limit (vault `Zużywanie Ładunków`); the system has no Fate-dice action code yet.
## [1.5.0] - 2026-10-20
Vault answers (Foundry Sync Brief §17): blood magic and Runiczny Pancerz.
### Changed
- **Runiczny Pancerz:** one hit of more than 5 damage (after the Runiczny Pancerz step) disables 1 point; hits no longer accumulate (`runicCounter` is unused). Disabled points return at the end of the fight (`deleteCombat`), on Długi Odpoczynek, or when restored (Akcja Natychmiastowa; Amulet Osłony 2 Many per point). `destroyRunicPoints` (Rozerwanie Run) lowers the maximum permanently.
- **Shield-breaking spells** (Przebicie Eteru, Boska Włócznia, Fala Energii, Tajemniczy Strumień, Strzała Pożądania, Ostatni Sąd): every 2 damage disable a point and damage counts ×2 against Magiczna Osłona. Szkarłatny Pocisk ignores Runiczny Pancerz and Magiczna Osłona but not Pancerz; Prawdziwa Dezintegracja ignores Pancerz and destroys shields / disables all Runiczny Pancerz (`SPELL_DAMAGE_PROFILES`, chat-card `data-profile`).
- **Blood magic rewritten to the vault:** Samookaleczenie (Test Magia (Walka Wręcz) T=2, lose HP = Sukcesy, 1 Krew per HP, once per round; Większe: 2 Krew per HP), Kradzież Życia / Większa (1 Zapał, arms the next attack, Krew per HP actually lost), Złożenie w Ofierze, Wielka Ofiara (once per day), Wchłanianie Krwi (min. 1 Krew, once per round). Removed the invented ×3 self-harm penalty and `floor(damage/4)` life steal.
- Passive Krew: Szacunek do Życia 1 per 4 HP, Krwisty Pojedynkowicz 1 per 2 HP (cutting/piercing, either side; callers pass `woundKind`/`sourceActor` to `applyDamage`); Rytualista Krwi starts a fight with 4 Krew; leftover Krew heals 2 HP each at the end of the fight.
### Added
- Actor attributes `bloodUsed.*` (per round) and `greatSacrificeUsed` (per day).
## [1.4.1] - 2026-10-20
### Added
+8 -1
View File
@@ -239,6 +239,13 @@
"physical": "Physical",
"magical": "Magical",
"environmental": "Environmental",
"woundKinds": "Wound kind",
"woundKindsHint": "Several allowed. Only slashing and piercing wounds grant talent Krew (Respect for Life, Crimson Duelist). Empty = unspecified.",
"wound": {
"slashing": "Slashing",
"piercing": "Piercing",
"blunt": "Blunt"
},
"properties": "Properties",
"damageReduction": "Damage Reduction",
"damageReductionBonus": "DR Bonus",
@@ -357,7 +364,7 @@
"spellCast": {
"title": "Casting spell",
"manaSpent": "Mana spent",
"cannotBeUnraveled": "Cannot be unraveled",
"cannotBeUnraveled": "Cannot be dispelled",
"zealSpent": "Zeal spent",
"bloodSpent": "Blood spent",
"hekateMode": "Hekate mode (Sacred + Witch hybrid)",
+7
View File
@@ -259,6 +259,13 @@
"physical": "Fizyczne",
"magical": "Magiczne",
"environmental": "Środowiskowe",
"woundKinds": "Rodzaj rany",
"woundKindsHint": "Można wybrać kilka. Tylko rany sieczne i kłute dają Krew z talentów (Szacunek do Życia, Krwisty Pojedynkowicz). Puste = nieokreślony.",
"wound": {
"slashing": "Sieczne",
"piercing": "Kłute",
"blunt": "Obuchowe"
},
"properties": "Właściwości",
"damageReduction": "Redukcja Obrażeń",
"damageReductionBonus": "Premia do Redukcji",
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "hbm-rpg-v3-foundry",
"version": "1.4.1",
"version": "1.5.1",
"description": "Foundry VTT system for Homebrew Magic: Role Playing Game v3",
"private": true,
"type": "module",
+32 -1
View File
@@ -38,6 +38,27 @@ export const parseGear: ParserFn = async (ctx: ParserContext): Promise<ParsedDoc
return docs;
};
type WoundKind = 'slashing' | 'piercing' | 'blunt';
/**
* Vault `wound` frontmatter → woundKinds. Accepts one value, a comma list ("piercing, slashing"),
* or a YAML list (flattened to a comma list by extractMarkdown). Unknown values are dropped,
* absent stays empty – never guessed.
*/
export function parseWoundKinds(raw: string | undefined): WoundKind[] {
const map: Record<string, WoundKind> = {
slashing: 'slashing', sieczne: 'slashing', sieczna: 'slashing',
piercing: 'piercing', kłute: 'piercing', kłuta: 'piercing', kluta: 'piercing', kłujące: 'piercing',
blunt: 'blunt', obuchowe: 'blunt', obuchowa: 'blunt',
};
const out: WoundKind[] = [];
for (const part of (raw ?? '').split(',')) {
const kind = map[part.trim().toLowerCase()];
if (kind && !out.includes(kind)) out.push(kind);
}
return out;
}
function extractMarkdown(raw: string): { frontmatter: Record<string, string>; content: string } {
const fm: Record<string, string> = {};
let content = raw;
@@ -48,9 +69,17 @@ function extractMarkdown(raw: string): { frontmatter: Record<string, string>; co
const fmText = raw.slice(3, endIdx).trim();
content = raw.slice(endIdx + 3).trim();
const lines = fmText.split('\n');
const lines = fmText.split(/\r?\n/);
let listKey = '';
for (const line of lines) {
// "key:" followed by " - item" lines → comma-joined value.
const item = line.match(/^\s+-\s+(.*)$/);
if (item && listKey) {
fm[listKey] = fm[listKey] ? `${fm[listKey]}, ${item[1].trim()}` : item[1].trim();
continue;
}
const colonIdx = line.indexOf(':');
listKey = colonIdx > -1 && !line.slice(colonIdx + 1).trim() ? line.slice(0, colonIdx).trim() : '';
if (colonIdx > -1) {
const key = line.slice(0, colonIdx).trim();
let val = line.slice(colonIdx + 1).trim();
@@ -91,6 +120,7 @@ function buildGearDoc(name: string, fm: Record<string, string>, content: string,
weapon: {
damage: '',
damageType: 'physical',
woundKinds: [],
properties: [],
},
armor: {
@@ -105,6 +135,7 @@ function buildGearDoc(name: string, fm: Record<string, string>, content: string,
if (category === 'weapon') {
system.weapon.damage = fm.damage || fm.obrazenia || '';
system.weapon.woundKinds = parseWoundKinds(fm.wound || fm.rana);
if (fm.traits || fm.cechy) {
system.weapon.properties = parseList(fm.traits || fm.cechy);
}
+5
View File
@@ -192,6 +192,11 @@ export type GearCategory = (typeof GEAR_CATEGORIES)[number];
export const DAMAGE_TYPES = ['physical', 'magical', 'environmental'] as const;
export type DamageType = (typeof DAMAGE_TYPES)[number];
/** Weapon wound kinds (sieczne / kłute / obuchowe). A weapon may have several; none = unspecified.
