fix(spells): apply a shaken effect when a fear save succeeds

ConditionEffect gains save_partial (JSON 'on_success': condition_name + duration_rounds). On a successful save that would otherwise negate, _apply_condition_effect now imposes the weaker condition (SRD fear.md: panicked on a failed Will save, shaken for 1 round on a success). Extended _metamagic_transform_sub to preserve/double it; extracted _impose_condition helper. Updated fear.json, added failed/successful-save and loader tests in test_spells.py, and the README.

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-13 12:32:45 +02:00
parent a59ebee37a
commit c96b36d3f9
5 changed files with 92 additions and 19 deletions
+14 -9
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@@ -1254,6 +1254,13 @@ Règles modélisées :
dégâts peut déclarer `save_negates: false` (conformance D1 — SRD
« Sound Burst » : « Fortitude partial » n'annule que l'étourdissement,
jamais les dés) : la sauvegarde réussie ne réduit alors pas ces dégâts.
**Sauvegardes partielles (S2d)** : un `ConditionEffect` peut déclarer
`"on_success": {"condition_name": "shaken", "duration_rounds": 1}` (champ
`save_partial`) — sur une sauvegarde **réussie**, au lieu d'annuler
totalement l'effet, la cible subit la condition affaiblie indiquée (SRD
Fear : paniqué à l'échec, `shaken` 1 round au succès). Sans `on_success`,
le comportement reste « sauvegarde annule ». L'Extend Spell double aussi la
durée de la condition partielle.
- Dons : les 8 PJ portent 55 noms de dons uniques ; le chargeur résout chacun d'eux
soit vers un effet réel (Power Attack actif, Weapon Focus ciblé par arme, Toughness
lié au niveau, dons passifs via `_stat_modifiers`), soit vers un « no-op » tracé en
@@ -1431,16 +1438,14 @@ plutôt que bricolées) :
minuscules sur une même case) ne sont pas modélisées ; seule la substitution
Dextérité/Force du CMB (conformance L1) tient compte de leur taille.
Limites de sorts (conformance D6-D9, documentées plutôt que bricolées — le
moteur n'a pas encore de sauvegarde partielle) :
Limites de sorts (conformance D6-D9, documentées plutôt que bricolées) :
- **Fear — sauvegarde totale** (SRD spells/fear.md : « each
living creature in the area [...] becomes panicked unless it succeeds on a
Will save [...]. If the Will save succeeds, the creature is shaken for 1
round » ; cône de 30 ft — modélisé, S1a/S1c) : la condition appliquée est
bien `panicked` (conformance D8), mais le moteur n'a pas de sauvegarde
partielle pour les conditions — un succès annule totalement l'effet au lieu
de poser `shaken` 1 round ; la durée « 1 round/niveau » est fixée à 4 rounds.
- **Fear — durée figée** (SRD spells/fear.md : « each living creature in the
area [...] becomes panicked unless it succeeds on a Will save [...]. If the
Will save succeeds, the creature is shaken for 1 round » ; cône de 30 ft —
modélisé, S1a/S1c) : la sauvegarde partielle est désormais modélisée (panic
à l'échec, `shaken` 1 round au succès — voir « Sauvegardes partielles » plus
bas) ; seule la durée « 1 round/niveau » du `panicked` reste fixée à 4 rounds.
- **Résistance aux sorts appliquée à tout sort ciblé** : le moteur oppose la
SR du combattant à chaque sort qui le cible, sans drapeau par sort ; les
rares sorts dont la fiche SRD déclare « Spell Resistance: no » (ex. Acid
+3 -2
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@@ -17,10 +17,11 @@
"type": "condition",
"condition_name": "panicked",
"duration_rounds": 4,
"save_negates": true
"save_negates": true,
"on_success": { "condition_name": "shaken", "duration_rounds": 1 }
}
]
}
],
"description": "SRD spells/fear.md: each living creature in the 30-ft. cone becomes panicked unless it succeeds on a Will save (a successful save makes it shaken for 1 round instead). Modeled as panicked for 4 rounds on a failed save; the shaken-on-success partial needs partial-save support (documented limitation). The SRD range is 30 ft. - modeled as the closest category (close)."
"description": "SRD spells/fear.md: each living creature in the 30-ft. cone becomes panicked unless it succeeds on a Will save; a creature that succeeds on the save is instead shaken for 1 round (partial save). Modeled as panicked for 4 rounds on a failed save, shaken for 1 round on a successful save. The SRD range is 30 ft. - modeled as the closest category (close)."
}
+29 -4
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@@ -6010,23 +6010,44 @@ class CombatEngine:
spell_name: str,
) -> str:
if saved and effect.save_negates:
# PF1e partial save (SRD spells/fear.md): a successful save does
# not always spare the target — it may impose a weaker condition
# (Fear: shaken for 1 round instead of panicked).
if effect.save_partial is not None:
name, duration = effect.save_partial
applied = self._impose_condition(target, name, duration, spell_name)
if not applied:
return ""
return f"{name} ({duration}r) (partial save)"
return f"{effect.condition_name} negated"
cond = CONDITIONS_BY_NAME.get(effect.condition_name)
return self._impose_condition(
target, effect.condition_name, effect.duration_rounds, spell_name
)
def _impose_condition(
self,
target: CombatantState,
condition_name: str,
duration_rounds: int,
spell_name: str,
) -> str:
"""Append a timed condition to the target; handle the bleeding DoT."""
