fix+feat: button overrun, natural weapon rolls, Wraith Teeth & Claw (v1.6.1)
CSS: morph-shift-btn now flex: 0 0 auto; max-width: 110px
specialty-name gets flex: 1; min-width: 0 so it takes remaining space
flex-wrap on specialty-name-row prevents overflow
Natural weapons:
- template.json: isNaturalWeapon/naturalWeaponDamage/AP/ROF fields on specialty
- Morphic Strike: ROF 2, isNaturalWeapon: true
- Wraith Teeth & Claw added to wraithraider racial abilities (DMG 2, AP 1, ROF 2)
- _ensureRacialAbilities patches existing items with missing natural weapon fields
- _onNaturalWeaponRoll: STR + Melee roll through full weapon chat card pipeline
- STRIKE button appears on any specialty with isNaturalWeapon: true
- All condition/drug/armor/racial mods applied to natural weapon rolls
This commit is contained in:
+82
-9
@@ -460,6 +460,9 @@ class ZeroEngineActorSheet extends foundry.appv1.sheets.ActorSheet {
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// Health / Resolve save rolls — click the vital label name
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html.find('.vital-save-label').click(this._onVitalSave.bind(this));
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// Natural weapon attack roll (Morphic Strike, Wraith Teeth & Claw, etc.)
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html.find('.natural-weapon-roll-btn').click(this._onNaturalWeaponRoll.bind(this));
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// GM PC condition status report
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html.find('.pc-status-btn').click(ev => { ev.preventDefault(); _broadcastPCConditions(); });
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@@ -1230,6 +1233,53 @@ class ZeroEngineActorSheet extends foundry.appv1.sheets.ActorSheet {
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}
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}
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/**
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* Handle a natural weapon attack roll from a specialty (Morphic Strike, Wraith Teeth & Claw, etc.)
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* Uses STR + Melee, same pipeline as a melee weapon attack, with the weapon's own DMG/AP/ROF.
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* @param {Event} event
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* @private
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*/
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async _onNaturalWeaponRoll(event) {
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event.preventDefault();
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event.stopPropagation();
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const itemId = event.currentTarget.dataset.itemId;
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const item = this.actor.items.get(itemId);
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if (!item) return;
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const s = item.system;
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const damage = Number(s.naturalWeaponDamage) || 2;
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const ap = Number(s.naturalWeaponAP) || 1;
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const rof = Number(s.naturalWeaponROF) || 2;
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const attrValue = parseInt(this.actor.system.attributes?.strength?.value) || 2;
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const skillValue = parseInt(this.actor.system.skills?.melee?.value) || 0;
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const armorMods = this._getArmorRollModifiers(this.actor, { attribute: 'strength', skill: 'melee' });
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const drugMods = this._getDrugRollModifiers(this.actor, { attribute: 'strength', skill: 'melee' });
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const racialMods = this._getRacialDiceBonus(this.actor, { skill: 'melee', attribute: 'strength' });
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const condMods = _getConditionModifiers(this.actor, { attribute: 'strength', skill: 'melee' });
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const baseDice = attrValue + skillValue + armorMods.total + drugMods.total + racialMods.bonus + condMods.bonus;
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const formulaStr = `STR ${attrValue} + Melee ${skillValue}` +
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`${armorMods.total !== 0 ? ` + Armor ${armorMods.total}` : ''}` +
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`${drugMods.total !== 0 ? ` + Drug ${drugMods.total}` : ''}` +
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`${racialMods.bonus !== 0 ? ` + Racial ${racialMods.bonus}` : ''}` +
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`${condMods.bonus !== 0 ? ` + Conditions ${condMods.bonus}` : ''}` +
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` = ${baseDice}d6 | DMG ${damage}, AP ${ap}, ROF ${rof}`;
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const weaponInfo = {
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name: item.name,
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damage,
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ap,
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range: 'Engaged',
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rof,
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category: 'melee',
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weaponType: 'Natural'
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};
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return this._rollYZEDice(baseDice, item.name, formulaStr, 'strength', weaponInfo);
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}
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/**
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* Handle Health or Resolve save roll — clicking the vital label name.