* Only slashing and piercing wounds feed the passive Krew talents. */
export const WOUND_KINDS = ['slashing', 'piercing', 'blunt'] as const;
export type WoundKind = (typeof WOUND_KINDS)[number];
/** Armor types */
export const ARMOR_TYPES = ['light', 'medium', 'heavy', 'shield'] as const;
export type ArmorType = (typeof ARMOR_TYPES)[number];
+11
View File
@@ -78,6 +78,15 @@ export class CharacterData extends foundry.abstract.TypeDataModel {
breathersTaken: makeIntField(0, { min: 0 }),
// Akcje Natychmiastowe used in the current round (1 free, Zapał buys more).
immediateActionsUsed: makeIntField(0, { min: 0 }),
// Blood-magic actions used this round (Samookaleczenie, Kradzież Życia, Złożenie w Ofierze, Wchłanianie Krwi).
bloodUsed: new f.SchemaField({
selfHarm: makeIntField(0, { min: 0 }),
lifeSteal: makeIntField(0, { min: 0 }),
sacrifice: makeIntField(0, { min: 0 }),
absorb: makeIntField(0, { min: 0 }),
}),
// Wielka Ofiara used today (once per day; reset by Długi Odpoczynek).
greatSacrificeUsed: makeIntField(0, { min: 0, max: 1 }),
// Insanity points (Klątwa Otchłani VIII). Each Abyss exposure may add 1; rolls
// mental-condition table when reaching thresholds.
insanity: makeIntField(0, { min: 0 }),
@@ -152,6 +161,8 @@ export class CharacterData extends foundry.abstract.TypeDataModel {
manaBorrowed: number;
breathersTaken: number;
immediateActionsUsed: number;
bloodUsed: { selfHarm: number; lifeSteal: number; sacrifice: number; absorb: number };
greatSacrificeUsed: number;
insanity: number;
magicalArmor: { value: number; max: number; runicCounter: number };
magicalShield: { value: number };
+3 -1
View File
@@ -6,7 +6,7 @@ import {
makeArrayField,
fields,
} from './fields';
import { GEAR_CATEGORIES, DAMAGE_TYPES, ARMOR_TYPES, RARITIES } from '../constants';
import { GEAR_CATEGORIES, DAMAGE_TYPES, ARMOR_TYPES, RARITIES, WOUND_KINDS } from '../constants';
/**
* Unified Gear item - discriminated by `category`.
@@ -39,6 +39,8 @@ export class GearData extends foundry.abstract.TypeDataModel {
choices: DAMAGE_TYPES as unknown as readonly string[],
}),
properties: makeArrayField(new f.StringField({ blank: false })),
// Rodzaj rany: slashing (sieczne) / piercing (kłute) / blunt (obuchowe); several allowed, empty = unspecified.
woundKinds: makeArrayField(new f.StringField({ blank: false, choices: WOUND_KINDS as unknown as string[] })),
}),
armor: new f.SchemaField({
+221 -49
View File
@@ -1,35 +1,62 @@
/**
* Magia Krwi - Blood Magic logic (Arcanum Sanguinis Ch. III).
* Magia Krwi - Blood Magic logic (Arcanum Sanguinis).
*
* Three primitives:
* - spendBlood(actor, n) : deduct n from blood pool, fail if insufficient.
* - selfHarm(actor, hp) : convert hp → blood at 2:1 ratio (2 HP → 1 Blood).
* - lifeStealOnDamage(...) : when actor inflicts damage with a blood spell,
* restore blood = floor(damage / 4) (capped at max).
* Krew sources and sinks follow the vault (Foundry Sync Brief §17):
* - selfHarm Samookaleczenie (Akcja) / Większe Samookaleczenie (Akcja Natychmiastowa)
* - useLifeSteal / resolveLifeSteal Kradzież Życia / Większa Kradzież Życia (1 Zapał)
* - sacrifice / greatSacrifice Złożenie w Ofierze / Wielka Ofiara (1 Zapał)
* - absorbBlood Wchłanianie Krwi / Większe Wchłanianie Krwi
* - gainKrewFromWeaponDamage passive gain (Szacunek do Życia, Krwisty Pojedynkowicz)
* - startOfFightKrew / endOfFightKrew Rytualista Krwi start pool, leftover Krew heals
*
* Future hook: `Szacunek do Życia` talent triples self-harm cost (6 HP → 1 Blood).
*
* The cast pipeline (logic/spell-cast.ts) already deducts `bloodCost` directly;
* this module is the reusable API surface for UI dialogs and the damage hook.
* Per-round limits live in `attributes.bloodUsed` (reset every round by logic/combat.ts);
* Wielka Ofiara is once per day (`attributes.greatSacrificeUsed`, reset by Długi Odpoczynek).
* The cast pipeline (logic/spell-cast.ts) deducts `bloodCost` directly.
*/
import { getMagicPowerEntry } from '../constants';
import type { CastableActor } from './spell-cast';
import { bloodAbsorbHp, bloodToZeal } from './rules';
import {
bloodAbsorbHp,
bloodToZeal,
greatSacrificeResult,
krewFromLifeSteal,
krewFromSelfHarm,
krewFromWeaponHpLoss,
sacrificeResult,
startingKrew,
type KrewTalent,
} from './rules';
const SELF_HARM_RATIO = 2; // HP per 1 Blood
const RESPECT_FOR_LIFE_PENALTY = 3; // multiplier when talent present
const LIFE_STEAL_DIVISOR = 4; // damage / N → blood restored
const SELF_HARM_THRESHOLD = 2;
const FLAG_SCOPE = 'hbm-rpg-v3';
interface ActorWithItems extends CastableActor {
items?: Iterable<{ type: string; system?: { slug?: string } }>;
}
function hasRespectForLife(actor: ActorWithItems): boolean {
if (!actor.items) return false;
for (const it of actor.items) {
export type BloodAction = 'selfHarm' | 'lifeSteal' | 'sacrifice' | 'absorb';
/** Talent that decides passive Krew gain / starting pool, if any. */
export function krewTalent(actor: CastableActor): KrewTalent | null {
const items = (actor as ActorWithItems).items;
if (!items) return null;
let found: KrewTalent | null = null;
for (const it of items) {
if (it.type !== 'talent') continue;
const slug = (it as any).system?.slug ?? (it as any).flags?.['hbm-rpg-v3']?.slug;
if (slug === 'respect-for-life' || slug === 'szacunek-do-zycia') return true;
const slug = (it as any).system?.slug ?? (it as any).flags?.[FLAG_SCOPE]?.slug;
if (slug === 'rytualista-krwi') return 'rytualista-krwi';
if (slug === 'krwisty-pojedynkowicz') found = 'krwisty-pojedynkowicz';
else if ((slug === 'respect-for-life' || slug === 'szacunek-do-zycia') && !found) found = 'respect-for-life';
}
return found;
}
function hasTalent(actor: CastableActor, ...slugs: string[]): boolean {
const items = (actor as ActorWithItems).items;
if (!items) return false;
for (const it of items) {
if (it.type === 'talent' && slugs.includes((it as any).system?.slug ?? (it as any).flags?.[FLAG_SCOPE]?.slug)) return true;
}
return false;
}
@@ -53,33 +80,155 @@ export async function spendBlood(actor: CastableActor, amount: number): Promise<
return { ok: true, spent: amount, remaining: blood.value - amount };
}
function used(actor: CastableActor, action: BloodAction): number {
return Number((actor.system.attributes as any).bloodUsed?.[action]) || 0;
}
function bump(action: BloodAction, actor: CastableActor): Record<string, number> {
return { [`system.attributes.bloodUsed.${action}`]: used(actor, action) + 1 };
}
function addKrew(blood: { value: number; max: number }, amount: number): number {
return Math.max(0, Math.min(blood.max, blood.value + amount) - blood.value);
}
/** Magia dice + Walka Wręcz skill, threshold `threshold` – returns the Sukcesy. */
export async function rollMagicMelee(actor: CastableActor, threshold: number): Promise<number> {
const attrs = actor.system.attributes as any;
const magic = attrs.magic ?? {};
const dice = typeof magic.dicePool === 'number'
? magic.dicePool
: getMagicPowerEntry(magic.actual ?? magic.value ?? 0).dicePool;
const skill = (actor.system.skills as any)?.melee?.value ?? 0;
const { HbmTSRoll } = await import('../dice/ts-roll'); // lazy: needs Foundry's Roll at runtime only
const roll = HbmTSRoll.fromParams({ pool: dice + skill, threshold, required: 1, flavor: 'Magia (Walka Wręcz)' });
await roll.evaluate();
await roll.toMessage({ flavor: 'Magia (Walka Wręcz)' });
return roll.ts?.successes ?? 0;
}
type SuccessRoller = (actor: CastableActor, threshold: number) => Promise<number>;
export interface BloodActionResult {
ok: boolean;
successes?: number;
hpLost?: number;
hpGained?: number;
krewGained: number;
reason?: string;
}
const fail = (reason: string): BloodActionResult => ({ ok: false, krewGained: 0, reason });
/**
* Self-Harm: convert health into blood. Returns blood gained.
