@@ -7,7 +7,7 @@ function onDataChanged()
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if super and super .onDataChanged then
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super .onDataChanged ()
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end
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- if sub_ranged .getValue () == " char_weapon_ranged" then
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+ if sub_ranged .getValue () == ' char_weapon_ranged' then
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sub_ranged .subwindow .onAmmoChanged ()
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end
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end
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-- luacheck: globals onFullAttackAction
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function onFullAttackAction (draginfo )
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- local nodeWeapon = getDatabaseNode ();
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- local rActor , rAttack = CharManager .getWeaponAttackRollStructures (nodeWeapon );
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+ local nodeWeapon = getDatabaseNode ()
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+ local rActor , rAttack = CharManager .getWeaponAttackRollStructures (nodeWeapon )
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- local rRolls = {};
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- for i = 1 , DB .getValue (nodeWeapon , " attacks" , 1 ) do
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+ local rRolls = {}
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+ for i = 1 , DB .getValue (nodeWeapon , ' attacks' , 1 ) do
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if canShoot (rActor , nodeWeapon ) then
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- rAttack .modifier = self .calcAttackBonus (i );
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- rAttack .order = i ;
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- table.insert (rRolls , ActionAttack .getRoll (rActor , rAttack ));
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+ rAttack .modifier = self .calcAttackBonus (i )
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+ rAttack .order = i
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+ table.insert (rRolls , ActionAttack .getRoll (rActor , rAttack ))
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else
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- break ;
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+ break
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end
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end
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- if not OptionsManager .isOption (" RMMT" , " off" ) and (# rRolls > 1 ) then
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- for _ ,v in ipairs (rRolls ) do
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- v .sDesc = v .sDesc .. " [FULL]" ;
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+ if not OptionsManager .isOption (' RMMT' , ' off' ) and (# rRolls > 1 ) then
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+ for _ , v in ipairs (rRolls ) do
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+ v .sDesc = v .sDesc .. ' [FULL]'
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end
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end
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- ActionsManager .performMultiAction (draginfo , rActor , " attack" , rRolls );
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- return true ;
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+ ActionsManager .performMultiAction (draginfo , rActor , ' attack' , rRolls )
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+ return true
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end
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-- luacheck: globals onSingleAttackAction
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function onSingleAttackAction (n , draginfo )
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- local nodeWeapon = getDatabaseNode ();
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- local rActor , rAttack = CharManager .getWeaponAttackRollStructures (nodeWeapon );
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- rAttack .order = n or 1 ;
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- rAttack .modifier = self .calcAttackBonus (n or 1 );
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+ local nodeWeapon = getDatabaseNode ()
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+ local rActor , rAttack = CharManager .getWeaponAttackRollStructures (nodeWeapon )
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+ rAttack .order = n or 1
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+ rAttack .modifier = self .calcAttackBonus (n or 1 )
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if self .canShoot (rActor , nodeWeapon ) then
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- ActionAttack .performRoll (draginfo , rActor , rAttack );
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- return true ;
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+ ActionAttack .performRoll (draginfo , rActor , rAttack )
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+ return true
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end
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end
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