Fix #44 - Auto use damage bonus for melee/unarmed

This commit is contained in:
2025-02-06 22:21:56 +01:00
parent 82731c2d40
commit 5f9057db37
7 changed files with 67 additions and 92 deletions

View File

@ -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)

View File

@ -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
}

View File

@ -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({