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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:
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
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.
The text was updated successfully, but these errors were encountered:
Now that we can use
rollTest
script trigger in Active Effects andwfrp4e: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: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 critsActor#applyDamage
doesn't allow for custom crit tables, and even if it did, theapplyDamage
script trigger andwfrp4e: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 forwfrp4e:criticalWound
Hook that would happen between calculating criticals and producing the HTML.If you want I could draft and open a PR with those changes.
The text was updated successfully, but these errors were encountered: