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17.17-b4 Roll Confirmation breaks multiple damage rolls even if disabled #2112
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Furthermore, entering |
This bug is related to some code in gurps.js: Lines 668-672: // Before open a new dialog, we need to make sure
// all other dialogs are closed, because bucket must be reset
// before we start a new roll
await $(document).find('.dialog-button.cancel').click().promise()
await dialog.render(true) The first command is executed, it calls
Which clicks on and closes the first dialog. Then it called render() and is shown. There needs to be a way to pause/queue up other commands while the dialog is open. |
I have a fix for this, but I want @chrismaille to review it before closing this bug. |
The fix is working for me. Have not seen any other side-effects, but I'm not an expert/ |
Bug is related to GURPS.LastActor logic and the line |
I put in a fix and created a PR for you to review. Check it out before spending any time on this. |
This works if Roll Confirmation is disabled; if enabled it only rolls the last one:
/r [2d (2) pi] \\/r [1d burn]
The issue happens even with separate executeOTF statements.
With Roll Confirmation enabled, the added delay lets both rolls work as long as you click the first Roll Confirmation fast enough. However, if you disable Roll Confirmation, the second executeOTF never runs.
Using regular chat rolls, this next OtF works only if Roll Confirmation is enabled; if not enabled it only rolls the last one:
["Explosion with Fragments" /4d-1 cr\\/2d cut]
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