Commit Graph
15 Commits
Author SHA1 Message Date
tevansandClaude Fable 5 7bbe36c29e Deterministic pause overlay via GamePause subclass — v2.0.4
The v2.0.3 pauseGame-hook re-injection raced Foundry's own pause re-render:
on slower clients the default GAME PAUSED markup landed after our overlay,
so pressing Space after an unpause showed the stock screen. Register a
DG2GamePause subclass (CONFIG.ui.pause) that applies the radar-scope
overlay inside _onRender - part of every render, no timing window. Hook
fallbacks retained (with retries) for cores lacking the AppV2 GamePause.
Verified with five rapid unpause/pause cycles at 150ms settle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
v2.0.4
2026-07-16 22:27:50 +01:00
tevansandClaude Fable 5 7d684ffdb2 Robust pause overlay + PNG NPC tokens — v2.0.3
The radar-scope pause overlay only applied via the renderGamePause hook,
which does not fire on every pause toggle path — pressing Space after an
unpause could show Foundry's default GAME PAUSED. The overlay injector is
now idempotent and wired to renderGamePause AND pauseGame (plus a ready
check), so the scope applies on every toggle; verified across repeated
unpause/pause cycles.

Also rasterize the three FALSE ALARM NPC tokens (Rostova, Changed Vance,
the Tear) to 1024px PNGs, matching the map fix in v2.0.1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
v2.0.3
2026-07-16 22:16:11 +01:00
tevansandClaude Fable 5 ff13de2ca5 Radar-scope pause screen + Providence/Calamity critical events — v2.0.2
Pause: replace the stock spinner with an animated DG2 radar scope (centre-
swept beam, phosphor trail, range rings, glinting blips) captioned MISSION
PAUSED / ALL STATIONS HOLD.

Home rule (criticalEvents automation setting, default on): when an Agent
rolls a natural 01 on a percentile test, roll 1d6 on the PROVIDENCE table
(1 = recover 1D4 SAN ... 6 = the whole cell gains +20%/1 WP); a natural 00
rolls on the CALAMITY table (1 = equipment failure ... 6 = everyone in the
scene loses SAN as something notices the cell). Events post as dramatic
gold/red dossier chat cards with the d6 attached (themed 3D dice); the
Handler applies effects. Verified both paths end-to-end in isolated Foundry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
v2.0.2
2026-07-16 22:02:20 +01:00
tevansandClaude Fable 5 0fba241210 Ship FALSE ALARM maps as 2x PNGs (crisp when zoomed) — v2.0.1
Foundry rasterizes SVG scene backgrounds into a fixed texture, so the
vector maps looked low-res when zoomed in. Render the three battle maps to
native-resolution PNGs via headless Chrome (compound 5200x3600, server
3600x2800, dome 4000x4000) and point the scenes at them at grid 200 px/
5-ft square (same 26x18 / 20x20 layout, 1:1 with the texture). Tokens
repositioned to the 2x coordinate space. Journal handouts stay SVG (they
render as crisp vector <img> in journals). Bump to v2.0.1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
v2.0.1
2026-07-16 15:16:57 +01:00
tevansandClaude Fable 5 37f7223b4f Expand FALSE ALARM: full briefing packet + setting & background lore
Grow the adventure from 7 to 12 journals with a player intelligence packet
and deep setting material:
- 6 new document handouts (SVG, classified-file style): A-Cell operational
  memo, FAA site fact sheet (ME-07 Sable Ridge), regional map (Corliss
  Notch / ridge road / Cold Cauldron Pond), a full local newspaper front
  page, a years-to-hours activity timeline, and Vance/Rostova dossiers.
- New setting journals: the site, the town of Corliss Notch and the North
  Woods (with local legend), the recent-activity escalation, persons of
  interest, and a GM 'The Truth' journal tying folklore -> the hum ->
  phantom returns -> the deaths -> Rostova -> Vance into one arc.
- Renumbered journals 1-12; briefing now leads with the memo handout.