cond = CONDITIONS_BY_NAME.get(condition_name)
if cond is None:
return ""
target.active_conditions.append(
ActiveCondition(
condition=cond,
rounds_left=effect.duration_rounds,
rounds_left=duration_rounds,
source=f"spell: {spell_name}",
)
)
if effect.condition_name == "bleeding":
if condition_name == "bleeding":
# The bleeding condition's damage-over-time is engine-driven
# (CombatantState.bleed_damage, CRB Conditions — bleeding); the
# SRD Bleed cantrip (spells/bleed.md) deals 1 bleed damage/round.
target.bleed_damage = max(target.bleed_damage, 1)
return f"{effect.condition_name} ({effect.duration_rounds}r)"
return f"{condition_name} ({duration_rounds}r)"
def _apply_heal_effect(
self,
@@ -6222,10 +6243,14 @@ class CombatEngine:
return effect
if isinstance(effect, ConditionEffect):
duration = effect.duration_rounds * 2 if has_extend else effect.duration_rounds
partial = effect.save_partial
if partial is not None and has_extend:
partial = (partial[0], partial[1] * 2)
return ConditionEffect(
condition_name=effect.condition_name,
duration_rounds=duration,
save_negates=effect.save_negates,
save_partial=partial,
)
if isinstance(effect, BuffEffect):
duration = effect.duration_rounds * 2 if has_extend else effect.duration_rounds
+16
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@@ -173,6 +173,10 @@ class ConditionEffect:
condition_name: str
duration_rounds: int
save_negates: bool = True
# PF1e partial save (SRD spells/fear.md): on a SUCCESSFUL save the target
# is not spared outright but suffers a weaker condition instead. Encoded as
# (condition_name, duration_rounds); None = a successful save fully negates.
save_partial: tuple[str, int] | None = None
@dataclass(frozen=True)
@@ -468,6 +472,15 @@ def _parse_recurring(value: Json) -> RecurringDamageSpec:
)
def _parse_save_partial(value: Json) -> tuple[str, int]:
data = _as_dict(value)
duration = _as_int(data["duration_rounds"])
if duration < 1:
msg = f"on_success duration_rounds must be >= 1, got {duration}"
raise ValueError(msg)
return (_as_str(data["condition_name"]), duration)
def _parse_effect(data: Json) -> SpellEffect:
effect = _as_dict(data)
effect_type = _as_str(effect["type"])
@@ -502,10 +515,13 @@ def _parse_effect(data: Json) -> SpellEffect:
recurring=recurring,
)
if effect_type == "condition":
partial_raw = effect.get("on_success")
save_partial = None if partial_raw is None else _parse_save_partial(partial_raw)
return ConditionEffect(
condition_name=_as_str(effect["condition_name"]),
duration_rounds=_as_int(effect["duration_rounds"]),
save_negates=bool(effect.get("save_negates", True)),
save_partial=save_partial,
)
if effect_type == "heal":
return HealEffect(
+29 -3
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@@ -172,6 +172,18 @@ class TestSpellLoading:
assert isinstance(eff, ConditionEffect)
assert eff.condition_name == "paralyzed"
assert eff.save_negates is True
assert eff.save_partial is None
def test_fear_condition_has_save_partial(self) -> None:
# PF1e (SRD spells/fear.md): a successful Will save imposes shaken 1
# round instead of panicked — the partial-save spec.
spell = load_spell(_SPELLS_DIR / "fear.json")
area = spell.effects[0]
assert isinstance(area, AreaEffect)
eff = area.effects[0]
assert isinstance(eff, ConditionEffect)
assert eff.condition_name == "panicked"
assert eff.save_partial == ("shaken", 1)
def test_cure_light_has_heal_effect(self) -> None:
spell = load_spell(_SPELLS_DIR / "cure_light_wounds.json")
@@ -534,9 +546,9 @@ class TestHoldPerson:
class TestFear:
"""Given: a caster casting Fear (SRD spells/fear.md: panicked unless the
Will save succeeds)
When: target fails save
Then: panicked condition is applied."""
Will save succeeds; a successful save makes the creature shaken 1 round)
When: target fails / succeeds the save
Then: panicked is applied / shaken (partial save) is applied instead."""
def test_failed_save_applies_panicked(self) -> None:
caster = _make_caster()
@@ -544,6 +556,20 @@ class TestFear:
engine, c, t = _make_engine(caster, target, [2])
engine._cast_spell(c, t, "Fear")
assert any(ac.condition.name == "panicked" for ac in t.active_conditions)
assert not any(ac.condition.name == "shaken" for ac in t.active_conditions)
def test_successful_save_applies_shaken(self) -> None:
"""Given: the target succeeds its Will save (natural 20)
When: Fear resolves
Then: it is shaken for 1 round (partial save), not panicked."""
caster = _make_caster()
target = _make_target()
engine, c, t = _make_engine(caster, target, [20])
engine._cast_spell(c, t, "Fear")
shaken = [ac for ac in t.active_conditions if ac.condition.name == "shaken"]
assert len(shaken) == 1
assert shaken[0].rounds_left == 1
assert not any(ac.condition.name == "panicked" for ac in t.active_conditions)
class TestCureLightWounds: