Add maximumCoupResult and minimumFumbleResult to actor data
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3 changed files with 16 additions and 3 deletions
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@ -65,11 +65,15 @@ export class DS4Item extends Item<DS4ItemData> {
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);
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}
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const owner = (this.actor as unknown) as DS4Actor; // TODO(types): Improve so that the concrete Actor type is known here
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const ownerDataData = ((this.actor as unknown) as DS4Actor).data.data; // TODO(types): Improve so that the concrete Actor type is known here
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const weaponBonus = this.data.data.weaponBonus;
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const combatValue = await this.getCombatValueKeyForAttackType(this.data.data.attackType);
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const checkTargetValue = (owner.data.data.combatValues[combatValue].total as number) + weaponBonus;
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await createCheckRoll(checkTargetValue, { rollMode: game.settings.get("core", "rollMode") }); // TODO: Get maxCritSuccess and minCritFailure from Actor once we store them there
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const checkTargetValue = (ownerDataData.combatValues[combatValue].total as number) + weaponBonus;
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await createCheckRoll(checkTargetValue, {
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rollMode: game.settings.get("core", "rollMode"),
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maxCritSuccess: ownerDataData.rolling.maximumCoupResult,
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minCritFailure: ownerDataData.rolling.minimumFumbleResult,
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});
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}
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private async getCombatValueKeyForAttackType(attackType: AttackType): Promise<"meleeAttack" | "rangedAttack"> {
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