* Default ratio 2 HP → 1 Blood; with `Szacunek do Życia` talent → 6 HP → 1 Blood.
* Samookaleczenie (Akcja, once per round): Test Magia (Walka Wręcz) T=2; lose HP = Sukcesy,
* gain 1 Krew per HP. Większe Samookaleczenie (Krwisty Pojedynkowicz, Akcja Natychmiastowa): 2 Krew per HP.
*/
export async function selfHarm(actor: CastableActor, hpSpent: number): Promise<{ ok: boolean; bloodGained: number; reason?: string }> {
if (hpSpent <= 0) return { ok: true, bloodGained: 0 };
const a = actor.system.attributes;
const blood = a.blood;
if (!blood) return { ok: false, bloodGained: 0, reason: 'no-blood-pool' };
const health = (a as any).health as { value: number; max: number } | undefined;
if (!health || health.value < hpSpent) {
return { ok: false, bloodGained: 0, reason: 'insufficient-health' };
}
const ratio = hasRespectForLife(actor as ActorWithItems) ? SELF_HARM_RATIO * RESPECT_FOR_LIFE_PENALTY : SELF_HARM_RATIO;
const gained = Math.floor(hpSpent / ratio);
if (gained <= 0) return { ok: false, bloodGained: 0, reason: 'ratio-too-low' };
const newBlood = Math.min(blood.max, blood.value + gained);
export async function selfHarm(
actor: CastableActor,
opts: { greater?: boolean; roller?: SuccessRoller } = {},
): Promise<BloodActionResult> {
const a = actor.system.attributes as any;
if (!a.blood) return fail('no-blood-pool');
if (opts.greater && !hasTalent(actor, 'wieksze-samookaleczenie', 'krwisty-pojedynkowicz')) return fail('missing-talent');
if (used(actor, 'selfHarm') >= 1) return fail('already-used');
const successes = await (opts.roller ?? rollMagicMelee)(actor, SELF_HARM_THRESHOLD);
const hpLost = Math.min(successes, Math.max(0, a.health?.value ?? 0));
const krewGained = addKrew(a.blood, krewFromSelfHarm(hpLost, !!opts.greater));
await actor.update({
'system.attributes.health.value': health.value - hpSpent,
'system.attributes.blood.value': newBlood,
'system.attributes.health.value': (a.health?.value ?? 0) - hpLost,
'system.attributes.blood.value': a.blood.value + krewGained,
...bump('selfHarm', actor),
});
return { ok: true, bloodGained: newBlood - blood.value };
return { ok: true, successes, hpLost, krewGained };
}
async function spendZeal(actor: CastableActor, amount: number): Promise<boolean> {
const zeal = (actor.system.attributes as any).zeal;
if (!zeal || zeal.value < amount) return false;
await actor.update({ 'system.attributes.zeal.value': zeal.value - amount });
return true;
}
/**
* Wchłanianie Krwi: spend Krew to heal Żywotność – 2 HP per Krew (Akcja, once per round);
* Większe Wchłanianie Krwi: 3 HP per Krew (Akcja Natychmiastowa), or 1 Zapał per 5 Krew.
* Kradzież Życia: 1 Zapał, free Akcja Natychmiastowa (outside the normal limit), once per round
* (Większa Kradzież Życia: twice per round, two steps easier). Arms the next attack; call
* `resolveLifeSteal` with the Żywotność the target actually lost.
*/
export async function useLifeSteal(actor: CastableActor, opts: { greater?: boolean } = {}): Promise<{ ok: boolean; stepsEasier: number; reason?: string }> {
const limit = opts.greater ? 2 : 1;
if (!(actor.system.attributes as any).blood) return { ok: false, stepsEasier: 0, reason: 'no-blood-pool' };
if (opts.greater && !hasTalent(actor, 'wieksza-kradziez-zycia')) return { ok: false, stepsEasier: 0, reason: 'missing-talent' };
if (used(actor, 'lifeSteal') >= limit) return { ok: false, stepsEasier: 0, reason: 'already-used' };
if (!(await spendZeal(actor, 1))) return { ok: false, stepsEasier: 0, reason: 'insufficient-zeal' };
const stepsEasier = opts.greater ? 2 : 1;
await actor.update(bump('lifeSteal', actor));
await (actor as any).setFlag?.(FLAG_SCOPE, 'lifeSteal', { stepsEasier, greater: !!opts.greater });
return { ok: true, stepsEasier };
}
/** Kradzież Życia payout: 1 Krew (2 greater) per Żywotność the target actually lost. */
export async function resolveLifeSteal(actor: CastableActor, hpActuallyLost: number): Promise<number> {
const pending = (actor as any).getFlag?.(FLAG_SCOPE, 'lifeSteal') as { greater?: boolean } | undefined;
const blood = (actor.system.attributes as any).blood;
if (!pending || !blood) return 0;
const gained = addKrew(blood, krewFromLifeSteal(hpActuallyLost, !!pending.greater));
if (gained > 0) await actor.update({ 'system.attributes.blood.value': blood.value + gained });
await (actor as any).unsetFlag?.(FLAG_SCOPE, 'lifeSteal');
return gained;
}
/**
* Złożenie w Ofierze: 1 Zapał, free Akcja Natychmiastowa, once per round. Triggers when your attack
* kills a target with a slashing / piercing wound within 1 m. `successes` are the Sukcesy of the
* killing attack's Test: heal Sukcesy + Magia, gain Krew = Sukcesy.
*/
export async function sacrifice(actor: CastableActor, successes: number): Promise<BloodActionResult> {
const a = actor.system.attributes as any;
if (!a.blood) return fail('no-blood-pool');
if (used(actor, 'sacrifice') >= 1) return fail('already-used');
if (hasTalent(actor, 'wielka-ofiara', 'rytualista-krwi')) return fail('replaced-by-wielka-ofiara');
if (!(await spendZeal(actor, 1))) return fail('insufficient-zeal');
const res = sacrificeResult(successes, a.magic?.actual ?? a.magic?.value ?? 0);
const hpGained = Math.min(res.heal, Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0)));
const krewGained = addKrew(a.blood, res.krew);
await actor.update({
'system.attributes.health.value': (a.health?.value ?? 0) + hpGained,
'system.attributes.blood.value': a.blood.value + krewGained,
...bump('sacrifice', actor),
});
return { ok: true, successes, hpGained, krewGained };
}
/**
* Wielka Ofiara (Rytualista Krwi; replaces Złożenie w Ofierze): 1 Zapał, once per day, target within 1 m
* is being attacked. Sukcesy above the target's highest Atrybut → the target loses all Żywotność
* (returned as `targetHpLost`, the caller applies it); otherwise the mage heals Sukcesy.
