Fix #44 - Auto use damage bonus for melee/unarmed
This commit is contained in:
@ -210,6 +210,7 @@ export default class CthulhuEternalProtagonistSheet extends CthulhuEternalActorS
|
||||
case "damage":
|
||||
li = $(event.currentTarget).parents(".item");
|
||||
item = this.actor.items.get(li.data("item-id"));
|
||||
item.damageBonus = this.actor.system.damageBonus
|
||||
break
|
||||
case "san":
|
||||
item = foundry.utils.duplicate(this.actor.system.san)
|
||||
|
@ -113,6 +113,8 @@ export const RESOURCE_BREAKDOWN = [
|
||||
{ value: 20, hand: 6, stowed: 6, storage: 8, checks: 3}
|
||||
]
|
||||
|
||||
export const DAMAGE_BONUS = [ -2, -2, -2, -2, -2, -1, -1, -1, -1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2]
|
||||
|
||||
export const VEHICLE_SPEED = {
|
||||
"none": "CTHULHUETERNAL.Label.None",
|
||||
"slow": "CTHULHUETERNAL.Label.Slow",
|
||||
@ -258,5 +260,6 @@ export const SYSTEM = {
|
||||
VEHICLE_SPEED,
|
||||
MODIFIER_CHOICES,
|
||||
MULTIPLIER_CHOICES,
|
||||
ASCII
|
||||
ASCII,
|
||||
DAMAGE_BONUS
|
||||
}
|
||||
|
@ -147,6 +147,9 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
break
|
||||
case "damage":
|
||||
let formula = options.rollItem.system.damage
|
||||
if ( options.rollItem.system.weaponType === "melee" || options.rollItem.system.weaponType === "unarmed") {
|
||||
formula += ` + ${options.rollItem.damageBonus}`
|
||||
}
|
||||
let damageRoll = new Roll(formula)
|
||||
await damageRoll.evaluate()
|
||||
await damageRoll.toMessage({
|
||||
|
Reference in New Issue
Block a user