Fix hp < 0 and D30 with D20 bonus roll
This commit is contained in:
+23
-7
@@ -548,7 +548,7 @@ export default class LethalFantasyUtils {
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* @param {Object} actor The actor (for dice3d display)
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* @returns {Promise<{modifier: number, specialEffect: string|null, specialName: string|null}>}
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*/
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static async processD30BonusDice(d30Message, side, naturalRoll = null, actor = null) {
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static async processD30BonusDice(d30Message, side, naturalRoll = null, actor = null, canDialog = true) {
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if (!d30Message) return { modifier: 0, specialEffect: null, specialName: null }
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const validTargets = side === "attack" ? ["attack", "spell_attack"] : ["defense", "spell_defense"]
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@@ -556,12 +556,26 @@ export default class LethalFantasyUtils {
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// ── Simple bonus_dice type ── auto-roll if target matches
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if (d30Message.type === "bonus_dice") {
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if (!validTargets.includes(d30Message.target)) return { modifier: 0, specialEffect: null, specialName: null }
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const modifier = await this._rollD30BonusDie(d30Message.dice, actor)
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const modifier = await this._rollD30BonusDie(d30Message.dice, actor, !canDialog)
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return { modifier, specialEffect: null, specialName: null }
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}
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// ── Choice type ── present all options to the player
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if (d30Message.type === "choice") {
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// Try to find a bonus_dice option matching this side
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const autoBonus = d30Message.choices.find(c => c.type === "bonus_dice" && validTargets.includes(c.target))
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// If we can't show dialogs (wrong client), auto-roll bonus dice if available
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if (!canDialog) {
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if (autoBonus) {
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const modifier = await this._rollD30BonusDie(autoBonus.dice, actor, true)
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return { modifier, specialEffect: null, specialName: null }
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}
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// No bonus dice available on this side — just report as flag
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const first = d30Message.choices[0]
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return { modifier: 0, specialEffect: "flag", specialName: first?.type || "choice" }
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}
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const buttons = d30Message.choices.map(c => {
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let label
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let icon
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@@ -642,17 +656,19 @@ export default class LethalFantasyUtils {
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* @param {Object} actor Actor for chat message speaker
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* @returns {Promise<number>} The roll total
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*/
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static async _rollD30BonusDie(formula, actor) {
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static async _rollD30BonusDie(formula, actor, silent = false) {
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const cleaned = formula.replace(/NE$/i, "").replace("E", "")
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const roll = new Roll(cleaned)
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await roll.evaluate()
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if (game?.dice3d) {
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await game.dice3d.showForRoll(roll, game.user, true)
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}
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await ChatMessage.create({
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content: `<p>D30 bonus: rolled <strong>${cleaned.toUpperCase()}</strong> = <strong>${roll.total}</strong></p>`,
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speaker: ChatMessage.getSpeaker({ actor })
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})
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if (!silent) {
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await ChatMessage.create({
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content: `<p>D30 bonus: rolled <strong>${cleaned.toUpperCase()}</strong> = <strong>${roll.total}</strong></p>`,
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speaker: ChatMessage.getSpeaker({ actor })
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})
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}
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return roll.total
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}
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