Just a little fix for Damage Action

This commit is contained in:
Dapoolp 2025-07-15 16:57:41 +02:00
parent dbee94781d
commit e6dfd40047

View file

@ -10,6 +10,7 @@ export default class DHDamageAction extends DHBaseAction {
}
async rollDamage(event, data) {
const systemData = data.system ?? data;
let formula = this.damage.parts.map(p => this.getFormulaValue(p, data).getFormula(this.actor)).join(' + '),
damageTypes = [...new Set(this.damage.parts.reduce((a, c) => a.concat([...c.type]), []))];
@ -19,15 +20,15 @@ export default class DHDamageAction extends DHBaseAction {
let roll = { formula: formula, total: formula },
bonusDamage = [];
if (isNaN(formula)) formula = Roll.replaceFormulaData(formula, this.getRollData(data.system ?? data));
if (isNaN(formula)) formula = Roll.replaceFormulaData(formula, this.getRollData(systemData));
const config = {
title: game.i18n.format('DAGGERHEART.UI.Chat.damageRoll.title', { damage: this.name }),
roll: { formula },
targets: data.system?.targets.filter(t => t.hit) ?? data.targets,
targets: systemData.targets.filter(t => t.hit) ?? data.targets,
hasSave: this.hasSave,
isCritical: data.system?.roll?.isCritical ?? false,
source: data.system?.source,
isCritical: systemData.roll?.isCritical ?? false,
source: systemData.source,
data: this.getRollData(),
damageTypes,
event