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Roll data #177
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Merged
Roll data #177
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Damnit I hate javascript.
Steve has gained an implement and an AoE fire power that uses the implement. An example ritual and an example NPC (Badgers are not in 4E as creatures, so do not have to worry about OGL issues) (Ritual costs are tricky to grab as the attribute dropdown gets cleared as soon as it's off a character) Feat that adds to fire attack and damage powers (to show on steves new fire power). Updated fighter weapon talents to have an effect to boost that attack. This can be done automatically for 2 Handed Weapons, alas 1 handed weapons need a custom variable, but at least we get a custom variable demo!
When adding equipment to token action HUD integration I was reminded that in order to get it working I had to poke some quite internal and knarly methods in 4E. Basically things that we would change, that would then break token hud, and we would have no idea why. So I refactored them all into the hooks.js object, which gives Token HUD a single place for when it needs to call any method on one of our objects. Especially as a lot of them the logic is actually in the sheet. This means they will at least show up in a usages search in VSCode/Webstorm etc... so we know if we change them to also update the calling method. Method signatures were made to be as standardised as possible with all relevant information, so hopefully if we ever change an implementation there is no need to change api.
Actor ChatData for Effects SRD Compendium fixes Example Compendium fixes I feel down a formula hole and couldn't get out
Actor ChatData for Effects SRD Compendium fixes Example Compendium fixes I feel down a formula hole and couldn't get out
Crossbows need 2 hands.
I wonder what those folks whos gitHub user IDs happen to align with our @Calls must think when they see these pings. |
I saw that. I mean if you are going to have a github alias of Epic, then
frankly you have signed up for this ;)
…On Mon, 14 Feb 2022 at 22:32, EndlesNights ***@***.***> wrote:
Merged #177 <#177> into dev.
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This was a rabbit hole I did not expect to fall down, but I did anyway....
It started as Fixes to #172
Updated the
getChatData()
method of actor.js such that modifiers exist and can be used in effects. This is important, as they are truncated so don't have an awkward 0.5 when the ability score is an odd number.2 parts to this:
prepareData()
to move the calculations of derived data for abilities into their own method. More things might join them in future.getChatData()
references the new method to calculate the ability modifers.getChatData()
andhelper.commonReplace
have gained several new variables based on tier, that return 1 when matched and 0 when not. @heroic, @paragon, @Epic all return only in their respective tier and @heroicOrParagon and @paragonOrEpic return when either of their 2 tiers match. That should work for all crazy power enhancement maths.Went through and fixed the example classes and races following this change:
Updated Basic Melee and Ranged attacks to use a base damage formula of 1 + @Epic so their damage scales automatically
Poked the @powmax variable in formula helper so it will handle formula in the power base damage multiplier the same as @powbase does.
Fixed an issue in highlighted rolls because foundry modifies the formula of dice rolls (a few spaces appear and dissappear)
Resurrected @wepDice() to use with high crit weapons
All SRD high crit weapons have their bonus crit damage put in the bonus crit damage formula and done as @wepDice(@tier) so it just gives them the right number based on their base damage and tier.
when I entered SRD weapons I somehow missed the 2 handed property. 2 handed wepaons now correctly have the 2H weapon property set so work with the example fighter weapon talent.