track HP in chat

This commit is contained in:
centron\schwoerer
2025-11-14 09:25:31 +01:00
parent 15355c35ea
commit 5669aa75ca
6 changed files with 905 additions and 259 deletions

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.5.2.0
MinimumVisualStudioVersion = 10.0.40219.1
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {0CB29559-B831-47FA-BF24-985EB8A78794}
EndGlobalSection
EndGlobal

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/**
* Activate HP tracking for a single actor.
* Drop this script into a Foundry macro.
*/
// Change this lookup (or set ACTOR_ID directly) to match the actor you want to monitor.
const TARGET_ACTOR = game.actors.getName("Zeratal") ?? null;
const ACTOR_ID = TARGET_ACTOR?.id ?? "put-actor-id-here"; // e.g. replace string with actor id
const HP_PATH = "system.attributes.hp.value";
if (!ACTOR_ID || ACTOR_ID === "put-actor-id-here") {
return ui.notifications.warn("Set ACTOR_ID before running the macro.");
}
game.pf1 ??= {};
game.pf1.hpLogger ??= {};
game.pf1.hpLogger.sources ??= new Map();
game.pf1.hpLogger.current ??= {};
const logKey = `pf1-hp-log-${ACTOR_ID}`;
// Remove existing hook for the same actor so re-running stays idempotent.
if (game.pf1.hpLogger[logKey]) {
Hooks.off("updateActor", game.pf1.hpLogger[logKey]);
delete game.pf1.hpLogger[logKey];
}
ensureDamageSourceTracking();
primeHpSnapshot(game.actors.get(ACTOR_ID) ?? TARGET_ACTOR);
game.pf1.hpLogger[logKey] = Hooks.on("updateActor", (actor, change, options, userId) => {
if (actor.id !== ACTOR_ID) return;
const newHP = readHpValue(actor);
if (newHP === null) return;
const previous = game.pf1.hpLogger.current[ACTOR_ID];
if (previous === undefined) {
game.pf1.hpLogger.current[ACTOR_ID] = newHP;
return;
}
if (Object.is(newHP, previous)) return; // No HP change.
const diff = newHP - previous;
const diffText = diff >= 0 ? `+${diff}` : `${diff}`;
const user = game.users.get(userId);
const source = consumeDamageSource(actor.id) ?? inferManualSource(diff);
const sourceLine = source ? `<br><em>Source: ${source}</em>` : "";
ChatMessage.create({
content: `<strong>HP Monitor</strong><br>${actor.name} HP: ${previous} -> ${newHP} (${diffText})${user ? ` by ${user.name}` : ""}${sourceLine}`,
speaker: { alias: "System" },
});
game.pf1.hpLogger.current[ACTOR_ID] = newHP;
});
const actorName = game.actors.get(ACTOR_ID)?.name ?? TARGET_ACTOR?.name ?? ACTOR_ID;
ui.notifications.info(`HP change hook active for ${actorName}.`);
/**
* Consume and clear the stored damage source for this actor, if any.
* @param {string} actorId
*/
function consumeDamageSource(actorId) {
const entry = game.pf1.hpLogger.sources.get(actorId);
if (!entry) return null;
game.pf1.hpLogger.sources.delete(actorId);
return entry.label;
}
/**
* Provide a fallback label when the change was manual or unidentified.
* @param {number} diff
*/
function inferManualSource(diff) {
if (!Number.isFinite(diff) || diff === 0) return null;
return diff > 0 ? "Manual healing" : "Manual damage";
}
/**
* Ensure ActorPF.applyDamage is wrapped so we can capture the originating chat card.
*/
function ensureDamageSourceTracking() {
const state = game.pf1.hpLogger;
if (state.applyDamageWrapped) return;
const ActorPF = pf1?.documents?.actor?.ActorPF;
if (!ActorPF?.applyDamage) return;
const original = ActorPF.applyDamage;
ActorPF.applyDamage = async function wrappedApplyDamage(value, options = {}) {
try {
noteDamageSource(value, options);
} catch (err) {
console.warn("HP Logger | Failed to record damage source", err);
}
return original.call(this, value, options);
};
state.applyDamageWrapped = true;
}
/**
* Record the best-guess label for the HP change if the tracked actor is among the targets.
* @param {number} value
* @param {object} options
*/
function noteDamageSource(value, options) {
const actors = resolveActorTargets(options?.targets);
if (!actors.some((a) => a?.id === ACTOR_ID)) return;
const label = buildSourceLabel(value, options);
if (!label) return;
game.pf1.hpLogger.sources.set(ACTOR_ID, { label, ts: Date.now() });
}
/**
* Try to describe where the HP change originated.
* @param {number} value
* @param {object} options
*/
function buildSourceLabel(value, options = {}) {
const info = options.message?.flags?.pf1?.identifiedInfo ?? {};
const metadata = options.message?.flags?.pf1?.metadata ?? {};
const fromChatFlavor = options.message?.flavor?.trim();
const actorDoc = resolveActorFromMetadata(metadata);
const itemDoc = actorDoc ? resolveItemFromMetadata(actorDoc, metadata) : null;
const actorName = actorDoc?.name ?? options.message?.speaker?.alias ?? null;
const actionName = info.actionName ?? info.name ?? itemDoc?.name ?? fromChatFlavor ?? null;
let label = null;
if (actorName && actionName) label = `${actorName} -> ${actionName}`;
else if (actionName) label = actionName;
else if (actorName) label = actorName;
else label = value < 0 ? "Healing" : "Damage";
if (options.isCritical) label += " (Critical)";
if (options.asNonlethal) label += " [Nonlethal]";
return label;
}
/**
* Store the actor's current HP so the first change has a baseline.
