Registers three Delta Green 2 colorsets with Dice So Nice and applies them
per roll type so the dice match the moment:
- dg2-agency (olive drab, metal, cloudy, bone numerals) -> skill/stat/luck
/weapon checks; set as the table default appearance.
- dg2-lethality (black + blood red, fire texture) -> damage and lethality.
- dg2-unnatural (void violet glass, astral texture, green glow) -> SAN
checks, rituals, and sanity damage.
Dice are tagged in each toChat() via tagRollDice(); registration runs on
the diceSoNiceReady hook and degrades silently when DSN is absent.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Percentile roll cards: outcome banners (crit/success/failure) with icons
and margin-of-success text instead of color-only inline styles.
- Damage and lethality cards: Apply Damage / Apply Lethality buttons that
hit targeted or selected tokens, auto-subtracting equipped armor
protection reduced by the weapon's armor-piercing value.
- Sanity damage cards: apply buttons for success/failure loss with GM
whispers for temporary insanity (5+), breaking point crossings, and 0 SAN.
- Ammo: weapon ammo is now numeric with a magazine capacity; attack rolls
expend a round (ammoTracking setting, default on), gear tab shows an
ammo column with a reload control, compendium weapons carry capacities.
- CSS: drop live Google Fonts imports (offline reliability); DG2 styles
with dark-theme support.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rename system id, template/asset paths, settings namespace, and pack
references; repack compendia with corrected asset paths; point manifest
at slaguru666/DeltaGreen2. game.deltagreen API namespace kept for macro
compatibility.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>