-RnK dialog auto-open after a roll
-Move for some roll props -2 RnK bugfix (TN & Reroll)
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@@ -78,6 +78,7 @@ export class CombatL5r5e extends Combat {
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}
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let roll;
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let rnkMessage;
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const flavor =
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game.i18n.localize("l5r5e.chatdices.initiative_roll") +
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" (" +
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@@ -87,8 +88,7 @@ export class CombatL5r5e extends Combat {
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if (messageOptions.rnkRoll instanceof game.l5r5e.RollL5r5e && ids.length === 1) {
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// Specific RnK
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roll = messageOptions.rnkRoll;
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// Ugly but work... i need the new messageId
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combatant.actor.rnkMessage = await roll.toMessage({ flavor });
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rnkMessage = await roll.toMessage({ flavor });
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} else {
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// Regular
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roll = new game.l5r5e.RollL5r5e(formula);
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@@ -97,23 +97,28 @@ export class CombatL5r5e extends Combat {
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roll.l5r5e.stance = data.stance;
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roll.l5r5e.skillId = skillId;
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roll.l5r5e.skillCatId = skillCat;
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roll.l5r5e.summary.difficulty =
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roll.l5r5e.difficulty =
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messageOptions.difficulty !== undefined ? messageOptions.difficulty : cfg.difficulty;
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roll.l5r5e.summary.difficultyHidden =
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roll.l5r5e.difficultyHidden =
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messageOptions.difficultyHidden !== undefined
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? messageOptions.difficultyHidden
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: cfg.difficultyHidden;
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roll.l5r5e.summary.voidPointUsed = !!messageOptions.useVoidPoint;
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roll.l5r5e.voidPointUsed = !!messageOptions.useVoidPoint;
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roll.roll();
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roll.toMessage({ flavor });
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rnkMessage = await roll.toMessage({ flavor });
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}
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// Ugly but work... i need the new messageId
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if (ids.length === 1) {
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combatant.actor.rnkMessage = rnkMessage;
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}
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// if the character succeeded on their Initiative check, they add 1 to their base initiative value,
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// plus an additional amount equal to their bonus successes.
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const successes = roll.l5r5e.summary.totalSuccess;
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if (successes >= roll.l5r5e.summary.difficulty) {
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initiative = initiative + 1 + Math.max(successes - roll.l5r5e.summary.difficulty, 0);
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if (successes >= roll.l5r5e.difficulty) {
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initiative = initiative + 1 + Math.max(successes - roll.l5r5e.difficulty, 0);
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}
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}
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