* @param {Actor|null} actor
*/
function primeHpSnapshot(actor) {
const hp = readHpValue(actor);
if (hp === null) return;
game.pf1.hpLogger.current[ACTOR_ID] = hp;
}
/**
* Resolve actors targeted by the damage application.
* Falls back to currently controlled tokens if no explicit targets were supplied.
* @param {Array<Actor|Token>} targets
* @returns {Actor[]}
*/
function resolveActorTargets(targets) {
let list = [];
if (Array.isArray(targets) && targets.length) list = targets;
else list = canvas?.tokens?.controlled ?? [];
return list
.map((entry) => {
if (!entry) return null;
if (entry instanceof Actor) return entry;
if (entry.actor) return entry.actor;
if (entry.document?.actor) return entry.document.actor;
return null;
})
.filter((actor) => actor instanceof Actor && actor.id);
}
/**
* Read HP from the actor using several possible data paths.
* @param {Actor|null} actor
* @returns {number|null}
*/
function readHpValue(actor) {
if (!actor) return null;
const candidates = [
HP_PATH,
HP_PATH.replace(/^system\./, "data."),
HP_PATH.replace(/^system\./, ""),
];
for (const path of candidates) {
const value = foundry.utils.getProperty(actor, path);
if (value !== undefined) {
const numeric = Number(value);
return Number.isFinite(numeric) ? numeric : null;
}
if (actor.system) {
const trimmed = path.startsWith("system.") ? path.slice(7) : path;
const systemValue = foundry.utils.getProperty(actor.system, trimmed);
if (systemValue !== undefined) {
const numeric = Number(systemValue);
return Number.isFinite(numeric) ? numeric : null;
}
}
}
return null;
}
/**
* Fetch the actor referenced in the chat card metadata, if any.
* @param {object} metadata
* @returns {Actor|null}
*/
function resolveActorFromMetadata(metadata = {}) {
if (!metadata.actor) return null;
if (typeof fromUuidSync === "function") {
try {
const doc = fromUuidSync(metadata.actor);
if (doc instanceof Actor) return doc;
} catch (err) {
console.warn("HP Logger | Failed to resolve actor UUID", err);
}
}
// Fallback: assume uuid ends with actor id
const id = metadata.actor.split(".").pop();
return game.actors.get(id) ?? null;
}
/**
* Fetch the item referenced in the chat card metadata from the given actor.
* @param {Actor} actor
* @param {object} metadata
* @returns {Item|null}
*/
function resolveItemFromMetadata(actor, metadata = {}) {
if (!metadata.item || !(actor?.items instanceof Collection)) return null;
return actor.items.get(metadata.item) ?? null;
}

34
macro_stop-hp-tracking.js Normal file
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/**
* Deactivate HP tracking for the configured actor.
* Use after running macro_activate-hp-tracking.js to stop logging.
*/
const TARGET_ACTOR = game.actors.getName("Zeratal") ?? null;
const ACTOR_ID = TARGET_ACTOR?.id ?? "put-actor-id-here";
if (!ACTOR_ID || ACTOR_ID === "put-actor-id-here") {
return ui.notifications.warn("Set ACTOR_ID before running the macro.");
}
game.pf1 ??= {};
game.pf1.hpLogger ??= {};
const logKey = `pf1-hp-log-${ACTOR_ID}`;
const handler = game.pf1.hpLogger[logKey];
if (!handler) {
return ui.notifications.info(`No HP tracking hook found for ${TARGET_ACTOR?.name ?? ACTOR_ID}.`);
}
Hooks.off("updateActor", handler);
delete game.pf1.hpLogger[logKey];
if (game.pf1.hpLogger.sources instanceof Map) {
game.pf1.hpLogger.sources.delete(ACTOR_ID);
}
if (game.pf1.hpLogger.current) {
delete game.pf1.hpLogger.current[ACTOR_ID];
}
const actorName = game.actors.get(ACTOR_ID)?.name ?? TARGET_ACTOR?.name ?? ACTOR_ID;
ui.notifications.info(`HP tracking disabled for ${actorName}.`);

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(async () => {
try {
const FLAG_SCOPE = "world";
const FLAG_ROOT = "arcanePool";
const flagPath = (key) => `${FLAG_ROOT}.${key}`;
const getFlag = (doc, key) => doc.getFlag(FLAG_SCOPE, flagPath(key));
const setFlag = (doc, key, value) => doc.setFlag(FLAG_SCOPE, flagPath(key), value);
const readBuffFlag = (doc, key) => doc.getFlag(FLAG_SCOPE, flagPath(key));
// Normalize arguments
const rawArgs = Array.isArray(args) ? args : [];
const options = rawArgs[0] ?? {};
const actorId = options.actorId ?? actor?.id;
