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[WFRP4e System] Improvement to Applying Damage and Criticals #2369

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Forien opened this issue Jan 30, 2025 · 0 comments
Open

[WFRP4e System] Improvement to Applying Damage and Criticals #2369

Forien opened this issue Jan 30, 2025 · 0 comments
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@Forien
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Forien commented Jan 30, 2025

Now that we can use rollTest script trigger in Active Effects and wfrp4e:rollTest Hook to change tables for criticals, miscasts etc for Tests, I would like to ask for two further improvements to how system handles Criticals:

  1. Actor#applyBasicDamage neither has a Hook, nor it prompts for Critical when damaged below 0 and does not show excess Damage for the purpose of UiA crits
    • Example use case: fall damage with UiA crits to the legs
  2. Actor#applyDamage doesn't allow for custom crit tables, and even if it did, the applyDamage script trigger and wfrp4e:applyDamage Hook happen too early. I propose that handling criticals would be refactored into it's own method/function/helper/class, with separate function that produces HTML and I would ask for wfrp4e:criticalWound Hook that would happen between calculating criticals and producing the HTML.
    • Example use case: modifying table for rolling Critical Wounds when Critical Wound is caused by magical sources in Josef's Extended Critical Tables

If you want I could draft and open a PR with those changes.

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