Fix roll result based duality damage

This commit is contained in:
Dapoolp 2025-08-11 00:18:46 +02:00
parent b68d2e9ec2
commit 2afc964162

View file

@ -6,7 +6,8 @@ export default class DHDamageAction extends DHBaseAction {
getFormulaValue(part, data) { getFormulaValue(part, data) {
let formulaValue = part.value; let formulaValue = part.value;
if (data.hasRoll && part.resultBased && data.system.roll.result.duality === -1) return part.valueAlt;
if (data.hasRoll && part.resultBased && data.roll.result.duality === -1) return part.valueAlt;
const isAdversary = this.actor.type === 'adversary'; const isAdversary = this.actor.type === 'adversary';
if (isAdversary && this.actor.system.type === CONFIG.DH.ACTOR.adversaryTypes.horde.id) { if (isAdversary && this.actor.system.type === CONFIG.DH.ACTOR.adversaryTypes.horde.id) {
@ -35,7 +36,7 @@ export default class DHDamageAction extends DHBaseAction {
const systemData = data.system ?? data; const systemData = data.system ?? data;
let formulas = this.damage.parts.map(p => ({ let formulas = this.damage.parts.map(p => ({
formula: this.getFormulaValue(p, data).getFormula(this.actor), formula: this.getFormulaValue(p, systemData).getFormula(this.actor),
damageTypes: p.applyTo === 'hitPoints' && !p.type.size ? new Set(['physical']) : p.type, damageTypes: p.applyTo === 'hitPoints' && !p.type.size ? new Set(['physical']) : p.type,
applyTo: p.applyTo applyTo: p.applyTo
})); }));