if (!actorId) {
console.warn("Arcane Pool AE: Missing actor id");
return false;
}
const targetActor = game.actors.get(actorId);
if (!targetActor) {
console.warn(`Arcane Pool AE: Actor ${actorId} not found`);
return false;
}
// Merge config updates when provided
const currentConfig = getFlag(targetActor, "config") ?? {};
const configUpdates = {
weaponId: options.weaponId,
enhancementBonus: options.enhancementBonus,
poolCost: options.poolCost,
enduringBlade: options.enduringBlade,
ghostBlade: options.ghostBlade,
};
const sanitizedUpdates = Object.fromEntries(
Object.entries(configUpdates).filter(([, value]) => value !== undefined)
);
const updatedConfig = {
...currentConfig,
...sanitizedUpdates,
};
if (!foundry.utils.isEmpty(updatedConfig) && !foundry.utils.isEqual(updatedConfig, currentConfig)) {
await setFlag(targetActor, "config", updatedConfig);
}
const config = getFlag(targetActor, "config");
const weaponId = config?.weaponId;
if (!weaponId) {
console.warn("Arcane Pool AE: No weaponId in config");
return false;
}
const weapon = targetActor.items.get(weaponId);
if (!weapon) {
console.warn(`Arcane Pool AE: Weapon ${weaponId} not found on actor ${targetActor.name}`);
return false;
}
// Locate primary attack action (default "Attack")
const attacks = weapon.system?.actions ?? [];
const attackIndex = attacks.findIndex((action) => (action?.name ?? "").toLowerCase() === "attack");
const attackPath = attackIndex >= 0 ? `system.actions.${attackIndex}` : null;
// Cache baseline weapon data to allow clean restoration
let baseline = getFlag(weapon, "baseline");
const baselineWeaponId = baseline?.weaponId;
if (!baseline || baselineWeaponId !== weaponId) {
baseline = {
weaponId,
enh: weapon.system?.enh ?? 0,
damageParts: foundry.utils.duplicate(weapon.system?.damage?.parts ?? []),
attackAbility: attackPath
? {
critRange: foundry.utils.getProperty(weapon.system, `${attackPath}.ability.critRange`) ?? null,
critMult: foundry.utils.getProperty(weapon.system, `${attackPath}.ability.critMult`) ?? null,
}
: null,
};
await setFlag(weapon, "baseline", baseline);
}
const activeBuffs = targetActor.items.filter(
(item) => item.type === "buff" && item.system?.active && readBuffFlag(item, "tag")
);
const baseBuff = activeBuffs.find((buff) => readBuffFlag(buff, "role") === "base");
// Restore baseline if base buff is inactive
if (!baseBuff) {
const restoreData = {
"system.enh": baseline.enh ?? 0,
"system.damage.parts": baseline.damageParts ?? [],
"flags.arcanePool.active": false,
"flags.arcanePool.activeProperties": [],
};
if (baseline.attackAbility && attackPath) {
if (baseline.attackAbility.critRange !== null) {
restoreData[`${attackPath}.ability.critRange`] = baseline.attackAbility.critRange;
}
if (baseline.attackAbility.critMult !== null) {
restoreData[`${attackPath}.ability.critMult`] = baseline.attackAbility.critMult;
}
}
await weapon.update(restoreData);
return true;
}
const enhancementBonus =
Number(config?.enhancementBonus ?? readBuffFlag(baseBuff, "enhancementBonus") ?? 0) || 0;
// Build new damage array starting from baseline
const newDamage = foundry.utils.duplicate(baseline.damageParts ?? []);
const activeProperties = [];
for (const buff of activeBuffs) {
if (buff.id === baseBuff.id) continue;
const propertyKey = readBuffFlag(buff, "property");
if (!propertyKey) continue;
activeProperties.push(propertyKey);
const damageFormula = readBuffFlag(buff, "damageFormula");
if (!damageFormula) continue;
const parts = damageFormula.split("+").map((segment) => segment.trim()).filter(Boolean);
for (const part of parts) {
const match = part.match(/([^[]+)\[([^]+)]/);
if (!match) continue;
const [, dice, damageType] = match;
newDamage.push([dice.trim(), damageType.trim()]);
}
}
const updateData = {
"system.enh": (baseline.enh ?? 0) + enhancementBonus,
"system.damage.parts": newDamage,
"flags.arcanePool.active": true,
"flags.arcanePool.activeProperties": activeProperties,
"flags.arcanePool.lastApplied": Date.now(),
};
// Keen, Speed, and other non-damage properties currently rely on player toggles.
// Additional automation can be added by extending property handlers here.
