Fix damage & healing roll

This commit is contained in:
Dapoolp 2025-08-01 19:49:59 +02:00
parent 57f19c41cd
commit a25dbb462c
19 changed files with 200 additions and 60 deletions

View file

@ -1,6 +1,7 @@
import DhpActor from '../../documents/actor.mjs';
import D20RollDialog from '../../applications/dialogs/d20RollDialog.mjs';
import { ActionMixin } from '../fields/actionField.mjs';
import { abilities } from '../../config/actorConfig.mjs';
const fields = foundry.data.fields;
@ -157,22 +158,26 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
prepareConfig(event) {
return {
event,
title: this.item.name,
title: `${this.item.name}: ${this.name}`,
source: {
item: this.item._id,
action: this._id,
actor: this.actor.uuid
},
dialog: {},
dialog: {
configure: this.hasRoll
},
type: this.type,
hasRoll: this.hasRoll,
hasDamage: this.damage?.parts?.length && this.type !== 'healing',
hasHealing: this.damage?.parts?.length && this.type === 'healing',
hasEffect: !!this.effects?.length,
hasSave: this.hasSave,
hasTarget: true,
selectedRollMode: game.settings.get('core', 'rollMode'),
isFastForward: event.shiftKey,
data: this.getRollData()
data: this.getRollData(),
evaluate: this.hasRoll
};
}
@ -189,7 +194,9 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
formula: this.roll.getFormula(),
advantage: CONFIG.DH.ACTIONS.advantageState[this.roll.advState].value
};
if (this.roll?.type === 'diceSet') roll.lite = true;
if (this.roll?.type === 'diceSet'
|| !this.hasRoll
) roll.lite = true;
return roll;
}
@ -293,19 +300,27 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
/* SAVE */
async rollSave(actor, event, message) {
if (!actor) return;
const title = actor.isNPC
? game.i18n.localize('DAGGERHEART.GENERAL.reactionRoll')
: game.i18n.format('DAGGERHEART.UI.Chat.dualityRoll.abilityCheckTitle', {
ability: game.i18n.localize(abilities[this.save.trait]?.label)
});
return actor.diceRoll({
event,
title: 'Roll Save',
title,
roll: {
trait: this.save.trait,
difficulty: this.save.difficulty ?? this.actor?.baseSaveDifficulty,
type: 'reaction'
},
type: 'trait',
hasRoll: true,
data: actor.getRollData()
});
}
updateSaveMessage(result, message, targetId) {
if(!result) return;
const updateMsg = this.updateChatMessage.bind(this, message, targetId, {
result: result.roll.total,
success: result.roll.success