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[Feature] DeathMove Condition Improvement (#1562)
* Added DeathMove condition and automated changing to the correct condition depending on the result of death moves * . * Update module/data/settings/Automation.mjs Co-authored-by: Chris Ryan <73275196+chrisryan10@users.noreply.github.com> * Update lang/en.json Co-authored-by: Chris Ryan <73275196+chrisryan10@users.noreply.github.com> * Fixed DefeatedCondition localizations --------- Co-authored-by: Chris Ryan <73275196+chrisryan10@users.noreply.github.com>
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7 changed files with 60 additions and 15 deletions
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@ -549,7 +549,18 @@ export default class DhCharacter extends BaseDataActor {
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}
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get deathMoveViable() {
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return this.resources.hitPoints.max > 0 && this.resources.hitPoints.value >= this.resources.hitPoints.max;
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const { characterDefault } = game.settings.get(
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CONFIG.DH.id,
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CONFIG.DH.SETTINGS.gameSettings.Automation
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).defeated;
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const deathMoveOutcomeStatuses = Object.keys(CONFIG.DH.GENERAL.defeatedConditionChoices).filter(
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key => key !== characterDefault
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);
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const deathMoveNotResolved = this.parent.statuses.every(status => !deathMoveOutcomeStatuses.includes(status));
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const allHitPointsMarked =
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this.resources.hitPoints.max > 0 && this.resources.hitPoints.value >= this.resources.hitPoints.max;
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return deathMoveNotResolved && allHitPointsMarked;
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}
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get armorApplicableDamageTypes() {
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