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Fix damage & healing roll
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commit
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19 changed files with 200 additions and 60 deletions
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@ -1,6 +1,7 @@
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import DhpActor from '../../documents/actor.mjs';
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import D20RollDialog from '../../applications/dialogs/d20RollDialog.mjs';
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import { ActionMixin } from '../fields/actionField.mjs';
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import { abilities } from '../../config/actorConfig.mjs';
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const fields = foundry.data.fields;
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@ -157,22 +158,26 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
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prepareConfig(event) {
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return {
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event,
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title: this.item.name,
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title: `${this.item.name}: ${this.name}`,
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source: {
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item: this.item._id,
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action: this._id,
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actor: this.actor.uuid
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},
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dialog: {},
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dialog: {
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configure: this.hasRoll
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},
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type: this.type,
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hasRoll: this.hasRoll,
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hasDamage: this.damage?.parts?.length && this.type !== 'healing',
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hasHealing: this.damage?.parts?.length && this.type === 'healing',
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hasEffect: !!this.effects?.length,
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hasSave: this.hasSave,
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hasTarget: true,
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selectedRollMode: game.settings.get('core', 'rollMode'),
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isFastForward: event.shiftKey,
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data: this.getRollData()
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data: this.getRollData(),
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evaluate: this.hasRoll
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};
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}
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@ -189,7 +194,9 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
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formula: this.roll.getFormula(),
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advantage: CONFIG.DH.ACTIONS.advantageState[this.roll.advState].value
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};
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if (this.roll?.type === 'diceSet') roll.lite = true;
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if (this.roll?.type === 'diceSet'
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|| !this.hasRoll
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) roll.lite = true;
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return roll;
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}
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@ -293,19 +300,27 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
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/* SAVE */
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async rollSave(actor, event, message) {
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if (!actor) return;
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const title = actor.isNPC
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? game.i18n.localize('DAGGERHEART.GENERAL.reactionRoll')
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: game.i18n.format('DAGGERHEART.UI.Chat.dualityRoll.abilityCheckTitle', {
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ability: game.i18n.localize(abilities[this.save.trait]?.label)
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});
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return actor.diceRoll({
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event,
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title: 'Roll Save',
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title,
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roll: {
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trait: this.save.trait,
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difficulty: this.save.difficulty ?? this.actor?.baseSaveDifficulty,
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type: 'reaction'
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},
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type: 'trait',
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hasRoll: true,
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data: actor.getRollData()
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});
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}
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updateSaveMessage(result, message, targetId) {
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if(!result) return;
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const updateMsg = this.updateChatMessage.bind(this, message, targetId, {
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result: result.roll.total,
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success: result.roll.success
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@ -34,6 +34,7 @@ export default class DHDamageAction extends DHBaseAction {
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}
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async rollDamage(event, data) {
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// console.log(data)
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const systemData = data.system ?? data;
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let formulas = this.damage.parts.map(p => ({
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@ -46,6 +47,36 @@ export default class DHDamageAction extends DHBaseAction {
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formulas = this.formatFormulas(formulas, systemData);
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delete systemData.evaluate;
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systemData.targets.forEach(t => t.hit = true);
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const config = {
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...systemData,
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roll: formulas,
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dialog: {},
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data: this.getRollData()
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}
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if (this.hasSave) config.onSave = this.save.damageMod;
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if (data.system) {
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config.source.message = data._id;
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config.directDamage = false;
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} else {
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config.directDamage = true;
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}
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return CONFIG.Dice.daggerheart.DamageRoll.build(config);
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/* const systemData = data.system ?? data;
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let formulas = this.damage.parts.map(p => ({
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formula: this.getFormulaValue(p, data).getFormula(this.actor),
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damageTypes: p.applyTo === 'hitPoints' && !p.type.size ? new Set(['physical']) : p.type,
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applyTo: p.applyTo
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}));
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if (!formulas.length) return;
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formulas = this.formatFormulas(formulas, systemData);
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const config = {
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title: game.i18n.format(`DAGGERHEART.UI.Chat.${ this.type === 'healing' ? 'healing' : 'damage'}Roll.title`, { damage: game.i18n.localize(this.name) }),
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roll: formulas,
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@ -53,6 +84,9 @@ export default class DHDamageAction extends DHBaseAction {
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hasSave: this.hasSave,
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isCritical: systemData.roll?.isCritical ?? false,
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isHealing: this.type === 'healing',
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hasDamage: this.type !== 'healing',
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hasHealing: this.type === 'healing',
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hasTarget: true,
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source: systemData.source,
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data: this.getRollData(),
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event
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@ -65,6 +99,6 @@ export default class DHDamageAction extends DHBaseAction {
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config.directDamage = true;
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}
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return CONFIG.Dice.daggerheart.DamageRoll.build(config);
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return CONFIG.Dice.daggerheart.DamageRoll.build(config); */
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}
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}
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