if (baseline.attackAbility && attackPath) {
if (baseline.attackAbility.critRange !== null) {
updateData[`${attackPath}.ability.critRange`] = baseline.attackAbility.critRange;
}
if (baseline.attackAbility.critMult !== null) {
updateData[`${attackPath}.ability.critMult`] = baseline.attackAbility.critMult;
}
}
await weapon.update(updateData);
return true;
} catch (error) {
console.error("Arcane Pool AE: Failed to apply effects", error);
ui.notifications.error("Failed to synchronize Arcane Pool effects.");
return false;
}
})();

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(async () => { (async () => {
// Ensure a token is selected
if (!token) { if (!token) {
ui.notifications.warn("You must select a token!"); ui.notifications.warn("You must select a token!");
return; return;
} }
let ac = actor; // game.actors.getName("Zeratal"); const ac = actor;
let level = Math.floor((ac.classes["magus"].level - 1) / 4 + 1); const magusLevel = ac.classes?.magus?.level ?? 0;
let arcanePool = ac.system.resources.classFeat_arcanePool.value; const enhancementCap = Math.max(1, Math.floor((magusLevel - 1) / 4 + 1));
const arcanePool = ac.system?.resources?.classFeat_arcanePool?.value ?? 0;
console.log(level, arcanePool); const FLAG_SCOPE = "world";
const FLAG_ROOT = "arcanePool";
const flagPath = (key) => `${FLAG_ROOT}.${key}`;
const getFlag = (doc, key, fallback) => {
const value = doc.getFlag(FLAG_SCOPE, flagPath(key));
return value === undefined ? fallback : value;
};
const setFlag = (doc, key, value) => doc.setFlag(FLAG_SCOPE, flagPath(key), value);
const readBuffFlag = (doc, key, fallback) => {
const value = doc.getFlag(FLAG_SCOPE, flagPath(key));
return value === undefined ? fallback : value;
};
const setBuffFlag = (doc, key, value) => doc.setFlag(FLAG_SCOPE, flagPath(key), value);
function openDialog() { function isAttackActive(item) {
let dialogContent = ` if (item.type !== "attack") return false;
const equipped = item.system?.equipped;
if (typeof equipped === "boolean") return equipped;
const held = item.system?.held;
if (typeof held === "string" && held.length) {
const normalized = held.toLowerCase();
if (["none", "not", "unheld", "disabled", "inactive"].includes(normalized)) return false;
}
return true;
}
const equippedWeapons = (ac.itemTypes?.attack ?? ac.items.filter((item) => item.type === "attack")).filter(
isAttackActive
);
if (!equippedWeapons.length) {
ui.notifications.error("No equipped weapon found! Equip a weapon before using Arcane Pool.");
return;
}
const existingConfig = getFlag(ac, "config", {}) ?? {};
const currentWeapon =
equippedWeapons.find((item) => item.id === existingConfig.weaponId) ?? equippedWeapons[0];
const SYNC_MACRO_NAME = "_arcanePoolApplyEffects";
const OPTION_KEY_MAP = {
Keen: "keen",
"Ghost Touch": "ghostTouch",
Speed: "speed",
Dancing: "dancing",
"Brilliant Energy": "brilliantEnergy",
Vorpal: "vorpal",
Flaming: "flaming",
"Flaming Burst": "flamingBurst",
Frost: "frost",
"Icy Burst": "icyBurst",
Shock: "shock",
"Shocking Burst": "shockingBurst",
};
const BUFF_DEFINITIONS = {
base: {
name: "Arcane Pool (Enhancement)",
aliases: ["Arcane Pool", "Arcane Pool - Enhancement"],
img: "icons/magic/defensive/shield-barrier-flaming-pentagon.webp",
role: "base",
},
keen: {
name: "Keen",
aliases: ["Arcane Pool - Keen"],
img: "icons/skills/melee/weapons-crossed-swords-yellow.webp",
property: "keen",
},
ghostTouch: {
name: "Ghost Touch",
aliases: ["Arcane Pool - Ghost Touch"],
img: "icons/magic/perception/eye-slit-pink.webp",
property: "ghost-touch",
},
speed: {
name: "Speed",
aliases: ["Arcane Pool - Speed"],
img: "icons/magic/movement/trail-streak-zigzag-yellow.webp",
property: "speed",
},
dancing: {
name: "Dancing",
aliases: ["Arcane Pool - Dancing"],
img: "icons/magic/control/fear-fright-monster-green.webp",
property: "dancing",
},
brilliantEnergy: {
name: "Brilliant Energy",
aliases: ["Arcane Pool - Brilliant Energy"],
img: "icons/magic/light/projectile-beam-strike-yellow.webp",
property: "brilliant-energy",
},
vorpal: {
name: "Vorpal",
aliases: ["Arcane Pool - Vorpal"],
img: "icons/skills/melee/blade-tip-triple-blue.webp",
property: "vorpal",
},
flaming: {
name: "Flaming",
aliases: ["Arcane Pool - Flaming"],
img: "icons/magic/fire/flame-burning-sword.webp",
property: "flaming",
damageFormula: "1d6[fire]",
},
flamingBurst: {
name: "Flaming Burst",
aliases: ["Arcane Pool - Flaming Burst"],
img: "icons/magic/fire/explosion-fireball-medium-red.webp",
property: "flaming-burst",
damageFormula: "1d6[fire]+1d10[fire]",
},
frost: {
name: "Frost",
aliases: ["Arcane Pool - Frost"],
img: "icons/magic/water/snowflake-ice-blue.webp",
property: "frost",
damageFormula: "1d6[cold]",
},
icyBurst: {
name: "Icy Burst",
aliases: ["Arcane Pool - Icy Burst"],
img: "icons/magic/water/projectile-ice-snowball.webp",
property: "icy-burst",
damageFormula: "1d6[cold]+1d10[cold]",
},
shock: {
name: "Shock",
aliases: ["Arcane Pool - Shock"],
img: "icons/magic/lightning/bolt-forked-blue.webp",
property: "shock",
damageFormula: "1d6[electricity]",
},
shockingBurst: {
name: "Shocking Burst",
aliases: ["Arcane Pool - Shocking Burst"],
img: "icons/magic/lightning/bolt-strike-beam-blue.webp",
property: "shocking-burst",
damageFormula: "1d6[electricity]+1d10[electricity]",
},
};
async function ensureSyncScript(buff) {
const script = `
const macro = game.macros.getName("${SYNC_MACRO_NAME}");
if (macro) {
macro.execute([{ actorId: this.actor?.id }]);
}`;
const scriptCalls = foundry.utils.duplicate(buff.system?.scriptCalls ?? []);
