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FVTT: Using the "Apply Damage" dropdown on Beyond20 damage seems to remove "attributes.hp" from the token's bar 1 options about beyond20 HOT 1 CLOSED

kakaroto avatar kakaroto commented on June 26, 2024
FVTT: Using the "Apply Damage" dropdown on Beyond20 damage seems to remove "attributes.hp" from the token's bar 1 options

from beyond20.

Comments (1)

kakaroto avatar kakaroto commented on June 26, 2024

Looks to me like a bug in FVTT. the "apply damages" appears if the content has an element with a dice-roll class, but then it checks for dice-total to apply, but since it doesn't find it, it will set the hp to null (which is in itself a bug). I also can't change the span element to use a different class, because the CSS for the tooltip (which is generated by the core FVTT template) only applies to descendents of a dice-roll class. So... potential fixes in FVTT :

  • FVTT checks for existence of dice-total instead of dice-roll before deciding to show the 'apply damage' context menu
  • FVTT CSS for the roll tooltip should be using the selector .dice-tooltip and .dice-formula instead of .dice-roll .dice-tooltip and .dice-roll .dice-formula
  • If more than 1 dice-total is found, the Actor5e.ApplyDamages should pop a notification asking the user which damage to use instead of concatenating their values
  • If resulting HP that gets calculated is not a valid number, it should not update the actor HP
  • If a Bar attribute's value is non-valid (null in this case), the Token config sheet should not display that the selected attribute is None because it can confuse the user in thinking the bar setting changed when it's just its value that is not valid.

And for the actual fixes I'll want to do in Beyond20, it would be to add the dice-total on the "Total Damage" line so it can be picked up and not have it set in attack/skills rolls for example

from beyond20.

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