* ref. #274, Fix marking failure rolls timing when dicesonice is enabled * Update CHANGELOG.md
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+19
-8
@@ -256,6 +256,10 @@ export class DGPercentileRoll extends DGRoll {
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this.options.rollMode = "blindroll";
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}
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const diceSoNice =
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game.modules.has("dice-so-nice") &&
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game.modules.get("dice-so-nice").active;
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const label = this.createLabel();
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let resultString = "";
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@@ -299,12 +303,7 @@ export class DGPercentileRoll extends DGRoll {
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if (failureMark) {
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const keyForUpdate = `${this.skillPath}.failure`;
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// TODO: auto-update actor or post icon with manual apply
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await this.actor.update({
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[keyForUpdate]: true,
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});
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return this.toMessage({
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const message = await this.toMessage({
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flags: {
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deltagreen: {
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rollbacks: {
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@@ -315,7 +314,19 @@ export class DGPercentileRoll extends DGRoll {
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content: html,
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flavor: label,
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});
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if (diceSoNice) {
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await game.dice3d.waitFor3DAnimationByMessageID(message.id);
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}
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// TODO: auto-update actor or post icon with manual apply
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await this.actor.update({
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[keyForUpdate]: true,
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});
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return message;
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}
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return this.toMessage({ content: html, flavor: label });
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}
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@@ -434,9 +445,9 @@ export class DGPercentileRoll extends DGRoll {
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* @returns {Boolean}
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*/
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get isInhuman() {
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/*
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/*
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Changing this to only consider the base x5 stat target for whether something is 'inhuman'
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because I do not think the intent was an Agent with a high strength getting a +40% bonus to be considered 'inhuman'
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because I do not think the intent was an Agent with a high strength getting a +40% bonus to be considered 'inhuman'
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and therefore benefit from the increased crit threshold, although could be wrong about this.
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*/
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if (this.target > 99 && this.type === "stat") {
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