const existing = scriptCalls.find((entry) => entry.name === "Arcane Pool Sync");
if (existing) {
if (existing.value !== script) {
existing.value = script;
await buff.update({ "system.scriptCalls": scriptCalls });
}
return;
}
scriptCalls.push({
_id: foundry.utils.randomID(8),
name: "Arcane Pool Sync",
img: "icons/svg/coins.svg",
type: "script",
category: "toggle",
value: script,
hidden: false,
});
await buff.update({ "system.scriptCalls": scriptCalls });
}
async function ensureArcanePoolBuff(actorDocument, key) {
const definition = BUFF_DEFINITIONS[key];
if (!definition) return null;
const lookupNames = [definition.name, ...(definition.aliases ?? [])];
const buff = actorDocument.items.find(
(item) => item.type === "buff" && lookupNames.includes(item.name)
);
if (!buff) {
const message = `Arcane Pool requires the "${definition.name}" buff on ${actorDocument.name}. Please add it to the actor.`;
ui.notifications.error(message);
throw new Error(message);
}
if (readBuffFlag(buff, "tag") !== key) await setBuffFlag(buff, "tag", key);
if (readBuffFlag(buff, "role") !== (definition.role ?? "property")) {
await setBuffFlag(buff, "role", definition.role ?? "property");
}
if (readBuffFlag(buff, "property") !== (definition.property ?? null)) {
await setBuffFlag(buff, "property", definition.property ?? null);
}
if (readBuffFlag(buff, "damageFormula") !== (definition.damageFormula ?? null)) {
await setBuffFlag(buff, "damageFormula", definition.damageFormula ?? null);
}
await ensureSyncScript(buff);
return buff;
}
const DIALOG_WIDTH = 480; // 20% wider than the default ~400px dialog
function buildDialog(weaponName) {
return `
<html lang="en"> <html lang="en">
<head> <head>
<style> <style>
.container { padding: 10px; } .container { padding: 10px; width: 100%; box-sizing: border-box; }
.info-row { .weapon-info {
display: flex; background: #e8f4f8;
align-items: center; padding: 10px;
margin-bottom: 10px; margin-bottom: 10px;
background: #f0f0f0; border-radius: 4px;
padding: 8px; border-left: 4px solid #2196F3;
border-radius: 4px; }
.weapon-info h3 { margin: 0 0 5px 0; color: #2196F3; }
.info-row {
display: flex;
align-items: center;
margin-bottom: 10px;
background: #f0f0f0;
padding: 8px;
border-radius: 4px;
} }
.info-row label { margin-right: 10px; font-weight: bold; } .info-row label { margin-right: 10px; font-weight: bold; }
.info-row input { margin-right: 20px; width: 50px; } .info-row input { margin-right: 20px; width: 50px; }
.arcana-section { .arcana-section {
margin: 10px 0; margin: 10px 0;
padding: 10px; padding: 10px;
background: #e8f4f8; background: #fff3cd;
border-left: 4px solid #2196F3; border-left: 4px solid #ffc107;
}
.arcana-item {
margin: 5px 0;
display: flex;
align-items: flex-start;
} }
.arcana-item { margin: 5px 0; display: flex; align-items: flex-start; }
.arcana-item input[type="checkbox"] { .arcana-item input[type="checkbox"] {
margin-right: 8px; margin-right: 8px;
margin-top: 3px; margin-top: 3px;
flex-shrink: 0; flex-shrink: 0;
} }
.arcana-item label { .arcana-item label { font-weight: normal; line-height: 1.4; }
font-weight: normal;
line-height: 1.4;
}
table { width: 100%; border-collapse: collapse; margin: 15px 0; } table { width: 100%; border-collapse: collapse; margin: 15px 0; }
th { th {
background: #2196F3; background: #2196F3;
color: white; color: white;
padding: 8px; padding: 8px;
text-align: left; text-align: left;
} }
td { padding: 8px; border-bottom: 1px solid #ddd; } td { padding: 8px; border-bottom: 1px solid #ddd; }
tr:hover { background: #f5f5f5; } tr:hover { background: #f5f5f5; }
.value { font-weight: bold; text-align: center; } .value { font-weight: bold; text-align: center; }
.total-display { .total-display {
font-size: 16px; font-size: 16px;
font-weight: bold; font-weight: bold;
padding: 10px; padding: 10px;
background: #e8f4f8; background: #e8f4f8;
border-radius: 4px; border-radius: 4px;
margin-top: 10px; margin-top: 10px;
} }
.total-display div { .total-display div { margin: 5px 0; }
margin: 5px 0;
}
.warning { color: red; } .warning { color: red; }
.cost-high { color: #ff6b6b; } .cost-high { color: #ff6b6b; }
.cost-medium { color: #ffa500; } .cost-medium { color: #ffa500; }
.cost-low { color: #4caf50; } .cost-low { color: #4caf50; }
input[type="checkbox"]:disabled, input[type="radio"]:disabled { input[type="checkbox"]:disabled, input[type="radio"]:disabled {
opacity: 0.5; opacity: 0.5;
cursor: not-allowed; cursor: not-allowed;
} }
</style> </style>
</head> </head>
<body> <body>
<div class="container"> <div class="container">
<div class="weapon-info">
<h3>⚒️ ${weaponName}</h3>
<p>Enhancements are applied via Arcane Pool buff items and stay in sync with any toggle source.</p>
</div>
<div class="info-row"> <div class="info-row">
<label for="input-value">Enhancement Bonus:</label> <label for="input-value">Enhancement Bonus:</label>
<input type="number" id="input-value" value="${level}" disabled> <input type="number" id="input-value" value="${enhancementCap}" disabled>
<label for="arcane-pool-value">Available Pool:</label> <label for="arcane-pool-value">Available Pool:</label>
<input type="text" id="arcane-pool-value" value="${arcanePool}" disabled> <input type="text" id="arcane-pool-value" value="${arcanePool}" disabled>
</div> </div>
<div class="arcana-section"> <div class="arcana-section">
<strong>🔮 Arcana Options:</strong>
<div class="arcana-item"> <div class="arcana-item">
<input type="checkbox" id="enduring-blade" class="arcana-checkbox" value="1"> <input type="checkbox" id="enduring-blade" class="arcana-checkbox" value="1">
<label for="enduring-blade">Enduring Blade (Costs +1 pool point, Duration: 1 min/level)</label> <label for="enduring-blade">Enduring Blade (+1 pool, Duration: 1 min/level)</label>
</div> </div>
<div class="arcana-item"> <div class="arcana-item">
<input type="checkbox" id="ghost-blade" class="arcana-checkbox" value="1"> <input type="checkbox" id="ghost-blade" class="arcana-checkbox" value="1">
<label for="ghost-blade">Ghost Blade (Costs +1 pool point, Unlocks Ghost Touch & Brilliant Energy)</label> <label for="ghost-blade">Ghost Blade (+1 pool, Unlocks Ghost Touch & Brilliant Energy)</label>
</div> </div>
</div> </div>
<table name="InputTable"> <table name="InputTable">
<thead> <thead>
<tr> <tr>
@@ -140,220 +350,230 @@
<tr> <tr>
<td>Fire</td> <td>Fire</td>
<td> <td>
<input type="radio" name="group1" class="action" value="0"> None <input type="radio" name="group1" class="action" value="0" data-damage=""> None
<input type="radio" name="group1" class="action" value="1" id="Flaming"> Flaming <input type="radio" name="group1" class="action" value="1" id="Flaming" data-damage="1d6[fire]"> Flaming
<input type="radio" name="group1" class="action" value="2" id="Flaming Burst"> Flaming Burst <input type="radio" name="group1" class="action" value="2" id="Flaming Burst" data-damage="1d6[fire]+1d10[fire]"> Flaming Burst
</td> </td>
<td class="value">0</td> <td class="value">0</td>
</tr> </tr>
<tr> <tr>
<td>Ice</td> <td>Ice</td>
<td> <td>
<input type="radio" name="group2" class="action" value="0"> None <input type="radio" name="group2" class="action" value="0" data-damage=""> None
<input type="radio" name="group2" class="action" value="1" id="Frost"> Frost <input type="radio" name="group2" class="action" value="1" id="Frost" data-damage="1d6[cold]"> Frost
<input type="radio" name="group2" class="action" value="2" id="Icy Burst"> Icy Burst <input type="radio" name="group2" class="action" value="2" id="Icy Burst" data-damage="1d6[cold]+1d10[cold]"> Icy Burst
</td> </td>
<td class="value">0</td> <td class="value">0</td>
</tr> </tr>
<tr> <tr>
<td>Lightning</td> <td>Lightning</td>
<td> <td>
<input type="radio" name="group3" class="action" value="0"> None <input type="radio" name="group3" class="action" value="0" data-damage=""> None
<input type="radio" name="group3" class="action" value="1" id="Shock"> Shock <input type="radio" name="group3" class="action" value="1" id="Shock" data-damage="1d6[electricity]"> Shock
<input type="radio" name="group3" class="action" value="2" id="Shocking Burst"> Shocking Burst <input type="radio" name="group3" class="action" value="2" id="Shocking Burst" data-damage="1d6[electricity]+1d10[electricity]"> Shocking Burst
</td> </td>
<td class="value">0</td> <td class="value">0</td>
</tr> </tr>
</tbody> </tbody>
</table> </table>
<div class="total-display"> <div class="total-display">
<div>Enhancement Bonus Used: <span id="enhancement-used">0</span> / ${level}</div> <div>Enhancement Bonus Used: <span id="enhancement-used">0</span> / ${enhancementCap}</div>
<div>Arcane Pool Cost: <span id="pool-cost">1</span> point(s)</div> <div>Arcane Pool Cost: <span id="pool-cost">1</span> point(s)</div>
<div>Weapon Enhancement Applied: <span id="base-enhancement">${enhancementCap}</span></div>
</div> </div>
</div> </div>
</body> </body>
</html> </html>
`; `;
new Dialog({
title: "Arcane Pool - Weapon Enhancement",
content: dialogContent,
buttons: {
confirm: {
label: "Apply Enhancements",
callback: async (html) => {
// Read all selections
let checkboxes = html.find('input[type="checkbox"]:checked');
let radios = html.find('input[type="radio"]:checked');
let enhancementUsed = parseInt(html.find("#enhancement-used").text()) || 0;
let poolCost = parseInt(html.find("#pool-cost").text()) || 1;
// Collect all selected buffs
let selectedBuffs = [];
checkboxes.each(function() {
// Skip the arcana checkboxes (enduring-blade and ghost-blade)
if (this.id !== "enduring-blade" && this.id !== "ghost-blade") {
console.log(this.id);
selectedBuffs.push(this.id);
}
});
radios.each(function() {
let value = $(this).val();
if (value !== "0") {
selectedBuffs.push(this.id);
}
});
console.log(actor);
// Check if Enduring Blade is selected
if (html.find("#enduring-blade").is(":checked")) {
var bubb = actor.items.find(o => o.name === "Enduring Blade" && o.type ==="buff");
selectedBuffs.push("Enduring Blade");
}
// Check if Ghost Blade is selected
if (html.find("#ghost-blade").is(":checked")) {
var bubb = actor.items.find(o => o.name === "Ghost Blade" && o.type ==="buff");
selectedBuffs.push("Ghost Blade");
}
// Get all required macros upfront
const setBuffStatusMacro = game.macros.getName("_callSetBuffStatus");
const changePoolBonusMacro = game.macros.getName("_callChangeArcanePoolBonus");
const changePoolMacro = game.macros.getName("_callChangeArcanePool");
// Validate all macros exist
if (!setBuffStatusMacro || !changePoolBonusMacro || !changePoolMacro) {
ui.notifications.error("Required helper macros not found!");
console.error("Missing macros:", {
setBuffStatus: !!setBuffStatusMacro,
changePoolBonus: !!changePoolBonusMacro,
changePool: !!changePoolMacro
});
return;
}
// Activate all selected buffs
// NOTE: Each buff toggle triggers its own macro that must complete before
// attack rolls can see the buff effects. The 150ms delay allows those
// buff macros to finish processing and apply effects to the character.
