Persist Rolemaster fumble range

This commit is contained in:
2026-04-03 00:32:17 +02:00
parent 90afe3b06b
commit 48439fd21d
19 changed files with 654 additions and 56 deletions

View File

@@ -19,7 +19,8 @@ public partial class CharacterPanel
DiceRollDefinition = selectedGroup?.DiceRollDefinition ?? string.Empty,
SkillGroupId = selectedGroup?.Id.ToString() ?? string.Empty,
WildDice = selectedGroup?.WildDice ?? (IsD6 ? 1 : 0),
AllowFumble = selectedGroup?.AllowFumble ?? IsD6
AllowFumble = selectedGroup?.AllowFumble ?? IsD6,
FumbleRange = selectedGroup?.FumbleRange
};
CreateSkillFormVersion++;
@@ -35,7 +36,8 @@ public partial class CharacterPanel
DiceRollDefinition = skill.DiceRollDefinition,
SkillGroupId = skill.SkillGroupId?.ToString() ?? string.Empty,
WildDice = skill.WildDice,
AllowFumble = skill.AllowFumble
AllowFumble = skill.AllowFumble,
FumbleRange = skill.FumbleRange
};
EditSkillFormVersion++;
@@ -99,6 +101,7 @@ public partial class CharacterPanel
SkillGroupState.Model.DiceRollDefinition = string.Empty;
SkillGroupState.Model.WildDice = IsD6 ? 1 : 0;
SkillGroupState.Model.AllowFumble = IsD6;
SkillGroupState.Model.FumbleRange = null;
SkillGroupState.ResetValidation();
ShowCreateSkillGroupModal = true;
}
@@ -110,6 +113,7 @@ public partial class CharacterPanel
SkillGroupState.Model.DiceRollDefinition = skillGroup.DiceRollDefinition;
SkillGroupState.Model.WildDice = skillGroup.WildDice;
SkillGroupState.Model.AllowFumble = skillGroup.AllowFumble;
SkillGroupState.Model.FumbleRange = skillGroup.FumbleRange;
SkillGroupState.ResetValidation();
ShowEditSkillGroupModal = true;
}
@@ -155,7 +159,8 @@ public partial class CharacterPanel
SkillGroupState.Model.Name.Trim(),
SkillGroupState.Model.DiceRollDefinition.Trim(),
SkillGroupState.Model.WildDice,
SkillGroupState.Model.AllowFumble));
SkillGroupState.Model.AllowFumble,
SkillGroupState.Model.FumbleRange));
CloseSkillGroupModals();
await SkillGroupCreated.InvokeAsync(createdGroup.Id);
}
@@ -202,7 +207,8 @@ public partial class CharacterPanel
SkillGroupState.Model.Name.Trim(),
SkillGroupState.Model.DiceRollDefinition.Trim(),
SkillGroupState.Model.WildDice,
SkillGroupState.Model.AllowFumble));
SkillGroupState.Model.AllowFumble,
SkillGroupState.Model.FumbleRange));
CloseSkillGroupModals();
await SkillGroupUpdated.InvokeAsync(updatedGroup.Id);
}