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b50f011361
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4 changed files with 13 additions and 12 deletions
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@ -269,7 +269,7 @@ export default class DhCharacter extends DhCreature {
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label: 'DAGGERHEART.ACTORS.Character.roll.guaranteedCritical.label',
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hint: 'DAGGERHEART.ACTORS.Character.roll.guaranteedCritical.hint'
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}),
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hope: new fields.NumberField({
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hopeIndex: new fields.NumberField({
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required: true,
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integer: true,
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min: 0,
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@ -278,7 +278,7 @@ export default class DhCharacter extends DhCreature {
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label: 'DAGGERHEART.ACTORS.Creature.rules.roll.hope.label',
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hint: 'DAGGERHEART.ACTORS.Creature.rules.roll.hope.hint'
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}),
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fear: new fields.NumberField({
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fearIndex: new fields.NumberField({
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required: true,
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integer: true,
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min: 0,
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@ -287,7 +287,7 @@ export default class DhCharacter extends DhCreature {
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label: 'DAGGERHEART.ACTORS.Creature.rules.roll.fear.label',
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hint: 'DAGGERHEART.ACTORS.Creature.rules.roll.fear.hint'
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}),
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advantage: new fields.NumberField({
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advantageIndex: new fields.NumberField({
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required: true,
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integer: true,
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min: 0,
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@ -296,7 +296,7 @@ export default class DhCharacter extends DhCreature {
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label: 'DAGGERHEART.ACTORS.Creature.rules.roll.advantage.label',
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hint: 'DAGGERHEART.ACTORS.Creature.rules.roll.advantage.hint'
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}),
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disadvantage: new fields.NumberField({
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disadvantageIndex: new fields.NumberField({
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required: true,
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integer: true,
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min: 0,
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@ -305,7 +305,7 @@ export default class DhCharacter extends DhCreature {
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label: 'DAGGERHEART.ACTORS.Creature.rules.roll.disadvantage.label',
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hint: 'DAGGERHEART.ACTORS.Creature.rules.roll.disadvantage.hint'
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}),
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comboDie: new fields.NumberField({
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comboDieIndex: new fields.NumberField({
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integer: true,
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min: 0,
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max: 5,
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@ -767,7 +767,7 @@ export default class DhCharacter extends DhCreature {
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});
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break;
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case 'comboStrikes':
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this.rules.roll.comboDie += 1;
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this.rules.roll.comboDieIndex += 1;
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break;
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}
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}
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@ -827,10 +827,11 @@ export default class DhCharacter extends DhCreature {
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};
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/* Add convience <dice>Faces properties for all dice */
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const { hope, fear, advantage, disadvantage } = this.rules.roll;
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const dice = { hope, fear, advantage, disadvantage };
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const { hopeIndex, fearIndex, advantageIndex, disadvantageIndex, comboDieIndex } = this.rules.roll;
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const dice = { hopeIndex, fearIndex, advantageIndex, disadvantageIndex, comboDieIndex };
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for (const dieKey of Object.keys(dice)) {
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this.rules.roll[`${dieKey}Faces`] = CONFIG.DH.GENERAL.dieFaces[dice[dieKey]];
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const diceBaseKey = dieKey.replace('Index', '');
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this.rules.roll[`${diceBaseKey}Faces`] = CONFIG.DH.GENERAL.dieFaces[dice[dieKey]];
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}
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this.attack.damage.parts.hitPoints.value.custom.formula = `@prof${this.basicAttackDamageDice}${this.rules.attack.damage.bonus ? ` + ${this.rules.attack.damage.bonus}` : ''}`;
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