*/
export async function greatSacrifice(
actor: CastableActor,
successes: number,
target: { highestAttribute: number; health: number },
): Promise<BloodActionResult & { kills?: boolean; targetHpLost?: number }> {
const a = actor.system.attributes as any;
if (!a.blood) return fail('no-blood-pool');
if (!hasTalent(actor, 'wielka-ofiara', 'rytualista-krwi')) return fail('missing-talent');
if (Number(a.greatSacrificeUsed) >= 1) return fail('already-used');
if (!(await spendZeal(actor, 1))) return fail('insufficient-zeal');
const res = greatSacrificeResult(successes, target.highestAttribute, target.health);
const hpGained = Math.min(res.heal, Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0)));
const krewGained = addKrew(a.blood, res.krew);
await actor.update({
'system.attributes.health.value': (a.health?.value ?? 0) + hpGained,
'system.attributes.blood.value': a.blood.value + krewGained,
'system.attributes.greatSacrificeUsed': 1,
});
return { ok: true, successes, hpGained, krewGained, kills: res.kills, targetHpLost: res.kills ? target.health : 0 };
}
/**
* Wchłanianie Krwi (Akcja, once per round, min. 1 Krew): 2 HP per Krew.
* Większe Wchłanianie Krwi (Akcja Natychmiastowa): 3 HP per Krew, or 5 Krew → 1 Zapał.
*/
export async function absorbBlood(
actor: CastableActor,
@@ -87,8 +236,9 @@ export async function absorbBlood(
opts: { greater?: boolean; asZeal?: boolean } = {},
): Promise<{ ok: boolean; hpGained: number; zealGained: number; reason?: string }> {
const a = actor.system.attributes as any;
if (bloodSpent <= 0) return { ok: true, hpGained: 0, zealGained: 0 };
if (bloodSpent < 1) return { ok: false, hpGained: 0, zealGained: 0, reason: 'minimum-one-blood' };
if (!a.blood || a.blood.value < bloodSpent) return { ok: false, hpGained: 0, zealGained: 0, reason: 'insufficient-blood' };
if (!opts.greater && used(actor, 'absorb') >= 1) return { ok: false, hpGained: 0, zealGained: 0, reason: 'already-used' };
const update: Record<string, number> = { 'system.attributes.blood.value': a.blood.value - bloodSpent };
let hpGained = 0;
let zealGained = 0;
@@ -99,18 +249,40 @@ export async function absorbBlood(
hpGained = Math.min(bloodAbsorbHp(bloodSpent, !!opts.greater), Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0)));
update['system.attributes.health.value'] = (a.health?.value ?? 0) + hpGained;
}
if (!opts.greater) Object.assign(update, bump('absorb', actor));
await actor.update(update);
return { ok: true, hpGained, zealGained };
}
/** Life Steal: invoked from the damage-application hook when the source is a blood spell. */
export async function lifeStealOnDamage(actor: CastableActor, damageDealt: number): Promise<number> {
if (damageDealt <= 0) return 0;
const blood = actor.system.attributes.blood;
/**
* Passive Krew (talents): 1 per 4 HP lost (Szacunek do Życia) / 1 per 2 HP (Krwisty Pojedynkowicz),
* by either side, only from slashing or piercing weapons. Call for the victim and the attacker.
*/
export async function gainKrewFromWeaponDamage(actor: CastableActor, hpLost: number): Promise<number> {
const blood = (actor.system.attributes as any)?.blood;
if (!blood) return 0;
const restore = Math.floor(damageDealt / LIFE_STEAL_DIVISOR);
if (restore <= 0) return 0;
const newBlood = Math.min(blood.max, blood.value + restore);
await actor.update({ 'system.attributes.blood.value': newBlood });
return newBlood - blood.value;
const gained = addKrew(blood, krewFromWeaponHpLoss(hpLost, krewTalent(actor)));
if (gained > 0) await actor.update({ 'system.attributes.blood.value': blood.value + gained });
return gained;
}
/** Start of a fight: Krew pool resets to 0 (Rytualista Krwi: 4) for blood-talent holders. */
export async function startOfFightKrew(actor: CastableActor): Promise<void> {
const talent = krewTalent(actor);
const blood = (actor.system.attributes as any)?.blood;
if (!talent || !blood) return;
const target = Math.min(blood.max, startingKrew(talent));
if (blood.value !== target) await actor.update({ 'system.attributes.blood.value': target });
}
/** End of a fight: leftover Krew vanishes and heals the mage as Wchłanianie Krwi (2 HP per Krew). */
export async function endOfFightKrew(actor: CastableActor): Promise<number> {
const a = actor.system.attributes as any;
if (!krewTalent(actor) || !a.blood || a.blood.value <= 0) return 0;
const hpGained = Math.min(bloodAbsorbHp(a.blood.value, false), Math.max(0, (a.health?.max ?? 0) - (a.health?.value ?? 0)));
await actor.update({
'system.attributes.blood.value': 0,
'system.attributes.health.value': (a.health?.value ?? 0) + hpGained,
});
return hpGained;
}
+10 -3
View File
@@ -9,6 +9,7 @@
*/
import { applyDamage } from './damage';
import type { SpellDamageProfile } from './rules';
import { CONDITIONS } from './conditions';
declare const Hooks: any;
@@ -71,12 +72,18 @@ async function onApplyDamage(btn: HTMLElement): Promise<void> {
return;
}
const ignoresArmor = btn.dataset.ignoresArmor === 'true';
let profile: SpellDamageProfile | null = null;
try { profile = btn.dataset.profile ? JSON.parse(btn.dataset.profile) : null; } catch { /* ignore */ }
await applyDamage(target, {
amount,
type: (btn.dataset.type as any) ?? 'magical',
ignoreMagicalArmor: ignoresArmor,
ignoreMagicalShield: ignoresArmor,
ignorePhysicalArmor: ignoresArmor,
// A spell-specific profile replaces the blanket "ignores all armour" flag.
ignoreMagicalArmor: profile ? !!profile.ignoreMagicalArmor : ignoresArmor,
ignoreMagicalShield: profile ? !!profile.ignoreMagicalShield : ignoresArmor,
ignorePhysicalArmor: profile ? !!profile.ignorePhysicalArmor : ignoresArmor,
runicArmorStep: profile?.runicArmorStep,
shieldMultiplier: profile?.shieldMultiplier,
destroyMagicalDefenses: profile?.destroyMagicalDefenses,
minDamageAfterArmor: btn.dataset.minAfterArmor === 'true',
} as any);
}
+28
View File
@@ -7,6 +7,8 @@
*/
import { applyDamage } from './damage';
import { startOfFightKrew, endOfFightKrew } from './blood-magic';
import { restoreAllRunicArmor } from './runic-armor';
function hasStatus(actor: any, id: string): boolean {
const effects = actor?.effects ?? [];
@@ -55,6 +57,15 @@ export function registerCombatHooks(): void {
if (actor?.system?.attributes?.immediateActionsUsed) {
await actor.update({ 'system.attributes.immediateActionsUsed': 0 });
}
const bu = actor?.system?.attributes?.bloodUsed;
if (bu && Object.values(bu).some((n) => Number(n) > 0)) {
await actor.update({
'system.attributes.bloodUsed.selfHarm': 0,
'system.attributes.bloodUsed.lifeSteal': 0,
'system.attributes.bloodUsed.sacrifice': 0,
'system.attributes.bloodUsed.absorb': 0,
});
}
}
ChatMessage.create({
content: `<em>${game.i18n.localize('HBM.combat.newRound')}</em>`,
@@ -62,6 +73,23 @@ export function registerCombatHooks(): void {
});
});
// Start of a fight: Krew pool resets (Rytualista Krwi starts with 4).
