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[Fix] Random Fixes (#405)
* Fixed so minimum damage taken is 1, 0 was in playtest rules. Fixed so useDowntime isn't triggered on clicking enter * . * .
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0632a8c6bb
commit
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9 changed files with 19 additions and 23 deletions
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@ -517,9 +517,10 @@ export default class CharacterSheet extends DHBaseActorSheet {
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const item = getDocFromElement(event.currentTarget);
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if (!item) return;
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const max = item.system.resource.max ? itemAbleRollParse(item.system.resource.max, this.document, item) : null;
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const max = event.currentTarget.max ? Number(event.currentTarget.max) : null;
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const value = max ? Math.min(Number(event.currentTarget.value), max) : event.currentTarget.value;
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await item.update({ 'system.resource.value': value });
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this.render();
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}
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async updateItemQuantity(event) {
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@ -527,6 +528,7 @@ export default class CharacterSheet extends DHBaseActorSheet {
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if (!item) return;
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await item.update({ 'system.quantity': event.currentTarget.value });
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this.render();
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}
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async updateArmorMarks(event) {
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@ -8,7 +8,7 @@ const attributeField = label =>
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const resourceField = (max = 0, label, reverse = false) =>
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new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true, label }),
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value: new fields.NumberField({ initial: 0, min: 0, integer: true, label }),
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max: new fields.NumberField({ initial: max, integer: true }),
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isReversed: new fields.BooleanField({ initial: reverse })
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});
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@ -568,13 +568,7 @@ export default class DhpActor extends Actor {
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}
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convertDamageToThreshold(damage) {
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return damage >= this.system.damageThresholds.severe
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? 3
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: damage >= this.system.damageThresholds.major
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? 2
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: damage >= this.system.damageThresholds.minor
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? 1
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: 0;
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return damage >= this.system.damageThresholds.severe ? 3 : damage >= this.system.damageThresholds.major ? 2 : 1;
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}
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convertStressDamageToHP(resources) {
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@ -48,8 +48,8 @@ export default class RegisterHandlebarsHelpers {
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static rollParsed(value, actor, item, numerical) {
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const isNumerical = typeof numerical === 'boolean' ? numerical : false;
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const result = itemAbleRollParse(value, actor, item);
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return isNumerical && !result ? 0 : result;
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const result = itemAbleRollParse(value, actor.getRollData(), item);
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return isNumerical ? (!result ? 0 : Number(result)) : result;
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}
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static setVar(name, value, context) {
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