New weapon management, including shotgun
This commit is contained in:
@@ -196,11 +196,6 @@ export default class CthulhuEternalUtils {
|
||||
ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.noSanTypeFound"))
|
||||
return
|
||||
}
|
||||
// If the sanType is "none", we don't apply any SAN processing
|
||||
if (sanType === "none") {
|
||||
ui.notifications.info(game.i18n.localize("CTHULHUETERNAL.Notifications.noSanLossApplied"))
|
||||
return
|
||||
}
|
||||
rollData.sanType = sanType
|
||||
await actor.system.applySANConsequences(rollData)
|
||||
// Delete the roll message
|
||||
@@ -253,7 +248,7 @@ export default class CthulhuEternalUtils {
|
||||
})
|
||||
}
|
||||
|
||||
static async damageRoll(rollMessage) {
|
||||
static async damageRoll(rollMessage, formula = null) {
|
||||
let rollData = rollMessage.rolls[0]?.options?.rollData
|
||||
let actor = game.actors.get(rollData.actorId)
|
||||
if (!actor) {
|
||||
@@ -263,6 +258,7 @@ export default class CthulhuEternalUtils {
|
||||
console.log("Damage roll data", rollData)
|
||||
rollData.weapon.resultType = rollData.resultType // Keep the result type from the roll message
|
||||
rollData.weapon.selectiveFireChoice = rollData.selectiveFireChoice // Keep the selected fire choice from the roll message
|
||||
rollData.weapon.damageFormula = formula || rollData.weapon.system.damage
|
||||
actor.system.roll("damage", rollData.weapon)
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user