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When the attack card pops up for a player/GM to make an attack, would it be possible that the button that is in play be made more obvious. Currently it is a thin red line around the button and not particularly obvious.
The same for damage buttons. So normal or crit is more obvious.
Which brings me to the next part, unless there is something wrong that I am not sure about, when a crit hit happens the damage button is still highlighting in the thin red line around normal damage. Is it possible for the damage button to relate to the type of attack, whether it is 'normal' or 'critical'? (And as above to make the button more obvious to the onlooker, some folk with accessibility issues do struggle)
(I am using dark mode, so maybe that has some influence)
Thank you
The text was updated successfully, but these errors were encountered:
Re: the Critical button not highlighting, I think that's an actual bug. In the #rollDamage function of AttackActivity ,lastAttack should (I think) be getting checked for whether it was a crit, and if so be passing along { options: { defaultButton: "critical" } } as a second arg to rollDamage.
Hello there,
When the attack card pops up for a player/GM to make an attack, would it be possible that the button that is in play be made more obvious. Currently it is a thin red line around the button and not particularly obvious.
The same for damage buttons. So normal or crit is more obvious.
Which brings me to the next part, unless there is something wrong that I am not sure about, when a crit hit happens the damage button is still highlighting in the thin red line around normal damage. Is it possible for the damage button to relate to the type of attack, whether it is 'normal' or 'critical'? (And as above to make the button more obvious to the onlooker, some folk with accessibility issues do struggle)
(I am using dark mode, so maybe that has some influence)
Thank you
The text was updated successfully, but these errors were encountered: