Closed dyvim closed 1 year ago
it seems that the botch table used for ranged combat is not the good one. it uses the botch table for close combat
it is probably due to the code line 25264
<button type="roll" name="roll_attacke_fk" class="dieButton" value="@{output_option} &{template:DSA-combat} {{bestaetigungswurf=[^{bestaetigungswurf}](~bestaetigungswurf)}} {{bestroll=[[@{deactivateConfirmationRoll}]]}} {{hitzone=[[@{fk_hitzone}]]}} {{defenseMalus=[[@{defenseMalusFK}]]}} {{attribute0=mut}} {{name=@{fk_name}}} {{subtags=^{attacke}}} {{wurf=[[1d20cs1cf20]]}} {{wert=[[(@{fk_roll}+@{gesamt_fk_mod}+@{mod_option}+@{kampf_modifier})]]}} {{mod=[[(@{gesamt_fk_mod}+@{mod_option}+@{kampf_modifier})]]}} {{dmg=[^{TP}](~tp_fk)}} {{dmgCrit=[^{x2}](~tp2_fk)}} {{botch=[^{patzer}](~nahkampf-atpa-patzer)}} {{critresult=^{forceHalfParry}}}">
problem for me is to use ~nahkampf-atpa-patzer instead of ~fernkampf-patzer
for example my player rolled a 4 and should have his bow broken with a malus of -4 to AT but the roll showed a malus of -2 AT and -2 PRD
https://github.com/Roll20/roll20-character-sheets/pull/11199
it seems that the botch table used for ranged combat is not the good one. it uses the botch table for close combat
it is probably due to the code line 25264
<button type="roll" name="roll_attacke_fk" class="dieButton" value="@{output_option} &{template:DSA-combat} {{bestaetigungswurf=[^{bestaetigungswurf}](~bestaetigungswurf)}} {{bestroll=[[@{deactivateConfirmationRoll}]]}} {{hitzone=[[@{fk_hitzone}]]}} {{defenseMalus=[[@{defenseMalusFK}]]}} {{attribute0=mut}} {{name=@{fk_name}}} {{subtags=^{attacke}}} {{wurf=[[1d20cs1cf20]]}} {{wert=[[(@{fk_roll}+@{gesamt_fk_mod}+@{mod_option}+@{kampf_modifier})]]}} {{mod=[[(@{gesamt_fk_mod}+@{mod_option}+@{kampf_modifier})]]}} {{dmg=[^{TP}](~tp_fk)}} {{dmgCrit=[^{x2}](~tp2_fk)}} {{botch=[^{patzer}](~nahkampf-atpa-patzer)}} {{critresult=^{forceHalfParry}}}">
problem for me is to use ~nahkampf-atpa-patzer instead of ~fernkampf-patzer