Hooks.on('combatStart', async (combat: Combat) => {
for (const c of (combat as any)?.combatants ?? []) {
if (c.actor?.type === 'character') await startOfFightKrew(c.actor);
}
});
// End of a fight: disabled Runiczny Pancerz returns, per-round counters clear, leftover Krew heals.
Hooks.on('deleteCombat', async (combat: Combat) => {
for (const c of (combat as any)?.combatants ?? []) {
const actor = c.actor;
if (!actor || actor.type !== 'character') continue;
await restoreAllRunicArmor(actor);
await endOfFightKrew(actor);
}
});
Hooks.on('combatTurn', async (combat: Combat) => {
// The previous combatant's turn just ended: expire their timed Stany.
const prevId = (combat as any).previous?.combatantId;
+57 -14
View File
@@ -1,6 +1,6 @@
/**
* Damage application engine - flows through 4 layers:
* 1. Magical Armor (DR + every 5 dmg absorbed degrades value by 1 via runicCounter)
* 1. Runiczny Pancerz (DR; one hit > 5 disables 1 point until end of fight / restore)
* 2. Magical Shield (raw temp HP; cannot be healed; vanishes at 0)
* 3. Physical Armor (flat DR; optionally degrade `condition` by 1)
* 4. Health (the leftover hits HP)
@@ -14,7 +14,8 @@
*/
import { DamageType } from '../constants';
import { triggersStun, concentrationTest } from './rules';
import { triggersStun, concentrationTest, runicArmorPointsDisabled } from './rules';
import { gainKrewFromWeaponDamage } from './blood-magic';
export interface ApplyDamageOptions {
amount: number;
@@ -25,6 +26,19 @@ export interface ApplyDamageOptions {
damageArmor?: boolean;
/** Magiczny Pocisk: at least 1 damage gets through Pancerz to Żywotność. */
minDamageAfterArmor?: boolean;
/** Shield-breaker: every N (2 instead of 5) damage disable a Runiczny Pancerz point. */
runicArmorStep?: number;
/** Shield-breaker: damage counts ×N against Magiczna Osłona. */
shieldMultiplier?: number;
/** Prawdziwa Dezintegracja: disables all Runiczny Pancerz points and destroys Magiczna Osłona. */
destroyMagicalDefenses?: boolean;
/** Rozerwanie Run: permanently destroys N Runiczny Pancerz points (lowers its maximum). */
destroyRunicPoints?: number;
/** Wound kind of a weapon hit (gear data has none yet – callers pass it); drives passive Krew. */
/** Wound kinds of the attacking weapon; only slashing / piercing give passive Krew. */
woundKinds?: ('slashing' | 'piercing' | 'blunt')[];
/** Attacker, for passive Krew gain (Szacunek do Życia / Krwisty Pojedynkowicz). */
sourceActor?: any;
postChat?: boolean;
}
@@ -34,6 +48,12 @@ export interface DamageReport {
hpDamage: number;
shieldDropped: boolean;
oszolomionyApplied: boolean;
/** Runiczny Pancerz points disabled by this hit (restored at end of fight). */
runicArmorDisabled?: number;
/** Runiczny Pancerz points destroyed permanently by this hit. */
runicArmorDestroyed?: number;
/** Krew gained by the victim / attacker through weapon-damage talents. */
krewGained?: { victim: number; source: number };
/** Dusza (Determinacja) 4:S for a concentrating target; absent when no Żywotność was lost. */
concentrationTest?: { threshold: number; successes: number };
}
@@ -61,30 +81,45 @@ export async function applyDamage(actor: ActorLike, opts: ApplyDamageOptions): P
let remaining = total;
// Layer 1: Magical Armor - DR-based; runicCounter accumulates incoming damage.
// Layer 1: Runiczny Pancerz - flat DR. ONE hit disables points (never accumulated across hits):
// > 5 damage after the step → 1 point; shield-breakers: every 2 damage → 1 point. Disabled
// points come back at the end of the fight / when restored (see logic/runic-armor.ts).
if (a.magicalArmor && opts.destroyRunicPoints) {
// Rozerwanie Run: permanent – lowers the maximum, cannot be restored.
const value = Math.max(0, Number(a.magicalArmor.value) || 0);
const max = Math.max(0, Number(a.magicalArmor.max) || 0);
const lost = Math.min(max, opts.destroyRunicPoints);
updates['system.attributes.magicalArmor.max'] = max - lost;
updates['system.attributes.magicalArmor.value'] = Math.min(value, max - lost);
report.runicArmorDestroyed = lost;
}
if (!opts.ignoreMagicalArmor && a.magicalArmor) {
const dr = Math.max(0, Number(a.magicalArmor.value) || 0);
const absorbed = Math.min(dr, remaining);
if (absorbed > 0) {
const incomingDmg = remaining;
const incoming = remaining;
report.absorbed.magicalArmor = absorbed;
remaining -= absorbed;
const newCounter = (Number(a.magicalArmor.runicCounter) || 0) + incomingDmg;
const decrements = Math.floor(newCounter / 5);
const newValue = Math.max(0, dr - decrements);
updates['system.attributes.magicalArmor.runicCounter'] = newCounter % 5;
const disabled = opts.destroyMagicalDefenses
? dr
: runicArmorPointsDisabled(opts.runicArmorStep ? incoming : remaining, opts.runicArmorStep);
const current = (updates['system.attributes.magicalArmor.value'] as number | undefined) ?? dr;
const newValue = Math.max(0, Math.min(current, dr) - disabled);
if (disabled > 0) report.runicArmorDisabled = Math.min(dr, disabled);
updates['system.attributes.magicalArmor.value'] = newValue;
}
}
// Layer 2: Magical Shield - pure temp HP (raw subtraction).
// Layer 2: Magiczna Osłona - pure temp HP; shield-breakers count damage ×N against it.
if (remaining > 0 && !opts.ignoreMagicalShield && a.magicalShield) {
const shield = Math.max(0, Number(a.magicalShield.value) || 0);
const taken = Math.min(shield, remaining);
if (taken > 0) {
report.absorbed.magicalShield = taken;
remaining -= taken;
const newShield = shield - taken;
const mult = Math.max(1, opts.shieldMultiplier ?? 1);
const effective = Math.min(shield, remaining * mult);
if (effective > 0) {
const consumed = Math.ceil(effective / mult);
report.absorbed.magicalShield = consumed;
remaining -= consumed;
const newShield = opts.destroyMagicalDefenses ? 0 : shield - effective;
updates['system.attributes.magicalShield.value'] = newShield;
if (newShield === 0) report.shieldDropped = true;
}
@@ -127,6 +162,14 @@ export async function applyDamage(actor: ActorLike, opts: ApplyDamageOptions): P
if (Object.keys(updates).length > 0) await actor.update(updates);
// Passive Krew from slashing / piercing weapons (talents): victim and attacker side.
if (report.hpDamage > 0 && (opts.woundKinds ?? []).some((k) => k === 'slashing' || k === 'piercing')) {
report.krewGained = {
victim: await gainKrewFromWeaponDamage(actor as any, report.hpDamage),
source: opts.sourceActor ? await gainKrewFromWeaponDamage(opts.sourceActor, report.hpDamage) : 0,
};
}
// Oszołomiony: a single hit that costs ≥ half max Żywotność after all reductions.
if (triggersStun(report.hpDamage, Number(a.health?.max) || 0) && actor.toggleStatusEffect) {
const already = actor.effects?.find((e: any) => e.statuses?.has?.('oszolomiony'));
+7 -2
View File
@@ -141,8 +141,13 @@ export async function rest(actor: CastableActor, kind: RestKind): Promise<RestRe
update['system.attributes.elixirTolerance'] = Math.max(0, toleranceBefore - 1);
toleranceRecovered = 1;
}
if (a.magicalArmor?.runicCounter && a.magicalArmor.runicCounter > 0) {
update['system.attributes.magicalArmor.runicCounter'] = 0;
// Disabled Runiczny Pancerz points come back (only Rozerwanie Run is permanent).
if (a.magicalArmor && a.magicalArmor.value < a.magicalArmor.max) {
update['system.attributes.magicalArmor.value'] = a.magicalArmor.max;
}
if (a.greatSacrificeUsed) update['system.attributes.greatSacrificeUsed'] = 0;
if (a.bloodUsed) {
for (const k of ['selfHarm', 'lifeSteal', 'sacrifice', 'absorb']) update[`system.attributes.bloodUsed.${k}`] = 0;
}
}
+75 -1
View File
@@ -133,7 +133,81 @@ export function bloodToZeal(blood: number): number {
return Math.floor(Math.max(0, blood) / 5);
}
/** Runiczny Pancerz (Amulet Osłony): recharging costs 2 Mana per point, as an Akcja. */
/**
* Runiczny Pancerz – points disabled by ONE hit (hits are never added together).