for (const buffName of selectedBuffs) {
await setBuffStatusMacro.execute({
name: buffName,
status: true
});
// Allow buff's triggered macro to complete and apply effects
await new Promise(resolve => setTimeout(resolve, 150));
}
// Activate Arcane Pool buff
await setBuffStatusMacro.execute({
name: "Arcane Pool",
status: true
});
// Allow Arcane Pool buff macro to complete
await new Promise(resolve => setTimeout(resolve, 150));
// Update enhancement bonus
await changePoolBonusMacro.execute({value: enhancementUsed});
// Deduct pool points
await changePoolMacro.execute({value: -poolCost});
ui.notifications.info(`Arcane Pool activated! Enhancements: ${selectedBuffs.join(', ')} | Pool Cost: ${poolCost} points`);
},
disabled: true
},
cancel: {
label: "Cancel"
}
},
default: "confirm",
render: (html) => {
const confirmButton = html.closest('.dialog').find('button[data-button="confirm"]');
// Handle Ghost Blade checkbox to enable/disable dependent options
html.find('#ghost-blade').on('change', function() {
const isChecked = $(this).is(':checked');
html.find('.enhancement-option[data-requires="ghost-blade"]').prop('disabled', !isChecked);
if (!isChecked) {
// Uncheck Ghost Touch and Brilliant Energy if Ghost Blade is unchecked
html.find('.enhancement-option[data-requires="ghost-blade"]').prop('checked', false);
}
calculateSum();
});
// Attach the calculateSum function to inputs after the dialog is rendered
html.find('.action, .arcana-checkbox, #input-value').on('change', calculateSum);
function calculateSum() {
let enhancementSum = 0;
let inputValue = parseInt(html.find('#input-value').val()) || 0;
let rows = html.find('[name="InputTable"] tbody tr');
// Calculate enhancement bonus used
rows.each(function() {
let actionCell = $(this).find('.action:checked');
let valueCell = $(this).find('.value');
let value = 0;
if (actionCell.length) {
value = parseInt(actionCell.val());
enhancementSum += value;
// Color code the cost
valueCell.removeClass('cost-high cost-medium cost-low');
if (value >= 4) valueCell.addClass('cost-high');
else if (value >= 2) valueCell.addClass('cost-medium');
else if (value > 0) valueCell.addClass('cost-low');
} else {
valueCell.removeClass('cost-high cost-medium cost-low');
}
valueCell.text(value);
});
// Calculate arcane pool cost (base 1 + arcana costs)
let poolCost = 1;
html.find('.arcana-checkbox:checked').each(function() {
poolCost += parseInt($(this).val()) || 0;
});
html.find('#enhancement-used').text(enhancementSum);
html.find('#pool-cost').text(poolCost);
// Check constraints
let availablePool = parseInt(html.find('#arcane-pool-value').val()) || 0;
let enhancementExceeded = enhancementSum > inputValue;
let poolInsufficient = poolCost > availablePool;
// Update display warnings
if (enhancementExceeded) {
html.find('#enhancement-used').addClass('warning');
} else {
html.find('#enhancement-used').removeClass('warning');
}
if (poolInsufficient) {
html.find('#pool-cost').addClass('warning');
} else {
html.find('#pool-cost').removeClass('warning');
}
// Enable/disable confirm button
if (enhancementExceeded || poolInsufficient) {
confirmButton.prop('disabled', true).css('background-color', 'red');
} else {
confirmButton.prop('disabled', false).css('background-color', '');
}
}
// Initial calculation on render
calculateSum();
}
}).render(true);
} }
// Call the function to open the dialog function gatherSelections(html) {
openDialog(); const selections = [];
})();
html.find('input[type="checkbox"]:checked').each(function () {
if (this.id && this.id !== "enduring-blade" && this.id !== "ghost-blade") {
const value = parseInt(this.value) || 0;
selections.push({ id: this.id, cost: value, damage: $(this).data("damage") || "" });
}
});
html.find('input[type="radio"]:checked').each(function () {
const value = parseInt(this.value) || 0;
if (value > 0 && this.id) {
selections.push({ id: this.id, cost: value, damage: $(this).data("damage") || "" });
}
});
return selections;
}
new Dialog({
title: `Arcane Pool - ${currentWeapon.name}`,
content: buildDialog(currentWeapon.name),
buttons: {
confirm: {
label: "Apply Enhancements",
icon: '<i class="fas fa-magic"></i>',
callback: async (html) => {
try {
const syncMacro = game.macros.getName(SYNC_MACRO_NAME);
if (!syncMacro) {
ui.notifications.error(
`Missing helper macro "${SYNC_MACRO_NAME}". Please create it with macro_arcanePool_applyEffects.js.`
);
return;
}
const enhancementUsed = parseInt(html.find("#enhancement-used").text()) || 0;
const poolCost = parseInt(html.find("#pool-cost").text()) || 1;
const enduringBlade = html.find("#enduring-blade").is(":checked");
const ghostBlade = html.find("#ghost-blade").is(":checked");
if (enhancementUsed > enhancementCap) {
ui.notifications.error("Enhancement bonus exceeds current cap.");
return;
}
const currentPool = ac.system.resources.classFeat_arcanePool.value ?? 0;
if (poolCost > currentPool) {
ui.notifications.error("Insufficient Arcane Pool points.");
return;
}
const selections = gatherSelections(html);
const desiredKeys = new Set(["base"]);
for (const sel of selections) {
const mapped = OPTION_KEY_MAP[sel.id];
if (mapped) desiredKeys.add(mapped);
}
const baseEnhancement = Math.max(0, enhancementCap - enhancementUsed);
const ensuredBuffs = new Map();
for (const key of desiredKeys) {
const buff = await ensureArcanePoolBuff(ac, key);
ensuredBuffs.set(key, buff);
}
const baseBuff = ensuredBuffs.get("base");
if (baseBuff) {
await setBuffFlag(baseBuff, "weaponId", currentWeapon.id);
await setBuffFlag(baseBuff, "enhancementBonus", baseEnhancement);
await setBuffFlag(baseBuff, "poolCost", poolCost);
await setBuffFlag(baseBuff, "enduringBlade", enduringBlade);
await setBuffFlag(baseBuff, "ghostBlade", ghostBlade);
}
const arcaneBuffs = ac.items.filter(
(item) => item.type === "buff" && readBuffFlag(item, "tag")
);
for (const buff of arcaneBuffs) {
const tag = readBuffFlag(buff, "tag");
const shouldBeActive = desiredKeys.has(tag);
if (buff.system?.active !== shouldBeActive) {
await buff.update({ "system.active": shouldBeActive });
}
}
await setFlag(ac, "config", {
weaponId: currentWeapon.id,
enhancementBonus: baseEnhancement,
poolCost,
enduringBlade,
ghostBlade,
});
await syncMacro.execute([
{
actorId: ac.id,
weaponId: currentWeapon.id,
enhancementBonus: baseEnhancement,
poolCost,
enduringBlade,
ghostBlade,
},
]);
await ac.update({
"system.resources.classFeat_arcanePool.value": Math.max(currentPool - poolCost, 0),
});
const labels = selections.map((sel) => sel.id);
const appliedLabel =
labels.length > 0
? `${labels.join(", ")} with +${baseEnhancement} enhancement`
: `+${baseEnhancement} weapon enhancement`;
ui.notifications.info(
`Arcane Pool applied to ${currentWeapon.name}: ${appliedLabel}`
);
} catch (error) {
console.error("Arcane Pool selector failed:", error);
ui.notifications.error(error.message ?? "Failed to apply Arcane Pool enhancements.");
}
},
disabled: true,
},
cancel: {
label: "Cancel",
},
},
default: "confirm",
render: (html) => {
const confirmButton = html.closest(".dialog").find('button[data-button="confirm"]');
html.find("#ghost-blade").on("change", function () {
const isChecked = $(this).is(":checked");
html.find('.enhancement-option[data-requires="ghost-blade"]').prop("disabled", !isChecked);
if (!isChecked) {
html.find('.enhancement-option[data-requires="ghost-blade"]').prop("checked", false);
}
calculateSum();
});
html.find(".action, .arcana-checkbox, #input-value").on("change", calculateSum);
calculateSum();
function calculateSum() {
let enhancementSum = 0;
const cap = parseInt(html.find("#input-value").val()) || 0;
const poolAvailable = parseInt(html.find("#arcane-pool-value").val()) || 0;
html.find('[name="InputTable"] tbody tr').each(function () {
const actionCell = $(this).find(".action:checked");
const valueCell = $(this).find(".value");
const value = actionCell.length ? parseInt(actionCell.val()) : 0;
if (value > 0) enhancementSum += value;
valueCell.text(value);
valueCell.removeClass("cost-high cost-medium cost-low");
if (value >= 4) valueCell.addClass("cost-high");
else if (value >= 2) valueCell.addClass("cost-medium");
else if (value > 0) valueCell.addClass("cost-low");
});
let poolCost = 1;
html.find(".arcana-checkbox:checked").each(function () {
poolCost += parseInt($(this).val()) || 0;
});
html.find("#enhancement-used").text(enhancementSum);
html.find("#pool-cost").text(poolCost);
const baseEnhancement = Math.max(0, cap - enhancementSum);
html.find("#base-enhancement").text(baseEnhancement);
const enhancementExceeded = enhancementSum > cap;
const poolInsufficient = poolCost > poolAvailable;
html.find("#enhancement-used").toggleClass("warning", enhancementExceeded);
html.find("#pool-cost").toggleClass("warning", poolInsufficient);
confirmButton.prop("disabled", enhancementExceeded || poolInsufficient);
}
},
}, { width: DIALOG_WIDTH }).render(true);
})();