FIX: Initiative on skip defeated
parent
83fa2f1744
commit
031168bddc
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Before Width: | Height: | Size: 75 KiB After Width: | Height: | Size: 69 KiB |
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@ -34,13 +34,16 @@ export class OseCombat {
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static async individualInitiative(combat, data) {
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let updates = [];
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let messages = [];
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combat.data.combatants.forEach((c, i) => {
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// This comes from foundry.js, had to remove the update turns thing
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// Roll initiative
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const cf = combat._getInitiativeFormula(c);
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const roll = combat._getInitiativeRoll(c, cf);
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updates.push({_id: c._id, initiative: roll.total});
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let value = roll.total;
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if (combat.settings.skipDefeated && c.defeated) {
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value = -790;
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}
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updates.push({ _id: c._id, initiative: value });
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// Determine the roll mode
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let rollMode = game.settings.get("core", "rollMode");
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@ -63,7 +66,6 @@ export class OseCombat {
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});
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await combat.updateEmbeddedEntity("Combatant", updates);
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await CONFIG.ChatMessage.entityClass.create(messages);
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// Take the first combatant
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data.turn = 0;
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}
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@ -73,6 +75,10 @@ export class OseCombat {
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span.innerHTML == "-789.00"
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? '<i class="fas fa-weight-hanging"></i>'
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: span.innerHTML;
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span.innerHTML =
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span.innerHTML == "-790.00"
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? '<i class="fas fa-dizzy"></i>'
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: span.innerHTML;
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});
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let init = game.settings.get("ose", "individualInit");
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if (init) {
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@ -111,7 +111,7 @@ export class OseCharacterCreator extends FormApplication {
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// Generate gold
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let gold = event.target.elements.namedItem('gold').value;
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const itemData = {
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name: "Gold pieces",
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name: "GP",
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type: "item",
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img: "/systems/ose/assets/gold.png",
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data: {
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