* Default: a hit of more than 5 damage (after the Runiczny Pancerz step) disables 1 point.
* Shield-breaking effects (`step` 2): every 2 damage disable 1 point.
* Disabled points return at the end of the fight or when restored; only Rozerwanie Run
* destroys a point permanently.
*/
export function runicArmorPointsDisabled(damage: number, step?: number): number {
const d = Math.max(0, Math.floor(damage));
if (step && step > 0 && step !== DEFAULT_RUNIC_THRESHOLD) return Math.floor(d / step);
return d > DEFAULT_RUNIC_THRESHOLD ? 1 : 0;
}
export const DEFAULT_RUNIC_THRESHOLD = 5;
/** Damage profile of spells that treat the magical defences non-standardly (by spell slug). */
export interface SpellDamageProfile {
ignoreMagicalArmor?: boolean;
ignoreMagicalShield?: boolean;
ignorePhysicalArmor?: boolean;
/** 2 → every 2 (instead of 5) damage disable a Runiczny Pancerz point. */
runicArmorStep?: number;
/** Damage counts this many times against Magiczna Osłona. */
shieldMultiplier?: number;
/** Fully destroys Magiczne Tarcze and disables all Runiczny Pancerz (Prawdziwa Dezintegracja). */
destroyMagicalDefenses?: boolean;
}
const SHIELD_BREAKER: SpellDamageProfile = { runicArmorStep: 2, shieldMultiplier: 2 };
export const SPELL_DAMAGE_PROFILES: Readonly<Record<string, SpellDamageProfile>> = {
'ether-pierce': { ...SHIELD_BREAKER, ignorePhysicalArmor: true },
'divine-spear': { ...SHIELD_BREAKER, ignorePhysicalArmor: true },
'energy-wave': SHIELD_BREAKER,
'mysterious-stream': SHIELD_BREAKER,
'arrow-of-desire': SHIELD_BREAKER,
'last-judgment': SHIELD_BREAKER,
'crimson-bolt': { ignoreMagicalArmor: true, ignoreMagicalShield: true },
'true-disintegration': { ignorePhysicalArmor: true, destroyMagicalDefenses: true },
};
/** Krew – sources (Arcanum Sanguinis). */
export type KrewTalent = 'respect-for-life' | 'krwisty-pojedynkowicz' | 'rytualista-krwi';
/** Samookaleczenie: lose HP = Sukcesy; 1 Krew per HP (2 with Większe Samookaleczenie). */
export function krewFromSelfHarm(hpLost: number, greater = false): number {
return Math.max(0, hpLost) * (greater ? 2 : 1);
}
/** Kradzież Życia: 1 Krew per HP the target actually lost (2 with the greater version). */
export function krewFromLifeSteal(hpLost: number, greater = false): number {
return Math.max(0, hpLost) * (greater ? 2 : 1);
}
/** Złożenie w Ofierze: heal Sukcesy + Magia, gain Krew = Sukcesy. */
export function sacrificeResult(successes: number, magic: number): { heal: number; krew: number } {
return { heal: Math.max(0, successes) + Math.max(0, magic), krew: Math.max(0, successes) };
}
/**
* Wielka Ofiara: Sukcesy above the target's highest Atrybut kill it (all its Żywotność is lost),
* otherwise the mage heals Sukcesy. Krew gained = Żywotność the target lost.
*/
export function greatSacrificeResult(successes: number, highestAttribute: number, targetHealth: number): { kills: boolean; heal: number; krew: number } {
if (successes > highestAttribute) return { kills: true, heal: 0, krew: Math.max(0, targetHealth) };
return { kills: false, heal: Math.max(0, successes), krew: 0 };
}
/** Passive Krew: Szacunek do Życia 1 per 4 HP, Krwisty Pojedynkowicz 1 per 2 HP (slashing/piercing only). */
export function krewFromWeaponHpLoss(hpLost: number, talent: KrewTalent | null): number {
if (talent === 'respect-for-life') return Math.floor(Math.max(0, hpLost) / 4);
if (talent === 'krwisty-pojedynkowicz') return Math.floor(Math.max(0, hpLost) / 2);
return 0;
}
/** Krew at the start of a fight: Rytualista Krwi 4, everyone else 0. */
export function startingKrew(talent: KrewTalent | null): number {
return talent === 'rytualista-krwi' ? 4 : 0;
}
/** Runiczny Pancerz (Amulet Osłony): recharging costs 2 Mana per point, as an Akcja Natychmiastowa. */
export const RUNIC_ARMOR_MANA_PER_POINT = 2;
/** Points of Runiczny Pancerz that can actually be restored (never above max, never negative). */
+12 -2
View File
@@ -1,11 +1,21 @@
/**
* Runiczny Pancerz – restoring points with Mana (Amulet Osłony: Akcja, 2 Many za punkt).
* Degradation (every 5 absorbed damage, `runicCounter`) lives in logic/damage.ts.
* Runiczny Pancerz – a single hit of more than 5 damage disables 1 point (logic/damage.ts); disabled
* points return at the end of the fight or can be restored as an Akcja Natychmiastowa. The cost
* depends on the source: Amulet Osłony takes 2 Many per point. Only Rozerwanie Run destroys a point
* permanently (it lowers `magicalArmor.max`).
*/
import type { CastableActor } from './spell-cast';
import { runicArmorManaCost, runicArmorRestorable } from './rules';
/** End of fight: every disabled point returns. */
export async function restoreAllRunicArmor(actor: CastableActor): Promise<number> {
const armor = (actor.system.attributes as any).magicalArmor as { value: number; max: number } | undefined;
if (!armor || armor.value >= armor.max) return 0;
await actor.update({ 'system.attributes.magicalArmor.value': armor.max });
return armor.max - armor.value;
}
export interface RunicRestoreResult {
ok: boolean;
restored: number;
+6 -1
View File
@@ -16,7 +16,7 @@
import { HbmTSRoll } from '../dice/ts-roll';
import { TS_DEFAULT_REQUIRED, TS_DEFAULT_THRESHOLD, getMagicPowerEntry } from '../constants';
import { manaToBorrow, exhaustionDice, manaExhaustionTier, overLimitTest } from './rules';
import { manaToBorrow, exhaustionDice, manaExhaustionTier, overLimitTest, SPELL_DAMAGE_PROFILES } from './rules';
import { validateCast } from './spell-validation';
import type { ValidationResult } from './spell-validation';
import { rollSpellDamage } from './spell-damage';
@@ -200,6 +200,11 @@ async function renderCastCard(
ignoresArmor: !!spell.system.ignoresArmor,
// Magiczny Pocisk: at least 1 damage reaches Żywotność after Pancerz.
