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Change the critical damage max calculation (#890)
* Change the critical damage max calculation to avoid setting the rolled portion to maximum all the time. * Change to the more neater code * Restored package.json --------- Co-authored-by: Chris Ryan <chrisr@blackhole> Co-authored-by: WBHarry <williambjrklund@gmail.com>
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1 changed files with 4 additions and 3 deletions
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@ -137,9 +137,10 @@ export default class DamageRoll extends DHRoll {
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}
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}
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if (config.isCritical && part.applyTo === CONFIG.DH.GENERAL.healingTypes.hitPoints.id) {
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if (config.isCritical && part.applyTo === CONFIG.DH.GENERAL.healingTypes.hitPoints.id) {
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const tmpRoll = Roll.fromTerms(part.roll.terms)._evaluateSync({ maximize: true }),
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const total = part.roll.dice.reduce((acc, term) => acc + term._faces*term._number, 0);
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criticalBonus = tmpRoll.total - this.constructor.calculateTotalModifiers(tmpRoll);
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if (total > 0) {
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part.roll.terms.push(...this.formatModifier(criticalBonus));
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part.roll.terms.push(...this.formatModifier(total));
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}
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}
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}
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/* To Remove When Reaction System */
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/* To Remove When Reaction System */
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