ref. #274, Fix marking failure rolls timing when dicesonice is enabled (#276)

* ref. #274, Fix marking failure rolls timing when dicesonice is enabled

* Update CHANGELOG.md
This commit is contained in:
Budzyn
2025-10-13 16:48:25 +02:00
committed by GitHub
parent ee149dfcaf
commit 21b83f3ea8
2 changed files with 25 additions and 8 deletions
+19 -8
View File
@@ -256,6 +256,10 @@ export class DGPercentileRoll extends DGRoll {
this.options.rollMode = "blindroll";
}
const diceSoNice =
game.modules.has("dice-so-nice") &&
game.modules.get("dice-so-nice").active;
const label = this.createLabel();
let resultString = "";
@@ -299,12 +303,7 @@ export class DGPercentileRoll extends DGRoll {
if (failureMark) {
const keyForUpdate = `${this.skillPath}.failure`;
// TODO: auto-update actor or post icon with manual apply
await this.actor.update({
[keyForUpdate]: true,
});
return this.toMessage({
const message = await this.toMessage({
flags: {
deltagreen: {
rollbacks: {
@@ -315,7 +314,19 @@ export class DGPercentileRoll extends DGRoll {
content: html,
flavor: label,
});
if (diceSoNice) {
await game.dice3d.waitFor3DAnimationByMessageID(message.id);
}
// TODO: auto-update actor or post icon with manual apply
await this.actor.update({
[keyForUpdate]: true,
});
return message;
}
return this.toMessage({ content: html, flavor: label });
}
@@ -434,9 +445,9 @@ export class DGPercentileRoll extends DGRoll {
* @returns {Boolean}
*/
get isInhuman() {
/*
/*
Changing this to only consider the base x5 stat target for whether something is 'inhuman'
because I do not think the intent was an Agent with a high strength getting a +40% bonus to be considered 'inhuman'
because I do not think the intent was an Agent with a high strength getting a +40% bonus to be considered 'inhuman'
and therefore benefit from the increased crit threshold, although could be wrong about this.
*/
if (this.target > 99 && this.type === "stat") {