minAfterArmor: ((spell as any).flags?.['hbm-rpg-v3']?.slug ?? (spell.system as any).slug) === 'magic-missile',
// Shield-breakers / Szkarłatny Pocisk / Prawdziwa Dezintegracja treat the magical defences specially.
profile: (() => {
const p = SPELL_DAMAGE_PROFILES[((spell as any).flags?.['hbm-rpg-v3']?.slug ?? (spell.system as any).slug) as string];
return p ? JSON.stringify(p) : '';
})(),
targets: targets.length > 0 ? targets : null,
};
}
+2
View File
@@ -9,6 +9,7 @@ import {
AOE_SHAPES,
SPELL_DAMAGE_TYPES,
TRIGGER_EVENTS,
WOUND_KINDS,
} from '../constants';
const { ItemSheetV2 } = foundry.applications.sheets as unknown as {
@@ -67,6 +68,7 @@ export class HbmItemSheet extends HandlebarsApplicationMixin(ItemSheetV2) {
itemType: item.type,
bodyPartial: TYPE_PARTIAL[item.type] ?? 'systems/hbm-rpg-v3/templates/item/_unknown.hbs',
choices: buildChoiceMaps(),
woundChoices: Object.fromEntries(WOUND_KINDS.map((k) => [k, `HBM.gear.wound.${k}`])),
effects,
supportsEffects,
};
+2 -2
View File
@@ -2,9 +2,9 @@
"id": "hbm-rpg-v3",
"title": "Homebrew Magic: RPG v3",
"description": "System Foundry VTT dla Homebrew Magic: Role Playing Game v3 - autorska gra fabularna z mechaniką puli kości d6 (TS - Trudność:Sukcesy).",
"version": "1.4.1",
"version": "1.5.1",
"manifest": "https://vtt-content.octoturge.com/packages/system/hbm-rpg-v3.json",
"download": "https://vtt-content.octoturge.com/packages/system/hbm-rpg-v3-v1.4.1.zip",
"download": "https://vtt-content.octoturge.com/packages/system/hbm-rpg-v3-v1.5.0.zip",
"compatibility": {
"minimum": "13",
"verified": "14"
+1 -1
View File
@@ -51,7 +51,7 @@
{{#if damage.targets}}
<div class="hbm-card-targets">
{{#each damage.targets as |t|}}
<button type="button" class="hbm-action" data-action="hbm-apply-damage" data-target-uuid="{{t.uuid}}" data-amount="{{../damage.total}}" data-type="{{../damage.type}}" data-ignores-armor="{{../damage.ignoresArmor}}" data-min-after-armor="{{../damage.minAfterArmor}}">
<button type="button" class="hbm-action" data-action="hbm-apply-damage" data-target-uuid="{{t.uuid}}" data-amount="{{../damage.total}}" data-type="{{../damage.type}}" data-ignores-armor="{{../damage.ignoresArmor}}" data-min-after-armor="{{../damage.minAfterArmor}}" data-profile="{{../damage.profile}}">
⚔ {{t.name}}
</button>
{{/each}}
+5
View File
@@ -31,6 +31,11 @@
<option value="environmental" {{#if (eq system.weapon.damageType 'environmental')}}selected{{/if}}>{{localize 'HBM.gear.environmental'}}</option>
</select>
</label>
<label title="{{localize 'HBM.gear.woundKindsHint'}}">{{localize 'HBM.gear.woundKinds'}}:
<multi-select name="system.weapon.woundKinds">
{{selectOptions woundChoices selected=system.weapon.woundKinds localize=true}}
</multi-select>
</label>
</fieldset>
{{/if}}
+126
View File
@@ -0,0 +1,126 @@
import { describe, it, expect, vi } from 'vitest';
import {
absorbBlood,
endOfFightKrew,
gainKrewFromWeaponDamage,
greatSacrifice,
resolveLifeSteal,
sacrifice,
selfHarm,
startOfFightKrew,
useLifeSteal,
} from '../../src/logic/blood-magic';
import { krewFromWeaponHpLoss, runicArmorPointsDisabled, startingKrew } from '../../src/logic/rules';
function makeActor(opts: { slugs?: string[]; blood?: number; hp?: number; zeal?: number; used?: Record<string, number> } = {}) {
const flags: Record<string, unknown> = {};
const actor: any = {
system: {
attributes: {
blood: { value: opts.blood ?? 0, max: 20 },
health: { value: opts.hp ?? 20, max: 30 },
zeal: { value: opts.zeal ?? 3, max: 5 },
magic: { value: 3, actual: 3 },
bloodUsed: { selfHarm: 0, lifeSteal: 0, sacrifice: 0, absorb: 0, ...(opts.used ?? {}) },
greatSacrificeUsed: 0,
},
},
items: (opts.slugs ?? []).map((slug) => ({ type: 'talent', system: { slug } })),
update: vi.fn(async () => undefined),
setFlag: vi.fn(async (_s: string, k: string, v: unknown) => { flags[k] = v; }),
getFlag: vi.fn((_s: string, k: string) => flags[k]),
unsetFlag: vi.fn(async (_s: string, k: string) => { delete flags[k]; }),
};
return actor;
}
describe('Samookaleczenie', () => {
it('loses HP = Sukcesy and gains 1 Krew per HP, once per round', async () => {
const actor = makeActor();
const res = await selfHarm(actor, { roller: async () => 3 });
expect(res).toMatchObject({ ok: true, hpLost: 3, krewGained: 3 });
expect(actor.update).toHaveBeenCalledWith(expect.objectContaining({
'system.attributes.health.value': 17,
'system.attributes.blood.value': 3,
'system.attributes.bloodUsed.selfHarm': 1,
}));
const again = makeActor({ used: { selfHarm: 1 } });
expect((await selfHarm(again, { roller: async () => 3 })).reason).toBe('already-used');
});
it('Większe Samookaleczenie needs the talent and gives 2 Krew per HP', async () => {
expect((await selfHarm(makeActor(), { greater: true, roller: async () => 2 })).reason).toBe('missing-talent');
const res = await selfHarm(makeActor({ slugs: ['krwisty-pojedynkowicz'] }), { greater: true, roller: async () => 2 });
expect(res.krewGained).toBe(4);
});
});
describe('Kradzież Życia', () => {
it('costs 1 Zapał, arms the next attack and pays Krew for HP actually lost', async () => {
const actor = makeActor({ zeal: 2 });
expect(await useLifeSteal(actor)).toEqual({ ok: true, stepsEasier: 1 });
expect(actor.update).toHaveBeenCalledWith({ 'system.attributes.zeal.value': 1 });
expect(await resolveLifeSteal(actor, 4)).toBe(4);
});
it('greater version pays 2 Krew per HP and may be used twice per round', async () => {
const actor = makeActor({ slugs: ['wieksza-kradziez-zycia'], used: { lifeSteal: 1 } });
expect((await useLifeSteal(actor, { greater: true })).stepsEasier).toBe(2);
expect(await resolveLifeSteal(actor, 3)).toBe(6);
const spent = makeActor({ slugs: ['wieksza-kradziez-zycia'], used: { lifeSteal: 2 } });
expect((await useLifeSteal(spent, { greater: true })).reason).toBe('already-used');
});
});
describe('Złożenie w Ofierze / Wielka Ofiara', () => {
it('heals Sukcesy + Magia and gains Krew = Sukcesy', async () => {
const actor = makeActor({ hp: 10 });
expect(await sacrifice(actor, 2)).toMatchObject({ ok: true, hpGained: 5, krewGained: 2 });
});
it('Wielka Ofiara kills when Sukcesy exceed the highest Atrybut, else heals', async () => {
const actor = makeActor({ slugs: ['rytualista-krwi'], hp: 10 });
const kill = await greatSacrifice(actor, 6, { highestAttribute: 5, health: 12 });
