[V14] Message Rolls Rework (#1757)

* Basic rework to the roll data in messages

* .

* Fixed advantage/disadvantage

* .

* .

* Fixed TagTeamDialog

* Reuse getter in faces setter

* Simplify fate roll type css class

* Add more caution to the dualityRoll fromData function

* Apply suggestion from @CarlosFdez

* Compute modifiers using deterministic terms (#1758)

---------

Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
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WBHarry 2026-03-31 17:20:22 +02:00 committed by GitHub
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commit f156b12d79
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20 changed files with 267 additions and 249 deletions

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@ -217,49 +217,11 @@ export default class D20Roll extends DHRoll {
results: d.results
};
});
data.modifierTotal = this.calculateTotalModifiers(roll);
data.modifierTotal = roll.modifierTotal;
return data;
}
resetFormula() {
return (this._formula = this.constructor.getFormula(this.terms));
}
static async reroll(rollString, _target, message) {
let parsedRoll = game.system.api.dice.D20Roll.fromData(rollString);
parsedRoll = await parsedRoll.reroll();
const newRoll = game.system.api.dice.D20Roll.postEvaluate(parsedRoll, {
targets: message.system.targets,
roll: {
advantage: message.system.roll.advantage?.type,
difficulty: message.system.roll.difficulty ? Number(message.system.roll.difficulty) : null
}
});
if (game.modules.get('dice-so-nice')?.active) {
await game.dice3d.showForRoll(parsedRoll, game.user, true);
}
const rerolled = {
any: true,
rerolls: [
...(message.system.roll.dice[0].rerolled?.rerolls?.length > 0
? [message.system.roll.dice[0].rerolled?.rerolls]
: []),
rollString.terms[0].results
]
};
return {
newRoll: {
...newRoll,
dice: [
{
...newRoll.dice[0],
rerolled: rerolled
}
]
},
parsedRoll
};
}
}