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* Rolls current value in plain d6 (no stress dice, no dialog).
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@@ -6858,6 +6908,20 @@ const SLA_RACIAL_ABILITY_DATA = {
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prerequisites: "Wraith Raider",
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isActive: true, healthMod: 0, resolveMod: 0
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}
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},
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{
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name: "Wraith Teeth & Claw",
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type: "specialty",
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img: "systems/zero-engine/assets/racial/natural-weapons.svg",
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system: {
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category: "racial",
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description: "Bone-hard teeth and razor claws grown through decades of cold-world adaptation. Natural melee weapons — Damage 2, AP 1, ROF 2. Always counts as armed.",
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effects: "Natural weapon: DMG 2, AP 1, ROF 2. Always armed.",
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racialBonuses: [],
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prerequisites: "Wraith Raider",
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isActive: true, healthMod: 0, resolveMod: 0,
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isNaturalWeapon: true, naturalWeaponDamage: 2, naturalWeaponAP: 1, naturalWeaponROF: 2
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}
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}
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],
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@@ -6946,10 +7010,11 @@ const SLA_RACIAL_ABILITY_DATA = {
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name: "Morphic Strike",
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type: "specialty", img: "systems/zero-engine/assets/racial/natural-weapons.svg",
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system: {
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category: "racial", description: "Natural biogenetic weapon formed from the Vevaphon's own mass. Damage 2, AP 1. Always available regardless of morph form. Counts as melee weapon for skill rolls.",
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effects: "Natural weapon: DMG 2, AP 1. Always available.",
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category: "racial", description: "Natural biogenetic weapon formed from the Vevaphon's own mass. Damage 2, AP 1, ROF 2. Always available regardless of morph form. Counts as melee weapon for skill rolls.",
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effects: "Natural weapon: DMG 2, AP 1, ROF 2. Always available.",
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racialBonuses: [],
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prerequisites: "Vevaphon", isActive: true, healthMod: 0, resolveMod: 0
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prerequisites: "Vevaphon", isActive: true, healthMod: 0, resolveMod: 0,
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isNaturalWeapon: true, naturalWeaponDamage: 2, naturalWeaponAP: 1, naturalWeaponROF: 2
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}
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}
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]
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@@ -6970,20 +7035,28 @@ async function _ensureRacialAbilities(actor) {
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if (!abilities || !abilities.length) return;
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const toCreate = [];
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const toUpdateImg = [];
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const toUpdate = [];
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for (const ability of abilities) {
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const existing = actor.items.find(
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i => i.type === "specialty" && i.name === ability.name
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);
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if (!existing) {
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toCreate.push(ability);
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} else if (ability.img && existing.img !== ability.img) {
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// Update stale icon on existing item
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toUpdateImg.push({ _id: existing.id, img: ability.img });
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} else {
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const patch = {};
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if (ability.img && existing.img !== ability.img) patch.img = ability.img;
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// Patch natural weapon fields if missing or stale
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if (ability.system?.isNaturalWeapon && !existing.system?.isNaturalWeapon) {
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patch["system.isNaturalWeapon"] = true;
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patch["system.naturalWeaponDamage"] = ability.system.naturalWeaponDamage ?? 2;
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patch["system.naturalWeaponAP"] = ability.system.naturalWeaponAP ?? 1;
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patch["system.naturalWeaponROF"] = ability.system.naturalWeaponROF ?? 2;
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}
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if (Object.keys(patch).length) toUpdate.push({ _id: existing.id, ...patch });
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}
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}
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if (toUpdateImg.length) {
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try { await actor.updateEmbeddedDocuments("Item", toUpdateImg); } catch(_) {}
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if (toUpdate.length) {
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try { await actor.updateEmbeddedDocuments("Item", toUpdate); } catch(_) {}
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}
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if (!toCreate.length) return;
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