expect(kill).toMatchObject({ ok: true, kills: true, targetHpLost: 12, krewGained: 12 });
const other = makeActor({ slugs: ['rytualista-krwi'], hp: 10 });
expect(await greatSacrifice(other, 4, { highestAttribute: 5, health: 12 })).toMatchObject({ kills: false, hpGained: 4, krewGained: 0 });
expect((await sacrifice(actor, 2)).reason).toBe('replaced-by-wielka-ofiara');
});
});
describe('Wchłanianie Krwi', () => {
it('needs at least 1 Krew; 2 HP per Krew once per round, 3 HP greater', async () => {
expect((await absorbBlood(makeActor({ blood: 5 }), 0)).reason).toBe('minimum-one-blood');
expect((await absorbBlood(makeActor({ blood: 5, hp: 10 }), 3))).toMatchObject({ ok: true, hpGained: 6 });
expect((await absorbBlood(makeActor({ blood: 5, used: { absorb: 1 } }), 1)).reason).toBe('already-used');
expect((await absorbBlood(makeActor({ blood: 5, hp: 10 }), 2, { greater: true }))).toMatchObject({ hpGained: 6 });
});
});
describe('passive Krew', () => {
it('Szacunek do Życia 1 per 4 HP, Krwisty Pojedynkowicz 1 per 2 HP', async () => {
expect(krewFromWeaponHpLoss(9, 'respect-for-life')).toBe(2);
expect(krewFromWeaponHpLoss(9, 'krwisty-pojedynkowicz')).toBe(4);
expect(krewFromWeaponHpLoss(9, 'rytualista-krwi')).toBe(0);
expect(await gainKrewFromWeaponDamage(makeActor({ slugs: ['respect-for-life'] }), 9)).toBe(2);
expect(await gainKrewFromWeaponDamage(makeActor(), 9)).toBe(0);
});
it('fight start/end: Rytualista starts with 4, leftover Krew heals 2 HP each', async () => {
expect(startingKrew('rytualista-krwi')).toBe(4);
const rit = makeActor({ slugs: ['rytualista-krwi'], blood: 0 });
await startOfFightKrew(rit);
expect(rit.update).toHaveBeenCalledWith({ 'system.attributes.blood.value': 4 });
const end = makeActor({ slugs: ['respect-for-life'], blood: 5, hp: 10 });
expect(await endOfFightKrew(end)).toBe(10);
});
});
describe('Runiczny Pancerz – single hit', () => {
it('> 5 disables 1 point; shield-breakers disable per 2 damage', () => {
expect(runicArmorPointsDisabled(5)).toBe(0);
expect(runicArmorPointsDisabled(6)).toBe(1);
expect(runicArmorPointsDisabled(40)).toBe(1);
expect(runicArmorPointsDisabled(7, 2)).toBe(3);
});
});
+35
View File
@@ -80,6 +80,41 @@ describe('applyDamage', () => {
expect(r.hpDamage).toBe(6);
});
it('one hit above 5 (after Runiczny Pancerz) disables 1 point; hits never accumulate', async () => {
const big = makeActor({ magicalArmor: { value: 3, max: 3 } });
const r = await applyDamage(big.actor, { amount: 10, postChat: false });
expect(r.runicArmorDisabled).toBe(1);
expect(big.actor.update).toHaveBeenCalledWith(expect.objectContaining({ 'system.attributes.magicalArmor.value': 2 }));
const small = makeActor({ magicalArmor: { value: 3, max: 3 } });
await applyDamage(small.actor, { amount: 7, postChat: false });
await applyDamage(small.actor, { amount: 7, postChat: false });
expect(small.updates.every((u) => u['system.attributes.magicalArmor.value'] === 3)).toBe(true);
});
it('shield-breakers: every 2 damage disable a point and damage counts double against Magiczna Osłona', async () => {
const { actor } = makeActor({ magicalArmor: { value: 4, max: 4 }, magicalShield: { value: 6 } });
const r = await applyDamage(actor, { amount: 10, runicArmorStep: 2, shieldMultiplier: 2, postChat: false });
expect(r.runicArmorDisabled).toBe(4);
expect(r.absorbed.magicalShield).toBe(3);
expect(r.hpDamage).toBe(3);
});
it('Prawdziwa Dezintegracja destroys shield and disables all Runiczny Pancerz', async () => {
const { actor } = makeActor({ magicalArmor: { value: 3, max: 3 }, magicalShield: { value: 50 } });
await applyDamage(actor, { amount: 10, destroyMagicalDefenses: true, ignorePhysicalArmor: true, postChat: false });
expect(actor.update).toHaveBeenCalledWith(expect.objectContaining({
'system.attributes.magicalArmor.value': 0,
'system.attributes.magicalShield.value': 0,
}));
});
it('Rozerwanie Run permanently lowers the maximum', async () => {
const { actor } = makeActor({ magicalArmor: { value: 3, max: 3 } });
const r = await applyDamage(actor, { amount: 1, destroyRunicPoints: 1, postChat: false });
expect(r.runicArmorDestroyed).toBe(1);
expect(actor.update).toHaveBeenCalledWith(expect.objectContaining({ 'system.attributes.magicalArmor.max': 2 }));
});
it('marks shield as dropped when reduced to 0', async () => {
const { actor } = makeActor({ magicalShield: { value: 3 } });
const r = await applyDamage(actor, { amount: 5, postChat: false });
+3 -3
View File
@@ -17,7 +17,7 @@ function makeActor(overrides: Partial<any> = {}) {
zeal: { value: 0, max: 5 },
blood: { value: 0, max: 6 },
elixirTolerance: 2,
magicalArmor: { value: 4, runicCounter: 3 },
magicalArmor: { value: 4, max: 4, runicCounter: 3 },
...overrides.attributes,
},
skills: overrides.skills ?? {},
@@ -94,7 +94,7 @@ describe('rest', () => {
mana: { value: 1, max: 20 },
zeal: { value: 0, max: 5 },
blood: { value: 0, max: 6 },
magicalArmor: { value: 4, runicCounter: 3 },
magicalArmor: { value: 1, max: 4, runicCounter: 3 },
},
});
const r = await rest(actor, 'long');
@@ -103,7 +103,7 @@ describe('rest', () => {
expect(updates['system.attributes.mana.value']).toBe(20);
expect(updates['system.attributes.zeal.value']).toBe(5);
expect(updates['system.attributes.blood.value']).toBe(6);
expect(updates['system.attributes.magicalArmor.runicCounter']).toBe(0);
expect(updates['system.attributes.magicalArmor.value']).toBe(4);
expect(r.toleranceRecovered).toBe(1);
expect(updates['system.attributes.breathersTaken']).toBe(0);
expect(updates['system.attributes.manaBorrowed']).toBe(0);
+17
View File
@@ -0,0 +1,17 @@
import { describe, it, expect } from 'vitest';
import { parseWoundKinds } from '../../scripts/parsers/gear-parser';
describe('gear-parser parseWoundKinds', () => {
it('maps English and Polish labels, single or listed', () => {
expect(parseWoundKinds('slashing')).toEqual(['slashing']);
expect(parseWoundKinds('kłute')).toEqual(['piercing']);
expect(parseWoundKinds('piercing, slashing')).toEqual(['piercing', 'slashing']);
expect(parseWoundKinds('slashing, piercing, blunt, slashing')).toEqual(['slashing', 'piercing', 'blunt']);
});
it('never guesses: missing or unknown stays empty', () => {
expect(parseWoundKinds(undefined)).toEqual([]);
expect(parseWoundKinds('')).toEqual([]);
expect(parseWoundKinds('ognista')).toEqual([]);
});
});