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@@ -143,10 +143,27 @@ export class LethalFantasyCombat extends Combat {
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/** Roll progression dice for all eligible monster combatants this round. Called manually by the GM. */
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async rollMonsterProgression() {
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const currentRound = this.round;
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for (let c of this.combatants) {
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if (c.actor.type !== "monster") continue;
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const monsters = this.combatants.filter(c => c.actor?.type === "monster" && !c.isDefeated);
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if (monsters.length === 0) {
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ui.notifications.warn("No monsters in combat.");
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return;
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}
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let rolled = 0;
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for (let c of monsters) {
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if (c.initiative !== null && currentRound >= c.initiative) {
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await c.actor.system.rollProgressionDice(this.id, c.id);
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rolled++;
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}
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}
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if (rolled === 0) {
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const earliest = monsters.reduce((min, c) => (c.initiative !== null && c.initiative < min) ? c.initiative : min, Infinity);
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if (earliest === Infinity) {
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ui.notifications.warn("Monsters have no initiative set. Roll initiative first.");
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} else {
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ui.notifications.info(`No monsters act yet — earliest monster initiative is ${earliest} (current round: ${currentRound}).`);
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}
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}
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}
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@@ -259,9 +259,11 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
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async _onRoll(event, target) {
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if (this.isEditMode) return
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const rollType = event.target.dataset.rollType
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let rollKey = event.target.dataset.rollKey;
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let rollDice = event.target.dataset?.rollDice;
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const el = event.currentTarget
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const rollType = el.dataset.rollType
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if (!rollType) return
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let rollKey = el.dataset.rollKey
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let rollDice = el.dataset.rollDice
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this.actor.prepareRoll(rollType, rollKey, rollDice)
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@@ -115,7 +115,9 @@ export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
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}
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static async #onRollInitiative(event, target) {
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await this.document.system.rollInitiative(event, target)
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const combat = game.combat
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const combatant = combat?.combatants.find(c => c.actorId === this.document.id)
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await this.document.system.rollInitiative(combat?.id, combatant?.id)
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}
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getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
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