From 47056788e81bbebbfea16ce58538af0e59bd22e1 Mon Sep 17 00:00:00 2001 From: david raistrick <1108844+keen99@users.noreply.github.com> Date: Mon, 6 Jul 2026 18:38:49 -0400 Subject: [PATCH] Add Crit Damage button for dying/stable participants 5e crit-at-0-HP rule: any crit damage while downed = +2 death-save failures. Shared logic supported via applyHpChange(..., { isCriticalHit: true }) but UI had no trigger. Normal Damage at 0 only added 1 fail. handleCritDamage handler calls applyHpChange with isCriticalHit: true. Button renders in HP block (right-aligned) for character/NPC participants when dying or stable and combat started. Dead excluded (no-op). --- TODO.md | 7 ------- src/App.js | 17 ++++++++++++++++- 2 files changed, 16 insertions(+), 8 deletions(-) diff --git a/TODO.md b/TODO.md index f7ba9f8..f65106e 100644 --- a/TODO.md +++ b/TODO.md @@ -6,13 +6,6 @@ Backlog of bugs + long-term items. Milestones live in REWORK_PLAN.md. -### FEAT: critical damage button for dying/stable participants -- Shared logic already supports `applyHpChange(..., { isCriticalHit:true })`. -- UI only has normal Damage, which adds 1 failure at 0 HP. -- Add button near Revive/Stabilize: **Crit Damage** / **Critical Hit**. -- Use only for dying/stable character/NPC at 0 HP; adds 2 death-save failures. -- Dead target remains dead; no action. - ### dm list - keep active particpant in view (scroll) ### combat.js doesnt seem to actually exercise the add characters. there are no characters in the campaign. only in the encounter.. diff --git a/src/App.js b/src/App.js index a0889ba..0693bf6 100644 --- a/src/App.js +++ b/src/App.js @@ -7,7 +7,7 @@ import { Play as PlayIcon, Pause as PauseIcon, SkipForward as SkipForwardIcon, StopCircle as StopCircleIcon, Users2, Dices, ChevronUp, ChevronDown, ScrollText, Maximize2, Minimize2, Moon, Coffee, Clock, ChevronRight, X, - Undo2, Redo2 + Undo2, Redo2, Crosshair } from 'lucide-react'; // ----- UI feedback: toast (transient) + info modal (persistent) ----- @@ -1153,6 +1153,16 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters, camp } }; + const handleCritDamage = async (participantId) => { + if (!db) return; + try { + // Any damage at 0 HP + isCriticalHit = 2 death-save failures (5e crit-at-0). + await combatApplyHpChange(encounter, participantId, 'damage', 1, { isCriticalHit: true }, buildCtx(encounterPath)); + } catch (err) { + showToast(err.message); + } + }; + const toggleCondition = async (participantId, conditionId) => { if (!db) return; try { @@ -1464,6 +1474,11 @@ function ParticipantManager({ encounter, encounterPath, campaignCharacters, camp /> HP: {p.currentHp}/{p.maxHp} + {hasDeathSaves && (participantStatus === 'dying' || participantStatus === 'stable') && encounter.isStarted && ( + + )} {participantStatus === 'dead' && (