LukeWH (0fd2cd64) at 31 Jul 15:01
LukeWH (0fd2cd64) at 31 Jul 13:18
add net archs to mook sheet, remove use of cprBrandedName
LukeWH (92f87d76) at 26 Jul 10:29
LukeWH (37d4cea2) at 26 Jul 10:20
Update CHANGELOG.md
To show custom Net Architectures in Characters Gear list
Possibly hide the Net Architecture category until a Net Architecture is on a character sheet to keep things clean.
LukeWH (92f87d76) at 26 Jul 10:09
LukeWH (213cbe37) at 26 Jul 10:09
Display Net Architectures in Character's gear tab
... and 64 more commits
LukeWH (f62949c8) at 11 Jul 15:49
LukeWH (f62949c8) at 11 Jul 15:49
fix: only add autofire attackRollBonus if it's not alreay active
... and 2 more commits
Prevent duplicate bonuses being applied and displayed to the user, also deduping all modifications on roll, based on the mods ID.
Follow the steps as described in #1017:
- Create Active Effect with Autofire skill bonus (provided below).
- Equip weapon and roll an Autofire attack.
- Observe the duplication of the Active Effect Bonus by hovering the mouse over the Total Mods: bonus in the attack roll dialogue window (images provided below)
Currently there are two paths, one for collecting mods for the actual roll, and another for initial calculation to break down the mods to display to the user. These should probably use the same code path to avoid deviating logic.
I could have added checks to each part of CPRMod.getSituationalRollMods() but this seemed like a lot of extra code and this method is big, complex, and scary already.
[Type text here]
I've updated the code considering what you've said. As it's the only one that's duplicated deduping all mods seems overkill from a performance perspective using either reduce or map so I've refactored to do a more basic check to the second instance that the autofire mod is added with a big old comment above to explain.
LukeWH (74957a31) at 01 Jul 08:29
fix: only add autofire attackRollBonus if it's not alreay active
Fixes some theming issue when using Dark Mode and the MATT module.
Triggers tabLukeWH (fd5e48c3) at 27 Jun 14:13
fix: update changelog
Prevent duplicate bonuses being applied and displayed to the user, also deduping all modifications on roll, based on the mods ID.
Follow the steps as described in #1017:
- Create Active Effect with Autofire skill bonus (provided below).
- Equip weapon and roll an Autofire attack.
- Observe the duplication of the Active Effect Bonus by hovering the mouse over the Total Mods: bonus in the attack roll dialogue window (images provided below)
Currently there are two paths, one for collecting mods for the actual roll, and another for initial calculation to break down the mods to display to the user. These should probably use the same code path to avoid deviating logic.
I could have added checks to each part of CPRMod.getSituationalRollMods() but this seemed like a lot of extra code and this method is big, complex, and scary already.
[Type text here]
LukeWH (6a4798e3) at 27 Jun 13:38
fix: duplicate effect bonuses being applied to attacks
... and 122 more commits
I've confirmed this bug, going to take a look
LukeWH (bc28e052) at 27 May 14:37
Snapcraft.yaml for auto-build