Verified importing in isolated Foundry: 4 folders, 12 journals, all 8
handout image pages fetch 200.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
v2.0.0
2026-07-16 10:46:23 +01:00
tevansandClaude Fable 5 1e0186a3a8 Add Operation FALSE ALARM adventure compendium
A complete, importable 3-4 hour Delta Green scenario (packs/false-alarm,
Adventure type). Importing creates four 'Operation FALSE ALARM' folders and:
- 3 actors: Dr. Rostova (npc, frozen), Deputy Vance Changed (unnatural),
  The Tear (unnatural, firearms-immune, 1D6/1D20 SAN).
- 6 items: service pistol (3 rounds missing), pipe wrench, corrupted data
  drive, keycard, thermite, cold-weather kit.
- 7 journals: player briefing + 3 image handouts (radar log, static
  waveform, the tear) + 3 GM guides (scenes/clues, NPCs/threat, cover-up).
- 3 scenes with blueprint white-on-black maps and placed NPC tokens:
  the compound, the server room, the radar dome.

All art is hand-authored SVG in the classified-dossier house style
(assets/adventures/false-alarm). Verified importing cleanly in an isolated
Foundry: folders, actors, journals and mapped scenes all materialise.
Also drop an invalid prototypeToken.sight override from the agent build.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 23:34:51 +01:00
tevansandClaude Fable 5 1a516d1a55 Wire in 8 agent pencil portraits as sheet + token art
Add the eight black-and-white pencil bust portraits (PNG, 768px) to
assets/tokens and point each agent's img and prototypeToken at its portrait.
Build script now resolves .png. sips on the target Mac cannot emit WebP,
so PNG is used.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 22:59:14 +01:00
tevansandClaude Fable 5 89a45732d3 Add Field Agents compendium: 8 pregen agents
Eight ready-to-play agents spanning the combat spectrum, each with stats,
skills, a bio, employer/education, two bonds, and appropriate firearms:
- SITKA (Special Operator, elite) ... MERCER (Forensic Scientist, support).
All are combat-capable (firearms 40-80). Registered as packs/field-agents.

Portraits: agents use a neutral placeholder token; build/gen-field-agents.mjs
auto-wires per-agent pencil portraits from assets/tokens/<name>.webp once
present (see assets/tokens/README.md for filenames). Build script committed
for reproducibility.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 22:24:54 +01:00
tevansandClaude Fable 5 d5e62e08a7 Dossier chat cards + 60-item Field Equipment compendium
Chat rework:
- Roll cards are now dark 'Eyes Only' dossier cards with a classification
  strip (FIELD OPERATION / THE UNNATURAL / LETHAL FORCE), roll name, and a
  target chip. Message frame is colour-accented per roll variant via a
  deltagreen2.variant flag set in DGRoll.toMessage and styled on
  renderChatMessageHTML. Flavor lines dropped in favour of the card header.

Field Equipment compendium:
- New packs/field-equipment with 60 modern DG gear items across
  surveillance, counter-surveillance, forensics, hazmat/protective,
  breaching/restraint, non-lethal, and support. Each uses a bundled
  white-on-black icon, carries flavourful descriptions with mechanical
  bonus notes, and an Agent's Handbook expense tier. Registered in the
  Delta Green pack folder.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 21:08:39 +01:00
tevansandClaude Fable 5 7ac9357964 Add themed Dice So Nice dice: agency / lethal / unnatural
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>
2026-07-15 20:41:59 +01:00
tevansandClaude Fable 5 2458ae808f Add Tactical sheet theme (new default): modern dark redesign
- New characterSheetStyle option 'tactical' (default), css/dg2-tactical.css.
- Dark federal-dossier design: charcoal surfaces, olive accent, Public
  Sans throughout, uppercase letterspaced name plate and section headers.
- Color-coded HP (olive) / WP (steel) / SAN (red) resource cards.
- Modern underline tab navigation; skill rows as hoverable panels with
  dimmed untrained skills and olive value badges; restyled item lists,
  inputs, and buttons.
- Item sheets (AppV1) carry the theme class and get matching dark styling.
- Fix: CSS selectors still targeted .deltagreen after the system-id
  rename, leaving most stock sheet styling dead - renamed to .deltagreen2.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 20:33:24 +01:00
tevansandClaude Fable 5 b80d514b28 Document Delta Green 2 changes in README
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 17:43:10 +01:00
tevansandClaude Fable 5 69e10765f2 Add GM automation: templated roll cards, apply buttons, ammo tracking
- 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>
2026-07-15 17:36:30 +01:00
tevansandClaude Fable 5 b8eb917714 Rebrand as Delta Green 2 (id: deltagreen2, v2.0.0)
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>
2026-07-15 17:24:42 +01:00
tevansandClaude Fable 5 7c29335b0d Baseline: Delta Green official system v1.7.0 (MIT, TheLastScrub)
Pristine copy of the installed deltagreen 1.7.0 release build.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 17:22:41 +01:00