forked from public/bol
Various minor fixes + fix roll result
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@ -632,13 +632,25 @@ export class BoLDefaultRoll {
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const activeDice = r.terms[0].results.filter(r => r.active)
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const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
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this.rollData.roll = r
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this.rollData.isSuccess = (r.total >= diceData.successValue)
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this.rollData.isCritical = (diceTotal >= diceData.criticalSuccessValue)
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this.rollData.isRealCritical = (diceTotal >= diceData.criticalSuccessValue)
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this.rollData.isHeroic = (diceTotal >= diceData.criticalSuccessValue)
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this.rollData.isLegendary = false
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this.rollData.isFumble = (diceTotal <= diceData.criticalFailureValue)
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this.rollData.isFailure = !this.rollData.isSuccess
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if ( this.rollData.isFumble ) {
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this.rollData.isSuccess = false
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this.rollData.isCritical = false
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this.rollData.isRealCritical = false
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this.rollData.isHeroic = false
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this.rollData.isFailure = true
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} else {
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this.rollData.isCritical = (diceTotal >= diceData.criticalSuccessValue)
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if ( this.rollData.isCritical) {
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this.rollData.isSuccess = true
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} else {
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this.rollData.isSuccess = (r.total >= diceData.successValue)
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}
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this.rollData.isRealCritical = (diceTotal >= diceData.criticalSuccessValue)
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this.rollData.isHeroic = (diceTotal >= diceData.criticalSuccessValue)
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this.rollData.isFailure = !this.rollData.isSuccess
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}
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this.rollData.isLegendary = false
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let actor = BoLUtility.getActorFromRollData(this.rollData)
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if (this.rollData.reroll == undefined) {
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